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:
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@@ -1,5 +1,5 @@
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## ModularBot — plugin gun architecture tracer bullet.
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## Guns: HeadOnGun (0), LinearGun (1), TsetlinGun (2), CircularGun (3), GFGun (4), PatternMatcherGun (5) via GunHarness.
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## Guns: HeadOnGun (0), LinearGun (1), TsetlinGun (2), CircularGun (3), GFGun (4), PatternMatcherGun (5), AntiSurferGun (6) via GunHarness.
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## Radar: RadarLockModule via radar harness.
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## Movement: OscillatorModule (perpendicular strafing).
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@@ -16,12 +16,13 @@ import guns/circular
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import guns/tsetlin
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import guns/guess_factor
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import guns/pattern_matcher
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import guns/anti_surfer
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import movements/phantom_meteor
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const botJsonPath = currentSourcePath().parentDir / "ModularBot.json"
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const DebugVBullets = false
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const DebugCircular = false
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const GunNames = ["HeadOn", "Linear", "Tsetlin", "Circular", "GuessFactor", "Pattern"]
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const GunNames = ["HeadOn", "Linear", "Tsetlin", "Circular", "GuessFactor", "Pattern", "AntiSurf"]
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type
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ModularBot = ref object of Bot
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@@ -36,6 +37,7 @@ type
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tsetlin: TsetlinGun
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guessFactor: GFGun
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patternMatcher: PatternMatcherGun
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antiSurfer: AntiSurferGun
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mover: PhantomMeteorModule
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virtualHits: int
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virtualMiss: int
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@@ -72,6 +74,7 @@ method onScannedBot*(bot: ModularBot, e: ScannedBotEvent) =
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var circPreds: array[len(PowerBins), GunPrediction]
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var gfPreds: array[len(PowerBins), GunPrediction]
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var pmPreds: array[len(PowerBins), GunPrediction]
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var asPreds: array[len(PowerBins), GunPrediction]
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for i in 0..<len(PowerBins):
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headsUp[i] = bot.headOn.predict(bot.lastState, bulletSpeed(PowerBins[i]))
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linPreds[i] = bot.linear.predict(bot.lastState, bulletSpeed(PowerBins[i]))
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@@ -79,6 +82,7 @@ method onScannedBot*(bot: ModularBot, e: ScannedBotEvent) =
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circPreds[i] = bot.circular.predict(bot.lastState, bulletSpeed(PowerBins[i]))
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gfPreds[i] = bot.guessFactor.predict(bot.lastState, bulletSpeed(PowerBins[i]))
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pmPreds[i] = bot.patternMatcher.predict(bot.lastState, bulletSpeed(PowerBins[i]))
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asPreds[i] = bot.antiSurfer.predict(bot.lastState, bulletSpeed(PowerBins[i]))
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bot.tracker.spawnBullets(0, headsUp, bot.lastState)
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bot.tracker.spawnBullets(1, linPreds, bot.lastState)
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@@ -88,6 +92,7 @@ method onScannedBot*(bot: ModularBot, e: ScannedBotEvent) =
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bot.tracker.spawnBullets(3, circPreds, bot.lastState)
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bot.tracker.spawnBullets(4, gfPreds, bot.lastState)
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bot.tracker.spawnBullets(5, pmPreds, bot.lastState)
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bot.tracker.spawnBullets(6, asPreds, bot.lastState)
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# Resolve bullets that have travelled far enough
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let st = bot.lastState
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@@ -104,6 +109,7 @@ method onScannedBot*(bot: ModularBot, e: ScannedBotEvent) =
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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}"
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of 4: bot.guessFactor.onResult(fe)
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of 5: bot.patternMatcher.onResult(fe)
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of 6: bot.antiSurfer.onResult(fe)
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else: discard
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if fe.hit: inc bot.virtualHits else: inc bot.virtualMiss
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when DebugVBullets:
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@@ -126,6 +132,7 @@ method onScannedBot*(bot: ModularBot, e: ScannedBotEvent) =
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of 3: setTurretColor("#33CC33"); setBulletColor("#66FF66") # Circular: emerald
