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:
@@ -0,0 +1,6 @@
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{
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"integration_refused_before_write": "Root baseline adapter compared nested record with hash string; source unchanged. Correct comparison uses working field.",
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"suite_aborted": true,
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"exit": 130,
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"reason": "Started inadvertently after refused integration; interrupted own tool session before applying source. No passing verification claimed."
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}
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@@ -0,0 +1,174 @@
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PASS: actual objective overlay lifecycle preserves separate ownership, late readiness/reopen, data refresh, pan/zoom/culling, supported sibling/shared-frame parents, coordinate offsets, native task-clear isolation and terminal cleanup; native rendering remains unverified
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PASS: actual map element initializes each widget, retries missing widgets, updates position and changes only stale text/icon data; no native image-load claim
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PASS: actual native fixture root/config ownership and idempotent cleanup preserve foreign map, selector excludes ordinary route, fixed budgets/screenshots/UGC boundaries retained; native operations not executed
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PASS: actual full Inspect rejects canvas parenting, wrong active container/canvas, omitted origin offset, wrong rendered box and stale coordinates; differing origins and DPI accepted
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PASS: actual long-warning phases retain visible label through1500ms checkpoint then restore radio before close; synthetic marker separated from unmoved player
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PASS: actual Center places marker100screenpx left of pan center at both fixture zooms without altering disclosed coordinates
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PASS: missing, child-only, malformed, zero and duplicate prefab root IDs rejected
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PASS: delayed scene/inventory arrival, deferred preload, identity checks, stale replies, timeout and observer cleanup
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PASS: actual inventory manifest, delayed/missing/wrong-owner item links, finite cap, consumed-stock refresh and preload ordering
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PASS: spawn scene remains held through final acknowledgement and nearby use; leaving, reassignment, disconnect and teardown release it
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PASS: production prison AI hold/release, repeat activation, authority/faction/player exclusion, dead actor and stop cleanup
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PASS: actual protected/capped damage plus exact-actor terminal fixture bypass through delayed native damage, fail-closed ownership and untouched ordinary actor; no native claim
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PASS: actual full planner selection/commit body, 360 equivalence scenarios, orders/reservations/cooldowns identical; one128-unit scan vs >10000 repeated unit visits; no FPS claim
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PASS: actual observer monitor/recovery/cleanup rejects retained old controller, preserves new camera/editor/hints/timer, restarts once and retains normal recovery; native effects modeled from SDK, no runtime claim
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PASS: former chat controller releases only its own callbacks and preserves replacement menu; current-owner stop/scope and repeated teardown remain intact
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PASS: wrong observer fixture selector rejected before runtime/profile setup; no engine launched
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PASS: actual depot radio/planning/two-leg state transitions, fixed deadline, late proof quarantine, finite import and no adoption after Stop
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PASS: actual depot HQ lifecycle, existing planner priority, server/mode/owner gates, idempotent polling and owner replacement
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PASS: actual full depot leaf, exact custody, isolated callbacks, finite reservation, false/unknown and Stop quarantine, once-only delivery and caps; native movement unqualified
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PASS: actual authored identity capture, READY-only detached provenance, same shared stock admission, completed exact two-leg proof, lifetime caps and Stop no late adoption
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usage: test_native_mounted_intercept.py [-h] [--steam STEAM]
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[--external-addons EXTERNAL_ADDONS]
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--compat COMPAT --profile PROFILE
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[--smoke {normal-escape-route,escape-route,optional-site-skip,infantry-combat,medical-combat,hunter-faction,unconscious-camera,objective-map,town-garrisons,site-garrisons,radio-interaction,enemy-loadout,aggression,air-logistics,air-assault,air-recon,airfield-markers,opening-tools,mortar-station,generated-sites,hq-local-handoff,infantry-transfer,hq-body,convoy,supply-convoys,mounted-ammo,alarm-hearing,hq-memory,hq-awareness,aircraft-field,aircraft-route,native-end-active,native-end-preparing,aircraft-control,aircraft-cancel,aircraft-translate,map-ownership,mortar-refresh,mortar-salvo,mortar-courier,station-teardown,prison-breach,powered-flight,powered-translate,local-admission,mortar-expiry,mortar-transfer,mortar-fire,patrol-hq,victory,lost-helicopter,player-death,radio-network,hq-response,mortar-inventory,startup-failure,site-survey,cache-loss,extraction-capacity,early-helicopter-loss,extraction-startup-failure,extraction-boundary-failure,transport-loss,transport-survey,lifecycle,objective-ui,recovery,prisoner-kit,medical,casualty-load,casualty-direct,casualty-bench,casualty-remove,environment,environment-restart,patrols,radio-document-loss,radio-document-loss-partial,guard-cancel,casualty-service}]
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[--maintenance-refuel]
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[--mounted-swap-eligibility]
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[--mine-stock] [--mounted-courier]
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[--mounted-intercept] [--convoy-cover]
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[--field-terrain-audit]
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[--field-service-cancel]
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[--route-service-cancel]
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[--station-teardown-diagnostics]
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[--flight-autohover]
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[--flight-action-inputs]
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[--flight-input-diagnostics]
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[--recon-takeover-only]
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[--body-recovery-only]
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[--rounds ROUNDS] [--timeout TIMEOUT]
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[--project {core,chat}]
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test_native_mounted_intercept.py: error: --mounted-intercept requires Chat --smoke convoy, one round and timeout at least900 seconds
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usage: test_native_mounted_intercept.py [-h] [--steam STEAM]
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[--external-addons EXTERNAL_ADDONS]
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--compat COMPAT --profile PROFILE
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[--smoke {normal-escape-route,escape-route,optional-site-skip,infantry-combat,medical-combat,hunter-faction,unconscious-camera,objective-map,town-garrisons,site-garrisons,radio-interaction,enemy-loadout,aggression,air-logistics,air-assault,air-recon,airfield-markers,opening-tools,mortar-station,generated-sites,hq-local-handoff,infantry-transfer,hq-body,convoy,supply-convoys,mounted-ammo,alarm-hearing,hq-memory,hq-awareness,aircraft-field,aircraft-route,native-end-active,native-end-preparing,aircraft-control,aircraft-cancel,aircraft-translate,map-ownership,mortar-refresh,mortar-salvo,mortar-courier,station-teardown,prison-breach,powered-flight,powered-translate,local-admission,mortar-expiry,mortar-transfer,mortar-fire,patrol-hq,victory,lost-helicopter,player-death,radio-network,hq-response,mortar-inventory,startup-failure,site-survey,cache-loss,extraction-capacity,early-helicopter-loss,extraction-startup-failure,extraction-boundary-failure,transport-loss,transport-survey,lifecycle,objective-ui,recovery,prisoner-kit,medical,casualty-load,casualty-direct,casualty-bench,casualty-remove,environment,environment-restart,patrols,radio-document-loss,radio-document-loss-partial,guard-cancel,casualty-service}]
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[--maintenance-refuel]
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[--mounted-swap-eligibility]
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[--mine-stock] [--mounted-courier]
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[--mounted-intercept] [--convoy-cover]
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[--field-terrain-audit]
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[--field-service-cancel]
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[--route-service-cancel]
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[--station-teardown-diagnostics]
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[--flight-autohover]
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[--flight-action-inputs]
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[--flight-input-diagnostics]
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[--recon-takeover-only]
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[--body-recovery-only]
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[--rounds ROUNDS] [--timeout TIMEOUT]
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[--project {core,chat}]
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test_native_mounted_intercept.py: error: --mounted-intercept requires Chat --smoke convoy, one round and timeout at least900 seconds
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usage: test_native_mounted_intercept.py [-h] [--steam STEAM]
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[--external-addons EXTERNAL_ADDONS]
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--compat COMPAT --profile PROFILE
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[--smoke {normal-escape-route,escape-route,optional-site-skip,infantry-combat,medical-combat,hunter-faction,unconscious-camera,objective-map,town-garrisons,site-garrisons,radio-interaction,enemy-loadout,aggression,air-logistics,air-assault,air-recon,airfield-markers,opening-tools,mortar-station,generated-sites,hq-local-handoff,infantry-transfer,hq-body,convoy,supply-convoys,mounted-ammo,alarm-hearing,hq-memory,hq-awareness,aircraft-field,aircraft-route,native-end-active,native-end-preparing,aircraft-control,aircraft-cancel,aircraft-translate,map-ownership,mortar-refresh,mortar-salvo,mortar-courier,station-teardown,prison-breach,powered-flight,powered-translate,local-admission,mortar-expiry,mortar-transfer,mortar-fire,patrol-hq,victory,lost-helicopter,player-death,radio-network,hq-response,mortar-inventory,startup-failure,site-survey,cache-loss,extraction-capacity,early-helicopter-loss,extraction-startup-failure,extraction-boundary-failure,transport-loss,transport-survey,lifecycle,objective-ui,recovery,prisoner-kit,medical,casualty-load,casualty-direct,casualty-bench,casualty-remove,environment,environment-restart,patrols,radio-document-loss,radio-document-loss-partial,guard-cancel,casualty-service}]
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[--maintenance-refuel]
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[--mounted-swap-eligibility]
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[--mine-stock] [--mounted-courier]
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[--mounted-intercept] [--convoy-cover]
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[--field-terrain-audit]
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[--field-service-cancel]
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[--route-service-cancel]
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[--station-teardown-diagnostics]
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[--flight-autohover]
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[--flight-action-inputs]
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[--flight-input-diagnostics]
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[--recon-takeover-only]
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[--body-recovery-only]
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[--rounds ROUNDS] [--timeout TIMEOUT]
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[--project {core,chat}]
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test_native_mounted_intercept.py: error: --mounted-intercept requires Chat --smoke convoy, one round and timeout at least900 seconds
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usage: test_native_mounted_intercept.py [-h] [--steam STEAM]
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[--external-addons EXTERNAL_ADDONS]
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--compat COMPAT --profile PROFILE
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[--smoke {normal-escape-route,escape-route,optional-site-skip,infantry-combat,medical-combat,hunter-faction,unconscious-camera,objective-map,town-garrisons,site-garrisons,radio-interaction,enemy-loadout,aggression,air-logistics,air-assault,air-recon,airfield-markers,opening-tools,mortar-station,generated-sites,hq-local-handoff,infantry-transfer,hq-body,convoy,supply-convoys,mounted-ammo,alarm-hearing,hq-memory,hq-awareness,aircraft-field,aircraft-route,native-end-active,native-end-preparing,aircraft-control,aircraft-cancel,aircraft-translate,map-ownership,mortar-refresh,mortar-salvo,mortar-courier,station-teardown,prison-breach,powered-flight,powered-translate,local-admission,mortar-expiry,mortar-transfer,mortar-fire,patrol-hq,victory,lost-helicopter,player-death,radio-network,hq-response,mortar-inventory,startup-failure,site-survey,cache-loss,extraction-capacity,early-helicopter-loss,extraction-startup-failure,extraction-boundary-failure,transport-loss,transport-survey,lifecycle,objective-ui,recovery,prisoner-kit,medical,casualty-load,casualty-direct,casualty-bench,casualty-remove,environment,environment-restart,patrols,radio-document-loss,radio-document-loss-partial,guard-cancel,casualty-service}]
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[--maintenance-refuel]
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[--mounted-swap-eligibility]
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[--mine-stock] [--mounted-courier]
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[--mounted-intercept] [--convoy-cover]
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[--field-terrain-audit]
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[--field-service-cancel]
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[--route-service-cancel]
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[--station-teardown-diagnostics]
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[--flight-autohover]
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[--flight-action-inputs]
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[--flight-input-diagnostics]
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[--recon-takeover-only]
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[--body-recovery-only]
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[--rounds ROUNDS] [--timeout TIMEOUT]
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[--project {core,chat}]
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test_native_mounted_intercept.py: error: --mounted-intercept requires Chat --smoke convoy, one round and timeout at least900 seconds
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usage: test_native_mounted_intercept.py [-h] [--steam STEAM]
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[--external-addons EXTERNAL_ADDONS]
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--compat COMPAT --profile PROFILE
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[--smoke {normal-escape-route,escape-route,optional-site-skip,infantry-combat,medical-combat,hunter-faction,unconscious-camera,objective-map,town-garrisons,site-garrisons,radio-interaction,enemy-loadout,aggression,air-logistics,air-assault,air-recon,airfield-markers,opening-tools,mortar-station,generated-sites,hq-local-handoff,infantry-transfer,hq-body,convoy,supply-convoys,mounted-ammo,alarm-hearing,hq-memory,hq-awareness,aircraft-field,aircraft-route,native-end-active,native-end-preparing,aircraft-control,aircraft-cancel,aircraft-translate,map-ownership,mortar-refresh,mortar-salvo,mortar-courier,station-teardown,prison-breach,powered-flight,powered-translate,local-admission,mortar-expiry,mortar-transfer,mortar-fire,patrol-hq,victory,lost-helicopter,player-death,radio-network,hq-response,mortar-inventory,startup-failure,site-survey,cache-loss,extraction-capacity,early-helicopter-loss,extraction-startup-failure,extraction-boundary-failure,transport-loss,transport-survey,lifecycle,objective-ui,recovery,prisoner-kit,medical,casualty-load,casualty-direct,casualty-bench,casualty-remove,environment,environment-restart,patrols,radio-document-loss,radio-document-loss-partial,guard-cancel,casualty-service}]
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[--maintenance-refuel]
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[--mounted-swap-eligibility]
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[--mine-stock] [--mounted-courier]
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[--mounted-intercept] [--convoy-cover]
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[--field-terrain-audit]
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[--field-service-cancel]
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[--route-service-cancel]
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[--station-teardown-diagnostics]
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[--flight-autohover]
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[--flight-action-inputs]
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[--flight-input-diagnostics]
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[--recon-takeover-only]
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[--body-recovery-only]
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[--rounds ROUNDS] [--timeout TIMEOUT]
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[--project {core,chat}]
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test_native_mounted_intercept.py: error: --mounted-intercept and --convoy-cover are mutually exclusive
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PASS: actual native interception witness requires real radio cursor/lineage, original actor identities, fixed movement/hold/expiry/resume and immutable deadline; no movement/delivery injection
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PASS: actual CLI rejects wrong mode/project/rounds/899s/conflict before runtime; valid flag and terminal branch identify synthetic-observation qualification
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PASS: visible base hook and actual fixture override delegate once; delivery proof uses retained pre-super route only on successful production transition
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actual mounted HQ dispatch planning, radio, ownership and lifecycle checks passed
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PASS: actual mounted intercept eligibility/order chronology, fixed destinations, native road selection bounds, width, segment heading, clearance and settlement delegation; no native driving claim
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PASS: actual Tick clock initialization admits fractional first ticks and expires without extending the original start
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PASS: actual finite conservation/deadline/callback policies; read-only selection, bounded once-only inventory submission and no can refill; native transfer not executed
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PASS: actual exact-context membership, bounded identity/reach gates, native start/cache/eligibility ordering and no duplicate/foreign action start; fuel manager identity and empty-can headroom guards checked
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PASS: actual detached node/value snapshot and conservation refuse mismatched lengths before indexed reads, retain original identities under native out-array aliasing and log bounded counts once; native cause remains unknown
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PASS: actual mine evidence sealing/recovery, historical coarse publication, caps, canonical ownership, marker join retry/owner-change/stop; native arming and replicated vector-array transport untested
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PASS: actual full document recovery retains authored/sealed targets, one shared spent ledger, retry/exhaustion semantics and canonical multi-player ownership alongside supplemental mine intel
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PASS: actual infantry search suspension, quiet grace, finite resume, expiry/replacement and defensive/ownership boundaries
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PASS: infantry combat gate precedes radio delivery and preserves non-task transports
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PASS: actual HQ contact transition wakes only fit squad members, cancels only task orders and logs changes once
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PASS: actual finite medicine grants, authored stock deduction, full-backpack refusal/pouch fallback, no loot replenishment, unresolved-operation quarantine and ownership/stop guards
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PASS: only recent native detected/identified threats suspend hunter travel; stale/disarmed/destroyed contacts cannot strand patrols
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PASS: actual hunter combat transition cancels only its travel once, holds through renewed contact and resumes after quiet; unregistered startup preserved
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PASS: captured sighting retention, immutable details, expiry, replay rejection, bounded sound uncertainty/cooldown, radio loss, priority and overdue-status fairness
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PASS: arrow press/release, held keys, opposing keys, disabled/menu input and firearm-only retention
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PASS: town trigger and hard 700m exclusion for all observers, empty/invalid positions and final-check crossings
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PASS: exact finite site squads, invalid roster/count rejection, committed-site spacing and safe fallback boundary
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PASS: mortar couriers use the mobile site team and refuse permanent-only garrisons
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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
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PASS: real-session mortar deadline, failed-support convoy admission and hunter survivor/recovery gates
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PASS: native-route retry preserves delivered target, limits attempts and suspends during combat
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PASS: stale/deleted AI utility cannot receive Complete; mortar HQ preflight withholds unsafe orders; mounted convoy cover never creates infantry Defend
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PASS: flight crew affiliation and group precede native boarding; preparation remains bounded even while passengers wait
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PASS: factionless/deleted map targets do not abort perception; faction lookup tolerates teardown; deleting helicopter releases without capture/engine access
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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
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PASS: missing/invalid faction crew defers before any native spawn or allowance insertion; all registered RHS factions have explicit soldier and medic profiles
|
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PASS: vehicle radio issued once; pending, refusal and looting cannot duplicate or fabricate a physical radio link
|
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PASS: actual vehicle-radio link requires the original seated crew, physical manpack and live uncaptured mission vehicle; looting, dismount, release and teardown remove it
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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
|
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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: actual helicopter delay applies resolved Random values, preserves countdown on save failure, and leaves active flights running
|
||||
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: real sampling handles absent airports and extraction clearance preserves geometry/navigation/flatness while selecting the correct aircraft survey
|
||||
PASS: universal connector, embedded/standalone exports, multiple terrains, 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
|
||||
+975
@@ -0,0 +1,975 @@
|
||||
{
|
||||
"addons/core/AI/BehaviorTrees/ERR/MortarRapidFire.bt": "16b263bcb2fb3ae361367a600753a829425620d2e6b350a891c51fba47437ab6",
|
||||
"addons/core/AI/BehaviorTrees/ERR/MortarRapidFire.bt.meta": "f2a44ece28891240e6bfa1d01af29428adcadbe82c80e287eb33cd5e58f1f90a",
|
||||
"addons/core/Configs/ERR/AdminMenus.conf": "a7f889f260e43656136fc159342129e5f48748d28c426f65f9faac37b624cf94",
|
||||
"addons/core/Configs/ERR/AdminMenus.conf.meta": "5faf5ddc0a51c1d0f82d60af00d91edc22fe9c39aac50d8d04b772a2c9271be1",
|
||||
"addons/core/Configs/ERR/Content/Registry.conf": "546a5a407c9e6c25c9157ae4392898fa3f40c04c7956649e62201f9ac0ba187c",
|
||||
"addons/core/Configs/ERR/Content/Registry.conf.meta": "046aa988bf8e972afcf7a60b6f2312f605f016f98625dbbd9cd75ebf9ea88800",
|
||||
"addons/core/Configs/ERR/EveronSites.conf": "b479000b36154a6a3af6b519b086251d981ef63cb86a973d00529499cfd4238c",
|
||||
"addons/core/Configs/ERR/EveronSites.conf.meta": "d5fe68025ef4e7c1e16082cf5873b7c7172eacbfaef4ab29b7e0e3c98f8dca56",
|
||||
"addons/core/Configs/ERR/Factions/MissionVehicles.conf": "5f74f4a7089c7e7b54ad62463159ce8f0bab25a6b85268dc3872ea6001e048fb",
|
||||
"addons/core/Configs/ERR/Factions/MissionVehicles.conf.meta": "00c368b6271d3440cc8bf627b03a384d247635723923fc5ad2104b8b4007b035",
|
||||
"addons/core/Configs/ERR/Factions/US.conf": "4c3da063abb6e3ee39a6e4e0c5a9ffd5eae9d209d58470ea18b45dba5528db1b",
|
||||
"addons/core/Configs/ERR/Factions/US.conf.meta": "a05469aef028e9e17eba545e81e2af2887b59f0fef17dac51a23c7b8155e381b",
|
||||
"addons/core/Configs/ERR/Factions/USSR.conf": "407ea27f80a64c5184c089d43cdd0bdabfc5974c84f1d2a245081fdf2afa3f30",
|
||||
"addons/core/Configs/ERR/Factions/USSR.conf.meta": "057397d97096346791b51b7b13fbe18af218bcf78e9984d9c01b49a2403de611",
|
||||
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|
||||
"independent/convoy-lifecycle.log": "6e7f1708a5e9c0af68ffd0ace1edc33e99edff479cee2e6750bcaca1c94317ff",
|
||||
"independent/convoy-survivors.log": "415fa2dfc0f1d7adcdaa1fd120af686b9771afc506487e9d4b1d1caaabc000cf",
|
||||
"independent/green.log": "87aa48eb2efbea584deca358562680526b836dc0d81f0f368f894ad2c5377d29",
|
||||
"independent/hunter-lifecycle.log": "4c5203b9a98bc6356ea79fd4600fe10a3443748ad8975b092be280eb04b1dbc8",
|
||||
"independent/integration-review.json": "f90873fce66a49d533a0691856666f8141d48aad4c4123a460c1b6a5c2192876",
|
||||
"independent/mutation.log": "1abab560f129cad409bf9a5063fdd5d7b9c845c2a33d0e2eb8b0b7f0116705fb",
|
||||
"independent/preliminary.json": "db5cd94ab895b539bfa6076da6f852519a4b6780456e5286bea4bde1d0ad0d1f",
|
||||
"independent/results.json": "f94f40c8ce3fa613decbbc97e006a49d9b18f58d2fab801027eff8f8402c1336",
|
||||
"independent/review.json": "c90d79512654a274a704fd99fef4701dd5634827fb1d32e3ed16fc33940e00e1",
|
||||
"independent/review_integration.py": "7df54db7e5c103fe85baf3bd7eb8bdbd0bec689fbc0afa23ab1086c83fa8703d",
|
||||
"native-normal.log": "123f124106c0afc1ad19052e675ad3045fe2f8675454f0a7fda47d1f84cc3e1d",
|
||||
"proposal/addons/core/Scripts/Game/ERR/10_AI/ERR_ConvoyService.c": "e503e3a2eeaff638dee7fac6830cfbac6b8d87402e1191ff65aaa9961d9e0b86",
|
||||
"proposal/addons/core/Scripts/Game/ERR/10_AI/ERR_HQ.c": "5d66c53baf8762e76ae59e28721edaa348014af6d988d42891d9a84a6cf44969",
|
||||
"proposal/addons/core/Scripts/Game/ERR/10_AI/ERR_HunterService.c": "79369d5cc30cf628f02df0023157ab423e40497325dfd6a73b218757f2b689d4",
|
||||
"proposal/addons/core/Scripts/Game/ERR/10_AI/ERR_SupplyConvoyTactics.c": "dc3acdffc8ca48f11b131f66d30d679ca68f3b3004344bdc78723bc9305915e0",
|
||||
"proposal/apply-check.log": "19eaf43821a7660ec323a87c8457bf74823beb296c39f5e01aa8a683aa50f061",
|
||||
"proposal/baseline/addons/core/Scripts/Game/ERR/10_AI/ERR_ConvoyService.c": "825a35f7afe485c1e5ddfc96dfff3498b39cce54dc19dce857b5d30fe5dc6557",
|
||||
"proposal/baseline/addons/core/Scripts/Game/ERR/10_AI/ERR_HunterService.c": "0769d4e7327439ce91b8f9ed0b47c4d92d382e97a1bbf62da8e6002ae4041bf0",
|
||||
"proposal/baseline/tests/test_convoy_survivors.py": "6386fe89b747af7504de0a18de598eae273a4657ec399baa216d0f423ee73fe8",
|
||||
"proposal/baseline/tests/test_hunter_lifecycle.py": "c2e3bff077dcb4cc181cbae5526d38a8638be7b2187c72ed64b1e279b63cbafc",
|
||||
"proposal/baseline-adapter-unused.log": "28b5b87bcb6d54ed64aaed5aec6f81543db1ce4f8b2a1d3e0778c3cff369a2e2",
|
||||
"proposal/baseline.json": "e466bd9a258122b5ebe64d7bddf412fbca2e816dd441c295292a1a02e29a1cee",
|
||||
"proposal/finding.json": "d376c62a881322731efe455bbf1d98b779fad3e997e2148c4ba6ac0dd382830e",
|
||||
"proposal/fix.patch": "60e3a89f09f3db61e6e6f89756031015523dee824a5f17f46f8538c51c0689c7",
|
||||
"proposal/green.log": "87aa48eb2efbea584deca358562680526b836dc0d81f0f368f894ad2c5377d29",
|
||||
"proposal/mutation/addons/core/Scripts/Game/ERR/10_AI/ERR_ConvoyService.c": "14f6257570a9465989b70592f3c4ba91bbe44f746371eba3113fcb70348795c2",
|
||||
"proposal/mutation/addons/core/Scripts/Game/ERR/10_AI/ERR_HunterService.c": "79369d5cc30cf628f02df0023157ab423e40497325dfd6a73b218757f2b689d4",
|
||||
"proposal/mutation.log": "5ff9f0435a1e7110f13cb158c30abbe8b359e0d8faa732c71d664ffa7bcc7b70",
|
||||
"proposal/package.py": "fd6eca2913f732424097aaf60fde95750f7265822102f8bed39d838917149401",
|
||||
"proposal/prepare.py": "bd1c651bc043c2fa5169fdd83c5df4daecb830203e6286e77e1af0136229ba69",
|
||||
"proposal/red.log": "b3fefa0a40141ff9e6c32020cd76fddaf097ab823ee4b7850c24de8c17861ef2",
|
||||
"proposal/source-manifest.json": "2022a7a13afb03fd27e13b4fd435295d3a433ff23fc2afccf506bcbe3b101969",
|
||||
"proposal/test-results.json": "3ba851d13b7dcb08c30be5f5f57ce535ae8e7a6a02daacc0f3d6f5a08128474d",
|
||||
"proposal/test_convoy_lifecycle.log": "6e7f1708a5e9c0af68ffd0ace1edc33e99edff479cee2e6750bcaca1c94317ff",
|
||||
"proposal/test_convoy_survivors.log": "415fa2dfc0f1d7adcdaa1fd120af686b9771afc506487e9d4b1d1caaabc000cf",
|
||||
"proposal/test_hunter_capture.log": "87aa48eb2efbea584deca358562680526b836dc0d81f0f368f894ad2c5377d29",
|
||||
"proposal/test_hunter_lifecycle.log": "4c5203b9a98bc6356ea79fd4600fe10a3443748ad8975b092be280eb04b1dbc8",
|
||||
"proposal/tests/test_convoy_survivors.py": "415cf9f5d23cce363e483d4bfd0292b58ab1fb3d9e727f9581271aa65c1c3109",
|
||||
"proposal/tests/test_hunter_capture.py": "d88b3a830c350e27a08fe5977cf85247dff140b3dc9135062eb5e7774b400790",
|
||||
"proposal/tests/test_hunter_lifecycle.py": "4d228ec10c3d5f02ecf0eb755ca2773e3496a2c25a1e1c355e6ec79ee2ef53b6",
|
||||
"regressions.log": "fa079f2058cccf32abb46a3add9f0caa60fe45f5d1dd945c13cb3f77b632a21a",
|
||||
"review.json": "1224242ee8869fd3984871169f81ad8dbdfd71269978aa68f93653b74a065ff0",
|
||||
"run-suite.py": "e312875bab0757fe8c160d59bcdfcad524515f85b13d81241958bcc22c5c7c8a",
|
||||
"sdk-review/review.json": "995744588c49f9c47245551f4f67d0da817f797bf0d46a21a527786003475036",
|
||||
"source-after.json": "a873c5ba9cd60fec00663260ec2c45a720e1d5bb5d7237172c86bccbaf0158e7",
|
||||
"suite-inputs.json": "bad91666b83507a0855e4ac016faf2527c3a644c53115b522f4485d8e0eaae4a",
|
||||
"suite-result.json": "b1c21e57f9de62cc45a4d512235e13c14ee6314a8c1544e381134f7d4cd8e125"
|
||||
}
|
||||
@@ -0,0 +1,46 @@
|
||||
from pathlib import Path
|
||||
import hashlib,json,shutil,subprocess,sys
|
||||
r=Path('/home/jakub/devel/escapistsrereintroduced');b=Path('/tmp/erri-gameplay-root-2237')
|
||||
e=r/'docs/evidence/hunter-capture-2026-10-02';ne=r/'docs/evidence/native-2026-10-02-hunter-capture-normal'
|
||||
load=lambda p:json.loads(p.read_text())
|
||||
sha=lambda p:hashlib.sha256(p.read_bytes()).hexdigest()
|
||||
def write(p,v):p.write_text(json.dumps(v,indent=2)+'\n')
|
||||
baseline=load(b/'baseline.json');suite=load(b/'suite-result.json');inputs=load(b/'suite-inputs.json')
|
||||
assert suite['exit']==0 and suite['inputs_unchanged'] and suite['regression_programs']==292
|
||||
assert len({x['path'] for x in suite['programs']})==292 and all(x['exit']==0 for x in suite['programs'])
|
||||
assert all(sha(r/n)==h for n,h in inputs.items())
|
||||
sys.path.insert(0,str(r/'tools'));from source_manifest import addon_manifest
|
||||
source=addon_manifest(r);nr=load(ne/'runner.json.txt');report=load(ne/'report.json')
|
||||
assert source==load(ne/'source-sha256.json')==load(ne/'launch-source-sha256.json')
|
||||
assert report['assertions_passed']==63 and report['smoke_completions']==1 and not report['script_or_runtime_failures'] and len(report['engine_errors'])==13
|
||||
assert nr['cleanup_confirmed'] and nr['source_unchanged_after_run'] and nr['external_addons_unchanged_after_run']
|
||||
assert sha(ne/'console.log.txt')==nr['console_sha256']
|
||||
allowed={'tests/test_convoy_survivors.py','addons/core/Scripts/Game/ERR/10_AI/ERR_ConvoyService.c','addons/core/Scripts/Game/ERR/10_AI/ERR_HunterService.c','tests/test_hunter_lifecycle.py','tools/check.py'}
|
||||
changed=[n for n,h in baseline['files'].items() if not (r/n).is_file() or sha(r/n)!=h]
|
||||
assert set(changed)==allowed,changed
|
||||
index=hashlib.sha256(subprocess.check_output(['git','diff','--cached','--binary'],cwd=r)).hexdigest();assert index==baseline['index_diff_sha256']
|
||||
original=load(Path('/tmp/erri-heartbeat-20260930-1542-reference.json'))
|
||||
assert all(sha(Path('/home/jakub/devel/escapists')/n)==h for n,h in original.items())
|
||||
candidate=r/'.build/playtest-2026-10-02-convoy-survivors'
|
||||
seal=load(r/'docs/evidence/playtest-refresh-2026-10-02-convoy-survivors/candidate-sha256.json')
|
||||
assert {str(p.relative_to(candidate)):sha(p) for p in candidate.rglob('*') if p.is_file()}==seal
|
||||
e.mkdir(exist_ok=False)
|
||||
for n in ['baseline.json','suite-result.json','suite-inputs.json','regressions.log','run-suite.py','native-normal.log','finish.py']:shutil.copyfile(b/n,e/n)
|
||||
shutil.copytree(b/'aborted-preintegration-check',e/'aborted-preintegration-check')
|
||||
for folder,name in [('/tmp/erri-hunter-capture-2237','proposal'),('/tmp/erri-hunter-capture-review-2237','independent'),('/tmp/erri-hunter-capture-admission-2237','sdk-review')]:
|
||||
shutil.copytree(folder,e/name,ignore=shutil.ignore_patterns('__pycache__','*.pyc'))
|
||||
write(e/'source-after.json',source)
|
||||
result={'kind':'Active original hunter capture fix','authored_files':len(source),'regression_programs':292,'normal_assertions':63,'normal_completions':1,'normal_script_failures':0,'normal_engine_errors':13,'cleanup_source_external_unchanged':True,'strict_native_failure_retained':True,'native_capture_callback_tested':False,'multiplayer_tested':False,'performance_tested':False,'new_package_created':False,'latest_candidate_preserved_files':len(seal),'original_reference_files_unchanged':len(original),'baseline_paths':len(baseline['files']),'changed_existing_paths':changed,'added_test':'tests/test_hunter_capture.py','index_diff_sha256':index,'scope':'Current admitted player entering active tracked hunter; entry before native callbacks latches capture and releases existing HQ ownership. Already-released infantry roles remain independent. No replacement/refund or actor deletion.','limits':'Actual-method regression doubles native boundaries; normal native run verifies compilation and base-loop integration, not player capture timing or remote-client behavior.'}
|
||||
write(e/'review.json',result)
|
||||
status=r/'docs/current-status.md';before=status.read_text();first,tail=before.split('\n',1)
|
||||
section='''**2 October 2026 — active hunter capture is remembered at vehicle entry:** when a current admitted player enters an active original HQ hunter vehicle, the server records capture before native entry callbacks can change player ownership. The existing driving/recovery order and HQ registration are released once, even if current occupancy disappears before the next one-second poll. Vehicles, crew and spent deployment allowances remain physical and unchanged. Entering an already-released vehicle does not revoke its former crew’s independent infantry role.
|
||||
|
||||
All **292 registered regression programs pass**. Independent actual-method tests reproduce the old event gap and a missing survivor-retention guard, then pass with the fix. The installed SDK signature and callback ordering are verified. A hidden/muted normal Everon run completes **63 assertions and one round**, with **zero script/runtime failures and thirteen retained engine errors**, confirmed cleanup and unchanged inputs. This proves compilation and ordinary-loop integration; native capture-event timing, remote multiplayer and performance remain unverified.
|
||||
|
||||
The existing convoy-survivors package is unchanged and predates this source fix. Original missions and inherited work are preserved; nothing was committed or published. [Implementation and evidence](evidence/hunter-capture-2026-10-02/review.json).
|
||||
'''
|
||||
assert sha(status)==baseline['files']['docs/current-status.md']
|
||||
status.write_text(first+'\n\n'+section+'\n'+tail.lstrip('\n'))
|
||||
write(e/'documentation.json',{'before':baseline['files']['docs/current-status.md'],'after':sha(status)})
|
||||
write(e/'evidence-sha256.json',{str(p.relative_to(e)):sha(p) for p in sorted(e.rglob('*')) if p.is_file()})
|
||||
print(json.dumps(result,indent=2))
|
||||
@@ -0,0 +1,19 @@
|
||||
check: /tmp/err-policy-6v79i6hp/check.cpp:92: int main(): Assertion `c.unit.PlayerCaptureObserved&&c.unit.Released' failed.
|
||||
Traceback (most recent call last):
|
||||
File "/tmp/erri-hunter-capture-2237/tests/test_hunter_capture.py", line 26, in <module>
|
||||
run(r'''
|
||||
~~~^^^^^
|
||||
#include <cassert>
|
||||
^^^^^^^^^^^^^^^^^^
|
||||
...<63 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-6v79i6hp/check']' died with <Signals.SIGABRT: 6>.
|
||||
@@ -0,0 +1 @@
|
||||
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
|
||||
@@ -0,0 +1 @@
|
||||
PASS: actual convoy/team Release retains original active survivors and HQ identity, rejects takeover/terminal/unknown roster, preserves exact logistics quarantine and normal eligibility
|
||||
@@ -0,0 +1 @@
|
||||
PASS: actual player-entry hook latches original hunter capture before native callbacks; both release layers cancel ownership without new entities/refund; bounded current-owner guards and prior-release policy
|
||||
@@ -0,0 +1 @@
|
||||
PASS: actual hunter release preserves survivors/HQ, releases driving ownership once, delegates capture/teardown, and excludes prison/patrol/mortar from generic objective defence
|
||||
@@ -0,0 +1,86 @@
|
||||
{
|
||||
"complete": true,
|
||||
"decision": "Exact integrated source and fresh complete suite/normal native evidence approved for bounded documentation/evidence finalization.",
|
||||
"reviewed_source_test_hashes": {
|
||||
"addons/core/Scripts/Game/ERR/10_AI/ERR_ConvoyService.c": "e503e3a2eeaff638dee7fac6830cfbac6b8d87402e1191ff65aaa9961d9e0b86",
|
||||
"addons/core/Scripts/Game/ERR/10_AI/ERR_HunterService.c": "79369d5cc30cf628f02df0023157ab423e40497325dfd6a73b218757f2b689d4",
|
||||
"tests/test_hunter_lifecycle.py": "4d228ec10c3d5f02ecf0eb755ca2773e3496a2c25a1e1c355e6ec79ee2ef53b6",
|
||||
"tests/test_convoy_survivors.py": "415cf9f5d23cce363e483d4bfd0292b58ab1fb3d9e727f9581271aa65c1c3109",
|
||||
"tests/test_hunter_capture.py": "d88b3a830c350e27a08fe5977cf85247dff140b3dc9135062eb5e7774b400790"
|
||||
},
|
||||
"tools_check_sha256": "bf0b1bbb03ef309a959d760c9d0e454bb8d89fe78ded5177a2f029e0a888f884",
|
||||
"registration_only_change": true,
|
||||
"authored_files": 420,
|
||||
"suite": {
|
||||
"programs": 292,
|
||||
"fresh": true,
|
||||
"exit": 0,
|
||||
"exact_registered_order": true,
|
||||
"full_current_input_inventory_equal": true,
|
||||
"seconds": 202.57,
|
||||
"result_sha256": "b1c21e57f9de62cc45a4d512235e13c14ee6314a8c1544e381134f7d4cd8e125",
|
||||
"inputs_sha256": "bad91666b83507a0855e4ac016faf2527c3a644c53115b522f4485d8e0eaae4a",
|
||||
"log_sha256": "fa079f2058cccf32abb46a3add9f0caa60fe45f5d1dd945c13cb3f77b632a21a"
|
||||
},
|
||||
"normal": {
|
||||
"assertions": 63,
|
||||
"completions": 1,
|
||||
"script_failures": 0,
|
||||
"engine_errors": 13,
|
||||
"raw_console_archive_exact": true,
|
||||
"report_recomputed": true,
|
||||
"source_current_launch_end_exact": true,
|
||||
"cleanup_source_external_unchanged": true,
|
||||
"console_sha256": "0c7fc98ebb0c107f7b40181cfa06bf7e7e9bff781f891550156491321a57f07f",
|
||||
"launch_manifest_sha256": "a873c5ba9cd60fec00663260ec2c45a720e1d5bb5d7237172c86bccbaf0158e7"
|
||||
},
|
||||
"preservation": {
|
||||
"baseline_paths": 10250,
|
||||
"changed_existing_paths": [
|
||||
"addons/core/Scripts/Game/ERR/10_AI/ERR_ConvoyService.c",
|
||||
"addons/core/Scripts/Game/ERR/10_AI/ERR_HunterService.c",
|
||||
"tests/test_convoy_survivors.py",
|
||||
"tests/test_hunter_lifecycle.py",
|
||||
"tools/check.py"
|
||||
],
|
||||
"only_added_test": "tests/test_hunter_capture.py",
|
||||
"index_unchanged": true,
|
||||
"index_diff_sha256": "670073db5d7531aca4466cc9d2827d10a46bfcfbd35f27ac97724de9d2fd3725",
|
||||
"original533_unchanged": true,
|
||||
"latest_candidate_files": 429,
|
||||
"candidate_seal_sha256": "cadaec6b53fa5e01ec02025cabb5535d5b8bbed301bc13ed99b847881d0303da",
|
||||
"latest_candidate_exact": true
|
||||
},
|
||||
"aborted_preintegration": {
|
||||
"excluded_from_qualification": true,
|
||||
"parent_reason": {
|
||||
"integration_refused_before_write": "Root baseline adapter compared nested record with hash string; source unchanged. Correct comparison uses working field.",
|
||||
"suite_aborted": true,
|
||||
"exit": 130,
|
||||
"reason": "Started inadvertently after refused integration; interrupted own tool session before applying source. No passing verification claimed."
|
||||
},
|
||||
"no_complete_suite_result": true,
|
||||
"input_manifest_differs_from_final": true,
|
||||
"sha256": {
|
||||
"reason.json": "10e1eb07d7b6b4b0f33b18527125cd80a5bb45d87b5d26de93dbe6d13c01f8b9",
|
||||
"suite-inputs.json": "82ddb56aa41dc1f1603f93818591e226943486b91e8d4d5692f1c864f7ac3230",
|
||||
"regressions.log": "7bfeef72904cb4c895703bea42f5e9941f2c296c6accdd598e998030f97da73b"
|
||||
}
|
||||
},
|
||||
"finalizer": {
|
||||
"sha256": "565c5e254d45971d399fc06bae71828bc08b8d3353e8d597131a3b21319656c8",
|
||||
"source_review_no_blocker": true,
|
||||
"gates_current_suite_and_normal_hashes": true,
|
||||
"preserves_aborted_attempt_and_latest_package": true,
|
||||
"writes_current_status_only_plus_new_evidence_directory": true,
|
||||
"no_native_capture_or_new_package_claim": true,
|
||||
"executed_by_reviewer": false
|
||||
},
|
||||
"limits": [
|
||||
"Fresh full suite and normal native prove modeled policy, compilation and ordinary-loop integration only. No native capture timing, multiplayer or FPS claim.",
|
||||
"Existing convoy-survivors package intentionally predates this source fix; no package refresh performed.",
|
||||
"Strict thirteen installed engine errors remain retained."
|
||||
],
|
||||
"reviewer_target_edits": false,
|
||||
"reviewer_native_or_compiler_runs_for_integration": false
|
||||
}
|
||||
@@ -0,0 +1,19 @@
|
||||
check: /tmp/err-policy-bbmnuzww/check.cpp:118: int main(): Assertion `c.hq.unregistered==1&&c.hq.retained==0&&c.hq.recoveries==0' failed.
|
||||
Traceback (most recent call last):
|
||||
File "/tmp/erri-hunter-capture-2237/tests/test_hunter_capture.py", line 26, in <module>
|
||||
run(r'''
|
||||
~~~^^^^^
|
||||
#include <cassert>
|
||||
^^^^^^^^^^^^^^^^^^
|
||||
...<63 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-bbmnuzww/check']' died with <Signals.SIGABRT: 6>.
|
||||
@@ -0,0 +1,22 @@
|
||||
{
|
||||
"state": "Preliminary source review; final actual-method red/green pending author harness",
|
||||
"no_blocker_found": true,
|
||||
"reviewed_sha256": {
|
||||
"/tmp/erri-hunter-capture-2237/addons/core/Scripts/Game/ERR/10_AI/ERR_HunterService.c": "79369d5cc30cf628f02df0023157ab423e40497325dfd6a73b218757f2b689d4",
|
||||
"/tmp/erri-hunter-capture-2237/addons/core/Scripts/Game/ERR/10_AI/ERR_ConvoyService.c": "e503e3a2eeaff638dee7fac6830cfbac6b8d87402e1191ff65aaa9961d9e0b86",
|
||||
"/tmp/erri-vanilla-stock/scripts/Game/Vehicle/SCR_CompartmentAccessComponent.c": "55fc213f5136080dac12e916bb20b3a11913d3e2830b05f9669ba2447965d837"
|
||||
},
|
||||
"findings": [
|
||||
"SDK override argument names match exactly; GetOwner usage is native in same method. Native method invokes subscribed entry handlers before querying current character/player identity; calling bounded ownership latch before super protects event-time facts against reentrant exit/disconnect.",
|
||||
"PlayerEntered requires authoritative server, active current mode, exact current HQ-owned service, canonical current actor, and exact original hunter root or bounded child ancestry. New or unrelated entities are not adopted.",
|
||||
"PlayerCaptureObserved precedes Release; hunter clears downlink/stops recovery; base bypasses survivor retention despite later absent occupancy, releases own order/holds and unregisters HQ.",
|
||||
"Already released original hunter is intentionally skipped: entry into its abandoned vehicle cannot revoke the former surviving crew independent infantry role.",
|
||||
"No re-registration, initial stock/cargo modifications or replacement deployment introduced. Existing HQ unregister cancels tasks/detection; previously transmitted uplinks retain existing semantics."
|
||||
],
|
||||
"pending": [
|
||||
"Actual method baseline red/proposal green including fast exit and base-retention mutation",
|
||||
"Existing hunter and convoy survivor/lifecycle harness adapters"
|
||||
],
|
||||
"target_edits": false,
|
||||
"native_runs": false
|
||||
}
|
||||
@@ -0,0 +1,38 @@
|
||||
[
|
||||
{
|
||||
"case": "green",
|
||||
"exit": 0,
|
||||
"expected": 0,
|
||||
"compiled_runtime_assertion": false
|
||||
},
|
||||
{
|
||||
"case": "baseline",
|
||||
"exit": 1,
|
||||
"expected": 1,
|
||||
"compiled_runtime_assertion": true
|
||||
},
|
||||
{
|
||||
"case": "mutation",
|
||||
"exit": 1,
|
||||
"expected": 1,
|
||||
"compiled_runtime_assertion": true
|
||||
},
|
||||
{
|
||||
"case": "hunter-lifecycle",
|
||||
"exit": 0,
|
||||
"expected": 0,
|
||||
"compiled_runtime_assertion": false
|
||||
},
|
||||
{
|
||||
"case": "convoy-survivors",
|
||||
"exit": 0,
|
||||
"expected": 0,
|
||||
"compiled_runtime_assertion": false
|
||||
},
|
||||
{
|
||||
"case": "convoy-lifecycle",
|
||||
"exit": 0,
|
||||
"expected": 0,
|
||||
"compiled_runtime_assertion": false
|
||||
}
|
||||
]
|
||||
@@ -0,0 +1,69 @@
|
||||
{
|
||||
"complete": true,
|
||||
"decision": "Approved bounded source proposal; no remaining source/test blocker found. Native event integration remains unqualified.",
|
||||
"patch_sha256": "60e3a89f09f3db61e6e6f89756031015523dee824a5f17f46f8538c51c0689c7",
|
||||
"reviewed_files": {
|
||||
"addons/core/Scripts/Game/ERR/10_AI/ERR_ConvoyService.c": "e503e3a2eeaff638dee7fac6830cfbac6b8d87402e1191ff65aaa9961d9e0b86",
|
||||
"addons/core/Scripts/Game/ERR/10_AI/ERR_HunterService.c": "79369d5cc30cf628f02df0023157ab423e40497325dfd6a73b218757f2b689d4",
|
||||
"tests/test_hunter_lifecycle.py": "4d228ec10c3d5f02ecf0eb755ca2773e3496a2c25a1e1c355e6ec79ee2ef53b6",
|
||||
"tests/test_convoy_survivors.py": "415cf9f5d23cce363e483d4bfd0292b58ab1fb3d9e727f9581271aa65c1c3109",
|
||||
"tests/test_hunter_capture.py": "d88b3a830c350e27a08fe5977cf85247dff140b3dc9135062eb5e7774b400790"
|
||||
},
|
||||
"sdk": {
|
||||
"path": "/tmp/erri-vanilla-stock/scripts/Game/Vehicle/SCR_CompartmentAccessComponent.c",
|
||||
"sha256": "55fc213f5136080dac12e916bb20b3a11913d3e2830b05f9669ba2447965d837",
|
||||
"signature_line": 64,
|
||||
"ordering": "native general subscribers invoked first at66-67; GetOwner accessed at70; hook signature matches production override"
|
||||
},
|
||||
"tests": [
|
||||
{
|
||||
"case": "green",
|
||||
"exit": 0,
|
||||
"expected": 0,
|
||||
"compiled_runtime_assertion": false
|
||||
},
|
||||
{
|
||||
"case": "baseline",
|
||||
"exit": 1,
|
||||
"expected": 1,
|
||||
"compiled_runtime_assertion": true
|
||||
},
|
||||
{
|
||||
"case": "mutation",
|
||||
"exit": 1,
|
||||
"expected": 1,
|
||||
"compiled_runtime_assertion": true
|
||||
},
|
||||
{
|
||||
"case": "hunter-lifecycle",
|
||||
"exit": 0,
|
||||
"expected": 0,
|
||||
"compiled_runtime_assertion": false
|
||||
},
|
||||
{
|
||||
"case": "convoy-survivors",
|
||||
"exit": 0,
|
||||
"expected": 0,
|
||||
"compiled_runtime_assertion": false
|
||||
},
|
||||
{
|
||||
"case": "convoy-lifecycle",
|
||||
"exit": 0,
|
||||
"expected": 0,
|
||||
"compiled_runtime_assertion": false
|
||||
}
|
||||
],
|
||||
"source_findings": [
|
||||
"Exact current authoritative mode/HQ/service/canonical actor guards and bounded original hunter matching prevent unrelated adoption.",
|
||||
"Entry latch is set before Recovery.Stop/Release and before native base callbacks; initial occupancy need not remain observable. Both hunter and base release honor latch, preventing inadvertent survivor retention.",
|
||||
"Own downlink/waypoint/crew recovery stop, base interception/holds release, ledger unpin and HQ unregister remain idempotent. No re-registration/grant/replenishment or finite allowance reset occurs.",
|
||||
"Normal noncapture survivor release is unchanged. Entering an already released abandoned vehicle intentionally cannot revoke its former crew independent infantry HQ role.",
|
||||
"Native base event is always forwarded exactly once, including client/unrelated/refused paths. SDK signature and GetOwner match existing implementation."
|
||||
],
|
||||
"limits": [
|
||||
"Actual methods run under native-boundary doubles. No live entry/exit replication or native capture success claimed.",
|
||||
"Already transmitted HQ radio evidence may settle under existing network semantics; unregistering travel ownership is not evidence revocation."
