Combat: FIX missile direct damage 6x over-application -- damage once per salvo (task #62)
User live regression: missiles killed a mech in ~2 shots ("takes way more than 2
normally"). Root cause -- DamageZone::TakeDamage (arcade @0041e4e0 == WinTesla
DAMAGE.cpp:379) is `damageLevel += amount*scale` and IGNORES burstCount. So the
arcade's ONE cluster Missile per trigger lands its damageAmount EXACTLY ONCE; the
missileCount/burstCount split is cosmetic for zone damage (only gyro-bounce +
splash-falloff read burstCount). The port re-expresses that one cluster as N
flying rounds and was damaging on EVERY round = ~missileCount x too lethal on the
direct hit (mirrors the splash over-application fixed in 145a69f).
Fix (mislanch.cpp FireWeapon): only the salvo-LEAD round (i==0) carries damage
(damageData.damageAmount) AND the cluster splash; the other N-1 rounds are VISUAL
(damage 0) -- the tracer ripple, no extra damage. AC unaffected (one round/shot,
not a cluster).
Verified (BT_DMG_LOG [dmghit] trace): per-hit missile damage = clean 5.83, burst
1, once. Missiles-ONLY (BT_AF_MISSILE now independent of BT_AUTOFIRE), single
enemy, 45s: 8 damaging hits, top zone reaches only 0.18, NO death (was death in
~3 pulls) -- "way more than 2" restored. Earlier test deaths were BT_AUTOFIRE
firing laser+PPC+missiles combined, not missiles alone.
KB: combat-damage.md documents burstCount-ignored + the N-round cluster trap
(direct + splash both once-per-salvo).
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
145a69f865
commit
fa0b825b60
+29
-19
@@ -125,9 +125,13 @@ Three-layer story, measured live + decomp-verified:
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1. **The armor economy is POINTS**: every zone streams `damageScale[5]` — 5 cells indexed by
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`damageType` DIRECTLY (Collision/Ballistic/Explosive/Laser/Energy; task #60 correction — NOT an
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"even/odd slot" parity), each destructive type's cell ≈ `1/armorPoints` (armor 50–140).
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`damageLevel += amount × damageScale[type]`, 1.0 = destroyed — engine `DAMAGE.cpp:379`, called
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from `mechdmg.cpp:427`; the `[zone-armor]` dump, BT_DMG_LOG. Weapons author point-scale amounts
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(laser 11.77 ≈ 10 torso hits). ✓
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`damageLevel += amount × damageScale[type]`, 1.0 = destroyed — engine `DAMAGE.cpp:379` (arcade
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`@0041e4e0`), called from `mechdmg.cpp:427`; the `[zone-armor]` + per-hit `[dmghit]` dumps,
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BT_DMG_LOG. Weapons author point-scale amounts (laser 11.77 ≈ 10 torso hits). **`burstCount` is
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NOT in this formula — zone damage IGNORES it** [T1]; one Damage message = one `amount×scale`
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application regardless of burstCount (burstCount is read only by the gyro-bounce math + the
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SplashDamage falloff). A cluster missile therefore lands its damageAmount ONCE — see the
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SALVO-LEAD FIX below for why the port's N-round missiles must damage once per salvo. ✓
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2. **StaticBounce prices rams with the AUTHORED moverMass ≈ 1.3e6 units** → ~600×v² ≈ 59,000
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points for a 10 m/s ram (measured: 59221@9.94, 398@0.81; `[collide-tx]` now logs mass/e).
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The binary DISPATCHES it raw (@part_012:15324-15358) — but in pod MP it landed on the local
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@@ -471,22 +475,28 @@ destroyed/zoneless mechs, applies the `dist>radius` gate + the burst falloff, de
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shooter's msgmgr (cross-pod) or `Dispatch`. Hooked at BOTH detonation paths (world-impact + contact).
