Files
TeslaRel410/restoration/source410/BT/POWERSUB.CPP
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

480 lines
12 KiB
C++

//===========================================================================//
// File: powersub.cpp //
// Project: BattleTech Brick: Mech subsystems //
// Contents: PoweredSubsystem -- a HeatSink drawing electrical power //
//---------------------------------------------------------------------------//
// 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(POWERSUB_HPP)
# include <powersub.hpp>
#endif
#if !defined(MECH_HPP)
# include <mech.hpp>
#endif
//
//#############################################################################
// Shared data support
//#############################################################################
//
Derivation
PoweredSubsystem::ClassDerivations(
HeatSink::ClassDerivations,
"PoweredSubsystem"
);
PoweredSubsystem::SharedData
PoweredSubsystem::DefaultData(
PoweredSubsystem::ClassDerivations,
Subsystem::MessageHandlers,
Subsystem::AttributeIndex,
Subsystem::StateCount
);
//
//#############################################################################
// A HeatSink that draws electrical power from a generator (binary ctor
// @004b0f74). Resolves the "VoltageSource" roster index to the powering
// generator, attaches the tap, and primes the electrical state machine. The
// voltageSourceIndex indexes the owner mech's SUBSYSTEM ROSTER (the same
// index space the AmmoBin link uses) -- the roster slots ahead of this
// subsystem are already constructed by the segment walk, and the shipped
// stream orders the generators first.
//#############################################################################
//
PoweredSubsystem::PoweredSubsystem(
Mech *owner,
int subsystem_ID,
SubsystemResource *subsystem_resource,
SharedData &shared_data
):
HeatSink(owner, subsystem_ID, subsystem_resource, shared_data),
voltageSource(),
electricalStateAlarm(5),
modeAlarm(3)
{
Check(owner);
Check_Pointer(subsystem_resource);
inputVoltage = 0.0f;
outputVoltage = 0.0f;
ratedVoltage = 0.0f;
thermalResistivityCoefficient = subsystem_resource->thermalResistivityCoefficient;
startTime = subsystem_resource->startTime;
startTimer = startTime;
voltageScale = 1.0f;
//
// Resolve the voltage source from the roster and attach the tap.
//
Subsystem *source = NULL;
if (subsystem_resource->voltageSourceIndex >= 0
&& subsystem_resource->voltageSourceIndex < owner->GetSubsystemCount())
{
source = owner->GetSubsystem(subsystem_resource->voltageSourceIndex);
}
if (source != NULL)
{
AttachToVoltageSource(source);
}
if (getenv("BT_POWER_LOG"))
{
DEBUG_STREAM << "[power] '" << GetName()
<< "' srcIdx=" << subsystem_resource->voltageSourceIndex << " -> ";
if (source != NULL)
{
DEBUG_STREAM << source->GetName();
}
else
{
DEBUG_STREAM << "<none>";
}
DEBUG_STREAM << " startTime=" << startTime << endl << flush;
}
electricalStateAlarm.SetLevel(Ready);
modeAlarm.SetLevel(Connected);
//
// A master (non-replicant) instance runs the per-frame electrical
// simulation. Derived subsystems (the weapons, Sensor, ...) override with
// their own Performance in their ctors, each of which chains this step.
//
if (owner->GetInstance() != Entity::ReplicantInstance)
{
SetPerformance(&PoweredSubsystem::PoweredSubsystemSimulation);
}
Check_Fpu();
}
//
//#############################################################################
//#############################################################################
//
PoweredSubsystem::~PoweredSubsystem()
{
}
//
//#############################################################################
//#############################################################################
//
void
PoweredSubsystem::ResetToInitialState(Logical powered)
{
Check(this);
HeatSink::ResetToInitialState(powered);
inputVoltage = 0.0f;
outputVoltage = 0.0f;
electricalStateAlarm.SetLevel(0);
modeAlarm.SetLevel(0);
}
//
//#############################################################################
//#############################################################################
//
Logical
PoweredSubsystem::TestClass(Mech &)
{
return True;
}
Logical
PoweredSubsystem::TestInstance() const
{
return IsDerivedFrom(ClassDerivations);
}
//
//#############################################################################
// AttachToVoltageSource Link this subsystem to its powering generator
// (binary @004b0dd8): take a tap on the generator (-1 when every tap is
// taken) and hold the live connection.
