Capture current mission, AI, map and administration development

Include the current addon, terrain integrations, tools, regression tests and recorded development evidence.
This commit is contained in:
2026-10-13 22:52:53 +02:00
parent a951a96edc
commit 6a667d8deb
8104 changed files with 2124945 additions and 2061 deletions
@@ -0,0 +1,15 @@
# Native inventory callback and BMP ammunition correction
The actual inventory callback check completes **96 assertions and one cycle**, with no script/runtime failures. All seven original native injury containers receive the one-argument blood notification through the adapter exactly once with explicit attachment refresh, then detach and receive no late update after menu close. Blood health is unchanged. This is a deliberately emitted native event, not an actual injury, treatment, manual navigation or rendered-appearance test. Its snapshot precedes only the later mounted sampler change; the exact delta is recorded.
The initial BMP diagnostic preserves **48 assertions, zero completions and two fixture failures**. It establishes that the exact WCS empty-armament control has no runtime inventory-item component, despite its correct native forward mounting. The separately audited resource declares that component disabled. The additional zero-muzzle diagnostic does not separately identify its entity; the fix therefore proves every required relationship itself.
The production sampler now permits this exact zero-muzzle WCS control to use a unique native structural binding when the reverse inventory binding is absent. Its immediate parent must be in the same sampled hierarchy, its exact physical weapon owner must match, and at most eight local mount components may be examined. Mount, slot, parent container and attached entity must agree. A conflicting nonnull inventory binding, unknown resource, actual muzzle, foreign parent or ambiguous attachment is still refused. The existing periscope rule and real-weapon custody checks remain unchanged. Controls remain in the bounded deduplicated collection before omission, preserving the 32-weapon cap.
The corrected original-BMP fixture completes **60 assertions and one cycle**, with no script/runtime failures. The original slot-4 vehicle gives a complete three-weapon, three-muzzle, three-magazine sample: 288 magazine rounds, capacity 290 and two chambered rounds. Its actual queued status later reaches a separate HQ Watch copy through the real radio route, preserving original vehicle/crew identity, report metadata and detached payload values. Queued values are checked for equality, not separately printed as numeric fields. One original convoy is checked; the fixture stops unrelated opening hunter/town admissions and does not prove full fleet reliability or physical interception.
All **309 registered regression programs pass** on unchanged inputs. The old sampler and an attached-identity mutation compile and fail their intended runtime assertions; native boundaries are doubled in those offline controls. The exact final-source normal escape route additionally completes **64 assertions and one round**, with no script/runtime failures, for the upcoming development handoff. That scripted route protects/repositions its participant, shortens defence and moves extraction; it does not qualify ordinary manual escape, remote clients or flying.
Every completed native run retains **13 known engine/resource errors**, so strict clean qualification remains failed. The initial BMP failure retains those plus its two fixture failures. All native runs used the hidden, muted private environment with unchanged source/external inputs and confirmed cleanup. Exact source/report identities, reviews and limits are recorded in `native-summary.json` and the linked archive directories. No error is suppressed or reclassified as a clean release.
Original missions, staged work and all five prior sealed packages remain preserved. The installed successor runtime has not been changed. The current handoff predates these corrections; a new development handoff is being prepared. Manual play, multiplayer, operational support, comparative FPS and clean release qualification remain open.
@@ -0,0 +1,12 @@
check: /tmp/err-policy-pgjikadu/check.cpp:422: int main(): Assertion `s->Complete&&s->Valid()&&s->Weapons==1&&s->Muzzles==1&&s->Magazines==1&&s->Rounds==25&&s->Chambers==1' failed.
Traceback (most recent call last):
File "/tmp/erri-bmp-structural-fallback/tests/test_hq_mounted_ammo_sampler.py", line 304, in <module>
run(program)
~~~^^^^^^^^^
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-pgjikadu/check']' died with <Signals.SIGABRT: 6>.
File diff suppressed because it is too large Load Diff
@@ -0,0 +1,24 @@
{
"baseline.json": "c6e49a67da240a221073eeba8c666016e413e1f20ac00e35f8f3d83e67d6c70f",
"suite-inputs.json": "9e09f9cd3a49760850250b6f759fb50ed98b31c77bc87469c7d985005b5218c5",
"suite-result.json": "3be6ac34a6a8d7d3b180c67c43985561e469a4dfeefcecf6a48125bcad2f9c53",
"suite.log": "8a673e0ebddcedcac07e203ef2d33830700afea52e07dfb3e6cd911a2604bd06",
"preservation.json": "3ebf5e70ede199542c91489a77351157e619f53006113eb42e4eb417abdff62a",
"source-bundle-preview.json": "ca8f8d4a43f0008464c8a4f2e081e6e8da5ccb5458550b1722f2e5d29ecb178a",
"fix.patch": "16f65b18bc339cd0f1112745edaab94768cce8c84873daf140c132c4062f5fda",
"source-manifest.json": "0824437de161cfca95cacedf41e7ea3a252b719b0cb50c1cd78219b642ac3693",
"finding.json": "7c87fd1db2cf86e975a40246388c2e48a2d8bd94a5f9d25d84e729cdbce535e3",
"green.log": "427e7758df3b8746673da188ab74c12b409011eb4f4024b98fb709b7b5aea0a4",
"baseline-red.log": "31a888c59834c72422b97518c8d3c17b00075e43470b931ffd230fd54f229f85",
"mutation-red.log": "caaef324dfc2967586d2bcb0a3ce9897e7e3590ed172cef1a2eaf11a47362207",
"independent-review.json": "e63656948459283063f6989b86729c4c2eaef00cb6c1952910c68b694c827150",
"native-result-review.json": "27541049194c1178da6c704362c54e3f08c91fbc9d66d058c19a0dbb6ce30638",
"inventory-native-review.json": "8e6e5fea372f9cf2164651c808f23064d8fd65b37b866154cfde98b3395e14c7",
"native-gate-review.json": "7c08ed595ced96e495d29ebb92a9f0bd29b60330da9d6ad95acffd912d5221de",
"resource-review.json": "30e2c4c0bf293c39bb113efeca60ac3fdff55d3aaf016b2583b4ee4861cd83af",
"native-summary.json": "2ed6aa1dac1f52435d5a924f8955e943663a2711adef05d903cf9d25e149688e",
"README.md": "aea254db61e0ece4f961b683269a8b8458c8345df79f6506076f39dcc4831a1f",
"post-suite-docs.json": "34843b342ca594eb6be2f7a9ab8409d22517a40b6884101e6f9fcee453fd31c7",
"source/tests/test_hq_mounted_ammo_sampler.py": "6cebbf3ba4fe44a7a60a2004f679fd0ee39e9e5bd19a69f5e1a5fd1ed1f5c418",
"source/addons/core/Scripts/Game/ERR/10_AI/ERR_HQMountedAmmoSampler.c": "97dfab7381385959b0906be13fa2575253ac43be91a271a5d41edaf4106366ac"
}
@@ -0,0 +1,25 @@
{
"scope": "Narrow exact WCS Armament_Empty structural fallback only; no real-weapon custody relaxation.",
"native_gate": {
"path": "/tmp/erri-workbench-bmp-binding-20261004-0104/logs/logs_2026-10-04_01-04-02/console.log",
"sha256": "f73a4c64304a1958417a56c7a5920981d744de6055f7e18edd733befa00201de",
"facts": "Reason64 identifies exact WCS Armament_Empty: item absent,parent null,binding attached exact,binding container exact mount,mount owner allowed exact BMP turret. Snapshot remains valid incomplete4weapons/3muzzles/3magazines.",
"limitations": "Reason4096 does not separately identify the zero-muzzle entity. Immediate-parent topology and uniqueness were not logged. New helper proves these and zero muzzle list at each actual sample; previous native is failed evidence, not fix qualification."
},
"behavior": [
"AddWeapon only accepts the existing reason64 case when exact physical WCS control has absent/null reverse inventory binding and complete bounded native structural proof. Conflicting nonnull inventory binding cannot enter fallback.",
"Same proof handles direct discovery in NonFiringPlaceholder, retaining exact component dedup and normal32weapon collection cap before omission.",
"Immediate parent and control must both be in allowed hierarchy; at most8 parent weapon slots; exact physical component owner, unique matching mount, mount owner==parent, binding container==mount, attached entity==control, expected original mount when normalizing; actual empty muzzle list.",
"Unknown GUID/path, unproven periscope null parent, real gun/muzzle variants, foreign topology, ambiguous slots and all existing cargo/crew/count bounds remain fail-closed."
],
"tests": {
"program": "tests/test_hq_mounted_ammo_sampler.py",
"green": "Actual ordinary+WORKBENCH whole sampler, all retained controls plus new missing/null reverse+manager/direct duplicate ordering, control-only,15 malformed topology/resource cases and32/33controls cap.",
"baseline": "Compiled actual original sampler then runtime assertion failure on first expected complete native-shaped empty-control sample.",
"mutation": "Removed binding attached-identity check only; compiled then runtime negative assertion failure.",
"doubles_limit": "Hierarchy/native component and slot APIs are explicit policy doubles; not engine or MP proof.",
"green_final_comment_delta": "After green only the helper comment changed to observed WCS BMP empty control; executable code and tests unchanged."
},
"command": "PYTHONPATH=/home/jakub/devel/escapistsrereintroduced/tests ERR_MOUNTED_AMMO_SOURCE=/tmp/erri-bmp-structural-fallback/addons/core/Scripts/Game/ERR/10_AI/ERR_HQMountedAmmoSampler.c python3 /tmp/erri-bmp-structural-fallback/tests/test_hq_mounted_ammo_sampler.py",
"qualification": "No live edits, native run, third-party asset bytes or compiled engine claim. Additional small bounded reads for exact control only; performance not measured."
}
@@ -0,0 +1,130 @@
--- a/addons/core/Scripts/Game/ERR/10_AI/ERR_HQMountedAmmoSampler.c
+++ b/addons/core/Scripts/Game/ERR/10_AI/ERR_HQMountedAmmoSampler.c
@@ -120,6 +120,36 @@
BaseMagazineComponent magazine = muzzle.GetMagazine();
return magazine && magazine.GetOwner() == entity;
}
+ // The observed WCS BMP empty control has no runtime InventoryItemComponent.
+ // Native structural attachment can prove this control only, never gun custody.
+ protected static bool StructuralEmpty(BaseWeaponComponent weapon, array<IEntity> allowed, WeaponSlotComponent expectedMount = null)
+ {
+ if (!weapon || WeaponSlotComponent.Cast(weapon) || !weapon.GetOwner()) return false;
+ IEntity owner = weapon.GetOwner();
+ if (!allowed.Contains(owner) || !owner.GetPrefabData()
+ || owner.GetPrefabData().GetPrefabName() != "{52120E4BA120661B}Prefabs/Weapons/Core/Armament_Empty.et") return false;
+ if (BaseWeaponComponent.Cast(owner.FindComponent(BaseWeaponComponent)) != weapon) return false;
+ InventoryItemComponent item = InventoryItemComponent.Cast(owner.FindComponent(InventoryItemComponent));
+ // A different nonnull inventory binding is conflicting evidence, not absence.
+ if (item && item.GetParentSlot()) return false;
+ IEntity parent = owner.GetParent();
+ if (!parent || !allowed.Contains(parent)) return false;
+ array<Managed> slots = {}; parent.FindComponents(WeaponSlotComponent, slots);
+ if (slots.IsEmpty() || slots.Count() > 8) return false;
+ WeaponSlotComponent matched = null;
+ foreach (Managed component : slots)
+ {
+ WeaponSlotComponent mount = WeaponSlotComponent.Cast(component);
+ if (!mount || mount.GetOwner() != parent || mount.GetWeaponEntity() != owner) continue;
+ InventoryStorageSlot binding = mount.GetSlotInfo();
+ if (!binding || binding.GetParentContainer() != mount || binding.GetAttachedEntity() != owner) return false;
+ if (matched) return false;
+ matched = mount;
+ }
+ if (!matched || (expectedMount && matched != expectedMount)) return false;
+ array<BaseMuzzleComponent> muzzles = {}; weapon.GetMuzzlesList(muzzles);
+ return muzzles.IsEmpty();
+ }
protected static void AddWeapon(BaseWeaponComponent weapon, array<IEntity> allowed, array<BaseWeaponComponent> weapons, ERR_HQMountedAmmoSnapshot result)
{
if (!weapon || !weapon.GetOwner() || !allowed.Contains(weapon.GetOwner()))
@@ -146,7 +176,8 @@
result.Complete = false; return;
}
InventoryItemComponent mountedItem = InventoryItemComponent.Cast(mountedEntity.FindComponent(InventoryItemComponent));
- if (!mountedItem || mountedItem.GetParentSlot() != binding)
+ if ((!mountedItem || mountedItem.GetParentSlot() != binding)
+ && !StructuralEmpty(BaseWeaponComponent.Cast(mountedEntity.FindComponent(BaseWeaponComponent)), allowed, mount))
{
#ifdef WORKBENCH
if (s_Diagnostic)
@@ -300,7 +331,7 @@
if (resource != "{52120E4BA120661B}Prefabs/Weapons/Core/Armament_Empty.et"
&& resource != "{7E1DD1CE4D6A23F4}Prefabs/Weapons/Core/VehiclePeriscope_DummyWeapon_Base.et") return false;
InventoryItemComponent item = InventoryItemComponent.Cast(owner.FindComponent(InventoryItemComponent));
- if (!item || !item.GetParentSlot()) return false;
+ if (!item || !item.GetParentSlot()) return StructuralEmpty(weapon, allowed);
InventoryStorageSlot slot = item.GetParentSlot();
WeaponSlotComponent mount = WeaponSlotComponent.Cast(slot.GetParentContainer());
return mount && allowed.Contains(mount.GetOwner()) && mount.GetSlotInfo() == slot && mount.GetWeaponEntity() == owner;
--- a/tests/test_hq_mounted_ammo_sampler.py
+++ b/tests/test_hq_mounted_ammo_sampler.py
@@ -10,6 +10,8 @@
code=code.replace('BaseWeaponManagerComponent.Cast(part.FindComponent(BaseWeaponManagerComponent))','part->manager')
code=code.replace('BaseWeaponComponent.Cast(part.FindComponent(BaseWeaponComponent))','part->weapon')
code=code.replace('BaseWeaponComponent.Cast(mountedEntity.FindComponent(BaseWeaponComponent))','mountedEntity->weapon')
+code=code.replace('BaseWeaponComponent.Cast(owner.FindComponent(BaseWeaponComponent))','owner->weapon').replace('WeaponSlotComponent.Cast(component)','dynamic_cast<Mount*>(component)')
+code=code.replace('parent.FindComponents(WeaponSlotComponent, slots)','parent->FindMounts(slots)')
code=code.replace('InventoryItemComponent.Cast(mountedEntity.FindComponent(InventoryItemComponent))','mountedEntity->item')
code=code.replace('WeaponSlotComponent.Cast(weapon)','dynamic_cast<Mount*>(weapon)').replace('binding.GetParentContainer()','binding->mount')
code=code.replace('InventoryItemComponent.Cast(entity.FindComponent(InventoryItemComponent))','entity->item')
@@ -48,9 +50,10 @@
struct Item{Slot* slot=nullptr;Slot* GetParentSlot(){return slot;}};
using InventoryStorageSlot=Slot*;using WeaponSlotComponent=Mount*;
using InventoryItemComponent=Item*;using BaseInventoryStorageComponent=Storage*;
-using IEntity=Entity*;using BaseWeaponComponent=Weapon*;using BaseMuzzleComponent=Muzzle*;
+using Managed=Weapon*;using IEntity=Entity*;using BaseWeaponComponent=Weapon*;using BaseMuzzleComponent=Muzzle*;
using BaseMagazineComponent=Magazine*;using BaseWeaponManagerComponent=Manager*;
struct Entity{Prefab prefab;Prefab*GetPrefabData(){return &prefab;}Item* item=nullptr;bool character=false;Entity* child=nullptr;Entity* sibling=nullptr;Manager* manager=nullptr;Weapon* weapon=nullptr;
+ Entity* parent=nullptr;Array<Weapon*> mounts;Entity* GetParent(){return parent;}void FindMounts(Array<Weapon*>&out){out=mounts;}
int reads=0;Entity* GetChildren(){reads++;assert(reads<=1);return child;}Entity* GetSibling(){return sibling;}};
struct Magazine{IEntity owner=nullptr;int rounds=25,capacity=100,reads=0;
IEntity GetOwner(){return owner;}int GetAmmoCount(){reads++;return rounds;}int GetMaxAmmoCount(){return capacity;}};
@@ -73,6 +76,48 @@
ERR_HQMountedAmmoSnapshot* Inspect(){return ERR_HQMountedAmmoSampler::Inspect(&root);}
};
int main(){
+ // Native observed WCS empty control: no item or null reverse slot, but exact
+ // immediate-parent structural slot. Keep real guns and the weapon cap intact.
