a73de13458
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.
239 lines
10 KiB
Nim
239 lines
10 KiB
Nim
## Pure unit guard for the melee/1v1 rack-membership mechanism.
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##
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## No Java, no battle, no virtual bullets: the fitness windows are seeded
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## directly so the selection is deterministic and fast. Covers:
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## * mode filtering selects the right gun subset,
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## * an EMPTY filtered set falls back to the full rack,
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## * `TR_RACK_<GUN>` env overrides parse correctly (both / 1v1 / melee / off),
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## * the shipped defaults are all-`both`,
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## * the default configuration reproduces the pre-change selection exactly.
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##
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## Run with plain:
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## nim c -r common_libs/tests/test_rack_membership.nim
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import std/[random, tables, os, strutils]
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import gun_harness/gun_interface
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import gun_harness/virtual_bullets
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import gun_harness/selector
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var failures = 0
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proc check(name: string, ok: bool) =
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if ok: echo "PASS: ", name
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else: echo "FAIL: ", name; inc failures
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proc recordHit(fw: var FitnessWindow, hit: bool) =
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fw.hits[fw.head] = hit
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fw.head = (fw.head + 1) mod WindowSize
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inc fw.count
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proc seedWindow(t: var VirtualTracker, targetId, gunId, binIdx, hits, misses: int) =
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if targetId notin t.fitness:
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t.fitness[targetId] = newSeq[GunFitness](t.numGuns)
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var fw = addr t.fitness[targetId][gunId].bins[binIdx]
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for _ in 0..<hits: recordHit(fw[], true)
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for _ in 0..<misses: recordHit(fw[], false)
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# ── mode derivation (server truth) ────────────────────────────────────────────
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proc testModeFromEnemyCount() =
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check "rackMode: 1 enemy alive -> 1v1",
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rackMode(1) == rm1v1
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check "rackMode: 2+ enemies alive -> melee",
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rackMode(2) == rmMelee and rackMode(5) == rmMelee
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check "rackMode: 0 enemies (should not occur) stays melee, matching the radar",
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rackMode(0) == rmMelee
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# ── pure filter ────────────────────────────────────────────────────────────────
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proc testAdmittedGunsFiltering() =
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# 0: both, 1: only1v1, 2: onlyMelee, 3: off
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let mem = [rmBoth, rmOnly1v1, rmOnlyMelee, rmOff]
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check "admittedGuns(1v1) keeps both + only1v1, drops onlyMelee/off",
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admittedGuns(4, rm1v1, mem) == @[0, 1]
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check "admittedGuns(melee) keeps both + onlyMelee, drops only1v1/off",
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admittedGuns(4, rmMelee, mem) == @[0, 2]
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proc testEmptyFilterFallsBackToFullRack() =
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let allOff = [rmOff, rmOff, rmOff, rmOff]
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check "admittedGuns: all-off rack degrades to the FULL rack (1v1)",
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admittedGuns(4, rm1v1, allOff) == @[0, 1, 2, 3]
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check "admittedGuns: all-off rack degrades to the FULL rack (melee)",
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admittedGuns(4, rmMelee, allOff) == @[0, 1, 2, 3]
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# A rack where only melee guns exist still falls back to all guns in 1v1.
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let onlyMelee = [rmOnlyMelee, rmOnlyMelee]
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check "admittedGuns: a rack with NO gun for the mode degrades to the full rack",
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admittedGuns(2, rm1v1, onlyMelee) == @[0, 1]
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proc testEmptyMembershipMeansNoFiltering() =
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check "admittedGuns: an empty membership table filters nothing",
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admittedGuns(3, rm1v1, []) == @[0, 1, 2]
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check "rackAdmitted: an empty membership table admits every id",
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rackAdmitted(0, rm1v1, []) and rackAdmitted(99, rmMelee, [])
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proc testRackAdmitted() =
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let mem = [rmBoth, rmOnly1v1, rmOff]
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check "rackAdmitted: both is admitted in every mode",
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rackAdmitted(0, rm1v1, mem) and rackAdmitted(0, rmMelee, mem)
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check "rackAdmitted: only1v1 is admitted only in 1v1",
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rackAdmitted(1, rm1v1, mem) and not rackAdmitted(1, rmMelee, mem)
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check "rackAdmitted: off is never admitted",
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not rackAdmitted(2, rm1v1, mem) and not rackAdmitted(2, rmMelee, mem)
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check "rackAdmitted: negative id is never admitted",
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not rackAdmitted(-1, rm1v1, mem)
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# ── selection-level filtering ─────────────────────────────────────────────────
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proc testSelectionFollowsMode() =
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# gun0 50%, gun1 100% (1v1 only), gun2 100% (melee only).
