Files
SirRoboGarage/common_libs/tests/test_rack_membership.nim
T
SirStone a73de13458 racks: separate melee and 1v1 gun racks, plus per-mode real hit-rate data
The user's plan: "separate racks for melee and 1v1, so the bot switches from
those based on the situation, and we can put the guns we want in one or both
racks."

MECHANISM
- `RackMode` (rm1v1/rmMelee) derived from SERVER TRUTH: `rackMode(enemyCount)`
  = 1v1 when the count is 1, melee otherwise. This is the SAME `getEnemyCount()`
  value the radar already uses, so there is now ONE definition of the mode.
  (Using the tracker's known-enemy count was a previous bug in the radar: it
  read 1 before the second enemy was scanned.)
- `RackMembership` per gun: both (default) | 1v1 | melee | off.
- The selector ranks only admitted guns - including the floor path and the
  incumbent-hysteresis path.
- Empty filtered set FALLS BACK to the full rack, so the bot can never end up
  with no gun.
- Env-overridable at process start, no rebuild: `TR_RACK_<GUN>` for all 14 guns
  (TR_RACK_HEADON, TR_RACK_LINEAR, ... TR_RACK_TMSELECT), values
  both|1v1|melee|off. Empty/unknown -> both + a stderr warning, never fatal.
- `[rack] mode=<1v1|melee> active=<guns> overrides=<...>` logged once per mode
  change, never per tick.

DEFAULT IS UNCHANGED: every gun ships `rmBoth`, so behaviour is byte-identical
until the user re-racks anything. Verified by the unit test's default-config
selection parity (RNG draw for RNG draw) and by `test_gun_harness` 39 and
acceptance 12/12. `chooseFromFit` iterates the admitted list in ascending id
order, so the random tie-break draws are unchanged.

NO TUNING DONE, deliberately: we had no per-gun melee hit-rate data, and an
earlier 15-paired-run experiment found pruning neutral-to-negative on hit rate
(p=0.57/0.21). So all guns stay `both` and the membership pass waits for data.

PER-MODE DATA PLUMBING (this is what unblocks that pass): per-gun real shot
accounting is now split by the rack in force at fire time, adding to
gun_stats.jsonl: realShots1v1, realHits1v1, realHitRate1v1, realShotsMelee,
realHitsMelee, realHitRateMelee.

Verification: test_rack_membership 38/38 (new, pure, no battle); test_gun_harness
39, test_vbullet_metric 11, test_power_selection 3, test_adaptive_radar 41,
test_tfil_ring_weights 24, test_power_policy 26, test_ram_decision 28;
acceptance_offline_vs_online 12/12 VERDICT PASS; ModularBot compiles. The live
`[rack]` line was observed switching 1v1 -> melee when the enemy died.

The offline range never calls the selector (only spawnBullets/tickBullets/
reportFor), so mode filtering cannot change the offline result and no offline
mode parameter was needed - confirmed by reasoning over the source and by 12/12.
2026-09-22 00:45:10 +02:00

