fix(guns): per-bin wave queues unbreak GF/DecayGF/KNN learning; fix vbullet drops
Wave queues (guess_factor, decay_gf, knn_gun): predict() stored ONE wave per tick while onResult() popped one per resolved bullet (~4/tick), so the queue drained to empty within a few dozen ticks, ~3 of every 4 resolutions returned without learning, and the survivor paired with a same-tick wave (bearingDelta ~= 0) pinning the histogram at centre. PROOF: GF.vHits == HeadOn.vHits and DecayGF.vHits == HeadOn.vHits byte-for-byte in every one of 50 rounds — the guns had degenerated to HeadOn. Now each gun keeps a per-bin FIFO with an O(1) head cursor. At most one push per (tick, bin) so the fire site's 5th predict() call is a no-op, and onResult pops the oldest wave of its OWN bin via e.bulletPower. Aiming math untouched (it was already correct: 0 deg = East, CCW+). maxBullets 2048 -> 8192: the rack spawns 52 bullets/tick so the ring wrapped every ~39 ticks while a long power-3 shot needs ~90, silently discarding unresolved bullets and biasing every measured hit rate by range. Added a droppedBullets counter so a future overflow is measurable, and wavePushes/ waveStarved counters on the three guns. After the fix: vDropped = 0 and vStarved = 0 across all 48 recorded rounds. fitnessFor is now exported, deterministic (enemies iterated in ascending id order) and shared by the selector and the stats dump, replacing a hand-rolled merge in ModularBot that never advanced its window head. Round lines gain additive keys: vDropped, vStarved.
This commit is contained in:
@@ -1,14 +1,16 @@
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## Recency-weighted GF gun: exponential decay on histogram bins.
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## decay=0.998/tick gives ~350-tick half-life — adapts to mid-battle strategy shifts.
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## Everything else identical to guess_factor.nim.
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## Everything else identical to guess_factor.nim, including per-power-bin wave queues.
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import std/math
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import gun_harness/gun_interface
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import gun_harness/virtual_bullets as vb # PowerBins
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const
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GFBins = 31
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GFPrior = 0.1
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DecayRate = 0.998 # ponytail: single global decay, tune if adaptation too slow/fast
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DecayWaveCompactAt = 64
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type
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DWave = object
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@@ -17,14 +19,21 @@ type
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DecayGFGun* = object
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bins: array[GFBins, float]
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waves: seq[DWave]
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cachedTick: int
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cachedWaveStored: bool
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# One wave queue per power bin; a resolved bullet only learns from a wave
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# queued for its own bin (matched on bulletSpeed / bulletPower).
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waves: array[len(vb.PowerBins), seq[DWave]]
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waveHead: array[len(vb.PowerBins), int] # O(1) pop cursor
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waveStoredTick: array[len(vb.PowerBins), int] # last tick a wave was queued for this bin
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cachedTick: int # last tick bins were decayed
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wavePushes*: int
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waveStarved*: int
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debugGraphics*: bool
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proc initDecayGFGun*(): DecayGFGun =
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result.cachedTick = -1
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result.debugGraphics = false
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for b in 0..<len(vb.PowerBins):
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result.waveStoredTick[b] = -1
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let center = (GFBins - 1) div 2
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for i in 0..<GFBins:
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let d = abs(i - center)
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@@ -43,6 +52,28 @@ proc peakBin(g: DecayGFGun): int =
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best = i
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best
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proc binForSpeed(spd: float): int {.inline.} =
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for i in 0..<len(vb.PowerBins):
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if abs(spd - bulletSpeed(vb.PowerBins[i])) < 1e-6:
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return i
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-1
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proc binForPower(power: float): int {.inline.} =
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for i in 0..<len(vb.PowerBins):
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if abs(power - vb.PowerBins[i]) < 1e-6:
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return i
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-1
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proc takeOldestWave(g: var DecayGFGun, binIdx: int): (bool, DWave) =
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if binIdx < 0 or g.waveHead[binIdx] >= g.waves[binIdx].len:
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return (false, DWave())
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result = (true, g.waves[binIdx][g.waveHead[binIdx]])
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inc g.waveHead[binIdx]
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if g.waveHead[binIdx] >= DecayWaveCompactAt and
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g.waveHead[binIdx] * 2 >= g.waves[binIdx].len:
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g.waves[binIdx] = g.waves[binIdx][g.waveHead[binIdx] .. g.waves[binIdx].high]
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g.waveHead[binIdx] = 0
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proc predict*(g: var DecayGFGun, state: WorldState, bulletSpeed: float): GunPrediction =
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if bulletSpeed <= 0.0:
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return GunPrediction(x: state.enemyX, y: state.enemyY)
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@@ -57,12 +88,15 @@ proc predict*(g: var DecayGFGun, state: WorldState, bulletSpeed: float): GunPred
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# Decay all bins once per tick
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for i in 0..<GFBins:
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g.bins[i] *= DecayRate
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g.cachedTick = state.tick
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g.cachedWaveStored = false
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g.cachedTick = state.tick
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if not g.cachedWaveStored:
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g.waves.add DWave(fireX: state.selfX, fireY: state.selfY, fireBearing: bearing)
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g.cachedWaveStored = true
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# Queue at most one wave per (tick, power bin); the fire site's extra predict()
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# call for the selected bin lands on the same tick and reuses the queued wave.
