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.
This commit is contained in:
2026-09-21 23:59:56 +02:00
parent 9caf1d3728
commit c9825dfb0b
4 changed files with 356 additions and 5 deletions
+34 -4
View File
@@ -66,10 +66,40 @@ proc shouldFire*(currentGunDir, targetAngle, gunHeat, distPx: float): bool =
elif delta < -180.0: delta += 360.0
abs(delta) <= aimToleranceDeg(distPx) and gunHeat <= 0.0
proc selectShot*(t: var VirtualTracker, targetId: int = -1, tick = 0): (GunId, int, float) =
proc selectShotPolicy*(t: var VirtualTracker, targetId = -1, tick = 0,
dist = 0.0, selfEnergy = 100.0,
ramming = false): (GunId, int, float, PowerCap) =
## `selectShot` plus the energy-aware power-policy decision, so a caller can
## log the cap and its reason (see `applyPowerPolicy` in virtual_bullets).
##
## `dist` is the current distance (px) to the target and `selfEnergy` our own
## energy; `ramming` exempts the caps (the movement code's `shouldRam` is the
## single source of truth). The policy is applied identically wherever this is
## called, so live and any offline caller cannot diverge.
let gunId = t.selectGun(targetId, tick)
let (prefBin, preferred) = t.bestPower(gunId, targetId)
# pEst / pRef mirror `bestPower`'s own fitness source (per-target when data
# exists, else the deterministic aggregate). An empty bin carries no rate of
# its own, so it borrows the gun's aggregate — the same "no data" case the
# policy documents.
let fit = t.fitnessFor(targetId)
let pRef = if PowerRefFixed > 0.0: PowerRefFixed
else: gunRate(fit[gunId], pooled = true)
let pEst =
if fit[gunId].bins[prefBin].count == 0: pRef
else: fit[gunId].bins[prefBin].hitRate()
let dec = applyPowerPolicy(preferred, dist, selfEnergy, pEst, pRef, ramming)
result = (gunId, binIndexForPower(dec.power), dec.power, dec)
proc selectShot*(t: var VirtualTracker, targetId = -1, tick = 0,
dist = 0.0, selfEnergy = 100.0,
ramming = false): (GunId, int, float) =
## Returns (gunId, powerBinIdx, power) — the shot to take this tick.
## Pass targetId to pick the best gun for that specific enemy. `tick` drives
## the minimum-dwell hysteresis (see `selectGun`).
let gunId = t.selectGun(targetId, tick)
let (binIdx, power) = t.bestPower(gunId, targetId)
## the minimum-dwell hysteresis (see `selectGun`). `dist`/`selfEnergy`/`ramming`
## feed the energy-aware power cap (`TR_POWER_POLICY`); defaults keep every
## existing caller compiling, and `TR_POWER_POLICY=0` reproduces the uncapped
## `bestPower` preference. Use `selectShotPolicy` when the cap/reason is needed.
let (gunId, binIdx, power, _) =
t.selectShotPolicy(targetId, tick, dist, selfEnergy, ramming)
result = (gunId, binIdx, power)