Ansible provisions the k3d cluster and Flux controllers; Terraform modules deploy the simulated fleet and ground warehouse. Compose and k3d share var/t1 (live lake) and var/t3 (warehouse). The prototype gains a live mode fed by the explorer read-only SQL API.
295 lines
9.4 KiB
TypeScript
295 lines
9.4 KiB
TypeScript
// Swarm simulation core: pure functions over immutable-ish state.
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// Models patrol flight, separation, obstacle avoidance, mesh links with
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// pose-broadcast flashes and opportunistic bulk sync transfers.
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export interface Vec {
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x: number;
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y: number;
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}
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export interface Drone {
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id: number;
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name?: string; // live mode: real drone_id from the data plane
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pos: Vec;
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vel: Vec;
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heading: number; // radians
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waypoint: number;
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battery: number; // 0..100
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channel: number; // Wi-Fi channel currently in use
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}
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export interface Obstacle {
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id: number;
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pos: Vec;
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radius: number;
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moving: boolean;
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vel: Vec;
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}
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export interface LinkStats {
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key: string;
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a: number;
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b: number;
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totalUp: number; // bytes, a -> b
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totalDown: number; // bytes, b -> a
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rate: number; // current bytes/s (both directions)
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flash: number; // 0..1, decaying broadcast pulse
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bulk: number; // remaining bytes of an in-flight bulk transfer
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}
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export interface World {
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t: number;
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drones: Drone[];
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obstacles: Obstacle[];
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links: Map<string, LinkStats>;
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totalBytes: number;
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broadcasts: number;
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}
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export const AREA = 1000; // meters, vertical extent of the field
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export const MAX_ASPECT = 2.2;
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// Horizontal extent follows the display aspect ratio (set via makeWorld),
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// so wide monitors get a genuinely wider patrol area, not empty margins.
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let areaX = AREA;
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export function areaWidth(): number {
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return areaX;
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}
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export const LINK_RANGE = 320;
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const CRUISE = 28;
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const SEPARATION = 55;
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const POSE_BYTES = 46;
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const POSE_HZ = 5;
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// Steady per-link broadcast throughput (both directions), bytes/s
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export const POSE_RATE_BYTES = POSE_BYTES * POSE_HZ;
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const CHANNELS = [1, 6, 11, 36, 40, 44, 149, 157];
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let seedState = 1234;
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export function seed(v: number): void {
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seedState = v || 1;
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}
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function rnd(): number {
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// xorshift32 — deterministic runs
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seedState ^= seedState << 13;
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seedState ^= seedState >>> 17;
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seedState ^= seedState << 5;
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return ((seedState >>> 0) % 100000) / 100000;
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}
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// Two interleaved patrol routes: even drones circle the perimeter, odd
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// drones fly an X through the center. Paths cross mid-field, so the mesh
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// keeps bridging between the front and the back of the formation instead
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// of stretching into disconnected segments along one loop. Routes are
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// derived from the current field width, so they stretch on wide displays.
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function perimeterRoute(): Vec[] {
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return [
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{ x: 120, y: 120 },
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{ x: areaX - 120, y: 150 },
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{ x: areaX - 150, y: AREA - 120 },
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{ x: 150, y: AREA - 150 },
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];
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}
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function crossRoute(): Vec[] {
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return [
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{ x: 150, y: 150 },
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{ x: areaX - 150, y: AREA - 150 },
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{ x: areaX - 150, y: 150 },
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{ x: 150, y: AREA - 150 },
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];
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}
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function routeOf(d: Drone): Vec[] {
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return d.id % 2 === 0 ? perimeterRoute() : crossRoute();
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}
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// Transit objects enter at one edge, cross the whole area, and respawn at
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// a fresh edge once they leave — a stream of through-traffic instead of
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// obstacles bouncing until they wedge into a corner.