|
||||
],
|
||||
"target_edits": false,
|
||||
"native_runs": false
|
||||
}
|
||||
@@ -0,0 +1,25 @@
|
||||
from pathlib import Path
|
||||
import json,hashlib,ast,subprocess,sys
|
||||
r=Path('/home/jakub/devel/escapistsrereintroduced');b=Path('/tmp/erri-gameplay-root-2237');p=Path('/tmp/erri-hunter-capture-2237');o=Path('/tmp/erri-hunter-capture-review-2237');e=r/'docs/evidence/native-2026-10-02-hunter-capture-normal'
|
||||
sha=lambda p:hashlib.sha256(p.read_bytes()).hexdigest();load=lambda p:json.loads(p.read_text())
|
||||
sys.dont_write_bytecode=True;sys.path.insert(0,str(r/'tools'));from source_manifest import addon_manifest;from native_report import analyze
|
||||
proposal=load(p/'source-manifest.json');assert all(sha(r/n)==h for n,h in proposal['files'].items())
|
||||
old=r/'.build/playtest-source-2026-10-02-convoy-survivors/tools/check.py';new=(r/'tools/check.py').read_text();assert new.replace("'test_hunter_capture.py', ",'')==old.read_text()
|
||||
source=addon_manifest(r);assert source==load(e/'source-sha256.json')==load(e/'launch-source-sha256.json');suite=load(b/'suite-result.json');assert suite['exit']==0 and suite['inputs_unchanged'] and not suite.get('resumed')
|
||||
constants=sorted((n for n in ast.walk(ast.parse(new)) if isinstance(n,ast.Constant) and isinstance(n.value,str) and n.value.endswith('.py') and (Path(n.value).name.startswith('test_') or n.value.endswith('_regression.py'))),key=lambda n:(n.lineno,n.col_offset));expected=['tests/'+Path(n.value).name for n in constants]
|
||||
assert len(expected)==len(set(expected))==suite['regression_programs']==292;assert [x['path'] for x in suite['programs']]==expected;assert all(x['exit']==0 for x in suite['programs']);assert 'All repository checks passed.' in (b/'regressions.log').read_text()
|
||||
inputs=dict(source)
|
||||
for folder in ['tests','tools','terrain-profiles','terrain-adapters','terrain-integrations']:
|
||||
inputs.update({str(q.relative_to(r)):sha(q) for q in (r/folder).rglob('*') if q.is_file() and '__pycache__' not in q.parts and q.suffix!='.pyc'})
|
||||
inputs.update({str(q.relative_to(r)):sha(q) for q in (r/'docs').iterdir() if q.is_file()})
|
||||
for n in ['README.md','.gitignore']:inputs[n]=sha(r/n)
|
||||
assert inputs==load(b/'suite-inputs.json')
|
||||
nr=load(e/'runner.json.txt');report=load(e/'report.json');assert report==analyze((e/'console.log.txt').read_text(),report['log']);assert sha(e/'console.log.txt')==nr['console_sha256'];assert sha(e/'launch-source-sha256.json')==nr['launch_source_sha256']==nr['end_source_sha256'];assert all(nr[k] for k in ['cleanup_confirmed','source_unchanged_after_run','external_addons_unchanged_after_run']);meta=load(e/'launch-source.json');assert nr['launch_id']==meta['launch_id'];raw=Path(nr['session']);assert (raw/'console.log').read_bytes()==(e/'console.log.txt').read_bytes()
|
||||
baseline=load(b/'baseline.json');allowed={'tests/test_convoy_survivors.py','addons/core/Scripts/Game/ERR/10_AI/ERR_ConvoyService.c','addons/core/Scripts/Game/ERR/10_AI/ERR_HunterService.c','tests/test_hunter_lifecycle.py','tools/check.py'};changed={n for n,h in baseline['files'].items() if not (r/n).is_file() or sha(r/n)!=h};assert changed==allowed
|
||||
index=hashlib.sha256(subprocess.check_output(['git','diff','--cached','--binary'],cwd=r)).hexdigest();assert index==baseline['index_diff_sha256']
|
||||
original=load(Path('/tmp/erri-heartbeat-20260930-1542-reference.json'));assert len(original)==533;assert all(sha(Path('/home/jakub/devel/escapists')/n)==h for n,h in original.items())
|
||||
root=r/'.build/playtest-2026-10-02-convoy-survivors';seal=r/'docs/evidence/playtest-refresh-2026-10-02-convoy-survivors/candidate-sha256.json';actual={str(q.relative_to(root)):sha(q) for q in root.rglob('*') if q.is_file()};assert actual==load(seal)
|
||||
aborted=b/'aborted-preintegration-check';reason=load(aborted/'reason.json');assert reason['exit']==130 and reason['suite_aborted'];assert not (aborted/'suite-result.json').exists();before=load(aborted/'suite-inputs.json');assert before!=inputs;assert 'All repository checks passed.' not in (aborted/'regressions.log').read_text()
|
||||
finalizer=b/'finish.py';ast.parse(finalizer.read_text())
|
||||
d={'complete':True,'decision':'Exact integrated source and fresh complete suite/normal native evidence approved for bounded documentation/evidence finalization.','reviewed_source_test_hashes':proposal['files'],'tools_check_sha256':sha(r/'tools/check.py'),'registration_only_change':True,'authored_files':len(source),'suite':{'programs':292,'fresh':True,'exit':0,'exact_registered_order':True,'full_current_input_inventory_equal':True,'seconds':suite['seconds'],'result_sha256':sha(b/'suite-result.json'),'inputs_sha256':sha(b/'suite-inputs.json'),'log_sha256':sha(b/'regressions.log')},'normal':{'assertions':report['assertions_passed'],'completions':report['smoke_completions'],'script_failures':len(report['script_or_runtime_failures']),'engine_errors':len(report['engine_errors']),'raw_console_archive_exact':True,'report_recomputed':True,'source_current_launch_end_exact':True,'cleanup_source_external_unchanged':True,'console_sha256':nr['console_sha256'],'launch_manifest_sha256':nr['launch_source_sha256']},'preservation':{'baseline_paths':len(baseline['files']),'changed_existing_paths':sorted(changed),'only_added_test':'tests/test_hunter_capture.py','index_unchanged':True,'index_diff_sha256':index,'original533_unchanged':True,'latest_candidate_files':len(actual),'candidate_seal_sha256':sha(seal),'latest_candidate_exact':True},'aborted_preintegration':{'excluded_from_qualification':True,'parent_reason':reason,'no_complete_suite_result':True,'input_manifest_differs_from_final':True,'sha256':{q.name:sha(q) for q in aborted.iterdir() if q.is_file()}},'finalizer':{'sha256':sha(finalizer),'source_review_no_blocker':True,'gates_current_suite_and_normal_hashes':True,'preserves_aborted_attempt_and_latest_package':True,'writes_current_status_only_plus_new_evidence_directory':True,'no_native_capture_or_new_package_claim':True,'executed_by_reviewer':False},'limits':['Fresh full suite and normal native prove modeled policy, compilation and ordinary-loop integration only. No native capture timing, multiplayer or FPS claim.','Existing convoy-survivors package intentionally predates this source fix; no package refresh performed.','Strict thirteen installed engine errors remain retained.'],'reviewer_target_edits':False,'reviewer_native_or_compiler_runs_for_integration':False}
|
||||
(o/'integration-review.json').write_text(json.dumps(d,indent=2)+'\n');print(json.dumps({'path':str(o/'integration-review.json'),'sha256':sha(o/'integration-review.json'),'normal':d['normal'],'preservation':d['preservation']},indent=2))
|
||||
@@ -0,0 +1,65 @@
|
||||
Test audio routed to silent output and muted (stream 726211)
|
||||
Test audio routed to silent output and muted (stream 726268)
|
||||
{
|
||||
"stopped_unix": 1790974378.6618066,
|
||||
"console_sha256": "0c7fc98ebb0c107f7b40181cfa06bf7e7e9bff781f891550156491321a57f07f",
|
||||
"end_source_sha256": "a873c5ba9cd60fec00663260ec2c45a720e1d5bb5d7237172c86bccbaf0158e7",
|
||||
"source_unchanged_after_run": true,
|
||||
"source_provenance": "launch_snapshot",
|
||||
"launch_id": "0cea3453-bb05-4fb6-a8ad-38ab23b35f4b",
|
||||
"launch_source_manifest": "launch-source-sha256.json",
|
||||
"launch_source_metadata": "launch-source.json",
|
||||
"launch_source_sha256": "a873c5ba9cd60fec00663260ec2c45a720e1d5bb5d7237172c86bccbaf0158e7",
|
||||
"external_addons_unchanged_after_run": true,
|
||||
"external_addon_count": 7,
|
||||
"external_addon_inputs": "external-addons-inputs.json",
|
||||
"started_unix": 1790974214.562547,
|
||||
"result": "smoke-completed",
|
||||
"result_before_cleanup": "smoke-completed",
|
||||
"cleanup_confirmed": true,
|
||||
"cleanup_report": {
|
||||
"cleanup_confirmed": true,
|
||||
"idle_verified": true,
|
||||
"errors": [],
|
||||
"orphan_cleanup": {
|
||||
"attempted": true,
|
||||
"report": {
|
||||
"scope": "/tmp/erri-headless-compat/pfx",
|
||||
"candidates": [],
|
||||
"term_sent": [],
|
||||
"kill_sent": [],
|
||||
"cleared": true
|
||||
}
|
||||
}
|
||||
},
|
||||
"runner_error": null,
|
||||
"session": "/tmp/erri-normal-hunter-capture-2237/logs/logs_2026-10-02_22-50-16",
|
||||
"rounds_required": 1,
|
||||
"project": "chat",
|
||||
"display": "headless Gamescope 1280x720/30Hz",
|
||||
"dedicated_server": false,
|
||||
"audio": "silent sink and per-test-stream mute"
|
||||
}
|
||||
{
|
||||
"log": "/tmp/erri-normal-hunter-capture-2237/logs/logs_2026-10-02_22-50-16/console.log",
|
||||
"smoke_completions": 1,
|
||||
"assertions_passed": 63,
|
||||
"script_or_runtime_failures": [],
|
||||
"engine_errors": [
|
||||
"22:50:18.256 RESOURCES (E): Wrong GUID/name for resource @\"{0AFDD005CD669892}Language/rhs_localization.st\" in property \"StringTableSource\"",
|
||||
"22:50:18.256 RESOURCES (E): Wrong GUID/name for resource @\"{41FA2A08B6971D4C}Language/wcs_armament_localization.st\" in property \"StringTableSource\"",
|
||||
"22:50:18.256 RESOURCES (E): Wrong GUID/name for resource @\"{84270E09F7A4A7A0}Language/wcs_spacecore_localization.st\" in property \"StringTableSource\"",
|
||||
"22:50:18.257 RESOURCES (E): Wrong GUID/name for resource @\"{E50E557B468C7073}Language/wcs_bmp1_localization.st\" in property \"StringTableSource\"",
|
||||
"22:50:59.568 WORLD (E): Unknown keyword/data 'Parent' at offset 35955(0x8c73)",
|
||||
"22:50:59.568 WORLD (E): Unknown keyword/data 'Parent' at offset 36915(0x9033)",
|
||||
"22:50:59.569 WORLD (E): Unknown keyword/data 'Parent' at offset 42646(0xa696)",
|
||||
"22:50:59.569 WORLD (E): Unknown keyword/data 'Parent' at offset 43645(0xaa7d)",
|
||||
"22:50:59.569 WORLD (E): Unknown keyword/data 'Parent' at offset 44617(0xae49)",
|
||||
"22:50:59.569 WORLD (E): Unknown keyword/data 'Parent' at offset 45590(0xb216)",
|
||||
"22:50:59.675 WORLD (E): Unknown keyword/data 'SlidingTrackMaterial' at offset 19441(0x4bf1)",
|
||||
"22:51:06.203 WORLD (E): Unknown keyword/data 'm_HardLandingVelocity' at offset 133(0x85)",
|
||||
"22:51:06.204 WORLD (E): Unknown keyword/data 'm_DeathLandingVelocity' at offset 163(0xa3)"
|
||||
],
|
||||
"missing_end_screen": [],
|
||||
"scope": "scripted local Workbench integration only; no multiplayer, piloting or FPS claim"
|
||||
}
|
||||
+634
@@ -0,0 +1,634 @@
|
||||
// Independent physical adaptation of the owner's supply-convoy extension.
|
||||
// HQ must dispatch an authored route using a finite canonical pool receipt.
|
||||
class ERR_ConvoyResources
|
||||
{
|
||||
static ResourceName VehiclePrefab(int index)
|
||||
{
|
||||
if (index == 1) return "{3336BE330C4F355B}Prefabs/Vehicles/Wheeled/Ural4320/Ural4320_ammo.et";
|
||||
if (index == 2) return "{16C1F16C9B053801}Prefabs/Vehicles/Wheeled/Ural4320/Ural4320_transport.et";
|
||||
if (index == 4) return "{1DC01AAACFFA8B63}Prefabs/Vehicles/Tracked/BMP1/BMP1_Base.et";
|
||||
if (index == 0 || index == 3 || index == 5) return "{0B4DEA8078B78A9B}Prefabs/Vehicles/Wheeled/UAZ469/UAZ469_PKM.et";
|
||||
return "";
|
||||
}
|
||||
static ResourceName GroupPrefab() { return "{7A968AB297475FA7}Prefabs/ERR/ConvoyCrew.et"; }
|
||||
static ResourceName Soldier()
|
||||
{
|
||||
ERR_GameMode mode = ERR_GameMode.Get();
|
||||
if (mode && mode.FactionSelection() && mode.FactionSelection().Ready() && mode.FactionSelection().Active("enemy") != "ussr") return mode.FactionSelection().Soldier();
|
||||
return "{DCB41B3746FDD1BE}Prefabs/Characters/Factions/OPFOR/USSR_Army/Character_USSR_Rifleman.et"; }
|
||||
static ResourceName Rifle() { return "{FA5C25BF66A53DCF}Prefabs/Weapons/Rifles/AK74/Rifle_AK74.et"; }
|
||||
static ResourceName Magazine() { return "{BBB50A815A2F916B}Prefabs/Weapons/Magazines/Magazine_545x39_AK_30rnd_Ball.et"; }
|
||||
static bool Available()
|
||||
{
|
||||
array<ResourceName> required = {GroupPrefab(), Soldier(), Rifle(), Magazine(), ERR_Resources.MoveWaypoint()};
|
||||
for (int i = 0; i < 6; i++) required.Insert(VehiclePrefab(i));
|
||||
foreach (ResourceName prefab : required)
|
||||
{
|
||||
Resource resource = Resource.Load(prefab);
|
||||
if (!resource || !resource.IsValid()) return false;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
class ERR_ConvoyRules
|
||||
{
|
||||
static bool EmptyCrewTemplate(SCR_AIGroup group)
|
||||
{
|
||||
// The vanilla faction base authors six queued soldiers. Only our memberless
|
||||
// template may receive finite seat occupants; never retire another spawn job.
|
||||
return group && !group.GetSpawnImmediately() && group.GetAgentsCount() == 0
|
||||
&& (!group.m_aUnitPrefabSlots || group.m_aUnitPrefabSlots.IsEmpty());
|
||||
}
|
||||
static bool Plan(array<vector> positions, array<vector> angles, ERR_ForceRoute route)
|
||||
{
|
||||
if (!positions || !angles || positions.Count() != 6 || angles.Count() != 6 || !route || route.Looped() || route.Count() < 2 || !route.Seal()) return false;
|
||||
for (int i = 0; i < 6; i++)
|
||||
{
|
||||
if (!ERR_ForceRules.FiniteVector(positions[i]) || !ERR_ForceRules.FiniteVector(angles[i])) return false;
|
||||
for (int j = 0; j < i; j++) if (vector.DistanceXZ(positions[i], positions[j]) < 18) return false;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
static bool GroundClear(array<vector> positions, array<vector> angles)
|
||||
{
|
||||
if (!positions || !angles || positions.Count() != 6 || angles.Count() != 6) return false;
|
||||
ERR_ConvoyPlacement placement = new ERR_ConvoyPlacement();
|
||||
for (int i = 0; i < positions.Count(); i++) if (!placement.Clear(positions[i], angles[i][0])) return false;
|
||||
return true;
|
||||
}
|
||||
static bool PartOf(IEntity entity, IEntity root)
|
||||
{
|
||||
int depth;
|
||||
while (entity && depth++ < 32)
|
||||
{
|
||||
if (entity == root) return true;
|
||||
entity = entity.GetParent();
|
||||
}
|
||||
return false;
|
||||
}
|
||||
static bool Captured(Vehicle vehicle, SCR_AIGroup group)
|
||||
{
|
||||
if (group && group.GetPlayerCount(true) > 0) return true;
|
||||
if (!vehicle) return false;
|
||||
array<int> ids = {}; GetGame().GetPlayerManager().GetPlayers(ids);
|
||||
foreach (int id : ids)
|
||||
{
|
||||
IEntity player = GetGame().GetPlayerManager().GetPlayerControlledEntity(id);
|
||||
if (player && PartOf(CompartmentAccessComponent.GetVehicleIn(player), vehicle)) return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
static bool CollectSeats(IEntity root, array<BaseCompartmentSlot> seats)
|
||||
{
|
||||
array<IEntity> pending = {root};
|
||||
int cursor;
|
||||
while (cursor < pending.Count() && cursor < 128)
|
||||
{
|
||||
IEntity entity = pending[cursor++];
|
||||
if (!entity) return false;
|
||||
SCR_BaseCompartmentManagerComponent manager = SCR_BaseCompartmentManagerComponent.Cast(entity.FindComponent(SCR_BaseCompartmentManagerComponent));
|
||||
if (manager)
|
||||
{
|
||||
array<BaseCompartmentSlot> local = {}; manager.GetCompartments(local);
|
||||
foreach (BaseCompartmentSlot seat : local) if (seat && !seats.Contains(seat)) seats.Insert(seat);
|
||||
}
|
||||
IEntity child = entity.GetChildren();
|
||||
while (child)
|
||||
{
|
||||
if (pending.Count() >= 128 || pending.Contains(child)) return false;
|
||||
pending.Insert(child); child = child.GetSibling();
|
||||
}
|
||||
}
|
||||
return cursor == pending.Count();
|
||||
}
|
||||
}
|
||||
|
||||
class ERR_ConvoyVehicle
|
||||
{
|
||||
int Index;
|
||||
Vehicle Entity;
|
||||
SCR_AIGroup Group;
|
||||
IEntity Driver;
|
||||
ref array<IEntity> Members = {};
|
||||
ref array<BaseCompartmentSlot> Seats = {};
|
||||
AIWaypoint Waypoint;
|
||||
int RouteIndex;
|
||||
bool Released;
|
||||
bool Registered;
|
||||
// Latched only for an exact tracked hunter at authoritative player entry.
|
||||
bool PlayerCaptureObserved;
|
||||
ref ERR_ConvoyCombatState Combat = new ERR_ConvoyCombatState();
|
||||
int SupplyToken;
|
||||
bool SupplyHeld;
|
||||
int InterceptToken;
|
||||
bool InterceptActive;
|
||||
AIWaypoint InterceptWaypoint;
|
||||
ref ERR_ConvoyInterceptOrder InterceptOrder;
|
||||
ERR_ConvoyReceipt InterceptReceipt;
|
||||
ERR_ForceRecord InterceptRecord;
|
||||
ERR_ForceRoute InterceptRoute;
|
||||
protected AIWaypoint m_InterceptWaypoint;
|
||||
protected Vehicle m_InterceptEntity;
|
||||
protected SCR_AIGroup m_InterceptGroup;
|
||||
protected IEntity m_InterceptDriver;
|
||||
protected ref array<IEntity> m_InterceptMembers = {};
|
||||
protected ref array<BaseCompartmentSlot> m_InterceptSeats = {};
|
||||
protected int m_InterceptToken;
|
||||
protected int m_LastInterceptToken;
|
||||
protected vector m_InterceptPosition;
|
||||
protected float m_InterceptExpiresAt;
|
||||
protected int m_InterceptRouteIndex;
|
||||
|
||||
bool Arrived;
|
||||
float LegDeadline;
|
||||
float NextReadinessNote;
|
||||
|
||||
// Pending downlink owns a claim only; normal authored travel continues.
|
||||
bool InterceptCrew(ERR_GameMode mode)
|
||||
{
|
||||
if (!mode || !CrewValid(mode) || !Entity || !Group || ERR_ConvoyRules.Captured(Entity, Group)) return false;
|
||||
if (Members.IsEmpty() || Members.Count() > 8 || Seats.Count() != Members.Count()) return false;
|
||||
if (InterceptOrder && (Members.Count() != m_InterceptMembers.Count() || Seats.Count() != m_InterceptSeats.Count())) return false;
|
||||
array<AIAgent> agents = {}; Group.GetAgents(agents);
|
||||
if (agents.Count() != Members.Count()) return false;
|
||||
for (int i = 0; i < Members.Count(); i++)
|
||||
{
|
||||
if (!Members[i] || !ERR_Actors.CanFight(Members[i]) || !Seats[i] || Seats[i].GetOccupant() != Members[i]) return false;
|
||||
int attributed;
|
||||
foreach (AIAgent agent : agents)
|
||||
{
|
||||
if (!agent || !Members.Contains(agent.GetControlledEntity())) return false;
|
||||
if (agent.GetControlledEntity() == Members[i]) attributed++;
|
||||
}
|
||||
if (attributed != 1) return false;
|
||||
if (InterceptOrder && (Members[i] != m_InterceptMembers[i] || Seats[i] != m_InterceptSeats[i])) return false;
|
||||
}
|
||||
if (InterceptOrder && (Entity != m_InterceptEntity || Group != m_InterceptGroup || Driver != m_InterceptDriver)) return false;
|
||||
return true;
|
||||
}
|
||||
bool InterceptMatches(ERR_ConvoyInterceptOrder order)
|
||||
{
|
||||
return order && InterceptOrder == order && InterceptToken == m_InterceptToken && m_InterceptToken != 0;
|
||||
}
|
||||
bool ClaimIntercept(ERR_GameMode mode, ERR_ConvoyInterceptOrder order)
|
||||
{
|
||||
if (!order || order.Token <= m_LastInterceptToken || InterceptToken != 0 || InterceptOrder || InterceptWaypoint || !InterceptCrew(mode)) return false;
|
||||
m_InterceptEntity = Entity; m_InterceptGroup = Group; m_InterceptDriver = Driver;
|
||||
m_InterceptMembers.Clear(); m_InterceptSeats.Clear();
|
||||
foreach (IEntity member : Members) m_InterceptMembers.Insert(member);
|
||||
foreach (BaseCompartmentSlot seat : Seats) m_InterceptSeats.Insert(seat);
|
||||
m_InterceptToken = order.Token; m_LastInterceptToken = order.Token; InterceptToken = order.Token; InterceptOrder = order;
|
||||
m_InterceptPosition = order.Position; m_InterceptExpiresAt = order.ExpiresAt;
|
||||
return true;
|
||||
}
|
||||
void ClearIntercept(ERR_ConvoyInterceptOrder order)
|
||||
{
|
||||
if (!InterceptMatches(order)) return;
|
||||
// Delete only the exact waypoint this owner created, never an adopted handle.
|
||||
if (m_InterceptWaypoint && m_InterceptGroup) m_InterceptGroup.RemoveWaypoint(m_InterceptWaypoint);
|
||||
if (m_InterceptWaypoint) SCR_EntityHelper.DeleteEntityAndChildren(m_InterceptWaypoint);
|
||||
if (InterceptWaypoint == m_InterceptWaypoint) InterceptWaypoint = null;
|
||||
m_InterceptWaypoint = null; InterceptToken = 0; m_InterceptToken = 0;
|
||||
InterceptActive = false; InterceptOrder = null; InterceptReceipt = null; InterceptRecord = null; InterceptRoute = null;
|
||||
m_InterceptMembers.Clear(); m_InterceptSeats.Clear();
|
||||
}
|
||||
bool DeliverIntercept(ERR_GameMode mode, ERR_ConvoyInterceptOrder order, float now)
|
||||
{
|
||||
if (!InterceptMatches(order) || order.Token != m_InterceptToken || InterceptActive || !InterceptCrew(mode)) return false;
|
||||
if (order.Position != m_InterceptPosition || order.ExpiresAt != m_InterceptExpiresAt || now >= m_InterceptExpiresAt) return false;
|
||||
AIWaypoint detour = AIWaypoint.Cast(ERR_Actors.Spawn(ERR_Resources.MoveWaypoint(), m_InterceptPosition));
|
||||
if (!detour) return false;
|
||||
detour.SetCompletionRadius(15);
|
||||
ClearOrder(); m_InterceptRouteIndex = RouteIndex;
|
||||
m_InterceptWaypoint = detour; InterceptWaypoint = detour; InterceptActive = true;
|
||||
Group.AddWaypoint(detour);
|
||||
return true;
|
||||
}
|
||||
// True suppresses ordinary travel only after actual radio delivery. No route
|
||||
// index is consumed by arrival at the detour; removal leaves the seated group held.
|
||||
bool TickIntercept(ERR_GameMode mode, float now)
|
||||
{
|
||||
if (!InterceptOrder) return false;
|
||||
if (!InterceptMatches(InterceptOrder)) return InterceptActive;
|
||||
if (Released || Arrived || now >= m_InterceptExpiresAt || !InterceptCrew(mode) || Combat.Held || SupplyHeld || SupplyToken != 0)
|
||||
{ bool delivered = InterceptActive; ClearIntercept(InterceptOrder); if (delivered) LegDeadline = now + 600000; return false; }
|
||||
if (!InterceptActive) return false;
|
||||
if (RouteIndex != m_InterceptRouteIndex || InterceptWaypoint != m_InterceptWaypoint)
|
||||
{ ClearIntercept(InterceptOrder); return false; }
|
||||
if (m_InterceptWaypoint && vector.DistanceXZ(Entity.GetOrigin(), m_InterceptPosition) <= 15)
|
||||
{
|
||||
Group.RemoveWaypoint(m_InterceptWaypoint); SCR_EntityHelper.DeleteEntityAndChildren(m_InterceptWaypoint);
|
||||
m_InterceptWaypoint = null; InterceptWaypoint = null;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
void ClearOrder()
|
||||
{
|
||||
if (Waypoint && Group) Group.RemoveWaypoint(Waypoint);
|
||||
if (Waypoint) SCR_EntityHelper.DeleteEntityAndChildren(Waypoint);
|
||||
Waypoint = null;
|
||||
}
|
||||
void Release(ERR_GameMode mode)
|
||||
{
|
||||
if (Released) return;
|
||||
ClearIntercept(InterceptOrder);
|
||||
Released = true;
|
||||
Combat.Held = false; SupplyToken = 0; SupplyHeld = false;
|
||||
ClearOrder();
|
||||
if (mode && mode.Forces())
|
||||
{
|
||||
ERR_ForceRecord record = mode.Forces().FindGroup(Group);
|
||||
if (record) record.Pinned = false;
|
||||
}
|
||||
if (Group)
|
||||
{
|
||||
ERR_HQ hq;
|
||||
if (mode) hq = ERR_HQ.Cast(mode.Command());
|
||||
bool retained = false;
|
||||
if (Registered && !PlayerCaptureObserved && hq && !ERR_ConvoyRules.Captured(Entity, Group)) retained = hq.ReleaseConvoySurvivors(Group);
|
||||
if (!retained && mode && mode.Command()) mode.Command().UnregisterGroup(Group);
|
||||
Group.SetPermanentLOD(-1);
|
||||
array<AIAgent> agents = {}; Group.GetAgents(agents);
|
||||
foreach (AIAgent agent : agents) if (agent) agent.SetPermanentLOD(-1);
|
||||
}
|
||||
// Vehicle, cargo, casualties and surviving crew remain physical and lootable.
|
||||
}
|
||||
bool CrewValid(ERR_GameMode mode)
|
||||
{
|
||||
if (!Group || !Entity || !ERR_Actors.Alive(Entity) || Group.GetFaction() != mode.EnemyFaction() || !ERR_Actors.CanFight(Driver)) return false;
|
||||
if (ERR_Actors.Player(Driver) || !ERR_ConvoyRules.PartOf(CompartmentAccessComponent.GetVehicleIn(Driver), Entity)) return false;
|
||||
foreach (IEntity member : Members)
|
||||
if (!ERR_Actors.Alive(member) || ERR_Actors.Player(member) || ERR_Actors.Group(member) != Group) return false;
|
||||
return true;
|
||||
}
|
||||
bool Order(ERR_ForceRoute route, float now)
|
||||
{
|
||||
if (Released || Arrived || InterceptActive || Combat.Held || SupplyHeld || !Group || !Entity || !route || RouteIndex >= route.Count()) return false;
|
||||
if (Waypoint) return true;
|
||||
Waypoint = AIWaypoint.Cast(ERR_Actors.Spawn(ERR_Resources.MoveWaypoint(), route.At(RouteIndex)));
|
||||
if (!Waypoint) return false;
|
||||
Waypoint.SetCompletionRadius(35);
|
||||
Group.AddWaypoint(Waypoint);
|
||||
LegDeadline = now + 600000;
|
||||
return true;
|
||||
}
|
||||
void Tick(ERR_GameMode mode, ERR_ForceRoute route, float now)
|
||||
{
|
||||
if (TickIntercept(mode, now)) return;
|
||||
if (Released || Arrived) return;
|
||||
if (!CrewValid(mode)) { Release(mode); return; }
|
||||
if (Combat.Held || SupplyHeld) return;
|
||||
// Native completion measures the seated group, not the vehicle origin.
|
||||
// Keep the same predicate after native removal of the completed waypoint.
|
||||
if (Waypoint && Waypoint.IsWithinCompletionRadius(Group))
|
||||
{
|
||||
ClearOrder(); RouteIndex++;
|
||||
if (RouteIndex >= route.Count()) { Arrived = true; return; }
|
||||
}
|
||||
if (Waypoint && now >= LegDeadline) { Release(mode); return; }
|
||||
if (!Order(route, now)) Release(mode);
|
||||
}
|
||||
}
|
||||
|
||||
class ERR_ConvoyCargoCallback : ScriptedInventoryOperationCallback
|
||||
{
|
||||
ResourceName Prefab;
|
||||
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); }
|
||||
}
|
||||
|
||||
class ERR_ConvoyTask
|
||||
{
|
||||
ref ERR_ConvoyReceipt Receipt;
|
||||
ref ERR_ForceRoute Route;
|
||||
ref array<ref ERR_ConvoyVehicle> Vehicles = {};
|
||||
ref array<ref ERR_ConvoyCargoCallback> Cargo = {};
|
||||
bool Stopped;
|
||||
bool Ready;
|
||||
bool CargoIssued;
|
||||
float Deadline;
|
||||
float NextCheck;
|
||||
string Reason;
|
||||
void Stop(ERR_GameMode mode, string reason)
|
||||
{
|
||||
if (Stopped) return;
|
||||
Stopped = true; Reason = reason;
|
||||
foreach (ERR_ConvoyVehicle vehicle : Vehicles) vehicle.Release(mode);
|
||||
ERR_HQ.Event("CONVOY STOP", reason + "; surviving entities and cargo preserved");
|
||||
}
|
||||
}
|
||||
|
||||
class ERR_ConvoyService
|
||||
{
|
||||
protected ERR_GameMode m_Mode;
|
||||
protected ERR_ConvoyPool m_Pool;
|
||||
protected ref array<ref ERR_ConvoyTask> m_Tasks = {};
|
||||
protected bool m_Stopped;
|
||||
void ERR_ConvoyService(ERR_GameMode mode, ERR_ConvoyPool pool) { m_Mode = mode; m_Pool = pool; }
|
||||
protected bool Current()
|
||||
{
|
||||
return !m_Stopped && Replication.IsServer() && m_Mode && m_Mode == ERR_GameMode.Get() && m_Mode.Active() && m_Pool;
|
||||
}
|
||||
protected ERR_ConvoyTask NewTask() { return new ERR_ConvoyTask(); }
|
||||
protected ERR_ConvoyVehicle NewVehicle() { return new ERR_ConvoyVehicle(); }
|
||||
ERR_ConvoyTask At(int index)
|
||||
{
|
||||
if (index < 0 || index >= m_Tasks.Count()) return null;
|
||||
return m_Tasks[index];
|
||||
}
|
||||
ERR_ConvoyTask Find(string source)
|
||||
{
|
||||
foreach (ERR_ConvoyTask task : m_Tasks) if (task.Receipt && task.Receipt.SourceId == source) return task;
|
||||
return null;
|
||||
}
|
||||
protected bool FillCrew(ERR_ConvoyVehicle unit)
|
||||
{
|
||||
array<BaseCompartmentSlot> all = {};
|
||||
if (!ERR_ConvoyRules.CollectSeats(unit.Entity, all)) return false;
|
||||
array<BaseCompartmentSlot> drivers = {}, turrets = {}, cargo = {};
|
||||
foreach (BaseCompartmentSlot slot : all)
|
||||
{
|
||||
if (!slot.IsCompartmentAccessible() || slot.IsOccupied()) continue;
|
||||
if (slot.GetType() == ECompartmentType.PILOT) drivers.Insert(slot);
|
||||
else if (slot.GetType() == ECompartmentType.TURRET) turrets.Insert(slot);
|
||||
else if (slot.GetType() == ECompartmentType.CARGO) cargo.Insert(slot);
|
||||
}
|
||||
int requiredTurrets = 1;
|
||||
if (unit.Index == 1 || unit.Index == 2) requiredTurrets = 0;
|
||||
if (unit.Index == 4) requiredTurrets = 2;
|
||||
if (drivers.Count() != 1 || turrets.Count() < requiredTurrets || (unit.Index == 2 && cargo.Count() < 8)) return false;
|
||||
unit.Seats.Insert(drivers[0]);
|
||||
for (int i = 0; i < requiredTurrets; i++) unit.Seats.Insert(turrets[i]);
|
||||
if (unit.Index == 2) for (int i = 0; i < 8; i++) unit.Seats.Insert(cargo[i]);
|
||||
// Exact planned population is known before any character is created.
|
||||
if (unit.Seats.Count() != ERR_ConvoyPool.CrewCount(unit.Index)) return false;
|
||||
AIGroup nativeGroup = unit.Group;
|
||||
foreach (BaseCompartmentSlot seat : unit.Seats)
|
||||
{
|
||||
IEntity actor = seat.SpawnCharacterInCompartment(ERR_ConvoyResources.Soldier(), nativeGroup, ERR_ConvoyResources.GroupPrefab());
|
||||
if (actor) { unit.Members.Insert(actor); m_Mode.Own(actor); }
|
||||
if (!actor || nativeGroup != unit.Group) return false;
|
||||
}
|
||||
unit.Driver = unit.Members[0];
|
||||
return true;
|
||||
}
|
||||
ERR_ConvoyTask Dispatch(ERR_ConvoyReceipt receipt, array<vector> positions, array<vector> angles, ERR_ForceRoute route, float now)
|
||||
{
|
||||
if (!Current() || !ERR_ForceRules.Finite(now) || now < 0 || !ERR_ConvoyRules.Plan(positions, angles, route) || !ERR_ConvoyResources.Available() || !ERR_ConvoyRules.GroundClear(positions, angles)) return null;
|
||||
// The server role selection owns the memberless group affiliation.
|
||||
if (!m_Mode.EnemyFaction() || !m_Pool.Consume(receipt)) return null;
|
||||
ERR_ConvoyTask task = NewTask(); task.Receipt = receipt; task.Route = route; task.Deadline = now + 30000;
|
||||
m_Tasks.Insert(task);
|
||||
for (int index = 0; index < 6; index++)
|
||||
{
|
||||
ERR_ConvoyVehicle unit = NewVehicle(); unit.Index = index; task.Vehicles.Insert(unit);
|
||||
unit.Group = SCR_AIGroup.Cast(ERR_Actors.Spawn(ERR_ConvoyResources.GroupPrefab(), positions[index]));
|
||||
if (unit.Group) m_Mode.Own(unit.Group);
|
||||
unit.Entity = Vehicle.Cast(ERR_Actors.Spawn(ERR_ConvoyResources.VehiclePrefab(index), positions[index], angles[index]));
|
||||
if (unit.Entity) m_Mode.Own(unit.Entity);
|
||||
if (!unit.Group || !unit.Entity || unit.Group.GetFaction() != m_Mode.EnemyFaction() || !ERR_ConvoyRules.EmptyCrewTemplate(unit.Group) || !FillCrew(unit))
|
||||
{ task.Stop(m_Mode, "finite convoy startup failed; receipt consumed without retry"); return task; }
|
||||
FactionAffiliationComponent affiliation = FactionAffiliationComponent.Cast(unit.Entity.FindComponent(FactionAffiliationComponent));
|
||||
if (affiliation) affiliation.SetAffiliatedFaction(m_Mode.EnemyFaction());
|
||||
AICarMovementComponent movement = AICarMovementComponent.Cast(unit.Entity.FindComponent(AICarMovementComponent));
|
||||
if (movement) movement.SetCruiseSpeed(35);
|
||||
}
|
||||
ERR_HQ.Event("CONVOY CREATED", "six physical vehicles; finite crew created; native readiness and ledger admission pending");
|
||||
return task;
|
||||
}
|
||||
protected string ReadinessReason(ERR_ConvoyVehicle unit)
|
||||
{
|
||||
if (unit.Registered) return "already admitted";
|
||||
if (!unit.Group) return "missing group";
|
||||
if (!unit.Entity) return "missing vehicle";
|
||||
if (!ERR_Actors.Alive(unit.Entity)) return "vehicle destroyed or lacks damage state";
|
||||
if (unit.Group.GetFaction() != m_Mode.EnemyFaction()) return "group faction mismatch";
|
||||
if (!ERR_Actors.CanFight(unit.Driver)) return "driver absent/dead/unconscious or controller unavailable";
|
||||
if (ERR_Actors.Player(unit.Driver)) return "driver controlled by player";
|
||||
if (!ERR_ConvoyRules.PartOf(CompartmentAccessComponent.GetVehicleIn(unit.Driver), unit.Entity)) return "driver outside intended vehicle";
|
||||
foreach (IEntity member : unit.Members)
|
||||
{
|
||||
if (!ERR_Actors.Alive(member)) return "member absent/dead or damage state unavailable";
|
||||
if (ERR_Actors.Player(member)) return "member controlled by player";
|
||||
if (ERR_Actors.Group(member) != unit.Group) return "member native agent/parent group mismatch";
|
||||
}
|
||||
array<AIAgent> agents = {}; unit.Group.GetAgents(agents);
|
||||
if (agents.Count() != unit.Members.Count()) return "native agent count differs from original crew";
|
||||
foreach (AIAgent agent : agents)
|
||||
{
|
||||
if (!agent) return "null native agent";
|
||||
if (!unit.Members.Contains(agent.GetControlledEntity())) return "native agent controls foreign entity";
|
||||
if (!ERR_Actors.CanFight(agent.GetControlledEntity())) return "native agent actor cannot fight";
|
||||
}
|
||||
SCR_AIGroupUtilityComponent utility = unit.Group.GetGroupUtilityComponent();
|
||||
if (!utility) return "group utility unavailable";
|
||||
if (!utility.m_VehicleMgr) return "group vehicle manager unavailable";
|
||||
SCR_AIVehicleUsageComponent usage = SCR_AIVehicleUsageComponent.Cast(unit.Entity.FindComponent(SCR_AIVehicleUsageComponent));
|
||||
if (!usage) return "vehicle usage component unavailable";
|
||||
for (int i = 0; i < unit.Seats.Count(); i++)
|
||||
if (i >= unit.Members.Count() || !unit.Seats[i] || unit.Seats[i].GetOccupant() != unit.Members[i]) return "intended seat occupant mismatch";
|
||||
return "readiness guards satisfied; awaiting admission";
|
||||
}
|
||||
protected void InspectReadiness(ERR_ConvoyVehicle unit, float now)
|
||||
{
|
||||
if (!unit || now < unit.NextReadinessNote) return;
|
||||
unit.NextReadinessNote = now + 5000;
|
||||
int agents, activeAgents;
|
||||
bool activeGroup;
|
||||
if (unit.Group)
|
||||
{
|
||||
array<AIAgent> current = {}; unit.Group.GetAgents(current);
|
||||
agents = current.Count(); activeGroup = unit.Group.IsAIActivated();
|
||||
foreach (AIAgent agent : current) if (agent && agent.IsAIActivated()) activeAgents++;
|
||||
}
|
||||
ERR_HQ.Event("CONVOY READINESS", string.Format("vehicle=%1 reason=%2 members=%3 agents=%4 activeAgents=%5 activeGroup=%6 seats=%7 registered=%8", unit.Index, ReadinessReason(unit), unit.Members.Count(), agents, activeAgents, activeGroup, unit.Seats.Count(), unit.Registered));
|
||||
}
|
||||
protected bool Admit(ERR_ConvoyTask task, float now)
|
||||
{
|
||||
foreach (ERR_ConvoyVehicle observed : task.Vehicles) InspectReadiness(observed, now);
|
||||
foreach (ERR_ConvoyVehicle unit : task.Vehicles)
|
||||
{
|
||||
if (unit.Registered) continue;
|
||||
if (!unit.CrewValid(m_Mode)) return false;
|
||||
array<AIAgent> agents = {}; unit.Group.GetAgents(agents);
|
||||
if (agents.Count() != unit.Members.Count()) return false;
|
||||
foreach (AIAgent agent : agents)
|
||||
if (!agent || !unit.Members.Contains(agent.GetControlledEntity()) || !ERR_Actors.CanFight(agent.GetControlledEntity())) return false;
|
||||
SCR_AIGroupUtilityComponent utility = unit.Group.GetGroupUtilityComponent();
|
||||
SCR_AIVehicleUsageComponent usage = SCR_AIVehicleUsageComponent.Cast(unit.Entity.FindComponent(SCR_AIVehicleUsageComponent));
|
||||
if (!utility || !utility.m_VehicleMgr || !usage || !utility.m_VehicleMgr.TryAddVehicle(usage)) return false;
|
||||
ERR_ForceRecord record = m_Mode.Forces().Register(task.Receipt.SourceId + "-vehicle-" + unit.Index.ToString(), ERR_ForceKind.CONVOY, unit.Entity.GetOrigin(), unit.Members.Count(), null, unit.Group, now);
|
||||
if (!record || !m_Pool.BindRecord(task.Receipt, unit.Index, record)) { task.Stop(m_Mode, "convoy ledger admission rejected"); return false; }
|
||||
record.Pinned = true;
|
||||
unit.Registered = true;
|
||||
m_Mode.RegisterGroup(unit.Group);
|
||||
ERR_HQ hq = ERR_HQ.Cast(m_Mode.Command());
|
||||
if (hq)
|
||||
{
|
||||
hq.ReserveGroup(unit.Group);
|
||||
if (!hq.BindVehicle(unit.Group, unit.Entity))
|
||||
ERR_HQ.Event("MOUNTED AMMO", "original convoy vehicle binding unavailable; no replacement lookup");
|
||||
}
|
||||
// Native helper idempotently registers deletion/damage callbacks and mounted
|
||||
// combat activity; raw vehicle-manager admission alone omits those hooks.
|
||||
utility.AddUsableVehicle(usage);
|
||||
unit.Group.SetPermanentLOD(0); unit.Group.ActivateAI();
|
||||
foreach (AIAgent active : agents) { active.SetPermanentLOD(0); active.ActivateAI(); }
|
||||
}
|
||||
return true;
|
||||
}
|
||||
protected void IssueCargo(ERR_ConvoyTask task)
|
||||
{
|
||||
if (task.CargoIssued || task.Stopped || task.Vehicles.Count() != 6) return;
|
||||
task.CargoIssued = true;
|
||||
InventoryStorageManagerComponent inventory = InventoryStorageManagerComponent.Cast(task.Vehicles[1].Entity.FindComponent(InventoryStorageManagerComponent));
|
||||
if (!inventory) { ERR_HQ.Event("CONVOY CARGO", "ammo truck inventory unavailable; no retry or free replacement"); return; }
|
||||
for (int i = 0; i < 56; i++)
|
||||
{
|
||||
ResourceName prefab = ERR_ConvoyResources.Magazine();
|
||||
if (i < 8) prefab = ERR_ConvoyResources.Rifle();
|
||||
ERR_ConvoyCargoCallback operation = new ERR_ConvoyCargoCallback(); operation.Prefab = prefab; task.Cargo.Insert(operation);
|
||||
if (!inventory.TrySpawnPrefabToStorage(prefab, null, -1, EStoragePurpose.PURPOSE_DEPOSIT, operation)) operation.Finished = true;
|
||||
}
|
||||
ERR_HQ.Event("CONVOY CARGO", "finite target submitted once: eight AK74 and 48 magazines; native capacity/completion may reduce actual stock");
|
||||
}
|
||||
void Tick(float now)
|
||||
{
|
||||
if (!Current() || !ERR_ForceRules.Finite(now)) return;
|
||||
foreach (ERR_ConvoyTask task : m_Tasks)
|
||||
{
|
||||
if (task.Stopped || now < task.NextCheck) continue;
|
||||
task.NextCheck = now + 1000;
|
||||
bool captured;
|
||||
foreach (ERR_ConvoyVehicle unit : task.Vehicles) if (ERR_ConvoyRules.Captured(unit.Entity, unit.Group)) captured = true;
|
||||
if (captured) { task.Stop(m_Mode, "player captured convoy vehicle or joined crew"); continue; }
|
||||
if (!task.Ready)
|
||||
{
|
||||
if (now >= task.Deadline) { task.Stop(m_Mode, "native crew readiness expired; no replacement"); continue; }
|
||||
if (!Admit(task, now)) continue;
|
||||
task.Ready = true; IssueCargo(task);
|
||||
}
|
||||
bool pending;
|
||||
foreach (ERR_ConvoyVehicle vehicle : task.Vehicles)
|
||||
{
|
||||
vehicle.Tick(m_Mode, task.Route, now);
|
||||
if (!vehicle.Released && !vehicle.Arrived) pending = true;
|
||||
}
|
||||
if (!pending) task.Stop(m_Mode, "finite authored road route ended or all vehicle orders released");
|
||||
}
|
||||
}
|
||||
protected bool InterceptEligible(ERR_ConvoyTask task, ERR_ConvoyInterceptOrder order)
|
||||
{
|
||||
if (!Current() || !task || !order || !m_Tasks.Contains(task) || task.Stopped || !task.Ready || !task.Receipt || !task.Receipt.Consumed) return false;
|
||||
if (!m_Mode.Forces()) return false;
|
||||
ERR_HQ hq = ERR_HQ.Cast(m_Mode.Command());
|
||||
if (!hq || hq.LogisticsToken(order.Group) != order.Token) return false;
|
||||
if (order.Token < 400001 || order.Token > 400256 || order.SourceId != task.Receipt.SourceId) return false;
|
||||
if (order.VehicleIndex != 0 && order.VehicleIndex != 3 && order.VehicleIndex != 5) return false;
|
||||
if (order.VehicleIndex >= task.Vehicles.Count() || order.VehicleIndex >= task.Receipt.Records.Count()) return false;
|
||||
ERR_ConvoyVehicle unit = task.Vehicles[order.VehicleIndex];
|
||||
if (!unit || !unit.Registered || unit.Released || unit.Arrived || unit.Index != order.VehicleIndex || unit.Group != order.Group) return false;
|
||||
if (!unit.InterceptCrew(m_Mode) || !task.Route || unit.RouteIndex < 0 || unit.RouteIndex >= task.Route.Count()) return false;
|
||||
ERR_ForceRecord record = m_Mode.Forces().FindGroup(unit.Group);
|
||||
if (!record || !record.Physical || record.Eliminated || record.Kind != ERR_ForceKind.CONVOY || record.Id != task.Receipt.Records[unit.Index]) return false;
|
||||
if (record.Group != unit.Group || record.SourceId != task.Receipt.SourceId + "-vehicle-" + unit.Index.ToString()) return false;
|
||||
if (unit.InterceptOrder && (unit.InterceptReceipt != task.Receipt || unit.InterceptRecord != record || unit.InterceptRoute != task.Route)) return false;
|
||||
foreach (ERR_ConvoyVehicle other : task.Vehicles)
|
||||
if (!other || other.SupplyToken != 0 || other.SupplyHeld || other.Combat.Held) return false;
|
||||
return true;
|
||||
}
|
||||
bool InterceptCurrent(ERR_ConvoyTask task, ERR_ConvoyInterceptOrder order)
|
||||
{
|
||||
return InterceptEligible(task, order) && task.Vehicles[order.VehicleIndex].InterceptToken == order.Token
|
||||
&& task.Vehicles[order.VehicleIndex].InterceptMatches(order);
|
||||
}
|
||||
bool ReserveIntercept(ERR_ConvoyTask task, ERR_ConvoyInterceptOrder order, float now)
|
||||
{
|
||||
if (!InterceptEligible(task, order) || !ERR_ForceRules.Finite(now) || now < 0) return false;
|
||||
if (!ERR_ForceRules.Finite(order.ObservedAt) || !ERR_ForceRules.Finite(order.IssuedAt) || !ERR_ForceRules.Finite(order.ExpiresAt)) return false;
|
||||
if (order.ObservedAt < 0 || order.IssuedAt < order.ObservedAt || now < order.IssuedAt || now >= order.ExpiresAt) return false;
|
||||
if (order.ExpiresAt > order.ObservedAt + 120000 || !ERR_ForceRules.FiniteVector(order.Position)) return false;
|
||||
if (order.BeliefId <= 0 || order.BeliefRevision <= 0 || order.ReportId <= 0) return false;
|
||||
foreach (ERR_ConvoyTask existing : m_Tasks)
|
||||
foreach (ERR_ConvoyVehicle claimed : existing.Vehicles) if (claimed && claimed.InterceptToken != 0) return false;
|
||||
ERR_ConvoyVehicle unit = task.Vehicles[order.VehicleIndex];
|
||||
if (!unit.ClaimIntercept(m_Mode, order)) return false;
|
||||
unit.InterceptReceipt = task.Receipt; unit.InterceptRecord = m_Mode.Forces().FindGroup(unit.Group); unit.InterceptRoute = task.Route;
|
||||
return true;
|
||||
}
|
||||
bool ApplyIntercept(ERR_ConvoyTask task, ERR_ConvoyInterceptOrder order, float now)
|
||||
{
|
||||
if (!InterceptCurrent(task, order) || !ERR_ForceRules.Finite(now) || now < order.IssuedAt || now >= order.ExpiresAt) return false;
|
||||
return task.Vehicles[order.VehicleIndex].DeliverIntercept(m_Mode, order, now);
|
||||
}
|
||||
void ReleaseIntercept(ERR_ConvoyTask task, ERR_ConvoyInterceptOrder order, float now)
|
||||
{
|
||||
if (!task || !order || !m_Tasks.Contains(task) || !ERR_ForceRules.Finite(now)) return;
|
||||
foreach (ERR_ConvoyVehicle unit : task.Vehicles)
|
||||
if (unit && unit.InterceptMatches(order))
|
||||
{ bool delivered = unit.InterceptActive; unit.ClearIntercept(order); if (delivered) unit.LegDeadline = now + 600000; }
|
||||
}
|
||||
bool ApplyCombatOrder(ERR_ConvoyTask task, ERR_ConvoyCombatOrder order, float now)
|
||||
{
|
||||
if (!Current() || !task || !order || !m_Tasks.Contains(task) || task.Stopped || !task.Ready || !task.Receipt || !task.Receipt.Consumed) return false;
|
||||
foreach (ERR_ConvoyVehicle intercept : task.Vehicles) if (intercept && intercept.InterceptToken != 0) return false;
|
||||
if (order.VehicleIndex < 0 || order.VehicleIndex >= task.Vehicles.Count() || order.SourceId != task.Receipt.SourceId) return false;
|
||||
ERR_ConvoyVehicle unit = task.Vehicles[order.VehicleIndex];
|
||||
if (!unit || !unit.Registered || unit.Released || unit.Arrived || unit.Index != order.VehicleIndex || unit.Group != order.Group || !unit.CrewValid(m_Mode)) return false;
|
||||
if (ERR_ConvoyRules.Captured(unit.Entity, unit.Group) || unit.Index >= task.Receipt.Records.Count()) return false;
|
||||
if (!ERR_ConvoyCombatRules.Accept(unit.Combat, order, now) || !task.Route || unit.RouteIndex >= task.Route.Count()) return false;
|
||||
ERR_ForceRecord record = m_Mode.Forces().FindGroup(unit.Group);
|
||||
if (!record || !record.Physical || record.Eliminated || record.Kind != ERR_ForceKind.CONVOY || record.Id != task.Receipt.Records[unit.Index]) return false;
|
||||
array<AIAgent> agents = {}; unit.Group.GetAgents(agents);
|
||||
if (agents.Count() != unit.Members.Count()) return false;
|
||||
foreach (AIAgent agent : agents)
|
||||
if (!agent || !unit.Members.Contains(agent.GetControlledEntity())) return false;
|
||||
// No caller can replay even a command whose native waypoint recreation fails.
|
||||
unit.Combat.LastCommandId = order.CommandId;
|
||||
if (order.Hold)
|
||||
{
|
||||
if (!unit.Combat.Held) unit.ClearOrder();
|
||||
unit.Combat.Held = true; unit.Combat.ReportId = order.ReportId; unit.Combat.ObservedAt = order.ObservedAt;
|
||||
}
|
||||
else
|
||||
{
|
||||
unit.Combat.Held = false;
|
||||
if (!unit.SupplyHeld && !unit.Order(task.Route, now)) { unit.Release(m_Mode); return false; }
|
||||
}
|
||||
ERR_HQ.Event("CONVOY COVER", string.Format("command M%1 report M%2 vehicle=%3 held=%4 routeIndex=%5", order.CommandId, order.ReportId, unit.Index, unit.Combat.Held, unit.RouteIndex));
|
||||
return true;
|
||||
}
|
||||
int Count() { return m_Tasks.Count(); }
|
||||
string Status()
|
||||
{
|
||||
int ready, stopped, vehicles, completed, failed, pending;
|
||||
foreach (ERR_ConvoyTask task : m_Tasks)
|
||||
{
|
||||
if (task.Ready) ready++;
|
||||
if (task.Stopped) stopped++;
|
||||
foreach (ERR_ConvoyVehicle vehicle : task.Vehicles) if (vehicle && vehicle.Entity) vehicles++;
|
||||
foreach (ERR_ConvoyCargoCallback operation : task.Cargo)
|
||||
{
|
||||
if (!operation.Finished) pending++;
|
||||
else if (operation.Succeeded) completed++;
|
||||
else failed++;
|
||||
}
|
||||
}
|
||||
string reason;
|
||||
if (m_Tasks.Count() == 1 && m_Tasks[0].Stopped) reason = m_Tasks[0].Reason;
|
||||
if (reason.Length() > 160) reason = reason.Substring(0, 160);
|
||||
return string.Format("Convoys: %1 tasks, %2 reached readiness, %3 stopped, %4 retained physical vehicles; cargo native insertion successes=%5 failed=%6 pending=%7; current inventory may differ after use/looting", m_Tasks.Count(), ready, stopped, vehicles, completed, failed, pending) + "; reason=" + reason;
|
||||
}
|
||||
void Stop()
|
||||
{
|
||||
if (m_Stopped) return;
|
||||
m_Stopped = true;
|
||||
foreach (ERR_ConvoyTask task : m_Tasks) task.Stop(m_Mode, "HQ ended convoy task service");
|
||||
}
|
||||
}
|
||||
+1693
File diff suppressed because it is too large
Load Diff
+433
@@ -0,0 +1,433 @@
|
||||
class ERR_HunterVehicle : ERR_ConvoyVehicle
|
||||
{
|
||||
bool RadioRequested;
|
||||
ref ERR_EnemyEquipmentCallback RadioOperation;
|
||||
string Source;
|
||||
float Deadline;
|
||||
float NextOrder;
|
||||
ref ERR_HQRoute Downlink;
|
||||
vector Destination;
|
||||
int SourceMessage;
|
||||
float LastContact = -1;
|
||||
float NextContactOrder;
|
||||
vector ContactPosition;
|
||||
vector DeliveredContactPosition;
|
||||
bool DeliveredContact;
|
||||
ref ERR_HunterCrewRecovery Recovery;
|
||||
bool CombatHeld;
|
||||
float CombatQuietUntil;
|
||||
float NextMotionLog;
|
||||
float ProgressAt;
|
||||
vector ProgressPosition;
|
||||
int Repaths;
|
||||
override bool CrewValid(ERR_GameMode mode)
|
||||
{
|
||||
return Group && Entity && ERR_Actors.Alive(Entity) && Group.GetFaction() == mode.EnemyFaction()
|
||||
&& Members.Contains(Driver) && ERR_Actors.CanFight(Driver) && !ERR_Actors.Player(Driver)
|
||||
&& ERR_Actors.Group(Driver) == Group && Seats.Count() > 0 && Seats[0].GetOccupant() == Driver;
|
||||
}
|
||||
override void Release(ERR_GameMode mode)
|
||||
{
|
||||
if (Released) return;
|
||||
if (Recovery) Recovery.Stop();
|
||||
if (PlayerCaptureObserved || !mode || !mode.Active() || ERR_ConvoyRules.Captured(Entity, Group)) { Downlink = null; super.Release(mode); return; }
|
||||
Released = true; Downlink = null; ClearOrder();
|
||||
ERR_ForceRecord record = mode.Forces().FindGroup(Group);
|
||||
if (record) record.Pinned = false;
|
||||
if (Group)
|
||||
{
|
||||
Group.SetPermanentLOD(-1);
|
||||
array<AIAgent> agents = {}; Group.GetAgents(agents);
|
||||
foreach (AIAgent agent : agents) if (agent) agent.SetPermanentLOD(-1);
|
||||
ERR_HQ hq = ERR_HQ.Cast(mode.Command());
|
||||
if (hq) hq.ReleaseRecovery(Group);
|
||||
}
|
||||
// Surviving original crew remain registered for skill, reports, intel and
|
||||
// local combat. Only the driving task ends; on-foot survivors can serve HQ.
|
||||
}
|
||||
}
|
||||
|
||||
// An escalation allowance of fifteen physical hunter UAZs, separate from supply
|
||||
// convoys. Losses remain physical; aggression never replenishes killed crews.
|
||||
class ERR_HunterService : ERR_ConvoyService
|
||||
{
|
||||
protected ref array<ref ERR_HunterVehicle> m_Hunters = {};
|
||||
protected float m_NextHunter;
|
||||
protected float m_NextSpawn;
|
||||
protected int m_Target = 3;
|
||||
protected ref ERR_HunterOpeningPlan m_Opening;
|
||||
bool Contains(SCR_AIGroup group)
|
||||
{
|
||||
foreach (ERR_HunterVehicle unit : m_Hunters) if (unit.Group == group) return true;
|
||||
return false;
|
||||
}
|
||||
// A finite physical radio in the vehicle avoids replacing a medic's backpack
|
||||
// or depending on a modded vest accepting a vanilla manpack. Only the original
|
||||
// living crew currently inside their uncaptured vehicle can use this link.
