feat(movement): multi-enemy awareness — phantom meteor + minimum risk track all enemies
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
This commit is contained in:
@@ -7,9 +7,14 @@ import std/math
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const BotRadius* = 18.0 ## hit detection radius in px
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type
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EnemyInfo* = object
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id*: int
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x*, y*: float
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heading*, speed*, energy*: float
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WorldState* = object
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## All raw data given to every gun every tick.
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# Enemy
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# Enemy (current TARGET)
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enemyX*, enemyY*: float
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enemySpeed*, enemyHeading*: float
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# Self
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@@ -22,6 +27,8 @@ type
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arenaWidth*, arenaHeight*: float
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# Meta
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tick*: int
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# All alive enemies (for movement modules)
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enemies*: seq[EnemyInfo]
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GunPrediction* = object
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## Absolute (x, y) where the gun predicts the enemy will be.
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@@ -7,9 +7,6 @@ import std/math
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import gun_harness/gun_interface
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import movement_harness/movement_interface
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# TODO: WorldState only carries one enemy. Extend WorldState with a seq of
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# threat positions (enemies) and update scoreCandidates to iterate all of them.
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# For now we treat the single enemy as the only threat point.
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const
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CandidateRadius = 150.0 # px radius for ring candidates
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@@ -80,8 +77,13 @@ proc recalcTarget(m: var MinimumRiskModule, ws: WorldState) =
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let w = ws.arenaWidth
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let h = ws.arenaHeight
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# Single threat for now; TODO: replace with ws.enemies when available
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let threats = [vec2(ws.enemyX, ws.enemyY)]
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# Use all alive enemies; fall back to single target when seq is empty
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var threats: seq[Vec2]
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if ws.enemies.len > 0:
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for ei in ws.enemies:
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threats.add vec2(ei.x, ei.y)
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else:
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threats.add vec2(ws.enemyX, ws.enemyY)
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# Build candidates: ring + random (deterministic via tick-seeded offsets)
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var best = bot # fallback: stay put
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@@ -3,7 +3,7 @@
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## Fire detection, phantom bullets, waves, and danger histogram are all internal.
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## All angles in radians internally; interface outputs degrees for bot API.
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import std/math
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import std/[math, tables]
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import gun_harness/gun_interface
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import movement_harness/movement_interface
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import movement_harness/gunheat_tracker
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@@ -53,7 +53,7 @@ type
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histogram: DangerHistogram
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phantoms: seq[PhantomBullet]
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waves: seq[Wave]
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prevEnemyEnergy: float64
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prevEnemyEnergy: Table[int, float64] # keyed by enemy id; id=-1 for legacy single-enemy
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# ── Gravity engine internals ──────────────────────────────────────────────────
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@@ -74,16 +74,17 @@ const
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proc initEngine(): GravityEngine =
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var h: DangerHistogram
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for i in 0..<NumBins: h.bins[i] = 1.0
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GravityEngine(histogram: h, phantoms: @[], waves: @[], prevEnemyEnergy: 100.0)
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GravityEngine(histogram: h, phantoms: @[], waves: @[], prevEnemyEnergy: {-1: 100.0}.toTable)
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proc gfToBin(gf: float64): int =
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int(((gf.clamp(-1.0,1.0) + 1.0) / 2.0 * float64(NumBins-1)).round).clamp(0, NumBins-1)
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proc mea(speed: float64): float64 = arcsin(min(8.0/speed, 1.0))
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proc detectFire(eng: var GravityEngine, energy: float64): tuple[fired: bool; power: float64] =
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let drop = eng.prevEnemyEnergy - energy
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eng.prevEnemyEnergy = energy
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proc detectFire(eng: var GravityEngine, id: int, energy: float64): tuple[fired: bool; power: float64] =
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let prev = eng.prevEnemyEnergy.getOrDefault(id, 100.0)
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let drop = prev - energy
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eng.prevEnemyEnergy[id] = energy
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if drop >= 0.1 and drop <= 3.0: (true, drop) else: (false, 0.0)
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proc spawnPhantoms(eng: var GravityEngine, enemyPos, botPos: Vec2, bspeed: float64) =
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@@ -133,7 +134,7 @@ proc tickWaves(eng: var GravityEngine, botPos: Vec2) =
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else:
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inc i
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proc computeForces(eng: GravityEngine, botPos, enemyPos: Vec2, arenaW, arenaH: float64): Vec2 =
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proc computeForces(eng: GravityEngine, botPos: Vec2, enemies: openArray[Vec2], arenaW, arenaH: float64): Vec2 =
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var total = vec2(0.0, 0.0)
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# Priority 1: nearby phantoms
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@@ -156,18 +157,29 @@ proc computeForces(eng: GravityEngine, botPos, enemyPos: Vec2, arenaW, arenaH: f
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let wm = sqrt(ex*ex + ey*ey)
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if wm > 0.1: total = total + normalize(vec2(ex, ey)) * 500.0
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# Priority 3: distance to enemy — symmetric attraction/repulsion around PreferredDist.
