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>
551 lines
16 KiB
C++
551 lines
16 KiB
C++
//===========================================================================//
|
|
// File: emitter.cpp //
|
|
// Project: BattleTech Brick: Mech weapons //
|
|
// Contents: Emitter -- the energy-weapon (beam) base //
|
|
//---------------------------------------------------------------------------//
|
|
// Copyright (C) 1995, Virtual World Entertainment, Inc. //
|
|
// All Rights reserved worldwide //
|
|
// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //
|
|
//===========================================================================//
|
|
|
|
#include <bt.hpp>
|
|
#pragma hdrstop
|
|
|
|
#if !defined(EMITTER_HPP)
|
|
# include <emitter.hpp>
|
|
#endif
|
|
|
|
#if !defined(MECH_HPP)
|
|
# include <mech.hpp>
|
|
#endif
|
|
|
|
#include <math.h>
|
|
|
|
Derivation
|
|
Emitter::ClassDerivations(
|
|
MechWeapon::ClassDerivations,
|
|
"Emitter"
|
|
);
|
|
|
|
//
|
|
//#############################################################################
|
|
// Attribute Support. Emitter publishes the beam charge level (ChargeLevel, at
|
|
// the authentic 0x1D past the MechWeapon table end): the HUD weapon-charge
|
|
// gauge binds it, and -- load-bearing -- GaussRifle's AttributeIndex chains
|
|
// THIS index (GAUSS.CPP), and PPC::DefaultData binds it via the inherited
|
|
// PPC::AttributeIndex. It MUST be a real defined index (a declared-but-
|
|
// undefined Emitter::AttributeIndex leaves activeAttributeIndex NULL and
|
|
// faults the first GetAttributePointer on any PPC/Gauss). Chained to the
|
|
// MechWeapon index so every energy weapon exposes the full weapon table
|
|
// (TriggerState / PercentDone / ...).
|
|
//#############################################################################
|
|
//
|
|
const Emitter::IndexEntry
|
|
Emitter::AttributePointers[]=
|
|
{
|
|
ATTRIBUTE_ENTRY(Emitter, ChargeLevel, chargeLevel)
|
|
};
|
|
|
|
Emitter::AttributeIndexSet
|
|
Emitter::AttributeIndex(
|
|
ELEMENTS(Emitter::AttributePointers),
|
|
Emitter::AttributePointers,
|
|
MechWeapon::AttributeIndex
|
|
);
|
|
|
|
Emitter::SharedData
|
|
Emitter::DefaultData(
|
|
Emitter::ClassDerivations,
|
|
MechWeapon::MessageHandlers,
|
|
Emitter::AttributeIndex,
|
|
Subsystem::StateCount
|
|
);
|
|
|
|
Emitter::Emitter(
|
|
Mech *owner,
|
|
int subsystem_ID,
|
|
SubsystemResource *subsystem_resource,
|
|
SharedData &shared_data
|
|
):
|
|
MechWeapon(owner, subsystem_ID, subsystem_resource, shared_data)
|
|
{
|
|
Check(owner);
|
|
Check_Pointer(subsystem_resource);
|
|
|
|
chargeLevel = 0.0f;
|
|
seekRate = 0.0f;
|
|
damagePortion = 0.0f;
|
|
heatPortion = 0.0f;
|
|
firingActive = 0;
|
|
|
|
graphicLength = subsystem_resource->graphicLength;
|
|
dischargeTime = subsystem_resource->dischargeTime;
|
|
dischargeTimer = dischargeTime;
|
|
|
|
//
|
|
// Bring-up-safe pre-init: the electrical block below overwrites these with
|
|
// the calibrated values when the voltage source is live.
|
|
//
|
|
energyCoefficient = 1.0f;
|
|
seekVoltageIndex = 0;
|
|
seekVoltageRecommendedIndex = 0;
|
|
minSeekVoltageIndex = 0;
|
|
maxSeekVoltageIndex = 0;
|
|
{
|
|
for (int sv = 0; sv < 5; ++sv)
|
|
{
|
|
seekVoltage[sv] = 1.0f;
|
|
}
|
|
}
|
|
|
|
//
|
|
// energyTotal = (damage + heat) x 1e7 -- the discharge energy in the
|
|
// 1e7-native heat units.
