The subsystem-family cockpit buttons now work through the authentic Receiver dispatch -> per-class handler-table path. The id space decodes cleanly: Receiver::NextMessageID == 3, so ToggleCooling = 3 on the HeatSink chain and the per-class id 4 is MoveValve on a Condenser / InjectCoolant on the Reservoir -- same number, different class, the binary's per-receiver-class convention. - HeatSink::ToggleCoolingMessageHandler (@004ad6f8, id 3): novice-locked, press-only; toggles coolantAvailable + coolantFlowScale together. - Condenser::MoveValveMessageHandler (@4ae464, id 4): novice-locked; cycles the valve 1->5->50->0->1 and calls Condenser::RecomputeValves (@0049f788): every condenser's coolantFlowScale = valve / sum-of-valves. The ctor now streams the AUTHENTIC flowScale=0; the Mech ctor seeds equal shares once at spawn -- the flowScale=1 interim is retired. - Reservoir::InjectCoolantMessageHandler (@4aee70, id 4): novice-locked; press arms the flush when the tank holds charge, release drops it. - MechSubsystem::NoviceLockout() (@4ac9c8): owner -> playerLink -> experience == novice; unlinked mechs read unlocked. - DEV harness BT_PRESS_VALVE / BT_PRESS_FLUSH: dispatch the REAL messages ~6s into the mission from Mech::Simulate. VERIFIED: spawn shares 6 x 0.166667; one MoveValve press -> Condenser1 valve=5 flow=0.5, others 0.1 (valve/sum exact); flush arms via the real button message; NOVICE locks both presses (valve lines stay spawn-only, zero flush). Zero Fail throughout. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
122 lines
3.9 KiB
C++
122 lines
3.9 KiB
C++
//===========================================================================//
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// File: reservr.hpp //
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// Project: BattleTech Brick: Mech subsystems //
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// Contents: Reservoir -- the coolant store //
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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// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //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(RESERVR_HPP)
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# define RESERVR_HPP
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# if !defined(HEAT_HPP)
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# include <heat.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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//#################### Reservoir Model Resource #########################
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//###########################################################################
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//
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// CoolantCapacity overlays the inherited HeatSink thermalCapacity slot at
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// construction; CoolantSquirtMass is the per-second flush rate base.
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//
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struct Reservoir__SubsystemResource:
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public HeatSink::SubsystemResource
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{
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Scalar coolantCapacity;
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Scalar coolantSquirtMass;
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};
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//###########################################################################
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//############################# Reservoir ###############################
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//###########################################################################
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//
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// The coolant store: a HeatSink that holds the mech's coolant charge and
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// "squirts" it into the other sinks on demand -- it is the DrawCoolant SOURCE
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// (every sink's UpdateCoolant top-up resolves here through the virtual), and
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// the manual coolant FLUSH (the InjectCoolant cockpit button) distributes
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// charge into the condensers / weapons / heatables, crediting each a negative
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// pending-heat chill.
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//
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class Reservoir:
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public HeatSink
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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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public:
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typedef Reservoir__SubsystemResource SubsystemResource;
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Reservoir(
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Mech *owner,
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int subsystem_ID,
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SubsystemResource *r,
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SharedData &shared_data = DefaultData
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);
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~Reservoir();
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Messaging Support: the cockpit coolant-flush button (id 4,
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// "InjectCoolant"). Press starts the flush (raises the inject alarm);
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// release stops it. Novice-locked.
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//
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public:
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enum {
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InjectCoolantMessageID = HeatSink::NextMessageID, // 4
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NextMessageID
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};
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static const HandlerEntry MessageHandlerEntries[];
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static MessageHandlerSet MessageHandlers;
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void
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InjectCoolantMessageHandler(ReceiverDataMessageOf<int> *message);
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// The coolant-store interface.
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//
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public:
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//
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// The DrawCoolant SOURCE: hand out up to coolantLevel of the requested
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// amount and deduct it from the charge.
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//
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virtual Scalar
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DrawCoolant(Scalar requested);
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typedef void
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(Reservoir::*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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CoolantSimulation(Scalar time_slice);
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void
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InjectCoolant(Scalar time_slice);
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Local Data. The inject flag is the reservoir alarm's level (1 = flushing).
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//
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protected:
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AlarmIndicator reservoirAlarm;
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Scalar coolantSquirtMass;
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Scalar injectAccumulator;
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Scalar squirtEfficiency;
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};
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#endif
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