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**⚠ THE SALVO-LEAD FIX (task #62 bug, found 2026-07-13 by live regression) — the N-round trap.**
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The arcade fires ONE cluster Missile per trigger (burstCount=missileCount) → ONE SplashDamage event
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with `baseBurst = missileCount`, floored at 1 ONCE. The port re-expresses that cluster as N flying
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`BTProjectile` rounds (visual tracers). Firing splash PER ROUND (each `baseBurst=1`, each floored at
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1) applied the floor N times = **~`missileCount`× too much splash** — a clustered bystander died in
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~2 salvos (user-reported "missiles suddenly lethal"; direct hits were fine — a single enemy survived
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24). Fix: `BTProjectile.splashBurst` tags ONLY the salvo-lead round (`FireWeapon` passes `nmiss` on
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`i==0`, `0` on the rest); splash fires once per salvo with `baseBurst = missileCount`. Replicant
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mirror rounds carry `0`/damage-0 (master delivers splash cross-pod — no double). **Lesson:** a cluster
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weapon re-expressed as N rounds must apply per-CLUSTER effects (splash, and note the direct hit's
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zone-concentration is likewise SPREAD in the port vs the arcade's single-zone cluster — a separate,
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pre-existing under-concentration) once per salvo, not once per round.
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**Verified:** radius resolves to 30 for missiles / 0 for AC+Emitters; near-miss dist=15 → 1 burst;
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live rig (2 clustered mechs, 45s): bystander takes 6 splash events (1/salvo, `baseBurst=6`) and
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SURVIVES (was ~2 shots pre-fix); primary dies to direct hits in ~3 trigger pulls (36 missiles, ==
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single-enemy TTK); AC does not splash; no crash. Env `BT_SPLASH_LOG`, `BT_SPLASH_TEST` (synthetic
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near-miss), `BT_AF_MISSILE` (missile autofire), `BT_SPAWN_ENEMY=2` (clustered bystander rig).
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**KEY FACT [T1]: `DamageZone::TakeDamage` (arcade `@0041e4e0` == WinTesla `DAMAGE.cpp:379`) is
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`damageLevel += damageAmount * damageScale[type]` and IGNORES `burstCount`.** So ONE arcade cluster
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Missile per trigger (damageAmount = authored/missileCount, burstCount = missileCount) applies its hit
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EXACTLY ONCE to a zone — `burstCount` is cosmetic for zone damage (only the gyro-bounce math
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`gyro.cpp:834` and the SplashDamage falloff `damage.burstCount/dist^exp` read it). The port
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re-expresses that ONE cluster as N flying `BTProjectile` rounds (visual tracers), and task #62
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damaged + splashed on EVERY round → **~`missileCount`× too lethal on BOTH the direct hit and the
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splash** (user-reported "missiles kill in 2 shots" — a mech that should take many salvos). Fix
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(`mislanch.cpp` FireWeapon): only the salvo-LEAD round (`i==0`) carries damage (`damageData.
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damageAmount`) AND the cluster splash (`splashBurst = nmiss`); the other N-1 rounds are VISUAL
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(damage 0, `splashBurst 0`) — the ripple of tracers. `BTProjectile.splashBurst` gates the two splash
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hooks; the direct-hit block already skips `p.damage<=0`. Replicant mirror rounds carry 0 (master
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delivers cross-pod — no double). **Lesson:** a cluster weapon re-expressed as N rounds must apply ALL
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zone effects (direct damage AND splash) ONCE per salvo, not once per round — the arcade's single
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Missile is one damage event, `burstCount` notwithstanding.
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**Verified [T2]:** per-hit missile damage = clean 5.83, burst 1, ONCE (`[dmghit]` trace); radius 30
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for missiles / 0 for AC+Emitters. Missiles-ONLY, single enemy, 45s: 8 damaging hits, top zone reaches
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only 0.18, **NO death** (was death in ~3 pulls pre-fix) — "way more than 2 shots" restored. AC (one
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round/shot, not a cluster) unaffected. Env `BT_SPLASH_LOG`, `BT_DMG_LOG` (per-hit `[dmghit]` +
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zone-armor), `BT_AF_MISSILE` (missile-only autofire, independent of BT_AUTOFIRE), `BT_SPAWN_ENEMY=N`
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(N clustered dummies). ⚠ `BT_AUTOFIRE` fires ALL weapon groups (laser+PPC+AC) — use `BT_AF_MISSILE`
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alone to isolate missile TTK.
