Advance standalone admission, finite artillery and native validation

This commit is contained in:
2026-09-19 09:02:31 +02:00
parent af5146a317
commit 40a474934c
532 changed files with 56456 additions and 199 deletions
@@ -0,0 +1,31 @@
// The stored geometry is the command actually emitted to the native aiming
// tree, never a chain of refreshed approximations. Entity/report/node links
// are weak; cancellation and physical projectile observation clear ownership.
class ERR_MortarAimSolution
{
IEntity Gun;
ERR_HQReport Report;
int OrderId;
int Shot;
vector GunOrigin;
vector Impact;
vector AimTarget;
vector SalvoOffset;
int Charge;
float FlightTime;
bool Matches(ERR_MortarBattery battery, ERR_HQReport report)
{
return battery && Gun && Gun == battery.Gun && Report && Report == report && OrderId == battery.OrderId && Shot == battery.OrderShots;
}
}
class ERR_MortarAimRules
{
// Three-dimensional tolerances include terrain/aim-height changes. These are
// equivalence limits, not permission to move the gun or redirect its barrel.
static bool Equivalent(int commandedCharge, int updatedCharge, vector commandedOrigin, vector updatedOrigin, vector commandedImpact, vector updatedImpact, vector commandedAim, vector updatedAim, float commandedFlight, float updatedFlight)
{
return commandedCharge >= 0 && commandedCharge == updatedCharge && commandedFlight > 0 && updatedFlight > 0 && vector.Distance(commandedOrigin, updatedOrigin) <= 0.05 && vector.Distance(commandedImpact, updatedImpact) <= 0.1 && vector.Distance(commandedAim, updatedAim) <= 0.1 && Math.AbsFloat(commandedFlight - updatedFlight) <= 0.05;
}
}
+87 -73
View File
@@ -33,12 +33,20 @@ class ERR_MortarBattery
ref ERR_HQReport Report;
ref ERR_HQRoute RadioOrder;
ref ERR_HQReport PendingRadioReport;
ref ERR_HQReport PendingSupplyReport;
protected ref ERR_MortarReadiness m_Readiness;
protected ref ERR_MortarSupplyTransfer m_Transfer;
protected ref array<IEntity> m_AttemptedShells = {};
protected bool m_Stopped;
protected ref ERR_MortarReportLedger m_ReportLedger = new ERR_MortarReportLedger();
vector Position;
vector Impact;
vector AimOffset;
int AimedShot = -1;
float FlightTime;
float AimedAt = -1;
SCR_AIGetArtilleryAimDistanceCompensation AimSolver;
ref ERR_MortarAimSolution AimSolution;
float AirspaceUntil;
vector AirspaceImpact;
float AirspaceRadius = 600;
@@ -94,6 +102,7 @@ class ERR_MortarBattery
string OperationalReason()
{
if (m_Stopped) return "battery stopped";
if (!Gun) return "gun missing";
if (!SpawnFailure.IsEmpty()) return SpawnFailure;
if (!Group || !Group.GetGroupUtilityComponent()) return "crew group missing";
@@ -105,8 +114,13 @@ class ERR_MortarBattery
return "";
}
void BeginRequest(ERR_HQReport report, float now)
bool CanRequest(ERR_HQReport report, float now)
{
return !m_Stopped && ERR_MortarPrediction.Fresh(report, now) && m_ReportLedger.Available(report.MessageId, report.ObservedAt, now);
}
bool BeginRequest(ERR_HQReport report, float now)
{
if (!CanRequest(report, now) || !m_ReportLedger.Claim(report.MessageId, report.ObservedAt, now)) return false;
Cancel("superseded by new HQ order");
FlushTraces();
OrderId++;
@@ -118,6 +132,7 @@ class ERR_MortarBattery
OrderedAt = now;
LastFailure = "";
Audit("COMMAND", string.Format("requested rounds=%1 HE radius=%2m; %3", ERR_MortarSalvo.ROUNDS, ERR_MortarSalvo.RADIUS_METRES, report.Description(now)));
return true;
}
void ObserveProjectile(IEntity projectileEntity, IEntity firingCharacter, bool playerGunner)
@@ -134,6 +149,8 @@ class ERR_MortarBattery
// Only a physical projectile unlocks the next load. It must be aimed again.
Released = false;
AimedAt = -1;
AimSolver = null;
AimSolution = null;
Audit("FIRED", string.Format("physical projectile=%1 origin=%2 order shots=%3 total shots=%4 predicted impact=%5 predicted flight=%6s gunner=%7 (impact not observed)", projectileEntity, projectileEntity.GetOrigin(), OrderShots, TotalShots, Impact, FlightTime, firingCharacter));
}
else
@@ -234,10 +251,11 @@ class ERR_MortarBattery
Position = gun.GetOrigin();
SpawnedAt = now;
Claimed = true;
m_Readiness = new ERR_MortarReadiness(this);
}
protected int InventoryShells(InventoryStorageManagerComponent inventory)
int InventoryShells(InventoryStorageManagerComponent inventory)
{
if (!inventory)
return 0;
@@ -252,36 +270,41 @@ class ERR_MortarBattery
return count;
}
protected void Equip(IEntity soldier)
bool Stopped() { return m_Stopped; }
bool SupplyPending() { return m_Transfer && m_Transfer.Unresolved(); }
bool SupplyAuthorized(float now)
{
InventoryStorageManagerComponent inventory = InventoryStorageManagerComponent.Cast(soldier.FindComponent(InventoryStorageManagerComponent));
if (!inventory)
{
Audit("EQUIP FAILED", string.Format("crew=%1 inventory missing", soldier));
return;
}
if (soldier == RadioOperator)
{
int capability = ERR_HQRadio.Capability(soldier);
Audit("RADIO EQUIP", string.Format("operator=%1 capability=%2 (2=physical manpack); next HQ radio index verifies route", soldier, capability));
return;
}
if (ERR_HQRadio.Capability(soldier) == 0 && !inventory.TrySpawnPrefabToStorage("{E1A5D4B878AA8980}Prefabs/Items/Equipment/Radios/Radio_R148.et"))
Print("Rereintroduced AI [mortar]: crew radio did not fit; HQ handoff required", LogLevel.WARNING);
// Native mortar-crew backpacks carry three EMPTY three-round boxes.
// Fill them once. No infinite ammunition or replacement after casualties.
for (int i = InventoryShells(inventory); i < 9; i++)
{
if (!inventory.TrySpawnPrefabToStorage(SHELL, purpose: EStoragePurpose.PURPOSE_DEPOSIT))
break;
}
Audit("EQUIP", string.Format("crew=%1 inventory HE=%2 requested=9 radio capability=%3 (0=none)", soldier, InventoryShells(inventory), ERR_HQRadio.Capability(soldier)));
if (!Replication.IsServer() || m_Stopped || !StartupActivated || !Operational() || !CommandOpen || !ERR_HQ.MissionActive()) return false;
ERR_MortarSystem system = ERR_MortarSystem.Get();
if (!system || system.FindGun(Gun) != this) return false;
ERR_HQReport suppliedReport = Report;
if (!suppliedReport) suppliedReport = PendingSupplyReport;
return ERR_MortarPrediction.Fresh(suppliedReport, now);
}
void Stop()
{
if (m_Stopped) return;
m_Stopped = true;
Cancel("HQ stopped");
if (m_Readiness) m_Readiness.Stop();
}
bool SupplyGunner()
ERR_MortarSupplyState SupplyState(float now)
{
if (!Operational())
return SupplyFailed(OperationalReason());
// Observe an existing native operation even after its order was canceled.
// No second request may race an unresolved transfer on this battery.
if (m_Transfer)
{
ERR_MortarSupplyState observed = m_Transfer.Poll(now);
if (m_Transfer.CapturedOrder() == OrderId)
{
if (observed == ERR_MortarSupplyState.READY) m_Transfer = null;
return observed;
}
if (m_Transfer.Unresolved()) return ERR_MortarSupplyState.FAILED;
m_Transfer = null;
}
if (!SupplyAuthorized(now)) return SupplyStateFailed("current HQ order, crew or report is unavailable");
SCR_AIVehicleUsageComponent usage = SCR_AIVehicleUsageComponent.Cast(Gun.FindComponent(SCR_AIVehicleUsageComponent));
IEntity gunner;
if (usage && usage.GetTurretCompartmentSlot())
@@ -303,15 +326,15 @@ class ERR_MortarBattery
}
}
}
if (!gunner) return SupplyFailed("no fighting gunner found");
if (ERR_Actors.Group(gunner) != Group) return SupplyFailed("turret occupant belongs to another group");
if (!ERR_Actors.CanFight(gunner)) return SupplyFailed("gunner cannot fight");
if (!gunner) return SupplyStateFailed("no fighting gunner found");
if (ERR_Actors.Group(gunner) != Group) return SupplyStateFailed("turret occupant belongs to another group");
if (!ERR_Actors.CanFight(gunner)) return SupplyStateFailed("gunner cannot fight");
InventoryStorageManagerComponent destination = InventoryStorageManagerComponent.Cast(gunner.FindComponent(InventoryStorageManagerComponent));
if (!destination)
return SupplyFailed("gunner inventory missing");
return SupplyStateFailed("gunner inventory missing");
if (InventoryShells(destination) > 0)
return true;
int nearbyDonors, donorShells, storageRejected, moveRejected;
return ERR_MortarSupplyState.READY;
int nearbyDonors, donorShells, storageRejected;
array<IEntity> consideredShells = {};
foreach (AIAgent bearer : agents)
{
@@ -330,20 +353,27 @@ class ERR_MortarBattery
{
if (!item || !item.GetPrefabData() || item.GetPrefabData().GetPrefabName() != SHELL)
continue;
if (consideredShells.Contains(item)) continue;
if (consideredShells.Contains(item) || m_AttemptedShells.Contains(item)) continue;
consideredShells.Insert(item);
donorShells++;
BaseInventoryStorageComponent storage = destination.FindStorageForItem(item, EStoragePurpose.PURPOSE_DEPOSIT);
if (!storage) { storageRejected++; continue; }
if (inventory.TryMoveItemToStorage(item, storage))
{
Audit("AMMO TRANSFER", string.Format("request accepted donor=%1 gunner=%2 shell=%3; inventory move is not a fired shot", donor, gunner, item));
return true;
}
moveRejected++;
m_AttemptedShells.Insert(item); // even rejected/ambiguous requests are never retried
m_Transfer = new ERR_MortarSupplyTransfer(this, donor, gunner, item, storage, now);
if (!m_Transfer.Begin(now)) return SupplyStateFailed("exact shell transfer request rejected; no retry");
Audit("AMMO TRANSFER", string.Format("one exact-item move pending donor=%1 gunner=%2 shell=%3 order=%4; awaiting callback AND physical destination", donor, gunner, item, OrderId));
return ERR_MortarSupplyState.PENDING;
}
}
return SupplyFailed(string.Format("gunner empty; fighting donors with inventory within 12m=%1 donor HE=%2 destination storage rejected=%3 native move rejected=%4", nearbyDonors, donorShells, storageRejected, moveRejected));
return SupplyStateFailed(string.Format("gunner empty; fighting donors within 12m=%1 unattempted HE=%2 destination storage rejected=%3", nearbyDonors, donorShells, storageRejected));
}
// Compatibility for existing native callers; request acceptance is NOT ready.
