Files
TeslaRel410/restoration/source410/BT/MECHWEAP.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

224 lines
7.2 KiB
C++

//===========================================================================//
// File: mechweap.hpp //
// Project: BattleTech //
// Contents: Implementation details for mech weapons //
//---------------------------------------------------------------------------//
// Date Who Modification //
// -------- --- ---------------------------------------------------------- //
// //
//---------------------------------------------------------------------------//
// Copyright (C) 1995, Virtual World Entertainment, Inc. //
// All Rights reserved worldwide //
// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //
//===========================================================================//
#if !defined(MECHWEAP_HPP)
# define MECHWEAP_HPP
# if !defined(POWERSUB_HPP)
# include <powersub.hpp>
# endif
# if !defined(DAMAGE_HPP)
# include <damage.hpp>
# endif
# if !defined(ALARM_HPP)
# include <alarm.hpp>
# endif
//##################### Forward Class Declarations #######################
class Mech;
//###########################################################################
//###################### MechWeapon Model Resource ######################
//###########################################################################
//
// WIRE-VERIFIED layout (raw-stream dump vs the BT411 verified overlay):
// eleven fields; the pip tail is pipPosition(int) + pipColor(3 floats) +
// pipExtendedRange(int). bhk1 PPC reads: recharge 5.0s, range 900,
// damage 12, type 4, heatCost 11, pipColor (0,0,1).
//
struct MechWeapon__SubsystemResource:
public PoweredSubsystem::SubsystemResource
{
Scalar rechargeRate;
Scalar weaponRange;
ResourceDescription::ResourceID
explosionModelFile;
Scalar damageAmount;
int damageType;
Scalar heatCostToFire;
int pipPosition;
Scalar pipColor[3];
int pipExtendedRange;
};
//###########################################################################
//############################ MechWeapon ###############################
//###########################################################################
class MechWeapon:
public PoweredSubsystem
{
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Shared Data Support
//
public:
static Derivation ClassDerivations;
static SharedData DefaultData;
static MessageHandlerSet MessageHandlers;
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Attribute Support. The real IDs are PINNED to the 1995 binary numbering
// (table @0x511890, ids 0x12..0x1C): the streamed per-mech control mappings
// reference them by NUMBER -- TriggerState (0x13) is the fire-button binding.
// Our parent chain publishes nothing past Subsystem::NextAttributeID (2)
// yet, so pads bridge the gap 2..0x11 (they shrink to the authentic
// 0x0F..0x11 once the mechsub/heat/powersub attribute waves publish --
// SENSOR.HPP pins PoweredSubsystem::NextAttributeID at 0x0F). The pads are
// LOAD-BEARING: AttributeIndexSet::Build leaves unlisted gap slots as
// uninitialized garbage, so every ID up to the max must be covered.
//
public:
enum {
MechWeaponPadFirstAttributeID = Subsystem::NextAttributeID, // 2
PercentDoneAttributeID = 0x12,
TriggerStateAttributeID, // 0x13 -- the streamed fire-button binding
DistanceToTargetAttributeID, // 0x14
TargetWithinRangeAttributeID, // 0x15
WeaponRangeAttributeID, // 0x16
PipPositionAttributeID, // 0x17
PipColorAttributeID, // 0x18
PipExtendedRangeAttributeID, // 0x19
EstimatedReadyTimeAttributeID, // 0x1A
RearFiringAttributeID, // 0x1B
WeaponStateAttributeID, // 0x1C (binary table end)
NextAttributeID // 0x1D (the Emitter family starts here)
};
static const IndexEntry AttributePointers[];
static AttributeIndexSet AttributeIndex;
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Test Class Support
//
public:
static Logical
TestClass(Mech &);
Logical
TestInstance() const;
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Construction and Destruction
//
public:
typedef MechWeapon__SubsystemResource SubsystemResource;
MechWeapon(
Mech *owner,
int subsystem_ID,
SubsystemResource *subsystem_resource,
SharedData &shared_data = DefaultData
);
~MechWeapon();
static int
CreateStreamedSubsystem(
ResourceFile *resource_file,
NotationFile *model_file,
const char *model_name,
const char *subsystem_name,
SubsystemResource *subsystem_resource,
NotationFile *subsystem_file,
const ResourceDirectories *directories,
int passes = 1
);
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Weapon interface
//
public:
virtual void
FireWeapon();
void
SendDamage(
Entity *target,
Damage &damage
);
//
// View-fire gating (the look-state commit re-arms these): a weapon
// mounted on a back gun port (rearFiring) fires only into the LOOK-BACK
// view; the rest fire only in the forward view.
//
Logical
IsRearFiring() const { Check(this); return rearFiring; }
Logical
GetViewFireEnable() const { Check(this); return viewFireEnable; }
void
SetViewFireEnable(Logical enable){ Check(this); viewFireEnable = enable; }
//
// Fire state machine. The weapon state is carried in the weapon alarm
// level: 0 = Firing, 2 = Loaded (ready), 3 = Loading, 4 = the
// trigger-during-load blip. CheckFireEdge is the rising-edge detector
// on fireImpulse (binary @004b9608): TriggerState carries the raw
// ControlsButton INT bit-copied by the streamed direct mapping, so the
// compare works on the BIT PATTERNS as signed ints (sign-correct for
// the button ints AND genuine floats), reproducing the binary's x87
// semantics. ComputeOutputVoltage (@004b9c9c) is the recharge-dial
// writer.
//
enum {
FiringState = 0,
DryTriggerState = 1,
LoadedState = 2,
LoadingState = 3,
TriggerDuringLoadState = 4,
JammedState = 5,
TriggerDuringJamState = 6,
NoAmmoState = 7,
WeaponStateCount = 8
};
unsigned
GetWeaponState() { Check(this); return weaponAlarm.GetLevel(); }
Logical
CheckFireEdge();
void
ComputeOutputVoltage();
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Local Data
//
protected:
Scalar rechargeRate;
Scalar weaponRange;
Scalar damageAmount;
int damageType;
Scalar heatCostToFire;
int targetWithinRange;
Damage damageData;
Logical rearFiring;
Logical viewFireEnable;
//
// Fire-machine state (binary @0x31C/0x320/0x324/0x328/0x330/0x350/
// 0x3A4/0x3E8): the trigger sample pair, the recharge dial, targeting
// ranges, and the weapon-state alarm.
//
Scalar fireImpulse;
Scalar previousFireImpulse;
Scalar rechargeLevel;
Scalar rangeToTarget;
Scalar effectiveRange;
int estimatedReadyTime;
Scalar recoil;
AlarmIndicator weaponAlarm;
};
#endif