#92: map the direct-fire hit->zone path; the FOOT is pickable over only 3% of a mech's height
Oracle, night 7: "Unable to damage the foot panels on Loki via direct fire from
front or side. Was able to damage on Thor."
FIRST, THE MECHANISM -- it is not what the issue assumed (missing collision
geometry). A direct-fire hit gets its zone one of two ways, decided at
Mech::TakeDamageMessageHandler by `invalidDamageZone`:
AIMED (invalidDamageZone=0): the zone rides in on the message from the
per-part aim pick, MechSegmentPick (#73, btl4vid.cpp).
UNAIMED (invalidDamageZone=1): DamageLookupTable::ResolveHit runs the authored
cylinder lottery -- impact HEIGHT picks a layer, ANGLE picks a pie
slice, and a weighted random roll picks the zone from that slice.
Measured live, both paths are in use: the Thor logged 16 unaimed hits
(invalidZone=1 zone=-1 -> ResolveHit) alongside aimed ones carrying real zones.
THE FINDING. MechSegmentPick is a BOUNDING-SPHERE test whose primary key is
SMALLEST RADIUS WINS -- a larger sphere can never beat a smaller one the ray also
grazes. The leg spheres, dumped in world space and IDENTICAL on both chassis:
knee centre y=1.868 r=1.505 spans y 0.364 .. 3.373
toe centre y=0.302 r=1.689 spans y -1.387 .. 1.991
The toe sphere is BIGGER than the knee's and they overlap heavily, so the toe can
only win where the ray misses the knee sphere outright -- i.e. below y=0.364.
Against a reference height of 11.16 that is a 0.36-unit window, **3.3% of the
mech's height**, and it sits right on the ground. Everywhere else a shot at the
foot is credited to the LEG. That is the reported symptom.
This is a PORT ARTIFACT, not authentic: btl4vid.cpp's own comment concedes the
sphere test approximates "the per-part semantic the 1995 mesh intersection
produced". Real mesh intersection has no such interference -- aiming at the foot
mesh hits the foot.
NOT EXPLAINED, and stated plainly: the per-CHASSIS asymmetry. Loki and Thor have
identical leg spheres, identical foot geometry (LOK_LFOT.BGF and THR_LFOT.BGF are
both 3082 bytes with the same token layout), and identical foot layers in their
damage tables (only the upper/cockpit layers differ). So nothing found here says
the Loki should behave differently from the Thor. The bench could not settle it
because BT_AIM moves the drawn RETICLE, not the pick ray -- there is currently no
harness to aim the pick at a chosen height. That harness is the next step.
Diagnostics added:
[pickgeom] one-shot dump of every pick sphere in WORLD space (zone, r, centre)
[pickcand] which spheres a ray actually threaded, their perpendicular d, and
which won -- the probe that makes "smallest wins" visible
[dmgtable] the whole authored DamageLookupTable: layers, slices, zone weights
[dmgresolve] per hit: localY, heightRef, layer, theta, resolved zone
[cylgate] invalidDamageZone / table pointer / incoming zone at the gate
(the last three under BT_DMGTABLE_LOG, the first two under BT_PICK_LOG)
plus scratchpad/night8/footpick.sh.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
This commit is contained in:
co-authored by
Claude Opus 5
parent
8daac37e40
commit
5a425320b7
@@ -211,6 +211,44 @@ DamageLookupTable::DamageLookupTable(
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{
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layers.push_back(new PieSlice(owner, stream));
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}
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// #92 -- "unable to damage the foot panels on Loki ... could on Thor".
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// Direct-fire damage does NOT use the mesh or the aim pick: the impact's
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// HEIGHT picks a layer, its ANGLE picks a slice, and a weighted random roll
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// picks the zone from that slice. So a zone that appears in NO slice of the
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// lowest layer is simply unreachable by direct fire. Dump the whole table.
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if (getenv("BT_DMGTABLE_LOG"))
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DumpTable();
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}
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//
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// #92 diagnostic: print every layer / slice / weighted zone entry.
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//
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void DamageLookupTable::DumpTable() const
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{
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DEBUG_STREAM << "[dmgtable] layers=" << layerCount << std::endl;
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for (int L = 0; L < (int)layers.size(); ++L)
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{
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const PieSlice *layer = layers[L];
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DEBUG_STREAM << "[dmgtable] layer " << L
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<< " rotateWithTorso=" << layer->DiagRotateWithTorso()
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<< " slices=" << layer->DiagSliceCount() << std::endl;
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for (int S = 0; S < layer->DiagSliceCount(); ++S)
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{
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const DamageZonePercentTable *leaf = layer->DiagSlice(S);
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if (leaf == 0) continue;
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DEBUG_STREAM << "[dmgtable] slice " << S << ":";
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Scalar prev = 0.0f;
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for (int E = 0; E < leaf->DiagEntryCount(); ++E)
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{
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Scalar cum = leaf->DiagCumulative(E);
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DEBUG_STREAM << " z" << leaf->DiagZone(E)
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<< "=" << (int)((cum - prev) * 100.0f + 0.5f) << "%";
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prev = cum;
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}
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DEBUG_STREAM << std::endl;
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}
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}
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}
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DamageLookupTable::~DamageLookupTable() // @0x49eadc
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@@ -259,5 +297,20 @@ int
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}
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DamageZonePercentTable *leaf = layer->SelectSlice(theta); // FUN_0049e678
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return leaf ? leaf->SelectZone() : -1; // FUN_0049de14
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int resolved = leaf ? leaf->SelectZone() : -1; // FUN_0049de14
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// #92: which LAYER does a given impact height land in? A foot shot that
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// lands in a layer above the foot layer can never roll a foot zone.
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if (getenv("BT_DMGTABLE_LOG"))
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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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DEBUG_STREAM << "[dmgresolve] localY=" << local.y
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<< " heightRef=" << heightRef
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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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}
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return resolved;
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}
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