fix(rammer): rewrite heading logic — correct forward/backward steering toward enemy
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@@ -13,19 +13,23 @@ type RammerModule* = object
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proc initRammer*(): RammerModule = RammerModule()
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proc initRammer*(): RammerModule = RammerModule()
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proc computeMove*(m: var RammerModule, ws: WorldState): MoveCommand =
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proc computeMove*(m: var RammerModule, ws: WorldState): MoveCommand =
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let enemyBearing = arctan2(ws.enemyY - ws.selfY, ws.enemyX - ws.selfX) * (180.0 / PI)
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let dx = ws.enemyX - ws.selfX
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let dy = ws.enemyY - ws.selfY
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# Tank Royale: 0° = East, cos for X, sin for Y
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let targetBearing = arctan2(dy, dx) * 180.0 / PI
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# Delta from current heading to enemy bearing
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# Angle we need to turn (relative to current heading)
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var delta = enemyBearing - ws.selfHeading
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var delta = targetBearing - ws.selfHeading
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while delta > 180.0: delta -= 360.0
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# Normalize to -180..180
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while delta > 180.0: delta -= 360.0
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while delta < -180.0: delta += 360.0
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while delta < -180.0: delta += 360.0
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# If enemy is behind (|delta| > 90°), reverse to avoid U-turn
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# Drive forward or backward — whichever requires less turning
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let (speed, turnDelta) =
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if abs(delta) <= 90.0:
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if abs(delta) <= 90.0:
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# Forward: turn toward enemy, full speed ahead
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(MaxSpeed, delta)
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(speed: MaxSpeed, turnRate: delta.clamp(-10.0, 10.0))
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else:
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else:
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let backDelta = if delta > 0.0: delta - 180.0 else: delta + 180.0
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# Backward: reverse toward enemy
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(-MaxSpeed, backDelta)
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# Flip delta by 180° to get the reverse heading
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var revDelta = delta + (if delta > 0.0: -180.0 else: 180.0)
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(speed: speed, turnRate: turnDelta.clamp(-10.0, 10.0))
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(speed: -MaxSpeed, turnRate: revDelta.clamp(-10.0, 10.0))
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