Fix drive-to-range stall: BT_GOTO self-drives + steers correctly cross-net
The BT_GOTO beeline never actually closed on a target -- three separate faults: 1. It was gated behind `if(gBTDrive.forced)`, and `forced` was set ONLY by BT_AUTODRIVE -- a chicken-and-egg where the block that would drive was gated on the drive already being on. So BT_GOTO alone just turned in place (the "stall"). Fix: BT_GOTO enables forced mode itself AND supplies its own forward throttle (a beeline must drive, not only steer), cutting the throttle inside a stop radius (weapon range for "enemy", so it holds + shoots). 2. Steering used the gDriveHeading SCALAR MIRROR (seeded to 0), but MP pilots spawn facing a non-zero heading -> it steered the WRONG way. Fix: heading error from the mech's ACTUAL forward (localToWorld's -Z axis), signed angle to the target. 3. The goto turn was routed through controlsMapper->turnDemand, which zeroes out in -net mode (the mapper key-bridge only shapes the local viewpoint mech there) -- the heading froze and A drove straight past B. Fix: apply the goto turn to the orientation integration DIRECTLY (if gBTGotoActive, turn= gBTGotoTurn), after the mapper read. Verified 2-node one-box: A with BT_GOTO="enemy" ALONE (no autodrive) drives dist 1673->231m, holds at weapon range, mechPicks=59, autofire -> B hdlr=192, DESTROYED -- a fully automated human-style cross-pod KILL via the real beam path (not the FORCE_DMG hook). Solo un-regressed (plain autodrive still drives; goto="enemy" resolves the enemy, mechPicks=59, no crash). BT_GOTO_LOG traces the beeline. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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Claude Fable 5
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@@ -122,16 +122,25 @@ groundPicks=0` → beam → `*** DESTROYED`. Also proved `PickRayHit` resolves a
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(`hit=1` at 757 m in a 2-node run); the replicant `localToWorld` is correct (DeadReckon + `localToWorld=
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localOrigin`, mech4.cpp:1191). [T2]
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**STILL OPEN — drive-to-range.** `BT_GOTO`/`BT_AUTODRIVE` steer + move A, but A stalls (`gait adv=0`) short
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of the enemy and often fails to line the boresight onto a peer at range — so an AUTOMATED 2-node kill via the
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real beam path isn't demonstrated (the `BT_MP_FORCE_DMG` hook still is). A HUMAN can now aim (the ray is
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correct in the default view); the gap is the auto-drive facing the target. Locomotion/goto issue, not MP.
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Test aid: `BT_GOTO="enemy"` beelines toward the nearest live peer (solo dummy OR replicant); `scratchpad/
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mp_kill_test.sh`.
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**FIXED — drive-to-range (the automated cross-pod kill now runs end-to-end).** The `BT_GOTO` beeline had
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three separate faults: (1) it was gated behind `if(gBTDrive.forced)` (mech4.cpp), and `forced` was set ONLY
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by `BT_AUTODRIVE` — so `BT_GOTO` alone never drove (chicken-and-egg: the block that would drive was gated on
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the drive being on). Fix: `BT_GOTO` now enables forced mode itself + supplies its own forward throttle (a
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"beeline" must drive, not just steer), cutting throttle inside a stop radius (weapon range for `enemy`, so it
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holds and shoots instead of ramming). (2) The steering used the `gDriveHeading` SCALAR MIRROR (seeded to 0),
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but MP pilots spawn facing a non-zero heading, so the beeline steered the WRONG way. Fix: compute the heading
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error from the mech's ACTUAL forward (`localToWorld`'s -Z axis), signed angle to the target. (3) The goto turn
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was routed through `controlsMapper->turnDemand`, which zeroes out in -net (the mapper key-bridge only shapes
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the local viewpoint mech there) — the heading froze and A drove straight past B. Fix: apply the goto turn to
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the orientation integration DIRECTLY (`if(gBTGotoActive) turn=gBTGotoTurn`), after the mapper read.
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VERIFIED 2-node: A `BT_GOTO="enemy"` alone (no autodrive) drives `dist 1673→231 m`, holds at range, `mechPicks=59`,
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autofire → **B hdlr=192, DESTROYED** — a fully automated human-style cross-pod kill via the real beam path
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(not the FORCE_DMG hook). Solo un-regressed (plain autodrive + goto both work). `scratchpad/mp_kill_test.sh`;
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`BT_GOTO_LOG` traces the beeline.
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## Remaining (P6 phase 4 / Phase 7)
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Drive-to-range / auto-face reliability (above) for a fully AUTOMATED cross-pod kill demo; replicant GAIT
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animation (derive from replicated velocity); the pod-LAN config (real IPs, bare-IP pilot entries). See
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Replicant GAIT animation (derive from replicated velocity); the pod-LAN config (real IPs, bare-IP pilot
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entries). See
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[[open-questions]]. [T3]
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## MP-front scout (task #45, 2026-07-09) — the P6 chain SURVIVES the combat/HUD rework [T2]
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