+ for(bool hasItem:{false,true})for(bool directFirst:{false,true}){
+ Rig r;Entity dummy;Weapon inert;Mount mount;Item item;Slot slot;
+ dummy.prefab.name="{52120E4BA120661B}Prefabs/Weapons/Core/Armament_Empty.et";
+ dummy.parent=&r.root;r.root.mounts={&mount};r.crew.sibling=&dummy;dummy.weapon=&inert;inert.owner=&dummy;
+ if(hasItem)dummy.item=&item;
+ mount.owner=&r.root;mount.weapon=&dummy;mount.slot=&slot;slot.mount=&mount;slot.attached=&dummy;
+ if(directFirst)r.manager.weapons={&inert,&mount,&inert,&r.weapon};else r.manager.weapons={&mount,&inert,&mount,&r.weapon};
+ auto s=r.Inspect();assert(s->Complete&&s->Valid()&&s->Weapons==1&&s->Muzzles==1&&s->Magazines==1&&s->Rounds==25&&s->Chambers==1);
+ }
+ for(int fault=0;fault<15;fault++){
+ Rig r;Entity dummy,foreign;Weapon inert,otherWeapon;Mount mount,otherMount;Item item;Slot slot,otherSlot;
+ dummy.prefab.name="{52120E4BA120661B}Prefabs/Weapons/Core/Armament_Empty.et";
+ dummy.parent=&r.root;r.root.mounts={&mount};r.crew.sibling=&dummy;dummy.weapon=&inert;inert.owner=&dummy;
+ mount.owner=&r.root;mount.weapon=&dummy;mount.slot=&slot;slot.mount=&mount;slot.attached=&dummy;r.manager.weapons={&mount,&inert,&r.weapon};
+ if(fault==0){dummy.item=&item;item.slot=&otherSlot;}
+ if(fault==1)dummy.prefab.name="{0000000000000000}Prefabs/Weapons/Core/Armament_Empty.et";
+ if(fault==2)dummy.prefab.name="{52120E4BA120661B}Prefabs/Other.et";
+ if(fault==3)dummy.prefab.name="{7E1DD1CE4D6A23F4}Prefabs/Weapons/Core/VehiclePeriscope_DummyWeapon_Base.et";
+ if(fault==4)inert.muzzles={&r.muzzle};
+ if(fault==5)dummy.parent=nullptr;
+ if(fault==6)dummy.parent=&foreign;
+ if(fault==7)mount.slot=nullptr;
+ if(fault==8)slot.mount=&otherMount;
+ if(fault==9)slot.attached=&foreign;
+ if(fault==10)mount.weapon=&foreign;
+ if(fault==11)mount.owner=&foreign;
+ if(fault==12)r.root.mounts.resize(9,&mount);
+ if(fault==13)r.root.mounts={&mount,&mount};
+ if(fault==14){otherWeapon.owner=&dummy;dummy.weapon=&otherWeapon;}
+ auto s=r.Inspect();assert(!s->Complete&&s->Valid());
+ }
+ {Entity root,dummy;Weapon inert;Mount mount;Slot slot;root.child=&dummy;dummy.parent=&root;root.mounts={&mount};
+ dummy.prefab.name="{52120E4BA120661B}Prefabs/Weapons/Core/Armament_Empty.et";dummy.weapon=&inert;inert.owner=&dummy;
+ mount.owner=&root;mount.weapon=&dummy;mount.slot=&slot;slot.mount=&mount;slot.attached=&dummy;
+ auto s=ERR_HQMountedAmmoSampler::Inspect(&root);assert(s->Complete&&s->Valid()&&s->Weapons==0&&s->Magazines==0&&s->Rounds==0);}
+ // Controls still occupy bounded collection slots before Inspect omits them.
+ for(int count:{32,33}){Entity root;std::vector<Entity> parents(count),dummies(count);std::vector<Mount> mounts(count);std::vector<Slot> slots(count);std::vector<Weapon> inert(count);
+ root.child=&parents[0];for(int i=0;i<count;i++){if(i+1<count)parents[i].sibling=&parents[i+1];parents[i].child=&dummies[i];parents[i].mounts={&mounts[i]};dummies[i].parent=&parents[i];dummies[i].weapon=&inert[i];inert[i].owner=&dummies[i];
+ dummies[i].prefab.name="{52120E4BA120661B}Prefabs/Weapons/Core/Armament_Empty.et";mounts[i].owner=&parents[i];mounts[i].weapon=&dummies[i];mounts[i].slot=&slots[i];slots[i].mount=&mounts[i];slots[i].attached=&dummies[i];}
+ auto s=ERR_HQMountedAmmoSampler::Inspect(&root);assert(s->Complete==(count==32)&&s->Valid()&&s->Weapons==0);}
// Installed BMP has three live gun components plus two inert native controls.
// Exercise actual Inspect using exact documented resources and reciprocal slots.
for(string name:{string("{52120E4BA120661B}Prefabs/Weapons/Core/Armament_Empty.et"),string("{7E1DD1CE4D6A23F4}Prefabs/Weapons/Core/VehiclePeriscope_DummyWeapon_Base.et")}){
@@ -0,0 +1,2 @@
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
@@ -0,0 +1,38 @@
{
"complete": true,
"approved": true,
"blockers": [],
"manifest_sha256": "0824437de161cfca95cacedf41e7ea3a252b719b0cb50c1cd78219b642ac3693",
"patch_sha256": "16f65b18bc339cd0f1112745edaab94768cce8c84873daf140c132c4062f5fda",
"files": {
"addons/core/Scripts/Game/ERR/10_AI/ERR_HQMountedAmmoSampler.c": {
"baseline_sha256": "e8e36110e126de921d7635b8c319f923a48d84f700fa78e018bb40136d4819d1",
"proposal_sha256": "97dfab7381385959b0906be13fa2575253ac43be91a271a5d41edaf4106366ac",
"index_sha256": "88ea0fc0e13d7e3c22c7ce8b652816d1d137e4e6e37a72f48f0bdf515b936ae7"
},
"tests/test_hq_mounted_ammo_sampler.py": {
"baseline_sha256": "f4adb94e5e688ff3843ef240c7a4232308979f232a53fe7a6a1d94d02591b960",
"proposal_sha256": "6cebbf3ba4fe44a7a60a2004f679fd0ee39e9e5bd19a69f5e1a5fd1ed1f5c418",
"index_sha256": "b1c630909e5227d0f7bd0d69d7927403fcb0f33e7297d5fa52f96001720f8442"
}
},
"logs": {
"mutation-red.log": "caaef324dfc2967586d2bcb0a3ce9897e7e3590ed172cef1a2eaf11a47362207",
"baseline-red.log": "31a888c59834c72422b97518c8d3c17b00075e43470b931ffd230fd54f229f85",
"green.log": "427e7758df3b8746673da188ab74c12b409011eb4f4024b98fb709b7b5aea0a4"
},
"native_gate_review_sha256": "7c08ed595ced96e495d29ebb92a9f0bd29b60330da9d6ad95acffd912d5221de",
"source_review": [
"StructuralEmpty is exact WCS Armament_Empty only, real physical component identity only, absent/null reverse binding only, immediate parent and owner in allowed hierarchy, max8 local slot components, unique matching mount with exact owner/weapon/slot/container/attached identity, expected mount on wrapper normalization, live empty muzzle list.",
"AddWeapon preserves existing preliminary mount ownership/binding guards and physical component validation. Fallback only replaces failed reverse item proof for this exact empty control; real-weapon custody remains unchanged.",
"NonFiringPlaceholder reuses same helper only on absent/null item slot. Existing fully reciprocal controls remain unchanged; conflicting nonnull binding is not rescued.",
"Collection, cargo/crew exclusion,32weapon cap, physical-component dedup and Inspect decrement-after-collection remain;32/33control test demonstrates omission does not bypass cap. Repeated bounded native queries on duplicate wrappers have no performance claim."
],
"test_review": "Read exact full-sampler delta and logs: ordinary and WORKBENCH green; baseline compiles then fails first expected Complete sample; removing attached identity compiles then fails malformed topology assertion. Positive missing/null item and manager/direct duplicate order,15malformed cases,dummy-only and32/33cap controls retain earlier tests. Reviewer did not rerun.",
"limits": [
"Native reason64 establishes exact control absent inventory item and valid forward slot binding. Separate zero-muzzle reason4096 has no entity label; finding correctly avoids assigning it identity.",
"Immediate-parent topology/unique local slot/actual empty muzzle list are checked by helper at runtime; prior trace did not prove these. Corrected native BMP completeness and delivered radio proof remain pending.",
"SDK/native boundaries are doubled by focused C++ harness; no engine compile or runtime qualification from these tests."
],
"read_only_review": true
}
@@ -0,0 +1,52 @@
{
"complete": true,
"archive": "/home/jakub/devel/escapistsrereintroduced/docs/evidence/native-2026-10-04-inventory-hitzone",
"report_recomputed_exact": true,
"assertions": 96,
"completions": 1,
"script_failures": [],
"engine_error_count": 13,
"strict_clean": false,
"native_callback_counts": {
"unique native point retains original blood subscription": 7,
"one-argument event reached native updater once with explicit true": 7,
"native detach cleared original point subscriptions": 7,
"closed original point receives no late native update": 7
},
"source_manifest_entries": 439,
"current_source_mismatches": [],
"launch_end_manifests_equal": true,
"console_hash_matches_runner": true,
"runner_evidence": {
"cleanup_confirmed": true,
"source_unchanged_after_run": true,
"external_addons_unchanged_after_run": true,
"external_addon_count": 7,
"display": "headless Gamescope 1280x720/30Hz",
"audio": "silent sink and per-test-stream mute",
"result": "smoke-completed"
},
"compile_evidence": "Game module loaded 6640 files / 13583 classes with WORKBENCH; no compile/script failure. Prepared Core classes compile in this source set; this does not exercise mounted diagnostic behavior.",
"scope": "Real native inventory and InspectItem(null), seven original containers, original blood invoker receives synthetic one-argument notification, existing native updater invoked once with explicit true for each. Exact owned menu closes asynchronously; retained original handlers are detached and remain silent after second notification. Blood health remains unchanged.",
"limits": [
"Synthetic notification without injury; no manual or rendered-appearance acceptance.",
"No multiplayer, dedicated-server, natural damage/tourniquet/DOT coverage, reopen cycle, FPS, BMP behavior or full escape-route claim.",
"13 engine error rows remain; strict native clean verdict is false.",
"Cleanup/dependency invariance reviewed from archived runner record, not fresh process inspection or dependency rehash.",
"Launch addon manifest seals source; it does not itself seal Python runner implementation."
],
"artifact_sha256": {
"external-addons-inputs.json.txt": "f28aa36e1e9c8352773836551ad58e47df1703de3c742b069596b6fb622c6fa3",
"console.log.txt": "66eb5af3475d02ed9d4ad2e2f1c2b61baa2170a0025bf72d76d6093e2bb34b49",
"script.log.txt": "6ea88c883d9dcc9a7306d85365df9deac38342e275aabb5cb5645b36c3a7e6e1",
"error.log.txt": "4835f0aaf545e9c5a80e4a8cc1ddaacfa93eca05f8b8f47224ca9401cc4bd291",
"rereintroduced-hq.log.txt": "0a6dca0a3bb7f8e165609527839feb91ec8e35d6953c9d37710fb2fc9c229395",
"headless-launch.log.txt": "bb848cad048b21127de27198cb363d9fecf61c622558678d61e0b658d0385326",
"runner.json.txt": "ad71b178b3120544c388c78135cba70d8a47fd6d56ec0b3633a0a081f026bc1b",
"source-sha256.json": "3ae2fd548673ef6a2a0eb5691ee5ffc6c8d314e46271e07e3b7f20699e2671b6",
"source-provenance.json": "c1f270c1969af10bbfb78e1d661ce66873eb4c96f321df980a722a80c71c05f1",
"launch-source-sha256.json": "3ae2fd548673ef6a2a0eb5691ee5ffc6c8d314e46271e07e3b7f20699e2671b6",
"launch-source.json": "b64a0a6e184a25527a8ad1a7716055e28b56730b7243851cacaef3542cd4a75b",
"report.json": "5e7c41fb98c1e455e6589ff6c83555ebf5b748397bff6ff82313f99aa4d4271e"
}
}
@@ -0,0 +1,12 @@
check: /tmp/err-policy-mep7y8hg/check.cpp:475: int main(): Assertion `!s->Complete&&s->Valid()' failed.
Traceback (most recent call last):
File "/tmp/erri-bmp-structural-fallback/tests/test_hq_mounted_ammo_sampler.py", line 304, in <module>
run(program)
~~~^^^^^^^^^
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-mep7y8hg/check']' died with <Signals.SIGABRT: 6>.
