fix(gun_harness): random tiebreak + drop AntiSurfer + raise MinObsBeforeCompete
- bestGun: replace first-index-wins argmax with random pick among guns within TieMargin (2%) of best rate. HeadOn at index 0 was silently winning every tie, starving Tsetlin/Linear/etc. - MinObsBeforeCompete 15 -> 50 (Pattern entered competition on noise) - add MinHitRateFloor 0.10: if no gun clears it, fall back to HeadOn instead of selecting the best of a bad field - ModularBot: remove AntiSurfer gun (0% virtual hit rate everywhere), 14 -> 13 guns, renumber ids and selection counters
This commit is contained in:
@@ -1,5 +1,5 @@
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## ModularBot — plugin gun architecture tracer bullet.
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## ModularBot — plugin gun architecture tracer bullet.
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## Guns: HeadOnGun (0), LinearGun (1), TsetlinGun (2), CircularGun (3), GFGun (4), PatternMatcherGun (5), AntiSurferGun (6), WallBounceGun (7), AccelGun (8), StopShotGun (9), DisplacementGun (10), AveragedLeadGun (11), DecayGFGun (12) via GunHarness.
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## Guns: HeadOnGun (0), LinearGun (1), TsetlinGun (2), CircularGun (3), GFGun (4), PatternMatcherGun (5), WallBounceGun (6), AccelGun (7), StopShotGun (8), DisplacementGun (9), AveragedLeadGun (10), DecayGFGun (11), KNNGun (12) via GunHarness.
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## Radar: RadarLockModule (1v1) / MeleeScanModule (2+ enemies), auto-switched per tick.
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## Radar: RadarLockModule (1v1) / MeleeScanModule (2+ enemies), auto-switched per tick.
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## Movement: OscillatorModule (perpendicular strafing).
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## Movement: OscillatorModule (perpendicular strafing).
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@@ -17,7 +17,6 @@ import guns/circular
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import guns/tsetlin
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import guns/tsetlin
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import guns/guess_factor
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import guns/guess_factor
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import guns/pattern_matcher
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import guns/pattern_matcher
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import guns/anti_surfer
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import guns/wall_bounce
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import guns/wall_bounce
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import guns/accel_predictor
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import guns/accel_predictor
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import guns/stop_shot
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import guns/stop_shot
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@@ -36,7 +35,7 @@ import targeting/target_selector
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const botJsonPath = currentSourcePath().parentDir / "ModularBot.json"
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const botJsonPath = currentSourcePath().parentDir / "ModularBot.json"
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const DebugVBullets = false
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const DebugVBullets = false
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const DebugCircular = false
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const DebugCircular = false
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const GunNames = ["HeadOn", "Linear", "Tsetlin", "Circular", "GuessFactor", "Pattern", "AntiSurf", "WallBounce", "Accel", "StopShot", "Displace", "AvgLead", "DecayGF", "KNN"]
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const GunNames = ["HeadOn", "Linear", "Tsetlin", "Circular", "GuessFactor", "Pattern", "WallBounce", "Accel", "StopShot", "Displace", "AvgLead", "DecayGF", "KNN"]
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const
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const
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CLR_GUN = "\e[33m" # yellow
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CLR_GUN = "\e[33m" # yellow
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@@ -64,7 +63,6 @@ type
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tsetlin: TsetlinGun
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tsetlin: TsetlinGun
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guessFactor: GFGun
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guessFactor: GFGun
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patternMatcher: PatternMatcherGun
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patternMatcher: PatternMatcherGun
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antiSurfer: AntiSurferGun
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wallBounce: WallBounceGun
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wallBounce: WallBounceGun
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accelGun: AccelGun
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accelGun: AccelGun
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stopShot: StopShotGun
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stopShot: StopShotGun
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@@ -92,7 +90,7 @@ type
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roundNumber: int
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roundNumber: int
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realShotsFired: int
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realShotsFired: int
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realHits: int
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realHits: int
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gunSelectionCount: array[14, int]
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gunSelectionCount: array[13, int]
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lastKnownTargetId: int ## persists through death, used for round-end stats
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lastKnownTargetId: int ## persists through death, used for round-end stats
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proc printConfig(bot: ModularBot, changed: string = "") =
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proc printConfig(bot: ModularBot, changed: string = "") =
