fix(ModularBot): ram loop prevention, dead-target guards, cleaner logging

- 30-tick cooldown after ghost-stuck/timeout ram exit prevents re-entry loop
- enemy_tracker.update() skips dead bots to prevent same-tick scan resurrection
- TFIL graphics cleared when ramming is active movement
- [config] logs: white base with green-highlighted changes only
- [ram:enter] logs trigger reason and key values on false→true transition
- [death] and [target-invalid] logs retained for diagnostics
This commit is contained in:
2026-09-20 20:44:45 +02:00
parent 1f8574db1d
commit 2cc2a3bd87
30 changed files with 927 additions and 161 deletions
Binary file not shown.
+93 -34
View File
@@ -27,6 +27,7 @@ import guns/decay_gf
import guns/knn_gun import guns/knn_gun
import movements/phantom_meteor import movements/phantom_meteor
import movements/rammer import movements/rammer
import movements/the_floor_is_lava
import movement_harness/virtual_bodies as mvb import movement_harness/virtual_bodies as mvb
import movement_harness/bullet_shadows import movement_harness/bullet_shadows
import targeting/enemy_tracker import targeting/enemy_tracker
@@ -71,9 +72,12 @@ type
avgLead: AveragedLeadGun avgLead: AveragedLeadGun
decayGF: DecayGFGun decayGF: DecayGFGun
knnGun: KNNGun knnGun: KNNGun
mover: PhantomMeteorModule mover: TFILModule
rammer: RammerModule rammer: RammerModule
isRamming: bool isRamming: bool
ramStuckTicks: int
ramDurationTicks: int
ramCooldownTicks: int
moveTracker: VirtualBodyTracker moveTracker: VirtualBodyTracker
virtualHits: int virtualHits: int
virtualMiss: int virtualMiss: int
@@ -82,14 +86,26 @@ type
currentTargetId: int currentTargetId: int
targetSwitchTick: int targetSwitchTick: int
enemyTracker: EnemyTracker enemyTracker: EnemyTracker
prevGun: int
prevRadar: int
prevTarget: int
proc printConfig(bot: ModularBot, changed: string = "") = proc printConfig(bot: ModularBot, changed: string = "") =
let gunName = GunNames[bot.currentGun] let gunName = GunNames[bot.currentGun]
let gunColor = if changed == "gun" or changed == "all": CLR_CHANGE else: CLR_RST
let radarColor = if changed == "radar" or changed == "all": CLR_CHANGE else: CLR_RST
let radarName = if bot.radarMode == 0: "radar_lock" else: "melee_scan" let radarName = if bot.radarMode == 0: "radar_lock" else: "melee_scan"
let moveName = if bot.isRamming: "rammer" else: "phantom_meteor" let moveName = if bot.isRamming: "rammer" else: "tfil"
echo CLR_ROUND & "[config]" & CLR_RST & " " & gunColor & "gun=" & gunName & CLR_RST & " | " & CLR_MOVE & "move=" & moveName & CLR_RST & " | " & radarColor & "radar=" & radarName & CLR_RST & " | enemies=" & $bot.enemyTracker.allAlive().len & " target=#" & $bot.currentTargetId let gc = if bot.currentGun != bot.prevGun or changed == "all": CLR_CHANGE else: ""
let rc = if bot.radarMode != bot.prevRadar or changed == "all": CLR_CHANGE else: ""
let tc = if bot.currentTargetId != bot.prevTarget or changed == "all": CLR_CHANGE else: ""
let rst = CLR_RST
echo "[config] " & gc & "gun=" & gunName & (if gc != "": rst else: "") &
" | move=" & moveName &
" | " & rc & "radar=" & radarName & (if rc != "": rst else: "") &
" | enemies=" & $bot.enemyTracker.allAlive().len &
" target=" & tc & "#" & $bot.currentTargetId & (if tc != "": rst else: "")
bot.prevGun = bot.currentGun
bot.prevRadar = bot.radarMode
bot.prevTarget = bot.currentTargetId
proc buildState(bot: ModularBot, ex, ey, espeed, eheading, eenergy: float): WorldState = proc buildState(bot: ModularBot, ex, ey, espeed, eheading, eenergy: float): WorldState =
var ei: seq[EnemyInfo] var ei: seq[EnemyInfo]
@@ -128,9 +144,11 @@ method onBulletHitBot*(bot: ModularBot, e: BulletHitBotEvent) =
method onBulletHitWall*(bot: ModularBot, e: BulletHitWallEvent) = method onBulletHitWall*(bot: ModularBot, e: BulletHitWallEvent) =
bot.moveTracker.shadows.removeBulletNear(e.bullet.x, e.bullet.y) bot.moveTracker.shadows.removeBulletNear(e.bullet.x, e.bullet.y)
bot.mover.removeBulletNear(e.bullet.x, e.bullet.y)
method onBulletHitBullet*(bot: ModularBot, e: BulletHitBulletEvent) = method onBulletHitBullet*(bot: ModularBot, e: BulletHitBulletEvent) =
bot.moveTracker.shadows.removeBulletNear(e.bullet.x, e.bullet.y) bot.moveTracker.shadows.removeBulletNear(e.bullet.x, e.bullet.y)
bot.mover.removeBulletNear(e.bullet.x, e.bullet.y)
method onHitByBullet*(bot: ModularBot, e: HitByBulletEvent) = method onHitByBullet*(bot: ModularBot, e: HitByBulletEvent) =
bot.moveTracker.registerHit(e.bullet.power, e.bullet.direction, getX(), getY()) bot.moveTracker.registerHit(e.bullet.power, e.bullet.direction, getX(), getY())
@@ -147,6 +165,9 @@ method onRoundStarted*(bot: ModularBot, e: RoundStartedEvent) =
bot.mover.resetRound() bot.mover.resetRound()
bot.enemyTracker.resetRound() bot.enemyTracker.resetRound()
bot.isRamming = false bot.isRamming = false
bot.ramStuckTicks = 0
bot.ramDurationTicks = 0
bot.ramCooldownTicks = 0
bot.hasContact = false bot.hasContact = false
bot.tick = 0 bot.tick = 0
bot.currentGun = -1 bot.currentGun = -1
@@ -171,11 +192,15 @@ method onRoundStarted*(bot: ModularBot, e: RoundStartedEvent) =
# tracker fitness persists across rounds (rolling window carries over) # tracker fitness persists across rounds (rolling window carries over)
method onBotDeath*(bot: ModularBot, e: BotDeathEvent) = method onBotDeath*(bot: ModularBot, e: BotDeathEvent) =
echo "[death] victimId=", e.victimId, " wasTarget=", (e.victimId == bot.currentTargetId),
" trackerAlive=", (if bot.enemyTracker.enemies.contains(e.victimId): $bot.enemyTracker.enemies[e.victimId].alive else: "notInTracker")
echo CLR_MOVE & "[death] victimId=" & $e.victimId & " wasTarget=" & $(e.victimId == bot.currentTargetId) & CLR_RST
bot.enemyTracker.markDead(e.victimId) bot.enemyTracker.markDead(e.victimId)
if bot.enemyCount > 0: if bot.enemyCount > 0:
dec bot.enemyCount dec bot.enemyCount
if e.victimId == bot.currentTargetId: if e.victimId == bot.currentTargetId:
bot.isRamming = false bot.isRamming = false
bot.currentTargetId = -1
method onGameStarted*(bot: ModularBot, e: GameStartedEventForBot) = method onGameStarted*(bot: ModularBot, e: GameStartedEventForBot) =
# minNumberOfParticipants == maxNumberOfParticipants for fixed battles; self is -1 # minNumberOfParticipants == maxNumberOfParticipants for fixed battles; self is -1
@@ -201,9 +226,18 @@ method run*(bot: ModularBot) =
while isRunning(): while isRunning():
inc bot.tick inc bot.tick
# Debug: print enemy state on first tick # Ram cooldown countdown
if bot.tick == 1: if bot.ramCooldownTicks > 0:
echo "[debug] enemyCount=" & $bot.enemyCount & " tracker=" & $bot.enemyTracker.allAlive().len & " radarMode=" & $bot.radarMode dec bot.ramCooldownTicks
# Safety: reset invalid target before any logic
if bot.currentTargetId >= 0:
if not bot.enemyTracker.enemies.contains(bot.currentTargetId) or
not bot.enemyTracker.enemies[bot.currentTargetId].alive:
echo CLR_MOVE & "[target-invalid] id=" & $bot.currentTargetId & " resetting" & CLR_RST
