aimed fire strikes the part under the crosshair: the per-segment pick (#73)
The port's target pick was a whole-mech bounding-box slab test, and every hit -- aimed or not -- dispatched zone -1 into the victim's cylinder lottery. The recovered 1995 model (the division-card scene intersection) struck a SEGMENT and credited that segment's own damage zone. This is the port's equivalent. At render-tree build, each segment's draw object and its PrimaryDamageZone -- authored per segment in the skeleton stream, read by JMOVER.cpp:290 -- are recorded in MechRenderTree::segPick. The pick (BTL4VideoRenderer:: MechSegmentPick) ray-tests the per-segment bounding spheres on the live posed skeleton, using the draw-cached mLocalToWorld (at most one frame stale, fine for aiming). Selection is SPECIFICITY-FIRST: among the spheres the ray pierces, the smallest radius wins, normalized-distance tie-break. Both obvious rules were measured failing the same way before this one: the torso mesh's sphere (r~4.1 on the MadCat, vs shoulders at r~1.0) envelops nearly the whole mech, so its front face is nearest for any aim AND any near-body ray normalizes to ~0 against it. Limb spheres nest inside the envelope; smallest-pierced picks the most specific part on the aim line, and the torso wins only when no limb is threaded -- the per-part semantic the pod's mesh test produced. mech4.cpp tries the segment pick per candidate; the box PickRayHit survives only as the fallback (no tree yet, wrecked, spectator), still carrying zone -1 into the lottery, and a structure occlusion clears the zone. The winner's zone rides MECH_TARGET_SUBIDX + targetReticle.targetDamageZone into SendDamageMessage, so aimed hits now dispatch a real zone; the victim's handler applies it directly (bursts 2+ still re-lottery, authentic per the recovered @0x4a0230 loop). Bench, the same L/C/R sweep that exposed the bug: aiming left now lands 36/41 hits on zone 2 = jointlshoulder -- the left arm -- with a 0.30 thread score, where the same aim was a 6-way lottery spray before. The MadCat's authored segment->zone map is rich (shoulders 2/9, guns 6/17, hip 1, six leg zones, torso 0). Known approximations, flagged for field verification: sphere bounds rather than triangles, and a torso-envelope graze credits the torso where the pod's exact mesh test would have missed into air. The field protocol is the one the testers already ran on night 6: stationary mechs, short range, fire only at one arm -- the paper doll should now damage THAT arm. Diag: BT_PICK_LOG ([segpick] map at build, [pickwin] per pick). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
co-authored by
Claude Fable 5
parent
e110b10ac8
commit
8a99972f22
@@ -102,11 +102,26 @@ the DCS = the struck SEGMENT → its `dzone` (the SKL segment→zone map, `GetSe
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`targetDamageZone`. The cylinder lottery (STEP 6) was only ever the UNAIMED path. The port's
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whole-mech box pick + "STEP-6 zone under the boresight" funnels AIMED fire through the unaimed
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lottery — which is exactly the night-6 report (#73): aim at the arm, get the spray.
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**Fix design**: per-SEGMENT ray test on the shooter side — for each visible segment of the
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candidate mech, `inverse(segmentWorld) · ray` vs the segment BGF's local extent box (the draw
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traversal already owns the per-segment world matrices); nearest struck segment → its `dzone` →
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dispatch with that zone (aimed), beam converges to the segment hit point. Falls back to the
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existing box+lottery when no segment resolves.
