Validate independent packed addons and complete physical mortar salvos

This commit is contained in:
2026-09-19 11:42:13 +02:00
parent 7c53b4bb81
commit dfd7cc49e2
532 changed files with 63902 additions and 96 deletions
@@ -0,0 +1,8 @@
SCR_AIGroup : "{8DE0C0830FE0C33D}Prefabs/Groups/OPFOR/Group_USSR_Base.et" {
m_aUnitPrefabSlots {
"{86E565387A634103}Prefabs/Characters/Campaign/Final/OPFOR/USSR_Army/Regular/Campaign_USSR_Player_MortarCrew.et"
"{86E565387A634103}Prefabs/Characters/Campaign/Final/OPFOR/USSR_Army/Regular/Campaign_USSR_Player_MortarCrew.et"
"{86E565387A634103}Prefabs/Characters/Campaign/Final/OPFOR/USSR_Army/Regular/Campaign_USSR_Player_MortarCrew.et"
"{612F43A4D5AE765F}Prefabs/Characters/Factions/OPFOR/USSR_Army/Character_USSR_RTO.et"
}
}
@@ -0,0 +1,7 @@
MetaFileClass {
Name "{B84C05941C4C81B8}Prefabs/ERR/MortarCrew.et"
Configurations {
EntityTemplateResourceClass PC {}
EntityTemplateResourceClass HEADLESS {}
}
}
@@ -0,0 +1,391 @@
class ERR_HQUnit
{
int Id;
SCR_AIGroup Group;
SCR_AIGroupUtilityComponent Utility;
IEntity Radio;
float NextReport;
ref ERR_HQRoute Uplink;
ref ERR_HQReport PendingReport;
ref ERR_HQRoute Downlink;
ref ERR_HQReport PendingOrder;
ref ERR_HQReport Assignment;
AIWaypoint Waypoint;
bool ReservedForSupport;
int LogisticsReservation;
ref ERR_MortarSupplyStatus PendingSupplyStatus;
bool Eligible(ERR_GameMode mode)
{
if (ReservedForSupport || LogisticsReservation > 0 || !Group || !Utility || Group.GetPlayerCount(true) > 0 || Group.IsSlave() || Group.GetFaction() != mode.EnemyFaction()) return false;
array<AIAgent> agents = {};
Group.GetAgents(agents);
bool survivor;
foreach (AIAgent agent : agents)
{
if (!agent || !ERR_Actors.CanFight(agent.GetControlledEntity())) continue;
survivor = true;
if (CompartmentAccessComponent.GetVehicleIn(agent.GetControlledEntity())) return false;
}
return survivor;
}
void Release()
{
if (Waypoint)
{
if (Group) Group.RemoveWaypoint(Waypoint);
SCR_EntityHelper.DeleteEntityAndChildren(Waypoint);
}
Waypoint = null;
Assignment = null;
PendingOrder = null;
Downlink = null;
}
}
class ERR_HQ : ERR_CommandService
{
protected ERR_GameMode m_Mode;
protected ref ERR_MortarSystem m_Mortars;
protected ref ERR_MortarLogistics m_Logistics;
protected ref array<ref ERR_HQUnit> m_Units = {};
protected ref array<ref ERR_HQReport> m_Contacts = {};
protected ref ERR_HQNetwork m_Network = new ERR_HQNetwork();
protected ref ERR_HQJournal m_Journal = new ERR_HQJournal();
protected int m_NextId;
protected float m_NextNetwork;
protected float m_NextAssignment;
void ERR_HQ(ERR_GameMode mode) { m_Mode = mode; m_Mortars = new ERR_MortarSystem(this); m_Logistics = new ERR_MortarLogistics(this, mode); }
static ERR_HQ Get()
{
ERR_GameMode mode = ERR_GameMode.Get();
if (!mode) return null;
return ERR_HQ.Cast(mode.Command());
}
static bool MissionActive()
{
ERR_GameMode mode = ERR_GameMode.Get();
return mode && mode.Active();
}
static void Event(string kind, string message, int messageId = 0)
{
ERR_HQ hq = Get();
if (hq) hq.Journal().Write(kind, message, messageId);
}
ERR_MortarSystem Mortars() { return m_Mortars; }
bool PrepareSupport() { return m_Mortars.Prepare() && m_Logistics.Prepare(); }
ERR_MortarLogistics Logistics() { return m_Logistics; }
void ReserveGroup(SCR_AIGroup group)
{
foreach (ERR_HQUnit unit : m_Units)
{
if (unit.Group != group) continue;
unit.Release();
unit.ReservedForSupport = true;
}
}
// Temporary reservations never alter the permanent support reservation.
int LogisticsToken(SCR_AIGroup group)
{
foreach (ERR_HQUnit unit : m_Units) if (unit.Group == group) return unit.LogisticsReservation;
return 0;
}
bool ReserveLogistics(SCR_AIGroup group, int token)
{
if (!Replication.IsServer() || token <= 0 || !MissionActive()) return false;
foreach (ERR_HQUnit unit : m_Units)
{
if (unit.Group != group || !unit.Eligible(m_Mode) || !unit.Radio || unit.Assignment || unit.PendingOrder || unit.Downlink || unit.Waypoint) continue;
if (unit.Utility.m_Perception && !unit.Utility.m_Perception.m_aTargets.IsEmpty()) continue;
unit.LogisticsReservation = token;
return true;
}
return false;
}
void ReleaseLogistics(SCR_AIGroup group, int token)
{
foreach (ERR_HQUnit unit : m_Units)
if (unit.Group == group && unit.LogisticsReservation == token) unit.LogisticsReservation = 0;
}
bool QueueSupplyStatus(ERR_MortarBattery battery, float now)
{
if (!Replication.IsServer() || !MissionActive() || !battery || !battery.StartupActivated || !battery.Operational() || !m_Logistics.CanSample(battery) || !ERR_MortarLogisticsRules.Need(battery.CountShells())) return false;
foreach (ERR_HQUnit unit : m_Units)
{
if (unit.Group != battery.Group || unit.Uplink || !unit.Radio || unit.Radio != battery.RadioOperator) continue;
ERR_HQRoute route = m_Network.Route(unit.Radio);
if (!route) return false;
ERR_MortarSupplyStatus report = new ERR_MortarSupplyStatus();
report.Group = battery.Group; report.Gun = battery.Gun; report.Position = battery.Gun.GetOrigin();
report.Shells = battery.CountShells(); report.ObservedAt = now; report.MessageId = m_Journal.Message();
route.MessageId = report.MessageId;
route.Payload = string.Format("mortar supply status; usable HE=%1; position=%2; sampled=%3", report.Shells, report.Position, report.ObservedAt);
unit.PendingSupplyStatus = report; unit.Uplink = route;
m_Journal.Write("SUPPLY REPORT", route.Payload, route.MessageId);
return true;
}
return false;
}
void PhysicalForces(out array<IEntity> entities)
{
entities.Clear();
foreach (ERR_HQUnit unit : m_Units)
{
if (!unit.Group) continue;
array<AIAgent> agents = {};
unit.Group.GetAgents(agents);
foreach (AIAgent agent : agents)
{
if (!agent || !agent.GetControlledEntity()) continue;
IEntity actor = agent.GetControlledEntity();
if (!entities.Contains(actor)) entities.Insert(actor);
IEntity vehicle = CompartmentAccessComponent.GetVehicleIn(actor);
if (vehicle && !entities.Contains(vehicle)) entities.Insert(vehicle);
}
}
m_Mortars.AppendGuns(entities);
}
bool MortarConnected(SCR_AIGroup group)
{
foreach (ERR_HQUnit unit : m_Units)
if (unit.Group == group && unit.Radio) return m_Network.Route(unit.Radio) != null;
return false;
}
ERR_HQRoute Downlink(SCR_AIGroup group, string kind, string detail, int sourceId)
{
foreach (ERR_HQUnit unit : m_Units)
{
if (unit.Group != group || !unit.Radio) continue;
ERR_HQRoute route = m_Network.Route(unit.Radio, true);
if (!route) return null;
route.MessageId = m_Journal.Message();
route.Payload = string.Format("%1 from report M%2; %3", kind, sourceId, detail);
m_Journal.Write("ORDER QUEUED", route.Payload, route.MessageId);
return route;
}
return null;
}
void SupportContacts(out array<ref ERR_HQReport> contacts, float now)
{
contacts.Clear();
foreach (ERR_HQReport contact : m_Contacts)
if (ERR_MortarPrediction.Fresh(contact, now)) contacts.Insert(contact.Snapshot());
}
ERR_HQJournal Journal() { return m_Journal; }
string Status()
{
return string.Format("HQ: %1 groups, %2 delivered contacts, %3 assignments", m_Units.Count(), m_Contacts.Count(), Assigned()) + "; " + m_Mortars.Status() + "; " + m_Logistics.Status();
}
override void RegisterGroup(SCR_AIGroup group)
{
if (!Replication.IsServer() || !group || m_Units.Count() >= 128) return;
