feat(radar): adaptive melee radar sweeps only the arc containing all enemies

Replaces melee_scan in the rack. melee_scan spun the radar at the 45 deg/tick
cap unconditionally, so a full 360 deg revolution took 8 ticks and every enemy
was scanned roughly every 8 ticks. The new module starts with the same full
spin, and once it is SURE it has covered every enemy it sweeps back and forth
over only the minimal covering arc of all enemy bearings.

MEASURED, real melees via the bridge, per-enemy onScannedBot counts:
  3-bot melee (2 enemies): 29.6 -> 61.1 scans/100 melee-ticks  (2.06x)
  4-bot melee (3 enemies): 36.0 -> 75.7 scans/100 melee-ticks  (2.10x)
Covering-arc widths observed: mostly <90 deg in the 2-enemy case, up to 240 deg
in the 3-enemy case, so the gain shrinks as the arc widens - and at the
ExitTrackWidthDeg=300 fallback it degenerates to exactly the old full spin, so
there is no loss when narrowing would not help.

TRADEOFF, recorded rather than hidden: a wider arc legitimately takes longer to
traverse, so the freshness window costs 5-7 points (fresh<=16: 93-95% vs
98-100%) and more at fresh<=8 (75-76% vs 97-100%). More scans per enemy, at
slightly staler individual fixes.

DESIGN: acquisition spins 360 until every live known enemy was seen within
FreshnessTicks=16 (two revolutions of slack), no new id appeared, and the live
count matches getEnemyCount(); that must hold FreshStreakTicks=3 consecutive
ticks. Tracking then bang-bang sweeps the wraparound-aware covering arc
(350+10 -> 20 through 0) widened by MarginDeg=20 each end, at up to 45 deg/tick.
Fallbacks return to acquisition: any stale enemy, any new id, or an arc >= 300
deg. Enter 270 / Exit 300 gives 30 deg of hysteresis so it cannot flap.

Adds EnemyInfo.lastSeenTick (additive) so coverage is judged on staleness, not
mere knowledge - without it an enemy that slipped behind the sweep would keep
contributing its own stale bearing, which is self-confirming. The offline range
now round-trips that field from the fixture 'lst'.

COMPANION FIX, and it matters: the radar-mode switch used the TRACKER's known
enemy count, so in melee the bot saw one enemy before scanning the second, locked
to 1v1, and the melee radar never ran at all. Now uses getEnemyCount() (server
truth), so melee mode persists until one enemy is genuinely left.

41 new unit checks (wraparound arcs, straddle at 0/360, single/empty enemies,
the 45 deg/tick cap, every phase transition and fallback). melee_scan is kept
but marked DEPRECATED; nothing in the rack imports it.

Non-regression: 33 gun-harness checks, vbullet metric, power selection, and
12/12 offline==online acceptance all pass.
This commit is contained in:
2026-09-21 21:35:22 +02:00
parent d3b3c28cdf
commit 68e0375be2
6 changed files with 759 additions and 15 deletions
+115 -12
View File
@@ -1,13 +1,13 @@
## ModularBot — plugin gun architecture tracer bullet.
## 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), TmSelectorGun (13) via GunHarness.
## Radar: RadarLockModule (1v1) / MeleeScanModule (2+ enemies), auto-switched per tick.
## Radar: RadarLockModule (1v1) / AdaptiveMeleeRadarModule (2+ enemies), auto-switched per tick.
## Movement: OscillatorModule (perpendicular strafing).
import std/[math, os, strformat, tables, sets, json, random, strutils]
import robocode_tankroyale_botapi
import radar_harness/radar_interface
import radars/radar_lock_module
import radars/melee_scan
import radars/adaptive_melee_radar
import gun_harness/gun_interface
import gun_harness/virtual_bullets as vb
import gun_harness/selector
@@ -55,6 +55,16 @@ const ShotLog = true
## can enable recording for just the battle it spawns by exporting the env var.
let RecordWorldState* = existsEnv("TR_RECORD_WORLDSTATE")
const WorldStateRecordPath = "/tmp/worldstate_record.jsonl"
## Radar measurement switches (all RUNTIME, read once at process start):
## TR_RADAR_FORCE_SPIN=1 force the melee radar to the old stateless full
## spin (always 45 deg/tick). This reproduces the
## replaced `melee_scan` on the IDENTICAL binary, so an
## OLD-vs-NEW scan-rate A/B changes only the radar.
## TR_RADAR_SCANLOG=1 append one per-round JSON line of scan events and
## coverage to /tmp/radar_scan_log.jsonl.
let RadarForceSpin* = existsEnv("TR_RADAR_FORCE_SPIN")
let RadarScanLog* = existsEnv("TR_RADAR_SCANLOG")
let RadarScanLogPath = getEnv("TR_RADAR_SCAN_LOG_PATH", "/tmp/radar_scan_log.jsonl")
## Runtime rack pruning for MEASURED A/B runs: comma-separated gun ids to remove
## from the virtual-bullet rack. A disabled gun never spawns virtual bullets, so
## its fitness window stays empty and the selector can never pick it (chooseFromFit
@@ -101,7 +111,7 @@ type
enemyBearing: float
lastState: WorldState
radar: RadarLockModule
meleeScan: MeleeScanModule
meleeRadar: AdaptiveMeleeRadarModule
enemyCount: int
initialEnemyCount: int
radarMode: int # 0 = lock, 1 = melee
@@ -149,6 +159,15 @@ type
pendingHitBullets: HashSet[int] ## hit bulletIds seen before their onBulletFired stamp
gunSelectionCount: array[14, int]
