Three measurements, then a pilot built on them. * Hull is position+0x154. Found by anchoring on a field the definition already had solved (HP = 1500) rather than scanning for a value that falls: an undamaged craft must contain its own definition's number. Confirmed by the trace across a death -- 30/60/90 per hit, negative at 0, GAME OVER on screen. * RT accelerates, LT brakes, and the throttle is a persistent setting (488 -> 1510 -> 174 units/s, measured as displacement per second of the craft's own position, so no speed field was needed). This overturns the earlier "RT is not the throttle", which came from assuming the control and hunting for a field. * Shield is probably position+0x430 (== definition MaxValue 400), not yet confirmed live -- nothing had damaged it. pilot.py is a state machine on damage (ENGAGE / EVADE / RETIRE) that treats turrets as keep-out zones instead of targets. It flew Stage 02 for 300 s with the hull untouched at 1500/1500 and took the first confirmed kill (WARPLANES 0001); every run the day before was dead inside 35 s. Two bugs the live run exposed and this fixes: gating the guns on the commanded direction keeps them cold whenever avoidance is steering (gate on the target instead), and an orbit-plus-brake rule made it circle one attacker for 40 s outside its own firing cone. Also: boot to in-flight is now ~100 s unattended, because wait_flight.sh waits for the HUD's own shield bar instead of a fixed 75 s sleep that lavapipe does not honour; entities2.py picks the attitude block by matching the measured flight path (taking the first orthonormal block gave a bone/camera frame); and the entity-heap scan is numpy instead of a per-word Python loop. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
398 lines
16 KiB
Python
398 lines
16 KiB
Python
#!/usr/bin/env python3
|
|
"""Drift-aware navigation with collision avoidance, driven from guest memory.
|
|
|
|
Three things the pursuit loop in autopilot3.py did not do:
|
|
|
|
* **See everything.** It enumerated entities by looking for things that *move*,
|
|
so stations, hulls and parked structures were invisible — exactly the objects
|
|
you crash into. This scans the entity heap for words that equal a known unit
|
|
definition address and takes `position = hit - 0x130`, which finds every
|
|
entity whether it is moving or not.
|
|
|
|
* **Know how big they are.** Each entity's definition carries `Size_Radius`
|
|
(+0x50) and `Size_X/Y/Z` (+0x30/34/38) — fields already solved in
|
|
docs/re/structures/unit-struct-runtime.md — so the avoidance radius is the
|
|
game's own number, not a guess.
|
|
|
|
* **Account for drift.** The craft does not turn where it points: velocity lags
|
|
the nose like an aircraft with sideslip. Steering the *nose* at a target
|
|
therefore steers the *flight path* somewhere else, wide and late. This
|
|
measures the lag online (the angle between nose and velocity, and how fast
|
|
the velocity vector is actually swinging) and commands the nose *ahead* of
|
|
where the flight path should go, by that lag.
|
|
|
|
Avoidance is closest-point-of-approach, not distance: what matters is whether
|
|
the two paths will intersect within a horizon, which is why a fast crossing
|
|
target is dangerous at 2 km and a station drifting away is not at 300 m.
