feat(ModularBot): anti-surfer gun + wave-surf movement module

- Anti-surfer gun: inverse GF targeting for wave-surfing enemies
- Wave-surf movement: danger histogram dodge (not wired yet, needs movement selector)
- 7 guns total, battle-tested

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
This commit is contained in:
2026-09-20 01:28:29 +02:00
parent 1cb35e9e0e
commit ebe5b1b7f1
8 changed files with 362 additions and 3 deletions
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## Anti-surfer gun: inverse of GF histogram — aim at the VALLEY bin.
## Wave surfers dodge to where they predict bullets won't be (the GF peak).
## They congregate at the valley → aim there to punish their dodge.
## Bins: 31, same as GFGun. Learns from virtual bullet outcomes.
import std/[math, strformat]
import gun_harness/gun_interface
const
ASBins = 31
ASPrior = 0.1
DebugAS* = false
type
ASWave = object
fireX, fireY: float
fireBearing: float
AntiSurferGun* = object
bins: array[ASBins, float]
waves: seq[ASWave]
cachedTick: int
cachedWaveStored: bool
proc initAntiSurferGun*(): AntiSurferGun =
result.cachedTick = -1
# Same triangular head-on prior as GFGun — cold-start aims head-on.
let center = (ASBins - 1) div 2 # = 15
for i in 0..<ASBins:
let d = abs(i - center)
result.bins[i] = ASPrior + 0.5 / float(1 + d)
proc asToIndex(gf: float): int {.inline.} =
clamp(int(round((gf + 1.0) * 0.5 * float(ASBins - 1))), 0, ASBins - 1)
proc indexToAS(idx: int): float {.inline.} =
float(idx) / float(ASBins - 1) * 2.0 - 1.0
proc valleyBin(g: AntiSurferGun): int =
## Find the bin with MINIMUM value — where the surfer thinks is safe.
var best = 0
for i in 1..<ASBins:
if g.bins[i] < g.bins[best]:
best = i
best
proc predict*(g: var AntiSurferGun, state: WorldState, bulletSpeed: float): GunPrediction =
if bulletSpeed <= 0.0:
return GunPrediction(x: state.enemyX, y: state.enemyY)
let dx = state.enemyX - state.selfX
let dy = state.enemyY - state.selfY
let dist = sqrt(dx*dx + dy*dy)
let bearing = arctan2(dy, dx)
let mea = arcsin(clamp(8.0 / bulletSpeed, -1.0, 1.0))
if state.tick != g.cachedTick:
g.cachedTick = state.tick
g.cachedWaveStored = false
if not g.cachedWaveStored:
g.waves.add ASWave(
fireX: state.selfX,
fireY: state.selfY,
fireBearing: bearing,
)
g.cachedWaveStored = true
let valley = g.valleyBin()
let valleyGF = indexToAS(valley)
let gfAngle = bearing + valleyGF * mea
let px = state.selfX + cos(gfAngle) * dist
let py = state.selfY + sin(gfAngle) * dist
when DebugAS:
echo fmt"[as-dbg] predict: valleyGF={valleyGF:.2f} valleyBin={valley} mea={radToDeg(mea):.1f}° aimAngle={radToDeg(gfAngle):.1f}°"
GunPrediction(
x: clamp(px, BotRadius, state.arenaWidth - BotRadius),
y: clamp(py, BotRadius, state.arenaHeight - BotRadius),
)
proc onResult*(g: var AntiSurferGun, e: FeedbackEvent) =
## Same learning as GFGun — track where the enemy actually goes.
## ponytail: O(n) scan over waves; stays tiny (< a dozen at a time)
if g.waves.len == 0:
return
let w = g.waves[0]
g.waves.delete(0)
let speed = bulletSpeed(e.bulletPower)
let mea = arcsin(clamp(8.0 / speed, -1.0, 1.0))
let actualDx = e.actualX - w.fireX
let actualDy = e.actualY - w.fireY
let actualBearing = arctan2(actualDy, actualDx)
var bearingDelta = actualBearing - w.fireBearing
while bearingDelta > PI: bearingDelta -= 2.0*PI
while bearingDelta < -PI: bearingDelta += 2.0*PI
let gf = if mea > 1e-10: clamp(bearingDelta / mea, -1.0, 1.0) else: 0.0
let centerIdx = asToIndex(gf)
when DebugAS:
echo fmt"[as-dbg] onResult: delta={radToDeg(bearingDelta):.1f}° MEA={radToDeg(mea):.1f}° GF={gf:.2f} bin={centerIdx}"
for i in 0..<ASBins:
let dist = abs(i - centerIdx)
g.bins[i] += 1.0 / float(1 + dist)
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## wave_surfer.nim — Wave-surfing movement module.