lastKnownTargetId: int ## persists through death, used for round-end stats
# Radar measurement instrumentation (only touched when RadarScanLog is set).
radarScanCounts: Table[int, int] ## onScannedBot calls per enemy id
radarAliveTicks: Table[int, int] ## ticks each enemy was known-alive
radarFresh8: Table[int, int] ## ticks each enemy was seen within 8
radarFresh16: Table[int, int] ## ticks each enemy was seen within 16
arcWidthHist: array[12, int] ## covering-arc width buckets of 30 deg
radarAcquireTicks: int
radarTrackTicks: int
radarMeleeActive: bool
proc writeShotLog(shot: PendingShot, hit: bool, unresolved: bool) =
## Task A: append one JSON line per resolved real shot. The write is fully
@@ -215,7 +234,7 @@ proc printConfig(bot: ModularBot, forceAll: bool = false) =
let gc = if bot.currentGun != bot.prevGun or forceAll: CLR_CHANGE else: ""
let rc = if bot.radarMode != bot.prevRadar or forceAll: CLR_CHANGE else: ""
let tc = if bot.currentTargetId != bot.prevTarget or forceAll: CLR_CHANGE else: ""
let radarName = if bot.radarMode == 0: "radar_lock" else: "melee_scan"
let radarName = if bot.radarMode == 0: "radar_lock" else: "adaptive_melee"
let moveName = if bot.isRamming: "rammer" else: "tfil"
var line = "[config] "
if bot.currentGun >= 0 and bot.currentGun < GunNames.len:
@@ -289,7 +308,8 @@ proc buildState(bot: ModularBot, ex, ey, espeed, eheading, eenergy: float): Worl
var ei: seq[EnemyInfo]
for es in bot.enemyTracker.allAlive():
ei.add EnemyInfo(id: es.id, x: es.x, y: es.y,
heading: es.heading, speed: es.speed, energy: es.energy)
heading: es.heading, speed: es.speed, energy: es.energy,
lastSeenTick: es.lastSeenTick)
result = WorldState(
enemyX: ex,
enemyY: ey,
@@ -310,9 +330,44 @@ proc buildState(bot: ModularBot, ex, ey, espeed, eheading, eenergy: float): Worl
if RecordWorldState:
bot.recordWorldState(result)
proc recordRadarStats(bot: ModularBot) =
## Per-tick radar coverage sampler (no-op unless TR_RADAR_SCANLOG is set).
## "Fresh within N" means the tracker scanned that enemy at most N ticks ago.
## The covering-arc width is recomputed here from live bearings purely for the
## histogram; it does not influence the radar.
##
## Only SERVER-confirmed melee ticks are sampled (2+ enemies alive), so the
## 1v1 lock mode cannot dilute the melee numbers. Enemies unseen for > 60
## ticks are treated as dead-but-unmarked and dropped from the coverage
## denominator (BotDeathEvent does not reach this bot in the current API, so
## the tracker keeps corpses alive forever).
if not RadarScanLog: return
bot.radarMeleeActive = getEnemyCount() >= 2
if not bot.radarMeleeActive: return
if bot.radarMode == 1:
if bot.meleeRadar.phase == rpAcquire: inc bot.radarAcquireTicks
else: inc bot.radarTrackTicks
var bearings: seq[float]
for id, es in bot.enemyTracker.enemies:
if not es.alive: continue
let age = bot.tick - es.lastSeenTick
if age > 60: continue # dead-but-unmarked corpse: exclude from coverage
bearings.add normalizeDeg(arctan2(es.y - getY(), es.x - getX()).radToDeg)
bot.radarAliveTicks[id] = bot.radarAliveTicks.getOrDefault(id) + 1
if age <= 8:
bot.radarFresh8[id] = bot.radarFresh8.getOrDefault(id) + 1
if age <= 16:
bot.radarFresh16[id] = bot.radarFresh16.getOrDefault(id) + 1
if bearings.len > 0:
let (_, _, width) = minimalCoveringArc(bearings)
inc bot.arcWidthHist[min(11, int(width / 30.0))]
method onScannedBot*(bot: ModularBot, e: ScannedBotEvent) =
bot.enemyTracker.update(e.scannedBotId, e.x, e.y, e.direction, e.speed, e.energy, bot.tick)
bot.hasContact = true
if RadarScanLog and bot.radarMeleeActive:
bot.radarScanCounts[e.scannedBotId] =
bot.radarScanCounts.getOrDefault(e.scannedBotId) + 1
method onBulletFired*(bot: ModularBot, e: BulletFiredEvent) =
@@ -407,6 +462,35 @@ method onRoundEnded*(bot: ModularBot, e: RoundEndedEventForBot) =
writeShotLog(shot, false, true)
bot.bulletShot.clear()
bot.pendingFires.setLen(0)
if RadarScanLog:
var scans = newJObject()
var alive = newJObject()
var fresh8 = newJObject()
var fresh16 = newJObject()
for id, n in bot.radarScanCounts: scans[$id] = %n
for id, n in bot.radarAliveTicks: alive[$id] = %n
for id, n in bot.radarFresh8: fresh8[$id] = %n
