Implement gun selection logic #168

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opened 2026-09-19 14:39:10 +02:00 by SirStone · 2 comments
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Question

Build the gun selector in common_libs/gun_harness/selector.nim.

Per decisions D4, D5, D16:

  • Every tick when gun turn remaining ≈ 0: query fitness table, pick gun with highest hit rate
  • Compute aim angle via directionTo(myPos, selectedGun.predict())
  • Set gun turn rate toward target
  • When turn complete + gunHeat == 0: fire at power = highest power with acceptable hit rate for this gun
  • No thrashing: commit to turn once started
## Question Build the gun selector in `common_libs/gun_harness/selector.nim`. Per decisions D4, D5, D16: - Every tick when gun turn remaining ≈ 0: query fitness table, pick gun with highest hit rate - Compute aim angle via directionTo(myPos, selectedGun.predict()) - Set gun turn rate toward target - When turn complete + gunHeat == 0: fire at power = highest power with acceptable hit rate for this gun - No thrashing: commit to turn once started
SirStone added the wayfinder:task label 2026-09-19 14:39:10 +02:00
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Blocked by #167 — virtual bullet tracker must exist before selector can query fitness table.

Blocked by #167 — virtual bullet tracker must exist before selector can query fitness table.
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Superseded by vertical-slice tickets — see map #165.

Superseded by vertical-slice tickets — see map #165.
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Reference: SirStone/SirRoboGarage#168