j134 fire fix: share ONE fire_tracker across tfil/ring/strafe/learned/surf (TR_FIRE_FIX, default on); env-gated TR_FIRE_DIAG alignment trace
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## fire_tracker.nim — the ONE enemy-fire detector every mover calls (job j134).
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##
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## Before this, each mover carried its own copy of the same energy-drop
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## detector (`tfil`, `tfil_ring`, `strafe`, `learned`, `surf`). Job j133 found
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## that shipped detector classifies the enemy energy delta with a single window
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##
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## if drop >= 0.09 and drop <= 3.01: spawn one wave with power = drop
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##
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## and fixed it in `strafe.nim` only. The other four movers stayed blind to a
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## MEASURED 1.11% of enemy shots — the bug survived precisely because there
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## were four copies. This module is the single implementation; the movers own
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## their own wave geometry and spawn code, but the DELTA CLASSIFICATION (and
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## the two server-fact corrections below) lives here, once.
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##
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## ── The two server facts that break the window (verified in the server) ─────
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## * `rules.kt BULLET_HIT_ENERGY_GAIN_FACTOR = 3`: when an ENEMY bullet hits
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## US the SHOOTER's energy RISES by `3*power` in the same tick. That rise
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## is folded into the delta we read and can MASK the `power` the enemy spent
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## firing the same tick (net delta >= 0 reads as "no fire").
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## `noteEnemyBulletHit` adds the bonus back.
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## * our own bullet damaging the enemy the same tick adds `damage` to the
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## delta, which can push it above the power cap and get the enemy's OWN
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## shot rejected. `noteDamageDealt` subtracts it.
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## * a still-too-large delta is SPLIT into the fewest waves each <= 3.0
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## instead of being silently dropped.
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##
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## MEASURED on the 70-battle corpus (67065 true enemy fires): the shipped path
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## catches 98.888%, the corrected path 100.000% (see
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## `common_libs/tests/measure_strafe_fire_catch.py`).
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##
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## ── Switch ──────────────────────────────────────────────────────────────────
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## Default ON. `TR_FIRE_FIX=0` disables the correction in EVERY mover;
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## `TR_STRAFE_FIRE_FIX=0` still disables it in STRAFE (j133 back-compat), so
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## STRAFE is on only when BOTH are on. With the fix off `detect` is exactly
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## `prev - energy` inside the caller's own window — byte-identical to the
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## shipped detector.
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import std/math
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type
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FireTracker* = object
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## Per-enemy last-known energy plus the corrections accumulated from the
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## event stream since the previous scan. One instance per mover.
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prevEnergy*: seq[tuple[id: int, energy: float]]
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hitBonusPending*: float ## 3 * power of enemy bullets that hit us
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dealtPending*: float ## damage our bullets dealt to the enemy
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enabled*: bool ## the j134 correction is active
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splitWaves*: int ## waves emitted by splitting a too-large drop
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correctedTicks*: int ## readings whose drop was non-trivially corrected
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proc initFireTracker*(enabled: bool): FireTracker =
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FireTracker(prevEnergy: @[], enabled: enabled)
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proc reset*(t: var FireTracker) =
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## Per-ROUND reset: drops the energy memory and any un-consumed event
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## correction. Keeps `enabled` (a module-knob, not round state).
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t.prevEnergy = @[]
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t.hitBonusPending = 0.0
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t.dealtPending = 0.0
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t.splitWaves = 0
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t.correctedTicks = 0
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proc prevEnergyGet*(t: FireTracker, id: int): float =
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for e in t.prevEnergy:
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if e.id == id: return e.energy
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100.0
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proc prevEnergySet*(t: var FireTracker, id: int, energy: float) =
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for i in 0..<t.prevEnergy.len:
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if t.prevEnergy[i].id == id:
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t.prevEnergy[i].energy = energy
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return
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t.prevEnergy.add((id: id, energy: energy))
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proc noteEnemyBulletHit*(t: var FireTracker, power: float) =
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## `onHitByBullet` -> `e.bullet.power`. No-op when the fix is off.
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if t.enabled:
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t.hitBonusPending += 3.0 * power
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proc noteDamageDealt*(t: var FireTracker, damage: float) =
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## `onBulletHit` -> `e.damage`. No-op when the fix is off.
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if t.enabled:
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t.dealtPending += damage
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proc detect*(t: var FireTracker, id: int, energy: float,
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lo, hi: float): seq[float] =
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## Advance the tracker with one enemy energy reading and return the fire
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## powers to spawn (empty = no fire).
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##
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## `lo`/`hi` are the CALLER's shipped window, so with the fix off the result
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## is exactly the old `if drop >= lo and drop <= hi: @[drop]`. With the fix
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## on the delta is corrected for the two observable server effects and a
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## still-too-large delta is split rather than dropped.
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let prev = t.prevEnergyGet(id)
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let raw = prev - energy
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var drop = raw
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if t.enabled:
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drop += t.hitBonusPending - t.dealtPending
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if abs(drop - raw) > 1e-9: inc t.correctedTicks
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t.prevEnergySet(id, energy)
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if t.enabled and drop > hi:
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# NEVER silently drop a drop. A delta above the power cap is either several
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# fires folded into one reading or un-modelled contamination; some heat
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# beats none. Split into the fewest waves each <= 3.0.
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let n = int(ceil(drop / 3.0))
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let p = drop / n.float
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inc t.splitWaves
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result = newSeq[float](n)
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for i in 0..<n: result[i] = p
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elif drop >= lo and drop <= hi:
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result = @[drop]
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proc endScan*(t: var FireTracker) =
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## Call once after the per-enemy scan: each event correction applies to
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## exactly one reading.
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t.hitBonusPending = 0.0
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t.dealtPending = 0.0
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