@@ -0,0 +1,18 @@
{
"complete": true,
"read_only": true,
"evidence": {
"console.log.txt": "f73a4c64304a1958417a56c7a5920981d744de6055f7e18edd733befa00201de",
"report.json": "99e6831fd1c1d4c822359e3202bb02d03de4e8881fec51da7af1f2786b411966",
"runner.json.txt": "d23bdd5bc4d304e93b214587752adfde986efea37041c920a6c64e0d4bc6ac14",
"source-sha256.json": "3ae2fd548673ef6a2a0eb5691ee5ffc6c8d314e46271e07e3b7f20699e2671b6",
"launch-source-sha256.json": "3ae2fd548673ef6a2a0eb5691ee5ffc6c8d314e46271e07e3b7f20699e2671b6"
},
"source_match": true,
"supported": "Reason64 first rejection is exact Armament_Empty. At that rejection its InventoryItemComponent was absent; parent null; mount current binding attached exact control, container exact mount, mount owner in allowed hierarchy and exact BMP turret prefab. Existing AddWeapon guards also require allowed mounted entity, mount.GetWeaponEntity identity and current slot. This is runtime evidence for narrow missing inventory reverse-binding case, not conflicting nonnull custody.",
"zero_muzzle_limit": "Reason4096 shows a rejected zero-muzzle weapon also had absent item. Its entity/resource is not separately printed; cannot prove it is the same Armament_Empty from diagnostic alone. Corrected helper must still read and require its own exact resource and empty muzzle list at runtime.",
"topology_limit": "Immediate parent==mount owner and uniqueness among local mounts are not printed; implementation must prove those or refuse conservatively.",
"outcome": "Retained failure:48 passes,0 completions,2 fixture failures,15 engine rows including13 earlier resource errors. Slot4 Complete0 Weapons4 Muzzles3 Magazines3 Rounds288 Capacity290 Chambers2. No BMP completeness/radio delivery proof.",
"runner": "test-failed, source/external unchanged and cleanup confirmed in retained report.",
"recommendation": "Concrete reason64 evidence warrants implementing the previously conditional exact-control structural fallback with every proposed runtime guard; do not infer zero-muzzle entity identity, generalize real-weapon custody, or promise that correction will complete whole snapshot before corrected native evidence."
}
@@ -0,0 +1,46 @@
{
"complete": true,
"approved": true,
"blockers": [],
"read_only_review": true,
"evidence": {
"console.log.txt": "c9c911f75dd350c6201b95ec5a7a92476a4cd28f45d52e0984ff1647c813298b",
"report.json": "f7c73611abb1d0b00bd05b70cebdedba472004c7c478a7b7c7eaac9f6b6c009a",
"runner.json.txt": "e2bea75ef88161822a1f74e8f2cde5be6412520adede02ceefbd1b39b489d5d2",
"source-sha256.json": "e910bac845f48ea2ddb470555020a3cef1fe579721f859ae48e7d1c623c5258a",
"launch-source-sha256.json": "e910bac845f48ea2ddb470555020a3cef1fe579721f859ae48e7d1c623c5258a"
},
"reviewed_source_hashes": {
"addons/core/Scripts/Game/ERR/10_AI/ERR_HQMountedAmmoSampler.c": "97dfab7381385959b0906be13fa2575253ac43be91a271a5d41edaf4106366ac",
"addons/core/Scripts/Game/ERR/40_Chat/ERR_NativeMountedAmmoProbe.c": "7ddb634444c79ad9291d53a754dc0ed383342e36720ddaa4b7aa4bd4e7ee656d",
"addons/core/Scripts/Game/ERR/40_Chat/ERR_NativeSmoke.c": "b7e1857b0678b3a2c71880c0f35b09da9e978f19bacf5b4e7449c893fdbe2b95"
},
"raw_counts": {
"passed": 60,
"completions": 1,
"script_failures": 0,
"engine_errors": 13,
"engine_errors_same_as_prior": true
},
"runner_result": "smoke-completed",
"source_external_unchanged_cleanup_confirmed": true,
"observed_sample": {
"source": "supply-convoy-1",
"slot": 4,
"complete": true,
"weapons": 3,
"muzzles": 3,
"magazines": 3,
"rounds": 288,
"capacity": 290,
"chambers": 2
},
"delivery_proof": "Exact reviewed fixture captures only slot4 for BMP variant, validates original admitted roster/ledger and exact prefab, pins original vehicle/root/unit/report/route and detached payload before delivery. Raw pass records prove same message and copied scalar counts in distinct HQ Watch snapshot, unchanged route payload, bounded observation age and same original BMP/roster retained through delivery. No report injection or direct Watch mutation in reviewed proof.",
"limits": [
"One naturally admitted original convoy checked, configured target3; log explicitly excludes remaining fleet reliability.",
"Workbench fixture isolates opening hunters/towns before prison unlock and protects admitted observer; this is bounded integration, not unmodified ordinary mission population coverage.",
"Fleet sample prints288rounds separately from later queued report; final delivered scalar equality is checked against exact captured queued report, without separately printing its numeric fields. Do not assume those later numeric values solely from earlier fleet log.",
"No reload/transfer/stock delivery, depletion combat, interception, multiplayer, FPS or clean engine-error-free release claim.",
"Full309suite not reviewed here; still separate pending result at time of request."
]
}
@@ -0,0 +1,52 @@
{
"inventory": {
"evidence": "docs/evidence/native-2026-10-04-inventory-hitzone",
"assertions": 96,
"completions": 1,
"script_failures": 0,
"engine_errors": 13,
"source_delta_to_final": {
"addons/core/Scripts/Game/ERR/10_AI/ERR_HQMountedAmmoSampler.c": {
"native": "e8e36110e126de921d7635b8c319f923a48d84f700fa78e018bb40136d4819d1",
"final": "97dfab7381385959b0906be13fa2575253ac43be91a271a5d41edaf4106366ac"
}
},
"report_sha256": "5e7c41fb98c1e455e6589ff6c83555ebf5b748397bff6ff82313f99aa4d4271e",
"runner_sha256": "ad71b178b3120544c388c78135cba70d8a47fd6d56ec0b3633a0a081f026bc1b"
},
"binding": {
"evidence": "docs/evidence/native-2026-10-04-bmp-binding",
"assertions": 48,
"completions": 0,
"script_failures": 2,
"engine_errors": 15,
"source_delta_to_final": {
"addons/core/Scripts/Game/ERR/10_AI/ERR_HQMountedAmmoSampler.c": {
"native": "e8e36110e126de921d7635b8c319f923a48d84f700fa78e018bb40136d4819d1",
"final": "97dfab7381385959b0906be13fa2575253ac43be91a271a5d41edaf4106366ac"
}
},
"report_sha256": "99e6831fd1c1d4c822359e3202bb02d03de4e8881fec51da7af1f2786b411966",
"runner_sha256": "d23bdd5bc4d304e93b214587752adfde986efea37041c920a6c64e0d4bc6ac14"
},
"bmp": {
"evidence": "docs/evidence/native-2026-10-04-bmp-ammo-radio",
"assertions": 60,
"completions": 1,
"script_failures": 0,
"engine_errors": 13,
"source_delta_to_final": {},
"report_sha256": "f7c73611abb1d0b00bd05b70cebdedba472004c7c478a7b7c7eaac9f6b6c009a",
"runner_sha256": "e2bea75ef88161822a1f74e8f2cde5be6412520adede02ceefbd1b39b489d5d2"
},
"normal": {
"evidence": "docs/evidence/native-2026-10-04-ui-bmp-normal-route",
"assertions": 64,
"completions": 1,
"script_failures": 0,
"engine_errors": 13,
"source_delta_to_final": {},
"report_sha256": "fa6c01b7fd69c4d3030a1fa3052326011420494595722dc14f41f26b12251e3e",
"runner_sha256": "f905712e9074e4d1ad4bf2350935f7799ffb21f1599c2aad7f421064862c228e"
}
}
@@ -0,0 +1,10 @@
{
"docs/current-status.md": {
"before_sha256": "c0b6b7126cb5849a1c2042a1b40e851d53f61c8b06828a79db5ef2f5135fd444",
"after_sha256": "3a73b9ed51a2c354a1b929db1533e66dbb73059c6c39e08dff1143ed9ea8292b"
},
"docs/hq-ammunition.md": {
"before_sha256": "6ea12f3917078560be488b16a99868da6b5b69db85d5d39f38b335ff8d0a14ee",
"after_sha256": "01d2f3d6b276d5c48ecdbbdf45d7a24b554b44ccef0731fe63b82a960ec784f6"
}
}
@@ -0,0 +1,48 @@
{
"complete": true,
"original": {
"missing": [],
"changed": [],
"count": 533,
"unexpected": [],
"manifest_sha256": "661c5ddf080c4ba8d4463aa4907f739d4d96acaa8694ac8d6f3d85bb94231226"
},
"candidates": {
"crash-start": {
"missing": [],
"changed": [],
"count": 446,
"unexpected": [],
"manifest_sha256": "8a594a8e340694efaf9874834c05713a40a6d223bbc08491fb42ae84bcce625f"
},
"depot-mines": {
"missing": [],
"changed": [],
"count": 432,
"unexpected": [],
"manifest_sha256": "c91acda173e2914fea59fd3e264a451158ee21d85918fe1ec5c8312dd46f7074"
},
"ground-supply": {
"missing": [],
"changed": [],
"count": 432,
"unexpected": [],
"manifest_sha256": "0b58fde4127486894917db58ce92b684f984233b341317418e336b1740cac107"
},
"mine-safety": {
"missing": [],
"changed": [],
"count": 431,
"unexpected": [],
"manifest_sha256": "202fa0854cf60a6c08ace1f22b276d826abcb538c79b6e052b48e5e51f458a87"
},
"mounted-pair": {
"missing": [],
"changed": [],
"count": 429,
"unexpected": [],
"manifest_sha256": "9fee715f8c9c324c465387ba1f88744c9c3748cb49668ce65e9c9500a38b14d7"
}
},
"staged_diff_sha256": "670073db5d7531aca4466cc9d2827d10a46bfcfbd35f27ac97724de9d2fd3725"
}
@@ -0,0 +1,46 @@
{
"Prefabs/Weapons/Core/Armament_Empty.et": {
"archive": "/home/jakub/.local/share/Steam/steamapps/compatdata/1874880/pfx/drive_c/users/steamuser/Documents/My Games/ArmaReforger/addons/WCS_Armaments_629B2BA37EFFD577/data.pak",
"sha256": "73b35bd524e30fe09f147f0dc5f197d49c341b46c660ec1ce402f143dc943731",
"same_as_prior_extracted_source": true,
"bytes": 1068
},
"Prefabs/Vehicles/Tracked/BMP1/VehParts/Turret/BMP1_Turret_Base.et": {
"archive": "/home/jakub/.local/share/Steam/steamapps/compatdata/1874880/pfx/drive_c/users/steamuser/Documents/My Games/ArmaReforger/addons/BMP-1IFV_5E524E4FEECCA92B/data.pak",
"sha256": "2fc39d7c2fc4bebe027efa5607ea71dd7dd0021daffb43f65332bf2698a52a4b",
"same_as_prior_extracted_source": true,
"bytes": 16134
},
"guid_identity": {
"database": "/home/jakub/.local/share/Steam/steamapps/compatdata/1874880/pfx/drive_c/users/steamuser/Documents/My Games/ArmaReforger/addons/WCS_Armaments_629B2BA37EFFD577/resourceDatabase.rdb",
"database_sha256": "7f38b7ed578b0b47864648a7b70288fe49dae4cc2556d5754377a1c28b2b6532",
"exact_record_count": 1,
"offset": 80834,
"guid": "52120E4BA120661B"
},
"sdk_hashes": {
"/tmp/erri-vanilla-stock/scripts/Game/generated/Weapon/WeaponSlotComponent.c": "f59ed140912e7ece862b1730af57cb8dcf2c65dbf40a27bba34eb83fa0d3bc58",
"/tmp/erri-vanilla-stock/scripts/Game/generated/Components/InventorySystem/InventoryItemComponent.c": "3d812681816be5d34a578f33e208d7802b22a899be008073bf437b7a8ecb2251",
"/tmp/erri-vanilla-stock/scripts/Game/generated/InventorySystem/InventoryStorageSlot.c": "45e584eb11f53e1b7374f375d57cdc58c8e757a7922c06cf5db9328ca3294cb5",
"/tmp/erri-vanilla-stock/scripts/Game/generated/EntitySlotInfo.c": "90e41e28a14bc677d829f38faff01ad9f0568d3ec4850c496568c379f8301e50"
},
"findings": [
"Exact standalone GenericEntity declares InventoryItemComponent with Enabled 0, WeaponComponent and no muzzle component; no inherited base prefab.",
"Exact BMP turret slot index3 declares AttachType InventoryStorageSlot Gun and this WeaponTemplate.",
"SDK WeaponSlotComponent exposes GetSlotInfo and GetWeaponEntity; InventoryStorageSlot exposes GetParentContainer and inherits EntitySlotInfo.GetAttachedEntity. SDK EntitySlotInfo.GetSlotInfo(entity) recognizes structural attachment through parent WeaponSlotComponent and GetAttachedEntity equality without requiring InventoryItemComponent.GetParentSlot.",
"InventoryItemComponent.GetParentSlot explicitly returns null if none. Native construction and consequences of Enabled 0 are not specified in available script; a reciprocal inventory-item slot is not promised for this disabled component.",
"Current reason64 conflates absent InventoryItemComponent with nonmatching/null parent slot. It follows successful allowed mounted entity, mount slot, and parent-container checks, but does not log which item-state branch failed."
],
"policy_candidate": "Only if native diagnostics establish the exact empty control structural binding: consider omission of an exact allowlisted zero-muzzle control via bounded structural slot proof (same allowed hierarchy, mount.GetWeaponEntity()==entity, mount.GetSlotInfo()==slot, slot.GetParentContainer()==mount, slot.GetAttachedEntity()==entity, exact physical weapon owner). Never relax inventory custody for real weapons/cargo or accept unknown/armed resources. Handle conflicting nonnull inventory binding fail-closed. This is a future candidate, not an approved implemented fix.",
"next_observation": "Extend existing opt-in reason64 diagnostic to separate component missing / null parent slot / different parent slot, and record slot.GetAttachedEntity equality plus zero-muzzle count for exact prefab. No extra gameplay state mutation or repeated native run requested by this review.",
"limits": [
"Read-only source and installed archive/RDB examination only; no native or compiler execution.",
"Enabled 0 supports a plausible explanation but is not runtime proof that null parent slot is expected; no source-only fix recommended."
],
"required_regressions_if_policy_adopted": [
"Actual whole sampler: exact known zero-muzzle control with observed missing reverse inventory binding and full structural slot proof is omitted; real guns and ammunition remain counted exactly once.",
"Refuse wrong GUID/path, nonzero muzzle list being omitted, unknown zero-muzzle resource, foreign hierarchy, missing/mismatched mount slot or parent container, different attached entity, and conflicting nonnull inventory parent slot.",
"Manager and direct hierarchy duplicate discovery of the same control remains deduplicated without poisoning completeness; known controls alone produce zero armed weapons and cannot satisfy the armed BMP fixture.",
"Retain existing real-weapon reciprocal custody, cargo/crew exclusion, node/weapon/muzzle bounds and fail-closed unknown behavior."