|
|
|
|
Usage: navigator.py <config.json> [seconds] [--dry]
|
|
"""
|
|
import json
|
|
import math
|
|
import os
|
|
import struct
|
|
import sys
|
|
import time
|
|
from collections import Counter
|
|
|
|
import numpy as np
|
|
|
|
sys.path.insert(0, os.path.dirname(os.path.abspath(__file__)))
|
|
import gmem # noqa: E402
|
|
import gworld # noqa: E402
|
|
import entities2 # noqa: E402
|
|
from flight_probe import Pad # noqa: E402
|
|
|
|
# confirmed fields of the parsed unit definition (unit-struct-runtime.md)
|
|
DEF_SIZE_X, DEF_SIZE_Y, DEF_SIZE_Z, DEF_SIZE_R = 0x30, 0x34, 0x38, 0x50
|
|
|
|
|
|
def norm(v):
|
|
n = float(np.linalg.norm(v))
|
|
return v / n if n > 1e-9 else v * 0.0
|
|
|
|
|
|
def ang(a, b):
|
|
return math.acos(max(-1.0, min(1.0, float(np.dot(norm(a), norm(b))))))
|
|
|
|
|
|
class World:
|
|
def __init__(self, cfg):
|
|
self.cfg = cfg
|
|
self.w = gworld.World()
|
|
self.fd, self.size = self.w.fd, self.w.size
|
|
self.delta = cfg["def_delta"]
|
|
self.rot_delta = cfg["rot_delta"]
|
|
self.rot_stride = cfg.get("rot_stride", 12)
|
|
self.fwd_row = cfg["fwd_row"]
|
|
self.fwd_sign = cfg["fwd_sign"]
|
|
self.defs = {} # def_va -> name
|
|
self.def_word = {} # 4-byte BE -> def_va
|
|
self.radius = {} # def_va -> collision radius
|
|
self.prev = {} # pos_off -> (t, pos) for velocity
|
|
self.vel = {} # pos_off -> smoothed velocity
|
|
self.ents = []
|
|
self._load_defs()
|
|
|
|
def _load_defs(self):
|
|
for off in self.w.scan_vtable(gworld.DEF_VTABLE):
|
|
nm = self.w.name_of(off)
|
|
if not (nm and nm.startswith("UN_")):
|
|
continue
|
|
va = gmem.primary_va(off)
|
|
if va is None:
|
|
continue
|
|
self.defs[va] = nm
|
|
self.def_word[struct.pack(">I", va)] = va
|
|
b = os.pread(self.fd, 0x60, off)
|
|
try:
|
|
sx, sy, sz = (struct.unpack_from(">f", b, o)[0]
|
|
for o in (DEF_SIZE_X, DEF_SIZE_Y, DEF_SIZE_Z))
|
|
sr = struct.unpack_from(">f", b, DEF_SIZE_R)[0]
|
|
except struct.error:
|
|
sx = sy = sz = sr = 0.0
|
|
vals = [v for v in (sr, sx, sy, sz) if math.isfinite(v) and 0 < v < 1e5]
|
|
self.radius[va] = max(vals) if vals else 50.0
|
|
|
|
# ------------------------------------------------------------- entities
|
|
def scan(self):
|
|
"""Every entity in the heap — moving or not — by its definition pointer."""
|
|
lo = gmem.va_to_off(self.cfg["va_lo"])
|
|
hi = gmem.va_to_off(self.cfg["va_hi"])
|
|
found = []
|
|
# numpy, not a per-word python loop: the entity heap is 16 MB, so
|
|
# stepping it 4 bytes at a time costs seconds per scan and the control
|
|
# loop spends its whole budget scanning instead of flying.
|
|
want = np.array(sorted(self.defs.keys()), dtype=np.uint32)
|
|
for a, b in gmem.extents(self.fd, self.size):
|
|
a, b = max(a, lo), min(b, hi)
|
|
n = (b - a) // 4 * 4
|
|
if n < 64:
|
|
continue
|
|
arr = np.frombuffer(os.pread(self.fd, n, a), dtype=">u4").astype(np.uint32)
|
|
for k4 in np.flatnonzero(np.isin(arr, want)):
|
|
k = int(k4) * 4
|
|
va = int(arr[k4])
|
|
poff = a + k - self.delta
|
|
if poff < 0:
|
|
continue
|
|
pb = os.pread(self.fd, 12, poff)
|
|
if len(pb) < 12:
|
|
continue
|
|
p = np.array(struct.unpack(">3f", pb))
|
|
if not np.all(np.isfinite(p)) or np.max(np.abs(p)) > 1e7:
|
|
continue
|
|
found.append((poff, va))
