Commit Graph
11 Commits
Author SHA1 Message Date
CydandClaude Fable 5 623c872c92 BT410 Phase 5.3.24: the death -> respawn cycle -- mechs DIE and COME BACK
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>
2026-07-24 16:35:05 -05:00
CydandClaude Fable 5 1a01aa6f43 BT410 Phase 5.3.21: the muzzle wave -- rounds leave FROM THE GUN
MechWeapon::GetMuzzlePoint (binary @004b9948): the mount segment's world
frame via GetSegmentToWorld (segmentToEntity x localToWorld), translation
extracted by transforming the segment-space origin.  The missile spawn now
launches from the rack mount -- verified live: SRM6_1/SRM6_2 leave from
distinct world positions 4.0 units above the hull origin, laterally offset
per rack and rotated through the mech's yaw, on BOTH mechs.  19/19
launch-detonate over 100s, zero faults; smoke green.

(The authored MuzzleVelocity up-tilt composed in the mount frame + the mech
velocity term remain with the beam/render wave -- the seeker converges from
the aimed initial velocity either way.)

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-24 14:24:02 -05:00
CydandClaude Fable 5 76acc516e4 BT410 Phase 5.3.20: missiles fly on the AUTHENTIC 'mslhit' family
The explosionModelFile decode: SRM6's streamed value 17 is a real resource
FAMILY id -- 'mslhit', 3 members: VideoModel(225), AudioStreamList(227) and
an 8-byte GameModel(228) = { int 498, maxTimeOfFlight 5.0 }.  The round now
spawns on that family and reads the AUTHORED 5.0s lifetime (range 800 at
~160 u/s checks out); the owner-family fallback stays for content without a
projectile family (sanity band keeps the default there).

Two engine truths closed the wave: (1) collision volumes are the Mover
DEFAULT -- a projectile spawn MUST pass NoCollisionVolumeFlag or the ctor
demands a BoxedSolidStream member the family doesn't carry (SearchList
NULL -> Lock() page fault -- the crash that originally masqueraded as a
"model-list index"); (2) the @0x414938 SearchList crash is the
missing-MEMBER case (Check compiled out) -- probe families manually before
handing them to engine paths.  Resource type numbering mapped and recorded
(15=GameModel, 10=VideoModel, 20=DamageZoneStream, ...).  BT_MODEL_DUMP=1
keeps the raw family/record dump as a decode bench.

Verified: 20 launches -> 20 detonations on the mslhit family over 110s,
zero faults; smoke + novice green.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-24 14:17:04 -05:00
CydandClaude Fable 5 fdf26d6e55 BT410 Phase 5.3.19: teardown SOLVED -- flying missiles are the DEFAULT
The death-row page fault was the THIRD strike of the uninitialized
zone-array trap: the staged spawn rides the mech family's resourceID, whose
DamageZoneStream makes the Entity base ctor allocate the 20-pointer
damageZones[] array with UNINITIALIZED slots -- the Missile never fills it,
and ~Entity's teardown deleted 20 garbage pointers through trash vtables
(the dtor-chain bisect showed every dtor completing, then EIP-in-heap).
Fix: the Projectile ctor NULLs every inherited zone slot.  RULE, now
three-crashes-proven: any entity subclass that does not FILL the allocated
zone array must NULL it -- the engine never initializes the slots, on
construction OR destruction.

Missiles are now the default SRM delivery (BT_MISSILE_INSTANT=1 = the
5.3.18a instant-hit as an A/B opt-out).  Verified: 20 launches -> 20
detonations -> 20 clean death-row teardowns over a 110s mutual fight, zero
faults; smoke + novice regressions green.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-24 13:39:18 -05:00
CydandClaude Fable 5 110ecec2ca BT410 Phase 5.3.18: flying missiles -- spawn/home/detonate LIVE, teardown open
The Missile entity family is reconstructed: Projectile : Mover gets a real
make-path ctor; Missile hosts the Seeker + MissleThruster roster (the
AUTHENTIC surviving SEEKER.HPP / MISTHRST.HPP interfaces -- the 1995
misspelling included) and flies the binary's guided integrator (@004bef78):
age/lifetime, seeker re-lead with the decoded loft constants
(200/50/300/0.1), thruster burn, steering (gain 4.0, deadband 1e-4), and
the proximity fuse delivering the cluster damage ONCE with the launcher as
inflictor.  Live-verified end-to-end: LAUNCH -> flight telemetry (thruster
visibly accelerating) -> DETONATE on the target ~0.9s out.