|
|
//
|
|
energyTotal = (damageData.damageAmount + heatCostToFire) * 1.0e7f;
|
|
|
|
//
|
|
// The SeekVoltage calibration (binary ctor @004bb120): the authored curve
|
|
// values are FRACTIONS of the powering generator's rated voltage (-1
|
|
// sentinel ends the list); the energy coefficient pins E = 0.5*V^2*EC to
|
|
// energyTotal exactly at the recommended gear; and voltageScale calibrates
|
|
// the exponential charge level(t) = Vrated*(1 - exp(-t/(EC*voltageScale)))
|
|
// to reach the recommended seek voltage in the authored RechargeRate
|
|
// seconds on a COLD generator (0.0001 == 1/Vrated). Generator heat then
|
|
// stretches the scale through ChargeTimeScale -- the heat/firepower
|
|
// feedback.
|
|
//
|
|
{
|
|
Generator *src = (Generator *)ResolveVoltageSource();
|
|
if (src != NULL)
|
|
{
|
|
int i;
|
|
for (i = 0; i < 5; ++i)
|
|
{
|
|
seekVoltage[i] = 0.0f;
|
|
}
|
|
for (i = 0; i < 5; ++i)
|
|
{
|
|
if (subsystem_resource->seekVoltage[i] == -1.0f)
|
|
{
|
|
maxSeekVoltageIndex = i - 1;
|
|
break;
|
|
}
|
|
seekVoltage[i] = subsystem_resource->seekVoltage[i]
|
|
* src->RatedVoltageOf();
|
|
}
|
|
seekVoltageRecommendedIndex =
|
|
subsystem_resource->seekVoltageRecommendedIndex;
|
|
seekVoltageIndex = seekVoltageRecommendedIndex;
|
|
minSeekVoltageIndex = 0;
|
|
|
|
Scalar v = seekVoltage[seekVoltageRecommendedIndex];
|
|
energyCoefficient = energyTotal / (v * v * 0.5f);
|
|
voltageScale = (rechargeRate
|
|
/ -(Scalar)log((double)(1.0f - 0.0001f * v)))
|
|
/ energyCoefficient;
|
|
|
|
if (getenv("BT_POWER_LOG"))
|
|
{
|
|
DEBUG_STREAM << "[charge] '" << GetName()
|
|
<< "' seekV={" << seekVoltage[0] << "," << seekVoltage[1]
|
|
<< "," << seekVoltage[2] << "," << seekVoltage[3]
|
|
<< "," << seekVoltage[4] << "} rec=" << seekVoltageRecommendedIndex
|
|
<< " max=" << maxSeekVoltageIndex
|
|
<< " EC=" << energyCoefficient
|
|
<< " vScale=" << voltageScale
|
|
<< " discharge=" << dischargeTime
|
|
<< " E=" << energyTotal << endl << flush;
|
|
}
|
|
}
|
|
}
|
|
|
|
//
|
|
// damageFraction = the damage share of the discharge energy.
|
|
//
|
|
damageFraction = damageData.damageAmount /
|
|
(damageData.damageAmount + heatCostToFire);
|
|
|
|
//
|
|
// Install the beam-weapon fire state machine; spawn LOADING (the charge
|
|
// integrates up from zero). (A replicant copy is driven by console
|
|
// updates / ServiceDischarge instead -- that path joins the network wave.)
|
|
//
|
|
weaponAlarm.SetLevel(LoadingState);
|
|
if (owner->GetInstance() != Entity::ReplicantInstance)
|
|
{
|
|
SetPerformance(&Emitter::EmitterSimulation);
|
|
}
|
|
|
|
Check_Fpu();
|
|
}
|
|
|
|
//
|
|
//#############################################################################
|
|
// TrackSeekVoltage -- integrate the charge from the powering generator
|
|
// (binary @004ba838): derive the seek rate from the voltage gap over the
|
|
// (heat-stretched) charge time-scale, step the level, and feed the charging
|
|
// I^2R loss back into the GENERATOR's heat -- recharging weapons is what
|
|
// heats generators, which conduct to their condensers and slow further
|
|
// charging through ChargeTimeScale. The heat/firepower feedback loop.
|
|
//#############################################################################
|
|
//
|
|
void
|
|
Emitter::TrackSeekVoltage(Scalar time_slice)
|
|
{
|
|
Check(this);
|
|
|
|
Generator *src = (Generator *)ResolveVoltageSource();
|
|
if (src == NULL)
|
|
{
|
|
return;
|
|
}
|
|
|
|
Scalar dtScale = ChargeTimeScale();
|
|
seekRate = (src->MeasuredVoltage() - chargeLevel) / dtScale;
|
|
chargeLevel = (seekRate / energyCoefficient) * time_slice + chargeLevel;
|
|
|
|
if (HeatModelActive())
|
|
{
|
|
src->AddPendingHeat(seekRate * seekRate * dtScale * time_slice);
|
|
}
|
|
}
|
|
|
|
//
|
|
//#############################################################################
|
|
// ComputeOutputVoltage -- the Emitter override (binary @004ba738): the
|
|
// recharge dial = the charge level as a fraction of the selected seek
|
|
// voltage, snapped to 1.0 within 0.01 and clamped to [0,1] (the byte-verified
|
|
// over-1 clamp zeroes the dial).
