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
+107 -3
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@@ -47,9 +47,33 @@ template does not govern this garage.**
- Do not reuse or copy another bot's game logic (movement/scanning/firing, radar - Do not reuse or copy another bot's game logic (movement/scanning/firing, radar
tables, targeting heuristics) without explicit permission from the user. Shared, tables, targeting heuristics) without explicit permission from the user. Shared,
bot-agnostic code belongs in `common_libs/`, and only with permission. bot-agnostic code belongs in `common_libs/`, and only with permission.
- Body, gun and radar are `WHITE` (team convention: that part is not programmed - The radar is the one part currently driven. **All of it is
yet). Colors are set once at initialization, never in the tick loop. Keep it `DevControlBot/modules/radar.nim`** — two procs (`onScan`, `commandRadar`),
that way: the tick loop must do nothing but `go()` until real logic is written. three variables (the target's position, whether we have one, ticks since it was
last scanned), three constants. Nothing else; do not split it back into
harness/lock/melee modules.
`commandRadar()` issues exactly one `setRadarTurnRate` per tick on every path:
lock when `getEnemyCount() == 1` and we hold a target scanned within
`FreshScanTurns`, the 45 deg/tick sweep otherwise (that same sweep is both the
search and the multi-enemy answer — there is no separate melee mode). No
counter, no seen-id set, no mode enum; the server's enemy count drives the
choice, so a death switches modes on the spot and no tick is ever left without
a command.
The lock commands the delta to the target's bearing **plus `OvershootDeg` past
it**, so the radar sweeps across the bearing every tick and re-scans the target
every tick. That overshoot is the whole reason the lock works, and it is why
`setRescan()` is not needed (the radar is never idle). **Never** turn by the
bare error and never hold at rate 0: that parks the radar on the bearing, the
scans stop, and the target is lost until a sweep re-finds it.
A lock is only taken on a target seen within `FreshScanTurns`; a working lock
re-scans every tick, so that threshold can never throw a good lock away, and it
prevents a blind slew at a stale position just after the count drops to 1.
`run()` commands the radar before every `go()`, so the command is part of the
tick's intent; `onScannedBot` is a one-liner, `onScan(e.x, e.y)`, which
remembers the target's absolute position and issues no command. Angles are
0° = east, positive = counter-clockwise = **left** (see README for the API
proof). Never the blocking `rescan()`.
Provenance: ModularBot / common_libs (Davide Cappellini, Apache-2.0); see README.
## Build artifacts / binaries ## Build artifacts / binaries
@@ -238,3 +262,83 @@ DevControlBot_garage/
├── DevControlBot.sh # BotLauncher entry point (thin wrapper) ├── DevControlBot.sh # BotLauncher entry point (thin wrapper)
└── .env # OPTIONAL local config; secrets, never commit └── .env # OPTIONAL local config; secrets, never commit
``` ```
## Coordinates & angles (source: robocode.dev/articles/coordinates-and-angles.html)
Source: https://robocode.dev/articles/coordinates-and-angles.html (Tank Royale docs)
- Cartesian coordinate system; (0, 0) is the bottom-left corner of the arena.
- Y up is implied by the origin being bottom-left (page never states it explicitly); X east is confirmed via the angle rules below.
- Angles follow classic trig (unlike original Robocode, whose 0/360 was north and 90 east).
- 0°/360° = east; 90° = north; 180° = west; 270° = south.
- Positive angles go counterclockwise; turning right decreases the angle (clockwise).
- Full turn = 360°.
- NOT stated on this page: distance formula, bearing/angle-between-two-points formula, angle normalization/wrapping, worked example numbers.
## Behaviour diagrams
**CURRENT STATE, not a design sketch.** These describe the code as it is today.
**Diagram 1 — one tick. Owned by `DevControlBot/DevControlBot.nim` (`run`, lines
34-40) and `DevControlBot/modules/radar.nim` (`onScan`, `commandRadar`) — update
this diagram when either file changes.** The ordering is the whole point: the
command is issued BEFORE `go()` so it travels with this tick's intent, and
events arrive AFTER, so a scan can only ever steer the NEXT tick.
