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feat(qualification): add civilian target scoring rules

Ultraworked with [Sisyphus](https://github.com/code-yeongyu/oh-my-openagent)

Co-authored-by: Sisyphus <clio-agent@sisyphuslabs.ai>
This commit is contained in:
Jason Fraley 2026-09-04 12:04:44 -04:00
parent cfa29a64ea
commit 7d6a4bd671
2 changed files with 347 additions and 12 deletions

View file

@ -13,6 +13,8 @@ export interface AimTrainerTierConfig {
readonly torsoH: number;
readonly headRadius: number;
readonly movingRatio: number;
/** Chance that a standard-target spawn event also puts a civilian on the range. */
readonly civilianChance: number;
readonly speed: number;
readonly maxConcurrentTargets: number;
readonly targetLifetimeMs: number;
@ -27,6 +29,7 @@ export const AIM_TRAINER_DIFFICULTIES: Readonly<
torsoH: 118,
headRadius: 21,
movingRatio: 0.25,
civilianChance: 0.2,
speed: 80,
maxConcurrentTargets: 1,
targetLifetimeMs: 2000,
@ -37,6 +40,7 @@ export const AIM_TRAINER_DIFFICULTIES: Readonly<
torsoH: 100,
headRadius: 18,
movingRatio: 0.55,
civilianChance: 0.3,
speed: 140,
maxConcurrentTargets: 2,
targetLifetimeMs: 1500,
@ -47,6 +51,7 @@ export const AIM_TRAINER_DIFFICULTIES: Readonly<
torsoH: 82,
headRadius: 15,
movingRatio: 0.8,
civilianChance: 0.35,
speed: 220,
maxConcurrentTargets: 2,
targetLifetimeMs: 1100,
@ -65,9 +70,14 @@ export const COMPLETION_XP = 1;
export const NEW_TIER_RECORD_XP = 2;
export const XP_CAP = 50;
export const CIVILIAN_PENALTY = 100;
/** At most this many civilians are on the range at once. */
export const MAX_CONCURRENT_CIVILIANS = 1;
export const MAX_SHOTS_FIRED = 500;
export const MAX_HITS = 180;
export const MAX_DESPAWNED_TARGETS = 60;
export const MAX_CIVILIAN_HITS = 30;
const DIFFICULTY_VALUES: readonly AimTrainerDifficulty[] = ["recruit", "veteran", "elite"];
@ -93,12 +103,15 @@ export function calculateAimTrainerScore(
torsoHits: number,
shotsFired: number,
despawnedUnhitTargets: number,
civilianHits = 0,
): number {
const accuracy = calculateAimTrainerAccuracy(headshots + torsoHits, shotsFired, despawnedUnhitTargets);
return (
return Math.max(
0,
headshots * HEADSHOT_POINTS +
torsoHits * TORSO_POINTS +
Math.round(accuracy * ACCURACY_BONUS_MAX)
torsoHits * TORSO_POINTS -
civilianHits * CIVILIAN_PENALTY +
Math.round(accuracy * ACCURACY_BONUS_MAX),
);
}
@ -110,7 +123,10 @@ export function calculateAimTrainerXp(score: number, isNewTierBest: boolean): nu
return Math.min(XP_CAP, xp);
}
export type AimTrainerTargetKind = "standard" | "civilian";
export interface AimTrainerTarget {
readonly kind: AimTrainerTargetKind;
readonly x: number;
readonly y: number;
readonly vx: number;
@ -126,36 +142,96 @@ export interface AimTrainerTargetHit {
readonly zone: "head" | "torso";
}
export interface AimTrainerTargetBoundsSource {
readonly x: number;
readonly y: number;
readonly torsoW: number;
readonly torsoH: number;
readonly headRadius: number;
}
export interface AimTrainerTargetBounds {
readonly left: number;
readonly right: number;
readonly top: number;
readonly bottom: number;
}
/**
* Axis-aligned bounding box covering a target's whole body: the torso
* rectangle plus the circular head above it. The head circle is centered at
* `(x, y - headRadius)`, so the vertical extent is `[y - 2*headRadius,
* y + torsoH]`.
