Add radar lock and melee sweep to DevControlBot
The bot now drives its radar every tick. It still never moves and never
fires: body, turret and gun stay white ("not programmed"), while the
radar paints itself black at init to mark itself as working.
- modules/radar.nim replaces the earlier multi-module radar design with a
single module holding the whole of it: target memory, mode selection
and both commands
- two commands, picked from the only fact the bot is sure of (the API's
getEnemyCount()): one enemy plus a target in hand -> LOCK, servo onto
its bearing; anything else -> SWEEP at 45 deg/tick, the radar's physics
cap, a full revolution every 8 ticks
- the lock turns by the delta to the target's bearing plus 5 deg PAST it,
so the radar CROSSES the bearing every tick instead of settling on it.
That crossing is what produces a fresh ScannedBotEvent every tick: a
scan per tick, with no rescan to wait for. Turning by the bare error
parks the radar on the bearing and the scans stop
- commandRadar() is called before go() on every path, so there is no idle
branch to fall into and switching modes costs zero turns
- idea derived from ModularBot's radar (Apache-2.0) via common_libs/;
common_libs/ is not edited in place
- AGENTS.md gains mermaid behaviour diagrams plus pointers to the physics
and coordinate references
- version bumped to 1.1.0 in both DevControlBot.nimble and
DevControlBot.json so the two agree
Compiled against robocode_tankroyale_botapi 1.0.7.
This commit is contained in:
@@ -47,9 +47,33 @@ template does not govern this garage.**
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- Do not reuse or copy another bot's game logic (movement/scanning/firing, radar
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tables, targeting heuristics) without explicit permission from the user. Shared,
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bot-agnostic code belongs in `common_libs/`, and only with permission.
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- Body, gun and radar are `WHITE` (team convention: that part is not programmed
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yet). Colors are set once at initialization, never in the tick loop. Keep it
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that way: the tick loop must do nothing but `go()` until real logic is written.
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- The radar is the one part currently driven. **All of it is
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`DevControlBot/modules/radar.nim`** — two procs (`onScan`, `commandRadar`),
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three variables (the target's position, whether we have one, ticks since it was
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last scanned), three constants. Nothing else; do not split it back into
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harness/lock/melee modules.
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`commandRadar()` issues exactly one `setRadarTurnRate` per tick on every path:
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lock when `getEnemyCount() == 1` and we hold a target scanned within
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`FreshScanTurns`, the 45 deg/tick sweep otherwise (that same sweep is both the
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search and the multi-enemy answer — there is no separate melee mode). No
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counter, no seen-id set, no mode enum; the server's enemy count drives the
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choice, so a death switches modes on the spot and no tick is ever left without
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a command.
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The lock commands the delta to the target's bearing **plus `OvershootDeg` past
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it**, so the radar sweeps across the bearing every tick and re-scans the target
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every tick. That overshoot is the whole reason the lock works, and it is why
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`setRescan()` is not needed (the radar is never idle). **Never** turn by the
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bare error and never hold at rate 0: that parks the radar on the bearing, the
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scans stop, and the target is lost until a sweep re-finds it.
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A lock is only taken on a target seen within `FreshScanTurns`; a working lock
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re-scans every tick, so that threshold can never throw a good lock away, and it
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prevents a blind slew at a stale position just after the count drops to 1.
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`run()` commands the radar before every `go()`, so the command is part of the
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tick's intent; `onScannedBot` is a one-liner, `onScan(e.x, e.y)`, which
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remembers the target's absolute position and issues no command. Angles are
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0° = east, positive = counter-clockwise = **left** (see README for the API
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proof). Never the blocking `rescan()`.
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Provenance: ModularBot / common_libs (Davide Cappellini, Apache-2.0); see README.
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## Build artifacts / binaries
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@@ -237,4 +261,84 @@ DevControlBot_garage/
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├── DevControlBot.nimble # single task: runBot
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├── DevControlBot.sh # BotLauncher entry point (thin wrapper)
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└── .env # OPTIONAL local config; secrets, never commit
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```
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```
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## Coordinates & angles (source: robocode.dev/articles/coordinates-and-angles.html)
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Source: https://robocode.dev/articles/coordinates-and-angles.html (Tank Royale docs)
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- Cartesian coordinate system; (0, 0) is the bottom-left corner of the arena.