OPEN: the first ~Missile off the death row completes, then the frame
page-faults with EIP in the heap -- the first entity/subsystem teardown the
reconstructed sim has ever run.  The spawn path is therefore OPT-IN
(BT_MISSILE_FLIGHT=1); default SRM delivery stays the 5.3.18a instant-hit
cluster (verified 1:1, zero exceptions).  Forensics + engine truths
(SearchList crashes on non-directory ids; MakeMessages need FAMILY resource
ids; explosionModelFile is a model-list INDEX) in MISSILE.NOTES.md.

Also fixed on the way: the Subsystem NAME ctor left damageZone
UNINITIALIZED (latent garbage for every name-built subsystem).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-24 11:58:40 -05:00
CydandClaude Fable 5 f2424e9fdc BT410 Phase 5.3.18a: salvo economy corrected -- one cluster hit per trigger
BT411 task-#62 truth: the arcade fires ONE cluster Missile per salvo and its
zone damage lands EXACTLY ONCE (burstCount feeds only the gyro bounce +
splash falloff, never the zone armor formula). The 5.3.16 per-missile
delivery loop was ~6x too lethal. MISLANCH now sends a single salvo-split
damage message (verified 1:1 FIRED-to-damage in the mutual fight; zero
exceptions). The cluster splash joins the Missile entity wave.

Also: BT_FORCE_ZONE=n dev hook (pin every hit -- the cascade verification
knob) landed with 5.3.17's runs.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-24 11:19:27 -05:00
CydandClaude Fable 5 76cfc64353 BT410 Phase 5.3.16: targeting + damage -- two-mech fights are LIVE
The simulation is now a FIGHT. Mech target slot (+0x388), authentic
Loaded->Firing gate (viewFireEnable && HasActiveTarget), UpdateTargeting
range refresh, and SendDamage via the engine TakeDamageMessage.

MECHDMG.CPP is BORN against the AUTHENTIC surviving CODE/BT/BT/MECHDMG.HPP:
the Mech ctor's Pass-3 hull zone fill constructs Mech__DamageZone per zone
(the Entity base only allocates the raw pointer array -- unfilled slots were
crash #1; a base-class fill parses each record short and skews the stream --
crash #2). Streamed ctor parses the full BT tail (flags / Scalar-weighted
criticals with the Master+Dynamic plug gate / LOD redirect table) and
normalizes the armor economy: scale[type]=1/(raw x armorPoints), legs
halved -- BT411-verified @0049ce50.

Live two-mech verification (BT_SPAWN_ENEMY harness in DropZoneReply):
20 named hull zones stream on both mechs; PPC lands 11.77/hit (12 x
chargeRatio^2, type 4), ER-M laser 3.43 (type 3), SRM6 salvos 5.83 x 6
rounds on independent zones (type 2, one message per missile -- burstCount
is NOT in the zone formula); repeat hits climb linearly, leg zones absorb
at half scale, zones reach 1.0 Burning/Destroyed. No-target and novice
regressions hold (weapons load but never fire without a target).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-24 10:21:43 -05:00
CydandClaude Fable 5 e1e5a9a6db BT410 Phase 5.3.12: experience gates + coolant system -- novice/expert modes REAL
The player-experience system now gates the entire heat/jam economy, verified in
BOTH directions with a one-token egg edit (TESTNOV.EGG, experience=novice):
NOVICE = 212 fire cycles all pinned at T=77, zero jams, zero shutdowns (the
heat model authentically absent); EXPERT = the full economy (duty cycles, 119
shutdowns + 2 authentic jams under forced fire). Zero Fail in both.

- BTPLAYER: the flag block renamed to its TRUE semantics (simLive @0x25c,
  heatModelOn @0x260 -- the FUN_004ad7d4 master switch, advancedDamageOn pair,
  levelFlag26c/270, experienceLevel); the ctor rows were already
  binary-accurate (nov 0000 / std 1011 / vet 1111 / exp 1101); accessors +
  [exp] sentinel.
- HeatSink::HeatModelActive() + ProjectileWeapon::LiveFireEnabled(): owner
  mech -> Entity::GetPlayerLink() -> the BTPlayer flags, NULL-permissive.
  Gates: both HeatSinkSimulation phases, every weapon fire-heat dump, and
  CheckForJam is now the AUTHENTIC form (LiveFireEnabled + heatLoad<=0
  early-outs + the minJamChance floor; the interim heat-degraded gate retired).

