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