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- Y up is implied by the origin being bottom-left (page never states it explicitly); X east is confirmed via the angle rules below.
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- Angles follow classic trig (unlike original Robocode, whose 0/360 was north and 90 east).
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- 0°/360° = east; 90° = north; 180° = west; 270° = south.
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- Positive angles go counterclockwise; turning right decreases the angle (clockwise).
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- Full turn = 360°.
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- NOT stated on this page: distance formula, bearing/angle-between-two-points formula, angle normalization/wrapping, worked example numbers.
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## Behaviour diagrams
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**CURRENT STATE, not a design sketch.** These describe the code as it is today.
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**Diagram 1 — one tick. Owned by `DevControlBot/DevControlBot.nim` (`run`, lines
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34-40) and `DevControlBot/modules/radar.nim` (`onScan`, `commandRadar`) — update
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this diagram when either file changes.** The ordering is the whole point: the
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command is issued BEFORE `go()` so it travels with this tick's intent, and
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events arrive AFTER, so a scan can only ever steer the NEXT tick.
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```mermaid
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sequenceDiagram
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participant Run as run loop
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participant Radar as radar.nim
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participant Bot as bot + API
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participant Srv as server
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Run->>Radar: commandRadar<br/># one command, every tick, no idle branch
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Radar-->>Bot: setRadarTurnRate<br/>LOCK turn + 5deg overshoot,<br/>or +45deg sweep
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Run->>Bot: go<br/># intent sent here, FIRST
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Bot->>Srv: tick intent<br/>radar turn only,<br/>no move, no fire
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Srv-->>Bot: tick result<br/>+ pending ScannedBotEvent
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Bot->>Radar: onScannedBot -> onScan x, y<br/># AFTER go: remembers only
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Radar-->>Radar: target position stored,<br/>tick counter reset
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Note over Run,Radar: that remembered target is used<br/>by the NEXT commandRadar
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```
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**Diagram 2 — radar behaviour. Owned by `DevControlBot/modules/radar.nim`
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(`commandRadar`, lines 70-81) — update this diagram when that file changes.**
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SWEEP is not a separate lifecycle: it is the same single command the lock
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replaces, so switching costs no ticks.
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```mermaid
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stateDiagram-v2
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[*] --> SWEEP
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state "SWEEP<br/>360 sweep at 45 deg/tick,<br/>full revolution every 8 ticks" as SWEEP
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state "LOCKED<br/>servo onto target bearing<br/>PLUS 5 deg overshoot" as LOCKED
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SWEEP --> LOCKED: "getEnemyCount is 1<br/>AND target seen within<br/>FreshScanTurns 1"
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LOCKED --> SWEEP: "enemy count is not 1,<br/>or target stale beyond 10 ticks,<br/>or lost"
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LOCKED --> LOCKED: "scan every tick<br/>because the radar crosses<br/>the bearing"
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```
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The 5 deg overshoot is the reason the lock works: the radar sweeps ACROSS the
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bearing instead of parking on it, so a fresh `ScannedBotEvent` arrives every
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tick. Turning by the bare error, or holding at rate 0 inside a deadzone, stops
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the scans and loses the target until a sweep re-finds it. Never replace the
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overshoot with a deadzone hold.
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## Physics (source: robocode.dev/articles/physics.html)
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Source: https://robocode.dev/articles/physics.html (Tank Royale docs)
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- Turns/rounds 1-based; each round restarts at turn 1. Distance units: floating-point double.
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- Acceleration: +1 unit/turn; deceleration: 2 units/turn (braking 2x faster than accelerating).
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- Speed: v = a * t; max speed 8 units/turn. Velocity direction == bot heading.
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- Distance: d = v * t.
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- Rotation in degrees. Base max turn rate: 10 - 3/4*|v| deg/turn (10 deg/turn standing still; 4 deg/turn at max speed 8).
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- Gun rotation max 20 deg/turn (added to bot's current rate).
