The world now executes. Entity::Execute only PerformAndWatch's entities in application state RunningMission, reached by two RunMissionMessages (WaitingForLaunch->LaunchingMission->RunningMission). The 2nd is dispatched by Player::ManageApplicationStatus when the launch fade expires -- but that only runs inside PlayerSimulation, not the launch-phase HuntForDropZone. So the player must switch Performance onto PlayerSimulation after it spawns. - BTPLAYER.CPP DropZoneReplyMessageHandler: after CreatePlayerVehicle + InitializePlayerLink, choose the per-vehicle Performance by class -- Mech -> SetPerformance(PlayerSimulation)+SetScoringPlayerFlag; else CameraShipSimulation. - BTPLAYER.CPP PlayerSimulation: chains the authentic base Player::PlayerSimulation (CalcRanking + ManageApplicationStatus + vehicle-pos copy + status service); console SCORE-delta flush deferred to the scoring wave. - SENSOR.CPP SensorSimulation: minimal-safe partial (radarPercent = 1 - GetSubsystemDamageLevel, sensor healthy) so the roster tick path can't Fail once RunningMission engages. The heat/electrical gating awaits the power/heat sim wave (PoweredSubsystem/Generator/HeatSink/HeatWatcher *Simulation staged). Verified: BT_MECH_LOG run reaches "[tick] roster live (first Sensor frame)", two RunMissionHandler transitions, zero Fail/Exception. The mech is executed each frame; its BODY Performance is still DoNothingOnce (real Mech::Simulate = Phase 5.3, now the frontier). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
202 lines
5.6 KiB
C++
202 lines
5.6 KiB
C++
//===========================================================================//
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// File: sensor.cpp //
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// Project: BattleTech Brick: Mech subsystems //
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// Contents: Sensor -- the radar / targeting subsystem //
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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// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //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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#include <bt.hpp>
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#pragma hdrstop
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#if !defined(SENSOR_HPP)
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# include <sensor.hpp>
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#endif
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#if !defined(MECH_HPP)
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# include <mech.hpp>
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#endif
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//
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//#############################################################################
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// Shared data support
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//#############################################################################
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//
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Derivation
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Sensor::ClassDerivations(
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PoweredSubsystem::ClassDerivations,
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"Sensor"
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);
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Sensor::SharedData
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Sensor::DefaultData(
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Sensor::ClassDerivations,
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Subsystem::MessageHandlers,
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Subsystem::AttributeIndex,
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Subsystem::StateCount
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);
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//
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//#############################################################################
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// The radar / targeting subsystem. A non-replicant (master) instance runs the
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// per-frame SensorSimulation.
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//#############################################################################
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//
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Sensor::Sensor(
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Mech *owner,
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int subsystem_ID,
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SubsystemResource *subsystem_resource
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):
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PoweredSubsystem(owner, subsystem_ID, subsystem_resource, DefaultData)
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{
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Check(owner);
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Check_Pointer(subsystem_resource);
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radarPercent = 1.0f; // RadarBaseline
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selfTest = False;
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badVoltage = False;
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//
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// Install the per-frame performance unless the owner is a replicant copy
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// (which is driven by console updates instead).
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//
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if (owner->GetInstance() != Entity::ReplicantInstance)
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{
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SetPerformance(&Sensor::SensorSimulation);
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}
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Check_Fpu();
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}
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//
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//#############################################################################
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//#############################################################################
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//
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Sensor::~Sensor()
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{
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}
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//
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//#############################################################################
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//#############################################################################
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//
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Logical
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Sensor::TestClass(Mech &)
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{
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return True;
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}
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Logical
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Sensor::TestInstance() const
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{
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return IsDerivedFrom(ClassDerivations);
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}
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//
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//#############################################################################
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//#############################################################################
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//
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void
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Sensor::ResetToInitialState()
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{
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Check(this);
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radarPercent = 1.0f; // RadarBaseline
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selfTest = False;
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badVoltage = False;
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PoweredSubsystem::ResetToInitialState(True);
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}
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//
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//#############################################################################
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// Per-frame radar / targeting update. Not yet reconstructed -- fires only once
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// the mech is ticking.
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//#############################################################################
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//
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void
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Sensor::SensorSimulation(Scalar)
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{
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Check(this);
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//
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// Minimal safe per-frame sensor update (PARTIAL reconstruction). The
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// authentic SensorSimulation (BT411 @004b1c4c) first runs
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// PoweredSubsystem::PoweredSubsystemSimulation, then gates radarPercent /
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// selfTest / badVoltage on the heat state (Normal / Degradation / Failure)
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// and the electrical Ready state -- both of which live in the power/heat
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// per-frame sim chain that is not yet reconstructed (the powersub/heat
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// *Simulation methods are staged). Until that wave, derive radarPercent
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// from the one reconstructed input -- this sensor's own structural damage
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// level ([0,1], 0 intact .. 1 destroyed) -- and report the sensor healthy.
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// This keeps the engine's roster tick path (Entity::PerformAndWatch) safe
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// while producing a real radar-capability value. See SENSOR.NOTES.md.
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//
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radarPercent = 1.0f - GetSubsystemDamageLevel(); // RadarBaseline - zoneDamage
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if (radarPercent < 0.0f)
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{
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radarPercent = 0.0f;
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}
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selfTest = True;
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badVoltage = False;
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{
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//
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// One-shot confirmation that the engine's per-frame entity/roster tick
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// (Entity::PerformAndWatch) has engaged -- i.e. the mission reached
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// RunningMission and the mech is being simulated each frame.
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//
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static int firstTick = 0;
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if (!firstTick && getenv("BT_MECH_LOG"))
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{
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firstTick = 1;
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DEBUG_STREAM << "[tick] roster live (first Sensor frame), radarPercent="
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<< radarPercent << endl << flush;
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}
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}
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Check_Fpu();
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}
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//
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//#############################################################################
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// Damage / death.
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//#############################################################################
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//
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void
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Sensor::TakeDamage(Damage &damage)
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{
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Check(this);
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PoweredSubsystem::TakeDamage(damage);
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}
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void
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Sensor::DeathReset(Logical /*full_recovery*/)
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{
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Check(this);
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ResetToInitialState();
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}
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//
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//#############################################################################
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// CreateStreamedSubsystem Model-load-time construction. Not yet reconstructed
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// (see MECHSUB.NOTES.md -- the 4.10 subsystem stream format).
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//#############################################################################
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//
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int
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Sensor::CreateStreamedSubsystem(
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NotationFile *,
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const char *,
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const char *,
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SubsystemResource *,
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NotationFile *,
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const ResourceDirectories *,
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int
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)
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{
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Fail("Sensor::CreateStreamedSubsystem -- sensor.cpp not yet reconstructed");
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return 0;
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}
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