Capture current mission, AI, map and administration development

Include the current addon, terrain integrations, tools, regression tests and recorded development evidence.
This commit is contained in:
2026-10-13 22:52:53 +02:00
parent a951a96edc
commit 6a667d8deb
8104 changed files with 2124945 additions and 2061 deletions
@@ -0,0 +1 @@
PASS: actual failed-retask deadline rollback plus assignment cancellation/release preserves radio ownership, native waypoint lifecycle and failed-order retry boundaries
@@ -0,0 +1 @@
PASS: actual delivered-task lineage, expiry, old-order retention, native commit, release, road precision expiry and duplicate delivery
@@ -0,0 +1 @@
PASS: actual HQ active/pending reservations, interruption, committed replacement, bounded coverage and unchanged force counts
@@ -0,0 +1,6 @@
{
"addons/core/Scripts/Game/ERR/10_AI/ERR_HQ.c": "10f097fa14b89c560a6951c0a3de4f584eca0eebe7962d4a84e8b6adbb6e614e",
"tests/test_hq_assignment_lifecycle.py": "df28ddcb67e1b2a9b1c7999bbd734f0acedee2c686360163702b938271987293",
"tests/test_hq_delivered_task.py": "5f19857ce6b38e67f281f19fb67725356795fb44f03ae6d2363c9a3d53c22757",
"tests/test_hq_task_reservations.py": "ee4dadd3d6b17f0bf96f6b0ac9ad450ef04fa45d7991489f84278cc789c264ff"
}
@@ -0,0 +1,54 @@
{
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"docs/recovery.md": "026b513982530b8d65a6a1459e8707cd4abaf56450abc00f8449cf01fc660d0d",
"docs/spectator-guidance.md": "700840fb639152c61785238ebc383fade6cf34f5d888496204569c60ad6d091d",
"docs/vanilla-resources.json": "d80edf67d429b578051cad1630d3c44fae70714d14a277e40294242f9b439783",
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"tests/test_escape_result_wording.py": "7b3613cccd4f24d3ef4665dfc1854cfc958a69018a59f9b8090617f0185a82a8",
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"tests/test_headless_game_runner.py": "0d84160076ec9961e7315ccd50d6ce45ff971328c298649505fbba6305c22f31",
"tests/test_journal_readability.py": "47764126522e7d7a90100cd9beff741bf49e4d8390111f977919d3e323a5c7df",
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"tests/test_player_medical.py": "e4b3140a3afc0161db53f261e5480e51f1ca09f85657e25b0efb7dbba3336e3f",
"tests/test_settings_migration.py": "5fdfc8815f49f900a1aeda73ec3954cfd767019e702c48c77411dbb7dc016c2f",
"tests/test_spectator_recovery.py": "8bb59c51df003e24532ad9476af4c8ff3b7f4276dca25e8162b91eb77c7b67c2",
"tools/check.py": "553903468fe4ba6d6f936baccf72a94cd6e2a374b5f55532e51da31fc19005fd",
"tools/headless_game.py": "e7cab472ee51497343174cb460022b3e4591f148d4acbc6e6f881fc68c0fda1b",
"tools/headless_workbench.py": "37651b5601add5689143767ab1592f6753f2145177b1d8055babca1789eb6265",
"tools/import_settings.py": "c44490a568893b0076c73423cae09a174ce9c808d83b959987e06af072d38567"
}
@@ -0,0 +1,19 @@
check: /tmp/err-policy-yf6a0aey/check.cpp:130: int main(): Assertion `h.window.NextHunt==300000' failed.
Traceback (most recent call last):
File "/tmp/erri-hq-lost-hunt/tests/test_hq_assignment_lifecycle.py", line 25, in <module>
run(r'''
~~~^^^^^
#include <cassert>
^^^^^^^^^^^^^^^^^^
...<118 lines>...
}
^
''')
^^^^
File "/home/jakub/devel/escapistsrereintroduced/tests/policy_harness.py", line 14, in run
subprocess.run([str(p/'check')],check=True)
~~~~~~~~~~~~~~^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
File "/usr/lib/python3.14/subprocess.py", line 578, in run
raise CalledProcessError(retcode, process.args,
output=stdout, stderr=stderr)
subprocess.CalledProcessError: Command '['/tmp/err-policy-yf6a0aey/check']' died with <Signals.SIGABRT: 6>.
@@ -0,0 +1,19 @@
check: /tmp/err-policy-1mbp2c3t/check.cpp:261: int main(): Assertion `f.hq.hunt.NextHunt==615000' failed.
Traceback (most recent call last):
File "/tmp/erri-hq-lost-hunt/tests/test_hq_delivered_task.py", line 29, in <module>
run(r'''
~~~^^^^^
#include <cassert>
^^^^^^^^^^^^^^^^^^
...<132 lines>...
}
^
''')
^^^^
File "/home/jakub/devel/escapistsrereintroduced/tests/policy_harness.py", line 14, in run
subprocess.run([str(p/'check')],check=True)
~~~~~~~~~~~~~~^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
File "/usr/lib/python3.14/subprocess.py", line 578, in run
raise CalledProcessError(retcode, process.args,
output=stdout, stderr=stderr)
subprocess.CalledProcessError: Command '['/tmp/err-policy-1mbp2c3t/check']' died with <Signals.SIGABRT: 6>.
@@ -0,0 +1,558 @@
PASS: missing, child-only, malformed, zero and duplicate prefab root IDs rejected
PASS: delayed scene/inventory arrival, deferred preload, identity checks, stale replies, timeout and observer cleanup
PASS: actual inventory manifest, delayed/missing/wrong-owner item links, finite cap, consumed-stock refresh and preload ordering
PASS: spawn scene remains held through final acknowledgement and nearby use; leaving, reassignment, disconnect and teardown release it
PASS: production prison AI hold/release, repeat activation, authority/faction/player exclusion, dead actor and stop cleanup
PASS: actual infantry search suspension, quiet grace, finite resume, expiry/replacement and defensive/ownership boundaries
PASS: infantry combat gate precedes radio delivery and preserves non-task transports
PASS: actual HQ contact transition wakes only fit squad members, cancels only task orders and logs changes once
PASS: actual finite medicine grants, authored stock deduction, full-backpack refusal/pouch fallback, no loot replenishment, unresolved-operation quarantine and ownership/stop guards
PASS: only recent native detected/identified threats suspend hunter travel; stale/disarmed/destroyed contacts cannot strand patrols
PASS: actual hunter combat transition cancels only its travel once, holds through renewed contact and resumes after quiet; unregistered startup preserved
PASS: captured sighting retention, immutable details, expiry, replay rejection, bounded sound uncertainty/cooldown, radio loss, priority and overdue-status fairness
PASS: arrow press/release, held keys, opposing keys, disabled/menu input and firearm-only retention
PASS: town trigger and hard 700m exclusion for all observers, empty/invalid positions and final-check crossings
PASS: exact finite site squads, invalid roster/count rejection, committed-site spacing and safe fallback boundary
PASS: mortar couriers use the mobile site team and refuse permanent-only garrisons
PASS: omitted preferred mortar depot selects a surviving owned camp/mobile team; no camp, foreign cache and permanent-only sites are unavailable; historical priority retained
PASS: real-session mortar deadline, failed-support convoy admission and hunter survivor/recovery gates
PASS: native-route retry preserves delivered target, limits attempts and suspends during combat
PASS: stale/deleted AI utility cannot receive Complete; mortar HQ preflight withholds unsafe orders; mounted convoy cover never creates infantry Defend
PASS: flight crew affiliation and group precede native boarding; preparation remains bounded even while passengers wait
PASS: factionless/deleted map targets do not abort perception; faction lookup tolerates teardown; deleting helicopter releases without capture/engine access
PASS: shoot adapter waits for a physical round; bounded same-shell retries, interrupted/never-started loads, committed no-retry, order/owner changes and normal native delegation
PASS: missing/invalid faction crew defers before any native spawn or allowance insertion; all registered RHS factions have explicit soldier and medic profiles
PASS: vehicle radio issued once; pending, refusal and looting cannot duplicate or fabricate a physical radio link
PASS: actual vehicle-radio link requires the original seated crew, physical manpack and live uncaptured mission vehicle; looting, dismount, release and teardown remove it
PASS: actual hunter release preserves survivors/HQ, releases driving ownership once, delegates capture/teardown, and excludes prison/patrol/mortar from generic objective defence
PASS: real opening road geometry enforces wide azimuths; fresh delivered contact preempts patrol cooldown, respects radio failures and does not starve in-flight interception
PASS: actual scoped 10% tighter REGULAR aim error and alert perception; preserves equipment multiplier and restores vanilla behavior when unbound
PASS: physical inspection and parent-wreck retention; server-only searched/report delivery unlocks native cleanup once with a 300-second delay
PASS: bounded same-group empty-spawn retries, no casualty refill, queue retirement, delivery-gated intel, prepared-team reuse, throttled diagnostics and LOD release
PASS: production airborne memory confidence, persistence, ground coverage, confirmed losses, artillery veto, cooldown and invalid-input rules
PASS: production cover retains the carried HQ target until its deadline; airport reload waits until the drop pass and cover have finished
PASS: air logistics reservation preserves delivered search until radio handoff, excludes guards/combat/in-flight orders, and quarantines unresolved native loads/moves
