The player-experience system now gates the entire heat/jam economy, verified in BOTH directions with a one-token egg edit (TESTNOV.EGG, experience=novice): NOVICE = 212 fire cycles all pinned at T=77, zero jams, zero shutdowns (the heat model authentically absent); EXPERT = the full economy (duty cycles, 119 shutdowns + 2 authentic jams under forced fire). Zero Fail in both. - BTPLAYER: the flag block renamed to its TRUE semantics (simLive @0x25c, heatModelOn @0x260 -- the FUN_004ad7d4 master switch, advancedDamageOn pair, levelFlag26c/270, experienceLevel); the ctor rows were already binary-accurate (nov 0000 / std 1011 / vet 1111 / exp 1101); accessors + [exp] sentinel. - HeatSink::HeatModelActive() + ProjectileWeapon::LiveFireEnabled(): owner mech -> Entity::GetPlayerLink() -> the BTPlayer flags, NULL-permissive. Gates: both HeatSinkSimulation phases, every weapon fire-heat dump, and CheckForJam is now the AUTHENTIC form (LiveFireEnabled + heatLoad<=0 early-outs + the minJamChance floor; the interim heat-degraded gate retired). - THE LOAD-BEARING FIX: Mech ctor SetValidFlag(). Every 1995 entity ctor tail marks itself valid; ours didn't -- Entity::Dispatch routes messages to an INVALID entity into the deferred event queue, so the PlayerLink bind (and every directly-dispatched mech message) silently never landed and the gates read a NULL player forever. - THE COOLANT SYSTEM (authentic bodies, byte-verified constants: HeatLoadScale 0.002 -> heatLoad now in [0,1]; equalize eps 1e-4; draw floor/ON 0.0025/0.003): UpdateCoolant (damage-scaled draw -- an undamaged mech leaks nothing), BalanceCoolant (full clamp chain from ConductHeat), DrawCoolant base=0 with the RESERVOIR override as THE SOURCE; Reservoir reconstructed (capacity overlays thermalCapacity, CoolantSimulation + the full InjectCoolant flush distribution, BT_FORCE_FLUSH dev hook); Condenser RefrigerationSimulation (massScale = (1-damage)*refrigerationFactor >= 1 -- the heat pump that chills the bank; valveState inits 1; digit-suffix number fix). Deferred: AggregateHeatSink family, cockpit-button handlers (MoveValve/ToggleCooling/InjectCoolant), TrackSeekVoltage charge model. Research driven by a 4-agent workflow dossier over the BT411 RE (verbatim bodies for every function above + the egg experience plumbing). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
322 lines
9.4 KiB
C++
322 lines
9.4 KiB
C++
//===========================================================================//
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// File: emitter.cpp //
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// Project: BattleTech Brick: Mech weapons //
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// Contents: Emitter -- the energy-weapon (beam) base //
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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(EMITTER_HPP)
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# include <emitter.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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Derivation
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Emitter::ClassDerivations(
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MechWeapon::ClassDerivations,
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"Emitter"
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);
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//
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//#############################################################################
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// Attribute Support. Emitter publishes the beam charge level (ChargeLevel, at
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// the authentic 0x1D past the MechWeapon table end): the HUD weapon-charge
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// gauge binds it, and -- load-bearing -- GaussRifle's AttributeIndex chains
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// THIS index (GAUSS.CPP), and PPC::DefaultData binds it via the inherited
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// PPC::AttributeIndex. It MUST be a real defined index (a declared-but-
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// undefined Emitter::AttributeIndex leaves activeAttributeIndex NULL and
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// faults the first GetAttributePointer on any PPC/Gauss). Chained to the
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// MechWeapon index so every energy weapon exposes the full weapon table
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// (TriggerState / PercentDone / ...).
