#83: the COLLISION DIVERT -- type-0 damage prices as internal rattle, never armor
The crash self-damage reconstruction (9c83a46) exposed its missing second
half: the binary's TakeDamage hub DIVERTS damageType 0 (@0x4a0368) into
FUN_0049ffcc -- an export-gap distributor recovered by raw disasm -- so
collision damage NEVER reaches the zone/armor loop. Without the divert the
mover's raw kinetic-energy figure (60-ton mech: ~1000+ per wall tap, 90k+ on
a hard slam) fell into the WEAPON loop: 'tapped a wall and died instantly'.
The distributor, byte-anchored: gate on the owning player's advancedDamage
copy (+0x268 -- the manual's 'splash/collision damage' technician setting);
scale = (2000/moverMass) / (100 km/h in u/s)^2 / (1 - elasticity^2)
(tbyte 1/3.6 @0x4a0148; mass @+0x20c; elasticity @+0x244); scaled < 0.5 is
FREE; else Round(2x) sub-hits of 0.5 land on random INTERNAL subsystems
(HeatSink family / Gyroscope / Torso, drawn by collisionCriticalHitWeight
@0x10C) via ApplyDamageAndMeasure (@0x4ac07c). Bridges: family derivations
(heat/gyro/torso.cpp), BTPlayerAdvancedDamageOn (btplayer.cpp).
Verified: bhk1 wall test -- 94k slam = 4.2 rattle pts in 8 sub-hits, taps
free (0.049 < 0.5), armor untouched. A/B: arena wall-grind now 0 deaths,
27 rattle events, the limper STAYS GIMPED and peers' replicants re-enter the
gimp cycle between bounded staggers; grass circling unchanged (198 replicant
gimp entries). [crashdmg]/[colldmg] probes document the pricing.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
co-authored by
Claude Fable 5
parent
9c83a468db
commit
14ff3519ac
@@ -807,6 +807,77 @@ static int
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// id-0x16 damage/kill reports (see the tail comment) [T3/T4 -- decoded in
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// context/combat-damage.md].
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//
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//
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// @0049ffcc -- the COLLISION-DAMAGE DISTRIBUTOR (#83; raw disasm
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// scratchpad/night6/gap_49ffcc.txt -- an export-gap fn reached only from the
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// TakeDamage hub's damageType==0 divert @0x4a0368). Collision damage is the
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// manual's "splash/collision damage" TECHNICIAN SETTING: gated on the owning
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// player's advancedDamage copy (+0x268, @0x49ffde), priced against a
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// 100 km/h reference impact, and applied as 0.5-point rattle crits to random
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// INTERNAL subsystems -- armor is never touched.
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// scale = (2000 / moverMass) / (100 * 1/3.6)^2 / (1 - elasticity^2)
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// (tbyte @0x4a0148 = 0.2777778 = 1/3.6 km/h->u/s; 2000f @0x4a0154;
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// mass @+0x20c; elasticity @+0x244 -- Mover layout walk)
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// amount = raw * scale; amount < 0.5f (@0x4a015c) -> FREE (taps cost nothing)
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// n = Round(amount * 2) sub-hits (@0x4a0051) of amount/n each
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// each landing on ONE roster subsystem drawn by cumulative
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// collisionCriticalHitWeight (@0x10C) vs a [0,1) roll, restricted to the
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// HeatSink family / Gyroscope / Torso (derivation GUIDs 0x50e590 / 0x50fdc0 /
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// 0x510b08 -- all MechSubsystem-based, which is why +0x10C is valid on every
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// eligible entry). An un-won roll (total weight < roll) lands nowhere --
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// faithful: the binary does not normalize the weights.
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//
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void
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Mech::DistributeCollisionDamage(Damage *dmg)
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{
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extern int BTPlayerAdvancedDamageOn(void *player_v); // btplayer.cpp (+0x268)
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void *player = GetPlayerLink(); // mech+0x190 (ENTITY.h:430)
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if (player == 0 || !BTPlayerAdvancedDamageOn(player)) // @0x49ffde the technician gate
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return;
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const Scalar c = 100.0f * 0.27777779f; // 100 km/h in u/s
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Scalar denom = 1.0f - elasticityCoefficient * elasticityCoefficient; // @0x244
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Scalar scale = ((2000.0f / moverMass) / (c * c)) / denom; // @0x49ffff-0x4a0027
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dmg->damageAmount *= scale; // @0x4a0030
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if (dmg->damageAmount < 0.5f) // @0x4a003c: a tap is FREE
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return;
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int n = Round(dmg->damageAmount * 2.0f); // @0x4a0051 (FUN_004dcd94)
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if (n < 1)
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n = 1;
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dmg->damageAmount /= (Scalar)n; // @0x4a0065
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if (getenv("BT_DMG_LOG"))
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DEBUG_STREAM << "[colldmg] rattle " << (dmg->damageAmount * n)
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<< " pts in " << n << " sub-hits (scale=" << scale << ")"
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<< std::endl << std::flush;
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extern Derivation *BTHeatSinkFamily(void); // heat.cpp (0x50e590)
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extern Derivation *BTGyroscopeFamily(void); // gyro.cpp (0x50fdc0)
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extern Derivation *BTTorsoFamily(void); // torso.cpp (0x510b08)
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for (int i = 0; i < n; ++i) // @0x4a006b
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{
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Scalar threshold = RandomUnit(); // @0x4a007d (FUN_00408050)
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Scalar acc = 0.0f;
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for (int b = 0; b < GetSubsystemCount(); ++b) // @0x4a0124 (count @+0x124)
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{
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Subsystem *s = GetSubsystem(b); // roster @+0x128
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if (s == 0)
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continue;
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if (!s->IsDerivedFrom(*BTHeatSinkFamily()) // @0x4a0092
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&& !s->IsDerivedFrom(*BTGyroscopeFamily()) // @0x4a00b2
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&& !s->IsDerivedFrom(*BTTorsoFamily())) // @0x4a00d2
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continue;
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acc += ((MechSubsystem *)s)->CollisionCritWeight(); // @0x4a00f2 (+0x10C)
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if (acc < threshold) // @0x4a010a
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continue;
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((MechSubsystem *)s)->ApplyDamageAndMeasure(*dmg); // @0x4a0117 (FUN_004ac07c)
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break; // @0x4a0121 -> next sub-hit
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}
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}
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Check_Fpu();
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}
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void
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Mech::TakeDamageMessageHandler(TakeDamageMessage *message)
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{
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@@ -860,6 +931,23 @@ void
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(float)(message->damageData.impactPoint.z - localOrigin.linearPosition.z));
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}
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//
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// @0x4a0368 -- the COLLISION DIVERT (#83, closing the #82 chain). Damage
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// type 0 == the mover's collision damage (what the crash response policy
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// forwards). It NEVER reaches the zone/armor loop below: it is priced +
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// distributed as INTERNAL RATTLE by DistributeCollisionDamage (@0049ffcc)
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// and the handler is done. This was the missing half of the crash
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// self-damage reconstruction -- without the divert, the raw kinetic-energy
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// amounts (a 60-ton mech prices ~1000+ per wall tap) fell through into the
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// WEAPON loop and a single bump killed the mech (run-14 field report).
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//
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if (message->damageData.damageType == 0)
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{
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DistributeCollisionDamage(&message->damageData);
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Check_Fpu();
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return;
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}
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DamageLookupTable *table = (DamageLookupTable *)damageLookupTable; // named member (Wword absorbs!)
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if (message->invalidDamageZone && table != 0)
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{
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