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>
793 lines
21 KiB
C++
793 lines
21 KiB
C++
//===========================================================================//
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// File: heat.cpp //
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// Project: BattleTech Brick: Mech subsystems //
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// Contents: HeatableSubsystem -- a MechSubsystem with a thermal state //
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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(HEAT_HPP)
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# include <heat.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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#if !defined(BTPLAYER_HPP)
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# include <btplayer.hpp>
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#endif
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#include <math.h>
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//
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//#############################################################################
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// Tuning constants (byte-verified against the shipped image in the BT411 RE:
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// .data / literal-pool reads).
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//#############################################################################
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//
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static const Scalar HeatLoadScale = 0.002f; // heat-load normalising scale -> band [0,1]
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static const Scalar HeatLoadMinimum = 0.0f;
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static const Scalar HeatLoadMaximum = 1.0f;
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static const Scalar HeatEqualizeEpsilon = 1.0e-4f; // BalanceCoolant no-op band
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static const Scalar CoolantDrawGate = 1.0e-4f; // DrawCoolant |amount| gate
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static const Scalar CoolantDrawFloor = 0.0025f; // draw zero-floor + ACTIVE-off hysteresis
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static const Scalar CoolantActiveOn = 0.003f; // coolantActive ON threshold
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//
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//#############################################################################
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// Shared data support -- reuses the base Subsystem sets (no boot-critical
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// handlers / attributes of its own).
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//#############################################################################
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//
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Derivation
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HeatableSubsystem::ClassDerivations(
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MechSubsystem::ClassDerivations,
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"HeatableSubsystem"
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);
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HeatableSubsystem::SharedData
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HeatableSubsystem::DefaultData(
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HeatableSubsystem::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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//#############################################################################
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//
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HeatableSubsystem::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
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):
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MechSubsystem(
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owner,
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subsystem_ID,
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(MechSubsystem::SubsystemResource *)subsystem_resource,
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shared_data
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)
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{
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Check(owner);
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Check_Pointer(subsystem_resource);
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ResetToInitialState();
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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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HeatableSubsystem::~HeatableSubsystem()
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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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void
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HeatableSubsystem::ResetToInitialState()
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{
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Check(this);
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currentTemperature = 300.0f;
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heatLoad = 0.0f;
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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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HeatableSubsystem::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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HeatableSubsystem::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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// CreateStreamedSubsystem Model-load-time construction (thermal resource +
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// damage-zone stream). Not yet reconstructed (see MECHSUB.NOTES.md).
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//#############################################################################
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//
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int
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HeatableSubsystem::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("HeatableSubsystem::CreateStreamedSubsystem -- heat.cpp not yet reconstructed");
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return 0;
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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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//#############################################################################
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// Shared data support
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//#############################################################################
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//
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Derivation
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HeatSink::ClassDerivations(
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HeatableSubsystem::ClassDerivations,
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"HeatSink"
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);
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HeatSink::SharedData
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HeatSink::DefaultData(
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HeatSink::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 heat sink -- a thermal mass with a coolant loop. A master sink drives
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// the per-frame thermal simulation.
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//#############################################################################
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//
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HeatSink::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
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):
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HeatableSubsystem(owner, subsystem_ID, subsystem_resource, shared_data),
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linkedSinks(),
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heatAlarm(3)
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{
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Check(owner);
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Check_Pointer(subsystem_resource);
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currentTemperature = subsystem_resource->startingTemperature;
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degradationTemperature = subsystem_resource->degradationTemperature;
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failureTemperature = subsystem_resource->failureTemperature;
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heatLoad = 0.0f;
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coolantEfficiency = 0.5f;
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thermalCapacity = 1.0f;
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coolantLevel = thermalCapacity;
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coolantDraw = 0.0f;
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coolantAvailable = 1;
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coolantActive = 0;
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startingTemperature = currentTemperature;
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thermalConductance = subsystem_resource->thermalConductance;
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heatFilter.SetSize(15, 0.0f);
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filterDecay = 0.4f;
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thermalMass = subsystem_resource->thermalMass;
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heatEnergy = thermalMass * startingTemperature;
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coolantFlowScale = 1.0f;
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massScale = 1.0f;
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pendingHeat = 0.0f;
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radiatedHeat = 0.0f;
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//
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// Wire the heat-conduction link: the resource names the roster slot of the
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// sink this one drains into (weapons/equipment -> the Condenser bank, the
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// Condensers -> the central HeatSink). The shipped stream orders sinks so
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// the target is already constructed; an unresolvable index leaves the sink
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// standalone (its own thermal mass only).