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const TRANSIT_MARGIN = 120;
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function spawnTransit(id: number): Obstacle {
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const speed = 26 + rnd() * 30;
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const alongX = 120 + rnd() * (areaX - 240);
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const alongY = 120 + rnd() * (AREA - 240);
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const skew = (rnd() - 0.5) * speed * 0.9; // diagonal-ish crossings
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const edge = Math.floor(rnd() * 4);
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const table: { pos: Vec; vel: Vec }[] = [
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{ pos: { x: alongX, y: -TRANSIT_MARGIN + 20 }, vel: { x: skew, y: speed } },
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{ pos: { x: alongX, y: AREA + TRANSIT_MARGIN - 20 }, vel: { x: skew, y: -speed } },
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{ pos: { x: -TRANSIT_MARGIN + 20, y: alongY }, vel: { x: speed, y: skew } },
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{ pos: { x: areaX + TRANSIT_MARGIN - 20, y: alongY }, vel: { x: -speed, y: skew } },
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];
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const { pos, vel } = table[edge];
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return { id, pos, radius: 22 + rnd() * 16, moving: true, vel };
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}
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function outOfTransit(ob: Obstacle): boolean {
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return (
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ob.pos.x < -TRANSIT_MARGIN ||
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ob.pos.x > areaX + TRANSIT_MARGIN ||
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ob.pos.y < -TRANSIT_MARGIN ||
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ob.pos.y > AREA + TRANSIT_MARGIN
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);
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}
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export function makeWorld(droneCount: number, aspect = 1): World {
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areaX = AREA * Math.max(1, Math.min(MAX_ASPECT, aspect));
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const drones: Drone[] = Array.from({ length: droneCount }, (_, i) => {
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const angle = (i / droneCount) * Math.PI * 2;
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return {
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id: i,
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pos: {
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x: areaX / 2 + Math.cos(angle) * (150 + rnd() * 120),
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y: AREA / 2 + Math.sin(angle) * (150 + rnd() * 120),
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},
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vel: { x: 0, y: 0 },
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heading: angle,
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waypoint: i % 4,
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battery: 90 + rnd() * 10,
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channel: CHANNELS[i % CHANNELS.length],
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};
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});
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// Static obstacles sit at fixed fractions of the field, so they spread
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// out instead of clustering left when the field widens
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const obstacles: Obstacle[] = [
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{ id: 0, pos: { x: areaX * 0.34, y: 420 }, radius: 60, moving: false, vel: { x: 0, y: 0 } },
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{ id: 1, pos: { x: areaX * 0.7, y: 260 }, radius: 45, moving: false, vel: { x: 0, y: 0 } },
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{ id: 2, pos: { x: areaX * 0.56, y: 720 }, radius: 70, moving: false, vel: { x: 0, y: 0 } },
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spawnTransit(3),
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spawnTransit(4),
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spawnTransit(5),
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];
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return { t: 0, drones, obstacles, links: new Map(), totalBytes: 0, broadcasts: 0 };
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}
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function linkKey(a: number, b: number): string {
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return a < b ? `${a}-${b}` : `${b}-${a}`;
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}
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function steer(d: Drone, world: World, dt: number): Drone {
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const route = routeOf(d);
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const wp = route[(d.waypoint + d.id) % route.length];
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let ax = wp.x - d.pos.x;
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let ay = wp.y - d.pos.y;
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const wpDist = Math.hypot(ax, ay);
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let waypoint = d.waypoint;
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if (wpDist < 90) waypoint = (d.waypoint + 1) % route.length;
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ax /= wpDist || 1;
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ay /= wpDist || 1;
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// Separation from peers
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for (const other of world.drones) {
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if (other.id === d.id) continue;
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const dx = d.pos.x - other.pos.x;
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const dy = d.pos.y - other.pos.y;
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const dist = Math.hypot(dx, dy);
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if (dist < SEPARATION && dist > 0.01) {
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const push = (SEPARATION - dist) / SEPARATION;
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ax += (dx / dist) * push * 2.4;
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ay += (dy / dist) * push * 2.4;
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}
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}
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// Obstacle avoidance
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for (const ob of world.obstacles) {
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const dx = d.pos.x - ob.pos.x;
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const dy = d.pos.y - ob.pos.y;
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const dist = Math.hypot(dx, dy);
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const margin = ob.radius + 55;
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if (dist < margin && dist > 0.01) {
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const push = (margin - dist) / margin;
