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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## ModularBot — plugin gun architecture tracer bullet. ## ModularBot — plugin gun architecture tracer bullet.
## Guns: HeadOnGun (0), LinearGun (1), TsetlinGun (2), CircularGun (3), GFGun (4), PatternMatcherGun (5) via GunHarness. ## Guns: HeadOnGun (0), LinearGun (1), TsetlinGun (2), CircularGun (3), GFGun (4), PatternMatcherGun (5), AntiSurferGun (6) via GunHarness.
## Radar: RadarLockModule via radar harness. ## Radar: RadarLockModule via radar harness.
## Movement: OscillatorModule (perpendicular strafing). ## Movement: OscillatorModule (perpendicular strafing).
@@ -16,12 +16,13 @@ import guns/circular
import guns/tsetlin import guns/tsetlin
import guns/guess_factor import guns/guess_factor
import guns/pattern_matcher import guns/pattern_matcher
import guns/anti_surfer
import movements/phantom_meteor import movements/phantom_meteor
const botJsonPath = currentSourcePath().parentDir / "ModularBot.json" const botJsonPath = currentSourcePath().parentDir / "ModularBot.json"
const DebugVBullets = false const DebugVBullets = false
const DebugCircular = false const DebugCircular = false
const GunNames = ["HeadOn", "Linear", "Tsetlin", "Circular", "GuessFactor", "Pattern"] const GunNames = ["HeadOn", "Linear", "Tsetlin", "Circular", "GuessFactor", "Pattern", "AntiSurf"]
type type
ModularBot = ref object of Bot ModularBot = ref object of Bot
@@ -36,6 +37,7 @@ type
tsetlin: TsetlinGun tsetlin: TsetlinGun
guessFactor: GFGun guessFactor: GFGun
patternMatcher: PatternMatcherGun patternMatcher: PatternMatcherGun
antiSurfer: AntiSurferGun
mover: PhantomMeteorModule mover: PhantomMeteorModule
virtualHits: int virtualHits: int
virtualMiss: int virtualMiss: int
@@ -72,6 +74,7 @@ method onScannedBot*(bot: ModularBot, e: ScannedBotEvent) =
var circPreds: array[len(PowerBins), GunPrediction] var circPreds: array[len(PowerBins), GunPrediction]
var gfPreds: array[len(PowerBins), GunPrediction] var gfPreds: array[len(PowerBins), GunPrediction]
var pmPreds: array[len(PowerBins), GunPrediction] var pmPreds: array[len(PowerBins), GunPrediction]
var asPreds: array[len(PowerBins), GunPrediction]
for i in 0..<len(PowerBins): for i in 0..<len(PowerBins):
headsUp[i] = bot.headOn.predict(bot.lastState, bulletSpeed(PowerBins[i])) headsUp[i] = bot.headOn.predict(bot.lastState, bulletSpeed(PowerBins[i]))
linPreds[i] = bot.linear.predict(bot.lastState, bulletSpeed(PowerBins[i])) linPreds[i] = bot.linear.predict(bot.lastState, bulletSpeed(PowerBins[i]))
@@ -79,6 +82,7 @@ method onScannedBot*(bot: ModularBot, e: ScannedBotEvent) =
circPreds[i] = bot.circular.predict(bot.lastState, bulletSpeed(PowerBins[i])) circPreds[i] = bot.circular.predict(bot.lastState, bulletSpeed(PowerBins[i]))
gfPreds[i] = bot.guessFactor.predict(bot.lastState, bulletSpeed(PowerBins[i])) gfPreds[i] = bot.guessFactor.predict(bot.lastState, bulletSpeed(PowerBins[i]))
pmPreds[i] = bot.patternMatcher.predict(bot.lastState, bulletSpeed(PowerBins[i])) pmPreds[i] = bot.patternMatcher.predict(bot.lastState, bulletSpeed(PowerBins[i]))
asPreds[i] = bot.antiSurfer.predict(bot.lastState, bulletSpeed(PowerBins[i]))
bot.tracker.spawnBullets(0, headsUp, bot.lastState) bot.tracker.spawnBullets(0, headsUp, bot.lastState)
bot.tracker.spawnBullets(1, linPreds, bot.lastState) bot.tracker.spawnBullets(1, linPreds, bot.lastState)
@@ -88,6 +92,7 @@ method onScannedBot*(bot: ModularBot, e: ScannedBotEvent) =
bot.tracker.spawnBullets(3, circPreds, bot.lastState) bot.tracker.spawnBullets(3, circPreds, bot.lastState)