for id, n in bot.radarFresh16: fresh16[$id] = %n
var hist = newJArray()
for c in bot.arcWidthHist: hist.add(%c)
let rrow = %*{
"round": bot.roundNumber,
"ticks": bot.tick,
"scans": scans,
"aliveTicks": alive,
"fresh8": fresh8,
"fresh16": fresh16,
"arcHist": hist,
"acquireTicks": bot.radarAcquireTicks,
"trackTicks": bot.radarTrackTicks,
"enemyCount": getEnemyCount(),
}
try:
let rf = open(RadarScanLogPath, fmAppend)
rf.writeLine($rrow)
rf.close()
except CatchableError:
discard
method onRoundStarted*(bot: ModularBot, e: RoundStartedEvent) =
bot.roundNumber = e.roundNumber
@@ -419,6 +503,15 @@ method onRoundStarted*(bot: ModularBot, e: RoundStartedEvent) =
bot.bulletGun.clear()
bot.bulletShot.clear()
bot.pendingHitBullets.clear()
if RadarScanLog:
bot.radarScanCounts.clear()
bot.radarAliveTicks.clear()
bot.radarFresh8.clear()
bot.radarFresh16.clear()
for i in 0 ..< bot.arcWidthHist.len: bot.arcWidthHist[i] = 0
bot.radarAcquireTicks = 0
bot.radarTrackTicks = 0
bot.radarMeleeActive = false
for i in 0..<14:
bot.gunSelectionCount[i] = 0
bot.gunRealShots[i] = 0
@@ -437,6 +530,7 @@ method onRoundStarted*(bot: ModularBot, e: RoundStartedEvent) =
setAdjustRadarForGunTurn(true)
setBodyColor("#FF9900") # PhantomMeteor: deep orange/gold
bot.radar.init()
bot.meleeRadar.init()
bot.mover.resetRound()
bot.enemyTracker.resetRound()
bot.isRamming = false
@@ -453,7 +547,7 @@ method onRoundStarted*(bot: ModularBot, e: RoundStartedEvent) =
bot.initialEnemyCount = getEnemyCount()
bot.enemyCount = bot.initialEnemyCount
# ponytail: default to melee until confirmed 1v1 via scans, avoids stale enemyCount issue
bot.radarMode = 1 # Start in melee_scan; will switch to radar_lock (0) if tracker confirms 1v1
bot.radarMode = 1 # Start in adaptive_melee; will switch to radar_lock (0) if tracker confirms 1v1
bot.moveTracker.resetRound(getX(), getY(), getDirection(), getSpeed())
# currentGun stays -1 ("no gun chosen yet") until run() picks one; printConfig
# omits the gun field while it is negative.
@@ -502,6 +596,7 @@ proc shouldSwitchTarget(bot: ModularBot, candidateId: int): bool =
method run*(bot: ModularBot) =
while isRunning():
inc bot.tick
if RadarScanLog: bot.recordRadarStats()
# Ram cooldown countdown
if bot.ramCooldownTicks > 0:
@@ -590,8 +685,12 @@ method run*(bot: ModularBot) =
setTargetSpeed(spd)
setTurnRate(tr)
# Auto-switch radar based on live enemy count from tracker (ground truth from scans)
let liveEnemyCount = bot.enemyTracker.allAlive().len
# Auto-switch radar based on the SERVER's live enemy count. Using the
# tracker's known-enemy count here was wrong in melee: before the second
# enemy had been scanned the bot saw 1 and locked to 1v1, then never scanned
# the rest. getEnemyCount() is the server's alive-enemy count (scanned or
# not), so melee mode persists until only one enemy is actually left.
let liveEnemyCount = getEnemyCount()
let targetMode = if liveEnemyCount == 1: 0 else: 1
if targetMode != bot.radarMode:
bot.radarMode = targetMode
@@ -600,14 +699,18 @@ method run*(bot: ModularBot) =
setRadarColor("#004444")
setScanColor("#0D4D4D")
else:
bot.meleeRadar.init() # fresh acquisition of the remaining crowd
setRadarColor("#443300")
setScanColor("#4D3D0D")
bot.cfgDirty = true # emit at tick end, after gun selection
let radarRate = if bot.radarMode == 0:
bot.radar.computeScan(bot.lastState)
elif RadarForceSpin:
adaptive_melee_radar.MaxRadarTurnRate # A/B: exact old melee_scan behaviour
else:
bot.meleeScan.computeScan(bot.lastState)
bot.meleeRadar.setExpectedEnemies(getEnemyCount())
bot.meleeRadar.computeScan(bot.lastState)
setRadarTurnRate(radarRate)
go()
@@ -698,8 +801,8 @@ method run*(bot: ModularBot) =
echo fmt"[vbullet] gun={gunId} bin={binIdx} miss={fe.missDistance:.1f}px hit={fe.hit} | total hits={bot.virtualHits}/{total} ({pct:.1f}%)"
)
# Gun selection + fire
let (selectedGun, _, power) = selectShot(bot.tracker, tid)
# Gun selection + fire. `bot.tick` drives the selector's dwell window.
let (selectedGun, _, power) = selectShot(bot.tracker, tid, bot.tick)
bot.gunSelectionCount[selectedGun] += 1
if selectedGun != bot.currentGun:
bot.currentGun = selectedGun
@@ -804,7 +907,7 @@ when isMainModule:
knnGun: initKNNGun(),
tmSelector: initTmSelectorGun(),
radar: RadarLockModule(),
meleeScan: initMeleeScan(),
meleeRadar: initAdaptiveMeleeRadar(),
mover: TFILModule(debugGraphics: true),
rammer: initRammer(),
moveTracker: mvb.initVirtualBodyTracker(1),
@@ -11,6 +11,8 @@ type
id*: int
x*, y*: float
heading*, speed*, energy*: float
lastSeenTick*: int ## tracker tick this enemy was last scanned
## (the radar freshness signal; 0 if unknown)
WorldState* = object
## All raw data given to every gun every tick.
+5 -2
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@@ -141,7 +141,9 @@ proc stateFromJson(node: JsonNode, arenaW, arenaH: float,
enemies: @[EnemyInfo(id: enemyId, x: ex, y: ey,
heading: node["eh"].getFloat(),
speed: node["es"].getFloat(),
energy: node["ee"].getFloat())],
energy: node["ee"].getFloat(),
lastSeenTick: (if node.hasKey("lst"): node["lst"].getInt()
else: node["tick"].getInt()))],
)
proc parseMeta(node: JsonNode): FixtureMeta =
@@ -314,7 +316,8 @@ proc mkState(tick: int, ex, ey, eh, es, ee: float,
selfX: selfX, selfY: selfY, selfSpeed: 0.0, selfHeading: 0.0,
selfRadarHeading: 0.0, selfEnergy: selfEnergy,
arenaWidth: arenaW, arenaHeight: arenaH, tick: tick,
enemies: @[EnemyInfo(id: enemyId, x: ex, y: ey, heading: eh, speed: es, energy: ee)],
enemies: @[EnemyInfo(id: enemyId, x: ex, y: ey, heading: eh, speed: es, energy: ee,
lastSeenTick: tick)],
)
proc finish(states: seq[WorldState], adversary, note: string): Fixture =
+249
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@@ -0,0 +1,249 @@
## adaptive_melee_radar.nim — Melee radar that narrows its sweep to the arc
## that actually contains the enemies.
##
## Why this beats a continuous spin: the radar turn rate is capped at
## `MaxRadarTurnRate` deg/tick, so the radar detects every enemy in the arc it
## sweeps during a tick. A full spin covers 360 deg in `360/45 = 8` ticks; a
## back-and-forth sweep over a swept width `W` covers the arc twice per
## `2*ceil(W/45)` ticks, i.e. each enemy is detected at a rate proportional to
## `45/W` instead of `45/360`. Narrower arc => more scan events per enemy.
##
## Phases
## ------
## * `rpAcquire` — full 360 spin at max rate. This is the start of every round
## and the fallback. Leave it only when the coverage condition has held for
## `FreshStreakTicks` consecutive ticks.
## * `rpTrack` — sweep back and forth inside the minimal wraparound covering
## arc of the enemy bearings (plus `MarginDeg` on each end).
##
## Coverage condition (both phases share it):
## * at least one live enemy is known,
## * every live known enemy was seen within `FreshnessTicks`,
## * the number of live known enemies matches the expected alive count (when
## the caller supplies one — this closes the "enemy we have never scanned is
## invisible to the tracker" hole; see `setExpectedEnemies`),
## * no enemy id appeared for the first time this tick.
##
## Fallbacks (all send the module back to `rpAcquire`):
## * any live known enemy goes stale,
## * a new enemy id appears,
## * the swept arc grows to `ExitTrackWidthDeg` or more. Above ~315 deg a
## bang-bang sweep is no faster than a full spin once the integer-tick
## quantisation is accounted for (`ceil(315/45)=7` vs `8` for a revolution),
## so narrowing buys nothing and only adds reversal churn. The enter
## threshold is set lower than the exit threshold for hysteresis.
##
## State is per-module and must be reset each round with `init`.
import std/[math, algorithm, sets]
import ../radar_harness/radar_interface
export radar_interface
const
MaxRadarTurnRate* = 45.0 ## deg/tick — Tank Royale hard limit
FreshnessTicks* = 16 ## ticks; an enemy is "fresh" if the tracker saw
## it at most this many ticks ago. A full spin
## re-scans every enemy every 8 ticks, so 16 is
## two full revolutions of slack.
FreshStreakTicks* = 3 ## consecutive fresh ticks required to enter
## tracking (hysteresis against a single lucky
## fresh tick).
CorpseTicks* = 40 ## ticks; an enemy unseen for longer is treated as
## dead and dropped from the arc/coverage. The
## staleness fallback re-acquires a LIVE enemy
## within FreshnessTicks + one full spin, so a
## live enemy is never unseen this long. Needed
## because BotDeathEvent does not reach this bot
## in the current API, so the tracker keeps dead
## enemies 'alive' forever.
MarginDeg* = 20.0 ## deg added to EACH end of the covering arc. An
## enemy at 8 px/tick and 300 px changes bearing
## by at most ~1.5 deg/tick; over a half-sweep
## this covers the drift of a fast mover.
EnterTrackWidthDeg* = 270.0 ## sweep narrower than this to enter tracking.
ExitTrackWidthDeg* = 300.0 ## at/above this swept width fall back to full
## spin. 30 deg of hysteresis prevents flapping.
type
RadarPhase* = enum
rpAcquire, ## full 360 spin
rpTrack ## back-and-forth sweep inside the covering arc
AdaptiveMeleeRadarModule* = object
phase*: RadarPhase
sweepDir*: int ## +1 = CCW (increasing deg), -1 = CW
knownIds*: HashSet[int]
freshStreak*: int
expectedEnemies*: int ## -1 = unknown; else gate acquisition on it
lastSweptWidth*: float ## last computed swept arc (deg); for logging
debugGraphics*: bool
proc initAdaptiveMeleeRadar*(): AdaptiveMeleeRadarModule =
AdaptiveMeleeRadarModule(
phase: rpAcquire,
sweepDir: 1,
expectedEnemies: -1,
)
proc init*(m: var AdaptiveMeleeRadarModule) =
## Per-round reset. Mirrors `RadarLockModule.init`.
m.phase = rpAcquire
m.sweepDir = 1
m.knownIds.clear()
m.freshStreak = 0
m.expectedEnemies = -1
m.lastSweptWidth = 360.0
proc setExpectedEnemies*(m: var AdaptiveMeleeRadarModule, n: int) =
## Tell the radar how many enemies are alive according to the server (all
## bots, scanned or not). While more enemies are expected than have been
## scanned the radar refuses to leave acquisition, so an enemy that has never
## entered the sweep cannot be silently missed. Pass -1 to disable the gate.
m.expectedEnemies = n
proc normalizeDeg*(a: float): float {.inline.} =
## Wrap an angle in degrees to [0, 360).
result = a mod 360.0
if result < 0.0:
result += 360.0
proc minimalCoveringArc*(bearings: openArray[float]): tuple[lo, hi, width: float] =
