The gauges now read the real simulation: heat/power/sensor/mech attribute tables published under the 1995 L4GAUGE.CFG spellings the widgets already bind by name. Temperatures, coolant mass/capacity/leak rate, condenser valve settings, generator voltages and numbers, radar percent, and the mech's radar/speed rows all resolve to live members. THE NUMBERING IS PINNED: the chain publishes 2..0x0E so PoweredSubsystem::NextAttributeID lands on the authentic 0x0F -- the surviving SENSOR.HPP numbers RadarPercent off it and MechWeapon's binary-pinned table starts at 0x12, so its pads shrank 16 -> 3 (0x0F..0x11) exactly as the 5.3.x header comment predicted. Sensor's authentic enum finally has its table defined; MechWeapon/Sensor rechain to PoweredSubsystem and Reservoir/AggregateHeatSink to HeatSink so the whole family is visible where the cfg expects it. Verified with BT_GAUGE_ATTR_LOG: 48 OK / 2 NULL (was 33/17, and 0/50 at the block's birth). The two remaining have no member to bind -- HeatSink/AmbientTemperature (a sim constant) and Searchlight/LightOn (a memberless subclass) -- and fall to the documented zero cell. Gauge fight (15/15 rounds, 127 zone hits), smoke and novice all clean. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
561 lines
17 KiB
C++
561 lines
17 KiB
C++
//===========================================================================//
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// File: heat.hpp //
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// Project: BattleTech //
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// Contents: Implementation details for heatable subsystems //
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//---------------------------------------------------------------------------//
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// Date Who Modification //
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// -------- --- ---------------------------------------------------------- //
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// //
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//---------------------------------------------------------------------------//
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// Copyright (C) 1995, Virtual World Entertainment, Inc. //
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// All Rights reserved worldwide //
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// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //
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//===========================================================================//
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#if !defined(HEAT_HPP)
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# define HEAT_HPP
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# if !defined(MECHSUB_HPP)
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# include <mechsub.hpp>
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# endif
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# if !defined(AVERAGE_HPP)
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# include <average.hpp>
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# endif
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//##################### Forward Class Declarations #######################
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class Mech;
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//###########################################################################
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//################## HeatableSubsystem Model Resource ###################
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//###########################################################################
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struct HeatableSubsystem__SubsystemResource:
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public MechSubsystem::SubsystemResource
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{
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Scalar startingTemperature;
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Scalar degradationTemperature;
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Scalar failureTemperature;
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Scalar thermalConductance;
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Scalar thermalMass;
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};
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//###########################################################################
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//######################## HeatableSubsystem ############################
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//###########################################################################
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class HeatableSubsystem:
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public MechSubsystem
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{
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Shared Data Support
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//
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public:
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Attribute Support. The cockpit gauges bind these by NAME through the
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// interpreter (ParseAttribute -> GetAttributePointer): the 1995
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// L4GAUGE.CFG spellings are the enum names. The whole heat/power chain
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// publishes IDs 2..0x0E so PoweredSubsystem::NextAttributeID lands on the
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// authentic 0x0F -- Sensor's table (surviving SENSOR.HPP) and
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// MechWeapon's pinned 0x12 pads are both numbered off it. CONTIGUITY IS
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// LOAD-BEARING: AttributeIndexSet::Build leaves uncovered gap slots
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// uninitialized.
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//
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public:
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enum {
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CurrentTemperatureAttributeID = Subsystem::NextAttributeID, // 2
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HeatLoadAttributeID, // 3
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DegradationTemperatureAttributeID, // 4
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FailureTemperatureAttributeID, // 5
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NextAttributeID // 6
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};
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static const IndexEntry AttributePointers[];
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static AttributeIndexSet AttributeIndex;
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static Derivation ClassDerivations;
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static SharedData DefaultData;
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Test Class Support
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//
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public:
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static Logical
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TestClass(Mech &);
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Logical
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TestInstance() const;
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void
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ResetToInitialState();
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Construction and Destruction
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//
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public:
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typedef HeatableSubsystem__SubsystemResource SubsystemResource;
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HeatableSubsystem(
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Mech *owner,
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int subsystem_ID,
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SubsystemResource *subsystem_resource,
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SharedData &shared_data = DefaultData
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);
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~HeatableSubsystem();
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static int
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CreateStreamedSubsystem(
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NotationFile *model_file,
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const char *model_name,
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const char *subsystem_name,
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SubsystemResource *subsystem_resource,
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NotationFile *subsystem_file,
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const ResourceDirectories *directories,
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int passes = 1
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);
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Local Data
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//
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protected:
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Scalar currentTemperature;
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Scalar heatLoad;
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Scalar degradationTemperature;
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Scalar failureTemperature;
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};
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//###########################################################################
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//########################## SubsystemConnection ########################
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//###########################################################################
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//
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// A slot linking a heat sink to its master / linked heat sink.
