Add [ammo] fire trace (BT_AMMO_LOG); reproduces the missile FailureHeat->NoAmmo brick
Playtest: "lost missiles mid-fight, no pips, sad noise -- out of ammo?" The default build didn't trace ammo, so it couldn't be answered from the log. Added a [ammo] trace (env BT_AMMO_LOG) at the four ProjectileWeaponSimulation decision points -- FIRED+rounds-left, gate1/gate2 dry-transition edge, dry-fire blip, and denial -- plus a public AmmoBin::GetAmmoCount() const getter. Reproduced the actual cause: NOT ammo depletion. The SRM6 trips gate 1 FailureHeat (heatLvl=2) after ~5 volleys and latches into the permanent NoAmmo roach-motel with 19 rounds still in the bin: [ammo] SRM6_2 FIRED, rounds left=19 [ammo] SRM6_2 -> NoAmmo (gate1): destroyed=0 failHeat=1 heatLvl=2 mechDisabled=0 Logged as the concrete instance of the heat-economy open question (open-questions.md). Trace-only; no behavior change (all output gated on BT_AMMO_LOG). Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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co-authored by
Claude Opus 4.8
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7052d9e5bb
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89ddd49283
@@ -788,3 +788,21 @@ and **"Peer motion: the 'random shakiness' is single-box packet jitter, NOT the
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`IntegrateMotion`'s 2-stage angular integrate is intended.
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- Speed model decomp-settled (`2c6db6a`): analog throttle, '5 speeds' false, `throttleState@0x4a4`
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is actually the fall-surface material (RENAME PENDING).
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## Missile launcher trips FailureHeat -> permanent NoAmmo brick (REPRODUCED 2026-07-20)
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Playtest: "lost the ability to fire missiles mid-fight, no pips, sad noise -- did I run out?"
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Added the `[ammo]` fire trace (env `BT_AMMO_LOG`, projweap.cpp) and reproduced it: the SRM6 is
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NOT out of ammo -- after ~5 volleys it trips **gate 1 FailureHeat** (`heatAlarm==2`) and latches
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into the NoAmmo roach-motel (weaponAlarm 7, never released) with **19 rounds still in the bin**:
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[ammo] SRM6_2 FIRED, rounds left=19
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[ammo] SRM6_2 -> NoAmmo (gate1): destroyed=0 failHeat=1 heatLvl=2 mechDisabled=0
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This is the heat-economy open question made concrete (gauges-hud.md "degenerate bring-up heat
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scale"; projweap.cpp:730 "whether FailureHeat is reachable at authentic play intensity"): our
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autofire test fires 60/s (extreme), but the user hit it in MANUAL play too -> either the per-shot
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heat / FailureTemperature scaling is too aggressive, or the roach-motel (no recovery when heat
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falls) is the wrong reading. NEXT: audit the SRM6 heatPerShot vs FailureTemperature vs the mech's
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dissipation, and whether the binary's gate-1 FailureHeat is a LATCH or clears when heat drops.
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Trace it live with `BT_AMMO_LOG=1` (+ `BT_PROJ_LOG=1` for per-tick heat/recoil).
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@@ -169,6 +169,11 @@
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int
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GetAmmoState() const { return ammoAlarm.GetLevel(); }
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// Rounds remaining (this+0x180) -- read-only, for the AMMO digits gauge and
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// the [ammo] fire trace (named accessor per the databinding rule).
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int
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GetAmmoCount() const { return ammoCount; }
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Subsystem virtual overrides (vtable @0051286c)
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//
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@@ -618,19 +618,36 @@ void
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// @4bbd28: advance any in-progress magazine eject.
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UpdateEject(time_slice); // call 0x4bbb50
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// [ammo] fire trace (env BT_AMMO_LOG): surfaces the round count + the exact
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// dry transition / dry-fire blip / denial, so "did I run out of missiles?" is
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// answerable from the log instead of inferred. Cached once.
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static int s_ammoLog = -1;
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if (s_ammoLog < 0) s_ammoLog = getenv("BT_AMMO_LOG") ? 1 : 0;
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// GATE 1 @4bbd36-4bbd6e: weapon DESTROYED (`simulationState@0x40 == 1` --
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// NOT simulationFlags, the historic mis-transcription of gotcha #20), own
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// heatAlarm at FailureHeat (this+0x184 == 2 -- THE consumer of the authored
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// FailureTemperature for the ballistic family), or the owning mech disabled
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// (FUN_0049fb54) -> pin recoil at the full rechargeRate + latch alarm 7.
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// No return: the frame continues into the state machine.
