Expand roadblocks with defensive bays and checkpoint equipment
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@@ -109,7 +109,8 @@ s=s.replace('m_BuildGroup.', 'm_BuildGroup->').replace('m_BuildHold.', 'm_BuildH
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s=s.replace('IEntity entity', 'Node* entity').replace('RplComponent component;', 'Replica* component=nullptr;').replace('RplComponent component =', 'Replica* component =')
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s=s.replace('RplComponent.Cast', 'Replica::Cast').replace('FindComponent(RplComponent)', 'FindComponent()').replace('RplId.Invalid()', '-1')
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s=s.replace('entity.FindComponent', 'entity->FindComponent').replace('m_BuildSpawned[i].FindComponent', 'm_BuildSpawned[i]->FindComponent').replace('component.', 'component->')
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for ns in ('ERR_Actors','ERR_Resources','ERR_ForceKind'):s=s.replace(ns+'.',ns+'::')
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for ns in ('ERR_Actors','ERR_Resources','ERR_ForceKind','ERR_RoadblockRules'):s=s.replace(ns+'.',ns+'::')
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rule=body(p,'static int PropCount(')
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run(r'''
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#include <cassert>
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#include <string>
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@@ -128,6 +129,7 @@ struct Mode{Ledger ledger;int owned=0,groups=0;Ledger& Forces(){return ledger;}i
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struct Placement{bool clear=true;bool Clear(int,void*){return clear;}};
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struct Mining{int registered=0;void Register(Node*,Node*,int){registered++;}};
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struct Prop{string Prefab="cover";int Position=5,Angles=0;};
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namespace ERR_RoadblockRules{'''+rule+r'''}
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struct Build{
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Mode m_Mode;Placement m_Placement;Mining m_Mining;Node* m_BuildGroup=nullptr;Node* m_BuildHold=nullptr;
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Array<int> m_BuildPositions,m_Positions;Array<Prop>m_BuildCovers;Array<Node*>m_BuildSpawned,m_Groups;Array<string>m_Roster={"one","two"};
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@@ -136,31 +138,31 @@ struct Build{
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void Rollback(Array<Node*>&entities,Node*group){rolledBack+=entities.Count()+(group?1:0);}
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'''+s+r'''
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};
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int main(){Array<int> positions={1,2,3,4};Array<Prop>covers(10);
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int main(){Array<int> positions={1,2,3,4};Array<Prop>covers(ERR_RoadblockRules::PropCount());const int pieces=4+covers.Count()+1;
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{Build b;int start=ERR_Actors::calls;assert(b.SpawnPost(positions,covers));assert(ERR_Actors::calls==start+1);
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for(int piece=0;piece<15;piece++){int calls=ERR_Actors::calls;b.BuildPost();assert(ERR_Actors::calls==calls+1&&b.m_Positions.Count()==0&&b.m_Mode.owned==0);}
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auto shared=b.m_BuildSpawned;for(int i=4;i<14;i++)assert(shared[i]->replica.streaming);
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b.BuildPost();for(int i=4;i<14;i++)assert(!shared[i]->replica.streaming);assert(!b.m_BuildGroup&&b.m_Positions.Count()==1&&b.m_Groups.Count()==1&&b.m_Mode.owned==16&&b.m_Mode.groups==1&&b.m_Mining.registered==1&&b.m_NextSearch==2100);
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for(int piece=0;piece<pieces;piece++){int calls=ERR_Actors::calls;b.BuildPost();assert(ERR_Actors::calls==calls+1&&b.m_Positions.Count()==0&&b.m_Mode.owned==0);}
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auto shared=b.m_BuildSpawned;for(int i=4;i<4+covers.Count();i++)assert(shared[i]->replica.streaming);
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b.BuildPost();for(int i=4;i<4+covers.Count();i++)assert(!shared[i]->replica.streaming);assert(!b.m_BuildGroup&&b.m_Positions.Count()==1&&b.m_Groups.Count()==1&&b.m_Mode.owned==pieces+1&&b.m_Mode.groups==1&&b.m_Mining.registered==1&&b.m_NextSearch==2100);
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}
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// A server-only or unregistered prop must never count as a complete roadblock.
