Files
Syplheed-Reborn/docs/re/mission-escort-state.md
claude-re c277e42c92 docs/re: the hull anchor is class-wide — the escort objective is scoreable live
own_state.py found hull = position + 0x154 for the PLAYER. Stage 02 is an
escort and is lost when the ACROPOLIS sinks, so scoring it needs someone
else's hull. Measured over 240 s of Stage 02: at t=0 pos+0x154 equals each
entity's own definition HP across 7 classes and 5 distinct HP values (turret
100, fighter 500, destroyer 10000, cruiser 30000, Acropolis 25000). Nothing
read above its HP; the five that read slightly below were already under fire
when the player launched. It falls with damage (780 events), goes negative at
death, and the object then leaves the heap.

UN_f101_TCAF_Acropolis: HP 25000, radius 1400, measured 25000 -> 23038 over
240 s with the attack starting only at t~170 s (~600 HP/min) — so the earlier
GAME OVER was not a fast loss, it was an undefended one.

Also: REMAINING OB reads 012 while 118 ADAN entities are alive, so it counts
objectives, not hostiles; its address is still unknown.
2026-07-30 17:21:05 +00:00

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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. Screenshot evidence: 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).

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

Of the 18 capital ships present at t=0, 13 sat exactly at their HP; the other 5 sat slightly below it (9800/10000, 29933.3/30000, 9725/10000, 9950/10000, 9750/10000) — the battle is already in progress when the player launches, so those five had 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

Two useful consequences:

  1. The attack on the asset starts late (~t≈170 s here) and then runs at roughly 600 HP/min, i.e. ~40 min to sink from full. The earlier GAME OVER run therefore did not lose because the loss is fast — it lost because nothing was defending.
  2. The asset is not in danger for the first ~23 minutes, so an escort policy has time to spend on offence early and should tighten later.

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).

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 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.