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
36 lines
1.2 KiB
Nim
36 lines
1.2 KiB
Nim
## Rammer movement — drive straight at enemy at max speed.
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## Forward/backward optimization: if enemy is behind, reverse instead of U-turning.
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import std/math
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import gun_harness/gun_interface
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import movement_harness/movement_interface
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const MaxSpeed* = 8.0
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type RammerModule* = object
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debugGraphics*: bool
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proc initRammer*(): RammerModule = RammerModule(debugGraphics: false)
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proc computeMove*(m: var RammerModule, ws: WorldState): MoveCommand =
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let dx = ws.enemyX - ws.selfX
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let dy = ws.enemyY - ws.selfY
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# Tank Royale: 0° = East, cos for X, sin for Y
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let targetBearing = arctan2(dy, dx) * 180.0 / PI
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# Angle we need to turn (relative to current heading)
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var delta = targetBearing - ws.selfHeading
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# Normalize to -180..180
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while delta > 180.0: delta -= 360.0
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while delta < -180.0: delta += 360.0
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# Drive forward or backward — whichever requires less turning
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if abs(delta) <= 90.0:
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# Forward: turn toward enemy, full speed ahead
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(speed: MaxSpeed, turnRate: delta.clamp(-10.0, 10.0))
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else:
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# Backward: reverse toward enemy
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# Flip delta by 180° to get the reverse heading
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var revDelta = delta + (if delta > 0.0: -180.0 else: 180.0)
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(speed: -MaxSpeed, turnRate: revDelta.clamp(-10.0, 10.0))
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