a3b4f26b69
- Wall-bounce gun: linear extrapolation with arena wall reflection - Simulates enemy tick-by-tick, bouncing off walls (billiard-ball reflection) - 4-iteration convergence on ticksToArrive like circular gun - 8 guns: head-on, linear, circular, tsetlin, guess-factor, pattern, anti-surfer, wall-bounce - Turret: #CCCCCC (silver), bullet: #EEEEEE (white) Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
226 lines
8.7 KiB
Nim
226 lines
8.7 KiB
Nim
## ModularBot — plugin gun architecture tracer bullet.
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## Guns: HeadOnGun (0), LinearGun (1), TsetlinGun (2), CircularGun (3), GFGun (4), PatternMatcherGun (5), AntiSurferGun (6) via GunHarness.
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## Radar: RadarLockModule via radar harness.
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## Movement: OscillatorModule (perpendicular strafing).
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import std/[math, os, strformat]
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import robocode_tankroyale_botapi
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import radar_harness/radar_interface
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import radars/radar_lock_module
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import gun_harness/gun_interface
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import gun_harness/virtual_bullets as vb
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import gun_harness/selector
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import guns/head_on
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import guns/linear
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import guns/circular
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import guns/tsetlin
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import guns/guess_factor
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import guns/pattern_matcher
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import guns/anti_surfer
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import guns/wall_bounce
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import movements/phantom_meteor
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const botJsonPath = currentSourcePath().parentDir / "ModularBot.json"
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const DebugVBullets = false
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const DebugCircular = false
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const GunNames = ["HeadOn", "Linear", "Tsetlin", "Circular", "GuessFactor", "Pattern", "AntiSurf", "WallBounce"]
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type
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ModularBot = ref object of Bot
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hasContact: bool
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enemyBearing: float
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lastState: WorldState
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radar: RadarLockModule
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tracker: VirtualTracker
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headOn: HeadOnGun
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linear: LinearGun
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circular: CircularGun
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tsetlin: TsetlinGun
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guessFactor: GFGun
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patternMatcher: PatternMatcherGun
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antiSurfer: AntiSurferGun
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wallBounce: WallBounceGun
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mover: PhantomMeteorModule
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virtualHits: int
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virtualMiss: int
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tick: int
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currentGun: int
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proc buildState(bot: ModularBot, ex, ey, espeed, eheading, eenergy: float): WorldState =
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WorldState(
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enemyX: ex,
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enemyY: ey,
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enemySpeed: espeed,
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enemyHeading: eheading,
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enemyEnergy: eenergy,
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selfX: getX(),
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selfY: getY(),
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selfSpeed: getSpeed(),
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selfHeading: getDirection(),
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selfRadarHeading: getRadarDirection(),
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selfEnergy: getEnergy(),
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arenaWidth: getArenaWidth().float,
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arenaHeight: getArenaHeight().float,
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tick: bot.tick,
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)
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method onScannedBot*(bot: ModularBot, e: ScannedBotEvent) =
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bot.enemyBearing = directionTo(getX(), getY(), e.x, e.y)
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bot.hasContact = true
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bot.lastState = bot.buildState(e.x, e.y, e.speed, e.direction, e.energy)
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# Collect predictions for all power bins from all guns
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var headsUp: array[len(PowerBins), GunPrediction]
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var linPreds: array[len(PowerBins), GunPrediction]
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var tmPreds: array[len(PowerBins), GunPrediction]
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var circPreds: array[len(PowerBins), GunPrediction]
