#95: REVERT the salvo-damage hack; deliver the cluster the way the binary does
Supersedes the mislanch change inefc3e9f, which multiplied the lead round by missileCount. That produced roughly the right average total but as ONE lump on ONE zone, with no scatter and no variance -- not what the arcade does. WHAT THE BINARY DOES (all byte-verified): * MissileLauncher ctor @004bcff0: burstCount = missileCount; damageAmount /= missileCount * FireWeapon @004bcc60 spawns exactly ONE Missile -- no loop, missileCount is never read there. The salvo IS one cluster round. * Missile::Perform rolls how many of the cluster connect right before it dispatches (part_013.c:10082): b = Random(n) + n/4, clamped to n -- i.e. between a quarter of the salvo and all of it. * It then dispatches DIRECTLY at the struck entity (FUN_004be078: param_2->Dispatch(&msg)) -- NOT through the shooter's message manager. * Mech::TakeDamageMessageHandler @0x4a0439-0x4a04d8 applies the hit burstCount times, RE-ROLLING the struck zone per burst. Our handler already implements that loop faithfully (mech.cpp, task #80) -- I wrongly believed it was missing, because the KB asserts as [T1] that "burstCount is cosmetic for zone damage". That is half right: DamageZone::TakeDamage really does ignore burstCount (verified @0041e4e0), but the HANDLER honours it by calling that function repeatedly. KB corrected separately. The actual defect was that the projectile impact path hardcoded burstCount = 1, and -- worse -- routed damage through the SubsystemMessageManager, whose consolidation rebuilds the record from a stream carrying only {damageType, damageAmount, subsystemID}. DamageInformation has no burstCount field, so the cluster count was DROPPED in transit no matter what the round carried. So: dispatch projectile damage directly, as the binary does, carrying the rolled burst. This also retires the #84 double explosion architecturally -- the second blast came from the manager's bundled explosion, and projectiles no longer go through the manager at all. The MarkRoundDetonated suppression added inefc3e9fis therefore dead and is removed. ALL-WEAPON-CLASS AUDIT (scratchpad/night8/allweap.{sh,py}), one run, all classes firing at once: EXPLOSIVE (missile) 38 zone applications, bursts spread 1x2,2x6,3x9,4x4,5x5, 6x12 across ELEVEN zones -- the [n/4..n] roll plus the per-burst zone re-roll, i.e. the cluster scattering ENERGY (beam) 8 applications, burst 1 -- unchanged, no regression type4 8 applications, burst 1 -- unchanged COLLISION 0 applications reached armour -- divert intact Explosions: 10 projectile impacts produce no bundled blast; direct-fire still queues its own (11 made). NOT yet verified: cross-pod delivery. Dispatch reroutes to a replicant on its own (and the binary relies on exactly that), but the manager routing is gone, so MP damage should get a two-node run before this ships. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
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co-authored by
Claude Opus 5
parent
efc3e9ff1a
commit
3b7c19c232
@@ -164,8 +164,6 @@ SubsystemMessageManager::SubsystemMessageManager(
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commonDamageInformation.damageZoneIndex = -1; // this[0x3A]
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commonDamageInformation.impactPoint = Point3D::Identity; // this[0x3B] = DAT_004e0f80
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selfDetonatedCount = 0; // port-only (issue #84)
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Check_Fpu();
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}
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@@ -390,19 +388,7 @@ void
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DEBUG_STREAM << "[boom-q] subsysID=" << info->subsystemID
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<< " weapon=" << (firingWeapon ? firingWeapon->GetName() : "<none>")
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<< " explosionID=" << explosionID << std::endl;
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//
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// issue #84: skip the bundled explosion for a weapon whose round
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// already detonated itself at its own impact point. Queueing it
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// too puts a second blast at the CONSOLIDATED point a frame later
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// -- the "explosion where the target was, and again where it is".
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//
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if (DidRoundDetonate(info->subsystemID))
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{
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if (getenv("BT_FIRE_LOG"))
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DEBUG_STREAM << "[boom-q] subsysID=" << info->subsystemID
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<< " SKIPPED (round detonated itself)" << std::endl;
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}
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else if (explosionID != ResourceDescription::NullResourceID
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if (explosionID != ResourceDescription::NullResourceID
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&& !weaponExplosions.Find(explosionID)) // chain+0xFC, slot 0xC
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{
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ResourceIDPlug *plug = new ResourceIDPlug(explosionID);
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@@ -447,7 +433,6 @@ void
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commonDamageInformation.entityHit = 0; // this[0x39]
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commonDamageInformation.damageZoneIndex = -1; // this[0x3A]
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commonDamageInformation.impactPoint = Point3D::Identity; // this[0x3B]
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selfDetonatedCount = 0; // port-only (issue #84): marks are per-flush
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}
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@@ -528,32 +513,6 @@ ResourceDescription::ResourceID
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return ResourceDescription::NullResourceID;
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}
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//
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// PORT-ONLY (issue #84) -- see the header note. A projectile that spawned its
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// own round detonation marks its weapon here so the consolidation does not queue
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// a SECOND, differently-placed explosion for the same hit.
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//
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void
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SubsystemMessageManager::MarkRoundDetonated(int subsystem_id)
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{
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Check(this);
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if (subsystem_id < 0 || DidRoundDetonate(subsystem_id))
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return;
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if (selfDetonatedCount >= kMaxSelfDetonated)
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return; // full: fall back to the bundled blast
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selfDetonated[selfDetonatedCount++] = subsystem_id;
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}
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Logical
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SubsystemMessageManager::DidRoundDetonate(int subsystem_id) const
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{
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Check(this);
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for (int i = 0; i < selfDetonatedCount; ++i)
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if (selfDetonated[i] == subsystem_id)
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return True;
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return False;
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}
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//
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// SubmitExplosion -- the real spawn (task #7 tail). The binary posts a
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// Registry::MakeEntityMessage (id 3, class 0x31 Explosion, flags 0x100) at
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