Separate radio defence and harden player and objective lifecycles

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An independently authored replacement for the abandoned Escapists base mission, initially targeting vanilla Everon and up to twelve players. This is a separate repository and **not a completed or release-ready replacement**. The base rewrite is the primary deliverable; companion migration supports it.
The current base supplies prison spawning, two independent scavenging/clue routes, finite medical and outpost stock, physical radio documents, named discovery markers, native objectives, continuous radio defence, capacity-checked helicopter extraction, identity-based partial results, early helicopter-loss defeat, saved mission time/speed, defeat/restart, identity-based lives and local spectator following. Authored site definitions and an injected vanilla faction/asset catalog own the initial physical population. Core provides administration and startup diagnostics; the optional AI, Intel, Chat and Map addons extend its interfaces. HQ coordinates enemy responses through physical radios and available forces.
The current base supplies prison spawning, two independent scavenging/clue routes, finite medical and outpost stock, an optional ground vehicle, physical radio documents, named discovery markers, native objectives, a separate radio-defence service, capacity-checked helicopter extraction, identity-based partial results, early helicopter-loss defeat, saved mission time/speed, defeat/restart, identity-based lives and local spectator following. Authored site definitions and an injected vanilla faction/asset catalog own the initial physical population. Core provides administration and startup diagnostics; the optional AI, Intel, Chat and Map addons extend its interfaces. HQ coordinates enemy responses through physical radios and available forces.
The [original responsibility inventory](docs/original-feature-coverage.md) tracks all 299 original script entries across 18 unfinished areas. It is a filename-based coverage map, not proof of behavioral equivalence. Additional mission content, full support/logistics, manual gameplay, multiplayer, performance and release qualification remain unfinished. Native vehicle-resource errors and intermittent inherited catalog cleanup errors also remain.
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Both use the newly authored Everon child world. The only external addon dependency is vanilla Arma Reforger. All required successor resources are inside this repository. Vanilla assets are referenced, not redistributed; original restricted Escapists code, compositions, UI and audio are not included.
See [configuration and commands](docs/configuration.md), [site authoring](docs/site-authoring.md), [architecture](docs/architecture.md) and [migration priorities](docs/base-replacement.md).
See [player lifecycle](docs/player-lifecycle.md), [manual gameplay gaps](docs/base-gameplay-gaps.md), [release qualification](docs/release-qualification.md), [performance comparison tooling](docs/performance-comparison.md), [configuration and commands](docs/configuration.md), [site authoring](docs/site-authoring.md), [architecture](docs/architecture.md) and [migration priorities](docs/base-replacement.md).
## Validation
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For bounded hidden, muted local native tests, see [runtime testing](docs/runtime-testing.md). The expanded Core-only cache-loss fixture completes two escape/restart rounds with 148 assertions, including independent radio-clue routes, finite inventory, colliding outpost cover, blocked/clear discovery, catalog/admin checks and unconsciousness/recovery. The expanded full-companion fixture completes one primary-route escape with 48 assertions, including the existing HQ/Intel command aliases. A separate deliberate startup-failure fixture verifies that no population spawns and the mission cannot advance after invalid setup.
The latest Core escape/restart run passes 194 checks over two rounds with saved 06:15 / 4× settings; the companion integration run passes 48 checks. The extraction/clock fixture passes 100 checks using twelve physical occupants, partial results, recycled connection IDs, local native end-screen updates, settings migration and native clock advancement. Separate negative setup fixtures reject unsuitable transport and invalid boundaries, rolling back authored content before player spawning. See [extraction](docs/extraction.md) and [mission clock](docs/mission-time.md) for their scope.
The Core radio/admission/objective-widget escape-and-restart checkpoint passes 374 checks across two rounds; the separate native admission fixture passes 54 and finite ground transport passes 23. The final isolated objective close/deletion test passes 30, and the companion death/spectator run passes 32. A historical clock run passes 194 checks with saved 06:15 / 4× settings; companion integration checkpoints pass 48 checks. The extraction/clock fixture passes 100 checks using twelve physical occupants, partial results, recycled connection IDs, local native end-screen updates, settings migration and native clock advancement. Separate negative setup fixtures reject unsuitable transport and invalid boundaries, rolling back authored content before player spawning. See [extraction](docs/extraction.md) and [mission clock](docs/mission-time.md) for their scope.
These fixtures teleport actors and the helicopter and manipulate native controller states. They do not prove manual escape/piloting, medical treatment, real remote reconnects, twelve-player correctness or improved FPS. [Validation evidence](docs/validation.md) preserves failed iterations and remaining engine errors. `docs/acceptance.json` keeps unverified release requirements pending.