bool SupplyGunner() { return SupplyState(GetGame().GetWorld().GetWorldTime()) == ERR_MortarSupplyState.READY; }
protected ERR_MortarSupplyState SupplyStateFailed(string reason)
{
SupplyFailed(reason);
return ERR_MortarSupplyState.FAILED;
}
bool SupplyFailed(string reason)
@@ -363,8 +393,12 @@ class ERR_MortarBattery
CommandOpen = false;
RadioOrder = null;
PendingRadioReport = null;
PendingSupplyReport = null;
if (m_Transfer) m_Transfer.Invalidate();
Report = null;
AimedAt = -1;
AimSolver = null;
AimSolution = null;
if (Activity)
Activity.Complete();
Activity = null;
@@ -399,42 +433,21 @@ class ERR_MortarBattery
void Update(float now)
{
if (m_Stopped) return;
if (!StartupActivated)
{
if (!SpawnFailure.IsEmpty()) return;
if (!m_Readiness) { SpawnFailed("initial support readiness owner missing"); return; }
ERR_MortarSupplyState startup = m_Readiness.Poll(now);
if (startup != ERR_MortarSupplyState.READY) return;
StartupActivated = true;
}
if (m_Transfer) m_Transfer.Poll(now);
if (!Operational())
{
Cancel(OperationalReason());
return;
}
if (!StartupActivated && now - SpawnedAt >= 10000)
{
SCR_AIVehicleUsageComponent usage = SCR_AIVehicleUsageComponent.Cast(Gun.FindComponent(SCR_AIVehicleUsageComponent));
if (!usage || !Group.GetGroupUtilityComponent().m_VehicleMgr || !Group.GetGroupUtilityComponent().m_VehicleMgr.TryAddVehicle(usage))
{
SpawnFailure = "native gun registration failed";
Cancel(SpawnFailure);
return;
}
array<AIAgent> initialCrew = {};
Group.GetAgents(initialCrew);
foreach (AIAgent initialAgent : initialCrew)
{
IEntity initialActor = initialAgent.GetControlledEntity();
if (initialActor && initialActor.GetPrefabData() && initialActor.GetPrefabData().GetPrefabName() == RADIO_OPERATOR) RadioOperator = initialActor;
}
StartupActivated = true;
Audit("CREW ACTIVATE", "startup delay elapsed; activating and equipping crew");
Group.ActivateAI();
array<AIAgent> agents = {};
Group.GetAgents(agents);
foreach (AIAgent agent : agents)
{
if (agent && ERR_Actors.CanFight(agent.GetControlledEntity()))
{
agent.SetPermanentLOD(0);
agent.ActivateAI();
Equip(agent.GetControlledEntity());
}
}
}
if (Activity)
{
Trace("ACTIVITY", string.Format("native state=%1", Activity.GetActionState()), string.Format("age=%1s aim age=%2s committed=%3 shots=%4", (now - OrderedAt) / 1000, (now - AimedAt) / 1000, Released, OrderShots));
@@ -448,6 +461,7 @@ class ERR_MortarBattery
void Order(ERR_HQReport report, float now)
{
if (m_Stopped || !StartupActivated || !Operational() || !CommandOpen || Activity || !ERR_MortarPrediction.Fresh(report, now)) return;
Report = report.Snapshot();
OrderedAt = now;
NextOrder = now + 30000;
+84 -28
View File
@@ -36,6 +36,8 @@ modded class SCR_AIGetArtilleryAimDistanceCompensation
if (!battery)
return super.EOnTaskSimulate(owner, dt);
battery.AimedAt = -1;
battery.AimSolver = null;
battery.AimSolution = null;
float now = GetGame().GetWorld().GetWorldTime();
ERR_HQReport report = system.Latest(battery, now);
if (!ERR_HQ.MissionActive()) { system.Withhold(battery, "aim: mission inactive"); return ENodeResult.FAIL; }
@@ -43,13 +45,56 @@ modded class SCR_AIGetArtilleryAimDistanceCompensation
if (battery.Released) { system.Withhold(battery, "aim: waiting for committed projectile"); return ENodeResult.FAIL; }
if (!report) { system.Withhold(battery, "aim: " + system.ContactFailure(battery)); return ENodeResult.FAIL; }
battery.Trace("AIM START", "solving moving intercept", string.Format("latest source=M%1; %2", report.MessageId, report.Description(now)));
ERR_MortarAimSolution solution = ERR_Solve(battery, system, report, now);
if (!solution) return ENodeResult.FAIL;
battery.Impact = solution.Impact;
battery.AimOffset = solution.SalvoOffset;
battery.AimedShot = battery.OrderShots;
battery.FlightTime = solution.FlightTime;
battery.AimSolution = solution;
battery.AimSolver = this; // weak: do not retain a destroyed native behavior tree
battery.AimedAt = now;
battery.LastFailure = "";
battery.Trace("AIM SOLUTION", "ready", string.Format("predicted impact=%1 flight=%2s charge index=%3 aim target=%4 latest source=M%5", solution.Impact, solution.FlightTime, solution.Charge, solution.AimTarget, report.MessageId));
SetVariableOut(PORT_AIM_POS, solution.AimTarget);
SetVariableOut(PORT_INIT_SPEED_ID, solution.Charge);
return ENodeResult.SUCCESS;
}
// Reuse this exact native node's coefficient/elevation APIs. A slow native
// barrel can keep its command only if a NEW solve still matches that command.
bool ERR_RevalidateAim(ERR_MortarBattery battery, ERR_MortarSystem system, ERR_HQReport report, float now)
{
IEntity gun;
ResourceName ammo;
GetVariableIn(PORT_ARTILLERY_ENTITY, gun);
GetVariableIn(PORT_AMMO_PREFAB, ammo);
ERR_MortarAimSolution commanded = battery.AimSolution;
if (battery.AimSolver != this || !commanded || !commanded.Matches(battery, report) || gun != battery.Gun || ammo != ERR_MortarBattery.SHELL)
return system.Withhold(battery, "original aim solver or command no longer available");
if (!ERR_MortarPrediction.Fresh(report, now)) return system.Withhold(battery, system.ContactFailure(battery));
ERR_MortarAimSolution updated = ERR_Solve(battery, system, report, now);
if (!updated) return false;
if (!ERR_MortarAimRules.Equivalent(commanded.Charge, updated.Charge, commanded.GunOrigin, updated.GunOrigin, commanded.Impact, updated.Impact, commanded.AimTarget, updated.AimTarget, commanded.FlightTime, updated.FlightTime))
return system.Withhold(battery, "new ballistic solution requires native re-aim", string.Format("gun drift=%1m impact drift=%2m aim drift=%3m charge=%4/%5 flight=%6/%7s", vector.Distance(commanded.GunOrigin, updated.GunOrigin), vector.Distance(commanded.Impact, updated.Impact), vector.Distance(commanded.AimTarget, updated.AimTarget), commanded.Charge, updated.Charge, commanded.FlightTime, updated.FlightTime));
// Keep the ORIGINAL command/impact/flight. Comparing successive refreshed
// solutions would allow a moving target to drift away in small increments.
battery.AimedAt = now;
battery.Trace("AIM REVALIDATED", "same native command", string.Format("fresh ballistic solve matched original; source=M%1 observed age=%2s", report.MessageId, (now - report.ObservedAt) / 1000));
return true;
}
protected ERR_MortarAimSolution ERR_Solve(ERR_MortarBattery battery, ERR_MortarSystem system, ERR_HQReport report, float now)
{
IEntity gun = battery.Gun;
vector gunOrigin = gun.GetOrigin();
ResourceName ammo;
GetVariableIn(PORT_AMMO_PREFAB, ammo);
if (ammo != ERR_MortarBattery.SHELL) { system.Withhold(battery, "unsupported ammunition prefab", ammo); return ENodeResult.FAIL; }
if (ammo != ERR_MortarBattery.SHELL) { system.Withhold(battery, "unsupported ammunition prefab", ammo); return null; }
Resource resource = Resource.Load(ammo);
if (!resource || !resource.IsValid() || !resource.GetResource()) { system.Withhold(battery, "shell resource load failed", ammo); return ENodeResult.FAIL; }
if (!resource || !resource.IsValid() || !resource.GetResource()) { system.Withhold(battery, "shell resource load failed", ammo); return null; }
IEntitySource source = resource.GetResource().ToEntitySource();
if (!source) { system.Withhold(battery, "shell resource has no entity source", ammo); return ENodeResult.FAIL; }
if (!source) { system.Withhold(battery, "shell resource has no entity source", ammo); return null; }
array<float> coefficients = {};
GetAmmoInitialSpeedCoefficients(ammo, coefficients);
if (coefficients.IsEmpty())
@@ -66,13 +111,13 @@ modded class SCR_AIGetArtilleryAimDistanceCompensation
// Reject non-convergence rather than fire with an arbitrary lead time.
for (int iteration = 0; iteration < 4; iteration++)
{
if (!ERR_MortarPrediction.Predict(report, now, flight + 2, impact)) { system.Withhold(battery, "aim prediction: " + ERR_MortarPrediction.FailureReason, string.Format("flight lead=%1s; %2", flight + 2, report.Description(now))); return ENodeResult.FAIL; }
if (!system.OutsideSettlements(impact)) { system.Withhold(battery, "aim target inside settlement exclusion", system.SettlementReason); return ENodeResult.FAIL; }
if (!ERR_MortarPrediction.Predict(report, now, flight + 2, impact)) { system.Withhold(battery, "aim prediction: " + ERR_MortarPrediction.FailureReason, string.Format("flight lead=%1s; %2", flight + 2, report.Description(now))); return null; }
if (!system.OutsideSettlements(impact)) { system.Withhold(battery, "aim target inside settlement exclusion", system.SettlementReason); return null; }
impact += salvoOffset;
impact[1] = SCR_TerrainHelper.GetTerrainY(impact);
float distance = vector.DistanceXZ(gun.GetOrigin(), impact);
float altitude = impact[1] - gun.GetOrigin()[1];
if (distance < 350 || distance > 4000) { system.Withhold(battery, "predicted impact out of range", string.Format("iteration=%1 distance=%2m impact=%3 allowed=350..4000m", iteration, distance, impact)); return ENodeResult.FAIL; }
float distance = vector.DistanceXZ(gunOrigin, impact);
float altitude = impact[1] - gunOrigin[1];
if (distance < 350 || distance > 4000) { system.Withhold(battery, "predicted impact out of range", string.Format("iteration=%1 distance=%2m impact=%3 allowed=350..4000m", iteration, distance, impact)); return null; }
bool reachable;
float calculated;
for (int i = 0; i < coefficients.Count(); i++)
@@ -86,25 +131,26 @@ modded class SCR_AIGetArtilleryAimDistanceCompensation
reachable = true;
break;
}
if (!reachable) { system.Withhold(battery, "no native ballistic solution within elevation/flight-time limits", string.Format("iteration=%1 distance=%2 altitude=%3 charges=%4 elevation radians=%5..%6 flight limit=75s", iteration, distance, altitude, coefficients.Count(), minimum, maximum)); return ENodeResult.FAIL; }
if (!reachable) { system.Withhold(battery, "no native ballistic solution within elevation/flight-time limits", string.Format("iteration=%1 distance=%2 altitude=%3 charges=%4 elevation radians=%5..%6 flight limit=75s", iteration, distance, altitude, coefficients.Count(), minimum, maximum)); return null; }
converged = Math.AbsFloat(calculated - flight) < 1;
flight = calculated;
if (converged)
break;
}
if (!converged) { system.Withhold(battery, "moving intercept did not converge in four iterations"); return ENodeResult.FAIL; }
if (!system.Safe(battery, impact, flight + 2)) { system.Withhold(battery, "aim impact safety rejected", system.SafetyReason); return ENodeResult.FAIL; }
battery.Impact = impact;
battery.AimOffset = salvoOffset;
battery.AimedShot = battery.OrderShots;
battery.FlightTime = flight;
battery.AimedAt = now;
battery.LastFailure = "";
battery.Trace("AIM SOLUTION", "ready", string.Format("predicted impact=%1 flight=%2s charge index=%3 aim height offset=%4m latest source=M%5", impact, flight, charge, offset, report.MessageId));
vector aim = impact + Vector(0, offset, 0);
SetVariableOut(PORT_AIM_POS, aim);
SetVariableOut(PORT_INIT_SPEED_ID, charge);
return ENodeResult.SUCCESS;
if (!converged) { system.Withhold(battery, "moving intercept did not converge in four iterations"); return null; }
if (!system.Safe(battery, impact, flight + 2)) { system.Withhold(battery, "aim impact safety rejected", system.SafetyReason); return null; }
ERR_MortarAimSolution solution = new ERR_MortarAimSolution();
solution.Gun = gun;
solution.Report = report;
solution.OrderId = battery.OrderId;
solution.Shot = battery.OrderShots;
solution.GunOrigin = gunOrigin;
solution.Impact = impact;
solution.AimTarget = impact + Vector(0, offset, 0);
solution.SalvoOffset = salvoOffset;
solution.Charge = charge;
solution.FlightTime = flight;
return solution;
}
}
@@ -204,17 +250,27 @@ modded class SCR_AIStaticArtilleryBehavior_ShootingLogic
}
if (battery)
{
if (!battery.CommandOpen) return ENodeResult.FAIL;
// Loading can outlast the native pause. Count confirmed shells only.