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let binIdx = binForSpeed(bulletSpeed)
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if binIdx >= 0 and g.waveStoredTick[binIdx] != state.tick:
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g.waves[binIdx].add DWave(fireX: state.selfX, fireY: state.selfY, fireBearing: bearing)
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g.waveStoredTick[binIdx] = state.tick
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inc g.wavePushes
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let peak = g.peakBin()
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let peakGF = indexToGF(peak)
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@@ -76,10 +110,13 @@ proc predict*(g: var DecayGFGun, state: WorldState, bulletSpeed: float): GunPred
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)
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proc onResult*(g: var DecayGFGun, e: FeedbackEvent) =
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if g.waves.len == 0: return
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let binIdx = binForPower(e.bulletPower)
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if binIdx < 0: return
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let w = g.waves[0]
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g.waves.delete(0)
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let (found, w) = g.takeOldestWave(binIdx)
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if not found:
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inc g.waveStarved
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return
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let speed = bulletSpeed(e.bulletPower)
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let mea = arcsin(clamp(8.0 / speed, -1.0, 1.0))
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@@ -1,14 +1,16 @@
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## Guess-factor gun: statistical targeting via GF histogram.
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## Bins: 31, ranging GF -1 (max CW escape) to +1 (max CCW escape).
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## Learns from virtual bullet outcomes; caches wave state per-tick.
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## Learns from virtual bullet outcomes; queues one wave per (tick, power bin).
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import std/[math, strformat]
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import gun_harness/gun_interface
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import gun_harness/virtual_bullets as vb # PowerBins: the four power bins the harness spawns
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const
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GFBins = 31
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GFPrior = 0.1
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DebugGF* = false
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WaveCompactAt = 64 ## compact a bin's wave seq once this many entries are consumed
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type
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Wave = object
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@@ -18,15 +20,20 @@ type
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GFGun* = object
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bins: array[GFBins, float]
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waves: seq[Wave] # pending unresolved waves
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# per-tick cache: store wave only once across multiple power-bin calls
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cachedTick: int
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cachedWaveStored: bool
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# One wave queue per power bin. The owning bin is fixed at push time (from the
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# bulletSpeed argument) and at pop time (from FeedbackEvent.bulletPower), so a
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# resolved bullet is always paired with a wave from its own bin.
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waves: array[len(vb.PowerBins), seq[Wave]]
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waveHead: array[len(vb.PowerBins), int] # O(1) pop cursor into waves[bin]
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waveStoredTick: array[len(vb.PowerBins), int] # last tick a wave was queued for this bin
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wavePushes*: int # total waves enqueued (== one per (tick, bin))
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waveStarved*: int # onResult found an empty queue for its own bin
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debugGraphics*: bool
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proc initGFGun*(): GFGun =
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result.cachedTick = -1
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result.debugGraphics = false
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for b in 0..<len(vb.PowerBins):
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result.waveStoredTick[b] = -1
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# Seed with a head-on prior: triangular bump at bin 15 (GF=0).
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# Prevents the cold-start tie-break to GF=-1 (bin 0) that poisons early fitness.
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let center = (GFBins - 1) div 2 # = 15
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@@ -47,6 +54,34 @@ proc peakBin(g: GFGun): int =
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best = i
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best
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proc binForSpeed(spd: float): int {.inline.} =
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## Map a virtual-bullet speed back to its power-bin index. All four bin speeds
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## are exactly representable floats; the epsilon is belt-and-braces only.
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for i in 0..<len(vb.PowerBins):
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if abs(spd - bulletSpeed(vb.PowerBins[i])) < 1e-6:
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return i
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-1
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proc binForPower(power: float): int {.inline.} =
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## Map a FeedbackEvent.bulletPower back to its power-bin index.
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for i in 0..<len(vb.PowerBins):
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if abs(power - vb.PowerBins[i]) < 1e-6:
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return i
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-1
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proc takeOldestWave(g: var GFGun, binIdx: int): (bool, Wave) =
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## Pop the oldest unresolved wave for this bin (O(1) amortized via waveHead).
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## Returns (false, default) when the bin's queue is empty.
