Files
BT411/context/experience-levels.md
T
0bcba26213 KB: land the EXPERIENCE-LEVELS decode from glass-cockpit (Cyd)
Brings Cyd's experience-level / simulation-mode research onto master (the
KB-decode portion of glass-cockpit 4e01e83; the bundled BT410 source
manifest is left for the full glass-cockpit merge).

- context/experience-levels.md (NEW): the egg per-pilot 'experience' field
  (novice/standard/veteran/expert) is the pod's SIMULATION-FIDELITY tier,
  decoded end-to-end. FUN_004c0bc8 reads btMission->experienceLevel(+0xe4)
  and fans it into the +0x25c/+0x260/+0x26c/+0x270/+0x274 flag block:
  +0x25c 'sim live' (novice lockout: jams/searchlight/powersub), +0x260 the
  HEAT-MODEL master switch (veteran+expert; FUN_004ad7d4), +0x274 raw level
  (FUN_004ac9c8 = ==0 novice predicate; the valve/advanced-cockpit lockout).
  4.0->4.10 drift: the viewscreen hunting-aid gate is GONE in 4.10 (HUD reads
  none of these flags), and movement heat is veteran+expert not expert-only.
- btplayer.cpp/.hpp: CORRECTED comments/labels -- the +0x25c..+0x274 block is
  seeded from btMission experienceLevel/advancedDamageOn, NOT the scenario
  role's returnFromDeath; the 'roleClassIndex/showKills' names are scoring-era
  mislabels. Code logic UNCHANGED (comment-only): the ctor still reads
  scenarioRole (STAND-IN, defaults 2 = veteran) pending the wiring task.
- Corrections swept into gauges-hud.md (ROOKIE->novice lockout),
  open-questions.md (player+0x260/0x274 semantics now PINNED),
  pod-hardware.md, subsystems.md, decomp-reference.md; CLAUDE.md router row.

No code-logic change -> no rebuild needed (comment + markdown only). The
runtime wiring (seed from BTMission::ExperienceLevel()) remains TODO.

Co-Authored-By: Cyd <cyd@falloutshelterarcade.com>
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-18 23:20:51 -05:00

7.8 KiB

id, title, status, source_sections, related_topics, key_terms, open_questions
id title status source_sections related_topics key_terms open_questions
experience-levels Experience levels / simulation modes — novice, standard, veteran, expert established decomp part_013.c:10816-10871 (@4c0bc8), part_014.c:7830-7900 (@4d2f3e), FUN_004ad7d4/FUN_004ac9c8/FUN_004bbfcc; BTMSSN.HPP (survived); Tesla40_BT_manual.pdf pp.7,11-14,21,22,24
subsystems
combat-damage
gauges-hud
pod-hardware
multiplayer
decomp-reference
open-questions
master
replicant
player+0x26c (std+vet only) and +0x270 (all but novice) consumers not located — 0x26c hypothesis: myomer supercharge clamp (manual p22) [T4]
does a remote pilot's experience matter cross-pod? flags are computed only on the master branch of the BTPlayer ctor [T4]
movement-heat magnitude veteran vs expert (4.0 manual says expert-only; 4.10 gate is vet+expert) [T4]

Experience levels / simulation modes

The egg's per-pilot experience field is the pod's simulation-fidelity tier — the thing the 1995 site operator set per player at sign-up. It is NOT the BAS/MID/ADV control mode (a free in-cockpit choice, locomotion/pod-hardware) and NOT the scenario role (scoring modifiers). Researched end-to-end 2026-07-18; this file supersedes the older "role display toggles" / "ROOKIE-role lockout" readings (see Corrections below).

The data path [T1]

  1. Egg: pilot page key experience ∈ {novice,standard,veteran,expert}; required unless vehicle=camera; unknown value = hard abort. Parse @4d2f3e (part_014.c:7830-7900, strings @51e6f1); tools/eggmodel.py knows the value set.
  2. BTMission (BTMSSN.HPP survived, T0): stored at mission+0xe4 (experienceLevel, accessor ExperienceLevel()); the neighboring egg key advancedDamagemission+0xf0 (advancedDamageOn) — the separate site-technician splash/collision switch (manual p13).
  3. BTPlayer ctor @4c0bc8 (part_013.c:10816-10871): on the MASTER branch ((simulationFlags & 0xc) != 4; the replicant branch instead swaps in the console-update Performance) it reads btMission(+0x1f8)->experienceLevel(+0xe4) and fans it out:
egg value +0x25c +0x260 +0x26c +0x270 +0x274 (raw)
novice 0 0 0 0 0
standard 1 0 1 1 1
veteran 1 1 1 1 2
expert 1 1 0 1 3

then unconditionally +0x264 = +0x268 = mission->advancedDamageOn(+0xf0) (both copies). [T1]

What each flag gates (binary consumers, all reached via mech+0x190 → BTPlayer) [T1]

