The user's plan: "separate racks for melee and 1v1, so the bot switches from
those based on the situation, and we can put the guns we want in one or both
racks."
MECHANISM
- `RackMode` (rm1v1/rmMelee) derived from SERVER TRUTH: `rackMode(enemyCount)`
= 1v1 when the count is 1, melee otherwise. This is the SAME `getEnemyCount()`
value the radar already uses, so there is now ONE definition of the mode.
(Using the tracker's known-enemy count was a previous bug in the radar: it
read 1 before the second enemy was scanned.)
- `RackMembership` per gun: both (default) | 1v1 | melee | off.
- The selector ranks only admitted guns - including the floor path and the
incumbent-hysteresis path.
- Empty filtered set FALLS BACK to the full rack, so the bot can never end up
with no gun.
- Env-overridable at process start, no rebuild: `TR_RACK_<GUN>` for all 14 guns
(TR_RACK_HEADON, TR_RACK_LINEAR, ... TR_RACK_TMSELECT), values
both|1v1|melee|off. Empty/unknown -> both + a stderr warning, never fatal.
- `[rack] mode=<1v1|melee> active=<guns> overrides=<...>` logged once per mode
change, never per tick.
DEFAULT IS UNCHANGED: every gun ships `rmBoth`, so behaviour is byte-identical
until the user re-racks anything. Verified by the unit test's default-config
selection parity (RNG draw for RNG draw) and by `test_gun_harness` 39 and
acceptance 12/12. `chooseFromFit` iterates the admitted list in ascending id
order, so the random tie-break draws are unchanged.
NO TUNING DONE, deliberately: we had no per-gun melee hit-rate data, and an
earlier 15-paired-run experiment found pruning neutral-to-negative on hit rate
(p=0.57/0.21). So all guns stay `both` and the membership pass waits for data.
PER-MODE DATA PLUMBING (this is what unblocks that pass): per-gun real shot
accounting is now split by the rack in force at fire time, adding to
gun_stats.jsonl: realShots1v1, realHits1v1, realHitRate1v1, realShotsMelee,
realHitsMelee, realHitRateMelee.
Verification: test_rack_membership 38/38 (new, pure, no battle); test_gun_harness
39, test_vbullet_metric 11, test_power_selection 3, test_adaptive_radar 41,
test_tfil_ring_weights 24, test_power_policy 26, test_ram_decision 28;
acceptance_offline_vs_online 12/12 VERDICT PASS; ModularBot compiles. The live
`[rack]` line was observed switching 1v1 -> melee when the enemy died.
The offline range never calls the selector (only spawnBullets/tickBullets/
reportFor), so mode filtering cannot change the offline result and no offline
mode parameter was needed - confirmed by reasoning over the source and by 12/12.
Implements the user's energy management request: "firing from more than 200px
should be a 'not good chances zone' so faster bullets and more chances to hit
matters more than single hit damage with low chances. When we are lower than 50
health, same thing. I would like to use 3.0 power only when the chances of
hitting are higher than average."
Design: a CAP on top of the existing `bestPower`, not a rewrite. `bestPower`
still answers "which bin does this gun's own data prefer"; the policy caps it:
ramming -> 3.0 (reason ram, exempt)
dist > TR_POWER_FAR_DIST (200) -> 1.0 (far)
elif selfEnergy < TR_POWER_LOW_ENERGY (50) -> 1.0 (lowEnergy)
elif pEst <= pRef -> 2.0 (belowAvg)
else -> 3.0 (full)
power = min(gunPreferredBinPower, cap) # can only LOWER power
p=1.0 is the right "low" tier on the measured mechanics: bullet speed 20-3p so
p=1.0 gives speed 17 vs 11 at p=3.0 (55% faster = less lead error), fire
interval 10+2p so 12 ticks vs 16 (33% more shots), and drain 0.083/turn vs
0.1875 (2.25x slower). All three things the user asked for at long range.
pEst = the chosen bin's virtual rate (gun aggregate when the bin is empty);
pRef = the gun's aggregate mean unless TR_POWER_REF > 0. No-data guns are
vacuously below-average -> cap 2.0 (conservative, documented).
Control arm: TR_POWER_POLICY=0 = uncapped = today's behaviour exactly.
Knobs: TR_POWER_POLICY, TR_POWER_FAR_DIST, TR_POWER_LOW_ENERGY,
TR_POWER_FAR_CAP, TR_POWER_MID_CAP, TR_POWER_REF, TR_POWER_LOG.
TR_POWER_MID_CAP exists because the user did not specify the middle case
(close + healthy + not-above-average); 2.0 is the default, flippable to 1.0.