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**Deferred [T3]:** the per-player enable sub-gate `Missile+0x360 = BTPlayer+0x264` (part_013.c:8757) —
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its decomp writers (4668/10512) read as a per-frame state toggle, not a clean config flag, and the
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port's `showDamageInflicted` label is itself a guess; port treats authored `SplashRadius>0` as the
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@@ -3730,10 +3730,12 @@ void
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LBE4ControlsManager::ButtonJoystickThumbLow, // 0x46
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LBE4ControlsManager::ButtonJoystickThumbHigh, // 0x47
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};
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// DEV: BT_AF_MISSILE=1 also pulses the missile group (ThumbHigh) so a
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// headless rig can exercise the launcher (splash verification, task #62).
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// DEV: BT_AF_MISSILE=1 pulses the missile group (ThumbHigh). INDEPENDENT
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// of BT_AUTOFIRE (which drives the main gun group) so a headless rig can
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// exercise MISSILES ONLY -- isolates missile damage/splash from laser+PPC
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// fire (task #62 TTK verification).
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static const int s_afMissile = getenv("BT_AF_MISSILE") ? 1 : 0;
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const int autofireMsl = (s_afMissile && gBTDrive.fireForced && targetInArc) ? s_afPhase : 0;
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const int autofireMsl = (s_afMissile && targetInArc) ? s_afPhase : 0;
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int want[4];
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want[0] = ((gBTLaserKey && targetInArc) || autofire) ? 1 : 0;
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want[1] = (gBTPinkyKey && targetInArc) ? 1 : 0; // key '4' (was unmapped)
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@@ -424,7 +424,14 @@ void
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}
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// ---- real zone: apply to armour/structure ----
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Scalar preLvl = damageLevel;
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DamageZone::TakeDamage(damage); // FUN_0041e4e0
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if (getenv("BT_DMG_LOG"))
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DEBUG_STREAM << "[dmghit] mech=" << mech->GetEntityID()
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<< " zone=" << damageZoneIndex << " vital=" << (int)vitalDamageZone
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<< " type=" << (int)damage.damageType << " amt=" << damage.damageAmount
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<< " burst=" << damage.burstCount
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<< " lvl " << preLvl << "->" << damageLevel << "\n" << std::flush;
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Mech__DamageZone *parent = parentArtifactZone.GetCurrent(); // FUN_00417ab4(this+0x62)
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if (parent != 0)
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@@ -305,15 +305,19 @@ void MissileLauncher::FireWeapon()
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// on the authored up-tilt, then the seeker loft + steering arc it onto the target.
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int nmiss = (missileCount > 0 && missileCount < 40) ? missileCount : 1;
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for (int i = 0; i < nmiss; ++i)
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// SPLASH (task #62 fix): the whole salvo re-expresses ONE arcade cluster
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// missile, which does ONE SplashDamage event with baseBurst = the cluster
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// count. Tag ONLY the first round as the salvo lead (splash_burst = nmiss);
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// the rest carry 0 so splash fires once per salvo, not once per visual round
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// (which floored-at-1 N times = ~missileCount-x over-splash).
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BTPushProjectile(muzzle, o, target, targetPos, speed, damageData.damageAmount,
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// DAMAGE + SPLASH ONCE PER SALVO (task #62 fix): the arcade fires ONE
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// cluster Missile per trigger, and its zone damage is applied EXACTLY ONCE
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// -- DamageZone::TakeDamage (@0041e4e0) is `damageLevel += amount*scale`
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// and IGNORES burstCount. The port draws that cluster as N visual rounds;
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// damaging on EVERY round applied the hit N times = ~missileCount-x too
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// lethal (the "2-shot kill" regression). Only the LEAD round (i==0)
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// carries the missile's damageAmount + the cluster splash; the rest are
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// VISUAL (damage 0) -- the ripple of tracers, no extra damage.
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BTPushProjectile(muzzle, o, target, targetPos, speed,
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(i == 0) ? damageData.damageAmount : 0.0f,
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&launchVelocity, 1,
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subsystemID /*messmgr explosion bundling at impact (task #7)*/,
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(i == 0) ? nmiss : 0 /*salvo-lead cluster splash*/);
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(i == 0) ? nmiss : 0 /*salvo-lead: cluster splash baseBurst*/);
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// Salvo replication (missile-visibility wave): bump the fire counter + stamp
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// the aim point; the extended update record carries both to peer nodes.
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