bot.currentTargetId = -1
bot.isRamming = false
if not bot.hasContact: if not bot.hasContact:
setTargetSpeed(0.0) setTargetSpeed(0.0)
@@ -212,25 +246,65 @@ method run*(bot: ModularBot) =
go() go()
continue continue
# Ram decision — harness decides, not the movement module # --- Target selection (sticky) ---
let candidateId = selectTarget(bot.enemyTracker, getX(), getY(), tmClosest)
if bot.shouldSwitchTarget(candidateId):
if candidateId != bot.currentTargetId:
bot.currentTargetId = candidateId
bot.targetSwitchTick = bot.tick
bot.printConfig("target")
# --- Refresh target state FIRST, before ram decision ---
let tid = bot.currentTargetId
if tid >= 0 and bot.enemyTracker.enemies.contains(tid) and
bot.enemyTracker.enemies[tid].alive:
let tgt = bot.enemyTracker.getEnemy(tid)
bot.enemyBearing = directionTo(getX(), getY(), tgt.x, tgt.y)
bot.lastState = bot.buildState(tgt.x, tgt.y, tgt.speed, tgt.heading, tgt.energy)
# Ram decision — harness decides, not the movement module (uses fresh lastState)
let ws = bot.lastState let ws = bot.lastState
let ramDist = hypot(ws.enemyX - ws.selfX, ws.enemyY - ws.selfY) let ramDist = hypot(ws.enemyX - ws.selfX, ws.enemyY - ws.selfY)
let ramFinisher = ramDist < 300.0 and ws.enemyEnergy < 20.0 and ws.selfEnergy > ws.enemyEnergy let ramFinisher = bot.ramCooldownTicks == 0 and ws.enemyEnergy > 0 and ramDist < 300.0 and ws.enemyEnergy < 20.0 and ws.selfEnergy > ws.enemyEnergy
let ramOpportunity = ramDist < 80.0 and ws.selfEnergy > ws.enemyEnergy + 10.0 let ramOpportunity = bot.ramCooldownTicks == 0 and ws.enemyEnergy > 0 and ramDist < 50.0 and ws.selfEnergy > ws.enemyEnergy + 30.0
let ramDesperation = ws.selfEnergy < 5.0 and ws.enemyEnergy < 5.0 and ramDist < 150.0 let ramDesperation = bot.ramCooldownTicks == 0 and ws.enemyEnergy > 0 and ws.selfEnergy < 5.0 and ws.enemyEnergy < 5.0 and ramDist < 150.0
let shouldRam = ramFinisher or ramOpportunity or ramDesperation let shouldRam = bot.currentTargetId >= 0 and
(ramFinisher or ramOpportunity or ramDesperation)
if shouldRam and not bot.isRamming: if shouldRam and not bot.isRamming:
bot.isRamming = true bot.isRamming = true
let tag = if ramDesperation: "desperation" elif ramFinisher: "finisher" else: "opportunity" bot.ramStuckTicks = 0
echo CLR_MOVE & "[ram:" & tag & "] dist=" & $int(ramDist) & bot.ramDurationTicks = 0
" selfE=" & $int(ws.selfEnergy) & " enemyE=" & $int(ws.enemyEnergy) & CLR_RST if ramFinisher:
bot.printConfig("move") echo "[ram:enter] reason=finisher dist=", ramDist.int, " selfEnergy=", ws.selfEnergy.int, " enemyEnergy=", ws.enemyEnergy.int
elif ramOpportunity:
echo "[ram:enter] reason=opportunity dist=", ramDist.int, " energyAdv=", (ws.selfEnergy - ws.enemyEnergy).int
elif ramDesperation:
echo "[ram:enter] reason=desperation selfEnergy=", ws.selfEnergy.int
elif not shouldRam and bot.isRamming: elif not shouldRam and bot.isRamming:
bot.isRamming = false bot.isRamming = false
bot.printConfig("move")
if bot.isRamming:
inc bot.ramDurationTicks
if ramDist < 5.0:
inc bot.ramStuckTicks
else:
bot.ramStuckTicks = 0
if bot.ramStuckTicks > 10:
bot.isRamming = false
bot.currentTargetId = -1
bot.ramStuckTicks = 0
bot.ramDurationTicks = 0
bot.ramCooldownTicks = 30
elif bot.ramDurationTicks > 60:
bot.isRamming = false
bot.currentTargetId = -1
bot.ramStuckTicks = 0
bot.ramDurationTicks = 0
bot.ramCooldownTicks = 30
let (spd, tr) = if shouldRam: let (spd, tr) = if shouldRam:
bot.mover.clearGraphics()
bot.rammer.computeMove(ws) bot.rammer.computeMove(ws)
else: else:
bot.mover.computeMove(ws) bot.mover.computeMove(ws)
@@ -258,23 +332,9 @@ method run*(bot: ModularBot) =
setRadarTurnRate(radarRate) setRadarTurnRate(radarRate)
go() go()
# --- Target selection (sticky) --- lock target during ram to prevent dangerous switch
if not bot.isRamming:
let candidateId = selectTarget(bot.enemyTracker, getX(), getY(), tmClosest)
if bot.shouldSwitchTarget(candidateId):
if candidateId != bot.currentTargetId:
bot.currentTargetId = candidateId
bot.targetSwitchTick = bot.tick
bot.printConfig("target")
# --- Aim + fire from tracked state (not scan event) --- # --- Aim + fire from tracked state (not scan event) ---
let tid = bot.currentTargetId
if tid >= 0 and bot.enemyTracker.enemies.contains(tid) and if tid >= 0 and bot.enemyTracker.enemies.contains(tid) and
bot.enemyTracker.enemies[tid].alive: bot.enemyTracker.enemies[tid].alive:
let tgt = bot.enemyTracker.getEnemy(tid)
bot.enemyBearing = directionTo(getX(), getY(), tgt.x, tgt.y)
bot.lastState = bot.buildState(tgt.x, tgt.y, tgt.speed, tgt.heading, tgt.energy)
# Spawn virtual bullets for all guns # Spawn virtual bullets for all guns
var headsUp: array[len(PowerBins), GunPrediction] var headsUp: array[len(PowerBins), GunPrediction]
var linPreds: array[len(PowerBins), GunPrediction] var linPreds: array[len(PowerBins), GunPrediction]
@@ -361,7 +421,6 @@ method run*(bot: ModularBot) =
let (selectedGun, _, power) = selectShot(bot.tracker, tid) let (selectedGun, _, power) = selectShot(bot.tracker, tid)
if selectedGun != bot.currentGun: if selectedGun != bot.currentGun:
bot.currentGun = selectedGun bot.currentGun = selectedGun
bot.printConfig("gun")
case selectedGun case selectedGun
of 0: setTurretColor("#FF3333"); setBulletColor("#FF6666") of 0: setTurretColor("#FF3333"); setBulletColor("#FF6666")
of 1: setTurretColor("#3366FF"); setBulletColor("#6699FF") of 1: setTurretColor("#3366FF"); setBulletColor("#6699FF")
@@ -427,7 +486,7 @@ when isMainModule:
knnGun: initKNNGun(), knnGun: initKNNGun(),
radar: RadarLockModule(), radar: RadarLockModule(),
meleeScan: initMeleeScan(), meleeScan: initMeleeScan(),
mover: initPhantomMeteor(), mover: TFILModule(debugGraphics: true),
rammer: initRammer(), rammer: initRammer(),
moveTracker: mvb.initVirtualBodyTracker(1), moveTracker: mvb.initVirtualBodyTracker(1),
currentGun: -1, currentGun: -1,
+2 -1
View File
@@ -17,9 +17,10 @@ type AccelGun* = object
cachedAccel: float ## accel (px/tick²) cached per tick cachedAccel: float ## accel (px/tick²) cached per tick
cachedTurnRate: float ## turn rate (deg/tick) cached per tick cachedTurnRate: float ## turn rate (deg/tick) cached per tick
cachedTick: int cachedTick: int
debugGraphics*: bool
proc initAccelGun*(): AccelGun = proc initAccelGun*(): AccelGun =
AccelGun() AccelGun(debugGraphics: false)
proc predict*(g: var AccelGun, state: WorldState, bulletSpeed: float): GunPrediction = proc predict*(g: var AccelGun, state: WorldState, bulletSpeed: float): GunPrediction =
if bulletSpeed <= 0.0: if bulletSpeed <= 0.0:
+2
View File
@@ -21,9 +21,11 @@ type
waves: seq[ASWave] waves: seq[ASWave]
cachedTick: int cachedTick: int
cachedWaveStored: bool cachedWaveStored: bool
debugGraphics*: bool
proc initAntiSurferGun*(): AntiSurferGun = proc initAntiSurferGun*(): AntiSurferGun =
result.cachedTick = -1 result.cachedTick = -1
result.debugGraphics = false
# Same triangular head-on prior as GFGun — cold-start aims head-on. # Same triangular head-on prior as GFGun — cold-start aims head-on.