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if (simulationState == 1 // [this+0x40] == 1 (destroyed)
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|| heatAlarm.GetLevel() == HeatSink::FailureHeat // [this+0x184] == 2
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|| (owner != 0 && owner->IsDerivedFrom(*Mech::GetClassDerivations())
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&& ((Mech *)owner)->IsDisabled())) // FUN_0049fb54(owner)
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{
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recoil = rechargeRate; // [this+0x3E8] = [this+0x3DC]
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weaponAlarm.SetLevel(7); // call 0x41bbd8(this+0x350, 7)
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int gate1Destroyed = (simulationState == 1);
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int gate1FailHeat = (heatAlarm.GetLevel() == HeatSink::FailureHeat);
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int gate1Disabled = (owner != 0 && owner->IsDerivedFrom(*Mech::GetClassDerivations())
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&& ((Mech *)owner)->IsDisabled());
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if (gate1Destroyed || gate1FailHeat || gate1Disabled)
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{
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// Edge log: the FIRST frame gate 1 bricks the weapon into the NoAmmo
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// roach-motel (destroyed / FailureHeat / mech disabled) -- distinguishes
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// a true dry bin (gate 2) from a HEAT trip (the open heat-economy question).
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if (s_ammoLog && weaponAlarm.GetState() != 7)
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DEBUG_STREAM << "[ammo] " << GetName() << " -> NoAmmo (gate1): destroyed="
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<< gate1Destroyed << " failHeat=" << gate1FailHeat
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<< " heatLvl=" << heatAlarm.GetLevel()
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<< " mechDisabled=" << gate1Disabled << "\n" << std::flush;
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recoil = rechargeRate; // [this+0x3E8] = [this+0x3DC]
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weaponAlarm.SetLevel(7); // call 0x41bbd8(this+0x350, 7)
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}
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}
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// GATE 2 @4bbd71-4bbda6: the linked AmmoBin. Feed alarm Empty(2)/level-3 or
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@@ -642,6 +659,12 @@ void
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&& (bin->GetAmmoState() == 2 || bin->GetAmmoState() == 3 // [bin+0x1A8]
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|| bin->GetSimulationState() == 1)) // [bin+0x40] (destroyed)
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{
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// Edge: log the FIRST frame the weapon is pinned dry (not the per-frame re-pin).
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if (s_ammoLog && weaponAlarm.GetState() != 7)
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DEBUG_STREAM << "[ammo] " << GetName() << " -> NoAmmo (gate2): rounds="
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<< bin->GetAmmoCount() << " binState=" << bin->GetAmmoState()
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<< " binDestroyed=" << (int)(bin->GetSimulationState() == 1)
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<< "\n" << std::flush;
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weaponAlarm.SetLevel(7);
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}
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@@ -668,6 +691,11 @@ void
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weaponAlarm.SetLevel(0); // @4bbef4 -> Firing
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ForceUpdate(); // @4bbf05 `or word [this+0x18],1` (updateModel)
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FireWeapon(); // @4bbf0d vtbl+0x48 (slot 18)
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if (s_ammoLog)
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DEBUG_STREAM << "[ammo] " << GetName() << " FIRED, rounds left="
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<< bin->GetAmmoCount()
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<< (bin->GetAmmoState() == 2 ? " (bin EMPTY -> NoAmmo)" : "")
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<< "\n" << std::flush;
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if (bin->GetAmmoState() == 2) // @4bbf11 bin went Empty on the pull
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weaponAlarm.SetLevel(7); // -> unavailable (gate 2 re-pins it)
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else if (CheckForJam()) // @4bbf2a call 0x4bbfcc (heat-scaled roll)
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@@ -677,9 +705,21 @@ void
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ForceUpdate(); // @4bbf4c second updateModel mark
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recoil = rechargeRate; // @4bbf51 begin the recharge cooldown
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}
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else if (s_ammoLog)
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DEBUG_STREAM << "[ammo] " << GetName()
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<< " trigger but FeedAmmo not ready: rounds="
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<< (bin != 0 ? bin->GetAmmoCount() : -1)
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<< " binState=" << (bin != 0 ? bin->GetAmmoState() : -1)
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<< "\n" << std::flush;
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}
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else
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{
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if (s_ammoLog)
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DEBUG_STREAM << "[ammo] " << GetName()
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<< " DENIED (no target / view gate): viewFire=" << (int)viewFireEnable
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<< " hasTarget=" << (int)HasActiveTarget()
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<< " rounds=" << (bin != 0 ? bin->GetAmmoCount() : -1)
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<< " (pips stay, no ammo pulled)\n" << std::flush;
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// @4bbf5f THE DENIAL BLIP (Gitea #12 fix): a shot denied by the
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// look-view gate or by having NO TARGET does SetLevel(4);
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// SetLevel(2) -- a one-frame audio blip, the pip STAYS LOADED and
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@@ -738,7 +778,15 @@ void
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// whether FailureHeat is reachable at authentic play intensity is
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// the open heat-economy question (open-questions.md, MP section).
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if (trigger)
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{
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if (s_ammoLog)
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DEBUG_STREAM << "[ammo] " << GetName()
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<< " DRY-FIRE blip (NoAmmo roach-motel): rounds="
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<< (bin != 0 ? bin->GetAmmoCount() : -1)
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<< " binState=" << (bin != 0 ? bin->GetAmmoState() : -1)
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<< "\n" << std::flush;
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weaponAlarm.SetLevel(1); // @4bbe54 dry-trigger blip
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}
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weaponAlarm.SetLevel(7); // @4bbe65 re-assert
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recoil = rechargeRate; // @4bbe76
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ComputeOutputVoltage(); // @4bbe85 vtbl+0x44 -- dial pinned at 0
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