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>
119 lines
3.5 KiB
C++
119 lines
3.5 KiB
C++
//===========================================================================//
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// File: projweap.hpp //
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// Project: BattleTech Brick: Mech weapons //
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// Contents: ProjectileWeapon -- the ballistic (ammo-fed) weapon base //
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//---------------------------------------------------------------------------//
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// Copyright (C) 1995, Virtual World Entertainment, Inc. //
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// All Rights reserved worldwide //
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// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //
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//===========================================================================//
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#if !defined(PROJWEAP_HPP)
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# define PROJWEAP_HPP
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# if !defined(MECHWEAP_HPP)
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# include <mechweap.hpp>
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# endif
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# if !defined(POINT3D_HPP)
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# include <point3d.hpp>
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# endif
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//##################### Forward Class Declarations #######################
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class Mech;
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//###########################################################################
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//################ ProjectileWeapon Model Resource #####################
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//###########################################################################
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//
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// WIRE-VERIFIED layout (raw-stream dump, TEST.EGG SRM6s): tracerInterval
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// reads 1, ammoBinIndex the true bin roster slot (27/29), minTimeOfFlight
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// 0.5, minVoltagePercentToFire 0.3, minJamChance 0.05, and
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// MissileLauncher's missileCount lands on 6 (an SRM6!). (The interim
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// alignment pad is gone -- the ancestry shortfall was the HeatSink
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// linkedSinkIndex + the MechWeapon pip tail, both now real fields.)
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//
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struct ProjectileWeapon__SubsystemResource:
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public MechWeapon::SubsystemResource
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{
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int tracerInterval;
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int ammoBinIndex;
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Scalar minTimeOfFlight;
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Scalar minVoltagePercentToFire;
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Scalar minJamChance;
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};
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//###########################################################################
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//######################### ProjectileWeapon ###########################
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//###########################################################################
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class ProjectileWeapon:
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public MechWeapon
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{
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public:
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static Derivation ClassDerivations;
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static SharedData DefaultData;
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static Logical
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TestClass(Mech &);
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Logical
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TestInstance() const;
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virtual void
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FireWeapon();
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Per-frame simulation (the ballistic fire state machine).
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//
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public:
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typedef void
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(ProjectileWeapon::*Performance)(Scalar time_slice);
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void
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SetPerformance(Performance performance)
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{
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Check(this);
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activePerformance = (Simulation::Performance)performance;
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}
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void
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ProjectileWeaponSimulation(Scalar time_slice);
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Logical
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CheckForJam();
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//
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// The "sim live" novice lockout (the owning BTPlayer's simLive
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// experience flag): novice ballistics never jam.
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//
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Logical
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LiveFireEnabled();
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public:
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typedef ProjectileWeapon__SubsystemResource SubsystemResource;
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ProjectileWeapon(
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Mech *owner,
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int subsystem_ID,
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SubsystemResource *subsystem_resource,
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SharedData &shared_data = DefaultData
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);
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~ProjectileWeapon();
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protected:
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SubsystemConnection ammoBinLink;
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int tracerInterval;
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int tracerCounter;
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int ejectState;
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Scalar totalTimeToEject;
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Scalar timeToEject;
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Scalar percentOfEject;
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Scalar minJamChance;
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Scalar minTimeOfFlight;
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Scalar minVoltagePercentToFire;
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Vector3D launchVelocity;
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Vector3D tracerOrigin;
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Point3D leadPosition;
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int tracerModelHandle;
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};
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#endif
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