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//
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class SubsystemConnection
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{
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public:
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SubsystemConnection() { linked = NULL; }
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void Add(Subsystem *s) { linked = s; }
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Subsystem* Resolve() const { return linked; }
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void Clear() { linked = NULL; }
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protected:
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Subsystem *linked;
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int reserved[2];
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};
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//###########################################################################
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//####################### HeatSink Model Resource #######################
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//###########################################################################
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struct HeatSink__SubsystemResource:
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public HeatableSubsystem__SubsystemResource
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{
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//
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// WIRE-VERIFIED (raw-stream dump): the roster index of the sink this
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// one conducts its heat into -- the weapons/equipment link to the
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// Condenser bank (slots 4-9), the Condensers to the central HeatSink.
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// This was THE missing ancestry int that shifted every descendant
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// resource block +1 (PoweredSubsystem voltageSourceIndex, the MechWeapon
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// block, ...).
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//
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int linkedSinkIndex;
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};
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//###########################################################################
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//############################## HeatSink ###############################
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//###########################################################################
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//###########################################################################
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//################### HeatWatcher Model Resource #######################
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//###########################################################################
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struct HeatWatcher__SubsystemResource:
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public MechSubsystem__SubsystemResource
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{
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int watchedSubsystem;
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Scalar degradationTemperature;
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Scalar failureTemperature;
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};
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//###########################################################################
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//############################# HeatWatcher #############################
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//###########################################################################
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//
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// Watches another subsystem's temperature and drives a 3-level alarm. A
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// sibling branch to HeatableSubsystem (derives straight from MechSubsystem);
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// PowerWatcher and the Torso/HUD/Gyroscope leaves descend from it.
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//
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class HeatWatcher:
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public MechSubsystem
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{
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public:
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static Derivation ClassDerivations;
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static SharedData DefaultData;
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static Logical
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TestClass(Mech &);
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Logical
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TestInstance() const;
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void
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ResetToInitialState(Logical powered);
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//
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// Respawn restore: base heal + the thermal state back to spawn
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// (temperature/coolant via ResetToInitialState).
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//
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virtual void
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DeathReset(Logical full_reset);
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void
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WatchSimulation(Scalar time_slice);
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public:
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typedef HeatWatcher__SubsystemResource SubsystemResource;
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HeatWatcher(
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Mech *owner,
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int subsystem_ID,
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SubsystemResource *subsystem_resource,
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SharedData &shared_data = DefaultData
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);
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~HeatWatcher();
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protected:
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SubsystemConnection watchedLink;
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int watchedSubsystem;
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Scalar degradationTemperature;
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Scalar failureTemperature;
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AlarmIndicator heatAlarm;
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};
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class HeatSink:
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public HeatableSubsystem
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{
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friend class Condenser;
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friend class Reservoir;
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Shared Data Support
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//
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public:
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Attribute Support (the coolant family the cockpit bars read).
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//
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public:
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enum {
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CoolantMassAttributeID = HeatableSubsystem::NextAttributeID, // 6
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CoolantCapacityAttributeID, // 7
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CoolantMassLeakRateAttributeID, // 8
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CoolantAvailableAttributeID, // 9
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NextAttributeID // 0x0A
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};
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static const IndexEntry AttributePointers[];
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static AttributeIndexSet AttributeIndex;
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static Derivation ClassDerivations;
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static SharedData DefaultData;
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Test Class Support
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//
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public:
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static Logical
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TestClass(Mech &);
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Logical
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TestInstance() const;
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void
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ResetToInitialState(Logical powered);
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//
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// Respawn restore: base heal + the thermal state back to spawn.
