8e2be6a4c6
The unmodified DrussGT.jar connects, wave-surfs, fires and beats every adversary we have. 5 rounds each, all rounds won: SpinBot 542-16, Corners 823-4, Crazy 604-0, RamFire 900-0, ModularBot 506-72. It is genuinely surfing, not drifting or stalling. Movement statistics against the classic captures, same metrics, same analyzer: opp perp TR/classic reversing TR/cl median range TR/cl SpinBot 0.967 / 0.962 0.466 / 0.464 462 / 402 Corners 0.894 / 0.920 0.462 / 0.419 520 / 504 Crazy 0.841 / 0.829 0.527 / 0.439 370 / 378 RamFire 0.762 / 0.651 0.533 / 0.417 326 / 283 ModularBot 0.956 / - 0.466 / - 453 / - Every round starts moving within 3-11 ticks and runs at 75-82% full speed. Implemented: the classic remaining-quantity motion model (delegated to the TR Bot's own Nat-Pavasant model - identical constants: accel 1, decel -2, max 8, body turn 10-0.75|v|, gun 20, radar 45 - so getDistanceRemaining and getTurnRemaining are exactly self-consistent with what is emulated); event synthesis with classic ordering; bullet identity via object identity; gun heat; rounds; radar cadence; firing translation; and the ThreadManager landmine is killed by installing a no-op IThreadManagerBase in ContainerBase.instance (verified: without it 'RobotException: ThreadManager cannot be null!' kills the bot thread; with it the write succeeds). Also adds TrBattleCapture, an observer that dumps per-tick state in the SAME JSONL fixture format as the classic capture, so legacy bots can be captured from Tank Royale battles too. HONEST DIVERGENCES (README section 5.9): the TR server moves along the PRE-turn heading and then turns, while classic aligns displacement with the POST-turn heading, so the analyzer's conversion error is ~1.5 deg rather than 0.000 deg; distanceRemaining decrements by target speed rather than actual distance; collision clamping differs; BulletMissedEvent can fire less often because age-expiry has no TR event; bulletId is a local temp id; StatusEvent/onPaint/SkippedTurnEvent are never delivered. Physics fidelity diverges by construction - expect to retune. EnergyDomeWorker (the bullet shield) is off by default: its precise bullet-detection warm-up makes round 1 up to 79% stationary vs 35% in classic. Rounds 2+ match classic closely with it on, but the pure surfer is the consistent path. DRUSSGT_SHIELD=1 re-enables it. Jars remain out of git.