```mermaid
sequenceDiagram
participant Run as run loop
participant Radar as radar.nim
participant Bot as bot + API
participant Srv as server
Run->>Radar: commandRadar<br/># one command, every tick, no idle branch
Radar-->>Bot: setRadarTurnRate<br/>LOCK turn + 5deg overshoot,<br/>or +45deg sweep
Run->>Bot: go<br/># intent sent here, FIRST
Bot->>Srv: tick intent<br/>radar turn only,<br/>no move, no fire
Srv-->>Bot: tick result<br/>+ pending ScannedBotEvent
Bot->>Radar: onScannedBot -> onScan x, y<br/># AFTER go: remembers only
Radar-->>Radar: target position stored,<br/>tick counter reset
Note over Run,Radar: that remembered target is used<br/>by the NEXT commandRadar
```
**Diagram 2 — radar behaviour. Owned by `DevControlBot/modules/radar.nim`
(`commandRadar`, lines 70-81) — update this diagram when that file changes.**
SWEEP is not a separate lifecycle: it is the same single command the lock
replaces, so switching costs no ticks.
```mermaid
stateDiagram-v2
[*] --> SWEEP
state "SWEEP<br/>360 sweep at 45 deg/tick,<br/>full revolution every 8 ticks" as SWEEP
state "LOCKED<br/>servo onto target bearing<br/>PLUS 5 deg overshoot" as LOCKED
SWEEP --> LOCKED: "getEnemyCount is 1<br/>AND target seen within<br/>FreshScanTurns 1"
LOCKED --> SWEEP: "enemy count is not 1,<br/>or target stale beyond 10 ticks,<br/>or lost"
LOCKED --> LOCKED: "scan every tick<br/>because the radar crosses<br/>the bearing"
```
The 5 deg overshoot is the reason the lock works: the radar sweeps ACROSS the
bearing instead of parking on it, so a fresh `ScannedBotEvent` arrives every
tick. Turning by the bare error, or holding at rate 0 inside a deadzone, stops
the scans and loses the target until a sweep re-finds it. Never replace the
overshoot with a deadzone hold.
## Physics (source: robocode.dev/articles/physics.html)
Source: https://robocode.dev/articles/physics.html (Tank Royale docs)
- Turns/rounds 1-based; each round restarts at turn 1. Distance units: floating-point double.
- Acceleration: +1 unit/turn; deceleration: 2 units/turn (braking 2x faster than accelerating).
- Speed: v = a * t; max speed 8 units/turn. Velocity direction == bot heading.
- Distance: d = v * t.
- 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).
- Gun rotation max 20 deg/turn (added to bot's current rate).
- Radar rotation max 45 deg/turn (added to gun's current rate).
- Firepower: min 0.1, max 3; energy cost subtracted from bot energy.
- Bullet damage: 4 * firepower, plus 2 * (firepower - 1) if firepower > 1.
- Bullet speed: 20 - 3 * firepower units/turn (19.7 at fp 0.1; 11 at fp 3); constant per shot.
- Gun heat gain: 1 + firepower/5. Cannot fire while heat > 0. Gun starts at heat 3 each round.
- Energy gain on bullet hit: 3 * firepower.
- Collision with bot/wall stops the bot, except when moving away from the bot that hit it.
- Bot-vs-bot collision: 0.6 damage to each.
- Ramming (moving forward into another bot): both take damage; rammer gets ramming kill bonus. Wall damage: |v|/2 - 1, clamped at 0 if negative.
- 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.
