Files
TeslaRel410/restoration/source410/BT/MECHWEAP.HPP
T
CydandClaude Fable 5 b772e716fe BT410 Phase 5.3.15: the electrical charge model -- real charge, closed feedback loop
The emitter charge cycle is now the authentic electrical model end to end.

- WIRE-VERIFIED resource fix: the Emitter block is graphicLength /
  dischargeTime / seekVoltage[5] (FRACTIONS of the generator's rated voltage,
  -1 sentinel) / seekVoltageRecommendedIndex. The old two-field guess read
  seekVoltage[3]=0.99 as "dischargeTime 0.99s" -- the true PPC discharge is
  0.2s, and the calibration reads seekV={6000,7000,8000,9900} x rated 10000,
  recommended gear 2: the documented curve exactly.
- Ctor calibration (@004bb120): energyTotal=(dmg+heat)x1e7; EC pins
  E=0.5V^2EC to energyTotal at the recommended gear; voltageScale calibrates
  the exponential charge to reach seekV[rec] in the authored RechargeRate
  seconds cold; damageFraction = the damage share.
- TrackSeekVoltage (@004ba838) + ChargeTimeScale (@004b0d50): the charge
  integrates from the generator through the heat-stretched time scale, and
  the I2R loss heats the GENERATOR -- verified GeneratorA at 477.9K charging
  its PPC (BT411 predicted ~+480K) while the avionics generator idles at 77.
  Hot generators charge slower: the heat/firepower feedback loop is CLOSED.
- Emitter::ComputeOutputVoltage override (now virtual, as in the binary
  vtable): dial = level/seekV[gear], 0.01 snap, over-1 clamp.
- Sub-stepped Loading (1/60s slices -- the BT411 weapon-brick fix) + the
  documented-divergence overcharge rescue. VERIFIED: the PPC loads at level
  ~7920, inside the binary's exact [7920,8080] snap window.
- FireWeapon energy algebra (@004bace8): damage/heat = energy shares x
  chargeRatio^2. VERIFIED dmg=11.78 / heat=1.079e8 at ratio 0.9906. The
  heatCost x 1e7 partial is retired -- heat now comes from the energy.

Zero Fail; jams/shutdowns regressions stay live under spam.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-24 09:14:56 -05:00

225 lines
7.3 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();
virtual void
ComputeOutputVoltage(); // vtable slot 17; the Emitter overrides
// with its charge-voltage form
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// 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