*/
export function aimTrainerTargetBounds(target: AimTrainerTargetBoundsSource): AimTrainerTargetBounds {
const halfW = target.torsoW / 2;
return {
left: target.x - halfW,
right: target.x + halfW,
top: target.y - 2 * target.headRadius,
bottom: target.y + target.torsoH,
};
}
/** Whether two targets' bounding boxes overlap. */
export function boundsOverlap(a: AimTrainerTargetBounds, b: AimTrainerTargetBounds): boolean {
return a.left < b.right && a.right > b.left && a.top < b.bottom && a.bottom > b.top;
}
export interface CreateAimTrainerTargetOptions {
readonly civilian?: boolean;
readonly existingTargets?: readonly AimTrainerTarget[];
}
/** Spawn position re-rolls before giving up and accepting the last roll. */
const SPAWN_POSITION_ATTEMPTS = 24;
/**
* Create a target whose whole body (torso rectangle plus the circular head
* sitting above it) stays inside the canvas. The head circle is centered at
* `(x, y - headRadius)` and the torso spans `[y, y + torsoH]`, so the target's
* vertical extent is `[y - 2*headRadius, y + torsoH]`.
*
* When `existingTargets` is provided, spawn positions overlapping an existing
* target's bounding box are re-rolled up to `SPAWN_POSITION_ATTEMPTS` times so
* targets never appear on top of each other.
*/
export function createAimTrainerTarget(
rng: () => number,
canvasW: number,
canvasH: number,
difficulty: AimTrainerDifficulty,
options: CreateAimTrainerTargetOptions = {},
): AimTrainerTarget {
const config = AIM_TRAINER_DIFFICULTIES[difficulty];
const kind: AimTrainerTargetKind = options.civilian ? "civilian" : "standard";
const minX = config.torsoW / 2;
const maxX = canvasW - config.torsoW / 2;
const minY = 2 * config.headRadius;
const maxY = canvasH - config.torsoH;
const x = minX + rng() * (maxX - minX);
const y = minY + rng() * (maxY - minY);
let x = minX + rng() * (maxX - minX);
let y = minY + rng() * (maxY - minY);
if (options.existingTargets && options.existingTargets.length > 0) {
for (let attempt = 1; attempt < SPAWN_POSITION_ATTEMPTS; attempt += 1) {
const candidateBounds = aimTrainerTargetBounds({ x, y, torsoW: config.torsoW, torsoH: config.torsoH, headRadius: config.headRadius });
const overlapsExisting = options.existingTargets.some((existing) => boundsOverlap(candidateBounds, aimTrainerTargetBounds(existing)));
if (!overlapsExisting) break;
x = minX + rng() * (maxX - minX);
y = minY + rng() * (maxY - minY);
}
}
const moving = rng() < config.movingRatio;
if (!moving) {
return { x, y, vx: 0, vy: 0, moving, torsoW: config.torsoW, torsoH: config.torsoH, headRadius: config.headRadius };
return { kind, x, y, vx: 0, vy: 0, moving, torsoW: config.torsoW, torsoH: config.torsoH, headRadius: config.headRadius };
}
const angle = rng() * 2 * Math.PI;
const vx = Math.cos(angle) * config.speed;
const vy = Math.sin(angle) * config.speed;
return { x, y, vx, vy, moving, torsoW: config.torsoW, torsoH: config.torsoH, headRadius: config.headRadius };
return { kind, x, y, vx, vy, moving, torsoW: config.torsoW, torsoH: config.torsoH, headRadius: config.headRadius };
}
/**
@ -200,6 +276,101 @@ export function stepAimTrainerTarget(
return { ...target, x, y, vx, vy };
}
/** Extra separation applied when resolving target collisions, in px. */
export const COLLISION_SEPARATION_EPSILON_PX = 0.25;
function clampTargetX(x: number, torsoW: number, canvasW: number): number {
const minX = torsoW / 2;
const maxX = canvasW - torsoW / 2;
if (x < minX) return minX;
if (x > maxX) return maxX;
return x;
}
function clampTargetY(y: number, headRadius: number, torsoH: number, canvasH: number): number {
const minY = 2 * headRadius;
const maxY = canvasH - torsoH;
if (y < minY) return minY;
if (y > maxY) return maxY;
return y;
}
/**
* Resolve overlaps between all pairs of targets: each overlapping pair is
* separated along the axis of minimum penetration (both bodies shift by half
* the overlap plus a small epsilon), velocities are reflected only when they
* point into the other target, and every body is clamped back inside the
* canvas. Pure: returns new targets, never mutates the input.
