#124 twist-sign VERIFIED correct (live missile bench) + the rig to do it
The frame-adapter's inferred twist-sign flip (SelectSlice theta -= twist, vs the binary's += pre-reflection) was the last unverified half of #124 -- every earlier probe ran at twist 0. Bench: stationary madcat target with the torso PINNED at 0 / +140 / -140 deg, LRM salvos from a fixed shooter (missiles = the authentic cylinder path; the binary DROPPED zone -1 beam damage). Result: slice picks track the physically-facing flank in BOTH directions (twist-left -> right-family zones for left-flank impacts, twist-right -> left-family), deterministic, wrong-sign outcome (slice 7 vs observed slice 1) clearly excluded. No game-code change needed. Instrumentation added (all env-gated): - torso.cpp BT_FORCE_TWIST=<-1..1>: HOLD the sim's analogTwistAxis (the input-level pin was dead -- live input rides the CONTROLS.MAP device push, and Basic mode auto-centers; sim-level is plumbing-independent). - dmgtable.cpp [slice] line: rot flag, live twist, thetaIn/thetaAdj, chosen slice -- the weighted leaf roll made zone-only logs ambiguous. - [dmgresolve] now names the zone (BTMechZoneSegAndName). - mech4.cpp BT_FORCE_TWIST input pin + one-shot mode cycle (kept as doc of the dead path), mechmppr [mppr] mode probe. - scratchpad/night11/twistsign.sh: the 3-config bench. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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co-authored by
Claude Fable 5
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952f10b18d
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1f995ee35a
@@ -175,6 +175,7 @@ DamageZonePercentTable *
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{
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if (sliceCount <= 0) return 0;
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Scalar thetaIn = theta;
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if (rotateWithTorso) // binary this[3] != 0
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{
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// #124 frame adapter, angular half: theta arrives in the 1995 frame
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@@ -189,6 +190,19 @@ DamageZonePercentTable *
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int index = (int)floorf(theta * (Scalar)sliceCount * (1.0f / TwoPi));
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if (index < 0) index = 0;
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if (index > sliceCount - 1) index = sliceCount - 1;
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// #124 twist-sign bench: expose the twist term itself -- the leaf is a
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// weighted roll, so the SLICE choice (not the rolled zone) is the signal.
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if (getenv("BT_DMGTABLE_LOG"))
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{
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static int s_sl = 0;
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if (s_sl++ < 400)
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DEBUG_STREAM << "[slice] rot=" << (int)rotateWithTorso
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<< " twist=" << (float)owner->TorsoHeading()
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<< " thetaIn=" << (float)thetaIn
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<< " thetaAdj=" << (float)theta
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<< " -> slice " << index << "/" << sliceCount << std::endl;
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}
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return slices[index];
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}
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@@ -327,6 +341,12 @@ int
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{
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static int s_rh = 0;
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if (s_rh++ < 400)
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{
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extern int BTMechZoneSegAndName(void *mech_v, int zone_idx,
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int *seg_out, const char **name_out);
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int seg = -1; const char *zname = 0;
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if (resolved >= 0)
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BTMechZoneSegAndName((void *)owner, resolved, &seg, &zname);
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DEBUG_STREAM << "[dmgresolve] impact=(" << impact.x << ","
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<< impact.y << "," << impact.z << ")"
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<< " local=(" << local.x << "," << local.y << "," << local.z << ")"
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@@ -334,7 +354,9 @@ int
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<< " frac=" << (depth / heightRef)
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<< " layer=" << layerIndex << "/" << layerCount
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<< " theta=" << theta
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<< " -> zone " << resolved << std::endl;
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<< " -> zone " << resolved
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<< " '" << (zname ? zname : "?") << "'" << std::endl;
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}
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}
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return resolved;
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}
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