feat(ModularBot): acceleration predictor gun, 9 guns total

- Accel gun: tracks velocity+heading changes, extrapolates with acceleration
- Handles speed-up, slow-down, and combined accel+turn
- Battle-tested vs Crazy, RandomMover, Walls
This commit is contained in:
2026-09-20 01:34:27 +02:00
parent b2cf02db11
commit 18ff2d45b3
3 changed files with 138 additions and 3 deletions
+12 -3
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@@ -1,5 +1,5 @@
## ModularBot — plugin gun architecture tracer bullet.
## Guns: HeadOnGun (0), LinearGun (1), TsetlinGun (2), CircularGun (3), GFGun (4), PatternMatcherGun (5), AntiSurferGun (6) via GunHarness.
## Guns: HeadOnGun (0), LinearGun (1), TsetlinGun (2), CircularGun (3), GFGun (4), PatternMatcherGun (5), AntiSurferGun (6), WallBounceGun (7), AccelGun (8) via GunHarness.
## Radar: RadarLockModule via radar harness.
## Movement: OscillatorModule (perpendicular strafing).
@@ -18,12 +18,13 @@ import guns/guess_factor
import guns/pattern_matcher
import guns/anti_surfer
import guns/wall_bounce
import guns/accel_predictor
import movements/phantom_meteor
const botJsonPath = currentSourcePath().parentDir / "ModularBot.json"
const DebugVBullets = false
const DebugCircular = false
const GunNames = ["HeadOn", "Linear", "Tsetlin", "Circular", "GuessFactor", "Pattern", "AntiSurf", "WallBounce"]
const GunNames = ["HeadOn", "Linear", "Tsetlin", "Circular", "GuessFactor", "Pattern", "AntiSurf", "WallBounce", "Accel"]
type
ModularBot = ref object of Bot
@@ -40,6 +41,7 @@ type
patternMatcher: PatternMatcherGun
antiSurfer: AntiSurferGun
wallBounce: WallBounceGun
accelGun: AccelGun
mover: PhantomMeteorModule
virtualHits: int
virtualMiss: int
@@ -78,6 +80,7 @@ method onScannedBot*(bot: ModularBot, e: ScannedBotEvent) =
var pmPreds: array[len(PowerBins), GunPrediction]
var asPreds: array[len(PowerBins), GunPrediction]
var wbPreds: array[len(PowerBins), GunPrediction]
var acPreds: array[len(PowerBins), GunPrediction]
for i in 0..<len(PowerBins):
headsUp[i] = bot.headOn.predict(bot.lastState, bulletSpeed(PowerBins[i]))
linPreds[i] = bot.linear.predict(bot.lastState, bulletSpeed(PowerBins[i]))
@@ -87,6 +90,7 @@ method onScannedBot*(bot: ModularBot, e: ScannedBotEvent) =
pmPreds[i] = bot.patternMatcher.predict(bot.lastState, bulletSpeed(PowerBins[i]))
asPreds[i] = bot.antiSurfer.predict(bot.lastState, bulletSpeed(PowerBins[i]))
wbPreds[i] = bot.wallBounce.predict(bot.lastState, bulletSpeed(PowerBins[i]))
acPreds[i] = bot.accelGun.predict(bot.lastState, bulletSpeed(PowerBins[i]))
bot.tracker.spawnBullets(0, headsUp, bot.lastState)
bot.tracker.spawnBullets(1, linPreds, bot.lastState)
@@ -98,6 +102,7 @@ method onScannedBot*(bot: ModularBot, e: ScannedBotEvent) =
bot.tracker.spawnBullets(5, pmPreds, bot.lastState)
bot.tracker.spawnBullets(6, asPreds, bot.lastState)
bot.tracker.spawnBullets(7, wbPreds, bot.lastState)
bot.tracker.spawnBullets(8, acPreds, bot.lastState)
# Resolve bullets that have travelled far enough
let st = bot.lastState
@@ -116,6 +121,7 @@ method onScannedBot*(bot: ModularBot, e: ScannedBotEvent) =
of 5: bot.patternMatcher.onResult(fe)
of 6: bot.antiSurfer.onResult(fe)
of 7: bot.wallBounce.onResult(fe)
