Route delivered HQ tracks to temporary road interception and refresh playtest packages
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// Optional HQ destination refinement over delivered memory and authored roads.
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// No player/target entity reads, forces, props, assignments or independent timer.
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class ERR_HQRoadIntercept
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{
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static bool Eligible(ERR_HQBelief belief, float now)
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{
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if (!belief || belief.Kind != ERR_HQMemoryKind.SIGHTING || belief.SampleCount < 2 || belief.MessageId <= 0) return false;
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if (!ERR_ForceRules.Finite(now) || !ERR_ForceRules.Finite(belief.LastDeliveredAt) || belief.LastDeliveredAt > now || belief.LastDeliveredAt < belief.ObservedAt) return false;
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if (belief.TravelMode != "on foot" && belief.TravelMode != "in vehicle") return false;
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if (!ERR_HQPursuitRules.Heading(belief.Velocity, belief.HasVelocity)) return false;
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vector velocity = belief.Velocity; velocity[1] = 0;
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if (velocity.Length() < 2) return false;
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return ERR_HQPursuitRules.Role(belief.Confidence, (now - belief.ObservedAt) / 1000, belief.Radius, true, 0) == ERR_HQPursuitRole.INTERCEPT;
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}
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static bool Ahead(vector origin, vector velocity, vector point)
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{
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if (!ERR_ForceRules.FiniteVector(origin) || !ERR_ForceRules.FiniteVector(point) || !ERR_HQPursuitRules.Heading(velocity, true)) return false;
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vector delta = point - origin; delta[1] = 0; velocity[1] = 0;
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float distance = delta.Length();
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return distance >= 40 && distance <= 250 && vector.Dot(delta.Normalized(), velocity.Normalized()) >= 0.8;
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}
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static bool Unreserved(vector point, array<vector> reserved)
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{
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if (!reserved || reserved.Count() > 128) return false;
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foreach (vector other : reserved)
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if (!ERR_ForceRules.FiniteVector(other) || vector.DistanceXZ(point, other) < 80) return false;
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return true;
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}
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static bool Better(float score, vector point, float bestScore, vector best)
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{
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if (score < bestScore) return true;
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if (score > bestScore) return false;
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if (point[0] != best[0]) return point[0] < best[0];
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if (point[2] != best[2]) return point[2] < best[2];
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return point[1] < best[1];
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}
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// Projection stays on one actual road segment, never a chord through bends.
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static bool FromPolyline(array<vector> points, vector origin, vector velocity, vector seed, array<vector> reserved, out vector result, out float score)
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{
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result = vector.Zero; score = 1e20;
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if (!points || points.Count() < 2 || points.Count() > 1024 || !ERR_ForceRules.FiniteVector(seed)) return false;
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foreach (vector point : points) if (!ERR_ForceRules.FiniteVector(point)) return false;
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bool found;
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for (int i = 1; i < points.Count(); i++)
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{
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vector delta = points[i] - points[i - 1]; delta[1] = 0;
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float length = delta.Length();
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if (length < 0.01) continue;
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vector offset = seed - points[i - 1]; offset[1] = 0;
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float fraction = Math.Clamp(vector.Dot(offset, delta) / (length * length), 0, 1);
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vector candidate = vector.Lerp(points[i - 1], points[i], fraction);
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float distance = vector.DistanceXZ(seed, candidate);
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if (distance > 100 || !Ahead(origin, velocity, candidate) || !Unreserved(candidate, reserved)) continue;
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if (!found || Better(distance, candidate, score, result)) { result = candidate; score = distance; found = true; }
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}
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return found;
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}
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static bool Standable(vector position)
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{
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if (!ERR_ForceRules.FiniteVector(position) || ChimeraWorldUtils.TryGetWaterSurfaceSimple(GetGame().GetWorld(), position)) return false;
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array<vector> edges = {"0.4 0 0", "-0.4 0 0", "0 0 0.4", "0 0 -0.4"};
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foreach (vector edge : edges)
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{
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vector sample = ERR_Actors.Ground(position + edge);
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if (!ERR_ForceRules.FiniteVector(sample) || Math.AbsFloat(sample[1] - position[1]) > 0.4) return false;
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}
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TraceBox body = new TraceBox(); body.Start = position + "0 1 0"; body.End = body.Start + "0 0.01 0";
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body.Mins = "-0.35 -0.9 -0.35"; body.Maxs = "0.35 0.9 0.35";
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body.Flags = TraceFlags.WORLD | TraceFlags.ENTS;
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return GetGame().GetWorld().TraceMove(body, null) == 1;
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}
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static bool Select(ERR_HQBelief belief, float now, array<vector> reserved, out vector result)
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{
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result = vector.Zero;
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if (!Replication.IsServer() || !Eligible(belief, now) || !reserved || reserved.Count() > 128) return false;
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vector seed = ERR_HQPursuitRules.Objective(belief.PredictedPosition, belief.Velocity, true, belief.Confidence,
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(now - belief.ObservedAt) / 1000, belief.Radius, ERR_HQPursuitRole.INTERCEPT, 0);
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if (!ERR_ForceRules.FiniteVector(seed)) return false;
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SCR_AIWorld world = SCR_AIWorld.Cast(GetGame().GetAIWorld());
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if (!world || !world.GetRoadNetworkManager()) return false;
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array<BaseRoad> roads = {};
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world.GetRoadNetworkManager().GetRoadsInAABB(seed + "-100 -1000 -100", seed + "100 1000 100", roads);
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if (roads.Count() > 128) return false;
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int segments;
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bool found;
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vector best;
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float bestScore = 1e20;
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foreach (BaseRoad road : roads)
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{
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if (!road || !ERR_ForceRules.Finite(road.GetWidth()) || road.GetWidth() < 4) continue;
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array<vector> points = {}; road.GetPoints(points);
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if (points.Count() < 2 || points.Count() > 1024) continue;
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segments += points.Count() - 1;
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if (segments > 4096) return false;
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vector candidate;
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float score;
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if (!FromPolyline(points, belief.PredictedPosition, belief.Velocity, seed, reserved, candidate, score)) continue;
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if (!found || Better(score, candidate, bestScore, best)) { best = candidate; bestScore = score; found = true; }
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}
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if (!found) return false;
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vector grounded = ERR_Actors.Ground(best);
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// Terrain grounding must not turn an elevated road/bridge into an offroad post below it.
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if (!ERR_ForceRules.FiniteVector(grounded) || Math.AbsFloat(grounded[1] - best[1]) > 2 || !Standable(grounded)) return false;
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result = grounded;
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return true;
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}
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}
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