The combat-effectiveness census (@0049fa1c, the master perf's opening call) runs at the top of every Simulate frame: a mech is combat- INEFFECTIVE when its working weapons fall below the ctor-hardcoded minimum of 2 (+0x448, part_012.c:15749 -- a weapon works when not destroyed and not a dry launcher, fire state 7 == our NoAmmoState exactly), when no generator survives (state != 1 and generator state != GeneratorFailed -- the binary's +0x210 != 4, our enum value matching), when the aggregate bank's coolant fraction drops below 0.05 (@0049fb50), or when limping without the crouch cell held. Census corrections over the first read: 0xBBE is the AGGREGATE HEATSINK BANK (coolant fraction, not generator charge) and 0xBC1 is the GENERATOR (count, not coolant units) -- both re-pinned through our own classID map. EjectPilot (@0049f854, id 0x19) consumes it: only a CRIPPLED mech that is not already dying may eject -- mode 10 (EJECTED, the reason IsMechDestroyed tests >= 9), the mapper's eject latch (+0x258), and a self-dispatched explosive TakeDamage (type 2, zone -1 through the cylinder resolver at the mech's own position). Staged with the decode recorded: the damage amount (the binary reads a bound cell through mapper+0x208 -- no game-side writer exists, the mapper binding-loop decode will name it) and the score notify (@00429078 + app+0x20 vcall, event code 5). Soak (pod_render_eject.conf, BT_FORCE_CRIPPLED + BT_PRESS_EJECT): the census reads the real roster (weapons=6 generators=4 bank=1.0), the press runs the whole chain -- eject, vital kill through the cylinder table, VehicleDead, +5s respawn, HEALED at a fresh drop zone -- crash-sig 0. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
656 lines
21 KiB
C++
656 lines
21 KiB
C++
//===========================================================================//
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// File: heat.hpp //
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// Project: BattleTech //
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// Contents: Implementation details for heatable subsystems //
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//---------------------------------------------------------------------------//
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// Date Who Modification //
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// -------- --- ---------------------------------------------------------- //
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// //
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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(HEAT_HPP)
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# define HEAT_HPP
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# if !defined(MECHSUB_HPP)
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# include <mechsub.hpp>
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# endif
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# if !defined(AVERAGE_HPP)
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# include <average.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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//################## HeatableSubsystem Model Resource ###################
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//###########################################################################
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struct HeatableSubsystem__SubsystemResource:
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public MechSubsystem::SubsystemResource
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{
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Scalar startingTemperature;
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Scalar degradationTemperature;
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Scalar failureTemperature;
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Scalar thermalConductance;
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Scalar thermalMass;
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};
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//###########################################################################
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//######################## HeatableSubsystem ############################
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//###########################################################################
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class HeatableSubsystem:
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public MechSubsystem
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{
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Shared Data Support
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//
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public:
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Attribute Support. The cockpit gauges bind these by NAME through the
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// interpreter (ParseAttribute -> GetAttributePointer): the 1995
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// L4GAUGE.CFG spellings are the enum names. The whole heat/power chain
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// publishes IDs 2..0x0E so PoweredSubsystem::NextAttributeID lands on the
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// authentic 0x0F -- Sensor's table (surviving SENSOR.HPP) and
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// MechWeapon's pinned 0x12 pads are both numbered off it. CONTIGUITY IS
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// LOAD-BEARING: AttributeIndexSet::Build leaves uncovered gap slots
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// uninitialized.