PASS: actual ammunition cargo selector handles empty rifle/machinegun/sniper magazines, preserves loaded variants, excludes auxiliary launchers and tolerates missing native metadata
PASS: original 15-minute launch/loss cadence, active/captured timer disarm, saved delay reset, stop, 300m orbit and bounded close-contact standoff at 30/60/120 Hz
PASS: actual aircraft-removal notification guards owner/server/active/stop and schedules one full delay without replay extension
PASS: hill prominence/elevation, actual road edges/heights/bends and server-only finite scout admission, pending stock, timeout and no replacements/refills
PASS: mortar duty scope excludes players, other crews, stopped/client/inactive states; only destruction releases an active assignment, while the gunner may approach the gun
PASS: random mode restrictions, full numeric ranges, independent calendar dates and strict daylight boundaries
PASS: actual killais eligibility includes the 1000m boundary, excludes players/retained bodies/dead/non-character entities and checks full 3D distance
PASS: actual generation scheduler bounds each tick, enforces deadline/candidate ceiling, validates fallback, commits only accepted positions, skips only dispensable sites, preserves required objectives/intel, and resets the next search budget
PASS: terrain placement samples world bounds, retains streaming candidates, bounds waits/work, rejects foreign fallbacks, preserves objectives/intel and validates completion
PASS: actual navigation readiness supports static meshes, yields only for loadable streaming tiles and refuses unreachable positions
PASS: terrain adapter resources, dependencies, stable IDs, native nav configs, missing-nav visibility, path validation and overwrite protection
PASS: airfield detection accepts physical runways/towers and bounded authored markers, rejects unrelated props, water and out-of-world markers, and samples terrain height
PASS: actual faction resolution reserves explicit roles, samples without replacement, substitutes disabled selections, and rejects duplicate/unknown/missing choices and insufficient pools
PASS: Random all submits persistent random roles immediately; manual mixed choices, stale/unauthorized UI guards and debounce preserved
PASS: actual content policy gates parent packs, individual factions, faction identity and finite group rotation with vanilla fallback
PASS: actual delivered road eligibility, ahead projection without chords, reservations, stock road query bounds, terrain/water/obstruction refusal and clean outputs
PASS: actual delivered-task lineage, expiry, old-order retention, native commit, release, road precision expiry and duplicate delivery
PASS: actual original-roster local handoff,100m3D bound,busy carrier/budget exclusion,origin interruption including deletedsource,normal radio delivery and per-source replay history
PASS: actual visual intake retains source/time/position/id, rejects replay, prefers usable own route, excludes simultaneous callers and conservatively resets negative-sweep dwell
PASS: actual fixture local/radio gating, immutable source/time/position, interrupted-report exclusion and exact-owner cleanup
PASS: local-handoff runner refuses wrong project/round count/insufficient deadline before runtime work
PASS: actual fixture allocator terminal/unsubmitted guard, original-group lookup and both candidate gates
PASS: actual report-derived waypoint insertion/order and tighter positive radii; no formation navigation claim
PASS: actual Place/Stop waits native pose update, bounds four attempts, preserves original position, restores pending/settled placement and respects ownership/accepted-move quarantine
PASS: actual fixture current/original recipient ownership, unresolved transfer cleanup, exact-token release and idempotent Stop
PASS: actual fixture phased-cargo readiness, bounded callbacks, captured-stock mixed-caliber selection/continuation, reservation cleanup and component magazine counts
PASS: actual inventory-fixture setup uses ordinary prison unlock before constructing its convoy-waiting probe; failed unlock cannot run fixture
PASS: actual authored storage anchors, native trace flags, own-hierarchy exclusion, external wall/vehicle obstruction, range, unknown geometry and bounded context refusal
PASS: actual convoy binding, finite identities, disjoint tokens, shared report replay/cooldown, original recipients and HQ cleanup
PASS: actual finite convoy supply pool; immutable slots, shared demand state, sparse/capped discovery and permanent shutdown
PASS: actual HQ rotates finite donors, skips unavailable/contacted trucks, uses delivered reports and dispatches at most one trip per planning cadence
PASS: actual original turret identity, native/canonical guards, scoped maximum-skill profile, reset, dismount/reboard, requested-skill preservation and restoration
PASS: bounded HQ startup/memory windows and outcome-specific full-route deadlines
PASS: explicit escape-route skips only administrator stress, preserving original full-fixture wait/failure paths
PASS: normal escape route keeps ordinary catalog and generated placement; historical selectors remain unchanged
PASS: actual read migrates old valid settings, preserves explicit disabled state, rejects invalid data; next-round feedback and fixed menu remain honest
PASS: actual automatic convoy timing/authority/admission/one-attempt/manual-task/stop policy; native deployment unproved
PASS: late authoritative failure reason refreshes open result; detach, mode change and success subscriptions preserved
infantry resupply actual rules, radio transitions, owned cleanup and unresolved-operation tests passed
PASS: actual resupply Roster preserves permanent release, original slot mapping and bounded ownership
PASS: actual bounded empty-return and finite delivery; phase-isolated callbacks, exact ownership proof, stop quarantine and original actor/vehicle boundaries
PASS: actual shared finite identity reservation; competing consumers, submission permanence, stale cleanup and96-item bound
PASS: actual carried-mounted swap, shared committed claim, physical slot reach, exact two-way proof, uncertainty and terminal cleanup
PASS: actual mounted pickup, exact finite ownership, pre-submission commit, physical custody, bounded callback and quarantine lifecycle; no native coverage claim
PASS: actual mounted courier admission, radio, individual orders, two-stage transfer, reboarding, token cleanup and quarantine lifecycle
PASS: actual scoped crew permit and native board completion/failure preserves foreign seats without teleport fallback
PASS: actual shared mounted stock/history ownership, atomic exact HQ pair claim, and bounded stopped-owner proof polling
PASS: actual carried/mounted early ammunition policy and status-first shared uplink; complete threshold, phases, cooldown, failures and requested check-ins
PASS: actual group radio startup preservation, finite native grants, callback quarantine, frozen selection/actor ownership and bounded observation
PASS: actual maintenance native-stock check rejects missing/duplicate/wrong-identity/unowned/depleted/malformed stock and is read-only; native runtime not executed
..................
----------------------------------------------------------------------
Ran 18 tests in 0.298s
OK
PASS: actual radio node rejects current incapacitation, death, ownership and faction changes despite cached inventory; one-second capability refresh remains explicit
PASS: Southern finite maintenance stock preserves weapons/clues and optional transport, historical Western fixture stays separate; native capacity/consumption untested
PASS: optional transport deferred behind required readiness, bounded once-only spawn/omission, isolated cleanup, occupied-candidate retention and required-default preservation
PASS: actual diagnostic fallback runs only on failed missing-context call, derives unique native pilot door, preserves stock eligibility and restores prior index on success/failure; diagnostics mutate no game state.
PASS: actual native-prelude cleanup restores only original changed damage, refuses stale/incapacitated/aboard teleport; bounded five-seat/four-door fixture wiring checked. Native execution remains pending.
PASS: actual CreateTransport requires successful scoped Configure after handbrake, preserves ordinary vehicles, tracks spawned entity before failures and never treats failed lock registration as ready.
PASS: actual preparation Configure guards/idempotence/breach preservation, security eligibility/final current-body server mutation and all scoped action guards; all five seat/four door resource overrides. Native hold, prefab merge, replication and boarding remain unverified.
PASS: production vehicle alarm single trigger/replica completion/no replay, fixed deadline/readiness wait, failed audio, dedicated server, moving exact handle, destruction/native end/deletion/clock and mission teardown. Native sound and multiplayer delivery require engine qualification.
