1ed7797cb6
- New guns: guess-factor (GF histogram), pattern-matcher (movement tape replay) - New modules: minimum-risk melee movement, spinning melee radar - New test bots: PatternMover, RandomMover, WaveSurfer - Fixed: FeedbackEvent now carries actualX/actualY for proper GF learning - Fixed: TM gun warmup gating + directional residuals - Fixed: circular gun integrated formula + multi-bin omega cache - Fixed: oscillator wall-bounce lockout - Fixed: phantom meteor perpendicular body orientation - 6/6 battle wins across all enemy types
51 lines
1.4 KiB
Nim
51 lines
1.4 KiB
Nim
## Gun harness — shared types and Gun concept.
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## Coordinate system: 0° = East, CCW positive (Tank Royale standard).
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## Bullet speed formula: 20 - 3 * power.
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import std/math
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const BotRadius* = 18.0 ## hit detection radius in px
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type
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WorldState* = object
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## All raw data given to every gun every tick.
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# Enemy
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enemyX*, enemyY*: float
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enemySpeed*, enemyHeading*: float
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# Self
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selfX*, selfY*: float
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selfSpeed*, selfHeading*: float
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selfRadarHeading*: float
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selfEnergy*: float
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enemyEnergy*: float
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# Arena
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arenaWidth*, arenaHeight*: float
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# Meta
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tick*: int
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GunPrediction* = object
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## Absolute (x, y) where the gun predicts the enemy will be.
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x*, y*: float
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FeedbackEvent* = object
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## Outcome of a resolved virtual bullet.
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prediction*: GunPrediction
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actualX*, actualY*: float ## actual enemy position at resolution time
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bulletPower*: float
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missDistance*: float ## px; < BotRadius = hit
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hit*: bool
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proc bulletSpeed*(power: float): float {.inline.} =
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20.0 - 3.0 * power
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## Gun concept — any type T implementing these two procs is a valid gun.
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template isGun*(T: typedesc): bool =
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compiles(
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block:
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var g: T
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let ws = WorldState()
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let p: GunPrediction = g.predict(ws, 0.0)
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let fe = FeedbackEvent()
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g.onResult(fe)
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)
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