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//
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public:
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enum {
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CurrentTemperatureAttributeID = MechSubsystem::NextAttributeID, // 3
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HeatLoadAttributeID, // 3
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DegradationTemperatureAttributeID, // 4
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FailureTemperatureAttributeID, // 5
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NextAttributeID // 6
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};
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static const IndexEntry AttributePointers[];
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static AttributeIndexSet AttributeIndex;
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static Derivation ClassDerivations;
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static SharedData DefaultData;
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Test Class Support
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//
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public:
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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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void
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ResetToInitialState();
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Construction and Destruction
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//
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public:
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typedef HeatableSubsystem__SubsystemResource SubsystemResource;
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HeatableSubsystem(
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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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~HeatableSubsystem();
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static int
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CreateStreamedSubsystem(
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NotationFile *model_file,
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const char *model_name,
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const char *subsystem_name,
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SubsystemResource *subsystem_resource,
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NotationFile *subsystem_file,
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const ResourceDirectories *directories,
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int passes = 1
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);
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Local Data
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//
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public:
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Scalar
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CurrentTemperatureOf()
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{ Check(this); return currentTemperature; }
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// The coolant-allocation trio (binary heatable +0x1d0/+0x15c/+0x1dc,
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// ctor @004ae568). PUBLIC: the owning Mech's redistribute walks the
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// heatable chain and writes all three (the duckCommand precedent).
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//
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// coolantPriority the draw-weight rung, born 1; the per-subsystem
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// priority button (@004ae464, id TBD) steps it 0 -> 1 -> 5 ->
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// 50 -> 0, and the mech's BalanceCoolant (0x16) resets every
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// heatable to 1 (the equal split).
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// coolantShare priority / total, written ONLY by the mech's
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// RedistributeCoolantShares (@0049f788); the reservoir draw
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// (@004aefa4) weights each heatable's coolant feed by it.
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// balanceAlarm 3 levels (binary FUN_0041b9ec(+0x1dc, 3)); the
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// redistribute blips it -- 2 = share shrank or held, 1 = grew,
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// then back to 0 -- the cockpit gauge flash.
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//
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public:
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int coolantPriority;
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Scalar coolantShare;
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AlarmIndicator balanceAlarm;
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protected:
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Scalar currentTemperature;
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Scalar heatLoad;
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Scalar degradationTemperature;
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Scalar failureTemperature;
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};
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//###########################################################################
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//########################## SubsystemConnection ########################
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//###########################################################################
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//
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// A slot linking a heat sink to its master / linked heat sink.
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//
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class SubsystemConnection
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{
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public:
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SubsystemConnection() { linked = NULL; }
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void Add(Subsystem *s) { linked = s; }
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Subsystem* Resolve() const { return linked; }
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void Clear() { linked = NULL; }
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protected:
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Subsystem *linked;
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int reserved[2];
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};
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//###########################################################################
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//####################### HeatSink Model Resource #######################
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//###########################################################################
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struct HeatSink__SubsystemResource:
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public HeatableSubsystem__SubsystemResource
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{
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//
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// WIRE-VERIFIED (raw-stream dump): the roster index of the sink this
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// one conducts its heat into -- the weapons/equipment link to the
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// Condenser bank (slots 4-9), the Condensers to the central HeatSink.
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// This was THE missing ancestry int that shifted every descendant
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// resource block +1 (PoweredSubsystem voltageSourceIndex, the MechWeapon
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// block, ...).
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//
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int linkedSinkIndex;
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};
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//###########################################################################
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//############################## HeatSink ###############################
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//###########################################################################
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//###########################################################################
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//################### HeatWatcher Model Resource #######################
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//###########################################################################
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struct HeatWatcher__SubsystemResource:
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public MechSubsystem__SubsystemResource
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{
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int watchedSubsystem;
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Scalar degradationTemperature;
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Scalar failureTemperature;
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};
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//###########################################################################
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//############################# HeatWatcher #############################
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//###########################################################################
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//
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// Watches another subsystem's temperature and drives a 3-level alarm. A
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// sibling branch to HeatableSubsystem (derives straight from MechSubsystem);
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// PowerWatcher and the Torso/HUD/Gyroscope leaves descend from it.
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//
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class HeatWatcher:
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public MechSubsystem
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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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void
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ResetToInitialState(Logical powered);
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//
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// Respawn restore: base heal + the thermal state back to spawn
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// (temperature/coolant via ResetToInitialState).
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//
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virtual void
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DeathReset(Logical full_reset);
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//
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// The class-typed Performance shim, the same shape every sibling
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// subsystem carries (the base takes the Subsystem-typed pointer).
