Files
SirRoboGarage/common_libs/movements/wave_surfer.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

198 lines
7.8 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
const WallMargin = 40.0
const DodgeTicks = 15.0 # approximate ticks to reach dodge position
const WS_PrefDist = 400.0 # optimal engagement distance
const WS_DistBand = 50.0 # deadband: pure strafe within ±50px of preferred
const WS_RadialFrac = 0.35 # radial blend fraction (0=pure strafe, 1=pure radial)
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
debugGraphics*: bool
proc initWaveSurfer*(): WaveSurferModule =
var m = WaveSurferModule(prevEnergy: 100.0, strafeDir: 1.0, debugGraphics: false)
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, penalizing positions near walls
let dodgeDist = ws.selfSpeed * DodgeTicks
var bestBin = 0
for j in 1..<WS_BINS:
let gfJ = binToGF(j)
let angleJ = w.bearing + gfJ * maxA
let futureX = botX + cos(angleJ) * dodgeDist
let futureY = botY + sin(angleJ) * dodgeDist
let wallHit = futureX < WallMargin or futureX > ws.arenaWidth - WallMargin or
futureY < WallMargin or futureY > ws.arenaHeight - WallMargin
let dangerJ = if wallHit: m.bins[j] * 5.0 else: m.bins[j]
let gfBest = binToGF(bestBin)
let angleB = w.bearing + gfBest * maxA
let futureXB = botX + cos(angleB) * dodgeDist
let futureYB = botY + sin(angleB) * dodgeDist
let wallHitB = futureXB < WallMargin or futureXB > ws.arenaWidth - WallMargin or
futureYB < WallMargin or futureYB > ws.arenaHeight - WallMargin
let dangerB = if wallHitB: m.bins[bestBin] * 5.0 else: m.bins[bestBin]
if dangerJ < dangerB: 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
var perpAngle =
if m.strafeDir >= 0.0: enemyBearingRad + PI * 0.5
else: enemyBearingRad - PI * 0.5
# Hard wall escape: if near any wall, blend toward arena center
# ponytail: linear blend, upgrade to override if blending proves too weak
let nearLeft = botX < WallMargin
let nearRight = botX > ws.arenaWidth - WallMargin
let nearBottom = botY < WallMargin
let nearTop = botY > ws.arenaHeight - WallMargin
if nearLeft or nearRight or nearBottom or nearTop:
# Flip strafe if it pushes further into the wall
let px = cos(perpAngle)
let py = sin(perpAngle)
if (nearLeft and px < 0.0) or (nearRight and px > 0.0) or
(nearBottom and py < 0.0) or (nearTop and py > 0.0):
m.strafeDir = -m.strafeDir
perpAngle = if m.strafeDir >= 0.0: enemyBearingRad + PI * 0.5
else: enemyBearingRad - PI * 0.5
# Blend 50% toward arena center
let escapeAngle = arctan2(ws.arenaHeight * 0.5 - botY, ws.arenaWidth * 0.5 - botX)
let ex = cos(escapeAngle) + cos(perpAngle)
let ey = sin(escapeAngle) + sin(perpAngle)
perpAngle = arctan2(ey, ex)
# Distance control: blend a radial component when outside the deadband.
# Secondary to bullet dodge — capped at WS_RadialFrac of travel direction.
# ponytail: linear blend, tune WS_RadialFrac if approach/retreat feels sluggish
let enemyDist = sqrt((enemyX - botX)^2 + (enemyY - botY)^2)
let distErr = enemyDist - WS_PrefDist
let radialFrac =
if distErr > WS_DistBand: WS_RadialFrac # too far → approach
elif distErr < -WS_DistBand: -WS_RadialFrac # too close → retreat
else: 0.0 # deadband → pure strafe
if abs(radialFrac) > 1e-9:
# Radial direction: toward enemy (positive) or away (negative)
let radialAngle = arctan2(enemyY - botY, enemyX - botX) +
(if radialFrac < 0.0: PI else: 0.0)
let rx = cos(perpAngle) * (1.0 - abs(radialFrac)) + cos(radialAngle) * abs(radialFrac)
let ry = sin(perpAngle) * (1.0 - abs(radialFrac)) + sin(radialAngle) * abs(radialFrac)
perpAngle = arctan2(ry, rx)
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))