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if binIdx < 0 or g.waveHead[binIdx] >= g.waves[binIdx].len:
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return (false, Wave())
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result = (true, g.waves[binIdx][g.waveHead[binIdx]])
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inc g.waveHead[binIdx]
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# Amortized O(1): drop the consumed prefix once it dominates the queue.
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if g.waveHead[binIdx] >= WaveCompactAt and
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g.waveHead[binIdx] * 2 >= g.waves[binIdx].len:
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g.waves[binIdx] = g.waves[binIdx][g.waveHead[binIdx] .. g.waves[binIdx].high]
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g.waveHead[binIdx] = 0
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proc predict*(g: var GFGun, state: WorldState, bulletSpeed: float): GunPrediction =
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if bulletSpeed <= 0.0:
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return GunPrediction(x: state.enemyX, y: state.enemyY)
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@@ -57,18 +92,17 @@ proc predict*(g: var GFGun, state: WorldState, bulletSpeed: float): GunPredictio
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let bearing = arctan2(dy, dx)
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let mea = arcsin(clamp(8.0 / bulletSpeed, -1.0, 1.0))
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# Store one wave per tick regardless of how many power bins call us
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if state.tick != g.cachedTick:
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g.cachedTick = state.tick
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g.cachedWaveStored = false
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if not g.cachedWaveStored:
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g.waves.add Wave(
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# Queue at most one wave per (tick, power bin). The fire site's extra predict()
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# call for the selected bin lands on the same tick and reuses the queued wave.
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let binIdx = binForSpeed(bulletSpeed)
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if binIdx >= 0 and g.waveStoredTick[binIdx] != state.tick:
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g.waves[binIdx].add Wave(
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fireX: state.selfX,
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fireY: state.selfY,
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fireBearing: bearing,
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)
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g.cachedWaveStored = true
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g.waveStoredTick[binIdx] = state.tick
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inc g.wavePushes
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let peak = g.peakBin()
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let peakGF = indexToGF(peak)
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@@ -78,7 +112,7 @@ proc predict*(g: var GFGun, state: WorldState, bulletSpeed: float): GunPredictio
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let py = state.selfY + sin(gfAngle) * dist
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when DebugGF:
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echo fmt"[gf-dbg] predict: peakGF={peakGF:.2f} peakBin={peak} mea={radToDeg(mea):.1f}° aimAngle={radToDeg(gfAngle):.1f}° waves={g.waves.len}"
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echo fmt"[gf-dbg] predict: peakGF={peakGF:.2f} peakBin={peak} mea={radToDeg(mea):.1f}° aimAngle={radToDeg(gfAngle):.1f}° waves={g.waves[binIdx].len}"
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GunPrediction(
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x: clamp(px, BotRadius, state.arenaWidth - BotRadius),
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@@ -86,17 +120,15 @@ proc predict*(g: var GFGun, state: WorldState, bulletSpeed: float): GunPredictio
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)
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proc onResult*(g: var GFGun, e: FeedbackEvent) =
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## Called when a virtual bullet resolves. Match the wave by predicted point,
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## compute actual GF, and increment the histogram with a smoothing kernel.
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## We don't have the original wave tick here, so we use the prediction coords
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## to identify and remove the matching wave.
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## ponytail: O(n) scan over waves; waves list stays tiny (< a dozen at a time)
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if g.waves.len == 0:
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return
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## Called when a virtual bullet resolves. Pop the OLDEST unresolved wave from
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## this bullet's own power-bin queue, compute the actual GF, and smooth-add it.
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let binIdx = binForPower(e.bulletPower)
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if binIdx < 0: return
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# Pop the oldest wave (FIFO matches bullet resolution order)
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let w = g.waves[0]
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g.waves.delete(0)
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let (found, w) = g.takeOldestWave(binIdx)
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if not found:
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inc g.waveStarved
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return
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# Recompute mea from the actual bullet power (correct per-bin, not the cached first-bin mea)
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let speed = bulletSpeed(e.bulletPower)
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@@ -5,6 +5,7 @@
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import std/[math]
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import gun_harness/gun_interface
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import gun_harness/virtual_bullets as vb # PowerBins
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const
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MaxObs = 2000 # ring-buffer cap
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@@ -25,10 +26,14 @@ type
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KNNGun* = object
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obs: seq[Obs]
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obsHead: int # ring-buffer write index
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waves: seq[KNNWave]
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# One wave queue per power bin; matched on bulletSpeed / bulletPower so a
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# resolved bullet only ever learns from a wave fired with the same power.
