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>
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MECHDMG.CPP — Mech::DamageZone (hull zone armor economy + destruction cascade)
Status: RECONSTRUCTED (5.3.17) — streamed ctor, TakeDamage cascade, LOD router, CriticalHit, SendSubsystemDamage, RecurseSegmentTable all live and fight-verified. Remaining staged bits listed at the bottom.
The header is AUTHENTIC
CODE/BT/BT/MECHDMG.HPP (06/05/95 JM) survives in the archive and wins the
include path ($C/BT precedes $S/BT), so this TU compiles against the real
1995 interface: MechCriticalSubsystem with a SlotOf<Subsystem*> plug and
Scalar criticalWeight, Logical zone flags, TableOf<PlugOf<int>*,int>
redirectTable, SlotOf<Mech__DamageZone*> parentArtifactZone. Only the .CPP is
a reconstruction. (A from-scratch staged header was written and then DELETED
the same session once the survivor was found — do not resurrect it.)
Why this TU exists at wave 5.3.16 (the bring-up crash)
Entity::Entity (engine, ENTITY.CPP:1032) only reads the zone COUNT from the
type-0x14 DamageZoneStream and allocates the raw damageZones[count] POINTER
array — it never constructs the zones. The derived entity must fill the
slots itself (CulturalIcon = the surviving engine reference, CULTURAL.CPP:349;
the Mech = binary Pass 3, FUN_004a1674). Two crashes taught this:
- Unfilled slots are heap garbage → the FIRST TakeDamageMessage dispatched at a mech called through a trash vtable (exception 0E, EIP inside the heap).
- Filling with the engine BASE
::DamageZonestreamed ctor parses each zone record SHORT (the BT tail below goes unread) → the stream skews → the next zone's effect-site indices read garbage →GetSegment()NULL →Link::AddToPlug(NULL)(exception 0E at AddToPlug+9). The class-scopeDamageZonetypedef (=Mech__DamageZone) in the authentic mech ctor is the load-bearing signal: mech zones are ALWAYS the subclass.
The per-zone stream record (type 0x14, after the count word)
Engine base part (DAMAGE.CPP:234, authentic order, VERIFIED identical RP↔BT411):
CString name · per 5 effect-site classes {int n; n×int segIdx} (JointedMover
owners resolve them via GetSegment; non-jointed read 5 filler ints) ·
Scalar defaultArmorPoints · Scalar damageScale[5] · material lists.
BT mech tail (this ctor, BT411-verified @0049ce50):
Logical descend, destroySiblings · int segmentIndex · Logical leftLeg, rightLeg, vital · int critCount · critCount × {Scalar weight; Scalar damagePct; int rosterIndex} · int redirectCount · redirectCount × int childZone.
The armor economy (BT411 combat-damage.md, binary-verified)
- Stream authors armor POINTS; ctor normalizes in place:
scale[type] = 1/(raw[type]×armorPoints)(cells already1/armorPointspass through, tolerance 1e-4); leg zones halve every type's scale. - Base
DamageZone::TakeDamagethen appliesdamageLevel += amount × scale[type], clamp [0,1], 1.0 = Burning/Destroyed. damageTypeindexes the 5 cells DIRECTLY: 0 Collision / 1 Ballistic / 2 Explosive / 3 Laser / 4 Energy. burstCount is NOT in the formula — one message = one application (it only feeds gyro bounce + splash falloff).- Live-verified 5.3.16 (two-mech fight): PPC 11.77/hit type 4 (authored 12 × chargeRatio²), ER-M laser 3.43 type 3, SRM 5.83×6 type 2; repeat hits climb linearly; 70-pt leg zones absorb at the halved scale; zones reach 1.0.
Crit table binding
Streamed roster index → subsystemPlug.Add(GetSubsystem(idx)), gated
MasterInstance + DynamicFlag (binary @0049d0e1 — replicant plugs stay unbound,
criticals are master-authoritative) AND NULL-guarded: roster slot 0 (control
mapper) installs post-ctor, slot 1 (voltage bus) can be empty, and
Link::AddToPlug derefs the plug.