let center = (ASBins - 1) div 2 # = 15 let center = (ASBins - 1) div 2 # = 15
for i in 0..<ASBins: for i in 0..<ASBins:
+2 -1
View File
@@ -12,9 +12,10 @@ type AveragedLeadGun* = object
wallBounce: WallBounceGun wallBounce: WallBounceGun
cachedTick: int cachedTick: int
cachedPred: GunPrediction # per-tick cache; ponytail: single cache, extend if multi-power needed cachedPred: GunPrediction # per-tick cache; ponytail: single cache, extend if multi-power needed
debugGraphics*: bool
proc initAveragedLeadGun*(): AveragedLeadGun = proc initAveragedLeadGun*(): AveragedLeadGun =
AveragedLeadGun(wallBounce: initWallBounceGun()) AveragedLeadGun(wallBounce: initWallBounceGun(), debugGraphics: false)
proc predict*(g: var AveragedLeadGun, state: WorldState, bulletSpeed: float): GunPrediction = proc predict*(g: var AveragedLeadGun, state: WorldState, bulletSpeed: float): GunPrediction =
if state.tick == g.cachedTick: if state.tick == g.cachedTick:
+1
View File
@@ -11,6 +11,7 @@ type CircularGun* = object
hasPrev: bool hasPrev: bool
cachedOmega: float ## omega (rad/tick) computed on first call this tick cachedOmega: float ## omega (rad/tick) computed on first call this tick
cachedTick: int ## tick for which cachedOmega was computed cachedTick: int ## tick for which cachedOmega was computed
debugGraphics*: bool
proc predict*(g: var CircularGun, state: WorldState, bulletSpeed: float): GunPrediction = proc predict*(g: var CircularGun, state: WorldState, bulletSpeed: float): GunPrediction =
if bulletSpeed <= 0.0: if bulletSpeed <= 0.0:
+2
View File
@@ -20,9 +20,11 @@ type
waves: seq[DWave] waves: seq[DWave]
cachedTick: int cachedTick: int
cachedWaveStored: bool cachedWaveStored: bool
debugGraphics*: bool
proc initDecayGFGun*(): DecayGFGun = proc initDecayGFGun*(): DecayGFGun =
result.cachedTick = -1 result.cachedTick = -1
result.debugGraphics = false
let center = (GFBins - 1) div 2 let center = (GFBins - 1) div 2
for i in 0..<GFBins: for i in 0..<GFBins:
let d = abs(i - center) let d = abs(i - center)
+2 -1
View File
@@ -17,6 +17,7 @@ type
lastTick: int # for per-tick cache lastTick: int # for per-tick cache
cacheSpeed: float cacheSpeed: float
cachePred: GunPrediction cachePred: GunPrediction
debugGraphics*: bool
proc predict*(g: var DisplacementGun, state: WorldState, bulletSpeed: float): GunPrediction = proc predict*(g: var DisplacementGun, state: WorldState, bulletSpeed: float): GunPrediction =
# Per-tick cache: same tick + same speed => same prediction # Per-tick cache: same tick + same speed => same prediction
@@ -62,4 +63,4 @@ proc onResult*(g: var DisplacementGun, e: FeedbackEvent) =
discard # analytical gun — no learning discard # analytical gun — no learning
proc initDisplacementGun*(): DisplacementGun = proc initDisplacementGun*(): DisplacementGun =
DisplacementGun(count: 0, head: 0, lastTick: -1) DisplacementGun(count: 0, head: 0, lastTick: -1, debugGraphics: false)
+2
View File
@@ -22,9 +22,11 @@ type
# per-tick cache: store wave only once across multiple power-bin calls # per-tick cache: store wave only once across multiple power-bin calls
cachedTick: int cachedTick: int
cachedWaveStored: bool cachedWaveStored: bool
debugGraphics*: bool
proc initGFGun*(): GFGun = proc initGFGun*(): GFGun =
result.cachedTick = -1 result.cachedTick = -1
result.debugGraphics = false
# Seed with a head-on prior: triangular bump at bin 15 (GF=0). # Seed with a head-on prior: triangular bump at bin 15 (GF=0).
# Prevents the cold-start tie-break to GF=-1 (bin 0) that poisons early fitness. # Prevents the cold-start tie-break to GF=-1 (bin 0) that poisons early fitness.
let center = (GFBins - 1) div 2 # = 15 let center = (GFBins - 1) div 2 # = 15
+1 -1
View File
@@ -4,7 +4,7 @@
import gun_harness/gun_interface import gun_harness/gun_interface
type HeadOnGun* = object type HeadOnGun* = object
discard debugGraphics*: bool
proc predict*(g: var HeadOnGun, state: WorldState, bulletSpeed: float): GunPrediction = proc predict*(g: var HeadOnGun, state: WorldState, bulletSpeed: float): GunPrediction =
GunPrediction(x: state.enemyX, y: state.enemyY) GunPrediction(x: state.enemyX, y: state.enemyY)
+2
View File
@@ -36,10 +36,12 @@ type
lastSpeed: float lastSpeed: float
lastDirection: float # +1 or -1 lastDirection: float # +1 or -1
timeSinceDirChange: int timeSinceDirChange: int
debugGraphics*: bool
proc initKNNGun*(): KNNGun = proc initKNNGun*(): KNNGun =
result.cachedTick = -1 result.cachedTick = -1
result.lastDirection = 1.0 result.lastDirection = 1.0
result.debugGraphics = false
for i in 0..6: for i in 0..6:
result.featMin[i] = 1e18 result.featMin[i] = 1e18
result.featMax[i] = -1e18 result.featMax[i] = -1e18
+1 -1
View File
@@ -5,7 +5,7 @@ import std/math
import gun_harness/gun_interface import gun_harness/gun_interface
type LinearGun* = object type LinearGun* = object
discard debugGraphics*: bool
proc predict*(g: var LinearGun, state: WorldState, bulletSpeed: float): GunPrediction = proc predict*(g: var LinearGun, state: WorldState, bulletSpeed: float): GunPrediction =
let dist = hypot(state.enemyX - state.selfX, state.enemyY - state.selfY) let dist = hypot(state.enemyX - state.selfX, state.enemyY - state.selfY)
+1
View File
@@ -28,6 +28,7 @@ type
cacheX: float cacheX: float
cacheY: float cacheY: float
cacheValid: bool cacheValid: bool
debugGraphics*: bool
# --- circular buffer helpers --- # --- circular buffer helpers ---
+2 -1
View File
@@ -18,8 +18,9 @@ type StopShotGun* = object
cachedTick: int cachedTick: int
cachedPredX: float cachedPredX: float
cachedPredY: float cachedPredY: float
debugGraphics*: bool
proc initStopShotGun*(): StopShotGun = StopShotGun() proc initStopShotGun*(): StopShotGun = StopShotGun(debugGraphics: false)
proc predict*(g: var StopShotGun, state: WorldState, bulletSpeed: float): GunPrediction = proc predict*(g: var StopShotGun, state: WorldState, bulletSpeed: float): GunPrediction =
if bulletSpeed <= 0.0: if bulletSpeed <= 0.0:
+2
View File
@@ -206,11 +206,13 @@ type
traces: array[TM_TRACE_SLOTS, TmTrace] traces: array[TM_TRACE_SLOTS, TmTrace]
traceHead: int traceHead: int
shotCount: int ## total onResult calls received shotCount: int ## total onResult calls received
debugGraphics*: bool
proc initTsetlinGun*(): TsetlinGun = proc initTsetlinGun*(): TsetlinGun =
# states init at 0 (boundary); one Type I step crosses into Include # states init at 0 (boundary); one Type I step crosses into Include
for s in result.net.states.mitems: s = 0'i16 for s in result.net.states.mitems: s = 0'i16
randomize() randomize()
result.debugGraphics = false
proc isWarmedUp*(g: TsetlinGun): bool {.inline.} = proc isWarmedUp*(g: TsetlinGun): bool {.inline.} =
g.bufferCount >= TM_WINDOW_SIZE g.bufferCount >= TM_WINDOW_SIZE
+2 -2
View File
@@ -6,9 +6,9 @@ import std/math
import gun_harness/gun_interface import gun_harness/gun_interface
type WallBounceGun* = object type WallBounceGun* = object
discard debugGraphics*: bool
proc initWallBounceGun*(): WallBounceGun = WallBounceGun() proc initWallBounceGun*(): WallBounceGun = WallBounceGun(debugGraphics: false)
proc simulateBounce(ex, ey, heading, speed: float, ticks: int, proc simulateBounce(ex, ey, heading, speed: float, ticks: int,
arenaW, arenaH: float): (float, float) = arenaW, arenaH: float): (float, float) =
+2 -1
View File
@@ -33,9 +33,10 @@ type MinimumRiskModule* = object
targetX, targetY: float targetX, targetY: float
ticksSinceCalc: int ticksSinceCalc: int
hasTarget: bool hasTarget: bool
debugGraphics*: bool
proc initMinimumRisk*(): MinimumRiskModule = proc initMinimumRisk*(): MinimumRiskModule =
MinimumRiskModule(hasTarget: false, ticksSinceCalc: RecalcInterval) MinimumRiskModule(hasTarget: false, ticksSinceCalc: RecalcInterval, debugGraphics: false)
proc wallRisk(p: Vec2, w, h: float): float {.inline.} = proc wallRisk(p: Vec2, w, h: float): float {.inline.} =
