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
+1 -1
View File
@@ -26,7 +26,7 @@ namespace ERR_Actors {bool Player(Actor* a){return a&&a->player;}bool CanFight(A
namespace SCR_FactionManager {int SGetFaction(Actor* a){return a->faction;}}
struct Hook {std::set<std::string> callbacks;int inserted=0;void Insert(std::string c){callbacks.insert(c);inserted++;}void Remove(std::string c){callbacks.erase(c);}};
struct ERR_GameMode {static ERR_GameMode* current;int phase=0,enemy=2;Hook phases,stops;
static ERR_GameMode* Get(){return current;}int Phase(){return phase;}int EnemyFaction(){return enemy;}
static ERR_GameMode* Get(){return current;}int Phase(){return phase;}int EnemyFaction(){return enemy;}bool IsMissionEnemy(int f){return enemy&&f>=enemy;}
Hook* OnPhaseChanged(){return &phases;}Hook* OnStop(){return &stops;}};
ERR_GameMode* ERR_GameMode::current=nullptr;
struct Agent {ERR_GameMode* m_ERRPrisonMode=nullptr;Actor* actor=nullptr;bool pending=false,active=true;int starts=0;