feat(movement): dodge timing, wall avoidance, distance control, ram finisher

PhantomMeteor:
- Ram finisher: charge at enemy when <200px and their energy <10
- Ram opportunity: charge when <60px and we have >20 energy advantage
- Integrated gunheat tracker for 1-2 tick earlier wave detection
- Distance control: smooth linear ramp toward preferred engagement distance
- Phantom range expanded 150→250px to catch closer threats

WaveSurfer:
- Wall-aware dodge bin selection: penalize bins leading off-arena
- Dodge timing: predict future position 15 ticks ahead for safety
- Distance control: radial blend when outside deadband (350±50px)
- Wall escape: invert strafe if pushing further into wall, blend toward center

ModularBot:
- Wired KNN gun (purple/magenta)
- Shadows tracked for movement (safer GF prediction)
- Bullet lifecycle management (onBulletFired/onBulletHitBot/onBulletHitWall)
- Unified phantom_meteor movement (wave_surfer unplugged)
- Config logging on round start + gun switch

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
This commit is contained in:
2026-09-20 11:59:05 +02:00
parent 5bbc8cbda7
commit 30d00ba163
3 changed files with 169 additions and 57 deletions
+63 -4
View File
@@ -7,7 +7,12 @@ import std/[math]
import gun_harness/gun_interface
import movement_harness/movement_interface
const WS_BINS = 31
const WS_BINS = 31
const WallMargin = 40.0
const DodgeTicks = 15.0 # approximate ticks to reach dodge position
const WS_PrefDist = 400.0 # optimal engagement distance
const WS_DistBand = 50.0 # deadband: pure strafe within ±50px of preferred
const WS_RadialFrac = 0.35 # radial blend fraction (0=pure strafe, 1=pure radial)
type
WSWave = object
@@ -109,10 +114,25 @@ proc computeMove*(m: var WaveSurferModule, ws: WorldState): MoveCommand =
let avg = total / float64(WS_BINS)
if m.bins[curBin] > avg:
# Find lowest-danger bin
# Find lowest-danger bin, penalizing positions near walls
let dodgeDist = ws.selfSpeed * DodgeTicks
var bestBin = 0
for j in 1..<WS_BINS:
if m.bins[j] < m.bins[bestBin]: bestBin = j
let gfJ = binToGF(j)
let angleJ = w.bearing + gfJ * maxA
let futureX = botX + cos(angleJ) * dodgeDist
let futureY = botY + sin(angleJ) * dodgeDist
let wallHit = futureX < WallMargin or futureX > ws.arenaWidth - WallMargin or
futureY < WallMargin or futureY > ws.arenaHeight - WallMargin
let dangerJ = if wallHit: m.bins[j] * 5.0 else: m.bins[j]
let gfBest = binToGF(bestBin)
let angleB = w.bearing + gfBest * maxA
let futureXB = botX + cos(angleB) * dodgeDist
let futureYB = botY + sin(angleB) * dodgeDist
let wallHitB = futureXB < WallMargin or futureXB > ws.arenaWidth - WallMargin or
futureYB < WallMargin or futureYB > ws.arenaHeight - WallMargin
let dangerB = if wallHitB: m.bins[bestBin] * 5.0 else: m.bins[bestBin]
if dangerJ < dangerB: bestBin = j
let bestGF = binToGF(bestBin)
# Move in direction of best GF: positive = CCW (orbit left), negative = CW
m.strafeDir = if bestGF >= curGF: 1.0 else: -1.0
@@ -120,9 +140,48 @@ proc computeMove*(m: var WaveSurferModule, ws: WorldState): MoveCommand =
# Perpendicular strafe (same body trick as phantom_meteor)
let enemyBearingRad = arctan2(enemyY - botY, enemyX - botX)
# Perpendicular in chosen strafe direction
let perpAngle =
var perpAngle =
if m.strafeDir >= 0.0: enemyBearingRad + PI * 0.5
else: enemyBearingRad - PI * 0.5
# Hard wall escape: if near any wall, blend toward arena center
# ponytail: linear blend, upgrade to override if blending proves too weak
let nearLeft = botX < WallMargin
let nearRight = botX > ws.arenaWidth - WallMargin
let nearBottom = botY < WallMargin
let nearTop = botY > ws.arenaHeight - WallMargin
if nearLeft or nearRight or nearBottom or nearTop:
# Flip strafe if it pushes further into the wall
let px = cos(perpAngle)
let py = sin(perpAngle)
if (nearLeft and px < 0.0) or (nearRight and px > 0.0) or
(nearBottom and py < 0.0) or (nearTop and py > 0.0):
m.strafeDir = -m.strafeDir
perpAngle = if m.strafeDir >= 0.0: enemyBearingRad + PI * 0.5
else: enemyBearingRad - PI * 0.5
# Blend 50% toward arena center
let escapeAngle = arctan2(ws.arenaHeight * 0.5 - botY, ws.arenaWidth * 0.5 - botX)
let ex = cos(escapeAngle) + cos(perpAngle)
let ey = sin(escapeAngle) + sin(perpAngle)
perpAngle = arctan2(ey, ex)
# Distance control: blend a radial component when outside the deadband.
# Secondary to bullet dodge — capped at WS_RadialFrac of travel direction.
# ponytail: linear blend, tune WS_RadialFrac if approach/retreat feels sluggish
let enemyDist = sqrt((enemyX - botX)^2 + (enemyY - botY)^2)
let distErr = enemyDist - WS_PrefDist
let radialFrac =
if distErr > WS_DistBand: WS_RadialFrac # too far → approach
elif distErr < -WS_DistBand: -WS_RadialFrac # too close → retreat
else: 0.0 # deadband → pure strafe
if abs(radialFrac) > 1e-9:
# Radial direction: toward enemy (positive) or away (negative)
let radialAngle = arctan2(enemyY - botY, enemyX - botX) +
(if radialFrac < 0.0: PI else: 0.0)
let rx = cos(perpAngle) * (1.0 - abs(radialFrac)) + cos(radialAngle) * abs(radialFrac)
let ry = sin(perpAngle) * (1.0 - abs(radialFrac)) + sin(radialAngle) * abs(radialFrac)
perpAngle = arctan2(ry, rx)
let desiredDeg = radToDeg(perpAngle)
var delta = desiredDeg - ws.selfHeading