## 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; queues one wave per (tick, power bin). import std/[math, strformat] import gun_harness/gun_interface import gun_harness/virtual_bullets as vb # PowerBins: the four power bins the harness spawns import guns/lead_forecast const GFBins = 31 GFPrior = 0.1 DebugGF* = false WaveCompactAt = 64 ## compact a bin's wave seq once this many entries are consumed type Wave = object fireX, fireY: float fireBearing: float # atan2(enemyY-selfY, enemyX-selfX) at fire tick (rad) # mea not stored — recomputed from FeedbackEvent.bulletPower at resolution time GFGun* = object bins: array[GFBins, float] # One wave queue per power bin. The owning bin is fixed at push time (from the # bulletSpeed argument) and at pop time (from FeedbackEvent.bulletPower), so a # resolved bullet is always paired with a wave from its own bin. waves: array[len(vb.PowerBins), seq[Wave]] waveHead: array[len(vb.PowerBins), int] # O(1) pop cursor into waves[bin] waveStoredTick: array[len(vb.PowerBins), int] # last tick a wave was queued for this bin vt: VelocityTracker # enemy velocity history (base selection) cachedTick: int # last tick the velocity tracker was advanced wavePushes*: int # total waves enqueued (== one per (tick, bin)) waveStarved*: int # onResult found an empty queue for its own bin debugGraphics*: bool proc initGFGun*(): GFGun = result.debugGraphics = false result.cachedTick = -1 for b in 0.. g.bins[best]: best = i best proc binForSpeed(spd: float): int {.inline.} = ## Map a virtual-bullet speed back to its power-bin index. All four bin speeds ## are exactly representable floats; the epsilon is belt-and-braces only. for i in 0..= g.waves[binIdx].len: return (false, Wave()) result = (true, g.waves[binIdx][g.waveHead[binIdx]]) inc g.waveHead[binIdx] # Amortized O(1): drop the consumed prefix once it dominates the queue. if g.waveHead[binIdx] >= WaveCompactAt and g.waveHead[binIdx] * 2 >= g.waves[binIdx].len: g.waves[binIdx] = g.waves[binIdx][g.waveHead[binIdx] .. g.waves[binIdx].high] g.waveHead[binIdx] = 0 proc predict*(g: var GFGun, state: WorldState, bulletSpeed: float): GunPrediction = if bulletSpeed <= 0.0: return GunPrediction(x: state.enemyX, y: state.enemyY) let mea = arcsin(clamp(8.0 / bulletSpeed, -1.0, 1.0)) # Base forecast: the GF learns the residual against a self-consistent base # prediction, so the aim point sits at the radius the bullet actually travels # to (see lead_forecast.nim for why this is required, and why the range is # radial-fraction blended rather than a plain constant-velocity lead). if state.tick != g.cachedTick: g.cachedTick = state.tick g.vt.observe(state) let f = forecastRadialBlend(state, bulletSpeed, g.vt) # Queue at most one wave per (tick, power bin). The fire site's extra predict() # call for the selected bin lands on the same tick and reuses the queued wave. let binIdx = binForSpeed(bulletSpeed) if binIdx >= 0 and g.waveStoredTick[binIdx] != state.tick: g.waves[binIdx].add Wave( fireX: state.selfX, fireY: state.selfY, fireBearing: f.bearing, ) g.waveStoredTick[binIdx] = state.tick inc g.wavePushes let peak = g.peakBin() let peakGF = indexToGF(peak) let gfAngle = f.bearing + peakGF * mea let px = state.selfX + cos(gfAngle) * f.dist let py = state.selfY + sin(gfAngle) * f.dist when DebugGF: echo fmt"[gf-dbg] predict: peakGF={peakGF:.2f} peakBin={peak} mea={radToDeg(mea):.1f}° aimAngle={radToDeg(gfAngle):.1f}° waves={g.waves[binIdx].len}" 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. Pop the OLDEST unresolved wave from ## this bullet's own power-bin queue, compute the actual GF, and smooth-add it. let binIdx = binForPower(e.bulletPower) if binIdx < 0: return let (found, w) = g.takeOldestWave(binIdx) if not found: inc g.waveStarved return # Recompute mea from the actual bullet power (correct per-bin, not the cached first-bin mea) let speed = bulletSpeed(e.bulletPower) let mea = arcsin(clamp(8.0 / speed, -1.0, 1.0)) # 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 mea > 1e-10: clamp(bearingDelta / mea, -1.0, 1.0) else: 0.0 let centerIdx = gfToIndex(gf) when DebugGF: echo fmt"[gf-dbg] onResult: fireBearing={radToDeg(w.fireBearing):.1f}° actualBearing={radToDeg(actualBearing):.1f}° delta={radToDeg(bearingDelta):.1f}° MEA={radToDeg(mea):.1f}° GF={gf:.2f} peakBin={centerIdx}" # Triangular smoothing kernel over adjacent bins for i in 0..