## Minimal wraparound arc containing every bearing.
##
## `lo` and `hi` lie in [0, 360); the arc runs CCW from `lo` to `hi` and has
## angular extent `width` in [0, 360). The trick is that the uncovered gap is
## the largest cyclic gap between sorted bearings, so `width = 360 - maxGap`.
## This is what makes enemies at 350 and 10 give a 20 deg arc through 0, not
## a 340 deg arc the long way round.
##
## Empty input returns `(0, 0, 0)`. A single bearing collapses to width 0.
if bearings.len == 0:
return (0.0, 0.0, 0.0)
var b: seq[float]
b.setLen(bearings.len)
for i, x in bearings:
b[i] = normalizeDeg(x)
b.sort()
if b.len == 1:
return (b[0], b[0], 0.0)
var maxGap = -1.0
var maxIdx = 0
for i in 0 ..< b.len:
let nxt = if i + 1 < b.len: b[i + 1] else: b[0] + 360.0
let gap = nxt - b[i]
if gap > maxGap:
maxGap = gap
maxIdx = i
let lo = b[(maxIdx + 1) mod b.len]
let hi = b[maxIdx]
var width = 360.0 - maxGap
if width < 0.0: width = 0.0
if width > 360.0: width = 360.0
(lo, hi, width)
proc isInsideArc*(heading, lo, hi, width: float): bool =
## True when `heading` lies on the CCW arc [lo, hi] of extent `width`.
if width >= 360.0: return true
normalizeDeg(heading - lo) <= width
proc sweepRate*(heading, lo, hi, width, margin: float,
dir: int): tuple[rate: float, dir: int] =
## One tick of a bang-bang sweep over the CCW arc [lo, hi] widened by
## `margin` on both ends. Returns the radar turn rate (deg/tick, magnitude
## capped at `MaxRadarTurnRate`) and the possibly-reversed direction.
##
## `dir > 0` means the radar is heading CCW toward `hi`; `dir <= 0` means it is
## heading CW toward `lo`. When the radar is outside the (widened) arc — which
## happens right after the arc is recomputed — it moves toward the nearer end.
let swept = width + 2.0 * margin
if swept >= 360.0:
return (MaxRadarTurnRate, 1)
let aLo = normalizeDeg(lo - margin)
let aHi = normalizeDeg(hi + margin)
var rate: float
var newDir = dir
let rel = normalizeDeg(heading - aLo) # heading position in [0, 360)
if rel > swept:
# Outside the arc: head for whichever endpoint is closer.
let cwToLo = 360.0 - rel # travel CW (decreasing)
let ccwToHi = normalizeDeg(aHi - heading) # travel CCW (increasing)
if cwToLo <= ccwToHi:
rate = -min(MaxRadarTurnRate, cwToLo)
newDir = 1
else:
rate = min(MaxRadarTurnRate, ccwToHi)
newDir = -1
elif dir > 0:
let d = normalizeDeg(aHi - heading) # CCW distance to the far end
if d <= MaxRadarTurnRate:
rate = d
newDir = -1
else:
rate = MaxRadarTurnRate
else:
let d = normalizeDeg(heading - aLo) # CW distance to the far end
if d <= MaxRadarTurnRate:
rate = -d
newDir = 1
else:
rate = -MaxRadarTurnRate
(rate, newDir)
proc computeScan*(m: var AdaptiveMeleeRadarModule, state: WorldState): float =
## Returns a radar turn rate in deg/tick (never exceeding `MaxRadarTurnRate`).
var bearings: seq[float]
var allFresh = true
var newId = false
for e in state.enemies:
if e.id notin m.knownIds:
m.knownIds.incl e.id
newId = true
let age = state.tick - e.lastSeenTick
if age > CorpseTicks:
continue # dead-but-unmarked corpse: ignore it entirely
bearings.add normalizeDeg(
arctan2(e.y - state.selfY, e.x - state.selfX).radToDeg)
if age > FreshnessTicks:
allFresh = false
# No live enemy is known: never leave the full spin.
if bearings.len == 0:
m.phase = rpAcquire
m.freshStreak = 0
m.sweepDir = 1
m.lastSweptWidth = 360.0
return MaxRadarTurnRate
let (lo, hi, width) = minimalCoveringArc(bearings)
let swept = width + 2.0 * MarginDeg
m.lastSweptWidth = swept
let expectedMet = m.expectedEnemies < 0 or
bearings.len >= m.expectedEnemies
let coverageOk = allFresh and not newId and expectedMet
if m.phase == rpAcquire:
if coverageOk and swept < EnterTrackWidthDeg:
inc m.freshStreak
if m.freshStreak >= FreshStreakTicks:
m.phase = rpTrack
m.freshStreak = 0
m.sweepDir = 1
else:
m.freshStreak = 0
if m.phase == rpAcquire:
return MaxRadarTurnRate
else:
# Tracking: any loss of coverage or a narrowing that is not worth it
# (wide arc) drops us back to the full spin.
if not coverageOk or swept >= ExitTrackWidthDeg:
m.phase = rpAcquire
m.freshStreak = 0
m.sweepDir = 1
return MaxRadarTurnRate
let (rate, newDir) = sweepRate(state.selfRadarHeading, lo, hi, width,
MarginDeg, m.sweepDir)