]
}
@@ -0,0 +1,20 @@
{
"archive_bytes": 3166288,
"archive_sha256": "f33ed615d0b36770c8af4eb39eca3582b55006248daec57bda439cc128a97cea",
"kind": "DEVELOPMENT SOURCE BUNDLE",
"payload_files": 441,
"preview": true,
"projects": {
"core": {
"dependencies": [
"58D0FB3206B6F859",
"595F2BF2F44836FB",
"5E524E4FEECCA92B",
"629B2BA37EFFD577",
"65930CB4CD0237B2"
],
"guid": "2528466DE220D91C",
"id": "ERR_Core"
}
}
}
@@ -0,0 +1,28 @@
{
"files": {
"addons/core/Scripts/Game/ERR/10_AI/ERR_HQMountedAmmoSampler.c": {
"baseline_sha256": "e8e36110e126de921d7635b8c319f923a48d84f700fa78e018bb40136d4819d1",
"proposal_sha256": "97dfab7381385959b0906be13fa2575253ac43be91a271a5d41edaf4106366ac",
"index_sha256": "88ea0fc0e13d7e3c22c7ce8b652816d1d137e4e6e37a72f48f0bdf515b936ae7"
},
"tests/test_hq_mounted_ammo_sampler.py": {
"baseline_sha256": "f4adb94e5e688ff3843ef240c7a4232308979f232a53fe7a6a1d94d02591b960",
"proposal_sha256": "6cebbf3ba4fe44a7a60a2004f679fd0ee39e9e5bd19a69f5e1a5fd1ed1f5c418",
"index_sha256": "b1c630909e5227d0f7bd0d69d7927403fcb0f33e7297d5fa52f96001720f8442"
}
},
"patch_sha256": "16f65b18bc339cd0f1112745edaab94768cce8c84873daf140c132c4062f5fda",
"finding_sha256": "7c87fd1db2cf86e975a40246388c2e48a2d8bd94a5f9d25d84e729cdbce535e3",
"tests": {
"green_exit": 0,
"baseline_exit": 1,
"baseline_compiled_runtime_red": true,
"mutation_exit": 1,
"mutation_compiled_runtime_red": true,
"logs": {
"mutation-red.log": "caaef324dfc2967586d2bcb0a3ce9897e7e3590ed172cef1a2eaf11a47362207",
"baseline-red.log": "31a888c59834c72422b97518c8d3c17b00075e43470b931ffd230fd54f229f85",
"green.log": "427e7758df3b8746673da188ab74c12b409011eb4f4024b98fb709b7b5aea0a4"
}
}
}
@@ -0,0 +1,400 @@
// Detached mounted counts only. Carried and cargo ammunition never enter these totals.
class ERR_HQMountedAmmoSnapshot
{
bool Complete;
int Weapons;
int Muzzles;
int Magazines;
int Rounds;
int Capacity;
int Chambers;
int LowMagazines;
ERR_HQMountedAmmoSnapshot Snapshot()
{
ERR_HQMountedAmmoSnapshot copy = new ERR_HQMountedAmmoSnapshot();
copy.Complete = Complete; copy.Weapons = Weapons; copy.Muzzles = Muzzles;
copy.Magazines = Magazines; copy.Rounds = Rounds; copy.Capacity = Capacity;
copy.Chambers = Chambers; copy.LowMagazines = LowMagazines;
return copy;
}
bool Valid()
{
if (Weapons < 0 || Weapons > 32 || Muzzles < 0 || Muzzles > 128 || Muzzles > Weapons * 8) return false;
if (Magazines < 0 || Magazines > Muzzles || Magazines > 128) return false;
if (Capacity < Magazines || Capacity > Magazines * 100000 || Rounds < 0 || Rounds > Capacity) return false;
if (Chambers < 0 || Chambers > Muzzles * 32 || LowMagazines < 0 || LowMagazines > Magazines) return false;
return !Complete || (Weapons == 0 || (Muzzles > 0 && Magazines > 0));
}
}
#ifdef WORKBENCH
// Ephemeral opt-in fixture diagnostics; never part of radio reports or policy.
class ERR_HQMountedAmmoDiagnostic
{
int Reasons;
int Nodes;
int Structural;
int Cargo;
int Allowed;
int Managers;
string Detail;
string FirstPrefab;
int FirstPurpose = -1;
// Called before Reject, once per reason in this explicit diagnostic sample.
// These labels describe sampled relationships; they never authorize a weapon.
void SlotEvidence(int reason, IEntity entity, WeaponSlotComponent mount, InventoryStorageSlot binding, InventoryItemComponent item, array<IEntity> allowed)
{
if ((Reasons & reason) != 0) return;
if (reason == 64) Detail += "mount-slot-evidence:";
else Detail += "zero-muzzle-slot-evidence:";
if (item) Detail += "item=present;";
else Detail += "item=absent;";
InventoryStorageSlot parent = null;
if (item) parent = item.GetParentSlot();
if (!parent) Detail += "parent=null;";
else if (parent == binding) Detail += "parent=same-binding;";
else Detail += "parent=different-binding;";
if (!binding) Detail += "binding=null;";
else
{
if (binding.GetAttachedEntity() == entity) Detail += "binding-attached=exact;";
else Detail += "binding-attached=other-or-null;";
if (binding.GetParentContainer() == mount) Detail += "binding-container=exact-mount;";
else Detail += "binding-container=other-or-null;";
}
IEntity owner = null;
if (mount) owner = mount.GetOwner();
if (owner && allowed.Contains(owner)) Detail += "mount-owner=allowed;";
else Detail += "mount-owner=absent-or-foreign;";
if (owner && owner.GetPrefabData()) Detail += "mount-prefab=" + owner.GetPrefabData().GetPrefabName() + ";";
if (!parent) return;
if (parent.GetAttachedEntity() == entity) Detail += "parent-attached=exact;";
else Detail += "parent-attached=other-or-null;";
WeaponSlotComponent parentMount = WeaponSlotComponent.Cast(parent.GetParentContainer());
if (parent.GetParentContainer() == mount && mount) Detail += "parent-container=exact-mount;";
else if (parentMount) Detail += "parent-container=other-mount;";
else if (!parent.GetParentContainer()) Detail += "parent-container=null;";
else Detail += "parent-container=non-mount;";
if (!parentMount) return;
IEntity parentOwner = parentMount.GetOwner();
if (parentOwner && allowed.Contains(parentOwner)) Detail += "parent-mount-owner=allowed;";
else Detail += "parent-mount-owner=absent-or-foreign;";
if (parentOwner && parentOwner.GetPrefabData()) Detail += "parent-mount-prefab=" + parentOwner.GetPrefabData().GetPrefabName() + ";";
if (parentMount.GetSlotInfo() == parent) Detail += "parent-mount-slot=exact;";
else Detail += "parent-mount-slot=other-or-null;";
if (parentMount.GetWeaponEntity() == entity) Detail += "parent-mount-weapon=exact;";
else Detail += "parent-mount-weapon=other-or-null;";
}
void Reject(int reason, string detail, IEntity entity, int purpose = -1)
{
if ((Reasons & reason) == 0) Detail += detail + ";";
if (Reasons == 0)
{
FirstPurpose = purpose;
if (entity && entity.GetPrefabData()) FirstPrefab = entity.GetPrefabData().GetPrefabName();
}
Reasons = Reasons | reason;
}
}
#endif
class ERR_HQMountedAmmoSampler
{
#ifdef WORKBENCH
protected static ref ERR_HQMountedAmmoDiagnostic s_Diagnostic;
static void BeginDiagnostic() { s_Diagnostic = new ERR_HQMountedAmmoDiagnostic(); }
static ERR_HQMountedAmmoDiagnostic EndDiagnostic()
{
ref ERR_HQMountedAmmoDiagnostic result = s_Diagnostic; s_Diagnostic = null; return result;
}
#endif
// Native mounted weapons and loaded magazines use InventoryStorageSlot too,
// but their container is a weapon slot/muzzle rather than deposit storage.
static bool Installed(IEntity entity, InventoryStorageSlot slot, array<IEntity> allowed)
{
if (!entity || !slot) return false;
WeaponSlotComponent mount = WeaponSlotComponent.Cast(slot.GetParentContainer());
if (mount && allowed.Contains(mount.GetOwner()) && mount.GetSlotInfo() == slot && mount.GetWeaponEntity() == entity) return true;
BaseMuzzleComponent muzzle = BaseMuzzleComponent.Cast(slot.GetParentContainer());
if (!muzzle || !allowed.Contains(muzzle.GetOwner())) return false;
BaseMagazineComponent magazine = muzzle.GetMagazine();
return magazine && magazine.GetOwner() == entity;
}
// The observed WCS BMP empty control has no runtime InventoryItemComponent.
// Native structural attachment can prove this control only, never gun custody.
protected static bool StructuralEmpty(BaseWeaponComponent weapon, array<IEntity> allowed, WeaponSlotComponent expectedMount = null)
{
if (!weapon || WeaponSlotComponent.Cast(weapon) || !weapon.GetOwner()) return false;
IEntity owner = weapon.GetOwner();
if (!allowed.Contains(owner) || !owner.GetPrefabData()
|| owner.GetPrefabData().GetPrefabName() != "{52120E4BA120661B}Prefabs/Weapons/Core/Armament_Empty.et") return false;
if (BaseWeaponComponent.Cast(owner.FindComponent(BaseWeaponComponent)) != weapon) return false;
InventoryItemComponent item = InventoryItemComponent.Cast(owner.FindComponent(InventoryItemComponent));
// A different nonnull inventory binding is conflicting evidence, not absence.
if (item && item.GetParentSlot()) return false;
IEntity parent = owner.GetParent();
if (!parent || !allowed.Contains(parent)) return false;
array<Managed> slots = {}; parent.FindComponents(WeaponSlotComponent, slots);
if (slots.IsEmpty() || slots.Count() > 8) return false;
WeaponSlotComponent matched = null;
foreach (Managed component : slots)
{
WeaponSlotComponent mount = WeaponSlotComponent.Cast(component);
if (!mount || mount.GetOwner() != parent || mount.GetWeaponEntity() != owner) continue;
InventoryStorageSlot binding = mount.GetSlotInfo();
if (!binding || binding.GetParentContainer() != mount || binding.GetAttachedEntity() != owner) return false;
if (matched) return false;
matched = mount;
}
if (!matched || (expectedMount && matched != expectedMount)) return false;
array<BaseMuzzleComponent> muzzles = {}; weapon.GetMuzzlesList(muzzles);
return muzzles.IsEmpty();
}
protected static void AddWeapon(BaseWeaponComponent weapon, array<IEntity> allowed, array<BaseWeaponComponent> weapons, ERR_HQMountedAmmoSnapshot result)
{
if (!weapon || !weapon.GetOwner() || !allowed.Contains(weapon.GetOwner()))
{
#ifdef WORKBENCH
IEntity owner = null;
if (weapon) owner = weapon.GetOwner();
if (s_Diagnostic) s_Diagnostic.Reject(16, "weapon-owner-not-allowed", owner);
#endif
result.Complete = false; return;
}
// Native managers can expose both a slot and its physical weapon. Normalize
// one exact current installation before deduplication, never another slot.
WeaponSlotComponent mount = WeaponSlotComponent.Cast(weapon);
if (mount)
{
IEntity mountedEntity = mount.GetWeaponEntity();
InventoryStorageSlot binding = mount.GetSlotInfo();
if (!mountedEntity || !allowed.Contains(mountedEntity) || !binding || binding.GetParentContainer() != mount)
{
#ifdef WORKBENCH
if (s_Diagnostic) s_Diagnostic.Reject(32, "mount-binding-invalid", mountedEntity);
#endif
result.Complete = false; return;
}
InventoryItemComponent mountedItem = InventoryItemComponent.Cast(mountedEntity.FindComponent(InventoryItemComponent));
if ((!mountedItem || mountedItem.GetParentSlot() != binding)
&& !StructuralEmpty(BaseWeaponComponent.Cast(mountedEntity.FindComponent(BaseWeaponComponent)), allowed, mount))
{
#ifdef WORKBENCH
if (s_Diagnostic)
{
s_Diagnostic.SlotEvidence(64, mountedEntity, mount, binding, mountedItem, allowed);
s_Diagnostic.Reject(64, "mount-item-slot-mismatch", mountedEntity);
}
#endif
result.Complete = false; return;
}
weapon = BaseWeaponComponent.Cast(mountedEntity.FindComponent(BaseWeaponComponent));
if (!weapon || WeaponSlotComponent.Cast(weapon) || weapon.GetOwner() != mountedEntity)
{
#ifdef WORKBENCH
if (s_Diagnostic) s_Diagnostic.Reject(128, "mount-weapon-invalid", mountedEntity);
#endif
result.Complete = false; return;
}
}
if (weapons.Contains(weapon)) return;
if (weapons.Count() >= 32)
{
#ifdef WORKBENCH
if (s_Diagnostic) s_Diagnostic.Reject(256, "weapon-limit32", weapon.GetOwner());
#endif
result.Complete = false; return;
}
weapons.Insert(weapon);
}
protected static void Collect(IEntity root, ERR_HQMountedAmmoSnapshot result, array<IEntity> allowed, array<BaseWeaponComponent> weapons)
{
if (!root || ChimeraCharacter.Cast(root))
{
#ifdef WORKBENCH
if (s_Diagnostic) s_Diagnostic.Reject(1, "invalid-root", root);
#endif
result.Complete = false; return;
}
result.Complete = true;
array<IEntity> nodes = {root};
// Known deposit cargo must not consume the mounted hierarchy budget. Both
// categories retain independent caps; the unique queue is capped at their sum.
