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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"""Run the actual bounded placement scheduler with terrain and clock adapters."""
import re
from policy_harness import ROOT,body,run
p=ROOT/'addons/core/Scripts/Game/ERR/00_Core/ERR_GeneratedSites.c'
s=body(p,'ERR_PrepareResult Tick(')
s=s.replace('ERR_SiteDefinition site','Site* site').replace('site.','site->').replace('m_Terrain.Site','m_Terrain.SiteAt')
s=s.replace('System.GetTickCount','Clock::Now').replace('Replication.IsServer','Server').replace('Math.RandomFloat','RandomFloat').replace('ERR_PrepareResult.','Result::')
s=s.replace('float floor;','float floor=0;')
run(r'''
#include <cassert>
#include <string>
#include <vector>
using string=std::string;
struct vector{float a[3];float& operator[](int i){return a[i];}};vector Vector(float x,float y,float z){return {{x,y,z}};}
namespace Result{enum Value{FAILED=-1,PENDING,READY};}using ERR_PrepareResult=Result::Value;
namespace Clock {int now=0,step=1;int Now(){int t=now;now+=step;return t;}}
bool Server(){return true;}float RandomFloat(float a,float b){return (a+b)/2;}template<class...T>void PrintFormat(T...){}
struct Site{vector Position=Vector(10,0,20);float Heading=0;bool PlacementResolved=false;string Id="site";};
template<class T>struct Array:std::vector<T>{using std::vector<T>::operator=;int Count(){return this->size();}};
struct Terrain{bool clear=true;int queries=0;bool SiteAt(Site*,vector,float,float& height){queries++;height=42;return clear;}};
struct Scheduler{
bool m_Started=true;ERR_PrepareResult m_Result=Result::PENDING;int m_Index=0,m_Attempts=0,m_Began=0;
vector m_Low=Vector(0,0,0),m_High=Vector(10000,0,10000);Array<Site*>m_Pending;Terrain m_Terrain;string m_Error;
bool Separated(Site*,vector,bool){return true;}
'''+s+r'''
};
int main(){
{Scheduler s;s.m_Started=false;assert(s.Tick()==Result::FAILED);}
{Scheduler s;assert(s.Tick()==Result::READY);assert(s.m_Terrain.queries==0);}
{Clock::now=0;Scheduler s;Site a,b;s.m_Pending={&a,&b};while(s.Tick()==Result::PENDING){}assert(s.m_Result==Result::READY&&a.PlacementResolved&&b.PlacementResolved);assert(a.Position[1]>42&&a.Position[1]<42.1);int calls=s.m_Terrain.queries;assert(s.Tick()==Result::READY&&s.m_Terrain.queries==calls);}
{Clock::now=0;Scheduler s;Site a;s.m_Pending={&a};s.m_Terrain.clear=false;assert(s.Tick()==Result::PENDING);assert(s.m_Terrain.queries<10&&!a.PlacementResolved);Clock::now=30001;assert(s.Tick()==Result::FAILED&&!s.m_Error.empty()&&!a.PlacementResolved);int calls=s.m_Terrain.queries;assert(s.Tick()==Result::FAILED&&s.m_Terrain.queries==calls);}
{Clock::now=0;Scheduler s;Site a;s.m_Pending={&a};s.m_Attempts=12000;assert(s.Tick()==Result::READY&&a.Position[0]==10&&a.Position[2]==20&&a.PlacementResolved);}
{Clock::now=30001;Scheduler s;Site a;s.m_Pending={&a};assert(s.Tick()==Result::READY&&a.Position[0]==10&&a.Position[2]==20);}
}
''')
print('PASS: actual generation scheduler bounds each tick, enforces deadline/candidate ceiling, validates fallback, commits only accepted positions, and terminates without repeated searches')