|
|
# De-duplicate by POSITION: one entity is mirrored at several
|
|
# addresses, so keying on the address keeps every copy and the scene
|
|
# looks several times more crowded than it is.
|
|
seen, uniq = {}, {}
|
|
for poff, va in found:
|
|
p = self.pos(poff)
|
|
if p is None:
|
|
continue
|
|
key = (va, tuple(np.round(p, 0)))
|
|
if key in seen:
|
|
continue
|
|
seen[key] = poff
|
|
uniq[poff] = va
|
|
self.ents = list(uniq.items())
|
|
return self.ents
|
|
|
|
def pos(self, off):
|
|
b = os.pread(self.fd, 12, off)
|
|
if len(b) < 12:
|
|
return None
|
|
p = np.array(struct.unpack(">3f", b))
|
|
return p if np.all(np.isfinite(p)) else None
|
|
|
|
def rot(self, off):
|
|
n = self.rot_stride * 2 + 12
|
|
b = os.pread(self.fd, n, off + self.rot_delta)
|
|
if len(b) < n:
|
|
return None
|
|
M = np.array([struct.unpack_from(">3f", b, self.rot_stride * r) for r in range(3)])
|
|
if not np.all(np.isfinite(M)) or np.max(np.abs(M @ M.T - np.eye(3))) > 5e-3:
|
|
return None
|
|
return M
|
|
|
|
def sample(self, t):
|
|
"""[(off, name, pos, vel, radius)] with velocity by finite difference."""
|
|
out = []
|
|
for off, va in self.ents:
|
|
p = self.pos(off)
|
|
if p is None:
|
|
continue
|
|
# A frame the emulator did not advance gives an identical position
|
|
# and a bogus zero velocity, which then reads as "stopped" and
|
|
# wrecks both the drift estimate and every closing-rate. Keep the
|
|
# last good velocity instead, and smooth it.
|
|
prev = self.prev.get(off)
|
|
v = self.vel.get(off, np.zeros(3))
|
|
if prev is not None:
|
|
dt = t - prev[0]
|
|
moved = float(np.linalg.norm(p - prev[1]))
|
|
if dt > 0.02 and moved > 1e-4:
|
|
inst = (p - prev[1]) / dt
|
|
if float(np.linalg.norm(inst)) < 5000.0:
|
|
v = 0.5 * v + 0.5 * inst if np.any(v) else inst
|
|
self.prev[off] = (t, p)
|
|
else:
|
|
self.prev[off] = (t, p)
|
|
self.vel[off] = v
|
|
out.append((off, self.defs[va], p, v, self.radius[va]))
|
|
return out
|
|
|
|
|
|
def faction(nm):
|
|
b = nm[3:]
|
|
return "ADAN" if b.startswith("be") or b.startswith("e") else "TCAF"
|
|
|
|
|
|
class Navigator:
|
|
KP, KD = 2.2, 0.45
|
|
FIRE_CONE = math.radians(9)
|
|
FIRE_RANGE = 6000.0
|
|
HORIZON = 6.0 # s of look-ahead for collision checks
|
|
MARGIN_BIG = 220.0 # clearance around hulls and structures
|
|
MARGIN_SMALL = 45.0 # ...around fighters, which manoeuvre themselves
|
|
BIG_RADIUS = 120.0 # above this an entity counts as a structure
|
|
SELF_MIRROR = 25.0 # the same object is mirrored at several addresses
|
|
|
|
def __init__(self, W, pad, dry=False, log=sys.stdout):
|
|
self.W = W
|
|
self.pad = pad
|
|
self.dry = dry
|
|
self.log = log
|
|
self.prevM = None
|
|
self.firing = False
|
|
self.tau = 0.8 # velocity-lag time constant, refined online
|
|
|
|
# ------------------------------------------------------------ drift
|
|
def update_tau(self, fwd, vel, prev_vhat, dt):
|
|
"""How long the flight path takes to catch the nose.
|
|
|
|
The velocity vector swings toward the nose; the angle between them
|
|
divided by the rate the velocity is actually swinging is that lag, and
|
|
it is what the nose has to be commanded ahead by.
|
|
"""
|
|
if prev_vhat is None or dt <= 1e-3:
|
|
return
|
|
vh = norm(vel)
|
|
if np.linalg.norm(vh) < 1e-6:
|
|
return
|
|
swing = ang(prev_vhat, vh) / dt # rad/s the path is turning
|
|
lag = ang(fwd, vh) # rad the path is behind
|
|
if swing > 0.02 and lag > 0.02:
|
|
tau = lag / swing
|
|
if 0.05 < tau < 5.0:
|
|
self.tau = 0.9 * self.tau + 0.1 * tau
|
|
|
|
# ------------------------------------------------- collision avoidance
|
|
def avoidance(self, me_p, me_v, me_r, ents, me_off):
|
|
"""Sum of escape directions, weighted by how soon and how close."""