PASS: production alarm emitter/receiver original time/location, explicit native queue only, 32-entry cap, 50m local witness eligibility, bound perception, native-super preservation; actual engine broadcast/hearing remains unverified.
PASS: actual bounded native mounted proof/detached payload/deadline/cleanup methods, production-only setup and isolated runner selector
PASS: actual one-existing-convoy candidate readiness, sender-root identity, incomplete cargo refusal and fixed three-candidate bound
PASS: actual once-only native dry query, exact before/after slots, native refusal, shutdown; shared bounded discovery and distinct opt-in verdict
PASS: actual completion selector and pre-cleanup variant capture preserve separate radio and eligibility verdicts
PASS: actual cargo diagnostic stages separate absent/foreign magazines, used/empty/invalid rounds, well mismatch and exact truck storage/attachment without mutation
PASS: actual native courier witness rejects missing radio/custody/swap/reboard evidence; CLI opt-in bounded; native success remains unqualified
PASS: actual courier constructor/Tick waits for preparation, returns before physical checks, preserves fixed deadline and sticky stop/failure; Enfusion startup awaits native verification
PASS: actual arranged native alarm fixture deadline, single emit, natural-route observation, original timestamp/area/detail assertions, natural observer proximity/activation wait, failure cleanup and independent canonical-body restoration; native delivery itself remains unqualified.
PASS: actual convoy cover observation/snapshot/uplink/HOLD/RESUME/cleanup transitions; native boundaries mocked, non-convoy runner opt-in refused
Enemy optics actual-service ownership, preservation, callback, deadline and bounded-inspection policies passed
PASS: actual delivered cover freshness/lineage/replay and canonical executor; owned waypoint-only hold, one resume at preserved route index, invalid ownership/crew/ledger refusal and fail-closed native recreation
PASS: actual Stinger show/set/help state precise actor-roll effects; read-only help, bounded values, malformed syntax and failed-save preservation; no rerolls/gameplay edits and no native persistence claim
PASS: new/retasked search and radio delivery ammo gates; active tasks and delivered release preserved
HQ convoy delivered-report planning and downlink regressions passed
PASS: actual own-inventory ammo inspection deduplicates loaded/carried/shared wells, separates chambers/launchers, freezes scalar snapshots and treats unsupported/capped/foreign inventory as unknown
PASS: actual mounted hierarchy sampling, ownership exclusion, deduplication, completeness/caps, quarter threshold and detached validation; no runtime policy or ammunition mutation
PASS: actual HQ original convoy-root admission rejects wrong force/server/group and never supplies replacement lookup
PASS: production mounted structural seat scan ignores >128 carried/cargo descendants, shares exact native mount/magazine ownership, preserves attachment seats and exact occupants, rejects unknown/cyclic/oversize structures; native binding still requires qualification.
PASS: native body fixture uses existing immutable actors, real production LOS/queued uplink, pre-delivery isolation, actual status overlap, bounded cleanup and no fabricated reports/spawns
PASS: actual native fixture lookup selects exact BODY kind/identity/message from bounded evaluations, never sighting-only Get
PASS: actual ammo snapshot comparison checks every scalar/category flag; native probe requires real roster rescan, loaded-round lower bound and separate immutable pending/Watch objects
PASS: actual delivered slot-union bodies preserve overlap/disjoint evidence, replay idempotence, status subset integrity, full-wipe closure and formation-local bounds
test_review_added_allowed_media_invalidates_snapshot (__main__.ReviewTests.test_review_added_allowed_media_invalidates_snapshot) ... ok
test_review_added_source_directory_rejected (__main__.ReviewTests.test_review_added_source_directory_rejected) ... ok
test_review_loose_root_resource_and_symlink_rejected (__main__.ReviewTests.test_review_loose_root_resource_and_symlink_rejected) ... ok
test_review_metadata_media_and_sidecars_remain_allowed_and_bound (__main__.ReviewTests.test_review_metadata_media_and_sidecars_remain_allowed_and_bound) ... ok
test_review_missing_link_rejected (__main__.ReviewTests.test_review_missing_link_rejected) ... ok
test_review_package_guard_sees_new_scripts (__main__.ReviewTests.test_review_package_guard_sees_new_scripts) ... ok
test_review_retargeted_private_link_rejected (__main__.ReviewTests.test_review_retargeted_private_link_rejected) ... ok
----------------------------------------------------------------------
Ran 7 tests in 0.056s
OK
PASS: actual report methods reproduce old starvation; status-first scheduler delivers check-ins and requires 30s without combat or actual visible contacts before negative reports
PASS: actual actor group lookup retains controlled character membership when seated/inherited vehicle agents differ; missing control or parent refuses
.................
----------------------------------------------------------------------
Ran 17 tests in 3.033s
OK
PASS: actual convoy motion thresholds, native-only proof boundaries, physical cargo/crew ownership and pre-launch runner restrictions
PASS: actual filled rotated-footprint TraceBox and nine terrain/water samples; broad tree/cable bounds alone accepted, actual collision/nonfinite trace refused, nonzero sweep and ENTS/OCEAN flags, bounded diagnostic query and reset
PASS: actual road interpolation/projection/orientation, six35m starts,200m forward tail, preserved bends, short/far/degenerate/nonfinite/overdense/hairpin refusal and deterministic candidate ties
PASS: actual authenticated convoy dispatch, active/ready admission gates, canonical receipt, safe unconsumed preflight retry, pool refusal, retained partial failure and consumed no-retry
PASS: actual native readiness exact membership, one-time per-vehicle ledger admission/reservation, partial readiness retry without duplicate records and one-pass56-item cargo allocation without replenishment
PASS: actual per-vehicle readiness reasons, native agent/activity counts, intended-seat diagnostics, five-second throttle and read-only observation
PASS: actual convoy dispatch validates before receipt consumption, consumes once before native mutation, retains all12 partial-failure paths, accepts the selected non-USSR enemy, and allocates exact19 bodies without capacity shrinking
PASS: own memberless prefab disables automatic spawn before initialization; actual admission rejects populated, immediate or authored-slot templates before finite crew creation
PASS: actual native seated-group arrival outside35m, native waypoint removal, idempotent advance, and convoy waypoint idempotence/arrival/deadline, missing/dead/captured/reparented crew refusal, failed native waypoint release, original vehicle/member preservation and no replacement
PASS: actual convoy receipt identity/one-use, shared60-body and128-formation caps, outstanding/native-ledger accounting, exact19-body composition, source reuse, mode/client guards and no consumed receipt refunds
PASS: actual supply route cycling/arrival/stops, finite startup bounds, contact freshness, dismount hold, quiet interval, interrupted boarding, timeout and lost-truck release
PASS: moving-convoy perception boundaries and scoped individual/group abandonment priorities
PASS: actual supply startup reasons expose unchanged body budget/requirement, journal only failure changes, preserve retry cadence/caps and report the true final refusal
PASS: actual StartOne plus actual pool preserve unconsumed receipt retry, reject consumed replay, skip impossible new-budget surveys, retain equality, retry caps and journal dedup; no FPS claim
PASS: actual admission seeds use exact installed loaded prefab, reject replacement/foreign/projectile paths and preserve bounded immutable identity
PASS: actual primary-before-mounted one-shot batch, shared96/128 caps, physical snapshot headroom, original ownership, callback refusal and admission pinning
PASS: actual bounded HQ query validates only existing original binding without admission or replacement lookup
PASS: production convoy spacing, physical arrival, stable follower targets, supply ownership, leader promotion and bounded stuck recovery
PASS: convoy combat keeps native manoeuvres for unchanged contacts and refreshes when contact moves
PASS: native convoy proof excludes pre-departure movement and ends via explicit fixture reset, not prohibited player death
PASS: boarding retries only after approach/seat progress stops, capped at three, with delayed native reissue and completed-team preservation
PASS: slow only owned vehicles near fit dismounted infantry; ignore passengers, casualties and released teams/vehicles
PASS: restore missing native driving registration only for healthy owned seated crews; preserve existing association and refuse invalid/released vehicles
PASS: actual body observer enforces owned physical roster, local death-only candidates, native trace gating, budget/cadence/caps, immutable body-only snapshots, radio retries and confirmed suppression
PASS: own initial roster, explicit retained corpse evidence, unconscious/missing/ref transfer guards, fixed strength, no replacement adoption, detached samples, surviving radio sender, immutable convoy root/ledger, mounted capture release and lost-root unknown
PASS: delivered-only status snapshots, two missed check-ins/reply deadline, last reported coordinates, episode/replay guards, confirmed-loss idempotence, detached/validated mounted payload replacement and 256-record cap
PASS: actual failed-retask deadline rollback plus assignment cancellation/release preserves radio ownership, native waypoint lifecycle and failed-order retry boundaries
PASS: actual force ledger, finite casualties/identity/cap, routes/arrival/elevation/overshoot, server and physical guards, staggered 256-record simulated hour without world queries
PASS: actual equipment coordinator registration dedupe, startup delay, five member scans, finite component retries, unregister/stop terminal behavior and 256-group bound
PASS: actual percentage selection, native/preferred launcher preservation, failure/removal fallback, pending-operation quarantine, capture, finite two-mine grants and no replenishment
PASS: actual objective heading/threat/approach rules, persistent doctrine weight, fresh-contact coverage invalidation, stale-sweep rejection and atomic radio retask ownership
PASS: actual bounded delivered-negative coverage, replay/freshness/expiry/invalid guards, oldest eviction, small-circle and nearest-unswept selection, reserved-cell exclusion and cleanup
PASS: actual HQ active/pending reservations, interruption, committed replacement, bounded coverage and unchanged force counts
PASS: actual bounded pursuit roles/objectives/scores, stale search degradation, physical/busy/home guards, finite lifetime and two-bearing escape gap; no hidden player reads or spawning
PASS: actual HQ memory rules/service preserve delivered snapshots, chronology, replay bounds, decay, motion limits, identity and negative-search revisions
.......