foreach (ERR_HQUnit known : m_Units) if (known.Group == group) return;
SCR_AIGroupUtilityComponent utility = SCR_AIGroupUtilityComponent.Cast(group.FindComponent(SCR_AIGroupUtilityComponent));
if (!utility || group.GetFaction() != m_Mode.EnemyFaction()) return;
ERR_HQUnit unit = new ERR_HQUnit();
unit.Id = ++m_NextId;
unit.Group = group;
unit.Utility = utility;
int phase = unit.Id % 5;
unit.NextReport = GetGame().GetWorld().GetWorldTime() + phase * 1000;
m_Units.Insert(unit);
m_Journal.Write("REGISTER", string.Format("group %1", unit.Id));
}
override void UnregisterGroup(SCR_AIGroup group)
{
foreach (ERR_HQUnit unit : m_Units)
{
if (unit.Group != group) continue;
unit.Release();
unit.Group = null;
unit.Utility = null;
}
}
protected int Assigned()
{
int total;
foreach (ERR_HQUnit unit : m_Units) if (unit.Assignment || unit.PendingOrder) total++;
return total;
}
protected void IndexRadios()
{
m_Network.Clear();
foreach (ERR_HQUnit unit : m_Units)
{
unit.Radio = null;
if (!unit.Group || unit.Group.GetPlayerCount(true) > 0 || unit.Group.GetFaction() != m_Mode.EnemyFaction()) continue;
array<AIAgent> agents = {};
unit.Group.GetAgents(agents);
int best;
foreach (AIAgent agent : agents)
{
if (!agent) continue;
IEntity actor = agent.GetControlledEntity();
int capability = ERR_HQRadio.Capability(actor);
if (capability <= 0) continue;
m_Network.Add(actor, unit.Group, unit.Id, capability);
if (capability > best) { unit.Radio = actor; best = capability; }
}
}
m_Network.Build();
}
protected void Observe(ERR_HQUnit unit, float now)
{
if (!unit.Utility || !unit.Radio || unit.Uplink || now < unit.NextReport) return;
unit.NextReport = now + m_Mode.Settings().Get("reportIntervalSeconds") * 1000;
array<ref ERR_HQVisualContact> samples = {};
ERR_HQObservation.Gather(unit.Utility, now, samples);
if (samples.IsEmpty()) return;
ERR_HQVisualContact seen = samples[0];
ERR_HQRoute route = m_Network.Route(unit.Radio);
if (!route) return;
ERR_HQReport report = new ERR_HQReport();
report.MessageId = m_Journal.Message();
report.Target = seen.Entity;
report.Source = unit.Group;
report.Position = seen.Position;
report.ObservedAt = seen.ObservedAt;
ERR_HQObservation.Describe(report, samples, now);
route.MessageId = report.MessageId;
route.Payload = report.Description(now);
unit.PendingReport = report;
unit.Uplink = route;
m_Journal.Write("REPORT", route.Payload, report.MessageId);
}
protected void Accept(ERR_HQReport report, float now)
{
if (!report || !ERR_MissionRules.ContactFresh(report.ObservedAt, now)) return;
for (int i = 0; i < m_Contacts.Count(); i++)
{
ERR_HQReport previous = m_Contacts[i];
if (previous.Target != report.Target) continue;
if (previous.ObservedAt >= report.ObservedAt) return;
float seconds = (report.ObservedAt - previous.ObservedAt) / 1000;
if (seconds > 0 && seconds < 30 && vector.DistanceXZ(previous.Position, report.Position) < 500)
{
report.Velocity = (report.Position - previous.Position) / seconds;
report.HasVelocity = report.Velocity.Length() <= 100;
}
m_Contacts[i] = report.Snapshot();
return;
}
if (m_Contacts.Count() >= 64) m_Contacts.Remove(0);
m_Contacts.Insert(report.Snapshot());
}
protected void DeliverOrder(ERR_HQUnit unit, float now)
{
ERR_HQReport order = unit.PendingOrder;
if (!order || !ERR_MissionRules.ContactFresh(order.ObservedAt, now) || !unit.Eligible(m_Mode)) { unit.Release(); return; }
SCR_AIGroupPerception perception = unit.Utility.m_Perception;
if (perception && !perception.m_aTargets.IsEmpty()) { unit.Release(); return; }
int deliveryId;
if (unit.Downlink) deliveryId = unit.Downlink.MessageId;
unit.Release();
vector position = order.Position;
if (order.HasVelocity) position = ERR_HQReport.Predict(position, order.Velocity, (now - order.ObservedAt) / 1000);
AIWaypoint waypoint = AIWaypoint.Cast(ERR_Actors.Spawn(ERR_Resources.SearchWaypoint(), ERR_Actors.Ground(position)));
if (!waypoint) { m_Journal.Write("ORDER FAILED", "waypoint spawn failed", order.MessageId); return; }
unit.Waypoint = waypoint;
unit.Assignment = order;
unit.Group.AddWaypointAt(waypoint, 0);
m_Journal.Write("ORDER DELIVERED", string.Format("group %1 from report M%2: %3", unit.Id, order.MessageId, order.Description(now)), deliveryId);
}
protected void Assign(float now)
{
int limit = m_Mode.Settings().Get("supportSquadLimit");
int radius = m_Mode.Settings().Get("responseRadiusMetres");
int assigned = Assigned();
foreach (ERR_HQUnit unit : m_Units)
{
if (unit.Assignment && (!ERR_MissionRules.ContactFresh(unit.Assignment.ObservedAt, now) || !unit.Eligible(m_Mode) || assigned > limit))
{
unit.Release(); assigned--;
}
if (unit.PendingOrder && (!ERR_MissionRules.ContactFresh(unit.PendingOrder.ObservedAt, now) || !unit.Eligible(m_Mode) || assigned > limit))
{
unit.Release(); assigned--;
}
}
foreach (ERR_HQReport report : m_Contacts)
{
if (!ERR_MissionRules.ContactFresh(report.ObservedAt, now)) continue;
foreach (ERR_HQUnit unit : m_Units)
{
if (assigned >= limit) return;
if (unit.Assignment || unit.PendingOrder || !unit.Eligible(m_Mode) || !unit.Radio) continue;
if (vector.DistanceXZ(unit.Group.GetOrigin(), report.Position) > radius) continue;
SCR_AIGroupPerception perception = unit.Utility.m_Perception;
if (perception && !perception.m_aTargets.IsEmpty()) continue;
ERR_HQRoute route = m_Network.Route(unit.Radio, true);
if (!route) continue;
unit.PendingOrder = report.Snapshot();
unit.Downlink = route;
route.MessageId = m_Journal.Message();
route.Payload = "order from report M" + report.MessageId.ToString();
assigned++;
}
}
}
override void Tick(float now)
{
if (!Replication.IsServer()) return;
if (now >= m_NextNetwork) { IndexRadios(); m_NextNetwork = now + 5000; }
for (int i = m_Contacts.Count() - 1; i >= 0; i--)
if (!ERR_MissionRules.ContactFresh(m_Contacts[i].ObservedAt, now)) m_Contacts.Remove(i);
for (int i = m_Units.Count() - 1; i >= 0; i--)
{
ERR_HQUnit unit = m_Units[i];
if (unit.Uplink)
{
int delivered = unit.Uplink.Advance(now, m_Journal);
if (delivered == 1)
{
if (unit.PendingSupplyStatus) m_Logistics.Receive(unit.PendingSupplyStatus, now);
else Accept(unit.PendingReport, now);
}
if (delivered != 0) { unit.Uplink = null; unit.PendingReport = null; unit.PendingSupplyStatus = null; }
}
if (unit.Downlink)
{
int delivered = unit.Downlink.Advance(now, m_Journal);
if (delivered == 1) DeliverOrder(unit, now);
else if (delivered < 0) unit.Release();
}
if (!unit.Group && !unit.Uplink) { unit.Release(); m_Units.Remove(i); continue; }
Observe(unit, now);
}
if (now >= m_NextAssignment) { Assign(now); m_NextAssignment = now + 5000; }
m_Logistics.Tick(now);
m_Mortars.Tick(now);
m_Journal.Flush();
}
override void Stop()
{
m_Logistics.Stop();
m_Mortars.Stop();
foreach (ERR_HQUnit unit : m_Units) unit.Release();
m_Units.Clear();
m_Contacts.Clear();
m_Network.Clear();
m_Journal.Write("STOP", "HQ stopped; tactical orders released");
m_Journal.Flush();
}
}
modded class ERR_GameMode
{
protected override ERR_CommandService CreateCommandService() { return new ERR_HQ(this); }
}
@@ -0,0 +1,101 @@
// Server-owned audit stream. The file contains every event; chat reads a bounded
// recent-history window with explicit gap notices for clients that fall behind.