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//
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typedef void
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(HeatWatcher::*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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WatchSimulation(Scalar time_slice);
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public:
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typedef HeatWatcher__SubsystemResource SubsystemResource;
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HeatWatcher(
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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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~HeatWatcher();
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protected:
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SubsystemConnection watchedLink;
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int watchedSubsystem;
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Scalar degradationTemperature;
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Scalar failureTemperature;
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AlarmIndicator heatAlarm;
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};
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class HeatSink:
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public HeatableSubsystem
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{
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friend class Condenser;
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friend class Reservoir;
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Shared Data Support
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//
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public:
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Attribute Support (the coolant family the cockpit bars read).
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//
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public:
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enum {
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CoolantMassAttributeID = HeatableSubsystem::NextAttributeID, // 6
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CoolantCapacityAttributeID, // 7
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CoolantMassLeakRateAttributeID, // 8
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CoolantAvailableAttributeID, // 9
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//
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// Authored watcher, bound on Avionics / every Condenser /
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// every Generator / Myomers / every weapon -- i.e. the whole
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// heat-bearing family, which is why it belongs on HeatSink.
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// Adding it here pushes PoweredSubsystem::NextAttributeID from
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// 0x0F to 0x10, so MechWeapon drops one bridging pad to keep
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// PercentDone on its binary-pinned 0x12 (see MECHWEAP.CPP).
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//
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ReportLeakAttributeID, // 0x0A
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NextAttributeID // 0x0A
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};
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static const IndexEntry AttributePointers[];
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static AttributeIndexSet AttributeIndex;
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static Derivation ClassDerivations;
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static SharedData DefaultData;
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Test Class Support
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//
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public:
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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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void
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ResetToInitialState(Logical powered);
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//
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// Respawn restore: base heal + the thermal state back to spawn.
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//
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virtual void
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DeathReset(Logical full_reset);
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Messaging Support. The cockpit cooling toggle rides the first
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// subsystem-family message slot (id 3 = Receiver::NextMessageID); the
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// per-class id-4 slot is claimed by each subclass (Condenser MoveValve,
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// Reservoir InjectCoolant, ...).
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//
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public:
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enum {
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ToggleCoolingMessageID = Receiver::NextMessageID, // 3
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NextMessageID // 4
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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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ToggleCoolingMessageHandler(ReceiverDataMessageOf<int> *message);
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Heat state (carried in heatAlarm, 3 levels). The thresholds are the
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// authored degradation/failure temperatures.
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//
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public:
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enum {
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NormalHeat = 0,
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DegradationHeat,
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FailureHeat,
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HeatStateCount
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};
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unsigned
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GetHeatState() { Check(this); return heatAlarm.GetLevel(); }
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Scalar
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CurrentTemperatureOf() { Check(this); return currentTemperature; }
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Scalar
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StartingTemperatureOf() { Check(this); return startingTemperature; }
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void
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AddPendingHeat(Scalar heat)
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{ Check(this); pendingHeat += heat; }
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Simulation Support
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//
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public:
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typedef void
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(HeatSink::*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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//
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// The heat-model master switch (binary FUN_004ad7d4): the owning
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// BTPlayer's heatModelOn experience flag, reached through the mech's
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// playerLink. ON only for veteran / expert; a NULL player reads ON.
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//
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Logical
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HeatModelActive();
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void
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HeatSinkSimulation(Scalar time_slice);
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void
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UpdateHeatLoad();
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void
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ConductHeat(Scalar time_slice);
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Scalar
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ComputeHeatFlow(HeatSink *other, Scalar time_slice);
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void
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UpdateCoolant(Scalar time_slice);
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void
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BalanceCoolant(Scalar time_slice);
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virtual Scalar
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DrawCoolant(Scalar requested);
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Construction and Destruction
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//
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public:
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typedef HeatSink__SubsystemResource SubsystemResource;
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HeatSink(
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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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~HeatSink();
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//
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// The cockpit's cooling-loop lamp needs both of these from BT_L4:
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// whether this sink has coolant, and which sink it is plumbed to
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// (the loop master, whose Condenser number IS the lamp's frame).