bot.tracker.spawnBullets(4, gfPreds, bot.lastState) bot.tracker.spawnBullets(4, gfPreds, bot.lastState)
bot.tracker.spawnBullets(5, pmPreds, bot.lastState) bot.tracker.spawnBullets(5, pmPreds, bot.lastState)
bot.tracker.spawnBullets(6, asPreds, bot.lastState)
# Resolve bullets that have travelled far enough # Resolve bullets that have travelled far enough
let st = bot.lastState let st = bot.lastState
@@ -104,6 +109,7 @@ method onScannedBot*(bot: ModularBot, e: ScannedBotEvent) =
echo fmt"[circ-vb] predicted=({fe.prediction.x:.0f},{fe.prediction.y:.0f}) actual=({ax:.0f},{ay:.0f}) miss={fe.missDistance:.1f}px hit={fe.hit}" echo fmt"[circ-vb] predicted=({fe.prediction.x:.0f},{fe.prediction.y:.0f}) actual=({ax:.0f},{ay:.0f}) miss={fe.missDistance:.1f}px hit={fe.hit}"
of 4: bot.guessFactor.onResult(fe) of 4: bot.guessFactor.onResult(fe)
of 5: bot.patternMatcher.onResult(fe) of 5: bot.patternMatcher.onResult(fe)
of 6: bot.antiSurfer.onResult(fe)
else: discard else: discard
if fe.hit: inc bot.virtualHits else: inc bot.virtualMiss if fe.hit: inc bot.virtualHits else: inc bot.virtualMiss
when DebugVBullets: when DebugVBullets:
@@ -126,6 +132,7 @@ method onScannedBot*(bot: ModularBot, e: ScannedBotEvent) =
of 3: setTurretColor("#33CC33"); setBulletColor("#66FF66") # Circular: emerald of 3: setTurretColor("#33CC33"); setBulletColor("#66FF66") # Circular: emerald
of 4: setTurretColor("#FFCC00"); setBulletColor("#FFE066") # GuessFactor: yellow of 4: setTurretColor("#FFCC00"); setBulletColor("#FFE066") # GuessFactor: yellow
of 5: setTurretColor("#FF6600"); setBulletColor("#FF9944") # Pattern: orange of 5: setTurretColor("#FF6600"); setBulletColor("#FF9944") # Pattern: orange
of 6: setTurretColor("#00CCFF"); setBulletColor("#66DDFF") # AntiSurf: cyan
else: discard else: discard
let pred = case selectedGun let pred = case selectedGun
@@ -134,6 +141,7 @@ method onScannedBot*(bot: ModularBot, e: ScannedBotEvent) =
of 3: bot.circular.predict(bot.lastState, bulletSpeed(power)) of 3: bot.circular.predict(bot.lastState, bulletSpeed(power))
of 4: bot.guessFactor.predict(bot.lastState, bulletSpeed(power)) of 4: bot.guessFactor.predict(bot.lastState, bulletSpeed(power))
of 5: bot.patternMatcher.predict(bot.lastState, bulletSpeed(power)) of 5: bot.patternMatcher.predict(bot.lastState, bulletSpeed(power))
of 6: bot.antiSurfer.predict(bot.lastState, bulletSpeed(power))
else: bot.headOn.predict(bot.lastState, bulletSpeed(power)) else: bot.headOn.predict(bot.lastState, bulletSpeed(power))
let target = aimAngle(getX(), getY(), pred.x, pred.y) let target = aimAngle(getX(), getY(), pred.x, pred.y)
@@ -193,13 +201,14 @@ method run*(bot: ModularBot) =
when isMainModule: when isMainModule:
var bot = ModularBot( var bot = ModularBot(
tracker: vb.initTracker(6), # 0: HeadOn, 1: Linear, 2: Tsetlin, 3: Circular, 4: GuessFactor, 5: Pattern tracker: vb.initTracker(7), # 0: HeadOn, 1: Linear, 2: Tsetlin, 3: Circular, 4: GuessFactor, 5: Pattern, 6: AntiSurf
headOn: HeadOnGun(), headOn: HeadOnGun(),
linear: LinearGun(), linear: LinearGun(),
circular: CircularGun(), circular: CircularGun(),
tsetlin: initTsetlinGun(), tsetlin: initTsetlinGun(),
guessFactor: initGFGun(), guessFactor: initGFGun(),
patternMatcher: PatternMatcherGun(), patternMatcher: PatternMatcherGun(),
antiSurfer: initAntiSurferGun(),
radar: RadarLockModule(), radar: RadarLockModule(),
mover: initPhantomMeteor(), mover: initPhantomMeteor(),
currentGun: -1, currentGun: -1,
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## Gauntlet: ModularBot vs WaveSurfer, SpinBot, Crazy — 10 rounds each.
