#94: replicant un-wreck now rides the DEATH-STATE EXIT edge -- the zone

falling-edge latch was blind to zone-less (collision) deaths

The peer wreck lifecycle listened to two different signals: wreck ON came
from the replicated death explosion (unconditional), wreck OFF from a
damage-zone falling edge (wasWrecked latch, armed only when a zone crossed
>= 1.0 on the observer).  The #83 collision damage prices as internal
rattle and never moves a zone, so a fresh mech killed by ramming could
NEVER un-wreck on peers -- the live respawned mech drove around wearing
the hulk (night-7 field report: SAURON's Loki, screenshotted by both
observers at the exact minute the log analysis places the ram death).

MechDeathHandler::Tick now tracks prevMode and fires the rebuild + warp
when the replicated MovementMode leaves the death modes {2,9} -- only
Mech::Reset ever does that, and the state rides every record header, so
the trigger is cause-agnostic.  The zone falling edge just refreshes the
cache.  Side effect fixed for free: the peer respawn warp vortex now
plays for zone-less deaths too (same gate).

Bench (scratchpad/night7/mp_zoneless.sh + the new
BT_SELF_DAMAGE_TYPE=collision harness option, which dispatches type-0
through the real TakeDamage divert): 14/14 zone-less deaths un-wrecked
(mode 9->1) with zero zone rises on the observer; explosive regression
leg 12/12 with zone destruction active.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_019Zh7PTkFy4KwTzVighLR9J
This commit is contained in:
Joe DiPrima
2026-07-31 02:10:04 -05:00
co-authored by Claude Fable 5
parent e91d447405
commit 054c3f2eee
6 changed files with 132 additions and 36 deletions
+9
View File
@@ -5786,6 +5786,15 @@ void
++s_sdTicks;
Damage dmg;
dmg.damageType = Damage::ExplosiveDamageType;
// BT_SELF_DAMAGE_TYPE=collision: dispatch as type-0 instead, so
// the TakeDamage hub's collision divert prices it as INTERNAL
// rattle (armor/zones never move) -- the deterministic bench for
// a ZONE-LESS death (#94: the field ram-kill, without the ram).
{
const char *ty = getenv("BT_SELF_DAMAGE_TYPE");
if (ty != 0 && !stricmp(ty, "collision"))
dmg.damageType = Damage::CollisionDamageType;
}
float want = (float)atof(getenv("BT_SELF_DAMAGE"));
dmg.damageAmount = (want > 0.0f) ? want : 20.0f;
dmg.burstCount = 1;
+39 -28
View File
@@ -1149,7 +1149,7 @@ extern void BTSpawnDamageEffect(Mech *mech, int effect_resource, int segment_ind
extern void BTRemakeMechModel(Entity *entity);
MechDeathHandler::MechDeathHandler(Mech *mech) // @0042a984
: owner(mech), wasWrecked(0)
: owner(mech), prevMode(0)
{
// per-zone last-damage cache, zeroed (binary this[0x10], size mech+0x11c).
int count = (mech != 0 && mech->damageZoneCount > 0) ? mech->damageZoneCount : 0;
@@ -1172,6 +1172,40 @@ void
if (owner == 0)
return;
// REPLICANT UN-WRECK (#94): fire on the DEATH-STATE EXIT edge of the
// replicated SimulationState dial (MovementMode 9/2 are the death modes;
// they never revert except through Mech::Reset, whose SetMovementMode(0)
// + ForceUpdate(0x1f) reaches the peer in every record header). This is
// the cause-agnostic respawn signal: the previous trigger inferred the
// respawn from a damage-zone falling edge, which a COLLISION death never
// produces (type-0 damage prices as internal rattle, never armor -- the
// zones of a fresh mech killed by ramming sit at 0 for its whole life),
// so the peer's wreck could never un-wreck: the live respawned mech drove
// around wearing the hulk (night-7 field report, SAURON's Loki). Gated
// to ReplicantInstance: the master un-wrecks locally in Mech::Reset.
{
const int mode = (int)owner->MovementMode();
const int oldMode = prevMode;
const bool nowDead = (mode == 2 || mode == 9);
const bool prevDead = (oldMode == 2 || oldMode == 9);
prevMode = mode;
if (prevDead && !nowDead
&& owner->GetInstance() == Entity::ReplicantInstance)
{
extern void BTRebuildMechModel(Entity *entity);
extern void BTStartWarpEffect(float x, float y, float z);