if (battery.OrderShots <= behavior.GetShotCount()) return ENodeResult.RUNNING;
int gate = ERR_MortarSupplyRules.CycleGate(battery.CommandOpen, battery.OrderShots, behavior.GetShotCount(), ERR_MortarSalvo.ROUNDS, ERR_MortarSupplyState.READY);
if (gate < 0) return ENodeResult.FAIL;
if (gate == 0) return ENodeResult.RUNNING;
// Native super increments the behavior counter. Wait BEFORE calling it,
// so repeated pending ticks cannot count the same projectile twice.
if (battery.OrderShots < ERR_MortarSalvo.ROUNDS)
{
ERR_MortarSupplyState supply = battery.SupplyState(GetGame().GetWorld().GetWorldTime());
if (supply == ERR_MortarSupplyState.PENDING) return ENodeResult.RUNNING;
if (supply == ERR_MortarSupplyState.FAILED)
{
ERR_MortarSystem system = ERR_MortarSystem.Get();
if (system) system.Withhold(battery, "next native load lacks confirmed physical gunner ammunition");
return ENodeResult.FAIL;
}
}
}
ENodeResult result = super.EOnTaskSimulate(owner, dt);
if (battery && result == ENodeResult.SUCCESS)
{
SetVariableOut(PORT_AIMING_NEEDED, true);
// Transfer existing nearby crew ammunition before the next native load.
if (battery.CommandOpen && battery.OrderShots < ERR_MortarSalvo.ROUNDS)
battery.SupplyGunner();
}
return result;
}
@@ -0,0 +1,177 @@
enum ERR_MortarSupplyState { FAILED = -1, PENDING, READY }
class ERR_MortarSupplyRules
{
static int CycleGate(bool commandOpen, int confirmedShots, int behaviorShots, int limit, int supplyState)
{
if (!commandOpen) return -1;
if (confirmedShots <= behaviorShots) return 0;
if (confirmedShots < limit) return supplyState;
return 1;
}
}
class ERR_MortarInitialItem : ScriptedInventoryOperationCallback
{
bool Finished;
bool Succeeded;
protected void Finish(bool success) { if (!Finished) { Finished = true; Succeeded = success; } }
protected override void OnComplete() { Finish(true); }
protected override void OnFailed() { Finish(false); }
protected override void OnAllComplete() { Finish(true); }
protected override void OnAllFailed() { Finish(false); }
void Rejected() { Finish(false); }
}
// One finite allocation, after the ENTIRE original support crew exists. Failed
// or stopped setup retains physical assets and retires only its pending spawn intent.
class ERR_MortarReadiness
{
protected ERR_MortarBattery m_Battery;
protected ref array<IEntity> m_Members = {};
protected ref array<ref ERR_MortarInitialItem> m_Operations = {};
protected bool m_Allocated;
protected bool m_Ready;
protected bool m_Stopped;
protected bool m_Retired;
protected int m_RequestedShells;
void ERR_MortarReadiness(ERR_MortarBattery battery) { m_Battery = battery; }
static ERR_MortarSupplyState Population(int physical, int gunners, int operators, bool complete, bool expired)
{
if (physical > 4 || gunners > 3 || operators > 1) return ERR_MortarSupplyState.FAILED;
if (physical == 4 && gunners == 3 && operators == 1 && complete && !expired) return ERR_MortarSupplyState.READY;
if (expired) return ERR_MortarSupplyState.FAILED;
return ERR_MortarSupplyState.PENDING;
}
static bool AllocationValid(int shells) { return shells >= 0 && shells <= 9; }
int RequestedShells() { return m_RequestedShells; }
bool Ready() { return m_Ready && !m_Stopped; }
void Stop()
{
if (m_Stopped) return;
m_Stopped = true;
if (m_Ready || m_Retired || !m_Battery || !m_Battery.Group || !Replication.IsServer()) return;
m_Retired = true;
// As in Core initial guard cleanup: stopping the current request alone does
// not retire the native group's still-authored future expansion intent.
RetireGroup(m_Battery.Group);
}
static void RetireGroup(SCR_AIGroup group)
{
if (!group || !Replication.IsServer()) return;
group.SetSpawnImmediately(false);
group.m_aUnitPrefabSlots = new array<ResourceName>();
if (!GetGame()) return;
ChimeraAIWorld world = ChimeraAIWorld.Cast(GetGame().GetAIWorld());
if (world) world.PurgeSpawnRequestsForGroup(group);
}
protected ERR_MortarSupplyState Fail(string reason)
{
m_Battery.SpawnFailed(reason);
Stop();
return ERR_MortarSupplyState.FAILED;
}
protected bool Allocate()
{
m_Allocated = true; // before native requests; never refill or retry a failure
foreach (IEntity actor : m_Members)
{
if (actor == m_Battery.RadioOperator) continue;
InventoryStorageManagerComponent inventory = InventoryStorageManagerComponent.Cast(actor.FindComponent(InventoryStorageManagerComponent));
int existing = m_Battery.InventoryShells(inventory);
if (!AllocationValid(existing)) return false;
if (ERR_HQRadio.Capability(actor) == 0 && !inventory.TrySpawnPrefabToStorage("{E1A5D4B878AA8980}Prefabs/Items/Equipment/Radios/Radio_R148.et"))
m_Battery.Audit("RADIO EQUIP", "optional crew handset did not fit; dedicated manpack remains required");
for (int i = existing; i < 9; i++)
{
ERR_MortarInitialItem operation = new ERR_MortarInitialItem();
m_Operations.Insert(operation);
m_RequestedShells++;
if (!inventory.TrySpawnPrefabToStorage(ERR_MortarBattery.SHELL, purpose: EStoragePurpose.PURPOSE_DEPOSIT, cb: operation))
{
operation.Rejected();
return false;
}
}
}
return true;
}
ERR_MortarSupplyState Poll(float now)
{
if (m_Stopped || !Replication.IsServer() || !m_Battery || m_Battery.Stopped()) return ERR_MortarSupplyState.FAILED;
if (m_Ready) return ERR_MortarSupplyState.READY;
SCR_AIGroup group = m_Battery.Group;
ERR_GameMode mode = ERR_GameMode.Get();
if (!mode || !group || !m_Battery.Gun || group.GetFaction() != mode.EnemyFaction() || group.GetPlayerCount(true) > 0) return Fail("initial support group/gun/faction changed");
DamageManagerComponent damage = DamageManagerComponent.Cast(m_Battery.Gun.FindComponent(DamageManagerComponent));
if (!damage || damage.IsDestroyed()) return Fail("initial support gun missing damage manager or destroyed");
bool expired = now < m_Battery.SpawnedAt || now - m_Battery.SpawnedAt >= 90000;
array<AIAgent> agents = {}; group.GetAgents(agents);
array<IEntity> physical = {};
int gunners, operators;
IEntity operatorActor;
foreach (AIAgent agent : agents)
{
if (!agent || !agent.GetControlledEntity()) continue;
IEntity actor = agent.GetControlledEntity();
if (physical.Contains(actor)) return Fail("initial support group reports duplicate physical actor");
physical.Insert(actor);
if (!ERR_Actors.CanFight(actor) || SCR_FactionManager.SGetFaction(actor) != mode.EnemyFaction() || !actor.GetPrefabData()) return Fail("initial support actor unavailable or has wrong faction/resource");
ResourceName prefab = actor.GetPrefabData().GetPrefabName();
if (prefab == ERR_MortarBattery.CREW) gunners++;
else if (prefab == ERR_MortarBattery.RADIO_OPERATOR) { operators++; operatorActor = actor; }
else return Fail("initial support actor does not belong to authored crew catalog");
}
ERR_MortarSupplyState population = Population(physical.Count(), gunners, operators, group.IsExpandComplete(), expired);
if (population == ERR_MortarSupplyState.FAILED) return Fail("initial four-person support population incomplete/invalid within 90 seconds");
if (population == ERR_MortarSupplyState.PENDING) return population;
if (m_Allocated)
{
foreach (IEntity original : m_Members)
if (!physical.Contains(original)) return Fail("initial support member replaced after finite allocation");
}
foreach (IEntity member : physical)
{
InventoryStorageManagerComponent inventory = InventoryStorageManagerComponent.Cast(member.FindComponent(InventoryStorageManagerComponent));
if (!inventory) return ERR_MortarSupplyState.PENDING;
if (!m_Allocated && member != operatorActor && m_Battery.InventoryShells(inventory) < 9 && !inventory.CanInsertResource(ERR_MortarBattery.SHELL, EStoragePurpose.PURPOSE_DEPOSIT)) return ERR_MortarSupplyState.PENDING;
}
if (ERR_HQRadio.Capability(operatorActor) != 2) return ERR_MortarSupplyState.PENDING;
// Preserve the existing earliest activation delay, but it is not readiness.