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# Linear ramp over ±150px so the transition is smooth, not a hard switch.
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# ponytail: linear ramp, tune rampWidth if distance oscillates
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let de = dist(enemyPos, botPos)
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if not hasClose and de > 100.0:
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# Priority 3: repulsion from ALL enemies; attraction only toward nearest.
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# ponytail: linear ramp per enemy, attraction only toward nearest to avoid being pulled into a crowd
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if not hasClose and enemies.len > 0:
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const rampWidth = 150.0
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let distErr = de - PreferredDist # >0 = too far, <0 = too close
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let t = clamp(distErr / rampWidth, -1.0, 1.0)
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# t > 0 → attract toward enemy; t < 0 → repel away
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let dir = if t >= 0.0: normalize(enemyPos - botPos)
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else: normalize(botPos - enemyPos)
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total = total + dir * (KEnemy * abs(t))
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# Find nearest enemy for possible attraction
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var nearestDist = Inf
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var nearestIdx = 0
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for i, ep in enemies:
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let d = dist(ep, botPos)
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if d < nearestDist:
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nearestDist = d
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nearestIdx = i
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for i, ep in enemies:
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let de = dist(ep, botPos)
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if de <= 100.0: continue
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let distErr = de - PreferredDist
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let t = clamp(distErr / rampWidth, -1.0, 1.0)
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if t < 0.0:
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# Too close → repel from this enemy
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total = total + normalize(botPos - ep) * (KEnemy * abs(t))
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elif i == nearestIdx:
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# Too far from nearest only → mild attraction
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total = total + normalize(ep - botPos) * (KEnemy * t)
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# Priority 4: weak wall repulsion
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let dL = max(botPos.x, WallMinDist)
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@@ -191,13 +203,21 @@ proc resetRound*(m: var PhantomMeteorModule) =
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## Clear per-round transients (phantoms, waves, energy baseline), keep histogram.
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m.engine.phantoms = @[]
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m.engine.waves = @[]
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m.engine.prevEnemyEnergy = 100.0
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m.engine.prevEnemyEnergy = {-1: 100.0}.toTable
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m.gunheat.resetRound()
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proc computeMove*(m: var PhantomMeteorModule, ws: WorldState): MoveCommand =
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let botPos = vec2(ws.selfX, ws.selfY)
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let enemyPos = vec2(ws.enemyX, ws.enemyY)
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# Build enemies Vec2 seq (falls back to single target when ws.enemies is empty)
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var enemyVecs: seq[Vec2]
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if ws.enemies.len > 0:
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for ei in ws.enemies:
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enemyVecs.add vec2(ei.x, ei.y)
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else:
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enemyVecs.add enemyPos
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# ── Ram override ─────────────────────────────────────────────────────────────
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let ramDist = dist(botPos, enemyPos)
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let ramFinisher = ramDist < 300.0 and ws.enemyEnergy < 20.0 and ws.selfEnergy > ws.enemyEnergy
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@@ -218,7 +238,7 @@ proc computeMove*(m: var PhantomMeteorModule, ws: WorldState): MoveCommand =
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m.engine.tickPhantoms()
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m.engine.tickWaves(botPos)
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# Fire detection via gunheat tracker (1-2 ticks earlier than energy drop).