|
||||
int VehicleRadioCapability(IEntity actor)
|
||||
{
|
||||
if (!actor || !m_Mode || !m_Mode.Active() || m_Stopped) return 0;
|
||||
foreach (ERR_HunterVehicle unit : m_Hunters)
|
||||
{
|
||||
if (unit.Released || !unit.Members.Contains(actor) || !unit.Entity || !ERR_Actors.Alive(unit.Entity)) continue;
|
||||
if (CompartmentAccessComponent.GetVehicleIn(actor) != unit.Entity || !unit.CrewValid(m_Mode) || ERR_ConvoyRules.Captured(unit.Entity, unit.Group)) continue;
|
||||
InventoryStorageManagerComponent storage = InventoryStorageManagerComponent.Cast(unit.Entity.FindComponent(InventoryStorageManagerComponent));
|
||||
if (!storage) continue;
|
||||
array<IEntity> items = {}; storage.GetItems(items);
|
||||
foreach (IEntity item : items)
|
||||
{
|
||||
if (!item || !item.FindComponent(BaseRadioComponent)) continue;
|
||||
SCR_RadioComponent radio = SCR_RadioComponent.Cast(item.FindComponent(SCR_RadioComponent));
|
||||
if (radio && radio.ERR_IsHQManpack()) return 2;
|
||||
}
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
// Entry is an ownership event, not a later occupancy sample. Keep the fact
|
||||
// even if the player exits/disconnects before the one-second hunter tick.
|
||||
void PlayerEntered(IEntity actor, IEntity entered)
|
||||
{
|
||||
if (!Replication.IsServer() || m_Stopped || !m_Mode || m_Mode != ERR_GameMode.Get()) return;
|
||||
if (!m_Mode.Active() || !actor || !entered || !m_Mode.Players()) return;
|
||||
ERR_HQ hq = ERR_HQ.Cast(m_Mode.Command());
|
||||
if (!hq || hq.Hunters() != this || !m_Mode.Players().CurrentActor(actor)) return;
|
||||
if (m_Hunters.Count() > 15) return;
|
||||
foreach (ERR_HunterVehicle unit : m_Hunters)
|
||||
{
|
||||
// Released survivors already have independent HQ ownership. Do not revoke
|
||||
// their infantry role just because the abandoned original vehicle is entered.
|
||||
if (!unit || unit.Released || !unit.Entity || !ERR_ConvoyRules.PartOf(entered, unit.Entity)) continue;
|
||||
unit.PlayerCaptureObserved = true;
|
||||
unit.Release(m_Mode);
|
||||
}
|
||||
}
|
||||
protected bool PrepareVehicleRadio(ERR_HunterVehicle unit)
|
||||
{
|
||||
if (!unit.RadioRequested)
|
||||
{
|
||||
unit.RadioRequested = true;
|
||||
unit.RadioOperation = new ERR_EnemyEquipmentCallback();
|
||||
InventoryStorageManagerComponent storage = InventoryStorageManagerComponent.Cast(unit.Entity.FindComponent(InventoryStorageManagerComponent));
|
||||
if (!storage || !storage.TrySpawnPrefabToStorage(ERR_EnemyRadio.MANPACK, null, -1, EStoragePurpose.PURPOSE_DEPOSIT, unit.RadioOperation))
|
||||
{
|
||||
ERR_HQ.Event("HUNTER RADIO FAILED", unit.Source + ": vehicle refused its one physical HQ radio; no crew backpack is removed");
|
||||
return false;
|
||||
}
|
||||
}
|
||||
return unit.RadioOperation && unit.RadioOperation.Finished && unit.RadioOperation.Succeeded && VehicleRadioCapability(unit.Driver) == 2;
|
||||
}
|
||||
int Deployed() { return m_Hunters.Count(); }
|
||||
int ActiveHunters()
|
||||
{
|
||||
int count;
|
||||
foreach (ERR_HunterVehicle unit : m_Hunters) if (!unit.Released) count++;
|
||||
return count;
|
||||
}
|
||||
override string Status() { return string.Format("HQ UAZ patrols: %1 active; %2 deployed from a total allowance of %3 (maximum 15). Lost vehicles are not replaced.", ActiveHunters(), Deployed(), m_Target); }
|
||||
protected bool StartHunter(ERR_HQ hq, float now)
|
||||
{
|
||||
if (m_Hunters.Count() >= m_Target || m_Hunters.Count() >= 15 || m_Mode.Forces().Count() >= 250) return false;
|
||||
array<IEntity> players = {}; ERR_Actors.Players(players);
|
||||
ERR_ConvoyPlacement placement = new ERR_ConvoyPlacement();
|
||||
if (m_Hunters.Count() < 3)
|
||||
{
|
||||
if (!m_Opening || !m_Opening.Ready()) return false;
|
||||
int slot = m_Hunters.Count();
|
||||
vector openingPosition = m_Opening.Positions[slot];
|
||||
vector openingAngles = m_Opening.Angles[slot];
|
||||
if (!ERR_HunterOpeningPlan.AwayFromPlayers(openingPosition, players) || !placement.Clear(openingPosition, openingAngles[0]))
|
||||
{ ERR_HQ.Event("HUNTER WAIT", "reserved opening road occupied; no unsafe spawn"); return false; }
|
||||
return SpawnHunter(hq, now, openingPosition, openingAngles, "prison-opening");
|
||||
}
|
||||
for (int i = 0; i < m_Mode.Sites().Count(); i++)
|
||||
{
|
||||
ERR_SiteRuntime site = m_Mode.Sites().At((i + m_Hunters.Count()) % m_Mode.Sites().Count());
|
||||
if (!site || !site.Definition || (site.Definition.Kind != ERR_LocationKind.RADIO && site.Definition.Kind != ERR_LocationKind.DEPOT && site.Definition.Kind != ERR_LocationKind.OUTPOST)) continue;
|
||||
if (site.Group && site.Group.GetFaction() != m_Mode.EnemyFaction()) continue;
|
||||
vector position, angles;
|
||||
vector seed = site.Definition.Position + Vector(Math.RandomFloat(-200, 200), 0, Math.RandomFloat(-200, 200));
|
||||
if (!ERR_SupplyConvoySystem.ApproachDirected(seed, position, angles) || !placement.Clear(position, angles[0])) continue;
|
||||
bool nearPlayer;
|
||||
foreach (IEntity player : players) if (player && vector.DistanceXZ(player.GetOrigin(), position) < 400) nearPlayer = true;
|
||||
if (nearPlayer) continue;
|
||||
return SpawnHunter(hq, now, position, angles, site.Definition.Id);
|
||||
}
|
||||
ERR_HQ.Event("HUNTER WAIT", "deployment deferred: friendly road obstructed, occupied, budget full or players within 400m");
|
||||
return false;
|
||||
}
|
||||
// Hunter UAZs carry a full response team, unlike the two-person convoy escort.
|
||||
override protected bool FillCrew(ERR_ConvoyVehicle unit)
|
||||
{
|
||||
ResourceName soldier = ERR_EnemyMedicalCatalog.Crew(m_Mode, false);
|
||||
ResourceName medic = ERR_EnemyMedicalCatalog.Crew(m_Mode, true);
|
||||
if (!ERR_EnemyLoadoutCatalog.Available(soldier) || !ERR_EnemyLoadoutCatalog.Available(medic))
|
||||
{ ERR_HQ.Event("HUNTER FAILED", "selected faction has no usable soldier/medic profile"); return false; }
|
||||
array<BaseCompartmentSlot> all = {}, cargo = {}, turrets = {}, drivers = {};
|
||||
if (!ERR_ConvoyRules.CollectSeats(unit.Entity, all)) return false;
|
||||
foreach (BaseCompartmentSlot seat : all)
|
||||
{
|
||||
if (!seat.IsCompartmentAccessible() || seat.GetOccupant()) continue;
|
||||
if (seat.GetType() == ECompartmentType.PILOT) drivers.Insert(seat);
|
||||
else if (seat.GetType() == ECompartmentType.TURRET) turrets.Insert(seat);
|
||||
else if (seat.GetType() == ECompartmentType.CARGO) cargo.Insert(seat);
|
||||
}
|
||||
if (drivers.Count() != 1 || turrets.IsEmpty() || cargo.IsEmpty() || all.Count() > 12) return false;
|
||||
unit.Seats.Insert(drivers[0]);
|
||||
foreach (BaseCompartmentSlot turret : turrets) unit.Seats.Insert(turret);
|
||||
int medicIndex = unit.Seats.Count();
|
||||
foreach (BaseCompartmentSlot passenger : cargo) unit.Seats.Insert(passenger);
|
||||
AIGroup nativeGroup = unit.Group;
|
||||
for (int i = 0; i < unit.Seats.Count(); i++)
|
||||
{
|
||||
ResourceName selected = soldier;
|
||||
if (i == medicIndex) selected = medic;
|
||||
IEntity actor = unit.Seats[i].SpawnCharacterInCompartment(selected, nativeGroup, ERR_ConvoyResources.GroupPrefab());
|
||||
if (actor) { unit.Members.Insert(actor); m_Mode.Own(actor); }
|
||||
if (!actor || nativeGroup != unit.Group) return false;
|
||||
}
|
||||
unit.Driver = unit.Members[0];
|
||||
ERR_HQ.Event("HUNTER TEAM", string.Format("crew=%1 including one medic; soldier=%2 medic=%3", unit.Members.Count(), soldier, medic));
|
||||
return true;
|
||||
}
|
||||
protected bool SpawnHunter(ERR_HQ hq, float now, vector position, vector angles, string source)
|
||||
{
|
||||
// Missing faction data is a deferred deployment, not a lost physical team.
|
||||
ResourceName soldier = ERR_EnemyMedicalCatalog.Crew(m_Mode, false);
|
||||
ResourceName medic = ERR_EnemyMedicalCatalog.Crew(m_Mode, true);
|
||||
if (!ERR_EnemyLoadoutCatalog.Available(soldier) || !ERR_EnemyLoadoutCatalog.Available(medic))
|
||||
{
|
||||
m_NextSpawn = now + 30000;
|
||||
ERR_HQ.Event("HUNTER WAIT", string.Format("faction=%1 missing response crew; soldier=%2 medic=%3; no vehicle spawned or allowance consumed; configure ResponseSoldier/ResponseMedic", m_Mode.EnemyFaction().GetFactionKey(), soldier, medic));
|
||||
return false;
|
||||
}
|
||||
ERR_HunterVehicle unit = new ERR_HunterVehicle();
|
||||
unit.Source = "aggression-uaz-" + (m_Hunters.Count() + 1).ToString();
|
||||
unit.Deadline = now + 120000; m_Hunters.Insert(unit);
|
||||
unit.Group = SCR_AIGroup.Cast(ERR_Actors.Spawn(ERR_ConvoyResources.GroupPrefab(), position));
|
||||
unit.Entity = Vehicle.Cast(ERR_Actors.Spawn(ERR_ConvoyResources.VehiclePrefab(0), position, angles));
|
||||
if (unit.Group) m_Mode.Own(unit.Group);
|
||||
if (unit.Entity) m_Mode.Own(unit.Entity);
|
||||
if (!unit.Group || !unit.Entity || !ERR_ConvoyRules.EmptyCrewTemplate(unit.Group) || !FillCrew(unit))
|
||||
{ unit.Release(m_Mode); ERR_HQ.Event("HUNTER FAILED", unit.Source + " native vehicle/crew spawn failed; allowance consumed"); return false; }
|
||||
unit.Recovery = new ERR_HunterCrewRecovery(unit);
|
||||
unit.Recovery.Update(m_Mode, now);
|
||||
FactionAffiliationComponent affiliation = FactionAffiliationComponent.Cast(unit.Entity.FindComponent(FactionAffiliationComponent));
|
||||
if (affiliation) affiliation.SetAffiliatedFaction(m_Mode.EnemyFaction());
|
||||
AICarMovementComponent movement = AICarMovementComponent.Cast(unit.Entity.FindComponent(AICarMovementComponent));
|
||||
if (movement) movement.SetCruiseSpeed(45);
|
||||
ERR_HQ.Event("HUNTER SPAWN", string.Format("%1 identified bodies=%2 aggression=%3/30 allowance=%4/15 base=%5 position=%6 crew=%7", unit.Source, hq.Watch().IdentifiedBodies(), hq.Watch().Aggression(), m_Target, source, position, unit.Members.Count()));
|
||||
return true;
|
||||
}
|
||||
protected bool AdmitHunter(ERR_HunterVehicle unit, ERR_HQ hq, float now)
|
||||
{
|
||||
if (!unit.CrewValid(m_Mode) || !PrepareVehicleRadio(unit)) return false;
|
||||
array<AIAgent> agents = {}; unit.Group.GetAgents(agents);
|
||||
if (agents.Count() != unit.Members.Count()) return false;
|
||||
foreach (AIAgent agent : agents) if (!agent || !unit.Members.Contains(agent.GetControlledEntity()) || !ERR_Actors.CanFight(agent.GetControlledEntity())) return false;
|
||||
SCR_AIGroupUtilityComponent utility = unit.Group.GetGroupUtilityComponent();
|
||||
SCR_AIVehicleUsageComponent usage = SCR_AIVehicleUsageComponent.Cast(unit.Entity.FindComponent(SCR_AIVehicleUsageComponent));
|
||||
if (!utility || !utility.m_VehicleMgr || !usage || !utility.m_VehicleMgr.TryAddVehicle(usage)) return false;
|
||||
for (int i = 0; i < unit.Seats.Count(); i++) if (unit.Seats[i].GetOccupant() != unit.Members[i]) return false;
|
||||
utility.SetCombatMode(EAIGroupCombatMode.FIRE_AT_WILL);
|
||||
ERR_ForceRecord record = m_Mode.Forces().Register(unit.Source, ERR_ForceKind.CONVOY, unit.Entity.GetOrigin(), unit.Members.Count(), null, unit.Group, now);
|
||||
if (!record) return false;
|
||||
record.Pinned = true; unit.Registered = true;
|
||||
m_Mode.RegisterGroup(unit.Group); hq.ReserveGroup(unit.Group);
|
||||
utility.AddUsableVehicle(usage); unit.Group.SetPermanentLOD(0); unit.Group.ActivateAI();
|
||||
foreach (AIAgent active : agents) { active.SetPermanentLOD(0); active.ActivateAI(); }
|
||||
ERR_HQ.Event("HUNTER READY", unit.Source + " full response crew and medic seated; physical vehicle HQ radio stocked; fire at will; radio registration active");
|
||||
return true;
|
||||
}
|
||||
protected void QueueDestination(ERR_HunterVehicle unit, ERR_HQ hq, float now)
|
||||
{
|
||||
array<ref ERR_HQReport> reports = {}; hq.SupportContacts(reports, now);
|
||||
ERR_HQBelief best;
|
||||
foreach (ERR_HQReport report : reports)
|
||||
{
|
||||
ERR_HQBelief belief = hq.Memory().Get(report.Target);
|
||||
if (belief && belief.Actionable() && (!best || belief.ObservedAt > best.ObservedAt)) best = belief;
|
||||
}
|
||||
bool freshContact;
|
||||
if (best) freshContact = ERR_HunterOpeningRules.FreshOrder(best.ObservedAt, unit.LastContact, now, unit.NextContactOrder, unit.Downlink && unit.SourceMessage > 0);
|
||||
// A first/new delivered sighting preempts routine patrol, including an in-flight patrol order.
|
||||
if (freshContact && unit.Downlink && unit.SourceMessage == 0) unit.Downlink = null;
|
||||
if (unit.Downlink || (!freshContact && now < unit.NextOrder)) return;
|
||||
unit.NextOrder = now + 30000;
|
||||
vector destination, angles;
|
||||
string reason = "road patrol between friendly objectives";
|
||||
if (best)
|
||||
{
|
||||
// Retain the driver's route for repeated reports from the same area.
|
||||
// Re-projecting every sighting can alternate between nearby roads and
|
||||
// repeatedly restart native navigation even for a stationary target.
|
||||
if (unit.Waypoint && unit.DeliveredContact && vector.DistanceXZ(best.PredictedPosition, unit.DeliveredContactPosition) < 75)
|
||||
{
|
||||
unit.LastContact = best.ObservedAt; unit.NextContactOrder = now + 5000;
|
||||
return;
|
||||
}
|
||||
if (!ERR_SupplyConvoySystem.ApproachDirected(best.PredictedPosition, destination, angles, 250)) return;
|
||||
unit.SourceMessage = best.MessageId; reason = "intercept last delivered sighting; confidence=" + best.Confidence.ToString();
|
||||
}
|
||||
else
|
||||
{
|
||||
unit.SourceMessage = 0;
|
||||
if (unit.Waypoint && !unit.Waypoint.IsWithinCompletionRadius(unit.Group)) return;
|
||||
bool found;
|
||||
for (int i = 0; i < m_Mode.Sites().Count(); i++)
|
||||
{
|
||||
ERR_SiteRuntime site = m_Mode.Sites().At(Math.RandomInt(0, m_Mode.Sites().Count()));
|
||||
if (!site || !site.Definition || !ERR_ObjectiveDefence.Objective(site.Definition.Kind) || (site.Group && site.Group.GetFaction() != m_Mode.EnemyFaction())) continue;
|
||||
if (ERR_SupplyConvoySystem.ApproachDirected(site.Definition.Position, destination, angles) && vector.DistanceXZ(destination, unit.Entity.GetOrigin()) > 200) { found = true; break; }
|
||||
}
|
||||
if (!found) return;
|
||||
}
|
||||
unit.Destination = destination;
|
||||
unit.Downlink = hq.Downlink(unit.Group, "HUNTER", unit.Source + " " + reason + " destination=" + destination.ToString(), unit.SourceMessage);
|
||||
if (best)
|
||||
{
|
||||
unit.NextContactOrder = now + 5000;
|
||||
if (unit.Downlink) { unit.LastContact = best.ObservedAt; unit.ContactPosition = best.PredictedPosition; }
|
||||
}
|
||||
}
|
||||
protected void UpdateCombat(ERR_HunterVehicle unit, float now)
|
||||
{
|
||||
if (unit.Registered && ERR_HunterCombat.Active(unit.Group))
|
||||
{
|
||||
unit.CombatQuietUntil = now + 15000;
|
||||
if (!unit.CombatHeld)
|
||||
{
|
||||
unit.CombatHeld = true; unit.ClearOrder(); unit.Downlink = null;
|
||||
ERR_HQ.Event("HUNTER COMBAT", unit.Source + ": local contact; travel and forced reboarding suspended, native combat takes priority");
|
||||
}
|
||||
}
|
||||
if (unit.CombatHeld && now >= unit.CombatQuietUntil)
|
||||
{
|
||||
unit.CombatHeld = false; unit.NextOrder = 0;
|
||||
ERR_HQ.Event("HUNTER COMBAT", unit.Source + ": contact quiet for 15 seconds; HQ travel may resume");
|
||||
}
|
||||
}
|
||||
override void Tick(float now)
|
||||
{
|
||||
if (m_Stopped || !Replication.IsServer() || !m_Mode || !m_Mode.Active() || m_Mode != ERR_GameMode.Get() || m_Mode.Phase() <= ERR_Phase.PRISON || now < m_NextHunter) return;
|
||||
m_NextHunter = now + 1000;
|
||||
ERR_HQ hq = ERR_HQ.Cast(m_Mode.Command()); if (!hq) return;
|
||||
m_Target = hq.Watch().HunterTarget();
|
||||
if (!m_Opening)
|
||||
{
|
||||
array<IEntity> openingPlayers = {}; ERR_Actors.Players(openingPlayers);
|
||||
vector center = m_Mode.PrisonPosition(); vector sum; int count;
|
||||
foreach (IEntity player : openingPlayers) if (player) { sum += player.GetOrigin(); count++; }
|
||||
if (count > 0) center = sum / count;
|
||||
m_Opening = new ERR_HunterOpeningPlan(center);
|
||||
}
|
||||
if (!m_Opening.Done())
|
||||
{
|
||||
array<IEntity> currentPlayers = {}; ERR_Actors.Players(currentPlayers);
|
||||
m_Opening.Step(currentPlayers);
|
||||
}
|
||||
if (now >= m_NextSpawn && Deployed() < m_Target)
|
||||
{
|
||||
m_NextSpawn = now + 30000;
|
||||
if (Deployed() < 3) m_NextSpawn = now + 1000;
|
||||
StartHunter(hq, now);
|
||||
}
|
||||
foreach (ERR_HunterVehicle unit : m_Hunters)
|
||||
{
|
||||
if (unit.Released) continue;
|
||||
if (ERR_ConvoyRules.Captured(unit.Entity, unit.Group)) { unit.Release(m_Mode); ERR_HQ.Event("HUNTER RELEASE", unit.Source + " player captured vehicle/crew; orders removed"); continue; }
|
||||
if (unit.Recovery && unit.Recovery.Lost(m_Mode))
|
||||
{
|
||||
string loss = unit.Recovery.Reason;
|
||||
unit.Release(m_Mode); ERR_HQ.Event("HUNTER RELEASE", unit.Source + ": " + loss + "; surviving actors and vehicle retained"); continue;
|
||||
}
|
||||
UpdateCombat(unit, now);
|
||||
if (unit.Recovery) unit.Recovery.Update(m_Mode, now);
|
||||
if (unit.CombatHeld) continue;
|
||||
if (!unit.Registered)
|
||||
{
|
||||
if (AdmitHunter(unit, hq, now)) continue;
|
||||
if (now >= unit.Deadline) { InspectReadiness(unit, now); unit.Release(m_Mode); ERR_HQ.Event("HUNTER FAILED", unit.Source + " native readiness timed out"); }
|
||||
continue;
|
||||
}
|
||||
// A temporary unconscious/dismounted driver suspends driving without
|
||||
// throwing away the delivered destination or the original physical crew.
|
||||
if (!unit.CrewValid(m_Mode)) continue;
|
||||
ObserveMovement(unit, now);
|
||||
QueueDestination(unit, hq, now);
|
||||
if (unit.Downlink)
|
||||
{
|
||||
int delivered = unit.Downlink.Advance(now, hq.Journal());
|
||||
if (delivered != 0)
|
||||
{
|
||||
if (delivered > 0)
|
||||
{
|
||||
unit.DeliveredContact = unit.SourceMessage > 0;
|
||||
unit.DeliveredContactPosition = unit.ContactPosition;
|
||||
if (unit.Waypoint && vector.DistanceXZ(unit.Waypoint.GetOrigin(), unit.Destination) < 50)
|
||||
{
|
||||
ERR_HQ.Event("HUNTER ORDER RETAINED", unit.Source + ": updated report confirms current destination; native route preserved", unit.SourceMessage);
|
||||
unit.Downlink = null; continue;
|
||||
}
|
||||
unit.ClearOrder();
|
||||
unit.Waypoint = AIWaypoint.Cast(ERR_Actors.Spawn(ERR_Resources.MoveWaypoint(), unit.Destination));
|
||||
if (unit.Waypoint) { unit.Waypoint.SetCompletionRadius(50); unit.Group.AddWaypoint(unit.Waypoint); }
|
||||
else { ERR_HQ.Event("HUNTER ORDER FAILED", unit.Source + ": move waypoint could not be created"); unit.Downlink = null; continue; }
|
||||
ERR_HQ.Event("HUNTER ORDER", unit.Source + " radio delivered; destination=" + unit.Destination.ToString(), unit.SourceMessage);
|
||||
}
|
||||
unit.Downlink = null;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
protected void ObserveMovement(ERR_HunterVehicle unit, float now)
|
||||
{
|
||||
vector position = unit.Entity.GetOrigin();
|
||||
if (unit.ProgressAt == 0 || vector.DistanceXZ(position, unit.ProgressPosition) >= 15)
|
||||
{ unit.ProgressAt = now; unit.ProgressPosition = position; unit.Repaths = 0; }
|
||||
// Old entries remain in native perception after contact ends. They must
|
||||
// not suppress stuck-route recovery indefinitely.
|
||||
bool combat = ERR_HunterCombat.Active(unit.Group);
|
||||
bool travelling = unit.Waypoint && !unit.Waypoint.IsWithinCompletionRadius(unit.Group);
|
||||
if (!travelling || combat) unit.ProgressAt = now;
|
||||
if (now >= unit.NextMotionLog)
|
||||
{
|
||||
unit.NextMotionLog = now + 30000;
|
||||
float speed;
|
||||
if (unit.Entity.GetPhysics()) speed = unit.Entity.GetPhysics().GetVelocity().Length();
|
||||
vector deliveredDestination;
|
||||
if (unit.Waypoint) deliveredDestination = unit.Waypoint.GetOrigin();
|
||||
ERR_HQ.Event("HUNTER MOVEMENT", string.Format("%1 position=%2 speed=%3m/s delivered destination=%4 travelling=%5 combat=%6 no progress=%7s replans=%8", unit.Source, position, speed, deliveredDestination, travelling, combat, (now - unit.ProgressAt) / 1000, unit.Repaths));
|
||||
}
|
||||
if (!travelling || combat || now - unit.ProgressAt < 60000 || unit.Repaths >= 3) return;
|
||||
unit.ProgressAt = now; unit.Repaths++;
|
||||
// Destination can already contain a newer order awaiting radio delivery.
|
||||
// Retry only the waypoint the crew has actually received.
|
||||
vector retryDestination = unit.Waypoint.GetOrigin();
|
||||
unit.ClearOrder();
|
||||
unit.Waypoint = AIWaypoint.Cast(ERR_Actors.Spawn(ERR_Resources.MoveWaypoint(), retryDestination));
|
||||
if (unit.Waypoint) { unit.Waypoint.SetCompletionRadius(50); unit.Group.AddWaypoint(unit.Waypoint); }
|
||||
ERR_HQ.Event("HUNTER REPATH", unit.Source + ": no movement for 60 seconds; native route requested again, attempt " + unit.Repaths.ToString());
|
||||
}
|
||||
override void Stop()
|
||||
{
|
||||
m_Stopped = true;
|
||||
foreach (ERR_HunterVehicle unit : m_Hunters) { unit.Downlink = null; unit.Release(m_Mode); }
|
||||
}
|
||||
}
|
||||
|
||||
// Match the original hunter before native callbacks can erase current player
|
||||
// occupancy. Other vehicles and already-released crews are not adopted here.
|
||||
modded class SCR_CompartmentAccessComponent
|
||||
{
|
||||
override protected void OnCompartmentEntered(IEntity targetEntity, BaseCompartmentManagerComponent manager, int mgrID, int slotID, bool move)
|
||||
{
|
||||
if (Replication.IsServer())
|
||||
{
|
||||
ERR_GameMode mode = ERR_GameMode.Get();
|
||||
ERR_HQ hq;
|
||||
if (mode) hq = ERR_HQ.Cast(mode.Command());
|
||||
if (hq && hq.Hunters()) hq.Hunters().PlayerEntered(GetOwner(), targetEntity);
|
||||
}
|
||||
super.OnCompartmentEntered(targetEntity, manager, mgrID, slotID, move);
|
||||
}
|
||||
}
|
||||
+522
@@ -0,0 +1,522 @@
|
||||
// Original convoy tactics adapted to native AI waypoints. No old framework hooks.
|
||||
class ERR_SupplyTeam
|
||||
{
|
||||
SCR_AIGroup Group;
|
||||
ref array<IEntity> Members = {};
|
||||
ref array<BaseCompartmentSlot> Seats = {};
|
||||
ref array<AIWaypoint> Orders = {};
|
||||
bool Registered;
|
||||
bool Released;
|
||||
vector OrderedContact;
|
||||
ref ERR_ConvoyBoardingProgress BoardingProgress;
|
||||
float BoardingRetryAt;
|
||||
void Clear()
|
||||
{
|
||||
foreach (AIWaypoint waypoint : Orders)
|
||||
{
|
||||
if (Group && waypoint) Group.RemoveWaypoint(waypoint);
|
||||
if (waypoint) SCR_EntityHelper.DeleteEntityAndChildren(waypoint);
|
||||
}
|
||||
Orders.Clear();
|
||||
}
|
||||
void Add(AIWaypoint waypoint)
|
||||
{
|
||||
if (!waypoint) return;
|
||||
if (!Group || Released) { SCR_EntityHelper.DeleteEntityAndChildren(waypoint); return; }
|
||||
Orders.Insert(waypoint); Group.AddWaypoint(waypoint);
|
||||
}
|
||||
void Release(ERR_GameMode mode)
|
||||
{
|
||||
if (Released) return;
|
||||
Released = true; Clear();
|
||||
if (!Group) return;
|
||||
ERR_HQ hq;
|
||||
if (mode) hq = ERR_HQ.Cast(mode.Command());
|
||||
bool retained = false;
|
||||
if (Registered && hq) retained = hq.ReleaseConvoySurvivors(Group);
|
||||
if (!retained && mode && mode.Command()) mode.Command().UnregisterGroup(Group);
|
||||
ERR_ForceRecord record;
|
||||
if (mode && mode.Forces()) record = mode.Forces().FindGroup(Group);
|
||||
if (record) record.Pinned = false;
|
||||
Group.SetPermanentLOD(-1);
|
||||
array<AIAgent> agents = {}; Group.GetAgents(agents);
|
||||
foreach (AIAgent agent : agents) if (agent) agent.SetPermanentLOD(-1);
|
||||
}
|
||||
int BoardingCount(Vehicle truck, out float remainingDistance)
|
||||
{
|
||||
int seated; remainingDistance = 0;
|
||||
foreach (IEntity member : Members)
|
||||
{
|
||||
if (!ERR_Actors.CanFight(member) || ERR_Actors.Player(member) || ERR_Actors.Group(member) != Group) continue;
|
||||
if (CompartmentAccessComponent.GetVehicleIn(member) == truck) seated++;
|
||||
else remainingDistance = Math.Max(remainingDistance, vector.DistanceXZ(member.GetOrigin(), truck.GetOrigin()));
|
||||
}
|
||||
return seated;
|
||||
}
|
||||
bool Living()
|
||||
{
|
||||
foreach (IEntity member : Members)
|
||||
if (ERR_Actors.CanFight(member) && !ERR_Actors.Player(member) && ERR_Actors.Group(member) == Group) return true;
|
||||
return false;
|
||||
}
|
||||
bool Aboard(Vehicle truck, bool required)
|
||||
{
|
||||
foreach (IEntity member : Members)
|
||||
{
|
||||
if (!ERR_Actors.CanFight(member) || ERR_Actors.Group(member) != Group) continue;
|
||||
if ((CompartmentAccessComponent.GetVehicleIn(member) == truck) != required) return false;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
// Only the exact original vehicle crews are retained. Infantry never enters this map.
|
||||
class ERR_ConvoyMountedCrew
|
||||
{
|
||||
protected static ref map<IEntity, Vehicle> s_Crews = new map<IEntity, Vehicle>();
|
||||
protected static ref map<IEntity, int> s_Couriers = new map<IEntity, int>();
|
||||
static bool BeginCourier(IEntity actor, Vehicle originalVehicle, int token)
|
||||
{
|
||||
if (!actor || !originalVehicle || token <= 0 || !s_Crews.Contains(actor) || s_Crews.Get(actor) != originalVehicle || s_Couriers.Contains(actor)) return false;
|
||||
s_Couriers.Set(actor, token); return true;
|
||||
}
|
||||
static void EndCourier(IEntity actor, int token)
|
||||
{
|
||||
if (actor && s_Couriers.Contains(actor) && s_Couriers.Get(actor) == token) s_Couriers.Remove(actor);
|
||||
}
|
||||
static void Hold(IEntity actor, Vehicle vehicle) { if (actor && vehicle) s_Crews.Set(actor, vehicle); }
|
||||
static void Release(IEntity actor) { if (actor) { s_Crews.Remove(actor); s_Couriers.Remove(actor); } }
|
||||
protected static bool RetainOriginal(IEntity actor, IEntity vehicle)
|
||||
{
|
||||
if (!actor || !vehicle || !s_Crews.Contains(actor) || s_Crews.Get(actor) != vehicle || ERR_Actors.Player(actor) || !ERR_Actors.CanFight(actor)) return false;
|
||||
if (CompartmentAccessComponent.GetVehicleIn(actor) != vehicle) return false;
|
||||
SCR_VehicleDamageManagerComponent damage = SCR_VehicleDamageManagerComponent.Cast(vehicle.FindComponent(SCR_VehicleDamageManagerComponent));
|
||||
// Let native emergency abandonment take over on critical damage or drivetrain failure.
|
||||
return damage && damage.GetState() != EDamageState.DESTROYED && damage.GetHealthScaled() > 0.25 && damage.GetEngineFunctional() && damage.GetGearboxFunctional();
|
||||
}
|
||||
// Individual permission never authorizes a whole-group dismount.
|
||||
static bool Retain(IEntity actor, IEntity vehicle)
|
||||
{
|
||||
return !s_Couriers.Contains(actor) && RetainOriginal(actor, vehicle);
|
||||
}
|
||||
static bool RetainGroup(SCR_AIGroup group, IEntity vehicle)
|
||||
{
|
||||
if (!group || group.GetPlayerCount(true) > 0) return false;
|
||||
if (!vehicle)
|
||||
{
|
||||
IEntity leader = group.GetLeaderEntity();
|
||||
if (!leader || !s_Crews.Contains(leader)) return false;
|
||||
vehicle = s_Crews.Get(leader);
|
||||
}
|
||||
if (!vehicle) return false;
|
||||
array<AIAgent> agents = {}; group.GetAgents(agents);
|
||||
if (agents.IsEmpty() || agents.Count() > 32) return false;
|
||||
foreach (AIAgent agent : agents)
|
||||
{
|
||||
if (!agent) continue;
|
||||
IEntity actor = agent.GetControlledEntity();
|
||||
if (actor && ERR_Actors.Group(actor) == group && RetainOriginal(actor, vehicle)) return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
}
|
||||
modded class SCR_AIGetOutVehicle
|
||||
{
|
||||
override float CustomEvaluate()
|
||||
{
|
||||
if (m_Utility && ERR_ConvoyMountedCrew.Retain(m_Utility.m_OwnerEntity, m_Vehicle.m_Value)) return 0;
|
||||
return super.CustomEvaluate();
|
||||
}
|
||||
override float EvaluatePriorityLevel()
|
||||
{
|
||||
if (m_Utility && ERR_ConvoyMountedCrew.Retain(m_Utility.m_OwnerEntity, m_Vehicle.m_Value)) return 0;
|
||||
return super.EvaluatePriorityLevel();
|
||||
}
|
||||
}
|
||||
modded class SCR_AIGetOutActivity
|
||||
{
|
||||
override float CustomEvaluate()
|
||||
{
|
||||
if (m_Utility && ERR_ConvoyMountedCrew.RetainGroup(m_Utility.m_Owner, m_Vehicle.m_Value)) return 0;
|
||||
return super.CustomEvaluate();
|
||||
}
|
||||
override float EvaluatePriorityLevel()
|
||||
{
|
||||
if (m_Utility && ERR_ConvoyMountedCrew.RetainGroup(m_Utility.m_Owner, m_Vehicle.m_Value)) return 0;
|
||||
return super.EvaluatePriorityLevel();
|
||||
}
|
||||
}
|
||||
|
||||
class ERR_SupplyConvoyVehicle : ERR_ConvoyVehicle
|
||||
{
|
||||
override bool CrewValid(ERR_GameMode mode)
|
||||
{
|
||||
if (!Group || !Entity || !ERR_Actors.Alive(Entity) || Group.GetFaction() != mode.EnemyFaction() || !ERR_Actors.CanFight(Driver)) return false;
|
||||
if (ERR_Actors.Player(Driver) || ERR_Actors.Group(Driver) != Group || !ERR_ConvoyRules.PartOf(CompartmentAccessComponent.GetVehicleIn(Driver), Entity)) return false;
|
||||
foreach (IEntity member : Members)
|
||||
if (ERR_Actors.Alive(member) && (ERR_Actors.Player(member) || ERR_Actors.Group(member) != Group)) return false;
|
||||
return true;
|
||||
}
|
||||
override void Release(ERR_GameMode mode)
|
||||
{
|
||||
foreach (IEntity member : Members) ERR_ConvoyMountedCrew.Release(member);
|
||||
super.Release(mode);
|
||||
}
|
||||
}
|
||||
|
||||
class ERR_SupplyConvoyTask : ERR_ConvoyTask
|
||||
{
|
||||
ref array<ref ERR_SupplyTeam> Teams = {};
|
||||
ref ERR_SupplyConvoyTactics Tactics;
|
||||
ref ERR_SupplyConvoyColumn Column;
|
||||
ref array<vector> Bases = {};
|
||||
ref array<vector> Starts = {};
|
||||
int LastBase = -1;
|
||||
int Legs;
|
||||
float Departure;
|
||||
float TravelDeadline;
|
||||
bool Waiting;
|
||||
bool MagazinesIssued;
|
||||
ref array<ref ERR_MountedMagazineSeed> MountedStock = {};
|
||||
ref array<IEntity> CargoBefore = {};
|
||||
ref ERR_ConvoyMineStock MineStock;
|
||||
override void Stop(ERR_GameMode mode, string reason)
|
||||
{
|
||||
if (Stopped) return;
|
||||
if (Tactics) Tactics.Stop();
|
||||
if (MineStock) MineStock.Stop();
|
||||
foreach (ERR_SupplyTeam team : Teams) team.Release(mode);
|
||||
super.Stop(mode, reason);
|
||||
}
|
||||
}
|
||||
|
||||
class ERR_SupplyConvoyTactics
|
||||
{
|
||||
protected ERR_GameMode m_Mode;
|
||||
protected ERR_SupplyConvoyTask m_Task;
|
||||
protected ref array<ref ERR_SupplyTeam> m_Support = {};
|
||||
protected int m_State; // mounted, fighting, reboarding
|
||||
protected vector m_Contact;
|
||||
protected vector m_Forward;
|
||||
protected vector m_Left;
|
||||
protected float m_LastContact = -1;
|
||||
protected float m_NextOrders;
|
||||
protected vector m_LastOrderContact;
|
||||
protected bool m_OrdersIssued;
|
||||
protected float m_BoardDeadline;
|
||||
protected bool m_TruckWithdrawn;
|
||||
protected float m_NextDismount;
|
||||
protected int m_DismountAttempts;
|
||||
protected bool m_Stopped;
|
||||
void ERR_SupplyConvoyTactics(ERR_GameMode mode, ERR_SupplyConvoyTask task)
|
||||
{
|
||||
m_Mode = mode; m_Task = task;
|
||||
foreach (ERR_ConvoyVehicle vehicle : task.Vehicles)
|
||||
{
|
||||
ERR_SupplyTeam order = new ERR_SupplyTeam(); order.Group = vehicle.Group;
|
||||
m_Support.Insert(order);
|
||||
foreach (IEntity member : vehicle.Members) ERR_ConvoyMountedCrew.Hold(member, vehicle.Entity);
|
||||
}
|
||||
}
|
||||
int State() { return m_State; }
|
||||
static AIWaypoint Move(vector position, float radius = 20)
|
||||
{
|
||||
AIWaypoint waypoint = AIWaypoint.Cast(ERR_Actors.Spawn(ERR_Resources.MoveWaypoint(), position));
|
||||
if (waypoint) waypoint.SetCompletionRadius(radius);
|
||||
return waypoint;
|
||||
}
|
||||
static AIWaypoint Board(Vehicle truck, bool enter)
|
||||
{
|
||||
if (!truck) return null;
|
||||
ResourceName prefab = "{C40316EE26846CAB}Prefabs/AI/Waypoints/AIWaypoint_GetOut.et";
|
||||
if (enter) prefab = "{712F4795CF8B91C7}Prefabs/AI/Waypoints/AIWaypoint_GetIn.et";
|
||||
SCR_BoardingWaypoint waypoint = SCR_BoardingWaypoint.Cast(ERR_Actors.Spawn(prefab, truck.GetOrigin()));
|
||||
if (!waypoint) return null;
|
||||
waypoint.SetAllowance(false, false, true);
|
||||
// Native defaults may complete when only the leader has left/boarded.
|
||||
waypoint.SetCompletionType(EAIWaypointCompletionType.All);
|
||||
// The waypoint approach applies to the whole team; leave space around the truck.
|
||||
waypoint.SetCompletionRadius(100);
|
||||
SCR_BoardingEntityWaypoint specific = SCR_BoardingEntityWaypoint.Cast(waypoint);
|
||||
if (specific) specific.SetEntity(truck);
|
||||
return waypoint;
|
||||
}
|
||||
protected bool Usable(int index)
|
||||
{
|
||||
return index >= 0 && index < m_Task.Vehicles.Count() && !m_Task.Vehicles[index].Released && m_Task.Vehicles[index].CrewValid(m_Mode);
|
||||
}
|
||||
protected bool InfantryAboard(bool required)
|
||||
{
|
||||
foreach (ERR_SupplyTeam team : m_Task.Teams)
|
||||
if (!team.Released && !team.Aboard(m_Task.Vehicles[2].Entity, required)) return false;
|
||||
return true;
|
||||
}
|
||||
protected float DistanceToConvoy(vector position)
|
||||
{
|
||||
float distance = 1e20;
|
||||
foreach (ERR_ConvoyVehicle vehicle : m_Task.Vehicles)
|
||||
if (!vehicle.Released && vehicle.Entity) distance = Math.Min(distance, vector.DistanceXZ(vehicle.Entity.GetOrigin(), position));
|
||||
return distance;
|
||||
}
|
||||
protected bool Observe(SCR_AIGroup group, out vector position, inout float nearest)
|
||||
{
|
||||
if (!group || !group.GetGroupUtilityComponent()) return false;
|
||||
SCR_AIGroupPerception perception = group.GetGroupUtilityComponent().m_Perception;
|
||||
PerceptionManager manager = GetGame().GetPerceptionManager();
|
||||
if (!perception || !manager) return false;
|
||||
bool found;
|
||||
foreach (SCR_AITargetInfo target : perception.m_aTargets)
|
||||
{
|
||||
if (!target || !target.m_Entity || !target.m_Faction || !group.GetFaction().IsFactionEnemy(target.m_Faction)) continue;
|
||||
float age = manager.GetTime() - target.m_fTimestamp;
|
||||
if (target.m_eCategory != EAITargetInfoCategory.IDENTIFIED || age < 0 || age > 5) continue;
|
||||
float distance = DistanceToConvoy(target.m_vWorldPos);
|
||||
if (distance > nearest || !group.GetGroupUtilityComponent().IsPositionAllowed(target.m_vWorldPos)) continue;
|
||||
position = target.m_vWorldPos; nearest = distance; found = true;
|
||||
}
|
||||
return found;
|
||||
}
|
||||
// Only production native observations or a delivered HQ snapshot may call this.
|
||||
void Report(vector position, float observed, float now)
|
||||
{
|
||||
if (m_Stopped || !ERR_ForceRules.Finite(now) || !ERR_ForceRules.Finite(observed) || !ERR_ForceRules.FiniteVector(position) || observed < 0 || observed > now || now - observed > 60000 || observed < m_LastContact) return;
|
||||
m_LastContact = observed;
|
||||
if (m_State != 1) Start(position, now);
|
||||
else if (vector.DistanceXZ(position, m_Contact) > 40 && now >= m_NextOrders) { m_Contact = position; Orders(false, now); }
|
||||
}
|
||||
protected bool FootPosition(ERR_SupplyTeam team, vector desired, out vector position)
|
||||
{
|
||||
if (!team.Group || !team.Group.GetGroupUtilityComponent()) return false;
|
||||
for (int i = 0; i < 8; i++)
|
||||
{
|
||||
vector point = desired;
|
||||
if (i > 0) point += Vector(Math.RandomFloat(-12, 12), 0, Math.RandomFloat(-12, 12));
|
||||
point = ERR_Actors.Ground(point);
|
||||
if (!ChimeraWorldUtils.TryGetWaterSurfaceSimple(GetGame().GetWorld(), point) && team.Group.GetGroupUtilityComponent().IsPositionAllowed(point) && SCR_WorldTools.TraceCilinderUtil(point + "0 1 0", 1, 2)) { position = point; return true; }
|
||||
}
|
||||
return false;
|
||||
}
|
||||
protected void Flank(int index, bool dismount)
|
||||
{
|
||||
ERR_SupplyTeam team = m_Task.Teams[index];
|
||||
if (team.Released || !team.Living()) return;
|
||||
// Preserve an in-progress native all-member dismount across contact refreshes.
|
||||
if (!team.Aboard(m_Task.Vehicles[2].Entity, false) && SCR_BoardingWaypoint.Cast(team.Group.GetCurrentWaypoint())) return;
|
||||
team.Clear(); team.OrderedContact = m_Contact;
|
||||
if (dismount && !team.Aboard(m_Task.Vehicles[2].Entity, false)) team.Add(Board(m_Task.Vehicles[2].Entity, false));
|
||||
float side = 1; if (index == 1) side = -1;
|
||||
vector approach, sector;
|
||||
if (!FootPosition(team, m_Contact - m_Forward * 80 + m_Left * (110 * side), approach) || !FootPosition(team, m_Contact + m_Left * (70 * side), sector)) return;
|
||||
team.Add(Move(approach, 15));
|
||||
AIWaypoint search = AIWaypoint.Cast(ERR_Actors.Spawn(ERR_Resources.SearchWaypoint(), sector));
|
||||
if (search) search.SetCompletionRadius(30);
|
||||
team.Add(search);
|
||||
}
|
||||
protected bool SupportPosition(int index, vector desired, out vector position)
|
||||
{
|
||||
ERR_ConvoyVehicle vehicle = m_Task.Vehicles[index];
|
||||
SCR_AIGroupUtilityComponent utility = vehicle.Group.GetGroupUtilityComponent();
|
||||
if (!utility) return false;
|
||||
vector road;
|
||||
if (ERR_SupplyConvoySystem.Approach(desired, road, 70) && vector.Dot(road - m_Contact, m_Forward) <= -100 && utility.IsPositionAllowed(road)) { position = road; return true; }
|
||||
if (index == 1 || index == 2) return false;
|
||||
// Original armed escorts can seek a nearby open firing position off the road.
|
||||
ERR_ConvoyPlacement placement = new ERR_ConvoyPlacement();
|
||||
for (int attempt = 0; attempt < 8; attempt++)
|
||||
{
|
||||
vector candidate = desired;
|
||||
if (attempt > 0) candidate += Vector(Math.RandomFloat(-15, 15), 0, Math.RandomFloat(-15, 15));
|
||||
candidate = ERR_Actors.Ground(candidate);
|
||||
if (vector.Dot(candidate - m_Contact, m_Forward) > -100 || !utility.IsPositionAllowed(candidate)) continue;
|
||||
if (placement.Clear(candidate, ERR_ForceRules.Heading(candidate, m_Contact, 0))) { position = candidate; return true; }
|
||||
}
|
||||
return false;
|
||||
}
|
||||
protected void Support(int index, bool holdTruck)
|
||||
{
|
||||
ERR_SupplyTeam orders = m_Support[index]; orders.Clear();
|
||||
if (!Usable(index)) return;
|
||||
ERR_ConvoyVehicle vehicle = m_Task.Vehicles[index];
|
||||
// An idle mounted driver stops without a Defend order asking the crew to exit.
|
||||
if (index == 2 && holdTruck) return;
|
||||
float rear = 180, side;
|
||||
if (index == 0) side = 150;
|
||||
if (index == 3) side = -150;
|
||||
if (index == 5) rear = 250;
|
||||
if (index == 1) { rear = 350; side = 40; }
|
||||
if (index == 2) { rear = 310; side = -40; }
|
||||
vector support = vehicle.Entity.GetOrigin();
|
||||
vector desired = m_Contact - m_Forward * rear + m_Left * side;
|
||||
vector chosen;
|
||||
if (SupportPosition(index, desired, chosen)) support = chosen;
|
||||
if (vector.DistanceXZ(vehicle.Entity.GetOrigin(), support) > 20) orders.Add(Move(support));
|
||||
if (index == 1 || index == 2) return;
|
||||
// Mounted escorts engage using native vehicle combat after reaching cover.
|
||||
// Defend is an infantry occupation task; deleting it during regroup could
|
||||
// leave ActivityDefend executing with an already deleted waypoint.
|
||||
// Do not assign it to a crew whose role requires remaining in the vehicle.
|
||||
}
|
||||
protected void Clear()
|
||||
{
|
||||
foreach (ERR_SupplyTeam orders : m_Support) orders.Clear();
|
||||
foreach (ERR_SupplyTeam team : m_Task.Teams) team.Clear();
|
||||
}
|
||||
protected void Orders(bool dismount, float now)
|
||||
{
|
||||
m_NextOrders = now + 30000;
|
||||
if (m_OrdersIssued && vector.DistanceXZ(m_LastOrderContact, m_Contact) < 40) return;
|
||||
m_LastOrderContact = m_Contact; m_OrdersIssued = true;
|
||||
for (int i = 0; i < m_Task.Vehicles.Count(); i++) Support(i, !m_TruckWithdrawn);
|
||||
for (int i = 0; i < m_Task.Teams.Count(); i++) Flank(i, dismount);
|
||||
m_NextOrders = now + 30000;
|
||||
}
|
||||
protected void Start(vector contact, float now)
|
||||
{
|
||||
// A local threat takes precedence, but may release only this exact detour owner.
|
||||
foreach (ERR_ConvoyVehicle intercept : m_Task.Vehicles)
|
||||
{
|
||||
if (intercept.InterceptToken == 0) continue;
|
||||
intercept.ClearIntercept(intercept.InterceptOrder);
|
||||
if (intercept.InterceptToken != 0) return;
|
||||
}
|
||||
Clear(); m_State = 1; m_Contact = contact; m_TruckWithdrawn = false; m_OrdersIssued = false;
|
||||
if (m_Task.Column) m_Task.Column.Reset(now);
|
||||
m_Task.Waiting = false;
|
||||
vector origin;
|
||||
foreach (ERR_ConvoyVehicle vehicle : m_Task.Vehicles)
|
||||
{
|
||||
vehicle.ClearOrder();
|
||||
if (!vehicle.Released) vehicle.Combat.Held = true;
|
||||
if (!vehicle.Released) origin = vehicle.Entity.GetOrigin();
|
||||
}
|
||||
m_Forward = contact - origin; m_Forward[1] = 0;
|
||||
if (m_Forward.Length() < 1) m_Forward = "0 0 1";
|
||||
m_Forward.Normalize(); m_Left = Vector(-m_Forward[2], 0, m_Forward[0]);
|
||||
Orders(true, now);
|
||||
m_DismountAttempts = 0; m_NextDismount = now + 10000;
|
||||
ERR_HQ.Event("CONVOY COMBAT", m_Task.Receipt.SourceId + ": infantry flank left/right; escorts cover; troop truck holds for dismount");
|
||||
}
|
||||
protected void Finish(float now)
|
||||
{
|
||||
Clear(); m_State = 0;
|
||||
foreach (ERR_ConvoyVehicle vehicle : m_Task.Vehicles)
|
||||
{
|
||||
vehicle.Combat.Held = false; vehicle.Arrived = false;
|
||||
// Combat time does not consume the driving deadline.
|
||||
vehicle.LegDeadline = now + 600000;
|
||||
}
|
||||
m_Task.TravelDeadline = now + 600000;
|
||||
if (m_Task.Column) m_Task.Column.Reset(now, false, true);
|
||||
ERR_HQ.Event("CONVOY REGROUP", m_Task.Receipt.SourceId + ": surviving convoy resumes; no replacements");
|
||||
}
|
||||
protected float InfantryDistance(IEntity vehicle)
|
||||
{
|
||||
float distance = 1e20;
|
||||
if (!vehicle) return distance;
|
||||
foreach (ERR_SupplyTeam team : m_Task.Teams)
|
||||
{
|
||||
if (team.Released) continue;
|
||||
foreach (IEntity member : team.Members)
|
||||
{
|
||||
if (!ERR_Actors.CanFight(member) || CompartmentAccessComponent.GetVehicleIn(member)) continue;
|
||||
distance = Math.Min(distance, vector.DistanceXZ(member.GetOrigin(), vehicle.GetOrigin()));
|
||||
}
|
||||
}
|
||||
return distance;
|
||||
}
|
||||
protected void ProtectInfantry()
|
||||
{
|
||||
foreach (ERR_ConvoyVehicle vehicle : m_Task.Vehicles)
|
||||
{
|
||||
if (vehicle.Released || !vehicle.Entity) continue;
|
||||
AICarMovementComponent movement = AICarMovementComponent.Cast(vehicle.Entity.FindComponent(AICarMovementComponent));
|
||||
if (!movement) continue;
|
||||
float speed = 35;
|
||||
if (InfantryDistance(vehicle.Entity) < 45) speed = 8;
|
||||
movement.SetCruiseSpeed(speed);
|
||||
}
|
||||
}
|
||||
protected void RefreshBoarding(float now)
|
||||
{
|
||||
foreach (ERR_SupplyTeam team : m_Task.Teams)
|
||||
{
|
||||
if (team.Released || team.Aboard(m_Task.Vehicles[2].Entity, true)) continue;
|
||||
if (team.BoardingRetryAt > 0)
|
||||
{
|
||||
if (now < team.BoardingRetryAt) continue;
|
||||
team.BoardingRetryAt = 0;
|
||||
team.Add(Board(m_Task.Vehicles[2].Entity, true));
|
||||
continue;
|
||||
}
|
||||
if (!team.BoardingProgress) team.BoardingProgress = new ERR_ConvoyBoardingProgress();
|
||||
float distance; int seated = team.BoardingCount(m_Task.Vehicles[2].Entity, distance);
|
||||
if (!team.BoardingProgress.Retry(seated, distance, now)) continue;
|
||||
// Let the old native activity release reservations before asking for seats
|
||||
// again. Occupants remain seated; no direct compartment move is performed.
|
||||
team.Clear(); team.BoardingRetryAt = now + 1000;
|
||||
ERR_HQ.Event("CONVOY BOARDING RETRY", string.Format("%1: team has %2 aboard; farthest remaining soldier %3 m from truck. No approach/seat progress for 30 s; retry %4/3", m_Task.Receipt.SourceId, seated, Math.Round(distance), team.BoardingProgress.Retries));
|
||||
}
|
||||
}
|
||||
bool Tick(float now)
|
||||
{
|
||||
if (m_Stopped) return false;
|
||||
for (int released = 0; released < m_Task.Vehicles.Count(); released++)
|
||||
if (m_Task.Vehicles[released].Released) m_Support[released].Clear();
|
||||
foreach (ERR_SupplyTeam infantryTeam : m_Task.Teams)
|
||||
{
|
||||
if (infantryTeam.Released) continue;
|
||||
bool foreign = !infantryTeam.Group || infantryTeam.Group.GetFaction() != m_Mode.EnemyFaction();
|
||||
foreach (IEntity member : infantryTeam.Members)
|
||||
if (ERR_Actors.Alive(member) && ERR_Actors.Group(member) != infantryTeam.Group) foreign = true;
|
||||
if (foreign || !infantryTeam.Living()) infantryTeam.Release(m_Mode);
|
||||
}
|
||||
vector observed; float nearest = 400; bool found;
|
||||
foreach (ERR_ConvoyVehicle vehicle : m_Task.Vehicles)
|
||||
if (!vehicle.Released && Observe(vehicle.Group, observed, nearest)) found = true;
|
||||
foreach (ERR_SupplyTeam team : m_Task.Teams)
|
||||
if (!team.Released && Observe(team.Group, observed, nearest)) found = true;
|
||||
if (found) Report(observed, now, now);
|
||||
if (m_State == 1)
|
||||
{
|
||||
if (!m_TruckWithdrawn && InfantryAboard(false) && InfantryDistance(m_Task.Vehicles[2].Entity) >= 25) { m_TruckWithdrawn = true; Support(2, false); }
|
||||
// Native exit attempts can fail while the truck brakes or a door is busy.