@@ -1,6 +1,6 @@
{ {
"name": "DevControlBot", "name": "DevControlBot",
"version": "0.1.0", "version": "1.1.0",
"authors": ["Davide Cappellini"], "authors": ["Davide Cappellini"],
"description": "Control skeleton bot — does nothing, bright colors", "description": "Control skeleton bot — does nothing, bright colors",
"gameTypes": ["classic", "1v1"], "gameTypes": ["classic", "1v1"],
@@ -1,14 +1,24 @@
## DevControlBot — control skeleton: boots, stands still, does nothing. ## DevControlBot — control skeleton: boots, stands still, and drives nothing but
## the radar. It never moves and it never fires.
## ##
## Team convention: white means "not programmed yet", so body, gun and radar are ## Team convention: white means "not programmed yet". At startup body, turret, gun
## all plain white. Colors are applied once at initialization, never per tick. ## and radar are all plain WHITE. The radar then claims its OWN colours when it
## starts working: initRadar() paints the radar and the scan arc BLACK, leaving
## body/turret/gun white (this bot never moves and never fires, so they stay
## "not programmed"). Colors are applied once, never per tick.
## ##
## This module is both the bot type and the program entry point (see isMainModule ## This module is both the bot type and the program entry point (see isMainModule
## below); there is no separate top-level DevControlBot.nim. ## below). All radar logic lives in modules/radar.nim; the bot keeps no state.
##
## The run loop drives the radar: commandRadar() is called BEFORE go() every
## tick, so the command is part of the tick's intent and is sent by THIS go().
## The order matters — go() sends the intent first and dispatches the pending
## events last, so onScannedBot only feeds the NEXT tick.
## ##
## API: robocode_tankroyale_botapi 1.0.7 (the renamed tankroyale_botapi package). ## API: robocode_tankroyale_botapi 1.0.7 (the renamed tankroyale_botapi package).
import std/os import std/[os]
import robocode_tankroyale_botapi import robocode_tankroyale_botapi
import modules/radar
type DevControlBot* = ref object of Bot type DevControlBot* = ref object of Bot
@@ -19,14 +29,24 @@ proc newDevControlBot*(): DevControlBot =
setGunColor(WHITE) setGunColor(WHITE)
setRadarColor(WHITE) setRadarColor(WHITE)
method onScannedBot*(bot: DevControlBot, e: ScannedBotEvent) =
onScan(e.x, e.y) # remembered; commandRadar() re-aims every tick
# (e.scannedBotId, schemas.nim:305, is the
# scanned bot's identity; unused here)
method run*(bot: DevControlBot) = method run*(bot: DevControlBot) =
initRadar() # once: radar + scan turn BLACK = programmed
while isRunning(): while isRunning():
# One radar command per tick, unconditionally, BEFORE go() — so the command
# is part of this tick's intent and no tick is ever left without one.
commandRadar()
go() go()
when isMainModule: when isMainModule:
# argv[1] may override the metadata file (used by DevControlBot/DevControlBot.sh); # argv[1] may override the metadata file (used by DevControlBot/DevControlBot.sh);
# otherwise the JSON next to this source, resolved at compile time so any cwd works. # otherwise the JSON next to this source, resolved at compile time so any cwd works.
let jsonPath = if paramCount() >= 1: paramStr(1) let jsonPath =
if paramCount() >= 1: paramStr(1)
else: currentSourcePath().parentDir / "DevControlBot.json" else: currentSourcePath().parentDir / "DevControlBot.json"
var bot = newDevControlBot() var bot = newDevControlBot()
start(bot, jsonPath) start(bot, jsonPath)
@@ -1,5 +1,5 @@
# Package # Package
version = "0.1.0" version = "1.1.0"
author = "Davide Cappellini" author = "Davide Cappellini"
description = "DevControlBot — control-skeleton bot that does nothing but show up bright" description = "DevControlBot — control-skeleton bot that does nothing but show up bright"
license = "MIT" license = "MIT"
@@ -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)
+87 -5
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@@ -1,11 +1,93 @@
# DevControlBot # DevControlBot
Control skeleton bot: it boots, participates in the battle, and does **nothing** Control skeleton bot: it boots, participates in the battle, and drives **no
per tick except `go()` — no movement logic, no scanning, no firing. 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 All radar logic is **one module**, `modules/radar.nim` (90 lines including its
is not programmed yet". Colors are set **once at initialization** (`newDevControlBot`), comments; two procs, three variables, three constants). `run()` just calls
never inside the tick loop. `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 ## Layout