if (now - m_Battery.SpawnedAt < 10000) return ERR_MortarSupplyState.PENDING;
if (!m_Allocated)
{
if (!group.GetGroupUtilityComponent() || !group.GetGroupUtilityComponent().m_VehicleMgr) return ERR_MortarSupplyState.PENDING;
SCR_AIVehicleUsageComponent usage = SCR_AIVehicleUsageComponent.Cast(m_Battery.Gun.FindComponent(SCR_AIVehicleUsageComponent));
if (!usage || !group.GetGroupUtilityComponent().m_VehicleMgr.TryAddVehicle(usage)) return Fail("native support gun registration failed");
m_Members.Copy(physical); m_Battery.RadioOperator = operatorActor;
if (!Allocate()) return Fail("finite initial support shell allocation rejected; no retry");
return ERR_MortarSupplyState.PENDING; // never accept mutation-frame readiness
}
foreach (ERR_MortarInitialItem operation : m_Operations)
{
if (!operation.Finished) return ERR_MortarSupplyState.PENDING;
if (!operation.Succeeded) return Fail("finite initial support shell operation failed; no retry");
}
foreach (IEntity equipped : m_Members)
{
InventoryStorageManagerComponent inventory = InventoryStorageManagerComponent.Cast(equipped.FindComponent(InventoryStorageManagerComponent));
int shells = m_Battery.InventoryShells(inventory);
if (equipped == operatorActor)
{
if (shells != 0) return Fail("dedicated initial manpack operator unexpectedly carries mortar shells");
}
else if (shells != 9) return ERR_MortarSupplyState.PENDING;
}
if (m_Battery.CountShells() != 27) return ERR_MortarSupplyState.PENDING;
m_Ready = true;
group.ActivateAI();
foreach (AIAgent readyAgent : agents)
{
if (readyAgent) { readyAgent.SetPermanentLOD(0); readyAgent.ActivateAI(); }
}
m_Battery.Audit("CREW READY", string.Format("four original physical members, one manpack, 27 confirmed HE; new shell requests=%1; allocation permanently closed", m_RequestedShells));
return ERR_MortarSupplyState.READY;
}
}
@@ -0,0 +1,20 @@
// One finite response per delivered observation at this battery. Cancellation
// does not turn the same radio message into new ammunition authorization.
class ERR_MortarReportLedger
{
protected ref map<int, float> m_Attempts = new map<int, float>();
bool Available(int messageId, float observedAt, float now)
{
if (messageId <= 0 || observedAt < 0 || now < observedAt || now - observedAt > ERR_MortarPrediction.MAX_REPORT_AGE_MS) return false;
for (int i = m_Attempts.Count() - 1; i >= 0; i--)
if (now - m_Attempts.GetElement(i) > ERR_MortarPrediction.MAX_REPORT_AGE_MS) m_Attempts.Remove(m_Attempts.GetKey(i));
return !m_Attempts.Contains(messageId) && m_Attempts.Count() < 128;
}
bool Claim(int messageId, float observedAt, float now)
{
if (!Available(messageId, observedAt, now)) return false;
m_Attempts.Insert(messageId, observedAt);
return true;
}
}
@@ -0,0 +1,108 @@
class ERR_MortarSupplyCallback : ScriptedInventoryOperationCallback
{
ERR_MortarSupplyTransfer Transfer;
protected override void OnComplete() { if (Transfer) Transfer.Acknowledge(true); }
protected override void OnFailed() { if (Transfer) Transfer.Acknowledge(false); }
}
// Exact-item native transaction. Callbacks only record outcomes; the HQ tick
// authorizes progress after checking actual inventory ownership and the order.
class ERR_MortarSupplyTransfer
{
protected ERR_MortarBattery m_Battery;
protected IEntity m_Gun;
protected SCR_AIGroup m_Group;
protected IEntity m_Donor;
protected IEntity m_Gunner;
protected IEntity m_Shell;
protected InventoryStorageManagerComponent m_Source;
protected InventoryStorageManagerComponent m_Destination;
protected BaseInventoryStorageComponent m_Storage;
protected ref ERR_MortarSupplyCallback m_Callback;
protected int m_Order;
protected int m_Acknowledgement;
protected float m_Deadline;
protected bool m_Accepted;
protected bool m_Invalidated;
protected bool m_Resolved;
protected bool m_Ready;
void ERR_MortarSupplyTransfer(ERR_MortarBattery battery, IEntity donor, IEntity gunner, IEntity shell, BaseInventoryStorageComponent storage, float now)
{
m_Battery = battery; m_Gun = battery.Gun; m_Group = battery.Group;
m_Donor = donor; m_Gunner = gunner; m_Shell = shell; m_Storage = storage;
m_Order = battery.OrderId; m_Deadline = now + 8000;
m_Source = InventoryStorageManagerComponent.Cast(donor.FindComponent(InventoryStorageManagerComponent));
m_Destination = InventoryStorageManagerComponent.Cast(gunner.FindComponent(InventoryStorageManagerComponent));
}
static bool Authority(bool valid, bool invalidated, int capturedOrder, int currentOrder)
{
return valid && !invalidated && capturedOrder == currentOrder;
}
static bool Proven(bool callbackComplete, bool sourceContains, bool destinationContains, bool exactSlot)
{
return callbackComplete && !sourceContains && destinationContains && exactSlot;
}
protected bool Contains(InventoryStorageManagerComponent inventory)
{
if (!inventory || !m_Shell) return false;
array<IEntity> items = {}; ERR_Inventory.Items(inventory, items);
return items.Contains(m_Shell);
}
protected bool Valid(float now)
{
if (!m_Battery || !Authority(m_Battery.SupplyAuthorized(now), m_Invalidated, m_Order, m_Battery.OrderId)) return false;
if (m_Battery.Gun != m_Gun || m_Battery.Group != m_Group || !m_Donor || !m_Gunner || m_Donor == m_Gunner || !m_Shell || !m_Source || !m_Destination || !m_Storage) return false;
if (!ERR_Actors.CanFight(m_Donor) || !ERR_Actors.CanFight(m_Gunner) || ERR_Actors.Group(m_Donor) != m_Group || ERR_Actors.Group(m_Gunner) != m_Group) return false;
Faction faction = m_Group.GetFaction();
if (SCR_FactionManager.SGetFaction(m_Donor) != faction || SCR_FactionManager.SGetFaction(m_Gunner) != faction || vector.Distance(m_Donor.GetOrigin(), m_Gunner.GetOrigin()) > 12) return false;
SCR_AIVehicleUsageComponent usage = SCR_AIVehicleUsageComponent.Cast(m_Gun.FindComponent(SCR_AIVehicleUsageComponent));
if (!usage || !usage.GetTurretCompartmentSlot()) return false;
IEntity occupant = usage.GetTurretCompartmentSlot().GetOccupant();
return !occupant || occupant == m_Gunner;
}
void Acknowledge(bool success)
{
if (m_Acknowledgement != 0) return;
if (success) m_Acknowledgement = 1;
else m_Acknowledgement = -1;
}
bool Begin(float now)
{
if (m_Callback || !Replication.IsServer() || !Valid(now) || !Contains(m_Source) || Contains(m_Destination)) return false;
m_Callback = new ERR_MortarSupplyCallback(); m_Callback.Transfer = this;
// Do not use callback.GetItem(): the native contract excludes Move operations.
m_Accepted = m_Source.TryMoveItemToStorage(m_Shell, m_Storage, -1, m_Callback);
if (!m_Accepted) { Acknowledge(false); m_Resolved = true; }
return m_Accepted;
}
void Invalidate() { m_Invalidated = true; m_Ready = false; }
bool Unresolved() { return m_Accepted && !m_Resolved; }
int CapturedOrder() { return m_Order; }
ERR_MortarSupplyState Poll(float now)
{
if (!Replication.IsServer()) return ERR_MortarSupplyState.FAILED;
bool valid = Valid(now);
bool sourceContains = Contains(m_Source);
bool destinationContains = Contains(m_Destination);
bool exactSlot;
InventoryItemComponent item;
if (m_Shell) item = InventoryItemComponent.Cast(m_Shell.FindComponent(InventoryItemComponent));
if (item && item.GetParentSlot()) exactSlot = item.GetParentSlot().GetStorage() == m_Storage;
bool proven = Proven(m_Acknowledgement == 1, sourceContains, destinationContains, exactSlot);
if (proven || m_Acknowledgement < 0) m_Resolved = true;
// A successful callback without physical destination proof is ambiguous.
// Keep it reserved through timeout/cancellation; never start a second move.
