Oracle, night 7: "Unable to damage the foot panels on Loki via direct fire from
front or side. Was able to damage on Thor."
FIRST, THE MECHANISM -- it is not what the issue assumed (missing collision
geometry). A direct-fire hit gets its zone one of two ways, decided at
Mech::TakeDamageMessageHandler by `invalidDamageZone`:
AIMED (invalidDamageZone=0): the zone rides in on the message from the
per-part aim pick, MechSegmentPick (#73, btl4vid.cpp).
UNAIMED (invalidDamageZone=1): DamageLookupTable::ResolveHit runs the authored
cylinder lottery -- impact HEIGHT picks a layer, ANGLE picks a pie
slice, and a weighted random roll picks the zone from that slice.
Measured live, both paths are in use: the Thor logged 16 unaimed hits
(invalidZone=1 zone=-1 -> ResolveHit) alongside aimed ones carrying real zones.
THE FINDING. MechSegmentPick is a BOUNDING-SPHERE test whose primary key is
SMALLEST RADIUS WINS -- a larger sphere can never beat a smaller one the ray also
grazes. The leg spheres, dumped in world space and IDENTICAL on both chassis:
knee centre y=1.868 r=1.505 spans y 0.364 .. 3.373
toe centre y=0.302 r=1.689 spans y -1.387 .. 1.991
The toe sphere is BIGGER than the knee's and they overlap heavily, so the toe can
only win where the ray misses the knee sphere outright -- i.e. below y=0.364.
Against a reference height of 11.16 that is a 0.36-unit window, **3.3% of the
mech's height**, and it sits right on the ground. Everywhere else a shot at the
foot is credited to the LEG. That is the reported symptom.
This is a PORT ARTIFACT, not authentic: btl4vid.cpp's own comment concedes the
sphere test approximates "the per-part semantic the 1995 mesh intersection
produced". Real mesh intersection has no such interference -- aiming at the foot
mesh hits the foot.
NOT EXPLAINED, and stated plainly: the per-CHASSIS asymmetry. Loki and Thor have
identical leg spheres, identical foot geometry (LOK_LFOT.BGF and THR_LFOT.BGF are
both 3082 bytes with the same token layout), and identical foot layers in their
damage tables (only the upper/cockpit layers differ). So nothing found here says
the Loki should behave differently from the Thor. The bench could not settle it
because BT_AIM moves the drawn RETICLE, not the pick ray -- there is currently no
harness to aim the pick at a chosen height. That harness is the next step.
Diagnostics added:
[pickgeom] one-shot dump of every pick sphere in WORLD space (zone, r, centre)
[pickcand] which spheres a ray actually threaded, their perpendicular d, and
which won -- the probe that makes "smallest wins" visible
[dmgtable] the whole authored DamageLookupTable: layers, slices, zone weights
[dmgresolve] per hit: localY, heightRef, layer, theta, resolved zone
[cylgate] invalidDamageZone / table pointer / incoming zone at the gate
(the last three under BT_DMGTABLE_LOG, the first two under BT_PICK_LOG)
plus scratchpad/night8/footpick.sh.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
317 lines
11 KiB
C++
317 lines
11 KiB
C++
//===========================================================================//
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// File: dmgtable.cpp //
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// Project: BattleTech Brick: Entity Manager //
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// Contents: Damage lookup table -- layered / pie-slice hit-location selector //
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//---------------------------------------------------------------------------//
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// Date Who Modification //
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// -------- --- ---------------------------------------------------------- //
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// --/--/95 ?? Initial coding. //
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// 07/08/26 RE Completed for RUNTIME (was a non-functional skeleton on //
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// no-op ReconTable/stream shims). See dmgtable.hpp header. //
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//---------------------------------------------------------------------------//
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// Copyright (C) 1995, Virtual World Entertainment, Inc. All Rights reserved //
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// PROPRIETARY AND CONFIDENTIAL //
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//===========================================================================//
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//
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// RECONSTRUCTED from the shipped binary. Behaviour follows the Ghidra
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// pseudo-C for the cluster @0x49de14..@0x49f5fb, cross-checked BYTE-FOR-BYTE
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// against the shipped BTL4.RES type-29 resources (18 tables, exact stream
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// consumption -- see context/combat-damage.md). Each method cites its @ADDR.
