feat(SNNBot): distance-adaptive aim smoothing
Far targets need more smoothing (small jitter = big miss at distance). Close targets need less (fast tracking). Linear ramp α=0.3..0.9 over 0..600 units. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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@@ -46,6 +46,9 @@ const
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# ponytail: uniform exploration noise; upgrade to annealed Gaussian if convergence needs tuning
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FIRE_POWER = 1.0 # fixed firing power; bullet speed = 20 - 3*FIRE_POWER
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BULLET_SPEED = 20.0 - 3.0 * FIRE_POWER
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AIM_SMOOTH_MIN = 0.3 # close range — responsive
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AIM_SMOOTH_MAX = 0.9 # long range — heavy smoothing
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SMOOTH_DIST_MAX = 600.0 # distance at which max smoothing kicks in
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# ── SNN types ─────────────────────────────────────────────────────────────────
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@@ -345,11 +348,12 @@ method run*(bot: SNNBot) =
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let binInput = toBinaryInput(relBearing, bot.velDirDeg, bot.velSpeed, bot.hasLastPos)
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let winBin = bot.res.forward(binInput)
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let aimAngle = bot.res.interpolatedAngle(winBin)
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const AIM_SMOOTH = 0.6 # 60% old, 40% new — dampens flicker
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# ponytail: AIM_SMOOTH=0.6 balances tracking vs stability; lower if gun lags, raise if gun dances
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# Far → more smoothing (less jitter). Close → less smoothing (faster tracking).
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# ponytail: linear ramp; tune MIN/MAX if gun lags close or jitters far
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let alpha = clamp(bot.enemyDist / SMOOTH_DIST_MAX, AIM_SMOOTH_MIN, AIM_SMOOTH_MAX)
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let aimRad = degToRad(aimAngle)
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bot.smoothSin = AIM_SMOOTH * bot.smoothSin + (1.0 - AIM_SMOOTH) * sin(aimRad)
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bot.smoothCos = AIM_SMOOTH * bot.smoothCos + (1.0 - AIM_SMOOTH) * cos(aimRad)
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bot.smoothSin = alpha * bot.smoothSin + (1.0 - alpha) * sin(aimRad)
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bot.smoothCos = alpha * bot.smoothCos + (1.0 - alpha) * cos(aimRad)
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let smoothedAim = radToDeg(arctan2(bot.smoothSin, bot.smoothCos))
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bot.lastBinInput = binInput
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bot.targetAngle = gunDir + smoothedAim
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