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@@ -184,7 +182,7 @@ method onRoundEnded*(bot: ModularBot, e: RoundEndedEventForBot) =
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f
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f
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var gunsArr = newJArray()
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var gunsArr = newJArray()
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for gid in 0..<14:
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for gid in 0..<13:
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var totalShots = 0
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var totalShots = 0
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var totalHits = 0
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var totalHits = 0
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for binIdx in 0..<len(vb.PowerBins):
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for binIdx in 0..<len(vb.PowerBins):
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@@ -221,7 +219,7 @@ method onRoundStarted*(bot: ModularBot, e: RoundStartedEvent) =
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bot.realShotsFired = 0
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bot.realShotsFired = 0
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bot.realHits = 0
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bot.realHits = 0
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bot.lastKnownTargetId = -1
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bot.lastKnownTargetId = -1
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for i in 0..<14: bot.gunSelectionCount[i] = 0
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for i in 0..<13: bot.gunSelectionCount[i] = 0
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setAdjustGunForBodyTurn(true)
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setAdjustGunForBodyTurn(true)
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setAdjustRadarForBodyTurn(true)
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setAdjustRadarForBodyTurn(true)
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setAdjustRadarForGunTurn(true)
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setAdjustRadarForGunTurn(true)
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@@ -409,7 +407,6 @@ method run*(bot: ModularBot) =
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var circPreds: array[len(PowerBins), GunPrediction]
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var circPreds: array[len(PowerBins), GunPrediction]
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var gfPreds: array[len(PowerBins), GunPrediction]
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var gfPreds: array[len(PowerBins), GunPrediction]
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var pmPreds: array[len(PowerBins), GunPrediction]
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var pmPreds: array[len(PowerBins), GunPrediction]
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var asPreds: array[len(PowerBins), GunPrediction]
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var wbPreds: array[len(PowerBins), GunPrediction]
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var wbPreds: array[len(PowerBins), GunPrediction]
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var acPreds: array[len(PowerBins), GunPrediction]
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var acPreds: array[len(PowerBins), GunPrediction]
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var ssPreds: array[len(PowerBins), GunPrediction]
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var ssPreds: array[len(PowerBins), GunPrediction]
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@@ -424,7 +421,6 @@ method run*(bot: ModularBot) =
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circPreds[i] = bot.circular.predict(bot.lastState, bulletSpeed(PowerBins[i]))
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circPreds[i] = bot.circular.predict(bot.lastState, bulletSpeed(PowerBins[i]))
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gfPreds[i] = bot.guessFactor.predict(bot.lastState, bulletSpeed(PowerBins[i]))
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gfPreds[i] = bot.guessFactor.predict(bot.lastState, bulletSpeed(PowerBins[i]))
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pmPreds[i] = bot.patternMatcher.predict(bot.lastState, bulletSpeed(PowerBins[i]))
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pmPreds[i] = bot.patternMatcher.predict(bot.lastState, bulletSpeed(PowerBins[i]))
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asPreds[i] = bot.antiSurfer.predict(bot.lastState, bulletSpeed(PowerBins[i]))
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wbPreds[i] = bot.wallBounce.predict(bot.lastState, bulletSpeed(PowerBins[i]))
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wbPreds[i] = bot.wallBounce.predict(bot.lastState, bulletSpeed(PowerBins[i]))
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acPreds[i] = bot.accelGun.predict(bot.lastState, bulletSpeed(PowerBins[i]))
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acPreds[i] = bot.accelGun.predict(bot.lastState, bulletSpeed(PowerBins[i]))
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ssPreds[i] = bot.stopShot.predict(bot.lastState, bulletSpeed(PowerBins[i]))
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ssPreds[i] = bot.stopShot.predict(bot.lastState, bulletSpeed(PowerBins[i]))
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@@ -440,14 +436,13 @@ method run*(bot: ModularBot) =
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bot.tracker.spawnBullets(3, circPreds, bot.lastState, tid)
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bot.tracker.spawnBullets(3, circPreds, bot.lastState, tid)
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bot.tracker.spawnBullets(4, gfPreds, bot.lastState, tid)
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bot.tracker.spawnBullets(4, gfPreds, bot.lastState, tid)
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bot.tracker.spawnBullets(5, pmPreds, bot.lastState, tid)
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bot.tracker.spawnBullets(5, pmPreds, bot.lastState, tid)
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bot.tracker.spawnBullets(6, asPreds, bot.lastState, tid)
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bot.tracker.spawnBullets(6, wbPreds, bot.lastState, tid)
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bot.tracker.spawnBullets(7, wbPreds, bot.lastState, tid)
