Files
Syplheed-Reborn/docs/re/mission-escort-state.md
claude-re 402985adbf pilot: escort-weighted targeting (DEFEND), plus the capital-ship keep-out it needed
While the asset is losing hull, target what is pressing IT — ranked by distance
to the asset minus credit for closing on it — instead of what is nearest to us.
Trigger and ranking both read the live hull (pos+0x154), so nothing is inferred.
DEFEND engaged 1.9 s after the asset's first hit and held 54% of a 330 s run.

It did NOT measurably save the asset: over the window two runs share, the
policies are equal to within noise (t=239: 23218 vs 23038). Two reasons, both
recorded rather than papered over: the runs are not comparable past that window
(spawn timing differs and the hostile count GREW 134->166 in one, fell 147->118
in the other), and the real bottleneck is lethality — the guns are on for 12% of
combat frames because the target is outside the 9 deg cone the rest of the time.

Also corrects a single-run claim in the previous commit: the asset is NOT
reliably safe for the first ~170 s. A second run had first damage at t=70 s. The
stage does not replay identically; only 'the loss is slow' survives.

Fixes a fatal bug the new mode exposed: DEFEND flies at the asset, which sits
inside the friendly formation, and the first escort run went hull 1500 -> DEAD in
one tick at 2026 units/s, 0.6 s from a friendly destroyer that avoidance thought
it would clear by 365 units — the ship's radius is 2000. Keep-out applied only to
hostile turrets. Every entity above BIG_RADIUS now gets its own radius + 800 of
physical keep-out with braking inside it, whatever its faction.
2026-07-30 17:49:38 +00:00

