Files
TeslaRel410/restoration/source410/BT/SENSOR.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

228 lines
5.6 KiB
C++

//===========================================================================//
// File: sensor.cpp //
// Project: BattleTech Brick: Mech subsystems //
// Contents: Sensor -- the radar / targeting subsystem //
//---------------------------------------------------------------------------//
// 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(SENSOR_HPP)
# include <sensor.hpp>
#endif
#if !defined(MECH_HPP)
# include <mech.hpp>
#endif
//
//#############################################################################
// Shared data support
//#############################################################################
//
Derivation
Sensor::ClassDerivations(
PoweredSubsystem::ClassDerivations,
"Sensor"
);
Sensor::SharedData
Sensor::DefaultData(
Sensor::ClassDerivations,
Subsystem::MessageHandlers,
Subsystem::AttributeIndex,
Subsystem::StateCount
);
//
//#############################################################################
// The radar / targeting subsystem. A non-replicant (master) instance runs the
// per-frame SensorSimulation.
//#############################################################################
//
Sensor::Sensor(
Mech *owner,
int subsystem_ID,
SubsystemResource *subsystem_resource
):
PoweredSubsystem(owner, subsystem_ID, subsystem_resource, DefaultData)
{
Check(owner);
Check_Pointer(subsystem_resource);
radarPercent = 1.0f; // RadarBaseline
selfTest = False;
badVoltage = False;
//
// Install the per-frame performance unless the owner is a replicant copy
// (which is driven by console updates instead).
//
if (owner->GetInstance() != Entity::ReplicantInstance)
{
SetPerformance(&Sensor::SensorSimulation);
}
Check_Fpu();
}
//
//#############################################################################
//#############################################################################
//
Sensor::~Sensor()
{
}
//
//#############################################################################
//#############################################################################
//
Logical
Sensor::TestClass(Mech &)
{
return True;
}
Logical
Sensor::TestInstance() const
{
return IsDerivedFrom(ClassDerivations);
}
//
//#############################################################################
//#############################################################################
//
void
Sensor::ResetToInitialState()
{
Check(this);
radarPercent = 1.0f; // RadarBaseline
selfTest = False;
badVoltage = False;
PoweredSubsystem::ResetToInitialState(True);
}
//
//#############################################################################
// Per-frame radar / targeting update. Not yet reconstructed -- fires only once
// the mech is ticking.
//#############################################################################
//
void
Sensor::SensorSimulation(Scalar time_slice)
{
Check(this);
//
// The authentic per-frame sensor update (binary @004b1c4c): the
// PoweredSubsystem step first, then radarPercent = baseline - structural
// damage, gated by the electrical Ready state and the heat state.
// (Still deferred: the novice-mode HeatModelOff gate -- the player
// experience switch -- joins with the player-link accessor wave.)
//
PoweredSubsystemSimulation(time_slice);
radarPercent = 1.0f - GetSubsystemDamageLevel(); // RadarBaseline - zoneDamage
if (radarPercent < 0.0f)
{
radarPercent = 0.0f;
}
selfTest = True;
if (GetVoltageState() == Ready)
{
badVoltage = False;
}
else
{
badVoltage = True;
radarPercent = 0.0f;
}
switch (GetHeatState())
{
case NormalHeat:
selfTest = True;
break;
case DegradationHeat:
radarPercent *= 0.5f; // HeatDegradationScale
selfTest = True;
break;
case FailureHeat:
radarPercent = 0.0f;
selfTest = False;
break;
default:
break;
}
{
//
// One-shot confirmation that the engine's per-frame entity/roster tick
// (Entity::PerformAndWatch) has engaged -- i.e. the mission reached
// RunningMission and the mech is being simulated each frame.
//
static int firstTick = 0;
if (!firstTick && getenv("BT_MECH_LOG"))
{
firstTick = 1;
DEBUG_STREAM << "[tick] roster live (first Sensor frame), radarPercent="
<< radarPercent << " voltState=" << GetVoltageState()
<< endl << flush;
}
}
Check_Fpu();
}
//
//#############################################################################
// Damage / death.
//#############################################################################
//
void
Sensor::TakeDamage(Damage &damage)
{
Check(this);
PoweredSubsystem::TakeDamage(damage);
}
void
Sensor::DeathReset(Logical /*full_recovery*/)
{
Check(this);
ResetToInitialState();
}
//
//#############################################################################
// CreateStreamedSubsystem Model-load-time construction. Not yet reconstructed
// (see MECHSUB.NOTES.md -- the 4.10 subsystem stream format).
//#############################################################################
//
int
Sensor::CreateStreamedSubsystem(
NotationFile *,
const char *,
const char *,
SubsystemResource *,
NotationFile *,
const ResourceDirectories *,
int
)
{
Fail("Sensor::CreateStreamedSubsystem -- sensor.cpp not yet reconstructed");
return 0;
}