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of 4: setTurretColor("#FFCC00"); setBulletColor("#FFE066") # GuessFactor: yellow
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of 5: setTurretColor("#FF6600"); setBulletColor("#FF9944") # Pattern: orange
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of 6: setTurretColor("#00CCFF"); setBulletColor("#66DDFF") # AntiSurf: cyan
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else: discard
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let pred = case selectedGun
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@@ -134,6 +141,7 @@ method onScannedBot*(bot: ModularBot, e: ScannedBotEvent) =
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of 3: bot.circular.predict(bot.lastState, bulletSpeed(power))
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of 4: bot.guessFactor.predict(bot.lastState, bulletSpeed(power))
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of 5: bot.patternMatcher.predict(bot.lastState, bulletSpeed(power))
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of 6: bot.antiSurfer.predict(bot.lastState, bulletSpeed(power))
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else: bot.headOn.predict(bot.lastState, bulletSpeed(power))
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let target = aimAngle(getX(), getY(), pred.x, pred.y)
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@@ -193,13 +201,14 @@ method run*(bot: ModularBot) =
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when isMainModule:
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var bot = ModularBot(
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tracker: vb.initTracker(6), # 0: HeadOn, 1: Linear, 2: Tsetlin, 3: Circular, 4: GuessFactor, 5: Pattern
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tracker: vb.initTracker(7), # 0: HeadOn, 1: Linear, 2: Tsetlin, 3: Circular, 4: GuessFactor, 5: Pattern, 6: AntiSurf
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headOn: HeadOnGun(),
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linear: LinearGun(),
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circular: CircularGun(),
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tsetlin: initTsetlinGun(),
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guessFactor: initGFGun(),
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patternMatcher: PatternMatcherGun(),
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antiSurfer: initAntiSurferGun(),
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radar: RadarLockModule(),
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mover: initPhantomMeteor(),
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currentGun: -1,
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@@ -0,0 +1,35 @@
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## Gauntlet: ModularBot vs WaveSurfer, SpinBot, Crazy — 10 rounds each.
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## Captures [gun] lines and scores. Run with:
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## nim c -r --path:../../common_libs tests/test_gauntlet.nim
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import std/[os, strformat]
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import test_framework/test_framework
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const
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modularBotDir = currentSourcePath().parentDir.parentDir
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samplesDir = "/home/davide/Downloads/robocode-tankroyale/sample-bots-nim-linux-1.0.7"
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waveSurferDir = "/home/davide/Projects/SirRoboGarage/WaveSurfer_garage"
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spinBotDir = samplesDir / "SpinBot"
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crazyDir = samplesDir / "Crazy"
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if not fileExists("/home/davide/Projects/tank-royale/server/build/libs/robocode-tankroyale-server-0.35.5-all.jar") or
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not fileExists("/home/davide/Projects/tank-royale/runner/examples/lib/robocode-tankroyale-runner.jar"):
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echo "Skipping: Tank Royale JARs not found"
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quit(0)
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proc runAndReport(label, enemyName, enemyDir: string) =
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echo fmt"\n=== {label} ==="
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let r = runBattle(@[modularBotDir, enemyDir], rounds = 10, timeout = 240000)
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var mbScore = 0
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var enScore = 0
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for b in r.results:
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if b.name == "ModularBot": mbScore = b.totalScore
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if b.name == enemyName: enScore = b.totalScore
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let winner = if mbScore > enScore: "ModularBot" else: enemyName
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echo fmt" ModularBot: {mbScore} {enemyName}: {enScore} → {winner} wins"
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echo fmt" Rounds: {r.rounds.len}"
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runAndReport("Battle 1/3: vs WaveSurfer", "WaveSurfer", waveSurferDir)
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runAndReport("Battle 2/3: vs SpinBot", "SpinBot", spinBotDir)
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runAndReport("Battle 3/3: vs Crazy", "Crazy", crazyDir)
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echo "\nGauntlet complete."
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@@ -0,0 +1,68 @@
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## Gauntlet with [gun] line capture via raw runner output.
