j134 fix: tracker must take the mover's switch per-call (instance flag was silently off on the object-literal construction path) + apply the correction on the reading that carries the server's turn-N+1 energy change (two-slot buffer); live-verified alignment

This commit is contained in:
2026-09-26 12:56:26 +02:00
parent 6ad5d99922
commit 882733819b
8 changed files with 133 additions and 79 deletions
+6 -4
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@@ -312,7 +312,7 @@ proc resetRound*(m: var LearnedSurferModule) =
proc initLearnedSurfer*(): LearnedSurferModule =
result.debugGraphics = false
result.fire = initFireTracker(LearnedFireFix)
result.fire = initFireTracker()
result.sbc = initCountedSbc(LS_NADE, LS_BINS,
max(0, LearnedDecayEvery),
max(0, LearnedDecayShift))
@@ -498,11 +498,13 @@ proc prevEnergySet(m: var LearnedSurferModule, id: int, energy: float) =
proc noteEnemyBulletHit*(m: var LearnedSurferModule, power: float) =
## `onHitByBullet` -> the shooter's `3*power` bonus (no-op when off).
m.fire.noteEnemyBulletHit(power)
if LearnedFireFix:
m.fire.noteEnemyBulletHit(power)
proc noteDamageDealt*(m: var LearnedSurferModule, damage: float) =
## `onBulletHit` -> our same-tick damage to the enemy (no-op when off).
m.fire.noteDamageDealt(damage)
if LearnedFireFix:
m.fire.noteDamageDealt(damage)
proc detectFire(m: var LearnedSurferModule, id: int, ex, ey, eenergy: float,
ws: WorldState) =
@@ -510,7 +512,7 @@ proc detectFire(m: var LearnedSurferModule, id: int, ex, ey, eenergy: float,
## drop IS a wave; the state is the wave-relative state at THIS tick (the
## fire tick). Window 0.09..3.01, LEARNED's shipped window; the shared
## tracker corrects the delta and splits an over-cap drop across waves.
for drop in m.fire.detect(id, eenergy, 0.09, 3.01):
for drop in m.fire.detect(id, eenergy, 0.09, 3.01, LearnedFireFix):
let botX = ws.selfX
let botY = ws.selfY
let bspeed = 20.0 - 3.0 * drop
+6 -4
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@@ -474,7 +474,7 @@ type
lastTileCol, lastTileRow: int
proc initStrafe*(): StrafeModule =
StrafeModule(debugGraphics: false, fire: initFireTracker(StrafeFireFix))
StrafeModule(debugGraphics: false, fire: initFireTracker())
proc removeBulletNear*(m: var StrafeModule, x, y: float) =
## Mark the tracked bullet closest to (x,y) within GridSize tolerance as dead.
@@ -592,7 +592,8 @@ proc noteEnemyBulletHit*(m: var StrafeModule, power: float) =
## "no fire"). ModularBot forwards `onHitByBullet`'s `e.bullet.power` here so
## `detectFires` can add the bonus back before classifying the delta.
## No-op when the fix is off (shipped detector preserved).
m.fire.noteEnemyBulletHit(power)
if StrafeFireFix:
m.fire.noteEnemyBulletHit(power)
proc noteDamageDealt*(m: var StrafeModule, damage: float) =
## The mirror contamination: OUR bullet damaging the enemy this tick adds
@@ -600,7 +601,8 @@ proc noteDamageDealt*(m: var StrafeModule, damage: float) =
## cap and get the enemy's OWN shot rejected by the shipped `<= 3.01` test.
## ModularBot forwards `onBulletHit`'s `e.damage` here.
## No-op when the fix is off.
m.fire.noteDamageDealt(damage)
if StrafeFireFix:
m.fire.noteDamageDealt(damage)
proc detectFires(m: var StrafeModule, ws: WorldState) =
## The shared tracker does the delta correction + split; STRAFE supplies its
@@ -612,7 +614,7 @@ proc detectFires(m: var StrafeModule, ws: WorldState) =
" raw=", raw,
" bonus=", m.fire.hitBonusPending,
" dealt=", m.fire.dealtPending
for p in m.fire.detect(ei.id, ei.energy, 0.09, 3.01):
for p in m.fire.detect(ei.id, ei.energy, 0.09, 3.01, StrafeFireFix):
m.spawnTrackedWave(ws, ei, p)
m.fire.endScan()
+6 -4
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@@ -263,7 +263,7 @@ type
lastPickCall: int ## callCount at the last pick (log only)
picks: int ## number of picks this round (log only)
proc initTFIL*(): TFILModule = TFILModule(debugGraphics: false, fire: initFireTracker(TfilFireFix))
proc initTFIL*(): TFILModule = TFILModule(debugGraphics: false, fire: initFireTracker())
