Two two-node benches close the last stated gap ("no two-node run has watched a
peer's view of an arm death"), the second at the user's insistence on the REAL
field composition after the first used the self-damage scalpel:
1. mp_armchain.sh (scalpel): B self-destroys dz_rarm mid-fight. A's screen
receives the whole cascade -- [zone-repl] dz_rarm lvl 0->1 AND the cascaded
dz_rgun lvl 0->1 -- plus the respawn reset coming back clean (1->0). B's
post-cascade AFC pushes turned out to be the RESPAWN RE-ARM, correct
behavior, not a gate failure. (Also confirmed: the self-damage harness
dispatches a real Entity::TakeDamageMessage -- the identical path a peer's
round takes, so the scalpel and the field share every line from the handler
down.)
2. mp_armgrind.sh (the field composition): stand-off at 180, NO self-damage
anywhere, A grinding B with real cross-pod fire for six minutes. On B:
* 25 incremental arm-zone hits from A's weapons via the cylinder tables
(dz_rgun reached 1.0 from pure accumulation -- 15 cascades on rehits)
* dz_rarm finished by B's OWN AFC bay cooking off (AmmoBinAFC100 BAY FIRE
350, half into dz_rarm) -- itself lit by A's fire crits: peer-originated
end to end
* [cascade] zone 9 -> AFC100 + AmmoBinAFC100 + Condenser6 force-failed,
fire gate refusals logged
On A: [zone-repl] dz_rarm 0->1 and dz_rgun 0->1 -- the shooter SEES the arm
and pod die. B symmetrically received A's torso deaths.
Also: DamageZone::ReadUpdateRecord gets a change-only [zone-repl] diagnostic
(BT_MP_LOG) -- the probe that made the peer side measurable; mp_armgrind.sh
opens with the stale-node taskkill the other benches already had (a leftover
node from an aborted launch joined a later lobby as a third instance).
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
34 lines
1.3 KiB
Bash
34 lines
1.3 KiB
Bash
#!/usr/bin/env bash
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# #110 FIELD-COMPOSITION test: no self-damage anywhere. A grinds B with real
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# cross-pod fire from a stand-off distance; the cylinder hit tables route a
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# share of every burst into B's arm wedges; when an arm zone crosses 1.0 the
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# cascade must fire ON B (sourced purely from A's damage), kill the arm's
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# weapons, and replicate to A ([zone-repl]).
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set -x
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. /c/git/bt411/scratchpad/night6/bench_common.sh
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cd /c/git/bt411/content || exit 1
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# stale nodes poison the lobby (a third instance joins the pair) -- clear first
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taskkill //F //IM btl4.exe > /dev/null 2>&1
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sleep 3
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bt_assert_player_env
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rm -f mpg_a.log mpg_b.log
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bt_expert_egg MP.EGG MPG.EGG
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# B: sparse return fire (observable weapons, loses the grind), stands its ground
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BT_MP_LOG=1 BT_DMG_LOG=1 BT_DEATH_LOG=1 BT_PROJ_LOG=1 \
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BT_GOTO=enemy BT_GOTO_STOP=180 BT_AUTOFIRE=1 BT_AF_PERIOD=9 \
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bt_launch mpg_b.log MPG.EGG 0x0C -net 1601
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sleep 2
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# A: dense fire with missiles
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BT_MP_LOG=1 BT_DMG_LOG=1 BT_DEATH_LOG=1 BT_PROJ_LOG=1 \
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BT_GOTO=enemy BT_GOTO_STOP=180 BT_AUTOFIRE=1 BT_AF_MISSILE=1 BT_AF_PERIOD=3 \
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bt_launch mpg_a.log MPG.EGG 0x03 -net 1501
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sleep 5
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python ../tools/btconsole.py MPG.EGG 127.0.0.1:1501 127.0.0.1:1601 &
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PC=$!
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sleep 360
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kill $PC 2>/dev/null
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bt_kill_ours
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rm -f MPG.EGG
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echo DONE
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