*/
export function resolveAimTrainerTargetCollisions(
targets: readonly AimTrainerTarget[],
canvasW: number,
canvasH: number,
): AimTrainerTarget[] {
const resolved = targets.map((target) => ({ ...target }));
for (let i = 0; i < resolved.length; i += 1) {
for (let j = i + 1; j < resolved.length; j += 1) {
const a = resolved[i];
const b = resolved[j];
if (!a || !b) continue;
const boundsA = aimTrainerTargetBounds(a);
const boundsB = aimTrainerTargetBounds(b);
if (!boundsOverlap(boundsA, boundsB)) continue;
const overlapX = Math.min(boundsA.right, boundsB.right) - Math.max(boundsA.left, boundsB.left);
const overlapY = Math.min(boundsA.bottom, boundsB.bottom) - Math.max(boundsA.top, boundsB.top);
if (overlapX < overlapY) {
const shift = overlapX / 2 + COLLISION_SEPARATION_EPSILON_PX;
if (a.x < b.x) {
a.x -= shift;
b.x += shift;
if (a.vx > 0) a.vx = -a.vx;
if (b.vx < 0) b.vx = -b.vx;
} else {
a.x += shift;
b.x -= shift;
if (a.vx < 0) a.vx = -a.vx;
if (b.vx > 0) b.vx = -b.vx;
}
} else {
const shift = overlapY / 2 + COLLISION_SEPARATION_EPSILON_PX;
if (a.y < b.y) {
a.y -= shift;
b.y += shift;
if (a.vy > 0) a.vy = -a.vy;
if (b.vy < 0) b.vy = -b.vy;
} else {
a.y += shift;
b.y -= shift;
if (a.vy < 0) a.vy = -a.vy;
if (b.vy > 0) b.vy = -b.vy;
}
}
a.x = clampTargetX(a.x, a.torsoW, canvasW);
a.y = clampTargetY(a.y, a.headRadius, a.torsoH, canvasH);
b.x = clampTargetX(b.x, b.torsoW, canvasW);
b.y = clampTargetY(b.y, b.headRadius, b.torsoH, canvasH);
}
}
return resolved;
}
/** Step every target by `dt` seconds, then resolve collisions between them. */
export function stepAimTrainerTargets(
targets: readonly AimTrainerTarget[],
dt: number,
canvasW: number,
canvasH: number,
): AimTrainerTarget[] {
const stepped = targets.map((target) => stepAimTrainerTarget(target, dt, canvasW, canvasH));
return resolveAimTrainerTargetCollisions(stepped, canvasW, canvasH);
}
/**
* Resolve a click at `(x, y)` against a target. The circular head zone is
* checked first, then the torso rectangle. Returns `null` for a miss.

