The full circuit, workflow-researched (5 parallel dossiers over BT411 + the
engine) and adversarially reviewed (3 lenses) before landing:
Mech side: the once-per-death transition in Simulate (freeze, motion kill,
DeathShutdown sweep, MASTER-only VehicleDead(-1) to the player link);
Mech::Reset @0049fb74 (reposition + heal every hull zone + the roster
DeathReset sweep + PreRun -- the reset-based respawn that REUSES the entity);
dead-owner terms in both weapon hard gates (wrecks fall silent).
Player side: the VehicleDead(-1) branch (deathPending dedup, deathCount
bump+stamp, scenario-role life debit, +5s re-post -> the engine drop-zone
hunt) and the DropZoneReply respawn branch (reset the dead mech at the
replied drop zone; probes on a live mech are moot).
Subsystem side: the engine base virtual DeathReset implemented across the
family -- MechSubsystem (zone heal + DestroyedState clear), MechWeapon (full
powered/thermal restore + fresh Loading cycle), AmmoBin (restock from the
ctor-cached count), HeatSink/HeatWatcher/PowerWatcher/Generator/Sensor/
MissileLauncher.
Review catches fixed before commit: AmmoBin restocked through the FREED
padBuffer pointer (use-after-free -> initialAmmoCount; MechSubsystem::
resource is now documented as never-deref-post-ctor); died-hot weapons
respawned at FailureHeat (now full thermal re-init); Generator tap counts
desynced across reset (preserved); Sensor skipped the base heal; PowerWatcher
inherited a statically-bound reset; cooling toggle + connect mode restored.
Verified: kill -> wreck (0 shots while dead) -> +5s -> drop-zone hunt ->
HEALED + placed at a real drop zone -> 134 shots after respawn incl. 12 SRM
(restock proof); unowned enemy wreck settles silently; fight/smoke/novice
regressions green, zero faults.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Mech::DamageZone::TakeDamage is the full binary cascade (@0049c690): LOD
artifact router with same-attacker clustering (@0049c40c, hysteresis 0.33),
artifact parent level = mean of children, Energy-hit generator shorts
through the crit plug binding (novice-exempt), weighted CriticalHit
(@0049ccc4), zone-death allotment push (SendSubsystemDamage @0049c9a8) and
the segment-table destruction descent (RecurseSegmentTable @0049cad4 --
SIBS + DESCEND via the engine EntitySegment iterators).
Supporting bricks: Mech's OWN handler table with the TakeDamage override
(latches lastInflictingID @0x43c; gyro feed staged; cylinder table
deferred); friend class Mech__DamageZone (authentic); subsystem private
zones ARMED (structureReference + armorByFacing[5] normalized -- crits are
measurable); ApplyDamageAndMeasure; ForceCriticalFailure sets
DestroyedState so the weapon FSMs' GetSimulationState()==1 hard gate went
live; Generator::ForceShort + PoweredSubsystem::ForceShortRecovery.
Fight-verified (mutual BT_SPAWN_ENEMY + BT_FORCE_ZONE=8 concentrated fire):
arm zone to 1.0 -> sibling searchlight zone dies (Searchlight2/ThermalSight
crits destroyed, HUD degrading) -> DESCEND kills the gun zone -> PPC_2 +
ERMLaser_2 + Condenser6 DESTROYED and FALL SILENT (0 shots after death;
undamaged PPC_1 keeps firing); vital-zone hit = MECH KILL; PPC hit shorted
GeneratorD. This art has zero artifact zones (redirect=0 across all 20 --
router verified dormant-correct). Smoke + novice regressions clean.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The subsystem-family cockpit buttons now work through the authentic Receiver
dispatch -> per-class handler-table path. The id space decodes cleanly:
Receiver::NextMessageID == 3, so ToggleCooling = 3 on the HeatSink chain and
the per-class id 4 is MoveValve on a Condenser / InjectCoolant on the
Reservoir -- same number, different class, the binary's per-receiver-class
convention.
- HeatSink::ToggleCoolingMessageHandler (@004ad6f8, id 3): novice-locked,
press-only; toggles coolantAvailable + coolantFlowScale together.
- Condenser::MoveValveMessageHandler (@4ae464, id 4): novice-locked; cycles
the valve 1->5->50->0->1 and calls Condenser::RecomputeValves (@0049f788):
every condenser's coolantFlowScale = valve / sum-of-valves. The ctor now
streams the AUTHENTIC flowScale=0; the Mech ctor seeds equal shares once at
spawn -- the flowScale=1 interim is retired.
- Reservoir::InjectCoolantMessageHandler (@4aee70, id 4): novice-locked;
press arms the flush when the tank holds charge, release drops it.
- MechSubsystem::NoviceLockout() (@4ac9c8): owner -> playerLink -> experience
== novice; unlinked mechs read unlocked.
- DEV harness BT_PRESS_VALVE / BT_PRESS_FLUSH: dispatch the REAL messages ~6s
into the mission from Mech::Simulate.
VERIFIED: spawn shares 6 x 0.166667; one MoveValve press -> Condenser1
valve=5 flow=0.5, others 0.1 (valve/sum exact); flush arms via the real
button message; NOVICE locks both presses (valve lines stay spawn-only, zero
flush). Zero Fail throughout.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The base all ~30 mech subsystems derive from. Reconstructed against the 4.10
structure per the MECHSUB.NOTES analysis (NOT backdated from BT411's divergent
version):
- Header: expanded with the real mech-specific member set (statusAlarm =
AlarmIndicator, vitalSubsystem, alarmModel, criticalReference,
collisionCriticalHitWeight, printSimulationState, configureActivePress,
resource). Dropped the speculative MessageHandlers static -- MechSubsystem
reuses the base Subsystem sets (inherited Simulation handlers/attrs/statecount).
- CPP: statics (ClassDerivations/DefaultData), both ctors (light name+classID and
resource), dtor, TestClass/TestInstance, and the damage API on the 4.10
per-type model -- GetSubsystemDamageLevel/SetSubsystemDamageLevel read/write the
real DamageZone::damageLevel [0,1]; ForceCriticalFailure; TakeDamage delegates
to the zone. Both ctors build the damage zone the base leaves NULL.
Deferred (documented): the Mech__DamageZone per-type armour STREAM wiring (ctors
use a trivial armour-free base DamageZone placeholder for now) and
CreateStreamedSubsystem (model-load stream format). These are refinements above
the ctor frontier, not boot blockers.
Compile-verified (BT: 24 ok); full tree still links clean. Next: the subsystem
roster (GAUSS/PPC/SENSOR source + .TCP partials + decomp).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>