of 8: bot.accelGun.onResult(fe)
else: discard
if fe.hit: inc bot.virtualHits else: inc bot.virtualMiss
when DebugVBullets:
@@ -140,6 +146,7 @@ method onScannedBot*(bot: ModularBot, e: ScannedBotEvent) =
of 5: setTurretColor("#FF6600"); setBulletColor("#FF9944") # Pattern: orange
of 6: setTurretColor("#00CCFF"); setBulletColor("#66DDFF") # AntiSurf: cyan
of 7: setTurretColor("#CCCCCC"); setBulletColor("#EEEEEE") # WallBounce: silver/white
of 8: setTurretColor("#FF00FF"); setBulletColor("#FF66FF") # Accel: magenta
else: discard
let pred = case selectedGun
@@ -150,6 +157,7 @@ method onScannedBot*(bot: ModularBot, e: ScannedBotEvent) =
of 5: bot.patternMatcher.predict(bot.lastState, bulletSpeed(power))
of 6: bot.antiSurfer.predict(bot.lastState, bulletSpeed(power))
of 7: bot.wallBounce.predict(bot.lastState, bulletSpeed(power))
of 8: bot.accelGun.predict(bot.lastState, bulletSpeed(power))
else: bot.headOn.predict(bot.lastState, bulletSpeed(power))
let target = aimAngle(getX(), getY(), pred.x, pred.y)
@@ -209,7 +217,7 @@ method run*(bot: ModularBot) =
when isMainModule:
var bot = ModularBot(
tracker: vb.initTracker(8), # 0: HeadOn, 1: Linear, 2: Tsetlin, 3: Circular, 4: GuessFactor, 5: Pattern, 6: AntiSurf, 7: WallBounce
tracker: vb.initTracker(9), # 0: HeadOn, 1: Linear, 2: Tsetlin, 3: Circular, 4: GuessFactor, 5: Pattern, 6: AntiSurf, 7: WallBounce, 8: Accel
headOn: HeadOnGun(),
linear: LinearGun(),
circular: CircularGun(),
@@ -218,6 +226,7 @@ when isMainModule:
patternMatcher: PatternMatcherGun(),
antiSurfer: initAntiSurferGun(),
wallBounce: initWallBounceGun(),
accelGun: initAccelGun(),
radar: RadarLockModule(),
mover: initPhantomMeteor(),
currentGun: -1,
@@ -0,0 +1,34 @@
## Test AccelGun: 3 battles vs Crazy, RandomMover, Walls — 10 rounds each.
## Run with: nim c -r --path:../../common_libs tests/test_accel_gun.nim
import std/[os, strformat]
import test_framework/test_framework
const
modularBotDir = currentSourcePath().parentDir.parentDir
samplesDir = "/home/davide/Downloads/robocode-tankroyale/sample-bots-nim-linux-1.0.7"
crazyDir = samplesDir / "Crazy"
wallsDir = samplesDir / "Walls"
randomMoverDir = "/home/davide/Projects/SirRoboGarage/RandomMover_garage"
if not fileExists("/home/davide/Projects/tank-royale/server/build/libs/robocode-tankroyale-server-0.35.5-all.jar") or
not fileExists("/home/davide/Projects/tank-royale/runner/examples/lib/robocode-tankroyale-runner.jar"):
echo "Skipping: Tank Royale JARs not found"
quit(0)
proc runAndReport(label, enemyName, enemyDir: string) =
echo fmt"\n=== {label} ==="
let r = runBattle(@[modularBotDir, enemyDir], rounds = 10, timeout = 180000)
var mbScore = 0
var enScore = 0
for b in r.results:
if b.name == "ModularBot": mbScore = b.totalScore
if b.name == enemyName: enScore = b.totalScore
let winner = if mbScore > enScore: "ModularBot" else: enemyName
echo fmt" ModularBot: {mbScore} {enemyName}: {enScore} → {winner} wins"
echo fmt" Rounds: {r.rounds.len}"
runAndReport("Battle 1/3: vs Crazy", "Crazy", crazyDir)
runAndReport("Battle 2/3: vs RandomMover", "RandomMover", randomMoverDir)
runAndReport("Battle 3/3: vs Walls", "Walls", wallsDir)
echo "\nAccelGun gauntlet complete."
