Advance standalone admission, finite artillery and native validation
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class ERR_IntelRequest
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{
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IEntity Actor;
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int Attempts;
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bool Accepted;
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}
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// Optional enemy inventory distribution. Core owns recovery and discovery.
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class ERR_IntelService
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{
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protected ERR_GameMode m_Mode;
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protected ref array<ref ERR_IntelRequest> m_Requests = {};
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protected ref set<IEntity> m_Rolled = new set<IEntity>();
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void ERR_IntelService(ERR_GameMode mode) { m_Mode = mode; }
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void RegisterGroup(SCR_AIGroup group)
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{
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if (!Replication.IsServer() || !group) return;
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array<AIAgent> members = {};
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group.GetAgents(members);
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foreach (AIAgent member : members)
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{
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if (!member) continue;
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IEntity actor = member.GetControlledEntity();
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if (!ERR_Actors.Alive(actor) || ERR_Actors.Player(actor) || m_Rolled.Contains(actor)) continue;
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m_Rolled.Insert(actor);
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if (Math.RandomInt(0, 100) >= m_Mode.Settings().Get("aiIntelChancePercent")) continue;
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if (m_Requests.Count() >= 256) continue;
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ERR_IntelRequest request = new ERR_IntelRequest();
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request.Actor = actor;
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m_Requests.Insert(request);
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}
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}
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void Tick(float now)
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{
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if (!Replication.IsServer()) return;
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int budget = 8;
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for (int i = m_Requests.Count() - 1; i >= 0 && budget > 0; i--)
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{
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budget--;
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ERR_IntelRequest request = m_Requests[i];
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if (!ERR_Actors.Alive(request.Actor) || ERR_Actors.Player(request.Actor)) { m_Requests.Remove(i); continue; }
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SCR_InventoryStorageManagerComponent inventory = SCR_InventoryStorageManagerComponent.Cast(request.Actor.FindComponent(SCR_InventoryStorageManagerComponent));
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array<IEntity> folders = {};
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if (inventory) ERR_DiscoveryService.Folders(inventory, folders);
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if (!folders.IsEmpty()) { m_Requests.Remove(i); continue; }
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request.Attempts++;
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if (request.Attempts > 30)
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{
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Print("Rereintroduced [intel]: bounded assignment failed", LogLevel.WARNING);
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m_Requests.Remove(i); continue;
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}
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if (inventory && !request.Accepted)
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request.Accepted = inventory.TrySpawnPrefabToStorage(ERR_Resources.IntelFolder(), purpose: EStoragePurpose.PURPOSE_ANY);
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}
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}
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void Stop() { m_Requests.Clear(); m_Rolled.Clear(); }
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}
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modded class ERR_GameMode
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{
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protected ref ERR_IntelService m_Intel;
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protected override void EOnInit(IEntity owner)
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{
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super.EOnInit(owner);
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if (SCR_Global.IsEditMode() || !Replication.IsServer()) return;
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m_Intel = new ERR_IntelService(this);
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OnGroup().Insert(m_Intel.RegisterGroup);
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OnTick().Insert(m_Intel.Tick);
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OnStop().Insert(m_Intel.Stop);
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}
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}
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