## First guard tests for the gun selector + the speed-sensitivity checks for the ## per-tick caching bug class. ## ## Headless: no Java, no server, no battle. Run with plain ## nim c -r common_libs/tests/test_gun_harness.nim ## ## Selection tests seed the tracker's exported fitness windows directly instead of ## dragging virtual bullets through spawnBullets/tickBullets. That is deliberate: ## it makes exact hit-rates (and therefore tie/rng/floor behaviour) deterministic ## and fast. The spawn/tick pipeline itself is exercised by the droppedBullets ## test below and by the full gauntlet. import std/[math, random, tables] import gun_harness/gun_interface import gun_harness/virtual_bullets import gun_harness/selector import guns/stop_shot import guns/displacement import guns/averaged_lead import guns/pattern_matcher var failures = 0 proc check(name: string, ok: bool) = if ok: echo "PASS: ", name else: echo "FAIL: ", name inc failures proc recordHit(fw: var FitnessWindow, hit: bool) = fw.hits[fw.head] = hit fw.head = (fw.head + 1) mod WindowSize inc fw.count proc seedWindow(t: var VirtualTracker, targetId, gunId, binIdx, hits, misses: int) = ## Narrowly-scoped test helper: write `hits`/`misses` samples straight into a ## gun×bin fitness window (fields are exported by virtual_bullets). if targetId notin t.fitness: t.fitness[targetId] = newSeq[GunFitness](t.numGuns) var fw = addr t.fitness[targetId][gunId].bins[binIdx] for _ in 0.. 0.5 or abs(a.y - b.y) > 0.5 # ── selector guards ────────────────────────────────────────────────────────── proc testColdBestGun() = var t = initTracker(3) check "bestGun on a cold tracker returns 0 (HeadOn)", t.bestGun(-1) == 0 proc testRandomTiebreak() = # Two guns with an identical, well-observed hit rate: the tiebreak must expose # both ids. Before the random tiebreak landed this always returned index 0. var t = initTracker(2) seedWindow(t, 7, gunId = 0, binIdx = 0, hits = 50, misses = 0) seedWindow(t, 7, gunId = 1, binIdx = 0, hits = 50, misses = 0) var seen: array[2, bool] for _ in 0..<500: let g = t.bestGun(-1) if g >= 0 and g < 2: seen[g] = true check "random tiebreak returns BOTH tied gun ids (no index-0 determinism)", seen[0] and seen[1] proc testBestGunDeterministicWinner() = # gun 2 clearly best and past MinObsBeforeCompete; must win every call. var t = initTracker(3) seedWindow(t, 7, gunId = 0, binIdx = 0, hits = 25, misses = 25) # 50 obs, 50% seedWindow(t, 7, gunId = 1, binIdx = 0, hits = 0, misses = 0) # cold, skipped seedWindow(t, 7, gunId = 2, binIdx = 0, hits = 50, misses = 0) # 50 obs, 100% var allTwo = true for _ in 0..<100: if t.bestGun(-1) != 2: allTwo = false check "gun with clearly best rate and >= MinObsBeforeCompete wins deterministically", allTwo proc testBestPowerCold() = var t = initTracker(3) let (bin, power) = t.bestPower(0, -1) check "bestPower on a zero-observation gun returns bin 0 / power 1.0", bin == 0 and power == 1.0 proc testBestPowerWarmBin3() = var t = initTracker(3) seedWindow(t, 7, gunId = 0, binIdx = 3, hits = 50, misses = 0) # 100% >= MinHitRate let (bin, power) = t.bestPower(0, -1) check "bestPower on a warm gun whose bin 3 rate >= MinHitRate returns bin 3", bin == 3 and power == 3.0 proc testFitnessForDeterministic() = # Same per-enemy data inserted in opposite orders must aggregate identically. # Before fitnessFor sorted enemy ids, std/tables hash order leaked in. var t1 = initTracker(2) seedWindow(t1, 5, gunId = 0, binIdx = 0, hits = 10, misses = 5) seedWindow(t1, 3, gunId = 0, binIdx = 0, hits = 5, misses = 10) var t2 = initTracker(2) seedWindow(t2, 3, gunId = 0, binIdx = 0, hits = 5, misses = 10) seedWindow(t2, 5, gunId = 0, binIdx = 0, hits = 10, misses = 5) var same = true for _ in 0..<20: let r1 = t1.fitnessFor(-1)[0].bins[0].hitRate() let r2 = t2.fitnessFor(-1)[0].bins[0].hitRate() if r1 != r2: same = false let expected = 15.0 / 30.0 check "fitnessFor is deterministic across insertion orders", same and abs(t1.fitnessFor(-1)[0].bins[0].hitRate() - expected) < 1e-12 proc testDroppedBullets() = var t = initTracker(1) let state = ws(0, 500.0, 500.0, 0.0, 0.0) let preds = [GunPrediction(x: 500.0, y: 500.0), GunPrediction(x: 500.0, y: 500.0), GunPrediction(x: 500.0, y: 500.0), GunPrediction(x: 500.0, y: 500.0)] # Fill the ring exactly (4 bullets per spawn, no tickBullets -> never resolve). for _ in 0..