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## nim c -r --path:../../common_libs tests/test_gauntlet_guns.nim
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import std/[os, strutils, strformat, tables]
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import test_framework/server_manager
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import test_framework/bot_compiler
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import test_framework/runner_process
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import test_framework/battle_result
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const
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modularBotDir = currentSourcePath().parentDir.parentDir
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samplesDir = "/home/davide/Downloads/robocode-tankroyale/sample-bots-nim-linux-1.0.7"
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waveSurferDir = "/home/davide/Projects/SirRoboGarage/WaveSurfer_garage"
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spinBotDir = samplesDir / "SpinBot"
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crazyDir = samplesDir / "Crazy"
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if not fileExists("/home/davide/Projects/tank-royale/server/build/libs/robocode-tankroyale-server-0.35.5-all.jar") or
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not fileExists("/home/davide/Projects/tank-royale/runner/examples/lib/robocode-tankroyale-runner.jar"):
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echo "Skipping: Tank Royale JARs not found"
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quit(0)
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proc gunCounts(raw: string): Table[string, int] =
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## Count [gun] switched: <Name> occurrences
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for line in raw.splitLines():
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if "[gun] switched:" in line:
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let parts = line.split(":")
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if parts.len >= 2:
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let name = parts[^1].strip()
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result[name] = result.getOrDefault(name, 0) + 1
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proc runAndReport(label, enemyName, enemyDir: string) =
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let sep = "=".repeat(50)
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echo "\n" & sep
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echo " " & label
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echo sep
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let bots = @[modularBotDir, enemyDir]
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discard compileBots(bots)
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let raw = runBattleRunner(getServerUrl(), bots, 10, 240000, true)
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let r = parseServerOutput(raw)
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var mbScore = 0; var enScore = 0
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for b in r.results:
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if b.name == "ModularBot": mbScore = b.totalScore
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if b.name == enemyName: enScore = b.totalScore
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let winner = if mbScore > enScore: "ModularBot" else: enemyName
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echo " Score: ModularBot " & $mbScore & " " & enemyName & " " & $enScore & " -> " & winner & " wins"
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let guns = gunCounts(raw)
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if guns.len > 0:
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echo " Gun switches:"
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for name, count in guns.pairs:
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echo fmt" [gun] {name}: {count}x"
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else:
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echo " (no [gun] switch lines in output)"
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# Show all [gun] lines for visibility
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var gunLines: seq[string]
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for line in raw.splitLines():
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if line.contains("[gun]"): gunLines.add(line.strip())
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if gunLines.len > 0:
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echo fmt" First 20 [gun] lines:"
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for l in gunLines[0..min(19, gunLines.high)]: echo fmt" {l}"
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ensureServer()
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runAndReport("Battle 1/3: vs WaveSurfer", "WaveSurfer", waveSurferDir)
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runAndReport("Battle 2/3: vs SpinBot", "SpinBot", spinBotDir)
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runAndReport("Battle 3/3: vs Crazy", "Crazy", crazyDir)
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echo "\nGauntlet complete."
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@@ -0,0 +1,110 @@
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## Anti-surfer gun: inverse of GF histogram — aim at the VALLEY bin.
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## Wave surfers dodge to where they predict bullets won't be (the GF peak).
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## They congregate at the valley → aim there to punish their dodge.
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## Bins: 31, same as GFGun. Learns from virtual bullet outcomes.
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import std/[math, strformat]
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import gun_harness/gun_interface
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const
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ASBins = 31
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ASPrior = 0.1
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DebugAS* = false
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type
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ASWave = object
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fireX, fireY: float
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fireBearing: float
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AntiSurferGun* = object
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bins: array[ASBins, float]
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waves: seq[ASWave]
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cachedTick: int
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cachedWaveStored: bool
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proc initAntiSurferGun*(): AntiSurferGun =
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result.cachedTick = -1
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# Same triangular head-on prior as GFGun — cold-start aims head-on.
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let center = (ASBins - 1) div 2 # = 15
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for i in 0..<ASBins:
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let d = abs(i - center)
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result.bins[i] = ASPrior + 0.5 / float(1 + d)
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proc asToIndex(gf: float): int {.inline.} =
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clamp(int(round((gf + 1.0) * 0.5 * float(ASBins - 1))), 0, ASBins - 1)
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proc indexToAS(idx: int): float {.inline.} =
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float(idx) / float(ASBins - 1) * 2.0 - 1.0
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proc valleyBin(g: AntiSurferGun): int =
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## Find the bin with MINIMUM value — where the surfer thinks is safe.
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var best = 0
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for i in 1..<ASBins:
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if g.bins[i] < g.bins[best]:
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best = i
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best
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proc predict*(g: var AntiSurferGun, state: WorldState, bulletSpeed: float): GunPrediction =
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if bulletSpeed <= 0.0:
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return GunPrediction(x: state.enemyX, y: state.enemyY)
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let dx = state.enemyX - state.selfX
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let dy = state.enemyY - state.selfY
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let dist = sqrt(dx*dx + dy*dy)
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let bearing = arctan2(dy, dx)
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let mea = arcsin(clamp(8.0 / bulletSpeed, -1.0, 1.0))
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if state.tick != g.cachedTick:
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g.cachedTick = state.tick
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g.cachedWaveStored = false
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if not g.cachedWaveStored:
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g.waves.add ASWave(
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fireX: state.selfX,
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fireY: state.selfY,
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fireBearing: bearing,
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)
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g.cachedWaveStored = true
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let valley = g.valleyBin()
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let valleyGF = indexToAS(valley)
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let gfAngle = bearing + valleyGF * mea
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let px = state.selfX + cos(gfAngle) * dist
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let py = state.selfY + sin(gfAngle) * dist
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when DebugAS:
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echo fmt"[as-dbg] predict: valleyGF={valleyGF:.2f} valleyBin={valley} mea={radToDeg(mea):.1f}° aimAngle={radToDeg(gfAngle):.1f}°"
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GunPrediction(
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x: clamp(px, BotRadius, state.arenaWidth - BotRadius),
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y: clamp(py, BotRadius, state.arenaHeight - BotRadius),
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)
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proc onResult*(g: var AntiSurferGun, e: FeedbackEvent) =
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## Same learning as GFGun — track where the enemy actually goes.
