fix(adversaries): repair four of the five sparring bots
The user suspected these were bugged. They were, and the verdicts are not uniform - three genuinely broken, one merely sloppy, one fine: - WaveSurfer: GENUINELY BUGGED, worst of the five. (a) The enemy velocity decomposition was sin/cos SWAPPED - enemyVx used sin and enemyVy used cos, while Tank Royale is 0 deg = East, CCW+, so it must be cos for X and sin for Y. Its linear-prediction gun was aiming at a reflected position. (b) The wall escape flipped strafeDir on EVERY tick the bot was inside the wall margin, so instead of turning away it flip-flopped in place: measured standing still (speed < 0.5) for 96.2% of ticks with a longest continuous standstill of 1398 ticks. Fixed with a hysteretic wall-escape selection plus a corner escape, dead enemyLastDir removed, and per-round state reset. AFTER, measured through the booter: rest 12.3%, mean speed 6.69, full speed 79.7%, longest zero run 18, perpendicular 0.845 / radial 0.012 - it now actually strafes. Gun sanity: lead error 1.0 px vs 106 px for head-on on a constant-velocity target; lead gun 45.8% hits vs 29.3% for head-on. - PatternMover: GENUINELY BUGGED. Real deadlock - it decremented its step counter by the REQUESTED amount while issuing setTargetSpeed(8), so against a wall the counter never reached 0, advanceStep never ran and it was stuck forever (309-tick standstill). Now counts down by ACTUAL distance/turn with a STALL_LIMIT watchdog and steers toward the arena centre. Standstill 309 -> 19 ticks; full-speed ticks 10.0% -> 28.4%. - OscillatorBot: GENUINELY BUGGED, milder. No wall handling at all, so it ground along walls 53.4% of ticks and could pin in a corner. Added wall steering that preserves the fixed 25-tick reversal cadence. Wall-band 53.4% -> 18.6%, mean wall distance 72 -> 119. - RandomMover: merely sloppy, not broken. Its turn intent saturated against the speed-dependent limit (18.4% of moving ticks clamped) and the fire gate was a very loose 10 deg. Now clamps to calcMaxTurnRate and fires within 3 deg. Saturation 18.4% -> 3.9%. - SittingDuck: FINE. Speed 0 for 100% of ticks, zero shots. Left untouched - it is a duck by design. Adds test_wavesurfer_velocity.nim, a direct assertion that the decomposition is cos/sin and explicitly NOT the swapped form (7 cases). KNOWN ISSUE, not fixed: RandomMover/PatternMover/WaveSurfer import tankroyale_botapi 1.0.1 and intermittently SIGSEGV in tankroyale_botapi/event_queue.nim:89 addEvent, freezing the bot for the rest of the battle. It reproduces on old and new code and never occurs for SittingDuck/ OscillatorBot, which import robocode_tankroyale_botapi 1.0.7. Migrating the three to 1.0.7 would likely fix it and is worth doing - it is a real reliability risk for these as sparring partners.
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@@ -12,15 +12,24 @@ const
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WALL_MARGIN = 60.0
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STRAFE_SPEED = 8.0
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BULLET_SPEED = 20.0 - 3.0 * 2.0 # for fire power 2.0
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WALL_HYST = 0.05 # dot-product hysteresis for wall escape
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type WaveSurfer = ref object of Bot
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strafeDir: float # +1 or -1
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strafeDir: float # +1 or -1
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lastEnemyEnergy: float
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enemyX, enemyY: float
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enemyX, enemyY: float
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enemyVx, enemyVy: float
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enemyDir: float
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enemySpeed: float
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enemyLastDir: float
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enemyDir: float
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enemySpeed: float
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stuckTicks: int # consecutive ticks stopped while touching a wall
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proc enemyVelocity*(direction, speed: float): tuple[vx, vy: float] =
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## World velocity of a bot from its (heading, signed speed).
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## Tank Royale convention: 0 degrees is EAST and angles increase
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## counter-clockwise, so vx = cos(heading)*speed and vy = sin(heading)*speed
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## (the opposite of classic Robocode).
