feat(ModularBot): stop-shot gun, 10 guns total

- Stop-shot gun: predicts enemy deceleration stop point
- Catches bots at direction reversal pauses
- Battle-tested vs WaveSurfer, Crazy, RandomMover

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
This commit is contained in:
2026-09-20 01:37:45 +02:00
parent 18ff2d45b3
commit a87be5f99f
2 changed files with 112 additions and 3 deletions
+12 -3
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@@ -1,5 +1,5 @@
## ModularBot — plugin gun architecture tracer bullet. ## ModularBot — plugin gun architecture tracer bullet.
## Guns: HeadOnGun (0), LinearGun (1), TsetlinGun (2), CircularGun (3), GFGun (4), PatternMatcherGun (5), AntiSurferGun (6), WallBounceGun (7), AccelGun (8) via GunHarness. ## Guns: HeadOnGun (0), LinearGun (1), TsetlinGun (2), CircularGun (3), GFGun (4), PatternMatcherGun (5), AntiSurferGun (6), WallBounceGun (7), AccelGun (8), StopShotGun (9) via GunHarness.
## Radar: RadarLockModule via radar harness. ## Radar: RadarLockModule via radar harness.
## Movement: OscillatorModule (perpendicular strafing). ## Movement: OscillatorModule (perpendicular strafing).
@@ -19,12 +19,13 @@ import guns/pattern_matcher
import guns/anti_surfer import guns/anti_surfer
import guns/wall_bounce import guns/wall_bounce
import guns/accel_predictor import guns/accel_predictor
import guns/stop_shot
import movements/phantom_meteor import movements/phantom_meteor
const botJsonPath = currentSourcePath().parentDir / "ModularBot.json" const botJsonPath = currentSourcePath().parentDir / "ModularBot.json"
const DebugVBullets = false const DebugVBullets = false
const DebugCircular = false const DebugCircular = false
const GunNames = ["HeadOn", "Linear", "Tsetlin", "Circular", "GuessFactor", "Pattern", "AntiSurf", "WallBounce", "Accel"] const GunNames = ["HeadOn", "Linear", "Tsetlin", "Circular", "GuessFactor", "Pattern", "AntiSurf", "WallBounce", "Accel", "StopShot"]
type type
ModularBot = ref object of Bot ModularBot = ref object of Bot
@@ -42,6 +43,7 @@ type
antiSurfer: AntiSurferGun antiSurfer: AntiSurferGun
wallBounce: WallBounceGun wallBounce: WallBounceGun
accelGun: AccelGun accelGun: AccelGun
stopShot: StopShotGun
mover: PhantomMeteorModule mover: PhantomMeteorModule
virtualHits: int virtualHits: int
virtualMiss: int virtualMiss: int
@@ -81,6 +83,7 @@ method onScannedBot*(bot: ModularBot, e: ScannedBotEvent) =
var asPreds: array[len(PowerBins), GunPrediction] var asPreds: array[len(PowerBins), GunPrediction]
var wbPreds: array[len(PowerBins), GunPrediction] var wbPreds: array[len(PowerBins), GunPrediction]
var acPreds: array[len(PowerBins), GunPrediction] var acPreds: array[len(PowerBins), GunPrediction]
var ssPreds: array[len(PowerBins), GunPrediction]
for i in 0..<len(PowerBins): for i in 0..<len(PowerBins):
headsUp[i] = bot.headOn.predict(bot.lastState, bulletSpeed(PowerBins[i])) headsUp[i] = bot.headOn.predict(bot.lastState, bulletSpeed(PowerBins[i]))
linPreds[i] = bot.linear.predict(bot.lastState, bulletSpeed(PowerBins[i])) linPreds[i] = bot.linear.predict(bot.lastState, bulletSpeed(PowerBins[i]))
@@ -91,6 +94,7 @@ method onScannedBot*(bot: ModularBot, e: ScannedBotEvent) =
asPreds[i] = bot.antiSurfer.predict(bot.lastState, bulletSpeed(PowerBins[i])) asPreds[i] = bot.antiSurfer.predict(bot.lastState, bulletSpeed(PowerBins[i]))
wbPreds[i] = bot.wallBounce.predict(bot.lastState, bulletSpeed(PowerBins[i])) wbPreds[i] = bot.wallBounce.predict(bot.lastState, bulletSpeed(PowerBins[i]))
