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SirRoboGarage/ModularBot_garage/tests/test_vbullet_draw.nim

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Nim

## Deterministic, offline check of the virtual-bullet overlay (`vbullet_draw`).
##
## NO battle, NO Java, NO server: it fabricates a tracker state, calls the same
## `collectVirtualBulletPrims` / `emitVbPrims` the live bot calls, and asserts
## the primitive counts, the geometry (path and aim point are collinear), the
## filter and cap behaviour, and the SVG emission. It also pins the shared
## turret/overlay colour table.
##
## Run: nim c -r ModularBot_garage/tests/test_vbullet_draw.nim
import std/[math, strutils, tables, sequtils]
import robocode_tankroyale_botapi
import gun_harness/gun_interface
import gun_harness/virtual_bullets as vb
import vbullet_draw
var failures = 0
proc check(name: string, ok: bool) =
if ok: echo "PASS: ", name
else: echo "FAIL: ", name; inc failures
# ── a fixed tracker: gun 1 (Linear) and gun 5 (Pattern), 4 power bins each ────
const SelfX = 100.0
const SelfY = 100.0
const AimX = 300.0
const AimY = 300.0
const TargetId = 7
proc makeTracker(): VirtualTracker =
result = vb.initTracker(17)
let s0 = WorldState(selfX: SelfX, selfY: SelfY,
enemyX: AimX, enemyY: AimY, enemySpeed: 0.0,
enemyHeading: 0.0, arenaWidth: 1000.0, arenaHeight: 1000.0,
tick: 0)
var preds: array[len(PowerBins), GunPrediction]
for i in 0..<len(PowerBins):
preds[i] = GunPrediction(x: AimX, y: AimY)
result.spawnBullets(1, preds, s0, TargetId)
result.spawnBullets(5, preds, s0, TargetId)
proc tickOnce(t: var VirtualTracker, tick: int) =
## Advance every bullet one tick against the (stationary) target. Produces a
## non-degenerate `travelDist` and a `bestMissDist` for the path metric.
var enemies: Table[int, tuple[x, y: float, lastSeenTick: int, alive: bool]]
enemies[TargetId] = (x: AimX, y: AimY, lastSeenTick: tick, alive: true)
let st = WorldState(selfX: SelfX, selfY: SelfY,
enemyX: AimX, enemyY: AimY, enemySpeed: 0.0,
enemyHeading: 0.0, arenaWidth: 1000.0, arenaHeight: 1000.0,
tick: tick)
t.tickBullets(st, enemies, proc(gunId: GunId, binIdx: int, fe: FeedbackEvent) = discard)
proc testCountsAndGeometry() =
var t = makeTracker()
t.tickOnce(1)
t.tickOnce(2)
let prims = collectVirtualBulletPrims(t, selectedGun = 1,
filterGun = VbFilterSelected,
maxBullets = 100)
# Reconstruction: 4 gun-1 bullets, each path+aim (+miss+marker since the path
# metric recorded a closest approach). Independent of the production loop.
var expected = 0
var activeGun1 = 0
for b in t.bullets:
if b.active and b.gunId == 1:
inc activeGun1
expected += 2
if b.bestMissDist < Inf: expected += 2
check "selected-gun filter draws exactly the active gun-1 bullets: " &
$activeGun1, activeGun1 == len(PowerBins)