|
|
push = np.zeros(3)
|
|
worst = None
|
|
for off, nm, p, v, r in ents:
|
|
if off == me_off:
|
|
continue
|
|
rel_p = p - me_p
|
|
rel_v = v - me_v
|
|
d = float(np.linalg.norm(rel_p))
|
|
# The same entity exists at several mirrored addresses, so our own
|
|
# copy shows up as an obstacle at zero distance and pins the sticks
|
|
# at full deflection forever. Anything this close is us.
|
|
if d < self.SELF_MIRROR:
|
|
continue
|
|
# A wingman flying formation is metres away by design and steers
|
|
# itself; giving it a hull-sized margin makes the loop thrash.
|
|
big = r >= self.BIG_RADIUS
|
|
margin = self.MARGIN_BIG if big else self.MARGIN_SMALL
|
|
if not big and faction(nm) == "TCAF":
|
|
margin *= 0.5
|
|
safe = me_r + r + margin
|
|
if d > 1e4:
|
|
continue
|
|
vv = float(np.dot(rel_v, rel_v))
|
|
t_cpa = 0.0 if vv < 1e-6 else -float(np.dot(rel_p, rel_v)) / vv
|
|
t_cpa = max(0.0, min(self.HORIZON, t_cpa))
|
|
cpa = rel_p + rel_v * t_cpa
|
|
miss = float(np.linalg.norm(cpa))
|
|
if miss >= safe:
|
|
continue
|
|
urgency = (1.0 - miss / safe) * (1.0 - t_cpa / self.HORIZON)
|
|
if urgency <= 0:
|
|
continue
|
|
esc = -norm(cpa) if miss > 1e-3 else norm(np.cross(rel_p, me_v))
|
|
if np.linalg.norm(esc) < 1e-6:
|
|
esc = norm(np.cross(rel_p, np.array([0.0, 1.0, 0.0])))
|
|
push += esc * urgency
|
|
if worst is None or urgency > worst[0]:
|
|
worst = (urgency, nm, d, miss, t_cpa)
|
|
return push, worst
|
|
|
|
# -------------------------------------------------------------- target
|
|
def pick(self, me_p, me_v, fwd, ents, me_off):
|
|
speed = max(float(np.linalg.norm(me_v)), 1.0)
|
|
best, bestscore = None, 1e18
|
|
for off, nm, p, v, r in ents:
|
|
if off == me_off or faction(nm) != "ADAN":
|
|
continue
|
|
rel = p - me_p
|
|
d = float(np.linalg.norm(rel))
|
|
if d < 1e-3:
|
|
continue
|
|
# lead: where it will be when a shot gets there
|
|
lead = p + v * (d / max(speed, 200.0))
|
|
rel_l = lead - me_p
|
|
theta = ang(rel_l, fwd)
|
|
score = d * (1.0 + 3.0 * (theta / math.pi) ** 2)
|
|
if score < bestscore:
|
|
best, bestscore = (off, nm, lead, rel_l, d), score
|
|
return best
|
|
|
|
# ---------------------------------------------------------------- step
|
|
def step(self, t, dt, prev_vhat):
|
|
ents = self.W.sample(t)
|
|
me = None
|
|
for e in ents:
|
|
if "Player" in e[1]:
|
|
me = e
|
|
break
|
|
if me is None:
|
|
return "no-player", prev_vhat
|
|
me_off, me_nm, me_p, me_v, me_r = me
|
|
M = self.W.rot(me_off)
|
|
if M is None:
|
|
return "no-orientation", prev_vhat
|
|
fwd = M[self.W.fwd_row] * self.W.fwd_sign
|
|
right = M[(self.W.fwd_row + 1) % 3]
|
|
up = np.cross(fwd, right)
|
|
|
|
speed = float(np.linalg.norm(me_v))
|
|
vhat = norm(me_v) if speed > 1.0 else fwd
|
|
self.update_tau(fwd, me_v, prev_vhat, dt)
|
|
|
|
# body angular velocity for the damping term
|
|
w = np.zeros(3)
|
|
if self.prevM is not None and dt > 1e-3:
|
|
D = self.prevM @ M.T
|
|
w = np.array([D[2, 1] - D[1, 2], D[0, 2] - D[2, 0], D[1, 0] - D[0, 1]]) / (2 * dt)
|
|
self.prevM = M
|
|
|
|
tgt = self.pick(me_p, me_v, fwd, ents, me_off)
|
|
goal = norm(tgt[3]) if tgt else fwd
|
|
|
|
push, worst = self.avoidance(me_p, me_v, me_r, ents, me_off)
|
|
pn = float(np.linalg.norm(push))