----------------------------------------------------------------------
Ran 7 tests in 0.025s
OK
PASS: actual session Tick + journal router delivers each grant completion and new HQ line once, without repeats on empty/unavailable feeds or unauthorized ticks
.....
----------------------------------------------------------------------
Ran 5 tests in 0.390s
OK
PASS: actual current-controller/admin/mode authorization, per-round anti-replay, token-rotation refusal, command/snapshot throttles and client scope; owner-only replies and player-tool cleanup wiring
PASS: mission provider registration is idempotent, optional dispatch is ordered, status aggregates, journals preserve cursors, aliases stay with their addons and topic help is bounded
PASS: actual menu command routing covers all fourteen settings, rejects unsupported keys, gates companions, and matches unique authored widgets
PASS: explicit weapon retention buttons use the same ready/authorized server command path
PASS: actual summaries preserve queued/delivered meaning, clear counts and IDs; raw records, legacy display, cursor gaps and RPC limits remain intact
PASS: actual admin body authorization, god restoration, vanilla item deposit, callback completion/failure, timeout quarantine and stop/revocation paths
PASS: same-body revoke/regrant preserves pending insertions and timeout quarantine; new-body binding isolates late callbacks and never inherits god mode
PASS: actual Intel commands distinguish status/start/failure, preserve authorization gate and reject malformed requests; spent ledger is idempotent, server-only and bounded
PASS: actual reroll snapshot, authority, cancellation, ownership, accepted operations, quarantine, bounded work and stop methods; no native runtime claim
PASS: production Intel feedback coalescing, rough secrecy, rate limit, bounded dedupe, local/remote delivery and round cleanup; native UI/RPC not exercised
PASS: actual per-squad bounded report selector rotates visible targets, survives ordering/turnover, records only queued attempts, and preserves radio intake ordering
PASS: actual action denial/clearing, server request failure, single submitted-result feedback, current rescuer identity and terminal/stop suppression; native UI/RPC pending
PASS: actual physical denial precedence and transport-seat occupancy/reservation/access/lock checks
PASS: actual initial admission exhaustion and ServerTick grace; new/pending/empty/controller/life guards, normal death preserved
......................
----------------------------------------------------------------------
Ran 22 tests in 0.269s
OK
......................
----------------------------------------------------------------------
Ran 22 tests in 26.260s
OK
..................
----------------------------------------------------------------------
Ran 18 tests in 2.953s
OK
.........
----------------------------------------------------------------------
Ran 9 tests in 2.397s
OK
...............
----------------------------------------------------------------------
Ran 15 tests in 1.170s
OK
PASS: actual field result/braking observer and Chat dispatch rules; one finite fixed candidate, deferred callback failure and guarded cleanup; no native measurement
PASS: actual opt-in terrain audit records one fixed1681-point grid, preserves original survey refusal/success and exact no-allocation scope; malformed heights stop without retry; no native data acquired
....
----------------------------------------------------------------------
Ran 4 tests in 0.560s
OK
PASS: actual field PI/ramp/vector caps, antiwindup, braking hypothesis, immutable admission limits and segment bounds; no native physics tested
PASS: actual100m whole-field survey sampling/4096cap, rotated coverage, all-node terrain and native trace refusal; original certificate lineage retained; no native qualification
PASS: actual QualifyField preserves original identity/footprint/time, orders complete surveys before issuance, and refuses failed stages/moved body/expired or changed world; native boundaries faked
PASS: WORKBENCH first-refusal diagnostics preserve ordinary predicates, query order/count/budget and opt-in scope; no native logging run
PASS: actual field startup delegation, immutable lease/target, braking/settling/cancel transitions, early abort, callback scope, physical terminal policy and shared landing demand; native boundaries faked
PASS: actual inherited airborne pre-CLIMB cancellation enables verified native autohover once, refuses failed enable and never writes after capture
PASS: actual Core maintenance/default/tick/stop methods; empty/populated authority, terminal reentry, no tactical resume or new scheduler; native boundaries substituted
PASS: actual finite registration, unique claims/tokens, retention/cancel/stop, readiness gating, capture/expiry retirement and bounded cross-kind order history and typed field/route construction; native boundaries faked
PASS: actual WORKBENCH route observer returns exact retained route subtype and refuses absent/field controllers
.....
----------------------------------------------------------------------
Ran 5 tests in 0.685s
OK
......................
----------------------------------------------------------------------
Ran 22 tests in 0.190s
OK
................
----------------------------------------------------------------------
Ran 16 tests in 10.763s
OK
......
----------------------------------------------------------------------
Ran 6 tests in 0.019s
OK
PASS: actual production bridge lookup, lease/world/mode/seat/capture guards, no allocation, native super ordering and read-only fixture hooks
...............
----------------------------------------------------------------------
Ran 15 tests in 0.061s
OK
.............
----------------------------------------------------------------------
Ran 13 tests in 5.084s
OK
PASS: actual route gain/caps/braking, callback selection, old landing/cancellation control and matching read-only telemetry
..............................
----------------------------------------------------------------------
Ran 30 tests in 0.428s
OK
..............
----------------------------------------------------------------------
Ran 14 tests in 0.211s
OK
.........
----------------------------------------------------------------------
Ran 9 tests in 0.117s
OK
PASS: actual gate observer binds native registered action/context and current life, reads accumulated progress, refuses stale bindings and never revives outside original bounds
PASS: actual read-only look observer methods enforce explicit scope, pinned native camera/body/identity, normalized pose, terminal cancellation and original sample/time bounds
...........
----------------------------------------------------------------------
Ran 11 tests in 0.073s
OK
.......................
----------------------------------------------------------------------
Ran 23 tests in 0.034s
OK
PASS: actual initial WAITING task/guide copy, configured duration, unchanged interruption and rounded progress; native task assertion pending
........
----------------------------------------------------------------------
Ran 8 tests in 0.012s
OK
PASS: actual inventory adapter scope, grid placement, sole compatible host, refresh reuse, rollback, foreign hierarchy refusal and exactly-once native delegation; native compatibility pending
.................................................................................
----------------------------------------------------------------------
Ran 81 tests in 0.544s
OK
......
----------------------------------------------------------------------
Ran 6 tests in 0.082s
OK
.................
----------------------------------------------------------------------
Ran 17 tests in 0.005s
OK
...........
----------------------------------------------------------------------
Ran 11 tests in 0.085s
OK
.........
