bench: symbolic leg-zone targeting, gimp-follow/goto-release, legal egg colors

- BT_SELF_DAMAGE_ZONE=leg resolves the mech's actual leg zone via the
  streamed LegDamageZone flags (new Mech__DamageZone::IsLegZone) -- numeric
  zone ids are per-mech-type and a wrong one aims at a vital (killed the
  limp bench's mech instead of gimping it: 2 ticks, death cycle, respawn
  healed, harness spent -- 3 minutes of healthy circling).
- BT_GOTO=gimp: beeline mode that prefers the nearest LIMPING peer (gimp
  half-states 3/4 ride the one-cell in every update record); stands and
  waits while nobody limps.  BT_GOTO_RELEASE=1 hands the mech back to the
  keyboard once the beeline arrives.
- MP.EGG/MP4.EGG/MP4L.EGG: color=Red and color=Blue are PATCH values, not
  colors (RES vehicletable colors: Black/Brown/Crimson/Green/Grey/Tan/
  White) -- the two pilots carrying them rendered as untextured pastel
  mechs.  Boreas Red->Crimson, Caicias Blue->Grey.  MP4L.EGG = the 4-pilot
  bench egg on the open grass map.

4-node limp verification (user-eyeballed, all instances): the gimped mech
step-drags with the authentic limp on every observer -- no skating (#82
holds in the 4-node overlap case).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
Joe DiPrima
2026-07-30 12:32:26 -05:00
co-authored by Claude Fable 5
parent 494f32efb4
commit 82f1ea1183
5 changed files with 335 additions and 10 deletions
+51 -7
View File
@@ -3504,10 +3504,11 @@ void
{
const char *gv = getenv("BT_GOTO");
if (gv && !stricmp(gv, "enemy")) s_goto = 2; // chase nearest replicant
else if (gv && !stricmp(gv, "gimp")) s_goto = 3; // follow the LIMPING peer (else nearest)
else if (gv && sscanf(gv, "%f %f", &s_gx, &s_gz) == 2) s_goto = 1;
else s_goto = 0;
}
if (s_goto == 2)
if (s_goto == 2 || s_goto == 3)
{
// DYNAMIC target (test harness): beeline toward the CLOSEST live
// peer replicant wherever it currently is -- MP spawn positions
@@ -3515,7 +3516,14 @@ void
extern int BTGetTargetCandidates(Entity *shooter, Entity **out, int maxOut);
Entity *ec[32];
const int enc = BTGetTargetCandidates((Entity *)this, ec, 32);
float best = 1e30f; int found = 0;
// mode 3 ("gimp"): prefer the nearest LIMPING peer -- the gimp
// half-states 3/4 ride every update record in the one-cell
// (movementMode), so a replicant knows. Falls back to nearest
// while nobody limps (pre-damage phase), so the pack forms up
// and then locks onto the wounded mech.
float best = 1e30f, bestG = 1e30f;
int found = 0, foundG = 0;
float gxN = 0.0f, gzN = 0.0f, gxG = 0.0f, gzG = 0.0f;
for (int ei = 0; ei < enc; ++ei)
{
Mech *em = (Mech *)ec[ei];
@@ -3524,11 +3532,17 @@ void
float edx = (float)ep.x - (float)localOrigin.linearPosition.x;
float edz = (float)ep.z - (float)localOrigin.linearPosition.z;
float ed2 = edx*edx + edz*edz;
if (ed2 < best) { best = ed2; s_gx = (float)ep.x; s_gz = (float)ep.z; found = 1; }
if (ed2 < best) { best = ed2; gxN = (float)ep.x; gzN = (float)ep.z; found = 1; }
int emm = em->MovementMode(); // one-cell (simulationState) -- replicated
if (s_goto == 3 && (emm == 3 || emm == 4)
&& ed2 < bestG)
{ bestG = ed2; gxG = (float)ep.x; gzG = (float)ep.z; foundG = 1; }
}
if (found) s_goto = 2; else { gBTGotoActive = 0; }
if (foundG) { s_gx = gxG; s_gz = gzG; }
else if (found) { s_gx = gxN; s_gz = gzN; }
else { gBTGotoActive = 0; }
}
if (s_goto == 1 || (s_goto == 2 && (s_gx != 0.0f || s_gz != 0.0f)))
if (s_goto == 1 || (s_goto >= 2 && (s_gx != 0.0f || s_gz != 0.0f)))
{
float ddx = s_gx - (float)localOrigin.linearPosition.x;
float ddz = s_gz - (float)localOrigin.linearPosition.z;
@@ -3554,7 +3568,7 @@ void
// instead of ramming; a fixed point drives right up to the spot.
// BT_GOTO_STOP overrides (issue #16 parallax test: approach the
// dummy from range all the way in to 3/4-screen).
float stopDist = (s_goto == 2) ? 300.0f : 5.0f;
float stopDist = (s_goto >= 2) ? 300.0f : 5.0f;
{
static float s_stopOv = -1.0f;
if (s_stopOv < 0.0f)
@@ -3606,6 +3620,22 @@ void
if (s_thrOv > 0.0f) gthr = s_thrOv;
}
gBTDrive.forcedThrottle = arrived ? 0.0f : gthr;
// BT_GOTO_RELEASE=1: hand the mech BACK to the keyboard once
// the beeline arrives -- the observer rig auto-converges on
// the target, then the USER drives freely (goto disengages
// for good; gBTDrive.forced held keys dead otherwise).
{
static int s_rel = -1;
if (s_rel < 0) s_rel = getenv("BT_GOTO_RELEASE") ? 1 : 0;
if (arrived && s_rel)
{
s_goto = 0;
gBTGotoActive = 0;
gBTDrive.forced = 0;
gBTDrive.forcedThrottle = 0.0f;
DEBUG_STREAM << "[goto] ARRIVED -- released to manual control\n" << std::flush;
}
}
turn = gBTGotoTurn; // non-real-controls fallback path
}
}
@@ -5727,7 +5757,21 @@ void
{
const char *ze = getenv("BT_SELF_DAMAGE_ZONE");
if (ze != 0 && *ze != '\0')
sdZone = atoi(ze);
{
if (!stricmp(ze, "leg"))
{
// symbolic: first streamed LEG zone of THIS mech --
// numeric zone ids are per-mech-type and a wrong one
// aims at a vital (killed the limp bench's mech).
for (int zi = 0; zi < damageZoneCount; ++zi)
{
Mech__DamageZone *zz = Zone(zi);
if (zz != 0 && zz->IsLegZone()) { sdZone = zi; break; }
}
}
else
sdZone = atoi(ze);
}
if (sdZone < -1 || sdZone >= damageZoneCount)
sdZone = -1;
}