Commit Graph
2 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 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