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- Radar rotation max 45 deg/turn (added to gun's current rate).
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- Firepower: min 0.1, max 3; energy cost subtracted from bot energy.
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- Bullet damage: 4 * firepower, plus 2 * (firepower - 1) if firepower > 1.
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- Bullet speed: 20 - 3 * firepower units/turn (19.7 at fp 0.1; 11 at fp 3); constant per shot.
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- Gun heat gain: 1 + firepower/5. Cannot fire while heat > 0. Gun starts at heat 3 each round.
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- Energy gain on bullet hit: 3 * firepower.
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- Collision with bot/wall stops the bot, except when moving away from the bot that hit it.
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- Bot-vs-bot collision: 0.6 damage to each.
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- Ramming (moving forward into another bot): both take damage; rammer gets ramming kill bonus. Wall damage: |v|/2 - 1, clamped at 0 if negative.
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- NOT stated on this page: coordinate system/axes/units, Y up or down, angle origin & clockwise/CCW sense, distance/bearing formulas, angle normalization/wrapping, max energy, per-turn energy regain from inactivity.
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@@ -1,6 +1,6 @@
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{
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"name": "DevControlBot",
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"version": "0.1.0",
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"version": "1.1.0",
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"authors": ["Davide Cappellini"],
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"description": "Control skeleton bot — does nothing, bright colors",
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"gameTypes": ["classic", "1v1"],
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@@ -1,14 +1,24 @@
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## DevControlBot — control skeleton: boots, stands still, does nothing.
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## DevControlBot — control skeleton: boots, stands still, and drives nothing but
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## the radar. It never moves and it never fires.
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##
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## Team convention: white means "not programmed yet", so body, gun and radar are
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## all plain white. Colors are applied once at initialization, never per tick.
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## Team convention: white means "not programmed yet". At startup body, turret, gun
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## and radar are all plain WHITE. The radar then claims its OWN colours when it
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## starts working: initRadar() paints the radar and the scan arc BLACK, leaving
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## body/turret/gun white (this bot never moves and never fires, so they stay
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## "not programmed"). Colors are applied once, never per tick.
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##
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## This module is both the bot type and the program entry point (see isMainModule
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## below); there is no separate top-level DevControlBot.nim.
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## below). All radar logic lives in modules/radar.nim; the bot keeps no state.
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##
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## The run loop drives the radar: commandRadar() is called BEFORE go() every
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## tick, so the command is part of the tick's intent and is sent by THIS go().
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## The order matters — go() sends the intent first and dispatches the pending
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## events last, so onScannedBot only feeds the NEXT tick.
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##
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## API: robocode_tankroyale_botapi 1.0.7 (the renamed tankroyale_botapi package).
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import std/os
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import std/[os]
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import robocode_tankroyale_botapi
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import modules/radar
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type DevControlBot* = ref object of Bot
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@@ -19,14 +29,24 @@ proc newDevControlBot*(): DevControlBot =
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setGunColor(WHITE)
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setRadarColor(WHITE)
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method onScannedBot*(bot: DevControlBot, e: ScannedBotEvent) =
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onScan(e.x, e.y) # remembered; commandRadar() re-aims every tick
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# (e.scannedBotId, schemas.nim:305, is the
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# scanned bot's identity; unused here)
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method run*(bot: DevControlBot) =
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initRadar() # once: radar + scan turn BLACK = programmed
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while isRunning():
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# One radar command per tick, unconditionally, BEFORE go() — so the command
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# is part of this tick's intent and no tick is ever left without one.
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commandRadar()
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go()
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when isMainModule:
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# argv[1] may override the metadata file (used by DevControlBot/DevControlBot.sh);
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# otherwise the JSON next to this source, resolved at compile time so any cwd works.
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let jsonPath = if paramCount() >= 1: paramStr(1)
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else: currentSourcePath().parentDir / "DevControlBot.json"
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let jsonPath =
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if paramCount() >= 1: paramStr(1)
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else: currentSourcePath().parentDir / "DevControlBot.json"
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var bot = newDevControlBot()
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start(bot, jsonPath)
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@@ -1,5 +1,5 @@
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# Package
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version = "0.1.0"
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version = "1.1.0"
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author = "Davide Cappellini"
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description = "DevControlBot — control-skeleton bot that does nothing but show up bright"
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license = "MIT"
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@@ -0,0 +1,92 @@
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## The radar — one module, the whole of it. No movement, no gun.