|
|
# avoidance outranks the target when it is urgent
|
|
want = norm(goal + push * (3.0 if pn > 0.6 else 1.5)) if pn > 1e-6 else goal
|
|
|
|
# Command the NOSE ahead of where the flight path must go, by the
|
|
# measured lag -- steering the nose straight at the target makes the
|
|
# path arrive wide and late.
|
|
nose_cmd = norm(want + (want - vhat) * min(self.tau * 1.6, 2.5))
|
|
|
|
ex = float(np.dot(nose_cmd, right))
|
|
ey = float(np.dot(nose_cmd, up))
|
|
ez = float(np.dot(nose_cmd, fwd))
|
|
yaw = math.atan2(ex, ez if abs(ez) > 1e-3 else 1e-3)
|
|
pitch = math.atan2(ey, ez if abs(ez) > 1e-3 else 1e-3)
|
|
if ez < 0:
|
|
yaw = math.copysign(math.pi / 2, ex if ex else 1.0)
|
|
|
|
sx = max(-1.0, min(1.0, self.KP * yaw - self.KD * float(np.dot(w, up))))
|
|
sy = max(-1.0, min(1.0, -(self.KP * pitch - self.KD * float(np.dot(w, right)))))
|
|
|
|
# fire only when the *flight path* is clear and the nose is on target
|
|
aim_ok = tgt and abs(yaw) < self.FIRE_CONE and abs(pitch) < self.FIRE_CONE
|
|
fire = bool(aim_ok and tgt[4] < self.FIRE_RANGE and pn < 1.2)
|
|
|
|
if not self.dry:
|
|
self.pad.axis("LX", sx)
|
|
self.pad.axis("LY", sy)
|
|
if fire != self.firing:
|
|
(self.pad.press if fire else self.pad.release)("RB")
|
|
self.firing = fire
|
|
|
|
drift = math.degrees(ang(fwd, vhat))
|
|
msg = (f"spd={speed:6.0f} drift={drift:5.1f}d tau={self.tau:4.2f} "
|
|
f"yaw={math.degrees(yaw):+6.1f} pit={math.degrees(pitch):+6.1f} "
|
|
f"stick=({sx:+.2f},{sy:+.2f}) fire={int(fire)}")
|
|
if tgt:
|
|
msg += f" tgt={tgt[1][3:22]:<20} d={tgt[4]:7.0f}"
|
|
if worst:
|
|
msg += (f" | AVOID {worst[1][3:20]} miss={worst[3]:6.0f} "
|
|
f"t={worst[4]:4.1f}s u={worst[0]:.2f}")
|
|
return msg, vhat
|
|
|
|
def run(self, secs, hz=10.0):
|
|
self.W.scan()
|
|
t0 = time.time()
|
|
last, last_scan, prev_vhat = t0, 0.0, None
|
|
while time.time() - t0 < secs:
|
|
t = time.time()
|
|
if t - last_scan > 4.0:
|
|
ents = self.W.scan()
|
|
last_scan = t
|
|
c = Counter(faction(self.W.defs[va]) for _, va in ents)
|
|
print(f"[{t-t0:6.1f}] scan: {len(ents)} entities {dict(c)}",
|
|
file=self.log, flush=True)
|
|
msg, prev_vhat = self.step(t, t - last, prev_vhat)
|
|
last = t
|
|
print(f"[{t-t0:6.1f}] {msg}", file=self.log, flush=True)
|
|
time.sleep(max(0, 1.0 / hz - (time.time() - t)))
|
|
if not self.dry:
|
|
self.pad.reset()
|
|
|
|
|
|
def main():
|
|
cfg = json.load(open(sys.argv[1]))
|
|
secs = float(sys.argv[2]) if len(sys.argv) > 2 else 90.0
|
|
W = World(cfg)
|
|
Navigator(W, Pad(), dry="--dry" in sys.argv).run(secs)
|
|
|
|
|
|
if __name__ == "__main__":
|
|
main()
|