j129: virtual-bullet debug overlay (TR_VBULLET_DEBUG, default off) - travelled path, predicted aim ring, hit/miss vector; shared turret colour table

This commit is contained in:
2026-09-26 11:02:39 +02:00
parent a5c893ace6
commit 752d3a3829
5 changed files with 480 additions and 19 deletions
+35 -19
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@@ -43,6 +43,7 @@ import movement_harness/bullet_shadows
import targeting/enemy_tracker
import targeting/target_selector
import env_report
import vbullet_draw
const botJsonPath = currentSourcePath().parentDir / "ModularBot.json"
const DebugVBullets = false
@@ -160,6 +161,17 @@ const TmHorizonId = 15
## head — hence every other gun's learning order — is byte-for-byte unchanged.
const BitBrainId = 16
## ── virtual-bullet debug overlay (TR_VBULLET_DEBUG*) ───────────────────────
## OFF by default: the shipped bot draws nothing. When on, the tracker's
## virtual bullets are overlaid so the training signal the selector learns
## from is visible (travelled path, predicted aim point, miss vector). The
## colour table is shared with the turret (see `vbullet_draw.gunColors`).
## Default filter: ONLY the currently selected gun, to stay legible; set
## `TR_VBULLET_DEBUG_GUN=all` or name a gun (e.g. `Pattern`).
let VBulletDebugOn = vBulletDebugEnabled()
let VBulletDebugMax = vBulletDebugMaxBullets()
let VBulletDebugGun = resolveGunFilter(getEnv(VBulletDebugGunEnv, ""), GunNames)
const
CLR_GUN = "\e[33m" # yellow
CLR_MOVE = "\e[36m" # cyan
@@ -1267,6 +1279,11 @@ method run*(bot: ModularBot) =
for id, es in bot.enemyTracker.enemies:
enemyPositions[id] = (x: es.x, y: es.y, lastSeenTick: es.lastSeenTick, alive: es.alive)
# Debug-only: bullets that resolve during `tickBullets` below are cleared
# from the tracker in the same tick, so capture their outcome here for the
# overlay's miss vector. Empty (and unused) when the overlay is off.
var resolvedMarks: seq[VbResolved]
let st = bot.lastState
bot.tracker.tickBullets(st, enemyPositions, proc(gunId: GunId, binIdx: int, fe: FeedbackEvent) =
case gunId
@@ -1294,6 +1311,10 @@ method run*(bot: ModularBot) =
of BitBrainId: bot.bitbrain.onResult(fe)
else: discard
if fe.hit: inc bot.virtualHits else: inc bot.virtualMiss
if VBulletDebugOn:
resolvedMarks.add VbResolved(
gunId: gunId, aimX: fe.prediction.x, aimY: fe.prediction.y,
actualX: fe.actualX, actualY: fe.actualY, hit: fe.hit)
when DebugVBullets:
let total = bot.virtualHits + bot.virtualMiss
let pct = if total > 0: bot.virtualHits.float / total.float * 100.0 else: 0.0
@@ -1320,25 +1341,11 @@ method run*(bot: ModularBot) =
if selectedGun != bot.currentGun:
bot.currentGun = selectedGun
bot.cfgDirty = true # gun switch: emit the config line at tick end
case selectedGun
of 0: setTurretColor("#FFFFFF"); setBulletColor("#FFFFFF") # HEADON: pure white (was #FF3333 red)
of 1: setTurretColor("#3366FF"); setBulletColor("#6699FF")
of 2: setTurretColor("#9933FF"); setBulletColor("#CC66FF")
of 3: setTurretColor("#33CC33"); setBulletColor("#66FF66")
of 4: setTurretColor("#FFCC00"); setBulletColor("#FFE066")
of 5: setTurretColor("#00CC44"); setBulletColor("#66FF99") # PATTERN: green (was #FF6600 orange, too close to BitBrain's pink)
of 6: setTurretColor("#CCCCCC"); setBulletColor("#EEEEEE")
of 7: setTurretColor("#FF00FF"); setBulletColor("#FF66FF")
of 8: setTurretColor("#990000"); setBulletColor("#CC3333")
of 9: setTurretColor("#006600"); setBulletColor("#009900")
of 10: setTurretColor("#996633"); setBulletColor("#CC9966")
of 11: setTurretColor("#008888"); setBulletColor("#00AAAA")
of 12: setTurretColor("#CC00CC"); setBulletColor("#FF44FF")
of 13: setTurretColor("#00FFCC"); setBulletColor("#66FFDD")
of TmPatternId: setTurretColor("#AAFF00"); setBulletColor("#CCFF66")
of TmHorizonId: setTurretColor("#00AAFF"); setBulletColor("#66CCFF")
of BitBrainId: setTurretColor("#FF1493"); setBulletColor("#FF69B4")
