refactor: move adversarial test bots to common_libs/test_framework/adversaries/
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# Package
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version = "0.1.0"
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author = "Davide Cappellini"
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description = "Reactive wave-surfing adversary — hardest test for TM gun"
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license = "MIT"
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srcDir = "src"
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bin = @["WaveSurfer"]
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# Dependencies
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requires "nim >= 2.0.0"
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requires "tankroyale_botapi >= 1.0.1"
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{
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"name": "WaveSurfer",
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"version": "0.1.0",
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"authors": ["Davide Cappellini"],
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"description": "Reactive wave-surfing adversary — hardest test for TM gun",
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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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+3
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#!/bin/sh
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cd "$(dirname "$0")"
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exec ./WaveSurfer >> /tmp/wavesurfer_stdout.log 2>> /tmp/wavesurfer_stderr.log
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--path:"../common_libs"
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switch("outdir", "out")
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{
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"name": "WaveSurfer",
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"version": "0.1.0",
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"authors": ["Davide Cappellini"],
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"description": "Reactive wave-surfing adversary — hardest test for TM gun",
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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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# WaveSurfer — reactive movement adversary with linear prediction gun.
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# Monitors enemy energy drops (bullet fire detection), reverses on detected fire.
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# Strafes perpendicular to enemy, reverses near walls.
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# Purpose: hardest test enemy — tests TM gun's ability to learn reactive movement.
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import std/[math, os]
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import tankroyale_botapi
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const botJsonPath = currentSourcePath().parentDir / "WaveSurfer.json"
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const
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WALL_MARGIN = 60.0
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STRAFE_SPEED = 8.0
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BULLET_SPEED = 20.0 - 3.0 * 2.0 # for fire power 2.0
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type WaveSurfer = ref object of Bot
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strafeDir: float # +1 or -1
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lastEnemyEnergy: float
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enemyX, enemyY: float
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enemyVx, enemyVy: float
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enemyDir: float
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enemySpeed: float
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enemyLastDir: float
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method onRoundStarted*(bot: WaveSurfer, e: RoundStartedEvent) =
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setAdjustGunForBodyTurn(true)
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setAdjustRadarForBodyTurn(true)
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setAdjustRadarForGunTurn(true)
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bot.strafeDir = 1.0
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bot.lastEnemyEnergy = 100.0
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bot.enemyX = 0.0
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bot.enemyY = 0.0
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method onScannedBot*(bot: WaveSurfer, e: ScannedBotEvent) =
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# Detect bullet fire: enemy energy dropped by 0.1..3.0
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let energyDrop = bot.lastEnemyEnergy - e.energy
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if energyDrop > 0.1 and energyDrop <= 3.0:
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# Enemy fired — reverse strafe direction immediately
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bot.strafeDir *= -1.0
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bot.lastEnemyEnergy = e.energy
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# Track enemy position and velocity
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bot.enemyX = e.x
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bot.enemyY = e.y
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bot.enemyDir = e.direction
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bot.enemySpeed = e.speed
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bot.enemyVx = sin(degToRad(e.direction)) * e.speed
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bot.enemyVy = cos(degToRad(e.direction)) * e.speed
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# Linear prediction: estimate where enemy will be when bullet arrives
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let dx = e.x - getX()
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let dy = e.y - getY()
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let dist = sqrt(dx*dx + dy*dy)
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let tof = dist / BULLET_SPEED # ticks of flight
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let predX = e.x + bot.enemyVx * tof
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let predY = e.y + bot.enemyVy * tof
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let bearing = directionTo(getX(), getY(), predX, predY)
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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 abs(gunDelta) < 5.0 and getGunHeat() <= 0.0:
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discard setFire(2.0)
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method run*(bot: WaveSurfer) =
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while isRunning():
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setRadarTurnRate(45.0)
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# Strafe perpendicular to enemy
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if bot.enemyX != 0.0 or bot.enemyY != 0.0:
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let toEnemy = directionTo(getX(), getY(), bot.enemyX, bot.enemyY)
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let perpDir = toEnemy + 90.0 * bot.strafeDir
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let bodyDelta = normalizeRelativeAngle(perpDir - getDirection())
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setTurnRate(bodyDelta.clamp(-MAX_TURN_RATE, MAX_TURN_RATE))
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else:
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setTurnRate(4.0 * bot.strafeDir)
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setTargetSpeed(STRAFE_SPEED)
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# Reverse near walls
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let x = getX()
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let y = getY()
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let arenaW = getArenaWidth().float
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let arenaH = getArenaHeight().float
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if x < WALL_MARGIN or x > arenaW - WALL_MARGIN or
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y < WALL_MARGIN or y > arenaH - WALL_MARGIN:
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bot.strafeDir *= -1.0
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go()
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when isMainModule:
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var bot = WaveSurfer(strafeDir: 1.0, lastEnemyEnergy: 100.0)
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start(bot, botJsonPath)
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