m.sweepDir = newDir
rate
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@@ -1,4 +1,9 @@
## melee_scan.nim — Continuously spinning radar for melee.
## melee_scan.nim — DEPRECATED / reference only. Superseded by
## `adaptive_melee_radar.nim`, which sweeps only the arc containing the enemies.
## Nothing in the rack imports this module any more; it is kept because it is the
## exact baseline the adaptive radar is measured against (always 45 deg/tick).
##
## Continuously spinning radar for melee.
## Always returns max radar turn rate so all enemies get scanned periodically.
## No state needed; stateless spin guarantees coverage regardless of enemy count.
+382
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@@ -0,0 +1,382 @@
## Offline unit tests for the adaptive melee radar's geometry and phase logic.
##
## No Java, no server, no battle. Run with plain
## nim c -r common_libs/tests/test_adaptive_radar.nim
##
## The bugs live in the wraparound geometry and the phase hysteresis, so those
## are exercised exhaustively here: minimal covering arc (clustered, straddling
## 0/360, single, ~180, ~350, exact boundaries, duplicates), the turn-rate cap,
## and the acquire/track/fallback state machine.
import std/[math, sets]
import gun_harness/gun_interface
import radars/adaptive_melee_radar
var failures = 0
proc check(name: string, ok: bool) =
if ok:
echo "PASS: ", name
else:
echo "FAIL: ", name
inc failures
# The harness contract: the module must satisfy the duck-typed `isRadarModule`.
static:
doAssert isRadarModule(AdaptiveMeleeRadarModule),
"AdaptiveMeleeRadarModule must implement computeScan(var, WorldState): float"
const
SelfX = 1000.0
SelfY = 1000.0
proc approx(a, b, eps = 1e-9): bool {.inline.} = abs(a - b) <= eps
proc enemyAt(id: int, bearing, dist, lastSeen: float): EnemyInfo =
let br = degToRad(bearing)
EnemyInfo(id: id,
x: SelfX + dist * cos(br),
y: SelfY + dist * sin(br),
heading: 0.0, speed: 0.0, energy: 100.0,
lastSeenTick: lastSeen.int)
proc ws(tick: int, radarHeading: float, enemies: seq[EnemyInfo]): WorldState =
WorldState(selfX: SelfX, selfY: SelfY,
selfRadarHeading: radarHeading,
arenaWidth: 2000.0, arenaHeight: 2000.0,
tick: tick, enemies: enemies)
proc arcOf(bearings: openArray[float]): tuple[lo, hi, width: float] =
minimalCoveringArc(bearings)
# ── minimal covering arc ─────────────────────────────────────────────────────
proc testClustered() =
let a = arcOf([100.0, 110.0, 120.0])
check "arc: clustered 100/110/120 -> lo=100 hi=120 width=20",
approx(a.lo, 100.0) and approx(a.hi, 120.0) and approx(a.width, 20.0)
check "arc: clustered arc contains every input",
isInsideArc(100.0, a.lo, a.hi, a.width) and
isInsideArc(110.0, a.lo, a.hi, a.width) and
isInsideArc(120.0, a.lo, a.hi, a.width)
proc testStraddleZero() =
# THE classic case: 350 and 10 must be a 20 deg arc through 0, not 340.
let a = arcOf([350.0, 10.0])
check "arc: 350/10 -> width 20 (not 340)",
approx(a.width, 20.0)
check "arc: 350/10 arc runs lo=350 CCW to hi=10",
approx(a.lo, 350.0) and approx(a.hi, 10.0)
check "arc: 350/10 arc contains both ends and 0",
isInsideArc(350.0, a.lo, a.hi, a.width) and
isInsideArc(10.0, a.lo, a.hi, a.width) and
isInsideArc(0.0, a.lo, a.hi, a.width)
proc testStraddleZeroNegative() =
# Negative inputs must normalize to the same arc.
let a = arcOf([-10.0, 10.0])
check "arc: -10/10 normalizes to a 20 deg arc",
approx(a.width, 20.0) and isInsideArc(0.0, a.lo, a.hi, a.width)
proc testSingleEnemy() =
let a = arcOf([42.0])
check "arc: single bearing -> width 0, lo=hi=42",
approx(a.lo, 42.0) and approx(a.hi, 42.0) and approx(a.width, 0.0)
let a0 = arcOf([0.0])
check "arc: single bearing at 0 -> width 0", approx(a0.width, 0.0)
proc testEmpty() =
let a = arcOf([])
check "arc: empty -> zero arc", approx(a.width, 0.0)
proc testHalfCircle() =
# Two exactly opposite bearings: either 180 deg arc covers them; both are
# valid, the key is the width is exactly 180 and both are inside.
let a = arcOf([0.0, 180.0])
check "arc: opposite bearings -> width 180",
approx(a.width, 180.0)
check "arc: opposite bearings arc contains both",
isInsideArc(0.0, a.lo, a.hi, a.width) and
isInsideArc(180.0, a.lo, a.hi, a.width)
let b = arcOf([90.0, 270.0])
check "arc: 90/270 -> width 180",
approx(b.width, 180.0) and
isInsideArc(90.0, b.lo, b.hi, b.width) and
isInsideArc(270.0, b.lo, b.hi, b.width)
