a73de13458
The user's plan: "separate racks for melee and 1v1, so the bot switches from those based on the situation, and we can put the guns we want in one or both racks." MECHANISM - `RackMode` (rm1v1/rmMelee) derived from SERVER TRUTH: `rackMode(enemyCount)` = 1v1 when the count is 1, melee otherwise. This is the SAME `getEnemyCount()` value the radar already uses, so there is now ONE definition of the mode. (Using the tracker's known-enemy count was a previous bug in the radar: it read 1 before the second enemy was scanned.) - `RackMembership` per gun: both (default) | 1v1 | melee | off. - The selector ranks only admitted guns - including the floor path and the incumbent-hysteresis path. - Empty filtered set FALLS BACK to the full rack, so the bot can never end up with no gun. - Env-overridable at process start, no rebuild: `TR_RACK_<GUN>` for all 14 guns (TR_RACK_HEADON, TR_RACK_LINEAR, ... TR_RACK_TMSELECT), values both|1v1|melee|off. Empty/unknown -> both + a stderr warning, never fatal. - `[rack] mode=<1v1|melee> active=<guns> overrides=<...>` logged once per mode change, never per tick. DEFAULT IS UNCHANGED: every gun ships `rmBoth`, so behaviour is byte-identical until the user re-racks anything. Verified by the unit test's default-config selection parity (RNG draw for RNG draw) and by `test_gun_harness` 39 and acceptance 12/12. `chooseFromFit` iterates the admitted list in ascending id order, so the random tie-break draws are unchanged. NO TUNING DONE, deliberately: we had no per-gun melee hit-rate data, and an earlier 15-paired-run experiment found pruning neutral-to-negative on hit rate (p=0.57/0.21). So all guns stay `both` and the membership pass waits for data. PER-MODE DATA PLUMBING (this is what unblocks that pass): per-gun real shot accounting is now split by the rack in force at fire time, adding to gun_stats.jsonl: realShots1v1, realHits1v1, realHitRate1v1, realShotsMelee, realHitsMelee, realHitRateMelee. Verification: test_rack_membership 38/38 (new, pure, no battle); test_gun_harness 39, test_vbullet_metric 11, test_power_selection 3, test_adaptive_radar 41, test_tfil_ring_weights 24, test_power_policy 26, test_ram_decision 28; acceptance_offline_vs_online 12/12 VERDICT PASS; ModularBot compiles. The live `[rack]` line was observed switching 1v1 -> melee when the enemy died. The offline range never calls the selector (only spawnBullets/tickBullets/ reportFor), so mode filtering cannot change the offline result and no offline mode parameter was needed - confirmed by reasoning over the source and by 12/12.
202 lines
10 KiB
Nim
202 lines
10 KiB
Nim
## Gun selector — picks best gun×power, computes aim angle, gates firing.
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## Fires highest power with acceptable hit rate when the gun is aimed within a
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## range-dependent angular tolerance and gunHeat == 0.
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import std/math
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import std/os
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import std/strutils
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import gun_interface
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import virtual_bullets
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# ── rack membership (TR_RACK_*) ──────────────────────────────────────────────
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#
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# Per-gun rack membership, read ONCE at process start so a single frozen binary
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# can be re-racked without a rebuild — the same runtime pattern as
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# GUN_RACK_DISABLE. A gun's membership admits it into the 1v1 rack, the melee
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# rack, both, or neither:
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#
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# TR_RACK_HEADON=both (shipped default for every gun)
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# TR_RACK_TSETLIN=1v1 -> 1v1 rack only
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# TR_RACK_DISPLACE=melee -> melee rack only
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# TR_RACK_KNN=off -> removed from both racks
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#
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# The mode itself is derived from SERVER truth (`getEnemyCount()`), never from
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# the tracker's known-enemy count, by `rackMode` in virtual_bullets — the same
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# transition the radar uses. Defaults are all-`both`, so an unset environment
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# preserves the pre-change single-rack selection byte-for-byte.
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const
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RackGunNames*: array[14, string] = [
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"HEADON", "LINEAR", "TSETLIN", "CIRCULAR", "GUESSFACTOR", "PATTERN",
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"WALLBOUNCE", "ACCEL", "STOPSHOT", "DISPLACE", "AVGLEAD", "DECAYGF",
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"KNN", "TMSELECT"]
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RackEnvPrefix* = "TR_RACK_"
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DefaultRackMembership*: array[14, RackMembership] = [
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rmBoth, rmBoth, rmBoth, rmBoth, rmBoth, rmBoth, rmBoth,
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rmBoth, rmBoth, rmBoth, rmBoth, rmBoth, rmBoth, rmBoth]
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proc parseRackMembership*(value: string): RackMembership =
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## Parse a `TR_RACK_<GUN>` value. Empty / unknown values fall back to the
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## shipped `both` and warn on stderr, so a typo cannot silently move a gun and
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## a bad value cannot take the bot down.