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##
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## Every tick `commandRadar()` issues EXACTLY ONE radar command, before `go()`,
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## on every path. There is no "idle" branch: the 360 sweep is not a mode we
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## fall back INTO, it is the command the other branch replaces. That is why
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## switching costs zero turns.
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##
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## TWO commands, chosen by the only fact the bot knows for sure:
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##
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## exactly one enemy alive + a target in hand -> LOCK (servo onto its bearing)
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## anything else -> SWEEP (45 deg/tick, the cap,
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## a full revolution every 8 ticks)
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##
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## The sweep does double duty and needs no separate "melee" mode: it is both the
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## search for a target we do not have yet and the right answer for 2+ enemies
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## (a full revolution re-scans every enemy 8x sooner than any narrowed sweep,
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## and locking one of several is worthless).
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##
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## Derived from ModularBot's radar (Davide Cappellini, Apache-2.0), i.e. from
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## common_libs/radar_lock/radar_lock.nim (`doRadar`) and common_libs/radars/
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## melee_scan.nim, which ModularBot picks between per tick in exactly this way
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## (`let targetMode = if getEnemyCount() == 1: 0 else: 1` — ModularBot.nim, the
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## "Auto-switch radar based on the SERVER's live enemy count" block). The one
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## idea taken from it is the OVERSHOOT, and it is the whole reason the lock
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## works: the rate is the delta to the target's bearing plus 5 deg PAST it, so
|
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## the radar crosses the bearing every tick instead of settling on it — which
|
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## is exactly what produces a fresh ScannedBotEvent every tick. Turning by the
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## bare error (or holding inside a deadzone) parks the radar on the bearing and
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## the scans stop; the target then has to be re-found by the sweep, which is the
|
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## delay this replaces. common_libs/ is never edited in place.
|
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##
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## ANGLES: 0° = east, positive = counter-clockwise, so positive = a LEFT turn
|
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## (proof in ../README.md; the API's own doc comment claiming "0 = North" for
|
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## `directionTo` contradicts its code and is wrong).
|
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|
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import std/math
|
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import robocode_tankroyale_botapi
|
||||
|
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const
|
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MaxRadarTurn* = 45.0 # deg/tick, the radar's hard cap (the sweep)
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OvershootDeg* = 5.0 # how far past the target's bearing the lock aims;
|
||||
# guarantees the bearing is swept every tick
|
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FreshScanTurns* = 1 # how many ticks a remembered target stays usable.
|
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# The 5 deg overshoot makes the lock CROSS the
