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
parent c9191b7afb
commit 254c7dc997
39 changed files with 2630 additions and 30 deletions
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## Gun harness — shared types and Gun concept.
## Coordinate system: 0° = East, CCW positive (Tank Royale standard).
## Bullet speed formula: 20 - 3 * power.
import std/math
const BotRadius* = 18.0 ## hit detection radius in px
type
WorldState* = object
## All raw data given to every gun every tick.
# Enemy
enemyX*, enemyY*: float
enemySpeed*, enemyHeading*: float
# Self
selfX*, selfY*: float
selfSpeed*, selfHeading*: float
selfRadarHeading*: float
selfEnergy*: float
enemyEnergy*: float
# Arena
arenaWidth*, arenaHeight*: float
# Meta
tick*: int
GunPrediction* = object
## Absolute (x, y) where the gun predicts the enemy will be.
x*, y*: float
FeedbackEvent* = object
## Outcome of a resolved virtual bullet.
prediction*: GunPrediction
bulletPower*: float
missDistance*: float ## px; < BotRadius = hit
hit*: bool
proc bulletSpeed*(power: float): float {.inline.} =
20.0 - 3.0 * power
## Gun concept — any type T implementing these two procs is a valid gun.
template isGun*(T: typedesc): bool =
compiles(
block:
var g: T
let ws = WorldState()
let p: GunPrediction = g.predict(ws, 0.0)
let fe = FeedbackEvent()
g.onResult(fe)
)
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## Gun selector — picks best gun×power, computes aim angle, gates firing.
## Fires highest power with acceptable hit rate when gun is aimed within
## threshold and gunHeat == 0.
import std/math
import gun_interface
import virtual_bullets
const AimThresholdDeg* = 2.0 ## max angle error to fire; ponytail: tune per bot
proc aimAngle*(selfX, selfY, targetX, targetY: float): float =
## Absolute bearing in degrees (0=East, CCW+) toward (targetX, targetY).
result = radToDeg(arctan2(targetY - selfY, targetX - selfX))
proc shouldFire*(currentGunDir, targetAngle, gunHeat: float): bool =
## Returns true when gun is close enough and cool enough to fire.
var delta = (targetAngle - currentGunDir) mod 360.0
if delta > 180.0: delta -= 360.0
elif delta < -180.0: delta += 360.0
abs(delta) <= AimThresholdDeg and gunHeat <= 0.0
proc selectShot*(t: VirtualTracker): (GunId, int, float) =
## Returns (gunId, powerBinIdx, power) — the shot to take this tick.
let gunId = t.bestGun()
let (binIdx, power) = t.bestPower(gunId)
result = (gunId, binIdx, power)
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## Virtual bullet tracker.
## Spawns virtual bullets per gun×power bin every tick (no real firing).
## Resolves by travel distance. Rolling window fitness per gun×power.
## Calls onResult() on the owning gun when a bullet resolves.
import std/math
import gun_interface
const
PowerBins* = [1.0, 1.5, 2.0, 3.0] ## 4 bins; ponytail: fixed array, add runtime config if needed
WindowSize* = 50 ## rolling window ticks for fitness
MaxBullets* = 512 ## hard cap; ponytail: ring buffer, resize if more guns added
MinHitRate* = 0.40 ## 40% threshold for acceptable power selection
type
GunId* = int ## index into the guns seq
VirtualBullet* = object
gunId*: GunId
powerBin*: int ## index into PowerBins
fireX*, fireY*: float
aimX*, aimY*: float ## predicted target (absolute)
bulletSpeed*: float
travelDist*: float ## accumulated px so far
fireDist*: float ## distance to target at fire time
active*: bool
FitnessWindow* = object
## Ring buffer of hit booleans.
hits*: array[WindowSize, bool]
count*: int ## total samples so far (capped at WindowSize for rate)
head*: int
GunFitness* = object
bins*: array[len(PowerBins), FitnessWindow]
VirtualTracker* = object
bullets*: array[MaxBullets, VirtualBullet]
head*: int ## ring buffer head
fitness*: seq[GunFitness] ## indexed by GunId
proc initTracker*(numGuns: int): VirtualTracker =
result.fitness = newSeq[GunFitness](numGuns)
proc hitRate*(fw: FitnessWindow): float =
## Returns fraction of hits in the rolling window. 0.0 when no data.
if fw.count == 0: return 0.0
let n = min(fw.count, WindowSize)
var h = 0
for i in 0..<n: h += (if fw.hits[i]: 1 else: 0)