else: discard
# Per-gun colours live in `vbullet_draw.gunColors`, shared with the
# virtual-bullet overlay so turret and overlay can never drift apart.
let (turretColor, bulletColor) = gunColors(selectedGun)
setTurretColor(turretColor)
setBulletColor(bulletColor)
let pred = case selectedGun
of 1: bot.linear.predict(bot.lastState, bulletSpeed(power))
@@ -1387,6 +1394,12 @@ method run*(bot: ModularBot) =
setGunTurnRate(normDelta)
# Virtual-bullet overlay (default off). Drawn AFTER selection so the
# default "selected gun only" filter uses this tick's choice.
if VBulletDebugOn:
discard drawVirtualBullets(bot.tracker, resolvedMarks, selectedGun,
VBulletDebugGun, VBulletDebugMax, GunNames)
# Emit exactly one config line per tick, at the END of the tick, so the gun
# field reflects the selection made above rather than the previous tick's.
if bot.cfgDirty:
@@ -1449,6 +1462,9 @@ when isMainModule:
printEnvReport(EnvReportContext(
movementName: MovementName,
vBulletAdmitOnly: VBulletAdmitOnly,
vBulletDebug: VBulletDebugOn,
vBulletDebugGun: getEnv(VBulletDebugGunEnv, ""),
vBulletDebugMax: VBulletDebugMax,
recordWorldState: RecordWorldState,
radarForceSpin: RadarForceSpin,
radarScanLog: RadarScanLog,
+13
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@@ -32,6 +32,7 @@ import movements/learned_surfer
import guns/tm_horizon
import guns/bitbrain_gun
import guns/pattern_matcher
import vbullet_draw
const EnvReportEnableEnvVar* = "TR_ENV_REPORT"
@@ -44,6 +45,9 @@ type
## diverge from what the bot will actually use.
movementName*: string
vBulletAdmitOnly*: bool
vBulletDebug*: bool
vBulletDebugGun*: string
vBulletDebugMax*: int
recordWorldState*: bool
radarForceSpin*: bool
radarScanLog*: bool
@@ -197,6 +201,14 @@ proc printEffectiveValues(ctx: EnvReportContext) =
emit("TR_MOVEMENT_LOG", onOff(MovementLog), sourceOfPresence("TR_MOVEMENT_LOG"))
emit("TR_VBULLET_ADMIT_ONLY", onOff(ctx.vBulletAdmitOnly),
sourceOf("TR_VBULLET_ADMIT_ONLY"))
emit("TR_VBULLET_DEBUG", onOff(ctx.vBulletDebug),
sourceOfPresence(VBulletDebugEnv))
emit("TR_VBULLET_DEBUG_GUN",
(if ctx.vBulletDebugGun.len == 0: "(unset -> selected gun)"
else: ctx.vBulletDebugGun),
sourceOf(VBulletDebugGunEnv))
emit("TR_VBULLET_DEBUG_MAX", $ctx.vBulletDebugMax,
sourceOf(VBulletDebugMaxEnv))
emit("TR_POWER_LOG", onOff(ctx.powerLog), sourceOfPresence("TR_POWER_LOG"))
emit("TR_RESULT_LOG", onOff(ctx.resultLog), sourceOf("TR_RESULT_LOG"))