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//
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{
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Subsystem *linked = NULL;
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if (subsystem_resource->linkedSinkIndex >= 0
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&& subsystem_resource->linkedSinkIndex < owner->GetSubsystemCount())
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{
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linked = owner->GetSubsystem(subsystem_resource->linkedSinkIndex);
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}
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if (linked != NULL)
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{
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linkedSinks.Add(linked);
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}
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if (getenv("BT_POWER_LOG"))
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{
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DEBUG_STREAM << "[heat] '" << GetName()
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<< "' linkedSinkIdx=" << subsystem_resource->linkedSinkIndex
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<< " -> ";
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if (linked != NULL)
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{
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DEBUG_STREAM << linked->GetName();
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}
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else
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{
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DEBUG_STREAM << "<none>";
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}
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DEBUG_STREAM << " thermalMass=" << thermalMass
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<< " T0=" << currentTemperature
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<< " degrade=" << degradationTemperature
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<< " fail=" << failureTemperature
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<< " conduct=" << thermalConductance << endl << flush;
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}
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}
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//
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// Install the per-frame thermal Performance (replicant copies are driven by
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// console updates instead). Derived classes (PoweredSubsystem, Generator,
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// the weapons) override with their own Performance in their ctors, each of
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// which chains this step.
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//
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if (owner->GetInstance() != Entity::ReplicantInstance)
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{
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SetPerformance(&HeatSink::HeatSinkSimulation);
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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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HeatSink::~HeatSink()
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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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void
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HeatSink::ResetToInitialState(Logical /*powered*/)
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{
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Check(this);
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currentTemperature = startingTemperature;
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heatLoad = 0.0f;
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coolantLevel = thermalCapacity;
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coolantDraw = 0.0f;
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coolantActive = 0;
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heatEnergy = thermalMass * startingTemperature;
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pendingHeat = 0.0f;
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radiatedHeat = 0.0f;
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heatAlarm.SetLevel(0);
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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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HeatSink::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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HeatSink::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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// HeatModelActive -- the heat-model master switch (binary FUN_004ad7d4):
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// owner mech -> Entity::playerLink -> BTPlayer::heatModelOn, ON only for
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// veteran / expert experience. Standard mode has NO heat consequences --
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// authentic, not a gap. A NULL player link (unlinked dev mech / target dummy)
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// reads ON, matching the permissive dev-rig behavior; the binary derefs
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// unguarded (a linked player always exists in pod missions).
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//#############################################################################
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//
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Logical
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HeatSink::HeatModelActive()
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{
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Check(this);
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if (owner == NULL)
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{
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return True;
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}
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BTPlayer *player = Cast_Object(BTPlayer *, owner->GetPlayerLink());
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if (player == NULL)
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{
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return True;
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}
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return player->IsHeatModelOn();
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}
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//
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//#############################################################################
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// HeatSinkSimulation -- the per-frame thermal step (binary @004ad924).
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// Under the heat-model experience gate: absorb the pending heat into the
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// thermal mass, recompute the temperature and the smoothed heat-load reading,
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// conduct into the linked sink, and run the coolant draw. The degradation /
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// failure alarm drive is OUTSIDE the gate (authentic -- with the model off the
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// temperature never moves, so the alarm just holds Normal).
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//#############################################################################
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//
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void
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HeatSink::HeatSinkSimulation(Scalar time_slice)
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{
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Check(this);
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if (HeatModelActive())
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{
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heatEnergy += pendingHeat;
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currentTemperature = heatEnergy / thermalMass;
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UpdateHeatLoad();
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pendingHeat = 0.0f;
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ConductHeat(time_slice);
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}
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if (HeatModelActive())
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{
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UpdateCoolant(time_slice);
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}
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//
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// Drive the degradation / failure alarm.
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//
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if (currentTemperature > failureTemperature)
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{
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heatAlarm.SetLevel(FailureHeat);
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}
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else if (currentTemperature > degradationTemperature)
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{
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heatAlarm.SetLevel(DegradationHeat);
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}
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else
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{
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heatAlarm.SetLevel(NormalHeat);
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}
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//
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// BT_HEAT_LOG: a 5-second per-sink census (temperature / coolant / load).