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//
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// Float constants (read-only globals in the decomp):
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// _DAT_0049e520 = 1.0f (percentage-sum target, offline validation)
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// _DAT_0049e72c / _DAT_0049e810 / _DAT_0049ed08 = 6.2831853f = 2*PI
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// _DAT_0049ed04 = ~1e-4f (degenerate-direction epsilon)
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// _DAT_0049ed00 / _DAT_0049e730 = 0.0f
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//
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// Engine-helper name mapping:
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// FUN_00408050 RandomUnit() -> Scalar in [0,1) (engine RandomGenerator)
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// FUN_00402948 read shared string [i32 len][len+1 bytes: chars + NUL]
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// FUN_004dc8ec atan2f() FUN_004dcd00 fabsf() FUN_004dcd10/94 floorf
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// FUN_00408bf8 world->local point xform (owner+0xd0) == Mech::WorldToLocal
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//
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#include <bt.hpp>
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#pragma hdrstop
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#include <math.h>
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#if !defined(DMGTABLE_HPP)
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# include <dmgtable.hpp>
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#endif
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#if !defined(MECH_HPP)
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# include <mech.hpp>
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#endif
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//
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// Tuning constants observed as read-only globals in the decomp.
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//
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static const Scalar PercentSumTarget = 1.0f; // _DAT_0049e520
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static const Scalar TwoPi = 6.2831853f; // _DAT_0049e72c / _DAT_0049e810
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static const Scalar DirEpsilon = 1.0e-4f; // _DAT_0049ed04
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//###########################################################################
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// DamageZonePercentTable (leaf)
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//###########################################################################
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//
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// @0x49deb0 -- stream constructor. Stores the owner and rebuilds the entry
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// list from the object stream (ReadEntries @0x49e5e4).
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//
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DamageZonePercentTable::DamageZonePercentTable(
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Mech *owner,
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MemoryStream *stream
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):
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Plug(),
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owner(owner)
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{
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ReadEntries(stream);
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}
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DamageZonePercentTable::~DamageZonePercentTable() // @0x49df80
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{
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// entries is a value vector -- frees itself.
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}
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//
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// @0x49de14 -- the weighted random roll. Walks the entries in ascending
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// cumulative order, draws ONE uniform sample in [0,1) and returns the zone
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// index of the first entry whose cumulative threshold exceeds the draw.
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// -1 when the table is empty (treated as a miss by the caller).
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//
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int
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DamageZonePercentTable::SelectZone() const
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{
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Scalar roll = RandomUnit(); // FUN_00408050
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for (unsigned i = 0; i < entries.size(); ++i)
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{
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if (roll < entries[i].cumulative) // first threshold past the draw
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{
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return entries[i].zoneIndex;
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}
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}
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return -1;
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}
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//
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// @0x49e5e4 -- read the leading cell NAME string (FUN_00402948: [i32 len] then
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// len+1 bytes = chars + trailing NUL), then the entry count and that many
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// {cumulativePercent, zoneIndex} pairs. The name is descriptive only (the
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// binary caches it but the roll never uses it), so it is consumed and dropped.