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//#############################################################################
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//
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const Emitter::IndexEntry
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Emitter::AttributePointers[]=
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{
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ATTRIBUTE_ENTRY(Emitter, ChargeLevel, chargeLevel)
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};
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Emitter::AttributeIndexSet
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Emitter::AttributeIndex(
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ELEMENTS(Emitter::AttributePointers),
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Emitter::AttributePointers,
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MechWeapon::AttributeIndex
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);
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Emitter::SharedData
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Emitter::DefaultData(
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Emitter::ClassDerivations,
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MechWeapon::MessageHandlers,
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Emitter::AttributeIndex,
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Subsystem::StateCount
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);
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Emitter::Emitter(
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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
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):
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MechWeapon(owner, subsystem_ID, subsystem_resource, shared_data)
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{
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Check(owner);
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Check_Pointer(subsystem_resource);
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chargeLevel = 0.0f;
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dischargeTime = subsystem_resource->dischargeTime;
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dischargeTimer = 0.0f;
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//
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// Install the beam-weapon fire state machine (a replicant copy is driven by
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// console updates / ServiceDischarge instead, still staged).
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//
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if (owner->GetInstance() != Entity::ReplicantInstance)
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{
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SetPerformance(&Emitter::EmitterSimulation);
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}
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Check_Fpu();
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}
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Emitter::~Emitter()
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{
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}
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Logical
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Emitter::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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Emitter::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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// FireWeapon The energy-beam discharge (PARTIAL -- binary @004bace8). The
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// authentic body: re-arm the beam-on countdown, compute the per-shot damage /
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// heat from the charge energy (0.5*V^2*EC closed forms), dump the heat into
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// the inherited thermal accumulator, spend the charge, build the beam
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// (muzzle -> target) and submit the Damage record at the owner's target.
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// The energy/heat algebra needs the electrical charge model (TrackSeekVoltage
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// / seekVoltage / generator -- the powersub wave), and the beam/damage need
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// the targeting slot + renderer. This partial performs the DISCHARGE
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// bookkeeping -- countdown re-arm, charge spent, recoil loaded so the recharge
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// dial animates -- so the fire state machine runs end-to-end.
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//#############################################################################
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//
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void
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Emitter::FireWeapon()
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{
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Check(this);
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dischargeTimer = dischargeTime;
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chargeLevel = 0.0f;
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recoil = rechargeRate; // full recoil -> dial 0, decays in Loading
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ComputeOutputVoltage();
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//
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// Dump the firing heat into our own thermal accumulator, under the
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// heat-model experience gate (novice / standard fire generates no heat --
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// authentic); the HeatSink step absorbs it next frame and conducts it
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// toward the linked Condenser bank. The heat chain is 1e7-unit-native
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// (the BT411 calibration audit): the authored EMITTER heatCostToFire is
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// the closed form's full-charge value / 1e7 (PPC: 11 -> 1.1e8 units ->
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// +632 K on its own 174000-mass sink). (PARTIAL: the
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// (1-dF)*E*chargeRatio^2 charge-scaling joins the electrical-charge wave.)
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//
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if (HeatModelActive())
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{
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AddPendingHeat(heatCostToFire * 10000000.0f);
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}
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if (getenv("BT_MECH_LOG"))
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{
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DEBUG_STREAM << "[fire] '" << GetName()
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<< "' FIRED (discharge=" << dischargeTime
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<< "s recharge=" << rechargeRate
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<< "s heat+=" << heatCostToFire
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<< " T=" << CurrentTemperatureOf() << ")" << endl << flush;
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}
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}
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//
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//#############################################################################
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// ResetFiringState (binary @004ba9a8) -- the beam has finished: drop back to
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// Loading so the recharge cycle begins.
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//#############################################################################
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//
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void
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Emitter::ResetFiringState()
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{
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Check(this);
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weaponAlarm.SetLevel(LoadingState);
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}
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//
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//#############################################################################
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// EmitterSimulation The beam-weapon per-frame fire state machine (binary
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// @004baa88). The weapon state is carried in the weapon alarm level:
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// 0 = Firing, 2 = Loaded (ready), 3 = Loading, 4 = the trigger-during-load
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// blip. PARTIAL: the leading PoweredSubsystem electrical step and the
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// destroyed / heat-failure / dead-mech hard gates are deferred with the
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// power / heat / damage waves; the Loading charge uses the authored
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// RechargeRate seconds directly (recoil decay -> ComputeOutputVoltage dial)
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// instead of the TrackSeekVoltage generator integration; the Loaded->Firing
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// gate honors viewFireEnable (the look-view arm) -- the HasActiveTarget gate
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// joins it with the targeting wave.