// Skipped crew/unknown nodes remain structural and cannot borrow cargo space.
int structuralNodes = 0;
int cargoNodes = 0;
for (int cursor = 0; cursor < nodes.Count(); cursor++)
{
IEntity entity = nodes[cursor];
bool character = ChimeraCharacter.Cast(entity) != null;
bool excludedCargo;
bool unknownStorage;
// Exact installed slots are checked before deposit exclusion. Never walk
// the children of known cargo or seated character roots.
if (!character)
{
InventoryItemComponent item = InventoryItemComponent.Cast(entity.FindComponent(InventoryItemComponent));
if (item && item.GetParentSlot() && !Installed(entity, item.GetParentSlot(), allowed))
{
BaseInventoryStorageComponent storage = item.GetParentSlot().GetStorage();
if (!storage || storage.GetPurpose() == EStoragePurpose.PURPOSE_UNSET || storage.GetPurpose() == EStoragePurpose.PURPOSE_ANY)
{
#ifdef WORKBENCH
int purpose = -1;
if (storage) purpose = storage.GetPurpose();
if (s_Diagnostic) s_Diagnostic.Reject(2, "ambiguous-storage", entity, purpose);
#endif
result.Complete = false; unknownStorage = true;
}
else excludedCargo = (storage.GetPurpose() & EStoragePurpose.PURPOSE_DEPOSIT) != 0;
}
}
if (excludedCargo)
{
cargoNodes++;
if (cargoNodes > 128)
{
#ifdef WORKBENCH
if (s_Diagnostic) s_Diagnostic.Reject(2048, "cargo-limit128", entity);
#endif
result.Complete = false; break;
}
continue;
}
structuralNodes++;
if (structuralNodes > 128)
{
#ifdef WORKBENCH
if (s_Diagnostic) s_Diagnostic.Reject(1024, "structural-limit128", entity);
#endif
result.Complete = false; break;
}
if (character || unknownStorage) continue;
allowed.Insert(entity);
IEntity child = entity.GetChildren();
while (child)
{
bool repeated = nodes.Contains(child);
if (repeated || nodes.Count() >= 256)
{
#ifdef WORKBENCH
if (s_Diagnostic)
{
if (repeated) s_Diagnostic.Reject(4, "repeated-node", child);
else s_Diagnostic.Reject(8, "queue-limit256", child);
}
#endif
result.Complete = false; break;
}
nodes.Insert(child);
child = child.GetSibling();
}
}
#ifdef WORKBENCH
if (s_Diagnostic)
{
s_Diagnostic.Nodes = nodes.Count(); s_Diagnostic.Allowed = allowed.Count();
s_Diagnostic.Structural = structuralNodes; s_Diagnostic.Cargo = cargoNodes;
}
#endif
foreach (IEntity part : allowed)
{
BaseWeaponManagerComponent manager = BaseWeaponManagerComponent.Cast(part.FindComponent(BaseWeaponManagerComponent));
if (manager)
{
#ifdef WORKBENCH
if (s_Diagnostic) s_Diagnostic.Managers++;
#endif
array<BaseWeaponComponent> listed = {}; manager.GetWeapons(listed);
if (listed.Count() > 8)
{
#ifdef WORKBENCH
if (s_Diagnostic) s_Diagnostic.Reject(512, "manager-limit8", part);
#endif
result.Complete = false;
}
else foreach (BaseWeaponComponent entry : listed) AddWeapon(entry, allowed, weapons, result);
}
BaseWeaponComponent mounted = BaseWeaponComponent.Cast(part.FindComponent(BaseWeaponComponent));
if (mounted) AddWeapon(mounted, allowed, weapons, result);
}
}
// These installed resources are inert selection/periscope controls, not guns.
// Only omit them after the caller observed an empty native muzzle list and
// reciprocal current weapon-slot ownership in this same sampled hierarchy.
protected static bool NonFiringPlaceholder(BaseWeaponComponent weapon, array<IEntity> allowed)
{
if (!weapon || !weapon.GetOwner()) return false;
IEntity owner = weapon.GetOwner();
if (!allowed.Contains(owner) || !owner.GetPrefabData()) return false;
ResourceName resource = owner.GetPrefabData().GetPrefabName();
if (resource != "{52120E4BA120661B}Prefabs/Weapons/Core/Armament_Empty.et"
&& resource != "{7E1DD1CE4D6A23F4}Prefabs/Weapons/Core/VehiclePeriscope_DummyWeapon_Base.et") return false;
InventoryItemComponent item = InventoryItemComponent.Cast(owner.FindComponent(InventoryItemComponent));
if (!item || !item.GetParentSlot()) return StructuralEmpty(weapon, allowed);
InventoryStorageSlot slot = item.GetParentSlot();
WeaponSlotComponent mount = WeaponSlotComponent.Cast(slot.GetParentContainer());
return mount && allowed.Contains(mount.GetOwner()) && mount.GetSlotInfo() == slot && mount.GetWeaponEntity() == owner;
}
static ERR_HQMountedAmmoSnapshot Inspect(IEntity root)
{
ERR_HQMountedAmmoSnapshot result = new ERR_HQMountedAmmoSnapshot();
array<IEntity> allowed = {};
array<BaseWeaponComponent> weapons = {};
Collect(root, result, allowed, weapons);
result.Weapons = weapons.Count();
array<BaseMuzzleComponent> seenMuzzles = {};
array<BaseMagazineComponent> seenMagazines = {};
array<IEntity> magazineOwners = {};
foreach (BaseWeaponComponent weapon : weapons)
{
array<BaseMuzzleComponent> muzzles = {}; weapon.GetMuzzlesList(muzzles);
if (muzzles.IsEmpty())
{
if (NonFiringPlaceholder(weapon, allowed)) result.Weapons--;
else
{
#ifdef WORKBENCH
if (s_Diagnostic)
{
IEntity owner = weapon.GetOwner();
InventoryItemComponent item = InventoryItemComponent.Cast(owner.FindComponent(InventoryItemComponent));
WeaponSlotComponent mount = null;
InventoryStorageSlot binding = null;
if (item && item.GetParentSlot()) mount = WeaponSlotComponent.Cast(item.GetParentSlot().GetParentContainer());
if (mount) binding = mount.GetSlotInfo();
s_Diagnostic.SlotEvidence(4096, owner, mount, binding, item, allowed);
s_Diagnostic.Reject(4096, "zero-muzzle-not-proven-placeholder", owner);
}
#endif
result.Complete = false;
}
continue;
}
if (muzzles.Count() > 8) { result.Complete = false; continue; }
foreach (BaseMuzzleComponent muzzle : muzzles)
{
if (!muzzle || !muzzle.GetOwner() || !allowed.Contains(muzzle.GetOwner())) { result.Complete = false; continue; }
if (seenMuzzles.Contains(muzzle)) continue;
if (seenMuzzles.Count() >= 128) { result.Complete = false; continue; }
seenMuzzles.Insert(muzzle); result.Muzzles++;
int barrels = muzzle.GetBarrelsCount();
if (barrels < 1 || barrels > 32) result.Complete = false;
else for (int barrel = 0; barrel < barrels; barrel++)
if (muzzle.IsBarrelChambered(barrel)) result.Chambers++;
BaseMagazineComponent magazine = muzzle.GetMagazine();
// Projectile-only weapons and absent magazines are unknown, never empty.
if (!magazine || !magazine.GetOwner() || !allowed.Contains(magazine.GetOwner())) { result.Complete = false; continue; }
if (seenMagazines.Contains(magazine)) continue;
if (magazineOwners.Contains(magazine.GetOwner())) { result.Complete = false; continue; }
seenMagazines.Insert(magazine); magazineOwners.Insert(magazine.GetOwner());
int rounds = magazine.GetAmmoCount();
int capacity = magazine.GetMaxAmmoCount();
if (rounds < 0 || capacity < 1 || capacity > 100000 || rounds > capacity) { result.Complete = false; continue; }
result.Magazines++; result.Rounds += rounds; result.Capacity += capacity;
if (rounds <= capacity * 0.25) result.LowMagazines++;
}
}
return result;
}
}
@@ -0,0 +1,346 @@
"""Execute actual mounted sampler/snapshot methods against bounded native doubles."""
import re,os
from pathlib import Path
from policy_harness import ROOT, run
p=Path(os.environ.get('ERR_MOUNTED_AMMO_SOURCE',ROOT/'addons/core/Scripts/Game/ERR/10_AI/ERR_HQMountedAmmoSampler.c'))
s=p.read_text()
for forbidden in ('SetAmmoCount','GetOrigin','GetWorld','Spawn','TryMove','DeleteEntity','GetAgents'):
assert forbidden not in s, forbidden
code=re.sub(r'//[^\n]*','',s).replace('protected ','').replace('class ','struct ')
code=code.replace('BaseWeaponManagerComponent.Cast(part.FindComponent(BaseWeaponManagerComponent))','part->manager')
code=code.replace('BaseWeaponComponent.Cast(part.FindComponent(BaseWeaponComponent))','part->weapon')
code=code.replace('BaseWeaponComponent.Cast(mountedEntity.FindComponent(BaseWeaponComponent))','mountedEntity->weapon')
code=code.replace('BaseWeaponComponent.Cast(owner.FindComponent(BaseWeaponComponent))','owner->weapon').replace('WeaponSlotComponent.Cast(component)','dynamic_cast<Mount*>(component)')
code=code.replace('parent.FindComponents(WeaponSlotComponent, slots)','parent->FindMounts(slots)')
code=code.replace('InventoryItemComponent.Cast(mountedEntity.FindComponent(InventoryItemComponent))','mountedEntity->item')
code=code.replace('WeaponSlotComponent.Cast(weapon)','dynamic_cast<Mount*>(weapon)').replace('binding.GetParentContainer()','binding->mount')
code=code.replace('InventoryItemComponent.Cast(entity.FindComponent(InventoryItemComponent))','entity->item')
code=code.replace('InventoryItemComponent.Cast(owner.FindComponent(InventoryItemComponent))','owner->item').replace('ResourceName resource', 'string resource')
code=code.replace('WeaponSlotComponent.Cast(slot.GetParentContainer())','slot->mount').replace('BaseMuzzleComponent.Cast(slot.GetParentContainer())','slot->muzzle')
code=code.replace('WeaponSlotComponent.Cast(parent.GetParentContainer())','parent->mount').replace('WeaponSlotComponent.Cast(item.GetParentSlot().GetParentContainer())','item->GetParentSlot()->mount')
code=code.replace('parent.GetParentContainer()', 'parent->Container()')
code=code.replace('EStoragePurpose.','EStoragePurpose::').replace('GetParentSlot().','GetParentSlot()->')
code=code.replace('ChimeraCharacter.Cast(entity) != nullptr','entity->character').replace('ChimeraCharacter.Cast(entity) != null','entity->character')
code=code.replace('ChimeraCharacter.Cast(root)','root->character').replace('ChimeraCharacter.Cast(entity)','entity->character')
code=code.replace('protected static ref ', 'inline static ').replace('static ref ', 'inline static ').replace('ref ', '')
code=re.sub(r'\bERR_HQMountedAmmoDiagnostic (?=\w)', 'ERR_HQMountedAmmoDiagnostic* ',code)
code=code.replace('s_Diagnostic.', 's_Diagnostic->').replace('GetPrefabData().', 'GetPrefabData()->')
code=re.sub(r'\bERR_HQMountedAmmoSnapshot (?=\w)','ERR_HQMountedAmmoSnapshot* ',code)
code=code.replace('array<','Array<').replace('foreach (','for (')
code=re.sub(r'"[^"]*"|\bnull\b',lambda m:m.group() if m.group().startswith(chr(34)) else 'nullptr',code)
code=code.replace('Array<IEntity> allowed, Array<BaseWeaponComponent> weapons,','Array<IEntity>& allowed, Array<BaseWeaponComponent>& weapons,')
code=code.replace('Array<IEntity> allowed, Array<BaseWeaponComponent> weapons)', 'Array<IEntity>& allowed, Array<BaseWeaponComponent>& weapons)')
for name in ('copy','result','weapon','root','entity','child','part','manager','mounted','muzzle','magazine','item','storage','mount','mountedEntity','mountedItem','owner','parent','binding','parentMount','parentOwner'):
code=re.sub(r'\b'+name+r'\.',name+'->',code)
code=re.sub(r'\b(bool|int) (\w+);',r'\1 \2=0;',code).replace('\n}\n','\n};\n')
program=(r'''
#include <cassert>
#include <algorithm>
#include <vector>
#include <string>
using string=std::string;
struct Prefab{string name="fixture";string GetPrefabName(){return name;}};
template<class T>struct Array:std::vector<T>{using std::vector<T>::vector;
int Count(){return this->size();}bool IsEmpty(){return this->empty();}
void Insert(T n){this->push_back(n);}bool Contains(T n){return std::find(this->begin(),this->end(),n)!=this->end();}};
struct Entity;struct Weapon;struct Muzzle;struct Magazine;struct Manager;struct Mount;
struct EStoragePurpose{static const int PURPOSE_UNSET=0,PURPOSE_DEPOSIT=1,PURPOSE_WEAPON_PROXY=2,PURPOSE_ATTACHMENT_PROXY=4,PURPOSE_ANY=127;};
struct Storage{int purpose=EStoragePurpose::PURPOSE_DEPOSIT;int GetPurpose(){return purpose;}};
struct Slot{Mount* mount=nullptr;Muzzle* muzzle=nullptr;Storage* storage=nullptr;Entity* attached=nullptr;Entity* GetAttachedEntity(){return attached;}void* Container(){return mount?static_cast<void*>(mount):muzzle?static_cast<void*>(muzzle):static_cast<void*>(storage);}Storage* GetStorage(){return storage;}};
struct Item{Slot* slot=nullptr;Slot* GetParentSlot(){return slot;}};
using InventoryStorageSlot=Slot*;using WeaponSlotComponent=Mount*;
using InventoryItemComponent=Item*;using BaseInventoryStorageComponent=Storage*;
using Managed=Weapon*;using IEntity=Entity*;using BaseWeaponComponent=Weapon*;using BaseMuzzleComponent=Muzzle*;
using BaseMagazineComponent=Magazine*;using BaseWeaponManagerComponent=Manager*;
struct Entity{Prefab prefab;Prefab*GetPrefabData(){return &prefab;}Item* item=nullptr;bool character=false;Entity* child=nullptr;Entity* sibling=nullptr;Manager* manager=nullptr;Weapon* weapon=nullptr;
Entity* parent=nullptr;Array<Weapon*> mounts;Entity* GetParent(){return parent;}void FindMounts(Array<Weapon*>&out){out=mounts;}
int reads=0;Entity* GetChildren(){reads++;assert(reads<=1);return child;}Entity* GetSibling(){return sibling;}};
struct Magazine{IEntity owner=nullptr;int rounds=25,capacity=100,reads=0;
IEntity GetOwner(){return owner;}int GetAmmoCount(){reads++;return rounds;}int GetMaxAmmoCount(){return capacity;}};
struct Muzzle{IEntity owner=nullptr;Magazine* mag=nullptr;int barrels=1,chambered=1,reads=0;
IEntity GetOwner(){return owner;}int GetBarrelsCount(){return barrels;}
bool IsBarrelChambered(int b){reads++;return b<chambered;}Magazine* GetMagazine(){return mag;}};
struct Weapon{virtual ~Weapon(){}IEntity owner=nullptr;Array<Muzzle*> muzzles;int reads=0;
IEntity GetOwner(){return owner;}void GetMuzzlesList(Array<Muzzle*>& out){reads++;out=muzzles;}};
struct Mount:Weapon{IEntity weapon=nullptr;Slot* slot=nullptr;
Slot* GetSlotInfo(){return slot;}IEntity GetWeaponEntity(){return weapon;}};
struct Manager{Array<Weapon*> weapons;int reads=0;void GetWeapons(Array<Weapon*>& out){reads++;out=weapons;}};
'''+code+r'''
struct Rig{Entity root,gun,magazine,crew,rifle;Manager manager,crewManager;Weapon weapon,carried;
Muzzle muzzle,carriedMuzzle;Magazine mag,carriedMag;
Rig(){root.child=&gun;gun.sibling=&magazine;magazine.sibling=&crew;crew.character=true;crew.child=&rifle;
root.manager=&manager;manager.weapons={&weapon,&weapon};gun.weapon=&weapon;weapon.owner=&gun;weapon.muzzles={&muzzle,&muzzle};
muzzle.owner=&gun;muzzle.mag=&mag;mag.owner=&magazine;
crew.manager=&crewManager;crewManager.weapons={&carried};rifle.weapon=&carried;carried.owner=&rifle;
carried.muzzles={&carriedMuzzle};carriedMuzzle.owner=&rifle;carriedMuzzle.mag=&carriedMag;carriedMag.owner=&rifle;}
ERR_HQMountedAmmoSnapshot* Inspect(){return ERR_HQMountedAmmoSampler::Inspect(&root);}
};
int main(){
// Native observed WCS empty control: no item or null reverse slot, but exact
// immediate-parent structural slot. Keep real guns and the weapon cap intact.