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//
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virtual void
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DeathReset(Logical full_reset);
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Messaging Support. The cockpit cooling toggle rides the first
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// subsystem-family message slot (id 3 = Receiver::NextMessageID); the
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// per-class id-4 slot is claimed by each subclass (Condenser MoveValve,
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// Reservoir InjectCoolant, ...).
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//
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public:
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enum {
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ToggleCoolingMessageID = Receiver::NextMessageID, // 3
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NextMessageID // 4
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};
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static const HandlerEntry MessageHandlerEntries[];
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static MessageHandlerSet MessageHandlers;
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void
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ToggleCoolingMessageHandler(ReceiverDataMessageOf<int> *message);
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Heat state (carried in heatAlarm, 3 levels). The thresholds are the
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// authored degradation/failure temperatures.
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//
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public:
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enum {
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NormalHeat = 0,
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DegradationHeat,
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FailureHeat,
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HeatStateCount
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};
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unsigned
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GetHeatState() { Check(this); return heatAlarm.GetLevel(); }
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Scalar
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CurrentTemperatureOf() { Check(this); return currentTemperature; }
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Scalar
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StartingTemperatureOf() { Check(this); return startingTemperature; }
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void
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AddPendingHeat(Scalar heat)
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{ Check(this); pendingHeat += heat; }
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Simulation Support
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//
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public:
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typedef void
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(HeatSink::*Performance)(Scalar time_slice);
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void
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SetPerformance(Performance performance)
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{
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Check(this);
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activePerformance = (Simulation::Performance)performance;
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}
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//
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// The heat-model master switch (binary FUN_004ad7d4): the owning
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// BTPlayer's heatModelOn experience flag, reached through the mech's
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// playerLink. ON only for veteran / expert; a NULL player reads ON.
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//
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Logical
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HeatModelActive();
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void
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HeatSinkSimulation(Scalar time_slice);
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void
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UpdateHeatLoad();
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void
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ConductHeat(Scalar time_slice);
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Scalar
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ComputeHeatFlow(HeatSink *other, Scalar time_slice);
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void
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UpdateCoolant(Scalar time_slice);
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void
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BalanceCoolant(Scalar time_slice);
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virtual Scalar
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DrawCoolant(Scalar requested);
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Construction and Destruction
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//
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public:
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typedef HeatSink__SubsystemResource SubsystemResource;
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HeatSink(
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Mech *owner,
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int subsystem_ID,
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SubsystemResource *subsystem_resource,
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SharedData &shared_data = DefaultData
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);
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~HeatSink();
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Local Data
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//
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protected:
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Scalar coolantEfficiency;
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Scalar thermalCapacity;
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Scalar coolantLevel;
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Scalar coolantDraw;
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int coolantAvailable;
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int coolantActive;
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Scalar startingTemperature;
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Scalar thermalConductance;
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Scalar filterDecay;
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Scalar thermalMass;
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Scalar heatEnergy;
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Scalar coolantFlowScale;
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Scalar massScale;
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Scalar pendingHeat;
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Scalar radiatedHeat;
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SubsystemConnection linkedSinks;
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AlarmIndicator heatAlarm;
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AverageOf<Scalar> heatFilter;
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};
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//###########################################################################
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//#################### Condenser Model Resource ########################
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//###########################################################################
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struct Condenser__SubsystemResource:
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public HeatSink__SubsystemResource
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{
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Scalar refrigerationFactor;
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};
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//###########################################################################
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//############################## Condenser #############################
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//###########################################################################
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//
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// A HeatSink with active refrigeration (a coolant loop's condenser).
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//
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class Condenser:
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public HeatSink
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{
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public:
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Attribute Support (the valve slider on the Eng page).