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//
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int
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GetCoolantAvailable() const { Check(this); return coolantAvailable; }
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Scalar
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GetCoolantLevel() const { Check(this); return coolantLevel; }
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Scalar
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GetThermalCapacity() const { Check(this); return thermalCapacity; }
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Subsystem *
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ResolveCoolingMaster() { Check(this); return linkedSinks.Resolve(); }
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Local Data
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//
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protected:
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Scalar coolantEfficiency;
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Scalar thermalCapacity;
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Scalar coolantLevel;
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Scalar coolantDraw;
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int coolantAvailable;
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int coolantActive;
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Scalar startingTemperature;
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Scalar thermalConductance;
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Scalar filterDecay;
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Scalar thermalMass;
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Scalar heatEnergy;
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Scalar coolantFlowScale;
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Scalar massScale;
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Scalar pendingHeat;
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Scalar radiatedHeat;
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SubsystemConnection linkedSinks;
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AlarmIndicator heatAlarm;
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AverageOf<Scalar> heatFilter;
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//
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// STAGED, appended last: no leak-reporting model yet. A Scalar
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// because the audio watcher families instantiate Motion / Hinge /
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// Scalar / StateIndicator, and this is not a *State name.
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//
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Scalar reportLeak;
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};
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//###########################################################################
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//#################### Condenser Model Resource ########################
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//###########################################################################
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struct Condenser__SubsystemResource:
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public HeatSink__SubsystemResource
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{
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Scalar refrigerationFactor;
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};
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//###########################################################################
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//############################## Condenser #############################
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//###########################################################################
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//
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// A HeatSink with active refrigeration (a coolant loop's condenser).
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//
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class Condenser:
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public HeatSink
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{
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public:
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Attribute Support (the valve slider on the Eng page).
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//
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public:
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enum {
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ValveSettingAttributeID = HeatSink::NextAttributeID, // 0x0A
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CondenserStateAttributeID, // authored watcher: CondenserN/CondenserState
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NextAttributeID
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};
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static const IndexEntry AttributePointers[];
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static AttributeIndexSet AttributeIndex;
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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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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Messaging Support: the cockpit condenser-valve button (binary handler
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// table @0x50E52C, exactly one entry -- id 4, "MoveValve"). Each press
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// cycles this condenser's valve 1 -> 5 -> 50 -> 0 -> 1 and recomputes every
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// condenser's coolant flow share (valve / sum-of-valves).
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//
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public:
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enum {
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MoveValveMessageID = 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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MoveValveMessageHandler(ReceiverDataMessageOf<int> *message);
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//
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// [T3 bridge] Recompute every condenser's coolantFlowScale as its
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// CONDENSER-relative share of the coolant priorities -- the term the
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// fight-verified conduction model (5.3.12-15 byte curves) consumes.
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// Since 5.3.124 the ladder cell is the heatable-base coolantPriority
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// (binary +0x1d0) and the caller is the tail of the mech's
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// RedistributeCoolantShares, so valve presses, BalanceCoolant and
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// spawn/Reset all refresh it through ONE path. Retire onto the
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// real binary conduction cell once the @004ad6f8/pump reads are
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// decoded.
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//
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static void
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RecomputeValves(Entity *owner_mech);
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public:
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typedef Condenser__SubsystemResource SubsystemResource;
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|
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Condenser(
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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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~Condenser();
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Per-frame refrigeration (binary @4ae4d8): the condenser actively pumps
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// heat toward the central bank -- massScale is recomputed each frame as
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// (1 - own damage) * refrigerationFactor, clamped >= 1, so an undamaged
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// condenser behaves refrigerationFactor-times "hotter" in the conduction
|
|
// exchange and chills itself below ambient (which is what cools the
|
|
// weapons equalizing against it). Damage degrades it toward a plain sink.
