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12 changes: 6 additions & 6 deletions public/config/collision.config.json
Original file line number Diff line number Diff line change
Expand Up @@ -20,8 +20,8 @@
"strengthArriving": 1.0,
"_strengthArriving_description": "Separation at destination. Gentle spread, not sudden explosion.",

"strengthCombat": 0.3,
"_strengthCombat_description": "Separation during combat. Minimal - units should focus on attacking, not spreading.",
"strengthCombat": 0.1,
"_strengthCombat_description": "Separation during combat. Near-zero so units stack tightly like SC2 while fighting.",

"maxForce": 2.0,
"_maxForce_description": "Maximum separation force. Low cap prevents jerky movement.",
Expand Down Expand Up @@ -62,11 +62,11 @@
"combat": {
"_description": "Combat movement - minimal spreading, focus on attacking",

"spreadSpeedMultiplier": 0.25,
"_spreadSpeedMultiplier_description": "Speed when spreading in combat. Slow to maintain formation.",
"spreadSpeedMultiplier": 0.1,
"_spreadSpeedMultiplier_description": "Speed when spreading in combat. Very slow - SC2 units barely move while attacking.",

"separationThreshold": 0.3,
"_separationThreshold_description": "High threshold - don't spread for minor overlaps during combat."
"separationThreshold": 0.8,
"_separationThreshold_description": "High threshold - only spread when severely overlapping. Most combat units stay put."
},

"arrival": {
Expand Down
10 changes: 6 additions & 4 deletions src/data/collisionConfig.ts
Original file line number Diff line number Diff line change
Expand Up @@ -89,7 +89,7 @@ const DEFAULT_CONFIG: CollisionConfig = {
strengthMoving: 0.15,
strengthIdle: 1.2,
strengthArriving: 1.2,
strengthCombat: 0.3,
strengthCombat: 0.1,
maxForce: 2.0,
flyingMultiplier: 1.2,
},
Expand All @@ -105,8 +105,8 @@ const DEFAULT_CONFIG: CollisionConfig = {
settleThreshold: 0.85,
},
combat: {
spreadSpeedMultiplier: 0.25,
separationThreshold: 0.3,
spreadSpeedMultiplier: 0.1,
separationThreshold: 0.8,
},
arrival: {
spreadRadius: 3.0,
Expand Down Expand Up @@ -157,7 +157,9 @@ class CollisionConfigLoader {
try {
const response = await fetch('/config/collision.config.json');
if (!response.ok) {
debugInitialization.warn('[CollisionConfig] Failed to load collision.config.json, using defaults');
debugInitialization.warn(
'[CollisionConfig] Failed to load collision.config.json, using defaults'
);
this.config = DEFAULT_CONFIG;
return;
}
Expand Down
15 changes: 11 additions & 4 deletions tests/data/collisionConfig.test.ts
Original file line number Diff line number Diff line change
Expand Up @@ -332,21 +332,28 @@ describe('Collision Configuration', () => {
});

describe('config value relationships', () => {
it('idle separation is stricter than combat', () => {
it('combat separation threshold is higher than idle (more overlap-tolerant)', () => {
const config = collisionConfig.getConfig();
expect(config.idle.separationThreshold).toBeGreaterThan(config.combat.separationThreshold);
// Combat units tolerate more overlap before spreading - SC2-style tight stacking
expect(config.combat.separationThreshold).toBeGreaterThanOrEqual(
config.idle.separationThreshold
);
});

it('arriving strength is strongest', () => {
const config = collisionConfig.getConfig();
expect(config.separation.strengthArriving).toBeGreaterThanOrEqual(config.separation.strengthIdle);
expect(config.separation.strengthArriving).toBeGreaterThanOrEqual(
config.separation.strengthIdle
);
expect(config.separation.strengthArriving).toBeGreaterThan(config.separation.strengthMoving);
expect(config.separation.strengthArriving).toBeGreaterThan(config.separation.strengthCombat);
});

it('soft margin is larger than hard margin for buildings', () => {
const config = collisionConfig.getConfig();
expect(config.buildingAvoidance.softMargin).toBeGreaterThan(config.buildingAvoidance.hardMargin);
expect(config.buildingAvoidance.softMargin).toBeGreaterThan(
config.buildingAvoidance.hardMargin
);
});

it('building avoidance is strong compared to separation', () => {
Expand Down
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