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.
This commit is contained in:
2026-09-23 15:07:14 +02:00
parent 04bd19327b
commit 1b1a8b5173
242 changed files with 12153 additions and 875 deletions
+64
View File
@@ -0,0 +1,64 @@
"""Production recon timing, orbit and standoff geometry; no native flight claim."""
import re
from policy_harness import ROOT,body,run
path=ROOT/'addons/core/Scripts/Game/ERR/10_AI/ERR_AirReconSystem.c'
schedule=path.read_text().split('class ERR_AirReconSystem')[0]
schedule=schedule[schedule.index('class ERR_ReconSchedule'):].replace('class ERR_ReconSchedule','struct ERR_ReconSchedule').replace('\n}\n','\n};\n')
flight=ROOT/'addons/core/Scripts/Game/ERR/10_AI/ERR_ReconFlightComponent.c'
rules=body(flight,'static vector Cruise(')+'\n'+body(flight,'static vector StandOff(')
rules=rules.replace('Math.','Math::').replace('vector.','vector::')
run(r'''
#include <cassert>
#include <algorithm>
#include <cmath>
#include <cstdio>
struct Math{static float Min(float a,float b){return std::min(a,b);}static float Max(float a,float b){return std::max(a,b);}static float Clamp(float a,float lo,float hi){return std::clamp(a,lo,hi);}};
struct vector{float x=0,y=0,z=0;vector()=default;vector(float a,float b,float c):x(a),y(b),z(c){}vector(const char*s){sscanf(s,"%f %f %f",&x,&y,&z);}float&operator[](int i){return i==0?x:i==1?y:z;}vector operator+(vector b)const{return{x+b.x,y+b.y,z+b.z};}vector operator-(vector b)const{return{x-b.x,y-b.y,z-b.z};}vector operator*(float f)const{return{x*f,y*f,z*f};}vector&operator-=(vector b){x-=b.x;y-=b.y;z-=b.z;return*this;}float Length()const{return std::sqrt(x*x+y*y+z*z);}vector Normalized()const{float f=Length();if(f==0)return{};return{x/f,y/f,z/f};}void Normalize(){*this=Normalized();}static float Dot(vector a,vector b){return a.x*b.x+a.y*b.y+a.z*b.z;}};
vector Vector(float x,float y,float z){return{x,y,z};}
'''+schedule+rules+r'''
int main(){
ERR_ReconSchedule s{};assert(!s.Due(1000000,false));s.Begin(1000);assert(s.Deadline==901000);
s.Begin(2000);assert(s.Deadline==901000);assert(!s.Due(900999,false));assert(s.Due(901000,false));assert(!s.Due(901000,true));
s.Launched();assert(s.Deadline<0&&!s.Due(2000000,false));s.Change(2,2000,true);assert(s.Deadline<0&&s.Minutes==2);
s.Lost(3000);assert(s.Deadline==123000&&!s.Due(122999,false));s.Change(15,4000,false);assert(s.Deadline==904000);
s.Stop();s.Begin(100);s.Lost(200);s.Change(1,300,false);assert(s.Deadline<0&&!s.Due(1e8,false));
vector orbit=Cruise({300,120,0},{0,0,0},false);assert(std::abs(orbit.x)<.001&&std::abs(orbit.z+28)<.001);
vector far=Cruise({1000,120,0},{0,0,0},false);assert(far.x==-40&&far.y==0);
vector near=Cruise({100,120,0},{0,0,0},false);assert(near.x>0); // push back out toward 300m orbit
vector home=Cruise({20,120,0},{0,0,0},true);assert(home.x==-8); // return approaches pad instead of orbiting
vector away=StandOff({100,120,0},{0,0,0},{-40,0,0});assert(away.x>0);
vector clear=StandOff({300,120,0},{0,0,0},{-40,0,0});assert(clear.x==-40);
vector coincident=StandOff({0,120,0},{0,0,0},{0,0,0});assert(std::isfinite(coincident.x)&&coincident.x>0);
}
''')
print('PASS: original 15-minute launch/loss cadence, active/captured timer disarm, saved delay reset, stop, 300m orbit and close-contact standoff')
# Explicit entity deletion must not leave an inactive launch deadline behind.
removed=body(path,'void Removed(')
for old,new in [('ERR_ReconFlightComponent flight','Flight* flight'),('Replication.','Replication::'),('ERR_HQ.','ERR_HQ::'),('m_Mode.','m_Mode->'),('null','nullptr'),('GetGame().GetWorld().GetWorldTime()','clockNow')]:
removed=removed.replace(old,new)
run(r'''
#include <cassert>
#include <string>
using string=std::string;
struct Flight{};struct Mode{bool active=true;bool Active(){return active;}};
struct Replication{inline static bool server=true;static bool IsServer(){return server;}};
struct ERR_HQ{inline static int events=0;static void Event(string,string){events++;}};
float clockNow=5000;
'''+schedule+r'''
struct System{
ERR_ReconSchedule m_Schedule;Flight* m_Current=nullptr;Mode* m_Mode=nullptr;int m_PadAttempts=3;string m_Reason;
string Status(){return m_Reason;}
'''+removed+r'''
};
int main(){
Mode mode;Flight owned,other;System s{};s.m_Mode=&mode;s.m_Current=&owned;s.m_Schedule.Begin(0);s.m_Schedule.Launched();
s.Removed(nullptr);s.Removed(&other);assert(s.m_Current==&owned&&s.m_Schedule.Deadline<0&&ERR_HQ::events==0);
Replication::server=false;s.Removed(&owned);assert(s.m_Current==&owned);Replication::server=true;
mode.active=false;s.Removed(&owned);assert(s.m_Current==&owned);mode.active=true;
s.Removed(&owned);assert(!s.m_Current&&s.m_PadAttempts==0&&s.m_Schedule.Deadline==905000&&ERR_HQ::events==1);
clockNow=9000;s.Removed(&owned);assert(s.m_Schedule.Deadline==905000&&ERR_HQ::events==1);
s.m_Current=&other;s.m_Schedule.Stop();s.Removed(&other);assert(s.m_Current==&other&&s.m_Schedule.Deadline<0);
}
''')
print('PASS: actual aircraft-removal notification guards owner/server/active/stop and schedules one full delay without replay extension')