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bot.tracker.spawnBullets(7, acPreds, bot.lastState, tid)
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bot.tracker.spawnBullets(8, acPreds, bot.lastState, tid)
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bot.tracker.spawnBullets(8, ssPreds, bot.lastState, tid)
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bot.tracker.spawnBullets(9, ssPreds, bot.lastState, tid)
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bot.tracker.spawnBullets(9, dsPreds, bot.lastState, tid)
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bot.tracker.spawnBullets(10, dsPreds, bot.lastState, tid)
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bot.tracker.spawnBullets(10, alPreds, bot.lastState, tid)
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bot.tracker.spawnBullets(11, alPreds, bot.lastState, tid)
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bot.tracker.spawnBullets(11, dgPreds, bot.lastState, tid)
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bot.tracker.spawnBullets(12, dgPreds, bot.lastState, tid)
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bot.tracker.spawnBullets(12, knnPreds, bot.lastState, tid)
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bot.tracker.spawnBullets(13, knnPreds, bot.lastState, tid)
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# Build slim enemy table for tickBullets
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# Build slim enemy table for tickBullets
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var enemyPositions: Table[int, tuple[x, y: float, lastSeenTick: int, alive: bool]]
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var enemyPositions: Table[int, tuple[x, y: float, lastSeenTick: int, alive: bool]]
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@@ -468,14 +463,13 @@ method run*(bot: ModularBot) =
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echo fmt"[circ-vb] predicted=({fe.prediction.x:.0f},{fe.prediction.y:.0f}) actual=({ax:.0f},{ay:.0f}) miss={fe.missDistance:.1f}px hit={fe.hit}"
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echo fmt"[circ-vb] predicted=({fe.prediction.x:.0f},{fe.prediction.y:.0f}) actual=({ax:.0f},{ay:.0f}) miss={fe.missDistance:.1f}px hit={fe.hit}"
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of 4: bot.guessFactor.onResult(fe)
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of 4: bot.guessFactor.onResult(fe)
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of 5: bot.patternMatcher.onResult(fe)
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of 5: bot.patternMatcher.onResult(fe)
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of 6: bot.antiSurfer.onResult(fe)
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of 6: bot.wallBounce.onResult(fe)
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of 7: bot.wallBounce.onResult(fe)
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of 7: bot.accelGun.onResult(fe)
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of 8: bot.accelGun.onResult(fe)
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of 8: bot.stopShot.onResult(fe)
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of 9: bot.stopShot.onResult(fe)
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of 9: bot.displace.onResult(fe)
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of 10: bot.displace.onResult(fe)
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of 10: bot.avgLead.onResult(fe)
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of 11: bot.avgLead.onResult(fe)
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of 11: bot.decayGF.onResult(fe)
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of 12: bot.decayGF.onResult(fe)
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of 12: bot.knnGun.onResult(fe)
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of 13: bot.knnGun.onResult(fe)
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else: discard
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else: discard
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if fe.hit: inc bot.virtualHits else: inc bot.virtualMiss
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if fe.hit: inc bot.virtualHits else: inc bot.virtualMiss
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when DebugVBullets:
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when DebugVBullets:
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@@ -496,14 +490,13 @@ method run*(bot: ModularBot) =
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of 3: setTurretColor("#33CC33"); setBulletColor("#66FF66")
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of 3: setTurretColor("#33CC33"); setBulletColor("#66FF66")
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of 4: setTurretColor("#FFCC00"); setBulletColor("#FFE066")
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of 4: setTurretColor("#FFCC00"); setBulletColor("#FFE066")
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of 5: setTurretColor("#FF6600"); setBulletColor("#FF9944")
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of 5: setTurretColor("#FF6600"); setBulletColor("#FF9944")
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of 6: setTurretColor("#00CCFF"); setBulletColor("#66DDFF")
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of 6: setTurretColor("#CCCCCC"); setBulletColor("#EEEEEE")
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of 7: setTurretColor("#CCCCCC"); setBulletColor("#EEEEEE")
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of 7: setTurretColor("#FF00FF"); setBulletColor("#FF66FF")
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of 8: setTurretColor("#FF00FF"); setBulletColor("#FF66FF")
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of 8: setTurretColor("#990000"); setBulletColor("#CC3333")
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of 9: setTurretColor("#990000"); setBulletColor("#CC3333")
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of 9: setTurretColor("#006600"); setBulletColor("#009900")
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of 10: setTurretColor("#006600"); setBulletColor("#009900")
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of 10: setTurretColor("#996633"); setBulletColor("#CC9966")
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of 11: setTurretColor("#996633"); setBulletColor("#CC9966")
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of 11: setTurretColor("#008888"); setBulletColor("#00AAAA")
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of 12: setTurretColor("#008888"); setBulletColor("#00AAAA")