for(bool hasItem:{false,true})for(bool directFirst:{false,true}){
Rig r;Entity dummy;Weapon inert;Mount mount;Item item;Slot slot;
dummy.prefab.name="{52120E4BA120661B}Prefabs/Weapons/Core/Armament_Empty.et";
dummy.parent=&r.root;r.root.mounts={&mount};r.crew.sibling=&dummy;dummy.weapon=&inert;inert.owner=&dummy;
if(hasItem)dummy.item=&item;
mount.owner=&r.root;mount.weapon=&dummy;mount.slot=&slot;slot.mount=&mount;slot.attached=&dummy;
if(directFirst)r.manager.weapons={&inert,&mount,&inert,&r.weapon};else r.manager.weapons={&mount,&inert,&mount,&r.weapon};
auto s=r.Inspect();assert(s->Complete&&s->Valid()&&s->Weapons==1&&s->Muzzles==1&&s->Magazines==1&&s->Rounds==25&&s->Chambers==1);
}
for(int fault=0;fault<15;fault++){
Rig r;Entity dummy,foreign;Weapon inert,otherWeapon;Mount mount,otherMount;Item item;Slot slot,otherSlot;
dummy.prefab.name="{52120E4BA120661B}Prefabs/Weapons/Core/Armament_Empty.et";
dummy.parent=&r.root;r.root.mounts={&mount};r.crew.sibling=&dummy;dummy.weapon=&inert;inert.owner=&dummy;
mount.owner=&r.root;mount.weapon=&dummy;mount.slot=&slot;slot.mount=&mount;slot.attached=&dummy;r.manager.weapons={&mount,&inert,&r.weapon};
if(fault==0){dummy.item=&item;item.slot=&otherSlot;}
if(fault==1)dummy.prefab.name="{0000000000000000}Prefabs/Weapons/Core/Armament_Empty.et";
if(fault==2)dummy.prefab.name="{52120E4BA120661B}Prefabs/Other.et";
if(fault==3)dummy.prefab.name="{7E1DD1CE4D6A23F4}Prefabs/Weapons/Core/VehiclePeriscope_DummyWeapon_Base.et";
if(fault==4)inert.muzzles={&r.muzzle};
if(fault==5)dummy.parent=nullptr;
if(fault==6)dummy.parent=&foreign;
if(fault==7)mount.slot=nullptr;
if(fault==8)slot.mount=&otherMount;
if(fault==9)slot.attached=&foreign;
if(fault==10)mount.weapon=&foreign;
if(fault==11)mount.owner=&foreign;
if(fault==12)r.root.mounts.resize(9,&mount);
if(fault==13)r.root.mounts={&mount,&mount};
if(fault==14){otherWeapon.owner=&dummy;dummy.weapon=&otherWeapon;}
auto s=r.Inspect();assert(!s->Complete&&s->Valid());
}
{Entity root,dummy;Weapon inert;Mount mount;Slot slot;root.child=&dummy;dummy.parent=&root;root.mounts={&mount};
dummy.prefab.name="{52120E4BA120661B}Prefabs/Weapons/Core/Armament_Empty.et";dummy.weapon=&inert;inert.owner=&dummy;
mount.owner=&root;mount.weapon=&dummy;mount.slot=&slot;slot.mount=&mount;slot.attached=&dummy;
auto s=ERR_HQMountedAmmoSampler::Inspect(&root);assert(s->Complete&&s->Valid()&&s->Weapons==0&&s->Magazines==0&&s->Rounds==0);}
// Controls still occupy bounded collection slots before Inspect omits them.
for(int count:{32,33}){Entity root;std::vector<Entity> parents(count),dummies(count);std::vector<Mount> mounts(count);std::vector<Slot> slots(count);std::vector<Weapon> inert(count);
root.child=&parents[0];for(int i=0;i<count;i++){if(i+1<count)parents[i].sibling=&parents[i+1];parents[i].child=&dummies[i];parents[i].mounts={&mounts[i]};dummies[i].parent=&parents[i];dummies[i].weapon=&inert[i];inert[i].owner=&dummies[i];
dummies[i].prefab.name="{52120E4BA120661B}Prefabs/Weapons/Core/Armament_Empty.et";mounts[i].owner=&parents[i];mounts[i].weapon=&dummies[i];mounts[i].slot=&slots[i];slots[i].mount=&mounts[i];slots[i].attached=&dummies[i];}
auto s=ERR_HQMountedAmmoSampler::Inspect(&root);assert(s->Complete==(count==32)&&s->Valid()&&s->Weapons==0);}
// Installed BMP has three live gun components plus two inert native controls.
// Exercise actual Inspect using exact documented resources and reciprocal slots.
for(string name:{string("{52120E4BA120661B}Prefabs/Weapons/Core/Armament_Empty.et"),string("{7E1DD1CE4D6A23F4}Prefabs/Weapons/Core/VehiclePeriscope_DummyWeapon_Base.et")}){
Rig r;Entity dummy;Weapon inert;Mount mount;Item item;Slot slot;dummy.prefab.name=name;
r.crew.sibling=&dummy;dummy.weapon=&inert;inert.owner=&dummy;dummy.item=&item;item.slot=&slot;slot.mount=&mount;mount.owner=&r.root;mount.slot=&slot;mount.weapon=&dummy;
r.manager.weapons.Insert(&mount);r.manager.weapons.Insert(&inert);
auto s=r.Inspect();assert(s->Complete&&s->Valid()&&s->Weapons==1&&s->Muzzles==1&&s->Magazines==1&&s->Rounds==25&&s->Capacity==100&&s->Chambers==1&&inert.reads==1);
}
// A root containing only a known installed inert control is completely unarmed.
{Entity root,dummy;Weapon inert;Mount mount;Item item;Slot slot;root.child=&dummy;dummy.prefab.name="{7E1DD1CE4D6A23F4}Prefabs/Weapons/Core/VehiclePeriscope_DummyWeapon_Base.et";dummy.weapon=&inert;inert.owner=&dummy;dummy.item=&item;item.slot=&slot;slot.mount=&mount;mount.owner=&root;mount.slot=&slot;mount.weapon=&dummy;auto s=ERR_HQMountedAmmoSampler::Inspect(&root);assert(s->Complete&&s->Valid()&&s->Weapons==0&&s->Muzzles==0&&s->Magazines==0&&s->Rounds==0&&s->Capacity==0&&s->Chambers==0&&inert.reads==1);}
// Both BMP controls coexist: decrement each exactly once while retaining the gun.
{Rig r;Entity dummy[2];Weapon inert[2];Mount mount[2];Item item[2];Slot slot[2];r.crew.sibling=&dummy[0];dummy[0].sibling=&dummy[1];
dummy[0].prefab.name="{52120E4BA120661B}Prefabs/Weapons/Core/Armament_Empty.et";dummy[1].prefab.name="{7E1DD1CE4D6A23F4}Prefabs/Weapons/Core/VehiclePeriscope_DummyWeapon_Base.et";
for(int i=0;i<2;i++){dummy[i].weapon=&inert[i];inert[i].owner=&dummy[i];dummy[i].item=&item[i];item[i].slot=&slot[i];slot[i].mount=&mount[i];mount[i].owner=&r.root;mount[i].slot=&slot[i];mount[i].weapon=&dummy[i];r.manager.weapons.Insert(&mount[i]);r.manager.weapons.Insert(&inert[i]);}
auto s=r.Inspect();assert(s->Complete&&s->Valid()&&s->Weapons==1&&s->Muzzles==1&&s->Magazines==1&&s->Rounds==25&&s->Capacity==100&&s->Chambers==1&&inert[0].reads==1&&inert[1].reads==1);}
// Unknown no-muzzle weapons and broken/foreign installation remain incomplete.
for(int bad=0;bad<6;bad++){
Rig r;Entity dummy,foreign;Weapon inert;Mount mount;Item item;Slot slot,other;dummy.prefab.name="{52120E4BA120661B}Prefabs/Weapons/Core/Armament_Empty.et";
r.crew.sibling=&dummy;dummy.weapon=&inert;inert.owner=&dummy;dummy.item=&item;item.slot=&slot;slot.mount=&mount;mount.owner=&r.root;mount.slot=&slot;mount.weapon=&dummy;
if(bad==0)dummy.prefab.name="{0000000000000000}Prefabs/Weapons/Core/Armament_Empty.et";
if(bad==1)dummy.item=nullptr;
if(bad==2)item.slot=nullptr;
if(bad==3)mount.owner=&foreign;
if(bad==4)mount.slot=&other;
if(bad==5)mount.weapon=&foreign;
auto s=r.Inspect();assert(!s->Complete&&s->Valid());
}
// A known resource carrying an actual muzzle is never silently omitted.
{Rig r;r.gun.prefab.name="{52120E4BA120661B}Prefabs/Weapons/Core/Armament_Empty.et";auto s=r.Inspect();assert(s->Complete&&s->Weapons==1&&s->Rounds==25&&r.muzzle.reads==1);}
// An excluded cargo subtree cannot turn a stored placeholder into mounted armament.
{Rig r;Entity cargo;Weapon inert;Item item;Slot slot;Storage storage;r.crew.sibling=&cargo;cargo.prefab.name="{52120E4BA120661B}Prefabs/Weapons/Core/Armament_Empty.et";cargo.item=&item;item.slot=&slot;slot.storage=&storage;cargo.weapon=&inert;inert.owner=&cargo;auto s=r.Inspect();assert(s->Complete&&s->Weapons==1&&inert.reads==0);}
{auto s=ERR_HQMountedAmmoSampler::Inspect(nullptr);assert(!s->Complete&&s->Valid());}
{Entity root;root.character=true;auto s=ERR_HQMountedAmmoSampler::Inspect(&root);assert(!s->Complete&&root.reads==0);}
{Entity root;auto s=ERR_HQMountedAmmoSampler::Inspect(&root);assert(s->Complete&&s->Valid()&&s->Weapons==0);}
{Rig r;auto s=r.Inspect();assert(s->Complete&&s->Valid()&&s->Weapons==1&&s->Muzzles==1&&s->Magazines==1);
assert(s->Rounds==25&&s->Capacity==100&&s->Chambers==1&&s->LowMagazines==1);
assert(r.weapon.reads==1&&r.muzzle.reads==1&&r.mag.reads==1&&r.crew.reads==0&&r.crewManager.reads==0&&r.carried.reads==0);
auto copy=s->Snapshot();s->Complete=false;s->Rounds=0;s->Capacity=0;s->LowMagazines=0;
assert(copy->Complete&&copy->Rounds==25&&copy->Capacity==100&&copy->LowMagazines==1&&copy->Weapons==1&&copy->Muzzles==1&&copy->Magazines==1&&copy->Chambers==1);}
for(int rounds:{0,24,25,26,100}){Rig r;r.mag.rounds=rounds;auto s=r.Inspect();assert(s->Complete&&s->Valid());assert(s->LowMagazines==(rounds<=25));}
{Rig r;Muzzle second;second.owner=&r.gun;second.mag=&r.mag;second.chambered=0;r.weapon.muzzles.Insert(&second);
auto s=r.Inspect();assert(s->Complete&&s->Muzzles==2&&s->Magazines==1&&s->Chambers==1&&s->Rounds==25&&r.mag.reads==1);}
// Manager references into skipped characters, foreign roots, or nulls never count.
for(int kind=0;kind<3;kind++){Rig r;Entity foreign;Weapon w;w.owner=&foreign;
r.manager.weapons.Insert(kind==0?&r.carried:kind==1?&w:nullptr);auto s=r.Inspect();assert(!s->Complete&&s->Valid()&&s->Weapons==1);}
for(int kind=0;kind<3;kind++){Rig r;Entity foreign;
if(kind==0)r.muzzle.owner=&foreign;
if(kind==1)r.mag.owner=&foreign;
if(kind==2)r.mag.owner=nullptr;
auto s=r.Inspect();assert(!s->Complete&&s->Valid()&&s->Rounds==0&&s->Magazines==0);}
// Deposited rifles and nested magazines are excluded; installed magazine slots remain admitted.
{Rig r;Entity cargo,rifle,magEntity;Item item;Slot slot;Storage storage;Weapon rifleWeapon;
r.crew.sibling=&cargo;cargo.child=&rifle;rifle.child=&magEntity;rifle.item=&item;item.slot=&slot;slot.storage=&storage;
rifle.weapon=&rifleWeapon;rifleWeapon.owner=&rifle;auto s=r.Inspect();assert(s->Complete&&s->Weapons==1&&rifle.reads==0&&magEntity.reads==0);}
{Rig r;Item item;Slot slot;Storage storage;r.magazine.item=&item;item.slot=&slot;slot.storage=&storage;
storage.purpose=EStoragePurpose::PURPOSE_ATTACHMENT_PROXY;auto s=r.Inspect();assert(s->Complete&&s->Rounds==25&&s->Magazines==1);}
for(int purpose:{0,127}){Rig r;Item item;Slot slot;Storage storage;r.gun.item=&item;item.slot=&slot;slot.storage=&storage;
storage.purpose=purpose;auto s=r.Inspect();assert(!s->Complete&&s->Weapons==0&&s->Valid());}
// Native purposes support combined flags; any deposit bit excludes the subtree.
{Rig r;Item item;Slot slot;Storage storage;r.gun.item=&item;item.slot=&slot;slot.storage=&storage;
storage.purpose=EStoragePurpose::PURPOSE_DEPOSIT|EStoragePurpose::PURPOSE_ATTACHMENT_PROXY;
auto s=r.Inspect();assert(!s->Complete&&s->Weapons==0&&s->Valid());}
// Manager references cannot rescue a cargo weapon.