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**IMPLEMENTED (2026-07-29/30) [T2 bench]: the aimed PER-PART pick.**
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`BTL4VideoRenderer::MechSegmentPick` (btl4vid.cpp): at tree build, each segment's draw object +
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`GetPrimaryDamageZone()` (SEGMENT.h — carried per segment in the skeleton STREAM, read by
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JMOVER.cpp:290) are recorded in `MechRenderTree::segPick`; the pick ray-tests the per-segment
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bounding spheres (`mCullCenter/mCullRadius`, world via the draw-cached `mLocalToWorld` — ≤1 frame
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stale). **Selection is SPECIFICITY-FIRST: among pierced spheres the SMALLEST radius wins**
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(normalized `d²/r²` tie-break). Both simpler rules were measured failing identically: the torso
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mesh's sphere (r≈4.1 on the MadCat vs shoulders r≈1.0) envelops the mech, so nearest-entry always
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faces you AND normalized distance rewards the giant sphere (a 0.45u-off-axis ray scores 0.012 vs
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it). Limbs nest inside the envelope; smallest-pierced picks the most specific part on the aim line
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— the per-part semantic the 1995 mesh intersection produced. `mech4.cpp` tries the segment pick
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per candidate (box `PickRayHit` + zone −1 → the unaimed lottery survives only as fallback:
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no tree / wrecked / structure occlusion), and the winner's zone rides `MECH_TARGET_SUBIDX` +
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`targetReticle.targetDamageZone` into `SendDamageMessage` — aimed hits now dispatch a REAL zone.
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Bench (L/C/R sweep, dummy at 8u): aim-left = **36/41 hits on zone 2 = `jointlshoulder`** with
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thread score 0.30 (was a 6-way lottery spray); envelope grazes log score ≈0.99 and credit the
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torso. The MadCat segment→zone map is authored and rich (shoulders 2/9, guns 6/17, hip 1, legs
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3/5/8/10/16/19, torso 0). Known approximations for field verification: sphere bounds (not
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per-triangle), the torso-envelope graze credits the torso where the pod's mesh test would miss
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into air. Diag: `BT_PICK_LOG` (`[segpick]` the map at build, `[pickwin]` zone/score/t per pick).
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`mech+0x37c` = target world Point3D; `mech+0x388` = target `Entity*` (the `HasActiveTarget()` gate);
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`mech+0x38c` = targeted sub-zone (−1=whole). Weapons cache hasTarget/targetPoint/muzzlePoint,
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refreshed each frame. [T1]
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@@ -473,6 +473,7 @@ default-ON (`'0'` disables).
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| `BT_SELF_DAMAGE=<dps>` | dispatch an unaimed `TakeDamage` at your OWN mech once a second, through the real `Entity::Dispatch` path, so the whole RESPAWN family is bench-testable solo (nothing else can kill the local pilot: `BT_MP_FORCE_DMG` only targets replicants). **Latches off at first death** so everything after the respawn is the respawn's doing, not the harness still shooting you |
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| `BT_POWER_DETACH_TEST=<name\|1>` | drop a subsystem's voltage link + force Auto, so the auto-hunt must recover it. `1` = first powered subsystem to tick; a NAME (`PPC_1`, `Myomers`) targets one, which is what proves FAILOVER to a different generator rather than a same-generator re-attach |
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| `BT_AUDIO_SOURCES=<n>` | request `n` OpenAL mono sources instead of the driver default (~256). **Opt-in on purpose** — the cap doubles as a governor, and with EFX reverb live a higher ceiling means more simultaneous voices mixing during heavy combat. Measure frame time. See [[wintesla-port]] |
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| `BT_PICK_LOG` | #73 aimed-pick diagnostics: `[segpick]` the segment→zone map at tree build (index, name, zone, sphere), `[pickwin]` the winning zone/score/t per pick (score ~0 = threading the part core, ~1 = envelope graze) |
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| `BT_CRIT_LOG` | #80 crit diagnostics: `[subarmor]` per-subsystem armour/scales/critBonus at ctor (proves the resource keys parsed + the zone got REAL scales), `[critroll]` per landed crit (zone, subsystem, its resulting own-zone level). NB the type-0x1e loader's `[crit]` tag is a different, older log |
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| `BT_DEVICELOST_TEST=<frame>[,crashrepro]` | #35 bench hook. `<frame>` forces the D3D9 DEVICELOST branch at that render frame (+600/+1200 = 3 cycles), driving the REAL `BTResetLostDevice` recovery. `,crashrepro` runs the field null-teardown shape (double `ParticleEngine::Destroy`) — pre-fix this reproduced the field crash byte-for-byte (`Destroy +0x11`, `target=0x0`); post-fix it must log `SURVIVED`. See [[wintesla-port]] §Device-loss |
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@@ -537,6 +537,25 @@ HierarchicalDrawComponent*
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for (int op = 0; op < this_object->GetDrawOpCount(); ++op)
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this_object->GetDrawOp(op)->alphaTest = true;
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}
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// #73: record the pickable segment geometry + its zone for the
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// aimed per-part pick (MechSegmentPick). The shadow proxy is not
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// a target; a rebuild resets the map with the tree.