result = h.float / n.float
proc record(fw: var FitnessWindow, hit: bool) =
fw.hits[fw.head] = hit
fw.head = (fw.head + 1) mod WindowSize
inc fw.count
proc spawnBullets*(t: var VirtualTracker, gunId: GunId,
predictions: array[len(PowerBins), GunPrediction],
state: WorldState) =
## Call once per gun per tick with predictions for all power bins.
for binIdx in 0..<len(PowerBins):
let power = PowerBins[binIdx]
let speed = bulletSpeed(power)
let pred = predictions[binIdx]
let fireDist = hypot(pred.x - state.selfX, pred.y - state.selfY)
let slot = t.head mod MaxBullets
t.bullets[slot] = VirtualBullet(
gunId: gunId,
powerBin: binIdx,
fireX: state.selfX,
fireY: state.selfY,
aimX: pred.x,
aimY: pred.y,
bulletSpeed: speed,
travelDist: 0.0,
fireDist: fireDist,
active: true,
)
t.head = (t.head + 1) mod MaxBullets
proc tickBullets*(t: var VirtualTracker, state: WorldState,
onResolved: proc(gunId: GunId, binIdx: int, e: FeedbackEvent)) =
## Advance all active bullets one tick. Resolve when bullet reaches target distance.
for i in 0..<MaxBullets:
var b = addr t.bullets[i]
if not b.active: continue
b.travelDist += b.bulletSpeed
if b.travelDist < b.fireDist: continue
# Resolved: compute miss distance against current enemy position
# Direction from fire point to aim point
let dx = b.aimX - b.fireX
let dy = b.aimY - b.fireY
let dist = hypot(dx, dy)
let (bx, by) =
if dist < 1e-6: (b.aimX, b.aimY)
else: (b.fireX + dx / dist * b.travelDist,
b.fireY + dy / dist * b.travelDist)
let missDist = hypot(bx - state.enemyX, by - state.enemyY)
let hit = missDist < BotRadius
t.fitness[b.gunId].bins[b.powerBin].record(hit)
let fe = FeedbackEvent(
prediction: GunPrediction(x: b.aimX, y: b.aimY),
bulletPower: PowerBins[b.powerBin],
missDistance: missDist,
hit: hit,
)
onResolved(b.gunId, b.powerBin, fe)
b.active = false
proc bestPower*(t: VirtualTracker, gunId: GunId): (int, float) =
## Returns (binIdx, power) with highest power that has >= MinHitRate.
## Falls back to lowest power bin if nothing qualifies yet.
result = (0, PowerBins[0])
for binIdx in countdown(len(PowerBins) - 1, 0):
let rate = t.fitness[gunId].bins[binIdx].hitRate()
if rate >= MinHitRate or t.fitness[gunId].bins[binIdx].count == 0:
return (binIdx, PowerBins[binIdx])
proc bestGun*(t: VirtualTracker): GunId =
## Pick gun with highest hit rate across all power bins.
## ponytail: O(n*bins), fine for small gun counts
var bestRate = -1.0
result = 0
for gunId in 0..<t.fitness.len:
for binIdx in 0..<len(PowerBins):
let r = t.fitness[gunId].bins[binIdx].hitRate()
if r > bestRate:
bestRate = r
result = gunId
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import gun_harness/gun_interface
type CircularGun* = object
prevHeading: float ## enemy heading from last frame
prevTick: int ## tick at last observation
prevHeading: float ## enemy heading from the tick before current
prevTick: int ## tick of prevHeading observation
hasPrev: bool
cachedOmega: float ## omega (rad/tick) computed on first call this tick
cachedTick: int ## tick for which cachedOmega was computed
proc predict*(g: var CircularGun, state: WorldState, bulletSpeed: float): GunPrediction =
if bulletSpeed <= 0.0:
@@ -22,36 +24,31 @@ proc predict*(g: var CircularGun, state: WorldState, bulletSpeed: float): GunPre
if not g.hasPrev:
# ponytail: first-frame fallback to head-on, needs 2 frames for turn rate
g.prevHeading = state.enemyHeading
g.prevTick = state.tick
g.hasPrev = true
g.prevTick = state.tick
g.hasPrev = true
return GunPrediction(x: state.enemyX, y: state.enemyY)
