c90874affd
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
301 lines
11 KiB
Nim
301 lines
11 KiB
Nim
## phantom_meteor.nim — PhantomMeteor gravity engine as a MovementModule.
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## Wraps gravity.nim (GravityEngine) to satisfy the MovementModule concept.
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## Fire detection, phantom bullets, waves, and danger histogram are all internal.
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## All angles in radians internally; interface outputs degrees for bot API.
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import std/[math, tables]
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import gun_harness/gun_interface
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import movement_harness/movement_interface
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import movement_harness/gunheat_tracker
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# Inline the gravity engine types and logic here to keep the module self-contained.
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# We re-export nothing from gravity.nim — it's not on the common_libs path.
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# ponytail: copy instead of import; if gravity.nim moves to common_libs, collapse.
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# ── Vec2 (local, unexported) ──────────────────────────────────────────────────
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type
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Vec2 = object
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x, y: float64
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proc vec2(x, y: float64): Vec2 {.inline.} = Vec2(x: x, y: y)
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proc `+`(a, b: Vec2): Vec2 {.inline.} = vec2(a.x+b.x, a.y+b.y)
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proc `-`(a, b: Vec2): Vec2 {.inline.} = vec2(a.x-b.x, a.y-b.y)
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proc `*`(a: Vec2, s: float64): Vec2 {.inline.} = vec2(a.x*s, a.y*s)
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proc magnitude(v: Vec2): float64 {.inline.} = sqrt(v.x*v.x + v.y*v.y)
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proc normalize(v: Vec2): Vec2 =
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let m = v.magnitude
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if m < 1e-9: vec2(0.0, 0.0) else: vec2(v.x/m, v.y/m)
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proc dist(a, b: Vec2): float64 {.inline.} = (a-b).magnitude
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# ── Gravity engine types ──────────────────────────────────────────────────────
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const NumBins = 41
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type
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DangerHistogram = object
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bins: array[NumBins, float64]
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PhantomBullet = object
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pos, vel: Vec2
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weight: float64
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alive: bool
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ticks: int
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Wave = object
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origin: Vec2
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heading: float64
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speed: float64
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radius: float64
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startDist: float64
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GravityEngine = object
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histogram: DangerHistogram
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phantoms: seq[PhantomBullet]
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waves: seq[Wave]
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prevEnemyEnergy: Table[int, float64] # keyed by enemy id; id=-1 for legacy single-enemy
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# ── Gravity engine internals ──────────────────────────────────────────────────
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const
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CLR_CYAN = "\e[36m"
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CLR_RST = "\e[0m"
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const
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KBullet = 1500.0
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KWall = 4000.0
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KEnemy = 300.0
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PreferredDist = 400.0
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NumPhantoms = 25
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MinDist = 20.0
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WallMinDist = 40.0
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VeryClose = 40.0
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proc initEngine(): GravityEngine =
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var h: DangerHistogram
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for i in 0..<NumBins: h.bins[i] = 1.0
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GravityEngine(histogram: h, phantoms: @[], waves: @[], prevEnemyEnergy: {-1: 100.0}.toTable)
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proc gfToBin(gf: float64): int =
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int(((gf.clamp(-1.0,1.0) + 1.0) / 2.0 * float64(NumBins-1)).round).clamp(0, NumBins-1)
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proc mea(speed: float64): float64 = arcsin(min(8.0/speed, 1.0))
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proc detectFire(eng: var GravityEngine, id: int, energy: float64): tuple[fired: bool; power: float64] =
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let prev = eng.prevEnemyEnergy.getOrDefault(id, 100.0)
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let drop = prev - energy
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eng.prevEnemyEnergy[id] = energy
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if drop >= 0.1 and drop <= 3.0: (true, drop) else: (false, 0.0)
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proc spawnPhantoms(eng: var GravityEngine, enemyPos, botPos: Vec2, bspeed: float64) =
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let base = arctan2(botPos.y - enemyPos.y, botPos.x - enemyPos.x)
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let maxA = mea(bspeed)
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for i in 0..<NumPhantoms:
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let gf = if NumPhantoms == 1: 0.0 else: -1.0 + float64(i)/float64(NumPhantoms-1)*2.0
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let angle = base + gf * maxA
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let weight = eng.histogram.bins[gfToBin(gf)]
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eng.phantoms.add PhantomBullet(
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pos: enemyPos, vel: vec2(bspeed*cos(angle), bspeed*sin(angle)),
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weight: weight, alive: true, ticks: 0)
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proc tickPhantoms(eng: var GravityEngine) =
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for i in 0..<eng.phantoms.len:
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if not eng.phantoms[i].alive: continue
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eng.phantoms[i].pos = eng.phantoms[i].pos + eng.phantoms[i].vel