|
|
//#############################################################################
|
|
//
|
|
void
|
|
Emitter::ComputeOutputVoltage()
|
|
{
|
|
Check(this);
|
|
|
|
Scalar magnitude = (chargeLevel < 0.0f) ? -chargeLevel : chargeLevel;
|
|
if (magnitude > 1.0e-4f)
|
|
{
|
|
rechargeLevel = chargeLevel / seekVoltage[seekVoltageIndex];
|
|
}
|
|
else
|
|
{
|
|
rechargeLevel = 0.0f;
|
|
}
|
|
|
|
Scalar snap = rechargeLevel - 1.0f;
|
|
if (snap < 0.0f)
|
|
{
|
|
snap = -snap;
|
|
}
|
|
if (snap <= 0.01f)
|
|
{
|
|
rechargeLevel = 1.0f;
|
|
}
|
|
|
|
if (rechargeLevel < 0.0f)
|
|
{
|
|
rechargeLevel = 0.0f;
|
|
}
|
|
else if (rechargeLevel > 1.0f)
|
|
{
|
|
rechargeLevel = 0.0f;
|
|
}
|
|
}
|
|
|
|
Emitter::~Emitter()
|
|
{
|
|
}
|
|
|
|
Logical
|
|
Emitter::TestClass(Mech &)
|
|
{
|
|
return True;
|
|
}
|
|
|
|
Logical
|
|
Emitter::TestInstance() const
|
|
{
|
|
return IsDerivedFrom(ClassDerivations);
|
|
}
|
|
|
|
//
|
|
//#############################################################################
|
|
// FireWeapon The energy-beam discharge (PARTIAL -- binary @004bace8). The
|
|
// authentic body: re-arm the beam-on countdown, compute the per-shot damage /
|
|
// heat from the charge energy (0.5*V^2*EC closed forms), dump the heat into
|
|
// the inherited thermal accumulator, spend the charge, build the beam
|
|
// (muzzle -> target) and submit the Damage record at the owner's target.
|
|
// The energy/heat algebra needs the electrical charge model (TrackSeekVoltage
|
|
// / seekVoltage / generator -- the powersub wave), and the beam/damage need
|
|
// the targeting slot + renderer. This partial performs the DISCHARGE
|
|
// bookkeeping -- countdown re-arm, charge spent, recoil loaded so the recharge
|
|
// dial animates -- so the fire state machine runs end-to-end.
|
|
//#############################################################################
|
|
//
|
|
void
|
|
Emitter::FireWeapon()
|
|
{
|
|
Check(this);
|
|
|
|
//
|
|
// Re-arm the beam-on countdown, then THE AUTHENTIC ENERGY ALGEBRA (binary
|
|
// @004bace8): the shot's damage and heat are the two shares of the stored
|
|
// charge energy, scaled by the SQUARE of the charge ratio (the level as a
|
|
// fraction of the recommended seek voltage) -- an under-charged or
|
|
// down-geared shot delivers proportionally less of both. At full charge on
|
|
// the recommended gear: damage = the authored DamageAmount verbatim, heat =
|
|
// heatCostToFire x 1e7 (the 1e7-native chain).
|
|
//
|
|
dischargeTimer = dischargeTime;
|
|
|
|
Scalar vRec = seekVoltage[seekVoltageRecommendedIndex];
|
|
Scalar chargeRatio = (vRec > 0.0f) ? (chargeLevel / vRec) : 1.0f;
|
|
|
|
damagePortion = (damageFraction * energyTotal * 1.0e-7f)
|
|
* chargeRatio * chargeRatio;
|
|
heatPortion = (1.0f - damageFraction) * energyTotal
|
|
* chargeRatio * chargeRatio;
|
|
|
|
//
|
|
// The damage submission (binary @004bace8 tail): the shot's portion rides
|
|
// the inherited Damage record to the owner's target when it is inside the
|
|
// weapon's effective range. (The beam build / impact point join the
|
|
// render wave.)
