Files
TeslaRel410/restoration/source410/BT/RESERVR.CPP
T
CydandClaude Fable 5 e1e5a9a6db BT410 Phase 5.3.12: experience gates + coolant system -- novice/expert modes REAL
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>
2026-07-22 22:15:07 -05:00

302 lines
7.8 KiB
C++

//===========================================================================//
// File: reservr.cpp //
// Project: BattleTech Brick: Mech subsystems //
// Contents: Reservoir -- the coolant store //
//---------------------------------------------------------------------------//
// Copyright (C) 1995, Virtual World Entertainment, Inc. //
// All Rights reserved worldwide //
// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //
//===========================================================================//
#include <bt.hpp>
#pragma hdrstop
#if !defined(RESERVR_HPP)
# include <reservr.hpp>
#endif
#if !defined(MECH_HPP)
# include <mech.hpp>
#endif
#if !defined(MECHWEAP_HPP)
# include <mechweap.hpp>
#endif
#include <math.h>
Derivation
Reservoir::ClassDerivations(
HeatSink::ClassDerivations,
"Reservoir"
);
Reservoir::SharedData
Reservoir::DefaultData(
Reservoir::ClassDerivations,
Subsystem::MessageHandlers,
Subsystem::AttributeIndex,
Subsystem::StateCount
);
//
//#############################################################################
// The coolant store (binary ctor @4af408): CoolantCapacity overlays the
// inherited HeatSink thermalCapacity slot; the charge starts full; the flush
// flow scale is zero (a reservoir never conducts like an ordinary sink). A
// master reservoir registers the CoolantSimulation performance.
//
// Deferred with the AggregateHeatSink wave: the authentic master path also
// attaches the reservoir into the central bank's radiator loop and rescales
// the capacity by 0.05 x the bank's heat-sink count (the central sink here is
// still a plain HeatSink, which has no count) -- until then the streamed
// capacity is used as-is (a larger tank than authentic; noted).
//#############################################################################
//
Reservoir::Reservoir(
Mech *owner,
int subsystem_ID,
SubsystemResource *r,
SharedData &shared_data
):
HeatSink(owner, subsystem_ID, r, shared_data)
{
Check(owner);
Check_Pointer(r);
reservoirAlarm.Initialize(2);
squirtEfficiency = 0.5f;
thermalCapacity = r->coolantCapacity;
coolantSquirtMass = r->coolantSquirtMass;
coolantLevel = thermalCapacity;
coolantFlowScale = 0.0f;
injectAccumulator = 0.0f;
reservoirAlarm.SetLevel(0);
if (getenv("BT_POWER_LOG"))
{
DEBUG_STREAM << "[resv] '" << GetName()
<< "' capacity=" << thermalCapacity
<< " squirtMass=" << coolantSquirtMass << endl << flush;
}
if (owner->GetInstance() != Entity::ReplicantInstance)
{
SetPerformance(&Reservoir::CoolantSimulation);
}
Check_Fpu();
}
Reservoir::~Reservoir()
{
}
Logical
Reservoir::TestClass(Mech &)
{
return True;
}
Logical
Reservoir::TestInstance() const
{
return IsDerivedFrom(ClassDerivations);
}
//
//#############################################################################
// DrawCoolant -- the SOURCE (binary @4af3b0): hand out up to coolantLevel of
// the requested amount and deduct it from the charge.
//#############################################################################
//
Scalar
Reservoir::DrawCoolant(Scalar requested)
{
Check(this);
Scalar supplied = 0.0f;
if (requested >= 0.0f)
{
supplied = requested;
if (coolantLevel < requested)
{
supplied = coolantLevel;
}
}
coolantLevel -= supplied;
return supplied;
}
//
//#############################################################################
// CoolantSimulation -- the registered Performance (binary @4aef78): while
// injection is active, accumulate elapsed time and run the coolant
// distribution. The InjectCoolant COCKPIT BUTTON (the id-4 message handler
// that raises the alarm) joins with the cockpit-button message wave; the DEV
// hook BT_FORCE_FLUSH=1 raises it here so the flush machinery is exercisable
// headlessly (one press ~4 s after the sim starts ticking).