proc removeBulletNear*(m: var TFILModule, x, y: float) =
## Mark the tracked bullet closest to (x,y) within GridSize tolerance as dead.
@@ -371,17 +371,19 @@ proc spawnTrackedWave(m: var TFILModule, ws: WorldState, ei: EnemyInfo,
proc noteEnemyBulletHit*(m: var TFILModule, power: float) =
## `onHitByBullet` -> the shooter's `3*power` bonus (no-op when off).
m.fire.noteEnemyBulletHit(power)
if TfilFireFix:
m.fire.noteEnemyBulletHit(power)
proc noteDamageDealt*(m: var TFILModule, damage: float) =
## `onBulletHit` -> our same-tick damage to the enemy (no-op when off).
m.fire.noteDamageDealt(damage)
if TfilFireFix:
m.fire.noteDamageDealt(damage)
proc detectFires(m: var TFILModule, ws: WorldState) =
## Check all enemies for energy drops; spawn a tracked bullet per confirmed
## fire. The shared tracker corrects the delta and splits over-cap drops.
for ei in ws.enemies:
for p in m.fire.detect(ei.id, ei.energy, 0.09, 3.01):
for p in m.fire.detect(ei.id, ei.energy, 0.09, 3.01, TfilFireFix):
m.spawnTrackedWave(ws, ei, p)
m.fire.endScan()
@@ -255,7 +255,7 @@ type
proc initTFILRing*(): TFILRingModule =
TFILRingModule(debugGraphics: false, band: (lo: RangeLo, hi: RangeHi),
fire: initFireTracker(TfilRingFireFix))
fire: initFireTracker())
proc removeBulletNear*(m: var TFILRingModule, x, y: float) =
## Mark the tracked bullet closest to (x,y) within GridSize tolerance as dead.
@@ -329,17 +329,19 @@ proc spawnTrackedWave(m: var TFILRingModule, ws: WorldState, ei: EnemyInfo,
proc noteEnemyBulletHit*(m: var TFILRingModule, power: float) =
## `onHitByBullet` -> the shooter's `3*power` bonus (no-op when off).
m.fire.noteEnemyBulletHit(power)
if TfilRingFireFix:
m.fire.noteEnemyBulletHit(power)
proc noteDamageDealt*(m: var TFILRingModule, damage: float) =
## `onBulletHit` -> our same-tick damage to the enemy (no-op when off).
m.fire.noteDamageDealt(damage)
if TfilRingFireFix:
m.fire.noteDamageDealt(damage)
proc detectFires(m: var TFILRingModule, ws: WorldState) =
## Check all enemies for energy drops; spawn a tracked bullet per confirmed
## fire. The shared tracker corrects the delta and splits over-cap drops.
for ei in ws.enemies:
for p in m.fire.detect(ei.id, ei.energy, 0.09, 3.01):
for p in m.fire.detect(ei.id, ei.energy, 0.09, 3.01, TfilRingFireFix):
m.spawnTrackedWave(ws, ei, p)
m.fire.endScan()
+6 -4
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@@ -129,7 +129,7 @@ proc resetRound*(m: var WaveSurferModule) =
for i in 0..<WS_BINS: m.bins[i] = 1.0
proc initWaveSurfer*(): WaveSurferModule =
var m = WaveSurferModule(debugGraphics: false, fire: initFireTracker(SurfFireFix))
var m = WaveSurferModule(debugGraphics: false, fire: initFireTracker())
m.resetRound()
m
@@ -149,11 +149,13 @@ proc prevEnergySet(m: var WaveSurferModule, id: int, energy: float) =
proc noteEnemyBulletHit*(m: var WaveSurferModule, power: float) =
## `onHitByBullet` -> the shooter's `3*power` bonus (no-op when off).
m.fire.noteEnemyBulletHit(power)
if SurfFireFix:
m.fire.noteEnemyBulletHit(power)
proc noteDamageDealt*(m: var WaveSurferModule, damage: float) =
## `onBulletHit` -> our same-tick damage to the enemy (no-op when off).
m.fire.noteDamageDealt(damage)
if SurfFireFix:
m.fire.noteDamageDealt(damage)
proc gfToBin(gf: float64): int {.inline.} =
clamp(int(round((gf.clamp(-1.0, 1.0) + 1.0) * 0.5 * float64(WS_BINS - 1))),
@@ -191,7 +193,7 @@ proc detectFire(m: var WaveSurferModule, id: int, ex, ey, eenergy,
## (corrected) one-tick drop. `drop` IS the firepower. Window 0.1..3.0,
## SURF's shipped window; the shared tracker corrects the delta and splits an
## over-cap drop across several waves.
for power in m.fire.detect(id, eenergy, 0.1, 3.0):
for power in m.fire.detect(id, eenergy, 0.1, 3.0, SurfFireFix):
let bspeed = 20.0 - 3.0 * power
let bearing = arctan2(botY - ey, botX - ex)
let d = hypot(botX - ex, botY - ey)