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:
2026-10-04 16:22:42 +02:00
parent 305c3977a6
commit caa096d6c9
6 changed files with 316 additions and 18 deletions
@@ -0,0 +1,92 @@
## The radar — one module, the whole of it. No movement, no gun.
##
## Every tick `commandRadar()` issues EXACTLY ONE radar command, before `go()`,
## on every path. There is no "idle" branch: the 360 sweep is not a mode we
## fall back INTO, it is the command the other branch replaces. That is why
## switching costs zero turns.
##
## TWO commands, chosen by the only fact the bot knows for sure:
##
## exactly one enemy alive + a target in hand -> LOCK (servo onto its bearing)
## anything else -> SWEEP (45 deg/tick, the cap,
## a full revolution every 8 ticks)
##
## The sweep does double duty and needs no separate "melee" mode: it is both the
## search for a target we do not have yet and the right answer for 2+ enemies
## (a full revolution re-scans every enemy 8x sooner than any narrowed sweep,
## and locking one of several is worthless).
##
## Derived from ModularBot's radar (Davide Cappellini, Apache-2.0), i.e. from
## common_libs/radar_lock/radar_lock.nim (`doRadar`) and common_libs/radars/
## melee_scan.nim, which ModularBot picks between per tick in exactly this way
## (`let targetMode = if getEnemyCount() == 1: 0 else: 1` — ModularBot.nim, the
## "Auto-switch radar based on the SERVER's live enemy count" block). The one
## idea taken from it is the OVERSHOOT, and it is the whole reason the lock
## works: the rate is 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 — which
## is exactly what produces a fresh ScannedBotEvent every tick. Turning by the
## bare error (or holding inside a deadzone) parks the radar on the bearing and
## the scans stop; the target then has to be re-found by the sweep, which is the
## delay this replaces. common_libs/ is never edited in place.
##
## ANGLES: 0° = east, positive = counter-clockwise, so positive = a LEFT turn
## (proof in ../README.md; the API's own doc comment claiming "0 = North" for
## `directionTo` contradicts its code and is wrong).
import std/math
import robocode_tankroyale_botapi
const
MaxRadarTurn* = 45.0 # deg/tick, the radar's hard cap (the sweep)
OvershootDeg* = 5.0 # how far past the target's bearing the lock aims;
# guarantees the bearing is swept every tick
FreshScanTurns* = 1 # how many ticks a remembered target stays usable.
# 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
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)