if (!valid || now >= m_Deadline)
{
m_Invalidated = true; m_Ready = false;
return ERR_MortarSupplyState.FAILED;
}
if (proven)
{
m_Ready = true;
return ERR_MortarSupplyState.READY;
}
if (m_Acknowledgement < 0 || !m_Accepted) return ERR_MortarSupplyState.FAILED;
return ERR_MortarSupplyState.PENDING;
}
}
+44 -14
View File
@@ -36,12 +36,14 @@ class ERR_MortarSystem
if (!gun || !group)
{
ERR_Actors.DeleteSpawned(gun);
ERR_MortarReadiness.RetireGroup(group);
ERR_Actors.DeleteSpawned(group);
return false;
}
if (group.GetFaction() != ERR_GameMode.Get().EnemyFaction())
{
ERR_Actors.DeleteSpawned(gun);
ERR_MortarReadiness.RetireGroup(group);
ERR_Actors.DeleteSpawned(group);
return false;
}
@@ -125,13 +127,19 @@ class ERR_MortarSystem
bool AllowShot(ERR_MortarBattery battery)
{
float now = GetGame().GetWorld().GetWorldTime();
if (!ERR_HQ.MissionActive()) return Withhold(battery, "mission inactive");
if (m_Stopped || !ERR_HQ.MissionActive()) return Withhold(battery, "mission inactive or HQ stopped");
if (!battery.Operational()) return Withhold(battery, battery.OperationalReason());
if (!battery.CommandOpen || battery.OrderShots >= ERR_MortarSalvo.ROUNDS) return Withhold(battery, "salvo complete or order closed");
if (battery.Released) return Withhold(battery, "waiting for committed projectile");
if (battery.AimedShot != battery.OrderShots || battery.AimedAt < 0 || now - battery.AimedAt > 10000) return Withhold(battery, "fresh aim solution required");
if (battery.AimedShot != battery.OrderShots || battery.AimedAt < 0 || now < battery.AimedAt) return Withhold(battery, "fresh aim solution required");
ERR_HQReport report = Latest(battery, now);
if (!report) return Withhold(battery, ContactFailure(battery));
if (!battery.AimSolution || !battery.AimSolution.Matches(battery, report)) return Withhold(battery, "aim command does not match delivered order");
if (now - battery.AimedAt > 10000)
{
if (!battery.AimSolver) return Withhold(battery, "original native aim solver no longer available");
if (!battery.AimSolver.ERR_RevalidateAim(battery, this, report, now)) return false;
}
vector updated;
if (!ERR_MortarPrediction.Predict(report, now, battery.FlightTime, updated)) return Withhold(battery, ERR_MortarPrediction.FailureReason);
updated += battery.AimOffset;
@@ -142,20 +150,41 @@ class ERR_MortarSystem
}
protected void AdvanceOrder(ERR_MortarBattery battery, float now)
{
if (!battery.RadioOrder) return;
int state = battery.RadioOrder.Advance(now, m_HQ.Journal());
if (state == 0) return;
ERR_HQReport delivered = battery.PendingRadioReport;
battery.RadioOrder = null;
battery.PendingRadioReport = null;
if (state < 0 || !ERR_MortarPrediction.Fresh(delivered, now) || !battery.Operational() || battery.Activity || !battery.SupplyGunner())
if (battery.RadioOrder)
{
battery.Cancel("radio delivery, report freshness or gunner availability failed");
int deliveredState = battery.RadioOrder.Advance(now, m_HQ.Journal());
if (deliveredState == 0) return;
ERR_HQReport delivered = battery.PendingRadioReport;
battery.RadioOrder = null;
battery.PendingRadioReport = null;
if (deliveredState < 0 || !ERR_MortarPrediction.Fresh(delivered, now) || !battery.Operational() || battery.Activity || !battery.CommandOpen)
{
battery.Cancel("radio delivery, report freshness or battery availability failed");
battery.NextOrder = now + 10000;
return;
}
battery.PendingSupplyReport = delivered;
}
if (!battery.PendingSupplyReport) return;
if (!battery.CommandOpen || !ERR_MortarPrediction.Fresh(battery.PendingSupplyReport, now) || !battery.Operational() || battery.Activity)
{
battery.Cancel("delivered order expired or became unavailable while awaiting physical ammunition");
battery.NextOrder = now + 10000;
return;
}
battery.Order(delivered, now);
ERR_MortarSupplyState supply = battery.SupplyState(now);
if (supply == ERR_MortarSupplyState.PENDING) return;
if (supply == ERR_MortarSupplyState.FAILED)
{
battery.Cancel("physical gunner ammunition unavailable or transfer failed");
battery.NextOrder = now + 10000;
return;
}
ERR_HQReport ready = battery.PendingSupplyReport;
battery.PendingSupplyReport = null;
battery.Order(ready, now);
}
void Tick(float now)
{
if (m_Stopped || !Replication.IsServer()) return;
@@ -179,9 +208,10 @@ class ERR_MortarSystem
float distance = float.MAX;
foreach (ERR_MortarBattery battery : m_Batteries)
{
if (!battery.StartupActivated || !battery.Operational() || battery.Activity || battery.RadioOrder || now < battery.NextOrder || battery.CountShells() == 0) continue;
if (!battery.StartupActivated || !battery.Operational() || battery.Activity || battery.RadioOrder || battery.PendingSupplyReport || battery.SupplyPending() || now < battery.NextOrder || battery.CountShells() == 0) continue;
foreach (ERR_HQReport report : reports)
{
if (!battery.CanRequest(report, now)) continue;
float candidate = vector.DistanceXZ(battery.Position, report.Position);
if (candidate < 350 || candidate > 4000 || candidate >= distance || !OutsideSettlements(report.Position)) continue;
selected = battery;
@@ -192,7 +222,7 @@ class ERR_MortarSystem
if (!selected || !target) return;
ERR_HQRoute route = m_HQ.Downlink(selected.Group, "MORTAR ORDER", target.Description(now), target.MessageId);
if (!route) return;
selected.BeginRequest(target, now);
if (!selected.BeginRequest(target, now)) return;
selected.RadioId = route.MessageId;
selected.RadioOrder = route;
selected.PendingRadioReport = target.Snapshot();
@@ -216,6 +246,6 @@ class ERR_MortarSystem
void Stop()
{
m_Stopped = true;
foreach (ERR_MortarBattery battery : m_Batteries) battery.Cancel("HQ stopped");
foreach (ERR_MortarBattery battery : m_Batteries) battery.Stop();
}
}
@@ -0,0 +1,330 @@
#ifdef WORKBENCH
// Explicit synthetic observation only. Delivery, HQ scheduling and native fire
// are unchanged; this helper never writes directly into the HQ contact list.
modded class ERR_HQ
{
int ERR_QueueMortarFixtureReport(SCR_AIGroup source, IEntity target, vector position, float now)
{
if (!ERR_NativeMortarFiringProbe.Enabled() || !target || !m_Contacts.IsEmpty()) return 0;
foreach (ERR_HQUnit unit : m_Units)
{
if (unit.Group != source || !unit.ReservedForSupport || !unit.Radio || unit.Uplink || unit.PendingReport) continue;
ERR_HQRoute route = m_Network.Route(unit.Radio);
if (!route || route.Nodes.IsEmpty()) return 0;
ERR_HQReport report = new ERR_HQReport();
report.MessageId = m_Journal.Message(); report.Target = target; report.Source = source;
report.Position = position; report.ObservedAt = now; report.DetailsObservedAt = now;
report.HasVelocity = true; report.Velocity = vector.Zero;
report.TravelMode = "on foot"; report.SeenEscapists = 1; report.SeenWeapons = "fixture observation";
route.MessageId = report.MessageId; route.Payload = "EXPLICIT SYNTHETIC OBSERVATION: " + report.Description(now);
unit.PendingReport = report; unit.Uplink = route;
m_Journal.Write("FIXTURE REPORT", route.Payload, report.MessageId);
return report.MessageId;
}
return 0;
}
void ERR_RemoveMortarFixtureReport(IEntity target)
{
if (!target) return;
for (int i = m_Contacts.Count() - 1; i >= 0; i--)
if (m_Contacts[i].Target == target) m_Contacts.Remove(i);
foreach (ERR_HQUnit unit : m_Units)
{
if (unit.PendingReport && unit.PendingReport.Target == target) { unit.PendingReport = null; unit.Uplink = null; }
if ((unit.PendingOrder && unit.PendingOrder.Target == target) || (unit.Assignment && unit.Assignment.Target == target)) unit.Release();
}
}
}
// Production sets Released immediately before reserving shell airspace, then
// invokes native inventory transfer. Observe that existing commit boundary so
// even a synchronous native projectile has a prior recorded authorization.
modded class ERR_MortarBattery
{
override void ReserveShellAirspace(float now)
{
super.ReserveShellAirspace(now);
ERR_NativeMortarFiringProbe probe = ERR_NativeMortarFiringProbe.Active();
if (probe) probe.NativeCommit(this, now);
}
override void Cancel(string reason = "cancel requested")
{
ERR_NativeMortarFiringProbe probe = ERR_NativeMortarFiringProbe.Active();
if (probe) probe.NativeClosing(this, reason, LastFailure);
super.Cancel(reason);
}
}
class ERR_NativeMortarEvidenceRules
{
static bool CommitFresh(float observed, float expectedObserved, float committed)
{
return observed == expectedObserved && observed >= 0 && committed >= observed && committed - observed <= ERR_MortarPrediction.MAX_REPORT_AGE_MS;
}
static bool EventBound(bool pending, int order, int currentOrder, int shot, int currentShot, float committed, float emitted)
{
// The fixture has its own overall deadline. A committed shell does not gain
// a second authorization expiry while native physical transfer completes.
return pending && order == currentOrder && shot == currentShot && emitted >= committed;
}
static bool ExpiredClosure(float observed, float closed, string failure)
{
return observed >= 0 && closed > observed + ERR_MortarPrediction.MAX_REPORT_AGE_MS && (failure.Contains("delivered target report expired") || failure.Contains("observation older than 60s"));
}
}
// Observe only the actual native event. Node SUCCESS, accepted inventory moves
// and committed shell loading are never counted as physical projectiles.
modded class SCR_MortarMuzzleComponent
{
override void OnWeaponFired(IEntity effectEntity, BaseMuzzleComponent muzzle, IEntity projectileEntity)
{
ERR_NativeMortarFiringProbe probe = ERR_NativeMortarFiringProbe.Active();
if (probe) probe.NativeProjectile(GetOwner(), projectileEntity);
super.OnWeaponFired(effectEntity, muzzle, projectileEntity);
}
}
class ERR_NativeMortarFiringProbe
{
protected static ERR_NativeMortarFiringProbe s_Active;
protected ERR_GameMode m_Mode;
protected ERR_MortarBattery m_Battery;
protected IEntity m_Gun;
protected SCR_AIGroup m_Group;
protected IEntity m_Target;
protected vector m_Impact;
protected ref array<IEntity> m_Crew = {};
protected ref array<IEntity> m_InitialShells = {};
protected ref array<IEntity> m_Projectiles = {};
protected int m_Source;
protected int m_Order;
protected int m_Step;
protected int m_Events;
protected int m_StoppedShells;
protected float m_Deadline;
protected float m_NextDiagnostic;
protected float m_StopUntil;
protected float m_ObservedAt;
protected bool m_WaitForExpiry;
protected int m_FinalEvents;
protected bool m_CommitPending;
protected float m_CommittedAt;
protected int m_CommitOrder;
protected int m_CommitShot;
protected int m_Commits;
protected bool m_ClosureSeen;
protected bool m_ClosureExpired;
protected bool m_ClosureComplete;
protected bool m_Unsafe;
protected bool m_BadProjectile;
protected bool m_SawUplink;
protected bool m_SawDownlink;
protected bool m_SawActivity;
protected bool m_Stopped;
protected string m_BadReason;
static bool Enabled()
{
string enabled, outcome;
return Replication.IsServer() && System.GetCLIParam("errSmoke", enabled) && enabled == "1" && System.GetCLIParam("errSmokeOutcome", outcome) && (outcome == "mortar-fire" || outcome == "mortar-expiry");
}
static ERR_NativeMortarFiringProbe Active() { return s_Active; }
void ERR_NativeMortarFiringProbe(ERR_GameMode mode)
{
m_Mode = mode;
string outcome; System.GetCLIParam("errSmokeOutcome", outcome); m_WaitForExpiry = outcome == "mortar-expiry";
m_Deadline = GetGame().GetWorld().GetWorldTime() + 180000;
if (Enabled() && !s_Active) s_Active = this;
}
protected bool Check(bool condition, string detail)
{
if (condition) { Print("ERR SMOKE PASS: mortar firing " + detail); return true; }
Print("ERR SMOKE FAIL: mortar firing " + detail, LogLevel.ERROR); Stop(); return false;
}
protected void Shells(out array<IEntity> shells)
{
shells.Clear();
foreach (IEntity actor : m_Crew)
{
if (!actor) continue;
InventoryStorageManagerComponent inventory = InventoryStorageManagerComponent.Cast(actor.FindComponent(InventoryStorageManagerComponent));
array<IEntity> items = {}; ERR_Inventory.Items(inventory, items);
foreach (IEntity item : items)
if (item && item.GetPrefabData() && item.GetPrefabData().GetPrefabName() == ERR_MortarBattery.SHELL && !shells.Contains(item)) shells.Insert(item);
}
}
protected bool CheckNoOccupants(IEntity entity)
{
if (ChimeraCharacter.Cast(entity) || Vehicle.Cast(entity)) { m_Unsafe = true; return false; }
return true;
}
protected bool EmptyImpact(vector position)
{
m_Unsafe = false;
GetGame().GetWorld().QueryEntitiesByAABB(position - "200 5000 200", position + "200 5000 200", CheckNoOccupants, null, EQueryEntitiesFlags.ALL);
return !m_Unsafe;
}
protected bool SelectImpact(ERR_MortarSystem system)
{
// Bounded candidate survey: no clearance assumption from coordinates alone.