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(vx: cos(degToRad(direction)) * speed,
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vy: sin(degToRad(direction)) * speed)
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method onRoundStarted*(bot: WaveSurfer, e: RoundStartedEvent) =
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setAdjustGunForBodyTurn(true)
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@@ -30,6 +39,11 @@ method onRoundStarted*(bot: WaveSurfer, e: RoundStartedEvent) =
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bot.lastEnemyEnergy = 100.0
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bot.enemyX = 0.0
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bot.enemyY = 0.0
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bot.enemyVx = 0.0
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bot.enemyVy = 0.0
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bot.enemyDir = 0.0
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bot.enemySpeed = 0.0
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bot.stuckTicks = 0
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method onScannedBot*(bot: WaveSurfer, e: ScannedBotEvent) =
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# Detect bullet fire: enemy energy dropped by 0.1..3.0
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@@ -44,8 +58,9 @@ method onScannedBot*(bot: WaveSurfer, e: ScannedBotEvent) =
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bot.enemyY = e.y
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bot.enemyDir = e.direction
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bot.enemySpeed = e.speed
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bot.enemyVx = sin(degToRad(e.direction)) * e.speed
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bot.enemyVy = cos(degToRad(e.direction)) * e.speed
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let v = enemyVelocity(e.direction, e.speed)
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bot.enemyVx = v.vx
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bot.enemyVy = v.vy
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# Linear prediction: estimate where enemy will be when bullet arrives
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let dx = e.x - getX()
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@@ -64,10 +79,37 @@ method run*(bot: WaveSurfer) =
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while isRunning():
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setRadarTurnRate(45.0)
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# Strafe perpendicular to enemy
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if bot.enemyX != 0.0 or bot.enemyY != 0.0:
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let toEnemy = directionTo(getX(), getY(), bot.enemyX, bot.enemyY)
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let perpDir = toEnemy + 90.0 * bot.strafeDir
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let x = getX()
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let y = getY()
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let arenaW = getArenaWidth().float
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let arenaH = getArenaHeight().float
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let dl = x
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let dr = arenaW - x
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let db = y
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let dt = arenaH - y
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let nearest = min(min(dl, dr), min(db, dt))
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# Detect a pin. Tank Royale stops a bot dead on wall contact (no sliding),
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# so in a corner both perpendicular options push into one of the two walls.
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if abs(getSpeed()) < 0.5 and nearest < WALL_MARGIN:
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inc bot.stuckTicks
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else:
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bot.stuckTicks = 0
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var toEnemy = getDirection()
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let haveEnemy = bot.enemyX != 0.0 or bot.enemyY != 0.0
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if haveEnemy:
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toEnemy = directionTo(x, y, bot.enemyX, bot.enemyY)
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if bot.stuckTicks > 3:
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# Pinned (usually a corner): head straight for the arena centre until
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# moving again, then resume the perpendicular strafe.
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let escapeDir = directionTo(x, y, arenaW * 0.5, arenaH * 0.5)
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let delta = normalizeRelativeAngle(escapeDir - getDirection())
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setTurnRate(delta.clamp(-MAX_TURN_RATE, MAX_TURN_RATE))
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elif haveEnemy:
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# Strafe perpendicular to enemy
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let perpDir = toEnemy + 90.0 * bot.strafeDir
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let bodyDelta = normalizeRelativeAngle(perpDir - getDirection())
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setTurnRate(bodyDelta.clamp(-MAX_TURN_RATE, MAX_TURN_RATE))
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else:
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@@ -75,14 +117,28 @@ method run*(bot: WaveSurfer) =
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setTargetSpeed(STRAFE_SPEED)
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# Reverse near walls
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let x = getX()
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let y = getY()
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let arenaW = getArenaWidth().float
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let arenaH = getArenaHeight().float
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if x < WALL_MARGIN or x > arenaW - WALL_MARGIN or
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y < WALL_MARGIN or y > arenaH - WALL_MARGIN:
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bot.strafeDir *= -1.0
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# Wall escape. Instead of a per-tick flip (which jitters in place) the
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# strafe sign is *selected* every tick to point the perpendicular heading
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# away from the nearest wall. It only changes when the other option is
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# clearly better (hysteresis), so it cannot chatter; and because it is
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# re-asserted each tick it also overrides a fire-triggered reversal that
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# would otherwise drive the bot back into the wall.
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if nearest < WALL_MARGIN and bot.stuckTicks <= 3:
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# Outward wall normal (points from the arena towards that wall).
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var nx = 0.0
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var ny = 0.0
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if nearest == dl: nx = -1.0
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elif nearest == dr: nx = 1.0
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elif nearest == db: ny = -1.0
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else: ny = 1.0
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# Pick the strafe sign whose perpendicular heading escapes the wall
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# (smallest component along the outward normal).
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let candA = toEnemy + 90.0 * bot.strafeDir
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let candB = toEnemy - 90.0 * bot.strafeDir
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let dotA = cos(degToRad(candA)) * nx + sin(degToRad(candA)) * ny
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let dotB = cos(degToRad(candB)) * nx + sin(degToRad(candB)) * ny
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if dotA > dotB + WALL_HYST:
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bot.strafeDir *= -1.0
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go()
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