power policy: cap power by range and energy, gate 3.0 on above-average chances
Implements the user's energy management request: "firing from more than 200px should be a 'not good chances zone' so faster bullets and more chances to hit matters more than single hit damage with low chances. When we are lower than 50 health, same thing. I would like to use 3.0 power only when the chances of hitting are higher than average." Design: a CAP on top of the existing `bestPower`, not a rewrite. `bestPower` still answers "which bin does this gun's own data prefer"; the policy caps it: ramming -> 3.0 (reason ram, exempt) dist > TR_POWER_FAR_DIST (200) -> 1.0 (far) elif selfEnergy < TR_POWER_LOW_ENERGY (50) -> 1.0 (lowEnergy) elif pEst <= pRef -> 2.0 (belowAvg) else -> 3.0 (full) power = min(gunPreferredBinPower, cap) # can only LOWER power p=1.0 is the right "low" tier on the measured mechanics: bullet speed 20-3p so p=1.0 gives speed 17 vs 11 at p=3.0 (55% faster = less lead error), fire interval 10+2p so 12 ticks vs 16 (33% more shots), and drain 0.083/turn vs 0.1875 (2.25x slower). All three things the user asked for at long range. pEst = the chosen bin's virtual rate (gun aggregate when the bin is empty); pRef = the gun's aggregate mean unless TR_POWER_REF > 0. No-data guns are vacuously below-average -> cap 2.0 (conservative, documented). Control arm: TR_POWER_POLICY=0 = uncapped = today's behaviour exactly. Knobs: TR_POWER_POLICY, TR_POWER_FAR_DIST, TR_POWER_LOW_ENERGY, TR_POWER_FAR_CAP, TR_POWER_MID_CAP, TR_POWER_REF, TR_POWER_LOG. TR_POWER_MID_CAP exists because the user did not specify the middle case (close + healthy + not-above-average); 2.0 is the default, flippable to 1.0. Seam: the cap lives in a pure `applyPowerPolicy` and is applied only in `selectShot` (the single place real shots are chosen), so the logic is testable without a battle. Ram is wired from `shouldRam` - the same value the movement dispatch uses for the (0,50) band. CORRECTION TO AN ASSUMPTION IN THE TASK: `offline_range.nim` does NOT call `bestPower`/`selectShot` - it only replays virtual-bullet spawn/resolve across all power bins, independent of the real shot's power. So there is no offline power-selection path that could diverge from the live one, and the acceptance test guards the metric, not the policy. Policy coverage therefore comes from the new unit test. Verification: test_power_policy 26/26 in BOTH modes (default and TR_POWER_POLICY=0 control arm); test_gun_harness 39, test_vbullet_metric 11, test_power_selection 3, test_adaptive_radar 41, test_tfil_ring_weights 24; acceptance_offline_vs_online 12/12 VERDICT PASS (live battle). ModularBot compiles. UNVERIFIED: the live effect on damage/survival/score. No A/B has run.
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@@ -66,10 +66,40 @@ proc shouldFire*(currentGunDir, targetAngle, gunHeat, distPx: float): bool =
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elif delta < -180.0: delta += 360.0
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abs(delta) <= aimToleranceDeg(distPx) and gunHeat <= 0.0
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proc selectShot*(t: var VirtualTracker, targetId: int = -1, tick = 0): (GunId, int, float) =
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proc selectShotPolicy*(t: var VirtualTracker, targetId = -1, tick = 0,
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dist = 0.0, selfEnergy = 100.0,
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ramming = false): (GunId, int, float, PowerCap) =
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## `selectShot` plus the energy-aware power-policy decision, so a caller can
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## log the cap and its reason (see `applyPowerPolicy` in virtual_bullets).
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##
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## `dist` is the current distance (px) to the target and `selfEnergy` our own
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## energy; `ramming` exempts the caps (the movement code's `shouldRam` is the
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## single source of truth). The policy is applied identically wherever this is
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## called, so live and any offline caller cannot diverge.
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let gunId = t.selectGun(targetId, tick)
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let (prefBin, preferred) = t.bestPower(gunId, targetId)
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# pEst / pRef mirror `bestPower`'s own fitness source (per-target when data
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# exists, else the deterministic aggregate). An empty bin carries no rate of
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# its own, so it borrows the gun's aggregate — the same "no data" case the
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# policy documents.
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let fit = t.fitnessFor(targetId)
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let pRef = if PowerRefFixed > 0.0: PowerRefFixed
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else: gunRate(fit[gunId], pooled = true)
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let pEst =
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if fit[gunId].bins[prefBin].count == 0: pRef
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else: fit[gunId].bins[prefBin].hitRate()
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let dec = applyPowerPolicy(preferred, dist, selfEnergy, pEst, pRef, ramming)
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result = (gunId, binIndexForPower(dec.power), dec.power, dec)
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proc selectShot*(t: var VirtualTracker, targetId = -1, tick = 0,
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dist = 0.0, selfEnergy = 100.0,
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ramming = false): (GunId, int, float) =
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## Returns (gunId, powerBinIdx, power) — the shot to take this tick.
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## Pass targetId to pick the best gun for that specific enemy. `tick` drives
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## the minimum-dwell hysteresis (see `selectGun`).
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let gunId = t.selectGun(targetId, tick)
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let (binIdx, power) = t.bestPower(gunId, targetId)
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## the minimum-dwell hysteresis (see `selectGun`). `dist`/`selfEnergy`/`ramming`
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## feed the energy-aware power cap (`TR_POWER_POLICY`); defaults keep every
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## existing caller compiling, and `TR_POWER_POLICY=0` reproduces the uncapped
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## `bestPower` preference. Use `selectShotPolicy` when the cap/reason is needed.
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let (gunId, binIdx, power, _) =
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t.selectShotPolicy(targetId, tick, dist, selfEnergy, ramming)
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result = (gunId, binIdx, power)
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