## Linear penalty that ramps up inside WallMargin. ## Linear penalty that ramps up inside WallMargin.
+2 -1
View File
@@ -17,9 +17,10 @@ type OscillatorModule* = object
sign: float ## +1 or -1, forward/backward relative to perp heading sign: float ## +1 or -1, forward/backward relative to perp heading
elapsed: int ## ticks since last reversal elapsed: int ## ticks since last reversal
wallLockout: int ## remaining ticks where wall-reversal is suppressed wallLockout: int ## remaining ticks where wall-reversal is suppressed
debugGraphics*: bool
proc initOscillator*(): OscillatorModule = proc initOscillator*(): OscillatorModule =
OscillatorModule(sign: 1.0, elapsed: 0, wallLockout: 0) OscillatorModule(sign: 1.0, elapsed: 0, wallLockout: 0, debugGraphics: false)
proc computeMove*(m: var OscillatorModule, ws: WorldState): MoveCommand = proc computeMove*(m: var OscillatorModule, ws: WorldState): MoveCommand =
inc m.elapsed inc m.elapsed
+37 -26
View File
@@ -146,16 +146,17 @@ proc computeForces(eng: GravityEngine, botPos: Vec2, enemies: openArray[Vec2], a
hasClose = true hasClose = true
total = total + normalize(botPos - ph.pos) * (KBullet * (1.0 - d/250.0)) total = total + normalize(botPos - ph.pos) * (KBullet * (1.0 - d/250.0))
# Priority 2: wall escape (additive — blends with phantom forces) # Priority 2: wall escape — scales as inverse-square so it dominates bullets near walls
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 var ex = 0.0; var ey = 0.0
if botPos.x < VeryClose: ex = 1.0 let dLeft = botPos.x
if arenaW - botPos.x < VeryClose: ex = -1.0 let dRight = arenaW - botPos.x
if botPos.y < VeryClose: ey = 1.0 let dBot = botPos.y
if arenaH - botPos.y < VeryClose: ey = -1.0 let dTop = arenaH - botPos.y
let wm = sqrt(ex*ex + ey*ey) if dLeft < WallMinDist: ex += KWall / (dLeft * dLeft)
if wm > 0.1: total = total + normalize(vec2(ex, ey)) * 500.0 if dRight < WallMinDist: ex -= KWall / (dRight * dRight)
if dBot < WallMinDist: ey += KWall / (dBot * dBot)
if dTop < WallMinDist: ey -= KWall / (dTop * dTop)
total = total + vec2(ex, ey)
# Priority 3: repulsion from ALL enemies; attraction only toward nearest. # Priority 3: repulsion from ALL enemies; attraction only toward nearest.
# ponytail: linear ramp per enemy, attraction only toward nearest to avoid being pulled into a crowd # ponytail: linear ramp per enemy, attraction only toward nearest to avoid being pulled into a crowd
@@ -181,13 +182,6 @@ proc computeForces(eng: GravityEngine, botPos: Vec2, enemies: openArray[Vec2], a
# Too far from nearest only → mild attraction # Too far from nearest only → mild attraction
total = total + normalize(ep - botPos) * (KEnemy * t) total = total + normalize(ep - botPos) * (KEnemy * t)
# 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 total
# ── MovementModule wrapper ──────────────────────────────────────────────────── # ── MovementModule wrapper ────────────────────────────────────────────────────
@@ -195,9 +189,10 @@ proc computeForces(eng: GravityEngine, botPos: Vec2, enemies: openArray[Vec2], a
type PhantomMeteorModule* = object type PhantomMeteorModule* = object
engine: GravityEngine engine: GravityEngine
gunheat: GunheatTracker gunheat: GunheatTracker
debugGraphics*: bool
proc initPhantomMeteor*(): PhantomMeteorModule = proc initPhantomMeteor*(): PhantomMeteorModule =
PhantomMeteorModule(engine: initEngine(), gunheat: initGunheatTracker()) PhantomMeteorModule(engine: initEngine(), gunheat: initGunheatTracker(), debugGraphics: false)
proc resetRound*(m: var PhantomMeteorModule) = proc resetRound*(m: var PhantomMeteorModule) =
## Clear per-round transients (phantoms, waves, energy baseline), keep histogram. ## Clear per-round transients (phantoms, waves, energy baseline), keep histogram.
@@ -264,8 +259,29 @@ proc computeMove*(m: var PhantomMeteorModule, ws: WorldState): MoveCommand =
if force.magnitude < 1e-9: if force.magnitude < 1e-9:
return (speed: 0.0, turnRate: 0.0) return (speed: 0.0, turnRate: 0.0)
# Threat centroid (inverse-distance weighted) for perpendicular direction. # Corner detection: near 2 walls simultaneously → hard escape override.
# With 1 enemy this equals the single enemy bearing — identical to prior behavior. # ponytail: WallMinDist threshold reused; increase if bot still traps at higher speeds.
let nearL = botPos.x < WallMinDist
let nearR = ws.arenaWidth - botPos.x < WallMinDist
let nearB = botPos.y < WallMinDist
let nearT = ws.arenaHeight - botPos.y < WallMinDist
let wallCount = (if nearL: 1 else: 0) + (if nearR: 1 else: 0) +
(if nearB: 1 else: 0) + (if nearT: 1 else: 0)
let cornered = wallCount >= 2
let desiredDeg =
if cornered:
# Escape direction = inward wall normals averaged; ignore bullet/enemy pulls.
# Enemy perp is irrelevant here — any direction away from corner is correct.
var escX = 0.0; var escY = 0.0
if nearL: escX += 1.0
if nearR: escX -= 1.0
if nearB: escY += 1.0
if nearT: escY -= 1.0
let escDir = normalize(vec2(escX, escY))
radToDeg(arctan2(escDir.y, escDir.x))
else:
# Normal open-field: snap to perp that best aligns with force vector.
var cx = 0.0; var cy = 0.0; var wsum = 0.0 var cx = 0.0; var cy = 0.0; var wsum = 0.0
for ep in enemyVecs: for ep in enemyVecs:
let d = max(dist(ep, botPos), 1.0) let d = max(dist(ep, botPos), 1.0)
@@ -273,14 +289,9 @@ proc computeMove*(m: var PhantomMeteorModule, ws: WorldState): MoveCommand =
cx += ep.x * w; cy += ep.y * w; wsum += w cx += ep.x * w; cy += ep.y * w; wsum += w
let centroid = if wsum > 1e-9: vec2(cx/wsum, cy/wsum) else: enemyPos let centroid = if wsum > 1e-9: vec2(cx/wsum, cy/wsum) else: enemyPos
let centroidBearingRad = arctan2(centroid.y - botPos.y, centroid.x - botPos.x) let centroidBearingRad = arctan2(centroid.y - botPos.y, centroid.x - botPos.x)
let perpCCW = vec2(-sin(centroidBearingRad), cos(centroidBearingRad))
# Two perpendicular directions to centroid bearing (±90°) let perpCW = vec2( sin(centroidBearingRad), -cos(centroidBearingRad))
let perpCCW = vec2(-sin(centroidBearingRad), cos(centroidBearingRad)) # +90°
let perpCW = vec2( sin(centroidBearingRad), -cos(centroidBearingRad)) # -90°
# Pick perpendicular direction that aligns with force vector
let fn = force.normalize let fn = force.normalize
let desiredDeg =
if fn.x * perpCCW.x + fn.y * perpCCW.y >= fn.x * perpCW.x + fn.y * perpCW.y: if fn.x * perpCCW.x + fn.y * perpCCW.y >= fn.x * perpCW.x + fn.y * perpCW.y:
radToDeg(arctan2(perpCCW.y, perpCCW.x)) radToDeg(arctan2(perpCCW.y, perpCCW.x))
else: else:
+2 -2
View File
@@ -8,9 +8,9 @@ import movement_harness/movement_interface
const MaxSpeed* = 8.0 const MaxSpeed* = 8.0
type RammerModule* = object type RammerModule* = object
discard debugGraphics*: bool
proc initRammer*(): RammerModule = RammerModule() proc initRammer*(): RammerModule = RammerModule(debugGraphics: false)
proc computeMove*(m: var RammerModule, ws: WorldState): MoveCommand = proc computeMove*(m: var RammerModule, ws: WorldState): MoveCommand =
let dx = ws.enemyX - ws.selfX let dx = ws.enemyX - ws.selfX
+2 -1
View File
@@ -20,12 +20,13 @@ type RandomOscillatorModule* = object
nextPeriod: int ## random period chosen at last reversal nextPeriod: int ## random period chosen at last reversal
wallLockout: int ## remaining suppression ticks wallLockout: int ## remaining suppression ticks
rng: Rand rng: Rand
debugGraphics*: bool
proc initRandomOscillator*(): RandomOscillatorModule = proc initRandomOscillator*(): RandomOscillatorModule =
var rng = initRand(getTime().toUnix()) var rng = initRand(getTime().toUnix())
let period = rng.rand(MinPeriod..MaxPeriod) let period = rng.rand(MinPeriod..MaxPeriod)
RandomOscillatorModule(sign: 1.0, elapsed: 0, nextPeriod: period, RandomOscillatorModule(sign: 1.0, elapsed: 0, nextPeriod: period,
wallLockout: 0, rng: rng) wallLockout: 0, rng: rng, debugGraphics: false)
proc computeMove*(m: var RandomOscillatorModule, ws: WorldState): MoveCommand = proc computeMove*(m: var RandomOscillatorModule, ws: WorldState): MoveCommand =