{Rig r;Item item;Slot slot;Storage storage;r.gun.item=&item;item.slot=&slot;slot.storage=&storage;
auto s=r.Inspect();assert(!s->Complete&&s->Weapons==0&&s->Valid());}
// Exact native weapon-slot and muzzle containers are not deposit storage.
for(int purpose:{-1,0,127}){Rig r;Item gunItem,magItem;Slot gunSlot,magSlot;Storage storage;Mount mount;
mount.owner=&r.root;mount.weapon=&r.gun;mount.slot=&gunSlot;gunSlot.mount=&mount;r.gun.item=&gunItem;gunItem.slot=&gunSlot;
magSlot.muzzle=&r.muzzle;r.magazine.item=&magItem;magItem.slot=&magSlot;
if(purpose>=0){storage.purpose=purpose;gunSlot.storage=&storage;magSlot.storage=&storage;}
auto s=r.Inspect();assert(s->Complete&&s->Valid()&&s->Weapons==1&&s->Magazines==1&&s->Rounds==25&&s->Chambers==1);}
// No generic missing-storage bypass: foreign container owners, stale slots and
// substituted attached items fail closed, including foreign loaded magazines.
for(int fault=0;fault<6;fault++){Rig r;Entity foreign;Item item;Slot slot,other;Mount mount;
r.gun.item=&item;item.slot=&slot;slot.mount=&mount;mount.owner=&r.root;mount.weapon=&r.gun;mount.slot=&slot;
if(fault==0)mount.owner=&foreign;
if(fault==1)mount.owner=&r.crew;
if(fault==2)mount.weapon=&foreign;
if(fault==3)mount.slot=&other;
if(fault==4)slot.mount=nullptr;
if(fault==5)mount.owner=nullptr;
auto s=r.Inspect();assert(!s->Complete&&s->Weapons==0&&s->Rounds==0&&s->Valid());}
for(int fault=0;fault<3;fault++){Rig r;Entity foreign;Item item;Slot slot;
r.magazine.item=&item;item.slot=&slot;slot.muzzle=&r.muzzle;
if(fault==0)r.muzzle.owner=&foreign;
if(fault==1)r.muzzle.mag=nullptr;
if(fault==2)r.mag.owner=&foreign;
auto s=r.Inspect();assert(!s->Complete&&s->Magazines==0&&s->Rounds==0&&s->Valid());}
// An exact loaded magazine inside an excluded cargo rifle does not re-admit it.
{Rig r;Item item,magItem;Slot slot,magSlot;Storage deposit;r.gun.item=&item;item.slot=&slot;slot.storage=&deposit;
r.magazine.item=&magItem;magItem.slot=&magSlot;magSlot.muzzle=&r.muzzle;
auto s=r.Inspect();assert(!s->Complete&&s->Weapons==0&&s->Magazines==0&&s->Valid());}
// Native manager/FindComponent expose the wrapper and the physical weapon.
// A UAZ's single PKM must be one weapon even when all those paths overlap.
{Rig r;Mount mount;Item item;Slot binding;mount.owner=&r.root;mount.weapon=&r.gun;mount.slot=&binding;
binding.mount=&mount;item.slot=&binding;r.gun.item=&item;r.root.weapon=&mount;mount.muzzles=r.weapon.muzzles;
r.manager.weapons={&mount,&r.weapon,&mount};auto s=r.Inspect();
assert(s->Complete&&s->Valid()&&s->Weapons==1&&s->Muzzles==1&&s->Magazines==1&&s->Rounds==25&&s->Chambers==1);
assert(mount.reads==0&&r.weapon.reads==1&&r.mag.reads==1);}
// Unknown/foreign/empty/nested/stale slot endpoints never become real guns.
for(int fault=0;fault<11;fault++){Rig r;Entity foreign;Mount mount,other;Item item;Slot binding,stale;
mount.owner=&r.root;mount.weapon=&r.gun;mount.slot=&binding;binding.mount=&mount;item.slot=&binding;r.gun.item=&item;
r.root.weapon=&mount;r.manager.weapons={&mount};
if(fault==0)mount.weapon=nullptr;
if(fault==1)mount.weapon=&foreign;
if(fault==2)mount.weapon=&r.root; // nested/self wrapper
if(fault==3)binding.mount=&other;
if(fault==4)item.slot=&stale;
if(fault==5)mount.slot=nullptr;
if(fault==6)r.gun.item=nullptr;
if(fault==7)mount.owner=&foreign;
if(fault==8)r.gun.weapon=nullptr;
if(fault==9){other.owner=&r.gun;r.gun.weapon=&other;} // valid first binding, nested wrapper endpoint
if(fault==10)r.weapon.owner=&foreign; // component found on target belongs elsewhere
auto s=r.Inspect();assert(!s->Complete&&s->Valid()&&s->Weapons<=1&&mount.reads==0&&other.reads==0);}
// Thirty-two genuine installed guns still fit the weapon cap despite wrappers.
{Entity root;Array<Entity> hosts(32),guns(32),mags(32);Array<Weapon> weapons(32);Array<Mount> mounts(32);
Array<Muzzle> muzzles(32);Array<Magazine> magazines(32);Array<Item> items(32);Array<Slot> bindings(32);
root.child=&hosts[0];for(int i=0;i<32;i++){
if(i+1<32)hosts[i].sibling=&hosts[i+1];
hosts[i].child=&guns[i];guns[i].child=&mags[i];hosts[i].weapon=&mounts[i];guns[i].weapon=&weapons[i];
mounts[i].owner=&hosts[i];mounts[i].weapon=&guns[i];mounts[i].slot=&bindings[i];bindings[i].mount=&mounts[i];
items[i].slot=&bindings[i];guns[i].item=&items[i];weapons[i].owner=&guns[i];weapons[i].muzzles={&muzzles[i]};
mounts[i].muzzles=weapons[i].muzzles;muzzles[i].owner=&guns[i];muzzles[i].mag=&magazines[i];magazines[i].owner=&mags[i];}
auto s=ERR_HQMountedAmmoSampler::Inspect(&root);assert(s->Complete&&s->Valid()&&s->Weapons==32&&s->Muzzles==32&&s->Magazines==32&&s->Rounds==800);}
// Missing/projectile-only magazines and unsupported native values stay incomplete.
for(int kind=0;kind<9;kind++){Rig r;
if(kind==0)r.muzzle.mag=nullptr;
if(kind==1)r.weapon.muzzles={nullptr};
if(kind==2)r.weapon.muzzles={};
if(kind==3)r.muzzle.barrels=0;
if(kind==4)r.muzzle.barrels=33;
if(kind==5)r.mag.rounds=-1;
if(kind==6)r.mag.capacity=0;
if(kind==7)r.mag.capacity=100001;
if(kind==8)r.mag.rounds=101;
auto s=r.Inspect();assert(!s->Complete&&s->Valid());}
{Rig r;r.weapon.muzzles=Array<Muzzle*>(9,&r.muzzle);auto s=r.Inspect();assert(!s->Complete&&s->Muzzles==0&&r.muzzle.reads==0);}
{Rig r;r.manager.weapons=Array<Weapon*>(9,&r.weapon);auto s=r.Inspect();assert(!s->Complete&&s->Weapons==1&&s->Valid());}
// Entity budget also bounds enqueue and cycles, rather than only processed work.
for(int count:{128,129,300}){std::vector<Entity> nodes(count);for(int i=0;i<count-1;i++)nodes[i].child=&nodes[i+1];
auto s=ERR_HQMountedAmmoSampler::Inspect(&nodes[0]);assert(s->Complete==(count==128));assert(s->Valid());
int reads=0;for(auto& e:nodes)reads+=e.reads;assert(reads==128);}
{Entity root,child;root.child=&child;child.sibling=&child;auto s=ERR_HQMountedAmmoSampler::Inspect(&root);assert(!s->Complete&&s->Valid());}
{Entity root,child;root.child=&child;child.child=&root;auto s=ERR_HQMountedAmmoSampler::Inspect(&root);assert(!s->Complete&&s->Valid());}
// Maximum weapon and muzzle bounds remain valid detached counts on overflow.
for(int count:{32,33}){Entity root;std::vector<Entity> nodes(count);std::vector<Weapon> weapons(count);
root.child=&nodes[0];for(int i=0;i<count;i++){nodes[i].weapon=&weapons[i];weapons[i].owner=&nodes[i];if(i+1<count)nodes[i].sibling=&nodes[i+1];}
auto s=ERR_HQMountedAmmoSampler::Inspect(&root);assert(!s->Complete&&s->Weapons==32&&s->Valid());}
{Entity root;std::vector<Entity> nodes(18);std::vector<Weapon> weapons(17);std::vector<Muzzle> muzzles(136);Magazine mag;mag.owner=&nodes[17];
root.child=&nodes[0];for(int i=0;i<18;i++){if(i+1<18)nodes[i].sibling=&nodes[i+1];if(i==17)continue;
nodes[i].weapon=&weapons[i];weapons[i].owner=&nodes[i];for(int j=0;j<8;j++){auto& m=muzzles[i*8+j];m.owner=&nodes[i];m.mag=&mag;weapons[i].muzzles.Insert(&m);}}
auto s=ERR_HQMountedAmmoSampler::Inspect(&root);assert(!s->Complete&&s->Muzzles==128&&s->Magazines==1&&s->Chambers==128&&s->Valid());}
{Rig r;Magazine alias;alias.owner=&r.magazine;Muzzle second;second.owner=&r.gun;second.mag=&alias;r.weapon.muzzles.Insert(&second);
auto s=r.Inspect();assert(!s->Complete&&s->Magazines==1&&s->Rounds==25&&alias.reads==0&&s->Valid());}
// Realistic production load: 128 known deposited items plus mounted root,
// gun, loaded magazine and a pruned original crew root exceed128 in total.
// Cargo-first and structure-first traversal both retain the same mounted counts.
for(bool cargoFirst:{false,true}){Rig r;std::vector<Weapon> cargoWeapons(128);std::vector<Entity> cargo(128);std::vector<Item> items(128);std::vector<Slot> slots(128);Storage deposit;
for(int i=0;i<128;i++){cargo[i].weapon=&cargoWeapons[i];cargoWeapons[i].owner=&cargo[i];cargo[i].item=&items[i];items[i].slot=&slots[i];slots[i].storage=&deposit;if(i<127)cargo[i].sibling=&cargo[i+1];}
if(cargoFirst){r.root.child=&cargo[0];cargo.back().sibling=&r.gun;}else{r.crew.sibling=&cargo[0];}
auto snapshot=r.Inspect();assert(snapshot->Complete&&snapshot->Weapons==1&&snapshot->Magazines==1&&snapshot->Rounds==25&&snapshot->Valid());
for(auto& item:cargo){assert(item.reads==0);}for(auto& gun:cargoWeapons){assert(gun.reads==0);}assert(r.weapon.reads==1&&r.carried.reads==0);}
// Independent128 structural/128 cargo limits, in either order and interleaved.
for(int order:{0,1,2})for(int scenario:{0,1,2,3}){
int structures=scenario==1?129:128;int cargoCount=scenario==2||scenario==3?129:(scenario==1?100:128);
if(scenario==2)structures=4;
std::vector<Entity> nodes(structures),cargo(cargoCount);std::vector<Item> items(cargoCount);std::vector<Slot> slots(cargoCount);Storage deposit;std::vector<Entity*> sequence;
for(int i=0;i<cargoCount;i++){cargo[i].item=&items[i];items[i].slot=&slots[i];slots[i].storage=&deposit;}
if(order==0){for(auto& e:cargo)sequence.push_back(&e);for(int i=1;i<structures;i++)sequence.push_back(&nodes[i]);}
if(order==1){for(int i=1;i<structures;i++)sequence.push_back(&nodes[i]);for(auto& e:cargo)sequence.push_back(&e);}
if(order==2){for(int i=0;i<std::max(structures-1,cargoCount);i++){if(i<cargoCount)sequence.push_back(&cargo[i]);if(i+1<structures)sequence.push_back(&nodes[i+1]);}}
nodes[0].child=sequence[0];for(int i=0;i<int(sequence.size())-1;i++)sequence[i]->sibling=sequence[i+1];
auto snapshot=ERR_HQMountedAmmoSampler::Inspect(&nodes[0]);assert(snapshot->Complete==(scenario==0)&&snapshot->Weapons==0&&snapshot->Valid());
int reads=0;for(auto& e:nodes)reads+=e.reads;assert(reads<=128);for(auto& e:cargo)assert(e.reads==0);
}
// Wire validation rejects impossible or malicious counts.
{ERR_HQMountedAmmoSnapshot s;assert(s.Valid());s.Weapons=33;assert(!s.Valid());s.Weapons=1;s.Muzzles=9;assert(!s.Valid());
s.Muzzles=1;s.Magazines=2;assert(!s.Valid());s.Magazines=1;s.Capacity=100001;assert(!s.Valid());s.Capacity=100;s.Rounds=101;assert(!s.Valid());
s.Rounds=25;s.Chambers=33;assert(!s.Valid());s.Chambers=1;s.LowMagazines=2;assert(!s.Valid());s.LowMagazines=1;s.Complete=true;assert(s.Valid());}
}
''')
run(program)
print('PASS: actual mounted hierarchy sampling, ownership exclusion, deduplication, completeness/caps, quarter threshold and detached validation; no runtime policy or ammunition mutation')
# WORKBENCH records are opt-in. Re-run every original geometry/count assertion
# in that build too, plus exact failure witnesses from the same traversal.
cases=r'''
// Exact reason64 distinguishes absent item, null slot and differing slot,
// while actual Inspect remains incomplete and retains the same ammunition.
