Files
SirRoboGarage/common_libs/guns/displacement.nim
T
SirStone 2cc2a3bd87 fix(ModularBot): ram loop prevention, dead-target guards, cleaner logging
- 30-tick cooldown after ghost-stuck/timeout ram exit prevents re-entry loop
- enemy_tracker.update() skips dead bots to prevent same-tick scan resurrection
- TFIL graphics cleared when ramming is active movement
- [config] logs: white base with green-highlighted changes only
- [ram:enter] logs trigger reason and key values on false→true transition
- [death] and [target-invalid] logs retained for diagnostics
2026-09-20 20:44:45 +02:00

67 lines
2.3 KiB
Nim

## Displacement-vector gun: predict using average velocity over a sliding window.
## Captures drift/tendency that instantaneous velocity misses
## (e.g. oscillating enemy slowly drifting east has v=0 at midpoints but
## displacement still pointing east).
import std/math
import gun_harness/gun_interface
const WindowSize = 15 # ticks; N+1 frames stored
type
DisplacementGun* = object
posX: array[WindowSize + 1, float]
posY: array[WindowSize + 1, float]
count: int # frames collected so far
head: int # ring-buffer head
lastTick: int # for per-tick cache
cacheSpeed: float
cachePred: GunPrediction
debugGraphics*: bool
proc predict*(g: var DisplacementGun, state: WorldState, bulletSpeed: float): GunPrediction =
# Per-tick cache: same tick + same speed => same prediction
if state.tick == g.lastTick and bulletSpeed == g.cacheSpeed:
return g.cachePred
# Push current position into ring buffer
g.head = (g.head + 1) mod (WindowSize + 1)
g.posX[g.head] = state.enemyX
g.posY[g.head] = state.enemyY
if g.count < WindowSize + 1:
inc g.count
g.lastTick = state.tick
g.cacheSpeed = bulletSpeed
# Need at least N+1 frames; fall back to head-on if not enough
if g.count < WindowSize + 1:
g.cachePred = GunPrediction(x: state.enemyX, y: state.enemyY)
return g.cachePred
# Oldest frame is (head + 1) mod (WindowSize + 1)
let oldest = (g.head + 1) mod (WindowSize + 1)
let dx = (state.enemyX - g.posX[oldest]) / WindowSize.float
let dy = (state.enemyY - g.posY[oldest]) / WindowSize.float
# Iterate time estimate 5 times
let dist0 = hypot(state.enemyX - state.selfX, state.enemyY - state.selfY)
var ticks = dist0 / bulletSpeed
var px = state.enemyX
var py = state.enemyY
for _ in 0..4:
px = state.enemyX + dx * ticks
py = state.enemyY + dy * ticks
ticks = hypot(px - state.selfX, py - state.selfY) / bulletSpeed
px = clamp(px, 0.0, state.arenaWidth)
py = clamp(py, 0.0, state.arenaHeight)
g.cachePred = GunPrediction(x: px, y: py)
g.cachePred
proc onResult*(g: var DisplacementGun, e: FeedbackEvent) =
discard # analytical gun — no learning
proc initDisplacementGun*(): DisplacementGun =
DisplacementGun(count: 0, head: 0, lastTick: -1, debugGraphics: false)