a87be5f99f
- Stop-shot gun: predicts enemy deceleration stop point - Catches bots at direction reversal pauses - Battle-tested vs WaveSurfer, Crazy, RandomMover Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
101 lines
3.3 KiB
Nim
101 lines
3.3 KiB
Nim
## Stop-shot gun: predicts the point where a decelerating enemy will stop.
|
|
## Many bots pause briefly when reversing direction — catches them at the stop.
|
|
## Falls back to linear prediction when enemy is not decelerating.
|
|
## Coordinate system: 0° = East, CCW positive (Tank Royale standard).
|
|
|
|
import std/math
|
|
import gun_harness/gun_interface
|
|
|
|
# TR deceleration constants (px/tick²)
|
|
const BrakeDecel = 2.0 ## same-direction stop
|
|
const CoastDecel = 1.0 ## cross-zero coasting stop
|
|
|
|
type StopShotGun* = object
|
|
prevSpeed: float
|
|
prevHeading: float
|
|
prevTick: int
|
|
frames: int
|
|
cachedTick: int
|
|
cachedPredX: float
|
|
cachedPredY: float
|
|
|
|
proc initStopShotGun*(): StopShotGun = StopShotGun()
|
|
|
|
proc predict*(g: var StopShotGun, state: WorldState, bulletSpeed: float): GunPrediction =
|
|
if bulletSpeed <= 0.0:
|
|
return GunPrediction(x: state.enemyX, y: state.enemyY)
|
|
|
|
# Per-tick cache: all power bins share one prediction
|
|
if state.tick == g.cachedTick:
|
|
return GunPrediction(x: g.cachedPredX, y: g.cachedPredY)
|
|
|
|
defer:
|
|
g.cachedTick = state.tick
|
|
g.cachedPredX = result.x
|
|
g.cachedPredY = result.y
|
|
|
|
# Update history
|
|
let isNew = state.tick > g.prevTick
|
|
if isNew:
|
|
g.prevSpeed = state.enemySpeed
|
|
g.prevHeading = state.enemyHeading
|
|
g.prevTick = state.tick
|
|
inc g.frames
|
|
|
|
# Need 2+ frames to detect deceleration
|
|
if g.frames < 2:
|
|
result = GunPrediction(x: state.enemyX, y: state.enemyY)
|
|
return
|
|
|
|
let speed = state.enemySpeed
|
|
let prev = g.prevSpeed
|
|
|
|
# Detect deceleration: |speed| is shrinking
|
|
let decelerating = abs(speed) < abs(prev) and abs(speed) > 0.01
|
|
|
|
if not decelerating:
|
|
# Linear fallback
|
|
let headRad = degToRad(state.enemyHeading)
|
|
let dist = hypot(state.enemyX - state.selfX, state.enemyY - state.selfY)
|
|
let t = dist / bulletSpeed
|
|
var px = state.enemyX + cos(headRad) * speed * t
|
|
var py = state.enemyY + sin(headRad) * speed * t
|
|
result = GunPrediction(
|
|
x: clamp(px, 0.0, state.arenaWidth),
|
|
y: clamp(py, 0.0, state.arenaHeight)
|
|
)
|
|
return
|
|
|
|
# Pick decel rate: braking (speed toward zero on same sign) = 2, else 1
|
|
# ponytail: simplified; TR has exact rules per direction but this is close enough
|
|
let decel = if speed * prev > 0.0: BrakeDecel else: CoastDecel
|
|
|
|
# Simulate stop position
|
|
let headRad = degToRad(state.enemyHeading)
|
|
var v = speed
|
|
var sx = state.enemyX
|
|
var sy = state.enemyY
|
|
while abs(v) > 0.001:
|
|
sx += v * cos(headRad)
|
|
sy += v * sin(headRad)
|
|
let step = if v > 0.0: -decel else: decel
|
|
v += step
|
|
if (v > 0.0) != (speed > 0.0): v = 0.0 # crossed zero
|
|
|
|
# Bullet travel time to current pos, check against ticks to stop
|
|
let dist = hypot(state.enemyX - state.selfX, state.enemyY - state.selfY)
|
|
let bulletTicks = dist / bulletSpeed
|
|
let stopTicks = abs(speed) / decel
|
|
|
|
# If bullet arrives well after stop, aim at stop; otherwise linear blend
|
|
let px = if bulletTicks >= stopTicks: sx else: state.enemyX + cos(headRad) * speed * bulletTicks
|
|
let py = if bulletTicks >= stopTicks: sy else: state.enemyY + sin(headRad) * speed * bulletTicks
|
|
|
|
result = GunPrediction(
|
|
x: clamp(px, BotRadius, state.arenaWidth - BotRadius),
|
|
y: clamp(py, BotRadius, state.arenaHeight - BotRadius)
|
|
)
|
|
|
|
proc onResult*(g: var StopShotGun, e: FeedbackEvent) =
|
|
discard # analytical gun — no learning
|