|
||||
// Retry only still-mounted teams, never teleport actors or reset quiet time.
|
||||
if (!m_TruckWithdrawn && !InfantryAboard(false) && Usable(2) && now >= m_NextDismount && m_DismountAttempts < 6)
|
||||
{
|
||||
m_DismountAttempts++; m_NextDismount = now + 10000;
|
||||
for (int retry = 0; retry < m_Task.Teams.Count(); retry++)
|
||||
{
|
||||
ERR_SupplyTeam delayed = m_Task.Teams[retry];
|
||||
if (delayed.Released || delayed.Aboard(m_Task.Vehicles[2].Entity, false)) continue;
|
||||
delayed.Clear(); Flank(retry, true);
|
||||
}
|
||||
}
|
||||
if (found && now >= m_NextOrders) Orders(!InfantryAboard(false), now);
|
||||
if (now - m_LastContact >= 60000)
|
||||
{
|
||||
Clear();
|
||||
if (!Usable(2)) { foreach (ERR_SupplyTeam lost : m_Task.Teams) lost.Release(m_Mode); Finish(now); return false; }
|
||||
for (int i = 0; i < m_Task.Vehicles.Count(); i++) Support(i, true);
|
||||
foreach (ERR_SupplyTeam boarding : m_Task.Teams)
|
||||
if (!boarding.Released && boarding.Living())
|
||||
{
|
||||
boarding.BoardingProgress = new ERR_ConvoyBoardingProgress(); boarding.BoardingRetryAt = 0;
|
||||
boarding.Add(Board(m_Task.Vehicles[2].Entity, true));
|
||||
}
|
||||
m_State = 2; m_BoardDeadline = now + 300000;
|
||||
ERR_HQ.Event("CONVOY BOARDING", m_Task.Receipt.SourceId + ": both teams return under escort cover");
|
||||
}
|
||||
}
|
||||
if (m_State == 2 && Usable(2) && now < m_BoardDeadline) RefreshBoarding(now);
|
||||
if (m_State == 2 && (!Usable(2) || InfantryAboard(true) || now >= m_BoardDeadline))
|
||||
{
|
||||
foreach (ERR_SupplyTeam stranded : m_Task.Teams)
|
||||
if (!stranded.Aboard(m_Task.Vehicles[2].Entity, true)) stranded.Release(m_Mode);
|
||||
Finish(now);
|
||||
}
|
||||
if (m_State != 0) ProtectInfantry();
|
||||
return m_State != 0;
|
||||
}
|
||||
void Stop() { if (m_Stopped) return; m_Stopped = true; Clear(); }
|
||||
}
|
||||
@@ -0,0 +1 @@
|
||||
exit=0
|
||||
@@ -0,0 +1,22 @@
|
||||
/tmp/err-policy-uxq5tr7a/check.cpp:15:13: error: ‘bool ERR_ConvoyRules::PartOf(IEntity*, IEntity*)’ defined but not used [-Werror=unused-function]
|
||||
15 | static bool PartOf(IEntity* entity, IEntity* root)
|
||||
| ^~~~~~
|
||||
cc1plus: all warnings being treated as errors
|
||||
Traceback (most recent call last):
|
||||
File "/tmp/erri-hunter-capture-2237/tests/test_hunter_capture.py", line 26, in <module>
|
||||
run(r'''
|
||||
~~~^^^^^
|
||||
#include <cassert>
|
||||
^^^^^^^^^^^^^^^^^^
|
||||
...<62 lines>...
|
||||
}
|
||||
^
|
||||
''')
|
||||
^^^^
|
||||
File "/home/jakub/devel/escapistsrereintroduced/tests/policy_harness.py", line 13, in run
|
||||
subprocess.run(['g++','-std=c++17','-Wall','-Werror',str(p/'check.cpp'),'-o',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 '['g++', '-std=c++17', '-Wall', '-Werror', '/tmp/err-policy-uxq5tr7a/check.cpp', '-o', '/tmp/err-policy-uxq5tr7a/check']' returned non-zero exit status 1.
|
||||
@@ -0,0 +1,18 @@
|
||||
{
|
||||
"addons/core/Scripts/Game/ERR/10_AI/ERR_ConvoyService.c": {
|
||||
"working": "825a35f7afe485c1e5ddfc96dfff3498b39cce54dc19dce857b5d30fe5dc6557",
|
||||
"index": "e1d5dff5584f1bf12c146df510c860c3e0e046c989ff758def88ecf6b49c6392"
|
||||
},
|
||||
"addons/core/Scripts/Game/ERR/10_AI/ERR_HunterService.c": {
|
||||
"working": "0769d4e7327439ce91b8f9ed0b47c4d92d382e97a1bbf62da8e6002ae4041bf0",
|
||||
"index": "0769d4e7327439ce91b8f9ed0b47c4d92d382e97a1bbf62da8e6002ae4041bf0"
|
||||
},
|
||||
"tests/test_hunter_lifecycle.py": {
|
||||
"working": "c2e3bff077dcb4cc181cbae5526d38a8638be7b2187c72ed64b1e279b63cbafc",
|
||||
"index": "c2e3bff077dcb4cc181cbae5526d38a8638be7b2187c72ed64b1e279b63cbafc"
|
||||
},
|
||||
"tests/test_convoy_survivors.py": {
|
||||
"working": "6386fe89b747af7504de0a18de598eae273a4657ec399baa216d0f423ee73fe8",
|
||||
"index": null
|
||||
}
|
||||
}
|
||||
+632
@@ -0,0 +1,632 @@
|
||||
// Independent physical adaptation of the owner's supply-convoy extension.
|
||||
// HQ must dispatch an authored route using a finite canonical pool receipt.
|
||||
class ERR_ConvoyResources
|
||||
{
|
||||
static ResourceName VehiclePrefab(int index)
|
||||
{
|
||||
if (index == 1) return "{3336BE330C4F355B}Prefabs/Vehicles/Wheeled/Ural4320/Ural4320_ammo.et";
|
||||
if (index == 2) return "{16C1F16C9B053801}Prefabs/Vehicles/Wheeled/Ural4320/Ural4320_transport.et";
|
||||
if (index == 4) return "{1DC01AAACFFA8B63}Prefabs/Vehicles/Tracked/BMP1/BMP1_Base.et";
|
||||
if (index == 0 || index == 3 || index == 5) return "{0B4DEA8078B78A9B}Prefabs/Vehicles/Wheeled/UAZ469/UAZ469_PKM.et";
|
||||
return "";
|
||||
}
|
||||
static ResourceName GroupPrefab() { return "{7A968AB297475FA7}Prefabs/ERR/ConvoyCrew.et"; }
|
||||
static ResourceName Soldier()
|
||||
{
|
||||
ERR_GameMode mode = ERR_GameMode.Get();
|
||||
if (mode && mode.FactionSelection() && mode.FactionSelection().Ready() && mode.FactionSelection().Active("enemy") != "ussr") return mode.FactionSelection().Soldier();
|
||||
return "{DCB41B3746FDD1BE}Prefabs/Characters/Factions/OPFOR/USSR_Army/Character_USSR_Rifleman.et"; }
|
||||
static ResourceName Rifle() { return "{FA5C25BF66A53DCF}Prefabs/Weapons/Rifles/AK74/Rifle_AK74.et"; }
|
||||
static ResourceName Magazine() { return "{BBB50A815A2F916B}Prefabs/Weapons/Magazines/Magazine_545x39_AK_30rnd_Ball.et"; }
|
||||
static bool Available()
|
||||
{
|
||||
array<ResourceName> required = {GroupPrefab(), Soldier(), Rifle(), Magazine(), ERR_Resources.MoveWaypoint()};
|
||||
for (int i = 0; i < 6; i++) required.Insert(VehiclePrefab(i));
|
||||
foreach (ResourceName prefab : required)
|
||||
{
|
||||
Resource resource = Resource.Load(prefab);
|
||||
if (!resource || !resource.IsValid()) return false;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
class ERR_ConvoyRules
|
||||
{
|
||||
static bool EmptyCrewTemplate(SCR_AIGroup group)
|
||||
{
|
||||
// The vanilla faction base authors six queued soldiers. Only our memberless
|
||||
// template may receive finite seat occupants; never retire another spawn job.
|
||||
return group && !group.GetSpawnImmediately() && group.GetAgentsCount() == 0
|
||||
&& (!group.m_aUnitPrefabSlots || group.m_aUnitPrefabSlots.IsEmpty());
|
||||
}
|
||||
static bool Plan(array<vector> positions, array<vector> angles, ERR_ForceRoute route)
|
||||
{
|
||||
if (!positions || !angles || positions.Count() != 6 || angles.Count() != 6 || !route || route.Looped() || route.Count() < 2 || !route.Seal()) return false;
|
||||
for (int i = 0; i < 6; i++)
|
||||
{
|
||||
if (!ERR_ForceRules.FiniteVector(positions[i]) || !ERR_ForceRules.FiniteVector(angles[i])) return false;
|
||||
for (int j = 0; j < i; j++) if (vector.DistanceXZ(positions[i], positions[j]) < 18) return false;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
static bool GroundClear(array<vector> positions, array<vector> angles)
|
||||
{
|
||||
if (!positions || !angles || positions.Count() != 6 || angles.Count() != 6) return false;
|
||||
ERR_ConvoyPlacement placement = new ERR_ConvoyPlacement();
|
||||
for (int i = 0; i < positions.Count(); i++) if (!placement.Clear(positions[i], angles[i][0])) return false;
|
||||
return true;
|
||||
}
|
||||
static bool PartOf(IEntity entity, IEntity root)
|
||||
{
|
||||
int depth;
|
||||
while (entity && depth++ < 32)
|
||||
{
|
||||
if (entity == root) return true;
|
||||
entity = entity.GetParent();
|
||||
}
|
||||
return false;
|
||||
}
|
||||
static bool Captured(Vehicle vehicle, SCR_AIGroup group)
|
||||
{
|
||||
if (group && group.GetPlayerCount(true) > 0) return true;
|
||||
if (!vehicle) return false;
|
||||
array<int> ids = {}; GetGame().GetPlayerManager().GetPlayers(ids);
|
||||
foreach (int id : ids)
|
||||
{
|
||||
IEntity player = GetGame().GetPlayerManager().GetPlayerControlledEntity(id);
|
||||
if (player && PartOf(CompartmentAccessComponent.GetVehicleIn(player), vehicle)) return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
static bool CollectSeats(IEntity root, array<BaseCompartmentSlot> seats)
|
||||
{
|
||||
array<IEntity> pending = {root};
|
||||
int cursor;
|
||||
while (cursor < pending.Count() && cursor < 128)
|
||||
{
|
||||
IEntity entity = pending[cursor++];
|
||||
if (!entity) return false;
|
||||
SCR_BaseCompartmentManagerComponent manager = SCR_BaseCompartmentManagerComponent.Cast(entity.FindComponent(SCR_BaseCompartmentManagerComponent));
|
||||
if (manager)
|
||||
{
|
||||
array<BaseCompartmentSlot> local = {}; manager.GetCompartments(local);
|
||||
foreach (BaseCompartmentSlot seat : local) if (seat && !seats.Contains(seat)) seats.Insert(seat);
|
||||
}
|
||||
IEntity child = entity.GetChildren();
|
||||
while (child)
|
||||
{
|
||||
if (pending.Count() >= 128 || pending.Contains(child)) return false;
|
||||
pending.Insert(child); child = child.GetSibling();
|
||||
}
|
||||
}
|
||||
return cursor == pending.Count();
|
||||
}
|
||||
}
|
||||
|
||||
class ERR_ConvoyVehicle
|
||||
{
|
||||
int Index;
|
||||
Vehicle Entity;
|
||||
SCR_AIGroup Group;
|
||||
IEntity Driver;
|
||||
ref array<IEntity> Members = {};
|
||||
ref array<BaseCompartmentSlot> Seats = {};
|
||||
AIWaypoint Waypoint;
|
||||
int RouteIndex;
|
||||
bool Released;
|
||||
bool Registered;
|
||||
ref ERR_ConvoyCombatState Combat = new ERR_ConvoyCombatState();
|
||||
int SupplyToken;
|
||||
bool SupplyHeld;
|
||||
int InterceptToken;
|
||||
bool InterceptActive;
|
||||
AIWaypoint InterceptWaypoint;
|
||||
ref ERR_ConvoyInterceptOrder InterceptOrder;
|
||||
ERR_ConvoyReceipt InterceptReceipt;
|
||||
ERR_ForceRecord InterceptRecord;
|
||||
ERR_ForceRoute InterceptRoute;
|
||||
protected AIWaypoint m_InterceptWaypoint;
|
||||
protected Vehicle m_InterceptEntity;
|
||||
protected SCR_AIGroup m_InterceptGroup;
|
||||
protected IEntity m_InterceptDriver;
|
||||
protected ref array<IEntity> m_InterceptMembers = {};
|
||||
protected ref array<BaseCompartmentSlot> m_InterceptSeats = {};
|
||||
protected int m_InterceptToken;
|
||||
protected int m_LastInterceptToken;
|
||||
protected vector m_InterceptPosition;
|
||||
protected float m_InterceptExpiresAt;
|
||||
protected int m_InterceptRouteIndex;
|
||||
|
||||
bool Arrived;
|
||||
float LegDeadline;
|
||||
float NextReadinessNote;
|
||||
|
||||
// Pending downlink owns a claim only; normal authored travel continues.
|
||||
bool InterceptCrew(ERR_GameMode mode)
|
||||
{
|
||||
if (!mode || !CrewValid(mode) || !Entity || !Group || ERR_ConvoyRules.Captured(Entity, Group)) return false;
|
||||
if (Members.IsEmpty() || Members.Count() > 8 || Seats.Count() != Members.Count()) return false;
|
||||
if (InterceptOrder && (Members.Count() != m_InterceptMembers.Count() || Seats.Count() != m_InterceptSeats.Count())) return false;
|
||||
array<AIAgent> agents = {}; Group.GetAgents(agents);
|
||||
if (agents.Count() != Members.Count()) return false;
|
||||
for (int i = 0; i < Members.Count(); i++)
|
||||
{
|
||||
if (!Members[i] || !ERR_Actors.CanFight(Members[i]) || !Seats[i] || Seats[i].GetOccupant() != Members[i]) return false;
|
||||
int attributed;
|
||||
foreach (AIAgent agent : agents)
|
||||
{
|
||||
if (!agent || !Members.Contains(agent.GetControlledEntity())) return false;
|
||||
if (agent.GetControlledEntity() == Members[i]) attributed++;
|
||||
}
|
||||
if (attributed != 1) return false;
|
||||
if (InterceptOrder && (Members[i] != m_InterceptMembers[i] || Seats[i] != m_InterceptSeats[i])) return false;
|
||||
}
|
||||
if (InterceptOrder && (Entity != m_InterceptEntity || Group != m_InterceptGroup || Driver != m_InterceptDriver)) return false;
|
||||
return true;
|
||||
}
|
||||
bool InterceptMatches(ERR_ConvoyInterceptOrder order)
|
||||
{
|
||||
return order && InterceptOrder == order && InterceptToken == m_InterceptToken && m_InterceptToken != 0;
|
||||
}
|
||||
bool ClaimIntercept(ERR_GameMode mode, ERR_ConvoyInterceptOrder order)
|
||||
{
|
||||
if (!order || order.Token <= m_LastInterceptToken || InterceptToken != 0 || InterceptOrder || InterceptWaypoint || !InterceptCrew(mode)) return false;
|
||||
m_InterceptEntity = Entity; m_InterceptGroup = Group; m_InterceptDriver = Driver;
|
||||
m_InterceptMembers.Clear(); m_InterceptSeats.Clear();
|
||||
foreach (IEntity member : Members) m_InterceptMembers.Insert(member);
|
||||
foreach (BaseCompartmentSlot seat : Seats) m_InterceptSeats.Insert(seat);
|
||||
m_InterceptToken = order.Token; m_LastInterceptToken = order.Token; InterceptToken = order.Token; InterceptOrder = order;
|
||||
m_InterceptPosition = order.Position; m_InterceptExpiresAt = order.ExpiresAt;
|
||||
return true;
|
||||
}
|
||||
void ClearIntercept(ERR_ConvoyInterceptOrder order)
|
||||
{
|
||||
if (!InterceptMatches(order)) return;
|
||||
// Delete only the exact waypoint this owner created, never an adopted handle.
|
||||
if (m_InterceptWaypoint && m_InterceptGroup) m_InterceptGroup.RemoveWaypoint(m_InterceptWaypoint);
|
||||
if (m_InterceptWaypoint) SCR_EntityHelper.DeleteEntityAndChildren(m_InterceptWaypoint);
|
||||
if (InterceptWaypoint == m_InterceptWaypoint) InterceptWaypoint = null;
|
||||
m_InterceptWaypoint = null; InterceptToken = 0; m_InterceptToken = 0;
|
||||
InterceptActive = false; InterceptOrder = null; InterceptReceipt = null; InterceptRecord = null; InterceptRoute = null;
|
||||
m_InterceptMembers.Clear(); m_InterceptSeats.Clear();
|
||||
}
|
||||
bool DeliverIntercept(ERR_GameMode mode, ERR_ConvoyInterceptOrder order, float now)
|
||||
{
|
||||
if (!InterceptMatches(order) || order.Token != m_InterceptToken || InterceptActive || !InterceptCrew(mode)) return false;
|
||||
if (order.Position != m_InterceptPosition || order.ExpiresAt != m_InterceptExpiresAt || now >= m_InterceptExpiresAt) return false;
|
||||
AIWaypoint detour = AIWaypoint.Cast(ERR_Actors.Spawn(ERR_Resources.MoveWaypoint(), m_InterceptPosition));
|
||||
if (!detour) return false;
|
||||
detour.SetCompletionRadius(15);
|
||||
ClearOrder(); m_InterceptRouteIndex = RouteIndex;
|
||||
m_InterceptWaypoint = detour; InterceptWaypoint = detour; InterceptActive = true;
|
||||
Group.AddWaypoint(detour);
|
||||
return true;
|
||||
}
|
||||
// True suppresses ordinary travel only after actual radio delivery. No route
|
||||
// index is consumed by arrival at the detour; removal leaves the seated group held.
|
||||
bool TickIntercept(ERR_GameMode mode, float now)
|
||||
{
|
||||
if (!InterceptOrder) return false;
|
||||
if (!InterceptMatches(InterceptOrder)) return InterceptActive;
|
||||
if (Released || Arrived || now >= m_InterceptExpiresAt || !InterceptCrew(mode) || Combat.Held || SupplyHeld || SupplyToken != 0)
|
||||
{ bool delivered = InterceptActive; ClearIntercept(InterceptOrder); if (delivered) LegDeadline = now + 600000; return false; }
|
||||
if (!InterceptActive) return false;
|
||||
if (RouteIndex != m_InterceptRouteIndex || InterceptWaypoint != m_InterceptWaypoint)
|
||||
{ ClearIntercept(InterceptOrder); return false; }
|
||||
if (m_InterceptWaypoint && vector.DistanceXZ(Entity.GetOrigin(), m_InterceptPosition) <= 15)
|
||||
{
|
||||
Group.RemoveWaypoint(m_InterceptWaypoint); SCR_EntityHelper.DeleteEntityAndChildren(m_InterceptWaypoint);
|
||||
m_InterceptWaypoint = null; InterceptWaypoint = null;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
void ClearOrder()
|
||||
{
|
||||
if (Waypoint && Group) Group.RemoveWaypoint(Waypoint);
|
||||
if (Waypoint) SCR_EntityHelper.DeleteEntityAndChildren(Waypoint);
|
||||
Waypoint = null;
|
||||
}
|
||||
void Release(ERR_GameMode mode)
|
||||
{
|
||||
if (Released) return;
|
||||
ClearIntercept(InterceptOrder);
|
||||
Released = true;
|
||||
Combat.Held = false; SupplyToken = 0; SupplyHeld = false;
|
||||
ClearOrder();
|
||||
if (mode && mode.Forces())
|
||||
{
|
||||
ERR_ForceRecord record = mode.Forces().FindGroup(Group);
|
||||
if (record) record.Pinned = false;
|
||||
}
|
||||
if (Group)
|
||||
{
|
||||
ERR_HQ hq;
|
||||
if (mode) hq = ERR_HQ.Cast(mode.Command());
|
||||
bool retained = false;
|
||||
if (Registered && hq && !ERR_ConvoyRules.Captured(Entity, Group)) retained = hq.ReleaseConvoySurvivors(Group);
|
||||
if (!retained && mode && mode.Command()) mode.Command().UnregisterGroup(Group);
|
||||
Group.SetPermanentLOD(-1);
|
||||
array<AIAgent> agents = {}; Group.GetAgents(agents);
|
||||
foreach (AIAgent agent : agents) if (agent) agent.SetPermanentLOD(-1);
|
||||
}
|
||||
// Vehicle, cargo, casualties and surviving crew remain physical and lootable.
|
||||
}
|
||||
bool CrewValid(ERR_GameMode mode)
|
||||
{
|
||||
if (!Group || !Entity || !ERR_Actors.Alive(Entity) || Group.GetFaction() != mode.EnemyFaction() || !ERR_Actors.CanFight(Driver)) return false;
|
||||
if (ERR_Actors.Player(Driver) || !ERR_ConvoyRules.PartOf(CompartmentAccessComponent.GetVehicleIn(Driver), Entity)) return false;
|
||||
foreach (IEntity member : Members)
|
||||
if (!ERR_Actors.Alive(member) || ERR_Actors.Player(member) || ERR_Actors.Group(member) != Group) return false;
|
||||
return true;
|
||||
}
|
||||
bool Order(ERR_ForceRoute route, float now)
|
||||
{
|
||||
if (Released || Arrived || InterceptActive || Combat.Held || SupplyHeld || !Group || !Entity || !route || RouteIndex >= route.Count()) return false;
|
||||
if (Waypoint) return true;
|
||||
Waypoint = AIWaypoint.Cast(ERR_Actors.Spawn(ERR_Resources.MoveWaypoint(), route.At(RouteIndex)));
|
||||
if (!Waypoint) return false;
|
||||
Waypoint.SetCompletionRadius(35);
|
||||
Group.AddWaypoint(Waypoint);
|
||||
LegDeadline = now + 600000;
|
||||
return true;
|
||||
}
|
||||
void Tick(ERR_GameMode mode, ERR_ForceRoute route, float now)
|
||||
{
|
||||
if (TickIntercept(mode, now)) return;
|
||||
if (Released || Arrived) return;
|
||||
if (!CrewValid(mode)) { Release(mode); return; }
|
||||
if (Combat.Held || SupplyHeld) return;
|
||||
// Native completion measures the seated group, not the vehicle origin.
|
||||
// Keep the same predicate after native removal of the completed waypoint.
|
||||
if (Waypoint && Waypoint.IsWithinCompletionRadius(Group))
|
||||
{
|
||||
ClearOrder(); RouteIndex++;
|
||||
if (RouteIndex >= route.Count()) { Arrived = true; return; }
|
||||
}
|
||||
if (Waypoint && now >= LegDeadline) { Release(mode); return; }
|
||||
if (!Order(route, now)) Release(mode);
|
||||
}
|
||||
}
|
||||
|
||||
class ERR_ConvoyCargoCallback : ScriptedInventoryOperationCallback
|
||||
{
|
||||
ResourceName Prefab;
|
||||
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); }
|
||||
}
|
||||
|
||||
class ERR_ConvoyTask
|
||||
{
|
||||
ref ERR_ConvoyReceipt Receipt;
|
||||
ref ERR_ForceRoute Route;
|
||||
ref array<ref ERR_ConvoyVehicle> Vehicles = {};
|
||||
ref array<ref ERR_ConvoyCargoCallback> Cargo = {};
|
||||
bool Stopped;
|
||||
bool Ready;
|
||||
bool CargoIssued;
|
||||
float Deadline;
|
||||
float NextCheck;
|
||||
string Reason;
|
||||
void Stop(ERR_GameMode mode, string reason)
|
||||
{
|
||||
if (Stopped) return;
|
||||
Stopped = true; Reason = reason;
|
||||
foreach (ERR_ConvoyVehicle vehicle : Vehicles) vehicle.Release(mode);
|
||||
ERR_HQ.Event("CONVOY STOP", reason + "; surviving entities and cargo preserved");
|
||||
}
|
||||
}
|
||||
|
||||
class ERR_ConvoyService
|
||||
{
|
||||
protected ERR_GameMode m_Mode;
|
||||
protected ERR_ConvoyPool m_Pool;
|
||||
protected ref array<ref ERR_ConvoyTask> m_Tasks = {};
|
||||
protected bool m_Stopped;
|
||||
void ERR_ConvoyService(ERR_GameMode mode, ERR_ConvoyPool pool) { m_Mode = mode; m_Pool = pool; }
|
||||
protected bool Current()
|
||||
{
|
||||
return !m_Stopped && Replication.IsServer() && m_Mode && m_Mode == ERR_GameMode.Get() && m_Mode.Active() && m_Pool;
|
||||
}
|
||||
protected ERR_ConvoyTask NewTask() { return new ERR_ConvoyTask(); }
|
||||
protected ERR_ConvoyVehicle NewVehicle() { return new ERR_ConvoyVehicle(); }
|
||||
ERR_ConvoyTask At(int index)
|
||||
{
|
||||
if (index < 0 || index >= m_Tasks.Count()) return null;
|
||||
return m_Tasks[index];
|
||||
}
|
||||
ERR_ConvoyTask Find(string source)
|
||||
{
|
||||
foreach (ERR_ConvoyTask task : m_Tasks) if (task.Receipt && task.Receipt.SourceId == source) return task;
|
||||
return null;
|
||||
}
|
||||
protected bool FillCrew(ERR_ConvoyVehicle unit)
|
||||
{
|
||||
array<BaseCompartmentSlot> all = {};
|
||||
if (!ERR_ConvoyRules.CollectSeats(unit.Entity, all)) return false;
|
||||
array<BaseCompartmentSlot> drivers = {}, turrets = {}, cargo = {};
|
||||
foreach (BaseCompartmentSlot slot : all)
|
||||
{
|
||||
if (!slot.IsCompartmentAccessible() || slot.IsOccupied()) continue;
|
||||
if (slot.GetType() == ECompartmentType.PILOT) drivers.Insert(slot);
|
||||
else if (slot.GetType() == ECompartmentType.TURRET) turrets.Insert(slot);
|
||||
else if (slot.GetType() == ECompartmentType.CARGO) cargo.Insert(slot);
|
||||
}
|
||||
int requiredTurrets = 1;
|
||||
if (unit.Index == 1 || unit.Index == 2) requiredTurrets = 0;
|
||||
if (unit.Index == 4) requiredTurrets = 2;
|
||||
if (drivers.Count() != 1 || turrets.Count() < requiredTurrets || (unit.Index == 2 && cargo.Count() < 8)) return false;
|
||||
unit.Seats.Insert(drivers[0]);
|
||||
for (int i = 0; i < requiredTurrets; i++) unit.Seats.Insert(turrets[i]);
|
||||
if (unit.Index == 2) for (int i = 0; i < 8; i++) unit.Seats.Insert(cargo[i]);
|
||||
// Exact planned population is known before any character is created.
|
||||
if (unit.Seats.Count() != ERR_ConvoyPool.CrewCount(unit.Index)) return false;
|
||||
AIGroup nativeGroup = unit.Group;
|
||||
foreach (BaseCompartmentSlot seat : unit.Seats)
|
||||
{
|
||||
IEntity actor = seat.SpawnCharacterInCompartment(ERR_ConvoyResources.Soldier(), nativeGroup, ERR_ConvoyResources.GroupPrefab());
|
||||
if (actor) { unit.Members.Insert(actor); m_Mode.Own(actor); }
|
||||
if (!actor || nativeGroup != unit.Group) return false;
|
||||
}
|
||||
unit.Driver = unit.Members[0];
|
||||
return true;
|
||||
}
|
||||
ERR_ConvoyTask Dispatch(ERR_ConvoyReceipt receipt, array<vector> positions, array<vector> angles, ERR_ForceRoute route, float now)
|
||||
{
|
||||
if (!Current() || !ERR_ForceRules.Finite(now) || now < 0 || !ERR_ConvoyRules.Plan(positions, angles, route) || !ERR_ConvoyResources.Available() || !ERR_ConvoyRules.GroundClear(positions, angles)) return null;
|
||||
// The server role selection owns the memberless group affiliation.
|
||||
if (!m_Mode.EnemyFaction() || !m_Pool.Consume(receipt)) return null;
|
||||
ERR_ConvoyTask task = NewTask(); task.Receipt = receipt; task.Route = route; task.Deadline = now + 30000;
|
||||
m_Tasks.Insert(task);
|
||||
for (int index = 0; index < 6; index++)
|
||||
{
|
||||
ERR_ConvoyVehicle unit = NewVehicle(); unit.Index = index; task.Vehicles.Insert(unit);
|
||||
unit.Group = SCR_AIGroup.Cast(ERR_Actors.Spawn(ERR_ConvoyResources.GroupPrefab(), positions[index]));
|
||||
if (unit.Group) m_Mode.Own(unit.Group);
|
||||
unit.Entity = Vehicle.Cast(ERR_Actors.Spawn(ERR_ConvoyResources.VehiclePrefab(index), positions[index], angles[index]));
|
||||
if (unit.Entity) m_Mode.Own(unit.Entity);
|
||||
if (!unit.Group || !unit.Entity || unit.Group.GetFaction() != m_Mode.EnemyFaction() || !ERR_ConvoyRules.EmptyCrewTemplate(unit.Group) || !FillCrew(unit))
|
||||
{ task.Stop(m_Mode, "finite convoy startup failed; receipt consumed without retry"); return task; }
|
||||
FactionAffiliationComponent affiliation = FactionAffiliationComponent.Cast(unit.Entity.FindComponent(FactionAffiliationComponent));
|
||||
if (affiliation) affiliation.SetAffiliatedFaction(m_Mode.EnemyFaction());
|
||||
AICarMovementComponent movement = AICarMovementComponent.Cast(unit.Entity.FindComponent(AICarMovementComponent));
|
||||
if (movement) movement.SetCruiseSpeed(35);
|
||||
}
|
||||
ERR_HQ.Event("CONVOY CREATED", "six physical vehicles; finite crew created; native readiness and ledger admission pending");
|
||||
return task;
|
||||
}
|
||||
protected string ReadinessReason(ERR_ConvoyVehicle unit)
|
||||
{
|
||||
if (unit.Registered) return "already admitted";
|
||||
if (!unit.Group) return "missing group";
|
||||
if (!unit.Entity) return "missing vehicle";
|
||||
if (!ERR_Actors.Alive(unit.Entity)) return "vehicle destroyed or lacks damage state";
|
||||
if (unit.Group.GetFaction() != m_Mode.EnemyFaction()) return "group faction mismatch";
|
||||
if (!ERR_Actors.CanFight(unit.Driver)) return "driver absent/dead/unconscious or controller unavailable";
|
||||
if (ERR_Actors.Player(unit.Driver)) return "driver controlled by player";
|
||||
if (!ERR_ConvoyRules.PartOf(CompartmentAccessComponent.GetVehicleIn(unit.Driver), unit.Entity)) return "driver outside intended vehicle";
|
||||
foreach (IEntity member : unit.Members)
|
||||
{
|
||||
if (!ERR_Actors.Alive(member)) return "member absent/dead or damage state unavailable";
|
||||
if (ERR_Actors.Player(member)) return "member controlled by player";
|
||||
if (ERR_Actors.Group(member) != unit.Group) return "member native agent/parent group mismatch";
|
||||
}
|
||||
array<AIAgent> agents = {}; unit.Group.GetAgents(agents);
|
||||
if (agents.Count() != unit.Members.Count()) return "native agent count differs from original crew";
|
||||
foreach (AIAgent agent : agents)
|
||||
{
|
||||
if (!agent) return "null native agent";
|
||||
if (!unit.Members.Contains(agent.GetControlledEntity())) return "native agent controls foreign entity";
|
||||
if (!ERR_Actors.CanFight(agent.GetControlledEntity())) return "native agent actor cannot fight";
|
||||
}
|
||||
SCR_AIGroupUtilityComponent utility = unit.Group.GetGroupUtilityComponent();
|
||||
if (!utility) return "group utility unavailable";
|
||||
if (!utility.m_VehicleMgr) return "group vehicle manager unavailable";
|
||||
SCR_AIVehicleUsageComponent usage = SCR_AIVehicleUsageComponent.Cast(unit.Entity.FindComponent(SCR_AIVehicleUsageComponent));
|
||||
if (!usage) return "vehicle usage component unavailable";
|
||||
for (int i = 0; i < unit.Seats.Count(); i++)
|
||||
if (i >= unit.Members.Count() || !unit.Seats[i] || unit.Seats[i].GetOccupant() != unit.Members[i]) return "intended seat occupant mismatch";
|
||||
return "readiness guards satisfied; awaiting admission";
|
||||
}
|
||||
protected void InspectReadiness(ERR_ConvoyVehicle unit, float now)
|
||||
{
|
||||
if (!unit || now < unit.NextReadinessNote) return;
|
||||
unit.NextReadinessNote = now + 5000;
|
||||
int agents, activeAgents;
|
||||
bool activeGroup;
|
||||
if (unit.Group)
|
||||
{
|
||||
array<AIAgent> current = {}; unit.Group.GetAgents(current);
|
||||
agents = current.Count(); activeGroup = unit.Group.IsAIActivated();
|
||||
foreach (AIAgent agent : current) if (agent && agent.IsAIActivated()) activeAgents++;
|
||||
}
|
||||
ERR_HQ.Event("CONVOY READINESS", string.Format("vehicle=%1 reason=%2 members=%3 agents=%4 activeAgents=%5 activeGroup=%6 seats=%7 registered=%8", unit.Index, ReadinessReason(unit), unit.Members.Count(), agents, activeAgents, activeGroup, unit.Seats.Count(), unit.Registered));
|
||||
}
|
||||
protected bool Admit(ERR_ConvoyTask task, float now)
|
||||
{
|
||||
foreach (ERR_ConvoyVehicle observed : task.Vehicles) InspectReadiness(observed, now);
|
||||
foreach (ERR_ConvoyVehicle unit : task.Vehicles)
|
||||
{
|
||||
if (unit.Registered) continue;
|
||||
if (!unit.CrewValid(m_Mode)) return false;
|
||||
array<AIAgent> agents = {}; unit.Group.GetAgents(agents);
|
||||
if (agents.Count() != unit.Members.Count()) return false;
|
||||
foreach (AIAgent agent : agents)
|
||||
if (!agent || !unit.Members.Contains(agent.GetControlledEntity()) || !ERR_Actors.CanFight(agent.GetControlledEntity())) return false;
|
||||
SCR_AIGroupUtilityComponent utility = unit.Group.GetGroupUtilityComponent();
|
||||
SCR_AIVehicleUsageComponent usage = SCR_AIVehicleUsageComponent.Cast(unit.Entity.FindComponent(SCR_AIVehicleUsageComponent));
|
||||
if (!utility || !utility.m_VehicleMgr || !usage || !utility.m_VehicleMgr.TryAddVehicle(usage)) return false;
|
||||
ERR_ForceRecord record = m_Mode.Forces().Register(task.Receipt.SourceId + "-vehicle-" + unit.Index.ToString(), ERR_ForceKind.CONVOY, unit.Entity.GetOrigin(), unit.Members.Count(), null, unit.Group, now);
|
||||
if (!record || !m_Pool.BindRecord(task.Receipt, unit.Index, record)) { task.Stop(m_Mode, "convoy ledger admission rejected"); return false; }
|
||||
record.Pinned = true;
|
||||
unit.Registered = true;
|
||||
m_Mode.RegisterGroup(unit.Group);
|
||||
ERR_HQ hq = ERR_HQ.Cast(m_Mode.Command());
|
||||
if (hq)
|
||||
{
|
||||
hq.ReserveGroup(unit.Group);
|
||||
if (!hq.BindVehicle(unit.Group, unit.Entity))
|
||||
ERR_HQ.Event("MOUNTED AMMO", "original convoy vehicle binding unavailable; no replacement lookup");
|
||||
}
|
||||
// Native helper idempotently registers deletion/damage callbacks and mounted
|
||||
// combat activity; raw vehicle-manager admission alone omits those hooks.
|
||||
utility.AddUsableVehicle(usage);
|
||||
unit.Group.SetPermanentLOD(0); unit.Group.ActivateAI();
|
||||
foreach (AIAgent active : agents) { active.SetPermanentLOD(0); active.ActivateAI(); }
|
||||
}
|
||||
return true;
|
||||
}
|
||||
protected void IssueCargo(ERR_ConvoyTask task)
|
||||
{
|
||||
if (task.CargoIssued || task.Stopped || task.Vehicles.Count() != 6) return;
|
||||
task.CargoIssued = true;
|
||||
InventoryStorageManagerComponent inventory = InventoryStorageManagerComponent.Cast(task.Vehicles[1].Entity.FindComponent(InventoryStorageManagerComponent));
|
||||
if (!inventory) { ERR_HQ.Event("CONVOY CARGO", "ammo truck inventory unavailable; no retry or free replacement"); return; }
|
||||
for (int i = 0; i < 56; i++)
|
||||
{
|
||||
ResourceName prefab = ERR_ConvoyResources.Magazine();
|
||||
if (i < 8) prefab = ERR_ConvoyResources.Rifle();
|
||||
ERR_ConvoyCargoCallback operation = new ERR_ConvoyCargoCallback(); operation.Prefab = prefab; task.Cargo.Insert(operation);
|
||||
if (!inventory.TrySpawnPrefabToStorage(prefab, null, -1, EStoragePurpose.PURPOSE_DEPOSIT, operation)) operation.Finished = true;
|
||||
}
|
||||
ERR_HQ.Event("CONVOY CARGO", "finite target submitted once: eight AK74 and 48 magazines; native capacity/completion may reduce actual stock");
|
||||
}
|
||||
void Tick(float now)
|
||||
{
|
||||
if (!Current() || !ERR_ForceRules.Finite(now)) return;
|
||||
foreach (ERR_ConvoyTask task : m_Tasks)
|
||||
{
|
||||
if (task.Stopped || now < task.NextCheck) continue;
|
||||
task.NextCheck = now + 1000;
|
||||
bool captured;
|
||||
foreach (ERR_ConvoyVehicle unit : task.Vehicles) if (ERR_ConvoyRules.Captured(unit.Entity, unit.Group)) captured = true;
|
||||
if (captured) { task.Stop(m_Mode, "player captured convoy vehicle or joined crew"); continue; }
|
||||
if (!task.Ready)
|
||||
{
|
||||
if (now >= task.Deadline) { task.Stop(m_Mode, "native crew readiness expired; no replacement"); continue; }
|
||||
if (!Admit(task, now)) continue;
|
||||
task.Ready = true; IssueCargo(task);
|
||||
}
|
||||
bool pending;
|
||||
foreach (ERR_ConvoyVehicle vehicle : task.Vehicles)
|
||||
{
|
||||
vehicle.Tick(m_Mode, task.Route, now);
|
||||
if (!vehicle.Released && !vehicle.Arrived) pending = true;
|
||||
}
|
||||
if (!pending) task.Stop(m_Mode, "finite authored road route ended or all vehicle orders released");
|
||||
}
|
||||
}
|
||||
protected bool InterceptEligible(ERR_ConvoyTask task, ERR_ConvoyInterceptOrder order)
|
||||
{
|
||||
if (!Current() || !task || !order || !m_Tasks.Contains(task) || task.Stopped || !task.Ready || !task.Receipt || !task.Receipt.Consumed) return false;
|
||||
if (!m_Mode.Forces()) return false;
|
||||
ERR_HQ hq = ERR_HQ.Cast(m_Mode.Command());
|
||||
if (!hq || hq.LogisticsToken(order.Group) != order.Token) return false;
|
||||
if (order.Token < 400001 || order.Token > 400256 || order.SourceId != task.Receipt.SourceId) return false;
|
||||
if (order.VehicleIndex != 0 && order.VehicleIndex != 3 && order.VehicleIndex != 5) return false;
|
||||
if (order.VehicleIndex >= task.Vehicles.Count() || order.VehicleIndex >= task.Receipt.Records.Count()) return false;
|
||||
ERR_ConvoyVehicle unit = task.Vehicles[order.VehicleIndex];
|
||||
if (!unit || !unit.Registered || unit.Released || unit.Arrived || unit.Index != order.VehicleIndex || unit.Group != order.Group) return false;
|
||||
if (!unit.InterceptCrew(m_Mode) || !task.Route || unit.RouteIndex < 0 || unit.RouteIndex >= task.Route.Count()) return false;
|
||||
ERR_ForceRecord record = m_Mode.Forces().FindGroup(unit.Group);
|
||||
if (!record || !record.Physical || record.Eliminated || record.Kind != ERR_ForceKind.CONVOY || record.Id != task.Receipt.Records[unit.Index]) return false;
|
||||
if (record.Group != unit.Group || record.SourceId != task.Receipt.SourceId + "-vehicle-" + unit.Index.ToString()) return false;
|
||||
if (unit.InterceptOrder && (unit.InterceptReceipt != task.Receipt || unit.InterceptRecord != record || unit.InterceptRoute != task.Route)) return false;
|
||||
foreach (ERR_ConvoyVehicle other : task.Vehicles)
|
||||
if (!other || other.SupplyToken != 0 || other.SupplyHeld || other.Combat.Held) return false;
|
||||
return true;
|
||||
}
|
||||
bool InterceptCurrent(ERR_ConvoyTask task, ERR_ConvoyInterceptOrder order)
|
||||
{
|
||||
return InterceptEligible(task, order) && task.Vehicles[order.VehicleIndex].InterceptToken == order.Token
|
||||
&& task.Vehicles[order.VehicleIndex].InterceptMatches(order);
|
||||
}
|
||||
bool ReserveIntercept(ERR_ConvoyTask task, ERR_ConvoyInterceptOrder order, float now)
|
||||
{
|
||||
if (!InterceptEligible(task, order) || !ERR_ForceRules.Finite(now) || now < 0) return false;
|
||||
if (!ERR_ForceRules.Finite(order.ObservedAt) || !ERR_ForceRules.Finite(order.IssuedAt) || !ERR_ForceRules.Finite(order.ExpiresAt)) return false;
|
||||
if (order.ObservedAt < 0 || order.IssuedAt < order.ObservedAt || now < order.IssuedAt || now >= order.ExpiresAt) return false;
|
||||
if (order.ExpiresAt > order.ObservedAt + 120000 || !ERR_ForceRules.FiniteVector(order.Position)) return false;
|
||||
if (order.BeliefId <= 0 || order.BeliefRevision <= 0 || order.ReportId <= 0) return false;
|
||||
foreach (ERR_ConvoyTask existing : m_Tasks)
|
||||
foreach (ERR_ConvoyVehicle claimed : existing.Vehicles) if (claimed && claimed.InterceptToken != 0) return false;
|
||||
ERR_ConvoyVehicle unit = task.Vehicles[order.VehicleIndex];
|
||||
if (!unit.ClaimIntercept(m_Mode, order)) return false;
|
||||
unit.InterceptReceipt = task.Receipt; unit.InterceptRecord = m_Mode.Forces().FindGroup(unit.Group); unit.InterceptRoute = task.Route;
|
||||
return true;
|
||||
}
|
||||
bool ApplyIntercept(ERR_ConvoyTask task, ERR_ConvoyInterceptOrder order, float now)
|
||||
{
|
||||
if (!InterceptCurrent(task, order) || !ERR_ForceRules.Finite(now) || now < order.IssuedAt || now >= order.ExpiresAt) return false;
|
||||
return task.Vehicles[order.VehicleIndex].DeliverIntercept(m_Mode, order, now);
|
||||
}
|
||||
void ReleaseIntercept(ERR_ConvoyTask task, ERR_ConvoyInterceptOrder order, float now)
|
||||
{
|
||||
if (!task || !order || !m_Tasks.Contains(task) || !ERR_ForceRules.Finite(now)) return;
|
||||
foreach (ERR_ConvoyVehicle unit : task.Vehicles)
|
||||
if (unit && unit.InterceptMatches(order))
|
||||
{ bool delivered = unit.InterceptActive; unit.ClearIntercept(order); if (delivered) unit.LegDeadline = now + 600000; }
|
||||
}
|
||||
bool ApplyCombatOrder(ERR_ConvoyTask task, ERR_ConvoyCombatOrder order, float now)
|
||||
{
|
||||
if (!Current() || !task || !order || !m_Tasks.Contains(task) || task.Stopped || !task.Ready || !task.Receipt || !task.Receipt.Consumed) return false;
|
||||
foreach (ERR_ConvoyVehicle intercept : task.Vehicles) if (intercept && intercept.InterceptToken != 0) return false;
|
||||
if (order.VehicleIndex < 0 || order.VehicleIndex >= task.Vehicles.Count() || order.SourceId != task.Receipt.SourceId) return false;
|
||||
ERR_ConvoyVehicle unit = task.Vehicles[order.VehicleIndex];
|
||||
if (!unit || !unit.Registered || unit.Released || unit.Arrived || unit.Index != order.VehicleIndex || unit.Group != order.Group || !unit.CrewValid(m_Mode)) return false;
|
||||
if (ERR_ConvoyRules.Captured(unit.Entity, unit.Group) || unit.Index >= task.Receipt.Records.Count()) return false;
|
||||
if (!ERR_ConvoyCombatRules.Accept(unit.Combat, order, now) || !task.Route || unit.RouteIndex >= task.Route.Count()) return false;
|
||||
ERR_ForceRecord record = m_Mode.Forces().FindGroup(unit.Group);
|
||||
if (!record || !record.Physical || record.Eliminated || record.Kind != ERR_ForceKind.CONVOY || record.Id != task.Receipt.Records[unit.Index]) return false;
|
||||
array<AIAgent> agents = {}; unit.Group.GetAgents(agents);
|
||||
if (agents.Count() != unit.Members.Count()) return false;
|
||||
foreach (AIAgent agent : agents)
|
||||
if (!agent || !unit.Members.Contains(agent.GetControlledEntity())) return false;
|
||||
// No caller can replay even a command whose native waypoint recreation fails.
|
||||
unit.Combat.LastCommandId = order.CommandId;
|
||||
if (order.Hold)
|
||||
{
|
||||
if (!unit.Combat.Held) unit.ClearOrder();
|
||||
unit.Combat.Held = true; unit.Combat.ReportId = order.ReportId; unit.Combat.ObservedAt = order.ObservedAt;
|
||||
}
|
||||
else
|
||||
{
|
||||
unit.Combat.Held = false;
|
||||
if (!unit.SupplyHeld && !unit.Order(task.Route, now)) { unit.Release(m_Mode); return false; }
|
||||
}
|
||||
ERR_HQ.Event("CONVOY COVER", string.Format("command M%1 report M%2 vehicle=%3 held=%4 routeIndex=%5", order.CommandId, order.ReportId, unit.Index, unit.Combat.Held, unit.RouteIndex));
|
||||
return true;
|
||||
}
|
||||
int Count() { return m_Tasks.Count(); }
|
||||
string Status()
|
||||
{
|
||||
int ready, stopped, vehicles, completed, failed, pending;
|
||||
foreach (ERR_ConvoyTask task : m_Tasks)
|
||||
{
|
||||
if (task.Ready) ready++;
|
||||
if (task.Stopped) stopped++;
|
||||
foreach (ERR_ConvoyVehicle vehicle : task.Vehicles) if (vehicle && vehicle.Entity) vehicles++;
|
||||
foreach (ERR_ConvoyCargoCallback operation : task.Cargo)
|
||||
{
|
||||
if (!operation.Finished) pending++;
|
||||
else if (operation.Succeeded) completed++;
|
||||
else failed++;
|
||||
}
|
||||
}
|
||||
string reason;
|
||||
if (m_Tasks.Count() == 1 && m_Tasks[0].Stopped) reason = m_Tasks[0].Reason;
|
||||
if (reason.Length() > 160) reason = reason.Substring(0, 160);
|
||||
return string.Format("Convoys: %1 tasks, %2 reached readiness, %3 stopped, %4 retained physical vehicles; cargo native insertion successes=%5 failed=%6 pending=%7; current inventory may differ after use/looting", m_Tasks.Count(), ready, stopped, vehicles, completed, failed, pending) + "; reason=" + reason;
|
||||
}
|
||||
void Stop()
|
||||
{
|
||||
if (m_Stopped) return;
|
||||
m_Stopped = true;
|
||||
foreach (ERR_ConvoyTask task : m_Tasks) task.Stop(m_Mode, "HQ ended convoy task service");
|
||||
}
|
||||
}
|
||||
+398
@@ -0,0 +1,398 @@
|
||||
class ERR_HunterVehicle : ERR_ConvoyVehicle
|
||||
{
|
||||
bool RadioRequested;
|
||||
ref ERR_EnemyEquipmentCallback RadioOperation;
|
||||
string Source;
|
||||
float Deadline;
|
||||
float NextOrder;
|
||||
ref ERR_HQRoute Downlink;
|
||||
vector Destination;
|
||||
int SourceMessage;
|
||||
float LastContact = -1;
|
||||
float NextContactOrder;
|
||||
vector ContactPosition;
|
||||
vector DeliveredContactPosition;
|
||||
bool DeliveredContact;
|
||||
ref ERR_HunterCrewRecovery Recovery;
|
||||
bool CombatHeld;
|
||||
float CombatQuietUntil;
|
||||
float NextMotionLog;
|
||||
float ProgressAt;
|
||||
vector ProgressPosition;
|
||||
int Repaths;
|
||||
override bool CrewValid(ERR_GameMode mode)
|
||||
{
|
||||
return Group && Entity && ERR_Actors.Alive(Entity) && Group.GetFaction() == mode.EnemyFaction()
|
||||
&& Members.Contains(Driver) && ERR_Actors.CanFight(Driver) && !ERR_Actors.Player(Driver)
|
||||
&& ERR_Actors.Group(Driver) == Group && Seats.Count() > 0 && Seats[0].GetOccupant() == Driver;
|
||||
}
|
||||
override void Release(ERR_GameMode mode)
|
||||
{
|
||||
if (Released) return;
|
||||
if (Recovery) Recovery.Stop();
|
||||
if (!mode || !mode.Active() || ERR_ConvoyRules.Captured(Entity, Group)) { super.Release(mode); return; }
|
||||
Released = true; Downlink = null; ClearOrder();
|
||||
ERR_ForceRecord record = mode.Forces().FindGroup(Group);
|
||||
if (record) record.Pinned = false;
|
||||
if (Group)
|
||||
{
|
||||
Group.SetPermanentLOD(-1);
|
||||
array<AIAgent> agents = {}; Group.GetAgents(agents);
|
||||
foreach (AIAgent agent : agents) if (agent) agent.SetPermanentLOD(-1);
|
||||
ERR_HQ hq = ERR_HQ.Cast(mode.Command());
|
||||
if (hq) hq.ReleaseRecovery(Group);
|
||||
}
|
||||
// Surviving original crew remain registered for skill, reports, intel and
|
||||
// local combat. Only the driving task ends; on-foot survivors can serve HQ.
|
||||
}
|
||||
}
|
||||
|
||||
// An escalation allowance of fifteen physical hunter UAZs, separate from supply
|
||||
// convoys. Losses remain physical; aggression never replenishes killed crews.
|
||||
class ERR_HunterService : ERR_ConvoyService
|
||||
{
|
||||
protected ref array<ref ERR_HunterVehicle> m_Hunters = {};
|
||||
protected float m_NextHunter;
|
||||
protected float m_NextSpawn;
|
||||
protected int m_Target = 3;
|
||||
protected ref ERR_HunterOpeningPlan m_Opening;
|
||||
bool Contains(SCR_AIGroup group)
|
||||
{
|
||||
foreach (ERR_HunterVehicle unit : m_Hunters) if (unit.Group == group) return true;
|
||||
return false;
|
||||
}
|
||||
// A finite physical radio in the vehicle avoids replacing a medic's backpack
|
||||
// or depending on a modded vest accepting a vanilla manpack. Only the original
|
||||
// living crew currently inside their uncaptured vehicle can use this link.
