Capture current mission, AI, map and administration development
Include the current addon, terrain integrations, tools, regression tests and recorded development evidence.
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"""Actual convoy/team release, HQ retention/eligibility and exact claim cleanup."""
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import os,re
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from pathlib import Path
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from policy_harness import ROOT,body,run
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base=Path(os.environ.get('ERR_CONVOY_SURVIVOR_ROOT',str(ROOT)))
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ai=base/'addons/core/Scripts/Game/ERR/10_AI'
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def translate(s):
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s=re.sub(r'//[^\n]*','',s).replace('override ','').replace('null','nullptr')
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s=s.replace('ERR_HQ.Cast(mode.Command())','mode.Command()')
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s=s.replace('array<AIAgent>','Array<AIAgent*>').replace('array<IEntity>','Array<IEntity*>')
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s=re.sub(r'foreach \(([^:]+):',r'for (\1:',s)
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for t in ('ERR_GameMode','SCR_AIGroup','ERR_ForceRecord','ERR_HQUnit','IEntity','AIAgent','ERR_HQ'):
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s=re.sub(r'\b'+t+r' (\w+)',t+r'* \1',s)
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for n in ('mode','m_Mode','group','Group','record','unit','actor','agent','member','hq'):
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s=re.sub(r'\b'+n+r'\.',n+'->',s)
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s=s.replace('StatusSampler.','StatusSampler->').replace('Forces().','Forces()->').replace('Command().','Command()->')
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for n in ('Replication','ERR_GameMode','ERR_Actors','ERR_ForceKind','ERR_ConvoyRules'):
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s=s.replace(n+'.',n+'::')
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s=s.replace('Combat.Held','Combat.Held')
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s=re.sub(r'ERR_HQ\* hq;',r'ERR_HQ* hq=nullptr;',s)
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s=re.sub(r'ERR_ForceRecord\* record;',r'ERR_ForceRecord* record=nullptr;',s)
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return s
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hq=ai/'ERR_HQ.c'
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# On the baseline the new helper is absent and never called; execute the old
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# release methods unchanged so the red control fails a gameplay assertion.
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retain=translate(body(hq,'bool ReleaseConvoySurvivors(')) if 'bool ReleaseConvoySurvivors(' in hq.read_text() else 'bool ReleaseConvoySurvivors(SCR_AIGroup*){return false;}'
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claims=translate(body(hq,'void ReleaseLogistics('))
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eligible=translate(body(hq,'bool Eligible(ERR_GameMode mode)')).replace('bool survivor;','bool survivor=false;')
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vehicle=translate(body(ai/'ERR_ConvoyService.c','void Release(ERR_GameMode mode)'))
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team=translate(body(ai/'ERR_SupplyConvoyTactics.c','void Release(ERR_GameMode mode)'))
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run(r'''
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#include <cassert>
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#include <vector>
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#include <algorithm>
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#include <string>
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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();}};
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struct SCR_AIGroup;struct ERR_HQ;struct ERR_GameMode;
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struct IEntity{bool alive=true,player=false,fighting=true,mounted=false;int faction=1;SCR_AIGroup*group=nullptr;};
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struct AIAgent{IEntity*actor=nullptr;int lod=0,writes=0;IEntity*GetControlledEntity(){return actor;}void SetPermanentLOD(int n){lod=n;writes++;}};
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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;}};
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namespace Replication{bool server=true;bool IsServer(){return server;}}
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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;}}
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namespace CompartmentAccessComponent{bool GetVehicleIn(IEntity*a){return a&&a->mounted;}}
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namespace ERR_ConvoyRules{bool captured=false;bool Captured(void*,SCR_AIGroup*){return captured;}}
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namespace ERR_ForceKind{enum{CONVOY,GARRISON};}
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struct ERR_ForceRecord{bool Physical=true,Eliminated=false,Pinned=true;int Kind=ERR_ForceKind::CONVOY,InitialStrength=2;std::string SourceId="original";};
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struct Ledger{ERR_ForceRecord record;bool present=true;ERR_ForceRecord*FindGroup(SCR_AIGroup*){return present?&record:nullptr;}};
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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;
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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;}};
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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;
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void CancelPending(){PendingConvoyOrder=PendingOrder=PendingCheckin=Downlink=false;pendingClears++;}
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'''+eligible.replace('CompartmentAccessComponent.','CompartmentAccessComponent::')+r'''
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};
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struct ERR_HQ{bool m_Stopping=false;ERR_GameMode*m_Mode=nullptr;Array<ERR_HQUnit*>m_Units;int unregistrations=0,registrations=0,equipmentStops=0;
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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;}}
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'''+claims+retain+r'''
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};
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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;
