Files
TeslaRel410/restoration/source410/BT/HEAT.HPP
T
CydandClaude Fable 5 57507cb15c BT410 Phase 5.3.10: power/heat wave -- the thermal + electrical economy is LIVE
Weapons dump firing heat into their own sinks, sinks conduct through the
Condenser bank into the central HeatSink, temperatures drive the degradation/
failure alarms, and every powered subsystem tracks its generator through the
electrical state machine. Verified: the authentic fire-discipline game -- a PPC
spikes 77->709K per shot, relaxes to 441K across its 5s reload, and sustained
fire climbs 441->674->838->960K, brushing the authored 1000K degradation
threshold. All calibration values match the BT411 audit exactly (central bank
1.39e6, PPC sink 174000, thresholds 77/1000/2000).

- HEAT: HeatSinkSimulation (@004ad924 absorb->T->load->conduct->alarm),
  ConductHeat/ComputeHeatFlow (@004ad8ac/@004ad9ec two-body equilibrium
  relaxation; flow==0 exactly at uniform T), UpdateHeatLoad (15-sample filter);
  heat-state enum + accessors; installed by the HeatSink ctor.
- WIRE-VERIFIED: HeatSink resource gains linkedSinkIndex -- THE missing
  ancestry int that shifted every descendant block +1 (voltageSourceIndex had
  been reading the linked-sink index: "power sources" appeared to be
  Condensers). Conduction topology wired from it at construction:
  weapons->Condensers1-6->central; Generators->Condensers; Reservoir->central.
- MECHWEAP resource: authentic pip tail (pipPosition int + pipColor 3 floats +
  pipExtendedRange int) per the BT411 verified overlay; with linkedSinkIndex
  this closes the whole +3 alignment mystery (ProjectileWeapon pad deleted).
  True bhk1 reads: PPC recharge 5.0s (not 1.0), discharge 0.99s, range 900.
- POWERSUB: ctor resolves voltageSourceIndex -> GeneratorA-D (wire-verified),
  taps via Generator::TapVoltageSource (-1 when full); PoweredSubsystemSimulation
  (@004b0bd0) electrical FSM (Starting/NoVoltage/Shorted/GeneratorOff/Ready);
  GeneratorSimulation partial (start/short-recovery timers).
- Weapons: power step at sim head; Loading recharge gated on electrical Ready
  (authentic @4bbdf5); FireWeapon dumps firing heat. HEAT UNITS: the chain is
  1e7-native with TWO authoring conventions -- energy weapons store small
  (PPC=11, x1e7 from the energy algebra), ballistics store native (SRM6=5.06e7,
  dumped raw; double-scaling it was the bring-up runaway-temperature bug).
- SENSOR: authentic gating (@004b1c4c) -- power step, electrical-Ready gate,
  heat-state switch (Degradation x0.5 / Failure 0). Verified Ready + 100%.

Deferred: coolant depletion/venting, the novice HeatModelOff gate, the charge
model (TrackSeekVoltage/voltage sag/I2R), weapon gate 1 + jam roll, the central
sink's forward-linked drain. Zero Fail across fire + neutral runs.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-21 23:55:48 -05:00