array<vector> offsets = {"-800 0 -600", "-600 0 -800", "0 0 -1000", "600 0 -800", "-1000 0 0", "800 0 -600", "-800 0 600", "0 0 1000"};
foreach (vector offset : offsets)
{
vector candidate = ERR_Actors.Ground(m_Battery.Position + offset);
if (candidate[1] < 1 || !EmptyImpact(candidate) || !system.Safe(m_Battery, candidate, 75)) continue;
bool clear = true;
for (int shot = 0; shot < ERR_MortarSalvo.ROUNDS; shot++)
{
vector spread = ERR_Actors.Ground(candidate + ERR_MortarSalvo.Offset(m_Battery.SiteId, m_Battery.OrderId + 1, shot));
if (!system.Safe(m_Battery, spread, 75)) { clear = false; break; }
}
if (!clear) continue;
m_Impact = candidate;
PrintFormat("ERR MORTAR FIXTURE IMPACT: position=%1 batteryDistance=%2; no characters/vehicles in 400m square; production settlement/friendly exclusions passed", candidate, vector.DistanceXZ(candidate, m_Battery.Position));
return true;
}
return false;
}
protected void Diagnose(float now)
{
if (now < m_NextDiagnostic) return;
m_NextDiagnostic = now + 5000;
if (!m_Battery) { Print("ERR MORTAR FIXTURE: waiting for one authored battery"); return; }
PrintFormat("ERR MORTAR FIXTURE: step=%1 startup=%2 source=M%3 observedEvents=%4 ready=%5 failure=%6", m_Step, m_Battery.StartupActivated, m_Source, m_Events, m_Battery.Operational(), m_Battery.SpawnFailure);
m_Battery.SiteStatus(now);
}
void NativeCommit(ERR_MortarBattery battery, float now)
{
if (m_Stopped || battery != m_Battery) return;
if ((m_Step != 1 && m_Step != 3) || m_CommitPending || !battery.CommandOpen || !battery.Released || battery.SourceId != m_Source || battery.OrderId != m_Order || !battery.Report || battery.Report.MessageId != m_Source || !ERR_NativeMortarEvidenceRules.CommitFresh(battery.Report.ObservedAt, m_ObservedAt, now) || battery.AimedAt < 0 || now < battery.AimedAt || now - battery.AimedAt > 10000 || battery.FlightTime <= 0)
{ m_BadProjectile = true; m_BadReason = "physical commit lacks immutable fresh report/current order/native aim, or duplicates pending commit"; return; }
m_CommitPending = true; m_CommittedAt = now; m_CommitOrder = battery.OrderId; m_CommitShot = battery.OrderShots; m_Commits++;
PrintFormat("ERR MORTAR FIXTURE COMMIT: count=%1 order=%2 shot=%3 source=M%4 observedAge=%5; recorded before native inventory transfer", m_Commits, m_CommitOrder, m_CommitShot, m_Source, now - m_ObservedAt);
}
void NativeClosing(ERR_MortarBattery battery, string reason, string failure)
{
if (m_Stopped || !m_WaitForExpiry || battery != m_Battery || !battery.CommandOpen || battery.SourceId != m_Source || m_Source <= 0) return;
float now = GetGame().GetWorld().GetWorldTime();
m_ClosureSeen = true;
m_ClosureComplete = battery.OrderShots == ERR_MortarSalvo.ROUNDS && m_Events == ERR_MortarSalvo.ROUNDS;
m_ClosureExpired = ERR_NativeMortarEvidenceRules.ExpiredClosure(m_ObservedAt, now, failure);
PrintFormat("ERR MORTAR FIXTURE CLOSURE: order=%1 observedAge=%2 reason=%3 lastFailure=%4 complete=%5 expiredWithheld=%6", battery.OrderId, now - m_ObservedAt, reason, failure, m_ClosureComplete, m_ClosureExpired);
if (battery.Stopped() || battery.OrderId != m_Order || (!m_ClosureExpired && !m_ClosureComplete))
{ m_BadProjectile = true; m_BadReason = "expiry evidence interrupted by Stop or unrelated/incomplete order closure"; }
}
void NativeProjectile(IEntity gun, IEntity projectile)
{
if (m_Stopped || !m_Battery || gun != m_Gun) return;
if (!projectile) { m_BadProjectile = true; m_BadReason = "native fired event has no physical projectile"; return; }
if (m_Projectiles.Contains(projectile)) { m_BadProjectile = true; m_BadReason = "same physical projectile observed twice"; return; }
m_Projectiles.Insert(projectile); m_Events++;
float now = GetGame().GetWorld().GetWorldTime();
if ((m_Step != 1 && m_Step != 3) || !m_Battery.Released || m_Battery.SourceId != m_Source || !ERR_NativeMortarEvidenceRules.EventBound(m_CommitPending, m_CommitOrder, m_Battery.OrderId, m_CommitShot, m_Battery.OrderShots, m_CommittedAt, now))
{ m_BadProjectile = true; m_BadReason = "projectile lacks the recorded fresh physical commit for its current order/shot"; }
m_CommitPending = false;
PrintFormat("ERR MORTAR FIXTURE PROJECTILE: event=%1 entity=%2 origin=%3 order=%4 source=M%5 aimAge=%6 flight=%7; impact is not measured", m_Events, projectile, projectile.GetOrigin(), m_Battery.OrderId, m_Battery.SourceId, now - m_Battery.AimedAt, m_Battery.FlightTime);
}
int Tick(float now)
{
if (m_Stopped) return -1;
if (!Enabled() || s_Active != this || !m_Mode || !m_Mode.Active()) { Check(false, "explicit active fixture context retained"); return -1; }
ERR_HQ hq = ERR_HQ.Get();
ERR_MortarSystem system;
if (hq) system = hq.Mortars();
if (!system) { Check(false, "real HQ mortar service available"); return -1; }
if (!m_Battery)
{
array<IEntity> guns = {}; system.AppendGuns(guns);
if (guns.Count() == 1) { m_Gun = guns[0]; m_Battery = system.FindGun(m_Gun); }
}
Diagnose(now);
if (now >= m_Deadline) { Check(false, "bounded deadline; inspect readiness/route/activity/aim diagnostics"); return -1; }
if (m_BadProjectile) { Check(false, m_BadReason); return -1; }
if (!m_Battery) return 0;
if (!m_Battery.SpawnFailure.IsEmpty()) { Check(false, "battery startup failed: " + m_Battery.SpawnFailure); return -1; }
if (m_Step == 0)
{
if (!m_Battery.StartupActivated || !m_Battery.Operational() || !hq.MortarConnected(m_Battery.Group)) return 0;
m_Group = m_Battery.Group;
if (!Check(m_Group && m_Group.IsExpandComplete() && m_Group.GetAgentsCount() == 4 && m_Battery.TotalShots == 0 && m_Battery.OrderId == 0 && !m_Battery.CommandOpen && !m_Battery.Activity && !m_Battery.RadioOrder, "untasked original gun and complete four-person crew start without shots")) return -1;
array<AIAgent> agents = {}; m_Group.GetAgents(agents);
foreach (AIAgent agent : agents)
{
IEntity actor; if (agent) actor = agent.GetControlledEntity();
if (!Check(ERR_Actors.CanFight(actor) && !m_Crew.Contains(actor), "initial physical crew member is conscious and unique")) return -1;
m_Crew.Insert(actor);
}
if (!Check(m_Battery.RadioOperator && ERR_HQRadio.Capability(m_Battery.RadioOperator) == 2, "dedicated actual manpack supplies the radio route")) return -1;
Shells(m_InitialShells);
if (!Check(m_InitialShells.Count() == 27 && m_Battery.CountShells() == 27, "exactly 27 distinct physical initial HE shells")) return -1;
if (!Check(SelectImpact(system), "bounded candidate survey finds an unoccupied production-safe impact area")) return -1;
m_Target = ERR_Actors.Spawn(ERR_Resources.IntelFolder(), m_Impact);
if (!Check(m_Target != null, "fixture-owned inert report identity exists; no enemy perception is claimed")) return -1;
m_Source = hq.ERR_QueueMortarFixtureReport(m_Group, m_Target, m_Impact, now);
if (!Check(m_Source > 0, "synthetic observation enters actual existing radio uplink once")) return -1;
m_ObservedAt = now; m_SawUplink = true; m_Deadline = now + 90000; m_Step = 1; return 0;
}
if (m_WaitForExpiry && m_Battery.Stopped()) { Check(false, "battery must remain running throughout natural expiry observation"); return -1; }
if (m_Battery.Report && (m_Battery.Report.MessageId != m_Source || m_Battery.Report.ObservedAt != m_ObservedAt)) { Check(false, "delivered report identity and original observation timestamp remain immutable"); return -1; }
if (m_Battery.Gun != m_Gun || m_Battery.Group != m_Group) { Check(false, "original gun and crew identity retained"); return -1; }
if (!EmptyImpact(m_Impact)) { Check(false, "impact exclusion stays unoccupied before native firing/cancellation"); return -1; }
array<IEntity> remaining = {}; Shells(remaining);
foreach (IEntity item : remaining)
if (!m_InitialShells.Contains(item)) { Check(false, "no replacement HE shell appears after initialization"); return -1; }
if (m_Step == 1)
{
if (m_Battery.RadioOrder && m_Battery.SourceId == m_Source) { m_SawDownlink = true; m_Order = m_Battery.OrderId; }
if (m_Battery.Activity && m_Battery.Report && m_Battery.Report.MessageId == m_Source) m_SawActivity = true;
if (m_Battery.OrderId > 1 || (m_Battery.SourceId != 0 && m_Battery.SourceId != m_Source)) { Check(false, "one unchanged fixture source creates only one HQ order"); return -1; }
if (m_Events == 0) return 0;
if (!Check(m_Events == 1 && m_Battery.TotalShots == 1 && m_Battery.OrderShots == 1 && !m_Battery.Released && m_SawUplink && m_SawDownlink && m_SawActivity && m_Order == 1, "one physical projectile follows real uplink/downlink, native activity and fresh aim")) return -1;
if (!Check(remaining.Count() == 26 && m_Battery.CountShells() == 26, "one fired projectile consumes one of 27 original inventory shells")) return -1;
if (m_WaitForExpiry)
{
m_Step = 3; m_Deadline = m_ObservedAt + ERR_MortarPrediction.MAX_REPORT_AGE_MS + 50000;
return 0;
}
m_FinalEvents = m_Events;
// Cancel on this later fixture tick, never reentrantly inside the firing node.
hq.ERR_RemoveMortarFixtureReport(m_Target);
system.Stop(); system.Stop();
if (!Check(!m_Battery.CommandOpen && !m_Battery.Activity && !m_Battery.RadioOrder, "explicit support Stop closes native order and route idempotently")) return -1;
m_StoppedShells = remaining.Count(); m_StopUntil = now + 12000; m_Deadline = m_StopUntil + 2000; m_Step = 2; return 0;
}
if (m_Step == 3)
{
if (m_Battery.OrderId != m_Order || m_Battery.SourceId != m_Source) { Check(false, "unchanged delivered observation received a second order"); return -1; }
if (m_Events > ERR_MortarSalvo.ROUNDS || m_Battery.TotalShots > ERR_MortarSalvo.ROUNDS) { Check(false, "single observation cannot exceed finite salvo"); return -1; }
if (now < m_ObservedAt + ERR_MortarPrediction.MAX_REPORT_AGE_MS + 25000) return 0;
if (!Check(m_ClosureSeen && (m_ClosureExpired || m_ClosureComplete) && !m_CommitPending && m_Commits == m_Events && m_Events >= 1 && m_Battery.TotalShots == m_Events && m_Battery.OrderShots == m_Events && remaining.Count() == 27 - m_Events && !m_Battery.CommandOpen && !m_Battery.Activity && !m_Battery.RadioOrder && !m_Battery.Report, "explicit expired-withheld closure or complete finite salvo, with only fresh commits and observed physical shells consumed")) return -1;
m_FinalEvents = m_Events;
// Keep HQ running and the expired contact present throughout this next wait.
