#124 CORRECTION: the frame adapter is a Z-REFLECTION, not a pi rotation --
proven by the mech's own pods
The first fix (c5dfb00) negated x AND z. The operator challenged it:
'they couldn't hit rear panels AT ALL -- a 180 rotation couldn't explain
that' -- and a rotation would also have relocated rear damage, not
erased it, while the bench premise (the dummy faces its attacker) was
assumed, never measured.
The zero-premise probe (BT_ASPECT_TEST): four self-impacts at known
WORLD cardinals + one at each weapon's PHYSICAL MUZZLE position -- the
mech's own asymmetric geometry as the left/right anchor. Measured:
* WorldToLocal is a clean R(yaw), no hidden terms (yaws -30/150/40 deg
all consistent);
* our frame: RIGHT = +X -- SAME as the 1995 ring (W0/W7 = Right*) --
and FORWARD = -Z, flipped vs the ring's Front*-in-+Z-arc;
* under the pi rotation the pods CROSSED (left muzzle -> rtorso);
under z-negation every anchor lands its own side.
So: negate local z only, and -- since a reflection reverses angular
direction -- the SelectSlice torso-twist term flips sign with it
(twist was 0 in all probes; twisted-torso verify tracked on #124).
Anchor acceptance (fresh exe, third yaw): LRM15_1 left pod -> ltorso,
LRM15_2 -> right wedges, left/right arm muzzles -> larm/rarm, nose ->
front cells, tail -> rear cells, flank cardinals -> rgun / left wedges.
The BT_ASPECT_TEST probe + BTWeaponMuzzleWorld bridge stay as bench
scalpels.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
co-authored by
Claude Fable 5
parent
c5dfb002f3
commit
b0b7adc4ea
@@ -6218,6 +6218,74 @@ void
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}
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}
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// #124 PROBE (BT_ASPECT_TEST=1): the zero-premise frame probe. At frame
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// ~700, dispatch four self TakeDamage messages whose impact points sit
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// at KNOWN WORLD BEARINGS (+X/-X/+Z/-Z, 8 u out, torso height) around
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// our OWN mech, logging our yaw + each resolve. With the mech's
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// heading known and torso twist zero, the theta each bearing produces
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// measures the WorldToLocal frame convention directly -- no facing
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// premises, no shooter geometry.
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if ((Entity *)this == application->GetViewpointEntity()
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&& getenv("BT_ASPECT_TEST"))
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{
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static int s_apFrame = 0;
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if (++s_apFrame == 700)
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{
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YawPitchRoll ypr; ypr = localOrigin.angularPosition;
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DEBUG_STREAM << "[aspect] mech yaw=" << (float)ypr.yaw
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<< " twist=" << (float)TorsoHeading()
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<< " pos=(" << localOrigin.linearPosition.x << ","
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<< localOrigin.linearPosition.z << ")\n" << std::flush;
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static const struct { const char *tag; float dx, dz; } kProbe[4] =
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{ {"+X", 8, 0}, {"-X", -8, 0}, {"+Z", 0, 8}, {"-Z", 0, -8} };
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for (int pi = 0; pi < 4; ++pi)
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{
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Damage dmg;
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dmg.damageType = (Enumeration)3; // Laser
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dmg.damageAmount = 0.01f; // negligible
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dmg.burstCount = 1;
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dmg.impactPoint = localOrigin.linearPosition;
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dmg.impactPoint.x += kProbe[pi].dx;
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dmg.impactPoint.y += 7.0f; // torso height
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dmg.impactPoint.z += kProbe[pi].dz;
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DEBUG_STREAM << "[aspect] probe " << kProbe[pi].tag
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<< " ->\n" << std::flush;
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Entity::TakeDamageMessage td(
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Entity::TakeDamageMessageID, sizeof(Entity::TakeDamageMessage),
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GetEntityID(), -1, dmg, -1);
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Dispatch(&td);
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}
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// SELF-ANCHORED L/R probe: impact each weapon's PHYSICAL muzzle
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// position -- the pod's own asymmetric geometry is the anchor.
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// A right-side launcher's muzzle impact must resolve a
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// right-family zone; which flip (z-only reflection vs full pi
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// rotation) achieves that decides the adapter's x term.
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{
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extern int BTWeaponMuzzleWorld(Subsystem *w, Point3D *out); // mechweap TU
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for (int wi = 2; wi < GetSubsystemCount(); ++wi)
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{
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Subsystem *w = GetSubsystem(wi);
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Point3D mzp;
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if (w == 0 || !BTWeaponMuzzleWorld(w, &mzp))
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continue;
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Damage dmg;
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dmg.damageType = (Enumeration)3;
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dmg.damageAmount = 0.01f;
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dmg.burstCount = 1;
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dmg.impactPoint = mzp;
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DEBUG_STREAM << "[aspect] muzzle probe '"
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<< (w->GetName() ? w->GetName() : "?")
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<< "' at (" << mzp.x << "," << mzp.y << "," << mzp.z
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<< ") ->\n" << std::flush;
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Entity::TakeDamageMessage td(
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Entity::TakeDamageMessageID, sizeof(Entity::TakeDamageMessage),
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GetEntityID(), -1, dmg, -1);
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Dispatch(&td);
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}
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}
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}
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}
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// #86 BENCH (BT_KILL_SUBSYS=<name>): force the AUTHENTIC destruction of
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// one named subsystem -- MechSubsystem::ForceCriticalFailure, the exact
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// call the zone crit-cascade (SendSubsystemDamage) makes, and the thing
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