239 lines
10 KiB
Nim

## Pure unit guard for the melee/1v1 rack-membership mechanism.
##
## No Java, no battle, no virtual bullets: the fitness windows are seeded
## directly so the selection is deterministic and fast. Covers:
## * mode filtering selects the right gun subset,
## * an EMPTY filtered set falls back to the full rack,
## * `TR_RACK_<GUN>` env overrides parse correctly (both / 1v1 / melee / off),
## * the shipped defaults are all-`both`,
## * the default configuration reproduces the pre-change selection exactly.
##
## Run with plain:
## nim c -r common_libs/tests/test_rack_membership.nim
import std/[random, tables, os, strutils]
import gun_harness/gun_interface
import gun_harness/virtual_bullets
import gun_harness/selector
var failures = 0
proc check(name: string, ok: bool) =
if ok: echo "PASS: ", name
else: echo "FAIL: ", name; inc failures
proc recordHit(fw: var FitnessWindow, hit: bool) =
fw.hits[fw.head] = hit
fw.head = (fw.head + 1) mod WindowSize
inc fw.count
proc seedWindow(t: var VirtualTracker, targetId, gunId, binIdx, hits, misses: int) =
if targetId notin t.fitness:
t.fitness[targetId] = newSeq[GunFitness](t.numGuns)
var fw = addr t.fitness[targetId][gunId].bins[binIdx]
for _ in 0..<hits: recordHit(fw[], true)
for _ in 0..<misses: recordHit(fw[], false)
# ── mode derivation (server truth) ────────────────────────────────────────────
proc testModeFromEnemyCount() =
check "rackMode: 1 enemy alive -> 1v1",
rackMode(1) == rm1v1
check "rackMode: 2+ enemies alive -> melee",
rackMode(2) == rmMelee and rackMode(5) == rmMelee
check "rackMode: 0 enemies (should not occur) stays melee, matching the radar",
rackMode(0) == rmMelee
# ── pure filter ────────────────────────────────────────────────────────────────
proc testAdmittedGunsFiltering() =
# 0: both, 1: only1v1, 2: onlyMelee, 3: off
let mem = [rmBoth, rmOnly1v1, rmOnlyMelee, rmOff]
check "admittedGuns(1v1) keeps both + only1v1, drops onlyMelee/off",
admittedGuns(4, rm1v1, mem) == @[0, 1]
check "admittedGuns(melee) keeps both + onlyMelee, drops only1v1/off",
admittedGuns(4, rmMelee, mem) == @[0, 2]
proc testEmptyFilterFallsBackToFullRack() =
let allOff = [rmOff, rmOff, rmOff, rmOff]
check "admittedGuns: all-off rack degrades to the FULL rack (1v1)",
admittedGuns(4, rm1v1, allOff) == @[0, 1, 2, 3]
check "admittedGuns: all-off rack degrades to the FULL rack (melee)",
admittedGuns(4, rmMelee, allOff) == @[0, 1, 2, 3]
# A rack where only melee guns exist still falls back to all guns in 1v1.
let onlyMelee = [rmOnlyMelee, rmOnlyMelee]
check "admittedGuns: a rack with NO gun for the mode degrades to the full rack",
admittedGuns(2, rm1v1, onlyMelee) == @[0, 1]
proc testEmptyMembershipMeansNoFiltering() =
check "admittedGuns: an empty membership table filters nothing",
admittedGuns(3, rm1v1, []) == @[0, 1, 2]
check "rackAdmitted: an empty membership table admits every id",
rackAdmitted(0, rm1v1, []) and rackAdmitted(99, rmMelee, [])
proc testRackAdmitted() =
let mem = [rmBoth, rmOnly1v1, rmOff]
check "rackAdmitted: both is admitted in every mode",
rackAdmitted(0, rm1v1, mem) and rackAdmitted(0, rmMelee, mem)
check "rackAdmitted: only1v1 is admitted only in 1v1",
rackAdmitted(1, rm1v1, mem) and not rackAdmitted(1, rmMelee, mem)
check "rackAdmitted: off is never admitted",
not rackAdmitted(2, rm1v1, mem) and not rackAdmitted(2, rmMelee, mem)
check "rackAdmitted: negative id is never admitted",
not rackAdmitted(-1, rm1v1, mem)
# ── selection-level filtering ─────────────────────────────────────────────────
proc testSelectionFollowsMode() =
# gun0 50%, gun1 100% (1v1 only), gun2 100% (melee only).
var t = initTracker(3)
seedWindow(t, 7, 0, 0, 25, 25)
seedWindow(t, 7, 1, 0, 50, 0)
seedWindow(t, 7, 2, 0, 50, 0)
let mem = @[rmBoth, rmOnly1v1, rmOnlyMelee]
randomize(7)
var one: array[3, int]
for _ in 0..<100: inc one[t.bestGun(7, rackMode = rm1v1, membership = mem)]
var melee: array[3, int]
for _ in 0..<100: inc melee[t.bestGun(7, rackMode = rmMelee, membership = mem)]
check "selection: 1v1 rack only ever returns admitted guns {0,1}",
one[2] == 0 and one[0] + one[1] == 100
check "selection: 1v1 rack picks the only1v1 gun when it dominates",
one[1] == 100
check "selection: melee rack only ever returns admitted guns {0,2}",
melee[1] == 0 and melee[0] + melee[2] == 100
check "selection: melee rack picks the onlyMelee gun when it dominates",
melee[2] == 100
proc testSelectionEmptyFilterFallsBack() =
var t = initTracker(3)
seedWindow(t, 7, 0, 0, 10, 40) # 20%
seedWindow(t, 7, 1, 0, 50, 0) # 100%