The cascade (5.3.17, all binary-addressed via BT411, fight-verified)
TakeDamage(@0049c690): artifact zones (redirect table non-empty) route viaLODDamageRouter; real zones apply the engine armor model, then refresh their artifact parent (UpdateLODDamageLevel= mean of children), roll the special-damage short (Energy hit + a Generator crit pick →Generator::ForceShort(), novice-exempt), and drive failure state: a destroyed non-leg zone runsRecurseSegmentTable; a destroyed LEG or VITAL zone is the mech kill (statusAlarm level 9 = the @0x714 body-graphic death level;Mech::IsMechDestroyed()); half-gone legs set the gimp graphic (right 4 / left 3). The binary's MovementMode(3||4)/IsDisabled gates on the leg branches are STAGED as "not already destroyed" until the gait FSM exists.LODDamageRouter(@0049c40c): same-attacker clustering — reuse the previous child inside [0.25s, 10s] (hysteresis 0.33 — a binary DOUBLE, bytes 1f85eb51b81ed53f); new attacker or stale window re-rolls (RandomRedirect@0049c600, uniform over the redirect table). Keyed bymech->lastInflictingID(mech+0x43c), latched by the newMech::TakeDamageMessageHandleroverride.CriticalHit(@0049ccc4): half the damage (cap 1.0) is the critical bite; the rest runs the armor model. Weighted roll over criticalWeight; the pick takesApplyDamageAndMeasurecharged against its damagePercentage allotment. (Not yet called by the weapon path — the aimed/critical fire distinction is the reticle wave.)SendSubsystemDamage(@0049c9a8): zone death pins structure 1.0 and pushes each crit entry's UNUSED allotment into the bound subsystem's own zone; 1.0 →ForceCriticalFailure(+ mech kill if vital). NOTE: repeat hits on a dead zone re-run the push (the binary is equally unguarded) — contained equipment keeps degrading under continued fire (HUD climbing 0.33→0.67→0.99 in the verification run is this).RecurseSegmentTable(@0049cad4): destruction descent via the ENGINE EntitySegment API (GetSegment+MakeDamageZoneIndexTable/MakeChildIndexTable— heap iterators, caller deletes). SIBS = other zones on the same segment; DESCEND = child segments' zones; recursion guarded by GetGraphicState()!=Destroyed (authentic for siblings; added defensively on children).- Weapon hard-failure gate:
ForceCriticalFailurenow also setsSetSimulationState(DestroyedState)(MechSubsystem enum from the binary PrintState strings: Destroyed=1 @0050df7f, Exploding=2 @0050df8c) — theGetSimulationState() == 1check both weapon FSMs already carried goes live: destroyed weapons fall silent.
Fight verification (bhk1 vs bhk1, BT_FORCE_ZONE=8 concentrated fire)
Zone topology (BT_SKEL_DUMP [zone] dump): NO artifact zones in this art
(redirect=0 everywhere — matches the 1995 header comment); arms/guns carry
DESCEND+SIBS; all torso + leg zones VITAL; legs 70pts (halved scale ✓),
searchlights 25pts, utorso 124pts. Verified live: arm (zone 8) driven to 1.0
→ SIBS killed the searchlight zone (Searchlight2 + ThermalSight crits
destroyed, HUD degrading) → DESCEND killed the gun zone → PPC_2 +
ERMLaser_2 + Condenser6 DESTROYED and the weapons STOP FIRING (0 shots
after both mechs' PPC_2 died; undamaged PPC_1 kept firing); vital-zone kill
([death] MECH KILL on dz_reardtorso) in the random-spread run; PPC Energy
hit shorted GeneratorD through the crit plug binding. Dev hooks:
BT_FORCE_ZONE=n (pin every SendDamage hit), BT_SPAWN_ENEMY now MUTUAL (the
enemy returns fire under BT_FORCE_FIRE).
Still staged / deferred
SetGraphicStateoverride = base pass-through (BT411 found the binary override byte-identical to the base; the destroyed-skin video flip is the render wave).- Declared-not-defined (unreferenced):
ShortAttachedGenerators(its logic is inlined in TakeDamage per the binary),UpdateLODDamageLevelcallers beyond TakeDamage,CreateStreamedDamageZone,GetSegmentIndex(tool side),Heal/death-reset family. - The type-0x1e critical-descriptor stream + MechDeathHandler (band descriptors, smoke/burn effects) — render/effects wave.
- The cylinder hit-location table (type 0x1d) for unaimed zone -1 hits — the Mech handler currently lets the base drop them (authentic base behavior); reticle/aimed fire is the render wave.