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if (this_object != NULL && this_object->GetIsShadow() == 0)
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{
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MechRenderTree::SegPick sp;
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sp.obj = this_object;
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sp.zone = segment->GetPrimaryDamageZone(); // SEGMENT.h:107
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render_tree.segPick[segment->GetIndex()] = sp;
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if (getenv("BT_PICK_LOG"))
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DEBUG_STREAM << "[segpick] seg=" << segment->GetIndex()
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<< " '" << (const char *)segment->GetName()
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<< "' zone=" << sp.zone
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<< " r=" << this_object->mCullRadius
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<< " c=(" << this_object->mCullCenter.x << ","
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<< this_object->mCullCenter.y << ","
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<< this_object->mCullCenter.z << ")\n" << std::flush;
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}
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}
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//
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@@ -1315,6 +1334,118 @@ int BTWreckSinkTick(Entity *victim, float dt)
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}
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//
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// #73 -- the aimed PER-PART pick (see the header note). Ray-vs-sphere over
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// the per-segment draw objects recorded at tree build; world centers come
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// through the draw-cached mLocalToWorld (updated every drawn frame -- the
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// target being aimed at is on screen, so at most one frame stale).
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//
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int
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BTL4VideoRenderer::MechSegmentPick(
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Entity *mech,
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const float ray_start[3],
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const float ray_dir[3],
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float max_range,
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float hit_out[3],
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int *zone_out)
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{
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std::map<Entity*, MechRenderTree>::iterator it = mMechRenderTrees.find(mech);
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if (it == mMechRenderTrees.end() || it->second.wrecked)
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return 0;
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// Selection is SPECIFICITY-FIRST: among the spheres the ray pierces, the
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// SMALLEST radius wins (normalized-distance tie-break). Neither nearest-
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// entry nor pure normalized distance works here, and both were measured
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// failing the same way: the torso mesh's sphere (r~4.1 on the MadCat)
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// envelops nearly the whole mech, so its front face is nearest for any aim
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// AND any near-body ray scores ~0 against it (d/r rewards giant spheres).
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// The limb spheres (shoulders r~1.0, guns r~2.2) nest INSIDE the torso
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// envelope; smallest-pierced picks the most specific part on the aim line,
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// and the torso wins only when no limb is threaded -- which is the per-part
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// semantic the 1995 mesh intersection produced.
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float bestR = 1e30f; // primary key: sphere radius (ascending)
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float bestScore = 1.0f; // tie-break: normalized perpendicular d2/r2
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float bestT = max_range;
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int bestZone = -1;
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int hitAny = 0;
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std::map<int, MechRenderTree::SegPick>::iterator sp;
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for (sp = it->second.segPick.begin(); sp != it->second.segPick.end(); ++sp)
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{
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d3d_OBJECT *obj = sp->second.obj;
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if (obj == NULL || obj->mCullRadius <= 0.0f)
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continue;
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D3DXMATRIX l2w = obj->GetLocalToWorld();
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D3DXVECTOR3 cw;
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D3DXVec3TransformCoord(&cw, &obj->mCullCenter, &l2w);
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float ocx = cw.x - ray_start[0];
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float ocy = cw.y - ray_start[1];
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float ocz = cw.z - ray_start[2];
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float tca = ocx*ray_dir[0] + ocy*ray_dir[1] + ocz*ray_dir[2];
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float r = obj->mCullRadius;
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float oc2 = ocx*ocx + ocy*ocy + ocz*ocz;
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if (tca < 0.0f && oc2 > r*r)
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continue; // wholly behind the ray
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float d2 = oc2 - tca*tca;
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float r2 = r*r;
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if (d2 > r2)
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continue; // ray passes outside the sphere
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float thc = sqrtf(r2 - d2);
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float t = tca - thc;
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if (t < 0.0f)
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t = tca + thc; // ray starts inside: exit point
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if (t < 0.0f || t >= max_range)
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continue;
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float score = d2 / r2; // 0 = dead-center thread
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if (r > bestR
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|| (r == bestR && score >= bestScore))
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continue;
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bestR = r;
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bestScore = score;
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bestT = t;
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bestZone = sp->second.zone;
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hitAny = 1;
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}
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if (!hitAny)
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return 0;
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if (getenv("BT_PICK_LOG"))
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{
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static int s_pl = 0;
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if ((s_pl++ % 60) == 0)
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DEBUG_STREAM << "[pickwin] zone=" << bestZone
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<< " score=" << bestScore << " t=" << bestT << "\n" << std::flush;
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}
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hit_out[0] = ray_start[0] + bestT * ray_dir[0];
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hit_out[1] = ray_start[1] + bestT * ray_dir[1];
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hit_out[2] = ray_start[2] + bestT * ray_dir[2];
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*zone_out = bestZone; // -1 = zone-less segment (lottery downstream)
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return 1;
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}
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//
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// Game-side bridge (mech4.cpp's per-frame target pick; same access pattern as
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// the wreck swap below).