|
||||
int VehicleRadioCapability(IEntity actor)
|
||||
{
|
||||
if (!actor || !m_Mode || !m_Mode.Active() || m_Stopped) return 0;
|
||||
foreach (ERR_HunterVehicle unit : m_Hunters)
|
||||
{
|
||||
if (unit.Released || !unit.Members.Contains(actor) || !unit.Entity || !ERR_Actors.Alive(unit.Entity)) continue;
|
||||
if (CompartmentAccessComponent.GetVehicleIn(actor) != unit.Entity || !unit.CrewValid(m_Mode) || ERR_ConvoyRules.Captured(unit.Entity, unit.Group)) continue;
|
||||
InventoryStorageManagerComponent storage = InventoryStorageManagerComponent.Cast(unit.Entity.FindComponent(InventoryStorageManagerComponent));
|
||||
if (!storage) continue;
|
||||
array<IEntity> items = {}; storage.GetItems(items);
|
||||
foreach (IEntity item : items)
|
||||
{
|
||||
if (!item || !item.FindComponent(BaseRadioComponent)) continue;
|
||||
SCR_RadioComponent radio = SCR_RadioComponent.Cast(item.FindComponent(SCR_RadioComponent));
|
||||
if (radio && radio.ERR_IsHQManpack()) return 2;
|
||||
}
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
protected bool PrepareVehicleRadio(ERR_HunterVehicle unit)
|
||||
{
|
||||
if (!unit.RadioRequested)
|
||||
{
|
||||
unit.RadioRequested = true;
|
||||
unit.RadioOperation = new ERR_EnemyEquipmentCallback();
|
||||
InventoryStorageManagerComponent storage = InventoryStorageManagerComponent.Cast(unit.Entity.FindComponent(InventoryStorageManagerComponent));
|
||||
if (!storage || !storage.TrySpawnPrefabToStorage(ERR_EnemyRadio.MANPACK, null, -1, EStoragePurpose.PURPOSE_DEPOSIT, unit.RadioOperation))
|
||||
{
|
||||
ERR_HQ.Event("HUNTER RADIO FAILED", unit.Source + ": vehicle refused its one physical HQ radio; no crew backpack is removed");
|
||||
return false;
|
||||
}
|
||||
}
|
||||
return unit.RadioOperation && unit.RadioOperation.Finished && unit.RadioOperation.Succeeded && VehicleRadioCapability(unit.Driver) == 2;
|
||||
}
|
||||
int Deployed() { return m_Hunters.Count(); }
|
||||
int ActiveHunters()
|
||||
{
|
||||
int count;
|
||||
foreach (ERR_HunterVehicle unit : m_Hunters) if (!unit.Released) count++;
|
||||
return count;
|
||||
}
|
||||
override string Status() { return string.Format("HQ UAZ patrols: %1 active; %2 deployed from a total allowance of %3 (maximum 15). Lost vehicles are not replaced.", ActiveHunters(), Deployed(), m_Target); }
|
||||
protected bool StartHunter(ERR_HQ hq, float now)
|
||||
{
|
||||
if (m_Hunters.Count() >= m_Target || m_Hunters.Count() >= 15 || m_Mode.Forces().Count() >= 250) return false;
|
||||
array<IEntity> players = {}; ERR_Actors.Players(players);
|
||||
ERR_ConvoyPlacement placement = new ERR_ConvoyPlacement();
|
||||
if (m_Hunters.Count() < 3)
|
||||
{
|
||||
if (!m_Opening || !m_Opening.Ready()) return false;
|
||||
int slot = m_Hunters.Count();
|
||||
vector openingPosition = m_Opening.Positions[slot];
|
||||
vector openingAngles = m_Opening.Angles[slot];
|
||||
if (!ERR_HunterOpeningPlan.AwayFromPlayers(openingPosition, players) || !placement.Clear(openingPosition, openingAngles[0]))
|
||||
{ ERR_HQ.Event("HUNTER WAIT", "reserved opening road occupied; no unsafe spawn"); return false; }
|
||||
return SpawnHunter(hq, now, openingPosition, openingAngles, "prison-opening");
|
||||
}
|
||||
for (int i = 0; i < m_Mode.Sites().Count(); i++)
|
||||
{
|
||||
ERR_SiteRuntime site = m_Mode.Sites().At((i + m_Hunters.Count()) % m_Mode.Sites().Count());
|
||||
if (!site || !site.Definition || (site.Definition.Kind != ERR_LocationKind.RADIO && site.Definition.Kind != ERR_LocationKind.DEPOT && site.Definition.Kind != ERR_LocationKind.OUTPOST)) continue;
|
||||
if (site.Group && site.Group.GetFaction() != m_Mode.EnemyFaction()) continue;
|
||||
vector position, angles;
|
||||
vector seed = site.Definition.Position + Vector(Math.RandomFloat(-200, 200), 0, Math.RandomFloat(-200, 200));
|
||||
if (!ERR_SupplyConvoySystem.ApproachDirected(seed, position, angles) || !placement.Clear(position, angles[0])) continue;
|
||||
bool nearPlayer;
|
||||
foreach (IEntity player : players) if (player && vector.DistanceXZ(player.GetOrigin(), position) < 400) nearPlayer = true;
|
||||
if (nearPlayer) continue;
|
||||
return SpawnHunter(hq, now, position, angles, site.Definition.Id);
|
||||
}
|
||||
ERR_HQ.Event("HUNTER WAIT", "deployment deferred: friendly road obstructed, occupied, budget full or players within 400m");
|
||||
return false;
|
||||
}
|
||||
// Hunter UAZs carry a full response team, unlike the two-person convoy escort.
|
||||
override protected bool FillCrew(ERR_ConvoyVehicle unit)
|
||||
{
|
||||
ResourceName soldier = ERR_EnemyMedicalCatalog.Crew(m_Mode, false);
|
||||
ResourceName medic = ERR_EnemyMedicalCatalog.Crew(m_Mode, true);
|
||||
if (!ERR_EnemyLoadoutCatalog.Available(soldier) || !ERR_EnemyLoadoutCatalog.Available(medic))
|
||||
{ ERR_HQ.Event("HUNTER FAILED", "selected faction has no usable soldier/medic profile"); return false; }
|
||||
array<BaseCompartmentSlot> all = {}, cargo = {}, turrets = {}, drivers = {};
|
||||
if (!ERR_ConvoyRules.CollectSeats(unit.Entity, all)) return false;
|
||||
foreach (BaseCompartmentSlot seat : all)
|
||||
{
|
||||
if (!seat.IsCompartmentAccessible() || seat.GetOccupant()) continue;
|
||||
if (seat.GetType() == ECompartmentType.PILOT) drivers.Insert(seat);
|
||||
else if (seat.GetType() == ECompartmentType.TURRET) turrets.Insert(seat);
|
||||
else if (seat.GetType() == ECompartmentType.CARGO) cargo.Insert(seat);
|
||||
}
|
||||
if (drivers.Count() != 1 || turrets.IsEmpty() || cargo.IsEmpty() || all.Count() > 12) return false;
|
||||
unit.Seats.Insert(drivers[0]);
|
||||
foreach (BaseCompartmentSlot turret : turrets) unit.Seats.Insert(turret);
|
||||
int medicIndex = unit.Seats.Count();
|
||||
foreach (BaseCompartmentSlot passenger : cargo) unit.Seats.Insert(passenger);
|
||||
AIGroup nativeGroup = unit.Group;
|
||||
for (int i = 0; i < unit.Seats.Count(); i++)
|
||||
{
|
||||
ResourceName selected = soldier;
|
||||
if (i == medicIndex) selected = medic;
|
||||
IEntity actor = unit.Seats[i].SpawnCharacterInCompartment(selected, nativeGroup, ERR_ConvoyResources.GroupPrefab());
|
||||
if (actor) { unit.Members.Insert(actor); m_Mode.Own(actor); }
|
||||
if (!actor || nativeGroup != unit.Group) return false;
|
||||
}
|
||||
unit.Driver = unit.Members[0];
|
||||
ERR_HQ.Event("HUNTER TEAM", string.Format("crew=%1 including one medic; soldier=%2 medic=%3", unit.Members.Count(), soldier, medic));
|
||||
return true;
|
||||
}
|
||||
protected bool SpawnHunter(ERR_HQ hq, float now, vector position, vector angles, string source)
|
||||
{
|
||||
// Missing faction data is a deferred deployment, not a lost physical team.
|
||||
ResourceName soldier = ERR_EnemyMedicalCatalog.Crew(m_Mode, false);
|
||||
ResourceName medic = ERR_EnemyMedicalCatalog.Crew(m_Mode, true);
|
||||
if (!ERR_EnemyLoadoutCatalog.Available(soldier) || !ERR_EnemyLoadoutCatalog.Available(medic))
|
||||
{
|
||||
m_NextSpawn = now + 30000;
|
||||
ERR_HQ.Event("HUNTER WAIT", string.Format("faction=%1 missing response crew; soldier=%2 medic=%3; no vehicle spawned or allowance consumed; configure ResponseSoldier/ResponseMedic", m_Mode.EnemyFaction().GetFactionKey(), soldier, medic));
|
||||
return false;
|
||||
}
|
||||
ERR_HunterVehicle unit = new ERR_HunterVehicle();
|
||||
unit.Source = "aggression-uaz-" + (m_Hunters.Count() + 1).ToString();
|
||||
unit.Deadline = now + 120000; m_Hunters.Insert(unit);
|
||||
unit.Group = SCR_AIGroup.Cast(ERR_Actors.Spawn(ERR_ConvoyResources.GroupPrefab(), position));
|
||||
unit.Entity = Vehicle.Cast(ERR_Actors.Spawn(ERR_ConvoyResources.VehiclePrefab(0), position, angles));
|
||||
if (unit.Group) m_Mode.Own(unit.Group);
|
||||
if (unit.Entity) m_Mode.Own(unit.Entity);
|
||||
if (!unit.Group || !unit.Entity || !ERR_ConvoyRules.EmptyCrewTemplate(unit.Group) || !FillCrew(unit))
|
||||
{ unit.Release(m_Mode); ERR_HQ.Event("HUNTER FAILED", unit.Source + " native vehicle/crew spawn failed; allowance consumed"); return false; }
|
||||
unit.Recovery = new ERR_HunterCrewRecovery(unit);
|
||||
unit.Recovery.Update(m_Mode, now);
|
||||
FactionAffiliationComponent affiliation = FactionAffiliationComponent.Cast(unit.Entity.FindComponent(FactionAffiliationComponent));
|
||||
if (affiliation) affiliation.SetAffiliatedFaction(m_Mode.EnemyFaction());
|
||||
AICarMovementComponent movement = AICarMovementComponent.Cast(unit.Entity.FindComponent(AICarMovementComponent));
|
||||
if (movement) movement.SetCruiseSpeed(45);
|
||||
ERR_HQ.Event("HUNTER SPAWN", string.Format("%1 identified bodies=%2 aggression=%3/30 allowance=%4/15 base=%5 position=%6 crew=%7", unit.Source, hq.Watch().IdentifiedBodies(), hq.Watch().Aggression(), m_Target, source, position, unit.Members.Count()));
|
||||
return true;
|
||||
}
|
||||
protected bool AdmitHunter(ERR_HunterVehicle unit, ERR_HQ hq, float now)
|
||||
{
|
||||
if (!unit.CrewValid(m_Mode) || !PrepareVehicleRadio(unit)) return false;
|
||||
array<AIAgent> agents = {}; unit.Group.GetAgents(agents);
|
||||
if (agents.Count() != unit.Members.Count()) return false;
|
||||
foreach (AIAgent agent : agents) if (!agent || !unit.Members.Contains(agent.GetControlledEntity()) || !ERR_Actors.CanFight(agent.GetControlledEntity())) return false;
|
||||
SCR_AIGroupUtilityComponent utility = unit.Group.GetGroupUtilityComponent();
|
||||
SCR_AIVehicleUsageComponent usage = SCR_AIVehicleUsageComponent.Cast(unit.Entity.FindComponent(SCR_AIVehicleUsageComponent));
|
||||
if (!utility || !utility.m_VehicleMgr || !usage || !utility.m_VehicleMgr.TryAddVehicle(usage)) return false;
|
||||
for (int i = 0; i < unit.Seats.Count(); i++) if (unit.Seats[i].GetOccupant() != unit.Members[i]) return false;
|
||||
utility.SetCombatMode(EAIGroupCombatMode.FIRE_AT_WILL);
|
||||
ERR_ForceRecord record = m_Mode.Forces().Register(unit.Source, ERR_ForceKind.CONVOY, unit.Entity.GetOrigin(), unit.Members.Count(), null, unit.Group, now);
|
||||
if (!record) return false;
|
||||
record.Pinned = true; unit.Registered = true;
|
||||
m_Mode.RegisterGroup(unit.Group); hq.ReserveGroup(unit.Group);
|
||||
utility.AddUsableVehicle(usage); unit.Group.SetPermanentLOD(0); unit.Group.ActivateAI();
|
||||
foreach (AIAgent active : agents) { active.SetPermanentLOD(0); active.ActivateAI(); }
|
||||
ERR_HQ.Event("HUNTER READY", unit.Source + " full response crew and medic seated; physical vehicle HQ radio stocked; fire at will; radio registration active");
|
||||
return true;
|
||||
}
|
||||
protected void QueueDestination(ERR_HunterVehicle unit, ERR_HQ hq, float now)
|
||||
{
|
||||
array<ref ERR_HQReport> reports = {}; hq.SupportContacts(reports, now);
|
||||
ERR_HQBelief best;
|
||||
foreach (ERR_HQReport report : reports)
|
||||
{
|
||||
ERR_HQBelief belief = hq.Memory().Get(report.Target);
|
||||
if (belief && belief.Actionable() && (!best || belief.ObservedAt > best.ObservedAt)) best = belief;
|
||||
}
|
||||
bool freshContact;
|
||||
if (best) freshContact = ERR_HunterOpeningRules.FreshOrder(best.ObservedAt, unit.LastContact, now, unit.NextContactOrder, unit.Downlink && unit.SourceMessage > 0);
|
||||
// A first/new delivered sighting preempts routine patrol, including an in-flight patrol order.
|
||||
if (freshContact && unit.Downlink && unit.SourceMessage == 0) unit.Downlink = null;
|
||||
if (unit.Downlink || (!freshContact && now < unit.NextOrder)) return;
|
||||
unit.NextOrder = now + 30000;
|
||||
vector destination, angles;
|
||||
string reason = "road patrol between friendly objectives";
|
||||
if (best)
|
||||
{
|
||||
// Retain the driver's route for repeated reports from the same area.
|
||||
// Re-projecting every sighting can alternate between nearby roads and
|
||||
// repeatedly restart native navigation even for a stationary target.
|
||||
if (unit.Waypoint && unit.DeliveredContact && vector.DistanceXZ(best.PredictedPosition, unit.DeliveredContactPosition) < 75)
|
||||
{
|
||||
unit.LastContact = best.ObservedAt; unit.NextContactOrder = now + 5000;
|
||||
return;
|
||||
}
|
||||
if (!ERR_SupplyConvoySystem.ApproachDirected(best.PredictedPosition, destination, angles, 250)) return;
|
||||
unit.SourceMessage = best.MessageId; reason = "intercept last delivered sighting; confidence=" + best.Confidence.ToString();
|
||||
}
|
||||
else
|
||||
{
|
||||
unit.SourceMessage = 0;
|
||||
if (unit.Waypoint && !unit.Waypoint.IsWithinCompletionRadius(unit.Group)) return;
|
||||
bool found;
|
||||
for (int i = 0; i < m_Mode.Sites().Count(); i++)
|
||||
{
|
||||
ERR_SiteRuntime site = m_Mode.Sites().At(Math.RandomInt(0, m_Mode.Sites().Count()));
|
||||
if (!site || !site.Definition || !ERR_ObjectiveDefence.Objective(site.Definition.Kind) || (site.Group && site.Group.GetFaction() != m_Mode.EnemyFaction())) continue;
|
||||
if (ERR_SupplyConvoySystem.ApproachDirected(site.Definition.Position, destination, angles) && vector.DistanceXZ(destination, unit.Entity.GetOrigin()) > 200) { found = true; break; }
|
||||
}
|
||||
if (!found) return;
|
||||
}
|
||||
unit.Destination = destination;
|
||||
unit.Downlink = hq.Downlink(unit.Group, "HUNTER", unit.Source + " " + reason + " destination=" + destination.ToString(), unit.SourceMessage);
|
||||
if (best)
|
||||
{
|
||||
unit.NextContactOrder = now + 5000;
|
||||
if (unit.Downlink) { unit.LastContact = best.ObservedAt; unit.ContactPosition = best.PredictedPosition; }
|
||||
}
|
||||
}
|
||||
protected void UpdateCombat(ERR_HunterVehicle unit, float now)
|
||||
{
|
||||
if (unit.Registered && ERR_HunterCombat.Active(unit.Group))
|
||||
{
|
||||
unit.CombatQuietUntil = now + 15000;
|
||||
if (!unit.CombatHeld)
|
||||
{
|
||||
unit.CombatHeld = true; unit.ClearOrder(); unit.Downlink = null;
|
||||
ERR_HQ.Event("HUNTER COMBAT", unit.Source + ": local contact; travel and forced reboarding suspended, native combat takes priority");
|
||||
}
|
||||
}
|
||||
if (unit.CombatHeld && now >= unit.CombatQuietUntil)
|
||||
{
|
||||
unit.CombatHeld = false; unit.NextOrder = 0;
|
||||
ERR_HQ.Event("HUNTER COMBAT", unit.Source + ": contact quiet for 15 seconds; HQ travel may resume");
|
||||
}
|
||||
}
|
||||
override void Tick(float now)
|
||||
{
|
||||
if (m_Stopped || !Replication.IsServer() || !m_Mode || !m_Mode.Active() || m_Mode != ERR_GameMode.Get() || m_Mode.Phase() <= ERR_Phase.PRISON || now < m_NextHunter) return;
|
||||
m_NextHunter = now + 1000;
|
||||
ERR_HQ hq = ERR_HQ.Cast(m_Mode.Command()); if (!hq) return;
|
||||
m_Target = hq.Watch().HunterTarget();
|
||||
if (!m_Opening)
|
||||
{
|
||||
array<IEntity> openingPlayers = {}; ERR_Actors.Players(openingPlayers);
|
||||
vector center = m_Mode.PrisonPosition(); vector sum; int count;
|
||||
foreach (IEntity player : openingPlayers) if (player) { sum += player.GetOrigin(); count++; }
|
||||
if (count > 0) center = sum / count;
|
||||
m_Opening = new ERR_HunterOpeningPlan(center);
|
||||
}
|
||||
if (!m_Opening.Done())
|
||||
{
|
||||
array<IEntity> currentPlayers = {}; ERR_Actors.Players(currentPlayers);
|
||||
m_Opening.Step(currentPlayers);
|
||||
}
|
||||
if (now >= m_NextSpawn && Deployed() < m_Target)
|
||||
{
|
||||
m_NextSpawn = now + 30000;
|
||||
if (Deployed() < 3) m_NextSpawn = now + 1000;
|
||||
StartHunter(hq, now);
|
||||
}
|
||||
foreach (ERR_HunterVehicle unit : m_Hunters)
|
||||
{
|
||||
if (unit.Released) continue;
|
||||
if (ERR_ConvoyRules.Captured(unit.Entity, unit.Group)) { unit.Release(m_Mode); ERR_HQ.Event("HUNTER RELEASE", unit.Source + " player captured vehicle/crew; orders removed"); continue; }
|
||||
if (unit.Recovery && unit.Recovery.Lost(m_Mode))
|
||||
{
|
||||
string loss = unit.Recovery.Reason;
|
||||
unit.Release(m_Mode); ERR_HQ.Event("HUNTER RELEASE", unit.Source + ": " + loss + "; surviving actors and vehicle retained"); continue;
|
||||
}
|
||||
UpdateCombat(unit, now);
|
||||
if (unit.Recovery) unit.Recovery.Update(m_Mode, now);
|
||||
if (unit.CombatHeld) continue;
|
||||
if (!unit.Registered)
|
||||
{
|
||||
if (AdmitHunter(unit, hq, now)) continue;
|
||||
if (now >= unit.Deadline) { InspectReadiness(unit, now); unit.Release(m_Mode); ERR_HQ.Event("HUNTER FAILED", unit.Source + " native readiness timed out"); }
|
||||
continue;
|
||||
}
|
||||
// A temporary unconscious/dismounted driver suspends driving without
|
||||
// throwing away the delivered destination or the original physical crew.
|
||||
if (!unit.CrewValid(m_Mode)) continue;
|
||||
ObserveMovement(unit, now);
|
||||
QueueDestination(unit, hq, now);
|
||||
if (unit.Downlink)
|
||||
{
|
||||
int delivered = unit.Downlink.Advance(now, hq.Journal());
|
||||
if (delivered != 0)
|
||||
{
|
||||
if (delivered > 0)
|
||||
{
|
||||
unit.DeliveredContact = unit.SourceMessage > 0;
|
||||
unit.DeliveredContactPosition = unit.ContactPosition;
|
||||
if (unit.Waypoint && vector.DistanceXZ(unit.Waypoint.GetOrigin(), unit.Destination) < 50)
|
||||
{
|
||||
ERR_HQ.Event("HUNTER ORDER RETAINED", unit.Source + ": updated report confirms current destination; native route preserved", unit.SourceMessage);
|
||||
unit.Downlink = null; continue;
|
||||
}
|
||||
unit.ClearOrder();
|
||||
unit.Waypoint = AIWaypoint.Cast(ERR_Actors.Spawn(ERR_Resources.MoveWaypoint(), unit.Destination));
|
||||
if (unit.Waypoint) { unit.Waypoint.SetCompletionRadius(50); unit.Group.AddWaypoint(unit.Waypoint); }
|
||||
else { ERR_HQ.Event("HUNTER ORDER FAILED", unit.Source + ": move waypoint could not be created"); unit.Downlink = null; continue; }
|
||||
ERR_HQ.Event("HUNTER ORDER", unit.Source + " radio delivered; destination=" + unit.Destination.ToString(), unit.SourceMessage);
|
||||
}
|
||||
unit.Downlink = null;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
protected void ObserveMovement(ERR_HunterVehicle unit, float now)
|
||||
{
|
||||
vector position = unit.Entity.GetOrigin();
|
||||
if (unit.ProgressAt == 0 || vector.DistanceXZ(position, unit.ProgressPosition) >= 15)
|
||||
{ unit.ProgressAt = now; unit.ProgressPosition = position; unit.Repaths = 0; }
|
||||
// Old entries remain in native perception after contact ends. They must
|
||||
// not suppress stuck-route recovery indefinitely.
|
||||
bool combat = ERR_HunterCombat.Active(unit.Group);
|
||||
bool travelling = unit.Waypoint && !unit.Waypoint.IsWithinCompletionRadius(unit.Group);
|
||||
if (!travelling || combat) unit.ProgressAt = now;
|
||||
if (now >= unit.NextMotionLog)
|
||||
{
|
||||
unit.NextMotionLog = now + 30000;
|
||||
float speed;
|
||||
if (unit.Entity.GetPhysics()) speed = unit.Entity.GetPhysics().GetVelocity().Length();
|
||||
vector deliveredDestination;
|
||||
if (unit.Waypoint) deliveredDestination = unit.Waypoint.GetOrigin();
|
||||
ERR_HQ.Event("HUNTER MOVEMENT", string.Format("%1 position=%2 speed=%3m/s delivered destination=%4 travelling=%5 combat=%6 no progress=%7s replans=%8", unit.Source, position, speed, deliveredDestination, travelling, combat, (now - unit.ProgressAt) / 1000, unit.Repaths));
|
||||
}
|
||||
if (!travelling || combat || now - unit.ProgressAt < 60000 || unit.Repaths >= 3) return;
|
||||
unit.ProgressAt = now; unit.Repaths++;
|
||||
// Destination can already contain a newer order awaiting radio delivery.
|
||||
// Retry only the waypoint the crew has actually received.
|
||||
vector retryDestination = unit.Waypoint.GetOrigin();
|
||||
unit.ClearOrder();
|
||||
unit.Waypoint = AIWaypoint.Cast(ERR_Actors.Spawn(ERR_Resources.MoveWaypoint(), retryDestination));
|
||||
if (unit.Waypoint) { unit.Waypoint.SetCompletionRadius(50); unit.Group.AddWaypoint(unit.Waypoint); }
|
||||
ERR_HQ.Event("HUNTER REPATH", unit.Source + ": no movement for 60 seconds; native route requested again, attempt " + unit.Repaths.ToString());
|
||||
}
|
||||
override void Stop()
|
||||
{
|
||||
m_Stopped = true;
|
||||
foreach (ERR_HunterVehicle unit : m_Hunters) { unit.Downlink = null; unit.Release(m_Mode); }
|
||||
}
|
||||
}
|
||||
+123
@@ -0,0 +1,123 @@
|
||||
"""Actual convoy/team release, HQ retention/eligibility and exact claim cleanup."""
|
||||
import os,re
|
||||
from pathlib import Path
|
||||
from policy_harness import ROOT,body,run
|
||||
base=Path(os.environ.get('ERR_CONVOY_SURVIVOR_ROOT',str(ROOT)))
|
||||
ai=base/'addons/core/Scripts/Game/ERR/10_AI'
|
||||
def translate(s):
|
||||
s=re.sub(r'//[^\n]*','',s).replace('override ','').replace('null','nullptr')
|
||||
s=s.replace('ERR_HQ.Cast(mode.Command())','mode.Command()')
|
||||
s=s.replace('array<AIAgent>','Array<AIAgent*>').replace('array<IEntity>','Array<IEntity*>')
|
||||
s=re.sub(r'foreach \(([^:]+):',r'for (\1:',s)
|
||||
for t in ('ERR_GameMode','SCR_AIGroup','ERR_ForceRecord','ERR_HQUnit','IEntity','AIAgent','ERR_HQ'):
|
||||
s=re.sub(r'\b'+t+r' (\w+)',t+r'* \1',s)
|
||||
for n in ('mode','m_Mode','group','Group','record','unit','actor','agent','member','hq'):
|
||||
s=re.sub(r'\b'+n+r'\.',n+'->',s)
|
||||
s=s.replace('StatusSampler.','StatusSampler->').replace('Forces().','Forces()->').replace('Command().','Command()->')
|
||||
for n in ('Replication','ERR_GameMode','ERR_Actors','ERR_ForceKind','ERR_ConvoyRules'):
|
||||
s=s.replace(n+'.',n+'::')
|
||||
s=s.replace('Combat.Held','Combat.Held')
|
||||
s=re.sub(r'ERR_HQ\* hq;',r'ERR_HQ* hq=nullptr;',s)
|
||||
s=re.sub(r'ERR_ForceRecord\* record;',r'ERR_ForceRecord* record=nullptr;',s)
|
||||
return s
|
||||
hq=ai/'ERR_HQ.c'
|
||||
# On the baseline the new helper is absent and never called; execute the old
|
||||
# release methods unchanged so the red control fails a gameplay assertion.
|
||||
retain=translate(body(hq,'bool ReleaseConvoySurvivors(')) if 'bool ReleaseConvoySurvivors(' in hq.read_text() else 'bool ReleaseConvoySurvivors(SCR_AIGroup*){return false;}'
|
||||
claims=translate(body(hq,'void ReleaseLogistics('))
|
||||
eligible=translate(body(hq,'bool Eligible(ERR_GameMode mode)')).replace('bool survivor;','bool survivor=false;')
|
||||
vehicle=translate(body(ai/'ERR_ConvoyService.c','void Release(ERR_GameMode mode)'))
|
||||
team=translate(body(ai/'ERR_SupplyConvoyTactics.c','void Release(ERR_GameMode mode)'))
|
||||
run(r'''
|
||||
#include <cassert>
|
||||
#include <vector>
|
||||
#include <algorithm>
|
||||
#include <string>
|
||||
template<class T>struct Array:std::vector<T>{using std::vector<T>::vector;int Count()const{return this->size();}void Insert(T x){this->push_back(x);}bool Contains(T x)const{return std::find(this->begin(),this->end(),x)!=this->end();}};
|
||||
struct SCR_AIGroup;struct ERR_HQ;struct ERR_GameMode;
|
||||
struct IEntity{bool alive=true,player=false,fighting=true,mounted=false;int faction=1;SCR_AIGroup*group=nullptr;};
|
||||
struct AIAgent{IEntity*actor=nullptr;int lod=0,writes=0;IEntity*GetControlledEntity(){return actor;}void SetPermanentLOD(int n){lod=n;writes++;}};
|
||||
struct SCR_AIGroup{int faction=1,players=0,lod=0;bool slave=false;Array<AIAgent*>agents;int GetFaction(){return faction;}int GetPlayerCount(bool){return players;}bool IsSlave(){return slave;}void GetAgents(Array<AIAgent*>&a){a=agents;}void SetPermanentLOD(int n){lod=n;}};
|
||||
namespace Replication{bool server=true;bool IsServer(){return server;}}
|
||||
namespace ERR_Actors{bool Alive(IEntity*a){return a&&a->alive;}bool Player(IEntity*a){return a&&a->player;}bool CanFight(IEntity*a){return Alive(a)&&a->fighting;}}
|
||||
namespace CompartmentAccessComponent{bool GetVehicleIn(IEntity*a){return a&&a->mounted;}}
|
||||
namespace ERR_ConvoyRules{bool captured=false;bool Captured(void*,SCR_AIGroup*){return captured;}}
|
||||
namespace ERR_ForceKind{enum{CONVOY,GARRISON};}
|
||||
struct ERR_ForceRecord{bool Physical=true,Eliminated=false,Pinned=true;int Kind=ERR_ForceKind::CONVOY,InitialStrength=2;std::string SourceId="original";};
|
||||
struct Ledger{ERR_ForceRecord record;bool present=true;ERR_ForceRecord*FindGroup(SCR_AIGroup*){return present?&record:nullptr;}};
|
||||
struct ERR_GameMode{static ERR_GameMode*current;bool active=true;ERR_HQ*command=nullptr;Ledger ledger;static ERR_GameMode*Get(){return current;}bool Active(){return active;}ERR_HQ*Command(){return command;}Ledger*Forces(){return &ledger;}int EnemyFaction(){return 1;}};ERR_GameMode*ERR_GameMode::current=nullptr;
|
||||
struct Sampler{bool bound=true;std::string source="original";SCR_AIGroup*group=nullptr;Array<IEntity*>members;bool released[2]={false,false};bool OwnsRoster(SCR_AIGroup*g){return bound&&g==group;}std::string InitialSourceId(){return source;}int InitialStrength(){return members.Count();}IEntity*InitialMember(int i){return members[i];}bool CanAttribute(int slot,IEntity*a,bool observe){assert(!observe);return a&&!released[slot]&&!a->player&&a->group==group&&a->faction==1;}};
|
||||
struct ERR_HQUnit{SCR_AIGroup*Group=nullptr;void*Utility=this;std::string ForceSourceId="original";Sampler*StatusSampler=nullptr;bool ReservedForSupport=true;int LogisticsReservation=0;bool PendingConvoyOrder=false,PendingOrder=false,PendingCheckin=false,Downlink=false;int pendingClears=0;bool reports=true;
|
||||
void CancelPending(){PendingConvoyOrder=PendingOrder=PendingCheckin=Downlink=false;pendingClears++;}
|
||||
'''+eligible.replace('CompartmentAccessComponent.','CompartmentAccessComponent::')+r'''
|
||||
};
|
||||
struct ERR_HQ{bool m_Stopping=false;ERR_GameMode*m_Mode=nullptr;Array<ERR_HQUnit*>m_Units;int unregistrations=0,registrations=0,equipmentStops=0;
|
||||
void UnregisterGroup(SCR_AIGroup*g){unregistrations++;equipmentStops++;for(auto u:m_Units)if(u->Group==g){u->Group=nullptr;u->Utility=nullptr;u->reports=false;}}
|
||||
'''+claims+retain+r'''
|
||||
};
|
||||
struct VehicleOwner{bool Released=false,Registered=true;void*InterceptOrder=nullptr;SCR_AIGroup*Group=nullptr;void*Entity=this;struct{bool Held=true;}Combat;int SupplyToken=101;bool SupplyHeld=true;int clears=0,intercepts=0;
|
||||
void ClearIntercept(void*){intercepts++;}void ClearOrder(){clears++;}
|
||||
'''+vehicle+r'''
|
||||
};
|
||||
struct TeamOwner{bool Released=false,Registered=true;SCR_AIGroup*Group=nullptr;int clears=0;void Clear(){clears++;}
|
||||
'''+team+r'''
|
||||
};
|
||||
struct Case{ERR_GameMode mode;ERR_HQ hq;SCR_AIGroup group,foreign;IEntity one,two,extra;AIAgent a,b,c;Sampler sampler;ERR_HQUnit unit;VehicleOwner vehicle;TeamOwner team;
|
||||
Case(){mode.command=&hq;ERR_GameMode::current=&mode;hq.m_Mode=&mode;hq.m_Units={&unit};unit.Group=&group;unit.StatusSampler=&sampler;sampler.group=&group;one.group=two.group=extra.group=&group;a.actor=&one;b.actor=&two;c.actor=&extra;sampler.members={&one,&two};group.agents={&a,&b};vehicle.Group=team.Group=&group;}
|
||||
void Release(bool passenger){if(passenger)team.Release(&mode);else vehicle.Release(&mode);}
|
||||
};
|
||||
int main(){
|
||||
for(bool passenger:{false,true}){
|
||||
Case c;c.unit.PendingConvoyOrder=true;c.unit.Downlink=true;c.Release(passenger);
|
||||
assert(c.hq.unregistrations==0&&c.unit.Group==&c.group&&c.unit.Utility&&c.unit.reports); // old release silenced living original survivors
|
||||
assert(!c.unit.ReservedForSupport&&c.unit.Eligible(&c.mode)&&!c.unit.Downlink&&c.unit.pendingClears==1);
|
||||
assert(!c.mode.ledger.record.Pinned&&c.hq.registrations==0&&c.hq.equipmentStops==0);
|
||||
assert(c.group.lod==-1&&c.a.writes==1&&c.b.writes==1);
|
||||
c.Release(passenger);assert(c.unit.pendingClears==1&&c.a.writes==1);
|
||||
}
|
||||
for(bool passenger:{false,true}){
|
||||
Case c;c.one.fighting=false;c.two.alive=false;c.group.agents={&c.a};c.Release(passenger);
|
||||
assert(c.hq.unregistrations==0&&!c.unit.Eligible(&c.mode)); // unconscious original retains future recovery/report identity
|
||||
c.one.fighting=true;assert(c.unit.Eligible(&c.mode));
|
||||
}
|
||||
{Case c;c.one.mounted=true;c.Release(false);assert(c.hq.unregistrations==0&&!c.unit.Eligible(&c.mode));c.one.mounted=false;assert(c.unit.Eligible(&c.mode));}
|
||||
for(bool passenger:{false,true})for(int bad=0;bad<22;bad++){
|
||||
Case c;
|
||||
if(bad==0)c.mode.active=false;
|
||||
if(bad==1)c.hq.m_Stopping=true;
|
||||
if(bad==2)ERR_GameMode::current=nullptr;
|
||||
if(bad==3)c.mode.command=nullptr;
|
||||
if(bad==4)c.group.players=1;
|
||||
if(bad==5)c.group.faction=2;
|
||||
if(bad==6)c.group.slave=true;
|
||||
if(bad==7)c.mode.ledger.present=false;
|
||||
if(bad==8)c.mode.ledger.record.Physical=false;
|
||||
if(bad==9)c.mode.ledger.record.Eliminated=true;
|
||||
if(bad==10)c.mode.ledger.record.Kind=ERR_ForceKind::GARRISON;
|
||||
if(bad==11)c.unit.ForceSourceId="foreign";
|
||||
if(bad==12)c.sampler.source="foreign";
|
||||
if(bad==13)c.sampler.bound=false;
|
||||
if(bad==14)c.one.group=&c.foreign;
|
||||
if(bad==15)c.one.player=true;
|
||||
if(bad==16)c.one.faction=2;
|
||||
if(bad==17)c.group.agents.Insert(&c.c);
|
||||
if(bad==18)c.group.agents.Insert(&c.a);
|
||||
if(bad==19)c.group.agents={&c.b};
|
||||
if(bad==20)c.one.alive=c.two.alive=false;
|
||||
if(bad==21)c.sampler.released[0]=true;
|
||||
c.Release(passenger);
|
||||
assert(c.hq.unregistrations==(bad==3?0:1));assert(c.unit.ReservedForSupport);
|
||||
}
|
||||
{Case c;ERR_ConvoyRules::captured=true;c.Release(false);assert(c.hq.unregistrations==1);ERR_ConvoyRules::captured=false;}
|
||||
for(bool passenger:{false,true}){Case c;c.vehicle.Registered=c.team.Registered=false;c.Release(passenger);assert(c.hq.unregistrations==1);}
|
||||
// Real HQ claim release keeps an unsettled inventory transaction quarantined,
|
||||
// ignores somebody else's token and permits retasking only after exact settlement.
|
||||
for(bool passenger:{false,true}){Case c;c.unit.LogisticsReservation=200007;c.Release(passenger);
|
||||
assert(c.unit.LogisticsReservation==200007&&!c.unit.Eligible(&c.mode));
|
||||
c.hq.ReleaseLogistics(&c.group,200008);assert(!c.unit.Eligible(&c.mode));
|
||||
c.hq.ReleaseLogistics(&c.group,200007);assert(c.unit.Eligible(&c.mode)&&c.unit.reports);
|
||||
}
|
||||
{Case c;c.unit.Downlink=true;c.unit.PendingOrder=true;c.Release(false);assert(c.unit.Downlink&&c.unit.PendingOrder&&c.unit.pendingClears==0);} // no cancellation of another owner's order
|
||||
}
|
||||
''')
|
||||
print('PASS: actual convoy/team Release retains original active survivors and HQ identity, rejects takeover/terminal/unknown roster, preserves exact logistics quarantine and normal eligibility')
|
||||
+46
@@ -0,0 +1,46 @@
|
||||
"""Production hunter release and objective-role policy, without native spawning."""
|
||||
from policy_harness import ROOT, body, run
|
||||
source=ROOT/'addons/core/Scripts/Game/ERR/10_AI/ERR_HunterService.c'
|
||||
s=body(source,'override void Release(ERR_GameMode mode)')
|
||||
s=s.replace('override ','').replace('super.','Native::').replace('null','nullptr')
|
||||
s=s.replace('ERR_GameMode mode','ERR_GameMode* mode').replace('ERR_ForceRecord record','ERR_ForceRecord* record')
|
||||
s=s.replace('ERR_HQ hq = ERR_HQ.Cast(mode.Command())', 'ERR_HQ* hq = mode->Command()')
|
||||
s=s.replace('array<AIAgent> agents = {};','Array<AIAgent*> agents;').replace('foreach (AIAgent agent : agents)','for (AIAgent* agent : agents)')
|
||||
for name in ('mode','record','Group','agent','hq','Recovery'):s=s.replace(name+'.',name+'->')
|
||||
s=s.replace('Forces().','Forces()->').replace('ERR_ConvoyRules.','ERR_ConvoyRules::')
|
||||
objective=body(ROOT/'addons/core/Scripts/Game/ERR/10_AI/ERR_ObjectiveDefence.c','static bool Objective(').replace('ERR_LocationKind.','ERR_LocationKind::')
|
||||
run(r'''
|
||||
#include <cassert>
|
||||
#include <vector>
|
||||
template<class T>using Array=std::vector<T>;
|
||||
struct AIAgent{int lod=0,writes=0;void SetPermanentLOD(int x){lod=x;writes++;}};
|
||||
struct GroupType{int lod=0;AIAgent agent;void SetPermanentLOD(int x){lod=x;}void GetAgents(Array<AIAgent*>& a){a={&agent};}};
|
||||
struct ERR_ForceRecord{bool Pinned=true;};
|
||||
struct Ledger{ERR_ForceRecord record;ERR_ForceRecord* FindGroup(GroupType*){return &record;}};
|
||||
struct ERR_HQ{int releases=0;void ReleaseRecovery(GroupType*){releases++;}};
|
||||
struct ERR_GameMode{bool active=true;Ledger ledger;ERR_HQ hq;bool Active(){return active;}Ledger* Forces(){return &ledger;}ERR_HQ* Command(){return &hq;}};
|
||||
namespace ERR_ConvoyRules{bool captured=false;bool Captured(void*,GroupType*){return captured;}}
|
||||
struct RecoveryTask{int stops=0;void Stop(){stops++;}};
|
||||
struct Native{RecoveryTask* Recovery=nullptr;bool Released=false;int delegated=0,clears=0;GroupType* Group=nullptr;void* Entity=nullptr;void* Downlink=nullptr;
|
||||
void Release(ERR_GameMode*){delegated++;Released=true;}void ClearOrder(){clears++;}
|
||||
};
|
||||
struct Hunter:Native{
|
||||
'''+s+r'''
|
||||
};
|
||||
namespace ERR_LocationKind{enum{PRISON,RADIO,EXTRACTION,PATROL,DEPOT,OUTPOST,MORTAR,HOSPITAL};}
|
||||
'''+objective+r'''
|
||||
int main(){
|
||||
ERR_GameMode mode;GroupType group;Hunter unit;unit.Group=&group;unit.Entity=&group;unit.Downlink=&mode;RecoveryTask recovery;unit.Recovery=&recovery;
|
||||
unit.Release(&mode);assert(unit.Released&&!unit.Downlink&&unit.clears==1&&unit.delegated==0);
|
||||
assert(recovery.stops==1);
|
||||
assert(!mode.ledger.record.Pinned&&mode.hq.releases==1&&group.lod==-1&&group.agent.writes==1);
|
||||
assert(unit.Entity==&group&&unit.Group==&group); // living and dead actors/vehicle are preserved
|
||||
unit.Release(&mode);assert(unit.clears==1&&mode.hq.releases==1&&group.agent.writes==1);
|
||||
Hunter captured;ERR_ConvoyRules::captured=true;captured.Release(&mode);assert(captured.delegated==1&&mode.hq.releases==1);
|
||||
ERR_ConvoyRules::captured=false;Hunter stopped;mode.active=false;stopped.Release(&mode);assert(stopped.delegated==1);
|
||||
Hunter missing;missing.Release(nullptr);assert(missing.delegated==1);
|
||||
assert(Objective(ERR_LocationKind::RADIO)&&Objective(ERR_LocationKind::DEPOT)&&Objective(ERR_LocationKind::OUTPOST)&&Objective(ERR_LocationKind::EXTRACTION));
|
||||
assert(!Objective(ERR_LocationKind::PRISON)&&!Objective(ERR_LocationKind::PATROL)&&!Objective(ERR_LocationKind::MORTAR));
|
||||
}
|
||||
''')
|
||||
print('PASS: actual hunter release preserves survivors/HQ, releases driving ownership once, delegates capture/teardown, and excludes prison/patrol/mortar from generic objective defence')
|
||||
@@ -0,0 +1,23 @@
|
||||
{
|
||||
"problem": "Active original hunter entry capture was only sampled once per second. Current control/occupancy can disappear before next Tick; predecessor records entry event immediately.",
|
||||
"fix": "Server canonical current-player entry matches only active original tracked hunter roots with existing bounded32 ancestry and15 record cap. Latch precedes Release/native callbacks. Hunter clears Downlink/stops Recovery; base rejects survivor retention even if live occupancy absent. Physical entities, finite allowance and registered original identifiers preserved.",
|
||||
"scope": "Already Released hunter ignored: abandoned asset entry does not revoke independently retained former infantry. No helicopter, supply-convoy event dispatch, spawn/refill/deletion/refund, or replay of registration. Polling fallback unchanged.",
|
||||
"tests": {
|
||||
"test_hunter_capture.py": 0,
|
||||
"test_hunter_lifecycle.py": 0,
|
||||
"test_convoy_survivors.py": 0,
|
||||
"test_convoy_lifecycle.py": 0
|
||||
},
|
||||
"baseline": "red.log: actual baseline compiles then fails capture latch/released assertion; baseline-adapter-unused.log retained separate rejected compiler-only control.",
|
||||
"mutation": "mutation.log: removing base !PlayerCaptureObserved guard compiles then fails unregister-vs-retain assertion with live occupancy unavailable.",
|
||||
"limits": "Offline actual-method boundary doubles, not native multiplayer callback timing or ordinary input qualification. SDK callback is supported; root owns native validation.",
|
||||
"registration_needed": "tests/test_hunter_capture.py only; parent owns tools/check.py",
|
||||
"changed_files": [
|
||||
"addons/core/Scripts/Game/ERR/10_AI/ERR_ConvoyService.c",
|
||||
"addons/core/Scripts/Game/ERR/10_AI/ERR_HunterService.c",
|
||||
"tests/test_hunter_lifecycle.py",
|
||||
"tests/test_convoy_survivors.py",
|
||||
"tests/test_hunter_capture.py"
|
||||
],
|
||||
"source_unchanged": true
|
||||
}
|
||||
@@ -0,0 +1,210 @@
|
||||
--- a/addons/core/Scripts/Game/ERR/10_AI/ERR_ConvoyService.c
|
||||
+++ b/addons/core/Scripts/Game/ERR/10_AI/ERR_ConvoyService.c
|
||||
@@ -116,6 +116,8 @@
|
||||
int RouteIndex;
|
||||
bool Released;
|
||||
bool Registered;
|
||||
+ // Latched only for an exact tracked hunter at authoritative player entry.
|
||||
+ bool PlayerCaptureObserved;
|
||||
ref ERR_ConvoyCombatState Combat = new ERR_ConvoyCombatState();
|
||||
int SupplyToken;
|
||||
bool SupplyHeld;
|
||||
@@ -244,7 +246,7 @@
|
||||
ERR_HQ hq;
|
||||
if (mode) hq = ERR_HQ.Cast(mode.Command());
|
||||
bool retained = false;
|
||||
- if (Registered && hq && !ERR_ConvoyRules.Captured(Entity, Group)) retained = hq.ReleaseConvoySurvivors(Group);
|
||||
+ if (Registered && !PlayerCaptureObserved && hq && !ERR_ConvoyRules.Captured(Entity, Group)) retained = hq.ReleaseConvoySurvivors(Group);
|
||||
if (!retained && mode && mode.Command()) mode.Command().UnregisterGroup(Group);
|
||||
Group.SetPermanentLOD(-1);
|
||||
array<AIAgent> agents = {}; Group.GetAgents(agents);
|
||||
--- a/addons/core/Scripts/Game/ERR/10_AI/ERR_HunterService.c
|
||||
+++ b/addons/core/Scripts/Game/ERR/10_AI/ERR_HunterService.c
|
||||
@@ -30,7 +30,7 @@
|
||||
{
|
||||
if (Released) return;
|
||||
if (Recovery) Recovery.Stop();
|
||||
- if (!mode || !mode.Active() || ERR_ConvoyRules.Captured(Entity, Group)) { super.Release(mode); return; }
|
||||
+ if (PlayerCaptureObserved || !mode || !mode.Active() || ERR_ConvoyRules.Captured(Entity, Group)) { Downlink = null; super.Release(mode); return; }
|
||||
Released = true; Downlink = null; ClearOrder();
|
||||
ERR_ForceRecord record = mode.Forces().FindGroup(Group);
|
||||
if (record) record.Pinned = false;
|
||||
@@ -82,6 +82,24 @@
|
||||
}
|
||||
}
|
||||
return 0;
|
||||
+ }
|
||||
+ // Entry is an ownership event, not a later occupancy sample. Keep the fact
|
||||
+ // even if the player exits/disconnects before the one-second hunter tick.
|
||||
+ void PlayerEntered(IEntity actor, IEntity entered)
|
||||
+ {
|
||||
+ if (!Replication.IsServer() || m_Stopped || !m_Mode || m_Mode != ERR_GameMode.Get()) return;
|
||||
+ if (!m_Mode.Active() || !actor || !entered || !m_Mode.Players()) return;
|
||||
+ ERR_HQ hq = ERR_HQ.Cast(m_Mode.Command());
|
||||
+ if (!hq || hq.Hunters() != this || !m_Mode.Players().CurrentActor(actor)) return;
|
||||
+ if (m_Hunters.Count() > 15) return;
|
||||
+ foreach (ERR_HunterVehicle unit : m_Hunters)
|
||||
+ {
|
||||
+ // Released survivors already have independent HQ ownership. Do not revoke
|
||||
+ // their infantry role just because the abandoned original vehicle is entered.
|
||||
+ if (!unit || unit.Released || !unit.Entity || !ERR_ConvoyRules.PartOf(entered, unit.Entity)) continue;
|
||||
+ unit.PlayerCaptureObserved = true;
|
||||
+ unit.Release(m_Mode);
|
||||
+ }
|
||||
}
|
||||
protected bool PrepareVehicleRadio(ERR_HunterVehicle unit)
|
||||
{
|
||||
@@ -396,3 +414,20 @@
|
||||
foreach (ERR_HunterVehicle unit : m_Hunters) { unit.Downlink = null; unit.Release(m_Mode); }
|
||||
}
|
||||
}
|
||||
+
|
||||
+// Match the original hunter before native callbacks can erase current player
|
||||
+// occupancy. Other vehicles and already-released crews are not adopted here.
|
||||
+modded class SCR_CompartmentAccessComponent
|
||||
+{
|
||||
+ override protected void OnCompartmentEntered(IEntity targetEntity, BaseCompartmentManagerComponent manager, int mgrID, int slotID, bool move)
|
||||
+ {
|
||||
+ if (Replication.IsServer())
|
||||
+ {
|
||||
+ ERR_GameMode mode = ERR_GameMode.Get();
|
||||
+ ERR_HQ hq;
|
||||
+ if (mode) hq = ERR_HQ.Cast(mode.Command());
|
||||
+ if (hq && hq.Hunters()) hq.Hunters().PlayerEntered(GetOwner(), targetEntity);
|
||||
+ }
|
||||
+ super.OnCompartmentEntered(targetEntity, manager, mgrID, slotID, move);
|
||||
+ }
|
||||
+}
|
||||
--- a/tests/test_hunter_lifecycle.py
|
||||
+++ b/tests/test_hunter_lifecycle.py
|
||||
@@ -1,6 +1,8 @@
|
||||
"""Production hunter release and objective-role policy, without native spawning."""
|
||||
+import os
|
||||
+from pathlib import Path
|
||||
from policy_harness import ROOT, body, run
|
||||
-source=ROOT/'addons/core/Scripts/Game/ERR/10_AI/ERR_HunterService.c'
|
||||
+source=Path(os.environ.get('ERR_HUNTER_SOURCE',ROOT/'addons/core/Scripts/Game/ERR/10_AI/ERR_HunterService.c'))
|
||||
s=body(source,'override void Release(ERR_GameMode mode)')
|
||||
s=s.replace('override ','').replace('super.','Native::').replace('null','nullptr')
|
||||
s=s.replace('ERR_GameMode mode','ERR_GameMode* mode').replace('ERR_ForceRecord record','ERR_ForceRecord* record')
|
||||
@@ -21,7 +23,7 @@
|
||||
struct ERR_GameMode{bool active=true;Ledger ledger;ERR_HQ hq;bool Active(){return active;}Ledger* Forces(){return &ledger;}ERR_HQ* Command(){return &hq;}};
|
||||
namespace ERR_ConvoyRules{bool captured=false;bool Captured(void*,GroupType*){return captured;}}
|
||||
struct RecoveryTask{int stops=0;void Stop(){stops++;}};
|
||||
-struct Native{RecoveryTask* Recovery=nullptr;bool Released=false;int delegated=0,clears=0;GroupType* Group=nullptr;void* Entity=nullptr;void* Downlink=nullptr;
|
||||
+struct Native{RecoveryTask* Recovery=nullptr;bool Released=false,PlayerCaptureObserved=false;int delegated=0,clears=0;GroupType* Group=nullptr;void* Entity=nullptr;void* Downlink=nullptr;
|
||||
void Release(ERR_GameMode*){delegated++;Released=true;}void ClearOrder(){clears++;}
|
||||
};
|
||||
struct Hunter:Native{
|
||||
--- a/tests/test_convoy_survivors.py
|
||||
+++ b/tests/test_convoy_survivors.py
|
||||
@@ -55,11 +55,11 @@
|
||||
void UnregisterGroup(SCR_AIGroup*g){unregistrations++;equipmentStops++;for(auto u:m_Units)if(u->Group==g){u->Group=nullptr;u->Utility=nullptr;u->reports=false;}}
|
||||
'''+claims+retain+r'''
|
||||
};
|
||||
-struct VehicleOwner{bool Released=false,Registered=true;void*InterceptOrder=nullptr;SCR_AIGroup*Group=nullptr;void*Entity=this;struct{bool Held=true;}Combat;int SupplyToken=101;bool SupplyHeld=true;int clears=0,intercepts=0;
|
||||
+struct VehicleOwner{bool Released=false,Registered=true,PlayerCaptureObserved=false;void*InterceptOrder=nullptr;SCR_AIGroup*Group=nullptr;void*Entity=this;struct{bool Held=true;}Combat;int SupplyToken=101;bool SupplyHeld=true;int clears=0,intercepts=0;
|
||||
void ClearIntercept(void*){intercepts++;}void ClearOrder(){clears++;}
|
||||
'''+vehicle+r'''
|
||||
};
|
||||
-struct TeamOwner{bool Released=false,Registered=true;SCR_AIGroup*Group=nullptr;int clears=0;void Clear(){clears++;}
|
||||
+struct TeamOwner{bool Released=false,Registered=true,PlayerCaptureObserved=false;SCR_AIGroup*Group=nullptr;int clears=0;void Clear(){clears++;}
|
||||
'''+team+r'''
|
||||
};
|
||||
struct Case{ERR_GameMode mode;ERR_HQ hq;SCR_AIGroup group,foreign;IEntity one,two,extra;AIAgent a,b,c;Sampler sampler;ERR_HQUnit unit;VehicleOwner vehicle;TeamOwner team;
|
||||
--- /dev/null
|
||||
+++ b/tests/test_hunter_capture.py
|
||||
@@ -0,0 +1,93 @@
|
||||
+"""Execute actual event, tracked-hunter match, bounded ancestry and both release layers."""