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//
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if (getenv("BT_HEAT_LOG"))
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{
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static Scalar censusAccum = 0.0f;
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censusAccum += time_slice;
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if (censusAccum >= 5.0f)
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{
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censusAccum = 0.0f;
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DEBUG_STREAM << "[heat-t] " << GetName()
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<< " T=" << currentTemperature
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<< " cool=" << coolantLevel << "/" << thermalCapacity
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<< " load=" << heatLoad << 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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// UpdateHeatLoad -- recompute the radiated heat and feed the normalised sample
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// through the 15-sample running-average filter to produce the smoothed
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// heatLoad reading in the [0,1] band (binary @004ad7f0; the shaping constants
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// are byte-verified from the image).
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//#############################################################################
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//
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void
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HeatSink::UpdateHeatLoad()
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{
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Check(this);
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radiatedHeat = currentTemperature * coolantLevel;
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Scalar sample = HeatLoadScale * radiatedHeat;
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if (sample < HeatLoadMinimum)
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{
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sample = HeatLoadMinimum;
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}
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else if (sample > HeatLoadMaximum)
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{
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sample = HeatLoadMaximum;
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}
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heatFilter.Add(sample);
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heatLoad = heatFilter.CalculateAverage();
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}
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//
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//#############################################################################
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// ConductHeat -- conduct heat into the linked sink, then rebalance coolant so
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// the hotter side sheds load (binary @004ad8ac).
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//#############################################################################
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//
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void
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HeatSink::ConductHeat(Scalar time_slice)
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{
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Check(this);
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HeatSink *other = (HeatSink *)linkedSinks.Resolve();
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if (other != NULL && coolantAvailable != 0)
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{
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Scalar flow = ComputeHeatFlow(other, time_slice);
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other->pendingHeat += flow;
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pendingHeat -= flow;
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BalanceCoolant(time_slice);
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}
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}
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//
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//#############################################################################
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// BalanceCoolant -- move coolant between this sink and its linked sink so that
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// the hotter side sheds load (binary @004ada94). Clamped on both ends so
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// neither sink goes below empty or above its capacity.
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//#############################################################################
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//
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void
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HeatSink::BalanceCoolant(Scalar time_slice)
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{
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Check(this);
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HeatSink *other = (HeatSink *)linkedSinks.Resolve();
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if (other == NULL)
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{
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return;
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}
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Scalar spread = radiatedHeat - other->radiatedHeat;
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if (spread < 0.0f)
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{
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spread = -spread;
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}
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if (spread <= HeatEqualizeEpsilon)
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{
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return;
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}
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Scalar delta = other->radiatedHeat / currentTemperature - coolantLevel;
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//
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// Clamp delta to +/- (thermalCapacity * dt).
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//
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Scalar limit = thermalCapacity * time_slice;
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if (delta < -limit)
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{
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delta = -limit;
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}
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else if (delta > limit)
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{
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delta = limit;
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}
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//
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// Clamp so this sink stays within [0, thermalCapacity].
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//
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Scalar hi = thermalCapacity - coolantLevel;
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Scalar lo = -coolantLevel;
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if (delta < lo) delta = lo;
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else if (delta > hi) delta = hi;
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//
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// Clamp so the other sink stays within its own [0, thermalCapacity].
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//
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Scalar otherLo = -(other->thermalCapacity - other->coolantLevel);
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if (delta < otherLo) delta = otherLo;
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else if (delta > other->coolantLevel) delta = other->coolantLevel;
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delta = coolantFlowScale * delta;
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coolantLevel += delta;
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other->coolantLevel -= delta;
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}
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//
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//#############################################################################
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// UpdateCoolant -- consume coolant proportional to the current load, request a
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// top-up from the central cooling system, and update the draw state machine
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// (binary @004adbf8). The draw scales with THIS subsystem's own structural
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// damage: an undamaged subsystem leaks nothing (the coolant bars stay full on
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// a pristine mech); the draw rises only as the sink itself takes battle
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// damage.
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//#############################################################################
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//
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void
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HeatSink::UpdateCoolant(Scalar time_slice)
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{
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Check(this);
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coolantDraw = GetSubsystemDamageLevel() * heatLoad;
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if (coolantDraw < CoolantDrawFloor)
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{
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coolantDraw = 0.0f;
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}
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Scalar amount = coolantDraw * time_slice;
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if (coolantLevel < amount)
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{
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amount = coolantLevel;
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}
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coolantLevel -= amount;
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if (amount > CoolantDrawGate || amount < -CoolantDrawGate)
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{
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coolantLevel += DrawCoolant(amount);
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}
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//
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// The draw state machine (hysteresis: ON above 0.003, OFF below 0.0025).