View file

@ -2,9 +2,12 @@ import { describe, expect, it } from "vitest";
import {
ACCURACY_BONUS_MAX,
AIM_TRAINER_DIFFICULTIES,
CIVILIAN_PENALTY,
COMPLETION_XP,
COURSE_DURATION_MS,
HEADSHOT_POINTS,
MAX_CONCURRENT_CIVILIANS,
MAX_CIVILIAN_HITS,
MAX_DESPAWNED_TARGETS,
MAX_HITS,
MAX_SHOTS_FIRED,
@ -14,14 +17,18 @@ import {
TORSO_POINTS,
XP_CAP,
type AimTrainerTarget,
aimTrainerTargetBounds,
boundsOverlap,
calculateAimTrainerAccuracy,
calculateAimTrainerScore,
calculateAimTrainerXp,
createAimTrainerTarget,
isAimTrainerDifficulty,
resolveAimTrainerHitZone,
resolveAimTrainerTargetCollisions,
resolveAimTrainerTargetHit,
stepAimTrainerTarget,
stepAimTrainerTargets,
} from "@/lib/aim-trainer";
/** Deterministic LCG-style RNG so target creation is reproducible across runs. */
@ -38,6 +45,7 @@ describe("Aim Trainer constants", () => {
expect(COURSE_DURATION_MS).toBe(30_000);
expect(TORSO_POINTS).toBe(100);
expect(HEADSHOT_POINTS).toBe(250);
expect(CIVILIAN_PENALTY).toBe(100);
expect(ACCURACY_BONUS_MAX).toBe(500);
expect(POINTS_PER_XP).toBe(500);
expect(SCORE_XP_RATE).toBe(0.125);
@ -50,6 +58,8 @@ describe("Aim Trainer constants", () => {
expect(MAX_SHOTS_FIRED).toBe(500);
expect(MAX_HITS).toBe(180);
expect(MAX_DESPAWNED_TARGETS).toBe(60);
expect(MAX_CONCURRENT_CIVILIANS).toBe(1);
expect(MAX_CIVILIAN_HITS).toBe(30);
});
});
@ -65,6 +75,7 @@ describe("AIM_TRAINER_DIFFICULTIES", () => {
targetLifetimeMs: 2000,
replacementDelayMs: 400,
maxConcurrentTargets: 1,
civilianChance: 0.2,
},
veteran: {
torsoW: 62,
@ -75,6 +86,7 @@ describe("AIM_TRAINER_DIFFICULTIES", () => {
targetLifetimeMs: 1500,
replacementDelayMs: 300,
maxConcurrentTargets: 2,
civilianChance: 0.3,
},
elite: {
torsoW: 50,
@ -85,6 +97,7 @@ describe("AIM_TRAINER_DIFFICULTIES", () => {
targetLifetimeMs: 1100,
replacementDelayMs: 200,
maxConcurrentTargets: 2,
civilianChance: 0.35,
},
});
});
@ -99,6 +112,7 @@ describe("AIM_TRAINER_DIFFICULTIES", () => {
expect(recruit.targetLifetimeMs).toBe(2000);
expect(recruit.replacementDelayMs).toBe(400);
expect(recruit.maxConcurrentTargets).toBe(1);
expect(recruit.civilianChance).toBe(0.2);
const veteran = AIM_TRAINER_DIFFICULTIES.veteran;
expect(veteran.torsoW).toBe(62);
@ -109,6 +123,7 @@ describe("AIM_TRAINER_DIFFICULTIES", () => {
expect(veteran.targetLifetimeMs).toBe(1500);
expect(veteran.replacementDelayMs).toBe(300);
expect(veteran.maxConcurrentTargets).toBe(2);
expect(veteran.civilianChance).toBe(0.3);
const elite = AIM_TRAINER_DIFFICULTIES.elite;
expect(elite.torsoW).toBe(50);
@ -119,6 +134,7 @@ describe("AIM_TRAINER_DIFFICULTIES", () => {
expect(elite.targetLifetimeMs).toBe(1100);
expect(elite.replacementDelayMs).toBe(200);
expect(elite.maxConcurrentTargets).toBe(2);
expect(elite.civilianChance).toBe(0.35);
});
});
@ -166,6 +182,23 @@ describe("calculateAimTrainerScore", () => {
// 1 headshot, 1 shot, no despawned targets -> 250 + round(1*500) = 750.
expect(calculateAimTrainerScore(1, 0, 1, 0)).toBe(750);
});
it("subtracts the civilian penalty from the hit score", () => {
// 1 headshot + 1 torso = 350, minus 2 civilian hits = -200.