class ERR_HQJournal
{
protected ref array<string> m_Recent = {};
protected ref array<string> m_Pending = {};
protected int m_Sequence;
protected int m_Message;
protected static int s_Part;
protected static int s_Session;
protected string m_Session;
void ERR_HQJournal()
{
s_Session++;
m_Session = string.Format("%1-%2", System.GetUnixTime(), s_Session);
}
protected float m_RetryAt;
protected int m_Lost;
string Path()
{
if (s_Part == 0)
return "$logs:rereintroduced-hq.log";
return "$logs:rereintroduced-hq-" + s_Part.ToString() + ".log";
}
int Message()
{
return ++m_Message;
}
int Sequence()
{
return m_Sequence;
}
void Write(string kind, string message, int messageId = 0)
{
if (!Replication.IsServer())
return;
float seconds = GetGame().GetWorld().GetWorldTime() / 1000;
string line = string.Format("#%1 t=%2s M%3 %4 %5", ++m_Sequence, Math.Round(seconds * 10) / 10.0, messageId, kind, message) + " [session=" + m_Session + "]";
if (m_Recent.Count() >= 300)
m_Recent.Remove(0);
m_Recent.Insert(line);
if (m_Pending.Count() < 4096)
m_Pending.Insert(line);
else
m_Lost++;
}
void Read(int after, out array<string> lines, out int cursor, int limit = 8)
{
lines.Clear();
cursor = Math.Clamp(after, 0, m_Sequence);
int first = m_Sequence - m_Recent.Count();
if (cursor < first)
{
lines.Insert(string.Format("HQ log: %1 older entries are outside chat history; see %2", first - cursor, Path()));
cursor = first;
}
int characters;
for (int i = cursor - first; i < m_Recent.Count() && lines.Count() < Math.Clamp(limit, 1, 40); i++)
{
// Bound each menu RPC without skipping unread records. Chat still
// requests eight; the live menu can drain a busy journal faster.
if (characters + m_Recent[i].Length() > 16000 && !lines.IsEmpty())
break;
lines.Insert(m_Recent[i]);
characters += m_Recent[i].Length();
cursor++;
}
}
void Flush()
{
if (m_Pending.IsEmpty() || !Replication.IsServer())
return;
float now = GetGame().GetWorld().GetWorldTime();
if (now < m_RetryAt)
return;
FileHandle file = FileIO.OpenFile(Path(), FileMode.APPEND);
if (!file)
{
m_RetryAt = now + 30000;
PrintFormat("Escapists AI [HQ log]: cannot open %1; retry in 30s, chat history remains available", Path(), level: LogLevel.ERROR);
return;
}
foreach (string line : m_Pending)
file.WriteLine(line);
if (m_Lost > 0)
file.WriteLine(string.Format("HQ log: %1 entries lost while file was unavailable and buffer full", m_Lost));
bool rotate = file.GetLength() >= 5242880;
file.Close();
m_Pending.Clear();
m_Lost = 0;
if (rotate)
s_Part++;
}
}
@@ -0,0 +1,241 @@
// Radio propagation is simulated using actual living carriers and inventory.
// A manpack is the HQ uplink; short-range hops are limited to 500 m and three
// retransmissions. No virtual relay is fabricated when the network is broken.
class ERR_HQRadioNode
{
IEntity Carrier;
SCR_AIGroup Group;
int UnitId;
int Capability;
protected float m_CheckedAt = -1;
protected int m_LiveCapability;
bool Valid(bool manpack = false)
{
ERR_GameMode factions = ERR_GameMode.Get();
if (!Carrier || !Group || Group.GetPlayerCount(true) > 0 || !factions || Group.GetFaction() != factions.EnemyFaction() || ERR_Actors.Group(Carrier) != Group)
return false;
int required = 1;
if (manpack)
required = 2;
float now = GetGame().GetWorld().GetWorldTime();
if (m_CheckedAt < 0 || now < m_CheckedAt || now - m_CheckedAt >= 1000)
{
m_CheckedAt = now;
m_LiveCapability = ERR_HQRadio.Capability(Carrier);
}
return m_LiveCapability >= required;
}
string Label()
{
return "unit " + UnitId.ToString();
}
}
class ERR_HQRoute
{
ref array<ref ERR_HQRadioNode> Nodes = {};
bool Downlink;
int Cursor;
bool Sending;
float Due;
vector SentFrom;
float StartedAt = -1;
int MessageId;
string Payload;
bool Failed;
// -1 failed, 0 travelling, 1 delivered. Each hop really gates delivery.
int Advance(float now, ERR_HQJournal journal)
{
if (Failed)
return -1;
if (StartedAt < 0)
{
StartedAt = now;
if (Downlink)
Cursor = -1; // first leg is HQ to the manpack
}
if (now - StartedAt > 30000)
return Fail(journal, "route timed out");
int target = Cursor + 1;
if (Sending)
{
if (now < Due)
return 0;
if (target < Nodes.Count())
{
if (!Nodes[target].Valid(Downlink && target == 0))
return Fail(journal, "receiving carrier lost radio, died or changed ownership");
if (Cursor >= 0 && vector.DistanceXZ(SentFrom, Nodes[target].Carrier.GetOrigin()) > 500)
return Fail(journal, "receiver moved beyond the 500m link");
journal.Write("RECEIVE", Nodes[target].Label() + " received from " + SenderLabel(), MessageId);
}
else
journal.Write("RECEIVE", "HQ received from " + SenderLabel(), MessageId);
Cursor++;
Sending = false;
if ((!Downlink && Cursor >= Nodes.Count()) || (Downlink && Cursor == Nodes.Count() - 1))
return 1;
target = Cursor + 1;
}
if (Nodes.IsEmpty())
return Fail(journal, "no physical radio route");
if (Cursor >= 0 && !Nodes[Cursor].Valid(!Downlink && Cursor == Nodes.Count() - 1))
return Fail(journal, "transmitting carrier lost radio, died or changed ownership");
string recipient = "HQ";
string link = "long-range";
if (target < Nodes.Count())
{
if (!Nodes[target].Valid(Downlink && target == 0))
return Fail(journal, "next relay unavailable");
recipient = Nodes[target].Label();
if (Cursor >= 0)
{
SentFrom = Nodes[Cursor].Carrier.GetOrigin();
float distance = vector.DistanceXZ(SentFrom, Nodes[target].Carrier.GetOrigin());
if (distance > 500)
return Fail(journal, "next relay beyond 500m");
link = Math.Round(distance).ToString() + "m short-range";
}
}
journal.Write("TRANSMIT", SenderLabel() + " -> " + recipient + " (" + link + ")", MessageId);
Sending = true;
Due = now + 2000;
return 0;
}
protected string SenderLabel()
{
if (Cursor < 0)
return "HQ";
return Nodes[Cursor].Label();
}
protected int Fail(ERR_HQJournal journal, string reason)
{
Failed = true;
journal.Write("LOST", reason + "; " + Payload, MessageId);
return -1;
}
}
class ERR_HQNetwork
{
protected ref array<ref ERR_HQRadioNode> m_Nodes = {};
protected ref array<int> m_Parents = {};
protected ref array<int> m_Depths = {};
protected ref map<IEntity, int> m_Indices = new map<IEntity, int>();
protected ref map<string, ref array<int>> m_Cells = new map<string, ref array<int>>();
bool Overflow;
void Clear()
{
m_Nodes.Clear();
m_Parents.Clear();
m_Depths.Clear();
m_Indices.Clear();
m_Cells.Clear();
Overflow = false;
}
protected string Cell(int x, int z)
{
return string.Format("%1:%2", x, z);
}
void Add(IEntity carrier, SCR_AIGroup group, int unitId, int capability)
{
if (m_Indices.Contains(carrier))
return;
if (m_Nodes.Count() >= 2048)
{
Overflow = true;
return;
}
ERR_HQRadioNode node = new ERR_HQRadioNode();
node.Carrier = carrier;
node.Group = group;
node.UnitId = unitId;
node.Capability = capability;
int index = m_Nodes.Count();
m_Nodes.Insert(node);
m_Indices.Insert(carrier, index);
m_Parents.Insert(-2);
m_Depths.Insert(99);
vector position = carrier.GetOrigin();
string key = Cell(Math.Floor(position[0] / 500), Math.Floor(position[2] / 500));
array<int> cell = m_Cells.Get(key);
if (!cell)
{
cell = {};
m_Cells.Insert(key, cell);
}
cell.Insert(index);
}
void Build()
{
array<int> queue = {};
int checks;
for (int root = 0; root < m_Nodes.Count(); root++)
{
if (m_Nodes[root].Capability == 2)
{
m_Parents[root] = -1;
m_Depths[root] = 0;
queue.Insert(root);
}
}
for (int head = 0; head < queue.Count(); head++)
{
int from = queue[head];
if (m_Depths[from] >= 3)
continue;
vector position = m_Nodes[from].Carrier.GetOrigin();
int x = Math.Floor(position[0] / 500);
int z = Math.Floor(position[2] / 500);
for (int dx = -1; dx <= 1; dx++)
{
for (int dz = -1; dz <= 1; dz++)
{
array<int> neighbors = m_Cells.Get(Cell(x + dx, z + dz));
if (!neighbors)
continue;
foreach (int candidate : neighbors)
{
if (++checks > 100000)
{
Overflow = true;
return;
}
if (m_Parents[candidate] != -2 || vector.DistanceXZ(position, m_Nodes[candidate].Carrier.GetOrigin()) > 500)
continue;
m_Parents[candidate] = from;
m_Depths[candidate] = m_Depths[from] + 1;
queue.Insert(candidate);
}
}
}
}
}
ERR_HQRoute Route(IEntity caller, bool downlink = false)
{
int index;
if (!m_Indices.Find(caller, index) || m_Parents[index] == -2)
return null;
ERR_HQRoute route = new ERR_HQRoute();
route.Downlink = downlink;
while (index >= 0)
{
if (downlink)
route.Nodes.InsertAt(m_Nodes[index], 0);
else
route.Nodes.Insert(m_Nodes[index]);
index = m_Parents[index];
}
return route;
}
}
@@ -0,0 +1,199 @@
// These samples exist only at intake. HQ never revisits their entity loadouts.
