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

36 lines
1.2 KiB
Nim

## 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))