m_StoppedShells = remaining.Count(); m_StopUntil = now + 12000; m_Deadline = m_StopUntil + 2000; m_Step = 4;
return 0;
}
if (now < m_StopUntil) return 0;
if (!Check(m_Battery.TotalShots == m_FinalEvents && m_Events == m_FinalEvents && m_Battery.OrderId == m_Order && remaining.Count() == m_StoppedShells && !m_Battery.CommandOpen && !m_Battery.Activity && !m_Battery.RadioOrder, "closed order issues no duplicate order, projectile or replenishment over 12 seconds")) return -1;
array<AIAgent> finalCrew = {}; m_Group.GetAgents(finalCrew);
if (!Check(finalCrew.Count() == 4 && m_Battery.Gun == m_Gun, "original group and gun retain four crew")) return -1;
foreach (AIAgent finalAgent : finalCrew)
if (!Check(finalAgent && m_Crew.Contains(finalAgent.GetControlledEntity()) && ERR_Actors.CanFight(finalAgent.GetControlledEntity()), "final conscious crew entity belongs to original physical roster")) return -1;
if (m_WaitForExpiry) { hq.ERR_RemoveMortarFixtureReport(m_Target); system.Stop(); system.Stop(); }
Stop(); return 1;
}
void Stop()
{
if (m_Stopped) return;
m_Stopped = true;
ERR_HQ hq = ERR_HQ.Get();
if (hq)
{
hq.ERR_RemoveMortarFixtureReport(m_Target);
if (m_Battery && m_Battery.SourceId == m_Source && m_Source > 0) m_Battery.Cancel("mortar firing fixture cleanup");
}
ERR_Actors.DeleteSpawned(m_Target); m_Target = null;
if (s_Active == this) s_Active = null;
}
void ~ERR_NativeMortarFiringProbe() { Stop(); }
}
#endif
@@ -0,0 +1,383 @@
#ifdef WORKBENCH
// Mechanism-only fixture: radio delivery and automatic artillery scheduling are
// explicitly bypassed. All ammunition and inventory operations remain physical.
modded class ERR_MortarSystem
{
protected ERR_NativeMortarTransferProbe m_ERRTransferFixture;
bool ERR_HoldForTransfer(ERR_NativeMortarTransferProbe owner)
{
if (!ERR_NativeMortarTransferProbe.Enabled() || m_Stopped || m_ERRTransferFixture || !owner) return false;
m_ERRTransferFixture = owner; return true;
}
void ERR_ReleaseTransferHold(ERR_NativeMortarTransferProbe owner)
{
if (m_ERRTransferFixture == owner) m_ERRTransferFixture = null;
}
override void Tick(float now)
{
if (m_ERRTransferFixture) return;
super.Tick(now);
}
ERR_MortarBattery ERR_TransferBattery()
{
if (m_Batteries.Count() != 1) return null;
return m_Batteries[0];
}
}
modded class ERR_MortarBattery
{
ERR_MortarSupplyTransfer ERR_TransferForProbe() { return m_Transfer; }
int ERR_TransferAttempts() { return m_AttemptedShells.Count(); }
}
modded class ERR_MortarSupplyTransfer
{
int ERR_CallbackState() { return m_Acknowledgement; }
IEntity ERR_TransferredShell() { return m_Shell; }
IEntity ERR_TransferRecipient() { return m_Gunner; }
bool ERR_RequestAccepted() { return m_Accepted; }
}
class ERR_NativeMortarMoveCallback : ScriptedInventoryOperationCallback
{
int Result;
protected override void OnComplete() { if (Result == 0) Result = 1; }
protected override void OnFailed() { if (Result == 0) Result = -1; }
}
class ERR_NativeMortarShellOwner
{
IEntity Shell;
IEntity OriginalOwner;
}
class ERR_NativeMortarTransferProbe
{
protected ERR_GameMode m_Mode;
protected ERR_MortarSystem m_System;
protected ERR_MortarBattery m_Battery;
protected IEntity m_Gunner;
protected BaseCompartmentSlot m_Seat;
protected ref array<IEntity> m_Crew = {};
protected ref array<IEntity> m_Boxes = {};
protected ref array<BaseInventoryStorageComponent> m_Stores = {};
protected ref array<ref ERR_NativeMortarShellOwner> m_Original = {};
protected ref ERR_NativeMortarMoveCallback m_MoveCallback;
protected IEntity m_MoveShell;
protected BaseInventoryStorageComponent m_MoveDestination;
protected float m_MoveDeadline;
protected ref ERR_MortarSupplyTransfer m_ObservedTransfer;
protected IEntity m_FirstShell;
protected IEntity m_SecondShell;
protected int m_AttemptsAtStart;
protected int m_ShotsAtStart;
protected int m_CallbackAtCancel;
protected int m_CancelOrder;
protected int m_Step;
protected float m_Deadline;
protected float m_StepDeadline;
protected float m_Wait;
protected bool m_Held;
protected bool m_Stopped;
protected bool m_Complete;
static const ResourceName STORE = "{EBBC859CCD94D96D}Prefabs/Props/EmptyStorages/USSR_AmmoBox_empty.et";
static bool Enabled()
{
string enabled, outcome;
return Replication.IsServer() && System.GetCLIParam("errSmoke", enabled) && enabled == "1" && System.GetCLIParam("errSmokeOutcome", outcome) && outcome == "mortar-transfer";
}
void ERR_NativeMortarTransferProbe(ERR_GameMode mode)
{
m_Mode = mode; m_Deadline = GetGame().GetWorld().GetWorldTime() + 180000;
}
protected bool Check(bool condition, string detail)
{
if (condition) { Print("ERR SMOKE PASS: mortar transfer " + detail); return true; }
Print("ERR SMOKE FAIL: mortar transfer " + detail, LogLevel.ERROR); Stop(); return false;
}
protected bool IsShell(IEntity item)
{
return item && item.GetPrefabData() && item.GetPrefabData().GetPrefabName() == ERR_MortarBattery.SHELL;
}
protected InventoryStorageManagerComponent Inventory(IEntity actor)
{
if (!actor) return null;
return InventoryStorageManagerComponent.Cast(actor.FindComponent(InventoryStorageManagerComponent));
}
protected bool Has(IEntity actor, IEntity item)
{
array<IEntity> items = {}; ERR_Inventory.Items(Inventory(actor), items);
return item && items.Contains(item);
}
protected IEntity CrewOwner(IEntity item)
{
foreach (IEntity actor : m_Crew) if (Has(actor, item)) return actor;
return null;
}
protected IEntity OriginalOwner(IEntity item)
{
foreach (ERR_NativeMortarShellOwner entry : m_Original) if (entry.Shell == item) return entry.OriginalOwner;
return null;
}
protected bool InStore(IEntity item)
{
foreach (BaseInventoryStorageComponent storage : m_Stores) if (storage && storage.Contains(item)) return true;
return false;
}
static bool Conservation(int originals, int actual, bool allOriginal, bool singleOwner)
{
return originals == 27 && actual == originals && allOriginal && singleOwner;
}
protected bool Conserved()
{
array<IEntity> actual = {};
foreach (IEntity actor : m_Crew)
{
array<IEntity> items = {}; ERR_Inventory.Items(Inventory(actor), items);
foreach (IEntity item : items) if (IsShell(item) && !actual.Contains(item)) actual.Insert(item);
}
foreach (BaseInventoryStorageComponent storage : m_Stores)
{
if (!storage) return false;
array<IEntity> items = {}; storage.GetAll(items);
foreach (IEntity item : items) if (IsShell(item) && !actual.Contains(item)) actual.Insert(item);
}
bool allOriginal = true;
bool singleOwner = true;
foreach (ERR_NativeMortarShellOwner entry : m_Original)
{
if (!entry.Shell || !actual.Contains(entry.Shell)) allOriginal = false;
int owners;
foreach (IEntity actor : m_Crew) if (Has(actor, entry.Shell)) owners++;
foreach (BaseInventoryStorageComponent storage : m_Stores) if (storage && storage.Contains(entry.Shell)) owners++;
if (owners != 1) singleOwner = false;
}
return Conservation(m_Original.Count(), actual.Count(), allOriginal, singleOwner);
}
protected IEntity FirstGunnerShell()
{
array<IEntity> items = {}; ERR_Inventory.Items(Inventory(m_Gunner), items);
foreach (IEntity item : items) if (IsShell(item)) return item;
return null;
}
protected bool BeginMove(IEntity shell, BaseInventoryStorageComponent destination, float now)
{
if (!shell || !destination || m_MoveCallback) return false;
IEntity current = CrewOwner(shell);
// A vanilla empty box has storage but no inventory manager. The original
// recipient manager performs its explicit pickup from the external storage.
if (!current) current = OriginalOwner(shell);
InventoryStorageManagerComponent manager = Inventory(current);
if (!manager) return false;
m_MoveShell = shell; m_MoveDestination = destination;
m_MoveCallback = new ERR_NativeMortarMoveCallback(); m_MoveDeadline = now + 8000;
if (!manager.TryMoveItemToStorage(shell, destination, -1, m_MoveCallback)) return false;
return true;
}
protected int MoveResult(float now)
{
if (!m_MoveCallback) return 1;
if (m_MoveCallback.Result < 0 || now >= m_MoveDeadline) return -1;
if (m_MoveCallback.Result == 0 || !m_MoveShell || !m_MoveDestination || !m_MoveDestination.Contains(m_MoveShell)) return 0;
InventoryItemComponent item = InventoryItemComponent.Cast(m_MoveShell.FindComponent(InventoryItemComponent));
if (!item || !item.GetParentSlot() || item.GetParentSlot().GetStorage() != m_MoveDestination) return 0;
m_MoveCallback = null; m_MoveShell = null; m_MoveDestination = null;
return 1;
}
protected bool Stash(IEntity shell, float now)
{
foreach (BaseInventoryStorageComponent storage : m_Stores)
if (storage && storage.GetEstimatedCountFitForItem(shell) > 0) return BeginMove(shell, storage, now);
return false;
}
protected void StageOrder(float now)
{
ERR_HQReport report = new ERR_HQReport();
report.Target = GetGame().GetPlayerController().GetControlledEntity();
report.Source = m_Battery.Group;
report.Position = m_Battery.Gun.GetOrigin() + "700 0 0";
report.ObservedAt = now; report.DetailsObservedAt = now;
report.TravelMode = "on foot"; report.MessageId = 900001 + m_Battery.OrderId;
m_Battery.BeginRequest(report, now);
m_Battery.PendingSupplyReport = report.Snapshot();
PrintFormat("ERR MORTAR TRANSFER FIXTURE: synthetic supply order=%1; radio bypassed; scheduler held; no artillery activity authorized", m_Battery.OrderId);
}
protected bool NoFire()
{
return m_Battery && m_Battery.TotalShots == m_ShotsAtStart && !m_Battery.Activity && !m_Battery.RadioOrder && !m_Battery.Released;
}
void Stop()
{
if (m_Stopped) return;
m_Stopped = true;
if (m_Battery) m_Battery.Cancel("native transfer fixture stopped");
if (m_System)
{
m_System.Stop(); // do not resume automatic fire while test items may be stored
if (m_Held) m_System.ERR_ReleaseTransferHold(this);
}
m_Held = false;
// Never delete a box containing borrowed shells or an outstanding operation.