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void ClearIntercept(void*){intercepts++;}void ClearOrder(){clears++;}
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'''+vehicle+r'''
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};
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struct TeamOwner{bool Released=false,Registered=true;SCR_AIGroup*Group=nullptr;int clears=0;void Clear(){clears++;}
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'''+team+r'''
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};
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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;
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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;}
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void Release(bool passenger){if(passenger)team.Release(&mode);else vehicle.Release(&mode);}
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};
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int main(){
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for(bool passenger:{false,true}){
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Case c;c.unit.PendingConvoyOrder=true;c.unit.Downlink=true;c.Release(passenger);
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assert(c.hq.unregistrations==0&&c.unit.Group==&c.group&&c.unit.Utility&&c.unit.reports); // old release silenced living original survivors
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assert(!c.unit.ReservedForSupport&&c.unit.Eligible(&c.mode)&&!c.unit.Downlink&&c.unit.pendingClears==1);
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assert(!c.mode.ledger.record.Pinned&&c.hq.registrations==0&&c.hq.equipmentStops==0);
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assert(c.group.lod==-1&&c.a.writes==1&&c.b.writes==1);
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c.Release(passenger);assert(c.unit.pendingClears==1&&c.a.writes==1);
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}
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for(bool passenger:{false,true}){
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Case c;c.one.fighting=false;c.two.alive=false;c.group.agents={&c.a};c.Release(passenger);
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assert(c.hq.unregistrations==0&&!c.unit.Eligible(&c.mode)); // unconscious original retains future recovery/report identity
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c.one.fighting=true;assert(c.unit.Eligible(&c.mode));
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}
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{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));}
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for(bool passenger:{false,true})for(int bad=0;bad<22;bad++){
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Case c;
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if(bad==0)c.mode.active=false;
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if(bad==1)c.hq.m_Stopping=true;
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if(bad==2)ERR_GameMode::current=nullptr;
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if(bad==3)c.mode.command=nullptr;
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if(bad==4)c.group.players=1;
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if(bad==5)c.group.faction=2;
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if(bad==6)c.group.slave=true;
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if(bad==7)c.mode.ledger.present=false;
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if(bad==8)c.mode.ledger.record.Physical=false;
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if(bad==9)c.mode.ledger.record.Eliminated=true;
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if(bad==10)c.mode.ledger.record.Kind=ERR_ForceKind::GARRISON;
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if(bad==11)c.unit.ForceSourceId="foreign";
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if(bad==12)c.sampler.source="foreign";
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if(bad==13)c.sampler.bound=false;
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if(bad==14)c.one.group=&c.foreign;
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if(bad==15)c.one.player=true;
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if(bad==16)c.one.faction=2;
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if(bad==17)c.group.agents.Insert(&c.c);
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if(bad==18)c.group.agents.Insert(&c.a);
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if(bad==19)c.group.agents={&c.b};
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if(bad==20)c.one.alive=c.two.alive=false;
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if(bad==21)c.sampler.released[0]=true;
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c.Release(passenger);
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assert(c.hq.unregistrations==(bad==3?0:1));assert(c.unit.ReservedForSupport);
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}
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{Case c;ERR_ConvoyRules::captured=true;c.Release(false);assert(c.hq.unregistrations==1);ERR_ConvoyRules::captured=false;}
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for(bool passenger:{false,true}){Case c;c.vehicle.Registered=c.team.Registered=false;c.Release(passenger);assert(c.hq.unregistrations==1);}
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// Real HQ claim release keeps an unsettled inventory transaction quarantined,
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// ignores somebody else's token and permits retasking only after exact settlement.
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for(bool passenger:{false,true}){Case c;c.unit.LogisticsReservation=200007;c.Release(passenger);
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assert(c.unit.LogisticsReservation==200007&&!c.unit.Eligible(&c.mode));
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c.hq.ReleaseLogistics(&c.group,200008);assert(!c.unit.Eligible(&c.mode));
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c.hq.ReleaseLogistics(&c.group,200007);assert(c.unit.Eligible(&c.mode)&&c.unit.reports);
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}
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{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
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}
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''')
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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')
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+46
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"""Production hunter release and objective-role policy, without native spawning."""