BTRebuildMechModel((Entity *)owner);
BTStartWarpEffect((float)owner->localOrigin.linearPosition.x,
(float)owner->localOrigin.linearPosition.y,
(float)owner->localOrigin.linearPosition.z);
if (getenv("BT_DEATH_LOG"))
DEBUG_STREAM << "[respawn] replicant un-wrecked + warp (mode "
<< oldMode << "->" << mode << ") at ("
<< owner->localOrigin.linearPosition.x << ","
<< owner->localOrigin.linearPosition.z << ")\n" << std::flush;
}
}
int n = owner->damageZoneCount;
for (int i = 0; i < n && i < (int)lastLevel.size(); ++i)
{
@@ -1183,35 +1217,13 @@ void
Scalar prev = lastLevel[i];
// FALLING edge = the master's Mech::Reset healed + re-broadcast this zone
// (ForceUpdate(DamageZoneUpdateModelFlag)). The rising-damage swap below is
// one-way; on a REPLICANT observer, reverse it here -- drop the destroyed
// segment meshes (BTRebuildMechModel) and play the recovery warp -- so the
// peer's wreck un-wrecks + warps back on the observer's screen. Gated to
// ReplicantInstance: the master already un-wrecks + warps locally in
// Mech::Reset (mech4.cpp), so it must NOT double-fire here. The authentic
// engine drives this off the type-0 graphic-state transition in
// Mech::ReadUpdateRecord (mech.cpp case 0 -> ResetPose); our port has no
// ported RemakeEntity state, so we react to the replicated zone level.
// (ForceUpdate(DamageZoneUpdateModelFlag)). Just refresh the cache: the
// respawn un-wreck no longer rides this edge -- it fires from the
// death-state exit watcher above, which also covers deaths that never
// moved a zone (#94).
if (level < prev)
{
lastLevel[i] = level;
if (wasWrecked && prev >= 1.0f && level < 1.0f)
{
wasWrecked = 0; // one un-wreck per death->respawn
if (owner->GetInstance() == Entity::ReplicantInstance)
{
extern void BTRebuildMechModel(Entity *entity);
extern void BTStartWarpEffect(float x, float y, float z);
BTRebuildMechModel((Entity *)owner);
BTStartWarpEffect((float)owner->localOrigin.linearPosition.x,
(float)owner->localOrigin.linearPosition.y,
(float)owner->localOrigin.linearPosition.z);
if (getenv("BT_DEATH_LOG"))
DEBUG_STREAM << "[respawn] replicant un-wrecked + warp at ("
<< owner->localOrigin.linearPosition.x << ","
<< owner->localOrigin.linearPosition.z << ")\n" << std::flush;
}
}
continue;
}
if (level <= prev) // unchanged -- no new damage
@@ -1231,7 +1243,6 @@ void
const Mech__DamageZone::DamageDescriptor *d = zone->DescriptorForLevel(level);
if (level >= 1.0f && prev < 1.0f) // just destroyed -> the Destroyed descriptor
{
wasWrecked = 1; // latch: a wreck the observer must later reverse
const Mech__DamageZone::DamageDescriptor *dd =
zone->DescriptorForGraphicState(DamageZone::DestroyedGraphicState); // enum 1
if (dd != 0)
+11 -6
View File
@@ -367,12 +367,17 @@ class MechDeathHandler
private:
Mech *owner; // @0x14
std::vector<Scalar> lastLevel; // @0x10 per-zone last damageLevel cache
// PORT (respawn replication): latched when any zone is destroyed, so a
// REPLICANT observer can reverse the one-way wreck swap when the master's
// Mech::Reset heals + re-broadcasts the zones (falling damage edge). Not a
// binary field -- the authentic un-wreck rides the type-0 graphic-state hook
// (Mech::ReadUpdateRecord case 0), which our port drives via the zone levels.
Logical wasWrecked;
// PORT (respawn replication): last-tick MovementMode, so a REPLICANT
// observer can reverse the one-way wreck swap on the DEATH-STATE EXIT
// edge (9/2 -> 0/1, only Mech::Reset ever leaves the death modes). The
// state rides EVERY record header, so the edge fires for ANY death
// cause. Replaces a zone-level falling-edge latch (wasWrecked), which
// was blind to zone-less deaths: collision/internal-rattle kills
// (gitea #94) never move a damage zone, so the latch never armed and
// the peer's wreck could never un-wreck. Not a binary field -- the
// authentic un-wreck rides the type-0 graphic-state hook
// (Mech::ReadUpdateRecord case 0), which our port has not reconstructed.
int prevMode;
};
#endif