for(int fault=0;fault<3;fault++){
Rig r;Mount mount;Item item;Slot binding,other;Storage storage;storage.purpose=EStoragePurpose::PURPOSE_ATTACHMENT_PROXY;other.storage=&storage;
mount.owner=&r.root;mount.weapon=&r.gun;mount.slot=&binding;binding.mount=&mount;binding.attached=&r.gun;
r.manager.weapons={&mount};r.gun.item=fault==0?nullptr:&item;
if(fault==2)item.slot=&other;
other.mount=&mount;other.attached=&r.gun;
ERR_HQMountedAmmoSampler::BeginDiagnostic();auto snap=r.Inspect();auto*d=ERR_HQMountedAmmoSampler::EndDiagnostic();
assert(!snap->Complete&&snap->Weapons==1&&snap->Rounds==25&&(d->Reasons&64));
assert(d->Detail.find(fault==0?"item=absent;":"item=present;")!=string::npos);
assert(d->Detail.find(fault==2?"parent=different-binding;":"parent=null;")!=string::npos);
assert(d->Detail.find("binding-attached=exact;")!=string::npos&&d->Detail.find("binding-container=exact-mount;")!=string::npos);
assert(d->Detail.find("mount-owner=allowed;")!=string::npos&&d->Detail.find("mount-prefab=fixture;")!=string::npos);
if(fault==2)assert(d->Detail.find("parent-mount-slot=other-or-null;")!=string::npos);
}
{Rig r;r.weapon.muzzles={};ERR_HQMountedAmmoSampler::BeginDiagnostic();auto snap=r.Inspect();auto*d=ERR_HQMountedAmmoSampler::EndDiagnostic();
assert(!snap->Complete&&snap->Weapons==1&&snap->Rounds==0&&(d->Reasons&4096));
assert(d->Detail.find("zero-muzzle-not-proven-placeholder;")!=string::npos&&d->Detail.find("zero-muzzle-slot-evidence:item=absent;parent=null;")!=string::npos);}
''' + r'''
{Rig r;ERR_HQMountedAmmoSampler::BeginDiagnostic();auto snap=r.Inspect();auto*d=ERR_HQMountedAmmoSampler::EndDiagnostic();assert(snap->Complete&&d->Reasons==0&&d->Nodes==4&&d->Allowed==3&&d->Managers==1);assert(!ERR_HQMountedAmmoSampler::EndDiagnostic());}
{Entity root;root.child=&root;ERR_HQMountedAmmoSampler::BeginDiagnostic();auto snap=ERR_HQMountedAmmoSampler::Inspect(&root);auto*d=ERR_HQMountedAmmoSampler::EndDiagnostic();assert(!snap->Complete&&d->Reasons==4&&d->Nodes==1&&d->Allowed==1&&root.reads==1);}
{Entity root;std::vector<Entity> children(128);root.child=&children[0];for(int i=0;i<127;i++)children[i].sibling=&children[i+1];ERR_HQMountedAmmoSampler::BeginDiagnostic();auto snap=ERR_HQMountedAmmoSampler::Inspect(&root);auto*d=ERR_HQMountedAmmoSampler::EndDiagnostic();assert(!snap->Complete&&d->Reasons==1024&&d->Nodes==129&&d->Allowed==128&&d->Structural==129&&d->Cargo==0&&children[127].reads==0);}
for(int purpose:{-1,0,127}){Rig r;Item item;Slot slot;Storage storage;r.gun.item=&item;item.slot=&slot;r.gun.prefab.name="first-gun";if(purpose>=0){slot.storage=&storage;storage.purpose=purpose;}ERR_HQMountedAmmoSampler::BeginDiagnostic();auto snap=r.Inspect();auto*d=ERR_HQMountedAmmoSampler::EndDiagnostic();assert(!snap->Complete&&(d->Reasons&2)&&(d->Reasons&16)&&d->FirstPrefab=="first-gun"&&d->FirstPurpose==purpose&&d->Detail.find("ambiguous-storage;")!=string::npos);}
{Entity root;Manager manager;root.manager=&manager;manager.weapons.resize(9,nullptr);ERR_HQMountedAmmoSampler::BeginDiagnostic();auto snap=ERR_HQMountedAmmoSampler::Inspect(&root);auto*d=ERR_HQMountedAmmoSampler::EndDiagnostic();assert(!snap->Complete&&d->Reasons==512&&d->Managers==1&&manager.reads==1);}
{Rig r;Mount mount;mount.owner=&r.root;r.manager.weapons={&mount};ERR_HQMountedAmmoSampler::BeginDiagnostic();auto snap=r.Inspect();auto*d=ERR_HQMountedAmmoSampler::EndDiagnostic();assert(!snap->Complete&&(d->Reasons&32));}
{ERR_HQMountedAmmoSampler::BeginDiagnostic();auto snap=ERR_HQMountedAmmoSampler::Inspect(nullptr);auto*d=ERR_HQMountedAmmoSampler::EndDiagnostic();assert(!snap->Complete&&d->Reasons==1&&d->Nodes==0&&d->Allowed==0);}
'''
cases+=r'''
for(int which:{0,1}){Entity root;int cargoCount=which==0?129:256;std::vector<Entity> cargo(cargoCount);std::vector<Item> items(cargoCount);std::vector<Slot> slots(cargoCount);Storage storage;root.child=&cargo[0];
for(int i=0;i<cargoCount;i++){cargo[i].item=&items[i];items[i].slot=&slots[i];slots[i].storage=&storage;if(i+1<cargoCount)cargo[i].sibling=&cargo[i+1];}
ERR_HQMountedAmmoSampler::BeginDiagnostic();auto snapshot=ERR_HQMountedAmmoSampler::Inspect(&root);auto*d=ERR_HQMountedAmmoSampler::EndDiagnostic();assert(!snapshot->Complete&&d->Cargo==129&&d->Structural==1&&(d->Reasons&2048));
if(which==0){assert(d->Nodes==130&&!(d->Reasons&8));}else{assert(d->Nodes==256&&(d->Reasons&8));}}
'''
run('#define WORKBENCH\n'+program.replace('int main(){','int main(){'+cases))
print('PASS: WORKBENCH opt-in diagnostics distinguish cycles/cap/storage/manager/mount failures without repeated native traversal')
File diff suppressed because it is too large Load Diff
File diff suppressed because it is too large Load Diff
@@ -0,0 +1,756 @@
PASS: shared config transaction rejects client writes, preserves first-save/prior/fallback state across open, write, backup, partial-copy, readback and mismatch failures
PASS: actual Save/Commit preserves semantically valid backup across unrelated menu edits and repairs; unknown fields/default sections retained; actual terrain parser; other parsers, catalog and disk doubled
....
----------------------------------------------------------------------
Ran 4 tests in 0.001s
OK
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 mixed-roster worker/item selection, ownership/refusal and 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 HQ mine/magazine claim separation, real demand methods, exact token cleanup and original authority gates; native availability doubled
PASS: actual full magazine/inert-PMN4 depot leaf, exact custody, isolated callbacks, finite reservation, false/unknown and Stop quarantine, once-only delivery and caps; native movement unqualified
PASS: actual mine/magazine provenance and separated finite mine imports; actual authored identity capture, READY-only detached provenance, same shared stock admission, completed exact two-leg proof, lifetime caps and Stop no late adoption
PASS: actual crash geometry, detached definition setup, frozen server choice and guarded phase policy; integration/source ordering checked
PASS: actual GameMode readiness admission and common full-footprint survey require crash authorization and both surveyed areas
PASS: actual start defaults/parse/save, failure retention and authorized command wiring; current/next feedback, aliases and no random choice; native UI and core mode freezing are separate
PASS: actual immutable measured footprint/root/attachment matching, bounds/transforms, moving geometry, seated-body and cargo reciprocity, finite hierarchy caps; native geometry doubled
PASS: actual BMP singleton geometry and typed current order; one survey, full straight segment, width, known history, reservations, settlement/clearance and work caps; placement/footprint tested separately
PASS: actual five random-radius diagnostic wrappers, disabled transparency, cached opt-in, exact zero and exclusion branch, native arguments/returns/outarg preservation, single superclass call and shared16-log cap
PASS: zero-radius trace disabled by default, scoped before setup, exact opt-in emission; no native launch
PASS: complete actual supply-travel probe, immutable 6+2 formations and 25 actors, admission/travel deadlines, six observed native-boundary moves, stop/ownership/partial-substitution refusals
PASS: actual distinct supply-travel hook, fixed420s selector, original observer protection/restoration, failure/terminal cleanup and no legacy convoy setup
PASS: actual supply-travel selector requires Chat, one round and480s; existing outcomes unaffected; no native launch
usage: test_native_mounted_intercept.py [-h] [--steam STEAM]
[--external-addons EXTERNAL_ADDONS]
--compat COMPAT --profile PROFILE
[--smoke {crash-start,crash-geometry,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,supply-travel,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,inventory-hitzone,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}]
[--trace-random-radius]
[--maintenance-refuel]
[--mounted-swap-eligibility]
[--mounted-bmp] [--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 {crash-start,crash-geometry,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,supply-travel,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,inventory-hitzone,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}]
[--trace-random-radius]
[--maintenance-refuel]
[--mounted-swap-eligibility]
[--mounted-bmp] [--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 {crash-start,crash-geometry,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,supply-travel,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,inventory-hitzone,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}]
[--trace-random-radius]
[--maintenance-refuel]
[--mounted-swap-eligibility]
[--mounted-bmp] [--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 {crash-start,crash-geometry,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,supply-travel,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,inventory-hitzone,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}]
[--trace-random-radius]
[--maintenance-refuel]
[--mounted-swap-eligibility]
[--mounted-bmp] [--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 {crash-start,crash-geometry,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,supply-travel,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,inventory-hitzone,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}]
[--trace-random-radius]
[--maintenance-refuel]
[--mounted-swap-eligibility]
[--mounted-bmp] [--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 paired arc geometry,40m/80m spacing, separate original polylines, both-position validation and128road/4096segment budget; no native driving proof
PASS: actual typed original BMP singleton, loss/footprint/custody guards and native cancellation, UAZ-only pair admission, rollback, native allocation/revocation boundaries, per-member ownership, hold and expiry
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; terrain suffix follows world changes, cached resolution and confirmed takeover metadata restores on cleanup without changing scenario resource or overwriting later titles
PASS: actual terrain parent traversal, Armenhof/Nogova names, Everon alias, missing-resource fallback, empty names and bounded cycles/depth
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 Compatible and bounded stock preflight before report/claim consumption, later compatible truck, launcher controls, 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 patrol fixture leaves prison before responder HQ proof, followed by separate permanent-patrol observation
PASS: exact patrol-hq finite responder preparation and native search-radius receipt verification
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 0.278s
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 BMP capture requires complete armed exact original resource; pinned delivery/slot checks and isolated CLI flag
PASS: actual opt-in pre-unlock isolation refuses wrong mode/phase/flag and existing hunters; no baseline service changes
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 0.073s
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 4.154s
OK
PASS: actual convoy motion thresholds, native-only proof boundaries, physical cargo/crew ownership and pre-launch runner restrictions
PASS: actual new measured ClearFootprint 25/441 sample grids, measured extents/height, water/invalid world/terrain/trace refusal plus legacy 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 native group-envelope admission and phase cancellation, preparation/deadline, original custody/identity, once-only callback removal, cancellation quarantine, withdrawal/clearance, native refusal and owned-action cleanup; native execution untested
PASS: actual mine selector respects road and settlement flank safety; native boundaries doubled
PASS: actual HQ and post ledger: second delivered post, one query/tick,2 active/32 jobs,4 consumed lifetime attempts, no-stock/query refusal consumption, pending old job and original identity constraints
PASS: actual mine post ledger immutable history, strict chronology/evidence, aliases, >160m separation, detached sites and finite4/32 consumed attempts
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 finite45..110 radius and both ordinary search queue snapshot expressions
PASS: actual HQ memory rules/service preserve delivered snapshots, chronology, replay bounds, decay, motion limits, identity and negative-search revisions
..........
----------------------------------------------------------------------
Ran 10 tests in 0.215s
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 0.472s
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 sixteen 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 0.274s
OK
......................
----------------------------------------------------------------------
Ran 22 tests in 27.073s
OK
..................
----------------------------------------------------------------------
Ran 18 tests in 3.186s
OK
.........
----------------------------------------------------------------------
Ran 9 tests in 2.500s
OK
...............
----------------------------------------------------------------------
Ran 15 tests in 1.252s
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 0.666s
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 0.683s
OK
......................
----------------------------------------------------------------------
Ran 22 tests in 0.192s
OK
................
----------------------------------------------------------------------
Ran 16 tests in 11.043s
OK
......
----------------------------------------------------------------------
Ran 6 tests in 0.019s
OK
PASS: actual production bridge lookup, lease/world/mode/seat/capture guards, no allocation, native super ordering and read-only fixture hooks
...............
----------------------------------------------------------------------
Ran 15 tests in 0.060s
OK
.............
----------------------------------------------------------------------
Ran 13 tests in 5.260s
OK
PASS: actual route gain/caps/braking, callback selection, old landing/cancellation control and matching read-only telemetry
..............................
----------------------------------------------------------------------
Ran 30 tests in 0.433s
OK
..............
----------------------------------------------------------------------
Ran 14 tests in 0.216s
OK
.........
----------------------------------------------------------------------
Ran 9 tests in 0.121s
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 0.071s
OK
.......................
----------------------------------------------------------------------
Ran 23 tests in 0.038s
OK
PASS: actual initial WAITING task/guide copy, configured duration, unchanged interruption and rounded progress; native task assertion pending
........
----------------------------------------------------------------------
Ran 8 tests in 0.013s
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 0.511s
OK
......
----------------------------------------------------------------------
Ran 6 tests in 0.081s
OK
.................
----------------------------------------------------------------------
Ran 17 tests in 0.004s
OK
...........
----------------------------------------------------------------------
Ran 11 tests in 0.092s
OK
.........
----------------------------------------------------------------------
Ran 9 tests in 0.374s
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 0.099s
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 1.237s
OK
PASS: actual three-state result wording and UI refresh; stale winner IDs never manufacture escape
...........
----------------------------------------------------------------------
Ran 11 tests in 0.096s
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 0.202s
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 0.119s
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 0.189s
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 0.031s
OK
...........
----------------------------------------------------------------------
Ran 11 tests in 0.030s
OK
PASS: actual full-salvo gates require eight fresh committed physical launches, natural closure and exact finite inventory; reject partial/extra/replayed events
PASS: actual reason/availability guidance and refresh matrix; no-target copy omits cycling, hint retry retained, existing command/admin paths unchanged; native UI pending
PASS: actual client camera policy closes immediately on healing or mission end; late unconscious metadata cannot keep the view active
PASS: actual input dispatch, one press per edge, menu-held suppression; actual revival camera handoff with editor close/retry, missing camera, replacement body and stopped round
PASS: first-person pose survives missing samples without drift, follows body motion/rotation, resumes fresh pose and cannot leak between targets
................usage: test_native_package.py [-h] [--project {core}] --session SESSION
--compat COMPAT [--steam STEAM]
[--timeout TIMEOUT]
[--external-addons EXTERNAL_ADDONS]
[--silent-workbench | --exit-after-init]
[--continue-on-failure]
test_native_package.py: error: argument --exit-after-init: not allowed with argument --silent-workbench
................................
----------------------------------------------------------------------
Ran 48 tests in 12.886s
OK
.......
----------------------------------------------------------------------
Ran 7 tests in 0.249s
OK
..............
----------------------------------------------------------------------
Ran 14 tests in 2.330s
OK
....
----------------------------------------------------------------------
Ran 4 tests in 0.269s
OK
....
----------------------------------------------------------------------
Ran 4 tests in 0.054s
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 1.763s
OK
.....
----------------------------------------------------------------------
Ran 5 tests in 1.045s
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 0.013s
OK
....
----------------------------------------------------------------------
Ran 4 tests in 0.139s
OK
PASS: actual aim renewal requires fresh same-report solve and original-command equivalence; native firing untested
........
----------------------------------------------------------------------
Ran 8 tests in 0.011s
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 0.019s
OK
..........
----------------------------------------------------------------------
Ran 10 tests in 0.003s
OK
.....
----------------------------------------------------------------------
Ran 5 tests in 0.958s
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: actual native-probe lifecycle/counters with doubled boundaries; fixed deadline, exact seven sources, true forwarding, async close, no late updates and selector wiring
PASS: actual one-argument adapter, explicit refresh, native initialization flag, duplicate/blood ownership, rebind/detach/destruction and foreign-mode transparency
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 0.560s
OK
.
----------------------------------------------------------------------
Ran 1 test in 0.315s
OK
PASS: radio authorization/discovery/phase matrix, exact distance limits, defender handover, interruption, empty samples, clock regression and duration boundary
PASS: actual radio feedback policy, initial wait, interruption persistence, resumption and terminal/new-round reset
...............
----------------------------------------------------------------------
Ran 15 tests in 2.151s
OK
..............................................
----------------------------------------------------------------------
Ran 46 tests in 0.822s
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: 37 prefabs have unique saved root entity IDs
PASS: 299 original script entries tracked across 18 unfinished responsibilities
PASS: 1 isolated addons, acyclic dependencies, 60 unique resources, exact vanilla/authorized external references
All repository checks passed. Native compilation and multiplayer tests are separate requirements.
Suite exit 0 programs 309 unchanged True