133 lines
6.6 KiB
Markdown

# Escort / mission state from guest RAM — every entity's hull
**Status:** ✅ CONFIRMED (2026-07-30). Capture: `tools/re-capture/mission_state.py`,
session `tools/re-capture/escort_session.sh`, Stage 02 from save slot 01, 240 s of
flight, 240 samples at 1 Hz → [`captures/mission-state-stage02.jsonl`](captures/mission-state-stage02.jsonl).
Screenshot evidence: [`captures/escort-stage02-hud.png`](captures/escort-stage02-hud.png).
## The question
`own_state.py` found the **player's** hull by anchoring on a solved definition
field — an undamaged craft carries its definition's `HP` (+0x054), so the live
counter is the copy of that number that falls. Result: `hull = position + 0x154`
([autopilot](autopilot-memory-driven.md)).
Stage 02 is an **escort**, and it is lost when the ACROPOLIS sinks, not when the
player dies: a 240 s run hit `GAME OVER` with our own hull at 1500/1500. Scoring
that objective needs *someone else's* hull. So: is `+0x154` a property of the
**entity class**, or of the player object?
## Finding — it is class-wide
At the first sample of the run, before this session's fighting had touched them,
`pos+0x154` equals the entity's own definition `HP` across **seven classes and
five distinct HP values**:
| Class | radius | definition `HP` | `pos+0x154` at t=0 |
|---|---|---|---|
| `UN_e007_ADAN_Turret` | 22 | 100 | 100.0 (all 60 instances) |
| `UN_e010_ADAN_Attacker_S` | 100 | 500 | 500.0 (all 19) |
| `UN_f106_TCAF_Destroyer` | 2000 | 10000 | 10000.0 |
| `UN_e106_ADAN_Destroyer` | 2100 | 10000 | 10000.0 |
| `UN_f105_TCAF_Cruiser` | 3800 | 30000 | 30000.0 |
| `UN_e105_ADAN_Cruiser` | 3800 | 30000 | 30000.0 |
| **`UN_f101_TCAF_Acropolis`** | 1400 | **25000** | **25000.0** |
Measured directly by `mission_state.py scan` at the start of three separate runs:
**146/150, 147/150 and 147/150 entities** hold exactly their definition's `HP` at
`pos+0x154`. The handful that do not sit *slightly below* it (9800/10000,
29933.3/30000, 9725/10000, …) — the battle is already in progress when the player
launches, so those ships have already been shot at. **Nothing read above its `HP`,
and nothing read an unrelated number**, which is what a coincidental offset would
produce.
The value behaves like a live counter, not a copy of the definition:
- it **falls under fire** — 780 distinct damage events were logged across the run;
- it **goes negative at death** and the entity then disappears from the heap
(`UN_f106_TCAF_Destroyer``-30.0` of 10000, another → `-0.0`, a third GONE);
- the drops match what the HUD draws — the screenshot shows the ACROPOLIS and the
destroyer *CHARON* each with their own health bar, CHARON's already red.
So **`hull = position + 0x154` for every entity**, and the escort objective is
directly scoreable: read the protected ship's hull, normalise by its definition's
`HP`, done. No new anchor, no value scan.
## The escort asset, measured
`UN_f101_TCAF_Acropolis`, one instance, `HP` 25000, collision radius 1400.
Its hull over the 240 s run (pilot chasing the nearest hostile fighter, the
current `pilot.py` behaviour):
```
t= 0..150s 25000.0 untouched
t= 180.1s 24779.5
t= 210.1s 24149.5
t= 239.1s 23038.2 -1961.8 total, ≈ -600 HP/min once it starts
```
**⚠️ Onset is NOT a fixed schedule — corrected by a later run.** From this run alone
it looked like the asset is safe for the first ~170 s. A second run put the first
damage at **t = 70 s**, and its hostile population *grew* (134 → 166 ADAN) where this
one's shrank (147 → 118). So the stage is not replaying identically, and "the asset
is untouched early" is a property of one run, not of Stage 02. What survives the
second run is the weaker, still useful claim: **the loss is slow** — a few hundred to
~1400 HP/min against 25000, so tens of minutes to sink. The earlier `GAME OVER`
therefore was not a fast loss; it was an undefended one.
## Also captured
- Hostile population fell 147 → 118 over the run (the pilot fired on 435 of 1913
engage frames; most of the remainder it was manoeuvring with the target outside
the 9° firing cone).
- Two friendly destroyers were lost while the pilot was elsewhere.
- The HUD's `REMAINING OB` read **012** at t≈240 s while 118 ADAN entities were
alive, so that counter is **objectives, not hostiles** — its RAM address is still
unknown (❔ open).
## Escort-weighted targeting — implemented, and what it did NOT fix
`pilot.py` gained a **DEFEND** mode (2026-07-30): while the asset is losing hull,
target the hostiles pressing *it* — ranked by distance to the asset minus credit for
closing on it — instead of the ones nearest to us. Trigger and ranking both read the
live hull, so nothing is inferred.
It works mechanically: DEFEND engaged **1.9 s after the asset's first hit** in one run
(t=167.0), and held for 54 % of a 330 s run. **But it did not measurably save the
asset.** Over the window the two policies share, they are the same to within noise:
| t (s) | nearest-fighter | escort-weighted |
|---|---|---|
| 120 | 25000.0 | 24910.0 |
| 180 | 24779.5 | 24460.0 |
| 239 | 23038.2 | 23218.0 |
Two honest reasons it cannot yet be scored better than "no worse":
1. **The runs are not comparable past that window** — different spawn timing and, in
the escort-weighted run, a hostile population that *grew* 134 → 166 while the
baseline's fell 147 → 118.
2. **Lethality is the real bottleneck, not target choice.** The guns are on for only
**12 % of combat frames** (320 of 2630); the rest of the time the target is outside
the 9° firing cone while the loop manoeuvres. Choosing a better target does little
when most passes do not shoot.
**One bug found and fixed by the first escort run** (worth keeping as a pattern): the
new mode flies *at* the asset, which sits inside the friendly formation, and the run
ended `hull 1500 -> DEAD` in a single tick at 2026 units/s, 0.6 s from a friendly
destroyer the avoidance expected to clear by 365 units — against a hull of radius
2000. Keep-out had been applied only to hostile turrets. Every entity above
`BIG_RADIUS` now gets a physical keep-out of **its own radius + 800**, with braking
inside it, whatever its faction; the next run survived its full 330 s untouched.
## Reimplementation notes
- Defeat conditions for an escort stage are readable as: protected-asset
`hull ≤ 0`, or player `hull ≤ 0`.
- Every unit's effective HP is the definition's `HP`, confirmed live for 7 classes —
the same field the [unit struct](structures/unit-struct-runtime.md) already solves
statically, so disc data and runtime agree.
- Entity removal on death is observable (the object leaves the heap), which gives a
clean lifetime signal for anything modelling spawn/despawn.