----------------------------------------------------------------------
Ran 9 tests in 0.365s
OK
PASS: actual observer nonce, admission pins, baseline/menu sequencing, snapshots, bounded clocks/samples, cleanup and one-attempt latch; native untested
PASS: actual corridor caps/height/hold and whole-rectangle survey bounds, terrain refusal, native trace refusal and exact certificate lineage; native route unqualified
PASS: actual route entry, fixed corridor/target, hover hold, cancellation landing freeze, shared lease/capture/deadline gate and unchanged native startup/tick sequence
PASS: finite opt-in route fixture, original native input order, meaningful physical-arrival evidence and guarded cleanup; no native launch
PASS: actual Chat route step result dispatch and scoped completion/cleanup wiring; six real early-parser refusal paths leave no prefix/profile output
PASS: actual retained-service fixture entry, immutable controller/token/deadline/count bindings, observer getter and cleanup ownership ordering; native route validation pending
PASS: actual measured cancellation gate, one-shot retained service Stop, no premature drain, immutable lease, fresh real controller readback and separate physical cancellation result policy
PASS: actual rough-intel objective selection, exact precedence, source grid dimensions and unchanged other-phase dispatch; native UI pending
.................................
----------------------------------------------------------------------
Ran 33 tests in 0.096s
OK
...............
----------------------------------------------------------------------
Ran 15 tests in 0.034s
OK
PASS: actual preparation status scope, persistent updates, spinner restoration, placeholder replacement/deletion/destruction, native observation persistence/timeout; rendering remains native-pending
PASS: actual guide/observer monitors retry native refusal, cache successful delivery, deduplicate and preserve living/preparing/spectator boundaries; native UI not exercised
PASS: actual native-end shutdown, existing terminal snapshots, reentrancy, unchanged native end data and stale preparation guards
....
----------------------------------------------------------------------
Ran 4 tests in 1.412s
OK
PASS: actual three-state result wording and UI refresh; stale winner IDs never manufacture escape
...........
----------------------------------------------------------------------
Ran 11 tests in 0.113s
OK
PASS: actual immutable target, bounded autohover demand, drift refusal, five-second hold and unchanged qualification/deadline
PASS: actual admission attempt budget bounds blocked/missing prerequisites; preparation, spent life and async pending remain protected
PASS: delayed admission retry retains controller ownership across same-account recycled connection IDs
PASS: actual scene deadline overrides delayed native preload only for rejection; late completion cannot assign, ordinary verified admission preserved
PASS: actual action permission matrix unchanged; useful phase/intel/consciousness denials, stale reason cleared, native door denial preserved; no native UI claim
.....
----------------------------------------------------------------------
Ran 5 tests in 0.227s
OK
PASS: actual aircraft cancellation/stage rules, ground-only completion, expiry/capture faults, input ownership and no physical shortcuts
PASS: actual exact-instance single-use qualification, native-clock staleness/movement refusal, footprint bounds and ownership-safe ground/fault cleanup
PASS: actual optional screenshot helper flag/identity/world/life revalidation, one queued attempt, delayed capture and mission/world cleanup; no native image/presentation claim
PASS: actual yard diagnostic exact registered prison ownership, eight native-bound corner projections, no root-sibling escape, bounded duplicate/deep/wide hierarchy traversal; native projection/mask still unmeasured
PASS: actual CurrentActor, SpawnPosition and observer-selection methods reject pending/unregistered/replaced/recycled/foreign/dead bodies; canonical selection/cycling, unconscious following and prison/geometry fallback preserved; native boundaries adapted
PASS: actual native-map fixture ownership, cleanup and callback evidence fail closed; native execution remains separate
PASS: actual shared-map callbacks bind exact map/config/root, preserve replacement UI/camera, defer focus, and remove only owned delayed work
PASS: actual Intel/HQ methods and one-shot qualified readiness handoff deliver late actors once; duplicate readiness, accepted spawn, pickup/drop, death and original negative rolls do not mint assignments
PASS: Workbench-only read accessor rejects unknown/nonserver identities; Chat observes all distinct ready crew before existing shell-depletion mutation
PASS: actual native-event latch survives deselection, requires exact activity/order, detaches before cleanup, preserves failure/timeout and never infers completion from physical shot count
.........
----------------------------------------------------------------------
Ran 9 tests in 0.114s
OK
PASS: actual refresh-fixture gates pin immutable observations/actual downlinks/original activity, reject unaccepted or relabelled commits, stop queueing early and require all queued contacts claimed before replay
..........................
----------------------------------------------------------------------
Ran 26 tests in 0.210s
OK
PASS: actual refresh scheduler/delivery/cancellation/projectile methods reject interrupted or replayed reports, retain committed ownership, preserve immutable snapshots/aim geometry and isolate stopped or replaced orders; native radio/crew behavior remains separate
.....................
----------------------------------------------------------------------
Ran 21 tests in 0.037s
OK
...........
----------------------------------------------------------------------
Ran 11 tests in 0.036s
OK
PASS: actual full-salvo gates require eight fresh committed physical launches, natural closure and exact finite inventory; reject partial/extra/replayed events
PASS: actual reason/availability guidance and refresh matrix; no-target copy omits cycling, hint retry retained, existing command/admin paths unchanged; native UI pending
PASS: actual client camera policy closes immediately on healing or mission end; late unconscious metadata cannot keep the view active
PASS: actual input dispatch, one press per edge, menu-held suppression; actual revival camera handoff with editor close/retry, missing camera, replacement body and stopped round
PASS: first-person pose survives missing samples without drift, follows body motion/rotation, resumes fresh pose and cannot leak between targets
................usage: test_native_package.py [-h] [--project {core}] --session SESSION
--compat COMPAT [--steam STEAM]
[--timeout TIMEOUT]
[--external-addons EXTERNAL_ADDONS]
[--silent-workbench | --exit-after-init]
[--continue-on-failure]
test_native_package.py: error: argument --exit-after-init: not allowed with argument --silent-workbench
................................
----------------------------------------------------------------------
Ran 48 tests in 12.553s
OK
.......
----------------------------------------------------------------------
Ran 7 tests in 0.259s
OK
..............
----------------------------------------------------------------------
Ran 14 tests in 2.336s
OK
....
----------------------------------------------------------------------
Ran 4 tests in 0.311s
OK
....
----------------------------------------------------------------------
Ran 4 tests in 0.058s
OK
PASS: actual finite-courier age, token, exact ownership/callback and delivered-status admission reject stale, replayed, captured, canceled and ambiguous work
PASS: actual native-gun ownership gate rejects player/foreign/replaced/dead occupant, faction change, missing seat and missing registry
PASS: four-battery courier selection preserves pending trip/report/transfer identity, skips unavailable crews, and selects the next depleted battery without new stock
PASS: 64 bounded distinct storage candidates; native gates, five-store barrier and finite-stock ownership retained; native placement pending
PASS: 128 coarse+80 local refinement+169 airport grid candidates retain all native clearance gates; real terrain untested
PASS: actual prison registration/crossing policies reject missing/duplicate/destroyed initial gate, incomplete ownership/scan, outside-only body, jumps and stale samples; physical exit independent of later gate damage
PASS: actual prison door execution blocks direct AI/UI bypass while locked and delegates unchanged native action once after unlock and permission approval
..................
----------------------------------------------------------------------
Ran 18 tests in 2.062s
OK
.....
----------------------------------------------------------------------
Ran 5 tests in 1.246s
OK
PASS: native local-admission snapshot rejects changed life/key/body/participant/pending state; authentication is not simulated
PASS: actual mortar report ledger prevents duplicate response after cancellation, expiry and interleaved reports; native scheduler separate
.........
----------------------------------------------------------------------
Ran 9 tests in 0.012s
OK
....
----------------------------------------------------------------------
Ran 4 tests in 0.169s
OK
PASS: actual aim renewal requires fresh same-report solve and original-command equivalence; native firing untested
........
----------------------------------------------------------------------
Ran 8 tests in 0.013s
OK
PASS: actual startup/generation/ownership/timeout/callback policies and native-counter wait; integration preserves one-shot allocation and pending-crew cancellation
PASS: rapid mortar cycle counts eight physical rounds once and waits for native completion without a ninth aim or shell
PASS: actual probe binds native events to fresh immutable commits, permits delayed emission, rejects unrelated expiry closure and premature stop
PASS: actual noSplash Load body requires both explicit diagnostic and noSplash, preserves vanilla otherwise, and handles repeated Load/reload
PASS: actual fixture method permits one native resilience operation and restores either prior protection state, including failure paths
PASS: actual safe-exit boundary policy, native action/door selection, stop/cache cleanup, separate old mechanism and opt-in runner contracts
PASS: actual one-shot deadline/stability policies and preparation ownership, fuel, cleanup integration contracts
PASS: pending-only cancellation retires copied instance intent, preserves physical/control actors, and stops once
PASS: actual short-cast hit, upward support normal, no self support and no dynamic support
PASS: actual committed-ticket structure preserves reservation after death, rejects missing bodies/seats and ends at observation expiry
PASS: actual pending callback expires an empty-server reservation once, preserves its full lease, and cancels on completion/Stop
PASS: rescue lease expiry/reordering, fresh five-second settling, independent rescue ranges and grounded upright aircraft motion boundaries
PASS: requested guard population requires complete physical conscious membership before deadline
......................................