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var gfPreds: array[len(PowerBins), GunPrediction]
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var pmPreds: array[len(PowerBins), GunPrediction]
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var asPreds: array[len(PowerBins), GunPrediction]
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var wbPreds: array[len(PowerBins), GunPrediction]
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for i in 0..<len(PowerBins):
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headsUp[i] = bot.headOn.predict(bot.lastState, bulletSpeed(PowerBins[i]))
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linPreds[i] = bot.linear.predict(bot.lastState, bulletSpeed(PowerBins[i]))
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tmPreds[i] = bot.tsetlin.predict(bot.lastState, bulletSpeed(PowerBins[i]))
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circPreds[i] = bot.circular.predict(bot.lastState, bulletSpeed(PowerBins[i]))
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gfPreds[i] = bot.guessFactor.predict(bot.lastState, bulletSpeed(PowerBins[i]))
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pmPreds[i] = bot.patternMatcher.predict(bot.lastState, bulletSpeed(PowerBins[i]))
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asPreds[i] = bot.antiSurfer.predict(bot.lastState, bulletSpeed(PowerBins[i]))
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wbPreds[i] = bot.wallBounce.predict(bot.lastState, bulletSpeed(PowerBins[i]))
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bot.tracker.spawnBullets(0, headsUp, bot.lastState)
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bot.tracker.spawnBullets(1, linPreds, bot.lastState)
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# Skip TM virtual bullets during warmup so cold predictions don't hurt its fitness window
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if bot.tsetlin.isWarmedUp():
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bot.tracker.spawnBullets(2, tmPreds, bot.lastState)
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bot.tracker.spawnBullets(3, circPreds, bot.lastState)
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bot.tracker.spawnBullets(4, gfPreds, bot.lastState)
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bot.tracker.spawnBullets(5, pmPreds, bot.lastState)
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bot.tracker.spawnBullets(6, asPreds, bot.lastState)
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bot.tracker.spawnBullets(7, wbPreds, bot.lastState)
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# Resolve bullets that have travelled far enough
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let st = bot.lastState
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bot.tracker.tickBullets(st, proc(gunId: GunId, binIdx: int, fe: FeedbackEvent) =
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case gunId
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of 0: bot.headOn.onResult(fe)
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of 1: bot.linear.onResult(fe)
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of 2: bot.tsetlin.onResult(fe)
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of 3:
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bot.circular.onResult(fe)
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when DebugCircular:
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let ax = st.enemyX
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let ay = st.enemyY
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echo fmt"[circ-vb] predicted=({fe.prediction.x:.0f},{fe.prediction.y:.0f}) actual=({ax:.0f},{ay:.0f}) miss={fe.missDistance:.1f}px hit={fe.hit}"
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of 4: bot.guessFactor.onResult(fe)
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of 5: bot.patternMatcher.onResult(fe)
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of 6: bot.antiSurfer.onResult(fe)
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of 7: bot.wallBounce.onResult(fe)
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else: discard
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if fe.hit: inc bot.virtualHits else: inc bot.virtualMiss
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when DebugVBullets:
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let total = bot.virtualHits + bot.virtualMiss
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let pct = if total > 0: bot.virtualHits.float / total.float * 100.0 else: 0.0
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echo fmt"[vbullet] gun={gunId} bin={binIdx} miss={fe.missDistance:.1f}px hit={fe.hit} | total hits={bot.virtualHits}/{total} ({pct:.1f}%)"
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)
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# Gun selection + fire
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let (selectedGun, _, power) = selectShot(bot.tracker)
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# Log gun switch + update turret/bullet colors
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if selectedGun != bot.currentGun:
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echo fmt"[gun] switched: {GunNames[selectedGun]}"
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bot.currentGun = selectedGun
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case selectedGun
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of 0: setTurretColor("#FF3333"); setBulletColor("#FF6666") # HeadOn: warm red
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of 1: setTurretColor("#3366FF"); setBulletColor("#6699FF") # Linear: electric blue
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of 2: setTurretColor("#9933FF"); setBulletColor("#CC66FF") # Tsetlin: violet
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of 3: setTurretColor("#33CC33"); setBulletColor("#66FF66") # Circular: emerald
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of 4: setTurretColor("#FFCC00"); setBulletColor("#FFE066") # GuessFactor: yellow
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of 5: setTurretColor("#FF6600"); setBulletColor("#FF9944") # Pattern: orange
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of 6: setTurretColor("#00CCFF"); setBulletColor("#66DDFF") # AntiSurf: cyan
