Files
TeslaRel410/restoration/source410/BT/RESERVR.HPP
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

105 lines
3.3 KiB
C++

//===========================================================================//
// File: reservr.hpp //
// 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 //
//===========================================================================//
#if !defined(RESERVR_HPP)
# define RESERVR_HPP
# if !defined(HEAT_HPP)
# include <heat.hpp>
# endif
//##################### Forward Class Declarations #######################
class Mech;
//###########################################################################
//#################### Reservoir Model Resource #########################
//###########################################################################
//
// CoolantCapacity overlays the inherited HeatSink thermalCapacity slot at
// construction; CoolantSquirtMass is the per-second flush rate base.
//
struct Reservoir__SubsystemResource:
public HeatSink::SubsystemResource
{
Scalar coolantCapacity;
Scalar coolantSquirtMass;
};
//###########################################################################
//############################# Reservoir ###############################
//###########################################################################
//
// The coolant store: a HeatSink that holds the mech's coolant charge and
// "squirts" it into the other sinks on demand -- it is the DrawCoolant SOURCE
// (every sink's UpdateCoolant top-up resolves here through the virtual), and
// the manual coolant FLUSH (the InjectCoolant cockpit button) distributes
// charge into the condensers / weapons / heatables, crediting each a negative
// pending-heat chill.
//
class Reservoir:
public HeatSink
{
public:
static Derivation ClassDerivations;
static SharedData DefaultData;
static Logical
TestClass(Mech &);
Logical
TestInstance() const;
public:
typedef Reservoir__SubsystemResource SubsystemResource;
Reservoir(
Mech *owner,
int subsystem_ID,
SubsystemResource *r,
SharedData &shared_data = DefaultData
);
~Reservoir();
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// The coolant-store interface.
//
public:
//
// The DrawCoolant SOURCE: hand out up to coolantLevel of the requested
// amount and deduct it from the charge.
//
virtual Scalar
DrawCoolant(Scalar requested);
typedef void
(Reservoir::*Performance)(Scalar time_slice);
void
SetPerformance(Performance performance)
{
Check(this);
activePerformance = (Simulation::Performance)performance;
}
void
CoolantSimulation(Scalar time_slice);
void
InjectCoolant(Scalar time_slice);
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Local Data. The inject flag is the reservoir alarm's level (1 = flushing).
//
protected:
AlarmIndicator reservoirAlarm;
Scalar coolantSquirtMass;
Scalar injectAccumulator;
Scalar squirtEfficiency;
};
#endif