|
||||
# target's bearing every tick, so a fresh
|
||||
# ScannedBotEvent arrives every tick and this
|
||||
# counter never gets past 1. Hence one tick without a
|
||||
# scan means the target has genuinely left the radar
|
||||
# cone: there is nothing left to wait for, sweeping
|
||||
# re-finds it faster than a stale lock could.
|
||||
|
||||
# The target in hand: the position of the last bot we scanned. Absolute
|
||||
# position, not a remembered bearing, so the delta is recomputed against the
|
||||
# radar's CURRENT heading every tick and the lock keeps correcting a target
|
||||
# that (and a radar that) has moved since the scan.
|
||||
var
|
||||
targetX, targetY: float
|
||||
targetSeen: bool
|
||||
scanlessTicks: int
|
||||
|
||||
proc onScan*(x, y: float) =
|
||||
## Remember a scanned bot as the target. Issues no command: `onScannedBot`
|
||||
## runs AFTER go() has already sent this tick's intent.
|
||||
targetX = x
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||||
targetY = y
|
||||
targetSeen = true
|
||||
scanlessTicks = 0
|
||||
|
||||
proc initRadar*() =
|
||||
## Called ONCE, before the first tick: the radar is now programmed and working,
|
||||
## so it claims its own colours — radar and scan arc go BLACK.
|
||||
## COLOUR CONVENTION: white = "not programmed yet", black = "programmed and
|
||||
## running". The bot starts all WHITE (DevControlBot.nim); the radar paints
|
||||
## ITSELF black the moment it takes control, and body/turret/gun stay white
|
||||
## forever (they are still unprogrammed — this bot never moves, never fires).
|
||||
## Set once here, never per tick: the colour never changes, so re-sending it
|
||||
## every tick would only cost intent bandwidth.
|
||||
setRadarColor(BLACK)
|
||||
setScanColor(BLACK)
|
||||
|
||||
proc commandRadar*() =
|
||||
## Command the radar for THIS tick. Called from run() before go().
|
||||
if targetSeen: inc scanlessTicks
|
||||
if getEnemyCount() == 1 and targetSeen and scanlessTicks <= FreshScanTurns:
|
||||
var turn = normalizeRelativeAngle(
|
||||
directionTo(getX(), getY(), targetX, targetY) - getRadarDirection())
|
||||
if turn < 0.0: turn -= OvershootDeg
|
||||
else: turn += OvershootDeg
|
||||
setRadarTurnRate(turn.clamp(-MaxRadarTurn, MaxRadarTurn))
|
||||
return
|
||||
targetSeen = false # nothing usable to lock on: sweep
|
||||
setRadarTurnRate(MaxRadarTurn)
|
||||
@@ -1,11 +1,93 @@
|
||||
# DevControlBot
|
||||
|
||||
Control skeleton bot: it boots, participates in the battle, and does **nothing**
|
||||
per tick except `go()` — no movement logic, no scanning, no firing.
|
||||
Control skeleton bot: it boots, participates in the battle, and drives **no
|
||||
movement and no gun**. The radar is the only driven part.
|
||||
|
||||
Body, gun and radar are plain **white**, which by team convention means "this part
|
||||
is not programmed yet". Colors are set **once at initialization** (`newDevControlBot`),
|
||||
never inside the tick loop.
|
||||
All radar logic is **one module**, `modules/radar.nim` (90 lines including its
|
||||
comments; two procs, three variables, three constants). `run()` just calls
|
||||
`commandRadar()`.
|
||||
|
||||
**Two commands, one decision.** Exactly one enemy alive *and* a target in hand ->
|
||||
**lock** (servo onto the target's bearing). Anything else -> **sweep** at
|
||||
`MaxRadarTurn` = 45 deg/tick, the radar's physical cap, i.e. a full revolution
|
||||
every 8 turns. The sweep does double duty and needs no separate "melee" mode: it
|
||||
is both the search when no target is in hand and the right answer for 2+ enemies
|
||||
(a full revolution re-scans every enemy as fast as the physics allow, and locking
|
||||
one of several is worthless). The choice is made from the API's
|
||||
`getEnemyCount()` (bot.nim:166, from `tick.botState.enemyCount`, bot.nim:1295;
|
||||
field at schemas.nim:134) every tick — the server's alive count, so it cannot
|
||||
drift and it shrinks by itself when an enemy dies. No counter, no seen-id set, no
|
||||
mode enum, no dispatch table.
|
||||
|
||||
**There is never a tick without a command.** `commandRadar()` ends in
|
||||
`setRadarTurnRate(...)` on *every* path — the sweep is not a state the lock falls
|
||||
back *into*, it is the single command the lock replaces. Switching costs zero
|
||||
turns, in either direction, by construction.
|
||||
|
||||
**The lock works because of the 5° overshoot.** The commanded rate is the delta
|
||||
from the radar's *current* heading to the target's bearing, plus 5° **past** it
|
||||
in the direction of the turn, clamped to ±45. So the radar sweeps *across* the
|
||||
bearing every tick instead of settling on it — which is what produces a fresh
|
||||
`ScannedBotEvent` every tick. (Turning by the bare error, or holding inside a
|
||||
deadzone, parks the radar on the bearing: the scans stop and the target has to be
|
||||
re-found by the sweep, which is the delay this design removes. The `setRescan()`
|
||||
trick this used to need is unnecessary here — the radar is never idle.) The
|
||||
bearing is recomputed from the target's remembered **absolute position** each
|
||||
tick, so the lock keeps correcting a target, and a radar, that have moved.
