Files
SirRoboGarage/common_libs/movements/wave_surfer.nim
T
SirStone ebe5b1b7f1 feat(ModularBot): anti-surfer gun + wave-surf movement module
- Anti-surfer gun: inverse GF targeting for wave-surfing enemies
- Wave-surf movement: danger histogram dodge (not wired yet, needs movement selector)
- 7 guns total, battle-tested

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-09-20 01:28:29 +02:00

138 lines
4.4 KiB
Nim

## wave_surfer.nim — Wave-surfing movement module.
## Detects enemy fire via energy drops, maintains a danger histogram (31 GF bins),
## and steers toward the lowest-danger GF bin on approaching waves.
## All angles in radians internally; output degrees for bot API.
import std/[math]
import gun_harness/gun_interface
import movement_harness/movement_interface
const WS_BINS = 31
type
WSWave = object
originX, originY: float64
bearing: float64 ## direction from enemy to us at fire time (radians)
speed: float64
radius: float64
startDist: float64
WaveSurferModule* = object
bins: array[WS_BINS, float64]
waves: seq[WSWave]
prevEnergy: float64
strafeDir: float64 ## +1.0 or -1.0
proc initWaveSurfer*(): WaveSurferModule =
var m = WaveSurferModule(prevEnergy: 100.0, strafeDir: 1.0)
for i in 0..<WS_BINS: m.bins[i] = 1.0
m
proc resetRound*(m: var WaveSurferModule) =
m.waves = @[]
m.prevEnergy = 100.0
m.strafeDir = 1.0
proc gfToBin(gf: float64): int {.inline.} =
clamp(int(round((gf.clamp(-1.0, 1.0) + 1.0) * 0.5 * float64(WS_BINS - 1))), 0, WS_BINS - 1)
proc binToGF(idx: int): float64 {.inline.} =
float64(idx) / float64(WS_BINS - 1) * 2.0 - 1.0
proc mea(speed: float64): float64 {.inline.} = arcsin(min(8.0 / speed, 1.0))
proc nearestWave(m: WaveSurferModule, botX, botY: float64): int =
## Index of the wave closest to reaching us (largest radius relative to startDist).
result = -1
var bestRatio = -1.0
for i in 0..<m.waves.len:
let d = sqrt((botX - m.waves[i].originX)^2 + (botY - m.waves[i].originY)^2)
let ratio = m.waves[i].radius / d
if ratio > bestRatio:
bestRatio = ratio
result = i
proc computeMove*(m: var WaveSurferModule, ws: WorldState): MoveCommand =
let botX = ws.selfX
let botY = ws.selfY
let enemyX = ws.enemyX
let enemyY = ws.enemyY
# Fire detection
let drop = m.prevEnergy - ws.enemyEnergy
m.prevEnergy = ws.enemyEnergy
if drop >= 0.1 and drop <= 3.0:
let bspeed = 20.0 - 3.0 * drop
let bearing = arctan2(botY - enemyY, botX - enemyX)
let d = sqrt((botX - enemyX)^2 + (botY - enemyY)^2)
m.waves.add WSWave(
originX: enemyX, originY: enemyY,
bearing: bearing,
speed: bspeed,
radius: 0.0,
startDist: d,
)
# Advance waves; collect hits
var i = 0
while i < m.waves.len:
m.waves[i].radius += m.waves[i].speed
let d = sqrt((botX - m.waves[i].originX)^2 + (botY - m.waves[i].originY)^2)
if m.waves[i].radius >= d:
let toBot = arctan2(botY - m.waves[i].originY, botX - m.waves[i].originX)
var off = toBot - m.waves[i].bearing
while off > PI: off -= 2.0*PI
while off < -PI: off += 2.0*PI
let maxA = mea(m.waves[i].speed)
if maxA >= 1e-9:
let gf = clamp(off / maxA, -1.0, 1.0)
m.bins[gfToBin(gf)] += 1.0
m.waves.del(i)
else:
inc i
# Dodge logic: find nearest wave, pick safest GF bin direction
let nearest = m.nearestWave(botX, botY)
if nearest >= 0:
let w = m.waves[nearest]
let toBot = arctan2(botY - w.originY, botX - w.originX)
var off = toBot - w.bearing
while off > PI: off -= 2.0*PI
while off < -PI: off += 2.0*PI
let maxA = mea(w.speed)
let curGF = if maxA >= 1e-9: clamp(off / maxA, -1.0, 1.0) else: 0.0
let curBin = gfToBin(curGF)
# Average danger
var total = 0.0
for b in m.bins: total += b
let avg = total / float64(WS_BINS)
if m.bins[curBin] > avg:
# Find lowest-danger bin
var bestBin = 0
for j in 1..<WS_BINS:
if m.bins[j] < m.bins[bestBin]: bestBin = j
let bestGF = binToGF(bestBin)
# Move in direction of best GF: positive = CCW (orbit left), negative = CW
m.strafeDir = if bestGF >= curGF: 1.0 else: -1.0
# Perpendicular strafe (same body trick as phantom_meteor)
let enemyBearingRad = arctan2(enemyY - botY, enemyX - botX)
# Perpendicular in chosen strafe direction
let perpAngle =
if m.strafeDir >= 0.0: enemyBearingRad + PI * 0.5
else: enemyBearingRad - PI * 0.5
let desiredDeg = radToDeg(perpAngle)
var delta = desiredDeg - ws.selfHeading
while delta > 180.0: delta -= 360.0
while delta < -180.0: delta += 360.0
let goForward = abs(delta) <= 90.0
if not goForward:
delta = if delta >= 0.0: delta - 180.0 else: delta + 180.0
(speed: if goForward: 8.0 else: -8.0,
turnRate: delta.clamp(-10.0, 10.0))