feat(ModularBot): pluggable bot with 4 guns, phantom meteor movement, radar harness

- Gun harness: virtual bullet tracker, rolling fitness, auto-selector
- Guns: head-on, linear (extrapolation), circular (integrated formula), tsetlin machine (learning)
- Movement: phantom meteor gravity engine (danger histograms, phantom bullets, fire detection)
- Radar: harness + radar_lock adapter
- Color-coded modules: turret/bullet color per gun, body per movement, scan per radar
- Beats Target, SpinBot, Crazy, TrackFire in 10-round battles
This commit is contained in:
2026-09-20 00:37:10 +02:00
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## ModularBot — plugin gun architecture tracer bullet.
## Guns: HeadOnGun (0), LinearGun (1), TsetlinGun (2), CircularGun (3) via GunHarness.
## Radar: RadarLockModule via radar harness.
## Movement: OscillatorModule (perpendicular strafing).
import std/[math, os, strformat]
import robocode_tankroyale_botapi
import radar_harness/radar_interface
import radars/radar_lock_module
import gun_harness/gun_interface
import gun_harness/virtual_bullets as vb
import gun_harness/selector
import guns/head_on
import guns/linear
import guns/circular
import guns/tsetlin
import movements/phantom_meteor
const botJsonPath = currentSourcePath().parentDir / "ModularBot.json"
const DebugVBullets = false
const DebugCircular = false
const GunNames = ["HeadOn", "Linear", "Tsetlin", "Circular"]
type
ModularBot = ref object of Bot
hasContact: bool
enemyBearing: float
lastState: WorldState
radar: RadarLockModule
tracker: VirtualTracker
headOn: HeadOnGun
linear: LinearGun
circular: CircularGun
tsetlin: TsetlinGun
mover: PhantomMeteorModule
virtualHits: int
virtualMiss: int
tick: int
currentGun: int
proc buildState(bot: ModularBot, ex, ey, espeed, eheading, eenergy: float): WorldState =
WorldState(
enemyX: ex,
enemyY: ey,
enemySpeed: espeed,
enemyHeading: eheading,
enemyEnergy: eenergy,
selfX: getX(),
selfY: getY(),
selfSpeed: getSpeed(),
selfHeading: getDirection(),
selfRadarHeading: getRadarDirection(),
selfEnergy: getEnergy(),
arenaWidth: getArenaWidth().float,
arenaHeight: getArenaHeight().float,
tick: bot.tick,
)
method onScannedBot*(bot: ModularBot, e: ScannedBotEvent) =
bot.enemyBearing = directionTo(getX(), getY(), e.x, e.y)
bot.hasContact = true
bot.lastState = bot.buildState(e.x, e.y, e.speed, e.direction, e.energy)
# Collect predictions for all power bins from all guns
var headsUp: array[len(PowerBins), GunPrediction]
var linPreds: array[len(PowerBins), GunPrediction]
var tmPreds: array[len(PowerBins), GunPrediction]
var circPreds: 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]))
tmPreds[i] = bot.tsetlin.predict(bot.lastState, bulletSpeed(PowerBins[i]))
circPreds[i] = bot.circular.predict(bot.lastState, bulletSpeed(PowerBins[i]))
bot.tracker.spawnBullets(0, headsUp, bot.lastState)
bot.tracker.spawnBullets(1, linPreds, bot.lastState)
bot.tracker.spawnBullets(2, tmPreds, bot.lastState)
bot.tracker.spawnBullets(3, circPreds, bot.lastState)
# Resolve bullets that have travelled far enough
let st = bot.lastState
bot.tracker.tickBullets(st, proc(gunId: GunId, binIdx: int, fe: FeedbackEvent) =
case gunId
of 0: bot.headOn.onResult(fe)
of 1: bot.linear.onResult(fe)
of 2: bot.tsetlin.onResult(fe)
of 3:
bot.circular.onResult(fe)
when DebugCircular:
let ax = st.enemyX
let ay = st.enemyY
echo fmt"[circ-vb] predicted=({fe.prediction.x:.0f},{fe.prediction.y:.0f}) actual=({ax:.0f},{ay:.0f}) miss={fe.missDistance:.1f}px hit={fe.hit}"
else: discard
if fe.hit: inc bot.virtualHits else: inc bot.virtualMiss
when DebugVBullets:
let total = bot.virtualHits + bot.virtualMiss
let pct = if total > 0: bot.virtualHits.float / total.float * 100.0 else: 0.0
echo fmt"[vbullet] gun={gunId} bin={binIdx} miss={fe.missDistance:.1f}px hit={fe.hit} | total hits={bot.virtualHits}/{total} ({pct:.1f}%)"
)
# Gun selection + fire
let (selectedGun, _, power) = selectShot(bot.tracker)
# Log gun switch + update turret/bullet colors
if selectedGun != bot.currentGun:
echo fmt"[gun] switched: {GunNames[selectedGun]}"
bot.currentGun = selectedGun
case selectedGun
of 0: setTurretColor("#FF3333"); setBulletColor("#FF6666") # HeadOn: warm red
of 1: setTurretColor("#3366FF"); setBulletColor("#6699FF") # Linear: electric blue
of 2: setTurretColor("#9933FF"); setBulletColor("#CC66FF") # Tsetlin: violet
of 3: setTurretColor("#33CC33"); setBulletColor("#66FF66") # Circular: emerald
else: discard
let pred = case selectedGun
of 1: bot.linear.predict(bot.lastState, bulletSpeed(power))
of 2: bot.tsetlin.predict(bot.lastState, bulletSpeed(power))
of 3: bot.circular.predict(bot.lastState, bulletSpeed(power))
else: bot.headOn.predict(bot.lastState, bulletSpeed(power))
let target = aimAngle(getX(), getY(), pred.x, pred.y)
let gunDir = getGunDirection()
let gunHeat = getGunHeat()
let gunDelta = (target - gunDir) mod 360.0
var normDelta = gunDelta
if normDelta > 180.0: normDelta -= 360.0
elif normDelta < -180.0: normDelta += 360.0
if shouldFire(gunDir, target, gunHeat):
discard setFire(power)
# Turn gun toward predicted point every scan
setGunTurnRate(normDelta)
method onRoundEnded*(bot: ModularBot, e: RoundEndedEventForBot) =
discard # Skip detailed logging for now
method onRoundStarted*(bot: ModularBot, e: RoundStartedEvent) =
setAdjustGunForBodyTurn(true)
setAdjustRadarForBodyTurn(true)
setAdjustRadarForGunTurn(true)
setBodyColor("#FF9900") # PhantomMeteor: deep orange/gold
setRadarColor("#00CCCC") # RadarLock: cyan/teal
setScanColor("#33FFFF") # RadarLock scan arc: bright teal
bot.radar.init()
bot.hasContact = false
bot.tick = 0
bot.currentGun = -1 # Reset to trigger initial log on first selectShot
bot.mover.resetRound()
echo fmt"[gun] starting: {GunNames[0]}"
# tracker fitness persists across rounds (rolling window carries over)
method onGameStarted*(bot: ModularBot, e: GameStartedEventForBot) =
discard
method run*(bot: ModularBot) =
while isRunning():
inc bot.tick
if not bot.hasContact:
setTargetSpeed(0.0)
setTurnRate(0.0)
setRadarTurnRate(45.0)
go()
continue
# Movement harness: oscillate perpendicular to enemy
let (spd, tr) = bot.mover.computeMove(bot.lastState)
setTargetSpeed(spd)
setTurnRate(tr)
setRadarTurnRate(bot.radar.computeScan(bot.lastState))
go()
when isMainModule:
var bot = ModularBot(
tracker: vb.initTracker(4), # 0: HeadOn, 1: Linear, 2: Tsetlin, 3: Circular
headOn: HeadOnGun(),
linear: LinearGun(),
circular: CircularGun(),
tsetlin: initTsetlinGun(),
radar: RadarLockModule(),
mover: initPhantomMeteor(),
currentGun: -1,
)
start(bot, botJsonPath)