emit("TR_RECORD_WORLDSTATE", onOff(ctx.recordWorldState),
@@ -469,6 +481,7 @@ proc knownEnvNames*(): seq[string] =
"TR_MOVEMENT", "TR_MOVEMENT_LOG", "TR_RECORD_WORLDSTATE",
"TR_RADAR_FORCE_SPIN", "TR_RADAR_SCANLOG", "TR_RADAR_SCAN_LOG_PATH",
"TR_TRACKER_PROBE", "TR_TRACKER_PROBE_PATH", "TR_VBULLET_ADMIT_ONLY",
VBulletDebugEnv, VBulletDebugGunEnv, VBulletDebugMaxEnv,
"TR_POWER_LOG",
"TR_RESULT_LOG",
# the .env loader's own environment hook (TR_ENV_FILE names the file)
+244
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@@ -0,0 +1,244 @@
## Debug overlay for the virtual-bullet tracker (the training signal the gun
## selector learns from). DEFAULT OFF: when the env knobs are unset the shipped
## bot draws exactly what it drew before.
##
## Why this lives in `ModularBot_garage/src` and not next to the tracker: the
## tracker is shared with the offline range, while the overlay is a GUI-only
## concern of the live bot. It imports the bot API's debug-graphics module to
## emit SVG, and the tracker to read the bullets.
##
## Visual vocabulary (one colour per gun, the SAME table as the turret):
##
## path thin line from the fire point along the fire direction, as far as
## the bullet has actually travelled (`travelDist`).
## aim small hollow circle at the PREDICTED target position (`aimX/Y`).
## miss short line from the aim point to the closest-approach point, plus
## a HIT dot (filled) / MISS ring (hollow) there. This is the score.
##
## The colour table is `gunColors`, shared with `ModularBot.run`'s turret
## colouring, so the overlay and the turret can never drift apart.
##
## Env knobs (all read once at boot by ModularBot and registered in
## `env_report.nim`):
## TR_VBULLET_DEBUG presence/1 = on. default off.
## TR_VBULLET_DEBUG_GUN "" = selected gun only (default); "all"/"*" = every
## gun; otherwise a gun name (e.g. `Pattern`).
## TR_VBULLET_DEBUG_MAX cap on bullets drawn per tick. default 32.
import std/[math, os, strutils, algorithm]
import robocode_tankroyale_botapi
# The bot API also exports a case-insensitively identical `BOT_RADIUS`, so bring
# the harness module in qualified only and reference `gun_interface.BotRadius`.
from gun_harness/gun_interface import nil
import gun_harness/virtual_bullets as vb
const
VBulletDebugEnv* = "TR_VBULLET_DEBUG"
VBulletDebugGunEnv* = "TR_VBULLET_DEBUG_GUN"
VBulletDebugMaxEnv* = "TR_VBULLET_DEBUG_MAX"
VBulletDebugDefaultMax* = 32
## Bullets drawn per tick when `TR_VBULLET_DEBUG_MAX` is unset. With the
## default SELECTED-gun filter a gun spawns at most one flight per power bin
## per tick (~3-4 in flight), so 32 is generous while still bounding the
## worst case: at most 32 paths + 32 aim rings + miss vectors. A wall of
## 200 overlapping lines is a failed feature, so the cap is enforced.
VbFilterSelected* = -1
VbFilterAll* = -2
VbPathWidth* = 1.0
VbAimRadius* = 5.0
VbAimWidth* = 1.5
VbMarkRadius* = 3.0
# ── env resolution (pure, so a test can pin it) ──────────────────────────────
proc vBulletDebugEnabled*(): bool =
## Presence/1 = on; explicit 0/false/no/off = off; unset = off (shipped).
let v = getEnv(VBulletDebugEnv, "").strip().toLowerAscii()
v.len > 0 and v notin ["0", "false", "no", "off"]
proc vBulletDebugMaxBullets*(): int =
## `TR_VBULLET_DEBUG_MAX`, clamped to at least 1. Bad values fall back.
try:
result = max(1, parseInt(getEnv(VBulletDebugMaxEnv, "").strip()))
except ValueError:
result = VBulletDebugDefaultMax
proc resolveGunFilter*(spec: string, names: openArray[string]): int =
## "" -> selected gun only; "all"/"*" -> every gun; a gun name
## (case-insensitive) -> that gun; unknown -> selected (safe fallback).
let s = spec.strip()
if s.len == 0: return VbFilterSelected
let low = s.toLowerAscii()
if low == "all" or low == "*": return VbFilterAll
for i, n in names:
if cmpIgnoreCase(n, s) == 0: return i
VbFilterSelected
# ── the shared per-gun colour table ──────────────────────────────────────────
proc gunColors*(gunId: int): tuple[turret, bullet: string] =
## SINGLE source of truth for the per-gun colours, used by BOTH the live
## turret colouring in `ModularBot.run` and this overlay. Keep gun ids in
## step with `GunNames`.
case gunId
of 0: ("#FFFFFF", "#FFFFFF") # HeadOn — white
of 1: ("#3366FF", "#6699FF") # Linear — blue
of 2: ("#9933FF", "#CC66FF") # Tsetlin — violet
of 3: ("#33CC33", "#66FF66") # Circular — green
of 4: ("#FFCC00", "#FFE066") # GuessFactor — amber
of 5: ("#00CC44", "#66FF99") # Pattern — green
of 6: ("#CCCCCC", "#EEEEEE") # WallBounce — grey
of 7: ("#FF00FF", "#FF66FF") # Accel — magenta
of 8: ("#990000", "#CC3333") # StopShot — dark red
of 9: ("#006600", "#009900") # Displace — dark green
of 10: ("#996633", "#CC9966") # AvgLead — brown
of 11: ("#008888", "#00AAAA") # DecayGF — teal
of 12: ("#CC00CC", "#FF44FF") # KNN — purple
of 13: ("#00FFCC", "#66FFDD") # TMSelect — cyan
of 14: ("#AAFF00", "#CCFF66") # TMPattern — lime
of 15: ("#00AAFF", "#66CCFF") # TMHorizon — sky
of 16: ("#FF1493", "#FF69B4") # BitBrain — deep pink
else: ("#FFFFFF", "#FFFFFF")
proc gunTurretColor*(gunId: int): string = gunColors(gunId).turret
proc gunBulletColor*(gunId: int): string = gunColors(gunId).bullet
# ── primitives ───────────────────────────────────────────────────────────────
type
VbPrimKind* = enum
vpPath ## travelled path (line)
vpAim ## predicted aim point (hollow circle)
vpMiss ## aim -> closest-approach vector (line)
vpHit ## hit at closest approach (filled circle)
vpMissMark ## miss at closest approach (hollow circle)
VbPrim* = object
kind*: VbPrimKind
x1*, y1*: float ## line start / circle centre
x2*, y2*: float ## line end (circles ignore)
r*: float ## circle radius
gunId*: int
color*: string
VbResolved* = object
## One bullet resolution captured from `onResolved`, so the miss vector of
## a bullet that DISAPPEARED this tick is still visible (the tracker clears
## `active` the moment it resolves).
gunId*: int
aimX*, aimY*: float
actualX*, actualY*: float
hit*: bool
proc matchesFilter(gunId, selectedGun, filterGun: int): bool {.inline.} =
if filterGun == VbFilterAll: return true
if filterGun == VbFilterSelected: return gunId == selectedGun
gunId == filterGun
proc collectVirtualBulletPrims*(t: VirtualTracker, selectedGun, filterGun,
maxBullets: int): seq[VbPrim] =
## Pure: the draw primitives for the tracker's ACTIVE bullets, newest first,
## capped at `maxBullets` bullets (a bullet may add up to 4 primitives).
var drawn = 0
for k in 1 .. MaxBullets:
if drawn >= maxBullets: break
let i = (t.head - k + MaxBullets) mod MaxBullets
let b = t.bullets[i]
if not b.active: continue
if not matchesFilter(b.gunId, selectedGun, filterGun): continue
inc drawn
let dx = b.aimX - b.fireX
let dy = b.aimY - b.fireY
let dist = hypot(dx, dy)
var ux, uy: float
if dist > 1e-6:
ux = dx / dist
uy = dy / dist
let curX = b.fireX + ux * b.travelDist
let curY = b.fireY + uy * b.travelDist
let col = gunTurretColor(b.gunId)
result.add VbPrim(kind: vpPath, x1: b.fireX, y1: b.fireY, x2: curX, y2: curY,
gunId: b.gunId, color: col)
result.add VbPrim(kind: vpAim, x1: b.aimX, y1: b.aimY, r: VbAimRadius,
gunId: b.gunId, color: col)
if b.bestMissDist < Inf:
result.add VbPrim(kind: vpMiss, x1: b.aimX, y1: b.aimY,
x2: b.bestMissX, y2: b.bestMissY,
gunId: b.gunId, color: col)
result.add VbPrim(
kind: (if b.bestMissDist < gun_interface.BotRadius: vpHit else: vpMissMark),
x1: b.bestMissX, y1: b.bestMissY, r: VbMarkRadius,
gunId: b.gunId, color: col)