Seam: the cap lives in a pure `applyPowerPolicy` and is applied only in
`selectShot` (the single place real shots are chosen), so the logic is testable
without a battle. Ram is wired from `shouldRam` - the same value the movement
dispatch uses for the (0,50) band.
CORRECTION TO AN ASSUMPTION IN THE TASK: `offline_range.nim` does NOT call
`bestPower`/`selectShot` - it only replays virtual-bullet spawn/resolve across
all power bins, independent of the real shot's power. So there is no offline
power-selection path that could diverge from the live one, and the acceptance
test guards the metric, not the policy. Policy coverage therefore comes from the
new unit test.
Verification: test_power_policy 26/26 in BOTH modes (default and TR_POWER_POLICY=0
control arm); test_gun_harness 39, test_vbullet_metric 11, test_power_selection 3,
test_adaptive_radar 41, test_tfil_ring_weights 24; acceptance_offline_vs_online
12/12 VERDICT PASS (live battle). ModularBot compiles.
UNVERIFIED: the live effect on damage/survival/score. No A/B has run.
Hypothesis under test: the selector chatters (~54 switches/100 ticks) and that
chatter suppresses firing, so committing to the virtual-best gun should raise
real hit rate. MEASURED AGAINST THE REAL DRUSSGT: it does not.
setting switches/100t real hit % dmg/run shots/run
no hysteresis 0/0 54.29 7.02% 217 244.8
light 10/0.05 1.95 6.22% 191 235.3
moderate 30/0.15 1.33 5.10% 156 233.9
aggressive 60/0.30 - 5.72% 175 242.5
(16 runs x 7 rounds per config except aggressive = 8; server-side events
sidecar; permutation test baseline-vs-moderate p=0.002, baseline-vs-light
p=0.18.)
Hysteresis cuts chatter 28-54x but every variant fires slightly FEWER shots and
deals LESS damage than baseline. Mechanism [INFERRED, consistent with
docs/gun_rack_analysis.md 2/4]: the per-tick random tie-break among the tied
band is a hedge, and hysteresis destroys it by committing to the virtual-best
gun - which is not the real-best, because the virtual metric is a weak,
sign-unstable ranker. The chattering was load-bearing.
Shipped: GunDwellTicks=10, GunSwitchMargin=0.05 (GUN_SELECTOR_DWELL /
GUN_SELECTOR_MARGIN) - the only setting within the baseline's run-to-run spread.
GUN_SELECTOR_DWELL=0 GUN_SELECTOR_MARGIN=0 reproduces the pre-change selector
exactly.
Seam: VirtualTracker, which already owns the other selection state (fitness,
the relative floor's peakRateRef), so the bot needs no new fields. bestGun and
chooseFromFit stay pure/memoryless, which is why the existing random-tiebreak
test needed no change.
Guards: test_gun_harness 39/39 (33 original + 6 new hysteresis checks),
test_vbullet_metric, test_power_selection, acceptance_offline_vs_online 12/12.
Measured, not assumed. With the gate temporarily opened to 20 deg, every
real shot was logged (tick, angle error at fire time, distance, power,
hit) across 3 gauntlets: 2611 shots, 57.3% aggregate. Findings:
- The geometric cone atan(BotRadius/d) is directionally confirmed but a
WEAK lever: even at 0.0-0.1 deg error the hit rate at 400-600px is only
~53-57%, because PREDICTION error dominates alignment error.
- Real effect of tightening the gate: 57.9% -> 68.0% aggregate hit rate
(fixed 0.1 deg), not the 76.9% previously reported -- that was a
high-variance draw (per-rep 62.8/66.4/77.2%).
- The shipped range-aware gate (SafetyFactor 0.6) does NOT beat the fixed
2.0 deg gate on hit rate (55.8% vs 57.9%, ~1.5 sigma, inside noise). It
fires 22-28% more shots and therefore lands more total hits (~509 vs
~434 per rep). No per-adversary score delta exceeded the 300-point
run-to-run noise band, so no config is demonstrably better on score.
Shipped anyway because it is strictly more expressive (a fixed threshold is
the special case), tunable from one const, and physically motivated, but
the honest verdict is recorded in-code: the gate is not the bottleneck.
AimThresholdDeg is removed; shouldFire now takes distPx. Degenerate or NaN
distance falls back to the ceiling rather than dividing by zero.
Also adds a per-shot logger to ModularBot behind 'const ShotLog' so the
measurement above is reproducible, and 10 new guard checks (24 total, all
passing) covering monotonicity, clamping, formula, perfect alignment,
gross misalignment and degenerate distance.
Cross-checked against the server source: the gun fires BEFORE the turn is
applied, so the logged angle error is the true departure error, and
fireAssist auto-aim is off (unset by the Nim API and forced false by
setAdjustRadarForGunTurn).