Files
SirStone 2cc2a3bd87 fix(ModularBot): ram loop prevention, dead-target guards, cleaner logging
- 30-tick cooldown after ghost-stuck/timeout ram exit prevents re-entry loop
- enemy_tracker.update() skips dead bots to prevent same-tick scan resurrection
- TFIL graphics cleared when ramming is active movement
- [config] logs: white base with green-highlighted changes only
- [ram:enter] logs trigger reason and key values on false→true transition
- [death] and [target-invalid] logs retained for diagnostics
2026-09-20 20:44:45 +02:00

76 lines
2.9 KiB
Nim

## Circular gun: predicts enemy position assuming constant turn rate.
## Turn rate estimated from delta between last two observed headings.
## Needs 2+ frames; falls back to current position on first observation.
import std/math
import gun_harness/gun_interface
type CircularGun* = object
prevHeading: float ## enemy heading from the tick before current
prevTick: int ## tick of prevHeading observation
hasPrev: bool
cachedOmega: float ## omega (rad/tick) computed on first call this tick
cachedTick: int ## tick for which cachedOmega was computed
debugGraphics*: bool
proc predict*(g: var CircularGun, 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 ticks = dist / bulletSpeed # initial estimate
if not g.hasPrev:
# ponytail: first-frame fallback to head-on, needs 2 frames for turn rate
g.prevHeading = state.enemyHeading
g.prevTick = state.tick
g.hasPrev = true
return GunPrediction(x: state.enemyX, y: state.enemyY)
# On new tick: recompute cachedOmega and advance the heading window.
# On same-tick calls (multiple power bins): reuse cachedOmega so omega
# doesn't collapse to zero on bins 1+.
if state.tick > g.prevTick:
var turnRate = state.enemyHeading - g.prevHeading
if turnRate > 180.0: turnRate -= 360.0
elif turnRate < -180.0: turnRate += 360.0
let tickDelta = max(1, state.tick - g.prevTick)
g.cachedOmega = degToRad(turnRate / tickDelta.float)
g.cachedTick = state.tick
g.prevHeading = state.enemyHeading
g.prevTick = state.tick
let omega = g.cachedOmega
let theta = degToRad(state.enemyHeading)
let v = state.enemySpeed
# Closed-form integrated trajectory (Robowiki circular targeting)
# 0°=East CCW+: dx/dt = v*cos(θ+ω*t), dy/dt = v*sin(θ+ω*t)
# → x(t) = x₀ + (v/ω)*[sin(θ+ω*t) - sin(θ)]
# → y(t) = y₀ - (v/ω)*[cos(θ+ω*t) - cos(θ)]
var ex = state.enemyX
var ey = state.enemyY
var t = ticks
for _ in 0..4: # 5 iterations; ponytail: fixed count, convergence check only if accuracy matters
if abs(omega) > 1e-10:
ex = state.enemyX + (v / omega) * (sin(theta + omega * t) - sin(theta))
ey = state.enemyY - (v / omega) * (cos(theta + omega * t) - cos(theta))
else:
ex = state.enemyX + v * cos(theta) * t
ey = state.enemyY + v * sin(theta) * t
let ndx = ex - state.selfX
let ndy = ey - state.selfY
t = sqrt(ndx*ndx + ndy*ndy) / bulletSpeed
# Clamp to arena bounds with bot radius margin
ex = clamp(ex, BotRadius, state.arenaWidth - BotRadius)
ey = clamp(ey, BotRadius, state.arenaHeight - BotRadius)
GunPrediction(x: ex, y: ey)
proc onResult*(g: var CircularGun, e: FeedbackEvent) =
discard # analytical gun — no learning