## 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 std/os import std/strutils 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 ~120 bytes, so this array costs ~960 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) MetricEnvVar* = "GUN_VBULLET_METRIC" ## RUNTIME switch selecting how a virtual bullet is scored. Read once per ## process at module init, so the SAME compiled binary can be A/B'd by ## exporting it — no rebuild needed. Both the live ModularBot tracker and ## the offline range replay call `initTracker`, so they always agree. type GunId* = int ## index into the guns seq BulletMetric* = enum bmPoint ## DEFAULT. A bullet is scored at the single point it reaches at ## the fire-time aim distance. HIT iff that point is within ## BotRadius of the target on that tick. Measures prediction ## accuracy (does the bullet arrive at the predicted point at the ## right time). bmPath ## The bullet flies along its straight ray until it leaves the ## arena. Each tick the swept segment (previous -> new position) ## is tested against the target's radius; HIT iff ANY segment came ## within BotRadius. Measures hypothetical hit chance against the ## target's real path. proc parseMetric*(value: string): BulletMetric = ## Parse a `GUN_VBULLET_METRIC` value. Empty / unknown values fall back to ## the shipped `point` model and emit a one-line warning on stderr, so a ## typo can never silently change the metric and a bad value can never take ## the bot down. case value.strip().toLowerAscii() of "", "point", "points", "bmpoint": bmPoint of "path", "paths", "bmpath": bmPath else: stderr.writeLine("[gun_harness] unknown " & MetricEnvVar & "='" & value & "'; falling back to 'point' (valid: point|path)") bmPoint let ActiveMetric* = parseMetric(getEnv(MetricEnvVar, "point")) ## The metric every tracker uses unless a caller overrides it explicitly in ## `initTracker`. Frozen at process start from the environment. type VirtualBullet* = object gunId*: GunId powerBin*: int ## index into PowerBins targetId*: int ## enemy bot ID this bullet was aimed at fireTick*: int ## tick this bullet was spawned; lets a gun pair its ## predict() trace with the exact resolution event 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 # --- path-metric bookkeeping (unused by the point metric) --- hitSeen*: bool ## a swept segment already touched the target bestMissDist*: float ## closest segment->target distance seen so far bestMissX*: float ## target position at that closest approach bestMissY*: float 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 metric*: BulletMetric ## scoring model (defaults to ActiveMetric) 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, metric = ActiveMetric): VirtualTracker = ## `metric` defaults to the process-wide `GUN_VBULLET_METRIC` switch; pass it ## explicitly only from tests that need both models in one process. result.numGuns = numGuns result.metric = metric 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.. 1e-12: s = clamp(((px - ax)*abx + (py - ay)*aby) / abLen2, 0.0, 1.0) hypot(px - (ax + s*abx), py - (ay + s*aby)) proc tickBullets*(t: var VirtualTracker, state: WorldState, enemies: Table[int, tuple[x, y: float, lastSeenTick: int, alive: bool]], onResolved: proc(gunId: GunId, binIdx: int, e: FeedbackEvent)) = ## Advance all active bullets one tick. ## ## The `bmPoint` branch (default) is unchanged: resolve when the bullet ## reaches the fire-time aim distance and score the single point it lands on. ## ## The `bmPath` branch flies the bullet along its ray until it leaves the ## arena and tests each tick's swept segment against the target's radius. It ## records exactly one outcome per bullet (at the wall), so every resolved ## bullet contributes exactly one fitness sample. A bullet that goes dead or ## stale is discarded without scoring, mirroring the point metric at ## resolution time. 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], fireTick: b.fireTick, powerBin: b.powerBin, missDistance: missDist, hit: hit, ) onResolved(b.gunId, b.powerBin, fe) b.active = false of bmPath: # Enemy pose for this tick. A dead/stale target abandons the bullet # without scoring, exactly as the point metric does at resolution time. var ex, ey: float if b.targetId in enemies: let e = enemies[b.targetId] if not e.alive or (state.tick - e.lastSeenTick) > StaleTicks: b.active = false continue ex = e.x; ey = e.y else: ex = state.enemyX; ey = state.enemyY let dx = b.aimX - b.fireX let dy = b.aimY - b.fireY let dist = hypot(dx, dy) var ux, uy: float if dist < 1e-6: ux = 0.0; uy = 0.0 else: ux = dx / dist; uy = dy / dist let prevD = max(0.0, b.travelDist - b.bulletSpeed) let ax = b.fireX + ux * prevD let ay = b.fireY + uy * prevD let bx = b.fireX + ux * b.travelDist let by = b.fireY + uy * b.travelDist let segMiss = distPointToSegment(ex, ey, ax, ay, bx, by) if not b.hitSeen: if segMiss < BotRadius: # First physical contact — freeze it so a later closer approach # cannot overwrite the contact position the guns learn from. b.hitSeen = true b.bestMissDist = segMiss b.bestMissX = ex b.bestMissY = ey elif segMiss < b.bestMissDist: b.bestMissDist = segMiss b.bestMissX = ex b.bestMissY = ey # Despawn only at a wall (a degenerate zero-length ray also ends here). let outside = dist < 1e-6 or bx < 0.0 or bx > state.arenaWidth or by < 0.0 or by > state.arenaHeight if outside: let missDist = if b.bestMissDist == Inf: segMiss else: b.bestMissDist let rx = if b.bestMissDist == Inf: ex else: b.bestMissX let ry = if b.bestMissDist == Inf: ey else: b.bestMissY if b.targetId in t.fitness: t.fitness[b.targetId][b.gunId].bins[b.powerBin].record(b.hitSeen) let fe = FeedbackEvent( prediction: GunPrediction(x: b.aimX, y: b.aimY), actualX: rx, actualY: ry, bulletPower: PowerBins[b.powerBin], fireTick: b.fireTick, powerBin: b.powerBin, missDistance: missDist, hit: b.hitSeen, ) 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)