feat(ModularBot): rammer movement + averaged-lead gun, 12 guns
- Ram movement: drive straight at enemy (not wired, needs selector) - Averaged-lead gun: mean of linear+circular+wall-bounce predictions - 12 guns total, battle-tested Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
This commit is contained in:
@@ -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), AntiSurferGun (6), WallBounceGun (7), AccelGun (8), StopShotGun (9) via GunHarness.
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## Guns: HeadOnGun (0), LinearGun (1), TsetlinGun (2), CircularGun (3), GFGun (4), PatternMatcherGun (5), AntiSurferGun (6), WallBounceGun (7), AccelGun (8), StopShotGun (9), DisplacementGun (10), AveragedLeadGun (11) via GunHarness.
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## Radar: RadarLockModule via radar harness.
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## Movement: OscillatorModule (perpendicular strafing).
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@@ -21,12 +21,13 @@ import guns/wall_bounce
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import guns/accel_predictor
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import guns/stop_shot
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import guns/displacement
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import guns/averaged_lead
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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", "AntiSurf", "WallBounce", "Accel", "StopShot", "Displace"]
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const GunNames = ["HeadOn", "Linear", "Tsetlin", "Circular", "GuessFactor", "Pattern", "AntiSurf", "WallBounce", "Accel", "StopShot", "Displace", "AvgLead"]
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type
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ModularBot = ref object of Bot
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@@ -46,6 +47,7 @@ type
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accelGun: AccelGun
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stopShot: StopShotGun
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displace: DisplacementGun
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avgLead: AveragedLeadGun
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mover: PhantomMeteorModule
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virtualHits: int
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virtualMiss: int
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@@ -87,6 +89,7 @@ method onScannedBot*(bot: ModularBot, e: ScannedBotEvent) =
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var acPreds: array[len(PowerBins), GunPrediction]
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var ssPreds: array[len(PowerBins), GunPrediction]
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var dsPreds: array[len(PowerBins), GunPrediction]
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var alPreds: 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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@@ -99,6 +102,7 @@ method onScannedBot*(bot: ModularBot, e: ScannedBotEvent) =
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acPreds[i] = bot.accelGun.predict(bot.lastState, bulletSpeed(PowerBins[i]))
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ssPreds[i] = bot.stopShot.predict(bot.lastState, bulletSpeed(PowerBins[i]))
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dsPreds[i] = bot.displace.predict(bot.lastState, bulletSpeed(PowerBins[i]))
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alPreds[i] = bot.avgLead.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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@@ -113,6 +117,7 @@ method onScannedBot*(bot: ModularBot, e: ScannedBotEvent) =
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bot.tracker.spawnBullets(8, acPreds, bot.lastState)
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bot.tracker.spawnBullets(9, ssPreds, bot.lastState)
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bot.tracker.spawnBullets(10, dsPreds, bot.lastState)
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bot.tracker.spawnBullets(11, alPreds, 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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@@ -134,6 +139,7 @@ method onScannedBot*(bot: ModularBot, e: ScannedBotEvent) =
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of 8: bot.accelGun.onResult(fe)
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of 9: bot.stopShot.onResult(fe)
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of 10: bot.displace.onResult(fe)
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of 11: bot.avgLead.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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@@ -161,6 +167,7 @@ method onScannedBot*(bot: ModularBot, e: ScannedBotEvent) =
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of 8: setTurretColor("#FF00FF"); setBulletColor("#FF66FF") # Accel: magenta
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of 9: setTurretColor("#990000"); setBulletColor("#CC3333") # StopShot: dark red
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of 10: setTurretColor("#006600"); setBulletColor("#009900") # Displace: dark green
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of 11: setTurretColor("#996633"); setBulletColor("#CC9966") # AvgLead: brown
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else: discard
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let pred = case selectedGun
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@@ -174,6 +181,7 @@ method onScannedBot*(bot: ModularBot, e: ScannedBotEvent) =
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of 8: bot.accelGun.predict(bot.lastState, bulletSpeed(power))
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of 9: bot.stopShot.predict(bot.lastState, bulletSpeed(power))
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of 10: bot.displace.predict(bot.lastState, bulletSpeed(power))
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of 11: bot.avgLead.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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@@ -233,7 +241,7 @@ method run*(bot: ModularBot) =
