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
+2 -2
View File
@@ -42,8 +42,8 @@ namespace CompartmentAccessComponent{IEntity GetVehicleIn(IEntity a){return a?a-
struct Roster{std::map<int,ERR_PlayerLife> lives;ERR_PlayerLife Get(int id){auto p=lives.find(id);return p==lives.end()?nullptr:p->second;}
'''+roster+r'''
};
struct ERR_GameMode{static ERR_GameMode* current;Roster* roster;int phase=2,faction=1;bool active=true;static ERR_GameMode* Get(){return current;}bool Active(){return active;}int Phase(){return phase;}int PlayerFaction(){return faction;}int PrisonPosition(){return 0;}Roster* Players(){return roster;}};ERR_GameMode* ERR_GameMode::current=nullptr;
struct Placement{int nearCalls=0,prisonCalls=0;IEntity last=nullptr;bool clear=true;bool Near(IEntity a,int,vector& p){nearCalls++;last=a;p=a->origin;return clear;}bool Prison(int,int,vector& p){prisonCalls++;p=0;return true;}};
struct ERR_GameMode{static ERR_GameMode* current;Roster* roster;int phase=2,faction=1;bool active=true;static ERR_GameMode* Get(){return current;}bool Active(){return active;}int Phase(){return phase;}int PlayerFaction(){return faction;}int PrisonPosition(){return 0;}float PrisonHeading(){return 90;}Roster* Players(){return roster;}};ERR_GameMode* ERR_GameMode::current=nullptr;
struct Placement{int nearCalls=0,prisonCalls=0;IEntity last=nullptr;bool clear=true;bool Near(IEntity a,int,vector& p){nearCalls++;last=a;p=a->origin;return clear;}bool Prison(int,int,vector& p,float heading){assert(heading==90);prisonCalls++;p=0;return true;}};
struct Spawn{Placement m_Placement;int m_AuthorizedPositions=0;
'''+spawn+r'''
};