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//
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if (coolantActive == 0 && coolantDraw > CoolantActiveOn)
|
|
{
|
|
coolantActive = 1;
|
|
}
|
|
else if (coolantActive == 1 && coolantDraw < CoolantDrawFloor)
|
|
{
|
|
coolantActive = 0;
|
|
}
|
|
}
|
|
|
|
//
|
|
//#############################################################################
|
|
// ComputeHeatFlow -- conductive heat exchange between this sink and 'other'
|
|
// (binary @004ad9ec):
|
|
// tau = thermalMass / massScale
|
|
// denom = tau + other->thermalMass
|
|
// q = (currentTemperature*massScale
|
|
// - (other->heatEnergy + other->pendingHeat + heatEnergy) / denom)
|
|
// * tau
|
|
// * (1 - exp( -dt * thermalConductance
|
|
// * (coolantLevel / thermalCapacity)
|
|
// * coolantFlowScale / denom ))
|
|
//#############################################################################
|
|
//
|
|
Scalar
|
|
HeatSink::ComputeHeatFlow(HeatSink *other, Scalar time_slice)
|
|
{
|
|
Check(this);
|
|
Check(other);
|
|
|
|
Scalar tau = thermalMass / massScale;
|
|
Scalar denom = tau + other->thermalMass;
|
|
|
|
Scalar equilibrium =
|
|
currentTemperature * massScale
|
|
- (other->heatEnergy + other->pendingHeat + heatEnergy) / denom;
|
|
|
|
Scalar response = 1.0f - (Scalar)exp(
|
|
-time_slice * thermalConductance
|
|
* (coolantLevel / thermalCapacity)
|
|
* coolantFlowScale / denom
|
|
);
|
|
|
|
return equilibrium * tau * response;
|
|
}
|
|
|
|
//
|
|
//#############################################################################
|
|
// DrawCoolant -- ask the central cooling system for coolant and return how
|
|
// much was actually supplied. Base sinks supply nothing on their own; the
|
|
// Reservoir (the coolant store) overrides this as the source.
|
|
//#############################################################################
|
|
//
|
|
Scalar
|
|
HeatSink::DrawCoolant(Scalar)
|
|
{
|
|
Check(this);
|
|
return 0.0f;
|
|
}
|
|
|
|
//###########################################################################
|
|
//############################# HeatWatcher #############################
|
|
//###########################################################################
|
|
|
|
Derivation
|
|
HeatWatcher::ClassDerivations(
|
|
MechSubsystem::ClassDerivations,
|
|
"HeatWatcher"
|
|
);
|
|
|
|
HeatWatcher::SharedData
|
|
HeatWatcher::DefaultData(
|
|
HeatWatcher::ClassDerivations,
|
|
Subsystem::MessageHandlers,
|
|
Subsystem::AttributeIndex,
|
|
Subsystem::StateCount
|
|
);
|
|
|
|
HeatWatcher::HeatWatcher(
|
|
Mech *owner,
|
|
int subsystem_ID,
|
|
SubsystemResource *subsystem_resource,
|
|
SharedData &shared_data
|
|
):
|
|
MechSubsystem(
|
|
owner,
|
|
subsystem_ID,
|
|
(MechSubsystem::SubsystemResource *)subsystem_resource,
|
|
shared_data
|
|
),
|
|
watchedLink(),
|
|
heatAlarm(3)
|
|
{
|
|
Check(owner);
|
|
Check_Pointer(subsystem_resource);
|
|
|
|
degradationTemperature = subsystem_resource->degradationTemperature;
|
|
failureTemperature = subsystem_resource->failureTemperature;
|
|
watchedSubsystem = subsystem_resource->watchedSubsystem;
|
|
|
|
//
|
|
// The master instance runs WatchSimulation per-frame; the install is
|
|
// deferred with that (staged) method.
|
|
//
|
|
Check_Fpu();
|
|
}
|
|
|
|
HeatWatcher::~HeatWatcher()
|
|
{
|
|
}
|
|
|
|
Logical
|
|
HeatWatcher::TestClass(Mech &)
|
|
{
|
|
return True;
|
|
}
|
|
|
|
Logical
|
|
HeatWatcher::TestInstance() const
|
|
{
|
|
return IsDerivedFrom(ClassDerivations);
|
|
}
|
|
|
|
void
|
|
HeatWatcher::ResetToInitialState(Logical /*powered*/)
|
|
{
|
|
Check(this);
|
|
heatAlarm.SetLevel(0);
|
|
}
|
|
|
|
//
|
|
// Per-frame: resolve the watched subsystem, read its temperature, drive the
|
|
// 3-level alarm. Not yet reconstructed.
