795a0e59fe
Wire the verified common_libs/bitbrain ADE+SBC library into ModularBot as a
fine-grained angular corrector on top of Pattern's prediction, the shape the
offline gate test measured (argmax readout over N correction classes).
- common_libs/guns/bitbrain_gun.nim: new gun. Input = the existing TMHorizon
53 bits (tmhBaseBits + tmhLits); output = argmax class centre over
+-TR_BITBRAIN_RANGE, applied by rotating the Pattern point around the shooter
exactly as tmhApplyShift does. Label = the +h-tick fact from TmHorizonGun's
own observation ring (never across a round). Prequential (defer + resolve).
AD layer synthesised online for our binary inputs (center=0): heuristic
cold-start thresholds + running-histogram ~1% percentile init + the library's
adaptThresholds. Memory modes perRound (default, measured best) / retained /
decay (periodic partial SBC wipe). Lazy network build + local RNG, so the
default path builds nothing and consumes no global randomness.
- tm_horizon.nim: export tmhUpdateHistory and add tmhObservedAt (label seam).
- selector.nim: register BITBRAIN at rack id 16, default rmOff, in the SAME
commit as the id and the wiring (the aed579b admission bug is not repeated).
- ModularBot.nim: id 16 wired through predict/spawn/onResult/resets/colors,
arrays grown 16->17, spawn gated on rack admission, per-round/per-battle/
target reset hooks.
- env_report.nim: report every TR_BITBRAIN_* knob + add names to the known set.
- tests: update the rack length literals; new test_bitbrain_registration
(default-parity: off, lazy, global-RNG clean).
Guard counts unchanged: rack 48, tm_pattern_registration 20, vbullet_admit 12,
env_report 25, and the rest of the suite green.
309 lines
14 KiB
Nim
309 lines
14 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 default is `onlyPattern` (Pattern admitted, all else `off`),
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## * the revert override restores the old full rack,
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## * an all-`both` membership 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 testDefaultsOnlyPattern() =
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clearRackEnv()
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# SHIPPED DEFAULT: `onlyPattern`. Pattern (id 5) is `both`; every other gun is
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# `off`. The selector mechanism is untouched, but the rack has one member.
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const PatternId = 5
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var exactlyOne = true
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var admittedCount = 0
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for i in 0..<RackGunNames.len:
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if DefaultRackMembership[i] != rmOff:
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inc admittedCount
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if i != PatternId or DefaultRackMembership[i] != rmBoth: exactlyOne = false
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check "defaults: the shipped table admits exactly one gun", admittedCount == 1
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check "defaults: that one gun is PATTERN (id 5), in both racks",
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exactlyOne and DefaultRackMembership[PatternId] == rmBoth
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check "defaults: every non-Pattern gun is `off`",
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DefaultRackMembership[0] == rmOff and DefaultRackMembership[1] == rmOff and
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DefaultRackMembership[4] == rmOff and DefaultRackMembership[6] == rmOff and
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DefaultRackMembership[12] == rmOff and DefaultRackMembership[13] == rmOff and
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DefaultRackMembership[14] == rmOff
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check "defaults: the default rack admits ONLY Pattern in 1v1",
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admittedGuns(17, rm1v1, DefaultRackMembership) == @[PatternId]
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check "defaults: the default rack admits ONLY Pattern in melee",
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admittedGuns(17, rmMelee, DefaultRackMembership) == @[PatternId]
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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 17-gun rack",
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RackGunNames.len == 17 and DefaultRackMembership.len == 17
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proc testFloorRespectsAdmission() =
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## The FLOOR path (`bestRate <= 0` or below the floor rate) historically fell
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## back to gun 0 (HeadOn). `chooseFromFit` returns `admitted[0]`, so with the
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## onlyPattern default (HeadOn `off`) the floor must return Pattern, an
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## ADMITTED gun — never the removed HeadOn.
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var t = initTracker(15)
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# HeadOn strong but `off`; every admitted gun cold, so bestRate == 0 -> floor.
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seedWindow(t, 7, 0, 0, 50, 0)
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var diag: SelectorDiag
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let g = t.bestGun(7, addr diag, rackMode = rm1v1,
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membership = DefaultRackMembership)
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check "floor: fires when the only admitted gun has no data", diag.floorFired
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check "floor: returns the ADMITTED gun (Pattern, id 5), NOT HeadOn", g == 5
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# Same field, same floor, but with HeadOn admissible: it returns gun 0, which
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# is exactly WHY HeadOn had to be removed for the floor to be safe.
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var oldAll: array[15, RackMembership]
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for i in 0..<15: oldAll[i] = rmBoth
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var t2 = initTracker(15)
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seedWindow(t2, 7, 0, 0, 0, 50) # HeadOn 0%, eligible (>= MinObs)
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var d2: SelectorDiag
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let gOld = t2.bestGun(7, addr d2, rackMode = rm1v1, membership = oldAll)
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check "floor: with HeadOn admitted the old floor returns gun 0",
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d2.floorFired and gOld == 0
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# The LIVE path (`selectGun`) takes the same floor branch.
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var t3 = initTracker(15)
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seedWindow(t3, 7, 0, 0, 50, 0)
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var d3: SelectorDiag
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let gLive = t3.selectGun(7, tick = 0, diag = addr d3, rackMode = rm1v1,
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membership = DefaultRackMembership)
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check "floor: the live selectGun floor also returns Pattern",
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d3.floorFired and gLive == 5
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proc testRevertOverrideRestoresFullRack() =
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## The documented one-liner: every TR_RACK_<GUN> back to `both` (TMPATTERN
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## stays `off`). This must reproduce the old full rack without a rebuild.
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clearRackEnv()
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putEnv("TR_RACK_PATTERN", "both")
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for name in RackGunNames:
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if name != "TMPATTERN": putEnv("TR_RACK_" & name, "both")
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let m = loadRackMembership()
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var full = true
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for i in 0..<RackGunNames.len:
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let want = if i == 14: rmOff else: rmBoth
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if m[i] != want: full = false
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check "revert: the documented one-liner restores the all-`both` full rack", full
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check "revert: 1v1 rack admits every gun again (TMPATTERN excluded)",
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admittedGuns(17, rm1v1, m) == @[0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 15, 16]
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clearRackEnv()
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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 its shipped default (off)",
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m[1] == rmOff and m[3] == rmOff and m[13] == rmOff and m[14] == rmOff and
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m[5] == 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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testDefaultsOnlyPattern()
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testFloorRespectsAdmission()
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testRevertOverrideRestoresFullRack()
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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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