feat(ModularBot): 6 guns, pattern matcher, melee modules, adversarial bots
- New guns: guess-factor (GF histogram), pattern-matcher (movement tape replay) - New modules: minimum-risk melee movement, spinning melee radar - New test bots: PatternMover, RandomMover, WaveSurfer - Fixed: FeedbackEvent now carries actualX/actualY for proper GF learning - Fixed: TM gun warmup gating + directional residuals - Fixed: circular gun integrated formula + multi-bin omega cache - Fixed: oscillator wall-bounce lockout - Fixed: phantom meteor perpendicular body orientation - 6/6 battle wins across all enemy types
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## Pattern-matching gun: searches movement history for a matching sequence,
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## then plays it forward to predict future position.
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## Reference: https://robowiki.net/wiki/Pattern_Matching
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## Coordinate system: 0° = East, CCW positive (Tank Royale standard).
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import std/math
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import gun_harness/gun_interface
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const
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HistorySize* = 500
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PatternLen* = 10 # ticks used as search key; ponytail: fixed, expose if tuning needed
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type
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MoveTick = object
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velocity: float ## signed speed (px/tick)
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headingDelta: float ## heading change in radians this tick
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PatternMatcherGun* = object
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buf: array[HistorySize, MoveTick]
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head: int ## next write index (circular)
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count: int ## filled entries (capped at HistorySize)
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prevHeading: float
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prevSpeed: float
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prevTick: int
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hasPrev: bool
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# per-tick cache — avoid re-searching for multiple power bins
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cacheTick: int
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cacheX: float
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cacheY: float
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cacheValid: bool
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# --- circular buffer helpers ---
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proc write(g: var PatternMatcherGun, m: MoveTick) {.inline.} =
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g.buf[g.head] = m
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g.head = (g.head + 1) mod HistorySize
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if g.count < HistorySize: inc g.count
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proc readAt(g: PatternMatcherGun, i: int): MoveTick {.inline.} =
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## i = 0 is oldest, i = count-1 is newest
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g.buf[(g.head - g.count + i + HistorySize * 2) mod HistorySize]
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# --- linear fallback (same style as linear.nim) ---
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proc linearPredict(state: WorldState, bulletSpeed: float): (float, float) =
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let dist = hypot(state.enemyX - state.selfX, state.enemyY - state.selfY)
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let t = dist / bulletSpeed
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let hRad = degToRad(state.enemyHeading)
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let ex = clamp(state.enemyX + cos(hRad) * state.enemySpeed * t,
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BotRadius, state.arenaWidth - BotRadius)
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let ey = clamp(state.enemyY + sin(hRad) * state.enemySpeed * t,
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BotRadius, state.arenaHeight - BotRadius)
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(ex, ey)
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# --- pattern search + play-forward ---
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proc searchAndProject(g: PatternMatcherGun, state: WorldState,
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bulletSpeed: float): (float, float) =
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## Returns projected (x, y). Falls back to linear if history too short.
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if g.count < PatternLen * 2:
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return linearPredict(state, bulletSpeed)
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# key = last PatternLen entries
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let keyStart = g.count - PatternLen
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# scan backwards for best match (exclude the key itself)
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var bestScore = Inf
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var bestMatch = -1
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let scanEnd = g.count - PatternLen - 1 # last valid match start
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for i in countdown(scanEnd, 0):
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var score = 0.0
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for k in 0 ..< PatternLen:
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let a = g.readAt(keyStart + k)
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let b = g.readAt(i + k)
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let dv = a.velocity - b.velocity
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let dh = a.headingDelta - b.headingDelta
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score += dv * dv + dh * dh
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if score < bestScore:
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bestScore = score
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bestMatch = i
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if bestMatch < 0:
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return linearPredict(state, bulletSpeed)
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# play forward from bestMatch + PatternLen
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let playStart = bestMatch + PatternLen
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let playAvail = g.count - 1 - playStart # ticks we can replay
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# iterative time estimate
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let dist0 = hypot(state.enemyX - state.selfX, state.enemyY - state.selfY)
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var t = dist0 / bulletSpeed
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var ex = state.enemyX
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var ey = state.enemyY
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for _ in 0..4:
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let steps = min(int(t + 0.5), playAvail)
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ex = state.enemyX
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ey = state.enemyY
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var heading = degToRad(state.enemyHeading)
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var speed = state.enemySpeed
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for s in 0 ..< steps:
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let m = g.readAt(playStart + s)
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heading += m.headingDelta
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speed = m.velocity
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ex += cos(heading) * speed
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ey += sin(heading) * speed
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# if we ran out of replay data, coast linearly from last simulated pos
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let remaining = t - steps.float
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if remaining > 0.0:
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ex += cos(heading) * speed * remaining
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ey += sin(heading) * speed * remaining
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let ndx = ex - state.selfX
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let ndy = ey - state.selfY
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t = sqrt(ndx * ndx + ndy * ndy) / bulletSpeed
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ex = clamp(ex, BotRadius, state.arenaWidth - BotRadius)
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ey = clamp(ey, BotRadius, state.arenaHeight - BotRadius)
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(ex, ey)
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# --- Gun interface ---
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proc predict*(g: var PatternMatcherGun, state: WorldState,
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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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# Update history once per tick
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if g.hasPrev and state.tick > g.prevTick:
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var dh = degToRad(state.enemyHeading) - degToRad(g.prevHeading)
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# wrap to [-π, π]
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while dh > PI: dh -= 2.0 * PI
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while dh < -PI: dh += 2.0 * PI
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g.write(MoveTick(velocity: g.prevSpeed, headingDelta: dh))
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if not g.hasPrev or state.tick > g.prevTick:
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g.prevHeading = state.enemyHeading
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g.prevSpeed = state.enemySpeed
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g.prevTick = state.tick
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g.hasPrev = true
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g.cacheValid = false # new tick invalidates cache
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# Return cached result for same-tick calls (multiple power bins)
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if g.cacheValid and state.tick == g.cacheTick:
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return GunPrediction(x: g.cacheX, y: g.cacheY)
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let (px, py) = g.searchAndProject(state, bulletSpeed)
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g.cacheX = px
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g.cacheY = py
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g.cacheTick = state.tick
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g.cacheValid = true
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GunPrediction(x: px, y: py)
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proc onResult*(g: var PatternMatcherGun, e: FeedbackEvent) =
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discard # pattern matcher learns from movement observation, not feedback
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