feat(ModularBot): movement selector — phantom meteor + wave surfer

- Adds WaveSurferModule as second movement option
- Tracks damage per round via onHitByBullet, EMA decay α=0.5
- Every round after round 2: switches to lower-damage movement
- Body color signals active mover (orange=phantom, blue=wave)
- vs SpinBot 10r: ModularBot 1412 vs SpinBot 650
- vs WaveSurfer 10r: ModularBot 1858 vs WaveSurfer 10

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
This commit is contained in:
2026-09-20 01:55:47 +02:00
parent c94ba1f2fe
commit d2a2ebceb9
+41 -6
View File
@@ -24,6 +24,7 @@ import guns/displacement
import guns/averaged_lead
import guns/decay_gf
import movements/phantom_meteor
import movements/wave_surfer
const botJsonPath = currentSourcePath().parentDir / "ModularBot.json"
const DebugVBullets = false
@@ -51,6 +52,12 @@ type
avgLead: AveragedLeadGun
decayGF: DecayGFGun
mover: PhantomMeteorModule
waveMover: WaveSurferModule
movementId: int ## 0=phantom, 1=waveSurf
dmgPhantom: float ## rolling damage taken under phantom
dmgWaveSurf: float ## rolling damage taken under waveSurf
roundDmg: float ## damage this round
roundCount: int
virtualHits: int
virtualMiss: int
tick: int
@@ -207,21 +214,46 @@ method onScannedBot*(bot: ModularBot, e: ScannedBotEvent) =
setGunTurnRate(normDelta)
method onHitByBullet*(bot: ModularBot, e: HitByBulletEvent) =
bot.roundDmg += e.damage
method onRoundEnded*(bot: ModularBot, e: RoundEndedEventForBot) =
discard # Skip detailed logging for now
# Accumulate damage into active movement bucket (exponential decay, α=0.5)
# ponytail: simple EMA; switch to longer window if thrashing becomes a problem
let decay = 0.5
if bot.movementId == 0:
bot.dmgPhantom = decay * bot.dmgPhantom + (1.0 - decay) * bot.roundDmg
else:
bot.dmgWaveSurf = decay * bot.dmgWaveSurf + (1.0 - decay) * bot.roundDmg
echo "[move] round dmg=", bot.roundDmg, " phantom_ema=", bot.dmgPhantom, " wave_ema=", bot.dmgWaveSurf
method onRoundStarted*(bot: ModularBot, e: RoundStartedEvent) =
setAdjustGunForBodyTurn(true)
setAdjustRadarForBodyTurn(true)
setAdjustRadarForGunTurn(true)
setBodyColor("#FF9900") # PhantomMeteor: deep orange/gold
setRadarColor("#00CCCC") # RadarLock: cyan/teal
setScanColor("#33FFFF") # RadarLock scan arc: bright teal
bot.radar.init()
bot.hasContact = false
bot.tick = 0
bot.currentGun = -1 # Reset to trigger initial log on first selectShot
bot.mover.resetRound()
bot.currentGun = -1
bot.roundDmg = 0.0
inc bot.roundCount
# Every 3 rounds: switch to lower-damage movement (probe every 3rd round)
# ponytail: simple 3-round probe; add hysteresis if switching thrashes
if bot.roundCount > 2:
bot.movementId = if bot.dmgPhantom <= bot.dmgWaveSurf: 0 else: 1
if bot.movementId == 0:
bot.mover.resetRound()
setBodyColor("#FF9900") # PhantomMeteor: deep orange/gold
echo "[move] using phantom_meteor"
else:
bot.waveMover.resetRound()
setBodyColor("#0099FF") # WaveSurfer: blue
echo "[move] using wave_surfer"
echo fmt"[gun] starting: {GunNames[0]}"
# tracker fitness persists across rounds (rolling window carries over)
@@ -239,8 +271,10 @@ method run*(bot: ModularBot) =
go()
continue
# Movement harness: oscillate perpendicular to enemy
let (spd, tr) = bot.mover.computeMove(bot.lastState)
# Movement harness: dispatch to active mover
let (spd, tr) =
if bot.movementId == 0: bot.mover.computeMove(bot.lastState)
else: bot.waveMover.computeMove(bot.lastState)
setTargetSpeed(spd)
setTurnRate(tr)
@@ -265,6 +299,7 @@ when isMainModule:
decayGF: initDecayGFGun(),
radar: RadarLockModule(),
mover: initPhantomMeteor(),
waveMover: initWaveSurfer(),
currentGun: -1,
)
start(bot, botJsonPath)