## Guess-factor gun: statistical targeting via GF histogram. ## Bins: 31, ranging GF -1 (max CW escape) to +1 (max CCW escape). ## Learns from virtual bullet outcomes; caches wave state per-tick. import std/math import gun_harness/gun_interface const GFBins = 31 GFPrior = 0.1 type Wave = object fireX, fireY: float fireBearing: float # atan2(enemyY-selfY, enemyX-selfX) at fire tick (rad) mea: float # max escape angle (rad) GFGun* = object bins: array[GFBins, float] waves: seq[Wave] # pending unresolved waves # per-tick cache: store wave only once across multiple power-bin calls cachedTick: int cachedWaveStored: bool proc initGFGun*(): GFGun = result.cachedTick = -1 for i in 0.. g.bins[best]: best = i best proc predict*(g: var GFGun, state: WorldState, bulletSpeed: float): GunPrediction = if bulletSpeed <= 0.0: return GunPrediction(x: state.enemyX, y: state.enemyY) let dx = state.enemyX - state.selfX let dy = state.enemyY - state.selfY let dist = sqrt(dx*dx + dy*dy) let bearing = arctan2(dy, dx) let mea = arcsin(clamp(8.0 / bulletSpeed, -1.0, 1.0)) # Store one wave per tick regardless of how many power bins call us if state.tick != g.cachedTick: g.cachedTick = state.tick g.cachedWaveStored = false if not g.cachedWaveStored: g.waves.add Wave( fireX: state.selfX, fireY: state.selfY, fireBearing: bearing, mea: mea, ) g.cachedWaveStored = true let gfAngle = bearing + indexToGF(g.peakBin()) * mea # Aim from self at gfAngle, at current dist (angular targeting) let px = state.selfX + cos(gfAngle) * dist let py = state.selfY + sin(gfAngle) * dist GunPrediction( x: clamp(px, BotRadius, state.arenaWidth - BotRadius), y: clamp(py, BotRadius, state.arenaHeight - BotRadius), ) proc onResult*(g: var GFGun, e: FeedbackEvent) = ## Called when a virtual bullet resolves. Match the wave by predicted point, ## compute actual GF, and increment the histogram with a smoothing kernel. ## We don't have the original wave tick here, so we use the prediction coords ## to identify and remove the matching wave. ## ponytail: O(n) scan over waves; waves list stays tiny (< a dozen at a time) if g.waves.len == 0: return # Pop the oldest wave (FIFO matches bullet resolution order) let w = g.waves[0] g.waves.delete(0) # Compute actual bearing from fire position to where the enemy actually was let actualDx = e.actualX - w.fireX let actualDy = e.actualY - w.fireY let actualBearing = arctan2(actualDy, actualDx) var bearingDelta = actualBearing - w.fireBearing # Normalize to [-PI, PI] while bearingDelta > PI: bearingDelta -= 2.0*PI while bearingDelta < -PI: bearingDelta += 2.0*PI let gf = if w.mea > 1e-10: clamp(bearingDelta / w.mea, -1.0, 1.0) else: 0.0 let centerIdx = gfToIndex(gf) # Triangular smoothing kernel over adjacent bins for i in 0..