Combat: RESTORE authentic fire-at-nothing + non-mech range axis (task #50 / Discord report)
Determined the authentic behavior from the decomp (HudSimulation + Emitter,
part_013.c:5619-5670 / 7689-7778) and fixed two regressions the players hit:
(A) You could only fire when a MECH was locked (couldn't fire at nothing).
(B) Buildings/structures/ground stopped moving the range axis; only mechs did.
AUTHENTIC (T1): a weapon discharges iff the target slot mech+0x388 != 0
(Emitter::FireWeapon FUN_004bace8:7727), and 0x388 is whatever the BORESIGHT
designates -- mech OR world geometry -- NOT a manual mech lock. The RANGE readout
(HUD+0x1ec) moves for ANY designated target (mech OR structure/ground); the LOCK
ring is mech-only (target has a damage-zone table, HudSim :5619). So the pod
'fired freely at nothing' and buildings moved the range caret.
ROOT CAUSES (both content-triggered, not a targeting-code change):
1. arena1's ONLY class-42 world entity is the 10000x10000 FLAT GROUND plane at
y=0, MISNAMED 'sky' -- SkippedName filtered it out by name, so BuildTables
ingested 0 geometry and gBTTerrainEntity stayed null -> nothing groundable ->
mech-only targeting. (LAST.EGG rewrite ~bb795e2 lost whatever terrain the
working scene had.)
2. A boresight that hit nothing set MECH_TARGET_ENTITY=0 -> no discharge.
FIXES:
- btvisgnd.cpp: geometry-aware skip -- keep a wide, near-flat, near-ground plane
even if name-skipped (it is the arena floor); still skip true domes/backdrops.
Adds mesh y-bounds. arena1 now ingests 1 ground instance (was 0).
- btl4vid.cpp: capture ANY world-geometry entity as the non-mech pick sentinel
(the default render case is world-only), not only Terrain-derived ones.
- mech4.cpp: FIRE-AT-NOTHING -- when nothing pickable is hit, designate a
max-range point (1200, the HUD default 0x44960000) along the boresight using
the world sentinel, so 0x388 != 0 and the weapon discharges (no zone damage /
no lock ring, since the sentinel has no damage-zone table -- mechs only).
Verified autonomous: arena1 ground ingested; [target] shows 'fire-at-nothing
(max-range designate)'; weapon discharges at empty space ([fire] explode
resolved); range axis (sShownRange->BTSetHudTargetRange) slides to the designated
distance. Diagnostic: BT_GROUND_LOG (world-geometry ingest + skip reasons).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
co-authored by
Claude Opus 4.8
parent
49d73dc8e2
commit
ee6e19e86e
@@ -53,6 +53,7 @@ struct VgMesh
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{
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std::vector<VgTri> tris;
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float minx, maxx, minz, maxz; // model-local XZ bound
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float miny, maxy; // model-local Y bound (dome vs flat-ground test)
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};
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struct VgInst
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@@ -89,8 +90,8 @@ int LoadMeshFor(const char *resource_name)
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if (LoadBgfFile(file, data) && data.ok && !data.indices.empty())
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{
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VgMesh m;
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m.minx = m.minz = 1e9f;
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m.maxx = m.maxz = -1e9f;
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m.minx = m.minz = m.miny = 1e9f;
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m.maxx = m.maxz = m.maxy = -1e9f;
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// The loader emits DOUBLE-SIDED triangles: emitTri pushes (a,b,c) then
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// (a,c,b) -- 6 indices per source triangle. Take the forward one.
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for (size_t i = 0; i + 5 < data.indices.size(); i += 6)
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@@ -100,17 +101,33 @@ int LoadMeshFor(const char *resource_name)
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const BgfVtx &C = data.verts[data.indices[i + 2]];
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VgTri t = { A.x, A.y, A.z, B.x, B.y, B.z, C.x, C.y, C.z };
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m.tris.push_back(t);
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float xs[3] = { A.x, B.x, C.x }, zs[3] = { A.z, B.z, C.z };
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float xs[3] = { A.x, B.x, C.x }, zs[3] = { A.z, B.z, C.z }, ys[3] = { A.y, B.y, C.y };
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for (int k = 0; k < 3; ++k)
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{
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if (xs[k] < m.minx) m.minx = xs[k];
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if (xs[k] > m.maxx) m.maxx = xs[k];
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if (zs[k] < m.minz) m.minz = zs[k];
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if (zs[k] > m.maxz) m.maxz = zs[k];
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if (ys[k] < m.miny) m.miny = ys[k];
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if (ys[k] > m.maxy) m.maxy = ys[k];
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}
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}
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if (!m.tris.empty())
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{
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if (getenv("BT_GROUND_LOG"))
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{
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float miny = 1e9f, maxy = -1e9f;
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for (size_t j = 0; j < m.tris.size(); ++j)
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{
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const VgTri &t = m.tris[j];
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const float ys[3] = { t.ay, t.by, t.cy };
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for (int k = 0; k < 3; ++k)
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{ if (ys[k] < miny) miny = ys[k]; if (ys[k] > maxy) maxy = ys[k]; }
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}
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DEBUG_STREAM << "[visgnd] mesh '" << key << "' tris=" << m.tris.size()
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<< " x[" << m.minx << "," << m.maxx << "] z[" << m.minz << "," << m.maxz
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<< "] y[" << miny << "," << maxy << "]\n" << std::flush;
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}
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gMeshes.push_back(m);
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idx = (int)gMeshes.size() - 1;
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}
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@@ -156,11 +173,31 @@ bool BuildTables()
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ResourceDescription *rd = rf->FindResourceDescription(rid);
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if (rd == 0) continue;
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if (SkippedName(rd->resourceName)) { ++skipped; continue; }
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int mi = LoadMeshFor(rd->resourceName);
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if (mi < 0) { ++skipped; continue; }
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// GEOMETRY-AWARE skip: the name filter (sky/backdrop) is right for a high
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// vertical DOME, but arena1's ground is a 10000x10000 FLAT plane at y=0
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// misnamed "sky" -- name-skipping it removed the only groundable geometry
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// (task #50: buildings/ground stopped moving the range axis). Keep a
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// name-skipped mesh IF it is a wide, near-flat, near-ground plane (the
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// arena floor); still skip true domes / tall vertical backdrops.
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if (SkippedName(rd->resourceName))
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{
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const VgMesh &gm = gMeshes[mi];
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const float yext = gm.maxy - gm.miny;
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const float xext = gm.maxx - gm.minx, zext = gm.maxz - gm.minz;
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const bool flatWideGround =
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(yext < 200.0f) && (xext > 500.0f) && (zext > 500.0f) && (gm.miny < 200.0f);
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if (getenv("BT_GROUND_LOG"))
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DEBUG_STREAM << "[visgnd] name-skip '" << rd->resourceName
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<< "' yext=" << yext << " xz=" << xext << "x" << zext
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<< " miny=" << gm.miny << " -> keepAsGround=" << (flatWideGround?1:0)
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<< "\n" << std::flush;
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if (!flatWideGround) { ++skipped; continue; }
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}
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VgInst inst;
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inst.mesh = mi;
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inst.px = pos[0]; inst.py = pos[1]; inst.pz = pos[2];
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