inc m.elapsed inc m.elapsed
+672
View File
@@ -0,0 +1,672 @@
## TFIL — The Floor Is Lava. Built incrementally.
import std/math
import std/random
import gun_harness/gun_interface
import movement_harness/movement_interface
import robocode_tankroyale_botapi/graphics
import robocode_tankroyale_botapi/color
const GridSize = 36.0
const MaxSpeed = 8.0
const BulletCoreRadiusMin = 9.0 ## core radius at power 0.1
const BulletCoreRadiusMax = 54.0 ## core radius at power 3.0
const BulletAuraExtMin = 36.0 ## aura extension at power 3.0 (slow)
const BulletAuraExtMax = 54.0 ## aura extension at power 0.1 (fast)
const BulletCore = 10.0 ## lava accumulation per bullet-overlapping tile
const BulletAura = 5.0 ## lava accumulation for aura ring tiles
const EnemyCoreRadius = 18.0 ## half of 36px body
const EnemyAuraRadius = 54.0 ## 18 + 36
const EnemyCore = 40.0 ## lava per tile overlapping enemy body circle
const EnemyAura = 10.0 ## lava per tile in enemy aura ring
const CorridorHeat = 20.0
const WallHotness = 30.0
const WallRadiance = 10.0
const PillarHotness = 30.0
const PillarRadiance = 10.0
const CommitTicks = 15 ## ticks to commit to a dodge point
const MinCommitTicks = 5 ## must commit for this many ticks before danger replan allowed
const DangerReplanThreshold = 25.0 ## replan on serious threats only (bullet core), not corridors/auras
const CoolestLevels = 2 ## how many distinct lava values count as "cool"
const MaxTrackedBullets = 20 ## hard cap on tracked bullets
proc bulletRadii(power: float): tuple[core, aura: float] =
let t = (power - 0.1) / 2.9
let core = BulletCoreRadiusMin + t * (BulletCoreRadiusMax - BulletCoreRadiusMin)
let auraExt = BulletAuraExtMax - t * (BulletAuraExtMax - BulletAuraExtMin)
(core, core + auraExt)
type
TrackedBullet = object
originX, originY: float
x, y: float
velX, velY: float ## speed * cos(heading), speed * sin(heading)
power: float
alive: bool
age: int ## ticks alive; die if > 200
TFILModule* = object
debugGraphics*: bool
cols, rows: int
marginX, marginY: float
arenaWidth, arenaHeight: float
lava: seq[float] # flat row-major, index = row*cols + col
bullets: seq[TrackedBullet]
prevEnergy: seq[tuple[id: int, energy: float]] # enemy id -> last known energy
commitTarget: tuple[x, y: float] ## world coords of committed dodge point
commitTicks: int ## ticks remaining on commitment
commitLava: float ## lava at commit time (for spike detection)
blockedTile: tuple[col, row: int; active: bool] ## excluded from next pick after danger replan
cachedHull: seq[tuple[x, y: float]]
cachedInsideTiles: seq[tuple[col, row: int]]
callCount: int ## computeMove call count; 0 = never called
lastBotX, lastBotY: float ## bot position at last call; used to detect position jumps
lastTileCol, lastTileRow: int ## grid tile at last call; used to detect gradual displacement
proc initTFIL*(): TFILModule = TFILModule(debugGraphics: false)
proc removeBulletNear*(m: var TFILModule, x, y: float) =
## Mark the tracked bullet closest to (x,y) within GridSize tolerance as dead.
var bestIdx = -1
var bestD2 = GridSize * GridSize # tolerance²
for i, b in m.bullets:
let d2 = (b.x - x)*(b.x - x) + (b.y - y)*(b.y - y)
if d2 < bestD2:
bestD2 = d2
bestIdx = i
if bestIdx >= 0:
m.bullets.del(bestIdx)
proc prevEnergyGet(m: TFILModule, id: int): float =
for e in m.prevEnergy:
if e.id == id: return e.energy
100.0
proc prevEnergySet(m: var TFILModule, id: int, energy: float) =
for i in 0..<m.prevEnergy.len:
if m.prevEnergy[i].id == id:
m.prevEnergy[i].energy = energy
return
m.prevEnergy.add((id: id, energy: energy))
proc clearGraphics*(m: var TFILModule) =
## No-op: the SVG buffer is a module-level global cleared by the framework
## after every go(). Exists so callers can signal "TFIL is inactive this tick".
discard
proc resetRound*(m: var TFILModule) =
m.bullets = @[]
m.prevEnergy = @[]
m.commitTicks = 0
m.cachedHull = @[]
m.cachedInsideTiles = @[]
m.blockedTile = (col: 0, row: 0, active: false)
m.callCount = 0
m.lastBotX = 0.0
m.lastBotY = 0.0
m.lastTileCol = 0
m.lastTileRow = 0
proc initGrid(m: var TFILModule, arenaWidth, arenaHeight: float) =
m.cols = int(arenaWidth / GridSize)
m.rows = int(arenaHeight / GridSize)
m.marginX = (arenaWidth - m.cols.float * GridSize) / 2.0
m.marginY = (arenaHeight - m.rows.float * GridSize) / 2.0
m.arenaWidth = arenaWidth
m.arenaHeight = arenaHeight
m.lava = newSeq[float](m.cols * m.rows) # all 0.0
proc detectFires(m: var TFILModule, ws: WorldState) =
## Check all enemies for energy drops; spawn a tracked bullet per confirmed fire.
for ei in ws.enemies:
let prev = m.prevEnergyGet(ei.id)
let drop = prev - ei.energy
m.prevEnergySet(ei.id, ei.energy)
if drop >= 0.09 and drop <= 3.01:
let speed = 20.0 - 3.0 * drop
# Linear prediction: aim at where we will be when the bullet arrives
let dist = sqrt((ws.selfX - ei.x)^2 + (ws.selfY - ei.y)^2)
let travelTime = dist / speed
let predX = ws.selfX + ws.selfSpeed * cos(ws.selfHeading * PI / 180.0) * travelTime
let predY = ws.selfY + ws.selfSpeed * sin(ws.selfHeading * PI / 180.0) * travelTime
let heading = arctan2(predY - ei.y, predX - ei.x)
if m.bullets.len >= MaxTrackedBullets:
m.bullets.del(0) # ponytail: drop oldest; fine for 20-bullet cap
m.bullets.add TrackedBullet(
originX: ei.x, originY: ei.y,
x: ei.x, y: ei.y,
velX: speed * cos(heading),
velY: speed * sin(heading),
power: drop,
alive: true,
age: 0)
