## Rammer movement — drive straight at enemy at max speed. ## Forward/backward optimization: if enemy is behind, reverse instead of U-turning. import std/math import gun_harness/gun_interface import movement_harness/movement_interface const MaxSpeed* = 8.0 type RammerModule* = object debugGraphics*: bool proc initRammer*(): RammerModule = RammerModule(debugGraphics: false) proc computeMove*(m: var RammerModule, ws: WorldState): MoveCommand = let dx = ws.enemyX - ws.selfX let dy = ws.enemyY - ws.selfY # Tank Royale: 0° = East, cos for X, sin for Y let targetBearing = arctan2(dy, dx) * 180.0 / PI # Angle we need to turn (relative to current heading) var delta = targetBearing - ws.selfHeading # Normalize to -180..180 while delta > 180.0: delta -= 360.0 while delta < -180.0: delta += 360.0 # Drive forward or backward — whichever requires less turning if abs(delta) <= 90.0: # Forward: turn toward enemy, full speed ahead (speed: MaxSpeed, turnRate: delta.clamp(-10.0, 10.0)) else: # Backward: reverse toward enemy # Flip delta by 180° to get the reverse heading var revDelta = delta + (if delta > 0.0: -180.0 else: 180.0) (speed: -MaxSpeed, turnRate: revDelta.clamp(-10.0, 10.0))