Files
TeslaRel410/restoration/source410/BT/BTPLAYER.HPP
T
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

230 lines
6.2 KiB
C++

//===========================================================================//
// File: btplayer.hpp //
// Project: BattleTech //
// Contents: Implementation details for the BT player //
//---------------------------------------------------------------------------//
// Date Who Modification //
// -------- --- ---------------------------------------------------------- //
// //
//---------------------------------------------------------------------------//
// Copyright (C) 1995, Virtual World Entertainment, Inc. //
// All Rights reserved worldwide //
// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //
//===========================================================================//
#if !defined(BTPLAYER_HPP)
# define BTPLAYER_HPP
# if !defined(PLAYER_HPP)
# include <player.hpp>
# endif
//##################### Forward Class Declarations #######################
class Mech;
class BTTeam;
class Mission;
//###########################################################################
//####################### BTPlayer Make Message #########################
//###########################################################################
class BTPlayer__MakeMessage:
public Player__MakeMessage
{
public:
CString roleName;
CString teamName;
BTPlayer__MakeMessage(
Receiver::MessageID message_ID,
size_t length,
Entity::ClassID class_ID,
const EntityID &owner_ID,
ResourceDescription::ResourceID resource_ID,
LWord instance_flags,
const Origin &origin,
int player_bitmap_index,
CString role_name,
CString team_name
):
Player__MakeMessage(
message_ID,
length,
class_ID,
owner_ID,
resource_ID,
instance_flags,
origin,
player_bitmap_index
)
{
roleName = role_name;
teamName = team_name;
}
};
//###########################################################################
//############################# BTPlayer ################################
//###########################################################################
class BTPlayer:
public Player
{
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Shared Data Support
//
public:
static Derivation ClassDerivations;
static SharedData DefaultData;
static const HandlerEntry
MessageHandlerEntries[];
static MessageHandlerSet
MessageHandlers;
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Message Support
//
public:
enum {
ScoreInflictedMessageID = Player::NextMessageID,
ScoreUpdateMessageID,
NextMessageID
};
protected:
void
DropZoneReplyMessageHandler(DropZone__ReplyMessage *message);
void
VehicleDeadMessageHandler(VehicleDeadMessage *message);
void
ScoreMessageHandler(ScoreMessage *message);
void
ScoreInflictedMessageHandler(ScoreMessage *message);
void
ScoreUpdateMessageHandler(ScoreMessage *message);
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Vehicle creation
//
protected:
virtual void
CreatePlayerVehicle(Origin mech_location);
void
InitializePlayerLink();
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Construction and Destruction
//
public:
typedef BTPlayer__MakeMessage MakeMessage;
static BTPlayer*
Make(MakeMessage *creation_message);
BTPlayer(
MakeMessage *creation_message,
SharedData &shared_data = DefaultData
);
~BTPlayer();
Logical
TestInstance() const;
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Experience support
//
public:
Enumeration
GetExperienceLevel();
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Model Support
//
public:
typedef void
(BTPlayer::*Performance)(Scalar time_slice);
void
SetPerformance(Performance performance)
{
Check(this);
activePerformance = (Simulation::Performance)performance;
}
void
PlayerSimulation(Scalar time_slice);
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Local Data
//
protected:
Mission
*btMission;
char
teamName[64];
BTTeam
*teamEntity;
Logical
freeForAll;
Logical
consoleAttached;
Logical
suppressConsole;
//
// EXPERIENCE-LEVEL game-mode flags, derived in the constructor from the
// mission's experience level (novice / standard / veteran / expert) and
// advanced-damage technician flag. TRUE SEMANTICS (the early "display
// toggles" reading of this block was wrong -- see BTPLAYER.NOTES.md):
// binary rows for (simLive, heatModelOn, levelFlag26c, levelFlag270) =
// nov 0,0,0,0 / std 1,0,1,1 / vet 1,1,1,1 / exp 1,1,0,1.
// simLive -- the novice lockout: jams, searchlight, powersub
// short events (CheckForJam's LiveFireEnabled gate);
// heatModelOn -- THE heat-model master switch (HeatModelActive):
// weapon-fire heat, the heat sim, coolant, movement
// heat. Standard mode has NO heat consequences --
// authentic, not a gap;
// advancedDamageOn/2 -- the egg's technician flag (an int pair in the
// binary; NOT part of the level switch);
// experienceLevel -- the raw 0..3 (the ==0 novice-lockout predicate).
//
Logical
simLive;
Logical
heatModelOn;
Logical
advancedDamageOn;
Logical
advancedDamageOn2;
Logical
levelFlag26c;
Logical
levelFlag270;
int
experienceLevel;
public:
Logical
IsSimLive() const { Check(this); return simLive; }
Logical
IsHeatModelOn() const { Check(this); return heatModelOn; }
Logical
IsAdvancedDamageOn() const { Check(this); return advancedDamageOn; }
protected:
int
killCount;
int
padScore;
Mech
*objectiveMech;
Time
lastConsoleUpdate;
Logical
deathPending;
};
#endif