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//
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public:
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enum {
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ValveSettingAttributeID = HeatSink::NextAttributeID, // 0x0A
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NextAttributeID
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};
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static const IndexEntry AttributePointers[];
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static AttributeIndexSet AttributeIndex;
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static Derivation ClassDerivations;
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static SharedData DefaultData;
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static Logical
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TestClass(Mech &);
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Logical
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TestInstance() const;
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Messaging Support: the cockpit condenser-valve button (binary handler
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// table @0x50E52C, exactly one entry -- id 4, "MoveValve"). Each press
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// cycles this condenser's valve 1 -> 5 -> 50 -> 0 -> 1 and recomputes every
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// condenser's coolant flow share (valve / sum-of-valves).
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//
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public:
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enum {
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MoveValveMessageID = HeatSink::NextMessageID, // 4
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NextMessageID
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};
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static const HandlerEntry MessageHandlerEntries[];
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static MessageHandlerSet MessageHandlers;
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void
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MoveValveMessageHandler(ReceiverDataMessageOf<int> *message);
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//
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// Recompute every condenser's coolantFlowScale as its share of the
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// total valve opening (called by MoveValve, and once at mech spawn so
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// the initial all-1 valves yield equal shares).
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//
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static void
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RecomputeValves(Entity *owner_mech);
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public:
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typedef Condenser__SubsystemResource SubsystemResource;
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Condenser(
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Mech *owner,
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int subsystem_ID,
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SubsystemResource *subsystem_resource,
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SharedData &shared_data = DefaultData
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);
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~Condenser();
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Per-frame refrigeration (binary @4ae4d8): the condenser actively pumps
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// heat toward the central bank -- massScale is recomputed each frame as
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// (1 - own damage) * refrigerationFactor, clamped >= 1, so an undamaged
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// condenser behaves refrigerationFactor-times "hotter" in the conduction
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// exchange and chills itself below ambient (which is what cools the
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// weapons equalizing against it). Damage degrades it toward a plain sink.
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//
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public:
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typedef void
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(Condenser::*Performance)(Scalar time_slice);
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void
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SetPerformance(Performance performance)
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{
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Check(this);
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activePerformance = (Simulation::Performance)performance;
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}
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void
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RefrigerationSimulation(Scalar time_slice);
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protected:
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int valveState;
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int condenserNumber;
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Scalar refrigerationFactor;
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};
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//###########################################################################
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//##################### AggregateHeatSink Resource ######################
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//###########################################################################
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struct AggregateHeatSink__SubsystemResource:
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public HeatSink__SubsystemResource
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{
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int heatSinkCount;
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};
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//###########################################################################
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//######################### AggregateHeatSink ###########################
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//###########################################################################
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//
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// The mech's heat-sink BANK (binary classID 0x0BBE -- the value our VDATA
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// enum names HeatSinkClassID; there is no streamed plain-HeatSink class).
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// Holds the aggregate heat-sink count and the ambient-temperature setpoint,
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// and runs the AMBIENT RADIATOR -- the only place heat ever LEAVES the mech.
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//
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class AggregateHeatSink:
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public HeatSink
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{
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public:
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static Derivation ClassDerivations;
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static SharedData DefaultData;
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static Logical
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TestClass(Mech &);
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Logical
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TestInstance() const;
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|
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public:
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typedef AggregateHeatSink__SubsystemResource SubsystemResource;
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AggregateHeatSink(
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Mech *owner,
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int subsystem_ID,
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SubsystemResource *subsystem_resource,
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SharedData &shared_data = DefaultData
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);
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~AggregateHeatSink();
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// The radiator (binary @4ae73c) -- replaces the base HeatSinkSimulation on
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// the bank: absorb, then relax toward the ambient setpoint (the heat EXIT),
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// then top the bank's coolant up from the attached store.
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//
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public:
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typedef void
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(AggregateHeatSink::*Performance)(Scalar time_slice);
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void
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SetPerformance(Performance performance)
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{
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Check(this);
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activePerformance = (Simulation::Performance)performance;
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}
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void
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RadiatorSimulation(Scalar time_slice);
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int
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GetHeatSinkCount() const { Check(this); return heatSinkCount; }
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protected:
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int heatSinkCount;
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Scalar ambientTemperature;
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};
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#endif
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