proc collectResolvedPrims*(resolved: seq[VbResolved], selectedGun, filterGun,
maxBullets: int): seq[VbPrim] =
## Pure: miss-vector + hit/miss marker for bullets that resolved this tick.
## Works for BOTH metrics (the point metric records no running best-miss).
var drawn = 0
for r in resolved:
if drawn >= maxBullets: break
if not matchesFilter(r.gunId, selectedGun, filterGun): continue
inc drawn
let col = gunTurretColor(r.gunId)
result.add VbPrim(kind: vpMiss, x1: r.aimX, y1: r.aimY,
x2: r.actualX, y2: r.actualY, gunId: r.gunId, color: col)
result.add VbPrim(kind: (if r.hit: vpHit else: vpMissMark),
x1: r.actualX, y1: r.actualY, r: VbMarkRadius,
gunId: r.gunId, color: col)
# ── emit to the GUI debug-graphics buffer ────────────────────────────────────
proc drawVbLegend(prims: seq[VbPrim], names: openArray[string]) =
## One colour swatch + gun name per gun that contributed a primitive, top-left
## corner. Cheap and it makes the colours self-explanatory.
var seen: seq[int]
for p in prims:
if p.gunId notin seen: seen.add p.gunId
seen.sort()
var y = 24.0
for g in seen:
if g < 0 or g >= names.len: continue
setFillColor(gunTurretColor(g))
fillRectangle(8.0, y - 10.0, 10.0, 10.0)
setFillColor("#FFFFFF")
setFont("Arial", 12.0)
drawText(names[g], 22.0, y)
y += 16.0
proc emitVbPrims*(prims: seq[VbPrim], names: openArray[string] = []): int =
## Emit primitives into the current tick's SVG buffer and return the count.
## Thin lines so a busy sky stays readable.
for p in prims:
case p.kind
of vpPath, vpMiss:
setStrokeColor(p.color)
setStrokeWidth(VbPathWidth)
drawLine(p.x1, p.y1, p.x2, p.y2)
of vpAim:
setStrokeColor(p.color)
setStrokeWidth(VbAimWidth)
drawCircle(p.x1, p.y1, p.r)
of vpHit:
setFillColor(p.color)
fillCircle(p.x1, p.y1, p.r)
of vpMissMark:
setStrokeColor(p.color)
setStrokeWidth(VbAimWidth)
drawCircle(p.x1, p.y1, p.r)
if names.len > 0:
drawVbLegend(prims, names)
result = prims.len
proc drawVirtualBullets*(t: VirtualTracker, resolved: seq[VbResolved],
selectedGun, filterGun, maxBullets: int,
names: openArray[string]): int =
## Entry point called once per tick by ModularBot. Returns primitives drawn.
let active = collectVirtualBulletPrims(t, selectedGun, filterGun, maxBullets)
let rest = collectResolvedPrims(resolved, selectedGun, filterGun, maxBullets)
var prims = active
prims.add rest
emitVbPrims(prims, names)