# Save old state before potential update (predict is called once per power bin per tick)
let oldHeading = g.prevHeading
let oldTick = g.prevTick
# Update on new tick only
# On new tick: recompute cachedOmega and advance the heading window.
# On same-tick calls (multiple power bins): reuse cachedOmega so omega
# doesn't collapse to zero on bins 1+.
if state.tick > g.prevTick:
var turnRate = state.enemyHeading - g.prevHeading
if turnRate > 180.0: turnRate -= 360.0
elif turnRate < -180.0: turnRate += 360.0
let tickDelta = max(1, state.tick - g.prevTick)
g.cachedOmega = degToRad(turnRate / tickDelta.float)
g.cachedTick = state.tick
g.prevHeading = state.enemyHeading
g.prevTick = state.tick
g.prevTick = state.tick
# Compute turn rate using captured old state
var turnRate = state.enemyHeading - oldHeading
if turnRate > 180.0: turnRate -= 360.0
elif turnRate < -180.0: turnRate += 360.0
# Divide by actual tick delta (scans may not be every tick)
let tickDelta = max(1, state.tick - oldTick)
turnRate = turnRate / tickDelta.float
# Closed-form integrated trajectory (Robowiki circular targeting)
# 0°=East: dx/dt = v*cos(θ+ω*t), dy/dt = v*sin(θ+ω*t)
# → x(t) = x₀ + (v/ω)*[sin(θ+ω*t) - sin(θ)]
# → y(t) = y₀ - (v/ω)*[cos(θ+ω*t) - cos(θ)]
let omega = g.cachedOmega
let theta = degToRad(state.enemyHeading)
let omega = degToRad(turnRate) # rad/tick
let v = state.enemySpeed
# Closed-form integrated trajectory (Robowiki circular targeting)
# 0°=East CCW+: dx/dt = v*cos(θ+ω*t), dy/dt = v*sin(θ+ω*t)
# → x(t) = x₀ + (v/ω)*[sin(θ+ω*t) - sin(θ)]
# → y(t) = y₀ - (v/ω)*[cos(θ+ω*t) - cos(θ)]
var ex = state.enemyX
var ey = state.enemyY
var t = ticks
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## Head-on gun: predict enemy stays at current position.
## Simplest possible Gun implementation — baseline reference.
import gun_harness/gun_interface
type HeadOnGun* = object
discard
proc predict*(g: var HeadOnGun, state: WorldState, bulletSpeed: float): GunPrediction =
GunPrediction(x: state.enemyX, y: state.enemyY)
proc onResult*(g: var HeadOnGun, e: FeedbackEvent) =
discard # analytical gun — no learning
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## Linear gun: predict enemy continues at current velocity and heading.
## Coordinate system: 0° = East, CCW positive (Tank Royale standard).
import std/math
import gun_harness/gun_interface
type LinearGun* = object
discard
proc predict*(g: var LinearGun, state: WorldState, bulletSpeed: float): GunPrediction =
let dist = hypot(state.enemyX - state.selfX, state.enemyY - state.selfY)
let ticksToArrive = dist / bulletSpeed
let headingRad = degToRad(state.enemyHeading)
var px = state.enemyX + cos(headingRad) * state.enemySpeed * ticksToArrive
var py = state.enemyY + sin(headingRad) * state.enemySpeed * ticksToArrive
# Clamp to arena bounds
px = clamp(px, 0.0, state.arenaWidth)
py = clamp(py, 0.0, state.arenaHeight)
GunPrediction(x: px, y: py)
proc onResult*(g: var LinearGun, e: FeedbackEvent) =
discard # analytical gun — no learning
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## Tsetlin Machine gun — regression TM for aiming correction on top of linear extrapolation.
## Self-contained: includes binary encoding and TM predictor inline.
## Implements Gun interface: predict(state, bulletSpeed) → GunPrediction, onResult(FeedbackEvent).
import std/[math, random]
import gun_harness/gun_interface
# ── Binary encoding (adapted from BNNBot_garage/src/binary_encoding.nim) ─────
const
TM_FRAME_BITS = 83
TM_SELF_BITS = 40
TM_WINDOW_SIZE = 10
TM_TOTAL_BITS* = TM_FRAME_BITS * TM_WINDOW_SIZE + TM_SELF_BITS # 870
TM_MAX_DISTANCE = 1414.0 # diagonal of 1000x1000 arena
type
TmBinaryVector = array[TM_TOTAL_BITS, uint8]
TmFrameEncoded = array[TM_FRAME_BITS, uint8]
TmSelfEncoded = array[TM_SELF_BITS, uint8]
proc tmToGray(value: int): int = value xor (value shr 1)
proc tmToBits(value: int, bits: int): seq[uint8] =
result = newSeq[uint8](bits)
let gray = tmToGray(value)
for i in 0..<bits:
result[bits - 1 - i] = uint8((gray shr i) and 1)