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of 12: setTurretColor("#CC00CC"); setBulletColor("#FF44FF")
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of 13: setTurretColor("#CC00CC"); setBulletColor("#FF44FF")
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else: discard
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else: discard
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let pred = case selectedGun
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let pred = case selectedGun
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@@ -512,14 +505,13 @@ method run*(bot: ModularBot) =
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of 3: bot.circular.predict(bot.lastState, bulletSpeed(power))
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of 3: bot.circular.predict(bot.lastState, bulletSpeed(power))
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of 4: bot.guessFactor.predict(bot.lastState, bulletSpeed(power))
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of 4: bot.guessFactor.predict(bot.lastState, bulletSpeed(power))
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of 5: bot.patternMatcher.predict(bot.lastState, bulletSpeed(power))
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of 5: bot.patternMatcher.predict(bot.lastState, bulletSpeed(power))
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of 6: bot.antiSurfer.predict(bot.lastState, bulletSpeed(power))
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of 6: bot.wallBounce.predict(bot.lastState, bulletSpeed(power))
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of 7: bot.wallBounce.predict(bot.lastState, bulletSpeed(power))
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of 7: bot.accelGun.predict(bot.lastState, bulletSpeed(power))
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of 8: bot.accelGun.predict(bot.lastState, bulletSpeed(power))
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of 8: bot.stopShot.predict(bot.lastState, bulletSpeed(power))
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of 9: bot.stopShot.predict(bot.lastState, bulletSpeed(power))
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of 9: bot.displace.predict(bot.lastState, bulletSpeed(power))
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of 10: bot.displace.predict(bot.lastState, bulletSpeed(power))
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of 10: bot.avgLead.predict(bot.lastState, bulletSpeed(power))
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of 11: bot.avgLead.predict(bot.lastState, bulletSpeed(power))
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of 11: bot.decayGF.predict(bot.lastState, bulletSpeed(power))
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of 12: bot.decayGF.predict(bot.lastState, bulletSpeed(power))
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of 12: bot.knnGun.predict(bot.lastState, bulletSpeed(power))
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of 13: bot.knnGun.predict(bot.lastState, bulletSpeed(power))
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else: bot.headOn.predict(bot.lastState, bulletSpeed(power))
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else: bot.headOn.predict(bot.lastState, bulletSpeed(power))
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let aimTarget = aimAngle(getX(), getY(), pred.x, pred.y)
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let aimTarget = aimAngle(getX(), getY(), pred.x, pred.y)
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@@ -537,14 +529,13 @@ method run*(bot: ModularBot) =
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when isMainModule:
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when isMainModule:
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var bot = ModularBot(
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var bot = ModularBot(
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tracker: vb.initTracker(14), # 0: HeadOn, 1: Linear, 2: Tsetlin, 3: Circular, 4: GuessFactor, 5: Pattern, 6: AntiSurf, 7: WallBounce, 8: Accel, 9: StopShot, 10: Displace, 11: AvgLead, 12: DecayGF, 13: KNN
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tracker: vb.initTracker(13), # 0: HeadOn, 1: Linear, 2: Tsetlin, 3: Circular, 4: GuessFactor, 5: Pattern, 6: WallBounce, 7: Accel, 8: StopShot, 9: Displace, 10: AvgLead, 11: DecayGF, 12: KNN
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headOn: HeadOnGun(),
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headOn: HeadOnGun(),
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linear: LinearGun(),
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linear: LinearGun(),
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circular: CircularGun(),
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circular: CircularGun(),
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tsetlin: initTsetlinGun(),
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tsetlin: initTsetlinGun(),
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guessFactor: initGFGun(),
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guessFactor: initGFGun(),
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patternMatcher: PatternMatcherGun(),
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patternMatcher: PatternMatcherGun(),
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antiSurfer: initAntiSurferGun(),
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wallBounce: initWallBounceGun(),
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wallBounce: initWallBounceGun(),
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accelGun: initAccelGun(),
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accelGun: initAccelGun(),
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stopShot: initStopShotGun(),
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stopShot: initStopShotGun(),
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@@ -5,6 +5,7 @@
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import std/math
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import std/math
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import std/tables
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import std/tables
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import std/random
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import gun_interface
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import gun_interface
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const
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const