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for(int bad=4;bad<14;bad++)for(bool missing:{false,true}){
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Build b;b.SpawnPost(positions,covers);for(int i=0;i<15;i++)b.BuildPost();
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auto pieces=b.m_BuildSpawned;pieces[bad]->missing=missing;pieces[bad]->replica.id=-1;
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b.BuildPost();assert(b.m_Positions.Count()==0&&!b.m_BuildGroup&&b.m_Mode.owned==0&&b.rolledBack==16);
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for(int i=4;i<14;i++)assert(pieces[i]->replica.streaming); // reject before changing any streaming rule
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for(int bad=4;bad<4+covers.Count();bad++)for(bool missing:{false,true}){
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Build b;b.SpawnPost(positions,covers);for(int i=0;i<pieces;i++)b.BuildPost();
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auto spawned=b.m_BuildSpawned;spawned[bad]->missing=missing;spawned[bad]->replica.id=-1;
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b.BuildPost();assert(b.m_Positions.Count()==0&&!b.m_BuildGroup&&b.m_Mode.owned==0&&b.rolledBack==pieces+1);
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for(int i=4;i<4+covers.Count();i++)assert(spawned[i]->replica.streaming); // reject before changing any streaming rule
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}
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// Player approaches at any stage: no registered post and every owned piece removed.
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for(int stage=0;stage<=15;stage++){Build b;assert(b.SpawnPost(positions,covers));for(int i=0;i<stage;i++)b.BuildPost();b.playersClear=false;b.BuildPost();assert(!b.m_BuildGroup&&b.m_Positions.Count()==0&&b.m_Mode.owned==0&&b.rolledBack==stage+1);}
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for(int stage=0;stage<=pieces;stage++){Build b;assert(b.SpawnPost(positions,covers));for(int i=0;i<stage;i++)b.BuildPost();b.playersClear=false;b.BuildPost();assert(!b.m_BuildGroup&&b.m_Positions.Count()==0&&b.m_Mode.owned==0&&b.rolledBack==stage+1);}
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// Any native entity creation failure rolls back rather than consuming a post.
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for(int stage=0;stage<16;stage++){Build b;ERR_Actors::failAt=ERR_Actors::calls+stage+1;bool begun=b.SpawnPost(positions,covers);
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for(int stage=0;stage<pieces+1;stage++){Build b;ERR_Actors::failAt=ERR_Actors::calls+stage+1;bool begun=b.SpawnPost(positions,covers);
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if(stage==0)assert(!begun);else{for(int i=0;i<stage;i++)b.BuildPost();assert(b.rolledBack==stage);}
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assert(!b.m_BuildGroup&&b.m_Positions.Count()==0&&b.m_Mode.owned==0);ERR_Actors::failAt=0;
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}
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{Build b;b.SpawnPost(positions,covers);b.m_Placement.clear=false;b.BuildPost();assert(!b.m_BuildGroup&&b.rolledBack==1);}
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{Build b;b.SpawnPost(positions,covers);for(int i=0;i<4;i++)b.BuildPost();b.coversClear=false;b.BuildPost();assert(!b.m_BuildGroup&&b.rolledBack==5);}
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{Build b;b.SpawnPost(positions,covers);for(int i=0;i<15;i++)b.BuildPost();b.m_Mode.ledger.accept=false;b.BuildPost();assert(!b.m_BuildGroup&&b.rolledBack==16&&b.m_Positions.Count()==0);}
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{Build b;b.SpawnPost(positions,covers);for(int i=0;i<pieces;i++)b.BuildPost();b.m_Mode.ledger.accept=false;b.BuildPost();assert(!b.m_BuildGroup&&b.rolledBack==pieces+1&&b.m_Positions.Count()==0);}
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{Build b;b.SpawnPost(positions,covers);b.BuildPost();b.CancelPost();assert(!b.m_BuildGroup&&b.rolledBack==2&&b.m_Mode.owned==0);}
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for(auto*n:ERR_Actors::all)delete n;
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}
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''')
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print('PASS: actual staged post creation spawns at most one entity per callback, commits only all four guards/ten props/waypoint, and rolls back player approach, obstructions, spawn/replication/ledger failure and cancellation; all ten committed props bypass distance streaming')
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print('PASS: actual staged post creation spawns at most one entity per callback, commits only all four guards/all planned props/waypoint, and rolls back player approach, obstructions, spawn/replication/ledger failure and cancellation; all committed props bypass distance streaming')
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