proc testNearFull() =
# Bearings every 10 deg: the largest gap is 10 deg, so width = 350.
var bearings: seq[float]
for i in 0 ..< 36: bearings.add(float(i) * 10.0)
let a = arcOf(bearings)
check "arc: ~full circle (10 deg gaps) -> width 350",
approx(a.width, 350.0, 1e-6)
var allIn = true
for x in bearings:
if not isInsideArc(x, a.lo, a.hi, a.width): allIn = false
check "arc: ~full circle arc contains all 36 bearings", allIn
proc testDuplicates() =
let a = arcOf([77.0, 77.0, 77.0])
check "arc: duplicate bearings -> width 0", approx(a.width, 0.0)
let b = arcOf([200.0, 200.0, 210.0, 210.0])
check "arc: duplicated clustered ends -> width 10",
approx(b.width, 10.0) and isInsideArc(200.0, b.lo, b.hi, b.width)
proc testWrapExtremes() =
# An arc that includes 359 and 1 -> 2 deg through 0.
let a = arcOf([359.0, 1.0])
check "arc: 359/1 -> width 2 through 0",
approx(a.width, 2.0) and isInsideArc(0.0, a.lo, a.hi, a.width)
# Exact 0/360 alias.
let b = arcOf([0.0, 360.0])
check "arc: 0/360 alias -> width 0", approx(b.width, 0.0)
# ── turn-rate cap ────────────────────────────────────────────────────────────
proc testRateCapStatic() =
var ok = true
for width in [0.0, 10.0, 45.0, 90.0, 180.0, 269.0]:
for h in 0 ..< 360:
for dir in [-1, 1]:
let (rate, _) = sweepRate(h.float, 10.0, 10.0 + width, width,
MarginDeg, dir)
if abs(rate) > MaxRadarTurnRate + 1e-9: ok = false
check "rate: sweepRate never exceeds the 45 deg/tick cap (static sweep)",
ok
proc testRateCapDynamicSweep() =
# Drive a real sweep over a 90 deg arc and check the cap + containment.
var m = initAdaptiveMeleeRadar()
let lo = 0.0
let hi = 90.0
let width = 90.0
var heading = 45.0
var dir = 1
var capOk = true
var contained = true
for _ in 0 ..< 400:
let (rate, nd) = sweepRate(heading, lo, hi, width, MarginDeg, dir)
if abs(rate) > MaxRadarTurnRate + 1e-9: capOk = false
heading = normalizeDeg(heading + rate)
dir = nd
if not isInsideArc(heading, normalizeDeg(lo - MarginDeg),
normalizeDeg(hi + MarginDeg), width + 2.0 * MarginDeg):
contained = false
check "rate: dynamic sweep never exceeds the 45 deg/tick cap", capOk
check "rate: dynamic sweep stays inside the widened arc", contained
discard m
proc testAcquireRateIsMax() =
var m = initAdaptiveMeleeRadar()
let s = ws(1, 0.0, @[])
check "phase: empty enemies -> full spin 45",
m.computeScan(s) == MaxRadarTurnRate and m.phase == rpAcquire
# ── phase machine ────────────────────────────────────────────────────────────
proc testAcquireToTrack() =
var m = initAdaptiveMeleeRadar()
var t = 0
var rate = 0.0
# Fresh every tick; no new id after the first tick.
for _ in 0 ..< FreshStreakTicks + 2:
inc t
rate = m.computeScan(ws(t, 0.0, @[enemyAt(1, 100.0, 300.0, float(t))]))
check "phase: full spin while acquiring, then tracking after the fresh streak",
m.phase == rpTrack
check "phase: acquisition emits the max rate",
rate <= MaxRadarTurnRate
proc testTrackSingleEnemySmallArc() =
var m = initAdaptiveMeleeRadar()
m.setExpectedEnemies(1)
var t = 0
var rate = 0.0
for _ in 0 ..< FreshStreakTicks + 6:
inc t
rate = m.computeScan(ws(t, 0.0, @[enemyAt(7, 123.0, 300.0, float(t))]))
check "single enemy: enters tracking", m.phase == rpTrack
check "single enemy: swept width is the 2*margin corridor",
approx(m.lastSweptWidth, 2.0 * MarginDeg)
check "single enemy: rate is capped", abs(rate) <= MaxRadarTurnRate
proc testStaleFallback() =
var m = initAdaptiveMeleeRadar()
m.setExpectedEnemies(1)
var t = 0
for _ in 0 ..< FreshStreakTicks + 2:
inc t
discard m.computeScan(ws(t, 0.0, @[enemyAt(1, 50.0, 300.0, float(t))]))
check "fallback: reached tracking before the staleness test", m.phase == rpTrack
inc t
# last seen 20 ticks ago > FreshnessTicks (16)
let rate = m.computeScan(ws(t, 0.0, @[enemyAt(1, 50.0, 300.0, float(t - 20))]))
check "fallback: a stale enemy drops back to full spin",
m.phase == rpAcquire and rate == MaxRadarTurnRate
proc testNewIdFallback() =
var m = initAdaptiveMeleeRadar()
m.setExpectedEnemies(1)
var t = 0
for _ in 0 ..< FreshStreakTicks + 2:
inc t
discard m.computeScan(ws(t, 0.0, @[enemyAt(1, 50.0, 300.0, float(t))]))
check "fallback: tracking a single enemy", m.phase == rpTrack
inc t
let rate = m.computeScan(ws(t, 0.0, @[
enemyAt(1, 50.0, 300.0, float(t)),
enemyAt(2, 60.0, 300.0, float(t)),
]))