proc tmEncodeFrame(bearing, distance, velocity, heading,
wallN, wallS, wallE, wallW, energy: float): TmFrameEncoded =
var offset = 0
# bearing sin: 8 bits
let bSin = tmToBits(clamp(int((sin(degToRad(bearing)) + 1.0) / 2.0 * 199.0), 0, 199), 8)
for i in 0..<8: result[offset + i] = bSin[i]
offset += 8
# bearing cos: 8 bits
let bCos = tmToBits(clamp(int((cos(degToRad(bearing)) + 1.0) / 2.0 * 199.0), 0, 199), 8)
for i in 0..<8: result[offset + i] = bCos[i]
offset += 8
# distance %: 7 bits
let distBits = tmToBits(clamp(int(distance / TM_MAX_DISTANCE * 99.0), 0, 99), 7)
for i in 0..<7: result[offset + i] = distBits[i]
offset += 7
# velocity: 5 bits
let velBits = tmToBits(clamp(int(velocity + 8.0), 0, 16), 5)
for i in 0..<5: result[offset + i] = velBits[i]
offset += 5
# heading sin: 8 bits
let hSin = tmToBits(clamp(int((sin(degToRad(heading)) + 1.0) / 2.0 * 199.0), 0, 199), 8)
for i in 0..<8: result[offset + i] = hSin[i]
offset += 8
# heading cos: 8 bits
let hCos = tmToBits(clamp(int((cos(degToRad(heading)) + 1.0) / 2.0 * 199.0), 0, 199), 8)
for i in 0..<8: result[offset + i] = hCos[i]
offset += 8
# wall distances: 4×7 bits
for wall in [wallN, wallS, wallE, wallW]:
let wBits = tmToBits(clamp(int(wall / 1000.0 * 99.0), 0, 99), 7)
for i in 0..<7: result[offset + i] = wBits[i]
offset += 7
# energy: 11 bits
let eBits = tmToBits(clamp(int(energy * 10.0), 0, 1500), 11)
for i in 0..<11: result[offset + i] = eBits[i]
proc tmEncodeSelf(wallN, wallS, wallE, wallW, energy: float, canFire: bool): TmSelfEncoded =
var offset = 0
for wall in [wallN, wallS, wallE, wallW]:
let wBits = tmToBits(clamp(int(wall / 1000.0 * 99.0), 0, 99), 7)
for i in 0..<7: result[offset + i] = wBits[i]
offset += 7
let eBits = tmToBits(clamp(int(energy * 10.0), 0, 1500), 11)
for i in 0..<11: result[offset + i] = eBits[i]
offset += 11
result[offset] = if canFire: 1'u8 else: 0'u8
proc tmEncodeFullVector(window: array[TM_WINDOW_SIZE, TmFrameEncoded],
self: TmSelfEncoded): TmBinaryVector =
var offset = 0
for i in 0..<TM_WINDOW_SIZE:
for j in 0..<TM_FRAME_BITS:
result[offset] = window[i][j]; inc offset
for j in 0..<TM_SELF_BITS:
result[offset] = self[j]; inc offset
# ── Tsetlin Machine (adapted from BNNBot_garage/src/tsetlin_predictor.nim) ───
const
TM_N_IN = TM_TOTAL_BITS # 870
TM_N_OUT = 2 # cx, cy pixel corrections
TM_N_LITERALS = TM_N_IN * 2 # 1740
TM_N_CLAUSES = 50 # per output; issue #184 default
TM_HALF = TM_N_CLAUSES div 2
TM_N_STATES = 32 # automaton range [-32..32]
TM_T = float(TM_HALF) # vote clamped to [-T, T]
TM_S = 1.5 # specificity
TM_RESID_MAX = 80.0 # pixel correction range
# ponytail: TM_N_STATES=32 needs int16 (int8 only fits ≤127, fine here); raise N_CLAUSES if underfitting
type
TmClauseCache = array[TM_N_OUT * TM_N_CLAUSES, uint8]
TmNet = object
states: array[TM_N_OUT * TM_N_CLAUSES * TM_N_LITERALS, int16]
# ponytail: int16 to safely hold [-32..32]; TM_N_STATES=32 fits int8 too but int16 is safer
proc tmStateIdx(outIdx, clause, lit: int): int {.inline.} =
(outIdx * TM_N_CLAUSES + clause) * TM_N_LITERALS + lit
proc tmPolarity(clause: int): float {.inline.} =
if clause < TM_HALF: 1.0 else: -1.0
proc tmMakeLiterals(input: TmBinaryVector): array[TM_N_LITERALS, uint8] =
for i in 0..<TM_N_IN:
result[i] = input[i]
result[i + TM_N_IN] = 1'u8 - input[i]
proc tmEvalClause(net: TmNet, outIdx, clause: int,
lits: array[TM_N_LITERALS, uint8]): uint8 =
var hasIncluded = false
for lit in 0..<TM_N_LITERALS:
let s = net.states[tmStateIdx(outIdx, clause, lit)]
if s > 0:
hasIncluded = true
if lits[lit] == 0: return 0'u8
return if hasIncluded: 1'u8 else: 0'u8
proc tmForwardWithCache(net: TmNet, input: TmBinaryVector,
cache: var TmClauseCache): (float, float) =
let lits = tmMakeLiterals(input)
var vx = 0.0; var vy = 0.0
for c in 0..<TM_N_CLAUSES:
let o = tmEvalClause(net, 0, c, lits)
cache[c] = o
vx += tmPolarity(c) * float(o)
for c in 0..<TM_N_CLAUSES:
let o = tmEvalClause(net, 1, c, lits)
cache[TM_N_CLAUSES + c] = o
vy += tmPolarity(c) * float(o)
vx = clamp(vx, -TM_T, TM_T)
vy = clamp(vy, -TM_T, TM_T)
(vx / TM_T * TM_RESID_MAX, vy / TM_T * TM_RESID_MAX)