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inc eng.phantoms[i].ticks
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if eng.phantoms[i].ticks >= 50: eng.phantoms[i].alive = false
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if eng.phantoms.len > 200:
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var live: seq[PhantomBullet]
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for p in eng.phantoms:
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if p.alive: live.add p
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eng.phantoms = live
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proc spawnWave(eng: var GravityEngine, enemyPos, botPos: Vec2, bspeed: float64) =
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eng.waves.add Wave(
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origin: enemyPos,
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heading: arctan2(botPos.y - enemyPos.y, botPos.x - enemyPos.x),
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speed: bspeed, radius: 0.0, startDist: dist(enemyPos, botPos))
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proc tickWaves(eng: var GravityEngine, botPos: Vec2) =
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var i = 0
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while i < eng.waves.len:
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eng.waves[i].radius += eng.waves[i].speed
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if eng.waves[i].radius >= eng.waves[i].startDist:
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let toBot = arctan2(botPos.y - eng.waves[i].origin.y,
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botPos.x - eng.waves[i].origin.x)
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var off = toBot - eng.waves[i].heading
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while off > PI: off -= 2.0*PI
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while off < -PI: off += 2.0*PI
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let maxA = mea(eng.waves[i].speed)
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if maxA >= 1e-9:
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let gf = (off / maxA).clamp(-1.0, 1.0)
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eng.histogram.bins[gfToBin(gf)] += 1.0
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eng.waves.del(i)
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else:
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inc i
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proc computeForces(eng: GravityEngine, botPos: Vec2, enemies: openArray[Vec2], arenaW, arenaH: float64): Vec2 =
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var total = vec2(0.0, 0.0)
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# Priority 1: nearby phantoms
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var hasClose = false
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for ph in eng.phantoms:
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if ph.alive:
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let d = dist(ph.pos, botPos)
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if d < 250.0:
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hasClose = true
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total = total + normalize(botPos - ph.pos) * (KBullet * (1.0 - d/250.0))
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# Priority 2: wall escape (additive — blends with phantom forces)
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let minW = min(min(botPos.x, arenaW-botPos.x), min(botPos.y, arenaH-botPos.y))
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if minW < VeryClose:
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var ex = 0.0; var ey = 0.0
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if botPos.x < VeryClose: ex = 1.0
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if arenaW - botPos.x < VeryClose: ex = -1.0
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if botPos.y < VeryClose: ey = 1.0
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if arenaH - botPos.y < VeryClose: ey = -1.0
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let wm = sqrt(ex*ex + ey*ey)
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if wm > 0.1: total = total + normalize(vec2(ex, ey)) * 500.0
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# Priority 3: repulsion from ALL enemies; attraction only toward nearest.
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# ponytail: linear ramp per enemy, attraction only toward nearest to avoid being pulled into a crowd
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if not hasClose and enemies.len > 0:
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const rampWidth = 150.0
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# Find nearest enemy for possible attraction
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var nearestDist = Inf
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var nearestIdx = 0
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for i, ep in enemies:
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let d = dist(ep, botPos)
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if d < nearestDist:
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nearestDist = d
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nearestIdx = i
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for i, ep in enemies:
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let de = dist(ep, botPos)
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if de <= 100.0: continue
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let distErr = de - PreferredDist
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let t = clamp(distErr / rampWidth, -1.0, 1.0)
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if t < 0.0:
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# Too close → repel from this enemy
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total = total + normalize(botPos - ep) * (KEnemy * abs(t))
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elif i == nearestIdx:
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# Too far from nearest only → mild attraction
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total = total + normalize(ep - botPos) * (KEnemy * t)
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# Priority 4: weak wall repulsion
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let dL = max(botPos.x, WallMinDist)
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let dR = max(arenaW - botPos.x, WallMinDist)
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let dB = max(botPos.y, WallMinDist)
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let dT = max(arenaH - botPos.y, WallMinDist)
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total = total + vec2(KWall*0.5/(dL*dL) - KWall*0.5/(dR*dR),
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KWall*0.5/(dB*dB) - KWall*0.5/(dT*dT))
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total
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# ── MovementModule wrapper ────────────────────────────────────────────────────
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type PhantomMeteorModule* = object
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engine: GravityEngine
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gunheat: GunheatTracker
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proc initPhantomMeteor*(): PhantomMeteorModule =
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PhantomMeteorModule(engine: initEngine(), gunheat: initGunheatTracker())
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proc resetRound*(m: var PhantomMeteorModule) =
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## Clear per-round transients (phantoms, waves, energy baseline), keep histogram.