check "fallback: a brand-new enemy id drops back to full spin",
m.phase == rpAcquire and rate == MaxRadarTurnRate
proc testExpectedCountGate() =
# expectedEnemies = 3 but only 2 are ever known -> must stay in acquisition
# (full spin), never enter tracking against a partial crowd.
var m = initAdaptiveMeleeRadar()
m.setExpectedEnemies(3)
var t = 0
var phase = rpAcquire
for _ in 0 ..< 40:
inc t
discard m.computeScan(ws(t, 0.0, @[
enemyAt(1, 0.0, 300.0, float(t)),
enemyAt(2, 10.0, 300.0, float(t)),
]))
phase = m.phase
check "gate: a missing expected enemy keeps the radar in full-spin acquisition",
phase == rpAcquire
# Once the third appears, it acquires and tracks.
for _ in 0 ..< FreshStreakTicks + 2:
inc t
discard m.computeScan(ws(t, 0.0, @[
enemyAt(1, 0.0, 300.0, float(t)),
enemyAt(2, 10.0, 300.0, float(t)),
enemyAt(3, 20.0, 300.0, float(t)),
]))
check "gate: tracking resumes once all expected enemies are known",
m.phase == rpTrack
proc testWideArcFallback() =
# Three enemies evenly spread: covering arc is 240 deg, +40 margin = 280,
# below the 300 exit threshold. Four spread at 0/90/180/270 -> 270+40 = 310,
# above it, so the radar must stay in acquisition (full spin).
var m = initAdaptiveMeleeRadar()
m.setExpectedEnemies(4)
var t = 0
for _ in 0 ..< FreshStreakTicks + 10:
inc t
discard m.computeScan(ws(t, 0.0, @[
enemyAt(1, 0.0, 300.0, float(t)),
enemyAt(2, 90.0, 300.0, float(t)),
enemyAt(3, 180.0, 300.0, float(t)),
enemyAt(4, 270.0, 300.0, float(t)),
]))
check "fallback: a ~310 deg swept arc stays in full-spin acquisition",
m.phase == rpAcquire
proc testWideArcExitAndEnterHysteresis() =
var m = initAdaptiveMeleeRadar()
m.setExpectedEnemies(3)
var t = 0
# A narrow cluster enters tracking.
for _ in 0 ..< FreshStreakTicks + 2:
inc t
discard m.computeScan(ws(t, 0.0, @[
enemyAt(1, 0.0, 300.0, float(t)),
enemyAt(2, 10.0, 300.0, float(t)),
enemyAt(3, 20.0, 300.0, float(t)),
]))
check "hysteresis: narrow cluster tracks", m.phase == rpTrack
# Widen to ~310 swept -> exit.
t += 1
discard m.computeScan(ws(t, 0.0, @[
enemyAt(1, 0.0, 300.0, float(t)),
enemyAt(2, 90.0, 300.0, float(t)),
enemyAt(3, 180.0, 300.0, float(t)),
enemyAt(4, 270.0, 300.0, float(t)),
]))
check "hysteresis: wide arc exits tracking", m.phase == rpAcquire
proc testNoKnownEnemyStaysAcquire() =
var m = initAdaptiveMeleeRadar()
m.setExpectedEnemies(3)
var t = 0
var rate = 0.0
for _ in 0 ..< 20:
inc t
rate = m.computeScan(ws(t, 0.0, @[]))
check "gate: no known enemies -> always full spin",
m.phase == rpAcquire and rate == MaxRadarTurnRate
proc testExpectedDisabled() =
# -1 disables the gate: a single known enemy acquires even if more exist.
var m = initAdaptiveMeleeRadar()
var t = 0
for _ in 0 ..< FreshStreakTicks + 2:
inc t
discard m.computeScan(ws(t, 0.0, @[enemyAt(1, 0.0, 300.0, float(t))]))
check "gate: expectedEnemies = -1 does not block acquisition", m.phase == rpTrack
proc testCorpseIgnored() =
# A dead-but-unmarked enemy (unseen > CorpseTicks) must not keep the radar in
# acquisition, nor widen the arc.
var m = initAdaptiveMeleeRadar()
m.setExpectedEnemies(1)
var t = 0
for _ in 0 ..< FreshStreakTicks + 2:
inc t
discard m.computeScan(ws(t, 0.0, @[
enemyAt(1, 100.0, 300.0, float(t)),
enemyAt(2, 300.0, 300.0, float(t - 100)), # corpse, far bearing
]))
check "corpse: a long-unseen enemy is ignored and tracking is reached",
m.phase == rpTrack
check "corpse: the corpse does not widen the swept arc",
approx(m.lastSweptWidth, 2.0 * MarginDeg)
proc testCorpseExpectedGate() =
# expectedEnemies = 2 but only one LIVE enemy (the other is a corpse): the
# live count is 1, so the gate keeps the radar in acquisition.
var m = initAdaptiveMeleeRadar()
m.setExpectedEnemies(2)
var t = 0
for _ in 0 ..< FreshStreakTicks + 5:
inc t
discard m.computeScan(ws(t, 0.0, @[
enemyAt(1, 100.0, 300.0, float(t)),
enemyAt(2, 300.0, 300.0, float(t - 100)),
]))
check "corpse: the expected gate counts LIVE enemies only",
m.phase == rpAcquire
# ── driver ───────────────────────────────────────────────────────────────────
testClustered()
testStraddleZero()
testStraddleZeroNegative()
testSingleEnemy()
testEmpty()
testHalfCircle()
testNearFull()
testDuplicates()
testWrapExtremes()
testRateCapStatic()
testRateCapDynamicSweep()
testAcquireRateIsMax()
testAcquireToTrack()
testTrackSingleEnemySmallArc()
testStaleFallback()
testNewIdFallback()
testExpectedCountGate()
testWideArcFallback()
testWideArcExitAndEnterHysteresis()
testNoKnownEnemyStaysAcquire()
testExpectedDisabled()
testCorpseIgnored()
testCorpseExpectedGate()
if failures > 0:
echo "\n", failures, " check(s) FAILED"
quit(1)
echo "\nAll adaptive-radar checks passed."