  • +0x25c — "sim live", off only for novice. Consumers: ballistic jam roll CheckForJam @4bbfcc early-returns NO-JAM when 0 (projweap.cpp calls this LiveFireEnabled); Searchlight ToggleLamp @4b860c (searchlight.cpp ControlsAllowLights); PoweredSubsystem message handler @4b0efc (powersub.cpp's "message-manager short-event flag" — same flag, misattributed); the mech combat-ineffective evaluation (part_012.c:9364: mech state ∈ {3,4} && novice is an extra OR-term setting mech+0x414). The #if 0 block in surviving PPC.CPP:63-95 (novice PPCs deal no damage) shows the original intent of the tier.
  • +0x260 — the HEAT-MODEL master switch, ON for veteran+expert. This is FUN_004ad7d4 (*(*(sub+0xD0)+0x190)+0x260), the single most-called gate in the subsystem family: Myomers work→heat (movement heat, MyomersSimulation @4b8d18), Emitter/energy-weapon firing heat, missile launch heat, the heat.cpp simulation, projectile-weapon heat, and the heat-scaled part of the jam chance. Standard mode has NO heat consequences; that is authentic, not a port gap.
  • +0x274 — the raw level. FUN_004ac9c8 = (level == 0), the NOVICE lockout used as the condenser-valve guard (gauges-hud task #13) and by the PoweredSubsystem handler @4b21d0 (not-novice gate). The port's BTPlayerRoleLocksAdvanced bridge implements this predicate (correct behavior, wrong seeding — see Port state).
  • +0x264/+0x268 — advancedDamage copies. Read in the heat-family sim (part_013.c:8757). Independent of experience.
  • +0x26c / +0x270 — consumers NOT located via the mech→player hop. 0x26c (standard+veteran only) best fits the manual-p22 myomer supercharge clamp (standard locked, expert unlocked) [T4].

Player-facing behavior (Tesla 4.0 manual) [T1 primary source]

Manual pp. 7, 11-14, 21, 22, 24 (the dedicated Simulation Modes page, manual p2, is MISSING from the Tesla40_BT_manual.pdf scan along with p3):

  • Standard: armor-only damage — no criticals, no generator outages, no jams, no heat concerns; MechTech limited to the leg-damage audio warning; viewscreen hunting aids (red hot box + guide arrow, 60° FOV) on; myomer supercharge locked.
  • Veteran: critical hits (any hit can go internal; likelihood rises as armor thins; a crit can kill the mech), generators take damage/go offline (reroute power), ballistic jams (manual clearing), full MechTech audio + smart buttons; viewscreen hunting aids OFF (radar hot box stays).
  • Expert: veteran + heat as a core mechanic: movement generates heat (accel/decel worst), heat slows recharge/top speed, incoming fire causes coolant leaks, ammo-bay fires/cook-off; myomer supercharge allowed.
  • Scoring identical in all modes (p4). Splash/collision damage = a separate technician setting.

4.0 → 4.10 drift [T1]

  • The viewscreen hunting-aid gate is GONE in 4.10: part_014 (HUD/btl4vid TU) reads none of the player flags — the target hotbox/edge arrows (@4cdf6f) are gated on lock state only, every mode. Fits the 4.10 arcade-cities positioning.
  • Movement heat is veteran+expert in 4.10 (the +0x260 gate), not expert-only as the 4.0 manual states. Whether a coefficient still differentiates them is open.

Port state (as of 2026-07-18) — wiring needed [T3]

The reconstruction met this system piecemeal and stubbed the same gates inconsistently:

  • btplayer.cpp ctor seeds roleClassIndex from scenarioRole->GetReturnFromDeath() (default 2) — the binary seeds it from btMission->ExperienceLevel(). Bring-up therefore runs as VETERAN. Two slot errors in the port's switch vs the binary: the binary's switch never touches +0x264 (that's advancedDamage, set after), and expert's 0 lands on +0x26c, not +0x270.
  • HeatModelActive() stubbed permissive return 1 (emitter/heat/mislanch/projweap) while Myomers::OwnerAdvancedDamage() returns False — the SAME binary gate (+0x260) answered both ways: heat accrues from weapons but never from movement, and no experience below veteran can switch it off.
  • LiveFireEnabled / ControlsAllowLights / powersub's short-event flag = the +0x25c not-novice flag under three names.
  • The fix: one accessor family on BTPlayer named members (databinding trap — never raw-read player+0x260), seeded from BTMission::ExperienceLevel() + AdvancedDamageOn(), with all five stub sites pointed at it; then an egg experience line actually selects the sim tier as shipped.

Corrections (swept 2026-07-18)

  • btplayer.hpp "per-role display toggles from returnFromDeath" for 0x25c-0x274 was WRONG — the source is btMission+0xe4/+0xf0, not the role; the showKills/roleClassIndex names date from the scoring work and don't match the gate semantics (kept in code for now, comments corrected).
  • gauges-hud.md "ROOKIE-role lockout" for FUN_004ac9c8 → novice-EXPERIENCE lockout.
  • open-questions.md "true semantic of player+0x260/0x274 not yet pinned" → pinned here.

Key Relationships