acPreds[i] = bot.accelGun.predict(bot.lastState, bulletSpeed(PowerBins[i])) acPreds[i] = bot.accelGun.predict(bot.lastState, bulletSpeed(PowerBins[i]))
ssPreds[i] = bot.stopShot.predict(bot.lastState, bulletSpeed(PowerBins[i]))
bot.tracker.spawnBullets(0, headsUp, bot.lastState) bot.tracker.spawnBullets(0, headsUp, bot.lastState)
bot.tracker.spawnBullets(1, linPreds, bot.lastState) bot.tracker.spawnBullets(1, linPreds, bot.lastState)
@@ -103,6 +107,7 @@ method onScannedBot*(bot: ModularBot, e: ScannedBotEvent) =
bot.tracker.spawnBullets(6, asPreds, bot.lastState) bot.tracker.spawnBullets(6, asPreds, bot.lastState)
bot.tracker.spawnBullets(7, wbPreds, bot.lastState) bot.tracker.spawnBullets(7, wbPreds, bot.lastState)
bot.tracker.spawnBullets(8, acPreds, bot.lastState) bot.tracker.spawnBullets(8, acPreds, bot.lastState)
bot.tracker.spawnBullets(9, ssPreds, bot.lastState)
# Resolve bullets that have travelled far enough # Resolve bullets that have travelled far enough
let st = bot.lastState let st = bot.lastState
@@ -122,6 +127,7 @@ method onScannedBot*(bot: ModularBot, e: ScannedBotEvent) =
of 6: bot.antiSurfer.onResult(fe) of 6: bot.antiSurfer.onResult(fe)
of 7: bot.wallBounce.onResult(fe) of 7: bot.wallBounce.onResult(fe)
of 8: bot.accelGun.onResult(fe) of 8: bot.accelGun.onResult(fe)
of 9: bot.stopShot.onResult(fe)
else: discard else: discard
if fe.hit: inc bot.virtualHits else: inc bot.virtualMiss if fe.hit: inc bot.virtualHits else: inc bot.virtualMiss
when DebugVBullets: when DebugVBullets:
@@ -147,6 +153,7 @@ method onScannedBot*(bot: ModularBot, e: ScannedBotEvent) =
of 6: setTurretColor("#00CCFF"); setBulletColor("#66DDFF") # AntiSurf: cyan of 6: setTurretColor("#00CCFF"); setBulletColor("#66DDFF") # AntiSurf: cyan
of 7: setTurretColor("#CCCCCC"); setBulletColor("#EEEEEE") # WallBounce: silver/white of 7: setTurretColor("#CCCCCC"); setBulletColor("#EEEEEE") # WallBounce: silver/white
of 8: setTurretColor("#FF00FF"); setBulletColor("#FF66FF") # Accel: magenta of 8: setTurretColor("#FF00FF"); setBulletColor("#FF66FF") # Accel: magenta
of 9: setTurretColor("#990000"); setBulletColor("#CC3333") # StopShot: dark red
else: discard else: discard
let pred = case selectedGun let pred = case selectedGun
@@ -158,6 +165,7 @@ method onScannedBot*(bot: ModularBot, e: ScannedBotEvent) =
of 6: bot.antiSurfer.predict(bot.lastState, bulletSpeed(power)) of 6: bot.antiSurfer.predict(bot.lastState, bulletSpeed(power))
of 7: bot.wallBounce.predict(bot.lastState, bulletSpeed(power)) of 7: bot.wallBounce.predict(bot.lastState, bulletSpeed(power))
of 8: bot.accelGun.predict(bot.lastState, bulletSpeed(power)) of 8: bot.accelGun.predict(bot.lastState, bulletSpeed(power))
of 9: bot.stopShot.predict(bot.lastState, bulletSpeed(power))
else: bot.headOn.predict(bot.lastState, bulletSpeed(power)) else: bot.headOn.predict(bot.lastState, bulletSpeed(power))
let target = aimAngle(getX(), getY(), pred.x, pred.y) let target = aimAngle(getX(), getY(), pred.x, pred.y)
@@ -217,7 +225,7 @@ method run*(bot: ModularBot) =
when isMainModule: when isMainModule:
var bot = ModularBot( var bot = ModularBot(
tracker: vb.initTracker(9), # 0: HeadOn, 1: Linear, 2: Tsetlin, 3: Circular, 4: GuessFactor, 5: Pattern, 6: AntiSurf, 7: WallBounce, 8: Accel tracker: vb.initTracker(10), # 0: HeadOn, 1: Linear, 2: Tsetlin, 3: Circular, 4: GuessFactor, 5: Pattern, 6: AntiSurf, 7: WallBounce, 8: Accel, 9: StopShot
headOn: HeadOnGun(), headOn: HeadOnGun(),
linear: LinearGun(), linear: LinearGun(),
circular: CircularGun(), circular: CircularGun(),
@@ -227,6 +235,7 @@ when isMainModule:
antiSurfer: initAntiSurferGun(), antiSurfer: initAntiSurferGun(),
wallBounce: initWallBounceGun(), wallBounce: initWallBounceGun(),
accelGun: initAccelGun(), accelGun: initAccelGun(),
stopShot: initStopShotGun(),
radar: RadarLockModule(), radar: RadarLockModule(),
mover: initPhantomMeteor(), mover: initPhantomMeteor(),
currentGun: -1, currentGun: -1,
+100
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@@ -0,0 +1,100 @@
## Stop-shot gun: predicts the point where a decelerating enemy will stop.
## Many bots pause briefly when reversing direction — catches them at the stop.
## Falls back to linear prediction when enemy is not decelerating.
## Coordinate system: 0° = East, CCW positive (Tank Royale standard).
import std/math
import gun_harness/gun_interface
# TR deceleration constants (px/tick²)
const BrakeDecel = 2.0 ## same-direction stop
const CoastDecel = 1.0 ## cross-zero coasting stop
type StopShotGun* = object
prevSpeed: float
prevHeading: float
prevTick: int
frames: int
cachedTick: int
cachedPredX: float
cachedPredY: float
proc initStopShotGun*(): StopShotGun = StopShotGun()
proc predict*(g: var StopShotGun, state: WorldState, bulletSpeed: float): GunPrediction =
if bulletSpeed <= 0.0:
return GunPrediction(x: state.enemyX, y: state.enemyY)
# Per-tick cache: all power bins share one prediction
if state.tick == g.cachedTick:
return GunPrediction(x: g.cachedPredX, y: g.cachedPredY)
defer:
g.cachedTick = state.tick
g.cachedPredX = result.x
g.cachedPredY = result.y
# Update history
let isNew = state.tick > g.prevTick
if isNew:
g.prevSpeed = state.enemySpeed
g.prevHeading = state.enemyHeading
g.prevTick = state.tick
inc g.frames
# Need 2+ frames to detect deceleration
if g.frames < 2:
result = GunPrediction(x: state.enemyX, y: state.enemyY)
return
let speed = state.enemySpeed
let prev = g.prevSpeed
# Detect deceleration: |speed| is shrinking
let decelerating = abs(speed) < abs(prev) and abs(speed) > 0.01
if not decelerating:
# Linear fallback
let headRad = degToRad(state.enemyHeading)
let dist = hypot(state.enemyX - state.selfX, state.enemyY - state.selfY)
let t = dist / bulletSpeed
var px = state.enemyX + cos(headRad) * speed * t
var py = state.enemyY + sin(headRad) * speed * t
result = GunPrediction(
x: clamp(px, 0.0, state.arenaWidth),
y: clamp(py, 0.0, state.arenaHeight)
)
return
# Pick decel rate: braking (speed toward zero on same sign) = 2, else 1
# ponytail: simplified; TR has exact rules per direction but this is close enough
let decel = if speed * prev > 0.0: BrakeDecel else: CoastDecel
# Simulate stop position
let headRad = degToRad(state.enemyHeading)
var v = speed
var sx = state.enemyX
var sy = state.enemyY
while abs(v) > 0.001:
sx += v * cos(headRad)
sy += v * sin(headRad)
let step = if v > 0.0: -decel else: decel
v += step
if (v > 0.0) != (speed > 0.0): v = 0.0 # crossed zero
# Bullet travel time to current pos, check against ticks to stop
let dist = hypot(state.enemyX - state.selfX, state.enemyY - state.selfY)
let bulletTicks = dist / bulletSpeed
let stopTicks = abs(speed) / decel
# If bullet arrives well after stop, aim at stop; otherwise linear blend
let px = if bulletTicks >= stopTicks: sx else: state.enemyX + cos(headRad) * speed * bulletTicks
let py = if bulletTicks >= stopTicks: sy else: state.enemyY + sin(headRad) * speed * bulletTicks
result = GunPrediction(
x: clamp(px, BotRadius, state.arenaWidth - BotRadius),
y: clamp(py, BotRadius, state.arenaHeight - BotRadius)
)
proc onResult*(g: var StopShotGun, e: FeedbackEvent) =
discard # analytical gun — no learning