proc tmLearnOne(net: var TmNet, outIdx: int, lits: array[TM_N_LITERALS, uint8],
cache: TmClauseCache, residual: float) =
var vote = 0.0
for c in 0..<TM_N_CLAUSES:
vote += tmPolarity(c) * float(cache[outIdx * TM_N_CLAUSES + c])
vote = clamp(vote, -TM_T, TM_T)
let predicted = vote / TM_T * TM_RESID_MAX
let error = residual - predicted
let pFeedback = min(1.0, abs(error) / (2.0 * TM_RESID_MAX))
for c in 0..<TM_N_CLAUSES:
if pFeedback <= 0.0: continue
if rand(1.0) >= pFeedback: continue
let pol = tmPolarity(c)
let cOut = cache[outIdx * TM_N_CLAUSES + c]
if (error > 0.0 and pol > 0.0) or (error < 0.0 and pol < 0.0):
# Type I / Ib feedback
for lit in 0..<TM_N_LITERALS:
let si = tmStateIdx(outIdx, c, lit)
var st = int(net.states[si])
if lits[lit] == 1'u8:
if rand(1.0) < (TM_S - 1.0) / TM_S: st = min(st + 1, TM_N_STATES)
else:
if rand(1.0) < 1.0 / TM_S: st = max(st - 1, -TM_N_STATES)
net.states[si] = int16(st)
else:
# Type II: shrink false literals in include range
if cOut == 1'u8:
for lit in 0..<TM_N_LITERALS:
if lits[lit] == 0'u8:
let si = tmStateIdx(outIdx, c, lit)
var st = int(net.states[si])
if st > 0:
net.states[si] = int16(max(st - 1, -TM_N_STATES))
# ── TsetlinGun public type ────────────────────────────────────────────────────
const
TM_TRACE_SLOTS = 64 # ring buffer of pending traces
# ponytail: 64 slots >> TRACE_MAX_AGE=40 ticks, safe margin; grow if many guns/bins
type
TmTrace = object
predX, predY: float # key: matches FeedbackEvent.prediction
input: TmBinaryVector
cache: TmClauseCache
alive: bool
TsetlinGun* = object
net: TmNet
frameBuffer: array[TM_WINDOW_SIZE, TmFrameEncoded]
bufferCount: int
traces: array[TM_TRACE_SLOTS, TmTrace]
traceHead: int
proc initTsetlinGun*(): TsetlinGun =
# states init at 0 (boundary); one Type I step crosses into Include
for s in result.net.states.mitems: s = 0'i16
randomize()
proc predict*(g: var TsetlinGun, state: WorldState, bulletSpeed: float): GunPrediction =
# Encode current frame and push into window
let dist = hypot(state.enemyX - state.selfX, state.enemyY - state.selfY)
let bearing = radToDeg(arctan2(state.enemyY - state.selfY, state.enemyX - state.selfX))
let frame = tmEncodeFrame(
bearing, dist, state.enemySpeed, state.enemyHeading,
state.arenaHeight - state.enemyY, state.enemyY,
state.arenaWidth - state.enemyX, state.enemyX,
state.selfEnergy, # use self energy as proxy (enemy energy not in WorldState)
)
# Shift window: index 0 = newest
for i in countdown(TM_WINDOW_SIZE - 1, 1):
g.frameBuffer[i] = g.frameBuffer[i - 1]
g.frameBuffer[0] = frame
if g.bufferCount < TM_WINDOW_SIZE: inc g.bufferCount
# Warm-up: until window is full, fall back to linear extrapolation
let ticksToArrive = if bulletSpeed > 0.0: dist / bulletSpeed else: 1.0
let headingRad = degToRad(state.enemyHeading)
let linearX = state.enemyX + cos(headingRad) * state.enemySpeed * ticksToArrive
let linearY = state.enemyY + sin(headingRad) * state.enemySpeed * ticksToArrive
if g.bufferCount < TM_WINDOW_SIZE:
return GunPrediction(x: clamp(linearX, 0.0, state.arenaWidth),
y: clamp(linearY, 0.0, state.arenaHeight))
let selfState = tmEncodeSelf(
state.arenaHeight - state.selfY, state.selfY,
state.arenaWidth - state.selfX, state.selfX,
state.selfEnergy,
true, # canFire not in WorldState; assume true
)
let vec = tmEncodeFullVector(g.frameBuffer, selfState)
var cache: TmClauseCache
let (cx, cy) = tmForwardWithCache(g.net, vec, cache)
let predX = clamp(linearX + cx, 0.0, state.arenaWidth)
let predY = clamp(linearY + cy, 0.0, state.arenaHeight)
# Store trace keyed by prediction coords
let slot = g.traceHead mod TM_TRACE_SLOTS
g.traces[slot] = TmTrace(predX: predX, predY: predY, input: vec, cache: cache, alive: true)
g.traceHead = (slot + 1) mod TM_TRACE_SLOTS
GunPrediction(x: predX, y: predY)
proc onResult*(g: var TsetlinGun, e: FeedbackEvent) =
# Find matching trace by prediction coords
for i in 0..<TM_TRACE_SLOTS:
var t = addr g.traces[i]
if not t.alive: continue
if abs(t.predX - e.prediction.x) > 0.01 or abs(t.predY - e.prediction.y) > 0.01:
continue
# Shaped reward: residual = (actual enemy pos) - (bullet impact pos)
# FeedbackEvent carries missDistance but not the direction.
# We reconstruct: aimed at (predX, predY); miss is distance to current enemy.
# Use miss distance as magnitude; direction unknown → scale back along aim vector.
# ponytail: zero-direction residual when miss=0 is fine; TM learns from magnitude via pFeedback
let missSign = if e.hit: 0.0 else: 1.0
let residualX = (e.prediction.x - t.predX) * missSign # trivially 0; real signal is missDistance
# Better: treat miss distance as residual magnitude along (enemy - pred) direction
# We don't have enemy pos here directly, but we can scale correction proportionally.
# Simplest correct signal: pass missDistance as residual magnitude for both dims.
let rMag = e.missDistance * missSign
let lits = tmMakeLiterals(t.input)
# Apply residual equally to both axes (we don't know direction split)
# ponytail: split 50/50; upgrade to directional when FeedbackEvent carries enemy pos
let r = rMag / sqrt(2.0)
g.net.tmLearnOne(0, lits, t.cache, r)
g.net.tmLearnOne(1, lits, t.cache, r)
t.alive = false
break
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## Movement harness — shared types and MovementModule concept.
## Mirrors gun_interface.nim structure.
import gun_harness/gun_interface
export gun_interface.WorldState
type
MoveCommand* = tuple[speed: float, turnRate: float]
## speed: target speed in px/tick, clamped to ±8 by bot API
## turnRate: body turn rate in degrees/tick
## MovementModule concept — any type T implementing computeMove is valid.
template isMovementModule*(T: typedesc): bool =
compiles(
block:
var m: T
let ws = WorldState()
let cmd: MoveCommand = m.computeMove(ws)
)
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## Oscillator movement — perpendicular strafing relative to enemy bearing.
## Reverses direction every PERIOD ticks; wall proximity triggers one reversal
## then locks out further wall-reversals for WALL_LOCKOUT ticks to prevent
## sign-flip every tick (which would zero net movement and park the bot).
import std/math
import gun_harness/gun_interface
import movement_harness/movement_interface
const
MaxSpeed* = 8.0 ## Tank Royale max speed
Period* = 40 ## ticks between reversals; ponytail: fixed, tune if evasion feels predictable
WallMargin* = 80.0 ## px from wall to trigger early reversal
WallLockout* = 20 ## ticks to suppress further wall-reversals after one fires
type OscillatorModule* = object
sign: float ## +1 or -1, forward/backward relative to perp heading
elapsed: int ## ticks since last reversal
wallLockout: int ## remaining ticks where wall-reversal is suppressed
proc initOscillator*(): OscillatorModule =
OscillatorModule(sign: 1.0, elapsed: 0, wallLockout: 0)
proc computeMove*(m: var OscillatorModule, ws: WorldState): MoveCommand =
inc m.elapsed
if m.wallLockout > 0: dec m.wallLockout
# Perpendicular heading to enemy: enemy bearing + 90°
let enemyBearing = arctan2(ws.enemyY - ws.selfY, ws.enemyX - ws.selfX) * (180.0 / PI)
let perpHeading = (enemyBearing + 90.0) mod 360.0
let nearWall = ws.selfX < WallMargin or ws.selfX > ws.arenaWidth - WallMargin or
ws.selfY < WallMargin or ws.selfY > ws.arenaHeight - WallMargin
if m.elapsed >= Period or (nearWall and m.wallLockout == 0):
m.sign *= -1.0
m.elapsed = 0
if nearWall: m.wallLockout = WallLockout
# Turn rate = delta from current heading toward perpendicular
var delta = perpHeading - ws.selfHeading
while delta > 180.0: delta -= 360.0
while delta < -180.0: delta += 360.0
# When moving backward, flip the turn to keep perpendicular
var normDelta = if m.sign < 0: delta - 180.0 else: delta
while normDelta > 180.0: normDelta -= 360.0
while normDelta < -180.0: normDelta += 360.0
(speed: m.sign * MaxSpeed, turnRate: normDelta.clamp(-10.0, 10.0))
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## phantom_meteor.nim — PhantomMeteor gravity engine as a MovementModule.