// Accuracy counts only real hits: 2/2 shots -> round(1*500) = 500. Total 650.
expect(calculateAimTrainerScore(1, 1, 2, 0, 2)).toBe(650);
});
it("clamps the total to zero when civilian penalties outweigh the hits", () => {
// No real hits, 3 civilian hits -> -300 + round(0*500) clamped to 0.
expect(calculateAimTrainerScore(0, 0, 3, 0, 3)).toBe(0);
});
it("excludes civilian hits from the accuracy denominator numerator", () => {
// 1 torso + 1 civilian, 2 shots: accuracy = 1/2 (civilian not a hit).
// 100 - 100 + round(0.5*500) = 250.
expect(calculateAimTrainerScore(0, 1, 2, 0, 1)).toBe(250);
});
});
describe("calculateAimTrainerXp", () => {
@ -206,6 +239,36 @@ describe("createAimTrainerTarget", () => {
expect(typeof target.y).toBe("number");
expect(typeof target.vx).toBe("number");
expect(typeof target.vy).toBe("number");
expect(target.kind).toBe("standard");
});
it("marks civilian targets when requested", () => {
const target = createAimTrainerTarget(seededRng(7), canvasW, canvasH, "veteran", {
civilian: true,
});
expect(target.kind).toBe("civilian");
});
it("avoids spawning on top of existing targets", () => {
const blocker: AimTrainerTarget = {
x: 400,
y: 300,
vx: 0,
vy: 0,
moving: false,
torsoW: 62,
torsoH: 100,
headRadius: 18,
kind: "standard",
};
for (let seed = 0; seed < 50; seed++) {
const target = createAimTrainerTarget(seededRng(seed), canvasW, canvasH, "veteran", {
existingTargets: [blocker],
});
expect(
boundsOverlap(aimTrainerTargetBounds(target), aimTrainerTargetBounds(blocker)),
).toBe(false);
}
});
it("is deterministic for the same seed across repeated calls", () => {
@ -254,7 +317,7 @@ describe("createAimTrainerTarget", () => {
});
describe("resolveAimTrainerHitZone", () => {
const target = {
const target: AimTrainerTarget = {
x: 400,
y: 300,
vx: 0,
@ -263,6 +326,7 @@ describe("resolveAimTrainerHitZone", () => {
torsoW: 62,
torsoH: 100,
headRadius: 18,
kind: "standard",
};
it("resolves a head hit inside the head circle", () => {
@ -296,6 +360,7 @@ describe("resolveAimTrainerTargetHit", () => {
torsoW: 62,
torsoH: 100,
headRadius: 18,
kind: "standard",
};
const frontTarget: AimTrainerTarget = {
...rearTarget,
@ -330,7 +395,7 @@ describe("stepAimTrainerTarget", () => {
const canvasH = 600;
it("moves a moving target by velocity times dt", () => {
const target = {
const target: AimTrainerTarget = {
x: 400,
y: 300,
vx: 100,
@ -339,6 +404,7 @@ describe("stepAimTrainerTarget", () => {
torsoW: 62,
torsoH: 100,
headRadius: 18,
kind: "standard",
};
const stepped = stepAimTrainerTarget(target, 0.5, canvasW, canvasH);
expect(stepped.x).toBeCloseTo(450);
@ -346,7 +412,7 @@ describe("stepAimTrainerTarget", () => {
});
it("leaves a stationary target in place", () => {
const target = {
const target: AimTrainerTarget = {
x: 400,
y: 300,
vx: 100,
@ -355,6 +421,7 @@ describe("stepAimTrainerTarget", () => {