<(MaxBullets div len(PowerBins)): t.spawnBullets(0, preds, state, 5) check "droppedBullets stays 0 until the ring wraps", t.droppedBullets == 0 t.spawnBullets(0, preds, state, 5) check "droppedBullets counts unresolved bullets clobbered by the ring", t.droppedBullets == 4 # ── caching-bug speed sensitivity (Task 5) ─────────────────────────────────── proc testStopShotSpeedSensitivity() = let spd0 = bulletSpeed(PowerBins[0]) let spd3 = bulletSpeed(PowerBins[3]) var ss = initStopShotGun() # Constant speed 4: warm two frames, then compare on the same tick. Before the # fix the tick-only cache returned bin 0's lead for every bin. discard ss.predict(ws(1, 400.0, 100.0, 4.0, 0.0), spd0) discard ss.predict(ws(2, 400.0, 100.0, 4.0, 0.0), spd0) let s3 = ws(3, 400.0, 100.0, 4.0, 0.0) let p0 = ss.predict(s3, spd0) let p3 = ss.predict(s3, spd3) check "stop_shot: same tick, different bulletSpeed -> different point", pointsDiffer(p0, p3) # Task 1a: deceleration is actually detected (8 -> 4 px/tick). The old ordering # made prev == speed, so this branch was unreachable and the gun was Linear. var ss2 = initStopShotGun() discard ss2.predict(ws(1, 400.0, 100.0, 8.0, 0.0), spd0) let pd = ss2.predict(ws(2, 400.0, 100.0, 4.0, 0.0), spd0) # Stop point is 400 + 4 + 2 = 406 px (BrakeDecel=2); linear lead would be ~470. check "stop_shot: deceleration branch reaches the simulated stop point", abs(pd.x - 406.0) < 1.0 proc testDisplacementSpeedSensitivity() = let spd0 = bulletSpeed(PowerBins[0]) let spd3 = bulletSpeed(PowerBins[3]) var dg = initDisplacementGun() # Warm 16 ticks emulating the real harness: 4 predict() calls (one per power # bin) on every tick. Feed 16 ticks of constant +5 px/tick motion so the # 15-tick window is ready. for tick in 1..16: for bin in 0.. different point", pointsDiffer(d0, d3) # The real displacement bug: the speed-in-key cache advanced the ring ~4x per # tick, so the nominal 15-tick window spanned ~4 ticks. Sampling once per tick # means 4 calls/tick must be identical to 1 call/tick. var dgMulti = initDisplacementGun() var dgOnce = initDisplacementGun() for tick in 1..16: let s = ws(tick, 300.0 + 5.0 * tick.float, 200.0, 5.0, 0.0) for bin in 0.. different point", pointsDiffer(a0, a3) proc testPatternMatcherSpeedSensitivity() = let spd0 = bulletSpeed(PowerBins[0]) let spd3 = bulletSpeed(PowerBins[3]) var pm = PatternMatcherGun() for tick in 1..25: discard pm.predict(ws(tick, 300.0 + 5.0 * tick.float, 200.0, 5.0, 0.0), spd0) let s26 = ws(26, 300.0 + 5.0 * 26.0, 200.0, 5.0, 0.0) let m0 = pm.predict(s26, spd0) let m3 = pm.predict(s26, spd3) check "pattern_matcher: same tick, different bulletSpeed -> different point", pointsDiffer(m0, m3) # ── range-aware firing gate (Task B) ──────────────────────────────────────── proc testToleranceStrictlyDecreases() = # In the unclamped band the tolerance must fall monotonically with distance. # 100..10000 px sits strictly inside [floor, ceiling] for the shipped # SafetyFactor, so clamping cannot mask a flat or rising curve. let dists = [100.0, 200.0, 400.0, 800.0, 1600.0, 3200.0, 10000.0] var ok = true for i in 0.. ceiling let far = aimToleranceDeg(1.0e9) # effectively infinite -> floor let mid = aimToleranceDeg(500.0) check "range gate: point-blank clamps to MaxAimThresholdDeg", near == MaxAimThresholdDeg check "range gate: extreme range clamps to MinAimThresholdDeg", far == MinAimThresholdDeg check "range gate: mid-range tolerance is strictly inside the clamps", mid > MinAimThresholdDeg and mid < MaxAimThresholdDeg proc testToleranceFormula() = let d = 500.0 let expected = radToDeg(arctan(BotRadius * SafetyFactor / d)) check "range gate: tolerance matches radToDeg(arctan(BotRadius*SF/dist))", abs(aimToleranceDeg(d) - expected) < 1e-9 proc testPerfectAlignmentAlwaysFires() = var allPass = true for d in [0.0, 1.0, 100.0, 1000.0, 1.0e9]: if not shouldFire(100.0, 100.0, 0.0, d): allPass = false check "range gate: a perfectly aligned cool gun passes at every distance", allPass proc testGrossMisalignmentFailsLongRange() = # 5 deg is far outside the ~0.8 deg cone at 800 px. check "range gate: gross misalignment fails at long range", not shouldFire(100.0, 105.0, 0.0, 800.0) proc testDegenerateDistance() = let t = aimToleranceDeg(0.0) check "range gate: distPx = 0 falls back to the ceiling", t == MaxAimThresholdDeg check "range gate: distPx = 0 yields a finite, non-NaN tolerance", t == t and t < Inf and t > -Inf check "range gate: NaN distance also falls back to the ceiling", aimToleranceDeg(NaN) == MaxAimThresholdDeg # ── driver ─────────────────────────────────────────────────────────────────── randomize() testColdBestGun() testRandomTiebreak() testBestGunDeterministicWinner() testBestPowerCold() testBestPowerWarmBin3() testFitnessForDeterministic() testDroppedBullets() testStopShotSpeedSensitivity() testDisplacementSpeedSensitivity() testAveragedLeadSpeedSensitivity() testPatternMatcherSpeedSensitivity() testToleranceStrictlyDecreases() testToleranceClamps() testToleranceFormula() testPerfectAlignmentAlwaysFires() testGrossMisalignmentFailsLongRange() testDegenerateDistance() if failures > 0: echo "\n", failures, " check(s) FAILED" quit(1) echo "\nAll gun-harness checks passed."