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>
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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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## 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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