@@ -0,0 +1,172 @@
## Deterministic, offline check of the virtual-bullet overlay (`vbullet_draw`).
##
## NO battle, NO Java, NO server: it fabricates a tracker state, calls the same
## `collectVirtualBulletPrims` / `emitVbPrims` the live bot calls, and asserts
## the primitive counts, the geometry (path and aim point are collinear), the
## filter and cap behaviour, and the SVG emission. It also pins the shared
## turret/overlay colour table.
##
## Run: nim c -r ModularBot_garage/tests/test_vbullet_draw.nim
import std/[math, strutils, tables, sequtils]
import robocode_tankroyale_botapi
import gun_harness/gun_interface
import gun_harness/virtual_bullets as vb
import vbullet_draw
var failures = 0
proc check(name: string, ok: bool) =
if ok: echo "PASS: ", name
else: echo "FAIL: ", name; inc failures
# ── a fixed tracker: gun 1 (Linear) and gun 5 (Pattern), 4 power bins each ────
const SelfX = 100.0
const SelfY = 100.0
const AimX = 300.0
const AimY = 300.0
const TargetId = 7
proc makeTracker(): VirtualTracker =
result = vb.initTracker(17)
let s0 = WorldState(selfX: SelfX, selfY: SelfY,
enemyX: AimX, enemyY: AimY, enemySpeed: 0.0,
enemyHeading: 0.0, arenaWidth: 1000.0, arenaHeight: 1000.0,
tick: 0)
var preds: array[len(PowerBins), GunPrediction]
for i in 0..<len(PowerBins):
preds[i] = GunPrediction(x: AimX, y: AimY)
result.spawnBullets(1, preds, s0, TargetId)
result.spawnBullets(5, preds, s0, TargetId)
proc tickOnce(t: var VirtualTracker, tick: int) =
## Advance every bullet one tick against the (stationary) target. Produces a
## non-degenerate `travelDist` and a `bestMissDist` for the path metric.
var enemies: Table[int, tuple[x, y: float, lastSeenTick: int, alive: bool]]
enemies[TargetId] = (x: AimX, y: AimY, lastSeenTick: tick, alive: true)
let st = WorldState(selfX: SelfX, selfY: SelfY,
enemyX: AimX, enemyY: AimY, enemySpeed: 0.0,
enemyHeading: 0.0, arenaWidth: 1000.0, arenaHeight: 1000.0,
tick: tick)
t.tickBullets(st, enemies, proc(gunId: GunId, binIdx: int, fe: FeedbackEvent) = discard)
proc testCountsAndGeometry() =
var t = makeTracker()
t.tickOnce(1)
t.tickOnce(2)
let prims = collectVirtualBulletPrims(t, selectedGun = 1,
filterGun = VbFilterSelected,
maxBullets = 100)
# Reconstruction: 4 gun-1 bullets, each path+aim (+miss+marker since the path
# metric recorded a closest approach). Independent of the production loop.
var expected = 0
var activeGun1 = 0
for b in t.bullets:
if b.active and b.gunId == 1:
inc activeGun1
expected += 2
if b.bestMissDist < Inf: expected += 2
check "selected-gun filter draws exactly the active gun-1 bullets: " &
$activeGun1, activeGun1 == len(PowerBins)
check "primitive count == 2 (path+aim) [+2 miss] per active bullet: " &
$prims.len & " == " & $expected, prims.len == expected
# Walk the per-bullet groups: path then aim, then optional miss+marker.
var i = 0
var collinear = 0
var badCross = 0
while i + 1 < prims.len and prims[i].kind == vpPath:
let p = prims[i]
let a = prims[i + 1]
if a.kind != vpAim:
inc badCross
else:
# |(aim-fire) x (pathEnd-fire)| / (|aim-fire|*|path|) == sin(angle) ~ 0
let cross = (a.x1 - p.x1) * (p.y2 - p.y1) - (a.y1 - p.y1) * (p.x2 - p.x1)
let scale = max(1.0, hypot(a.x1 - p.x1, a.y1 - p.y1) *
hypot(p.x2 - p.x1, p.y2 - p.y1))
if abs(cross) / scale < 1e-6: inc collinear else: inc badCross
i += 2
if i < prims.len and prims[i].kind == vpMiss:
check "miss marker follows its miss vector",
prims[i + 1].kind in {vpHit, vpMissMark}
i += 2
check "every drawn bullet has a path+aim pair", badCross == 0
check "all drawn aims are collinear with their path: " & $collinear,
collinear == activeGun1
proc testFilter() =
var t = makeTracker()
let sel = collectVirtualBulletPrims(t, 1, VbFilterSelected, 100)
let p5 = collectVirtualBulletPrims(t, 1, 5, 100)
let all = collectVirtualBulletPrims(t, 1, VbFilterAll, 100)
check "selected filter yields only gun 1",
sel.len > 0 and sel.allIt(it.gunId == 1)
check "named filter (Pattern id 5) yields only gun 5",
