arcattack and Claude Opus 4.8
89ddd49283
Add [ammo] fire trace (BT_AMMO_LOG); reproduces the missile FailureHeat->NoAmmo brick
...
Playtest: "lost missiles mid-fight, no pips, sad noise -- out of ammo?" The default
build didn't trace ammo, so it couldn't be answered from the log. Added a [ammo]
trace (env BT_AMMO_LOG) at the four ProjectileWeaponSimulation decision points --
FIRED+rounds-left, gate1/gate2 dry-transition edge, dry-fire blip, and denial -- plus
a public AmmoBin::GetAmmoCount() const getter.
Reproduced the actual cause: NOT ammo depletion. The SRM6 trips gate 1 FailureHeat
(heatLvl=2) after ~5 volleys and latches into the permanent NoAmmo roach-motel with
19 rounds still in the bin:
[ammo] SRM6_2 FIRED, rounds left=19
[ammo] SRM6_2 -> NoAmmo (gate1): destroyed=0 failHeat=1 heatLvl=2 mechDisabled=0
Logged as the concrete instance of the heat-economy open question (open-questions.md).
Trace-only; no behavior change (all output gated on BT_AMMO_LOG).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com >
2026-07-20 21:59:46 -05:00
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