- THE LOAD-BEARING FIX: Mech ctor SetValidFlag(). Every 1995 entity ctor tail
  marks itself valid; ours didn't -- Entity::Dispatch routes messages to an
  INVALID entity into the deferred event queue, so the PlayerLink bind (and
  every directly-dispatched mech message) silently never landed and the gates
  read a NULL player forever.

- THE COOLANT SYSTEM (authentic bodies, byte-verified constants: HeatLoadScale
  0.002 -> heatLoad now in [0,1]; equalize eps 1e-4; draw floor/ON
  0.0025/0.003): UpdateCoolant (damage-scaled draw -- an undamaged mech leaks
  nothing), BalanceCoolant (full clamp chain from ConductHeat), DrawCoolant
  base=0 with the RESERVOIR override as THE SOURCE; Reservoir reconstructed
  (capacity overlays thermalCapacity, CoolantSimulation + the full
  InjectCoolant flush distribution, BT_FORCE_FLUSH dev hook); Condenser
  RefrigerationSimulation (massScale = (1-damage)*refrigerationFactor >= 1 --
  the heat pump that chills the bank; valveState inits 1; digit-suffix number
  fix). Deferred: AggregateHeatSink family, cockpit-button handlers
  (MoveValve/ToggleCooling/InjectCoolant), TrackSeekVoltage charge model.

Research driven by a 4-agent workflow dossier over the BT411 RE (verbatim
bodies for every function above + the egg experience plumbing).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-22 22:15:07 -05:00
CydandClaude Fable 5 57507cb15c BT410 Phase 5.3.10: power/heat wave -- the thermal + electrical economy is LIVE
Weapons dump firing heat into their own sinks, sinks conduct through the
Condenser bank into the central HeatSink, temperatures drive the degradation/
failure alarms, and every powered subsystem tracks its generator through the
electrical state machine. Verified: the authentic fire-discipline game -- a PPC
spikes 77->709K per shot, relaxes to 441K across its 5s reload, and sustained
fire climbs 441->674->838->960K, brushing the authored 1000K degradation
threshold. All calibration values match the BT411 audit exactly (central bank
1.39e6, PPC sink 174000, thresholds 77/1000/2000).

- HEAT: HeatSinkSimulation (@004ad924 absorb->T->load->conduct->alarm),
  ConductHeat/ComputeHeatFlow (@004ad8ac/@004ad9ec two-body equilibrium
  relaxation; flow==0 exactly at uniform T), UpdateHeatLoad (15-sample filter);
  heat-state enum + accessors; installed by the HeatSink ctor.
- WIRE-VERIFIED: HeatSink resource gains linkedSinkIndex -- THE missing
  ancestry int that shifted every descendant block +1 (voltageSourceIndex had
  been reading the linked-sink index: "power sources" appeared to be
  Condensers). Conduction topology wired from it at construction:
  weapons->Condensers1-6->central; Generators->Condensers; Reservoir->central.
- MECHWEAP resource: authentic pip tail (pipPosition int + pipColor 3 floats +
  pipExtendedRange int) per the BT411 verified overlay; with linkedSinkIndex
  this closes the whole +3 alignment mystery (ProjectileWeapon pad deleted).
  True bhk1 reads: PPC recharge 5.0s (not 1.0), discharge 0.99s, range 900.
- POWERSUB: ctor resolves voltageSourceIndex -> GeneratorA-D (wire-verified),
  taps via Generator::TapVoltageSource (-1 when full); PoweredSubsystemSimulation
  (@004b0bd0) electrical FSM (Starting/NoVoltage/Shorted/GeneratorOff/Ready);
  GeneratorSimulation partial (start/short-recovery timers).
- Weapons: power step at sim head; Loading recharge gated on electrical Ready
  (authentic @4bbdf5); FireWeapon dumps firing heat. HEAT UNITS: the chain is
  1e7-native with TWO authoring conventions -- energy weapons store small
  (PPC=11, x1e7 from the energy algebra), ballistics store native (SRM6=5.06e7,
  dumped raw; double-scaling it was the bring-up runaway-temperature bug).
- SENSOR: authentic gating (@004b1c4c) -- power step, electrical-Ready gate,
  heat-state switch (Degradation x0.5 / Failure 0). Verified Ready + 100%.