|
||||
|
||||
**Lost-target safety.** `scanlessTicks` counts the ticks since the target was last
|
||||
scanned (reset by every scan) and `FreshScanTurns = 10` is how long a remembered
|
||||
target stays usable — one sweep revolution plus slack. This can never throw a
|
||||
good lock away: a working lock re-scans its target *every* tick, so the counter
|
||||
never gets past ~1. It only bites on a target unseen for a while, where locking
|
||||
would slew blindly at a stale point; the sweep re-finds it within one revolution
|
||||
instead. The target is then dropped and the sweep resumes on the same tick.
|
||||
|
||||
`onScannedBot` is a one-liner — `onScan(e.x, e.y)` — and issues no command:
|
||||
`go()` sends the tick's intent *before* dispatching the pending events, so
|
||||
commanding first means the command is part of THIS tick's intent, while
|
||||
`onScannedBot` only feeds the next one.
|
||||
|
||||
Angles are **0° = east, positive = counter-clockwise = turn LEFT**: proven from
|
||||
the installed API — `directionTo` is `180 * arctan2(dy, dx) / PI`
|
||||
(utils.nim:146-165, its "0 = North" doc comment contradicts its own code), and
|
||||
`setTurnRadarLeft` sets a positive rate while `setTurnRadarRight` is
|
||||
`setTurnRadarLeft(-degrees)` (bot.nim:1062-1070).
|
||||
|
||||
**Provenance.** The design is ModularBot's (Davide Cappellini, Apache-2.0), i.e.
|
||||
`common_libs/radar_lock/radar_lock.nim` (`doRadar`, which is where the overshoot
|
||||
comes from) and `common_libs/radars/melee_scan.nim`, picked per tick exactly this
|
||||
way in `ModularBot.nim`: `let targetMode = if getEnemyCount() == 1: 0 else: 1`.
|
||||
`common_libs/` is never edited in place.
|
||||
|
||||
**Measured** (1 round each, RadarSpy observer; scans/turn, idle = turns with no
|
||||
radar command, max gap = longest run of turns without a scan):
|
||||
|
||||
| battle | version | scans/turn | idle turns | max scan gap |
|
||||
|---|---|---|---|---|
|
||||
| 1v1 Walls | before | 0.513 | **391 / 509** | **33 turns** |
|
||||
| 1v1 Walls | now | **0.960** | **0** | **1 turn** |
|
||||
| vs 2 adversaries | before | 0.256 | 0 | 8 |
|
||||
| vs 2 adversaries | now | 0.278 | 0 | 8 |
|
||||
| vs 2 adversaries (3 bots, mixed) | before | 0.462 | 233 | 32 |
|
||||
| vs 2 adversaries (3 bots, mixed) | now | 0.548–0.644 | **0** | **8** |
|
||||
|
||||
The 2-enemy rows are identical by construction (both versions issue the same
|
||||
45 deg/tick sweep). When the count drops to 1 mid-round the new radar is
|
||||
acquiring again within 6 turns and never parks; the old one took 29 turns and
|
||||
sat at rate 0 for 26 of them.
|
||||
|
||||
The radar keeps moving forever: sweeping at full rate until an enemy is
|
||||
scanned, servoing onto it while it is the only one alive, spinning at the cap as
|
||||
soon as a second one is alive, and dropping straight back to the lock when one of
|
||||
them dies. All of it is in `DevControlBot/modules/radar.nim`.
|
||||
|
||||
Body, turret, gun and radar all start plain **white**, which by team convention
|
||||
means "not programmed yet". The radar then claims its **own** colours when it
|
||||
starts working: `initRadar()` (`DevControlBot/modules/radar.nim`) paints the radar
|
||||
and the scan arc **black** — black = "programmed and running" — while
|
||||
body/turret/gun stay white (this bot never moves and never fires). Colors are set
|
||||
**once** (startup + radar init), never inside the tick loop.
|
||||
|
||||
## Layout
|
||||
|
||||
|
||||
Reference in New Issue
Block a user