class ERR_HQVisualContact
{
IEntity Entity;
vector Position;
float ObservedAt;
bool Escapist;
string Travel = "unknown";
string Weapon = "unknown";
}
class ERR_HQObservation
{
// Require current native line of sight before reading visible equipment.
static bool IsClearSighting(float age, float traceFraction, float exposure)
{
return age >= 0 && age <= 0.5 && traceFraction >= 1 && exposure > 0;
}
static bool CanIdentifyWeapon(float distance, float exposure)
{
return distance >= 0 && distance <= 150 && exposure >= 0.5;
}
static string WeaponCategory(EWeaponType type)
{
switch (type)
{
case EWeaponType.WT_HANDGUN: return "pistol";
case EWeaponType.WT_RIFLE: return "rifle";
case EWeaponType.WT_SNIPERRIFLE: return "sniper rifle";
case EWeaponType.WT_MACHINEGUN: return "machine gun";
case EWeaponType.WT_ROCKETLAUNCHER: return "rocket launcher";
case EWeaponType.WT_GRENADELAUNCHER: return "grenade launcher";
case EWeaponType.WT_FRAGGRENADE: return "grenade";
case EWeaponType.WT_SMOKEGRENADE: return "smoke grenade";
}
return "unidentified weapon";
}
static ERR_HQVisualContact Capture(BaseTarget target, float now)
{
if (!target || target.GetTargetCategory() != ETargetCategory.ENEMY || !IsClearSighting(target.GetTimeSinceSeen(), target.GetTraceFraction(), target.GetExposure()))
return null;
DamageManagerComponent damage = target.GetDamageManagerComponent();
if (damage && damage.IsDestroyed())
return null;
IEntity entity = target.GetTargetEntity();
if (!entity)
return null;
ERR_HQVisualContact seen = new ERR_HQVisualContact();
seen.Entity = entity;
seen.Position = target.GetLastSeenPosition();
seen.ObservedAt = now - target.GetTimeSinceSeen() * 1000;
SCR_ChimeraCharacter character = SCR_ChimeraCharacter.Cast(entity);
if (character)
{
if (GetGame().GetPlayerManager())
seen.Escapist = GetGame().GetPlayerManager().GetPlayerIdFromControlledEntity(entity) > 0;
seen.Travel = "on foot";
if (CompartmentAccessComponent.GetVehicleIn(entity))
seen.Travel = "in vehicle";
// Read only the drawn weapon; never enumerate weapons or inventory.
if (CanIdentifyWeapon(target.GetDistance(), target.GetExposure()))
{
CharacterControllerComponent controller = CharacterControllerComponent.Cast(entity.FindComponent(CharacterControllerComponent));
if (controller)
{
IEntity heldItem = controller.GetCurrentItemInHands();
BaseWeaponComponent weapon;
if (heldItem)
weapon = BaseWeaponComponent.Cast(heldItem.FindComponent(BaseWeaponComponent));
seen.Weapon = "none drawn";
if (weapon)
seen.Weapon = WeaponCategory(weapon.GetWeaponType());
}
}
}
else if (Vehicle.Cast(entity))
{
seen.Travel = "vehicle";
if (target.GetUnitType() == EAIUnitType.UnitType_Aircraft)
seen.Travel = "aircraft";
}
return seen;
}
static void Gather(SCR_AIGroupUtilityComponent utility, float now, out array<ref ERR_HQVisualContact> samples)
{
samples.Clear();
if (!utility)
return;
array<BaseTarget> visible = {};
utility.ERR_HQGetVisualTargets(visible);
foreach (BaseTarget target : visible)
{
ERR_HQVisualContact seen = Capture(target, now);
if (!seen)
continue;
ERR_HQVisualContact existing;
foreach (ERR_HQVisualContact sample : samples)
{
if (sample.Entity == seen.Entity)
{
existing = sample;
break;
}
}
if (!existing)
{
if (samples.Count() < 64)
samples.Insert(seen);
}
else if (seen.ObservedAt > existing.ObservedAt || (seen.ObservedAt == existing.ObservedAt && existing.Weapon == "unknown" && seen.Weapon != "unknown"))
{
existing.Position = seen.Position;
existing.ObservedAt = seen.ObservedAt;
existing.Travel = seen.Travel;
existing.Weapon = seen.Weapon;
}
}
}
static void Describe(ERR_HQReport report, array<ref ERR_HQVisualContact> samples, float now)
{
// New observations must not silently inherit old equipment/travel details.
report.SeenEscapists = -1;
report.TravelMode = "unknown";
report.SeenWeapons = "unknown";
report.DetailsObservedAt = -1;
if (report.Distress)
return;
ERR_HQVisualContact anchor;
foreach (ERR_HQVisualContact sample : samples)
{
if (sample.Entity == report.Target && now - sample.ObservedAt >= 0 && now - sample.ObservedAt <= 500)
{
anchor = sample;
break;
}
}
if (!anchor)
return;
report.DetailsObservedAt = anchor.ObservedAt;
report.TravelMode = anchor.Travel;
report.SeenWeapons = anchor.Weapon;
array<IEntity> counted = {};
array<string> weapons = {};
string travel;
foreach (ERR_HQVisualContact sighting : samples)
{
if (!sighting.Escapist || !sighting.Entity || counted.Contains(sighting.Entity) || now - sighting.ObservedAt < 0 || now - sighting.ObservedAt > 500 || vector.DistanceXZ(anchor.Position, sighting.Position) > 100)
continue;
counted.Insert(sighting.Entity);
if (travel.IsEmpty())
travel = sighting.Travel;
else if (travel != sighting.Travel)
travel = "mixed travel";
if (sighting.Weapon != "unknown" && !weapons.Contains(sighting.Weapon) && weapons.Count() < 4)
weapons.Insert(sighting.Weapon);
}
if (counted.IsEmpty())
return; // A visible vehicle does not reveal its hidden occupants.
report.SeenEscapists = counted.Count();
// A vehicle anchor remains a vehicle report, even with people near it.