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of 7: setTurretColor("#CCCCCC"); setBulletColor("#EEEEEE") # WallBounce: silver/white
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else: discard
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let pred = case selectedGun
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of 1: bot.linear.predict(bot.lastState, bulletSpeed(power))
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of 2: bot.tsetlin.predict(bot.lastState, bulletSpeed(power))
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of 3: bot.circular.predict(bot.lastState, bulletSpeed(power))
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of 4: bot.guessFactor.predict(bot.lastState, bulletSpeed(power))
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of 5: bot.patternMatcher.predict(bot.lastState, bulletSpeed(power))
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of 6: bot.antiSurfer.predict(bot.lastState, bulletSpeed(power))
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of 7: bot.wallBounce.predict(bot.lastState, bulletSpeed(power))
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else: bot.headOn.predict(bot.lastState, bulletSpeed(power))
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let target = aimAngle(getX(), getY(), pred.x, pred.y)
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let gunDir = getGunDirection()
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let gunHeat = getGunHeat()
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let gunDelta = (target - gunDir) mod 360.0
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var normDelta = gunDelta
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if normDelta > 180.0: normDelta -= 360.0
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elif normDelta < -180.0: normDelta += 360.0
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if shouldFire(gunDir, target, gunHeat):
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discard setFire(power)
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# Turn gun toward predicted point every scan
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setGunTurnRate(normDelta)
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method onRoundEnded*(bot: ModularBot, e: RoundEndedEventForBot) =
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discard # Skip detailed logging for now
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method onRoundStarted*(bot: ModularBot, e: RoundStartedEvent) =
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setAdjustGunForBodyTurn(true)
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setAdjustRadarForBodyTurn(true)
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setAdjustRadarForGunTurn(true)
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setBodyColor("#FF9900") # PhantomMeteor: deep orange/gold
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setRadarColor("#00CCCC") # RadarLock: cyan/teal
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setScanColor("#33FFFF") # RadarLock scan arc: bright teal
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bot.radar.init()
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bot.hasContact = false
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bot.tick = 0
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bot.currentGun = -1 # Reset to trigger initial log on first selectShot
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bot.mover.resetRound()
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echo fmt"[gun] starting: {GunNames[0]}"
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# tracker fitness persists across rounds (rolling window carries over)
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method onGameStarted*(bot: ModularBot, e: GameStartedEventForBot) =
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discard
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method run*(bot: ModularBot) =
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while isRunning():
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inc bot.tick
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if not bot.hasContact:
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setTargetSpeed(0.0)
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setTurnRate(0.0)
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setRadarTurnRate(45.0)
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go()
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continue
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# Movement harness: oscillate perpendicular to enemy
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let (spd, tr) = bot.mover.computeMove(bot.lastState)
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setTargetSpeed(spd)
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setTurnRate(tr)
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setRadarTurnRate(bot.radar.computeScan(bot.lastState))
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go()
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when isMainModule:
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var bot = ModularBot(
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tracker: vb.initTracker(8), # 0: HeadOn, 1: Linear, 2: Tsetlin, 3: Circular, 4: GuessFactor, 5: Pattern, 6: AntiSurf, 7: WallBounce
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headOn: HeadOnGun(),
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linear: LinearGun(),
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circular: CircularGun(),
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tsetlin: initTsetlinGun(),
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guessFactor: initGFGun(),
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patternMatcher: PatternMatcherGun(),
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antiSurfer: initAntiSurferGun(),
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wallBounce: initWallBounceGun(),
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radar: RadarLockModule(),
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mover: initPhantomMeteor(),
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currentGun: -1,
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)
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start(bot, botJsonPath)
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