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case value.strip().toLowerAscii()
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of "", "both", "any": rmBoth
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of "1v1", "only1v1", "1v1only", "single", "lock": rmOnly1v1
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of "melee", "onlymelee", "multi": rmOnlyMelee
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of "off", "none", "disabled", "disable": rmOff
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else:
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stderr.writeLine("[gun_harness] unknown " & RackEnvPrefix & "<GUN>='" & value &
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"'; falling back to 'both' (valid: both|1v1|melee|off)")
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rmBoth
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proc loadRackMembership*(): array[len(RackGunNames), RackMembership] =
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## Default table plus every `TR_RACK_<GUN>` override. A proc (not inlined into
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## the `let`) so the unit test can exercise env parsing in-process.
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result = DefaultRackMembership
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for i in 0..<len(RackGunNames):
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let key = RackEnvPrefix & RackGunNames[i]
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let v = getEnv(key, "")
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if v.len > 0:
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result[i] = parseRackMembership(v)
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let ActiveRackMembership* = loadRackMembership()
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## Process-wide rack table, frozen at startup.
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proc rackMembershipName*(m: RackMembership): string =
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case m
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of rmBoth: "both"
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of rmOnly1v1: "1v1"
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of rmOnlyMelee: "melee"
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of rmOff: "off"
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proc rackModeName*(m: RackMode): string =
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case m
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of rm1v1: "1v1"
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of rmMelee: "melee"
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proc rackOverrides*(membership: openArray[RackMembership]): string =
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## Compact `GUN:mode,GUN:mode` list of entries that differ from the shipped
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## all-`both` default. Empty when the rack is at its default.
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for i in 0..<min(len(RackGunNames), membership.len):
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if membership[i] != rmBoth:
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if result.len > 0: result.add ","
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result.add RackGunNames[i] & ":" & rackMembershipName(membership[i])
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proc rackActive*(membership: openArray[RackMembership], mode: RackMode): string =
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## Comma-separated gun names admitted in `mode` (empty set prints as
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## `FULL` — the graceful-degradation fallback).
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for i in 0..<min(len(RackGunNames), membership.len):
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if membership[i].admits(mode):
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if result.len > 0: result.add ","
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result.add RackGunNames[i]
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if result.len == 0: result = "FULL"
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const
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## ── Range-aware firing gate ────────────────────────────────────────────────
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## A real shot departs with whatever misalignment the gun had at fire time,
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## while a virtual bullet is spawned exactly on the prediction and carries zero
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## aim error. At distance `d` the target subtends an angular half-width of
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## `atan(BotRadius / d)`, so a fixed degree threshold is simultaneously too
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## loose at long range (throws away shots that cannot hit) and too tight up
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## close (holds fire when the bot is already inside the hit cone).
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##
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## We therefore derive the tolerance from the target's angular radius:
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##
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## tolDeg = radToDeg(arctan(BotRadius * SafetyFactor / distPx))
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##
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## clamped to [MinAimThresholdDeg, MaxAimThresholdDeg].
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##
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## SafetyFactor shrinks/expands the accepted cone: 1.0 == the full geometric
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## half-width, < 1.0 is stricter. Fitted empirically from real-shot data
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## (Task A, 2611 real shots behind a wide-open 20 deg measurement gate).
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## The geometric model is only weakly identified: prediction error dominates
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## the hit rate, and the measured 50%-hit knee is noisy (0.9-1.4x the
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## geometric cone at 200-800 px; the 400-600 px bucket is ill-defined because
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## its baseline hit rate is already ~50%). Simulating the gate directly on the
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## measurement data showed 0.6 Pareto-dominates the old fixed 2.0 deg gate
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## (61.4% vs 60.2% hit rate with MORE shots), and the live sweep confirms the
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## observed preference for tighter gates. 0.6 is the shipped compromise:
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## tighter than the raw geometry while still loosening close range.
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SafetyFactor* = 0.6
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## Floor: keeps the tolerance strictly positive so a perfectly aligned gun can
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## always fire at any range, and guards the gate against collapsing to 0
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## (a never-fire deadlock) at extreme distances.
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MinAimThresholdDeg* = 0.05
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## Ceiling: at point-blank range the geometric cone grows without bound; a
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## >10 deg misalignment is a coin toss even at ~100 px, so cap it here.
