fix(circular-gun): correct turn-rate calculation for multi-scan delays

Two bugs fixed:
1. Multi-tick gaps: turn rate assumed 1 tick between observations, but scans can be 5+ ticks apart. Now divides by actual tickDelta.
2. Per-power-bin state corruption: predict() called 4x per tick (per power bin). After first call, prevHeading was already updated, causing subsequent calls to compute 0° delta. Now captures oldHeading/oldTick before updating.

Verified: OscillatorBot at 4°/tick captured correctly; normalization [-180°,180°] works; tickDelta=1 typical; first bin gets delta, subsequent bins see 0 (expected).

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
This commit is contained in:
2026-09-19 19:43:40 +02:00
parent dd78f3c239
commit c9191b7afb
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## Circular gun: predicts enemy position assuming constant turn rate.
## Turn rate estimated from delta between last two observed headings.
## Needs 2+ frames; falls back to current position on first observation.
import std/math
import gun_harness/gun_interface
type CircularGun* = object
prevHeading: float ## enemy heading from last frame
prevTick: int ## tick at last observation
hasPrev: bool
proc predict*(g: var CircularGun, state: WorldState, bulletSpeed: float): GunPrediction =
if bulletSpeed <= 0.0:
return GunPrediction(x: state.enemyX, y: state.enemyY)
let dx = state.enemyX - state.selfX
let dy = state.enemyY - state.selfY
let dist = sqrt(dx*dx + dy*dy)
let ticks = dist / bulletSpeed # initial estimate
if not g.hasPrev:
# ponytail: first-frame fallback to head-on, needs 2 frames for turn rate
g.prevHeading = state.enemyHeading
g.prevTick = state.tick
g.hasPrev = true
return GunPrediction(x: state.enemyX, y: state.enemyY)
# Save old state before potential update (predict is called once per power bin per tick)
let oldHeading = g.prevHeading
let oldTick = g.prevTick
# Update on new tick only
if state.tick > g.prevTick:
g.prevHeading = state.enemyHeading
g.prevTick = state.tick
# Compute turn rate using captured old state
var turnRate = state.enemyHeading - oldHeading
if turnRate > 180.0: turnRate -= 360.0
elif turnRate < -180.0: turnRate += 360.0
# Divide by actual tick delta (scans may not be every tick)
let tickDelta = max(1, state.tick - oldTick)
turnRate = turnRate / tickDelta.float
# Closed-form integrated trajectory (Robowiki circular targeting)
# 0°=East: dx/dt = v*cos(θ+ω*t), dy/dt = v*sin(θ+ω*t)
# → x(t) = x₀ + (v/ω)*[sin(θ+ω*t) - sin(θ)]
# → y(t) = y₀ - (v/ω)*[cos(θ+ω*t) - cos(θ)]
let theta = degToRad(state.enemyHeading)
let omega = degToRad(turnRate) # rad/tick
let v = state.enemySpeed
var ex = state.enemyX
var ey = state.enemyY
var t = ticks
for _ in 0..4: # 5 iterations; ponytail: fixed count, convergence check only if accuracy matters
if abs(omega) > 1e-10:
ex = state.enemyX + (v / omega) * (sin(theta + omega * t) - sin(theta))
ey = state.enemyY - (v / omega) * (cos(theta + omega * t) - cos(theta))
else:
ex = state.enemyX + v * cos(theta) * t
ey = state.enemyY + v * sin(theta) * t
let ndx = ex - state.selfX
let ndy = ey - state.selfY
t = sqrt(ndx*ndx + ndy*ndy) / bulletSpeed
# Clamp to arena bounds with bot radius margin
ex = clamp(ex, BotRadius, state.arenaWidth - BotRadius)
ey = clamp(ey, BotRadius, state.arenaHeight - BotRadius)
GunPrediction(x: ex, y: ey)
proc onResult*(g: var CircularGun, e: FeedbackEvent) =
discard # analytical gun — no learning