merge j160-ramfloor: the energy-reserve FIRING FLOOR + ENEMY-EXHAUSTION ram trigger (default off)

TR_RAM_FLOOR_ENERGY and TR_RAM_ENEMY_ENERGY, both default 0.0, plus
common_libs/movements/ram_decision.nim, the fire gate in ModularBot.nim, two
offline measure_* tools and the A/B record.

The j163 A/B (450 runs/arm, 0 env mis-set) is a clean negative: round-win
40.30% -> 39.70%, sign-flip p=0.7676, MDE 4.73 pp. DO NOT ADOPT;
TR_RAM_FLOOR_ENERGY stays 0.0. The mechanism barely fired (0.04% of ticks, not
the 9.6% the offline ruler predicted), so the null does not prove the knob
inert.

# Conflicts:
#	common_libs/tests/test_tfil_commit_env.nim
This commit is contained in:
2026-09-27 14:00:06 +02:00
10 changed files with 1013 additions and 3 deletions
+52 -2
View File
@@ -46,7 +46,29 @@
## TR_RAM_PLAN_MARGIN default 20.0 change-of-plan energy advantage
## TR_RAM_PLAN_HITRATE default 0.05 selected gun's pooled virtual hit rate
## below which the gun duel counts as failing
## TR_RAM_LOG=1 emit one change-gated `[ram]` line
## ## TR_RAM_LOG=1 emit one change-gated `[ram]` line
## TR_RAM_FLOOR_ENERGY default 0.0 FIRING FLOOR (j160). At or below this
## self energy we stop firing to keep a
## ram reserve. 0 = off = today's behaviour.
## TR_RAM_ENEMY_ENERGY default 0.0 ENEMY-EXHAUSTION trigger (j160). The
## last-scanned enemy energy <= this ->
## ram mode. 0 = off.
##
## ── j160: the energy-reserve + exhaustion policy ───────────────────────────
## Energy NEVER regenerates and has no cap; the only gain in the whole game is
## `+3 * power` per bullet hit LANDED (server `rules.kt`). So not firing denies
## the enemy its only refill AND keeps our ram reserve intact — the two halves
## of the policy are the same bet.
##
## Floor sizing: one likely return hit (`bulletDamage(1.0)` = 4.0) plus two
## 0.1-power shots (0.1 each) is 4.2. The knob DEFAULT stays 0.0 so the default
## path is byte-identical; the operator sets 5-ish.
##
## The exhaustion trigger is the FINISHER with the energy tolerance promoted to
## an operator knob. It deliberately KEEPS the finisher's own
## `selfEnergy > enemyEnergy` surplus guard: `RAM_DAMAGE 0.6` is applied to BOTH
## bots on every contact tick, so a head-on contact is a symmetric bleed decided
## by who walks in with the surplus.
import std/[os, strutils]
@@ -95,10 +117,15 @@ let RamPlanDist* = getEnvFloat("TR_RAM_PLAN_DIST", DefaultRamPlanDist)
let RamPlanMargin* = getEnvFloat("TR_RAM_PLAN_MARGIN", DefaultRamPlanMargin)
let RamPlanHitRate* = getEnvFloat("TR_RAM_PLAN_HITRATE", DefaultRamPlanHitRate)
let RamLog* = existsEnv("TR_RAM_LOG")
## j160. 0.0 = off on BOTH knobs, which is the shipped behaviour.
let RamFloorEnergy* = getEnvFloat("TR_RAM_FLOOR_ENERGY", 0.0)
let RamEnemyEnergy* = getEnvFloat("TR_RAM_ENEMY_ENERGY", 0.0)
type
RamReason* = enum
rrNone ## no trigger fires
rrExhausted ## j160: last-scanned enemy energy <= TR_RAM_ENEMY_ENERGY
## and we hold the surplus (it is out of ammo, we are not)
rrFinisher ## enemy < 20 energy, we are healthier, dist < 300
rrOpportunity ## we clearly out-energise and are close enough to close
rrDesperation ## both nearly dead, short range
@@ -131,7 +158,8 @@ proc ramTrigger*(inp: RamInputs,
planEnabled = RamPlanEnabled,
planDist = RamPlanDist,
planMargin = RamPlanMargin,
planHitRate = RamPlanHitRate): RamReason =
planHitRate = RamPlanHitRate,
enemyEnergyTol = RamEnemyEnergy): RamReason =
## Pure trigger evaluation. Returns the FIRST matching reason in priority
## order, or `rrNone`. Cooldown/duration/abort are deliberately NOT here — the
## caller composes those, so this function has no state and is unit-testable.
@@ -143,6 +171,13 @@ proc ramTrigger*(inp: RamInputs,
## `desperation` and `finisher` are kept: they are rare, short-range, and the
## finisher is the only measured conversion. `plan` remains opt-in and off.
if inp.enemyEnergy <= 0.0: return rrNone
# j160 exhaustion trigger. Checked FIRST so the operator-set tolerance wins
# the label when it is set; it is the finisher's own shape (same surplus and
# distance guards) with the 20.0 energy tolerance promoted to a knob. With
# `enemyEnergyTol = 0.0` (the default) this arm can never fire.
if enemyEnergyTol > 0.0 and inp.enemyEnergy <= enemyEnergyTol and
inp.dist < RamFinisherDist and inp.selfEnergy > inp.enemyEnergy:
return rrExhausted
if inp.dist < RamFinisherDist and inp.enemyEnergy < RamFinisherEnergy and
inp.selfEnergy > inp.enemyEnergy:
return rrFinisher
@@ -158,9 +193,24 @@ proc ramTrigger*(inp: RamInputs,
return rrPlan
rrNone
proc fireFloorBlocks*(floor, selfEnergy: float, ramming = false): bool =
## j160 FIRING FLOOR. True when the reserve is thin enough that we must not
## commit a NEW shot. `floor = 0.0` (the default) disables the floor entirely
## and returns false for every input, so the default path is unchanged.
##
## `ramming` WINS over the floor: once ram mode is engaged the duel is over,
## so the reserve is being spent on the contact, not held for it. This is the
## same exemption `ramming` already gets in `applyPowerPolicy`.
##
## The floor blocks only NEW shots. A bullet already in the air (gun heat > 0)
## is untouched — `shouldFire` already gates on `gunHeat <= 0.0`, so there is
## no committed shot for the floor to suppress or cancel.
not ramming and floor > 0.0 and selfEnergy <= floor
proc reasonName*(r: RamReason): string =
case r
of rrNone: "none"
of rrExhausted: "exhausted"
of rrFinisher: "finisher"
of rrOpportunity: "opportunity"
of rrDesperation: "desperation"