2cc2a3bd87
- 30-tick cooldown after ghost-stuck/timeout ram exit prevents re-entry loop - enemy_tracker.update() skips dead bots to prevent same-tick scan resurrection - TFIL graphics cleared when ramming is active movement - [config] logs: white base with green-highlighted changes only - [ram:enter] logs trigger reason and key values on false→true transition - [death] and [target-invalid] logs retained for diagnostics
57 lines
1.8 KiB
Nim
57 lines
1.8 KiB
Nim
## Wall-bounce gun: linear extrapolation with arena wall reflection.
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## Simulates enemy trajectory tick-by-tick, bouncing off walls like a billiard ball.
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## Coordinate system: 0° = East, CCW positive (Tank Royale standard).
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import std/math
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import gun_harness/gun_interface
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type WallBounceGun* = object
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debugGraphics*: bool
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proc initWallBounceGun*(): WallBounceGun = WallBounceGun(debugGraphics: false)
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proc simulateBounce(ex, ey, heading, speed: float, ticks: int,
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arenaW, arenaH: float): (float, float) =
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## Simulate tick-by-tick with wall reflection. Returns final (x, y).
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const margin = BotRadius
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var x = ex
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var y = ey
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var h = heading # radians
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for _ in 0..<ticks:
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var nx = x + speed * cos(h)
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var ny = y + speed * sin(h)
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if nx < margin:
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nx = margin
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h = PI - h
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elif nx > arenaW - margin:
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nx = arenaW - margin
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h = PI - h
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if ny < margin:
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ny = margin
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h = -h
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elif ny > arenaH - margin:
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ny = arenaH - margin
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h = -h
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x = nx
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y = ny
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(x, y)
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proc predict*(g: var WallBounceGun, state: WorldState, bulletSpeed: float): GunPrediction =
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let dist = hypot(state.enemyX - state.selfX, state.enemyY - state.selfY)
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# Iterate ticks estimate 4x to converge
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var ticks = dist / bulletSpeed
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for _ in 0..<4:
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let (px, py) = simulateBounce(
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state.enemyX, state.enemyY,
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degToRad(state.enemyHeading), state.enemySpeed,
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ticks.int, state.arenaWidth, state.arenaHeight)
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ticks = hypot(px - state.selfX, py - state.selfY) / bulletSpeed
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let (fx, fy) = simulateBounce(
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state.enemyX, state.enemyY,
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degToRad(state.enemyHeading), state.enemySpeed,
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ticks.int, state.arenaWidth, state.arenaHeight)
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GunPrediction(x: fx, y: fy)
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proc onResult*(g: var WallBounceGun, e: FeedbackEvent) =
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discard # analytical gun — no learning
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