## Wraps gravity.nim (GravityEngine) to satisfy the MovementModule concept.
## Fire detection, phantom bullets, waves, and danger histogram are all internal.
## All angles in radians internally; interface outputs degrees for bot API.
import std/math
import gun_harness/gun_interface
import movement_harness/movement_interface
# Inline the gravity engine types and logic here to keep the module self-contained.
# We re-export nothing from gravity.nim — it's not on the common_libs path.
# ponytail: copy instead of import; if gravity.nim moves to common_libs, collapse.
# ── Vec2 (local, unexported) ──────────────────────────────────────────────────
type
Vec2 = object
x, y: float64
proc vec2(x, y: float64): Vec2 {.inline.} = Vec2(x: x, y: y)
proc `+`(a, b: Vec2): Vec2 {.inline.} = vec2(a.x+b.x, a.y+b.y)
proc `-`(a, b: Vec2): Vec2 {.inline.} = vec2(a.x-b.x, a.y-b.y)
proc `*`(a: Vec2, s: float64): Vec2 {.inline.} = vec2(a.x*s, a.y*s)
proc magnitude(v: Vec2): float64 {.inline.} = sqrt(v.x*v.x + v.y*v.y)
proc normalize(v: Vec2): Vec2 =
let m = v.magnitude
if m < 1e-9: vec2(0.0, 0.0) else: vec2(v.x/m, v.y/m)
proc dist(a, b: Vec2): float64 {.inline.} = (a-b).magnitude
# ── Gravity engine types ──────────────────────────────────────────────────────
const NumBins = 41
type
DangerHistogram = object
bins: array[NumBins, float64]
PhantomBullet = object
pos, vel: Vec2
weight: float64
alive: bool
ticks: int
Wave = object
origin: Vec2
heading: float64
speed: float64
radius: float64
startDist: float64
GravityEngine = object
histogram: DangerHistogram
phantoms: seq[PhantomBullet]
waves: seq[Wave]
prevEnemyEnergy: float64
# ── Gravity engine internals ──────────────────────────────────────────────────
const
KBullet = 1500.0
KWall = 4000.0
KEnemy = 300.0
PreferredDist = 400.0
NumPhantoms = 25
MinDist = 20.0
WallMinDist = 40.0
VeryClose = 40.0
proc initEngine(): GravityEngine =
var h: DangerHistogram
for i in 0..<NumBins: h.bins[i] = 1.0
GravityEngine(histogram: h, phantoms: @[], waves: @[], prevEnemyEnergy: 100.0)
proc gfToBin(gf: float64): int =
int(((gf.clamp(-1.0,1.0) + 1.0) / 2.0 * float64(NumBins-1)).round).clamp(0, NumBins-1)
proc mea(speed: float64): float64 = arcsin(min(8.0/speed, 1.0))
proc detectFire(eng: var GravityEngine, energy: float64): tuple[fired: bool; power: float64] =
let drop = eng.prevEnemyEnergy - energy
eng.prevEnemyEnergy = energy
if drop >= 0.1 and drop <= 3.0: (true, drop) else: (false, 0.0)
proc spawnPhantoms(eng: var GravityEngine, enemyPos, botPos: Vec2, bspeed: float64) =
let base = arctan2(botPos.y - enemyPos.y, botPos.x - enemyPos.x)
let maxA = mea(bspeed)
for i in 0..<NumPhantoms:
let gf = if NumPhantoms == 1: 0.0 else: -1.0 + float64(i)/float64(NumPhantoms-1)*2.0
let angle = base + gf * maxA
let weight = eng.histogram.bins[gfToBin(gf)]
eng.phantoms.add PhantomBullet(
pos: enemyPos, vel: vec2(bspeed*cos(angle), bspeed*sin(angle)),
weight: weight, alive: true, ticks: 0)
proc tickPhantoms(eng: var GravityEngine) =
for i in 0..<eng.phantoms.len:
if not eng.phantoms[i].alive: continue
eng.phantoms[i].pos = eng.phantoms[i].pos + eng.phantoms[i].vel
inc eng.phantoms[i].ticks
if eng.phantoms[i].ticks >= 50: eng.phantoms[i].alive = false
if eng.phantoms.len > 200:
var live: seq[PhantomBullet]
for p in eng.phantoms:
if p.alive: live.add p
eng.phantoms = live
proc spawnWave(eng: var GravityEngine, enemyPos, botPos: Vec2, bspeed: float64) =
eng.waves.add Wave(
origin: enemyPos,
heading: arctan2(botPos.y - enemyPos.y, botPos.x - enemyPos.x),
speed: bspeed, radius: 0.0, startDist: dist(enemyPos, botPos))
proc tickWaves(eng: var GravityEngine, botPos: Vec2) =
var i = 0
while i < eng.waves.len:
eng.waves[i].radius += eng.waves[i].speed
if eng.waves[i].radius >= eng.waves[i].startDist:
let toBot = arctan2(botPos.y - eng.waves[i].origin.y,
botPos.x - eng.waves[i].origin.x)
var off = toBot - eng.waves[i].heading
while off > PI: off -= 2.0*PI
while off < -PI: off += 2.0*PI
let maxA = mea(eng.waves[i].speed)
if maxA >= 1e-9:
let gf = (off / maxA).clamp(-1.0, 1.0)
eng.histogram.bins[gfToBin(gf)] += 1.0
eng.waves.del(i)
else:
inc i
proc computeForces(eng: GravityEngine, botPos, enemyPos: Vec2, arenaW, arenaH: float64): Vec2 =
var total = vec2(0.0, 0.0)
# Priority 1: nearby phantoms
var hasClose = false
