j124 spinner claim: add ConstantSpinner adversary + spinner A/B arms, panel, analyzer
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{
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"name": "ConstantSpinner",
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"version": "0.1.0",
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"authors": ["Davide Cappellini"],
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"description": "True constant-turn spinner adversary — constant speed + constant body turn rate, head-on firing",
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"homepage": "",
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"countryCodes": ["IT"],
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"gameTypes": ["classic", "1v1"],
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"platform": "Nim",
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"programmingLang": "Nim"
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}
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# ConstantSpinner — a TRUE constant-turn spinner.
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#
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# Purpose: the legacy roster has no constant-turn spinner. `SpinBot` (the sample
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# bot) and the in-repo movers are periodic/oscillating, but this fixture is the
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# degenerate case the owner's gun claim is really about: a body that moves at a
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# CONSTANT forward speed while turning at a CONSTANT rate, forever. Its path is a
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# perfect circle of radius v / omega, i.e. a single-frequency, low-entropy,
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# perfectly periodic movement — the easiest possible target for a fast-adapting
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# or pattern-matching gun.
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#
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# It is a MOVEMENT FIXTURE, not a fighter: the gun is plain head-on, fired at low
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# power when the turret happens to be on target. No adaptation, no randomness, no
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# wall logic (the server's wall collision is the only non-periodic perturbation).
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#
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# Env (read at round start, so one binary serves every spin rate):
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# SPIN_TURN_RATE body turn rate, deg/tick (default 6.0)
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# SPIN_SPEED forward speed, units/tick (default 5.0)
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# SPIN_FIRE_POWER bullet power (default 1.0)
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#
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# The requested turn rate is clamped to the maximum reachable at the target
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# speed (`MAX_TURN_RATE - 0.75 * speed`), so the ACTUAL turn rate stays exactly
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# constant instead of being server-clamped while the bot accelerates or slides
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# along a wall.
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import std/[math, os, strutils]
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import robocode_tankroyale_botapi
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# The identity JSON. A generated spin-rate variant directory (see
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# `make_variant.sh`) sets BOT_JSON so the bot handshakes under the variant's own
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# name, which is what the Tank Royale runner matches against `<dir>/<dir>.json`.
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const defaultBotJsonPath = currentSourcePath().parentDir / "ConstantSpinner.json"
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proc envFloat(name: string, default: float): float =
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let v = getEnv(name)
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if v.len == 0: return default
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try:
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parseFloat(v)
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except ValueError:
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default
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type ConstantSpinner = ref object of Bot
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turnRate: float
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speed: float
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firePower: float
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method onRoundStarted*(bot: ConstantSpinner, e: RoundStartedEvent) =
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# Gun and radar stay independent of the (continuously turning) body.
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setAdjustGunForBodyTurn(true)
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setAdjustRadarForBodyTurn(true)
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setAdjustRadarForGunTurn(true)
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bot.speed = envFloat("SPIN_SPEED", 5.0)
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bot.turnRate = envFloat("SPIN_TURN_RATE", 6.0)
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bot.firePower = envFloat("SPIN_FIRE_POWER", 1.0)
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# A turn rate above the speed-dependent maximum would be clamped by the
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# server, making the rate non-constant during acceleration / wall slides.
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let maxAtSpeed = MAX_TURN_RATE - 0.75 * abs(bot.speed)
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if bot.turnRate > maxAtSpeed:
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bot.turnRate = maxAtSpeed
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if bot.turnRate < 0.0:
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bot.turnRate = 0.0
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method onScannedBot*(bot: ConstantSpinner, e: ScannedBotEvent) =
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# Head-on: aim at where the enemy is right now, fire low power whenever the
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# gun is cool. It is a movement fixture, so the shot goes wherever the turret
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# happens to point; the radar sweep keeps scans coming.
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let bearing = directionTo(getX(), getY(), e.x, e.y)
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let gunDelta = normalizeRelativeAngle(bearing - getGunDirection())
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setGunTurnRate(gunDelta.clamp(-MAX_GUN_TURN_RATE, MAX_GUN_TURN_RATE))
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if getGunHeat() <= 0.0:
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discard setFire(bot.firePower)
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method run*(bot: ConstantSpinner) =
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while isRunning():
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# The whole movement: constant turn, constant speed. Nothing else.
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setRadarTurnRate(45.0)
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setTurnRate(bot.turnRate)
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setTargetSpeed(bot.speed)
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go()
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when isMainModule:
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var bot = ConstantSpinner()
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let jsonPath = getEnv("BOT_JSON", defaultBotJsonPath)
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start(bot, jsonPath)
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