----------------------------------------------------------------------
Ran 38 tests in 0.022s
OK
..........
----------------------------------------------------------------------
Ran 10 tests in 0.003s
OK
.....
----------------------------------------------------------------------
Ran 5 tests in 1.015s
OK
PASS: authored radio/optional-site bounds and physical horizontal/vertical boundaries
...
----------------------------------------------------------------------
Ran 3 tests in 0.001s
OK
PASS: all phase transitions, terminal states, defence boundaries, stale/future observations, intel discovery
PASS: Core document-discovery alias, companion-only alias exclusion, strict integer parsing and setting boundaries
PASS: player admission phase/life/identity/controller matrix, preload displacement limits, pending reservation overlap and owner exclusion
PASS: actual gate and pre-inventory document guards reject noncanonical/faction/life/disconnect/server mismatches; canonical reconnect and unconscious carried intel preserved
PASS: WB-only native fault injection restores both body mutations before checks/returns and requires eligible held-document negative/positive proof; runtime pending
PASS: actual discovery coordinates disclose stable 500m cell center until identified, then exact point, including negative/boundary coordinates
PASS: actual local admission context/selection/latch, same-round late identity, replacement/mode failure, fresh round and untouched network path
PASS: prison search packs 16 unique 3m-spaced inside-wall centers, prioritizes inner/edge positions and never bypasses clearance
PASS: physical body occupancy rejects overlap, permits diagonal neighboring slots, and excludes own body and unrelated broad-phase bounds
PASS: recovery state excludes dead bodies, preserves reservations, requires controlled rescuers and distinguishes empty/all-dead teams
PASS: authority-scoped slow recovery, bleeding pauses resilience, medicine unaffected, player-only lethal damage cap without healing
PASS: bleeding severity survives low health, retains armour, causes no knockout and restores the actual damage/blood-loss cap
PASS: viable passive recovery survives native delay; bleeding, disabled/full effects and low-blood resilience do not block defeat
PASS: every minute round-trips, malformed clocks rejected, defaults limited to added keys, progression bounds and day duration aligned
PASS: native settings policy matches calendar boundaries 1900-2050, date/profile parsing is strict, authored defaults preserve old worlds
PASS: view-distance bounds, default, save failures, command parsing, temporary ownership, server/platform limits and lifecycle wiring
.....
----------------------------------------------------------------------
Ran 5 tests in 0.612s
OK
.
----------------------------------------------------------------------
Ran 1 test in 0.406s
OK
PASS: radio authorization/discovery/phase matrix, exact distance limits, defender handover, interruption, empty samples, clock regression and duration boundary
PASS: actual radio feedback policy, initial wait, interruption persistence, resumption and terminal/new-round reset
...............
----------------------------------------------------------------------
Ran 15 tests in 2.246s
OK
..............................................
----------------------------------------------------------------------
Ran 46 tests in 0.907s
OK
PASS: legacy values preserved, unsupported fields reported, invalid data rejected, existing files protected, runtime bounds aligned
PASS: failed initial settings promotion leaves defaults writable after restart; prior/fallback saves survive copy, readback and mismatch faults
PASS: real-carrier shortest-hop paths, 500m boundary, three-hop cap, no-manpack failure, three-second originating-call interruption, unchanged downlink hop timing, completed-hop survival, interrupted final uplink, radio loss, capture, motion, timeout, reset and network bounds
PASS: migrated aircraft availability policy (controller migration still pending)
PASS: migrated salvo offsets are deterministic, spread and bounded (native firing and complete salvo qualification are separate)
PASS: 33 prefabs have unique saved root entity IDs
PASS: 299 original script entries tracked across 18 unfinished responsibilities
PASS: 1 isolated addons, acyclic dependencies, 54 unique resources, exact vanilla/authorized external references
All repository checks passed. Native compilation and multiplayer tests are separate requirements.
@@ -0,0 +1,38 @@
{
"problem": "Lost or expired undelivered retask retained its longer hunt cooldown despite shorter surviving orders.",
"correction": "Clamp existing NextHunt to the maximum of 15-second retry and surviving same-belief active/pending pursuit task expiries plus 180 seconds; never extend current pacing.",
"ownership": "Retain pending task locally through cancellation. Preserve every surviving assignment, waypoint and pending transaction.",
"regression_programs": 257,
"regression_exit": 0,
"red_before_green_after": [
"longer lost retask",
"pending order expires during Assign cleanup"
],
"review": "Independent reviewer and parent inspected active/pending ownership and cooldown semantics; author incorporated retained ref and pending expiry path.",
"native_awareness": "Compiles and passes 53 assertions, then times out waiting to queue the completed-sweep fixture route. Two fixture failures and thirteen installed-resource errors retained. No completed awareness qualification.",
"normal_route": {
"assertions": 63,
"rounds": 1,
"script_runtime_failures": 0,
"installed_resource_errors": 13,
"result_ui": "You escaped",
"scope": "scripted route; no ordinary piloting/input or multiplayer claim"
},
"release_qualified": false,
"next_gameplay_gap": {
"feature": "Finite engineer mine placement",
"owned_reference": "/home/jakub/devel/escapists/escapists-ai/Scripts/Game/EscapistsAI/EAI_MineTask.c",
"successor_start": "addons/core/Scripts/Game/ERR/10_AI/ERR_EnemyLoadout.c",
"scope": "Existing finite carried mines have no placement consumer. Consider one original engineer and exact carried mine for one HQ-delivered interception order, bounded approach/placement/withdrawal/friendly clearance; no replacement mines or independent enemy coordinator. Native arming remains separately qualified."
},
"both_native_sources_identical": true,
"only_source_changed_since_prior_native": [
"addons/core/Scripts/Game/ERR/10_AI/ERR_HQ.c"
],
"source_external_invariance_and_cleanup_confirmed": true,
"prior_unstaged_files_preserved": 52,
"reference_sources_unchanged": 533,
"packaged_runtime_files_unchanged": 3,
"published": false,
"committed": false
}
@@ -0,0 +1,212 @@
--- a/addons/core/Scripts/Game/ERR/10_AI/ERR_HQ.c
+++ b/addons/core/Scripts/Game/ERR/10_AI/ERR_HQ.c
@@ -925,21 +925,29 @@
m_Hunts.Insert(created);
return created;
}
+ // Only real surviving pursuit commitments can retain a failed order's hold.
+ protected float HuntCommitment(ERR_HQTask task, int beliefId, float now)
+ {
+ if (!task || task.ReleaseOnly || !task.SecuritySite.IsEmpty() || task.Investigation()) return now + 15000;
+ if (task.BeliefId != beliefId || !(task.ExpiresAt > now)) return now + 15000;
+ return task.ExpiresAt + 180000;
+ }
protected void LostOrder(ERR_HQUnit unit, float now)
{
- ERR_HQTask task = unit.PendingTask;
+ ref ERR_HQTask task = unit.PendingTask;
unit.CancelPending();
if (!task || task.ReleaseOnly || !task.SecuritySite.IsEmpty()) return;
if (task.Investigation()) { FinishWatch(task, now); return; }
+ float nextHunt = now + 15000;
foreach (ERR_HQUnit other : m_Units)
{
- ERR_HQTask planned = other.PlannedTask();
- if (planned && planned.BeliefId == task.BeliefId) return;
- }
- // A call that never arrived did not begin a hunt. Retry through the network
- // after a short backoff, without bypassing another unit's active hunt window.
+ if (other.Assignment) nextHunt = Math.Max(nextHunt, HuntCommitment(other.Task, task.BeliefId, now));
+ if (other.PendingOrder) nextHunt = Math.Max(nextHunt, HuntCommitment(other.PendingTask, task.BeliefId, now));
+ }
+ // A lost long-distance retask cannot prolong an older delivered hunt. Keep
+ // both active and pending survivors' own deadlines, or the short retry delay.
ERR_HQHuntWindow hunt = Hunt(task.BeliefId);
- if (hunt) hunt.NextHunt = Math.Min(hunt.NextHunt, now + 15000);
+ if (hunt) hunt.NextHunt = Math.Min(hunt.NextHunt, nextHunt);
}
// Several squads may hear the same alarm. Reserve only one mobile search
// across all alarm beliefs, including orders still travelling over radio.
