Add mission customization, HQ support and aggression-driven AI

Integrate faction and random settings menus, generated objectives, scouts, convoys, air support, mortar stations and body-intel recovery. Add identified-body aggression, finite hunter UAZ deployment, dedicated objective defence and maximum AI skill with separate reduced aim accuracy. Include policy tests, native probes, evidence and documentation.
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2026-09-23 15:07:14 +02:00
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# Finite physical convoy controller
> Superseded production behavior: see [Supply convoys](supply-convoys.md) for the original default-three fleet, full troop truck, base circuit and dismount/reboarding implementation. The evidence and implementation notes below describe the earlier single-convoy stages.
Independent adaptation of owned `escapists-ai/Scripts/Game/EscapistsAI/EAI_SupplyConvoys.c`, SHA-256 `a896fdacfd9c0f2db52e588642623545a3a5d6e8041fb72000a68e720fc2b7a5`. Reused responsibilities are the six-vehicle catalog/order, native seat creation, independent native crew groups, finite cargo and owned-waypoint release. Original Escapists/ScrtCore helpers, original game mode hooks and `EAI_GroupLookup` are excluded. Native `BaseCompartmentSlot.SpawnCharacterInCompartment`, group vehicle manager and waypoint APIs replace those dependencies.
The round owns one `ERR_ConvoyPool(mode,maxConvoys)` and one `ERR_ConvoyService(mode,pool)`. Reserve a unique authored source ID; dispatch its canonical one-use receipt with six authored positions/angles and a sealed, nonlooping Core `ERR_ForceRoute`. Resource, terrain/water/obstacle, faction and shared budget validation precede consumption. Consumption precedes native entity creation. Partial native startup consumes the slot and preserves every successfully created group, vehicle and actor; there is no refund or automatic retry/replacement.