if (anchor.Escapist)
report.TravelMode = travel;
report.SeenWeapons = "unknown";
if (!weapons.IsEmpty())
{
report.SeenWeapons = weapons[0];
for (int i = 1; i < weapons.Count(); i++)
report.SeenWeapons += ", " + weapons[i];
}
}
}
modded class SCR_AIGroupUtilityComponent
{
void ERR_HQGetVisualTargets(out array<BaseTarget> targets)
{
targets.Clear();
foreach (SCR_AIInfoComponent info : m_aInfoComponents)
{
if (!info || !info.m_Perception)
continue;
AIAgent observer = AIAgent.Cast(info.GetOwner());
if (!observer || !ERR_Actors.CanFight(observer.GetControlledEntity()))
continue;
array<BaseTarget> own = {};
info.m_Perception.GetTargetsList(own, ETargetCategory.ENEMY);
foreach (BaseTarget target : own)
{
if (target && ERR_HQObservation.IsClearSighting(target.GetTimeSinceSeen(), target.GetTraceFraction(), target.GetExposure()))
targets.Insert(target);
}
}
}
}
@@ -0,0 +1,144 @@
// A radio's category is protected in the stock gadget component.
modded class SCR_RadioComponent
{
bool ERR_IsHQManpack()
{
return m_iRadioCategory == ERadioCategory.MANPACK;
}
}
class ERR_HQRadio
{
// 0: no radio, 1: basic radio, 2: manpack. Inventory is checked live.
static int Capability(IEntity character)
{
if (!ERR_Actors.CanFight(character))
return 0;
InventoryStorageManagerComponent inventory = InventoryStorageManagerComponent.Cast(character.FindComponent(InventoryStorageManagerComponent));
if (!inventory)
return 0;
array<IEntity> items = {};
inventory.GetItems(items);
int result;
foreach (IEntity item : items)
{
if (!item || !item.FindComponent(BaseRadioComponent))
continue;
result = 1;
SCR_RadioComponent gadget = SCR_RadioComponent.Cast(item.FindComponent(SCR_RadioComponent));
if (gadget && gadget.ERR_IsHQManpack())
return 2;
}
return result;
}
}
// HQ uses entity identity only for matching observations, never for its origin.
// Visible details are captured at intake and copied as scalar snapshots.
// Reports and orders contain immutable observed coordinates and timestamps.
class ERR_HQReport
{
int MessageId;
IEntity Target;
SCR_AIGroup Source;
vector Position;
vector Velocity;
float ObservedAt = -1;
float LastSent = -60000;
float PerceptionStamp = -1;
bool HasVelocity;
bool Engaged;
bool Distress;
int SeenEscapists = -1;
string TravelMode = "unknown";
string SeenWeapons = "unknown";
float DetailsObservedAt = -1;
ERR_HQReport Snapshot()
{
ERR_HQReport copy = new ERR_HQReport();
copy.MessageId = MessageId;
copy.Target = Target;
copy.Source = Source;
copy.Position = Position;
copy.Velocity = Velocity;
copy.ObservedAt = ObservedAt;
copy.Engaged = Engaged;
copy.Distress = Distress;
copy.HasVelocity = HasVelocity;
copy.SeenEscapists = SeenEscapists;
copy.TravelMode = TravelMode;
copy.SeenWeapons = SeenWeapons;
copy.DetailsObservedAt = DetailsObservedAt;
return copy;
}
string TravelDirection()
{
if (!HasVelocity)
return "unknown";
if (Velocity.Length() < 0.5)
return "stationary";
float x = Math.AbsFloat(Velocity[0]);
float z = Math.AbsFloat(Velocity[2]);
string northSouth = "N";
string eastWest = "E";
if (Velocity[2] < 0)
northSouth = "S";
if (Velocity[0] < 0)
eastWest = "W";
if (x < z * 0.414214)
return northSouth;
if (z < x * 0.414214)
return eastWest;
return northSouth + eastWest;
}
string Description(float now, bool brief = false)
{
if (Distress)
return string.Format("Distress at friendly X=%1 Z=%2; enemy details unknown (%3s ago)", Math.Round(Position[0]), Math.Round(Position[2]), Math.Round(Math.Max(0, now - ObservedAt) / 1000));
string count = "count unknown";
if (SeenEscapists >= 0)
count = "at least " + SeenEscapists.ToString() + " spotted nearby";
string motion = "speed/direction unknown";
if (HasVelocity)
{
float speed = Math.Round(Velocity.Length() * 10) / 10.0;
float azimuth = Math.Atan2(Velocity[0], Velocity[2]) * Math.RAD2DEG;
if (azimuth < 0)
azimuth += 360;
int heading = Math.Round(azimuth);
motion = string.Format("%1 km/h, azimuth %2 degrees (%3)", Math.Round(speed * 3.6), heading % 360, TravelDirection());
}
string details = count + "; " + TravelMode + "; " + motion + "; seen weapons: " + SeenWeapons;
if (brief)
return details;
string velocity = "unknown";
if (HasVelocity)
velocity = string.Format("[%1,%2] m/s", Math.Round(Velocity[0] * 10) / 10.0, Math.Round(Velocity[2] * 10) / 10.0);
return string.Format("X=%1 Z=%2: %3; vector X/Z=%4 (%5s ago)", Math.Round(Position[0]), Math.Round(Position[2]), details, velocity, Math.Round(Math.Max(0, now - ObservedAt) / 1000));
}
static vector Predict(vector position, vector velocity, float seconds)
{
vector offset = velocity * Math.Clamp(seconds, 0, 20);
offset[1] = 0;
if (offset.Length() > 300)
offset = offset.Normalized() * 300;
return position + offset;
}
int Priority(float now)
{
if (Distress)
return 0;
if (now - ObservedAt <= 15000)
{
if (Engaged)
return 3;
return 2;
}
return 1;
}
}
@@ -0,0 +1,31 @@
// An idle rotor or zero speed alone is normal during takeoff, landing and reload.
// Confirm prolonged grounding, but recognize actual loss of flight capability.
class ERR_HelicopterAvailability
{
protected float m_fGroundedSince = -1;
string Check(float now, float spawnedAt, bool destroyed, bool disabled, bool livingPilot, bool playerControlled, bool servicing, float height, float speed)
{
if (destroyed) return "destroyed";
if (now - spawnedAt < 20000)
{
m_fGroundedSince = -1;
return "";
}
if (disabled) return "engine, rotor or airframe disabled";
if (playerControlled)
{
m_fGroundedSince = -1;
return "";
}
if (!livingPilot) return "no living pilot";
if (servicing || height > 5 || speed > 2)
{
m_fGroundedSince = -1;
return "";
}
if (m_fGroundedSince < 0) m_fGroundedSince = now;
if (now - m_fGroundedSince >= 60000) return "grounded for 60 seconds";
return "";
}
}
@@ -0,0 +1,32 @@
// The stored geometry is the command actually emitted to the native aiming
// tree, never a chain of refreshed approximations. Entity/report/node links
// are weak; cancellation and physical projectile observation clear ownership.
class ERR_MortarAimSolution
{
IEntity Gun;
// Last delivered observation proved equivalent to this original geometry.
ERR_HQReport Report;
int OrderId;
int Shot;
vector GunOrigin;
vector Impact;
vector AimTarget;
vector SalvoOffset;
int Charge;
float FlightTime;
bool Matches(ERR_MortarBattery battery, ERR_HQReport report)
{
return battery && Gun && Gun == battery.Gun && Report && Report == report && OrderId == battery.OrderId && Shot == battery.OrderShots;
}
}
class ERR_MortarAimRules
{
// Three-dimensional tolerances include terrain/aim-height changes. These are
// equivalence limits, not permission to move the gun or redirect its barrel.
static bool Equivalent(int commandedCharge, int updatedCharge, vector commandedOrigin, vector updatedOrigin, vector commandedImpact, vector updatedImpact, vector commandedAim, vector updatedAim, float commandedFlight, float updatedFlight)
{
return commandedCharge >= 0 && commandedCharge == updatedCharge && commandedFlight > 0 && updatedFlight > 0 && vector.Distance(commandedOrigin, updatedOrigin) <= 0.05 && vector.Distance(commandedImpact, updatedImpact) <= 0.1 && vector.Distance(commandedAim, updatedAim) <= 0.1 && Math.AbsFloat(commandedFlight - updatedFlight) <= 0.05;
}
}
@@ -0,0 +1,503 @@
// Migrated from the independently authored AI extension; successor-owned physical groups.