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var t = initTracker(3)
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seedWindow(t, 7, 0, 0, 25, 25)
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seedWindow(t, 7, 1, 0, 50, 0)
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seedWindow(t, 7, 2, 0, 50, 0)
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let mem = @[rmBoth, rmOnly1v1, rmOnlyMelee]
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randomize(7)
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var one: array[3, int]
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for _ in 0..<100: inc one[t.bestGun(7, rackMode = rm1v1, membership = mem)]
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var melee: array[3, int]
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for _ in 0..<100: inc melee[t.bestGun(7, rackMode = rmMelee, membership = mem)]
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check "selection: 1v1 rack only ever returns admitted guns {0,1}",
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one[2] == 0 and one[0] + one[1] == 100
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check "selection: 1v1 rack picks the only1v1 gun when it dominates",
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one[1] == 100
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check "selection: melee rack only ever returns admitted guns {0,2}",
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melee[1] == 0 and melee[0] + melee[2] == 100
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check "selection: melee rack picks the onlyMelee gun when it dominates",
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melee[2] == 100
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proc testSelectionEmptyFilterFallsBack() =
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var t = initTracker(3)
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seedWindow(t, 7, 0, 0, 10, 40) # 20%
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seedWindow(t, 7, 1, 0, 50, 0) # 100%
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seedWindow(t, 7, 2, 0, 10, 40) # 20%
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let allOff = @[rmOff, rmOff, rmOff]
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randomize(11)
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var seen: array[3, int]
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for _ in 0..<100: inc seen[t.bestGun(7, rackMode = rm1v1, membership = allOff)]
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check "selection: an all-off rack still selects (falls back to full rack)",
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seen[0] + seen[1] + seen[2] == 100
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check "selection: the fallback still picks the best gun (gun 1)",
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seen[1] == 100
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# ── env parsing / defaults ────────────────────────────────────────────────────
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proc clearRackEnv() =
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for name in RackGunNames:
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delEnv("TR_RACK_" & name)
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proc testParseMembership() =
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check "parse: 'both' -> rmBoth", parseRackMembership("both") == rmBoth
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check "parse: '1v1' -> rmOnly1v1", parseRackMembership("1v1") == rmOnly1v1
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check "parse: 'melee' -> rmOnlyMelee", parseRackMembership("melee") == rmOnlyMelee
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check "parse: 'off' -> rmOff", parseRackMembership("off") == rmOff
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check "parse: case/whitespace-insensitive",
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parseRackMembership(" 1V1 ") == rmOnly1v1 and
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parseRackMembership("MeLeE") == rmOnlyMelee
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check "parse: empty -> shipped default rmBoth",
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parseRackMembership("") == rmBoth
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check "parse: unknown -> rmBoth (never fatal)",
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parseRackMembership("banana") == rmBoth
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proc testDefaultsAllBoth() =
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clearRackEnv()
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var allBoth = true
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for m in DefaultRackMembership:
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if m != rmBoth: allBoth = false
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check "defaults: the shipped membership table is all-`both`", allBoth
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let loaded = loadRackMembership()
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check "defaults: with a clean environment loadRackMembership() == shipped table",
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loaded == DefaultRackMembership
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check "defaults: RackGunNames covers the shipped 14-gun rack",
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RackGunNames.len == 14 and DefaultRackMembership.len == 14
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proc testEnvOverrides() =
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clearRackEnv()
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putEnv("TR_RACK_TSETLIN", "1v1")
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putEnv("TR_RACK_DISPLACE", "melee")
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putEnv("TR_RACK_HEADON", "off")
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let m = loadRackMembership()
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check "env: TR_RACK_TSETLIN=1v1 moves only Tsetlin (id 2)",
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m[2] == rmOnly1v1
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check "env: TR_RACK_DISPLACE=melee moves only Displace (id 9)",