## Captures [gun] lines and scores. Run with:
## nim c -r --path:../../common_libs tests/test_gauntlet.nim
import std/[os, strformat]
import test_framework/test_framework
const
modularBotDir = currentSourcePath().parentDir.parentDir
samplesDir = "/home/davide/Downloads/robocode-tankroyale/sample-bots-nim-linux-1.0.7"
waveSurferDir = "/home/davide/Projects/SirRoboGarage/WaveSurfer_garage"
spinBotDir = samplesDir / "SpinBot"
crazyDir = samplesDir / "Crazy"
if not fileExists("/home/davide/Projects/tank-royale/server/build/libs/robocode-tankroyale-server-0.35.5-all.jar") or
not fileExists("/home/davide/Projects/tank-royale/runner/examples/lib/robocode-tankroyale-runner.jar"):
echo "Skipping: Tank Royale JARs not found"
quit(0)
proc runAndReport(label, enemyName, enemyDir: string) =
echo fmt"\n=== {label} ==="
let r = runBattle(@[modularBotDir, enemyDir], rounds = 10, timeout = 240000)
var mbScore = 0
var enScore = 0
for b in r.results:
if b.name == "ModularBot": mbScore = b.totalScore
if b.name == enemyName: enScore = b.totalScore
let winner = if mbScore > enScore: "ModularBot" else: enemyName
echo fmt" ModularBot: {mbScore} {enemyName}: {enScore} → {winner} wins"
echo fmt" Rounds: {r.rounds.len}"
runAndReport("Battle 1/3: vs WaveSurfer", "WaveSurfer", waveSurferDir)
runAndReport("Battle 2/3: vs SpinBot", "SpinBot", spinBotDir)
runAndReport("Battle 3/3: vs Crazy", "Crazy", crazyDir)
echo "\nGauntlet complete."
@@ -0,0 +1,68 @@
## Gauntlet with [gun] line capture via raw runner output.
## nim c -r --path:../../common_libs tests/test_gauntlet_guns.nim
import std/[os, strutils, strformat, tables]
import test_framework/server_manager
import test_framework/bot_compiler
import test_framework/runner_process
import test_framework/battle_result
const
modularBotDir = currentSourcePath().parentDir.parentDir
samplesDir = "/home/davide/Downloads/robocode-tankroyale/sample-bots-nim-linux-1.0.7"
waveSurferDir = "/home/davide/Projects/SirRoboGarage/WaveSurfer_garage"
spinBotDir = samplesDir / "SpinBot"
crazyDir = samplesDir / "Crazy"
if not fileExists("/home/davide/Projects/tank-royale/server/build/libs/robocode-tankroyale-server-0.35.5-all.jar") or
not fileExists("/home/davide/Projects/tank-royale/runner/examples/lib/robocode-tankroyale-runner.jar"):
echo "Skipping: Tank Royale JARs not found"
quit(0)
proc gunCounts(raw: string): Table[string, int] =
## Count [gun] switched: <Name> occurrences
for line in raw.splitLines():
if "[gun] switched:" in line:
let parts = line.split(":")
if parts.len >= 2:
let name = parts[^1].strip()
result[name] = result.getOrDefault(name, 0) + 1
proc runAndReport(label, enemyName, enemyDir: string) =
let sep = "=".repeat(50)
echo "\n" & sep
echo " " & label
echo sep
let bots = @[modularBotDir, enemyDir]
discard compileBots(bots)
let raw = runBattleRunner(getServerUrl(), bots, 10, 240000, true)
let r = parseServerOutput(raw)
var mbScore = 0; var enScore = 0
for b in r.results:
if b.name == "ModularBot": mbScore = b.totalScore
if b.name == enemyName: enScore = b.totalScore
let winner = if mbScore > enScore: "ModularBot" else: enemyName
echo " Score: ModularBot " & $mbScore & " " & enemyName & " " & $enScore & " -> " & winner & " wins"
let guns = gunCounts(raw)
if guns.len > 0:
echo " Gun switches:"
for name, count in guns.pairs:
echo fmt" [gun] {name}: {count}x"
else:
echo " (no [gun] switch lines in output)"
# Show all [gun] lines for visibility
var gunLines: seq[string]
for line in raw.splitLines():
if line.contains("[gun]"): gunLines.add(line.strip())
if gunLines.len > 0:
echo fmt" First 20 [gun] lines:"
for l in gunLines[0..min(19, gunLines.high)]: echo fmt" {l}"
ensureServer()
runAndReport("Battle 1/3: vs WaveSurfer", "WaveSurfer", waveSurferDir)
runAndReport("Battle 2/3: vs SpinBot", "SpinBot", spinBotDir)
runAndReport("Battle 3/3: vs Crazy", "Crazy", crazyDir)
echo "\nGauntlet complete."
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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))
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