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from policy_harness import ROOT, body, run
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source=ROOT/'addons/core/Scripts/Game/ERR/10_AI/ERR_HunterService.c'
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s=body(source,'override void Release(ERR_GameMode mode)')
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s=s.replace('override ','').replace('super.','Native::').replace('null','nullptr')
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s=s.replace('ERR_GameMode mode','ERR_GameMode* mode').replace('ERR_ForceRecord record','ERR_ForceRecord* record')
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s=s.replace('ERR_HQ hq = ERR_HQ.Cast(mode.Command())', 'ERR_HQ* hq = mode->Command()')
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s=s.replace('array<AIAgent> agents = {};','Array<AIAgent*> agents;').replace('foreach (AIAgent agent : agents)','for (AIAgent* agent : agents)')
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for name in ('mode','record','Group','agent','hq','Recovery'):s=s.replace(name+'.',name+'->')
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s=s.replace('Forces().','Forces()->').replace('ERR_ConvoyRules.','ERR_ConvoyRules::')
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objective=body(ROOT/'addons/core/Scripts/Game/ERR/10_AI/ERR_ObjectiveDefence.c','static bool Objective(').replace('ERR_LocationKind.','ERR_LocationKind::')
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run(r'''
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#include <cassert>
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#include <vector>
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template<class T>using Array=std::vector<T>;
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struct AIAgent{int lod=0,writes=0;void SetPermanentLOD(int x){lod=x;writes++;}};
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struct GroupType{int lod=0;AIAgent agent;void SetPermanentLOD(int x){lod=x;}void GetAgents(Array<AIAgent*>& a){a={&agent};}};
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struct ERR_ForceRecord{bool Pinned=true;};
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struct Ledger{ERR_ForceRecord record;ERR_ForceRecord* FindGroup(GroupType*){return &record;}};
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struct ERR_HQ{int releases=0;void ReleaseRecovery(GroupType*){releases++;}};
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struct ERR_GameMode{bool active=true;Ledger ledger;ERR_HQ hq;bool Active(){return active;}Ledger* Forces(){return &ledger;}ERR_HQ* Command(){return &hq;}};
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namespace ERR_ConvoyRules{bool captured=false;bool Captured(void*,GroupType*){return captured;}}
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struct RecoveryTask{int stops=0;void Stop(){stops++;}};
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struct Native{RecoveryTask* Recovery=nullptr;bool Released=false;int delegated=0,clears=0;GroupType* Group=nullptr;void* Entity=nullptr;void* Downlink=nullptr;
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void Release(ERR_GameMode*){delegated++;Released=true;}void ClearOrder(){clears++;}
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};
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struct Hunter:Native{
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'''+s+r'''
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};
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namespace ERR_LocationKind{enum{PRISON,RADIO,EXTRACTION,PATROL,DEPOT,OUTPOST,MORTAR,HOSPITAL};}
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'''+objective+r'''
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int main(){
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ERR_GameMode mode;GroupType group;Hunter unit;unit.Group=&group;unit.Entity=&group;unit.Downlink=&mode;RecoveryTask recovery;unit.Recovery=&recovery;
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unit.Release(&mode);assert(unit.Released&&!unit.Downlink&&unit.clears==1&&unit.delegated==0);
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assert(recovery.stops==1);
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assert(!mode.ledger.record.Pinned&&mode.hq.releases==1&&group.lod==-1&&group.agent.writes==1);
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assert(unit.Entity==&group&&unit.Group==&group); // living and dead actors/vehicle are preserved
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unit.Release(&mode);assert(unit.clears==1&&mode.hq.releases==1&&group.agent.writes==1);
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Hunter captured;ERR_ConvoyRules::captured=true;captured.Release(&mode);assert(captured.delegated==1&&mode.hq.releases==1);
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ERR_ConvoyRules::captured=false;Hunter stopped;mode.active=false;stopped.Release(&mode);assert(stopped.delegated==1);
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Hunter missing;missing.Release(nullptr);assert(missing.delegated==1);
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assert(Objective(ERR_LocationKind::RADIO)&&Objective(ERR_LocationKind::DEPOT)&&Objective(ERR_LocationKind::OUTPOST)&&Objective(ERR_LocationKind::EXTRACTION));
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assert(!Objective(ERR_LocationKind::PRISON)&&!Objective(ERR_LocationKind::PATROL)&&!Objective(ERR_LocationKind::MORTAR));
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}
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''')
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print('PASS: actual hunter release preserves survivors/HQ, releases driving ownership once, delegates capture/teardown, and excludes prison/patrol/mortar from generic objective defence')
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