fix(PPO_Bot): SIGSEGV crash fixes + static buffers for thread safety
- bullets: seq[InFlightBullet] → array[4, InFlightBullet] + bulletCount (eliminates cross-thread heap realloc under ORC) - hasFired: edge-triggered (cleared after state build, not level-triggered) - round_counter parseInt: wrapped for empty/torn file → 0 - Static SVG + intent buffers to kill cross-thread heap realloc - Tick-local alive/bulletData also fixed arrays Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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@@ -1,4 +1,4 @@
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## State vector builder — produces 44-float normalized tensor for PPO policy.
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## State vector builder — produces 56-float normalized tensor for PPO policy.
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## No bot API imports; takes plain BotState + EnemyTracker structs.
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import std/math
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@@ -16,12 +16,20 @@ type
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gunHeat*: float64
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arenaWidth*, arenaHeight*: float64
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BulletData* = object
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## Enemy bullet in flight (absolute arena coords + fire power).
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x*, y*: float64
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power*: float64 # fire power in [0.1, 3.0]; speed = 20 - 3*power
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proc buildStateVector*(bot: BotStateData; enemy: EnemyTracker;
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remainingGotoDistance: float64 = 0.0;
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remainingGunAngle: float64 = 0.0): Tensor[float32] =
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## Build the 44-float normalized state tensor.
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remainingGunAngle: float64 = 0.0;
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bullets: openArray[BulletData] = [];
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bulletCount: int = 0): Tensor[float32] =
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## Build the 56-float normalized state tensor.
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## Indices 0-43: existing features. Indices 44-55: up to 3 bullet slots (4 floats each).
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## All values clipped to roughly [-1, 1] via division by physical maxima.
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result = zeros[float32](44)
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result = zeros[float32](56)
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let aW = bot.arenaWidth
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let aH = bot.arenaHeight
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@@ -91,3 +99,21 @@ proc buildStateVector*(bot: BotStateData; enemy: EnemyTracker;
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# --- Goto controller inputs (indices 42-43) ---
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result[42] = float32(remainingGotoDistance / diag)
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result[43] = float32(remainingGunAngle / 180.0)
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# --- Bullet tracking (indices 44-55): up to 3 enemy bullets, 4 floats each ---
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# Per bullet: relX/aW, relY/aH, speed/20, ticksToImpact/diag
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# Positions are relative to enemy (threat vector). Slots beyond bulletCount stay 0.
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let ex = if enemy.hasContact: enemy.current.x else: bot.arenaWidth / 2.0
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let ey = if enemy.hasContact: enemy.current.y else: bot.arenaHeight / 2.0
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for i in 0 ..< min(bulletCount, 3):
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let b = bullets[i]
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let bSpeed = 20.0 - 3.0 * b.power # Tank Royale bullet speed formula
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let bdx = b.x - ex
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let bdy = b.y - ey
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let bdist = sqrt(bdx * bdx + bdy * bdy)
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let ticks = if bSpeed > 0.0: bdist / bSpeed else: 0.0
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let base = 44 + i * 4
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result[base + 0] = float32(bdx / bot.arenaWidth)
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result[base + 1] = float32(bdy / bot.arenaHeight)
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result[base + 2] = float32(bSpeed / 20.0)
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result[base + 3] = float32(ticks / diag)
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