feat(ModularBot): displacement-vector gun, 11 guns total

- Displacement gun: average velocity over sliding window, captures drift
- Complements instantaneous-velocity linear gun
- Battle-tested vs Crazy, WaveSurfer, PatternMover
This commit is contained in:
2026-09-20 01:43:25 +02:00
parent d27efd3f9a
commit b373d3d505
2 changed files with 76 additions and 2 deletions
+11 -2
View File
@@ -20,12 +20,13 @@ import guns/anti_surfer
import guns/wall_bounce
import guns/accel_predictor
import guns/stop_shot
import guns/displacement
import movements/phantom_meteor
const botJsonPath = currentSourcePath().parentDir / "ModularBot.json"
const DebugVBullets = false
const DebugCircular = false
const GunNames = ["HeadOn", "Linear", "Tsetlin", "Circular", "GuessFactor", "Pattern", "AntiSurf", "WallBounce", "Accel", "StopShot"]
const GunNames = ["HeadOn", "Linear", "Tsetlin", "Circular", "GuessFactor", "Pattern", "AntiSurf", "WallBounce", "Accel", "StopShot", "Displace"]
type
ModularBot = ref object of Bot
@@ -44,6 +45,7 @@ type
wallBounce: WallBounceGun
accelGun: AccelGun
stopShot: StopShotGun
displace: DisplacementGun
mover: PhantomMeteorModule
virtualHits: int
virtualMiss: int
@@ -84,6 +86,7 @@ method onScannedBot*(bot: ModularBot, e: ScannedBotEvent) =
var wbPreds: array[len(PowerBins), GunPrediction]
var acPreds: array[len(PowerBins), GunPrediction]
var ssPreds: array[len(PowerBins), GunPrediction]
var dsPreds: array[len(PowerBins), GunPrediction]
for i in 0..<len(PowerBins):
headsUp[i] = bot.headOn.predict(bot.lastState, bulletSpeed(PowerBins[i]))
linPreds[i] = bot.linear.predict(bot.lastState, bulletSpeed(PowerBins[i]))
@@ -95,6 +98,7 @@ method onScannedBot*(bot: ModularBot, e: ScannedBotEvent) =
wbPreds[i] = bot.wallBounce.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]))
dsPreds[i] = bot.displace.predict(bot.lastState, bulletSpeed(PowerBins[i]))
bot.tracker.spawnBullets(0, headsUp, bot.lastState)
bot.tracker.spawnBullets(1, linPreds, bot.lastState)
@@ -108,6 +112,7 @@ method onScannedBot*(bot: ModularBot, e: ScannedBotEvent) =
bot.tracker.spawnBullets(7, wbPreds, bot.lastState)
bot.tracker.spawnBullets(8, acPreds, bot.lastState)
bot.tracker.spawnBullets(9, ssPreds, bot.lastState)
bot.tracker.spawnBullets(10, dsPreds, bot.lastState)
# Resolve bullets that have travelled far enough
let st = bot.lastState
@@ -128,6 +133,7 @@ method onScannedBot*(bot: ModularBot, e: ScannedBotEvent) =
of 7: bot.wallBounce.onResult(fe)
of 8: bot.accelGun.onResult(fe)
of 9: bot.stopShot.onResult(fe)
of 10: bot.displace.onResult(fe)
else: discard
if fe.hit: inc bot.virtualHits else: inc bot.virtualMiss
when DebugVBullets:
@@ -154,6 +160,7 @@ method onScannedBot*(bot: ModularBot, e: ScannedBotEvent) =
of 7: setTurretColor("#CCCCCC"); setBulletColor("#EEEEEE") # WallBounce: silver/white
of 8: setTurretColor("#FF00FF"); setBulletColor("#FF66FF") # Accel: magenta
of 9: setTurretColor("#990000"); setBulletColor("#CC3333") # StopShot: dark red
of 10: setTurretColor("#006600"); setBulletColor("#009900") # Displace: dark green
else: discard
let pred = case selectedGun
@@ -166,6 +173,7 @@ method onScannedBot*(bot: ModularBot, e: ScannedBotEvent) =