|
|
//
|
|
void
|
|
HeatWatcher::WatchSimulation(Scalar)
|
|
{
|
|
Fail("HeatWatcher::WatchSimulation -- heat.cpp not yet reconstructed");
|
|
}
|
|
|
|
//###########################################################################
|
|
//############################## Condenser #############################
|
|
//###########################################################################
|
|
|
|
Derivation
|
|
Condenser::ClassDerivations(
|
|
HeatSink::ClassDerivations,
|
|
"Condenser"
|
|
);
|
|
|
|
Condenser::SharedData
|
|
Condenser::DefaultData(
|
|
Condenser::ClassDerivations,
|
|
Subsystem::MessageHandlers,
|
|
Subsystem::AttributeIndex,
|
|
Subsystem::StateCount
|
|
);
|
|
|
|
Condenser::Condenser(
|
|
Mech *owner,
|
|
int subsystem_ID,
|
|
SubsystemResource *subsystem_resource,
|
|
SharedData &shared_data
|
|
):
|
|
HeatSink(owner, subsystem_ID, subsystem_resource, shared_data)
|
|
{
|
|
Check(owner);
|
|
Check_Pointer(subsystem_resource);
|
|
|
|
//
|
|
// The authentic ctor (binary @4ae568): the valve opens at 1, the
|
|
// refrigeration output rides the inherited massScale slot, and the
|
|
// condenser's own coolantFlowScale streams 0 (the valve recompute --
|
|
// BTRecomputeCondenserValves, the cockpit MoveValve wave -- assigns each
|
|
// condenser its share of the total valve opening). INTERIM: flow scale is
|
|
// left at the inherited 1.0 until the valve-recompute wave lands -- a zero
|
|
// flow scale would zero the condenser->bank conduction exponent and strand
|
|
// the heat in the condensers with no way to reach the central sink.
|
|
//
|
|
valveState = 1;
|
|
refrigerationFactor = subsystem_resource->refrigerationFactor;
|
|
massScale = refrigerationFactor;
|
|
|
|
//
|
|
// Condenser number from the segment-name DIGIT suffix ("Condenser1" -> 1;
|
|
// the letter form -0x40 is the GENERATOR convention).
|
|
//
|
|
const char *name = GetName();
|
|
condenserNumber = name[strlen(name) - 1] - '0';
|
|
|
|
if (getenv("BT_POWER_LOG"))
|
|
{
|
|
DEBUG_STREAM << "[cond] '" << GetName()
|
|
<< "' refrigFactor=" << refrigerationFactor
|
|
<< " #" << condenserNumber << endl << flush;
|
|
}
|
|
|
|
//
|
|
// Install the per-frame refrigeration Performance.
|
|
//
|
|
if (owner->GetInstance() != Entity::ReplicantInstance)
|
|
{
|
|
SetPerformance(&Condenser::RefrigerationSimulation);
|
|
}
|
|
|
|
Check_Fpu();
|
|
}
|
|
|
|
Condenser::~Condenser()
|
|
{
|
|
}
|
|
|
|
Logical
|
|
Condenser::TestClass(Mech &)
|
|
{
|
|
return True;
|
|
}
|
|
|
|
Logical
|
|
Condenser::TestInstance() const
|
|
{
|
|
return IsDerivedFrom(ClassDerivations);
|
|
}
|
|
|
|
//
|
|
//#############################################################################
|
|
// RefrigerationSimulation -- the condenser's per-frame step (binary @4ae4d8):
|
|
// recompute the refrigeration output as (1 - own structural damage) *
|
|
// refrigerationFactor, clamped >= 1, into the inherited massScale slot -- an
|
|
// undamaged condenser behaves refrigerationFactor-times "hotter" in the
|
|
// conduction exchange, actively pumping heat toward the central bank and
|
|
// chilling itself below ambient -- then run the base HeatSink step.
|
|
//#############################################################################
|
|
//
|
|
void
|
|
Condenser::RefrigerationSimulation(Scalar time_slice)
|
|
{
|
|
Check(this);
|
|
|
|
massScale = (1.0f - GetSubsystemDamageLevel()) * refrigerationFactor;
|
|
if (massScale < 1.0f)
|
|
{
|
|
massScale = 1.0f;
|
|
}
|
|
|
|
HeatSink::HeatSinkSimulation(time_slice);
|
|
}
|