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m.engine.phantoms = @[]
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m.engine.waves = @[]
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m.engine.prevEnemyEnergy = {-1: 100.0}.toTable
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m.gunheat.resetRound()
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proc computeMove*(m: var PhantomMeteorModule, ws: WorldState): MoveCommand =
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let botPos = vec2(ws.selfX, ws.selfY)
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let enemyPos = vec2(ws.enemyX, ws.enemyY)
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# Build enemies Vec2 seq (falls back to single target when ws.enemies is empty)
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var enemyVecs: seq[Vec2]
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if ws.enemies.len > 0:
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for ei in ws.enemies:
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enemyVecs.add vec2(ei.x, ei.y)
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else:
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enemyVecs.add enemyPos
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# Advance simulation
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m.engine.tickPhantoms()
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m.engine.tickWaves(botPos)
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# Fire detection via gunheat tracker for the primary target (1-2 ticks earlier than energy drop).
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var spawnedThisTick = false
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for ev in m.gunheat.tick(ws):
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let bspeed = 20.0 - 3.0 * ev.bulletPower
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let evPos = vec2(ev.fireX, ev.fireY)
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case ev.kind
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of wePredicted:
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m.engine.spawnPhantoms(evPos, botPos, bspeed)
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m.engine.spawnWave(evPos, botPos, bspeed)
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spawnedThisTick = true
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of weConfirmed:
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if not spawnedThisTick:
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m.engine.spawnPhantoms(evPos, botPos, bspeed)
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m.engine.spawnWave(evPos, botPos, bspeed)
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spawnedThisTick = true
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# Energy-drop fallback for primary target; also sync prevEnergy so non-target check is clean.
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if not spawnedThisTick:
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let (fired, power) = m.engine.detectFire(-1, ws.enemyEnergy)
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if fired:
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let bspeed = 20.0 - 3.0 * power
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m.engine.spawnPhantoms(enemyPos, botPos, bspeed)
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m.engine.spawnWave(enemyPos, botPos, bspeed)
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else:
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discard m.engine.detectFire(-1, ws.enemyEnergy)
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# Energy-drop detection for non-target enemies (raw energy comparison; no gunheat needed)
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for ei in ws.enemies:
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if ei.id == -1: continue # skip sentinel
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let (fired, power) = m.engine.detectFire(ei.id, ei.energy)
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if fired:
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let bspeed = 20.0 - 3.0 * power
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let epos = vec2(ei.x, ei.y)
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m.engine.spawnPhantoms(epos, botPos, bspeed)
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m.engine.spawnWave(epos, botPos, bspeed)
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# Compute force vector
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let force = m.engine.computeForces(botPos, enemyVecs, ws.arenaWidth, ws.arenaHeight)
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if force.magnitude < 1e-9:
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return (speed: 0.0, turnRate: 0.0)
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# Threat centroid (inverse-distance weighted) for perpendicular direction.
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# With 1 enemy this equals the single enemy bearing — identical to prior behavior.
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var cx = 0.0; var cy = 0.0; var wsum = 0.0
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for ep in enemyVecs:
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let d = max(dist(ep, botPos), 1.0)
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let w = 1.0 / d
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cx += ep.x * w; cy += ep.y * w; wsum += w
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let centroid = if wsum > 1e-9: vec2(cx/wsum, cy/wsum) else: enemyPos
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let centroidBearingRad = arctan2(centroid.y - botPos.y, centroid.x - botPos.x)
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# Two perpendicular directions to centroid bearing (±90°)
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let perpCCW = vec2(-sin(centroidBearingRad), cos(centroidBearingRad)) # +90°
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let perpCW = vec2( sin(centroidBearingRad), -cos(centroidBearingRad)) # -90°
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# Pick perpendicular direction that aligns with force vector
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let fn = force.normalize
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let desiredDeg =
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if fn.x * perpCCW.x + fn.y * perpCCW.y >= fn.x * perpCW.x + fn.y * perpCW.y:
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radToDeg(arctan2(perpCCW.y, perpCCW.x))
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else:
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radToDeg(arctan2(perpCW.y, perpCW.x))
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# Delta from current heading
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var delta = desiredDeg - ws.selfHeading
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while delta > 180.0: delta -= 360.0
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while delta < -180.0: delta += 360.0
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# Dot-product trick: if |delta| > 90 → reverse, less turning
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let goForward = abs(delta) <= 90.0
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if not goForward:
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delta = if delta >= 0.0: delta - 180.0 else: delta + 180.0
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(speed: if goForward: 8.0 else: -8.0,
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turnRate: delta.clamp(-10.0, 10.0))
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