//#############################################################################
//
void
Reservoir::CoolantSimulation(Scalar time_slice)
{
Check(this);
{
static int forceFlush = -1;
if (forceFlush < 0)
{
forceFlush = (getenv("BT_FORCE_FLUSH") != NULL) ? 1 : 0;
}
if (forceFlush == 1)
{
static Scalar armAccum = 0.0f;
armAccum += time_slice;
if (armAccum >= 4.0f && reservoirAlarm.GetLevel() != 1
&& coolantLevel > 0.0f)
{
forceFlush = 2;
reservoirAlarm.SetLevel(1);
injectAccumulator = 0.0f;
if (getenv("BT_MECH_LOG"))
{
DEBUG_STREAM << "[resv] FLUSH ON (charge="
<< coolantLevel << ")" << endl << flush;
}
}
}
}
if (reservoirAlarm.GetLevel() == 1)
{
injectAccumulator += time_slice;
InjectCoolant(time_slice);
}
}
//
//#############################################################################
// InjectCoolant -- the coolant-flush distribution (binary @4aefa4). Walk the
// roster gathering the flush targets in the authentic pass order -- the
// condensers, then the weapons, then every heat sink, then the linked master
// (the duplicate visits are intentional weighting) -- and squirt
// (coolantSquirtMass x the target's coolantFlowScale x dt) into each,
// crediting a negative pending-heat chill for the moved mass. Squirts only
// ever leave the tank; the chill only ever cools.
//#############################################################################
//
void
Reservoir::InjectCoolant(Scalar time_slice)
{
Check(this);
if (fabs(coolantLevel) <= 1.0e-4f) // the tank is empty
{
return;
}
enum { kMaxWork = 96 };
HeatSink *work[kMaxWork];
int workCount = 0;
Entity *own = (Entity *)owner;
int count = own->GetSubsystemCount();
int i;
for (i = 2; i < count && workCount < kMaxWork; ++i)
{
Subsystem *s = own->GetSubsystem(i);
if (s != NULL && s->IsDerivedFrom(Condenser::ClassDerivations))
{
work[workCount++] = (HeatSink *)s;
}
}
for (i = 2; i < count && workCount < kMaxWork; ++i)
{
Subsystem *s = own->GetSubsystem(i);
if (s != NULL && s->IsDerivedFrom(MechWeapon::ClassDerivations))
{
work[workCount++] = (HeatSink *)s;
}
}
for (i = 2; i < count && workCount < kMaxWork; ++i)
{
Subsystem *s = own->GetSubsystem(i);
if (s != NULL && s->IsDerivedFrom(HeatSink::ClassDerivations))
{
work[workCount++] = (HeatSink *)s;
}
}
{
HeatSink *link = (HeatSink *)linkedSinks.Resolve();
if (link != NULL && workCount < kMaxWork)
{
work[workCount++] = link;
}
}
for (int w = 0; w < workCount; ++w)
{
if (fabs(coolantLevel) <= 1.0e-4f) // ran dry mid-pass
{
return;
}
HeatSink *sink = work[w];
if (sink->coolantFlowScale == 0.0f)
{
continue;
}
//
// squirt = -(squirtMass x flowScale x dt), clamped to [-coolantLevel, 0].
//
Scalar move = -coolantSquirtMass
* sink->coolantFlowScale
* time_slice;
Scalar lo = -coolantLevel;
if (move < lo) move = lo;
if (move > 0.0f) move = 0.0f;
//
// The heat delta riding the moved mass (computed BEFORE the level
// updates, as in the binary).
//
Scalar den = (fabs(sink->coolantLevel) > 1.0e-4f)
? sink->coolantLevel
: sink->thermalCapacity;
Scalar moved = (move < 0.0f) ? -move : move;
Scalar fracSink = moved / den;
Scalar fracRes = moved / coolantLevel;
Scalar heatDelta =
sink->heatEnergy * fracSink
- heatEnergy * fracRes;
coolantLevel += move; // the reservoir drains (move <= 0)
sink->coolantLevel -= move; // the sink gains
if (sink->coolantLevel >= 0.0f)
{
if (sink->coolantLevel > sink->thermalCapacity)
{
sink->coolantLevel = sink->thermalCapacity;
}
}
else
{
sink->coolantLevel = 0.0f;
}
Scalar cap = sink->thermalMass * startingTemperature;
if (heatDelta > cap)
{
heatDelta = cap;
}
Scalar chill = -heatDelta;
if (chill > 0.0f)
{
chill = 0.0f; // the flush only ever COOLS
}
sink->pendingHeat += chill;
}
}