## Detects enemy fire via energy drops, maintains a danger histogram (31 GF bins),
## and steers toward the lowest-danger GF bin on approaching waves.
## All angles in radians internally; output degrees for bot API.
import std/[math]
import gun_harness/gun_interface
import movement_harness/movement_interface
const WS_BINS = 31
type
WSWave = object
originX, originY: float64
bearing: float64 ## direction from enemy to us at fire time (radians)
speed: float64
radius: float64
startDist: float64
WaveSurferModule* = object
bins: array[WS_BINS, float64]
waves: seq[WSWave]
prevEnergy: float64
strafeDir: float64 ## +1.0 or -1.0
proc initWaveSurfer*(): WaveSurferModule =
var m = WaveSurferModule(prevEnergy: 100.0, strafeDir: 1.0)
for i in 0..<WS_BINS: m.bins[i] = 1.0
m
proc resetRound*(m: var WaveSurferModule) =
m.waves = @[]
m.prevEnergy = 100.0
m.strafeDir = 1.0
proc gfToBin(gf: float64): int {.inline.} =
clamp(int(round((gf.clamp(-1.0, 1.0) + 1.0) * 0.5 * float64(WS_BINS - 1))), 0, WS_BINS - 1)
proc binToGF(idx: int): float64 {.inline.} =
float64(idx) / float64(WS_BINS - 1) * 2.0 - 1.0
proc mea(speed: float64): float64 {.inline.} = arcsin(min(8.0 / speed, 1.0))
proc nearestWave(m: WaveSurferModule, botX, botY: float64): int =
## Index of the wave closest to reaching us (largest radius relative to startDist).
result = -1
var bestRatio = -1.0
for i in 0..<m.waves.len:
let d = sqrt((botX - m.waves[i].originX)^2 + (botY - m.waves[i].originY)^2)
let ratio = m.waves[i].radius / d
if ratio > bestRatio:
bestRatio = ratio
result = i
proc computeMove*(m: var WaveSurferModule, ws: WorldState): MoveCommand =
let botX = ws.selfX
let botY = ws.selfY
let enemyX = ws.enemyX
let enemyY = ws.enemyY
# Fire detection
let drop = m.prevEnergy - ws.enemyEnergy
m.prevEnergy = ws.enemyEnergy
if drop >= 0.1 and drop <= 3.0:
let bspeed = 20.0 - 3.0 * drop
let bearing = arctan2(botY - enemyY, botX - enemyX)
let d = sqrt((botX - enemyX)^2 + (botY - enemyY)^2)
m.waves.add WSWave(
originX: enemyX, originY: enemyY,
bearing: bearing,
speed: bspeed,
radius: 0.0,
startDist: d,
)
# Advance waves; collect hits
var i = 0
while i < m.waves.len:
m.waves[i].radius += m.waves[i].speed
let d = sqrt((botX - m.waves[i].originX)^2 + (botY - m.waves[i].originY)^2)
if m.waves[i].radius >= d:
let toBot = arctan2(botY - m.waves[i].originY, botX - m.waves[i].originX)
var off = toBot - m.waves[i].bearing
while off > PI: off -= 2.0*PI
while off < -PI: off += 2.0*PI
let maxA = mea(m.waves[i].speed)
if maxA >= 1e-9:
let gf = clamp(off / maxA, -1.0, 1.0)
m.bins[gfToBin(gf)] += 1.0
m.waves.del(i)
else:
inc i
# Dodge logic: find nearest wave, pick safest GF bin direction
let nearest = m.nearestWave(botX, botY)
if nearest >= 0:
let w = m.waves[nearest]
let toBot = arctan2(botY - w.originY, botX - w.originX)
var off = toBot - w.bearing
while off > PI: off -= 2.0*PI
while off < -PI: off += 2.0*PI
let maxA = mea(w.speed)
let curGF = if maxA >= 1e-9: clamp(off / maxA, -1.0, 1.0) else: 0.0
let curBin = gfToBin(curGF)
# Average danger
var total = 0.0
for b in m.bins: total += b
let avg = total / float64(WS_BINS)
if m.bins[curBin] > avg:
# Find lowest-danger bin
var bestBin = 0
for j in 1..<WS_BINS:
if m.bins[j] < m.bins[bestBin]: bestBin = j
let bestGF = binToGF(bestBin)
# Move in direction of best GF: positive = CCW (orbit left), negative = CW
m.strafeDir = if bestGF >= curGF: 1.0 else: -1.0
# Perpendicular strafe (same body trick as phantom_meteor)
let enemyBearingRad = arctan2(enemyY - botY, enemyX - botX)
# Perpendicular in chosen strafe direction
let perpAngle =
if m.strafeDir >= 0.0: enemyBearingRad + PI * 0.5
else: enemyBearingRad - PI * 0.5
let desiredDeg = radToDeg(perpAngle)
var delta = desiredDeg - ws.selfHeading
while delta > 180.0: delta -= 360.0
while delta < -180.0: delta += 360.0
let goForward = abs(delta) <= 90.0
if not goForward:
delta = if delta >= 0.0: delta - 180.0 else: delta + 180.0
(speed: if goForward: 8.0 else: -8.0,
turnRate: delta.clamp(-10.0, 10.0))