j160 (default-off): the energy-reserve FIRING FLOOR + ENEMY-EXHAUSTION ram trigger
TR_RAM_FLOOR_ENERGY (0.0 = off): at/below this self energy we start no NEW shot, holding back the reserve for a final ram exchange. Justified by the only energy gain in the game being +3*power per bullet hit LANDED, so not firing denies the enemy its only refill. Blocks only NEW shots (gunHeat already gates committed ones) and is bypassed while ramming. TR_RAM_ENEMY_ENERGY (0.0 = off): last-scanned enemy energy <= this -> ram mode. Enemy energy IS observable (ScannedBotEvent.energy, schemas.nim:306), 1-8 ticks stale. This is the shipped finisher with its energy tolerance promoted to a knob, keeping the self>enemy surplus guard because RAM_DAMAGE 0.6 applies to BOTH bots on every contact tick. Open-loop measurement (measure_ramfloor_energy, 8149 recordings / 29871 rounds / 33.8M ticks): 'both low' is COMMON (10.4% of ticks below 20, 15.1% below 25) but neither side goes low first (enemy 52.7% / us 47.3%), and the owner's literal trigger - enemy so low it cannot fire (energy <= 1.95) - is only 2.5% of ticks, 1.1% while we are healthy. Guards 136 -> 147 in test_tfil_commit_env.nim, all green. A/B PRE-REGISTERED in docs/ram_floor_exhaustion_ab.md and NOT RUN.
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@@ -1459,9 +1459,14 @@ method run*(bot: ModularBot) =
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let distPx = hypot(pred.x - getX(), pred.y - getY())
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if shouldFire(gunDir, aimTarget, gunHeat, distPx):
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# j160 FIRING FLOOR: at/below TR_RAM_FLOOR_ENERGY self energy we hold
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# the reserve for the ram instead of spending it on a shot. Off by
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# default (`RamFloorEnergy = 0.0`), and `ramming` (the exhaustion
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# trigger) wins the conflict, so an engaged ram never starves itself.
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let floorBlocks = fireFloorBlocks(RamFloorEnergy, getEnergy(), shouldRam)
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# Enqueue the selected gun so onBulletFired can stamp the server's bulletId.
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# getEnergy() > power mirrors the server's "bot.energy <= firepower" reject.
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if setFire(power) and getEnergy() > power:
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if not floorBlocks and setFire(power) and getEnergy() > power:
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bot.pendingFires.add(PendingShot(
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gunId: selectedGun,
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angleErr: abs(normDelta),
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