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//
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void
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DamageZonePercentTable::ReadEntries(MemoryStream *stream)
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{
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int nameLen = 0;
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stream->ReadBytes(&nameLen, 4); // FUN_00402948: string length
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if (nameLen > 0)
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{
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char scratch[128];
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int total = nameLen + 1; // chars + NUL (FUN_00402948 reads len+1)
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if (total > (int)sizeof(scratch)) total = (int)sizeof(scratch);
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stream->ReadBytes(scratch, total); // consume name + NUL
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}
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int count = 0;
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stream->ReadBytes(&count, 4);
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entries.reserve(count > 0 ? count : 0);
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for (int i = 0; i < count; ++i)
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{
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Entry e;
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stream->ReadBytes(&e.cumulative, 4); // f32 cumulative threshold
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stream->ReadBytes(&e.zoneIndex, 4); // i32 zone segment index
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entries.push_back(e);
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}
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}
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//###########################################################################
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// PieSlice
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//###########################################################################
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//
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// @0x49e740 -- stream constructor (vtable 0x50bd90). Reads the RotateWithTorso
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// flag (binary this[3]) and the slice count (this[0xb]) from the stream, then
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// builds 'sliceCount' leaf tables. (The torso orientation is read live via
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// owner->TorsoHeading() in SelectSlice -- no cached raw pointer.)
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//
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PieSlice::PieSlice(
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Mech *owner,
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MemoryStream *stream
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):
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Plug(),
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owner(owner),
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rotateWithTorso(0),
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sliceCount(0)
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{
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stream->ReadBytes(&rotateWithTorso, 4); // binary reads into this[3]
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stream->ReadBytes(&sliceCount, 4); // this[0xb]
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slices.reserve(sliceCount > 0 ? sliceCount : 0);
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for (int i = 0; i < sliceCount; ++i) // binary loops i=1..count building leaves
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{
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slices.push_back(new DamageZonePercentTable(owner, stream));
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}
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}
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PieSlice::~PieSlice()
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{
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for (unsigned i = 0; i < slices.size(); ++i)
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{
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delete slices[i];
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}
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}
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//
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// @0x49e678 -- choose the slice for incoming angle 'theta'. When the wheel
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// rotates with the torso, add the live torso twist (torso+0x1d8, via
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// owner->TorsoHeading) and wrap into [0, 2*PI). Slice index =
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// floor(theta * sliceCount / 2*PI) -- direct 0-based index (equivalent to the
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// binary's float-key Find((index+1)*2*PI/sliceCount)).
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//
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DamageZonePercentTable *
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PieSlice::SelectSlice(Scalar theta) const
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{
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if (sliceCount <= 0) return 0;
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if (rotateWithTorso) // binary this[3] != 0
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{
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theta += owner->TorsoHeading(); // torso+0x1d8
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if (theta >= TwoPi) theta -= TwoPi;
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if (theta < 0.0f) theta += TwoPi;
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}
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int index = (int)floorf(theta * (Scalar)sliceCount * (1.0f / TwoPi));
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if (index < 0) index = 0;
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if (index > sliceCount - 1) index = sliceCount - 1;
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return slices[index];
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}
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//###########################################################################
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// DamageLookupTable (top -- layered)
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//###########################################################################
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//
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// @0x49ea48 -- stream constructor (vtable 0x50bd84). Reads the layer count and
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// builds that many PieSlice layers from the stream.
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//
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DamageLookupTable::DamageLookupTable(
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Mech *owner,
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MemoryStream *stream
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):
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Plug(),
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owner(owner),
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layerCount(0)
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{
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stream->ReadBytes(&layerCount, 4); // this[10]
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layers.reserve(layerCount > 0 ? layerCount : 0);
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for (int i = 0; i < layerCount; ++i)
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{
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layers.push_back(new PieSlice(owner, stream));
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}
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// #92 -- "unable to damage the foot panels on Loki ... could on Thor".
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// Direct-fire damage does NOT use the mesh or the aim pick: the impact's
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// HEIGHT picks a layer, its ANGLE picks a slice, and a weighted random roll
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// picks the zone from that slice. So a zone that appears in NO slice of the
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// lowest layer is simply unreachable by direct fire. Dump the whole table.
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if (getenv("BT_DMGTABLE_LOG"))
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DumpTable();
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}
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//
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// #92 diagnostic: print every layer / slice / weighted zone entry.