proc advanceBullets(m: var TFILModule, selfX, selfY: float) =
## Advance positions and reap bullets that are: passed us, out of bounds, or too old.
var i = 0
while i < m.bullets.len:
var b = m.bullets[i]
b.x += b.velX
b.y += b.velY
b.age += 1
# Death conditions (any triggers removal):
# 1. Passed us (dot < 0, moving away)
# 2. Out of arena bounds
# 3. Too old (>200 ticks)
let dx = selfX - b.x
let dy = selfY - b.y
let dot = b.velX * dx + b.velY * dy
let outOfBounds = b.x < 0.0 or b.x > m.arenaWidth or b.y < 0.0 or b.y > m.arenaHeight
if dot < 0.0 or outOfBounds or b.age > 200:
b.alive = false
m.bullets[i] = b
if b.alive: inc i
else: m.bullets.del(i)
type CorridorGeom = object
dx, dy: float ## unit heading
px, py: float ## unit perpendicular
tMin: float ## distance to wall
bx, by: float ## bullet origin
proc corridorGeom(b: TrackedBullet, arenaWidth, arenaHeight: float): CorridorGeom =
let speed = sqrt(b.velX * b.velX + b.velY * b.velY)
if speed < 0.001: return
let dx = b.velX / speed
let dy = b.velY / speed
var tMin = Inf
if dx > 0.0: tMin = min(tMin, (arenaWidth - b.x) / dx)
elif dx < 0.0: tMin = min(tMin, (0.0 - b.x) / dx)
if dy > 0.0: tMin = min(tMin, (arenaHeight - b.y) / dy)
elif dy < 0.0: tMin = min(tMin, (0.0 - b.y) / dy)
CorridorGeom(dx: dx, dy: dy, px: -dy, py: dx, tMin: tMin, bx: b.x, by: b.y)
proc lavaAt(m: TFILModule, col, row: int): float =
m.lava[row * m.cols + col]
proc tileAt(m: TFILModule, wx, wy: float): tuple[col, row: int] =
(col: clamp(int((wx - m.marginX) / GridSize), 0, m.cols - 1),
row: clamp(int((wy - m.marginY) / GridSize), 0, m.rows - 1))
proc pointInHull(px, py: float, hull: seq[(float, float)]): bool =
var inside = false
var j = hull.high
for i in 0..hull.high:
if ((hull[i][1] > py) != (hull[j][1] > py)) and
(px < (hull[j][0] - hull[i][0]) * (py - hull[i][1]) / (hull[j][1] - hull[i][1]) + hull[i][0]):
inside = not inside
j = i
inside
proc computeReachableHull(x0, y0, heading0, speed0,
arenaW, arenaH: float, ticks: int = 50): seq[(float, float)] =
## Simulate `ticks` ticks at various turn rates / target speeds.
## Returns convex hull (gift-wrap) of final positions.
const TargetSpeeds = [8.0, 4.0, -4.0, -8.0]
const NumRates = 11
var pts: seq[(float, float)]
pts.add (x0, y0) # always reachable: stay
for tSpeed in TargetSpeeds:
# Max turn rate at target speed (approximate; actual varies per tick but close enough)
let mtr = 10.0 - 0.75 * abs(tSpeed)
for ri in 0..<NumRates:
let turnRate = if NumRates == 1: 0.0
else: -mtr + (2.0 * mtr / (NumRates - 1).float) * ri.float
var x = x0; var y = y0
var h = heading0; var spd = speed0
for _ in 0..<ticks:
# Accelerate toward target
if spd < tSpeed: spd = min(spd + 1.0, tSpeed)
elif spd > tSpeed: spd = max(spd - 1.0, tSpeed)
spd = clamp(spd, -MaxSpeed, MaxSpeed)
# Turn (clamp to current max turn rate)
let curMtr = 10.0 - 0.75 * abs(spd)
let tr = clamp(turnRate, -curMtr, curMtr)
h += tr
let hr = h * PI / 180.0
x = clamp(x + spd * cos(hr), 0.0, arenaW)
y = clamp(y + spd * sin(hr), 0.0, arenaH)
pts.add (x, y)
# Gift-wrap convex hull (O(n²), ~45 points — fine)
# Find leftmost point as start
var startIdx = 0
for i in 1..<pts.len:
if pts[i][0] < pts[startIdx][0] or
(pts[i][0] == pts[startIdx][0] and pts[i][1] < pts[startIdx][1]):
startIdx = i
var hull: seq[(float, float)]
var cur = startIdx
while true:
hull.add pts[cur]
var next = 0
for i in 1..<pts.len:
if next == cur:
next = i
continue
let ax = pts[next][0] - pts[cur][0]
let ay = pts[next][1] - pts[cur][1]
let bx = pts[i][0] - pts[cur][0]
let by = pts[i][1] - pts[cur][1]
let cross = ax * by - ay * bx
if cross < 0.0: # i is more counterclockwise
next = i
cur = next
if cur == startIdx: break
hull
proc computeMove*(m: var TFILModule, ws: WorldState): MoveCommand =
if m.cols == 0:
m.initGrid(ws.arenaWidth, ws.arenaHeight)
# Soft reset: detect gap by position jump (rammer moved us across ticks)
# 12px threshold: above single-tick max movement (8px) but catches even short ram gaps
let jumpDist = sqrt((ws.selfX - m.lastBotX)^2 + (ws.selfY - m.lastBotY)^2)
let jumped = (m.callCount > 0) and (jumpDist > 12.0)
if jumped:
m.commitTicks = 0 # force replan — old target invalid
m.cachedHull = @[] # stale position/heading
m.cachedInsideTiles = @[]
m.bullets = @[] # bullet positions are hopelessly stale
m.blockedTile = (col: 0, row: 0, active: false)
# Re-snapshot prevEnergy so energy changes during ramming aren't misread as fires
m.prevEnergy = @[]
for ei in ws.enemies:
m.prevEnergySet(ei.id, ei.energy)
# Tile-change replan: catches gradual displacement that position threshold misses
if (not jumped) and (m.callCount > 0) and (m.commitTicks > 0):
let curTileCol = clamp(int((ws.selfX - m.marginX) / GridSize), 0, m.cols - 1)
let curTileRow = clamp(int((ws.selfY - m.marginY) / GridSize), 0, m.rows - 1)
if curTileCol != m.lastTileCol or curTileRow != m.lastTileRow:
m.commitTicks = 0
m.cachedHull = @[]
m.cachedInsideTiles = @[]
# Per-tick: advance existing bullets, detect new fires
m.advanceBullets(ws.selfX, ws.selfY)
m.detectFires(ws)
# Recompute lava from scratch each tick
for i in 0..<m.lava.len: m.lava[i] = 0.0
for b in m.bullets:
let bx = b.x
let by = b.y
let (coreR, auraR) = bulletRadii(b.power)
let colMin = max(0, int(floor((bx - auraR - m.marginX) / GridSize)))
let colMax = min(m.cols-1, int(floor((bx + auraR - m.marginX) / GridSize)))
let rowMin = max(0, int(floor((by - auraR - m.marginY) / GridSize)))
let rowMax = min(m.rows-1, int(floor((by + auraR - m.marginY) / GridSize)))
for row in rowMin..rowMax:
for col in colMin..colMax:
let x0 = m.marginX + col.float * GridSize
let y0 = m.marginY + row.float * GridSize
let nearX = clamp(bx, x0, x0 + GridSize)
let nearY = clamp(by, y0, y0 + GridSize)
let dx = nearX - bx
let dy = nearY - by
let d2 = dx*dx + dy*dy
if d2 <= coreR * coreR:
m.lava[row * m.cols + col] += BulletCore
elif d2 <= auraR * auraR:
m.lava[row * m.cols + col] += BulletAura
# Corridor heat — rotated rectangle from bullet position to arena wall, auraR wide
for b in m.bullets:
let cg = corridorGeom(b, m.arenaWidth, m.arenaHeight)
if cg.tMin == 0.0: continue # zero-speed bullet, skip
let (_, auraR) = bulletRadii(b.power)
let wx = cg.bx + cg.dx * cg.tMin
let wy = cg.by + cg.dy * cg.tMin
# Bounding box of the 4 corners
let c0x = cg.bx + cg.px * auraR; let c0y = cg.by + cg.py * auraR
let c1x = cg.bx - cg.px * auraR; let c1y = cg.by - cg.py * auraR
let c2x = wx - cg.px * auraR; let c2y = wy - cg.py * auraR
let c3x = wx + cg.px * auraR; let c3y = wy + cg.py * auraR
let xMin = min(min(c0x, c1x), min(c2x, c3x))
let xMax = max(max(c0x, c1x), max(c2x, c3x))
let yMin = min(min(c0y, c1y), min(c2y, c3y))
let yMax = max(max(c0y, c1y), max(c2y, c3y))
let colMin = max(0, int(floor((xMin - m.marginX) / GridSize)))
let colMax = min(m.cols-1, int(floor((xMax - m.marginX) / GridSize)))
let rowMin = max(0, int(floor((yMin - m.marginY) / GridSize)))
let rowMax = min(m.rows-1, int(floor((yMax - m.marginY) / GridSize)))
for row in rowMin..rowMax:
for col in colMin..colMax:
let cx = m.marginX + (col.float + 0.5) * GridSize
let cy = m.marginY + (row.float + 0.5) * GridSize
# Project tile center onto heading and perpendicular axes
let relX = cx - cg.bx
let relY = cy - cg.by
let along = relX * cg.dx + relY * cg.dy
let perp = relX * cg.px + relY * cg.py
if along >= 0.0 and along <= cg.tMin and perp >= -auraR and perp <= auraR:
m.lava[row * m.cols + col] += CorridorHeat
# Enemy heat auras — core (18px) and aura ring (54px), same pattern as bullets
for ei in ws.enemies:
let ex = ei.x
let ey = ei.y
let colMin = max(0, int(floor((ex - EnemyAuraRadius - m.marginX) / GridSize)))
let colMax = min(m.cols-1, int(floor((ex + EnemyAuraRadius - m.marginX) / GridSize)))
let rowMin = max(0, int(floor((ey - EnemyAuraRadius - m.marginY) / GridSize)))
let rowMax = min(m.rows-1, int(floor((ey + EnemyAuraRadius - m.marginY) / GridSize)))
for row in rowMin..rowMax:
for col in colMin..colMax:
let x0 = m.marginX + col.float * GridSize
let y0 = m.marginY + row.float * GridSize
let nearX = clamp(ex, x0, x0 + GridSize)
let nearY = clamp(ey, y0, y0 + GridSize)
let dx = nearX - ex
let dy = nearY - ey
let d2 = dx*dx + dy*dy
if d2 <= EnemyCoreRadius * EnemyCoreRadius:
m.lava[row * m.cols + col] += EnemyCore
elif d2 <= EnemyAuraRadius * EnemyAuraRadius:
m.lava[row * m.cols + col] += EnemyAura
# Wall radiance heat — additive with bullet heat
for row in 0..<m.rows:
for col in 0..<m.cols:
let heat = max(0.0, WallHotness - col.float * WallRadiance) +
max(0.0, WallHotness - (m.cols-1-col).float * WallRadiance) +
max(0.0, WallHotness - row.float * WallRadiance) +
max(0.0, WallHotness - (m.rows-1-row).float * WallRadiance)
m.lava[row * m.cols + col] += heat
# Pillar radiance heat — center 1×1, 1×2, 2×1, or 2×2 depending on grid parity
let pc0 = if m.cols mod 2 == 1: m.cols div 2 else: m.cols div 2 - 1
let pc1 = m.cols div 2 # same as pc0 when odd, pc0+1 when even
let pr0 = if m.rows mod 2 == 1: m.rows div 2 else: m.rows div 2 - 1
let pr1 = m.rows div 2
for row in 0..<m.rows:
for col in 0..<m.cols:
var minDist = int.high
for pcol in pc0..pc1:
for prow in pr0..pr1:
let d = max(abs(col - pcol), abs(row - prow))
if d < minDist: minDist = d
m.lava[row * m.cols + col] += max(0.0, PillarHotness - minDist.float * PillarRadiance)
if m.debugGraphics:
# Compute max lava for heat gradient
var maxLava = 0.0
for v in m.lava:
if v > maxLava: maxLava = v
# Non-zero tiles: colored border + colored value text (yellow→orange→red)
setFont("Arial", 10.0)
for row in 0..<m.rows:
for col in 0..<m.cols:
let val = m.lava[row * m.cols + col]
if val == 0.0: continue
let t = if maxLava > 0.0: val / maxLava else: 0.0
let heatColor = fromRgb(255'u8, uint8(255.0 * (1.0 - t)), 0'u8)
let x0 = m.marginX + col.float * GridSize
let y0 = m.marginY + row.float * GridSize
setStrokeColor(heatColor)
setStrokeWidth(1.0)
drawRectangle(x0, y0, GridSize, GridSize)
setFillColor(heatColor)
drawText($int(val), x0 + 12.0, y0 + 22.0)
# Draw tracked bullet circles
setStrokeColor(RED)
setStrokeWidth(1.0)
setFillColor(RED)
for b in m.bullets:
let (coreR, auraR) = bulletRadii(b.power)
drawCircle(b.x, b.y, coreR)
fillCircle(b.x, b.y, 3.0)
setStrokeColor(fromHex("#FF8800")) # orange aura
setStrokeWidth(1.0)
drawCircle(b.x, b.y, auraR)
setStrokeColor(RED)
setStrokeWidth(1.0)
# Danger corridor: rotated rectangle projecting each bullet forward to arena wall
setStrokeColor(fromHex("#AAAAAA"))
setStrokeWidth(1.0)
for b in m.bullets:
let (_, auraR) = bulletRadii(b.power)
let cg = corridorGeom(b, m.arenaWidth, m.arenaHeight)
if cg.tMin == 0.0: continue
let wx = cg.bx + cg.dx * cg.tMin
let wy = cg.by + cg.dy * cg.tMin
let corners: seq[(float, float)] = @[
(cg.bx + cg.px * auraR, cg.by + cg.py * auraR),
(cg.bx - cg.px * auraR, cg.by - cg.py * auraR),
(wx - cg.px * auraR, wy - cg.py * auraR),
(wx + cg.px * auraR, wy + cg.py * auraR),
]
drawPolygon(corners)
# Enemy core (cyan) and aura (green)
setStrokeColor(fromHex("#00FFFF")) # cyan core
setStrokeWidth(1.5)
for ei in ws.enemies:
drawCircle(ei.x, ei.y, EnemyCoreRadius)
setStrokeColor(fromHex("#00CC00")) # green aura
setStrokeWidth(1.0)
for ei in ws.enemies:
drawCircle(ei.x, ei.y, EnemyAuraRadius)
# ── Tile-based Dodge System ───────────────────────────────────────────────────
let botCol = clamp(int((ws.selfX - m.marginX) / GridSize), 0, m.cols - 1)
let botRow = clamp(int((ws.selfY - m.marginY) / GridSize), 0, m.rows - 1)
# Hull + inside-tiles: only recompute on replan tick (commitTicks == 0)
type TileRef = tuple[col, row: int]
if m.commitTicks == 0:
let hull = computeReachableHull(ws.selfX, ws.selfY, ws.selfHeading, ws.selfSpeed,
m.arenaWidth, m.arenaHeight, 50)
# store as named-field seq to match cachedHull type
m.cachedHull = @[]
for p in hull: m.cachedHull.add (x: p[0], y: p[1])
m.cachedInsideTiles = @[]
if hull.len >= 3:
for row in 0..<m.rows:
for col in 0..<m.cols:
let cx = m.marginX + (col.float + 0.5) * GridSize
let cy = m.marginY + (row.float + 0.5) * GridSize
if pointInHull(cx, cy, hull):
m.cachedInsideTiles.add (col: col, row: row)
let insideTiles = m.cachedInsideTiles
# Find the CoolestLevels distinct lava values among inside-hull tiles
var distinctVals: seq[float]
for t in insideTiles:
let v = m.lavaAt(t.col, t.row)
var found = false
for dv in distinctVals:
if dv == v: found = true; break
if not found: distinctVals.add v
# Sort ascending (insertion sort — small N)
for i in 1..<distinctVals.len:
let key = distinctVals[i]
var j = i - 1
while j >= 0 and distinctVals[j] > key:
distinctVals[j + 1] = distinctVals[j]
dec j
distinctVals[j + 1] = key
# Collect tiles matching the CoolestLevels coolest distinct values
var coolTiles: seq[TileRef]
let numLevels = min(CoolestLevels, distinctVals.len)
for t in insideTiles:
let v = m.lavaAt(t.col, t.row)
for li in 0..<numLevels:
if v == distinctVals[li]:
coolTiles.add t
break
# Score each cool tile by MAX lava on the straight-line path from bot.
# A single hot tile on the path (corridor, bullet core, enemy aura) makes the whole path unsafe.
const PathSampleStep = 18.0 # ~half a tile
const PathDangerThreshold = 10.0 # max lava on path; above this = unsafe
type ScoredTile = tuple[col, row: int; pathMaxHeat: float]
var scoredTiles: seq[ScoredTile]
for t in coolTiles:
let tx = m.marginX + (t.col.float + 0.5) * GridSize
let ty = m.marginY + (t.row.float + 0.5) * GridSize
let ddx = tx - ws.selfX
let ddy = ty - ws.selfY
let lineDist = sqrt(ddx*ddx + ddy*ddy)
var pathMaxHeat = 0.0
if lineDist > 0.1:
let steps = max(1, int(lineDist / PathSampleStep))
for si in 0..steps:
let frac = si.float / steps.float
let sx = ws.selfX + ddx * frac
let sy = ws.selfY + ddy * frac
let (sc, sr) = m.tileAt(sx, sy)
pathMaxHeat = max(pathMaxHeat, m.lavaAt(sc, sr))
scoredTiles.add (col: t.col, row: t.row, pathMaxHeat: pathMaxHeat)
# Sort by pathMaxHeat ascending (insertion sort — small N)
for i in 1..<scoredTiles.len:
let key = scoredTiles[i]
var j = i - 1
while j >= 0 and scoredTiles[j].pathMaxHeat > key.pathMaxHeat:
scoredTiles[j + 1] = scoredTiles[j]