seedWindow(t, 7, 2, 0, 10, 40) # 20%
let allOff = @[rmOff, rmOff, rmOff]
randomize(11)
var seen: array[3, int]
for _ in 0..<100: inc seen[t.bestGun(7, rackMode = rm1v1, membership = allOff)]
check "selection: an all-off rack still selects (falls back to full rack)",
seen[0] + seen[1] + seen[2] == 100
check "selection: the fallback still picks the best gun (gun 1)",
seen[1] == 100
# ── env parsing / defaults ────────────────────────────────────────────────────
proc clearRackEnv() =
for name in RackGunNames:
delEnv("TR_RACK_" & name)
proc testParseMembership() =
check "parse: 'both' -> rmBoth", parseRackMembership("both") == rmBoth
check "parse: '1v1' -> rmOnly1v1", parseRackMembership("1v1") == rmOnly1v1
check "parse: 'melee' -> rmOnlyMelee", parseRackMembership("melee") == rmOnlyMelee
check "parse: 'off' -> rmOff", parseRackMembership("off") == rmOff
check "parse: case/whitespace-insensitive",
parseRackMembership(" 1V1 ") == rmOnly1v1 and
parseRackMembership("MeLeE") == rmOnlyMelee
check "parse: empty -> shipped default rmBoth",
parseRackMembership("") == rmBoth
check "parse: unknown -> rmBoth (never fatal)",
parseRackMembership("banana") == rmBoth
proc testDefaultsAllBoth() =
clearRackEnv()
var allBoth = true
for m in DefaultRackMembership:
if m != rmBoth: allBoth = false
check "defaults: the shipped membership table is all-`both`", allBoth
let loaded = loadRackMembership()
check "defaults: with a clean environment loadRackMembership() == shipped table",
loaded == DefaultRackMembership
check "defaults: RackGunNames covers the shipped 14-gun rack",
RackGunNames.len == 14 and DefaultRackMembership.len == 14
proc testEnvOverrides() =
clearRackEnv()
putEnv("TR_RACK_TSETLIN", "1v1")
putEnv("TR_RACK_DISPLACE", "melee")
putEnv("TR_RACK_HEADON", "off")
let m = loadRackMembership()
check "env: TR_RACK_TSETLIN=1v1 moves only Tsetlin (id 2)",
m[2] == rmOnly1v1
check "env: TR_RACK_DISPLACE=melee moves only Displace (id 9)",
m[9] == rmOnlyMelee
check "env: TR_RACK_HEADON=off removes only HeadOn (id 0)",
m[0] == rmOff
check "env: every untouched gun keeps the all-`both` default",
m[1] == rmBoth and m[3] == rmBoth and m[13] == rmBoth
putEnv("TR_RACK_KNN", "banana")
check "env: unknown values are ignored, not fatal",
loadRackMembership()[12] == rmBoth
clearRackEnv()
# ── parity: default path reproduces pre-change selection ─────────────────────
proc testDefaultReproducesPreChange() =
## The pre-change selector is `bestGun(t, id)` (empty membership). With the
## all-`both` default table and EITHER mode, the selection sequence must be
## identical, RNG draw for RNG draw.
var t = initTracker(5)
seedWindow(t, 7, 0, 0, 60, 40)
seedWindow(t, 7, 1, 0, 40, 60)
seedWindow(t, 7, 2, 0, 80, 20)
seedWindow(t, 7, 3, 0, 55, 45)
seedWindow(t, 7, 4, 0, 20, 80)
let allBoth = @[rmBoth, rmBoth, rmBoth, rmBoth, rmBoth]
randomize(1234)
var pre: seq[int]
for _ in 0..<300: pre.add t.bestGun(7)
randomize(1234)
var as1v1: seq[int]
for _ in 0..<300: as1v1.add t.bestGun(7, rackMode = rm1v1, membership = allBoth)
randomize(1234)
var asMelee: seq[int]
for _ in 0..<300: asMelee.add t.bestGun(7, rackMode = rmMelee, membership = allBoth)
check "parity: all-`both` membership reproduces pre-change selection (1v1)",
pre == as1v1
check "parity: all-`both` membership reproduces pre-change selection (melee)",
pre == asMelee
proc testDefaultReproducesPreChangeSelectGun() =
## Same parity check through the live hysteresis path (`selectGun`).
var t = initTracker(4)
seedWindow(t, 7, 0, 0, 60, 40)
seedWindow(t, 7, 1, 0, 70, 30)
seedWindow(t, 7, 2, 0, 40, 60)
seedWindow(t, 7, 3, 0, 50, 50)
let allBoth = @[rmBoth, rmBoth, rmBoth, rmBoth]
randomize(99)
var a = initTracker(4)
a = t
var pre: seq[int]
for tick in 0..<300: pre.add a.selectGun(7, tick = tick)
randomize(99)
var b = initTracker(4)
b = t
var post: seq[int]
for tick in 0..<300:
post.add b.selectGun(7, tick = tick, rackMode = rmMelee, membership = allBoth)
check "parity: selectGun with all-`both` membership is byte-identical",
pre == post
# ── driver ────────────────────────────────────────────────────────────────────
testModeFromEnemyCount()
testAdmittedGunsFiltering()
testEmptyFilterFallsBackToFullRack()
testEmptyMembershipMeansNoFiltering()
testRackAdmitted()
testSelectionFollowsMode()
testSelectionEmptyFilterFallsBack()
testParseMembership()
testDefaultsAllBoth()
testEnvOverrides()
testDefaultReproducesPreChange()
testDefaultReproducesPreChangeSelectGun()
if failures > 0:
echo "\n", failures, " check(s) FAILED"
quit(1)
echo "\nAll rack-membership checks passed."