|
|
//
|
|
damageData.damageAmount = damagePortion;
|
|
damageData.burstCount = 1;
|
|
if (targetWithinRange && owner != NULL
|
|
&& owner->GetTargetEntity() != NULL)
|
|
{
|
|
SendDamage(owner->GetTargetEntity(), damageData);
|
|
}
|
|
|
|
if (HeatModelActive())
|
|
{
|
|
AddPendingHeat(heatPortion);
|
|
}
|
|
|
|
//
|
|
// Spend the charge.
|
|
//
|
|
ComputeOutputVoltage();
|
|
chargeLevel = 0.0f;
|
|
firingActive = 1;
|
|
|
|
if (getenv("BT_MECH_LOG"))
|
|
{
|
|
DEBUG_STREAM << "[fire] '" << GetName()
|
|
<< "' FIRED (dmg=" << damagePortion
|
|
<< " heat=" << heatPortion
|
|
<< " ratio=" << chargeRatio
|
|
<< " T=" << CurrentTemperatureOf() << ")" << endl << flush;
|
|
}
|
|
}
|
|
|
|
//
|
|
//#############################################################################
|
|
// ResetFiringState (binary @004ba9a8) -- the beam has finished: drop back to
|
|
// Loading so the recharge cycle begins.
|
|
//#############################################################################
|
|
//
|
|
void
|
|
Emitter::ResetFiringState()
|
|
{
|
|
Check(this);
|
|
|
|
firingActive = 0;
|
|
weaponAlarm.SetLevel(LoadingState);
|
|
}
|
|
|
|
//
|
|
//#############################################################################
|
|
// EmitterSimulation The beam-weapon per-frame fire state machine (binary
|
|
// @004baa88). The weapon state is carried in the weapon alarm level:
|
|
// 0 = Firing, 2 = Loaded (ready), 3 = Loading, 4 = the trigger-during-load
|
|
// blip. PARTIAL: the leading PoweredSubsystem electrical step and the
|
|
// destroyed / heat-failure / dead-mech hard gates are deferred with the
|
|
// power / heat / damage waves; the Loading charge uses the authored
|
|
// RechargeRate seconds directly (recoil decay -> ComputeOutputVoltage dial)
|
|
// instead of the TrackSeekVoltage generator integration; the Loaded->Firing
|
|
// gate honors viewFireEnable (the look-view arm) -- the HasActiveTarget gate
|
|
// joins it with the targeting wave.
|
|
//
|
|
// DEV hook BT_FORCE_FIRE=1: pulses the trigger whenever the weapon is Loaded
|
|
// (press while Loaded, release otherwise), so every armed weapon auto-fires at
|
|
// its authored recharge cadence -- the headless fire-cycle verification.
|
|
//#############################################################################
|
|
//
|
|
void
|
|
Emitter::EmitterSimulation(Scalar time_slice)
|
|
{
|
|
Check(this);
|
|
|
|
//
|
|
// The PoweredSubsystem step first (binary @004baa88 head): the HeatSink
|
|
// thermal absorb/conduct + the electrical state machine.
|
|
//
|
|
PoweredSubsystem::PoweredSubsystemSimulation(time_slice);
|
|
|
|
//
|
|
// Hard failure (@4baab9): weapon DESTROYED or its own sink at FailureHeat
|
|
// -> drop the beam state and the charge, and hold there. Unlike the
|
|
// ballistic roach-motel this recovers by itself: once conduction cools the
|
|
// sink below the failure threshold the gate stops firing and the weapon
|
|
// resumes from Loading. (The owning-mech-disabled half joins with the
|
|
// damage wave.)
|
|
//
|
|
if (GetSimulationState() == 1 || GetHeatState() == FailureHeat)
|
|
{
|
|
if (getenv("BT_MECH_LOG") && GetWeaponState() != LoadingState)
|
|
{
|
|
DEBUG_STREAM << "[fire] '" << GetName()
|
|
<< "' THERMAL SHUTDOWN (T=" << CurrentTemperatureOf()
|
|
<< ")" << endl << flush;
|
|
}
|
|
ResetFiringState();
|
|
chargeLevel = 0.0f;
|
|
ComputeOutputVoltage();
|
|
Check_Fpu();
|
|
return;
|
|
}
|
|
|
|
{
|
|
static int forceFire = -1;
|
|
if (forceFire < 0)
|
|
{
|
|
forceFire = (getenv("BT_FORCE_FIRE") != NULL) ? 1 : 0;
|
|
}
|
|
if (forceFire)
|
|
{
|
|
fireImpulse = (GetWeaponState() == LoadedState) ? 1.0f : 0.0f;
|
|
}
|
|
}
|
|
|
|
Logical fireEdge = CheckFireEdge();
|
|
|
|
targetWithinRange = UpdateTargeting();
|
|
|
|
switch (GetWeaponState())
|
|
{
|
|
case FiringState:
|
|
//
|
|
// Count the beam-on timer down; when it expires, drop to Loading.