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ax += (dx / dist) * push * 4.0;
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ay += (dy / dist) * push * 4.0;
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}
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}
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const mag = Math.hypot(ax, ay) || 1;
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const vx = d.vel.x * 0.85 + (ax / mag) * CRUISE * 0.15;
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const vy = d.vel.y * 0.85 + (ay / mag) * CRUISE * 0.15;
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const heading = Math.atan2(vy, vx);
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return {
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...d,
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waypoint,
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vel: { x: vx, y: vy },
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heading,
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pos: {
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x: Math.max(20, Math.min(areaX - 20, d.pos.x + vx * dt)),
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y: Math.max(20, Math.min(AREA - 20, d.pos.y + vy * dt)),
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},
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battery: Math.max(0, d.battery - dt * 0.05),
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channel: rnd() < dt * 0.15 ? CHANNELS[Math.floor(rnd() * CHANNELS.length)] : d.channel,
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};
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}
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export function tick(world: World, dt: number): World {
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const drones = world.drones.map((d) => steer(d, world, dt));
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const obstacles = world.obstacles.map((ob) => {
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if (!ob.moving) return ob;
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const moved = {
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...ob,
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pos: { x: ob.pos.x + ob.vel.x * dt, y: ob.pos.y + ob.vel.y * dt },
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};
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// Once a transit object leaves the area, respawn it at a random edge
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return outOfTransit(moved) ? spawnTransit(ob.id) : moved;
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});
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const links = new Map(world.links);
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let totalBytes = world.totalBytes;
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let broadcasts = world.broadcasts;
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// Decay all links; drop the ones out of range
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for (const [key, l] of links) {
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const a = drones[l.a];
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const b = drones[l.b];
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const inRange =
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a && b && Math.hypot(a.pos.x - b.pos.x, a.pos.y - b.pos.y) <= LINK_RANGE;
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if (!inRange) {
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links.delete(key);
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continue;
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}
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links.set(key, { ...l, flash: Math.max(0, l.flash - dt * 3), rate: l.rate * 0.9 });
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}
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for (let i = 0; i < drones.length; i++) {
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for (let j = i + 1; j < drones.length; j++) {
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const dist = Math.hypot(
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drones[i].pos.x - drones[j].pos.x,
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drones[i].pos.y - drones[j].pos.y,
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);
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if (dist > LINK_RANGE) continue;
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const key = linkKey(i, j);
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const link =
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links.get(key) ??
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({ key, a: i, b: j, totalUp: 0, totalDown: 0, rate: 0, flash: 0, bulk: 0 } as LinkStats);
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// Pose broadcasts: 5 Hz each direction
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const poseBytes = POSE_BYTES * POSE_HZ * dt;
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let up = poseBytes;
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let down = poseBytes;
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if (rnd() < dt * POSE_HZ * 0.35) {
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link.flash = 1;
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broadcasts += 1;
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}
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// Occasional bulk sync (sealed partition replication)
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if (link.bulk <= 0 && rnd() < dt * 0.02) {
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link.bulk = 50_000 + rnd() * 450_000;
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}
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if (link.bulk > 0) {
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const chunk = Math.min(link.bulk, 120_000 * dt);
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link.bulk -= chunk;
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if (rnd() < 0.5) up += chunk;
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else down += chunk;
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}
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link.totalUp += up;
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link.totalDown += down;
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link.rate = link.rate * 0.9 + ((up + down) / dt) * 0.1;
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totalBytes += up + down;
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links.set(key, { ...link });
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}
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}
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return { t: world.t + dt, drones, obstacles, links, totalBytes, broadcasts };
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}
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export function fmtBytes(n: number): string {
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if (n < 1024) return `${n.toFixed(0)} B`;
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if (n < 1024 * 1024) return `${(n / 1024).toFixed(1)} KB`;
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if (n < 1024 * 1024 * 1024) return `${(n / 1024 / 1024).toFixed(1)} MB`;
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return `${(n / 1024 / 1024 / 1024).toFixed(2)} GB`;
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}
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