p5.len > 0 and p5.allIt(it.gunId == 5)
check "all filter yields both guns",
all.len == sel.len + p5.len
proc testCap() =
var t = makeTracker()
let one = collectVirtualBulletPrims(t, 1, VbFilterAll, 1)
var bullets = 0
for p in one:
if p.kind == vpPath: inc bullets
check "cap=1 draws exactly one bullet", bullets == 1
proc testResolved() =
let resolved = @[
VbResolved(gunId: 1, aimX: AimX, aimY: AimY,
actualX: AimX + 25.0, actualY: AimY, hit: false),
VbResolved(gunId: 5, aimX: AimX, aimY: AimY,
actualX: AimX + 3.0, actualY: AimY, hit: true),
]
let miss = collectResolvedPrims(resolved, 1, VbFilterAll, 100)
check "one resolved bullet -> miss vector + marker (2 prims): " & $miss.len,
miss.len == 4
check "first resolved is a MISS marker",
miss[0].kind == vpMiss and miss[1].kind == vpMissMark
check "second resolved is a HIT marker",
miss[2].kind == vpMiss and miss[3].kind == vpHit
proc testEmit() =
clearGraphics()
var t = makeTracker()
let prims = collectVirtualBulletPrims(t, 1, VbFilterSelected, 100)
let n = emitVbPrims(prims, ["HeadOn", "Linear", "Tsetlin", "Circular",
"GuessFactor", "Pattern"])
let svg = svgOutput()
check "emit returns the primitive count: " & $n, n == prims.len
check "SVG carries one <line> per path primitive",
svg.count("<line") == 4 # 4 bullets x 1 travelled path
check "SVG carries the aim circles and the legend",
svg.count("<circle") == 4 and "<text" in svg
proc testColours() =
check "gun 5 (Pattern) turret is green", gunTurretColor(5) == "#00CC44"
check "gun 0 (HeadOn) turret is white", gunTurretColor(0) == "#FFFFFF"
check "gun 16 (BitBrain) turret is deep pink", gunTurretColor(16) == "#FF1493"
check "unknown gun falls back to white", gunTurretColor(99) == "#FFFFFF"
check "turret and bullet colours both defined",
gunBulletColor(5) == "#66FF99"
check "resolveGunFilter default = selected", resolveGunFilter("", ["A", "Pattern"]) == VbFilterSelected
check "resolveGunFilter all", resolveGunFilter("all", ["A"]) == VbFilterAll
check "resolveGunFilter '*'", resolveGunFilter("*", ["A"]) == VbFilterAll
check "resolveGunFilter by name (case-insensitive)",
resolveGunFilter("pAtTeRn", ["A", "Pattern"]) == 1
check "resolveGunFilter unknown falls back to selected",
resolveGunFilter("Nonesuch", ["A"]) == VbFilterSelected
testCountsAndGeometry()
testFilter()
testCap()
testResolved()
testEmit()
testColours()
if failures > 0:
echo "\n", failures, " check(s) FAILED"
quit(1)
echo "\nAll vbullet-draw checks passed."
+16
View File
@@ -449,6 +449,22 @@ Measured byte-identical on `bmPath`. Kept for experiments; leave at defaults.
| `TR_RADAR_SCAN_LOG_PATH` | `/tmp/radar_scan_log.jsonl` | where that goes |
| `TR_TRACKER_PROBE` | off | presence-based; per-tick enemy tracker vs server enemy count |
| `TR_TRACKER_PROBE_PATH` | `/tmp/tracker_probe.jsonl` | where that goes |
| `TR_VBULLET_DEBUG` | off | presence-based; overlay the virtual bullets in the GUI debug graphics (see below) |
| `TR_VBULLET_DEBUG_GUN` | selected gun | `all`/`*` for every gun, or a gun name (e.g. `Pattern`); unset = only the currently selected gun |
| `TR_VBULLET_DEBUG_MAX` | `32` | cap on bullets drawn per tick |
The **virtual-bullet overlay** (`TR_VBULLET_DEBUG`, off by default) makes the
selector's training signal visible. Turn it on with:
TR_VBULLET_DEBUG=1 TR_VBULLET_DEBUG_GUN=all ./out/ModularBot
- **travelled path** — thin line from the fire point along the fire direction,
as far as the bullet has actually flown.
- **aim ring** — small hollow circle at the predicted target position.
- **miss vector** — line from the aim ring to the closest-approach point; a
filled dot there is a HIT, a hollow ring a MISS (the score the selector sees).
- colour per gun is the SAME table as the turret (`vbullet_draw.gunColors`), with
a one-line legend in the top-left corner.
The **adaptive-melee radar** has no env knobs. Its tuning lives in compile-time
constants in `radars/adaptive_melee_radar.nim:36-50`: `MaxRadarTurnRate=45`,