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# Fire detection via gunheat tracker for the primary target (1-2 ticks earlier than energy drop).
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var spawnedThisTick = false
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for ev in m.gunheat.tick(ws):
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let bspeed = 20.0 - 3.0 * ev.bulletPower
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@@ -233,29 +253,46 @@ proc computeMove*(m: var PhantomMeteorModule, ws: WorldState): MoveCommand =
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m.engine.spawnPhantoms(evPos, botPos, bspeed)
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m.engine.spawnWave(evPos, botPos, bspeed)
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spawnedThisTick = true
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# Fallback: energy-drop detection (fires if gunheat tracker missed it).
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# Energy-drop fallback for primary target; also sync prevEnergy so non-target check is clean.
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if not spawnedThisTick:
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let (fired, power) = m.engine.detectFire(ws.enemyEnergy)
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let (fired, power) = m.engine.detectFire(-1, ws.enemyEnergy)
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if fired:
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let bspeed = 20.0 - 3.0 * power
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m.engine.spawnPhantoms(enemyPos, botPos, bspeed)
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m.engine.spawnWave(enemyPos, botPos, bspeed)
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else:
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# Keep prevEnemyEnergy in sync so energy-drop fallback stays coherent.
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discard m.engine.detectFire(ws.enemyEnergy)
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discard m.engine.detectFire(-1, ws.enemyEnergy)
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# Energy-drop detection for non-target enemies (raw energy comparison; no gunheat needed)
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for ei in ws.enemies:
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if ei.id == -1: continue # skip sentinel
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let (fired, power) = m.engine.detectFire(ei.id, ei.energy)
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if fired:
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let bspeed = 20.0 - 3.0 * power
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let epos = vec2(ei.x, ei.y)
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m.engine.spawnPhantoms(epos, botPos, bspeed)
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m.engine.spawnWave(epos, botPos, bspeed)
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# Compute force vector
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let force = m.engine.computeForces(botPos, enemyPos, ws.arenaWidth, ws.arenaHeight)
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let force = m.engine.computeForces(botPos, enemyVecs, ws.arenaWidth, ws.arenaHeight)
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if force.magnitude < 1e-9:
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return (speed: 0.0, turnRate: 0.0)
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# Enemy bearing (radians, math convention: 0=East, CCW+)
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let enemyBearingRad = arctan2(enemyPos.y - botPos.y, enemyPos.x - botPos.x)
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# Threat centroid (inverse-distance weighted) for perpendicular direction.
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# With 1 enemy this equals the single enemy bearing — identical to prior behavior.
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var cx = 0.0; var cy = 0.0; var wsum = 0.0
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for ep in enemyVecs:
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let d = max(dist(ep, botPos), 1.0)
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let w = 1.0 / d
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cx += ep.x * w; cy += ep.y * w; wsum += w
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let centroid = if wsum > 1e-9: vec2(cx/wsum, cy/wsum) else: enemyPos
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let centroidBearingRad = arctan2(centroid.y - botPos.y, centroid.x - botPos.x)
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# Two perpendicular directions to enemy bearing (±90°)
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let perpCCW = vec2(-sin(enemyBearingRad), cos(enemyBearingRad)) # +90°
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let perpCW = vec2( sin(enemyBearingRad), -cos(enemyBearingRad)) # -90°
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# Two perpendicular directions to centroid bearing (±90°)
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let perpCCW = vec2(-sin(centroidBearingRad), cos(centroidBearingRad)) # +90°
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let perpCW = vec2( sin(centroidBearingRad), -cos(centroidBearingRad)) # -90°
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# Pick perpendicular direction that aligns with force vector
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let fn = force.normalize
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