// Each site/phase has its own repeat limiter. Changed reasons and lifecycle
// events are immediate; only identical polling results are summarized.
class ERR_MortarTraceState
{
string LastReason;
float NextLog;
int Suppressed;
bool Due(string reason, float now)
{
if (reason != LastReason || now >= NextLog)
{
LastReason = reason;
NextLog = now + 30000;
return true;
}
Suppressed++;
return false;
}
}
class ERR_MortarBattery
{
static const ResourceName GUN = "{D1FFE458E8AC4BDB}Prefabs/Weapons/Mortars/2B14/Mortar_2B14.et";
static const ResourceName SHELL = "{98EC9C526AFBA282}Prefabs/Weapons/Ammo/Ammo_Shell_82mm_HE_O832DU.et";
static const ResourceName CREW = "{86E565387A634103}Prefabs/Characters/Campaign/Final/OPFOR/USSR_Army/Regular/Campaign_USSR_Player_MortarCrew.et";
static const ResourceName RADIO_OPERATOR = "{612F43A4D5AE765F}Prefabs/Characters/Factions/OPFOR/USSR_Army/Character_USSR_RTO.et";
IEntity RadioOperator;
IEntity Gun;
SCR_AIGroup Group;
ref SCR_AIStaticArtilleryActivity Activity;
ref ERR_HQReport Report;
ref ERR_HQRoute RadioOrder;
ref ERR_HQReport PendingRadioReport;
ref ERR_HQReport PendingSupplyReport;
ref ERR_MortarRefresh Refresh;
bool RefreshRejected; // latched through an already committed projectile
protected ref ERR_MortarReadiness m_Readiness;
protected ref ERR_MortarSupplyTransfer m_Transfer;
protected ref array<IEntity> m_AttemptedShells = {};
protected bool m_Stopped;
protected ref ERR_MortarReportLedger m_ReportLedger = new ERR_MortarReportLedger();
vector Position;
vector Impact;
vector AimOffset;
int AimedShot = -1;
float FlightTime;
float AimedAt = -1;
float AimValidatedAt = -1;
SCR_AIGetArtilleryAimDistanceCompensation AimSolver;
ref ERR_MortarAimSolution AimSolution;
float AirspaceUntil;
vector AirspaceImpact;
float AirspaceRadius = 600;
float OrderedAt;
float NextOrder;
float SpawnedAt;
bool StartupActivated;
bool Released;
bool Rejected;
bool Claimed; // keeps the world slot occupied after the battery is destroyed
int SiteId;
int OrderId;
int RadioId;
int SourceId;
int OrderShots;
int TotalShots;
bool CommandOpen;
string LastFailure;
string SpawnFailure;
vector LastCandidate;
ref map<string, int> SearchCounts = new map<string, int>();
ref map<string, ref ERR_MortarTraceState> Traces = new map<string, ref ERR_MortarTraceState>();
void Audit(string kind, string detail)
{
ERR_HQ.Event("MORTAR " + kind, string.Format("site=%1 order=%2 radio=M%3 source=M%4 position=%5; %6", SiteId, OrderId, RadioId, SourceId, Position, detail), RadioId);
}
void Trace(string phase, string reason, string detail)
{
ERR_MortarTraceState state;
if (!Traces.Find(phase, state))
{
state = new ERR_MortarTraceState();
Traces.Insert(phase, state);
}
string previous = state.LastReason;
if (!state.Due(reason, GetGame().GetWorld().GetWorldTime()))
return;
Audit(phase, string.Format("reason=%1; %2; previous=%3 repeated polls omitted=%4", reason, detail, previous, state.Suppressed));
state.Suppressed = 0;
}
void FlushTraces()
{
foreach (string phase, ERR_MortarTraceState state : Traces)
{
if (state.Suppressed > 0)
Audit("REPEATS", string.Format("phase=%1 reason=%2 repeated polls omitted=%3", phase, state.LastReason, state.Suppressed));
}
Traces.Clear();
}
string OperationalReason()
{
if (m_Stopped) return "battery stopped";
if (!Gun) return "gun missing";
if (!SpawnFailure.IsEmpty()) return SpawnFailure;
if (!Group || !Group.GetGroupUtilityComponent()) return "crew group missing";
if (Group.GetFaction() != ERR_GameMode.Get().EnemyFaction()) return "crew changed faction";
if (Group.GetPlayerCount(true) > 0) return "player in crew group";
if (Group.GetAgentsCount() == 0) return "crew group empty";
DamageManagerComponent damage = DamageManagerComponent.Cast(Gun.FindComponent(DamageManagerComponent));
if (damage && damage.IsDestroyed()) return "gun destroyed";
return "";
}
bool CanRequest(ERR_HQReport report, float now)
{
return !m_Stopped && ERR_MortarPrediction.Fresh(report, now) && m_ReportLedger.Available(report.MessageId, report.ObservedAt, now);
}
bool BeginRequest(ERR_HQReport report, float now)
{
if (!CanRequest(report, now) || !m_ReportLedger.Claim(report.MessageId, report.ObservedAt, now)) return false;
Cancel("superseded by new HQ order");
FlushTraces();
OrderId++;
RadioId = 0;
SourceId = report.MessageId;
OrderShots = 0;
Released = false;
CommandOpen = true;
OrderedAt = now;
LastFailure = "";
Audit("COMMAND", string.Format("requested rounds=%1 HE radius=%2m; %3", ERR_MortarSalvo.ROUNDS, ERR_MortarSalvo.RADIUS_METRES, report.Description(now)));
return true;
}
bool CanRefresh(ERR_HQReport report, float now)
{
if (m_Stopped || !CommandOpen || !Activity || Refresh || RefreshRejected || Rejected || !Operational()) return false;
return ERR_MortarRefreshRules.Newer(Report, report, now) && m_ReportLedger.Available(report.MessageId, report.ObservedAt, now);
}
bool BeginRefresh(ERR_HQReport report, ERR_HQRoute route, float now)
{
if (!route || !CanRefresh(report, now) || !m_ReportLedger.Claim(report.MessageId, report.ObservedAt, now)) return false;
Refresh = new ERR_MortarRefresh(this, report, route);
Audit("UPDATE QUEUED", string.Format("same order; update radio=M%1 newer observation=M%2 observed=%3", route.MessageId, report.MessageId, report.ObservedAt));
return true;
}
void RejectRefresh(string reason)
{
// Never clear the commit latch or steal the physical projectile callback.
// AllowShot refuses further loads now; HQ cancels after it is observed.
RefreshRejected = true;
Refresh = null;
LastFailure = reason;
Audit("UPDATE REJECTED", reason);
}
void ObserveProjectile(IEntity projectileEntity, IEntity firingCharacter, bool playerGunner)
{
if (!projectileEntity)
{
Audit("FIRE CALLBACK", "native OnWeaponFired had no projectile; no confirmed shot counted");
return;
}
TotalShots++;
if (CommandOpen && Released && !playerGunner)
{
OrderShots++;
// Only a physical projectile unlocks the next load. It must be aimed again.
Released = false;
AimedAt = -1;
AimValidatedAt = -1;
AimSolver = null;
AimSolution = null;
Audit("FIRED", string.Format("physical projectile=%1 origin=%2 order shots=%3 total shots=%4 predicted impact=%5 predicted flight=%6s gunner=%7 (impact not observed)", projectileEntity, projectileEntity.GetOrigin(), OrderShots, TotalShots, Impact, FlightTime, firingCharacter));
}
else
Audit("FIRED UNASSIGNED", string.Format("physical projectile=%1 origin=%2 player gunner=%3 order open=%4 committed=%5 total shots=%6; no active HQ order attribution", projectileEntity, projectileEntity.GetOrigin(), playerGunner, CommandOpen, Released, TotalShots));
}
void ReserveShellAirspace(float now)
{
// Enclose every still-airborne shell, including an earlier, longer flight.