// Failure preserves it for diagnosis/normal round-owned cleanup.
if (!m_MoveCallback)
{
foreach (IEntity box : m_Boxes)
{
if (!box) continue;
BaseInventoryStorageComponent storage = BaseInventoryStorageComponent.Cast(box.FindComponent(BaseInventoryStorageComponent));
array<IEntity> items = {}; if (storage) storage.GetAll(items);
if (storage && items.IsEmpty()) ERR_Actors.DeleteSpawned(box);
}
}
}
int Tick(float now)
{
if (m_Complete) return 1;
if (m_Stopped) return -1;
if (!Enabled() || now > m_Deadline) { Check(false, "enabled server fixture and bounded 180-second deadline"); return -1; }
if (now < m_Wait) return 0;
if (m_MoveCallback)
{
int moved = MoveResult(now);
if (moved < 0) { Check(false, "fixture inventory move completed with exact destination before deadline; borrowed shells retained"); return -1; }
if (moved == 0) return 0;
if (!Check(Conserved(), "all original 27 shell identities conserved after fixture move")) return -1;
}
if (m_Step == 0)
{
m_System = ERR_MortarSystem.Get();
if (!m_System) return 0;
m_Battery = m_System.ERR_TransferBattery();
if (!m_Battery || !m_Battery.StartupActivated) return 0;
if (!Check(m_Battery.Operational() && m_Battery.CountShells() == 27 && !m_Battery.Activity && !m_Battery.RadioOrder && !m_Battery.CommandOpen, "actual initialized idle battery has finite 27 shells")) return -1;
if (!Check(m_System.ERR_HoldForTransfer(this), "opt-in mechanism fixture holds automatic mortar scheduler")) return -1;
m_Held = true; m_AttemptsAtStart = m_Battery.ERR_TransferAttempts(); m_ShotsAtStart = m_Battery.TotalShots;
array<AIAgent> agents = {}; m_Battery.Group.GetAgents(agents);
foreach (AIAgent agent : agents)
{
if (!agent || !ERR_Actors.CanFight(agent.GetControlledEntity())) continue;
IEntity actor = agent.GetControlledEntity(); if (m_Crew.Contains(actor)) continue;
m_Crew.Insert(actor);
array<IEntity> items = {}; ERR_Inventory.Items(Inventory(actor), items);
foreach (IEntity item : items)
{
if (!IsShell(item)) continue;
ERR_NativeMortarShellOwner entry = new ERR_NativeMortarShellOwner(); entry.Shell = item; entry.OriginalOwner = actor; m_Original.Insert(entry);
}
if (!m_Gunner && actor != m_Battery.RadioOperator) m_Gunner = actor;
}
if (!Check(m_Crew.Count() == 4 && m_Original.Count() == 27 && m_Gunner != null, "four real crew and original shell-owner identities captured")) return -1;
SCR_AIVehicleUsageComponent usage = SCR_AIVehicleUsageComponent.Cast(m_Battery.Gun.FindComponent(SCR_AIVehicleUsageComponent));
if (usage) m_Seat = usage.GetTurretCompartmentSlot();
if (m_Seat && m_Seat.GetOccupant())
{
IEntity occupant = m_Seat.GetOccupant();
if (!Check(m_Crew.Contains(occupant) && occupant != m_Battery.RadioOperator && ERR_Actors.CanFight(occupant), "existing native seat occupant is original fighting gunner")) return -1;
m_Gunner = occupant;
}
else
{
CompartmentAccessComponent access = CompartmentAccessComponent.Cast(m_Gunner.FindComponent(CompartmentAccessComponent));
if (!Check(m_Seat && access && access.GetInVehicle(m_Battery.Gun, m_Seat, true, -1, ECloseDoorAfterActions.INVALID, false), "native seating request selects actual original crew gunner")) return -1;
}
if (!Check(m_Battery.InventoryShells(Inventory(m_Gunner)) == 9, "selected actual gunner owns its original nine physical shells")) return -1;
for (int i = 0; i < 2; i++)
{
IEntity box = ERR_Actors.Spawn(STORE, ERR_Actors.Ground(m_Battery.Gun.GetOrigin() + Vector(3 + i * 2, 0, 3)));
if (!Check(box != null, "fixture-owned empty vanilla storage created")) return -1;
m_Boxes.Insert(box); m_Mode.Own(box);
BaseInventoryStorageComponent storage = BaseInventoryStorageComponent.Cast(box.FindComponent(BaseInventoryStorageComponent));
if (!Check(storage != null, "real vanilla storage component available without attaching it to gunner inventory")) return -1;
m_Stores.Insert(storage);
}
m_Step = 1; m_StepDeadline = now + 8000; m_Wait = now + 500; return 0;
}
if (!NoFire()) { Check(false, "no artillery activity, committed load or physical projectile during inventory mechanism test"); return -1; }
if (m_Step == 1)
{
if (m_Seat.GetOccupant() != m_Gunner)
{
if (now >= m_StepDeadline) { Check(false, "actual original gunner occupies native mortar seat"); return -1; }
return 0;
}
if (!Check(Conserved(), "27 original shells have exactly one observed owner each")) return -1;
m_Step = 2;
}
if (m_Step == 2 || m_Step == 5)
{
IEntity shell = FirstGunnerShell();
if (shell)
{
if (!Check(Stash(shell, now), "one existing gunner shell move to vanilla store accepted; no shell minted")) return -1;
return 0;
}
if (!Check(m_Battery.InventoryShells(Inventory(m_Gunner)) == 0 && Conserved(), "actual gunner empty while all 27 original shells remain in crew or fixture storage")) return -1;
StageOrder(now);
ERR_MortarSupplyState started = m_Battery.SupplyState(now);
m_ObservedTransfer = m_Battery.ERR_TransferForProbe();
if (!Check(started == ERR_MortarSupplyState.PENDING && m_ObservedTransfer && m_ObservedTransfer.ERR_RequestAccepted() && m_ObservedTransfer.ERR_TransferRecipient() == m_Gunner && m_ObservedTransfer.CapturedOrder() == m_Battery.OrderId, "production exact-shell request accepted once with captured current order and real gunner")) return -1;
if (m_Step == 2)
{
m_FirstShell = m_ObservedTransfer.ERR_TransferredShell();
m_Step = 3;
}
else
{
m_SecondShell = m_ObservedTransfer.ERR_TransferredShell(); m_CallbackAtCancel = m_ObservedTransfer.ERR_CallbackState(); m_CancelOrder = m_Battery.OrderId;
m_Battery.Cancel("native fixture cancels authorization immediately after accepted inventory request");
if (!Check(m_SecondShell && m_SecondShell != m_FirstShell && !m_Battery.CommandOpen && m_Battery.SupplyState(now) == ERR_MortarSupplyState.FAILED, "canceled current order cannot report supply READY or issue another request")) return -1;
PrintFormat("ERR MORTAR TRANSFER CANCEL: callbackBeforeCancel=%1 order=%2; accepted native move is not retracted", m_CallbackAtCancel, m_CancelOrder);
m_Step = 6;
}
m_StepDeadline = now + 8000; m_Wait = now + 250; return 0;
}
if (m_Step == 3)
{
ERR_MortarSupplyState state = m_Battery.SupplyState(now);
if (state == ERR_MortarSupplyState.FAILED || now >= m_StepDeadline) { Check(false, "production transfer completes within its bounded deadline"); return -1; }
if (state == ERR_MortarSupplyState.PENDING) return 0;
if (!Check(m_ObservedTransfer.ERR_CallbackState() == 1 && Has(m_Gunner, m_FirstShell) && !Has(OriginalOwner(m_FirstShell), m_FirstShell) && Conserved() && m_Battery.ERR_TransferAttempts() == m_AttemptsAtStart + 1, "successful native callback and exact donor-to-gunner ownership, one attempt, original 27 conserved")) return -1;
if (!Check(m_Battery.SupplyState(now) == ERR_MortarSupplyState.READY && m_Battery.ERR_TransferAttempts() == m_AttemptsAtStart + 1, "repeated supply check reuses actual inventory without another move")) return -1;
m_Battery.Cancel("native success subcase finished; no artillery activity requested");
m_Step = 5; return 0;
}
if (m_Step == 6)
{
if (m_Battery.SupplyState(now) != ERR_MortarSupplyState.FAILED || m_Battery.OrderId != m_CancelOrder || m_Battery.ERR_TransferAttempts() != m_AttemptsAtStart + 2) { Check(false, "canceled order/generation remains failed with exactly two total move attempts"); return -1; }
if (m_ObservedTransfer.ERR_CallbackState() == 0 || m_ObservedTransfer.Unresolved())
{
if (now >= m_StepDeadline) { Check(false, "accepted canceled operation reached definite native outcome; no ambiguous retry"); return -1; }
return 0;
}
if (!Check(m_ObservedTransfer.ERR_CallbackState() == 1 && Has(m_Gunner, m_SecondShell) && Conserved(), "canceled accepted native move has definite physical outcome with exactly two attempts and original 27 conserved")) return -1;
if (m_CallbackAtCancel == 0) Print("ERR SMOKE PASS: mortar transfer actual native completion observed after authorization cancellation");
else Print("ERR MORTAR TRANSFER LIMIT: native callback completed synchronously before cancellation; late callback timing not exercised");
m_Step = 7; return 0;
}
if (m_Step == 7)
{
// Return foreign shells first, leaving room for each original nine-round kit.
IEntity misplaced;
foreach (ERR_NativeMortarShellOwner entry : m_Original)
if (Has(m_Gunner, entry.Shell) && entry.OriginalOwner != m_Gunner) { misplaced = entry.Shell; break; }
if (!misplaced)
foreach (ERR_NativeMortarShellOwner entry : m_Original) if (InStore(entry.Shell)) { misplaced = entry.Shell; break; }
if (misplaced)
{
InventoryStorageManagerComponent recipient = Inventory(OriginalOwner(misplaced));
BaseInventoryStorageComponent destination;
if (recipient) destination = recipient.FindStorageForItem(misplaced, EStoragePurpose.PURPOSE_DEPOSIT);
if (!Check(destination && BeginMove(misplaced, destination, now), "one borrowed shell return to its original crew owner accepted")) return -1;
return 0;
}
foreach (ERR_NativeMortarShellOwner entry : m_Original)
if (!Check(Has(entry.OriginalOwner, entry.Shell), "original shell identity returned to original crew inventory")) return -1;
if (!Check(Conserved() && m_Battery.CountShells() == 27 && NoFire(), "all original ammunition restored; no minted/deleted shell or shot")) return -1;
foreach (BaseInventoryStorageComponent storage : m_Stores)
{
array<IEntity> items = {}; storage.GetAll(items);
if (!Check(items.IsEmpty(), "borrowed-ammunition fixture storage empty before deletion")) return -1;
}
Stop(); m_Complete = true; return 1;
}
return 0;
}
}
#endif