|
||||
+import os,re
|
||||
+from pathlib import Path
|
||||
+from policy_harness import ROOT,body,run
|
||||
+base=Path(os.environ.get('ERR_HUNTER_CAPTURE_ROOT',ROOT))
|
||||
+p=base/'addons/core/Scripts/Game/ERR/10_AI'
|
||||
+h=p/'ERR_HunterService.c';c=p/'ERR_ConvoyService.c'
|
||||
+def tr(s):
|
||||
+ s=re.sub(r'//[^\n]*','',s).replace('override ','').replace('protected ','').replace('null','nullptr')
|
||||
+ s=s.replace('ERR_HQ.Cast(m_Mode.Command())','m_Mode.Command()').replace('ERR_HQ.Cast(mode.Command())','mode.Command()')
|
||||
+ s=s.replace('array<AIAgent>','Array<AIAgent*>')
|
||||
+ s=re.sub(r'foreach \(([^:]+):',r'for (\1:',s)
|
||||
+ for t in ('IEntity','ERR_GameMode','ERR_HQ','ERR_HunterVehicle','BaseCompartmentManagerComponent','ERR_ForceRecord','AIAgent'):
|
||||
+ s=re.sub(r'\b'+t+r' (\w+)',t+r'* \1',s)
|
||||
+ for n in ('m_Mode','mode','hq','unit','Group','agent','record','Recovery','entity'):
|
||||
+ s=re.sub(r'\b'+n+r'\.',n+'->',s)
|
||||
+ s=s.replace('Forces().','Forces()->').replace('Players().','Players()->').replace('Command().','Command()->').replace('Hunters().','Hunters()->')
|
||||
+ for n in ('Replication','ERR_GameMode','ERR_ConvoyRules','SCR_EntityHelper'):s=s.replace(n+'.',n+'::')
|
||||
+ s=s.replace('ERR_HQ* hq;','ERR_HQ* hq=nullptr;').replace('int depth;','int depth=0;')
|
||||
+ return s
|
||||
+service=tr(body(h,'void PlayerEntered(')) if 'void PlayerEntered(' in h.read_text() else 'void PlayerEntered(IEntity*,IEntity*){}'
|
||||
+event=tr(body(h,'override protected void OnCompartmentEntered(')).replace('super.','NativeAccess::') if 'override protected void OnCompartmentEntered(' in h.read_text() else 'void OnCompartmentEntered(IEntity* t,BaseCompartmentManagerComponent*m,int i,int s,bool b){NativeAccess::OnCompartmentEntered(t,m,i,s,b);}'
|
||||
+base_release=tr(body(c,'void Release(ERR_GameMode mode)'))
|
||||
+hunter_release=tr(body(h,'override void Release(ERR_GameMode mode)')).replace('super.','VehicleOwner::')
|
||||
+part=tr(body(c,'static bool PartOf('))
|
||||
+run(r'''
|
||||
+#include <cassert>
|
||||
+#include <vector>
|
||||
+template<class T>struct Array:std::vector<T>{using std::vector<T>::vector;int Count(){return this->size();}};
|
||||
+struct IEntity{IEntity*parent=nullptr;IEntity*GetParent(){return parent;}};
|
||||
+struct AIAgent{int lod=0;void SetPermanentLOD(int n){lod=n;}};
|
||||
+struct GroupType{int lod=0;AIAgent a;void SetPermanentLOD(int n){lod=n;}void GetAgents(Array<AIAgent*>&v){v={&a};}};
|
||||
+struct BaseCompartmentManagerComponent{};
|
||||
+struct Service;struct ERR_HQ;
|
||||
+struct Roster{IEntity*current=nullptr;void*CurrentActor(IEntity*a){return a&&a==current?this:nullptr;}};
|
||||
+struct ERR_ForceRecord{bool Pinned=true;};struct Ledger{ERR_ForceRecord r;ERR_ForceRecord*FindGroup(GroupType*){return &r;}};
|
||||
+struct ERR_GameMode{inline static ERR_GameMode*current=nullptr;bool active=true;ERR_HQ*command=nullptr;Roster roster;Ledger ledger;static ERR_GameMode*Get(){return current;}bool Active(){return active;}ERR_HQ*Command(){return command;}Roster*Players(){return &roster;}Ledger*Forces(){return &ledger;}};
|
||||
+namespace Replication{bool server=true;bool IsServer(){return server;}}
|
||||
+namespace ERR_ConvoyRules{bool occupied=false;bool Captured(IEntity*,GroupType*){return occupied;}
|
||||
+'''+part+r'''
|
||||
+}
|
||||
+struct ERR_HQ{Service*service=nullptr;int retained=0,unregistered=0,recoveries=0;Service*Hunters(){return service;}bool ReleaseConvoySurvivors(GroupType*){retained++;return true;}void UnregisterGroup(GroupType*){unregistered++;}void ReleaseRecovery(GroupType*){recoveries++;}};
|
||||
+struct RecoveryTask{int stops=0;bool*captured=nullptr;void Stop(){stops++;if(captured)assert(*captured);}};
|
||||
+struct VehicleOwner{bool Released=false,Registered=true,PlayerCaptureObserved=false;IEntity*Entity=nullptr;GroupType*Group=nullptr;void*InterceptOrder=nullptr;struct{bool Held=true;}Combat;int SupplyToken=7;bool SupplyHeld=true;int orders=1,clears=0;void ClearIntercept(void*){}void ClearOrder(){orders=0;clears++;}
|
||||
+'''+base_release+r'''
|
||||
+};
|
||||
+struct ERR_HunterVehicle:VehicleOwner{RecoveryTask*Recovery=nullptr;void*Downlink=this;
|
||||
+'''+hunter_release+r'''
|
||||
+};
|
||||
+struct Service{bool m_Stopped=false;ERR_GameMode*m_Mode=nullptr;Array<ERR_HunterVehicle*>m_Hunters;
|
||||
+'''+service+r'''
|
||||
+};
|
||||
+struct NativeAccess{IEntity*owner=nullptr;int nativeCalls=0;IEntity*GetOwner(){return owner;}void OnCompartmentEntered(IEntity*,BaseCompartmentManagerComponent*,int,int,bool){nativeCalls++;if(ERR_GameMode::current)ERR_GameMode::current->roster.current=nullptr;ERR_ConvoyRules::occupied=false;}};
|
||||
+struct Access:NativeAccess{
|
||||
+'''+event+r'''
|
||||
+};
|
||||
+struct Case{ERR_GameMode mode,other;ERR_HQ hq,otherHQ;Service service,foreign;ERR_HunterVehicle unit;GroupType group;IEntity player,vehicle,turret,unrelated;RecoveryTask recovery;Access access;
|
||||
+ Case(){Replication::server=true;ERR_GameMode::current=&mode;mode.command=&hq;mode.roster.current=&player;hq.service=&service;service.m_Mode=&mode;service.m_Hunters={&unit};unit.Entity=&vehicle;unit.Group=&group;unit.Recovery=&recovery;turret.parent=&vehicle;access.owner=&player;}
|
||||
+ void Enter(IEntity*t=nullptr){access.OnCompartmentEntered(t?t:&turret,nullptr,1,2,false);}
|
||||
+};
|
||||
+int main(){
|
||||
+ {IEntity root;assert(ERR_ConvoyRules::PartOf(&root,&root));}
|
||||
+ {Case c;c.recovery.captured=&c.unit.PlayerCaptureObserved;
|
||||
+ // Native occupancy is not visible yet; super removes current identity to model
|
||||
+ // disconnect/body loss before next one-second poll. Event must win that gap.
|
||||
+ c.Enter();assert(c.unit.PlayerCaptureObserved&&c.unit.Released);assert(c.access.nativeCalls==1);
|
||||
+ assert(c.hq.unregistered==1&&c.hq.retained==0&&c.hq.recoveries==0);
|
||||
+ assert(c.recovery.stops==1&&c.unit.Downlink==nullptr&&c.unit.orders==0&&c.unit.clears==1);
|
||||
+ assert(!c.mode.ledger.r.Pinned&&c.unit.Entity==&c.vehicle&&c.unit.Group==&c.group);
|
||||
+ c.mode.roster.current=&c.player;c.Enter();assert(c.access.nativeCalls==2&&c.recovery.stops==1&&c.hq.unregistered==1);
|
||||
+ }
|
||||
+ for(int bad=0;bad<9;bad++){Case c;
|
||||
+ if(bad==0)Replication::server=false;
|
||||
+ if(bad==1)c.service.m_Stopped=true;
|
||||
+ if(bad==2)c.mode.active=false;
|
||||
+ if(bad==3)c.service.m_Mode=&c.other;
|
||||
+ if(bad==4)c.mode.command=&c.otherHQ;
|
||||
+ if(bad==5)c.hq.service=&c.foreign;
|
||||
+ if(bad==6)c.mode.roster.current=&c.unrelated;
|
||||
+ if(bad==7)c.unit.Entity=nullptr;
|
||||
+ if(bad==8)c.service.m_Hunters.resize(16,&c.unit);
|
||||
+ c.Enter();assert(!c.unit.PlayerCaptureObserved&&!c.unit.Released&&c.hq.unregistered==0&&c.access.nativeCalls==1);
|
||||
+ }
|
||||
+ {Case c;c.Enter(&c.unrelated);assert(!c.unit.Released&&c.access.nativeCalls==1);}
|
||||
+ {Case c;IEntity chain[33];for(int i=0;i<32;i++)chain[i].parent=&chain[i+1];chain[32].parent=&c.vehicle;c.Enter(&chain[0]);assert(!c.unit.Released);}
|
||||
+ {Case c;IEntity loop;loop.parent=&loop;c.Enter(&loop);assert(!c.unit.Released);}
|
||||
+ {Case c;c.Enter(&c.vehicle);assert(c.unit.Released);} // root as well as turret child
|
||||
+ {Case c;c.unit.Release(&c.mode);assert(c.unit.Released&&c.hq.recoveries==1&&c.hq.unregistered==0);c.Enter();assert(!c.unit.PlayerCaptureObserved&&c.hq.unregistered==0&&c.hq.recoveries==1);} // abandoned asset does not revoke independent survivors
|
||||
+ {Case c;c.unit.PlayerCaptureObserved=true;c.unit.Release(&c.mode);assert(c.hq.unregistered==1&&c.hq.retained==0&&!c.unit.Downlink);} // latch reaches both release layers without current occupant
|
||||
+ {Case c;c.service.PlayerEntered(nullptr,&c.vehicle);c.service.PlayerEntered(&c.player,nullptr);assert(!c.unit.Released);}
|
||||
+}
|
||||
+''')
|
||||
+print('PASS: actual player-entry hook latches original hunter capture before native callbacks; both release layers cancel ownership without new entities/refund; bounded current-owner guards and prior-release policy')
|
||||
@@ -0,0 +1 @@
|
||||
PASS: actual player-entry hook latches original hunter capture before native callbacks; both release layers cancel ownership without new entities/refund; bounded current-owner guards and prior-release policy
|
||||
@@ -0,0 +1,19 @@
|
||||
check: /tmp/err-policy-k5litrbi/check.cpp:117: int main(): Assertion `c.hq.unregistered==1&&c.hq.retained==0&&c.hq.recoveries==0' failed.
|
||||
Traceback (most recent call last):
|
||||
File "/tmp/erri-hunter-capture-2237/tests/test_hunter_capture.py", line 26, in <module>
|
||||
run(r'''
|
||||
~~~^^^^^
|
||||
#include <cassert>
|
||||
^^^^^^^^^^^^^^^^^^
|
||||
...<62 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-k5litrbi/check']' died with <Signals.SIGABRT: 6>.
|
||||
+634
@@ -0,0 +1,634 @@
|
||||
// Independent physical adaptation of the owner's supply-convoy extension.
|
||||
// HQ must dispatch an authored route using a finite canonical pool receipt.
|
||||
class ERR_ConvoyResources
|
||||
{
|
||||
static ResourceName VehiclePrefab(int index)
|
||||
{
|
||||
if (index == 1) return "{3336BE330C4F355B}Prefabs/Vehicles/Wheeled/Ural4320/Ural4320_ammo.et";
|
||||
if (index == 2) return "{16C1F16C9B053801}Prefabs/Vehicles/Wheeled/Ural4320/Ural4320_transport.et";
|
||||
if (index == 4) return "{1DC01AAACFFA8B63}Prefabs/Vehicles/Tracked/BMP1/BMP1_Base.et";
|
||||
if (index == 0 || index == 3 || index == 5) return "{0B4DEA8078B78A9B}Prefabs/Vehicles/Wheeled/UAZ469/UAZ469_PKM.et";
|
||||
return "";
|
||||
}
|
||||
static ResourceName GroupPrefab() { return "{7A968AB297475FA7}Prefabs/ERR/ConvoyCrew.et"; }
|
||||
static ResourceName Soldier()
|
||||
{
|
||||
ERR_GameMode mode = ERR_GameMode.Get();
|
||||
if (mode && mode.FactionSelection() && mode.FactionSelection().Ready() && mode.FactionSelection().Active("enemy") != "ussr") return mode.FactionSelection().Soldier();
|
||||
return "{DCB41B3746FDD1BE}Prefabs/Characters/Factions/OPFOR/USSR_Army/Character_USSR_Rifleman.et"; }
|
||||
static ResourceName Rifle() { return "{FA5C25BF66A53DCF}Prefabs/Weapons/Rifles/AK74/Rifle_AK74.et"; }
|
||||
static ResourceName Magazine() { return "{BBB50A815A2F916B}Prefabs/Weapons/Magazines/Magazine_545x39_AK_30rnd_Ball.et"; }
|
||||
static bool Available()
|
||||
{
|
||||
array<ResourceName> required = {GroupPrefab(), Soldier(), Rifle(), Magazine(), ERR_Resources.MoveWaypoint()};
|
||||
for (int i = 0; i < 6; i++) required.Insert(VehiclePrefab(i));
|
||||
foreach (ResourceName prefab : required)
|
||||
{
|
||||
Resource resource = Resource.Load(prefab);
|
||||
if (!resource || !resource.IsValid()) return false;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
class ERR_ConvoyRules
|
||||
{
|
||||
static bool EmptyCrewTemplate(SCR_AIGroup group)
|
||||
{
|
||||
// The vanilla faction base authors six queued soldiers. Only our memberless
|
||||
// template may receive finite seat occupants; never retire another spawn job.
|
||||
return group && !group.GetSpawnImmediately() && group.GetAgentsCount() == 0
|
||||
&& (!group.m_aUnitPrefabSlots || group.m_aUnitPrefabSlots.IsEmpty());
|
||||
}
|
||||
static bool Plan(array<vector> positions, array<vector> angles, ERR_ForceRoute route)
|
||||
{
|
||||
if (!positions || !angles || positions.Count() != 6 || angles.Count() != 6 || !route || route.Looped() || route.Count() < 2 || !route.Seal()) return false;
|
||||
for (int i = 0; i < 6; i++)
|
||||
{
|
||||
if (!ERR_ForceRules.FiniteVector(positions[i]) || !ERR_ForceRules.FiniteVector(angles[i])) return false;
|
||||
for (int j = 0; j < i; j++) if (vector.DistanceXZ(positions[i], positions[j]) < 18) return false;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
static bool GroundClear(array<vector> positions, array<vector> angles)
|
||||
{
|
||||
if (!positions || !angles || positions.Count() != 6 || angles.Count() != 6) return false;
|
||||
ERR_ConvoyPlacement placement = new ERR_ConvoyPlacement();
|
||||
for (int i = 0; i < positions.Count(); i++) if (!placement.Clear(positions[i], angles[i][0])) return false;
|
||||
return true;
|
||||
}
|
||||
static bool PartOf(IEntity entity, IEntity root)
|
||||
{
|
||||
int depth;
|
||||
while (entity && depth++ < 32)
|
||||
{
|
||||
if (entity == root) return true;
|
||||
entity = entity.GetParent();
|
||||
}
|
||||
return false;
|
||||
}
|
||||
static bool Captured(Vehicle vehicle, SCR_AIGroup group)
|
||||
{
|
||||
if (group && group.GetPlayerCount(true) > 0) return true;
|
||||
if (!vehicle) return false;
|
||||
array<int> ids = {}; GetGame().GetPlayerManager().GetPlayers(ids);
|
||||
foreach (int id : ids)
|
||||
{
|
||||
IEntity player = GetGame().GetPlayerManager().GetPlayerControlledEntity(id);
|
||||
if (player && PartOf(CompartmentAccessComponent.GetVehicleIn(player), vehicle)) return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
static bool CollectSeats(IEntity root, array<BaseCompartmentSlot> seats)
|
||||
{
|
||||
array<IEntity> pending = {root};
|
||||
int cursor;
|
||||
while (cursor < pending.Count() && cursor < 128)
|
||||
{
|
||||
IEntity entity = pending[cursor++];
|
||||
if (!entity) return false;
|
||||
SCR_BaseCompartmentManagerComponent manager = SCR_BaseCompartmentManagerComponent.Cast(entity.FindComponent(SCR_BaseCompartmentManagerComponent));
|
||||
if (manager)
|
||||
{
|
||||
array<BaseCompartmentSlot> local = {}; manager.GetCompartments(local);
|
||||
foreach (BaseCompartmentSlot seat : local) if (seat && !seats.Contains(seat)) seats.Insert(seat);
|
||||
}
|
||||
IEntity child = entity.GetChildren();
|
||||
while (child)
|
||||
{
|
||||
if (pending.Count() >= 128 || pending.Contains(child)) return false;
|
||||
pending.Insert(child); child = child.GetSibling();
|
||||
}
|
||||
}
|
||||
return cursor == pending.Count();
|
||||
}
|
||||
}
|
||||
|
||||
class ERR_ConvoyVehicle
|
||||
{
|
||||
int Index;
|
||||
Vehicle Entity;
|
||||
SCR_AIGroup Group;
|
||||
IEntity Driver;
|
||||
ref array<IEntity> Members = {};
|
||||
ref array<BaseCompartmentSlot> Seats = {};
|
||||
AIWaypoint Waypoint;
|
||||
int RouteIndex;
|
||||
bool Released;
|
||||
bool Registered;
|
||||
// Latched only for an exact tracked hunter at authoritative player entry.
|
||||
bool PlayerCaptureObserved;
|
||||
ref ERR_ConvoyCombatState Combat = new ERR_ConvoyCombatState();
|
||||
int SupplyToken;
|
||||
bool SupplyHeld;
|
||||
int InterceptToken;
|
||||
bool InterceptActive;
|
||||
AIWaypoint InterceptWaypoint;
|
||||
ref ERR_ConvoyInterceptOrder InterceptOrder;
|
||||
ERR_ConvoyReceipt InterceptReceipt;
|
||||
ERR_ForceRecord InterceptRecord;
|
||||
ERR_ForceRoute InterceptRoute;
|
||||
protected AIWaypoint m_InterceptWaypoint;
|
||||
protected Vehicle m_InterceptEntity;
|
||||
protected SCR_AIGroup m_InterceptGroup;
|
||||
protected IEntity m_InterceptDriver;
|
||||
protected ref array<IEntity> m_InterceptMembers = {};
|
||||
protected ref array<BaseCompartmentSlot> m_InterceptSeats = {};
|
||||
protected int m_InterceptToken;
|
||||
protected int m_LastInterceptToken;
|
||||
protected vector m_InterceptPosition;
|
||||
protected float m_InterceptExpiresAt;
|
||||
protected int m_InterceptRouteIndex;
|
||||
|
||||
bool Arrived;
|
||||
float LegDeadline;
|
||||
float NextReadinessNote;
|
||||
|
||||
// Pending downlink owns a claim only; normal authored travel continues.
|
||||
bool InterceptCrew(ERR_GameMode mode)
|
||||
{
|
||||
if (!mode || !CrewValid(mode) || !Entity || !Group || ERR_ConvoyRules.Captured(Entity, Group)) return false;
|
||||
if (Members.IsEmpty() || Members.Count() > 8 || Seats.Count() != Members.Count()) return false;
|
||||
if (InterceptOrder && (Members.Count() != m_InterceptMembers.Count() || Seats.Count() != m_InterceptSeats.Count())) return false;
|
||||
array<AIAgent> agents = {}; Group.GetAgents(agents);
|
||||
if (agents.Count() != Members.Count()) return false;
|
||||
for (int i = 0; i < Members.Count(); i++)
|
||||
{
|
||||
if (!Members[i] || !ERR_Actors.CanFight(Members[i]) || !Seats[i] || Seats[i].GetOccupant() != Members[i]) return false;
|
||||
int attributed;
|
||||
foreach (AIAgent agent : agents)
|
||||
{
|
||||
if (!agent || !Members.Contains(agent.GetControlledEntity())) return false;
|
||||
if (agent.GetControlledEntity() == Members[i]) attributed++;
|
||||
}
|
||||
if (attributed != 1) return false;
|
||||
if (InterceptOrder && (Members[i] != m_InterceptMembers[i] || Seats[i] != m_InterceptSeats[i])) return false;
|
||||
}
|
||||
if (InterceptOrder && (Entity != m_InterceptEntity || Group != m_InterceptGroup || Driver != m_InterceptDriver)) return false;
|
||||
return true;
|
||||
}
|
||||
bool InterceptMatches(ERR_ConvoyInterceptOrder order)
|
||||
{
|
||||
return order && InterceptOrder == order && InterceptToken == m_InterceptToken && m_InterceptToken != 0;
|
||||
}
|
||||
bool ClaimIntercept(ERR_GameMode mode, ERR_ConvoyInterceptOrder order)
|
||||
{
|
||||
if (!order || order.Token <= m_LastInterceptToken || InterceptToken != 0 || InterceptOrder || InterceptWaypoint || !InterceptCrew(mode)) return false;
|
||||
m_InterceptEntity = Entity; m_InterceptGroup = Group; m_InterceptDriver = Driver;
|
||||
m_InterceptMembers.Clear(); m_InterceptSeats.Clear();
|
||||
foreach (IEntity member : Members) m_InterceptMembers.Insert(member);
|
||||
foreach (BaseCompartmentSlot seat : Seats) m_InterceptSeats.Insert(seat);
|
||||
m_InterceptToken = order.Token; m_LastInterceptToken = order.Token; InterceptToken = order.Token; InterceptOrder = order;
|
||||
m_InterceptPosition = order.Position; m_InterceptExpiresAt = order.ExpiresAt;
|
||||
return true;
|
||||
}
|
||||
void ClearIntercept(ERR_ConvoyInterceptOrder order)
|
||||
{
|
||||
if (!InterceptMatches(order)) return;
|
||||
// Delete only the exact waypoint this owner created, never an adopted handle.
|
||||
if (m_InterceptWaypoint && m_InterceptGroup) m_InterceptGroup.RemoveWaypoint(m_InterceptWaypoint);
|
||||
if (m_InterceptWaypoint) SCR_EntityHelper.DeleteEntityAndChildren(m_InterceptWaypoint);
|
||||
if (InterceptWaypoint == m_InterceptWaypoint) InterceptWaypoint = null;
|
||||
m_InterceptWaypoint = null; InterceptToken = 0; m_InterceptToken = 0;
|
||||
InterceptActive = false; InterceptOrder = null; InterceptReceipt = null; InterceptRecord = null; InterceptRoute = null;
|
||||
m_InterceptMembers.Clear(); m_InterceptSeats.Clear();
|
||||
}
|
||||
bool DeliverIntercept(ERR_GameMode mode, ERR_ConvoyInterceptOrder order, float now)
|
||||
{
|
||||
if (!InterceptMatches(order) || order.Token != m_InterceptToken || InterceptActive || !InterceptCrew(mode)) return false;
|
||||
if (order.Position != m_InterceptPosition || order.ExpiresAt != m_InterceptExpiresAt || now >= m_InterceptExpiresAt) return false;
|
||||
AIWaypoint detour = AIWaypoint.Cast(ERR_Actors.Spawn(ERR_Resources.MoveWaypoint(), m_InterceptPosition));
|
||||
if (!detour) return false;
|
||||
detour.SetCompletionRadius(15);
|
||||
ClearOrder(); m_InterceptRouteIndex = RouteIndex;
|
||||
m_InterceptWaypoint = detour; InterceptWaypoint = detour; InterceptActive = true;
|
||||
Group.AddWaypoint(detour);
|
||||
return true;
|
||||
}
|
||||
// True suppresses ordinary travel only after actual radio delivery. No route
|
||||
// index is consumed by arrival at the detour; removal leaves the seated group held.
|
||||
bool TickIntercept(ERR_GameMode mode, float now)
|
||||
{
|
||||
if (!InterceptOrder) return false;
|
||||
if (!InterceptMatches(InterceptOrder)) return InterceptActive;
|
||||
if (Released || Arrived || now >= m_InterceptExpiresAt || !InterceptCrew(mode) || Combat.Held || SupplyHeld || SupplyToken != 0)
|
||||
{ bool delivered = InterceptActive; ClearIntercept(InterceptOrder); if (delivered) LegDeadline = now + 600000; return false; }
|
||||
if (!InterceptActive) return false;
|
||||
if (RouteIndex != m_InterceptRouteIndex || InterceptWaypoint != m_InterceptWaypoint)
|
||||
{ ClearIntercept(InterceptOrder); return false; }
|
||||
if (m_InterceptWaypoint && vector.DistanceXZ(Entity.GetOrigin(), m_InterceptPosition) <= 15)
|
||||
{
|
||||
Group.RemoveWaypoint(m_InterceptWaypoint); SCR_EntityHelper.DeleteEntityAndChildren(m_InterceptWaypoint);
|
||||
m_InterceptWaypoint = null; InterceptWaypoint = null;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
void ClearOrder()
|
||||
{
|
||||
if (Waypoint && Group) Group.RemoveWaypoint(Waypoint);
|
||||
if (Waypoint) SCR_EntityHelper.DeleteEntityAndChildren(Waypoint);
|
||||
Waypoint = null;
|
||||
}
|
||||
void Release(ERR_GameMode mode)
|
||||
{
|
||||
if (Released) return;
|
||||
ClearIntercept(InterceptOrder);
|
||||
Released = true;
|
||||
Combat.Held = false; SupplyToken = 0; SupplyHeld = false;
|
||||
ClearOrder();
|
||||
if (mode && mode.Forces())
|
||||
{
|
||||
ERR_ForceRecord record = mode.Forces().FindGroup(Group);
|
||||
if (record) record.Pinned = false;
|
||||
}
|
||||
if (Group)
|
||||
{
|
||||
ERR_HQ hq;
|
||||
if (mode) hq = ERR_HQ.Cast(mode.Command());
|
||||
bool retained = false;
|
||||
if (Registered && hq && !ERR_ConvoyRules.Captured(Entity, Group)) retained = hq.ReleaseConvoySurvivors(Group);
|
||||
if (!retained && mode && mode.Command()) mode.Command().UnregisterGroup(Group);
|
||||
Group.SetPermanentLOD(-1);
|
||||
array<AIAgent> agents = {}; Group.GetAgents(agents);
|
||||
foreach (AIAgent agent : agents) if (agent) agent.SetPermanentLOD(-1);
|
||||
}
|
||||
// Vehicle, cargo, casualties and surviving crew remain physical and lootable.
|
||||
}
|
||||
bool CrewValid(ERR_GameMode mode)
|
||||
{
|
||||
if (!Group || !Entity || !ERR_Actors.Alive(Entity) || Group.GetFaction() != mode.EnemyFaction() || !ERR_Actors.CanFight(Driver)) return false;
|
||||
if (ERR_Actors.Player(Driver) || !ERR_ConvoyRules.PartOf(CompartmentAccessComponent.GetVehicleIn(Driver), Entity)) return false;
|
||||
foreach (IEntity member : Members)
|
||||
if (!ERR_Actors.Alive(member) || ERR_Actors.Player(member) || ERR_Actors.Group(member) != Group) return false;
|
||||
return true;
|
||||
}
|
||||
bool Order(ERR_ForceRoute route, float now)
|
||||
{
|
||||
if (Released || Arrived || InterceptActive || Combat.Held || SupplyHeld || !Group || !Entity || !route || RouteIndex >= route.Count()) return false;
|
||||
if (Waypoint) return true;
|
||||
Waypoint = AIWaypoint.Cast(ERR_Actors.Spawn(ERR_Resources.MoveWaypoint(), route.At(RouteIndex)));
|
||||
if (!Waypoint) return false;
|
||||
Waypoint.SetCompletionRadius(35);
|
||||
Group.AddWaypoint(Waypoint);
|
||||
LegDeadline = now + 600000;
|
||||
return true;
|
||||
}
|
||||
void Tick(ERR_GameMode mode, ERR_ForceRoute route, float now)
|
||||
{
|
||||
if (TickIntercept(mode, now)) return;
|
||||
if (Released || Arrived) return;
|
||||
if (!CrewValid(mode)) { Release(mode); return; }
|
||||
if (Combat.Held || SupplyHeld) return;
|
||||
// Native completion measures the seated group, not the vehicle origin.
|
||||
// Keep the same predicate after native removal of the completed waypoint.
|
||||
if (Waypoint && Waypoint.IsWithinCompletionRadius(Group))
|
||||
{
|
||||
ClearOrder(); RouteIndex++;
|
||||
if (RouteIndex >= route.Count()) { Arrived = true; return; }
|
||||
}
|
||||
if (Waypoint && now >= LegDeadline) { Release(mode); return; }
|
||||
if (!Order(route, now)) Release(mode);
|
||||
}
|
||||
}
|
||||
|
||||
class ERR_ConvoyCargoCallback : ScriptedInventoryOperationCallback
|
||||
{
|
||||
ResourceName Prefab;
|
||||
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); }
|
||||
}
|
||||
|
||||
class ERR_ConvoyTask
|
||||
{
|
||||
ref ERR_ConvoyReceipt Receipt;
|
||||
ref ERR_ForceRoute Route;
|
||||
ref array<ref ERR_ConvoyVehicle> Vehicles = {};
|
||||
ref array<ref ERR_ConvoyCargoCallback> Cargo = {};
|
||||
bool Stopped;
|
||||
bool Ready;
|
||||
bool CargoIssued;
|
||||
float Deadline;
|
||||
float NextCheck;
|
||||
string Reason;
|
||||
void Stop(ERR_GameMode mode, string reason)
|
||||
{
|
||||
if (Stopped) return;
|
||||
Stopped = true; Reason = reason;
|
||||
foreach (ERR_ConvoyVehicle vehicle : Vehicles) vehicle.Release(mode);
|
||||
ERR_HQ.Event("CONVOY STOP", reason + "; surviving entities and cargo preserved");
|
||||
}
|
||||
}
|
||||
|
||||
class ERR_ConvoyService
|
||||
{
|
||||
protected ERR_GameMode m_Mode;
|
||||
protected ERR_ConvoyPool m_Pool;
|
||||
protected ref array<ref ERR_ConvoyTask> m_Tasks = {};
|
||||
protected bool m_Stopped;
|
||||
void ERR_ConvoyService(ERR_GameMode mode, ERR_ConvoyPool pool) { m_Mode = mode; m_Pool = pool; }
|
||||
protected bool Current()
|
||||
{
|
||||
return !m_Stopped && Replication.IsServer() && m_Mode && m_Mode == ERR_GameMode.Get() && m_Mode.Active() && m_Pool;
|
||||
}
|
||||
protected ERR_ConvoyTask NewTask() { return new ERR_ConvoyTask(); }
|
||||
protected ERR_ConvoyVehicle NewVehicle() { return new ERR_ConvoyVehicle(); }
|
||||
ERR_ConvoyTask At(int index)
|
||||
{
|
||||
if (index < 0 || index >= m_Tasks.Count()) return null;
|
||||
return m_Tasks[index];
|
||||
}
|
||||
ERR_ConvoyTask Find(string source)
|
||||
{
|
||||
foreach (ERR_ConvoyTask task : m_Tasks) if (task.Receipt && task.Receipt.SourceId == source) return task;
|
||||
return null;
|
||||
}
|
||||
protected bool FillCrew(ERR_ConvoyVehicle unit)
|
||||
{
|
||||
array<BaseCompartmentSlot> all = {};
|
||||
if (!ERR_ConvoyRules.CollectSeats(unit.Entity, all)) return false;
|
||||
array<BaseCompartmentSlot> drivers = {}, turrets = {}, cargo = {};
|
||||
foreach (BaseCompartmentSlot slot : all)
|
||||
{
|
||||
if (!slot.IsCompartmentAccessible() || slot.IsOccupied()) continue;
|
||||
if (slot.GetType() == ECompartmentType.PILOT) drivers.Insert(slot);
|
||||
else if (slot.GetType() == ECompartmentType.TURRET) turrets.Insert(slot);
|
||||
else if (slot.GetType() == ECompartmentType.CARGO) cargo.Insert(slot);
|
||||
}
|
||||
int requiredTurrets = 1;
|
||||
if (unit.Index == 1 || unit.Index == 2) requiredTurrets = 0;
|
||||
if (unit.Index == 4) requiredTurrets = 2;
|
||||
if (drivers.Count() != 1 || turrets.Count() < requiredTurrets || (unit.Index == 2 && cargo.Count() < 8)) return false;
|
||||
unit.Seats.Insert(drivers[0]);
|
||||
for (int i = 0; i < requiredTurrets; i++) unit.Seats.Insert(turrets[i]);
|
||||
if (unit.Index == 2) for (int i = 0; i < 8; i++) unit.Seats.Insert(cargo[i]);
|
||||
// Exact planned population is known before any character is created.
|
||||
if (unit.Seats.Count() != ERR_ConvoyPool.CrewCount(unit.Index)) return false;
|
||||
AIGroup nativeGroup = unit.Group;
|
||||
foreach (BaseCompartmentSlot seat : unit.Seats)
|
||||
{
|
||||
IEntity actor = seat.SpawnCharacterInCompartment(ERR_ConvoyResources.Soldier(), nativeGroup, ERR_ConvoyResources.GroupPrefab());
|
||||
if (actor) { unit.Members.Insert(actor); m_Mode.Own(actor); }
|
||||
if (!actor || nativeGroup != unit.Group) return false;
|
||||
}
|
||||
unit.Driver = unit.Members[0];
|
||||
return true;
|
||||
}
|
||||
ERR_ConvoyTask Dispatch(ERR_ConvoyReceipt receipt, array<vector> positions, array<vector> angles, ERR_ForceRoute route, float now)
|
||||
{
|
||||
if (!Current() || !ERR_ForceRules.Finite(now) || now < 0 || !ERR_ConvoyRules.Plan(positions, angles, route) || !ERR_ConvoyResources.Available() || !ERR_ConvoyRules.GroundClear(positions, angles)) return null;
|
||||
// The server role selection owns the memberless group affiliation.
|
||||
if (!m_Mode.EnemyFaction() || !m_Pool.Consume(receipt)) return null;
|
||||
ERR_ConvoyTask task = NewTask(); task.Receipt = receipt; task.Route = route; task.Deadline = now + 30000;
|
||||
m_Tasks.Insert(task);
|
||||
for (int index = 0; index < 6; index++)
|
||||
{
|
||||
ERR_ConvoyVehicle unit = NewVehicle(); unit.Index = index; task.Vehicles.Insert(unit);
|
||||
unit.Group = SCR_AIGroup.Cast(ERR_Actors.Spawn(ERR_ConvoyResources.GroupPrefab(), positions[index]));
|
||||
if (unit.Group) m_Mode.Own(unit.Group);
|
||||
unit.Entity = Vehicle.Cast(ERR_Actors.Spawn(ERR_ConvoyResources.VehiclePrefab(index), positions[index], angles[index]));
|
||||
if (unit.Entity) m_Mode.Own(unit.Entity);
|
||||
if (!unit.Group || !unit.Entity || unit.Group.GetFaction() != m_Mode.EnemyFaction() || !ERR_ConvoyRules.EmptyCrewTemplate(unit.Group) || !FillCrew(unit))
|
||||
{ task.Stop(m_Mode, "finite convoy startup failed; receipt consumed without retry"); return task; }
|
||||
FactionAffiliationComponent affiliation = FactionAffiliationComponent.Cast(unit.Entity.FindComponent(FactionAffiliationComponent));
|
||||
if (affiliation) affiliation.SetAffiliatedFaction(m_Mode.EnemyFaction());
|
||||
AICarMovementComponent movement = AICarMovementComponent.Cast(unit.Entity.FindComponent(AICarMovementComponent));
|
||||
if (movement) movement.SetCruiseSpeed(35);
|
||||
}
|
||||
ERR_HQ.Event("CONVOY CREATED", "six physical vehicles; finite crew created; native readiness and ledger admission pending");
|
||||
return task;
|
||||
}
|
||||
protected string ReadinessReason(ERR_ConvoyVehicle unit)
|
||||
{
|
||||
if (unit.Registered) return "already admitted";
|
||||
if (!unit.Group) return "missing group";
|
||||
if (!unit.Entity) return "missing vehicle";
|
||||
if (!ERR_Actors.Alive(unit.Entity)) return "vehicle destroyed or lacks damage state";
|
||||
if (unit.Group.GetFaction() != m_Mode.EnemyFaction()) return "group faction mismatch";
|
||||
if (!ERR_Actors.CanFight(unit.Driver)) return "driver absent/dead/unconscious or controller unavailable";
|
||||
if (ERR_Actors.Player(unit.Driver)) return "driver controlled by player";
|
||||
if (!ERR_ConvoyRules.PartOf(CompartmentAccessComponent.GetVehicleIn(unit.Driver), unit.Entity)) return "driver outside intended vehicle";
|
||||
foreach (IEntity member : unit.Members)
|
||||
{
|
||||
if (!ERR_Actors.Alive(member)) return "member absent/dead or damage state unavailable";
|
||||
if (ERR_Actors.Player(member)) return "member controlled by player";
|
||||
if (ERR_Actors.Group(member) != unit.Group) return "member native agent/parent group mismatch";
|
||||
}
|
||||
array<AIAgent> agents = {}; unit.Group.GetAgents(agents);
|
||||
if (agents.Count() != unit.Members.Count()) return "native agent count differs from original crew";
|
||||
foreach (AIAgent agent : agents)
|
||||
{
|
||||
if (!agent) return "null native agent";
|
||||
if (!unit.Members.Contains(agent.GetControlledEntity())) return "native agent controls foreign entity";
|
||||
if (!ERR_Actors.CanFight(agent.GetControlledEntity())) return "native agent actor cannot fight";
|
||||
}
|
||||
SCR_AIGroupUtilityComponent utility = unit.Group.GetGroupUtilityComponent();
|
||||
if (!utility) return "group utility unavailable";
|
||||
if (!utility.m_VehicleMgr) return "group vehicle manager unavailable";
|
||||
SCR_AIVehicleUsageComponent usage = SCR_AIVehicleUsageComponent.Cast(unit.Entity.FindComponent(SCR_AIVehicleUsageComponent));
|
||||
if (!usage) return "vehicle usage component unavailable";
|
||||
for (int i = 0; i < unit.Seats.Count(); i++)
|
||||
if (i >= unit.Members.Count() || !unit.Seats[i] || unit.Seats[i].GetOccupant() != unit.Members[i]) return "intended seat occupant mismatch";
|
||||
return "readiness guards satisfied; awaiting admission";
|
||||
}
|
||||
protected void InspectReadiness(ERR_ConvoyVehicle unit, float now)
|
||||
{
|
||||
if (!unit || now < unit.NextReadinessNote) return;
|
||||
unit.NextReadinessNote = now + 5000;
|
||||
int agents, activeAgents;
|
||||
bool activeGroup;
|
||||
if (unit.Group)
|
||||
{
|
||||
array<AIAgent> current = {}; unit.Group.GetAgents(current);
|
||||
agents = current.Count(); activeGroup = unit.Group.IsAIActivated();
|
||||
foreach (AIAgent agent : current) if (agent && agent.IsAIActivated()) activeAgents++;
|
||||
}
|
||||
ERR_HQ.Event("CONVOY READINESS", string.Format("vehicle=%1 reason=%2 members=%3 agents=%4 activeAgents=%5 activeGroup=%6 seats=%7 registered=%8", unit.Index, ReadinessReason(unit), unit.Members.Count(), agents, activeAgents, activeGroup, unit.Seats.Count(), unit.Registered));
|
||||
}
|
||||
protected bool Admit(ERR_ConvoyTask task, float now)
|
||||
{
|
||||
foreach (ERR_ConvoyVehicle observed : task.Vehicles) InspectReadiness(observed, now);
|
||||
foreach (ERR_ConvoyVehicle unit : task.Vehicles)
|
||||
{
|
||||
if (unit.Registered) continue;
|
||||
if (!unit.CrewValid(m_Mode)) return false;
|
||||
array<AIAgent> agents = {}; unit.Group.GetAgents(agents);
|
||||
if (agents.Count() != unit.Members.Count()) return false;
|
||||
foreach (AIAgent agent : agents)
|
||||
if (!agent || !unit.Members.Contains(agent.GetControlledEntity()) || !ERR_Actors.CanFight(agent.GetControlledEntity())) return false;
|
||||
SCR_AIGroupUtilityComponent utility = unit.Group.GetGroupUtilityComponent();
|
||||
SCR_AIVehicleUsageComponent usage = SCR_AIVehicleUsageComponent.Cast(unit.Entity.FindComponent(SCR_AIVehicleUsageComponent));
|
||||
if (!utility || !utility.m_VehicleMgr || !usage || !utility.m_VehicleMgr.TryAddVehicle(usage)) return false;
|
||||
ERR_ForceRecord record = m_Mode.Forces().Register(task.Receipt.SourceId + "-vehicle-" + unit.Index.ToString(), ERR_ForceKind.CONVOY, unit.Entity.GetOrigin(), unit.Members.Count(), null, unit.Group, now);
|
||||
if (!record || !m_Pool.BindRecord(task.Receipt, unit.Index, record)) { task.Stop(m_Mode, "convoy ledger admission rejected"); return false; }
|
||||
record.Pinned = true;
|
||||
unit.Registered = true;
|
||||
m_Mode.RegisterGroup(unit.Group);
|
||||
ERR_HQ hq = ERR_HQ.Cast(m_Mode.Command());
|
||||
if (hq)
|
||||
{
|
||||
hq.ReserveGroup(unit.Group);
|
||||
if (!hq.BindVehicle(unit.Group, unit.Entity))
|
||||
ERR_HQ.Event("MOUNTED AMMO", "original convoy vehicle binding unavailable; no replacement lookup");
|
||||
}
|
||||
// Native helper idempotently registers deletion/damage callbacks and mounted
|
||||
// combat activity; raw vehicle-manager admission alone omits those hooks.
|
||||
utility.AddUsableVehicle(usage);
|
||||
unit.Group.SetPermanentLOD(0); unit.Group.ActivateAI();
|
||||
foreach (AIAgent active : agents) { active.SetPermanentLOD(0); active.ActivateAI(); }
|
||||
}
|
||||
return true;
|
||||
}
|
||||
protected void IssueCargo(ERR_ConvoyTask task)
|
||||
{
|
||||
if (task.CargoIssued || task.Stopped || task.Vehicles.Count() != 6) return;
|
||||
task.CargoIssued = true;
|
||||
InventoryStorageManagerComponent inventory = InventoryStorageManagerComponent.Cast(task.Vehicles[1].Entity.FindComponent(InventoryStorageManagerComponent));
|
||||
if (!inventory) { ERR_HQ.Event("CONVOY CARGO", "ammo truck inventory unavailable; no retry or free replacement"); return; }
|
||||
for (int i = 0; i < 56; i++)
|
||||
{
|
||||
ResourceName prefab = ERR_ConvoyResources.Magazine();
|
||||
if (i < 8) prefab = ERR_ConvoyResources.Rifle();
|
||||
ERR_ConvoyCargoCallback operation = new ERR_ConvoyCargoCallback(); operation.Prefab = prefab; task.Cargo.Insert(operation);
|
||||
if (!inventory.TrySpawnPrefabToStorage(prefab, null, -1, EStoragePurpose.PURPOSE_DEPOSIT, operation)) operation.Finished = true;
|
||||
}
|
||||
ERR_HQ.Event("CONVOY CARGO", "finite target submitted once: eight AK74 and 48 magazines; native capacity/completion may reduce actual stock");
|
||||
}
|
||||
void Tick(float now)
|
||||
{
|
||||
if (!Current() || !ERR_ForceRules.Finite(now)) return;
|
||||
foreach (ERR_ConvoyTask task : m_Tasks)
|
||||
{
|
||||
if (task.Stopped || now < task.NextCheck) continue;
|
||||
task.NextCheck = now + 1000;
|
||||
bool captured;
|
||||
foreach (ERR_ConvoyVehicle unit : task.Vehicles) if (ERR_ConvoyRules.Captured(unit.Entity, unit.Group)) captured = true;
|
||||
if (captured) { task.Stop(m_Mode, "player captured convoy vehicle or joined crew"); continue; }
|
||||
if (!task.Ready)
|
||||
{
|
||||
if (now >= task.Deadline) { task.Stop(m_Mode, "native crew readiness expired; no replacement"); continue; }
|
||||
if (!Admit(task, now)) continue;
|
||||
task.Ready = true; IssueCargo(task);
|
||||
}
|
||||
bool pending;
|
||||
foreach (ERR_ConvoyVehicle vehicle : task.Vehicles)
|
||||
{
|
||||
vehicle.Tick(m_Mode, task.Route, now);
|
||||
if (!vehicle.Released && !vehicle.Arrived) pending = true;
|
||||
}
|
||||
if (!pending) task.Stop(m_Mode, "finite authored road route ended or all vehicle orders released");
|
||||
}
|
||||
}
|
||||
protected bool InterceptEligible(ERR_ConvoyTask task, ERR_ConvoyInterceptOrder order)
|
||||
{
|
||||
if (!Current() || !task || !order || !m_Tasks.Contains(task) || task.Stopped || !task.Ready || !task.Receipt || !task.Receipt.Consumed) return false;
|
||||
if (!m_Mode.Forces()) return false;
|
||||
ERR_HQ hq = ERR_HQ.Cast(m_Mode.Command());
|
||||
if (!hq || hq.LogisticsToken(order.Group) != order.Token) return false;
|
||||
if (order.Token < 400001 || order.Token > 400256 || order.SourceId != task.Receipt.SourceId) return false;
|
||||
if (order.VehicleIndex != 0 && order.VehicleIndex != 3 && order.VehicleIndex != 5) return false;
|
||||
if (order.VehicleIndex >= task.Vehicles.Count() || order.VehicleIndex >= task.Receipt.Records.Count()) return false;
|
||||
ERR_ConvoyVehicle unit = task.Vehicles[order.VehicleIndex];
|
||||
if (!unit || !unit.Registered || unit.Released || unit.Arrived || unit.Index != order.VehicleIndex || unit.Group != order.Group) return false;
|
||||
if (!unit.InterceptCrew(m_Mode) || !task.Route || unit.RouteIndex < 0 || unit.RouteIndex >= task.Route.Count()) return false;
|
||||
ERR_ForceRecord record = m_Mode.Forces().FindGroup(unit.Group);
|
||||
if (!record || !record.Physical || record.Eliminated || record.Kind != ERR_ForceKind.CONVOY || record.Id != task.Receipt.Records[unit.Index]) return false;
|
||||
if (record.Group != unit.Group || record.SourceId != task.Receipt.SourceId + "-vehicle-" + unit.Index.ToString()) return false;
|
||||
if (unit.InterceptOrder && (unit.InterceptReceipt != task.Receipt || unit.InterceptRecord != record || unit.InterceptRoute != task.Route)) return false;
|
||||
foreach (ERR_ConvoyVehicle other : task.Vehicles)
|
||||
if (!other || other.SupplyToken != 0 || other.SupplyHeld || other.Combat.Held) return false;
|
||||
return true;
|
||||
}
|
||||
bool InterceptCurrent(ERR_ConvoyTask task, ERR_ConvoyInterceptOrder order)
|
||||
{
|
||||
return InterceptEligible(task, order) && task.Vehicles[order.VehicleIndex].InterceptToken == order.Token
|
||||
&& task.Vehicles[order.VehicleIndex].InterceptMatches(order);
|
||||
}
|
||||
bool ReserveIntercept(ERR_ConvoyTask task, ERR_ConvoyInterceptOrder order, float now)
|
||||
{
|
||||
if (!InterceptEligible(task, order) || !ERR_ForceRules.Finite(now) || now < 0) return false;
|
||||
if (!ERR_ForceRules.Finite(order.ObservedAt) || !ERR_ForceRules.Finite(order.IssuedAt) || !ERR_ForceRules.Finite(order.ExpiresAt)) return false;
|
||||
if (order.ObservedAt < 0 || order.IssuedAt < order.ObservedAt || now < order.IssuedAt || now >= order.ExpiresAt) return false;
|
||||
if (order.ExpiresAt > order.ObservedAt + 120000 || !ERR_ForceRules.FiniteVector(order.Position)) return false;
|
||||
if (order.BeliefId <= 0 || order.BeliefRevision <= 0 || order.ReportId <= 0) return false;
|
||||
foreach (ERR_ConvoyTask existing : m_Tasks)
|
||||
foreach (ERR_ConvoyVehicle claimed : existing.Vehicles) if (claimed && claimed.InterceptToken != 0) return false;
|
||||
ERR_ConvoyVehicle unit = task.Vehicles[order.VehicleIndex];
|
||||
if (!unit.ClaimIntercept(m_Mode, order)) return false;
|
||||
unit.InterceptReceipt = task.Receipt; unit.InterceptRecord = m_Mode.Forces().FindGroup(unit.Group); unit.InterceptRoute = task.Route;
|
||||
return true;
|
||||
}
|
||||
bool ApplyIntercept(ERR_ConvoyTask task, ERR_ConvoyInterceptOrder order, float now)
|
||||
{
|
||||
if (!InterceptCurrent(task, order) || !ERR_ForceRules.Finite(now) || now < order.IssuedAt || now >= order.ExpiresAt) return false;
|
||||
return task.Vehicles[order.VehicleIndex].DeliverIntercept(m_Mode, order, now);
|
||||
}
|
||||
void ReleaseIntercept(ERR_ConvoyTask task, ERR_ConvoyInterceptOrder order, float now)
|
||||
{
|
||||
if (!task || !order || !m_Tasks.Contains(task) || !ERR_ForceRules.Finite(now)) return;
|
||||
foreach (ERR_ConvoyVehicle unit : task.Vehicles)
|
||||
if (unit && unit.InterceptMatches(order))
|
||||
{ bool delivered = unit.InterceptActive; unit.ClearIntercept(order); if (delivered) unit.LegDeadline = now + 600000; }
|
||||
}
|
||||
bool ApplyCombatOrder(ERR_ConvoyTask task, ERR_ConvoyCombatOrder order, float now)
|
||||
{
|
||||
if (!Current() || !task || !order || !m_Tasks.Contains(task) || task.Stopped || !task.Ready || !task.Receipt || !task.Receipt.Consumed) return false;
|
||||
foreach (ERR_ConvoyVehicle intercept : task.Vehicles) if (intercept && intercept.InterceptToken != 0) return false;
|
||||
if (order.VehicleIndex < 0 || order.VehicleIndex >= task.Vehicles.Count() || order.SourceId != task.Receipt.SourceId) return false;
|
||||
ERR_ConvoyVehicle unit = task.Vehicles[order.VehicleIndex];
|
||||
if (!unit || !unit.Registered || unit.Released || unit.Arrived || unit.Index != order.VehicleIndex || unit.Group != order.Group || !unit.CrewValid(m_Mode)) return false;
|
||||
if (ERR_ConvoyRules.Captured(unit.Entity, unit.Group) || unit.Index >= task.Receipt.Records.Count()) return false;
|
||||
if (!ERR_ConvoyCombatRules.Accept(unit.Combat, order, now) || !task.Route || unit.RouteIndex >= task.Route.Count()) return false;
|
||||
ERR_ForceRecord record = m_Mode.Forces().FindGroup(unit.Group);
|
||||
if (!record || !record.Physical || record.Eliminated || record.Kind != ERR_ForceKind.CONVOY || record.Id != task.Receipt.Records[unit.Index]) return false;
|
||||
array<AIAgent> agents = {}; unit.Group.GetAgents(agents);
|
||||
if (agents.Count() != unit.Members.Count()) return false;
|
||||
foreach (AIAgent agent : agents)
|
||||
if (!agent || !unit.Members.Contains(agent.GetControlledEntity())) return false;
|
||||
// No caller can replay even a command whose native waypoint recreation fails.
|
||||
unit.Combat.LastCommandId = order.CommandId;
|
||||
if (order.Hold)
|
||||
{
|
||||
if (!unit.Combat.Held) unit.ClearOrder();
|
||||
unit.Combat.Held = true; unit.Combat.ReportId = order.ReportId; unit.Combat.ObservedAt = order.ObservedAt;
|
||||
}
|
||||
else
|
||||
{
|
||||
unit.Combat.Held = false;
|
||||
if (!unit.SupplyHeld && !unit.Order(task.Route, now)) { unit.Release(m_Mode); return false; }
|
||||
}
|
||||
ERR_HQ.Event("CONVOY COVER", string.Format("command M%1 report M%2 vehicle=%3 held=%4 routeIndex=%5", order.CommandId, order.ReportId, unit.Index, unit.Combat.Held, unit.RouteIndex));
|
||||
return true;
|
||||
}
|
||||
int Count() { return m_Tasks.Count(); }
|
||||
string Status()
|
||||
{
|
||||
int ready, stopped, vehicles, completed, failed, pending;
|
||||
foreach (ERR_ConvoyTask task : m_Tasks)
|
||||
{
|
||||
if (task.Ready) ready++;
|
||||
if (task.Stopped) stopped++;
|
||||
foreach (ERR_ConvoyVehicle vehicle : task.Vehicles) if (vehicle && vehicle.Entity) vehicles++;
|
||||
foreach (ERR_ConvoyCargoCallback operation : task.Cargo)
|
||||
{
|
||||
if (!operation.Finished) pending++;
|
||||
else if (operation.Succeeded) completed++;
|
||||
else failed++;
|
||||
}
|
||||
}
|
||||
string reason;
|
||||
if (m_Tasks.Count() == 1 && m_Tasks[0].Stopped) reason = m_Tasks[0].Reason;
|
||||
if (reason.Length() > 160) reason = reason.Substring(0, 160);
|
||||
return string.Format("Convoys: %1 tasks, %2 reached readiness, %3 stopped, %4 retained physical vehicles; cargo native insertion successes=%5 failed=%6 pending=%7; current inventory may differ after use/looting", m_Tasks.Count(), ready, stopped, vehicles, completed, failed, pending) + "; reason=" + reason;
|
||||
}
|
||||
void Stop()
|
||||
{
|
||||
if (m_Stopped) return;
|
||||
m_Stopped = true;
|
||||
foreach (ERR_ConvoyTask task : m_Tasks) task.Stop(m_Mode, "HQ ended convoy task service");
|
||||
}
|
||||
}
|
||||
+433
@@ -0,0 +1,433 @@
|
||||
class ERR_HunterVehicle : ERR_ConvoyVehicle
|
||||
{
|
||||
bool RadioRequested;
|
||||
ref ERR_EnemyEquipmentCallback RadioOperation;
|
||||
string Source;
|
||||
float Deadline;
|
||||
float NextOrder;
|
||||
ref ERR_HQRoute Downlink;
|
||||
vector Destination;
|
||||
int SourceMessage;
|
||||
float LastContact = -1;
|
||||
float NextContactOrder;
|
||||
vector ContactPosition;
|
||||
vector DeliveredContactPosition;
|
||||
bool DeliveredContact;
|
||||
ref ERR_HunterCrewRecovery Recovery;
|
||||
bool CombatHeld;
|
||||
float CombatQuietUntil;
|
||||
float NextMotionLog;
|
||||
float ProgressAt;
|
||||
vector ProgressPosition;
|
||||
int Repaths;
|
||||
override bool CrewValid(ERR_GameMode mode)
|
||||
{
|
||||
return Group && Entity && ERR_Actors.Alive(Entity) && Group.GetFaction() == mode.EnemyFaction()
|
||||
&& Members.Contains(Driver) && ERR_Actors.CanFight(Driver) && !ERR_Actors.Player(Driver)
|
||||
&& ERR_Actors.Group(Driver) == Group && Seats.Count() > 0 && Seats[0].GetOccupant() == Driver;
|
||||
}
|
||||
override void Release(ERR_GameMode mode)
|
||||
{
|
||||
if (Released) return;
|
||||
if (Recovery) Recovery.Stop();
|
||||
if (PlayerCaptureObserved || !mode || !mode.Active() || ERR_ConvoyRules.Captured(Entity, Group)) { Downlink = null; super.Release(mode); return; }
|
||||
Released = true; Downlink = null; ClearOrder();
|
||||
ERR_ForceRecord record = mode.Forces().FindGroup(Group);
|
||||
if (record) record.Pinned = false;
|
||||
if (Group)
|
||||
{
|
||||
Group.SetPermanentLOD(-1);
|
||||
array<AIAgent> agents = {}; Group.GetAgents(agents);
|
||||
foreach (AIAgent agent : agents) if (agent) agent.SetPermanentLOD(-1);
|
||||
ERR_HQ hq = ERR_HQ.Cast(mode.Command());
|
||||
if (hq) hq.ReleaseRecovery(Group);
|
||||
}
|
||||
// Surviving original crew remain registered for skill, reports, intel and
|
||||
// local combat. Only the driving task ends; on-foot survivors can serve HQ.