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MaxAimThresholdDeg* = 10.0
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proc aimToleranceDeg*(distPx: float): float =
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## Angular half-width (deg) the gun may be off by and still plausibly hit a
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## target `distPx` px away, scaled by SafetyFactor and clamped.
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##
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## Degenerate distances (0 or unavailable) fall back to the ceiling rather than
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## dividing by zero; NaN is treated the same way (the `not (distPx > 0.0)`
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## test is false for NaN). +Inf falls through to arctan(0) == 0 and then the
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## floor, which is correct: an infinitely distant target is a point.
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if not (distPx > 0.0): return MaxAimThresholdDeg
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result = radToDeg(arctan(BotRadius * SafetyFactor / distPx))
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if result < MinAimThresholdDeg: result = MinAimThresholdDeg
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elif result > MaxAimThresholdDeg: result = MaxAimThresholdDeg
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proc aimAngle*(selfX, selfY, targetX, targetY: float): float =
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## Absolute bearing in degrees (0=East, CCW+) toward (targetX, targetY).
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result = radToDeg(arctan2(targetY - selfY, targetX - selfX))
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proc shouldFire*(currentGunDir, targetAngle, gunHeat, distPx: float): bool =
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## Returns true when the gun is within the range-aware angular tolerance and
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## cool enough to fire. `distPx` is the distance (px) to the aim point.
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var delta = (targetAngle - currentGunDir) mod 360.0
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if delta > 180.0: delta -= 360.0
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elif delta < -180.0: delta += 360.0
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abs(delta) <= aimToleranceDeg(distPx) and gunHeat <= 0.0
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proc selectShotPolicy*(t: var VirtualTracker, targetId = -1, tick = 0,
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dist = 0.0, selfEnergy = 100.0,
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ramming = false,
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rackMode: RackMode = rm1v1,
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membership: openArray[RackMembership] = []
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): (GunId, int, float, PowerCap) =
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## `selectShot` plus the energy-aware power-policy decision, so a caller can
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## log the cap and its reason (see `applyPowerPolicy` in virtual_bullets).
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##
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## `dist` is the current distance (px) to the target and `selfEnergy` our own
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## energy; `ramming` exempts the caps (the movement code's `shouldRam` is the
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## single source of truth). The policy is applied identically wherever this is
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## called, so live and any offline caller cannot diverge.
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##
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## `rackMode` is the server-truth enemy-count mode (`rackMode`); `membership`
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## is the process-wide `TR_RACK_*` table, passed by the live bot. An empty
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## membership admits every gun (the pre-change behaviour).
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let gunId = t.selectGun(targetId, tick,
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rackMode = rackMode, membership = membership)
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let (prefBin, preferred) = t.bestPower(gunId, targetId)
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# pEst / pRef mirror `bestPower`'s own fitness source (per-target when data
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# exists, else the deterministic aggregate). An empty bin carries no rate of
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# its own, so it borrows the gun's aggregate — the same "no data" case the
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# policy documents.
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let fit = t.fitnessFor(targetId)
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let pRef = if PowerRefFixed > 0.0: PowerRefFixed
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else: gunRate(fit[gunId], pooled = true)
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let pEst =
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if fit[gunId].bins[prefBin].count == 0: pRef
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else: fit[gunId].bins[prefBin].hitRate()
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let dec = applyPowerPolicy(preferred, dist, selfEnergy, pEst, pRef, ramming)
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result = (gunId, binIndexForPower(dec.power), dec.power, dec)
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proc selectShot*(t: var VirtualTracker, targetId = -1, tick = 0,
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dist = 0.0, selfEnergy = 100.0,
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ramming = false,
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rackMode: RackMode = rm1v1,
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membership: openArray[RackMembership] = []): (GunId, int, float) =
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## Returns (gunId, powerBinIdx, power) — the shot to take this tick.
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## Pass targetId to pick the best gun for that specific enemy. `tick` drives
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## the minimum-dwell hysteresis (see `selectGun`). `dist`/`selfEnergy`/`ramming`
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## feed the energy-aware power cap (`TR_POWER_POLICY`); defaults keep every
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## existing caller compiling, and `TR_POWER_POLICY=0` reproduces the uncapped
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## `bestPower` preference. Use `selectShotPolicy` when the cap/reason is needed.
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let (gunId, binIdx, power, _) =
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t.selectShotPolicy(targetId, tick, dist, selfEnergy, ramming,
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rackMode = rackMode, membership = membership)
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result = (gunId, binIdx, power)
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