e53690036b
Four guns cached a whole prediction per tick while predict() is called once per power bin, so every bin after the first (and the real fired shot, which shares lastState) reused the power-1.0 lead. Fixed by caching only the speed-INDEPENDENT derived state and recomputing the lead per requested speed: - stop_shot: also fixes prevSpeed being written before it was read, which made abs(speed) < abs(prev) permanently false and the entire stop-prediction branch unreachable (it was just Linear). - displacement: the cache key included bulletSpeed, so the guard missed on all four bins and the 15-tick window advanced ~4x/tick, making the inferred velocity ~4x too small. - averaged_lead: tick cache removed outright. pattern_matcher: split into speed-independent match+path and per-call lead. FeedbackEvent gains fireTick/powerBin (additive; only virtual_bullets constructs one) so guns can pair feedback to the exact shot instead of guessing by coordinates. tsetlin uses it: traces are now keyed exactly by (fireTick, powerBin) with a 1024-slot ring, and the 10-frame window shifts at most once per tick (it was shifting ~4-5x/tick, so isWarmedUp tripped after ~2 ticks). KNOWN INCOMPLETE: tsetlin still does not diverge from Linear in battle. The two named bugs are fixed (a 600-tick sim shows trainedShots=2141, traceMisses=0, and a fixed-input probe converges to a 9.6px correction), but the TM's clause feedback itself is broken: ~131 of 1740 literals end up included per clause, so its conjunction never fires. Sweeping TM_S, TM_N_CLAUSES and a two-branch Type-I update did not change the correction from 0. Needs a real TM fix or removal, not another bug fix. First-ever guard tests for the gun selector: common_libs/tests/ test_gun_harness.nim (14 checks, headless, no Java). There were none before, which is how six broken guns survived a full analysis cycle. Against the previous HEAD, 5 of these checks FAIL - that is the regression guard.
60 lines
1.8 KiB
Nim
60 lines
1.8 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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EnemyInfo* = object
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id*: int
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x*, y*: float
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heading*, speed*, energy*: float
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WorldState* = object
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## All raw data given to every gun every tick.
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# Enemy (current TARGET)
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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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# All alive enemies (for movement modules)
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enemies*: seq[EnemyInfo]
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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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fireTick*: int ## tick the virtual bullet was spawned (predict time)
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powerBin*: int ## index into PowerBins the bullet belongs to
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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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