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## ponytail: O(n) scan over waves; stays tiny (< a dozen at a time)
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if g.waves.len == 0:
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return
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let w = g.waves[0]
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g.waves.delete(0)
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let speed = bulletSpeed(e.bulletPower)
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let mea = arcsin(clamp(8.0 / speed, -1.0, 1.0))
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let actualDx = e.actualX - w.fireX
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let actualDy = e.actualY - w.fireY
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let actualBearing = arctan2(actualDy, actualDx)
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var bearingDelta = actualBearing - w.fireBearing
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while bearingDelta > PI: bearingDelta -= 2.0*PI
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while bearingDelta < -PI: bearingDelta += 2.0*PI
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let gf = if mea > 1e-10: clamp(bearingDelta / mea, -1.0, 1.0) else: 0.0
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let centerIdx = asToIndex(gf)
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when DebugAS:
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echo fmt"[as-dbg] onResult: delta={radToDeg(bearingDelta):.1f}° MEA={radToDeg(mea):.1f}° GF={gf:.2f} bin={centerIdx}"
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for i in 0..<ASBins:
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let dist = abs(i - centerIdx)
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g.bins[i] += 1.0 / float(1 + dist)
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@@ -0,0 +1,137 @@
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## wave_surfer.nim — Wave-surfing movement module.
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## Detects enemy fire via energy drops, maintains a danger histogram (31 GF bins),
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## and steers toward the lowest-danger GF bin on approaching waves.
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## All angles in radians internally; output degrees for bot API.
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import std/[math]
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import gun_harness/gun_interface
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import movement_harness/movement_interface
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const WS_BINS = 31
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type
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WSWave = object
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originX, originY: float64
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bearing: float64 ## direction from enemy to us at fire time (radians)
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speed: float64
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radius: float64
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startDist: float64
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WaveSurferModule* = object
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bins: array[WS_BINS, float64]
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waves: seq[WSWave]
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prevEnergy: float64
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strafeDir: float64 ## +1.0 or -1.0
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proc initWaveSurfer*(): WaveSurferModule =
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var m = WaveSurferModule(prevEnergy: 100.0, strafeDir: 1.0)
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for i in 0..<WS_BINS: m.bins[i] = 1.0
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m
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proc resetRound*(m: var WaveSurferModule) =
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m.waves = @[]
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m.prevEnergy = 100.0
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m.strafeDir = 1.0
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proc gfToBin(gf: float64): int {.inline.} =
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clamp(int(round((gf.clamp(-1.0, 1.0) + 1.0) * 0.5 * float64(WS_BINS - 1))), 0, WS_BINS - 1)
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proc binToGF(idx: int): float64 {.inline.} =
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float64(idx) / float64(WS_BINS - 1) * 2.0 - 1.0
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proc mea(speed: float64): float64 {.inline.} = arcsin(min(8.0 / speed, 1.0))
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proc nearestWave(m: WaveSurferModule, botX, botY: float64): int =
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## Index of the wave closest to reaching us (largest radius relative to startDist).
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result = -1
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var bestRatio = -1.0
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for i in 0..<m.waves.len:
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let d = sqrt((botX - m.waves[i].originX)^2 + (botY - m.waves[i].originY)^2)
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let ratio = m.waves[i].radius / d
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if ratio > bestRatio:
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bestRatio = ratio
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result = i
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proc computeMove*(m: var WaveSurferModule, ws: WorldState): MoveCommand =
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let botX = ws.selfX
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let botY = ws.selfY
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let enemyX = ws.enemyX
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let enemyY = ws.enemyY
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# Fire detection
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let drop = m.prevEnergy - ws.enemyEnergy
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m.prevEnergy = ws.enemyEnergy
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if drop >= 0.1 and drop <= 3.0:
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let bspeed = 20.0 - 3.0 * drop
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let bearing = arctan2(botY - enemyY, botX - enemyX)
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let d = sqrt((botX - enemyX)^2 + (botY - enemyY)^2)
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m.waves.add WSWave(
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originX: enemyX, originY: enemyY,
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bearing: bearing,
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speed: bspeed,
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radius: 0.0,
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startDist: d,
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)
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# Advance waves; collect hits
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var i = 0
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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))
|
||||
Executable
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Executable
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Reference in New Issue
Block a user