// A later round must not move/shrink the existing exclusion or deadline.
if (now >= AirspaceUntil)
{
AirspaceImpact = Impact;
AirspaceRadius = 600;
}
AirspaceRadius = Math.Max(AirspaceRadius, vector.DistanceXZ(AirspaceImpact, Impact) + 600);
AirspaceUntil = Math.Max(AirspaceUntil, now + (FlightTime + 10) * 1000);
}
bool SpawnFailed(string reason)
{
SpawnFailure = reason;
Audit("DEPLOY FAILED", string.Format("reason=%1 claimed=%2 gun=%3 group=%4", reason, Claimed, Gun, Group));
return false;
}
void SearchResult(vector candidate, string reason)
{
LastCandidate = candidate;
int count;
SearchCounts.Find(reason, count);
SearchCounts.Set(reason, count + 1);
}
void SiteStatus(float now)
{
if (!SearchCounts.IsEmpty())
{
string counts;
foreach (string reason, int count : SearchCounts) counts += string.Format("%1=%2; ", reason, count);
Audit("SITE SEARCH", string.Format("candidate counts since last summary: %1 last candidate=%2", counts, LastCandidate));
SearchCounts.Clear();
}
int agents, living;
int actionState = -1;
if (Group)
{
array<AIAgent> crew = {};
Group.GetAgents(crew);
agents = crew.Count();
foreach (AIAgent agent : crew)
{
if (agent && ERR_Actors.CanFight(agent.GetControlledEntity())) living++;
}
}
if (Activity) actionState = Activity.GetActionState();
bool connected;
ERR_HQ hq = ERR_HQ.Get();
if (hq && Group) connected = hq.MortarConnected(Group);
Audit("SITE STATUS", string.Format("claimed=%1 startup=%2 operational=%3 crew agents=%4 fighting=%5 inventory HE=%6 radio connected=%7 cooldown remaining=%8s", Claimed, StartupActivated, Operational(), agents, living, CountShells(), connected, Math.Max(0, NextOrder - now) / 1000));
Audit("ORDER STATUS", string.Format("open=%1 route pending=%2 native action=%3 shell committed=%4 order shots=%5 total shots=%6 age=%7s last failure=%8", CommandOpen, RadioOrder != null, actionState, Released, OrderShots, TotalShots, Math.Max(0, now - OrderedAt) / 1000, LastFailure));
if (!SpawnFailure.IsEmpty()) Audit("PARTIAL DEPLOYMENT", SpawnFailure);
if (!Operational()) Trace("SITE BLOCK", OperationalReason(), "spawn failure=" + SpawnFailure);
}
bool Operational()
{
return OperationalReason().IsEmpty();
}
int CountShells()
{
if (!Group)
return 0;
int count;
array<IEntity> items = {};
array<AIAgent> agents = {};
Group.GetAgents(agents);
foreach (AIAgent agent : agents)
{
if (!agent || !ERR_Actors.CanFight(agent.GetControlledEntity()))
continue;
InventoryStorageManagerComponent inventory = InventoryStorageManagerComponent.Cast(agent.GetControlledEntity().FindComponent(InventoryStorageManagerComponent));
if (!inventory)
continue;
ERR_Inventory.AppendUnique(inventory, items);
}
foreach (IEntity item : items)
if (item && item.GetPrefabData() && item.GetPrefabData().GetPrefabName() == SHELL) count++;
return count;
}
void Bind(int siteId, SCR_AIGroup group, IEntity gun, float now)
{
SiteId = siteId;
Group = group;
Gun = gun;
Position = gun.GetOrigin();
SpawnedAt = now;
Claimed = true;
m_Readiness = new ERR_MortarReadiness(this);
}
int InventoryShells(InventoryStorageManagerComponent inventory)
{
if (!inventory)
return 0;
int count;
array<IEntity> items = {};
ERR_Inventory.Items(inventory, items);
foreach (IEntity item : items)
{
if (item && item.GetPrefabData() && item.GetPrefabData().GetPrefabName() == SHELL)
count++;
}
return count;
}
bool Stopped() { return m_Stopped; }
bool SupplyPending() { return m_Transfer && m_Transfer.Unresolved(); }
bool SupplyAuthorized(float now)
{
if (!Replication.IsServer() || m_Stopped || !StartupActivated || !Operational() || !CommandOpen || !ERR_HQ.MissionActive()) return false;
ERR_MortarSystem system = ERR_MortarSystem.Get();
if (!system || system.FindGun(Gun) != this) return false;
ERR_HQReport suppliedReport = Report;
if (!suppliedReport) suppliedReport = PendingSupplyReport;
return ERR_MortarPrediction.Fresh(suppliedReport, now);
}
void Stop()
{
if (m_Stopped) return;
m_Stopped = true;
Cancel("HQ stopped");
if (m_Readiness) m_Readiness.Stop();
}
ERR_MortarSupplyState SupplyState(float now)
{
// Observe an existing native operation even after its order was canceled.
// No second request may race an unresolved transfer on this battery.
if (m_Transfer)
{
ERR_MortarSupplyState observed = m_Transfer.Poll(now);
if (m_Transfer.CapturedOrder() == OrderId)
{
if (observed == ERR_MortarSupplyState.READY) m_Transfer = null;
return observed;
}
if (m_Transfer.Unresolved()) return ERR_MortarSupplyState.FAILED;
m_Transfer = null;
}
if (!SupplyAuthorized(now)) return SupplyStateFailed("current HQ order, crew or report is unavailable");
SCR_AIVehicleUsageComponent usage = SCR_AIVehicleUsageComponent.Cast(Gun.FindComponent(SCR_AIVehicleUsageComponent));
IEntity gunner;
if (usage && usage.GetTurretCompartmentSlot())
gunner = usage.GetTurretCompartmentSlot().GetOccupant();
array<AIAgent> agents = {};
Group.GetAgents(agents);
float nearest = float.MAX;
if (!gunner)
{
foreach (AIAgent candidate : agents)
{
if (!candidate || candidate.GetControlledEntity() == RadioOperator || !ERR_Actors.CanFight(candidate.GetControlledEntity()))
continue;
float distance = vector.DistanceXZ(Gun.GetOrigin(), candidate.GetControlledEntity().GetOrigin());
if (distance < nearest)
{
nearest = distance;
gunner = candidate.GetControlledEntity();
}
}
}
if (!gunner) return SupplyStateFailed("no fighting gunner found");
if (ERR_Actors.Group(gunner) != Group) return SupplyStateFailed("turret occupant belongs to another group");
if (!ERR_Actors.CanFight(gunner)) return SupplyStateFailed("gunner cannot fight");
InventoryStorageManagerComponent destination = InventoryStorageManagerComponent.Cast(gunner.FindComponent(InventoryStorageManagerComponent));
if (!destination)
return SupplyStateFailed("gunner inventory missing");
if (InventoryShells(destination) > 0)
return ERR_MortarSupplyState.READY;
int nearbyDonors, donorShells, storageRejected;
array<IEntity> consideredShells = {};
foreach (AIAgent bearer : agents)
{
if (!bearer || !ERR_Actors.CanFight(bearer.GetControlledEntity()))
continue;
IEntity donor = bearer.GetControlledEntity();
if (donor == gunner || vector.DistanceXZ(donor.GetOrigin(), gunner.GetOrigin()) > 12)
continue;
InventoryStorageManagerComponent inventory = InventoryStorageManagerComponent.Cast(donor.FindComponent(InventoryStorageManagerComponent));
if (!inventory)
continue;
nearbyDonors++;
array<IEntity> items = {};
ERR_Inventory.Items(inventory, items);
foreach (IEntity item : items)
{
if (!item || !item.GetPrefabData() || item.GetPrefabData().GetPrefabName() != SHELL)
continue;
if (consideredShells.Contains(item) || m_AttemptedShells.Contains(item)) continue;
consideredShells.Insert(item);
donorShells++;
BaseInventoryStorageComponent storage = destination.FindStorageForItem(item, EStoragePurpose.PURPOSE_DEPOSIT);
if (!storage) { storageRejected++; continue; }
m_AttemptedShells.Insert(item); // even rejected/ambiguous requests are never retried
m_Transfer = new ERR_MortarSupplyTransfer(this, donor, gunner, item, storage, now);
if (!m_Transfer.Begin(now)) return SupplyStateFailed("exact shell transfer request rejected; no retry");
Audit("AMMO TRANSFER", string.Format("one exact-item move pending donor=%1 gunner=%2 shell=%3 order=%4; awaiting callback AND physical destination", donor, gunner, item, OrderId));
return ERR_MortarSupplyState.PENDING;
}
}
return SupplyStateFailed(string.Format("gunner empty; fighting donors within 12m=%1 unattempted HE=%2 destination storage rejected=%3", nearbyDonors, donorShells, storageRejected));
}
// Compatibility for existing native callers; request acceptance is NOT ready.