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//
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// DEV hook BT_FORCE_FIRE=1: pulses the trigger whenever the weapon is Loaded
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// (press while Loaded, release otherwise), so every armed weapon auto-fires at
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// its authored recharge cadence -- the headless fire-cycle verification.
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//#############################################################################
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//
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void
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Emitter::EmitterSimulation(Scalar time_slice)
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{
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Check(this);
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//
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// The PoweredSubsystem step first (binary @004baa88 head): the HeatSink
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// thermal absorb/conduct + the electrical state machine.
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//
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PoweredSubsystem::PoweredSubsystemSimulation(time_slice);
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//
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// Hard failure (@4baab9): weapon DESTROYED or its own sink at FailureHeat
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// -> drop the beam state and the charge, and hold there. Unlike the
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// ballistic roach-motel this recovers by itself: once conduction cools the
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// sink below the failure threshold the gate stops firing and the weapon
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// resumes from Loading. (The owning-mech-disabled half joins with the
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// damage wave.)
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//
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if (GetSimulationState() == 1 || GetHeatState() == FailureHeat)
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{
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if (getenv("BT_MECH_LOG") && GetWeaponState() != LoadingState)
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{
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DEBUG_STREAM << "[fire] '" << GetName()
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<< "' THERMAL SHUTDOWN (T=" << CurrentTemperatureOf()
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<< ")" << endl << flush;
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}
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ResetFiringState();
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chargeLevel = 0.0f;
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ComputeOutputVoltage();
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Check_Fpu();
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return;
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}
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{
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static int forceFire = -1;
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if (forceFire < 0)
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{
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forceFire = (getenv("BT_FORCE_FIRE") != NULL) ? 1 : 0;
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}
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if (forceFire)
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{
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fireImpulse = (GetWeaponState() == LoadedState) ? 1.0f : 0.0f;
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}
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}
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Logical fireEdge = CheckFireEdge();
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switch (GetWeaponState())
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{
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case FiringState:
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//
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// Count the beam-on timer down; when it expires, drop to Loading.
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//
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dischargeTimer -= time_slice;
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if (dischargeTimer <= 0.0f)
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{
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ResetFiringState();
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}
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break;
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case LoadedState:
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if (fireEdge)
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{
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if (viewFireEnable)
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{
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weaponAlarm.SetLevel(FiringState);
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FireWeapon();
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}
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else
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{
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weaponAlarm.SetLevel(TriggerDuringLoadState);
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weaponAlarm.SetLevel(LoadedState);
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}
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}
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break;
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case LoadingState:
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if (fireEdge)
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{
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weaponAlarm.SetLevel(TriggerDuringLoadState);
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weaponAlarm.SetLevel(LoadingState);
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}
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//
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// Recharge only while the electrical supply is Ready (the authentic
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// charge integration gates on the voltage state): decay the recoil
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// over the authored RechargeRate seconds; the dial rises 0 -> 1.
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//
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if (GetVoltageState() == Ready)
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{
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recoil -= time_slice;
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if (recoil <= 0.0f)
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{
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recoil = 0.0f;
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}
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}
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ComputeOutputVoltage();
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if (recoil == 0.0f)
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{
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weaponAlarm.SetLevel(LoadedState);
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if (getenv("BT_MECH_LOG"))
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{
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DEBUG_STREAM << "[fire] '" << GetName()
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<< "' LOADED (T=" << CurrentTemperatureOf() << ")"
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<< endl << flush;
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}
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}
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break;
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default:
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break;
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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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// CreateStreamedSubsystem Model-load-time construction. Not yet reconstructed.
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//#############################################################################
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//
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int
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Emitter::CreateStreamedSubsystem(
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ResourceFile *,
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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("Emitter::CreateStreamedSubsystem -- emitter.cpp not yet reconstructed");
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return 0;
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}
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