Files
TeslaRel410/restoration/source410/BT/PROJWEAP.HPP
T
CydandClaude Fable 5 b1cbbe1c9b BT410 Phase 5.3.11: weapon heat consequences -- jams + thermal shutdowns LIVE
The heat economy now bites back, verified under sustained fire:

- Ballistic gate 1 (@4bbd36): destroyed-state or own-sink FailureHeat pins
  full recoil + the unavailable alarm (the NoAmmo roach-motel re-asserts).
- CheckForJam (@4bbfcc): p = 0.41*T/failT clamped [minJamChance, 1.0], rolled
  per granted shot against the MUNGA uniform Random. Interim heat-degraded
  gate stands in for the deferred LiveFireEnabled novice switch (the exact
  spurious-cold-jam trap the BT411 port documented). VERIFIED: SRM6s jam at
  T~1200-1320 after riding past the authored 1000-degree threshold, and stay
  jammed (mission-reset recovery only) -- authentic.
- Emitter hard gate (@4baab9): FailureHeat drops the beam state + charge each
  frame; SELF-RECOVERING once conduction cools the sink below failure.
  VERIFIED: the PPC settles into an emergent thermal duty cycle -- fire at
  ~1930K, spike to 2562K, shutdown, cool, refire -- firing exactly as fast as
  its sink sheds heat; the lasers oscillate around ~2200K.

Zero Fail. Deferred: LiveFireEnabled/HeatModelOff experience gates,
mech-disabled gate halves, coolant depletion, jam recovery via mission reset.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-22 21:20:37 -05:00

112 lines
3.4 KiB
C++

//===========================================================================//
// File: projweap.hpp //
// Project: BattleTech Brick: Mech weapons //
// Contents: ProjectileWeapon -- the ballistic (ammo-fed) weapon base //
//---------------------------------------------------------------------------//
// Copyright (C) 1995, Virtual World Entertainment, Inc. //
// All Rights reserved worldwide //
// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //
//===========================================================================//
#if !defined(PROJWEAP_HPP)
# define PROJWEAP_HPP
# if !defined(MECHWEAP_HPP)
# include <mechweap.hpp>
# endif
# if !defined(POINT3D_HPP)
# include <point3d.hpp>
# endif
//##################### Forward Class Declarations #######################
class Mech;
//###########################################################################
//################ ProjectileWeapon Model Resource #####################
//###########################################################################
//
// WIRE-VERIFIED layout (raw-stream dump, TEST.EGG SRM6s): tracerInterval
// reads 1, ammoBinIndex the true bin roster slot (27/29), minTimeOfFlight
// 0.5, minVoltagePercentToFire 0.3, minJamChance 0.05, and
// MissileLauncher's missileCount lands on 6 (an SRM6!). (The interim
// alignment pad is gone -- the ancestry shortfall was the HeatSink
// linkedSinkIndex + the MechWeapon pip tail, both now real fields.)
//
struct ProjectileWeapon__SubsystemResource:
public MechWeapon::SubsystemResource
{
int tracerInterval;
int ammoBinIndex;
Scalar minTimeOfFlight;
Scalar minVoltagePercentToFire;
Scalar minJamChance;
};
//###########################################################################
//######################### ProjectileWeapon ###########################
//###########################################################################
class ProjectileWeapon:
public MechWeapon
{
public:
static Derivation ClassDerivations;
static SharedData DefaultData;
static Logical
TestClass(Mech &);
Logical
TestInstance() const;
virtual void
FireWeapon();
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Per-frame simulation (the ballistic fire state machine).
//
public:
typedef void
(ProjectileWeapon::*Performance)(Scalar time_slice);
void
SetPerformance(Performance performance)
{
Check(this);
activePerformance = (Simulation::Performance)performance;
}
void
ProjectileWeaponSimulation(Scalar time_slice);
Logical
CheckForJam();
public:
typedef ProjectileWeapon__SubsystemResource SubsystemResource;
ProjectileWeapon(
Mech *owner,
int subsystem_ID,
SubsystemResource *subsystem_resource,
SharedData &shared_data = DefaultData
);
~ProjectileWeapon();
protected:
SubsystemConnection ammoBinLink;
int tracerInterval;
int tracerCounter;
int ejectState;
Scalar totalTimeToEject;
Scalar timeToEject;
Scalar percentOfEject;
Scalar minJamChance;
Scalar minTimeOfFlight;
Scalar minVoltagePercentToFire;
Vector3D launchVelocity;
Vector3D tracerOrigin;
Point3D leadPosition;
int tracerModelHandle;
};
#endif