|
|
//
|
|
dischargeTimer -= time_slice;
|
|
if (dischargeTimer <= 0.0f)
|
|
{
|
|
ResetFiringState();
|
|
}
|
|
break;
|
|
|
|
case LoadedState:
|
|
if (fireEdge)
|
|
{
|
|
//
|
|
// The authentic Loaded->Firing gate: armed in the current look
|
|
// view AND a target under the reticle -- a denied shot is the
|
|
// one-frame blip, no discharge.
|
|
//
|
|
if (viewFireEnable && HasActiveTarget())
|
|
{
|
|
weaponAlarm.SetLevel(FiringState);
|
|
FireWeapon();
|
|
}
|
|
else
|
|
{
|
|
weaponAlarm.SetLevel(TriggerDuringLoadState);
|
|
weaponAlarm.SetLevel(LoadedState);
|
|
}
|
|
}
|
|
break;
|
|
|
|
case LoadingState:
|
|
if (fireEdge)
|
|
{
|
|
weaponAlarm.SetLevel(TriggerDuringLoadState);
|
|
weaponAlarm.SetLevel(LoadingState);
|
|
}
|
|
//
|
|
// THE CHARGE INTEGRATION, sub-stepped at the pod's locked 60 fps: the
|
|
// binary's Loading tick assumes fixed frames -- the Loaded transition
|
|
// fires while the dial crosses the +-0.01 snap window around the
|
|
// selected seek voltage, a window a variable-dt spike can jump clean
|
|
// over (the level then overshoots, the over-1 clamp zeroes the dial,
|
|
// and the weapon bricks in Loading -- the BT411 weapon-brick fix).
|
|
// Charging gates on the electrical Ready state.
|
|
//
|
|
{
|
|
const Scalar kPodFrame = 1.0f / 60.0f;
|
|
Scalar remaining = time_slice;
|
|
int guard = 600;
|
|
while (remaining > 0.0f && guard-- > 0
|
|
&& GetWeaponState() == LoadingState)
|
|
{
|
|
Scalar slice = (remaining < kPodFrame) ? remaining : kPodFrame;
|
|
remaining -= slice;
|
|
if (GetVoltageState() == Ready)
|
|
{
|
|
TrackSeekVoltage(slice);
|
|
}
|
|
ComputeOutputVoltage();
|
|
if (rechargeLevel == 1.0f)
|
|
{
|
|
weaponAlarm.SetLevel(LoadedState);
|
|
if (getenv("BT_MECH_LOG"))
|
|
{
|
|
DEBUG_STREAM << "[fire] '" << GetName()
|
|
<< "' LOADED (level=" << chargeLevel
|
|
<< " T=" << CurrentTemperatureOf() << ")"
|
|
<< endl << flush;
|
|
}
|
|
break;
|
|
}
|
|
//
|
|
// Overcharge rescue (a DOCUMENTED DIVERGENCE, BT411 issue #21:
|
|
// the binary deadlocks here -- a mid-charge gear change can
|
|
// land the level above the new gear's snap window, the over-1
|
|
// clamp zeroes the dial forever, and the weapon bricks. The
|
|
// arcade's own math says full == the gear's seek voltage, so
|
|
// an overcharged weapon IS loaded).
|
|
//
|
|
if (chargeLevel > seekVoltage[seekVoltageIndex]
|
|
&& seekVoltage[seekVoltageIndex] > 0.0f)
|
|
{
|
|
rechargeLevel = 1.0f;
|
|
weaponAlarm.SetLevel(LoadedState);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
|
|
default:
|
|
break;
|
|
}
|
|
|
|
Check_Fpu();
|
|
}
|
|
|
|
//
|
|
//#############################################################################
|
|
// CreateStreamedSubsystem Model-load-time construction. Not yet reconstructed.
|
|
//#############################################################################
|
|
//
|
|
int
|
|
Emitter::CreateStreamedSubsystem(
|
|
ResourceFile *,
|
|
NotationFile *,
|
|
const char *,
|
|
const char *,
|
|
SubsystemResource *,
|
|
NotationFile *,
|
|
const ResourceDirectories *,
|
|
int
|
|
)
|
|
{
|
|
Fail("Emitter::CreateStreamedSubsystem -- emitter.cpp not yet reconstructed");
|
|
return 0;
|
|
}
|