dec j
scoredTiles[j + 1] = key
# Absolute threshold filter: safe = path max lava <= PathDangerThreshold.
# Fallback: if everything is hot, keep the 2 coolest paths anyway.
var safeTiles: seq[ScoredTile]
var blockedTiles: seq[ScoredTile]
for t in scoredTiles:
if t.pathMaxHeat <= PathDangerThreshold: safeTiles.add t
else: blockedTiles.add t
if safeTiles.len < 2:
# Fallback: promote the least-hot blocked tiles until we have 2
# ponytail: O(n) scan on already-sorted seq — fine for small N
let needed = 2 - safeTiles.len
let promote = min(needed, blockedTiles.len)
for i in 0..<promote:
safeTiles.add blockedTiles[i]
blockedTiles = blockedTiles[promote ..< blockedTiles.len]
# Commitment logic
if m.commitTicks > 0:
# Only allow danger replan after MinCommitTicks have elapsed
let ticksElapsed = CommitTicks - m.commitTicks
if ticksElapsed >= MinCommitTicks:
let (cc, cr) = m.tileAt(m.commitTarget.x, m.commitTarget.y)
let curLava = m.lavaAt(cc, cr)
if curLava > m.commitLava + DangerReplanThreshold:
# Mark committed tile blocked so we don't re-pick it
m.blockedTile = (col: cc, row: cr, active: true)
m.commitTicks = 0 # replan
else:
dec m.commitTicks
else:
dec m.commitTicks
if m.commitTicks == 0 and safeTiles.len > 0:
# Filter out the blocked tile from candidates
var candidates: seq[ScoredTile]
for t in safeTiles:
if m.blockedTile.active and t.col == m.blockedTile.col and t.row == m.blockedTile.row:
continue
candidates.add t
if candidates.len == 0: candidates = safeTiles # all blocked → ignore block
let chosen = rand(candidates.high)
let ct = candidates[chosen]
m.commitTarget = (x: m.marginX + (ct.col.float + 0.5) * GridSize,
y: m.marginY + (ct.row.float + 0.5) * GridSize)
m.commitTicks = CommitTicks
m.commitLava = m.lavaAt(ct.col, ct.row)
m.blockedTile.active = false # clear after successful pick
if m.debugGraphics:
# Reachable hull perimeter (darker blue)
if m.cachedHull.len >= 3:
let hullPairs: seq[(float, float)] = block:
var s: seq[(float, float)]
for p in m.cachedHull: s.add (p.x, p.y)
s
setStrokeColor(fromHex("#336699"))
setStrokeWidth(1.0)
drawPolygon(hullPairs)
# Dim (dark cyan) for path-blocked cool tiles
setStrokeColor(fromHex("#006666"))
setStrokeWidth(1.0)
for t in blockedTiles:
let x0 = m.marginX + t.col.float * GridSize
let y0 = m.marginY + t.row.float * GridSize
drawRectangle(x0, y0, GridSize, GridSize)
# Bright cyan borders on safe-to-reach tiles
setStrokeColor(fromHex("#00FFFF"))
setStrokeWidth(2.0)
for t in safeTiles:
let x0 = m.marginX + t.col.float * GridSize
let y0 = m.marginY + t.row.float * GridSize
drawRectangle(x0, y0, GridSize, GridSize)
# Green on chosen tile
let (chosenCol, chosenRow) = m.tileAt(m.commitTarget.x, m.commitTarget.y)
let gx0 = m.marginX + chosenCol.float * GridSize
let gy0 = m.marginY + chosenRow.float * GridSize
setStrokeColor(fromHex("#00FF00"))
setStrokeWidth(2.5)
drawRectangle(gx0, gy0, GridSize, GridSize)
# Blue on bot tile
let bx0 = m.marginX + botCol.float * GridSize
let by0 = m.marginY + botRow.float * GridSize
setStrokeColor(fromHex("#0088FF"))
setStrokeWidth(2.5)
drawRectangle(bx0, by0, GridSize, GridSize)
# Committed target line
setStrokeColor(fromHex("#00FF00"))
setStrokeWidth(1.5)
drawLine(ws.selfX, ws.selfY, m.commitTarget.x, m.commitTarget.y)
# Update position snapshot and call counter for next gap detection
m.lastBotX = ws.selfX
m.lastBotY = ws.selfY
m.lastTileCol = clamp(int((ws.selfX - m.marginX) / GridSize), 0, m.cols - 1)
m.lastTileRow = clamp(int((ws.selfY - m.marginY) / GridSize), 0, m.rows - 1)
m.callCount += 1
# ── Steering ─────────────────────────────────────────────────────────────────
let stepDx = m.commitTarget.x - ws.selfX
let stepDy = m.commitTarget.y - ws.selfY
let dist2 = stepDx*stepDx + stepDy*stepDy
if dist2 < 324.0: # already at target (18px radius)
return (speed: 0.0, turnRate: 0.0)
let targetBearing = arctan2(stepDy, stepDx) * 180.0 / PI
var delta = targetBearing - ws.selfHeading
while delta > 180.0: delta -= 360.0
while delta < -180.0: delta += 360.0
let maxTurnRate = 10.0 - 0.75 * abs(ws.selfSpeed)
var speed: float
var turnRate: float
if abs(delta) <= 90.0:
speed = MaxSpeed
turnRate = clamp(delta, -maxTurnRate, maxTurnRate)
else:
let flipped = if delta > 0.0: delta - 180.0 else: delta + 180.0
speed = -MaxSpeed
turnRate = clamp(flipped, -maxTurnRate, maxTurnRate)
result = (speed: speed, turnRate: turnRate)
+2 -1
View File
@@ -27,9 +27,10 @@ type
waves: seq[WSWave] waves: seq[WSWave]
prevEnergy: float64 prevEnergy: float64
strafeDir: float64 ## +1.0 or -1.0 strafeDir: float64 ## +1.0 or -1.0
debugGraphics*: bool
proc initWaveSurfer*(): WaveSurferModule = proc initWaveSurfer*(): WaveSurferModule =
var m = WaveSurferModule(prevEnergy: 100.0, strafeDir: 1.0) var m = WaveSurferModule(prevEnergy: 100.0, strafeDir: 1.0, debugGraphics: false)
for i in 0..<WS_BINS: m.bins[i] = 1.0 for i in 0..<WS_BINS: m.bins[i] = 1.0
m m
+2 -1
View File
@@ -9,8 +9,9 @@ export radar_interface
const MaxRadarTurnRate* = 45.0 ## deg/tick — Tank Royale hard limit const MaxRadarTurnRate* = 45.0 ## deg/tick — Tank Royale hard limit
type MeleeScanModule* = object type MeleeScanModule* = object
debugGraphics*: bool
proc initMeleeScan*(): MeleeScanModule = MeleeScanModule() proc initMeleeScan*(): MeleeScanModule = MeleeScanModule(debugGraphics: false)
proc computeScan*(m: MeleeScanModule, state: WorldState): float = proc computeScan*(m: MeleeScanModule, state: WorldState): float =
## Always spin at max rate — guarantees full arena coverage every 8 ticks. ## Always spin at max rate — guarantees full arena coverage every 8 ticks.
+1
View File
@@ -7,6 +7,7 @@ import ../radar_lock/radar_lock as radar_lock_impl
export radar_interface export radar_interface
type RadarLockModule* = object type RadarLockModule* = object
debugGraphics*: bool
proc computeScan*(m: RadarLockModule, state: WorldState): float = proc computeScan*(m: RadarLockModule, state: WorldState): float =
## Returns radar turn rate (deg/tick) to lock onto enemy. ## Returns radar turn rate (deg/tick) to lock onto enemy.
+2
View File
@@ -18,6 +18,8 @@ type
enemies*: Table[int, EnemyState] enemies*: Table[int, EnemyState]
proc update*(et: var EnemyTracker, botId: int, x, y, heading, speed, energy: float, tick: int) = proc update*(et: var EnemyTracker, botId: int, x, y, heading, speed, energy: float, tick: int) =
if botId in et.enemies and not et.enemies[botId].alive:
return # don't resurrect dead bots
et.enemies[botId] = EnemyState(id: botId, x: x, y: y, heading: heading, et.enemies[botId] = EnemyState(id: botId, x: x, y: y, heading: heading,
speed: speed, energy: energy, speed: speed, energy: energy,
lastSeenTick: tick, alive: true) lastSeenTick: tick, alive: true)
Binary file not shown.
Binary file not shown.
Binary file not shown.
BIN
View File
Binary file not shown.