//#############################################################################
//
int
PoweredSubsystem::AttachToVoltageSource(Subsystem *source)
{
Check(this);
Check(source);
Generator *generator = (Generator *)source;
if (generator->TapVoltageSource() != 0)
{
return -1;
}
voltageSource.Add(source);
inputVoltage = generator->MeasuredVoltage();
return 0;
}
//
//#############################################################################
// PoweredSubsystemSimulation -- the per-frame electrical step (binary
// @004b0bd0). Runs the HeatSink thermal step, then advances the electrical
// state machine from the state of the powering generator.
//
// PARTIAL: the AutoConnect replacement-generator hunt (modeAlarm AutoConnect +
// the status-flag gate) joins with the damage wave.
//#############################################################################
//
void
PoweredSubsystem::PoweredSubsystemSimulation(Scalar time_slice)
{
Check(this);
HeatSink::HeatSinkSimulation(time_slice);
Generator *source = (Generator *)voltageSource.Resolve();
if (source == NULL)
{
electricalStateAlarm.SetLevel(NoVoltage);
}
else
{
if (source->GeneratorStateOf() == Generator::GeneratorShorted)
{
electricalStateAlarm.SetLevel(Shorted);
}
if (source->GeneratorStateOf() == Generator::GeneratorStarting
|| source->GeneratorStateOf() == Generator::GeneratorFailed)
{
electricalStateAlarm.SetLevel(GeneratorOff);
}
}
switch (electricalStateAlarm.GetLevel())
{
case Starting:
startTimer += time_slice;
if (startTime <= startTimer)
{
electricalStateAlarm.SetLevel(Ready);
}
break;
case NoVoltage:
if (source != NULL)
{
electricalStateAlarm.SetLevel(Starting);
startTimer = 0.0f;
}
break;
case Shorted:
case GeneratorOff:
if (source != NULL
&& source->GeneratorStateOf() == Generator::GeneratorReady)
{
electricalStateAlarm.SetLevel(Starting);
startTimer = 0.0f;
}
break;
}
if (source != NULL)
{
inputVoltage = source->MeasuredVoltage();
}
Check_Fpu();
}
//###########################################################################
//############################## Generator #############################
//###########################################################################
//
//#############################################################################
// Shared data support
//#############################################################################
//
Derivation
Generator::ClassDerivations(
HeatSink::ClassDerivations,
"Generator"
);
Generator::SharedData
Generator::DefaultData(
Generator::ClassDerivations,
Subsystem::MessageHandlers,
Subsystem::AttributeIndex,
Subsystem::StateCount
);
//
//#############################################################################
// The generator -- the voltage source loads tap.
//#############################################################################
//
Generator::Generator(
Mech *owner,
int subsystem_ID,
SubsystemResource *subsystem_resource,
SharedData &shared_data
):
HeatSink(owner, subsystem_ID, subsystem_resource, shared_data),
stateAlarm(5)
{
Check(owner);
Check_Pointer(subsystem_resource);
ratedVoltage = subsystem_resource->ratedVoltage;
outputVoltage = ratedVoltage;
maxTapCount = subsystem_resource->maxTapCount;
currentTapCount = 0;
percentVoltageAvailable = 1.0f;
startTime = subsystem_resource->startTime;
startTimer = startTime;
stateAlarm.SetLevel(GeneratorReady);
generatorOn = 1;
shortRecoveryTime = subsystem_resource->shortRecoveryTime;
shortTimer = shortRecoveryTime;
//
// Generator number from the last character of the segment name
// ('A' -> 1, 'B' -> 2, ...).
