Improve AI garrisons, player recovery and mission administration

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2026-09-24 22:12:45 +02:00
parent 1b1a8b5173
commit 2551d171b3
115 changed files with 3622 additions and 547 deletions
+40 -8
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@@ -19,6 +19,7 @@ Open the normal game chat and enter a command. Core provides:
| `/esc status` | Server administrator | Current objective or startup failure cause; adds HQ status when Chat is loaded |
| `/esc killais` | Server administrator | Kill AI characters within 1,000 m of your living character; preserve players and vehicles |
| `/esc settings` | Server administrator | Current shared settings and values |
| `/esc mission keepweapon set 0` / `1` | Server administrator | Disable/enable retaining the held firearm while unconscious and equipping it after revival; applies from the next knockout |
| `/esc mission radio show` | Server administrator | Radio defence duration in seconds |
| `/esc mission radio set N` | Server administrator | Save a whole-number duration from 30 to 1800 seconds |
| `/esc mission time show` | Server administrator | Current clock and saved next-round time/speed |
@@ -39,8 +40,9 @@ Additional AI commands:
| Command | Effect |
| --- | --- |
| `/esc hq memory` | Show bounded delivered-report beliefs, confidence, uncertainty and travel estimates |
| `/esc hq stinger show` | Show the saved one-in-N initial equipment chance |
| `/esc hq stinger set N` | Set 0 to disable, 1 for every eligible actor, or 2–10000 for one in N; affects actors that have not rolled yet |
| `/esc hq aa show` / `/esc hq aa set N` | Enemy MANPADS grant chance, 0–100% or Random; default 7% |
| `/esc hq mines show` / `/esc hq mines set N` | Enemy AP-mine grant chance, 0–100% or Random; default 60%, up to two carried mines |
| `/esc hq stinger show` / `/esc hq stinger set N` | Legacy alias for anti-air percentage, now 0–100 rather than one-in-N |
| `/esc hq convoy show` | Show the finite deployment task, retained vehicles, native cargo insertion results and stop reason |
| `/esc hq convoy start` | Deploy the next unused slot in this round’s configured convoy allowance after physical force admission |
| `/esc convoys show` | Show the saved count and active fleet |
@@ -60,33 +62,57 @@ Core also provides `/esc mission abandon`: an administrator-only explicit defeat
## Mission menu
**Esc → Escapists Reintroduced** opens one administrator menu. Its top navigation
**Esc → Co10 Escape Reintroduced** opens one administrator menu. Its top navigation
stays visible on every page:
| Page | Controls |
| --- | --- |
| Mission | Radio defence duration and next-round convoy count |
| Mission | Radio defence duration, next-round convoy count and unconscious weapon retention |
| World | Start time, Random day, time speed, date and weather |
| Factions | Escapists, enemy and independent faction choices; Random all |
| Mods | Content pack and individual faction switches |
| HQ | Report interval, support squad limit and response radius |
| HQ | Report interval, support squad limit, response radius, anti-air percentage and AP-mine percentage |
| Intel | Document frequency, exact-reveal chance, summary and reroll |
| Status | Scrollable live mission and service status |
| Journal | Scrollable HQ activity, pause/resume and jump to latest |
| Journal | Readable HQ activity, technical-detail toggle, pause/resume and jump to latest |
Changing pages preserves drafts and never applies them. Escape returns to Mission;
a second Escape closes the menu (an active text edit consumes Escape first).
Server authorization and capability checks still control every mutation.
Each of the thirteen value fields includes a short explanation of its effect
and when it applies. Equipment percentages affect newly equipped soldiers; time,
weather and convoy settings apply next round. The faction page distinguishes your
faction, the enemy that controls HQ, and the other hostile faction.
**Keep weapon when unconscious** has explicit Enabled/Disabled buttons on Mission. It defaults to Enabled and applies from each player’s next knockout. With it enabled, the same gun is retained and re-equipped after revival; Disabled restores the normal ground drop. Unconscious and dead spectators use **Left/Right arrows** to change teammates.
The Journal normally shows sentences with real server-local clock time
(`HH:MM:SS`), event numbers and radio message numbers. Timestamps are captured
when events occur and stay unchanged when history is opened or resumed. It distinguishes local sightings, reports awaiting transmission,
received reports and delivered orders. **Show technical details** also displays
the original records, including elapsed seconds, coordinates, identifiers and diagnostic fields;
switching views preserves history and the live cursor. The server journal file
contains each readable summary followed by its unchanged technical record.
Status labels explicitly identify mortar readiness, identified-body aggression
and the total UAZ deployment allowance.
Validated on 2026-09-23 with the complete repository checks and the isolated native
`prisoner-kit` fixture (359 assertions, no script/runtime failures). Native checks
cover all thirteen description bounds using DPI-correct measurements, eight-page
navigation and the readable/technical journal toggle without cursor/history loss.
The fixture still reports existing installed-content resource/keyword errors;
this is local Workbench validation, not a dedicated-server multiplayer test.
## Optional content
Use **Esc → Escapists Reintroduced → Mods** for server-admin RHS and individual faction switches.
Use **Esc → Co10 Escape Reintroduced → Mods** for server-admin RHS and individual faction switches.
Selections apply after mission restart, while Workshop dependencies remain loaded.
See [content packs and the modder registry](content-packs.md).
## Random settings
Every editable setting on **Mission**, **World**, **HQ** and **Intel** has a
The numeric and world settings on **Mission**, **World**, **HQ** and **Intel** have a
**Random** button. It selects the draft; press **Apply** to save it. You can still
enter a fixed value. The start-time row also offers **Random day**.
@@ -154,3 +180,9 @@ Everon also sets `ScoutCount 10` in its scenario definition. This creates ten fi
Search helicopter: `heliTimerMinutes` defaults to 15 minutes after prison escape
and after aircraft loss. Use `/esc hq heli show`, `/esc hq heli timer set 15`,
or `/esc hq heli return`. See [search-helicopter.md](search-helicopter.md).
Enemy equipment percentages affect soldiers whose initial loadout has not yet been rolled. They do not replace authored equipment or replenish dropped/looted items. Mines are carried, not automatically planted. See [enemy loadouts](enemy-loadouts.md) for faction launcher selection and fallback.
**Factions → Random all** immediately saves Random for all three roles; no second Apply is needed. Random remains saved after closing the menu and is resolved afresh at each round startup. Current factions stay unchanged until the next round. Individual dropdown edits still use **Apply factions**.
The 2026-09-23 native `prisoner-kit` fixture verified that Random all saves via the authenticated owner RPC, survives a fresh settings load and menu reopen without Apply, and preserves current-round faction roles. It completed 357 assertions without script/runtime failures; installed external resource errors still make the engine report non-clean. Regression coverage is in `test_faction_menu.py` and `test_faction_selection.py`.