350 lines
10 KiB
C++

//===========================================================================//
// File: heat.hpp //
// Project: BattleTech //
// Contents: Implementation details for heatable subsystems //
//---------------------------------------------------------------------------//
// Date Who Modification //
// -------- --- ---------------------------------------------------------- //
// //
//---------------------------------------------------------------------------//
// Copyright (C) 1995, Virtual World Entertainment, Inc. //
// All Rights reserved worldwide //
// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //
//===========================================================================//
#if !defined(HEAT_HPP)
# define HEAT_HPP
# if !defined(MECHSUB_HPP)
# include <mechsub.hpp>
# endif
# if !defined(AVERAGE_HPP)
# include <average.hpp>
# endif
//##################### Forward Class Declarations #######################
class Mech;
//###########################################################################
//################## HeatableSubsystem Model Resource ###################
//###########################################################################
struct HeatableSubsystem__SubsystemResource:
public MechSubsystem::SubsystemResource
{
Scalar startingTemperature;
Scalar degradationTemperature;
Scalar failureTemperature;
Scalar thermalConductance;
Scalar thermalMass;
};
//###########################################################################
//######################## HeatableSubsystem ############################
//###########################################################################
class HeatableSubsystem:
public MechSubsystem
{
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Shared Data Support
//
public:
static Derivation ClassDerivations;
static SharedData DefaultData;
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Test Class Support
//
public:
static Logical
TestClass(Mech &);
Logical
TestInstance() const;
void
ResetToInitialState();
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Construction and Destruction
//
public:
typedef HeatableSubsystem__SubsystemResource SubsystemResource;
HeatableSubsystem(
Mech *owner,
int subsystem_ID,
SubsystemResource *subsystem_resource,
SharedData &shared_data = DefaultData
);
~HeatableSubsystem();
static int
CreateStreamedSubsystem(
NotationFile *model_file,
const char *model_name,
const char *subsystem_name,
SubsystemResource *subsystem_resource,
NotationFile *subsystem_file,
const ResourceDirectories *directories,
int passes = 1
);
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Local Data
//
protected:
Scalar currentTemperature;
Scalar heatLoad;
Scalar degradationTemperature;
Scalar failureTemperature;
};
//###########################################################################
//########################## SubsystemConnection ########################
//###########################################################################
//
// A slot linking a heat sink to its master / linked heat sink.
//
class SubsystemConnection
{
public:
SubsystemConnection() { linked = NULL; }
void Add(Subsystem *s) { linked = s; }
Subsystem* Resolve() const { return linked; }
void Clear() { linked = NULL; }
protected:
Subsystem *linked;
int reserved[2];
};
//###########################################################################
//####################### HeatSink Model Resource #######################
//###########################################################################
struct HeatSink__SubsystemResource:
public HeatableSubsystem__SubsystemResource
{
//
// WIRE-VERIFIED (raw-stream dump): the roster index of the sink this
// one conducts its heat into -- the weapons/equipment link to the
// Condenser bank (slots 4-9), the Condensers to the central HeatSink.
// This was THE missing ancestry int that shifted every descendant
// resource block +1 (PoweredSubsystem voltageSourceIndex, the MechWeapon
// block, ...).
//
int linkedSinkIndex;
};
//###########################################################################
//############################## HeatSink ###############################
//###########################################################################
//###########################################################################
//################### HeatWatcher Model Resource #######################
//###########################################################################
struct HeatWatcher__SubsystemResource:
public MechSubsystem__SubsystemResource
{
int watchedSubsystem;
Scalar degradationTemperature;
Scalar failureTemperature;
};
//###########################################################################
//############################# HeatWatcher #############################
//###########################################################################
//
// Watches another subsystem's temperature and drives a 3-level alarm. A
// sibling branch to HeatableSubsystem (derives straight from MechSubsystem);
// PowerWatcher and the Torso/HUD/Gyroscope leaves descend from it.
//
class HeatWatcher:
public MechSubsystem
{
public:
static Derivation ClassDerivations;
static SharedData DefaultData;
static Logical
TestClass(Mech &);
Logical
TestInstance() const;
void
ResetToInitialState(Logical powered);
void
WatchSimulation(Scalar time_slice);
public:
typedef HeatWatcher__SubsystemResource SubsystemResource;
HeatWatcher(
Mech *owner,
int subsystem_ID,
SubsystemResource *subsystem_resource,
SharedData &shared_data = DefaultData
);
~HeatWatcher();
protected:
SubsystemConnection watchedLink;
int watchedSubsystem;
Scalar degradationTemperature;
Scalar failureTemperature;
AlarmIndicator heatAlarm;
};
class HeatSink:
public HeatableSubsystem
{
friend class Condenser;
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Shared Data Support
//
public:
static Derivation ClassDerivations;
static SharedData DefaultData;
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Test Class Support
//
public:
static Logical
TestClass(Mech &);
Logical
TestInstance() const;
void
ResetToInitialState(Logical powered);
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Heat state (carried in heatAlarm, 3 levels). The thresholds are the
// authored degradation/failure temperatures.
//
public:
enum {
NormalHeat = 0,
DegradationHeat,
FailureHeat,
HeatStateCount
};
unsigned
GetHeatState() { Check(this); return heatAlarm.GetLevel(); }
Scalar
CurrentTemperatureOf() { Check(this); return currentTemperature; }
void
AddPendingHeat(Scalar heat)
{ Check(this); pendingHeat += heat; }
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Simulation Support
//
public:
typedef void
(HeatSink::*Performance)(Scalar time_slice);
void
SetPerformance(Performance performance)
{
Check(this);
activePerformance = (Simulation::Performance)performance;
}
void
HeatSinkSimulation(Scalar time_slice);
void
UpdateHeatLoad();
void
ConductHeat(Scalar time_slice);
Scalar
ComputeHeatFlow(HeatSink *other, Scalar time_slice);
virtual Scalar
DrawCoolant(Scalar requested);
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Construction and Destruction
//
public:
typedef HeatSink__SubsystemResource SubsystemResource;
HeatSink(
Mech *owner,
int subsystem_ID,
SubsystemResource *subsystem_resource,
SharedData &shared_data = DefaultData
);
~HeatSink();
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Local Data
//
protected:
Scalar coolantEfficiency;
Scalar thermalCapacity;
Scalar coolantLevel;
Scalar coolantDraw;
int coolantAvailable;
int coolantActive;
Scalar startingTemperature;
Scalar thermalConductance;
Scalar filterDecay;
Scalar thermalMass;
Scalar heatEnergy;
Scalar coolantFlowScale;
Scalar massScale;
Scalar pendingHeat;
Scalar radiatedHeat;
SubsystemConnection linkedSinks;
AlarmIndicator heatAlarm;
AverageOf<Scalar> heatFilter;
};
//###########################################################################
//#################### Condenser Model Resource ########################
//###########################################################################
struct Condenser__SubsystemResource:
public HeatSink__SubsystemResource
{
Scalar refrigerationFactor;
};
//###########################################################################
//############################## Condenser #############################
//###########################################################################
//
// A HeatSink with active refrigeration (a coolant loop's condenser).
//
class Condenser:
public HeatSink
{
public:
static Derivation ClassDerivations;
static SharedData DefaultData;
static Logical
TestClass(Mech &);
Logical
TestInstance() const;
public:
typedef Condenser__SubsystemResource SubsystemResource;
Condenser(
Mech *owner,
int subsystem_ID,
SubsystemResource *subsystem_resource,
SharedData &shared_data = DefaultData
);
~Condenser();
protected:
int valveState;
int condenserNumber;
Scalar refrigerationFactor;
};
#endif