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//
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void DamageLookupTable::DumpTable() const
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{
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DEBUG_STREAM << "[dmgtable] layers=" << layerCount << std::endl;
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for (int L = 0; L < (int)layers.size(); ++L)
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{
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const PieSlice *layer = layers[L];
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DEBUG_STREAM << "[dmgtable] layer " << L
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<< " rotateWithTorso=" << layer->DiagRotateWithTorso()
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<< " slices=" << layer->DiagSliceCount() << std::endl;
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for (int S = 0; S < layer->DiagSliceCount(); ++S)
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{
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const DamageZonePercentTable *leaf = layer->DiagSlice(S);
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if (leaf == 0) continue;
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DEBUG_STREAM << "[dmgtable] slice " << S << ":";
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Scalar prev = 0.0f;
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for (int E = 0; E < leaf->DiagEntryCount(); ++E)
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{
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Scalar cum = leaf->DiagCumulative(E);
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DEBUG_STREAM << " z" << leaf->DiagZone(E)
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<< "=" << (int)((cum - prev) * 100.0f + 0.5f) << "%";
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prev = cum;
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}
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DEBUG_STREAM << std::endl;
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}
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}
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}
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DamageLookupTable::~DamageLookupTable() // @0x49eadc
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{
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for (unsigned i = 0; i < layers.size(); ++i)
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{
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delete layers[i];
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}
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}
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//
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// @0x49eb54 (+ slice @0x49e678 + roll @0x49de14, chained by glue @0x49ed0c) --
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// resolve a world impact point to a damage-zone index.
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// local = owner->WorldToLocal(impact) (owner+0xd0 xform)
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// layer = clamp(floor(layerCount * local.y / heightRef), 0, layerCount-1)
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// theta = atan2(local.z, local.x) (degenerate direction -> random*2*PI)
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// zone = layer.SelectSlice(theta).SelectZone()
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// Returns -1 when the table is empty or the roll falls through (a miss).
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//
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int
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DamageLookupTable::ResolveHit(const Point3D &impact) const
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{
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if (layerCount <= 0) return -1;
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Point3D local = owner->WorldToLocal(impact); // FUN_00408bf8
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Scalar heightRef = owner->CylinderReferenceHeight(); // owner+0x2ec[+0xc]
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if (heightRef <= 0.0f) return -1;
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// --- height -> layer (penetration depth) ---
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Scalar depth = local.y; // binary local_2c
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int layerIndex = (int)floorf((Scalar)layerCount * (depth / heightRef));
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if (layerIndex < 0) layerIndex = 0;
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if (layerIndex > layerCount - 1) layerIndex = layerCount - 1;
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PieSlice *layer = layers[layerIndex];
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// --- in-plane hit direction -> incident angle (else random scatter) ---
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Scalar theta;
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if (fabsf(local.z) > DirEpsilon && fabsf(local.x) > DirEpsilon)
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{
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theta = atan2f(local.z, local.x); // FUN_004dc8ec
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if (theta < 0.0f) theta += TwoPi;
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}
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else
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{
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theta = RandomUnit() * TwoPi; // degenerate -> uniform angle
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}
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DamageZonePercentTable *leaf = layer->SelectSlice(theta); // FUN_0049e678
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int resolved = leaf ? leaf->SelectZone() : -1; // FUN_0049de14
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// #92: which LAYER does a given impact height land in? A foot shot that
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// lands in a layer above the foot layer can never roll a foot zone.
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if (getenv("BT_DMGTABLE_LOG"))
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{
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static int s_rh = 0;
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if (s_rh++ < 400)
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DEBUG_STREAM << "[dmgresolve] localY=" << local.y
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<< " heightRef=" << heightRef
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<< " frac=" << (depth / heightRef)
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<< " layer=" << layerIndex << "/" << layerCount
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<< " theta=" << theta
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<< " -> zone " << resolved << std::endl;
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}
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return resolved;
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}
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