check "primitive count == 2 (path+aim) [+2 miss] per active bullet: " &
$prims.len & " == " & $expected, prims.len == expected
# Walk the per-bullet groups: path then aim, then optional miss+marker.
var i = 0
var collinear = 0
var badCross = 0
while i + 1 < prims.len and prims[i].kind == vpPath:
let p = prims[i]
let a = prims[i + 1]
if a.kind != vpAim:
inc badCross
else:
# |(aim-fire) x (pathEnd-fire)| / (|aim-fire|*|path|) == sin(angle) ~ 0
let cross = (a.x1 - p.x1) * (p.y2 - p.y1) - (a.y1 - p.y1) * (p.x2 - p.x1)
let scale = max(1.0, hypot(a.x1 - p.x1, a.y1 - p.y1) *
hypot(p.x2 - p.x1, p.y2 - p.y1))
if abs(cross) / scale < 1e-6: inc collinear else: inc badCross
i += 2
if i < prims.len and prims[i].kind == vpMiss:
check "miss marker follows its miss vector",
prims[i + 1].kind in {vpHit, vpMissMark}
i += 2
check "every drawn bullet has a path+aim pair", badCross == 0
check "all drawn aims are collinear with their path: " & $collinear,
collinear == activeGun1
proc testFilter() =
var t = makeTracker()
let sel = collectVirtualBulletPrims(t, 1, VbFilterSelected, 100)
let p5 = collectVirtualBulletPrims(t, 1, 5, 100)
let all = collectVirtualBulletPrims(t, 1, VbFilterAll, 100)
check "selected filter yields only gun 1",
sel.len > 0 and sel.allIt(it.gunId == 1)
check "named filter (Pattern id 5) yields only gun 5",
p5.len > 0 and p5.allIt(it.gunId == 5)
check "all filter yields both guns",
all.len == sel.len + p5.len
proc testCap() =
var t = makeTracker()
let one = collectVirtualBulletPrims(t, 1, VbFilterAll, 1)
var bullets = 0
for p in one:
if p.kind == vpPath: inc bullets
check "cap=1 draws exactly one bullet", bullets == 1
proc testResolved() =
let resolved = @[
VbResolved(gunId: 1, aimX: AimX, aimY: AimY,
actualX: AimX + 25.0, actualY: AimY, hit: false),
VbResolved(gunId: 5, aimX: AimX, aimY: AimY,
actualX: AimX + 3.0, actualY: AimY, hit: true),
]
let miss = collectResolvedPrims(resolved, 1, VbFilterAll, 100)
check "one resolved bullet -> miss vector + marker (2 prims): " & $miss.len,
miss.len == 4
check "first resolved is a MISS marker",
miss[0].kind == vpMiss and miss[1].kind == vpMissMark
check "second resolved is a HIT marker",
miss[2].kind == vpMiss and miss[3].kind == vpHit
proc testEmit() =
clearGraphics()
var t = makeTracker()
let prims = collectVirtualBulletPrims(t, 1, VbFilterSelected, 100)
let n = emitVbPrims(prims, ["HeadOn", "Linear", "Tsetlin", "Circular",
"GuessFactor", "Pattern"])
let svg = svgOutput()
check "emit returns the primitive count: " & $n, n == prims.len
check "SVG carries one <line> per path primitive",
svg.count("<line") == 4 # 4 bullets x 1 travelled path
check "SVG carries the aim circles and the legend",
svg.count("<circle") == 4 and "<text" in svg
proc testEntryPoint() =
## The exact proc `ModularBot.run` calls when TR_VBULLET_DEBUG is on.
clearGraphics()
var t = makeTracker()
let resolved = @[VbResolved(gunId: 1, aimX: AimX, aimY: AimY,
actualX: AimX + 25.0, actualY: AimY, hit: false)]
let n = drawVirtualBullets(t, resolved, 1, VbFilterSelected, 100,
["HeadOn", "Linear", "Pattern"])
let svg = svgOutput()
check "entry point: 4 active bullets (8 prims) + 1 resolved (2 prims): " & $n,
n == 10
check "entry point emits 4 path lines + 1 miss line and a legend",
svg.count("<line") == 5 and svg.count("<circle") == 5 and "<text" in svg
proc testColours() =
check "gun 5 (Pattern) turret is green", gunTurretColor(5) == "#00CC44"
check "gun 0 (HeadOn) turret is white", gunTurretColor(0) == "#FFFFFF"
check "gun 16 (BitBrain) turret is deep pink", gunTurretColor(16) == "#FF1493"
check "unknown gun falls back to white", gunTurretColor(99) == "#FFFFFF"
check "turret and bullet colours both defined",
gunBulletColor(5) == "#66FF99"
check "resolveGunFilter default = selected", resolveGunFilter("", ["A", "Pattern"]) == VbFilterSelected
check "resolveGunFilter all", resolveGunFilter("all", ["A"]) == VbFilterAll
check "resolveGunFilter '*'", resolveGunFilter("*", ["A"]) == VbFilterAll
check "resolveGunFilter by name (case-insensitive)",
resolveGunFilter("pAtTeRn", ["A", "Pattern"]) == 1
check "resolveGunFilter unknown falls back to selected",
resolveGunFilter("Nonesuch", ["A"]) == VbFilterSelected
testCountsAndGeometry()
testFilter()
testCap()
testResolved()
testEmit()
testEntryPoint()
testColours()
if failures > 0:
echo "\n", failures, " check(s) FAILED"
quit(1)
echo "\nAll vbullet-draw checks passed."