## Virtual bullet tracker. ## Spawns virtual bullets per gun×power bin every tick (no real firing). ## Resolves by travel distance. Rolling window fitness per gun×power. ## Calls onResult() on the owning gun when a bullet resolves. import std/math import std/tables import std/random import std/algorithm import gun_interface const PowerBins* = [1.0, 1.5, 2.0, 3.0] ## 4 bins; ponytail: fixed array, add runtime config if needed WindowSize* = 100 ## rolling window ticks for fitness MaxBullets* = 8192 ## hard cap; ring buffer. 52 spawns/tick and a ## full-map long shot (~90 ticks) need ~4700 slots; ## 8192 wraps only after ~157 ticks. Each VirtualBullet ## is 88 bytes, so this array costs ~704 KiB. MinHitRate* = 0.40 ## 40% threshold for acceptable power selection MinObsBeforeCompete* = 50 ## min observations before a gun×bin enters competition TieMargin* = 0.02 ## guns within this hit-rate margin of best are tied MinHitRateFloor* = 0.10 ## if best gun < this, fall back to gun 0 (HeadOn) type GunId* = int ## index into the guns seq VirtualBullet* = object gunId*: GunId powerBin*: int ## index into PowerBins targetId*: int ## enemy bot ID this bullet was aimed at fireX*, fireY*: float aimX*, aimY*: float ## predicted target (absolute) bulletSpeed*: float travelDist*: float ## accumulated px so far fireDist*: float ## distance to target at fire time active*: bool FitnessWindow* = object ## Ring buffer of hit booleans. hits*: array[WindowSize, bool] count*: int ## total samples so far (capped at WindowSize for rate) head*: int GunFitness* = object bins*: array[len(PowerBins), FitnessWindow] VirtualTracker* = object bullets*: array[MaxBullets, VirtualBullet] head*: int ## ring buffer head numGuns*: int fitness*: Table[int, seq[GunFitness]] ## keyed by enemy bot ID, indexed by GunId droppedBullets*: int ## unresolved bullets clobbered by the ring buffer (should stay 0) proc initTracker*(numGuns: int): VirtualTracker = result.numGuns = numGuns proc hitRate*(fw: FitnessWindow): float = ## Returns fraction of hits in the rolling window. 0.0 when no data. if fw.count == 0: return 0.0 let n = min(fw.count, WindowSize) var h = 0 for i in 0.. StaleTicks). for i in 0.. StaleTicks: b.active = false continue ex = e.x; ey = e.y else: # No data for this target — fall back to selected enemy in state ex = state.enemyX; ey = state.enemyY let dx = b.aimX - b.fireX let dy = b.aimY - b.fireY let dist = hypot(dx, dy) let (bx, by) = if dist < 1e-6: (b.aimX, b.aimY) else: (b.fireX + dx / dist * b.travelDist, b.fireY + dy / dist * b.travelDist) let missDist = hypot(bx - ex, by - ey) let hit = missDist < BotRadius if b.targetId in t.fitness: t.fitness[b.targetId][b.gunId].bins[b.powerBin].record(hit) let fe = FeedbackEvent( prediction: GunPrediction(x: b.aimX, y: b.aimY), actualX: ex, actualY: ey, bulletPower: PowerBins[b.powerBin], missDistance: missDist, hit: hit, ) onResolved(b.gunId, b.powerBin, fe) b.active = false proc fitnessFor*(t: VirtualTracker, targetId: int): seq[GunFitness] = ## Returns fitness seq for targetId, or merges all enemies as fallback. ## ## The fallback is a RECENCY-WEIGHTED AGGREGATE over the last WindowSize ## samples, NOT a pooled rate: each per-enemy window is replayed into one fresh ## window, so once the total exceeds WindowSize the earliest samples are ## overwritten by later ones. Enemies are visited in ascending target-id order ## so the result is identical on every run (std/tables iteration order is hash ## order and therefore nondeterministic). ## ponytail: merge is O(enemies*guns*bins*WindowSize), fine for small counts if targetId >= 0 and targetId in t.fitness: return t.fitness[targetId] # Aggregate across all enemies, deterministically ordered. result = newSeq[GunFitness](t.numGuns) var enemyIds: seq[int] for id in t.fitness.keys: enemyIds.add id enemyIds.sort() for id in enemyIds: let perEnemy = t.fitness[id] for gunId in 0..= MinHitRate. ## Falls back to lowest power bin if nothing qualifies yet. ## Uses per-enemy fitness when targetId >= 0 and data exists; else aggregate. let fit = t.fitnessFor(targetId) result = (0, PowerBins[0]) # Cold gun (zero observations in every bin): fall back to the lowest power bin, # as documented. Without this the countdown loop below would hit the empty # highest bin first and wrongly return power 3.0. var anyObs = false for binIdx in 0.. 0: anyObs = true break if not anyObs: return (0, PowerBins[0]) # Warm gun: unchanged — return the highest power bin clearing MinHitRate # (or an empty bin, which the existing logic treats as acceptable). for binIdx in countdown(len(PowerBins) - 1, 0): let rate = fit[gunId].bins[binIdx].hitRate() if rate >= MinHitRate or fit[gunId].bins[binIdx].count == 0: return (binIdx, PowerBins[binIdx]) proc bestGun*(t: VirtualTracker, targetId: int = -1): GunId = ## Pick gun with highest hit rate across all power bins. ## Guns with fewer than MinObsBeforeCompete observations are skipped ## unless every gun is below threshold (then fall back to best of all). ## Uses per-enemy fitness when targetId >= 0 and data exists; else aggregate. ## Ties (within TieMargin) are broken randomly to avoid index-0 bias. ## ponytail: O(n*bins), fine for small gun counts let fit = t.fitnessFor(targetId) proc bestAmong(fit: seq[GunFitness], requireMin: bool): GunId = var bestRate = -1.0 for gunId in 0.. bestRate: bestRate = r # Floor check: if nothing hits well enough, HeadOn is the safe default if bestRate < MinHitRateFloor: return 0 var tied: seq[GunId] for gunId in 0..= bestRate - TieMargin: tied.add(gunId) break if tied.len == 0: return 0 return tied[rand(tied.len - 1)] var anyQualifies = false for gunId in 0..= MinObsBeforeCompete: anyQualifies = true break if anyQualifies: break result = if anyQualifies: fit.bestAmong(true) else: fit.bestAmong(false)