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