Files
TeslaRel410/restoration/source410/BT/SENSOR.CPP
T
CydandClaude Fable 5 623c872c92 BT410 Phase 5.3.24: the death -> respawn cycle -- mechs DIE and COME BACK
The full circuit, workflow-researched (5 parallel dossiers over BT411 + the
engine) and adversarially reviewed (3 lenses) before landing:

Mech side: the once-per-death transition in Simulate (freeze, motion kill,
DeathShutdown sweep, MASTER-only VehicleDead(-1) to the player link);
Mech::Reset @0049fb74 (reposition + heal every hull zone + the roster
DeathReset sweep + PreRun -- the reset-based respawn that REUSES the entity);
dead-owner terms in both weapon hard gates (wrecks fall silent).

Player side: the VehicleDead(-1) branch (deathPending dedup, deathCount
bump+stamp, scenario-role life debit, +5s re-post -> the engine drop-zone
hunt) and the DropZoneReply respawn branch (reset the dead mech at the
replied drop zone; probes on a live mech are moot).

Subsystem side: the engine base virtual DeathReset implemented across the
family -- MechSubsystem (zone heal + DestroyedState clear), MechWeapon (full
powered/thermal restore + fresh Loading cycle), AmmoBin (restock from the
ctor-cached count), HeatSink/HeatWatcher/PowerWatcher/Generator/Sensor/
MissileLauncher.

Review catches fixed before commit: AmmoBin restocked through the FREED
padBuffer pointer (use-after-free -> initialAmmoCount; MechSubsystem::
resource is now documented as never-deref-post-ctor); died-hot weapons
respawned at FailureHeat (now full thermal re-init); Generator tap counts
desynced across reset (preserved); Sensor skipped the base heal; PowerWatcher
inherited a statically-bound reset; cooling toggle + connect mode restored.

Verified: kill -> wreck (0 shots while dead) -> +5s -> drop-zone hunt ->
HEALED + placed at a real drop zone -> 134 shots after respawn incl. 12 SRM
(restock proof); unowned enemy wreck settles silently; fight/smoke/novice
regressions green, zero faults.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-24 16:35:05 -05:00

233 lines
6.0 KiB
C++

//===========================================================================//
// File: sensor.cpp //
// Project: BattleTech Brick: Mech subsystems //
// Contents: Sensor -- the radar / targeting subsystem //
//---------------------------------------------------------------------------//
// 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// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //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(SENSOR_HPP)
# include <sensor.hpp>
#endif
#if !defined(MECH_HPP)
# include <mech.hpp>
#endif
//
//#############################################################################
// Shared data support
//#############################################################################
//
Derivation
Sensor::ClassDerivations(
PoweredSubsystem::ClassDerivations,
"Sensor"
);
Sensor::SharedData
Sensor::DefaultData(
Sensor::ClassDerivations,
Subsystem::MessageHandlers,
Subsystem::AttributeIndex,
Subsystem::StateCount
);
//
//#############################################################################
// The radar / targeting subsystem. A non-replicant (master) instance runs the
// per-frame SensorSimulation.
//#############################################################################
//
Sensor::Sensor(
Mech *owner,
int subsystem_ID,
SubsystemResource *subsystem_resource
):
PoweredSubsystem(owner, subsystem_ID, subsystem_resource, DefaultData)
{
Check(owner);
Check_Pointer(subsystem_resource);
radarPercent = 1.0f; // RadarBaseline
selfTest = False;
badVoltage = False;
//
// Install the per-frame performance unless the owner is a replicant copy
// (which is driven by console updates instead).
//
if (owner->GetInstance() != Entity::ReplicantInstance)
{
SetPerformance(&Sensor::SensorSimulation);
}
Check_Fpu();
}
//
//#############################################################################
//#############################################################################
//
Sensor::~Sensor()
{
}
//
//#############################################################################
//#############################################################################
//
Logical
Sensor::TestClass(Mech &)
{
return True;
}
Logical
Sensor::TestInstance() const
{
return IsDerivedFrom(ClassDerivations);
}
//
//#############################################################################
//#############################################################################
//
void
Sensor::ResetToInitialState()
{
Check(this);
radarPercent = 1.0f; // RadarBaseline
selfTest = False;
badVoltage = False;
PoweredSubsystem::ResetToInitialState(True);
}
//
//#############################################################################
// Per-frame radar / targeting update. Not yet reconstructed -- fires only once
// the mech is ticking.
//#############################################################################
//
void
Sensor::SensorSimulation(Scalar time_slice)
{
Check(this);
//
// The authentic per-frame sensor update (binary @004b1c4c): the
// PoweredSubsystem step first, then radarPercent = baseline - structural
// damage, gated by the electrical Ready state and the heat state.
// (Still deferred: the novice-mode HeatModelOff gate -- the player
// experience switch -- joins with the player-link accessor wave.)
//
PoweredSubsystemSimulation(time_slice);
radarPercent = 1.0f - GetSubsystemDamageLevel(); // RadarBaseline - zoneDamage
if (radarPercent < 0.0f)
{
radarPercent = 0.0f;
}
selfTest = True;
if (GetVoltageState() == Ready)
{
badVoltage = False;
}
else
{
badVoltage = True;
radarPercent = 0.0f;
}
switch (GetHeatState())
{
case NormalHeat:
selfTest = True;
break;
case DegradationHeat:
radarPercent *= 0.5f; // HeatDegradationScale
selfTest = True;
break;
case FailureHeat:
radarPercent = 0.0f;
selfTest = False;
break;
default:
break;
}
{
//
// One-shot confirmation that the engine's per-frame entity/roster tick
// (Entity::PerformAndWatch) has engaged -- i.e. the mission reached
// RunningMission and the mech is being simulated each frame.
//
static int firstTick = 0;
if (!firstTick && getenv("BT_MECH_LOG"))
{
firstTick = 1;
DEBUG_STREAM << "[tick] roster live (first Sensor frame), radarPercent="
<< radarPercent << " voltState=" << GetVoltageState()
<< endl << flush;
}
}
Check_Fpu();
}
//
//#############################################################################
// Damage / death.
//#############################################################################
//
void
Sensor::TakeDamage(Damage &damage)
{
Check(this);
PoweredSubsystem::TakeDamage(damage);
}
void
Sensor::DeathReset(Logical full_recovery)
{
Check(this);
//
// The base heal FIRST (private zone + DestroyedState + status level --
// a crit-killed radar must come back), then the sensor re-baseline.
//
MechSubsystem::DeathReset(full_recovery);
ResetToInitialState();
}
//
//#############################################################################
// CreateStreamedSubsystem Model-load-time construction. Not yet reconstructed
// (see MECHSUB.NOTES.md -- the 4.10 subsystem stream format).
//#############################################################################
//
int
Sensor::CreateStreamedSubsystem(
NotationFile *,
const char *,
const char *,
SubsystemResource *,
NotationFile *,
const ResourceDirectories *,
int
)
{
Fail("Sensor::CreateStreamedSubsystem -- sensor.cpp not yet reconstructed");
return 0;
}