Files
SirRoboGarage/common_libs/tests/test_wavesurfer_velocity.nim
SirStone c214abcfa8 fix(adversaries): repair four of the five sparring bots
The user suspected these were bugged. They were, and the verdicts are not
uniform - three genuinely broken, one merely sloppy, one fine:

- WaveSurfer: GENUINELY BUGGED, worst of the five. (a) The enemy velocity
  decomposition was sin/cos SWAPPED - enemyVx used sin and enemyVy used cos,
  while Tank Royale is 0 deg = East, CCW+, so it must be cos for X and sin for
  Y. Its linear-prediction gun was aiming at a reflected position. (b) The wall
  escape flipped strafeDir on EVERY tick the bot was inside the wall margin,
  so instead of turning away it flip-flopped in place: measured standing still
  (speed < 0.5) for 96.2% of ticks with a longest continuous standstill of 1398
  ticks. Fixed with a hysteretic wall-escape selection plus a corner escape,
  dead enemyLastDir removed, and per-round state reset.
  AFTER, measured through the booter: rest 12.3%, mean speed 6.69, full speed
  79.7%, longest zero run 18, perpendicular 0.845 / radial 0.012 - it now
  actually strafes. Gun sanity: lead error 1.0 px vs 106 px for head-on on a
  constant-velocity target; lead gun 45.8% hits vs 29.3% for head-on.
- PatternMover: GENUINELY BUGGED. Real deadlock - it decremented its step
  counter by the REQUESTED amount while issuing setTargetSpeed(8), so against a
  wall the counter never reached 0, advanceStep never ran and it was stuck
  forever (309-tick standstill). Now counts down by ACTUAL distance/turn with a
  STALL_LIMIT watchdog and steers toward the arena centre. Standstill 309 -> 19
  ticks; full-speed ticks 10.0% -> 28.4%.
- OscillatorBot: GENUINELY BUGGED, milder. No wall handling at all, so it
  ground along walls 53.4% of ticks and could pin in a corner. Added wall
  steering that preserves the fixed 25-tick reversal cadence. Wall-band 53.4%
  -> 18.6%, mean wall distance 72 -> 119.
- RandomMover: merely sloppy, not broken. Its turn intent saturated against the
  speed-dependent limit (18.4% of moving ticks clamped) and the fire gate was a
  very loose 10 deg. Now clamps to calcMaxTurnRate and fires within 3 deg.
  Saturation 18.4% -> 3.9%.
- SittingDuck: FINE. Speed 0 for 100% of ticks, zero shots. Left untouched -
  it is a duck by design.

Adds test_wavesurfer_velocity.nim, a direct assertion that the decomposition is
cos/sin and explicitly NOT the swapped form (7 cases).

KNOWN ISSUE, not fixed: RandomMover/PatternMover/WaveSurfer import
tankroyale_botapi 1.0.1 and intermittently SIGSEGV in
tankroyale_botapi/event_queue.nim:89 addEvent, freezing the bot for the rest of
the battle. It reproduces on old and new code and never occurs for SittingDuck/
OscillatorBot, which import robocode_tankroyale_botapi 1.0.7. Migrating the
three to 1.0.7 would likely fix it and is worth doing - it is a real
reliability risk for these as sparring partners.
2026-09-21 08:21:47 +02:00

54 lines
1.8 KiB
Nim

## Direct assertion that WaveSurfer decomposes an enemy's (heading, speed) into
## a world velocity with the Tank Royale angle convention: 0 degrees = EAST,
## angles increase counter-clockwise, so vx = cos(h)*s and vy = sin(h)*s.
##
## The classic-Robocode convention (0 = north, clockwise) would swap sin/cos;
## this test fails if anyone reintroduces that bug.
import std/[math, unittest]
import ../test_framework/adversaries/WaveSurfer/src/WaveSurfer
const eps = 1e-9
proc close(a, b: float): bool = abs(a - b) < eps
suite "WaveSurfer enemy velocity decomposition (TR: 0=east, CCW+)":
test "east heading is +x":
let v = enemyVelocity(0.0, 10.0)
check close(v.vx, 10.0)
check close(v.vy, 0.0)
test "north heading (90 deg) is +y":
let v = enemyVelocity(90.0, 10.0)
check close(v.vx, 0.0)
check close(v.vy, 10.0)
test "west heading (180 deg) is -x":
let v = enemyVelocity(180.0, 10.0)
check close(v.vx, -10.0)
check close(v.vy, 0.0)
test "south heading (270 deg) is -y":
let v = enemyVelocity(270.0, 10.0)
check close(v.vx, 0.0)
check close(v.vy, -10.0)
test "diagonal 45 deg splits evenly":
let v = enemyVelocity(45.0, 10.0)
check close(v.vx, 10.0 / sqrt(2.0))
check close(v.vy, 10.0 / sqrt(2.0))
test "negative speed reverses the velocity":
let v = enemyVelocity(0.0, -5.0)
check close(v.vx, -5.0)
check close(v.vy, 0.0)
test "explicitly differs from the classic sin/cos swap":
# The old (buggy) decomposition. If the implementation ever matches this
# at a heading where cos != sin, the test fails.
for heading in [30.0, 60.0, 90.0, 120.0]:
let v = enemyVelocity(heading, 8.0)
let swappedX = sin(degToRad(heading)) * 8.0
let swappedY = cos(degToRad(heading)) * 8.0
check not (close(v.vx, swappedX) and close(v.vy, swappedY))