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//
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int BTMechSegmentPick(void *mech, const float ray_start[3], const float ray_dir[3],
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float max_range, float hit_out[3], int *zone_out)
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{
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if (mech == NULL || application == NULL)
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return 0;
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BTL4VideoRenderer *renderer =
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(BTL4VideoRenderer *)application->GetVideoRenderer();
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if (renderer == NULL)
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return 0;
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return renderer->MechSegmentPick((Entity *)mech, ray_start, ray_dir,
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max_range, hit_out, zone_out);
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}
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//
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// Engine-side bridge (the ExplosionClassID dispatch calls this on effect 104).
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//
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@@ -706,6 +706,12 @@ extern void BTDrawReticle(struct IDirect3DDevice9 *device);
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d3d_OBJECT *wreckDebrisObj;
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d3d_OBJECT *wreckFlamesObj;
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std::map<int, HierarchicalDrawComponent*> segRenderable; // slot -> joint renderable
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// #73 (aimed per-part pick): each segment's drawn geometry + its
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// damage zone. The 1995 pick was a dpl SCENE intersection against
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// the rendered meshes; this map is the port's equivalent target set
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// (per-segment bounding spheres on the live posed skeleton).
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struct SegPick { d3d_OBJECT *obj; int zone; };
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std::map<int, SegPick> segPick; // segment idx -> pickable
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std::map<int, int> segGState; // slot -> last applied graphic state
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char paintSerno; // the %serno% this mech was BUILT with
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// (0 = none) -- ApplyViewSkeleton re-parses
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@@ -756,6 +762,21 @@ extern void BTDrawReticle(struct IDirect3DDevice9 *device);
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void
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SwapToWreck(Entity *victim);
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// #73 -- the aimed PER-PART pick. The 1995 target pick was a dpl scene
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// intersection run by the division card against the drawn geometry
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// (dpl_isect_mode_obj per renderable; results at Instance/DCS/Geometry
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// granularity), so aimed fire struck a SEGMENT and credited that
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// segment's damage zone. This is the port's equivalent: ray-vs-sphere
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// over the mech's per-segment draw objects (mCullCenter/mCullRadius,
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// world via the draw-cached mLocalToWorld -- one frame stale, fine for
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// aiming), nearest struck segment wins, returning its hit point and
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// PrimaryDamageZone. Returns 0 when the tree is absent/wrecked (the
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// caller falls back to the whole-mech box + the unaimed lottery).
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int
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MechSegmentPick(Entity *mech, const float ray_start[3],
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const float ray_dir[3], float max_range,
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float hit_out[3], int *zone_out);
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protected:
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//
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// Renderer-manager overrides
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@@ -4796,6 +4796,7 @@ void
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// CODE -- written indirectly, never a manual player lock).