|
||||
}
|
||||
}
|
||||
|
||||
// An escalation allowance of fifteen physical hunter UAZs, separate from supply
|
||||
// convoys. Losses remain physical; aggression never replenishes killed crews.
|
||||
class ERR_HunterService : ERR_ConvoyService
|
||||
{
|
||||
protected ref array<ref ERR_HunterVehicle> m_Hunters = {};
|
||||
protected float m_NextHunter;
|
||||
protected float m_NextSpawn;
|
||||
protected int m_Target = 3;
|
||||
protected ref ERR_HunterOpeningPlan m_Opening;
|
||||
bool Contains(SCR_AIGroup group)
|
||||
{
|
||||
foreach (ERR_HunterVehicle unit : m_Hunters) if (unit.Group == group) return true;
|
||||
return false;
|
||||
}
|
||||
// A finite physical radio in the vehicle avoids replacing a medic's backpack
|
||||
// or depending on a modded vest accepting a vanilla manpack. Only the original
|
||||
// living crew currently inside their uncaptured vehicle can use this link.
|
||||
int VehicleRadioCapability(IEntity actor)
|
||||
{
|
||||
if (!actor || !m_Mode || !m_Mode.Active() || m_Stopped) return 0;
|
||||
foreach (ERR_HunterVehicle unit : m_Hunters)
|
||||
{
|
||||
if (unit.Released || !unit.Members.Contains(actor) || !unit.Entity || !ERR_Actors.Alive(unit.Entity)) continue;
|
||||
if (CompartmentAccessComponent.GetVehicleIn(actor) != unit.Entity || !unit.CrewValid(m_Mode) || ERR_ConvoyRules.Captured(unit.Entity, unit.Group)) continue;
|
||||
InventoryStorageManagerComponent storage = InventoryStorageManagerComponent.Cast(unit.Entity.FindComponent(InventoryStorageManagerComponent));
|
||||
if (!storage) continue;
|
||||
array<IEntity> items = {}; storage.GetItems(items);
|
||||
foreach (IEntity item : items)
|
||||
{
|
||||
if (!item || !item.FindComponent(BaseRadioComponent)) continue;
|
||||
SCR_RadioComponent radio = SCR_RadioComponent.Cast(item.FindComponent(SCR_RadioComponent));
|
||||
if (radio && radio.ERR_IsHQManpack()) return 2;
|
||||
}
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
// Entry is an ownership event, not a later occupancy sample. Keep the fact
|
||||
// even if the player exits/disconnects before the one-second hunter tick.
|
||||
void PlayerEntered(IEntity actor, IEntity entered)
|
||||
{
|
||||
if (!Replication.IsServer() || m_Stopped || !m_Mode || m_Mode != ERR_GameMode.Get()) return;
|
||||
if (!m_Mode.Active() || !actor || !entered || !m_Mode.Players()) return;
|
||||
ERR_HQ hq = ERR_HQ.Cast(m_Mode.Command());
|
||||
if (!hq || hq.Hunters() != this || !m_Mode.Players().CurrentActor(actor)) return;
|
||||
if (m_Hunters.Count() > 15) return;
|
||||
foreach (ERR_HunterVehicle unit : m_Hunters)
|
||||
{
|
||||
// Released survivors already have independent HQ ownership. Do not revoke
|
||||
// their infantry role just because the abandoned original vehicle is entered.
|
||||
if (!unit || unit.Released || !unit.Entity || !ERR_ConvoyRules.PartOf(entered, unit.Entity)) continue;
|
||||
unit.PlayerCaptureObserved = true;
|
||||
unit.Release(m_Mode);
|
||||
}
|
||||
}
|
||||
protected bool PrepareVehicleRadio(ERR_HunterVehicle unit)
|
||||
{
|
||||
if (!unit.RadioRequested)
|
||||
{
|
||||
unit.RadioRequested = true;
|
||||
unit.RadioOperation = new ERR_EnemyEquipmentCallback();
|
||||
InventoryStorageManagerComponent storage = InventoryStorageManagerComponent.Cast(unit.Entity.FindComponent(InventoryStorageManagerComponent));
|
||||
if (!storage || !storage.TrySpawnPrefabToStorage(ERR_EnemyRadio.MANPACK, null, -1, EStoragePurpose.PURPOSE_DEPOSIT, unit.RadioOperation))
|
||||
{
|
||||
ERR_HQ.Event("HUNTER RADIO FAILED", unit.Source + ": vehicle refused its one physical HQ radio; no crew backpack is removed");
|
||||
return false;
|
||||
}
|
||||
}
|
||||
return unit.RadioOperation && unit.RadioOperation.Finished && unit.RadioOperation.Succeeded && VehicleRadioCapability(unit.Driver) == 2;
|
||||
}
|
||||
int Deployed() { return m_Hunters.Count(); }
|
||||
int ActiveHunters()
|
||||
{
|
||||
int count;
|
||||
foreach (ERR_HunterVehicle unit : m_Hunters) if (!unit.Released) count++;
|
||||
return count;
|
||||
}
|
||||
override string Status() { return string.Format("HQ UAZ patrols: %1 active; %2 deployed from a total allowance of %3 (maximum 15). Lost vehicles are not replaced.", ActiveHunters(), Deployed(), m_Target); }
|
||||
protected bool StartHunter(ERR_HQ hq, float now)
|
||||
{
|
||||
if (m_Hunters.Count() >= m_Target || m_Hunters.Count() >= 15 || m_Mode.Forces().Count() >= 250) return false;
|
||||
array<IEntity> players = {}; ERR_Actors.Players(players);
|
||||
ERR_ConvoyPlacement placement = new ERR_ConvoyPlacement();
|
||||
if (m_Hunters.Count() < 3)
|
||||
{
|
||||
if (!m_Opening || !m_Opening.Ready()) return false;
|
||||
int slot = m_Hunters.Count();
|
||||
vector openingPosition = m_Opening.Positions[slot];
|
||||
vector openingAngles = m_Opening.Angles[slot];
|
||||
if (!ERR_HunterOpeningPlan.AwayFromPlayers(openingPosition, players) || !placement.Clear(openingPosition, openingAngles[0]))
|
||||
{ ERR_HQ.Event("HUNTER WAIT", "reserved opening road occupied; no unsafe spawn"); return false; }
|
||||
return SpawnHunter(hq, now, openingPosition, openingAngles, "prison-opening");
|
||||
}
|
||||
for (int i = 0; i < m_Mode.Sites().Count(); i++)
|
||||
{
|
||||
ERR_SiteRuntime site = m_Mode.Sites().At((i + m_Hunters.Count()) % m_Mode.Sites().Count());
|
||||
if (!site || !site.Definition || (site.Definition.Kind != ERR_LocationKind.RADIO && site.Definition.Kind != ERR_LocationKind.DEPOT && site.Definition.Kind != ERR_LocationKind.OUTPOST)) continue;
|
||||
if (site.Group && site.Group.GetFaction() != m_Mode.EnemyFaction()) continue;
|
||||
vector position, angles;
|
||||
vector seed = site.Definition.Position + Vector(Math.RandomFloat(-200, 200), 0, Math.RandomFloat(-200, 200));
|
||||
if (!ERR_SupplyConvoySystem.ApproachDirected(seed, position, angles) || !placement.Clear(position, angles[0])) continue;
|
||||
bool nearPlayer;
|
||||
foreach (IEntity player : players) if (player && vector.DistanceXZ(player.GetOrigin(), position) < 400) nearPlayer = true;
|
||||
if (nearPlayer) continue;
|
||||
return SpawnHunter(hq, now, position, angles, site.Definition.Id);
|
||||
}
|
||||
ERR_HQ.Event("HUNTER WAIT", "deployment deferred: friendly road obstructed, occupied, budget full or players within 400m");
|
||||
return false;
|
||||
}
|
||||
// Hunter UAZs carry a full response team, unlike the two-person convoy escort.
|
||||
override protected bool FillCrew(ERR_ConvoyVehicle unit)
|
||||
{
|
||||
ResourceName soldier = ERR_EnemyMedicalCatalog.Crew(m_Mode, false);
|
||||
ResourceName medic = ERR_EnemyMedicalCatalog.Crew(m_Mode, true);
|
||||
if (!ERR_EnemyLoadoutCatalog.Available(soldier) || !ERR_EnemyLoadoutCatalog.Available(medic))
|
||||
{ ERR_HQ.Event("HUNTER FAILED", "selected faction has no usable soldier/medic profile"); return false; }
|
||||
array<BaseCompartmentSlot> all = {}, cargo = {}, turrets = {}, drivers = {};
|
||||
if (!ERR_ConvoyRules.CollectSeats(unit.Entity, all)) return false;
|
||||
foreach (BaseCompartmentSlot seat : all)
|
||||
{
|
||||
if (!seat.IsCompartmentAccessible() || seat.GetOccupant()) continue;
|
||||
if (seat.GetType() == ECompartmentType.PILOT) drivers.Insert(seat);
|
||||
else if (seat.GetType() == ECompartmentType.TURRET) turrets.Insert(seat);
|
||||
else if (seat.GetType() == ECompartmentType.CARGO) cargo.Insert(seat);
|
||||
}
|
||||
if (drivers.Count() != 1 || turrets.IsEmpty() || cargo.IsEmpty() || all.Count() > 12) return false;
|
||||
unit.Seats.Insert(drivers[0]);
|
||||
foreach (BaseCompartmentSlot turret : turrets) unit.Seats.Insert(turret);
|
||||
int medicIndex = unit.Seats.Count();
|
||||
foreach (BaseCompartmentSlot passenger : cargo) unit.Seats.Insert(passenger);
|
||||
AIGroup nativeGroup = unit.Group;
|
||||
for (int i = 0; i < unit.Seats.Count(); i++)
|
||||
{
|
||||
ResourceName selected = soldier;
|
||||
if (i == medicIndex) selected = medic;
|
||||
IEntity actor = unit.Seats[i].SpawnCharacterInCompartment(selected, nativeGroup, ERR_ConvoyResources.GroupPrefab());
|
||||
if (actor) { unit.Members.Insert(actor); m_Mode.Own(actor); }
|
||||
if (!actor || nativeGroup != unit.Group) return false;
|
||||
}
|
||||
unit.Driver = unit.Members[0];
|
||||
ERR_HQ.Event("HUNTER TEAM", string.Format("crew=%1 including one medic; soldier=%2 medic=%3", unit.Members.Count(), soldier, medic));
|
||||
return true;
|
||||
}
|
||||
protected bool SpawnHunter(ERR_HQ hq, float now, vector position, vector angles, string source)
|
||||
{
|
||||
// Missing faction data is a deferred deployment, not a lost physical team.
|
||||
ResourceName soldier = ERR_EnemyMedicalCatalog.Crew(m_Mode, false);
|
||||
ResourceName medic = ERR_EnemyMedicalCatalog.Crew(m_Mode, true);
|
||||
if (!ERR_EnemyLoadoutCatalog.Available(soldier) || !ERR_EnemyLoadoutCatalog.Available(medic))
|
||||
{
|
||||
m_NextSpawn = now + 30000;
|
||||
ERR_HQ.Event("HUNTER WAIT", string.Format("faction=%1 missing response crew; soldier=%2 medic=%3; no vehicle spawned or allowance consumed; configure ResponseSoldier/ResponseMedic", m_Mode.EnemyFaction().GetFactionKey(), soldier, medic));
|
||||
return false;
|
||||
}
|
||||
ERR_HunterVehicle unit = new ERR_HunterVehicle();
|
||||
unit.Source = "aggression-uaz-" + (m_Hunters.Count() + 1).ToString();
|
||||
unit.Deadline = now + 120000; m_Hunters.Insert(unit);
|
||||
unit.Group = SCR_AIGroup.Cast(ERR_Actors.Spawn(ERR_ConvoyResources.GroupPrefab(), position));
|
||||
unit.Entity = Vehicle.Cast(ERR_Actors.Spawn(ERR_ConvoyResources.VehiclePrefab(0), position, angles));
|
||||
if (unit.Group) m_Mode.Own(unit.Group);
|
||||
if (unit.Entity) m_Mode.Own(unit.Entity);
|
||||
if (!unit.Group || !unit.Entity || !ERR_ConvoyRules.EmptyCrewTemplate(unit.Group) || !FillCrew(unit))
|
||||
{ unit.Release(m_Mode); ERR_HQ.Event("HUNTER FAILED", unit.Source + " native vehicle/crew spawn failed; allowance consumed"); return false; }
|
||||
unit.Recovery = new ERR_HunterCrewRecovery(unit);
|
||||
unit.Recovery.Update(m_Mode, now);
|
||||
FactionAffiliationComponent affiliation = FactionAffiliationComponent.Cast(unit.Entity.FindComponent(FactionAffiliationComponent));
|
||||
if (affiliation) affiliation.SetAffiliatedFaction(m_Mode.EnemyFaction());
|
||||
AICarMovementComponent movement = AICarMovementComponent.Cast(unit.Entity.FindComponent(AICarMovementComponent));
|
||||
if (movement) movement.SetCruiseSpeed(45);
|
||||
ERR_HQ.Event("HUNTER SPAWN", string.Format("%1 identified bodies=%2 aggression=%3/30 allowance=%4/15 base=%5 position=%6 crew=%7", unit.Source, hq.Watch().IdentifiedBodies(), hq.Watch().Aggression(), m_Target, source, position, unit.Members.Count()));
|
||||
return true;
|
||||
}
|
||||
protected bool AdmitHunter(ERR_HunterVehicle unit, ERR_HQ hq, float now)
|
||||
{
|
||||
if (!unit.CrewValid(m_Mode) || !PrepareVehicleRadio(unit)) return false;
|
||||
array<AIAgent> agents = {}; unit.Group.GetAgents(agents);
|
||||
if (agents.Count() != unit.Members.Count()) return false;
|
||||
foreach (AIAgent agent : agents) if (!agent || !unit.Members.Contains(agent.GetControlledEntity()) || !ERR_Actors.CanFight(agent.GetControlledEntity())) return false;
|
||||
SCR_AIGroupUtilityComponent utility = unit.Group.GetGroupUtilityComponent();
|
||||
SCR_AIVehicleUsageComponent usage = SCR_AIVehicleUsageComponent.Cast(unit.Entity.FindComponent(SCR_AIVehicleUsageComponent));
|
||||
if (!utility || !utility.m_VehicleMgr || !usage || !utility.m_VehicleMgr.TryAddVehicle(usage)) return false;
|
||||
for (int i = 0; i < unit.Seats.Count(); i++) if (unit.Seats[i].GetOccupant() != unit.Members[i]) return false;
|
||||
utility.SetCombatMode(EAIGroupCombatMode.FIRE_AT_WILL);
|
||||
ERR_ForceRecord record = m_Mode.Forces().Register(unit.Source, ERR_ForceKind.CONVOY, unit.Entity.GetOrigin(), unit.Members.Count(), null, unit.Group, now);
|
||||
if (!record) return false;
|
||||
record.Pinned = true; unit.Registered = true;
|
||||
m_Mode.RegisterGroup(unit.Group); hq.ReserveGroup(unit.Group);
|
||||
utility.AddUsableVehicle(usage); unit.Group.SetPermanentLOD(0); unit.Group.ActivateAI();
|
||||
foreach (AIAgent active : agents) { active.SetPermanentLOD(0); active.ActivateAI(); }
|
||||
ERR_HQ.Event("HUNTER READY", unit.Source + " full response crew and medic seated; physical vehicle HQ radio stocked; fire at will; radio registration active");
|
||||
return true;
|
||||
}
|
||||
protected void QueueDestination(ERR_HunterVehicle unit, ERR_HQ hq, float now)
|
||||
{
|
||||
array<ref ERR_HQReport> reports = {}; hq.SupportContacts(reports, now);
|
||||
ERR_HQBelief best;
|
||||
foreach (ERR_HQReport report : reports)
|
||||
{
|
||||
ERR_HQBelief belief = hq.Memory().Get(report.Target);
|
||||
if (belief && belief.Actionable() && (!best || belief.ObservedAt > best.ObservedAt)) best = belief;
|
||||
}
|
||||
bool freshContact;
|
||||
if (best) freshContact = ERR_HunterOpeningRules.FreshOrder(best.ObservedAt, unit.LastContact, now, unit.NextContactOrder, unit.Downlink && unit.SourceMessage > 0);
|
||||
// A first/new delivered sighting preempts routine patrol, including an in-flight patrol order.
|
||||
if (freshContact && unit.Downlink && unit.SourceMessage == 0) unit.Downlink = null;
|
||||
if (unit.Downlink || (!freshContact && now < unit.NextOrder)) return;
|
||||
unit.NextOrder = now + 30000;
|
||||
vector destination, angles;
|
||||
string reason = "road patrol between friendly objectives";
|
||||
if (best)
|
||||
{
|
||||
// Retain the driver's route for repeated reports from the same area.
|
||||
// Re-projecting every sighting can alternate between nearby roads and
|
||||
// repeatedly restart native navigation even for a stationary target.
|
||||
if (unit.Waypoint && unit.DeliveredContact && vector.DistanceXZ(best.PredictedPosition, unit.DeliveredContactPosition) < 75)
|
||||
{
|
||||
unit.LastContact = best.ObservedAt; unit.NextContactOrder = now + 5000;
|
||||
return;
|
||||
}
|
||||
if (!ERR_SupplyConvoySystem.ApproachDirected(best.PredictedPosition, destination, angles, 250)) return;
|
||||
unit.SourceMessage = best.MessageId; reason = "intercept last delivered sighting; confidence=" + best.Confidence.ToString();
|
||||
}
|
||||
else
|
||||
{
|
||||
unit.SourceMessage = 0;
|
||||
if (unit.Waypoint && !unit.Waypoint.IsWithinCompletionRadius(unit.Group)) return;
|
||||
bool found;
|
||||
for (int i = 0; i < m_Mode.Sites().Count(); i++)
|
||||
{
|
||||
ERR_SiteRuntime site = m_Mode.Sites().At(Math.RandomInt(0, m_Mode.Sites().Count()));
|
||||
if (!site || !site.Definition || !ERR_ObjectiveDefence.Objective(site.Definition.Kind) || (site.Group && site.Group.GetFaction() != m_Mode.EnemyFaction())) continue;
|
||||
if (ERR_SupplyConvoySystem.ApproachDirected(site.Definition.Position, destination, angles) && vector.DistanceXZ(destination, unit.Entity.GetOrigin()) > 200) { found = true; break; }
|
||||
}
|
||||
if (!found) return;
|
||||
}
|
||||
unit.Destination = destination;
|
||||
unit.Downlink = hq.Downlink(unit.Group, "HUNTER", unit.Source + " " + reason + " destination=" + destination.ToString(), unit.SourceMessage);
|
||||
if (best)
|
||||
{
|
||||
unit.NextContactOrder = now + 5000;
|
||||
if (unit.Downlink) { unit.LastContact = best.ObservedAt; unit.ContactPosition = best.PredictedPosition; }
|
||||
}
|
||||
}
|
||||
protected void UpdateCombat(ERR_HunterVehicle unit, float now)
|
||||
{
|
||||
if (unit.Registered && ERR_HunterCombat.Active(unit.Group))
|
||||
{
|
||||
unit.CombatQuietUntil = now + 15000;
|
||||
if (!unit.CombatHeld)
|
||||
{
|
||||
unit.CombatHeld = true; unit.ClearOrder(); unit.Downlink = null;
|
||||
ERR_HQ.Event("HUNTER COMBAT", unit.Source + ": local contact; travel and forced reboarding suspended, native combat takes priority");
|
||||
}
|
||||
}
|
||||
if (unit.CombatHeld && now >= unit.CombatQuietUntil)
|
||||
{
|
||||
unit.CombatHeld = false; unit.NextOrder = 0;
|
||||
ERR_HQ.Event("HUNTER COMBAT", unit.Source + ": contact quiet for 15 seconds; HQ travel may resume");
|
||||
}
|
||||
}
|
||||
override void Tick(float now)
|
||||
{
|
||||
if (m_Stopped || !Replication.IsServer() || !m_Mode || !m_Mode.Active() || m_Mode != ERR_GameMode.Get() || m_Mode.Phase() <= ERR_Phase.PRISON || now < m_NextHunter) return;
|
||||
m_NextHunter = now + 1000;
|
||||
ERR_HQ hq = ERR_HQ.Cast(m_Mode.Command()); if (!hq) return;
|
||||
m_Target = hq.Watch().HunterTarget();
|
||||
if (!m_Opening)
|
||||
{
|
||||
array<IEntity> openingPlayers = {}; ERR_Actors.Players(openingPlayers);
|
||||
vector center = m_Mode.PrisonPosition(); vector sum; int count;
|
||||
foreach (IEntity player : openingPlayers) if (player) { sum += player.GetOrigin(); count++; }
|
||||
if (count > 0) center = sum / count;
|
||||
m_Opening = new ERR_HunterOpeningPlan(center);
|
||||
}
|
||||
if (!m_Opening.Done())
|
||||
{
|
||||
array<IEntity> currentPlayers = {}; ERR_Actors.Players(currentPlayers);
|
||||
m_Opening.Step(currentPlayers);
|
||||
}
|
||||
if (now >= m_NextSpawn && Deployed() < m_Target)
|
||||
{
|
||||
m_NextSpawn = now + 30000;
|
||||
if (Deployed() < 3) m_NextSpawn = now + 1000;
|
||||
StartHunter(hq, now);
|
||||
}
|
||||
foreach (ERR_HunterVehicle unit : m_Hunters)
|
||||
{
|
||||
if (unit.Released) continue;
|
||||
if (ERR_ConvoyRules.Captured(unit.Entity, unit.Group)) { unit.Release(m_Mode); ERR_HQ.Event("HUNTER RELEASE", unit.Source + " player captured vehicle/crew; orders removed"); continue; }
|
||||
if (unit.Recovery && unit.Recovery.Lost(m_Mode))
|
||||
{
|
||||
string loss = unit.Recovery.Reason;
|
||||
unit.Release(m_Mode); ERR_HQ.Event("HUNTER RELEASE", unit.Source + ": " + loss + "; surviving actors and vehicle retained"); continue;
|
||||
}
|
||||
UpdateCombat(unit, now);
|
||||
if (unit.Recovery) unit.Recovery.Update(m_Mode, now);
|
||||
if (unit.CombatHeld) continue;
|
||||
if (!unit.Registered)
|
||||
{
|
||||
if (AdmitHunter(unit, hq, now)) continue;
|
||||
if (now >= unit.Deadline) { InspectReadiness(unit, now); unit.Release(m_Mode); ERR_HQ.Event("HUNTER FAILED", unit.Source + " native readiness timed out"); }
|
||||
continue;
|
||||
}
|
||||
// A temporary unconscious/dismounted driver suspends driving without
|
||||
// throwing away the delivered destination or the original physical crew.
|
||||
if (!unit.CrewValid(m_Mode)) continue;
|
||||
ObserveMovement(unit, now);
|
||||
QueueDestination(unit, hq, now);
|
||||
if (unit.Downlink)
|
||||
{
|
||||
int delivered = unit.Downlink.Advance(now, hq.Journal());
|
||||
if (delivered != 0)
|
||||
{
|
||||
if (delivered > 0)
|
||||
{
|
||||
unit.DeliveredContact = unit.SourceMessage > 0;
|
||||
unit.DeliveredContactPosition = unit.ContactPosition;
|
||||
if (unit.Waypoint && vector.DistanceXZ(unit.Waypoint.GetOrigin(), unit.Destination) < 50)
|
||||
{
|
||||
ERR_HQ.Event("HUNTER ORDER RETAINED", unit.Source + ": updated report confirms current destination; native route preserved", unit.SourceMessage);
|
||||
unit.Downlink = null; continue;
|
||||
}
|
||||
unit.ClearOrder();
|
||||
unit.Waypoint = AIWaypoint.Cast(ERR_Actors.Spawn(ERR_Resources.MoveWaypoint(), unit.Destination));
|
||||
if (unit.Waypoint) { unit.Waypoint.SetCompletionRadius(50); unit.Group.AddWaypoint(unit.Waypoint); }
|
||||
else { ERR_HQ.Event("HUNTER ORDER FAILED", unit.Source + ": move waypoint could not be created"); unit.Downlink = null; continue; }
|
||||
ERR_HQ.Event("HUNTER ORDER", unit.Source + " radio delivered; destination=" + unit.Destination.ToString(), unit.SourceMessage);
|
||||
}
|
||||
unit.Downlink = null;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
protected void ObserveMovement(ERR_HunterVehicle unit, float now)
|
||||
{
|
||||
vector position = unit.Entity.GetOrigin();
|
||||
if (unit.ProgressAt == 0 || vector.DistanceXZ(position, unit.ProgressPosition) >= 15)
|
||||
{ unit.ProgressAt = now; unit.ProgressPosition = position; unit.Repaths = 0; }
|
||||
// Old entries remain in native perception after contact ends. They must
|
||||
// not suppress stuck-route recovery indefinitely.
|
||||
bool combat = ERR_HunterCombat.Active(unit.Group);
|
||||
bool travelling = unit.Waypoint && !unit.Waypoint.IsWithinCompletionRadius(unit.Group);
|
||||
if (!travelling || combat) unit.ProgressAt = now;
|
||||
if (now >= unit.NextMotionLog)
|
||||
{
|
||||
unit.NextMotionLog = now + 30000;
|
||||
float speed;
|
||||
if (unit.Entity.GetPhysics()) speed = unit.Entity.GetPhysics().GetVelocity().Length();
|
||||
vector deliveredDestination;
|
||||
if (unit.Waypoint) deliveredDestination = unit.Waypoint.GetOrigin();
|
||||
ERR_HQ.Event("HUNTER MOVEMENT", string.Format("%1 position=%2 speed=%3m/s delivered destination=%4 travelling=%5 combat=%6 no progress=%7s replans=%8", unit.Source, position, speed, deliveredDestination, travelling, combat, (now - unit.ProgressAt) / 1000, unit.Repaths));
|
||||
}
|
||||
if (!travelling || combat || now - unit.ProgressAt < 60000 || unit.Repaths >= 3) return;
|
||||
unit.ProgressAt = now; unit.Repaths++;
|
||||
// Destination can already contain a newer order awaiting radio delivery.
|
||||
// Retry only the waypoint the crew has actually received.
|
||||
vector retryDestination = unit.Waypoint.GetOrigin();
|
||||
unit.ClearOrder();
|
||||
unit.Waypoint = AIWaypoint.Cast(ERR_Actors.Spawn(ERR_Resources.MoveWaypoint(), retryDestination));
|
||||
if (unit.Waypoint) { unit.Waypoint.SetCompletionRadius(50); unit.Group.AddWaypoint(unit.Waypoint); }
|
||||
ERR_HQ.Event("HUNTER REPATH", unit.Source + ": no movement for 60 seconds; native route requested again, attempt " + unit.Repaths.ToString());
|
||||
}
|
||||
override void Stop()
|
||||
{
|
||||
m_Stopped = true;
|
||||
foreach (ERR_HunterVehicle unit : m_Hunters) { unit.Downlink = null; unit.Release(m_Mode); }
|
||||
}
|
||||
}
|
||||
|
||||
// Match the original hunter before native callbacks can erase current player
|
||||
// occupancy. Other vehicles and already-released crews are not adopted here.
|
||||
modded class SCR_CompartmentAccessComponent
|
||||
{
|
||||
override protected void OnCompartmentEntered(IEntity targetEntity, BaseCompartmentManagerComponent manager, int mgrID, int slotID, bool move)
|
||||
{
|
||||
if (Replication.IsServer())
|
||||
{
|
||||
ERR_GameMode mode = ERR_GameMode.Get();
|
||||
ERR_HQ hq;
|
||||
if (mode) hq = ERR_HQ.Cast(mode.Command());
|
||||
if (hq && hq.Hunters()) hq.Hunters().PlayerEntered(GetOwner(), targetEntity);
|
||||
}
|
||||
super.OnCompartmentEntered(targetEntity, manager, mgrID, slotID, move);
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,15 @@
|
||||
from pathlib import Path
|
||||
import hashlib,json,difflib,subprocess
|
||||
p=Path('/tmp/erri-hunter-capture-2237');r=Path('/home/jakub/devel/escapistsrereintroduced')
|
||||
files=['addons/core/Scripts/Game/ERR/10_AI/ERR_ConvoyService.c','addons/core/Scripts/Game/ERR/10_AI/ERR_HunterService.c','tests/test_hunter_lifecycle.py','tests/test_convoy_survivors.py','tests/test_hunter_capture.py']
|
||||
patch=''
|
||||
for f in files:
|
||||
old=(p/'baseline'/f).read_text() if (p/'baseline'/f).exists() else ''
|
||||
patch+=''.join(difflib.unified_diff(old.splitlines(True),(p/f).read_text().splitlines(True),fromfile='a/'+f if old else '/dev/null',tofile='b/'+f))
|
||||
(p/'fix.patch').write_text(patch)
|
||||
q=subprocess.run(['git','apply','--check',str(p/'fix.patch')],cwd=r,capture_output=True,text=True);(p/'apply-check.log').write_text(q.stdout+q.stderr+'exit='+str(q.returncode)+'\n');assert q.returncode==0
|
||||
sha=lambda x:hashlib.sha256(x.read_bytes()).hexdigest()
|
||||
sdk=Path('/tmp/erri-vanilla-stock/scripts/Game/Vehicle/SCR_CompartmentAccessComponent.c')
|
||||
(p/'source-manifest.json').write_text(json.dumps({'files':{f:sha(p/f) for f in files},'patch_sha256':sha(p/'fix.patch'),'sdk':{'path':str(sdk),'sha256':sha(sdk),'signature_line':64,'ordering':'native general subscribers invoked first at66-67; GetOwner accessed at70; hook signature matches production override'}},indent=2)+'\n')
|
||||
(p/'finding.json').write_text(json.dumps({'problem':'Active original hunter entry capture was only sampled once per second. Current control/occupancy can disappear before next Tick; predecessor records entry event immediately.','fix':'Server canonical current-player entry matches only active original tracked hunter roots with existing bounded32 ancestry and15 record cap. Latch precedes Release/native callbacks. Hunter clears Downlink/stops Recovery; base rejects survivor retention even if live occupancy absent. Physical entities, finite allowance and registered original identifiers preserved.','scope':'Already Released hunter ignored: abandoned asset entry does not revoke independently retained former infantry. No helicopter, supply-convoy event dispatch, spawn/refill/deletion/refund, or replay of registration. Polling fallback unchanged.','tests':json.loads((p/'test-results.json').read_text()),'baseline':'red.log: actual baseline compiles then fails capture latch/released assertion; baseline-adapter-unused.log retained separate rejected compiler-only control.','mutation':'mutation.log: removing base !PlayerCaptureObserved guard compiles then fails unregister-vs-retain assertion with live occupancy unavailable.','limits':'Offline actual-method boundary doubles, not native multiplayer callback timing or ordinary input qualification. SDK callback is supported; root owns native validation.','registration_needed':'tests/test_hunter_capture.py only; parent owns tools/check.py','changed_files':files,'source_unchanged':all(sha(r/f)==v['working'] for f,v in json.loads((p/'baseline.json').read_text()).items())},indent=2)+'\n')
|
||||
print(sha(p/'fix.patch'))
|
||||
@@ -0,0 +1,51 @@
|
||||
from pathlib import Path
|
||||
import hashlib,json,subprocess
|
||||
r=Path('/home/jakub/devel/escapistsrereintroduced');p=Path('/tmp/erri-hunter-capture-2237')
|
||||
files=['addons/core/Scripts/Game/ERR/10_AI/ERR_ConvoyService.c','addons/core/Scripts/Game/ERR/10_AI/ERR_HunterService.c','tests/test_hunter_lifecycle.py','tests/test_convoy_survivors.py']
|
||||
b={}
|
||||
for f in files:
|
||||
d=(r/f).read_bytes();t=p/f;t.parent.mkdir(parents=True,exist_ok=True);t.write_bytes(d);s=p/'baseline'/f;s.parent.mkdir(parents=True,exist_ok=True);s.write_bytes(d)
|
||||
q=subprocess.run(['git','show',':'+f],cwd=r,capture_output=True);b[f]={'working':hashlib.sha256(d).hexdigest(),'index':hashlib.sha256(q.stdout).hexdigest() if q.returncode==0 else None}
|
||||
(p/'baseline.json').write_text(json.dumps(b,indent=2)+'\n')
|
||||
f=p/files[0];s=f.read_text().replace(' bool Registered;',' bool Registered;\n // Latched only for an exact tracked hunter at authoritative player entry.\n bool PlayerCaptureObserved;',1).replace('if (Registered && hq && !ERR_ConvoyRules.Captured(Entity, Group))','if (Registered && !PlayerCaptureObserved && hq && !ERR_ConvoyRules.Captured(Entity, Group))',1);f.write_text(s)
|
||||
f=p/files[1];s=f.read_text().replace('if (!mode || !mode.Active() || ERR_ConvoyRules.Captured(Entity, Group)) { super.Release(mode); return; }','if (PlayerCaptureObserved || !mode || !mode.Active() || ERR_ConvoyRules.Captured(Entity, Group)) { Downlink = null; super.Release(mode); return; }',1)
|
||||
method=''' // Entry is an ownership event, not a later occupancy sample. Keep the fact
|
||||
// even if the player exits/disconnects before the one-second hunter tick.
|
||||
void PlayerEntered(IEntity actor, IEntity entered)
|
||||
{
|
||||
if (!Replication.IsServer() || m_Stopped || !m_Mode || m_Mode != ERR_GameMode.Get()) return;
|
||||
if (!m_Mode.Active() || !actor || !entered || !m_Mode.Players()) return;
|
||||
ERR_HQ hq = ERR_HQ.Cast(m_Mode.Command());
|
||||
if (!hq || hq.Hunters() != this || !m_Mode.Players().CurrentActor(actor)) return;
|
||||
if (m_Hunters.Count() > 15) return;
|
||||
foreach (ERR_HunterVehicle unit : m_Hunters)
|
||||
{
|
||||
// Released survivors already have independent HQ ownership. Do not revoke
|
||||
// their infantry role just because the abandoned original vehicle is entered.
|
||||
if (!unit || unit.Released || !unit.Entity || !ERR_ConvoyRules.PartOf(entered, unit.Entity)) continue;
|
||||
unit.PlayerCaptureObserved = true;
|
||||
unit.Release(m_Mode);
|
||||
}
|
||||
}
|
||||
'''
|
||||
pos=s.index(' protected bool PrepareVehicleRadio(');s=s[:pos]+method+s[pos:]
|
||||
s+='''
|
||||
// Match the original hunter before native callbacks can erase current player
|
||||
// occupancy. Other vehicles and already-released crews are not adopted here.
|
||||
modded class SCR_CompartmentAccessComponent
|
||||
{
|
||||
override protected void OnCompartmentEntered(IEntity targetEntity, BaseCompartmentManagerComponent manager, int mgrID, int slotID, bool move)
|
||||
{
|
||||
if (Replication.IsServer())
|
||||
{
|
||||
ERR_GameMode mode = ERR_GameMode.Get();
|
||||
ERR_HQ hq;
|
||||
if (mode) hq = ERR_HQ.Cast(mode.Command());
|
||||
if (hq && hq.Hunters()) hq.Hunters().PlayerEntered(GetOwner(), targetEntity);
|
||||
}
|
||||
super.OnCompartmentEntered(targetEntity, manager, mgrID, slotID, move);
|
||||
}
|
||||
}
|
||||
''';f.write_text(s)
|
||||
f=p/files[2];s=f.read_text().replace('from policy_harness import ROOT, body, run','import os\nfrom pathlib import Path\nfrom policy_harness import ROOT, body, run').replace("source=ROOT/'addons/core/Scripts/Game/ERR/10_AI/ERR_HunterService.c'","source=Path(os.environ.get('ERR_HUNTER_SOURCE',ROOT/'addons/core/Scripts/Game/ERR/10_AI/ERR_HunterService.c'))").replace('bool Released=false;','bool Released=false,PlayerCaptureObserved=false;');f.write_text(s)
|
||||
f=p/files[3];f.write_text(f.read_text().replace('bool Released=false,Registered=true;','bool Released=false,Registered=true,PlayerCaptureObserved=false;'))
|
||||
@@ -0,0 +1,19 @@
|
||||
check: /tmp/err-policy-_14_mf12/check.cpp:92: int main(): Assertion `c.unit.PlayerCaptureObserved&&c.unit.Released' failed.
|
||||
Traceback (most recent call last):
|
||||
File "/tmp/erri-hunter-capture-2237/tests/test_hunter_capture.py", line 26, in <module>
|
||||
run(r'''
|
||||
~~~^^^^^
|
||||
#include <cassert>
|
||||
^^^^^^^^^^^^^^^^^^
|
||||
...<63 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-_14_mf12/check']' died with <Signals.SIGABRT: 6>.
|
||||
@@ -0,0 +1,16 @@
|
||||
{
|
||||
"files": {
|
||||
"addons/core/Scripts/Game/ERR/10_AI/ERR_ConvoyService.c": "e503e3a2eeaff638dee7fac6830cfbac6b8d87402e1191ff65aaa9961d9e0b86",
|
||||
"addons/core/Scripts/Game/ERR/10_AI/ERR_HunterService.c": "79369d5cc30cf628f02df0023157ab423e40497325dfd6a73b218757f2b689d4",
|
||||
"tests/test_hunter_lifecycle.py": "4d228ec10c3d5f02ecf0eb755ca2773e3496a2c25a1e1c355e6ec79ee2ef53b6",
|
||||
"tests/test_convoy_survivors.py": "415cf9f5d23cce363e483d4bfd0292b58ab1fb3d9e727f9581271aa65c1c3109",
|
||||
"tests/test_hunter_capture.py": "d88b3a830c350e27a08fe5977cf85247dff140b3dc9135062eb5e7774b400790"
|
||||
},
|
||||
"patch_sha256": "60e3a89f09f3db61e6e6f89756031015523dee824a5f17f46f8538c51c0689c7",
|
||||
"sdk": {
|
||||
"path": "/tmp/erri-vanilla-stock/scripts/Game/Vehicle/SCR_CompartmentAccessComponent.c",
|
||||
"sha256": "55fc213f5136080dac12e916bb20b3a11913d3e2830b05f9669ba2447965d837",
|
||||
"signature_line": 64,
|
||||
"ordering": "native general subscribers invoked first at66-67; GetOwner accessed at70; hook signature matches production override"
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,6 @@
|
||||
{
|
||||
"test_hunter_capture.py": 0,
|
||||
"test_hunter_lifecycle.py": 0,
|
||||
"test_convoy_survivors.py": 0,
|
||||
"test_convoy_lifecycle.py": 0
|
||||
}
|
||||
@@ -0,0 +1 @@
|
||||
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
|
||||
@@ -0,0 +1 @@
|
||||
PASS: actual convoy/team Release retains original active survivors and HQ identity, rejects takeover/terminal/unknown roster, preserves exact logistics quarantine and normal eligibility
|
||||
@@ -0,0 +1 @@
|
||||
PASS: actual player-entry hook latches original hunter capture before native callbacks; both release layers cancel ownership without new entities/refund; bounded current-owner guards and prior-release policy
|
||||
@@ -0,0 +1 @@
|
||||
PASS: actual hunter release preserves survivors/HQ, releases driving ownership once, delegates capture/teardown, and excludes prison/patrol/mortar from generic objective defence
|
||||
@@ -0,0 +1,123 @@
|
||||
"""Actual convoy/team release, HQ retention/eligibility and exact claim cleanup."""
|
||||
import os,re
|
||||
from pathlib import Path
|
||||
from policy_harness import ROOT,body,run
|
||||
base=Path(os.environ.get('ERR_CONVOY_SURVIVOR_ROOT',str(ROOT)))
|
||||
ai=base/'addons/core/Scripts/Game/ERR/10_AI'
|
||||
def translate(s):
|
||||
s=re.sub(r'//[^\n]*','',s).replace('override ','').replace('null','nullptr')
|
||||
s=s.replace('ERR_HQ.Cast(mode.Command())','mode.Command()')
|
||||
s=s.replace('array<AIAgent>','Array<AIAgent*>').replace('array<IEntity>','Array<IEntity*>')
|
||||
s=re.sub(r'foreach \(([^:]+):',r'for (\1:',s)
|
||||
for t in ('ERR_GameMode','SCR_AIGroup','ERR_ForceRecord','ERR_HQUnit','IEntity','AIAgent','ERR_HQ'):
|
||||
s=re.sub(r'\b'+t+r' (\w+)',t+r'* \1',s)
|
||||
for n in ('mode','m_Mode','group','Group','record','unit','actor','agent','member','hq'):
|
||||
s=re.sub(r'\b'+n+r'\.',n+'->',s)
|
||||
s=s.replace('StatusSampler.','StatusSampler->').replace('Forces().','Forces()->').replace('Command().','Command()->')
|
||||
for n in ('Replication','ERR_GameMode','ERR_Actors','ERR_ForceKind','ERR_ConvoyRules'):
|
||||
s=s.replace(n+'.',n+'::')
|
||||
s=s.replace('Combat.Held','Combat.Held')
|
||||
s=re.sub(r'ERR_HQ\* hq;',r'ERR_HQ* hq=nullptr;',s)
|
||||
s=re.sub(r'ERR_ForceRecord\* record;',r'ERR_ForceRecord* record=nullptr;',s)
|
||||
return s
|
||||
hq=ai/'ERR_HQ.c'
|
||||
# On the baseline the new helper is absent and never called; execute the old
|
||||
# release methods unchanged so the red control fails a gameplay assertion.
|
||||
retain=translate(body(hq,'bool ReleaseConvoySurvivors(')) if 'bool ReleaseConvoySurvivors(' in hq.read_text() else 'bool ReleaseConvoySurvivors(SCR_AIGroup*){return false;}'
|
||||
claims=translate(body(hq,'void ReleaseLogistics('))
|
||||
eligible=translate(body(hq,'bool Eligible(ERR_GameMode mode)')).replace('bool survivor;','bool survivor=false;')
|
||||
vehicle=translate(body(ai/'ERR_ConvoyService.c','void Release(ERR_GameMode mode)'))
|
||||
team=translate(body(ai/'ERR_SupplyConvoyTactics.c','void Release(ERR_GameMode mode)'))
|
||||
run(r'''
|
||||
#include <cassert>
|
||||
#include <vector>
|
||||
#include <algorithm>
|
||||
#include <string>
|
||||
template<class T>struct Array:std::vector<T>{using std::vector<T>::vector;int Count()const{return this->size();}void Insert(T x){this->push_back(x);}bool Contains(T x)const{return std::find(this->begin(),this->end(),x)!=this->end();}};
|
||||
struct SCR_AIGroup;struct ERR_HQ;struct ERR_GameMode;
|
||||
struct IEntity{bool alive=true,player=false,fighting=true,mounted=false;int faction=1;SCR_AIGroup*group=nullptr;};
|
||||
struct AIAgent{IEntity*actor=nullptr;int lod=0,writes=0;IEntity*GetControlledEntity(){return actor;}void SetPermanentLOD(int n){lod=n;writes++;}};
|
||||
struct SCR_AIGroup{int faction=1,players=0,lod=0;bool slave=false;Array<AIAgent*>agents;int GetFaction(){return faction;}int GetPlayerCount(bool){return players;}bool IsSlave(){return slave;}void GetAgents(Array<AIAgent*>&a){a=agents;}void SetPermanentLOD(int n){lod=n;}};
|
||||
namespace Replication{bool server=true;bool IsServer(){return server;}}
|
||||
namespace ERR_Actors{bool Alive(IEntity*a){return a&&a->alive;}bool Player(IEntity*a){return a&&a->player;}bool CanFight(IEntity*a){return Alive(a)&&a->fighting;}}
|
||||
namespace CompartmentAccessComponent{bool GetVehicleIn(IEntity*a){return a&&a->mounted;}}
|
||||
namespace ERR_ConvoyRules{bool captured=false;bool Captured(void*,SCR_AIGroup*){return captured;}}
|
||||
namespace ERR_ForceKind{enum{CONVOY,GARRISON};}
|
||||
struct ERR_ForceRecord{bool Physical=true,Eliminated=false,Pinned=true;int Kind=ERR_ForceKind::CONVOY,InitialStrength=2;std::string SourceId="original";};
|
||||
struct Ledger{ERR_ForceRecord record;bool present=true;ERR_ForceRecord*FindGroup(SCR_AIGroup*){return present?&record:nullptr;}};
|
||||
struct ERR_GameMode{static ERR_GameMode*current;bool active=true;ERR_HQ*command=nullptr;Ledger ledger;static ERR_GameMode*Get(){return current;}bool Active(){return active;}ERR_HQ*Command(){return command;}Ledger*Forces(){return &ledger;}int EnemyFaction(){return 1;}};ERR_GameMode*ERR_GameMode::current=nullptr;
|
||||
struct Sampler{bool bound=true;std::string source="original";SCR_AIGroup*group=nullptr;Array<IEntity*>members;bool released[2]={false,false};bool OwnsRoster(SCR_AIGroup*g){return bound&&g==group;}std::string InitialSourceId(){return source;}int InitialStrength(){return members.Count();}IEntity*InitialMember(int i){return members[i];}bool CanAttribute(int slot,IEntity*a,bool observe){assert(!observe);return a&&!released[slot]&&!a->player&&a->group==group&&a->faction==1;}};
|
||||
struct ERR_HQUnit{SCR_AIGroup*Group=nullptr;void*Utility=this;std::string ForceSourceId="original";Sampler*StatusSampler=nullptr;bool ReservedForSupport=true;int LogisticsReservation=0;bool PendingConvoyOrder=false,PendingOrder=false,PendingCheckin=false,Downlink=false;int pendingClears=0;bool reports=true;
|
||||
void CancelPending(){PendingConvoyOrder=PendingOrder=PendingCheckin=Downlink=false;pendingClears++;}
|
||||
'''+eligible.replace('CompartmentAccessComponent.','CompartmentAccessComponent::')+r'''
|
||||
};
|
||||
struct ERR_HQ{bool m_Stopping=false;ERR_GameMode*m_Mode=nullptr;Array<ERR_HQUnit*>m_Units;int unregistrations=0,registrations=0,equipmentStops=0;
|
||||
void UnregisterGroup(SCR_AIGroup*g){unregistrations++;equipmentStops++;for(auto u:m_Units)if(u->Group==g){u->Group=nullptr;u->Utility=nullptr;u->reports=false;}}
|
||||
'''+claims+retain+r'''
|
||||
};
|
||||
struct VehicleOwner{bool Released=false,Registered=true,PlayerCaptureObserved=false;void*InterceptOrder=nullptr;SCR_AIGroup*Group=nullptr;void*Entity=this;struct{bool Held=true;}Combat;int SupplyToken=101;bool SupplyHeld=true;int clears=0,intercepts=0;
|
||||
void ClearIntercept(void*){intercepts++;}void ClearOrder(){clears++;}
|
||||
'''+vehicle+r'''
|
||||
};
|
||||
struct TeamOwner{bool Released=false,Registered=true,PlayerCaptureObserved=false;SCR_AIGroup*Group=nullptr;int clears=0;void Clear(){clears++;}
|
||||
'''+team+r'''
|
||||
};
|
||||
struct Case{ERR_GameMode mode;ERR_HQ hq;SCR_AIGroup group,foreign;IEntity one,two,extra;AIAgent a,b,c;Sampler sampler;ERR_HQUnit unit;VehicleOwner vehicle;TeamOwner team;
|
||||
Case(){mode.command=&hq;ERR_GameMode::current=&mode;hq.m_Mode=&mode;hq.m_Units={&unit};unit.Group=&group;unit.StatusSampler=&sampler;sampler.group=&group;one.group=two.group=extra.group=&group;a.actor=&one;b.actor=&two;c.actor=&extra;sampler.members={&one,&two};group.agents={&a,&b};vehicle.Group=team.Group=&group;}
|
||||
void Release(bool passenger){if(passenger)team.Release(&mode);else vehicle.Release(&mode);}
|
||||
};
|
||||
int main(){
|
||||
for(bool passenger:{false,true}){
|
||||
Case c;c.unit.PendingConvoyOrder=true;c.unit.Downlink=true;c.Release(passenger);
|
||||
assert(c.hq.unregistrations==0&&c.unit.Group==&c.group&&c.unit.Utility&&c.unit.reports); // old release silenced living original survivors
|
||||
assert(!c.unit.ReservedForSupport&&c.unit.Eligible(&c.mode)&&!c.unit.Downlink&&c.unit.pendingClears==1);
|
||||
assert(!c.mode.ledger.record.Pinned&&c.hq.registrations==0&&c.hq.equipmentStops==0);
|
||||
assert(c.group.lod==-1&&c.a.writes==1&&c.b.writes==1);
|
||||
c.Release(passenger);assert(c.unit.pendingClears==1&&c.a.writes==1);
|
||||
}
|
||||
for(bool passenger:{false,true}){
|
||||
Case c;c.one.fighting=false;c.two.alive=false;c.group.agents={&c.a};c.Release(passenger);
|
||||
assert(c.hq.unregistrations==0&&!c.unit.Eligible(&c.mode)); // unconscious original retains future recovery/report identity
|
||||
c.one.fighting=true;assert(c.unit.Eligible(&c.mode));
|
||||
}
|
||||
{Case c;c.one.mounted=true;c.Release(false);assert(c.hq.unregistrations==0&&!c.unit.Eligible(&c.mode));c.one.mounted=false;assert(c.unit.Eligible(&c.mode));}
|
||||
for(bool passenger:{false,true})for(int bad=0;bad<22;bad++){
|
||||
Case c;
|
||||
if(bad==0)c.mode.active=false;
|
||||
if(bad==1)c.hq.m_Stopping=true;
|
||||
if(bad==2)ERR_GameMode::current=nullptr;
|
||||
if(bad==3)c.mode.command=nullptr;
|
||||
if(bad==4)c.group.players=1;
|
||||
if(bad==5)c.group.faction=2;
|
||||
if(bad==6)c.group.slave=true;
|
||||
if(bad==7)c.mode.ledger.present=false;
|
||||
if(bad==8)c.mode.ledger.record.Physical=false;
|
||||
if(bad==9)c.mode.ledger.record.Eliminated=true;
|
||||
if(bad==10)c.mode.ledger.record.Kind=ERR_ForceKind::GARRISON;
|
||||
if(bad==11)c.unit.ForceSourceId="foreign";
|
||||
if(bad==12)c.sampler.source="foreign";
|
||||
if(bad==13)c.sampler.bound=false;
|
||||
if(bad==14)c.one.group=&c.foreign;
|
||||
if(bad==15)c.one.player=true;
|
||||
if(bad==16)c.one.faction=2;
|
||||
if(bad==17)c.group.agents.Insert(&c.c);
|
||||
if(bad==18)c.group.agents.Insert(&c.a);
|
||||
if(bad==19)c.group.agents={&c.b};
|
||||
if(bad==20)c.one.alive=c.two.alive=false;
|
||||
if(bad==21)c.sampler.released[0]=true;
|
||||
c.Release(passenger);
|
||||
assert(c.hq.unregistrations==(bad==3?0:1));assert(c.unit.ReservedForSupport);
|
||||
}
|
||||
{Case c;ERR_ConvoyRules::captured=true;c.Release(false);assert(c.hq.unregistrations==1);ERR_ConvoyRules::captured=false;}
|
||||
for(bool passenger:{false,true}){Case c;c.vehicle.Registered=c.team.Registered=false;c.Release(passenger);assert(c.hq.unregistrations==1);}
|
||||
// Real HQ claim release keeps an unsettled inventory transaction quarantined,
|
||||
// ignores somebody else's token and permits retasking only after exact settlement.
|
||||
for(bool passenger:{false,true}){Case c;c.unit.LogisticsReservation=200007;c.Release(passenger);
|
||||
assert(c.unit.LogisticsReservation==200007&&!c.unit.Eligible(&c.mode));
|
||||
c.hq.ReleaseLogistics(&c.group,200008);assert(!c.unit.Eligible(&c.mode));
|
||||
c.hq.ReleaseLogistics(&c.group,200007);assert(c.unit.Eligible(&c.mode)&&c.unit.reports);
|
||||
}
|
||||
{Case c;c.unit.Downlink=true;c.unit.PendingOrder=true;c.Release(false);assert(c.unit.Downlink&&c.unit.PendingOrder&&c.unit.pendingClears==0);} // no cancellation of another owner's order
|
||||
}
|
||||
''')
|
||||
print('PASS: actual convoy/team Release retains original active survivors and HQ identity, rejects takeover/terminal/unknown roster, preserves exact logistics quarantine and normal eligibility')
|
||||
@@ -0,0 +1,93 @@
|
||||
"""Execute actual event, tracked-hunter match, bounded ancestry and both release layers."""