for ph in eng.phantoms:
if ph.alive:
let d = dist(ph.pos, botPos)
if d < 150.0:
hasClose = true
total = total + normalize(botPos - ph.pos) * (KBullet * (1.0 - d/150.0))
# Priority 2: wall escape (hard override)
let minW = min(min(botPos.x, arenaW-botPos.x), min(botPos.y, arenaH-botPos.y))
if minW < VeryClose:
var ex = 0.0; var ey = 0.0
if botPos.x < VeryClose: ex = 1.0
if arenaW - botPos.x < VeryClose: ex = -1.0
if botPos.y < VeryClose: ey = 1.0
if arenaH - botPos.y < VeryClose: ey = -1.0
let m = sqrt(ex*ex + ey*ey)
if m > 0.1: return normalize(vec2(ex,ey)) * 500.0
# Priority 3: distance to enemy
let de = dist(enemyPos, botPos)
if not hasClose and de > 100.0:
if de < PreferredDist:
total = total + normalize(botPos - enemyPos) * KEnemy
elif de > PreferredDist + 100.0:
total = total + normalize(enemyPos - botPos) * (KEnemy * 0.3)
# Priority 4: weak wall repulsion
let dL = max(botPos.x, WallMinDist)
let dR = max(arenaW - botPos.x, WallMinDist)
let dB = max(botPos.y, WallMinDist)
let dT = max(arenaH - botPos.y, WallMinDist)
total = total + vec2(KWall*0.5/(dL*dL) - KWall*0.5/(dR*dR),
KWall*0.5/(dB*dB) - KWall*0.5/(dT*dT))
total
# ── MovementModule wrapper ────────────────────────────────────────────────────
type PhantomMeteorModule* = object
engine: GravityEngine
proc initPhantomMeteor*(): PhantomMeteorModule =
PhantomMeteorModule(engine: initEngine())
proc resetRound*(m: var PhantomMeteorModule) =
## Clear per-round transients (phantoms, waves, energy baseline), keep histogram.
m.engine.phantoms = @[]
m.engine.waves = @[]
m.engine.prevEnemyEnergy = 100.0
proc computeMove*(m: var PhantomMeteorModule, ws: WorldState): MoveCommand =
let botPos = vec2(ws.selfX, ws.selfY)
let enemyPos = vec2(ws.enemyX, ws.enemyY)
# Advance simulation
m.engine.tickPhantoms()
m.engine.tickWaves(botPos)
# Fire detection → spawn phantoms + wave
let (fired, power) = m.engine.detectFire(ws.enemyEnergy)
if fired:
let bspeed = 20.0 - 3.0 * power
m.engine.spawnPhantoms(enemyPos, botPos, bspeed)
m.engine.spawnWave(enemyPos, botPos, bspeed)
# Compute force vector
let force = m.engine.computeForces(botPos, enemyPos, ws.arenaWidth, ws.arenaHeight)
if force.magnitude < 1e-9:
return (speed: 0.0, turnRate: 0.0)
# Enemy bearing (radians, math convention: 0=East, CCW+)
let enemyBearingRad = arctan2(enemyPos.y - botPos.y, enemyPos.x - botPos.x)
# Two perpendicular directions to enemy bearing (±90°)
let perpCCW = vec2(-sin(enemyBearingRad), cos(enemyBearingRad)) # +90°
let perpCW = vec2( sin(enemyBearingRad), -cos(enemyBearingRad)) # -90°
# Pick perpendicular direction that aligns with force vector
let fn = force.normalize
let desiredDeg =
if fn.x * perpCCW.x + fn.y * perpCCW.y >= fn.x * perpCW.x + fn.y * perpCW.y:
radToDeg(arctan2(perpCCW.y, perpCCW.x))
else:
radToDeg(arctan2(perpCW.y, perpCW.x))
# Delta from current heading
var delta = desiredDeg - ws.selfHeading
while delta > 180.0: delta -= 360.0
while delta < -180.0: delta += 360.0
# Dot-product trick: if |delta| > 90 → reverse, less turning
let goForward = abs(delta) <= 90.0
if not goForward:
delta = if delta >= 0.0: delta - 180.0 else: delta + 180.0
(speed: if goForward: 8.0 else: -8.0,
turnRate: delta.clamp(-10.0, 10.0))
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## Radar harness — shared RadarModule concept.
## Coordinate system: 0° = East, CCW positive (Tank Royale standard).
import ../gun_harness/gun_interface
export gun_interface # re-export WorldState
## Radar concept — any type T implementing computeScan is a valid radar module.
template isRadarModule*(T: typedesc): bool =
compiles(
block:
var r: T
let ws = WorldState()
let rate: float = r.computeScan(ws)
)
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## RadarLock adapter — wraps radar_lock.doRadar() as a RadarModule.
import std/math
import ../radar_harness/radar_interface
import ../radar_lock/radar_lock as radar_lock_impl
export radar_interface
type RadarLockModule* = object
proc computeScan*(m: RadarLockModule, state: WorldState): float =
## Returns radar turn rate (deg/tick) to lock onto enemy.
let enemyBearing = arctan2(state.enemyY - state.selfY,
state.enemyX - state.selfX).radToDeg
radar_lock_impl.doRadar(state.selfRadarHeading, enemyBearing)
proc init*(m: var RadarLockModule) =
radar_lock_impl.init()