|
|
//
|
|
public:
|
|
typedef void
|
|
(Condenser::*Performance)(Scalar time_slice);
|
|
void
|
|
SetPerformance(Performance performance)
|
|
{
|
|
Check(this);
|
|
activePerformance = (Simulation::Performance)performance;
|
|
}
|
|
void
|
|
RefrigerationSimulation(Scalar time_slice);
|
|
|
|
//
|
|
// The loop number (1..6) -- the cockpit lamp's image-strip frame.
|
|
//
|
|
int
|
|
GetCondenserNumber() const { Check(this); return condenserNumber; }
|
|
|
|
protected:
|
|
int condenserNumber;
|
|
Scalar refrigerationFactor;
|
|
//
|
|
// APPENDED LAST ON PURPOSE. This class has offset-sensitive
|
|
// readers -- condenserNumber is reached as master+0x1d4 -- so a new
|
|
// member goes at the END of the CLASS (never into the resource
|
|
// struct above, which is a wire format).
|
|
//
|
|
//
|
|
// MUST BE A StateIndicator. The authored watcher for a *State
|
|
// name is an AudioStateWatcher, which is AudioWatcherOf<StateIndicator>
|
|
// and whose ctor immediately runs
|
|
// Cast_Object(StateIndicator*, attributePointer)->AddAudioWatcher(this)
|
|
// (AUDWTHR.CPP:891). Point it at a plain int and that call goes
|
|
// through garbage -- the pod dies on the extender.
|
|
//
|
|
StateIndicator condenserState; // authored watcher
|
|
};
|
|
|
|
//###########################################################################
|
|
//##################### AggregateHeatSink Resource ######################
|
|
//###########################################################################
|
|
|
|
struct AggregateHeatSink__SubsystemResource:
|
|
public HeatSink__SubsystemResource
|
|
{
|
|
int heatSinkCount;
|
|
};
|
|
|
|
//###########################################################################
|
|
//######################### AggregateHeatSink ###########################
|
|
//###########################################################################
|
|
//
|
|
// The mech's heat-sink BANK (binary classID 0x0BBE -- the value our VDATA
|
|
// enum names HeatSinkClassID; there is no streamed plain-HeatSink class).
|
|
// Holds the aggregate heat-sink count and the ambient-temperature setpoint,
|
|
// and runs the AMBIENT RADIATOR -- the only place heat ever LEAVES the mech.
|
|
//
|
|
class AggregateHeatSink:
|
|
public HeatSink
|
|
{
|
|
public:
|
|
static Derivation ClassDerivations;
|
|
static SharedData DefaultData;
|
|
|
|
static Logical
|
|
TestClass(Mech &);
|
|
Logical
|
|
TestInstance() const;
|
|
|
|
public:
|
|
typedef AggregateHeatSink__SubsystemResource SubsystemResource;
|
|
|
|
AggregateHeatSink(
|
|
Mech *owner,
|
|
int subsystem_ID,
|
|
SubsystemResource *subsystem_resource,
|
|
SharedData &shared_data = DefaultData
|
|
);
|
|
~AggregateHeatSink();
|
|
|
|
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
|
// The radiator (binary @4ae73c) -- replaces the base HeatSinkSimulation on
|
|
// the bank: absorb, then relax toward the ambient setpoint (the heat EXIT),
|
|
// then top the bank's coolant up from the attached store.
|
|
//
|
|
public:
|
|
typedef void
|
|
(AggregateHeatSink::*Performance)(Scalar time_slice);
|
|
void
|
|
SetPerformance(Performance performance)
|
|
{
|
|
Check(this);
|
|
activePerformance = (Simulation::Performance)performance;
|
|
}
|
|
void
|
|
RadiatorSimulation(Scalar time_slice);
|
|
|
|
int
|
|
GetHeatSinkCount() const { Check(this); return heatSinkCount; }
|
|
|
|
protected:
|
|
int heatSinkCount;
|
|
Scalar ambientTemperature;
|
|
};
|
|
|
|
#endif
|