@@ -1304,7 +1312,7 @@
if (!unit.Assignment && !unit.PendingOrder) continue;
if (!unit.PlanEligible || assigned > globalLimit) { FinishWatch(unit.Task, now); FinishWatch(unit.PendingTask, now); unit.Release(); assigned--; continue; }
if (unit.Task && now >= unit.Task.ExpiresAt) { FinishWatch(unit.Task, now); unit.ReleaseAssignment(); }
- if (unit.PendingTask && now >= unit.PendingTask.ExpiresAt) { FinishWatch(unit.PendingTask, now); unit.CancelPending(); }
+ if (unit.PendingTask && now >= unit.PendingTask.ExpiresAt) LostOrder(unit, now);
if (unit.Task && unit.Task.SecuritySite.IsEmpty() && !unit.Task.Investigation() && !m_Memory.GetById(unit.Task.BeliefId)) unit.ReleaseAssignment();
if (unit.PendingTask && !unit.PendingTask.ReleaseOnly && unit.PendingTask.SecuritySite.IsEmpty() && !unit.PendingTask.Investigation() && !m_Memory.GetById(unit.PendingTask.BeliefId)) unit.CancelPending();
}
--- a/tests/test_hq_assignment_lifecycle.py
+++ b/tests/test_hq_assignment_lifecycle.py
@@ -1,10 +1,16 @@
"""Execute actual HQ assignment ownership and failed-radio backoff bodies."""
from policy_harness import ROOT, body, run
-import re
-p=ROOT/'addons/core/Scripts/Game/ERR/10_AI/ERR_HQ.c'
+import os,re
+from pathlib import Path
+p=Path(os.environ.get('ERR_HQ_SOURCE',ROOT/'addons/core/Scripts/Game/ERR/10_AI/ERR_HQ.c'))
unit='\n'.join(body(p,s) for s in ('void CancelPending(', 'ERR_HQTask PlannedTask(', 'void ReleaseAssignment(', 'void Release()'))
lost='\n'.join(body(p,s) for s in ('protected void FinishWatch(', 'protected void LostOrder(')).replace('protected ', '')
+if 'protected float HuntCommitment(' in p.read_text(): lost=body(p,'protected float HuntCommitment(').replace('protected ', '')+'\n'+lost
+retask=body(p,'protected void Retask(')
+queue=retask[retask.index(' ERR_HQHuntWindow hunt = Hunt(belief.BeliefId);'):]
+queue=queue[:queue.index(';',queue.index('if (hunt)'))+1]
def adapt(code):
+ code=code.replace('ref ', '')
code=code.replace('.IsEmpty()', '.empty()')
code=code.replace('null','nullptr').replace('Math.','Math::').replace('ERR_GameMode.Get()', 'ERR_GameMode::Get()')
code=code.replace('SCR_EntityHelper.DeleteEntityAndChildren', 'SCR_EntityHelper::DeleteEntityAndChildren')
@@ -21,8 +27,8 @@
#include <vector>
#include <algorithm>
#include <string>
-struct Math {static float Min(float a,float b){return std::min(a,b);}};
-struct ERR_HQTask {bool ReleaseOnly=false;int BeliefId=0;std::string WatchSourceId,SecuritySite;int WatchMessageId=0,WatchRequestId=0;bool Investigation(){return !WatchSourceId.empty();}};
+struct Math {static float Min(float a,float b){return std::min(a,b);}static float Max(float a,float b){return std::max(a,b);}};
+struct ERR_HQTask {float ExpiresAt=120000;bool ReleaseOnly=false;int BeliefId=0;std::string WatchSourceId,SecuritySite;int WatchMessageId=0,WatchRequestId=0;bool Investigation(){return !WatchSourceId.empty();}};
struct ERR_HQReport {};
struct ERR_HQRoute {};
struct AIWaypoint {int deleted=0;};
@@ -46,7 +52,7 @@
bool FinishInvestigation(std::string s,int m,int r,float){calls++;source=s;message=m;request=r;return true;}};
struct HQ {Watch m_Watch;std::vector<ERR_HQUnit*> m_Units;ERR_HQHuntWindow window;
ERR_HQHuntWindow* Hunt(int){return &window;}
-'''+adapt(lost)+r'''};
+'''+adapt(lost)+'\nvoid QueueHorizon(ERR_HQTask* task,int id){struct Belief{int BeliefId;};Belief belief{id};'+adapt(queue)+'}'+r'''};
int main(){
ERR_GameMode mode;ERR_GameMode::current=&mode;ERR_ForceRecord record;mode.ledger.record=&record;
SCR_AIGroup group;ERR_HQReport oldReport,newReport;ERR_HQTask oldTask,newTask;ERR_HQRoute route;
@@ -82,9 +88,40 @@
hq.LostOrder(&u,1000);assert(hq.window.NextHunt==300000&&u.Task==&newTask&&u.Waypoint==&oldWaypoint);
// Another group's pending hunt prevents duplicate retry commitments.
u.Task=nullptr;u.Assignment=nullptr;u.Waypoint=nullptr;
- ERR_HQUnit peer;peer.PendingTask=&newTask;hq.m_Units.push_back(&peer);
+ ERR_HQUnit peer;peer.PendingTask=&newTask;peer.PendingOrder=&newReport;hq.m_Units.push_back(&peer);
u.PendingTask=&newTask;u.PendingOrder=&newReport;u.Downlink=&route;
hq.LostOrder(&u,2000);assert(hq.window.NextHunt==300000);
+ // Execute the actual Retask deadline extension, then fail its downlink.
+ // The existing short delivered hunt must not inherit the failed long horizon.
+ {HQ h;ERR_HQUnit owner;ERR_HQTask delivered,pending;ERR_HQReport r;ERR_HQRoute link;AIWaypoint w;
+ delivered.BeliefId=7;delivered.ExpiresAt=120000;pending.BeliefId=7;pending.ExpiresAt=600000;
+ owner.Task=&delivered;owner.Assignment=&r;owner.Waypoint=&w;
+ owner.PendingTask=&pending;owner.PendingOrder=&r;owner.Downlink=&link;h.m_Units={&owner};h.window.NextHunt=300000;
+ h.QueueHorizon(&pending,7);assert(h.window.NextHunt==780000);
+ h.LostOrder(&owner,30000);assert(h.window.NextHunt==300000);
+ assert(owner.Task==&delivered&&owner.Assignment==&r&&owner.Waypoint==&w&&!owner.PendingTask);
+ // A surviving peer's longer pending order remains fully reserved.
+ ERR_HQUnit peer;ERR_HQTask active,replacement;
+ active.BeliefId=7;active.ExpiresAt=400000;replacement.BeliefId=7;replacement.ExpiresAt=700000;
+ peer.Task=&active;peer.Assignment=&r;peer.PendingTask=&replacement;peer.PendingOrder=&r;h.m_Units.push_back(&peer);
+ owner.PendingTask=&pending;owner.PendingOrder=&r;h.window.NextHunt=1000000;
+ h.LostOrder(&owner,30000);assert(h.window.NextHunt==880000&&peer.PendingTask==&replacement&&peer.Task==&active);
+ // An unrelated pending replacement cannot conceal its original same-track task.
+ replacement.BeliefId=8;owner.PendingTask=&pending;owner.PendingOrder=&r;h.window.NextHunt=1000000;
+ h.LostOrder(&owner,30000);assert(h.window.NextHunt==580000);
+ // Orphan task pointers, expired tasks and non-pursuit orders cannot hold a hunt.
+ owner.Task=nullptr;owner.Assignment=nullptr;peer.Assignment=nullptr;peer.PendingOrder=nullptr;
+ owner.PendingTask=&pending;owner.PendingOrder=&r;h.window.NextHunt=1000000;
+ h.LostOrder(&owner,30000);assert(h.window.NextHunt==45000);
+ for(int kind=0;kind<4;kind++){
+ peer.Assignment=&r;active.ExpiresAt=400000;active.ReleaseOnly=false;active.SecuritySite="";active.WatchSourceId="";
+ if(kind==0){active.ReleaseOnly=true;}if(kind==1){active.SecuritySite="site";}if(kind==2){active.WatchSourceId="patrol";}if(kind==3){active.ExpiresAt=30000;}
+ owner.PendingTask=&pending;owner.PendingOrder=&r;h.window.NextHunt=1000000;
+ h.LostOrder(&owner,30000);assert(h.window.NextHunt==45000);}
+ // Clamping only: even a surviving long commitment must not raise earlier pacing.