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m[9] == rmOnlyMelee
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check "env: TR_RACK_HEADON=off removes only HeadOn (id 0)",
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m[0] == rmOff
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check "env: every untouched gun keeps the all-`both` default",
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m[1] == rmBoth and m[3] == rmBoth and m[13] == rmBoth
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putEnv("TR_RACK_KNN", "banana")
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check "env: unknown values are ignored, not fatal",
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loadRackMembership()[12] == rmBoth
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clearRackEnv()
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# ── parity: default path reproduces pre-change selection ─────────────────────
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proc testDefaultReproducesPreChange() =
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## The pre-change selector is `bestGun(t, id)` (empty membership). With the
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## all-`both` default table and EITHER mode, the selection sequence must be
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## identical, RNG draw for RNG draw.
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var t = initTracker(5)
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seedWindow(t, 7, 0, 0, 60, 40)
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seedWindow(t, 7, 1, 0, 40, 60)
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seedWindow(t, 7, 2, 0, 80, 20)
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seedWindow(t, 7, 3, 0, 55, 45)
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seedWindow(t, 7, 4, 0, 20, 80)
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let allBoth = @[rmBoth, rmBoth, rmBoth, rmBoth, rmBoth]
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randomize(1234)
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var pre: seq[int]
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for _ in 0..<300: pre.add t.bestGun(7)
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randomize(1234)
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var as1v1: seq[int]
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for _ in 0..<300: as1v1.add t.bestGun(7, rackMode = rm1v1, membership = allBoth)
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randomize(1234)
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var asMelee: seq[int]
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for _ in 0..<300: asMelee.add t.bestGun(7, rackMode = rmMelee, membership = allBoth)
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check "parity: all-`both` membership reproduces pre-change selection (1v1)",
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pre == as1v1
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check "parity: all-`both` membership reproduces pre-change selection (melee)",
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pre == asMelee
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proc testDefaultReproducesPreChangeSelectGun() =
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## Same parity check through the live hysteresis path (`selectGun`).
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var t = initTracker(4)
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seedWindow(t, 7, 0, 0, 60, 40)
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seedWindow(t, 7, 1, 0, 70, 30)
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seedWindow(t, 7, 2, 0, 40, 60)
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seedWindow(t, 7, 3, 0, 50, 50)
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let allBoth = @[rmBoth, rmBoth, rmBoth, rmBoth]
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randomize(99)
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var a = initTracker(4)
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a = t
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var pre: seq[int]
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for tick in 0..<300: pre.add a.selectGun(7, tick = tick)
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randomize(99)
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var b = initTracker(4)
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b = t
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var post: seq[int]
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for tick in 0..<300:
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post.add b.selectGun(7, tick = tick, rackMode = rmMelee, membership = allBoth)
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check "parity: selectGun with all-`both` membership is byte-identical",
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pre == post
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# ── driver ────────────────────────────────────────────────────────────────────
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testModeFromEnemyCount()
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testAdmittedGunsFiltering()
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testEmptyFilterFallsBackToFullRack()
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testEmptyMembershipMeansNoFiltering()
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testRackAdmitted()
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testSelectionFollowsMode()
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testSelectionEmptyFilterFallsBack()
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testParseMembership()
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testDefaultsAllBoth()
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testEnvOverrides()
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testDefaultReproducesPreChange()
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testDefaultReproducesPreChangeSelectGun()
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if failures > 0:
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echo "\n", failures, " check(s) FAILED"
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quit(1)
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echo "\nAll rack-membership checks passed."
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