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@@ -12,7 +13,9 @@ const
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WindowSize* = 100 ## rolling window ticks for fitness
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WindowSize* = 100 ## rolling window ticks for fitness
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MaxBullets* = 2048 ## hard cap; ponytail: ring buffer, resize if more guns added
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MaxBullets* = 2048 ## hard cap; ponytail: ring buffer, resize if more guns added
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MinHitRate* = 0.40 ## 40% threshold for acceptable power selection
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MinHitRate* = 0.40 ## 40% threshold for acceptable power selection
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MinObsBeforeCompete* = 15 ## min observations before a gun×bin enters competition
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MinObsBeforeCompete* = 50 ## min observations before a gun×bin enters competition
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TieMargin* = 0.02 ## guns within this hit-rate margin of best are tied
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MinHitRateFloor* = 0.10 ## if best gun < this, fall back to gun 0 (HeadOn)
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type
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type
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GunId* = int ## index into the guns seq
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GunId* = int ## index into the guns seq
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@@ -168,11 +171,11 @@ proc bestGun*(t: VirtualTracker, targetId: int = -1): GunId =
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## Guns with fewer than MinObsBeforeCompete observations are skipped
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## Guns with fewer than MinObsBeforeCompete observations are skipped
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## unless every gun is below threshold (then fall back to best of all).
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## unless every gun is below threshold (then fall back to best of all).
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## Uses per-enemy fitness when targetId >= 0 and data exists; else aggregate.
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## Uses per-enemy fitness when targetId >= 0 and data exists; else aggregate.
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## Ties (within TieMargin) are broken randomly to avoid index-0 bias.
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## ponytail: O(n*bins), fine for small gun counts
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## ponytail: O(n*bins), fine for small gun counts
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let fit = t.fitnessFor(targetId)
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let fit = t.fitnessFor(targetId)
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proc bestAmong(fit: seq[GunFitness], requireMin: bool): GunId =
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proc bestAmong(fit: seq[GunFitness], requireMin: bool): GunId =
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var bestRate = -1.0
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var bestRate = -1.0
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result = 0
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for gunId in 0..<fit.len:
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for gunId in 0..<fit.len:
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var maxCount = 0
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var maxCount = 0
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for binIdx in 0..<len(PowerBins):
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for binIdx in 0..<len(PowerBins):
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@@ -180,9 +183,22 @@ proc bestGun*(t: VirtualTracker, targetId: int = -1): GunId =
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if requireMin and maxCount < MinObsBeforeCompete: continue
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if requireMin and maxCount < MinObsBeforeCompete: continue
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for binIdx in 0..<len(PowerBins):
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for binIdx in 0..<len(PowerBins):
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let r = fit[gunId].bins[binIdx].hitRate()
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let r = fit[gunId].bins[binIdx].hitRate()
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if r > bestRate:
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if r > bestRate: bestRate = r
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bestRate = r
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# Floor check: if nothing hits well enough, HeadOn is the safe default
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result = gunId
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if bestRate < MinHitRateFloor: return 0
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var tied: seq[GunId]
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for gunId in 0..<fit.len:
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var maxCount = 0
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for binIdx in 0..<len(PowerBins):
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maxCount = max(maxCount, fit[gunId].bins[binIdx].count)
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if requireMin and maxCount < MinObsBeforeCompete: continue
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for binIdx in 0..<len(PowerBins):
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let r = fit[gunId].bins[binIdx].hitRate()
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if r >= bestRate - TieMargin:
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tied.add(gunId)
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break
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if tied.len == 0: return 0
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return tied[rand(tied.len - 1)]
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var anyQualifies = false
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var anyQualifies = false
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for gunId in 0..<fit.len:
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for gunId in 0..<fit.len:
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Reference in New Issue
Block a user