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when isMainModule:
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var bot = ModularBot(
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tracker: vb.initTracker(11), # 0: HeadOn, 1: Linear, 2: Tsetlin, 3: Circular, 4: GuessFactor, 5: Pattern, 6: AntiSurf, 7: WallBounce, 8: Accel, 9: StopShot, 10: Displace
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tracker: vb.initTracker(12), # 0: HeadOn, 1: Linear, 2: Tsetlin, 3: Circular, 4: GuessFactor, 5: Pattern, 6: AntiSurf, 7: WallBounce, 8: Accel, 9: StopShot, 10: Displace, 11: AvgLead
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headOn: HeadOnGun(),
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linear: LinearGun(),
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circular: CircularGun(),
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@@ -245,6 +253,7 @@ when isMainModule:
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accelGun: initAccelGun(),
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stopShot: initStopShotGun(),
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displace: initDisplacementGun(),
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avgLead: initAveragedLeadGun(),
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radar: RadarLockModule(),
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mover: initPhantomMeteor(),
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currentGun: -1,
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@@ -0,0 +1,37 @@
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## Averaged-lead gun: mean prediction from linear, circular, and wall-bounce guns.
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## Smooths noise when enemy movement is between analytical models.
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import gun_harness/gun_interface
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import guns/linear
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import guns/circular
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import guns/wall_bounce
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type AveragedLeadGun* = object
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linear: LinearGun
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circular: CircularGun
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wallBounce: WallBounceGun
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cachedTick: int
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cachedPred: GunPrediction # per-tick cache; ponytail: single cache, extend if multi-power needed
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proc initAveragedLeadGun*(): AveragedLeadGun =
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AveragedLeadGun(wallBounce: initWallBounceGun())
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proc predict*(g: var AveragedLeadGun, state: WorldState, bulletSpeed: float): GunPrediction =
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if state.tick == g.cachedTick:
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return g.cachedPred
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let lp = g.linear.predict(state, bulletSpeed)
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let cp = g.circular.predict(state, bulletSpeed)
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let wp = g.wallBounce.predict(state, bulletSpeed)
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var px = (lp.x + cp.x + wp.x) / 3.0
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var py = (lp.y + cp.y + wp.y) / 3.0
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px = clamp(px, BotRadius, state.arenaWidth - BotRadius)
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py = clamp(py, BotRadius, state.arenaHeight - BotRadius)
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g.cachedTick = state.tick
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g.cachedPred = GunPrediction(x: px, y: py)
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g.cachedPred
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proc onResult*(g: var AveragedLeadGun, e: FeedbackEvent) =
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discard # analytical average — no learning
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@@ -0,0 +1,31 @@
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## Rammer movement — drive straight at enemy at max speed.
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## Forward/backward optimization: if enemy is behind, reverse instead of U-turning.
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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 MaxSpeed* = 8.0
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type RammerModule* = object
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discard
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proc initRammer*(): RammerModule = RammerModule()
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proc computeMove*(m: var RammerModule, ws: WorldState): MoveCommand =
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let enemyBearing = arctan2(ws.enemyY - ws.selfY, ws.enemyX - ws.selfX) * (180.0 / PI)
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# Delta from current heading to enemy bearing
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var delta = enemyBearing - ws.selfHeading
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while delta > 180.0: delta -= 360.0
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while delta < -180.0: delta += 360.0
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# If enemy is behind (|delta| > 90°), reverse to avoid U-turn
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let (speed, turnDelta) =
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if abs(delta) <= 90.0:
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(MaxSpeed, delta)
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else:
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let backDelta = if delta > 0.0: delta - 180.0 else: delta + 180.0
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(-MaxSpeed, backDelta)
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(speed: speed, turnRate: turnDelta.clamp(-10.0, 10.0))
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