|
||||
import os,re
|
||||
from pathlib import Path
|
||||
from policy_harness import ROOT,body,run
|
||||
base=Path(os.environ.get('ERR_HUNTER_CAPTURE_ROOT',ROOT))
|
||||
p=base/'addons/core/Scripts/Game/ERR/10_AI'
|
||||
h=p/'ERR_HunterService.c';c=p/'ERR_ConvoyService.c'
|
||||
def tr(s):
|
||||
s=re.sub(r'//[^\n]*','',s).replace('override ','').replace('protected ','').replace('null','nullptr')
|
||||
s=s.replace('ERR_HQ.Cast(m_Mode.Command())','m_Mode.Command()').replace('ERR_HQ.Cast(mode.Command())','mode.Command()')
|
||||
s=s.replace('array<AIAgent>','Array<AIAgent*>')
|
||||
s=re.sub(r'foreach \(([^:]+):',r'for (\1:',s)
|
||||
for t in ('IEntity','ERR_GameMode','ERR_HQ','ERR_HunterVehicle','BaseCompartmentManagerComponent','ERR_ForceRecord','AIAgent'):
|
||||
s=re.sub(r'\b'+t+r' (\w+)',t+r'* \1',s)
|
||||
for n in ('m_Mode','mode','hq','unit','Group','agent','record','Recovery','entity'):
|
||||
s=re.sub(r'\b'+n+r'\.',n+'->',s)
|
||||
s=s.replace('Forces().','Forces()->').replace('Players().','Players()->').replace('Command().','Command()->').replace('Hunters().','Hunters()->')
|
||||
for n in ('Replication','ERR_GameMode','ERR_ConvoyRules','SCR_EntityHelper'):s=s.replace(n+'.',n+'::')
|
||||
s=s.replace('ERR_HQ* hq;','ERR_HQ* hq=nullptr;').replace('int depth;','int depth=0;')
|
||||
return s
|
||||
service=tr(body(h,'void PlayerEntered(')) if 'void PlayerEntered(' in h.read_text() else 'void PlayerEntered(IEntity*,IEntity*){}'
|
||||
event=tr(body(h,'override protected void OnCompartmentEntered(')).replace('super.','NativeAccess::') if 'override protected void OnCompartmentEntered(' in h.read_text() else 'void OnCompartmentEntered(IEntity* t,BaseCompartmentManagerComponent*m,int i,int s,bool b){NativeAccess::OnCompartmentEntered(t,m,i,s,b);}'
|
||||
base_release=tr(body(c,'void Release(ERR_GameMode mode)'))
|
||||
hunter_release=tr(body(h,'override void Release(ERR_GameMode mode)')).replace('super.','VehicleOwner::')
|
||||
part=tr(body(c,'static bool PartOf('))
|
||||
run(r'''
|
||||
#include <cassert>
|
||||
#include <vector>
|
||||
template<class T>struct Array:std::vector<T>{using std::vector<T>::vector;int Count(){return this->size();}};
|
||||
struct IEntity{IEntity*parent=nullptr;IEntity*GetParent(){return parent;}};
|
||||
struct AIAgent{int lod=0;void SetPermanentLOD(int n){lod=n;}};
|
||||
struct GroupType{int lod=0;AIAgent a;void SetPermanentLOD(int n){lod=n;}void GetAgents(Array<AIAgent*>&v){v={&a};}};
|
||||
struct BaseCompartmentManagerComponent{};
|
||||
struct Service;struct ERR_HQ;
|
||||
struct Roster{IEntity*current=nullptr;void*CurrentActor(IEntity*a){return a&&a==current?this:nullptr;}};
|
||||
struct ERR_ForceRecord{bool Pinned=true;};struct Ledger{ERR_ForceRecord r;ERR_ForceRecord*FindGroup(GroupType*){return &r;}};
|
||||
struct ERR_GameMode{inline static ERR_GameMode*current=nullptr;bool active=true;ERR_HQ*command=nullptr;Roster roster;Ledger ledger;static ERR_GameMode*Get(){return current;}bool Active(){return active;}ERR_HQ*Command(){return command;}Roster*Players(){return &roster;}Ledger*Forces(){return &ledger;}};
|
||||
namespace Replication{bool server=true;bool IsServer(){return server;}}
|
||||
namespace ERR_ConvoyRules{bool occupied=false;bool Captured(IEntity*,GroupType*){return occupied;}
|
||||
'''+part+r'''
|
||||
}
|
||||
struct ERR_HQ{Service*service=nullptr;int retained=0,unregistered=0,recoveries=0;Service*Hunters(){return service;}bool ReleaseConvoySurvivors(GroupType*){retained++;return true;}void UnregisterGroup(GroupType*){unregistered++;}void ReleaseRecovery(GroupType*){recoveries++;}};
|
||||
struct RecoveryTask{int stops=0;bool*captured=nullptr;void Stop(){stops++;if(captured)assert(*captured);}};
|
||||
struct VehicleOwner{bool Released=false,Registered=true,PlayerCaptureObserved=false;IEntity*Entity=nullptr;GroupType*Group=nullptr;void*InterceptOrder=nullptr;struct{bool Held=true;}Combat;int SupplyToken=7;bool SupplyHeld=true;int orders=1,clears=0;void ClearIntercept(void*){}void ClearOrder(){orders=0;clears++;}
|
||||
'''+base_release+r'''
|
||||
};
|
||||
struct ERR_HunterVehicle:VehicleOwner{RecoveryTask*Recovery=nullptr;void*Downlink=this;
|
||||
'''+hunter_release+r'''
|
||||
};
|
||||
struct Service{bool m_Stopped=false;ERR_GameMode*m_Mode=nullptr;Array<ERR_HunterVehicle*>m_Hunters;
|
||||
'''+service+r'''
|
||||
};
|
||||
struct NativeAccess{IEntity*owner=nullptr;int nativeCalls=0;IEntity*GetOwner(){return owner;}void OnCompartmentEntered(IEntity*,BaseCompartmentManagerComponent*,int,int,bool){nativeCalls++;if(ERR_GameMode::current)ERR_GameMode::current->roster.current=nullptr;ERR_ConvoyRules::occupied=false;}};
|
||||
struct Access:NativeAccess{
|
||||
'''+event+r'''
|
||||
};
|
||||
struct Case{ERR_GameMode mode,other;ERR_HQ hq,otherHQ;Service service,foreign;ERR_HunterVehicle unit;GroupType group;IEntity player,vehicle,turret,unrelated;RecoveryTask recovery;Access access;
|
||||
Case(){Replication::server=true;ERR_GameMode::current=&mode;mode.command=&hq;mode.roster.current=&player;hq.service=&service;service.m_Mode=&mode;service.m_Hunters={&unit};unit.Entity=&vehicle;unit.Group=&group;unit.Recovery=&recovery;turret.parent=&vehicle;access.owner=&player;}
|
||||
void Enter(IEntity*t=nullptr){access.OnCompartmentEntered(t?t:&turret,nullptr,1,2,false);}
|
||||
};
|
||||
int main(){
|
||||
{IEntity root;assert(ERR_ConvoyRules::PartOf(&root,&root));}
|
||||
{Case c;c.recovery.captured=&c.unit.PlayerCaptureObserved;
|
||||
// Native occupancy is not visible yet; super removes current identity to model
|
||||
// disconnect/body loss before next one-second poll. Event must win that gap.
|
||||
c.Enter();assert(c.unit.PlayerCaptureObserved&&c.unit.Released);assert(c.access.nativeCalls==1);
|
||||
assert(c.hq.unregistered==1&&c.hq.retained==0&&c.hq.recoveries==0);
|
||||
assert(c.recovery.stops==1&&c.unit.Downlink==nullptr&&c.unit.orders==0&&c.unit.clears==1);
|
||||
assert(!c.mode.ledger.r.Pinned&&c.unit.Entity==&c.vehicle&&c.unit.Group==&c.group);
|
||||
c.mode.roster.current=&c.player;c.Enter();assert(c.access.nativeCalls==2&&c.recovery.stops==1&&c.hq.unregistered==1);
|
||||
}
|
||||
for(int bad=0;bad<9;bad++){Case c;
|
||||
if(bad==0)Replication::server=false;
|
||||
if(bad==1)c.service.m_Stopped=true;
|
||||
if(bad==2)c.mode.active=false;
|
||||
if(bad==3)c.service.m_Mode=&c.other;
|
||||
if(bad==4)c.mode.command=&c.otherHQ;
|
||||
if(bad==5)c.hq.service=&c.foreign;
|
||||
if(bad==6)c.mode.roster.current=&c.unrelated;
|
||||
if(bad==7)c.unit.Entity=nullptr;
|
||||
if(bad==8)c.service.m_Hunters.resize(16,&c.unit);
|
||||
c.Enter();assert(!c.unit.PlayerCaptureObserved&&!c.unit.Released&&c.hq.unregistered==0&&c.access.nativeCalls==1);
|
||||
}
|
||||
{Case c;c.Enter(&c.unrelated);assert(!c.unit.Released&&c.access.nativeCalls==1);}
|
||||
{Case c;IEntity chain[33];for(int i=0;i<32;i++)chain[i].parent=&chain[i+1];chain[32].parent=&c.vehicle;c.Enter(&chain[0]);assert(!c.unit.Released);}
|
||||
{Case c;IEntity loop;loop.parent=&loop;c.Enter(&loop);assert(!c.unit.Released);}
|
||||
{Case c;c.Enter(&c.vehicle);assert(c.unit.Released);} // root as well as turret child
|
||||
{Case c;c.unit.Release(&c.mode);assert(c.unit.Released&&c.hq.recoveries==1&&c.hq.unregistered==0);c.Enter();assert(!c.unit.PlayerCaptureObserved&&c.hq.unregistered==0&&c.hq.recoveries==1);} // abandoned asset does not revoke independent survivors
|
||||
{Case c;c.unit.PlayerCaptureObserved=true;c.unit.Release(&c.mode);assert(c.hq.unregistered==1&&c.hq.retained==0&&!c.unit.Downlink);} // latch reaches both release layers without current occupant
|
||||
{Case c;c.service.PlayerEntered(nullptr,&c.vehicle);c.service.PlayerEntered(&c.player,nullptr);assert(!c.unit.Released);}
|
||||
}
|
||||
''')
|
||||
print('PASS: actual player-entry hook latches original hunter capture before native callbacks; both release layers cancel ownership without new entities/refund; bounded current-owner guards and prior-release policy')
|
||||
@@ -0,0 +1,48 @@
|
||||
"""Production hunter release and objective-role policy, without native spawning."""
|
||||
import os
|
||||
from pathlib import Path
|
||||
from policy_harness import ROOT, body, run
|
||||
source=Path(os.environ.get('ERR_HUNTER_SOURCE',ROOT/'addons/core/Scripts/Game/ERR/10_AI/ERR_HunterService.c'))
|
||||
s=body(source,'override void Release(ERR_GameMode mode)')
|
||||
s=s.replace('override ','').replace('super.','Native::').replace('null','nullptr')
|
||||
s=s.replace('ERR_GameMode mode','ERR_GameMode* mode').replace('ERR_ForceRecord record','ERR_ForceRecord* record')
|
||||
s=s.replace('ERR_HQ hq = ERR_HQ.Cast(mode.Command())', 'ERR_HQ* hq = mode->Command()')
|
||||
s=s.replace('array<AIAgent> agents = {};','Array<AIAgent*> agents;').replace('foreach (AIAgent agent : agents)','for (AIAgent* agent : agents)')
|
||||
for name in ('mode','record','Group','agent','hq','Recovery'):s=s.replace(name+'.',name+'->')
|
||||
s=s.replace('Forces().','Forces()->').replace('ERR_ConvoyRules.','ERR_ConvoyRules::')
|
||||
objective=body(ROOT/'addons/core/Scripts/Game/ERR/10_AI/ERR_ObjectiveDefence.c','static bool Objective(').replace('ERR_LocationKind.','ERR_LocationKind::')
|
||||
run(r'''
|
||||
#include <cassert>
|
||||
#include <vector>
|
||||
template<class T>using Array=std::vector<T>;
|
||||
struct AIAgent{int lod=0,writes=0;void SetPermanentLOD(int x){lod=x;writes++;}};
|
||||
struct GroupType{int lod=0;AIAgent agent;void SetPermanentLOD(int x){lod=x;}void GetAgents(Array<AIAgent*>& a){a={&agent};}};
|
||||
struct ERR_ForceRecord{bool Pinned=true;};
|
||||
struct Ledger{ERR_ForceRecord record;ERR_ForceRecord* FindGroup(GroupType*){return &record;}};
|
||||
struct ERR_HQ{int releases=0;void ReleaseRecovery(GroupType*){releases++;}};
|
||||
struct ERR_GameMode{bool active=true;Ledger ledger;ERR_HQ hq;bool Active(){return active;}Ledger* Forces(){return &ledger;}ERR_HQ* Command(){return &hq;}};
|
||||
namespace ERR_ConvoyRules{bool captured=false;bool Captured(void*,GroupType*){return captured;}}
|
||||
struct RecoveryTask{int stops=0;void Stop(){stops++;}};
|
||||
struct Native{RecoveryTask* Recovery=nullptr;bool Released=false,PlayerCaptureObserved=false;int delegated=0,clears=0;GroupType* Group=nullptr;void* Entity=nullptr;void* Downlink=nullptr;
|
||||
void Release(ERR_GameMode*){delegated++;Released=true;}void ClearOrder(){clears++;}
|
||||
};
|
||||
struct Hunter:Native{
|
||||
'''+s+r'''
|
||||
};
|
||||
namespace ERR_LocationKind{enum{PRISON,RADIO,EXTRACTION,PATROL,DEPOT,OUTPOST,MORTAR,HOSPITAL};}
|
||||
'''+objective+r'''
|
||||
int main(){
|
||||
ERR_GameMode mode;GroupType group;Hunter unit;unit.Group=&group;unit.Entity=&group;unit.Downlink=&mode;RecoveryTask recovery;unit.Recovery=&recovery;
|
||||
unit.Release(&mode);assert(unit.Released&&!unit.Downlink&&unit.clears==1&&unit.delegated==0);
|
||||
assert(recovery.stops==1);
|
||||
assert(!mode.ledger.record.Pinned&&mode.hq.releases==1&&group.lod==-1&&group.agent.writes==1);
|
||||
assert(unit.Entity==&group&&unit.Group==&group); // living and dead actors/vehicle are preserved
|
||||
unit.Release(&mode);assert(unit.clears==1&&mode.hq.releases==1&&group.agent.writes==1);
|
||||
Hunter captured;ERR_ConvoyRules::captured=true;captured.Release(&mode);assert(captured.delegated==1&&mode.hq.releases==1);
|
||||
ERR_ConvoyRules::captured=false;Hunter stopped;mode.active=false;stopped.Release(&mode);assert(stopped.delegated==1);
|
||||
Hunter missing;missing.Release(nullptr);assert(missing.delegated==1);
|
||||
assert(Objective(ERR_LocationKind::RADIO)&&Objective(ERR_LocationKind::DEPOT)&&Objective(ERR_LocationKind::OUTPOST)&&Objective(ERR_LocationKind::EXTRACTION));
|
||||
assert(!Objective(ERR_LocationKind::PRISON)&&!Objective(ERR_LocationKind::PATROL)&&!Objective(ERR_LocationKind::MORTAR));
|
||||
}
|
||||
''')
|
||||
print('PASS: actual hunter release preserves survivors/HQ, releases driving ownership once, delegates capture/teardown, and excludes prison/patrol/mortar from generic objective defence')
|
||||
@@ -0,0 +1,717 @@
|
||||
PASS: actual objective overlay lifecycle preserves separate ownership, late readiness/reopen, data refresh, pan/zoom/culling, supported sibling/shared-frame parents, coordinate offsets, native task-clear isolation and terminal cleanup; native rendering remains unverified
|
||||
PASS: actual map element initializes each widget, retries missing widgets, updates position and changes only stale text/icon data; no native image-load claim
|
||||
PASS: actual native fixture root/config ownership and idempotent cleanup preserve foreign map, selector excludes ordinary route, fixed budgets/screenshots/UGC boundaries retained; native operations not executed
|
||||
PASS: actual full Inspect rejects canvas parenting, wrong active container/canvas, omitted origin offset, wrong rendered box and stale coordinates; differing origins and DPI accepted
|
||||
PASS: actual long-warning phases retain visible label through1500ms checkpoint then restore radio before close; synthetic marker separated from unmoved player
|
||||
PASS: actual Center places marker100screenpx left of pan center at both fixture zooms without altering disclosed coordinates
|
||||
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 protected/capped damage plus exact-actor terminal fixture bypass through delayed native damage, fail-closed ownership and untouched ordinary actor; no native claim
|
||||
PASS: actual full planner selection/commit body, 360 equivalence scenarios, orders/reservations/cooldowns identical; one128-unit scan vs >10000 repeated unit visits; no FPS claim
|
||||
PASS: actual observer monitor/recovery/cleanup rejects retained old controller, preserves new camera/editor/hints/timer, restarts once and retains normal recovery; native effects modeled from SDK, no runtime claim
|
||||
PASS: former chat controller releases only its own callbacks and preserves replacement menu; current-owner stop/scope and repeated teardown remain intact
|
||||
PASS: wrong observer fixture selector rejected before runtime/profile setup; no engine launched
|
||||
PASS: actual depot radio/planning/two-leg state transitions, fixed deadline, late proof quarantine, finite import and no adoption after Stop
|
||||
PASS: actual depot HQ lifecycle, existing planner priority, server/mode/owner gates, idempotent polling and owner replacement
|
||||
PASS: actual full depot leaf, exact custody, isolated callbacks, finite reservation, false/unknown and Stop quarantine, once-only delivery and caps; native movement unqualified
|
||||
PASS: actual authored identity capture, READY-only detached provenance, same shared stock admission, completed exact two-leg proof, lifetime caps and Stop no late adoption
|
||||
usage: test_native_mounted_intercept.py [-h] [--steam STEAM]
|
||||
[--external-addons EXTERNAL_ADDONS]
|
||||
--compat COMPAT --profile PROFILE
|
||||
[--smoke {normal-escape-route,escape-route,optional-site-skip,infantry-combat,medical-combat,hunter-faction,unconscious-camera,objective-map,town-garrisons,site-garrisons,radio-interaction,enemy-loadout,aggression,air-logistics,air-assault,air-recon,airfield-markers,opening-tools,mortar-station,generated-sites,hq-local-handoff,infantry-transfer,hq-body,convoy,supply-convoys,mounted-ammo,alarm-hearing,hq-memory,hq-awareness,aircraft-field,aircraft-route,native-end-active,native-end-preparing,aircraft-control,aircraft-cancel,aircraft-translate,map-ownership,mortar-refresh,mortar-salvo,mortar-courier,station-teardown,prison-breach,powered-flight,powered-translate,local-admission,mortar-expiry,mortar-transfer,mortar-fire,patrol-hq,victory,lost-helicopter,player-death,radio-network,hq-response,mortar-inventory,startup-failure,site-survey,cache-loss,extraction-capacity,early-helicopter-loss,extraction-startup-failure,extraction-boundary-failure,transport-loss,transport-survey,lifecycle,objective-ui,recovery,prisoner-kit,medical,casualty-load,casualty-direct,casualty-bench,casualty-remove,environment,environment-restart,patrols,radio-document-loss,radio-document-loss-partial,guard-cancel,casualty-service}]
|
||||
[--maintenance-refuel]
|
||||
[--mounted-swap-eligibility]
|
||||
[--mine-stock] [--mounted-courier]
|
||||
[--mounted-intercept] [--convoy-cover]
|
||||
[--field-terrain-audit]
|
||||
[--field-service-cancel]
|
||||
[--route-service-cancel]
|
||||
[--station-teardown-diagnostics]
|
||||
[--flight-autohover]
|
||||
[--flight-action-inputs]
|
||||
[--flight-input-diagnostics]
|
||||
[--recon-takeover-only]
|
||||
[--body-recovery-only]
|
||||
[--rounds ROUNDS] [--timeout TIMEOUT]
|
||||
[--project {core,chat}]
|
||||
test_native_mounted_intercept.py: error: --mounted-intercept requires Chat --smoke convoy, one round and timeout at least900 seconds
|
||||
usage: test_native_mounted_intercept.py [-h] [--steam STEAM]
|
||||
[--external-addons EXTERNAL_ADDONS]
|
||||
--compat COMPAT --profile PROFILE
|
||||
[--smoke {normal-escape-route,escape-route,optional-site-skip,infantry-combat,medical-combat,hunter-faction,unconscious-camera,objective-map,town-garrisons,site-garrisons,radio-interaction,enemy-loadout,aggression,air-logistics,air-assault,air-recon,airfield-markers,opening-tools,mortar-station,generated-sites,hq-local-handoff,infantry-transfer,hq-body,convoy,supply-convoys,mounted-ammo,alarm-hearing,hq-memory,hq-awareness,aircraft-field,aircraft-route,native-end-active,native-end-preparing,aircraft-control,aircraft-cancel,aircraft-translate,map-ownership,mortar-refresh,mortar-salvo,mortar-courier,station-teardown,prison-breach,powered-flight,powered-translate,local-admission,mortar-expiry,mortar-transfer,mortar-fire,patrol-hq,victory,lost-helicopter,player-death,radio-network,hq-response,mortar-inventory,startup-failure,site-survey,cache-loss,extraction-capacity,early-helicopter-loss,extraction-startup-failure,extraction-boundary-failure,transport-loss,transport-survey,lifecycle,objective-ui,recovery,prisoner-kit,medical,casualty-load,casualty-direct,casualty-bench,casualty-remove,environment,environment-restart,patrols,radio-document-loss,radio-document-loss-partial,guard-cancel,casualty-service}]
|
||||
[--maintenance-refuel]
|
||||
[--mounted-swap-eligibility]
|
||||
[--mine-stock] [--mounted-courier]
|
||||
[--mounted-intercept] [--convoy-cover]
|
||||
[--field-terrain-audit]
|
||||
[--field-service-cancel]
|
||||
[--route-service-cancel]
|
||||
[--station-teardown-diagnostics]
|
||||
[--flight-autohover]
|
||||
[--flight-action-inputs]
|
||||
[--flight-input-diagnostics]
|
||||
[--recon-takeover-only]
|
||||
[--body-recovery-only]
|
||||
[--rounds ROUNDS] [--timeout TIMEOUT]
|
||||
[--project {core,chat}]
|
||||
test_native_mounted_intercept.py: error: --mounted-intercept requires Chat --smoke convoy, one round and timeout at least900 seconds
|
||||
usage: test_native_mounted_intercept.py [-h] [--steam STEAM]
|
||||
[--external-addons EXTERNAL_ADDONS]
|
||||
--compat COMPAT --profile PROFILE
|
||||
[--smoke {normal-escape-route,escape-route,optional-site-skip,infantry-combat,medical-combat,hunter-faction,unconscious-camera,objective-map,town-garrisons,site-garrisons,radio-interaction,enemy-loadout,aggression,air-logistics,air-assault,air-recon,airfield-markers,opening-tools,mortar-station,generated-sites,hq-local-handoff,infantry-transfer,hq-body,convoy,supply-convoys,mounted-ammo,alarm-hearing,hq-memory,hq-awareness,aircraft-field,aircraft-route,native-end-active,native-end-preparing,aircraft-control,aircraft-cancel,aircraft-translate,map-ownership,mortar-refresh,mortar-salvo,mortar-courier,station-teardown,prison-breach,powered-flight,powered-translate,local-admission,mortar-expiry,mortar-transfer,mortar-fire,patrol-hq,victory,lost-helicopter,player-death,radio-network,hq-response,mortar-inventory,startup-failure,site-survey,cache-loss,extraction-capacity,early-helicopter-loss,extraction-startup-failure,extraction-boundary-failure,transport-loss,transport-survey,lifecycle,objective-ui,recovery,prisoner-kit,medical,casualty-load,casualty-direct,casualty-bench,casualty-remove,environment,environment-restart,patrols,radio-document-loss,radio-document-loss-partial,guard-cancel,casualty-service}]
|
||||
[--maintenance-refuel]
|
||||
[--mounted-swap-eligibility]
|
||||
[--mine-stock] [--mounted-courier]
|
||||
[--mounted-intercept] [--convoy-cover]
|
||||
[--field-terrain-audit]
|
||||
[--field-service-cancel]
|
||||
[--route-service-cancel]
|
||||
[--station-teardown-diagnostics]
|
||||
[--flight-autohover]
|
||||
[--flight-action-inputs]
|
||||
[--flight-input-diagnostics]
|
||||
[--recon-takeover-only]
|
||||
[--body-recovery-only]
|
||||
[--rounds ROUNDS] [--timeout TIMEOUT]
|
||||
[--project {core,chat}]
|
||||
test_native_mounted_intercept.py: error: --mounted-intercept requires Chat --smoke convoy, one round and timeout at least900 seconds
|
||||
usage: test_native_mounted_intercept.py [-h] [--steam STEAM]
|
||||
[--external-addons EXTERNAL_ADDONS]
|
||||
--compat COMPAT --profile PROFILE
|
||||
[--smoke {normal-escape-route,escape-route,optional-site-skip,infantry-combat,medical-combat,hunter-faction,unconscious-camera,objective-map,town-garrisons,site-garrisons,radio-interaction,enemy-loadout,aggression,air-logistics,air-assault,air-recon,airfield-markers,opening-tools,mortar-station,generated-sites,hq-local-handoff,infantry-transfer,hq-body,convoy,supply-convoys,mounted-ammo,alarm-hearing,hq-memory,hq-awareness,aircraft-field,aircraft-route,native-end-active,native-end-preparing,aircraft-control,aircraft-cancel,aircraft-translate,map-ownership,mortar-refresh,mortar-salvo,mortar-courier,station-teardown,prison-breach,powered-flight,powered-translate,local-admission,mortar-expiry,mortar-transfer,mortar-fire,patrol-hq,victory,lost-helicopter,player-death,radio-network,hq-response,mortar-inventory,startup-failure,site-survey,cache-loss,extraction-capacity,early-helicopter-loss,extraction-startup-failure,extraction-boundary-failure,transport-loss,transport-survey,lifecycle,objective-ui,recovery,prisoner-kit,medical,casualty-load,casualty-direct,casualty-bench,casualty-remove,environment,environment-restart,patrols,radio-document-loss,radio-document-loss-partial,guard-cancel,casualty-service}]
|
||||
[--maintenance-refuel]
|
||||
[--mounted-swap-eligibility]
|
||||
[--mine-stock] [--mounted-courier]
|
||||
[--mounted-intercept] [--convoy-cover]
|
||||
[--field-terrain-audit]
|
||||
[--field-service-cancel]
|
||||
[--route-service-cancel]
|
||||
[--station-teardown-diagnostics]
|
||||
[--flight-autohover]
|
||||
[--flight-action-inputs]
|
||||
[--flight-input-diagnostics]
|
||||
[--recon-takeover-only]
|
||||
[--body-recovery-only]
|
||||
[--rounds ROUNDS] [--timeout TIMEOUT]
|
||||
[--project {core,chat}]
|
||||
test_native_mounted_intercept.py: error: --mounted-intercept requires Chat --smoke convoy, one round and timeout at least900 seconds
|
||||
usage: test_native_mounted_intercept.py [-h] [--steam STEAM]
|
||||
[--external-addons EXTERNAL_ADDONS]
|
||||
--compat COMPAT --profile PROFILE
|
||||
[--smoke {normal-escape-route,escape-route,optional-site-skip,infantry-combat,medical-combat,hunter-faction,unconscious-camera,objective-map,town-garrisons,site-garrisons,radio-interaction,enemy-loadout,aggression,air-logistics,air-assault,air-recon,airfield-markers,opening-tools,mortar-station,generated-sites,hq-local-handoff,infantry-transfer,hq-body,convoy,supply-convoys,mounted-ammo,alarm-hearing,hq-memory,hq-awareness,aircraft-field,aircraft-route,native-end-active,native-end-preparing,aircraft-control,aircraft-cancel,aircraft-translate,map-ownership,mortar-refresh,mortar-salvo,mortar-courier,station-teardown,prison-breach,powered-flight,powered-translate,local-admission,mortar-expiry,mortar-transfer,mortar-fire,patrol-hq,victory,lost-helicopter,player-death,radio-network,hq-response,mortar-inventory,startup-failure,site-survey,cache-loss,extraction-capacity,early-helicopter-loss,extraction-startup-failure,extraction-boundary-failure,transport-loss,transport-survey,lifecycle,objective-ui,recovery,prisoner-kit,medical,casualty-load,casualty-direct,casualty-bench,casualty-remove,environment,environment-restart,patrols,radio-document-loss,radio-document-loss-partial,guard-cancel,casualty-service}]
|
||||
[--maintenance-refuel]
|
||||
[--mounted-swap-eligibility]
|
||||
[--mine-stock] [--mounted-courier]
|
||||
[--mounted-intercept] [--convoy-cover]
|
||||
[--field-terrain-audit]
|
||||
[--field-service-cancel]
|
||||
[--route-service-cancel]
|
||||
[--station-teardown-diagnostics]
|
||||
[--flight-autohover]
|
||||
[--flight-action-inputs]
|
||||
[--flight-input-diagnostics]
|
||||
[--recon-takeover-only]
|
||||
[--body-recovery-only]
|
||||
[--rounds ROUNDS] [--timeout TIMEOUT]
|
||||
[--project {core,chat}]
|
||||
test_native_mounted_intercept.py: error: --mounted-intercept and --convoy-cover are mutually exclusive
|
||||
PASS: actual native interception witness requires real radio cursor/lineage, original actor identities, fixed movement/hold/expiry/resume and immutable deadline; no movement/delivery injection
|
||||
PASS: actual CLI rejects wrong mode/project/rounds/899s/conflict before runtime; valid flag and terminal branch identify synthetic-observation qualification
|
||||
PASS: visible base hook and actual fixture override delegate once; delivery proof uses retained pre-super route only on successful production transition
|
||||
actual mounted HQ dispatch planning, radio, ownership and lifecycle checks passed
|
||||
PASS: actual mounted intercept eligibility/order chronology, fixed destinations, native road selection bounds, width, segment heading, clearance and settlement delegation; no native driving claim
|
||||
PASS: actual Tick clock initialization admits fractional first ticks and expires without extending the original start
|
||||
PASS: actual finite conservation/deadline/callback policies; read-only selection, bounded once-only inventory submission and no can refill; native transfer not executed
|
||||
PASS: actual exact-context membership, bounded identity/reach gates, native start/cache/eligibility ordering and no duplicate/foreign action start; fuel manager identity and empty-can headroom guards checked
|
||||
PASS: actual detached node/value snapshot and conservation refuse mismatched lengths before indexed reads, retain original identities under native out-array aliasing and log bounded counts once; native cause remains unknown
|
||||
PASS: actual mine evidence sealing/recovery, historical coarse publication, caps, canonical ownership, marker join retry/owner-change/stop; native arming and replicated vector-array transport untested
|
||||
PASS: actual full document recovery retains authored/sealed targets, one shared spent ledger, retry/exhaustion semantics and canonical multi-player ownership alongside supplemental mine intel
|
||||
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: actual player-entry hook latches original hunter capture before native callbacks; both release layers cancel ownership without new entities/refund; bounded current-owner guards and prior-release policy
|
||||
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: actual helicopter delay applies resolved Random values, preserves countdown on save failure, and leaves active flights running
|
||||
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: real sampling handles absent airports and extraction clearance preserves geometry/navigation/flatness while selecting the correct aircraft survey
|
||||
PASS: universal connector, embedded/standalone exports, multiple terrains, 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: configured airport parsing, bounded readiness, stale admission rejection and cleanup wiring
|
||||
PASS: automatic default, explicit header/CLI opt-out, editor/authored-mode guards, optional airport override precedence and fresh-round saving guard
|
||||
PASS: singleton identity guards, paired faction deserialization and client world-cleanup wiring
|
||||
PASS: task/map/respawn getters survive delayed old destruction and preserve ordinary-mode behavior
|
||||
PASS: replication hierarchy refuses absent/aliased nodes and establishes delivery dependencies idempotently
|
||||
PASS: standalone old faction delegates collected once, with null/deleted owners ignored
|
||||
PASS: actual terrain takeover startup skips mode-less/menu worlds, always forwards super, retains eligible/unsupported/authored/client/editor semantics
|
||||
PASS: native name callback preserves authored modes, opt-outs and failures; confirmed takeover metadata restores on cleanup without changing scenario resource or overwriting later titles
|
||||
PASS: saved terrain GUIDs, defaults, restart persistence, clearing, backup recovery, corrupt-file preservation, write failures, and client write denial
|
||||
PASS: startup terrain capture protects client/editor/menu worlds, default behavior, same-map loads and reload-loop recovery
|
||||
PASS: actual transition waits for native startup, disconnects without bans, requires an empty session, retains every loaded mod, bounds waiting and consumes requests once
|
||||
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 designated zero/one original carrier selection, settled startup, shared finite claims, no refund after submission
|
||||
PASS: actual HQ startup grant readiness forwarding is authoritative and fail-closed
|
||||
PASS: actual finite PMN4 designated-zero/one entitlement, pinned original ownership, shared commit, physical custody, callback quarantine/deletion and no retry
|
||||
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 requested check-ins and non-urgent detached carried-mine status
|
||||
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 0.240s
|
||||
|
||||
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 optional candidate barrier, exact callback/custody proof and unchanged mine/primary snapshots; no native transfer claim
|
||||
Native finite mine-stock runner: parser, scope, exclusions and command pass
|
||||
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 carried PMN4 inventory, original-owner guards, bounded deduplication, independent unknown state and detached counts
|
||||
PASS: actual mounted hierarchy sampling, ownership exclusion, deduplication, completeness/caps, quarter threshold and detached validation; no runtime policy or ammunition mutation
|
||||
PASS: WORKBENCH opt-in diagnostics distinguish cycles/cap/storage/manager/mount failures without repeated native traversal
|
||||
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 3.350s
|
||||
|
||||
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/team Release retains original active survivors and HQ identity, rejects takeover/terminal/unknown roster, preserves exact logistics quarantine and normal eligibility
|
||||
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 combat start releases only exact intercept claims before owning route/orders; foreign claim defers combat takeover
|
||||
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: exact optional PMN4 startup, primary callback independence, original owner,128 capacity/callback limits, terminal no-retry and callback-proven freeze
|
||||
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 256-record cap and detached carried-mine radio delivery/chronology
|
||||
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: automatic inventory one-shot roll, exact item ownership, finite compatible ammo, rejection, capture/stop, deletion, loot and late callback quarantine
|
||||
PASS: enabled/valid catalog eligibility, category restrictions, content filtering, GUID deduplication across factions and bounded catalogs
|
||||
PASS: actual engineer mine preparation/deadline, original custody/identity, once-only callback removal, cancellation quarantine, withdrawal/clearance, native refusal and owned-action cleanup; native execution untested
|
||||
PASS: actual road mine-site annulus/bend geometry, deterministic bounded candidates, server/query limits, and native ground/water/obstruction rejection; no runtime placement claim
|
||||
PASS: actual HQ mine admission, one site query per tick, maximum two active/32 retained jobs, delivered-only original post, once-per-unit refusal latch, 256-item ceiling and maintenance/teardown ownership
|
||||
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 0.022s
|
||||
|
||||
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 0.380s
|
||||
|
||||
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 fifteen 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: item editor, preset controls and dynamic item-row layout are structurally valid
|
||||
PASS: catalog requests use authenticated sessions, independent admin page selections, loaded-mod allowlisting, bounded pages and allowlisted item mutations
|
||||
PASS: actual item rules, shared-source conflicts, missing/returning mods, bulk reset, independent named presets, bounds, malformed data and failed-save state preservation
|
||||
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 0.228s
|
||||
|
||||
OK
|
||||
......................
|
||||
----------------------------------------------------------------------
|
||||
Ran 22 tests in 22.764s
|
||||
|
||||
OK
|
||||
..................
|
||||
----------------------------------------------------------------------
|
||||
Ran 18 tests in 2.638s
|
||||
|
||||
OK
|
||||
.........
|
||||
----------------------------------------------------------------------
|
||||
Ran 9 tests in 2.113s
|
||||
|
||||
OK
|
||||
...............
|
||||
----------------------------------------------------------------------
|
||||
Ran 15 tests in 0.992s
|
||||
|
||||
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 0.535s
|
||||
|
||||
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 0.582s
|
||||
|
||||
OK
|
||||
......................
|
||||
----------------------------------------------------------------------
|
||||
Ran 22 tests in 0.165s
|
||||
|
||||
OK
|
||||
................
|
||||
----------------------------------------------------------------------
|
||||
Ran 16 tests in 9.117s
|
||||
|
||||
OK
|
||||
......
|
||||
----------------------------------------------------------------------
|
||||
Ran 6 tests in 0.016s
|
||||
|
||||
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 0.049s
|
||||
|
||||
OK
|
||||
.............
|
||||
----------------------------------------------------------------------
|
||||
Ran 13 tests in 4.423s
|
||||
|
||||
OK
|
||||
PASS: actual route gain/caps/braking, callback selection, old landing/cancellation control and matching read-only telemetry
|
||||
..............................
|
||||
----------------------------------------------------------------------
|
||||
Ran 30 tests in 0.371s
|
||||
|
||||
OK
|
||||
..............
|
||||
----------------------------------------------------------------------
|
||||
Ran 14 tests in 0.185s
|
||||
|
||||
OK
|
||||
.........
|
||||
----------------------------------------------------------------------
|
||||
Ran 9 tests in 0.101s
|
||||
|
||||
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 0.079s
|
||||
|
||||
OK
|
||||
.......................
|
||||
----------------------------------------------------------------------
|
||||
Ran 23 tests in 0.029s
|
||||
|
||||
OK
|
||||
PASS: actual initial WAITING task/guide copy, configured duration, unchanged interruption and rounded progress; native task assertion pending
|
||||
........
|
||||
----------------------------------------------------------------------
|
||||
Ran 8 tests in 0.010s
|
||||
|
||||
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 0.474s
|
||||
|
||||
OK
|
||||
......
|
||||
----------------------------------------------------------------------
|
||||
Ran 6 tests in 0.066s
|
||||
|
||||
OK
|
||||
.................
|
||||
----------------------------------------------------------------------
|
||||
Ran 17 tests in 0.004s
|
||||
|
||||
OK
|
||||
...........
|
||||
----------------------------------------------------------------------
|
||||
Ran 11 tests in 0.075s
|
||||
|
||||
OK
|
||||
.........
|
||||
----------------------------------------------------------------------
|
||||
Ran 9 tests in 0.294s
|
||||
|
||||
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 0.109s
|
||||
|
||||
OK
|
||||
...............
|
||||
----------------------------------------------------------------------
|
||||
Ran 15 tests in 0.035s
|
||||
|
||||
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 ownership and scoped timer cancellation, current-controller preservation/reacquisition, hint retry/dedup and observer 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 1.209s
|
||||
|
||||
OK
|
||||
PASS: actual three-state result wording and UI refresh; stale winner IDs never manufacture escape
|
||||
...........
|
||||
----------------------------------------------------------------------
|
||||
Ran 11 tests in 0.095s
|
||||
|
||||
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 0.207s
|
||||
|
||||
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 0.097s
|
||||
|
||||
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 0.176s
|
||||
|
||||
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 0.032s
|
||||
|
||||
OK
|
||||
...........
|
||||
----------------------------------------------------------------------
|
||||
Ran 11 tests in 0.034s
|
||||
|
||||
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 11.644s
|
||||
|
||||
OK
|
||||
.......
|
||||
----------------------------------------------------------------------
|
||||
Ran 7 tests in 0.224s
|
||||
|
||||
OK
|
||||
..............
|
||||
----------------------------------------------------------------------
|
||||
Ran 14 tests in 2.169s
|
||||
|
||||
OK
|
||||
....
|
||||
----------------------------------------------------------------------
|
||||
Ran 4 tests in 0.280s
|
||||
|
||||
OK
|
||||
....
|
||||
----------------------------------------------------------------------
|
||||
Ran 4 tests in 0.051s
|
||||
|
||||
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 1.797s
|
||||
|
||||
OK
|
||||
.....
|
||||
----------------------------------------------------------------------
|
||||
Ran 5 tests in 1.042s
|
||||
|
||||
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 0.148s
|
||||
|
||||
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 0.017s
|
||||
|
||||
OK
|
||||
..........
|
||||
----------------------------------------------------------------------
|
||||
Ran 10 tests in 0.002s
|
||||
|
||||
OK
|
||||
.....
|
||||
----------------------------------------------------------------------
|
||||
Ran 5 tests in 0.874s
|
||||
|
||||
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 0.520s
|
||||
|
||||
OK
|
||||
.
|
||||
----------------------------------------------------------------------
|
||||
Ran 1 test in 0.321s
|
||||
|
||||
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 1.981s
|
||||
|
||||
OK
|
||||
..............................................
|
||||
----------------------------------------------------------------------
|
||||
Ran 46 tests in 0.786s
|
||||
|
||||
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: 35 prefabs have unique saved root entity IDs
|
||||
PASS: 299 original script entries tracked across 18 unfinished responsibilities
|
||||
PASS: 1 isolated addons, acyclic dependencies, 58 unique resources, exact vanilla/authorized external references
|
||||
All repository checks passed. Native compilation and multiplayer tests are separate requirements.
|
||||
Suite exit 0 programs 292 unchanged True
|
||||
@@ -0,0 +1,29 @@
|
||||
{
|
||||
"kind": "Active original hunter capture fix",
|
||||
"authored_files": 420,
|
||||
"regression_programs": 292,
|
||||
"normal_assertions": 63,
|
||||
"normal_completions": 1,
|
||||
"normal_script_failures": 0,
|
||||
"normal_engine_errors": 13,
|
||||
"cleanup_source_external_unchanged": true,
|
||||
"strict_native_failure_retained": true,
|
||||
"native_capture_callback_tested": false,
|
||||
"multiplayer_tested": false,
|
||||
"performance_tested": false,
|
||||
"new_package_created": false,
|
||||
"latest_candidate_preserved_files": 429,
|
||||
"original_reference_files_unchanged": 533,
|
||||
"baseline_paths": 10250,
|
||||
"changed_existing_paths": [
|
||||
"tests/test_convoy_survivors.py",
|
||||
"addons/core/Scripts/Game/ERR/10_AI/ERR_ConvoyService.c",
|
||||
"addons/core/Scripts/Game/ERR/10_AI/ERR_HunterService.c",
|
||||
"tests/test_hunter_lifecycle.py",
|
||||
"tools/check.py"
|
||||
],
|
||||
"added_test": "tests/test_hunter_capture.py",
|
||||
"index_diff_sha256": "670073db5d7531aca4466cc9d2827d10a46bfcfbd35f27ac97724de9d2fd3725",
|
||||
"scope": "Current admitted player entering active tracked hunter; entry before native callbacks latches capture and releases existing HQ ownership. Already-released infantry roles remain independent. No replacement/refund or actor deletion.",
|
||||
"limits": "Actual-method regression doubles native boundaries; normal native run verifies compilation and base-loop integration, not player capture timing or remote-client behavior."
|
||||
}
|
||||
@@ -0,0 +1,35 @@
|
||||
from pathlib import Path
|
||||
import sys,hashlib,json,subprocess,importlib.util,time,traceback,os
|
||||
R=Path('/home/jakub/devel/escapistsrereintroduced');B=Path('/tmp/erri-gameplay-root-2237');sys.path.insert(0,str(R/'tools'))
|
||||
sha=lambda p:hashlib.sha256(p.read_bytes()).hexdigest()
|
||||
from source_manifest import addon_manifest
|
||||
def capture_inputs():
|
||||
result=addon_manifest(R)
|
||||
for folder in ['tests','tools','terrain-profiles','terrain-adapters','terrain-integrations']:
|
||||
result.update({str(p.relative_to(R)):sha(p) for p in (R/folder).rglob('*') if p.is_file() and '__pycache__' not in p.parts and p.suffix != '.pyc'})
|
||||
result.update({str(p.relative_to(R)):sha(p) for p in (R/'docs').iterdir() if p.is_file()})
|
||||
for name in ['README.md','.gitignore']: result[name]=sha(R/name)
|
||||
return result
|
||||
inputs=capture_inputs()
|
||||
(B/'suite-inputs.json').write_text(json.dumps(inputs,indent=2)+'\n')
|
||||
removed_overrides={key:os.environ.pop(key) for key in list(os.environ) if key.startswith('ERR_')}
|
||||
original=subprocess.run;programs=[]
|
||||
def track(args,*a,**kw):
|
||||
entry=None
|
||||
if isinstance(args,list) and len(args)>1 and str(args[1]).startswith(str(R/'tests')+'/'):
|
||||
entry={'path':str(Path(args[1]).relative_to(R)),'exit':None};programs.append(entry)
|
||||
try:result=original(args,*a,**kw)
|
||||
except subprocess.CalledProcessError as error:
|
||||
if entry is not None:entry['exit']=error.returncode
|
||||
raise
|
||||
if entry is not None:entry['exit']=result.returncode
|
||||
return result
|
||||
subprocess.run=track
|
||||
spec=importlib.util.spec_from_file_location('repository_check',R/'tools/check.py');module=importlib.util.module_from_spec(spec);spec.loader.exec_module(module)
|
||||
code=0;started=time.monotonic()
|
||||
try:module.check()
|
||||
except Exception:traceback.print_exc();code=1
|
||||
unchanged=capture_inputs()==inputs;code=code or int(not unchanged)
|
||||
(B/'suite-result.json').write_text(json.dumps({'exit':code,'seconds':round(time.monotonic()-started,2),'inputs_unchanged':unchanged,'removed_override_names':sorted(removed_overrides),'regression_programs':len(programs),'programs':programs},indent=2)+'\n')
|
||||
print('Suite exit',code,'programs',len(programs),'unchanged',unchanged)
|
||||
raise SystemExit(code)
|
||||
@@ -0,0 +1,84 @@
|
||||
{
|
||||
"verdict": "Source/API design is feasible with explicit pre-cleanup capture latch and authoritative current-owner guards; implementation and native remote callback timing not qualified.",
|
||||
"scope": "Read-only SDK/current-source review of proposed original-hunter entry-event migration. No native, target or original writes; no tests executed.",
|
||||
"proposal": "/tmp/erri-next-gameplay-2156/proposal.json",
|
||||
"native_api": [
|
||||
{
|
||||
"path": "/tmp/erri-vanilla-stock/scripts/Game/generated/Components/CompartmentAccessComponent.c",
|
||||
"line": 84,
|
||||
"signature": "event protected void OnCompartmentEntered(IEntity targetEntity, BaseCompartmentManagerComponent manager, int mgrID, int slotID, bool move);",
|
||||
"claim": "Declared native event. Match exact argument names in override; prior native compile demonstrated strict name matching."
|
||||
},
|
||||
{
|
||||
"path": "/tmp/erri-vanilla-stock/scripts/Game/Vehicle/SCR_CompartmentAccessComponent.c",
|
||||
"line": 64,
|
||||
"claim": "Vanilla override first invokes generic compartment-enter listeners, then registers life-state listener and adjusts turret inputs, then checks PlayerManager.GetPlayerIdFromControlledEntity(character) before player-specific event. Call super exactly once for both ignored and handled events."
|
||||
},
|
||||
{
|
||||
"path": "/tmp/erri-vanilla-stock/scripts/Game/generated/Network/PlayerManager.c",
|
||||
"line": 45,
|
||||
"claim": "GetPlayerControlledEntity(int), GetPlayerIdFromControlledEntity(IEntity), GetPlayerController(int) provide server-capable ownership checks. A server hook must not require local GetGame().GetPlayerController equality."
|
||||
},
|
||||
{
|
||||
"path": "/tmp/erri-vanilla-stock/scripts/Game/Player/SCR_PlayerController.c",
|
||||
"line": 224,
|
||||
"claim": "OnControlledEntityChanged invokes its subscriber before character cache/settings changes. It is a distinct event from compartment entry; adoption of an already-seated body is not proven covered by a compartment-only hook."
|
||||
}
|
||||
],
|
||||
"recommended_contract": [
|
||||
"Use server-only pre-super compartment entry. Current mode must be active, equal ERR_GameMode.Get(), and own the exact current HQ and hunter service. Ignore missing game/manager/target/owner and stale service.",
|
||||
"At event time require positive PlayerManager player id for exact component owner and reciprocal GetPlayerControlledEntity(id)==owner. This handles remote players without relying on listen-server local controller. Do not require consciousness; unconscious entry is still player capture. Roster-only gating would narrow predecessor semantics for player-controlled non-roster bodies and should be an explicit choice.",
|
||||
"Match callback target to the exact already-tracked original hunter root through bounded ancestry (existing PartOf cap32), never vehicle prefab/nearby position/new current vehicle fallback. Do not discover/adopt new hunters. Parent scope: reject Released records; this is capture of active driving ownership, not later cleanup of independent infantry.",
|
||||
"Set an irreversible capture fact before Recovery.Stop, native AI behavior completion, waypoint cleanup or super callback. Reentrant/duplicate events must observe latch and submit no repeated cleanup.",
|
||||
"Both Hunter.Release branch selection and base convoy survivor-retention check must honor explicit capture fact: live compartment occupancy/group player count can still be false at this callback boundary. Retain entities, finite receipts and counts; do not refund or spawn.",
|
||||
"Keep ordinary current-occupancy polling as fallback. No new timer/RPC is required for this bounded entry hook."
|
||||
],
|
||||
"concrete_review_edges": [
|
||||
{
|
||||
"source": "ERR_HunterService.c:29 and ERR_ConvoyService.c:230",
|
||||
"risk": "Both Release methods return immediately once Released. A normally released hunter stays in m_Hunters, with surviving original group retained for HQ. A later first player capture can set a flag but fail to revoke that existing HQ registration unless handled explicitly. Specify active-only scope or provide exact once-only late capture cleanup; do not claim lifetime capture if skipping this case.",
|
||||
"resolution": "Parent chose explicit active-only scope. Require already-Released control to prove no infantry ownership revocation; no lifetime removal claim for independently retained infantry."
|
||||
},
|
||||
{
|
||||
"source": "ERR_HunterCrewRecovery.c:27 and ERR_HunterService.c:29",
|
||||
"risk": "Recovery.Stop completes its own native boarding behavior before Hunter.Release sets Released. Latch capture before invoking it so reentrant callbacks cannot enter the same cleanup twice."
|
||||
},
|
||||
{
|
||||
"source": "ERR_HQ.c:591 and ERR_ConvoyService.c:230",
|
||||
"risk": "Latest ReleaseConvoySurvivors retains current radio/equipment/roster and deliberately retains unresolved logistics tokens. Capture must use existing unregister/release ownership semantics and must not manually release inventory reservations or reset finite stock."
|
||||
},
|
||||
{
|
||||
"source": "SCR_CompartmentAccessComponent.c:64",
|
||||
"risk": "Using only the vanilla player-specific invoker performs capture after earlier generic listeners. Pre-super override is the supported place to establish the fact before synchronous observers; preserve vanilla call regardless of ignored event."
|
||||
}
|
||||
],
|
||||
"required_actual_method_controls": [
|
||||
"server vs client, exact reciprocal owner vs stale/current replacement",
|
||||
"current mode/HQ/service vs stopped or replaced",
|
||||
"root and turret child vs unrelated/unknown/deep ancestry",
|
||||
"capture before native occupancy visible, followed by player mapping disappearing",
|
||||
"duplicate/reentrant entry cannot replay cleanup",
|
||||
"normal loss still retains eligible original survivors; captured branch never adopts/refunds/deletes",
|
||||
"already-Released record ignored without revoking independently retained on-foot infantry",
|
||||
"super called once on every path"
|
||||
],
|
||||
"limits": [
|
||||
"SDK declarations and predecessor source establish available hook and ordering, not that every remote server entry arrives before disconnect or native ownership changes. No multiplayer timing claim.",
|
||||
"No native vehicle entry, physical capture, survivor delivery, controller-ownership handoff or reconnect experiment executed.",
|
||||
"A compartment-only hook does not prove capture on possession of an already-seated AI; retain polling and avoid expanding scope without evidence."
|
||||
],
|
||||
"sha256": {
|
||||
"/tmp/erri-vanilla-stock/scripts/Game/Vehicle/SCR_CompartmentAccessComponent.c": "55fc213f5136080dac12e916bb20b3a11913d3e2830b05f9669ba2447965d837",
|
||||
"/tmp/erri-vanilla-stock/scripts/Game/generated/Components/CompartmentAccessComponent.c": "a3a0907d771293d2423649aa0ff0e71b7f457279defac05fd693baf4dd7c447e",
|
||||
"/tmp/erri-vanilla-stock/scripts/Game/generated/Network/PlayerManager.c": "92c950e08e5a526427e55d5f25a895ff59ba534730d4c578ba4734fef0c7d793",
|
||||
"/tmp/erri-vanilla-stock/scripts/Game/Player/SCR_PlayerController.c": "9df2c026b6eaf8c47a4af948d4322dbfc7d6a92ed1bd1b554b9577b033f89d59",
|
||||
"/home/jakub/devel/escapistsrereintroduced/addons/core/Scripts/Game/ERR/00_Core/ERR_Actors.c": "980d30964845600a261693cc5c5553e1472e8e54867bdc06133ff5c7b36c9128",
|
||||
"/home/jakub/devel/escapistsrereintroduced/addons/core/Scripts/Game/ERR/00_Core/ERR_PlayerRoster.c": "c038dac0f749bd29ebc35a4e952904b41a34417ba738904d5efcd1833a263e0b",
|
||||
"/home/jakub/devel/escapistsrereintroduced/addons/core/Scripts/Game/ERR/10_AI/ERR_HunterService.c": "0769d4e7327439ce91b8f9ed0b47c4d92d382e97a1bbf62da8e6002ae4041bf0",
|
||||
"/home/jakub/devel/escapistsrereintroduced/addons/core/Scripts/Game/ERR/10_AI/ERR_HunterCrewRecovery.c": "e76af0fbf6f436a9c3c9d4c7b779bc08a78f6fe705c08bf6d9757bbeb65ee8eb",
|
||||
"/home/jakub/devel/escapistsrereintroduced/addons/core/Scripts/Game/ERR/10_AI/ERR_ConvoyService.c": "825a35f7afe485c1e5ddfc96dfff3498b39cce54dc19dce857b5d30fe5dc6557",
|
||||
"/home/jakub/devel/escapistsrereintroduced/addons/core/Scripts/Game/ERR/10_AI/ERR_HQ.c": "5d66c53baf8762e76ae59e28721edaa348014af6d988d42891d9a84a6cf44969",
|
||||
"/home/jakub/devel/escapists/escapists-ai/Scripts/Game/EscapistsAI/EAI_ResponseSafety.c": "b3dcbe8f3dd840791e91e9ec202cd392ebc4895714816cdcedcdc591baa62b05"
|
||||
},
|
||||
"scope_decision_from_parent": "Event capture applies only to active tracked hunters. Ignore already-Released records: they have no driving ownership and cannot re-adopt, and independently retained on-foot infantry are not revoked for later entry into their former parked vehicle."
|
||||
}
|
||||
@@ -0,0 +1,422 @@
|
||||
{
|
||||
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||||
"addons/core/Worlds/ERR_Everon.ent": "22324bc7eb0d80dec8a1f3bd61a9df9201b72f749f4e751766b0c9d0b7d46b87",
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||||
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||||
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||||
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|
||||
}
|
||||
@@ -0,0 +1,976 @@
|
||||
{
|
||||
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|
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||||
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||||
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|
||||
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||||
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||||
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|
||||
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||||
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||||
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||||
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||||
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File diff suppressed because it is too large
Load Diff
Reference in New Issue
Block a user