of 7: bot.wallBounce.predict(bot.lastState, bulletSpeed(power))
of 8: bot.accelGun.predict(bot.lastState, bulletSpeed(power))
of 9: bot.stopShot.predict(bot.lastState, bulletSpeed(power))
of 10: bot.displace.predict(bot.lastState, bulletSpeed(power))
else: bot.headOn.predict(bot.lastState, bulletSpeed(power))
let target = aimAngle(getX(), getY(), pred.x, pred.y)
@@ -225,7 +233,7 @@ method run*(bot: ModularBot) =
when isMainModule:
var bot = ModularBot(
tracker: vb.initTracker(10), # 0: HeadOn, 1: Linear, 2: Tsetlin, 3: Circular, 4: GuessFactor, 5: Pattern, 6: AntiSurf, 7: WallBounce, 8: Accel, 9: StopShot
tracker: vb.initTracker(11), # 0: HeadOn, 1: Linear, 2: Tsetlin, 3: Circular, 4: GuessFactor, 5: Pattern, 6: AntiSurf, 7: WallBounce, 8: Accel, 9: StopShot, 10: Displace
headOn: HeadOnGun(),
linear: LinearGun(),
circular: CircularGun(),
@@ -236,6 +244,7 @@ when isMainModule:
wallBounce: initWallBounceGun(),
accelGun: initAccelGun(),
stopShot: initStopShotGun(),
displace: initDisplacementGun(),
radar: RadarLockModule(),
mover: initPhantomMeteor(),
currentGun: -1,
+65
View File
@@ -0,0 +1,65 @@
## Displacement-vector gun: predict using average velocity over a sliding window.
## Captures drift/tendency that instantaneous velocity misses
## (e.g. oscillating enemy slowly drifting east has v=0 at midpoints but
## displacement still pointing east).
import std/math
import gun_harness/gun_interface
const WindowSize = 15 # ticks; N+1 frames stored
type
DisplacementGun* = object
posX: array[WindowSize + 1, float]
posY: array[WindowSize + 1, float]
count: int # frames collected so far
head: int # ring-buffer head
lastTick: int # for per-tick cache
cacheSpeed: float
cachePred: GunPrediction
proc predict*(g: var DisplacementGun, state: WorldState, bulletSpeed: float): GunPrediction =
# Per-tick cache: same tick + same speed => same prediction
if state.tick == g.lastTick and bulletSpeed == g.cacheSpeed:
return g.cachePred
# Push current position into ring buffer
g.head = (g.head + 1) mod (WindowSize + 1)
g.posX[g.head] = state.enemyX
g.posY[g.head] = state.enemyY
if g.count < WindowSize + 1:
inc g.count
g.lastTick = state.tick
g.cacheSpeed = bulletSpeed
# Need at least N+1 frames; fall back to head-on if not enough
if g.count < WindowSize + 1:
g.cachePred = GunPrediction(x: state.enemyX, y: state.enemyY)
return g.cachePred
# Oldest frame is (head + 1) mod (WindowSize + 1)
let oldest = (g.head + 1) mod (WindowSize + 1)
let dx = (state.enemyX - g.posX[oldest]) / WindowSize.float
let dy = (state.enemyY - g.posY[oldest]) / WindowSize.float
# Iterate time estimate 5 times
let dist0 = hypot(state.enemyX - state.selfX, state.enemyY - state.selfY)
var ticks = dist0 / bulletSpeed
var px = state.enemyX
var py = state.enemyY
for _ in 0..4:
px = state.enemyX + dx * ticks
py = state.enemyY + dy * ticks
ticks = hypot(px - state.selfX, py - state.selfY) / bulletSpeed
px = clamp(px, 0.0, state.arenaWidth)
py = clamp(py, 0.0, state.arenaHeight)
g.cachePred = GunPrediction(x: px, y: py)
g.cachePred
proc onResult*(g: var DisplacementGun, e: FeedbackEvent) =
discard # analytical gun — no learning
proc initDisplacementGun*(): DisplacementGun =
DisplacementGun(count: 0, head: 0, lastTick: -1)