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Entity *hotTarget = 0; // the enemy mech under the boresight
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Point3D hotPoint; // picked world point on its hull
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int hotZone = -1; // #73: the struck SEGMENT's zone (-1 = box fallback -> lottery)
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Entity *pickTarget = 0; // what the boresight ray hit (mech/terrain)
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Point3D pickPoint; // where it hit
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// BT_RANGE_LOG (Gitea #4 VERDICT instrumentation -- uncommitted diag):
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@@ -4973,13 +4974,33 @@ void
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// pick the CLOSEST one the boresight ray strikes -- generalising
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// the solo gEnemyMech.
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float bestDist = 1e30f;
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hotZone = -1; // #73: reset per frame (declared with hotTarget)
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for (int ci = 0; ci < nc; ++ci)
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{
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Mech *m = (Mech *)cand[ci];
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if (m == 0 || m->IsMechDestroyed())
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continue;
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// #73 -- PER-PART pick first. The 1995 pick was a dpl scene
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// intersection against the DRAWN geometry (the division card
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// cast from the view; results at DCS/segment granularity), so
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// aimed fire struck a SEGMENT and credited that segment's own
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// damage zone. The renderer-side equivalent ray-tests the
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// per-segment bounding spheres on the live posed skeleton and
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// returns the nearest segment's hit point + PrimaryDamageZone.
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// The whole-mech box (PickRayHit) survives only as the
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// fallback when no tree/segment resolves -- its zone stays -1,
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// which routes through the unaimed cylinder lottery as before.
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extern int BTMechSegmentPick(void *mech, const float s[3],
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const float dir[3], float max_range,
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float hit_out[3], int *zone_out);
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Point3D hp;
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if (!m->PickRayHit(rayStart, rayDir, 4000.0f, &hp))
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int zone = -1;
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float segHit[3];
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if (BTMechSegmentPick(m, rs, rd, 4000.0f, segHit, &zone))
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{
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hp.x = segHit[0]; hp.y = segHit[1]; hp.z = segHit[2];
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}
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else if (!m->PickRayHit(rayStart, rayDir, 4000.0f, &hp))
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continue;
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float dx = hp.x - rs[0], dy = hp.y - rs[1], dz = hp.z - rs[2];
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float d = dx*dx + dy*dy + dz*dz;
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@@ -4988,6 +5009,7 @@ void
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bestDist = d;
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hotTarget = cand[ci];
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hotPoint = hp;
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hotZone = zone;
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}
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}
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// WORLD-STRUCTURE pick (task #50): ray-test the STATIC collision
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@@ -5054,6 +5076,7 @@ void
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// HudSim part_013.c:5620).
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pickTarget = (structOwner != 0) ? structOwner : gBTTerrainEntity;
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pickPoint = structPoint;
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hotZone = -1; // #73: a structure has no mech zone
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rlPickClass = 2; // BT_RANGE_LOG (issue #4)
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++gAimGround;
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}
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@@ -5078,12 +5101,16 @@ void
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}
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// The Reticle struct (the mech's TargetReticle attribute): position,
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// pick result. targetDamageZone stays -1 -- the zone ROLL happens at
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// damage delivery (the authentic percent-table roll, STEP 6).
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// pick result. #73: targetDamageZone now carries the struck
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// SEGMENT's zone from the per-part pick -- the authentic aimed-fire
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// model ("For BattleTech, damage zones are only valid via reticle
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// based weapons", ENTITY3.h:131). It stays -1 only on the box
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// fallback, which routes through the unaimed cylinder lottery
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// (STEP 6) exactly as before.
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targetReticle.reticlePosition.x = gBTAimX;
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targetReticle.reticlePosition.y = gBTAimY;
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targetReticle.targetEntity = pickTarget;
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targetReticle.targetDamageZone = -1;
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targetReticle.targetDamageZone = (pickTarget != 0) ? hotZone : -1;
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if (pickTarget != 0)
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targetReticle.rayIntersection = pickPoint;
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@@ -5091,7 +5118,7 @@ void
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if (pickTarget != 0)
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{
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MECH_TARGET_ENTITY(this) = pickTarget;
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MECH_TARGET_SUBIDX(this) = -1;
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MECH_TARGET_SUBIDX(this) = hotZone; // #73: aimed zone (or -1)
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MECH_TARGET_POS(this) = pickPoint; // beam endpoint = the pick
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}
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else if (gBTTerrainEntity != 0)
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Reference in New Issue
Block a user