//
const char *name = GetName();
generatorNumber = name[strlen(name) - 1] - 0x40;
//
// Install the generator's per-frame electrical Performance.
//
if (owner->GetInstance() != Entity::ReplicantInstance)
{
SetPerformance(&Generator::GeneratorSimulation);
}
Check_Fpu();
}
//
//#############################################################################
//#############################################################################
//
Generator::~Generator()
{
}
//
//#############################################################################
//#############################################################################
//
Logical
Generator::TestClass(Mech &)
{
return True;
}
Logical
Generator::TestInstance() const
{
return IsDerivedFrom(ClassDerivations);
}
//
//#############################################################################
//#############################################################################
//
void
Generator::ResetToInitialState()
{
Check(this);
HeatSink::ResetToInitialState(True);
outputVoltage = ratedVoltage;
currentTapCount = 0;
percentVoltageAvailable = 1.0f;
startTimer = startTime;
shortTimer = shortRecoveryTime;
generatorOn = 1;
stateAlarm.SetLevel(GeneratorReady);
}
//
//#############################################################################
// GeneratorSimulation -- the generator's per-frame step (PARTIAL). Runs the
// HeatSink thermal step and the start/short-recovery timers. The authentic
// load model (output voltage sag under tap load / I^2R self-heat feeding the
// charge integration) joins with the electrical-charge wave
// (TrackSeekVoltage). A healthy generator holds GeneratorReady at its rated
// voltage.
//#############################################################################
//
void
Generator::GeneratorSimulation(Scalar time_slice)
{
Check(this);
HeatSink::HeatSinkSimulation(time_slice);
switch (stateAlarm.GetLevel())
{
case GeneratorStarting:
startTimer += time_slice;
if (startTime <= startTimer)
{
stateAlarm.SetLevel(GeneratorReady);
outputVoltage = ratedVoltage;
}
break;
case GeneratorShorted:
shortTimer -= time_slice;
if (shortTimer <= 0.0f)
{
shortTimer = shortRecoveryTime;
stateAlarm.SetLevel(GeneratorStarting);
startTimer = 0.0f;
}
break;
default:
break;
}
Check_Fpu();
}
//###########################################################################
//############################ PowerWatcher ############################
//###########################################################################
Derivation
PowerWatcher::ClassDerivations(
HeatWatcher::ClassDerivations,
"PowerWatcher"
);
PowerWatcher::SharedData
PowerWatcher::DefaultData(
PowerWatcher::ClassDerivations,
Subsystem::MessageHandlers,
Subsystem::AttributeIndex,
Subsystem::StateCount
);
PowerWatcher::PowerWatcher(
Mech *owner,
int subsystem_ID,
SubsystemResource *subsystem_resource,
SharedData &shared_data
):
HeatWatcher(owner, subsystem_ID, subsystem_resource, shared_data),
watchdogAlarm(5)
{
Check(owner);
Check_Pointer(subsystem_resource);
//
// minVoltage is a scaled fraction of the watched supply; the exact scale
// constant is a tuning value (stored 1:1 here until located).
//
minVoltage = subsystem_resource->minVoltagePercent;
Check_Fpu();
}
PowerWatcher::~PowerWatcher()
{
}
Logical
PowerWatcher::TestClass(Mech &)
{
return True;
}
Logical
PowerWatcher::TestInstance() const
{
return IsDerivedFrom(ClassDerivations);
}
void
PowerWatcher::ResetToInitialState(Logical powered)
{
Check(this);
HeatWatcher::ResetToInitialState(powered);
watchdogAlarm.SetLevel(0);
}
//
// Per-frame supply-voltage watchdog. Not yet reconstructed.
//
void
PowerWatcher::Simulation(Scalar)
{
Fail("PowerWatcher::Simulation -- powersub.cpp not yet reconstructed");
}