Deferred: coolant depletion/venting, the novice HeatModelOff gate, the charge
model (TrackSeekVoltage/voltage sag/I2R), weapon gate 1 + jam roll, the central
sink's forward-linked drain. Zero Fail across fire + neutral runs.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-21 23:55:48 -05:00
CydandClaude Fable 5 ab7191dc38 BT410 Phase 5.3.9: ballistic fire path -- SRM launchers fire salvos + run dry
The SRM6 MissileLaunchers now run the authentic ballistic fire cycle against
their linked AmmoBins, wire-verified end to end.

- PROJWEAP ProjectileWeaponSimulation (PARTIAL, binary @004bbd04 -- fully
  recovered in the BT411 RE): one trigger-edge sample; the dry-bin gate pins
  NoAmmo(7) every frame; Loaded(2) -- the AMMO PULL LIVES IN THE CALLER (a
  denied shot does the 4->2 denial blip with NO ammo pulled -- early-returning
  gates from FireWeapon while the caller cycles the alarm is the 1995 "denied
  shot fakes a full firing cycle" defect class); granted -> Firing ->
  FireWeapon -> Loading (or NoAmmo on the emptying pull), recoil=rechargeRate;
  Loading bleeds recoil -> Loaded when a round is chambered, dial animates;
  Jammed(5) held; NoAmmo(7) = the roach-motel (re-asserts unconditionally).
  Deferred: electrical step, gate 1, eject, jam roll, HasActiveTarget.
- AMMOBIN: FeedAmmo() + GetAmmoState() (1 round-ready / 2 EMPTY).
- ammoBinLink wired from the resource's ammoBinIndex (the bin's roster slot).
- WIRE-VERIFIED RESOURCE ALIGNMENT: a raw-stream dump pinned the
  ProjectileWeapon field block +3 ints past our staged struct (the MechWeapon
  resource ancestry runs 3 ints short -- the pip-family fields). Fixed with
  resourceAlignPad[3]; phantom muzzleVelocity/missileCount tail dropped.
  Confirmed on-wire: ammoBinIndex=27/29 (the exact bin slots), tracerInterval=1,
  minTOF=0.5, minVolt%=0.3, minJam=0.05, missileCount=6 (an SRM6!).
- MECHWEAP: weapon-state enum extended to the full 1995 set (DryTrigger 1,
  Jammed 5, TriggerDuringJam 6, NoAmmo 7; count 8).
- MISLANCH FireWeapon PARTIAL (@004bcc60: heat + salvo spawn only -- spawn
  needs the entity/targeting waves).

VERIFIED headlessly (BT_FORCE_FIRE): bins resolve with the authored 24 rounds;
SRM6s fire 6-missile salvos at the authored 1s cadence, rounds 24->0; after
the 24th salvo the launcher goes DRY and stays silent across ~3,000 subsequent
fire events while the energy weapons keep cycling. Zero Fail.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-21 23:18:39 -05:00
CydandClaude Fable 5 1cab46ae72 Mech phase 2: reconstruct ProjectileWeapon + MissileLauncher + AmmoBin -- weapon family complete
ProjectileWeapon (: MechWeapon) -- ballistic (ammo-fed) base: ammo-bin link,
tracer/eject/jam/lead members. MissileLauncher (: ProjectileWeapon) -- salvo
launcher, using the surviving CODE MISLANCH.HPP (missileCount + per-salvo damage
split). AmmoBin (: HeatWatcher) -- ammo store with cook-off heat. All ctors chain
their parents + init from resource; fire paths staged.

Weapon family now COMPLETE: MechWeapon -> {Emitter -> PPC, GaussRifle;
ProjectileWeapon -> MissileLauncher} + AmmoBin. The surviving PPC.CPP/GAUSS.CPP
link against the reconstructed Emitter base. BT: 36 ok.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-20 00:27:08 -05:00