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waves: array[len(vb.PowerBins), seq[KNNWave]]
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waveHead: array[len(vb.PowerBins), int] # O(1) pop cursor
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waveStoredTick: array[len(vb.PowerBins), int] # last tick a wave was queued for this bin
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# per-tick cache
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cachedTick: int
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cachedWaveStored: bool
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tickWave: KNNWave # wave template for the current tick (features computed once)
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# rolling normalization ranges
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featMin: array[7, float]
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featMax: array[7, float]
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@@ -36,12 +41,16 @@ type
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lastSpeed: float
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lastDirection: float # +1 or -1
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timeSinceDirChange: int
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wavePushes*: int
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waveStarved*: int
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debugGraphics*: bool
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proc initKNNGun*(): KNNGun =
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result.cachedTick = -1
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result.lastDirection = 1.0
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result.debugGraphics = false
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for b in 0..<len(vb.PowerBins):
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result.waveStoredTick[b] = -1
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for i in 0..6:
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result.featMin[i] = 1e18
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result.featMax[i] = -1e18
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@@ -105,6 +114,32 @@ proc euclidean(a, b: array[7, float]): float {.inline.} =
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result += d * d
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result = sqrt(result)
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proc binForSpeed(spd: float): int {.inline.} =
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## Map a virtual-bullet speed back to its power-bin index. All four bin speeds
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## are exactly representable floats; the epsilon is belt-and-braces only.
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for i in 0..<len(vb.PowerBins):
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if abs(spd - bulletSpeed(vb.PowerBins[i])) < 1e-6:
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return i
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-1
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proc binForPower(power: float): int {.inline.} =
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## Map a FeedbackEvent.bulletPower back to its power-bin index.
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for i in 0..<len(vb.PowerBins):
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if abs(power - vb.PowerBins[i]) < 1e-6:
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return i
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-1
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proc takeOldestWave(g: var KNNGun, binIdx: int): (bool, KNNWave) =
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## Pop the oldest unresolved wave for this bin (O(1) amortized via waveHead).
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if binIdx < 0 or g.waveHead[binIdx] >= g.waves[binIdx].len:
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return (false, KNNWave())
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result = (true, g.waves[binIdx][g.waveHead[binIdx]])
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inc g.waveHead[binIdx]
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if g.waveHead[binIdx] >= 64 and
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g.waveHead[binIdx] * 2 >= g.waves[binIdx].len:
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g.waves[binIdx] = g.waves[binIdx][g.waveHead[binIdx] .. g.waves[binIdx].high]
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g.waveHead[binIdx] = 0
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# ── Gun interface ─────────────────────────────────────────────────────────────
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proc predict*(g: var KNNGun, state: WorldState, bulletSpd: float): GunPrediction =
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@@ -119,8 +154,7 @@ proc predict*(g: var KNNGun, state: WorldState, bulletSpd: float): GunPrediction
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# Track direction change — update state once per tick
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if state.tick != g.cachedTick:
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g.cachedTick = state.tick
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g.cachedWaveStored = false
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g.cachedTick = state.tick
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let relHead = state.enemyHeading - bearing
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let latVel = state.enemySpeed * sin(relHead)
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@@ -131,18 +165,26 @@ proc predict*(g: var KNNGun, state: WorldState, bulletSpd: float): GunPrediction
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else:
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inc g.timeSinceDirChange
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# Store wave once per tick
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if not g.cachedWaveStored:
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# Compute the tick's feature vector ONCE, before lastSpeed is advanced, so
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# every power bin fired this tick shares identical features. lastSpeed is
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# only advanced here (once/tick), not once per bin.
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let feat = buildFeatures(state, g.lastSpeed, g.lastDirection, g.timeSinceDirChange)
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g.updateMinMax(feat)
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g.waves.add KNNWave(
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g.tickWave = KNNWave(
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fireX: state.selfX,
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fireY: state.selfY,
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fireBearing: bearing,
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feat: feat,
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)
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g.lastSpeed = state.enemySpeed
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g.cachedWaveStored = true
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# Queue at most one wave per (tick, power bin). The fire site's extra predict()
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# call for the selected bin lands on the same tick and reuses the queued wave.
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let binIdx = binForSpeed(bulletSpd)
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if binIdx >= 0 and g.waveStoredTick[binIdx] != state.tick:
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g.waves[binIdx].add g.tickWave
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g.waveStoredTick[binIdx] = state.tick
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inc g.wavePushes
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# Cold start — no data yet
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if g.obs.len == 0:
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@@ -236,10 +278,12 @@ proc predict*(g: var KNNGun, state: WorldState, bulletSpd: float): GunPrediction
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)
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proc onResult*(g: var KNNGun, e: FeedbackEvent) =
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if g.waves.len == 0: return
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let w = g.waves[0]
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g.waves.delete(0)
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let binIdx = binForPower(e.bulletPower)
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if binIdx < 0: return
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let (found, w) = g.takeOldestWave(binIdx)
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if not found:
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inc g.waveStarved
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return
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let speed = bulletSpeed(e.bulletPower)
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let mea = arcsin(clamp(8.0 / speed, -1.0, 1.0))
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