Combat: FIX weapon effectiveRange -- it degraded with heatLoad, not host-zone damage (task #50)
MechWeapon::UpdateTargeting computed effectiveRange = (1 - heatLoad) * weaponRange, reading the weapon's own inherited HeatableSubsystem heatLoad. The authentic decomp (@004b9bdc:6983) reads *(weapon+0xE0)+0x158 = Subsystem::damageZone->damageLevel -- i.e. effectiveRange = (1 - HOST-ZONE DAMAGE) * weaponRange. Same @0xE0-DamageZone-vs- heat misattribution already corrected in HeatSink::UpdateCoolant (heat.cpp:803). Impact: for a charge/discharge weapon (ER laser) the weapon's OWN heatLoad swings 0..1 every fire cycle, so effectiveRange collapsed toward 0 and the weapon was perpetually "out of range" -> Emitter::FireWeapon's `if (dist <= effectiveRange)` gate skipped SendDamageMessage -> NO damage submission and hence NO impact explosion. The beam still rendered (beamFlag/beamEndpoint set before the gate), so the shot LOOKED like a hit but did nothing -- the user-reported "lackluster/absent laser hits, esp. the ER medium, on mechs AND buildings". PPCs mostly worked only because their heatLoad happened to sit low/stable. Fix: read the QUALIFIED this->Subsystem::damageZone->damageLevel (the MechSubsystem shadow is a shim -- heat.cpp:812) so an UNDAMAGED weapon holds its full, STABLE weaponRange, and range shortens only as the weapon's host zone takes battle damage. Verified (parked in range of a building, autofire): laser effRange 500 STABLE (was fluctuating 0/59/340/424 -> mostly out of range); impact explosions 13 in 22s (11 laser id=16 + 2 PPC), up from ~2. Lasers now consistently damage + spawn FX. Also adds env-gated diagnostics used to root-cause this: [fireW] range trace + per-weapon explID (emitter.cpp), and BT_FIRE_AT_STRUCT (mech4.cpp) which designates the nearest world structure so weapon-vs-structure fire can be tested without the screen aim ray. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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Claude Opus 4.8
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de8f6d02c1
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aab7a8a137
@@ -271,6 +271,15 @@ void
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Scalar dist = (Scalar)Sqrt(delta.x*delta.x + delta.y*delta.y + delta.z*delta.z); // FUN_004dd138
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beamScale.z = dist / graphicLength; // 0x434 (== beamScale[2]) = dist / 0x438
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if (getenv("BT_FIRE_LOG"))
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{
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Entity *st = (owner != 0) ? *(Entity **)((char *)owner + 0x388) : 0;
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DEBUG_STREAM << "[fireW] " << GetName() << " dist=" << (float)dist
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<< " effRange=" << (float)effectiveRange
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<< " inRange=" << (int)(dist <= effectiveRange)
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<< " explID=" << (long)GetExplosionResourceID()
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<< " tgt=" << (void *)st << "\n" << std::flush;
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}
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if (dist <= effectiveRange) // this+0x328
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{
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// THE AUTHENTIC DAMAGE SUBMISSION (task #8; binary @004bace8:7758-7764):
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@@ -349,6 +358,7 @@ void
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<< " pct=" << (float)rechargeLevel
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<< " tgt=" << (void *)((owner != 0)
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? *(Entity **)((char *)owner + 0x388) : 0)
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<< " explID=" << (long)GetExplosionResourceID()
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<< std::endl;
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}
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targetWithinRange = UpdateTargeting(); // @004b9bdc -> this+0x34c
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@@ -4502,6 +4502,43 @@ void
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}
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}
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// DETERMINISTIC FIRE-AT-STRUCTURE TEST (BT_FIRE_AT_STRUCT, task #50 verify):
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// the headless aim ray (BTGetAimRay) is flaky without a focused window, so
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// this bypasses it -- designate the NEAREST world structure (360 sweep) as
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// the target every frame so BT_AUTOFIRE can be tested against a real, stable,
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// in-range building. Diag only, off by default.
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if (getenv("BT_FIRE_AT_STRUCT"))
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{
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extern Entity *gBTTerrainEntity;
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Point3D eye = localOrigin.linearPosition; eye.y += 30.0f;
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Point3D best; float bestR = 1e30f; bool got = false;
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for (int a = 0; a < 24; ++a)
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{
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double th = (double)a * (6.2831853071795862 / 24.0);
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Vector3D d((float)cos(th), 0.0f, (float)sin(th));
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Point3D hp;
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if (WorldStructurePick(eye, d, 2000.0f, &hp))
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{
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float dx = hp.x-eye.x, dz = hp.z-eye.z;
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float r = (float)Sqrt(dx*dx + dz*dz);
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if (r < bestR) { bestR = r; best = hp; got = true; }
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}
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}
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if (got && gBTTerrainEntity != 0)
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{
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MECH_TARGET_ENTITY(this) = gBTTerrainEntity;
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MECH_TARGET_SUBIDX(this) = -1;
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MECH_TARGET_POS(this) = best;
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static float s_fas = 0.0f; s_fas += dt;
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if (getenv("BT_FIRE_LOG") && s_fas >= 1.0f)
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{
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s_fas = 0.0f;
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DEBUG_STREAM << "[fireat] nearest struct (" << best.x << ","
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<< best.y << "," << best.z << ") r=" << bestR << "\n" << std::flush;
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}
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}
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}
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// HUD feeds: the range caret + the hotbox (world point + state) + the
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// recovered-Execute instruments (compass, twist tape, group mask).
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// The range caret tracks the PICK (authentic: :5639 computes it from
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@@ -500,8 +500,21 @@ Logical
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rangeToTarget = (Scalar)Sqrt( // FUN_004dd138
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delta.x * delta.x + delta.y * delta.y + delta.z * delta.z);
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// 1.0f == _DAT_004b9c98; heatLoad is the inherited HeatableSubsystem load.
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effectiveRange = (1.0f - heatLoad) * weaponRange; // *0x32c
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// AUTHENTIC (decomp @004b9bdc:6983): effectiveRange = (1 - hostZoneDamage) *
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// weaponRange, where hostZoneDamage is this weapon's OWN DamageZone.damageLevel
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// (the QUALIFIED Subsystem::damageZone @0xE0 -> damageLevel +0x158), NOT
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// heatLoad. The old `heatLoad` read was the SAME @0xE0-vs-heat misattribution
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// already corrected in HeatSink::UpdateCoolant (heat.cpp:803): for a charge/
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// discharge weapon (ER laser) the weapon's OWN heatLoad swings 0..1 every cycle,
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// so effectiveRange collapsed toward 0 and the weapon was perpetually "out of
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// range" -- no damage submission, hence no impact explosion (user report:
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// lackluster/absent laser hits on mechs AND buildings, esp. the ER medium).
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// An UNDAMAGED weapon has damageLevel 0 -> full, STABLE weaponRange. Use the
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// QUALIFIED engine zone -- MechSubsystem::damageZone is a shim SHADOW (heat.cpp:812).
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// 1.0f == _DAT_004b9c98.
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::DamageZone *hostZone = this->Subsystem::damageZone; // @0xE0
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Scalar hostZoneDamage = (hostZone != 0) ? hostZone->damageLevel : 0.0f; // +0x158
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effectiveRange = (1.0f - hostZoneDamage) * weaponRange; // *0x32c
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targetWithinRange = (effectiveRange > rangeToTarget) ? True : False;
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}
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