+ active.ExpiresAt=400000;owner.PendingTask=&pending;owner.PendingOrder=&r;h.window.NextHunt=40000;
+ h.LostOrder(&owner,30000);assert(h.window.NextHunt==40000);
+ }
// A failed pending watch investigation completes only that pending lineage.
ERR_HQTask activeWatch,pendingWatch;activeWatch.WatchSourceId="patrol-A";activeWatch.WatchMessageId=41;activeWatch.WatchRequestId=1;
pendingWatch.WatchSourceId="patrol-B";pendingWatch.WatchMessageId=42;pendingWatch.WatchRequestId=2;
@@ -107,4 +144,4 @@
hq.LostOrder(&u,2000);assert(hq.window.NextHunt==5000);
}
''')
-print('PASS: actual assignment cancellation/release preserves radio ownership, native waypoint lifecycle and failed-order retry boundaries')
+print('PASS: actual failed-retask deadline rollback plus assignment cancellation/release preserves radio ownership, native waypoint lifecycle and failed-order retry boundaries')
--- a/tests/test_hq_delivered_task.py
+++ b/tests/test_hq_delivered_task.py
@@ -5,6 +5,7 @@
P=Path(os.environ.get('ERR_HQ_SOURCE',ROOT/'addons/core/Scripts/Game/ERR/10_AI/ERR_HQ.c'))
ROAD=Path(os.environ.get('ERR_HQ_ROAD_SOURCE',ROOT/'addons/core/Scripts/Game/ERR/10_AI/ERR_HQRoadIntercept.c'))
def cpp(s):
+ s=s.replace('ref ', '')
s=s.replace('protected ','').replace('null','nullptr').replace('string.Format','Format')
for name in ('Math','ERR_GameMode','SCR_EntityHelper','ERR_HQPursuitRules','AIWaypoint','ERR_Actors','ERR_Resources','ERR_ForceDuty','ERR_HQRoadIntercept','ERR_ForceRules','ERR_HQPursuitRole','ERR_HQMemoryKind'):
s=s.replace(name+'.',name+'::')
@@ -20,6 +21,7 @@
return s
units='\n'.join(cpp(body(P,x)) for x in ('void CancelPending(', 'ERR_HQTask PlannedTask(', 'void ReleaseAssignment(', 'void Release()'))
methods='\n'.join(cpp(body(P,x)) for x in ('protected bool AlarmCommitted(', 'protected void FinishWatch(', 'protected void ReleaseUnit(', 'protected void LostOrder(', 'protected void DeliverOrder('))
+if 'protected float HuntCommitment(' in P.read_text(): methods=cpp(body(P,'protected float HuntCommitment('))+'\n'+methods
cleanup=cpp(body(P,' foreach (ERR_HQUnit unit : m_Units)\n {\n if (!unit.Assignment && !unit.PendingOrder) continue;\n if (!unit.PlanEligible || assigned > globalLimit)'))
R=ROOT/'addons/core/Scripts/Game/ERR/10_AI/ERR_HQPursuit.c'
rules='\n'.join(cpp(body(R,x)) for x in ('static bool Finite(', 'static bool PositionValid(', 'static bool Actionable(', 'static bool Heading(', 'static ERR_HQPursuitRole Role('))
@@ -39,7 +41,7 @@
struct ERR_HQPursuitRules{
'''+rules+r'''
};
-struct Math{static float Min(float a,float b){return std::min(a,b);}};
+struct Math{static float Min(float a,float b){return std::min(a,b);}static float Max(float a,float b){return std::max(a,b);}};
struct ERR_HQTask{string SecuritySite;bool RoadIntercept=false,ReleaseOnly=false;ERR_HQTask* ReplacesTask=nullptr;string WatchSourceId;int WatchMessageId=0,WatchRequestId=0;
int BeliefId=1,BeliefRevision=2;ERR_HQPursuitRole Role=ERR_HQPursuitRole::SEARCH;vector Destination{40,0,50};float QueuedAt=0,ExpiresAt=60000;bool Investigation(){return !WatchSourceId.empty();}string Name(){return "search";}};
struct ERR_HQReport{string TravelMode="on foot";int MessageId=10;float ObservedAt=0;};
@@ -113,6 +115,11 @@
assert(f.mode.ledger.record.Duty==f.mode.ledger.record.HomeDuty);f.hq.Cleanup(1001,1,4);assert(f.previous.deletes==1&&f.unit.PendingTask==&f.next);}
{Fixture f;f.active.BeliefId=1;f.next.ExpiresAt=1000;f.hq.Cleanup(1000,1,4);f.Retained();}
{Fixture f;f.unit.PlanEligible=false;f.hq.Cleanup(1000,1,4);assert(!f.unit.Task&&!f.unit.PendingTask&&!f.unit.Downlink&&f.previous.deletes==1);}
+ // Expired undelivered retasks use the same bounded rollback as lost radio.
+ // Both original and replacement expire here; no unfulfilled hunt owns 780s.
+ {Fixture f;f.active.ExpiresAt=120000;f.next.ExpiresAt=600000;f.hq.hunt.NextHunt=780000;
+ f.hq.Cleanup(600000,1,4);assert(f.hq.hunt.NextHunt==615000);
+ assert(!f.unit.Task&&!f.unit.PendingTask&&!f.unit.Downlink&&f.previous.deletes==1);}
// A still-live containment order also needs current authorization at delivery.
// The fixed task deadline is not permission to use an older/weaker movement belief.
for(int invalid=0;invalid<6;invalid++){Fixture f;f.next.Role=ERR_HQPursuitRole::CONTAIN;
--- a/tests/test_hq_task_reservations.py
+++ b/tests/test_hq_task_reservations.py
@@ -14,6 +14,7 @@
depth+=(text[end]=='{')-(text[end]=='}');end+=1
return text[start:end]
def cpp(s):
+ s=s.replace('ref ', '')
s=s.replace('protected ','').replace('null','nullptr').replace('.IsEmpty()', '.empty()')
for name in ('Math','ERR_HQPursuitRules','ERR_HQCoverageRules','vector'):
s=s.replace(name+'.',name+'::')
@@ -38,6 +39,7 @@
# All three planning paths must retain the same ownership rule.
assert 'ReserveUnit(existing, reserved, first, second)' in body(P,'protected void Investigate(')
methods='\n'.join(body(P,s) for s in ('protected int Assigned(', 'protected void FinishWatch(', 'protected void LostOrder('))
+if 'protected float HuntCommitment(' in P.read_text(): methods=body(P,'protected float HuntCommitment(')+'\n'+methods
unit_methods='\n'.join(body(P,s) for s in ('void CancelPending(', 'ERR_HQTask PlannedTask('))
rules='\n'.join(body(R,s) for s in ('static bool Finite(', 'static bool PositionValid(', 'static bool BearingAllowed('))
coverage_rules='\n'.join(body(C,s) for s in ('static bool PositionValid(', 'static int Cell(', 'static int Key(', 'static bool Point('))
@@ -53,7 +55,7 @@
vector Vector(float x,float y,float z){return {x,y,z};}
struct Math {static float Clamp(float x,float a,float b){return std::clamp(x,a,b);}
static float Floor(float x){return std::floor(x);} static float AbsFloat(float x){return std::abs(x);}
- static float Min(float a,float b){return std::min(a,b);}};
+ static float Min(float a,float b){return std::min(a,b);}static float Max(float a,float b){return std::max(a,b);}};
template<class T>struct Array:std::vector<T>{int Count(){return this->size();}void Insert(T t){this->push_back(t);}};
struct ERR_HQPursuitRules {
'''+cpp(rules)+r'''};
@@ -61,7 +63,7 @@
'''+cpp(coverage_rules)+r'''};
struct Coverage {bool Recent(vector,float){return false;}
'''+cpp(coverage)+r'''};
-struct ERR_HQTask {vector Destination;int ApproachBearing=0,BeliefId=1;bool ReleaseOnly=false;
+struct ERR_HQTask {float ExpiresAt=120000;vector Destination;int ApproachBearing=0,BeliefId=1;bool ReleaseOnly=false;
std::string SecuritySite,WatchSourceId;int WatchMessageId=0,WatchRequestId=0;bool Investigation(){return !WatchSourceId.empty();}};
struct ERR_HQReport{};struct ERR_HQRoute{};
struct ERR_HQUnit {ERR_HQTask* Task=nullptr;ERR_HQTask* PendingTask=nullptr;