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
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"""Execute production HQ reinforcement policy against confidence and force scenarios."""
from policy_harness import ROOT, run
import re
source=(ROOT/'addons/core/Scripts/Game/ERR/10_AI/ERR_AirSupportPolicy.c').read_text().split('// One immutable')[0]
source=source.replace('class ', 'struct ').replace('\n}', '\n};').replace('ERR_AirSupportSituation s','ERR_AirSupportSituation* s').replace('s.', 's->').replace('ERR_HQMemoryRules.','ERR_HQMemoryRules::').replace('Math.','Math::')
source=source.replace('ERR_HQMemoryRules->', 'ERR_HQMemoryRules::')
source=re.sub(r'\b(bool|int|float) (\w+);',r'\1 \2{};',source)
run(r'''
#include <cassert>
#include <string>
#include <cmath>
#include <algorithm>
#include <limits>
struct string:std::string{using std::string::string;bool IsEmpty(){return empty();}};
struct Math {static int Clamp(int x,int a,int b){return std::clamp(x,a,b);}static float Max(float a,float b){return std::max(a,b);}};
struct ERR_HQMemoryRules{static bool Finite(float v){return std::isfinite(v);}};
'''+source+r'''
int main(){
ERR_AirSupportSituation s{};s.AircraftReady=true;s.BeliefId=1;s.Samples=3;s.Spotted=3;s.Age=5;s.Confidence=.9;s.Radius=20;s.MotionKnown=true;s.Infantry=true;s.Speed=1;
ERR_AirSupportPolicy p;assert(!p.Consider(&s,0));assert(!p.Consider(&s,44999));assert(p.Consider(&s,45000));
p.Committed(45000);assert(!p.Consider(&s,50000));assert(!p.Consider(&s,525000));assert(p.Consider(&s,570000));
s.CommittedFit=6;assert(!p.Consider(&s,600000));s.CommittedFit=0;s.GroundFit=6;assert(!p.Consider(&s,600000));
s.ConfirmedLosses=2;assert(!p.Consider(&s,600000));assert(p.Consider(&s,620000));
s.ArtilleryBusy=true;assert(!p.Consider(&s,630000));s.ArtilleryBusy=false;assert(!p.Consider(&s,640000));assert(p.Consider(&s,660000));
s.BeliefId=2;assert(!p.Consider(&s,670000));assert(!p.Consider(&s,689999));assert(p.Consider(&s,690000));
auto good=s;
s.Age=91;assert(!p.Consider(&s,700000));s=good;s.Confidence=.69;assert(!p.Consider(&s,700000));
s=good;s.Radius=161;assert(!p.Consider(&s,700000));s=good;s.Samples=1;assert(!p.Consider(&s,700000));
s=good;s.Infantry=false;assert(!p.Consider(&s,700000));s=good;s.Speed=7;assert(!p.Consider(&s,700000));
s=good;s.MotionKnown=false;assert(!p.Consider(&s,700000));s=good;s.AircraftReady=false;assert(!p.Consider(&s,700000));
s=good;s.Age=std::numeric_limits<float>::quiet_NaN();assert(!p.Consider(&s,700000));
assert(!p.Consider(nullptr,700000));assert(!p.Consider(&good,std::numeric_limits<float>::infinity()));
}
''')
print('PASS: production airborne memory confidence, persistence, ground coverage, confirmed losses, artillery veto, cooldown and invalid-input rules')
from policy_harness import body
load=ROOT/'addons/core/Scripts/Game/ERR/10_AI/ERR_AirAssaultLoad.c'
cover=body(load,'bool Cover(').replace('out vector center','int& center').replace('m_Order.Target','m_Order->Target')
service=body(load,'bool NeedsService(')
run(r'''
#include <cassert>
struct Order {int Target=730;};
struct Load {
Order* m_Order=nullptr;bool m_Used=false,m_Approaching=false;float m_CoverUntil=300000;
'''+cover+service+r'''
};
int main(){
Load load;Order order;int center=-1;
assert(!load.Cover(0,center)&&center==-1&&!load.NeedsService(0));
load.m_Order=&order;load.m_Used=true;load.m_Approaching=true;
assert(!load.Cover(1,center)&&!load.NeedsService(300001));
load.m_Approaching=false;assert(load.Cover(299999,center)&&center==730&&!load.NeedsService(299999));
center=-1;assert(!load.Cover(300000,center)&&center==-1&&load.NeedsService(300000));
}
''')
print('PASS: production cover retains the carried HQ target until its deadline; airport reload waits until the drop pass and cover have finished')