+92
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@@ -0,0 +1,92 @@
## Acceleration predictor gun: tracks velocity and heading changes across frames,
## extrapolates with accel+turn for bots that speed up/slow down.
## Needs 3+ frames for stable accel; falls back to linear (2 frames) or head-on (1 frame).
## Coordinate system: 0° = East, CCW positive (Tank Royale standard).
import std/math
import gun_harness/gun_interface
const MaxSpeed = 8.0 ## TR bot max speed (px/tick)
type AccelGun* = object
prevSpeed: float
prevHeading: float
prevPrevSpeed: float
prevTick: int
frames: int ## how many observations we have
cachedAccel: float ## accel (px/tick²) cached per tick
cachedTurnRate: float ## turn rate (deg/tick) cached per tick
cachedTick: int
proc initAccelGun*(): AccelGun =
AccelGun()
proc predict*(g: var AccelGun, state: WorldState, bulletSpeed: float): GunPrediction =
if bulletSpeed <= 0.0:
return GunPrediction(x: state.enemyX, y: state.enemyY)
# Update observation window on new tick
if state.tick > g.cachedTick:
if g.frames >= 1:
# Compute turn rate (normalised to [-180, 180])
var tr = state.enemyHeading - g.prevHeading
if tr > 180.0: tr -= 360.0
elif tr < -180.0: tr += 360.0
let tickDelta = max(1, state.tick - g.prevTick).float
g.cachedTurnRate = tr / tickDelta
if g.frames >= 2:
# Compute acceleration
g.cachedAccel = (state.enemySpeed - g.prevSpeed) / tickDelta
else:
g.cachedAccel = 0.0
else:
g.cachedTurnRate = 0.0
g.cachedAccel = 0.0
# Advance window
g.prevPrevSpeed = g.prevSpeed
g.prevSpeed = state.enemySpeed
g.prevHeading = state.enemyHeading
g.prevTick = state.tick
g.cachedTick = state.tick
inc g.frames
# fallback: not enough history
if g.frames < 2:
return GunPrediction(x: state.enemyX, y: state.enemyY)
let dx = state.enemyX - state.selfX
let dy = state.enemyY - state.selfY
let dist = sqrt(dx*dx + dy*dy)
var t = dist / bulletSpeed # initial ticks estimate
let accel = g.cachedAccel
let turnRate = g.cachedTurnRate # deg/tick
# Iterative convergence (same pattern as circular gun)
var ex = state.enemyX
var ey = state.enemyY
for _ in 0..4:
var vx = state.enemySpeed
var hd = state.enemyHeading # degrees
var px = state.enemyX
var py = state.enemyY
let iters = int(t + 0.5)
for _ in 0..<iters:
vx = clamp(vx + accel, -MaxSpeed, MaxSpeed)
hd += turnRate
let hr = degToRad(hd)
px += vx * cos(hr)
py += vx * sin(hr)
# Clamp to arena
ex = clamp(px, BotRadius, state.arenaWidth - BotRadius)
ey = clamp(py, BotRadius, state.arenaHeight - BotRadius)
let ndx = ex - state.selfX
let ndy = ey - state.selfY
t = sqrt(ndx*ndx + ndy*ndy) / bulletSpeed
GunPrediction(x: ex, y: ey)
proc onResult*(g: var AccelGun, e: FeedbackEvent) =
discard # analytical gun — no learning