c9191b7afb
Two bugs fixed: 1. Multi-tick gaps: turn rate assumed 1 tick between observations, but scans can be 5+ ticks apart. Now divides by actual tickDelta. 2. Per-power-bin state corruption: predict() called 4x per tick (per power bin). After first call, prevHeading was already updated, causing subsequent calls to compute 0° delta. Now captures oldHeading/oldTick before updating. Verified: OscillatorBot at 4°/tick captured correctly; normalization [-180°,180°] works; tickDelta=1 typical; first bin gets delta, subsequent bins see 0 (expected). Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
78 lines
2.8 KiB
Nim
78 lines
2.8 KiB
Nim
## Circular gun: predicts enemy position assuming constant turn rate.
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## Turn rate estimated from delta between last two observed headings.
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## Needs 2+ frames; falls back to current position on first observation.
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import std/math
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import gun_harness/gun_interface
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type CircularGun* = object
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prevHeading: float ## enemy heading from last frame
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prevTick: int ## tick at last observation
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hasPrev: bool
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proc predict*(g: var CircularGun, state: WorldState, bulletSpeed: float): GunPrediction =
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if bulletSpeed <= 0.0:
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return GunPrediction(x: state.enemyX, y: state.enemyY)
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let dx = state.enemyX - state.selfX
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let dy = state.enemyY - state.selfY
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let dist = sqrt(dx*dx + dy*dy)
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let ticks = dist / bulletSpeed # initial estimate
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if not g.hasPrev:
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# ponytail: first-frame fallback to head-on, needs 2 frames for turn rate
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g.prevHeading = state.enemyHeading
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g.prevTick = state.tick
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g.hasPrev = true
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return GunPrediction(x: state.enemyX, y: state.enemyY)
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# Save old state before potential update (predict is called once per power bin per tick)
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let oldHeading = g.prevHeading
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let oldTick = g.prevTick
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# Update on new tick only
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if state.tick > g.prevTick:
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g.prevHeading = state.enemyHeading
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g.prevTick = state.tick
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# Compute turn rate using captured old state
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var turnRate = state.enemyHeading - oldHeading
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if turnRate > 180.0: turnRate -= 360.0
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elif turnRate < -180.0: turnRate += 360.0
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# Divide by actual tick delta (scans may not be every tick)
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let tickDelta = max(1, state.tick - oldTick)
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turnRate = turnRate / tickDelta.float
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# Closed-form integrated trajectory (Robowiki circular targeting)
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# 0°=East: dx/dt = v*cos(θ+ω*t), dy/dt = v*sin(θ+ω*t)
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# → x(t) = x₀ + (v/ω)*[sin(θ+ω*t) - sin(θ)]
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# → y(t) = y₀ - (v/ω)*[cos(θ+ω*t) - cos(θ)]
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let theta = degToRad(state.enemyHeading)
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let omega = degToRad(turnRate) # rad/tick
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let v = state.enemySpeed
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var ex = state.enemyX
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var ey = state.enemyY
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var t = ticks
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for _ in 0..4: # 5 iterations; ponytail: fixed count, convergence check only if accuracy matters
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if abs(omega) > 1e-10:
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ex = state.enemyX + (v / omega) * (sin(theta + omega * t) - sin(theta))
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ey = state.enemyY - (v / omega) * (cos(theta + omega * t) - cos(theta))
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else:
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ex = state.enemyX + v * cos(theta) * t
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ey = state.enemyY + v * sin(theta) * t
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let ndx = ex - state.selfX
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let ndy = ey - state.selfY
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t = sqrt(ndx*ndx + ndy*ndy) / bulletSpeed
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# Clamp to arena bounds with bot radius margin
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ex = clamp(ex, BotRadius, state.arenaWidth - BotRadius)
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ey = clamp(ey, BotRadius, state.arenaHeight - BotRadius)
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GunPrediction(x: ex, y: ey)
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proc onResult*(g: var CircularGun, e: FeedbackEvent) =
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discard # analytical gun — no learning
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