torsoW: 62,
torsoH: 100,
headRadius: 18,
kind: "standard",
};
const stepped = stepAimTrainerTarget(target, 1, canvasW, canvasH);
expect(stepped.x).toBe(400);
@ -362,7 +429,7 @@ describe("stepAimTrainerTarget", () => {
});
it("bounces off the horizontal bounds and keeps the target inside", () => {
const target = {
const target: AimTrainerTarget = {
x: 400,
y: 300,
vx: 1000,
@ -371,6 +438,7 @@ describe("stepAimTrainerTarget", () => {
torsoW: 62,
torsoH: 100,
headRadius: 18,
kind: "standard",
};
let current = target;
for (let i = 0; i < 1000; i++) {
@ -387,7 +455,7 @@ describe("stepAimTrainerTarget", () => {
});
it("bounces off the vertical bounds and keeps the target inside", () => {
const target = {
const target: AimTrainerTarget = {
x: 400,
y: 300,
vx: 0,
@ -396,6 +464,7 @@ describe("stepAimTrainerTarget", () => {
torsoW: 62,
torsoH: 100,
headRadius: 18,
kind: "standard",
};
let current = target;
for (let i = 0; i < 1000; i++) {
@ -407,3 +476,98 @@ describe("stepAimTrainerTarget", () => {
}
});
});
describe("resolveAimTrainerTargetCollisions", () => {
const canvasW = 800;
const canvasH = 600;
it("bounces approaching targets apart without ever overlapping", () => {
let a: AimTrainerTarget = {
x: 300,
y: 300,
vx: 200,
vy: 0,
moving: true,
torsoW: 62,
torsoH: 100,
headRadius: 18,
kind: "standard",
};
let b: AimTrainerTarget = {
x: 400,
y: 300,
vx: -200,
vy: 0,
moving: true,
torsoW: 62,
torsoH: 100,
headRadius: 18,
kind: "standard",
};
for (let i = 0; i < 200; i++) {
const stepped = stepAimTrainerTargets([a, b], 0.05, canvasW, canvasH);
if (!stepped[0] || !stepped[1]) throw new Error("expected two stepped targets");
a = stepped[0];
b = stepped[1];
expect(boundsOverlap(aimTrainerTargetBounds(a), aimTrainerTargetBounds(b))).toBe(false);
}
});
it("reflects velocity components that point into the other target", () => {
const a: AimTrainerTarget = {
x: 380,
y: 300,
vx: 100,
vy: 0,
moving: true,
torsoW: 62,
torsoH: 100,
headRadius: 18,
kind: "standard",
};
const b: AimTrainerTarget = {
x: 420,
y: 300,
vx: -100,
vy: 0,
moving: true,
torsoW: 62,
torsoH: 100,
headRadius: 18,
kind: "standard",
};
const resolved = resolveAimTrainerTargetCollisions([a, b], canvasW, canvasH);
expect(resolved[0]?.vx).toBe(-100);
expect(resolved[1]?.vx).toBe(100);
});
it("separates stationary targets without giving them velocity", () => {
const a: AimTrainerTarget = {
x: 400,
y: 300,
vx: 0,
vy: 0,
moving: false,
torsoW: 62,
torsoH: 100,
headRadius: 18,
kind: "standard",
};
const b: AimTrainerTarget = {
x: 420,
y: 300,
vx: 0,
vy: 0,
moving: false,
torsoW: 62,
torsoH: 100,
headRadius: 18,
kind: "standard",
};
const resolved = resolveAimTrainerTargetCollisions([a, b], canvasW, canvasH);
expect(resolved[0]?.vx).toBe(0);
expect(resolved[0]?.vy).toBe(0);
expect(resolved[1]?.vx).toBe(0);
expect(resolved[1]?.vy).toBe(0);
});
});