bool SupplyGunner() { return SupplyState(GetGame().GetWorld().GetWorldTime()) == ERR_MortarSupplyState.READY; }
protected ERR_MortarSupplyState SupplyStateFailed(string reason)
{
SupplyFailed(reason);
return ERR_MortarSupplyState.FAILED;
}
bool SupplyFailed(string reason)
{
LastFailure = reason;
Audit("AMMO FAILED", reason);
return false;
}
void Cancel(string reason = "cancel requested")
{
if (CommandOpen)
{
FlushTraces();
Audit("ORDER END", string.Format("reason=%1 observed shots=%2 shell committed=%3 elapsed=%4s last failure=%5", reason, OrderShots, Released, (GetGame().GetWorld().GetWorldTime() - OrderedAt) / 1000, LastFailure));
}
CommandOpen = false;
RadioOrder = null;
PendingRadioReport = null;
PendingSupplyReport = null;
Refresh = null;
RefreshRejected = false;
if (m_Transfer) m_Transfer.Invalidate();
Report = null;
AimedAt = -1;
AimValidatedAt = -1;
AimSolver = null;
AimSolution = null;
if (Activity)
Activity.Complete();
Activity = null;
}
// Idle distant batteries still report through HQ's scheduler. Their native
// AI needs full detail while firing or when players can interact with them.
protected void UpdateCrewDetail(float now, bool firing = false)
{
if (!Group || Group.GetPlayerCount(true) > 0)
return;
bool active = firing || Activity != null || ERR_MortarSystem.NearPlayer(Position);
int lod = -1;
if (active)
lod = 0;
if (Group.GetPermanentLOD() != lod)
Group.SetPermanentLOD(lod);
if (active && !Group.IsAIActivated())
Group.ActivateAI();
array<AIAgent> agents = {};
Group.GetAgents(agents);
foreach (AIAgent agent : agents)
{
if (!agent || EntityUtils.IsPlayer(agent.GetControlledEntity()))
continue;
if (agent.GetPermanentLOD() != lod)
agent.SetPermanentLOD(lod);
if (active && !agent.IsAIActivated() && ERR_Actors.CanFight(agent.GetControlledEntity()))
agent.ActivateAI();
}
}
void Update(float now)
{
if (m_Stopped) return;
if (!StartupActivated)
{
if (!SpawnFailure.IsEmpty()) return;
if (!m_Readiness) { SpawnFailed("initial support readiness owner missing"); return; }
ERR_MortarSupplyState startup = m_Readiness.Poll(now);
if (startup != ERR_MortarSupplyState.READY) return;
StartupActivated = true;
}
if (m_Transfer) m_Transfer.Poll(now);
if (!Operational())
{
Cancel(OperationalReason());
return;
}
if (Activity)
{
Trace("ACTIVITY", string.Format("native state=%1", Activity.GetActionState()), string.Format("age=%1s aim age=%2s committed=%3 shots=%4", (now - OrderedAt) / 1000, (now - AimedAt) / 1000, Released, OrderShots));
if (Activity.GetActionState() == EAIActionState.FAILED) Cancel("native artillery activity FAILED");
else if (Activity.GetActionState() == EAIActionState.COMPLETED) Cancel("native artillery activity COMPLETED (shot count is separate)");
else if (now - OrderedAt > ERR_MortarSalvo.TIMEOUT_MS) Cancel("120s artillery salvo timeout");
}
if (StartupActivated)
UpdateCrewDetail(now);
}
void Order(ERR_HQReport report, float now)
{
if (m_Stopped || !StartupActivated || !Operational() || !CommandOpen || Activity || !ERR_MortarPrediction.Fresh(report, now)) return;
Report = report.Snapshot();
OrderedAt = now;
NextOrder = now + 30000;
Released = false;
UpdateCrewDetail(now, true);
Activity = new SCR_AIStaticArtilleryActivity(Group.GetGroupUtilityComponent(), null, report.Position, SCR_EAIArtilleryAmmoType.HIGH_EXPLOSIVE, ERR_MortarSalvo.ROUNDS);
Group.GetGroupUtilityComponent().AddAction(Activity);
Audit("AIM", string.Format("native activity created; latest source=M%1 observed=%2", report.MessageId, report.Description(now)));
}
}
@@ -0,0 +1,68 @@
class ERR_MortarCourierCallback : ScriptedInventoryOperationCallback
{
ERR_MortarCourierTransfer Transfer;
protected override void OnComplete() { if (Transfer) Transfer.Acknowledge(true); }
protected override void OnFailed() { if (Transfer) Transfer.Acknowledge(false); }
}
// One exact native move belonging to one courier trip. Never retries ambiguous work.
class ERR_MortarCourierTransfer
{
protected ERR_MortarLogistics m_Service;
protected IEntity m_Shell;
protected IEntity m_From;
protected IEntity m_To;
protected InventoryStorageManagerComponent m_Source;
protected InventoryStorageManagerComponent m_Destination;
protected BaseInventoryStorageComponent m_Storage;
protected ref ERR_MortarCourierCallback m_Callback;
protected int m_Trip;
protected int m_Acknowledgement;
protected float m_Deadline;
protected bool m_Accepted;
protected bool m_Invalidated;
protected bool m_Resolved;
void ERR_MortarCourierTransfer(ERR_MortarLogistics service, int trip, IEntity shell, IEntity from, IEntity to, BaseInventoryStorageComponent storage, float now)
{
m_Service = service; m_Trip = trip; m_Shell = shell; m_From = from; m_To = to; m_Storage = storage; m_Deadline = now + 8000;
m_Source = InventoryStorageManagerComponent.Cast(from.FindComponent(InventoryStorageManagerComponent));
m_Destination = InventoryStorageManagerComponent.Cast(to.FindComponent(InventoryStorageManagerComponent));
}
static bool Proven(bool complete, bool source, bool destination, bool exact) { return complete && !source && destination && exact; }
protected bool Contains(InventoryStorageManagerComponent inventory)
{
if (!inventory || !m_Shell) return false;
array<IEntity> items = {}; ERR_Inventory.Items(inventory, items); return items.Contains(m_Shell);
}
void Acknowledge(bool success)
{
if (m_Acknowledgement != 0) return;
if (success) m_Acknowledgement = 1;
else m_Acknowledgement = -1;
}
bool Begin(float now)
{
if (m_Callback || !Replication.IsServer() || !m_Service.TransferAllowed(m_Trip, m_Shell, m_From, m_To, now) || !Contains(m_Source) || Contains(m_Destination)) return false;
m_Callback = new ERR_MortarCourierCallback(); m_Callback.Transfer = this;
m_Accepted = m_Source.TryMoveItemToStorage(m_Shell, m_Storage, -1, m_Callback);
if (!m_Accepted) { Acknowledge(false); m_Resolved = true; }
return m_Accepted;
}
void Invalidate() { m_Invalidated = true; }
bool Unresolved() { return m_Accepted && !m_Resolved; }
IEntity Shell() { return m_Shell; }
int Poll(float now)
{
// A deleted exact entity cannot complete later; close as a permanent loss.
if (!m_Shell) { m_Resolved = true; m_Invalidated = true; return -1; }
bool exact;
InventoryItemComponent item;
if (m_Shell) item = InventoryItemComponent.Cast(m_Shell.FindComponent(InventoryItemComponent));
if (item && item.GetParentSlot()) exact = item.GetParentSlot().GetStorage() == m_Storage;
bool proven = Proven(m_Acknowledgement == 1, Contains(m_Source), Contains(m_Destination), exact);
if (proven || m_Acknowledgement < 0) m_Resolved = true;
if (m_Invalidated || now >= m_Deadline || !m_Service.TransferAllowed(m_Trip, m_Shell, m_From, m_To, now)) { m_Invalidated = true; return -1; }
if (proven) return 1;
if (m_Acknowledgement < 0 || !m_Accepted) return -1;
return 0;
}
}
@@ -0,0 +1,307 @@
// The dedicated manpack operator has no mortar-shell backpack. Preserve the
// native chooser and its caller's original index for every eligible gunner.
modded class SCR_AIStaticArtilleryActivity
{
protected override AIAgent FindBestAgentForArtillery(notnull array<AIAgent> agents, notnull IEntity artilleryEntity, out int outIndex)
{
ERR_MortarSystem system = ERR_MortarSystem.Get();
ERR_MortarBattery battery;
if (system) battery = system.FindGun(artilleryEntity);
if (!battery) return super.FindBestAgentForArtillery(agents, artilleryEntity, outIndex);
array<AIAgent> gunners = {};
foreach (AIAgent agent : agents)
{
if (agent && agent.GetControlledEntity() != battery.RadioOperator && ERR_Actors.CanFight(agent.GetControlledEntity()))
gunners.Insert(agent);
}
int filteredIndex;
AIAgent selected = super.FindBestAgentForArtillery(gunners, artilleryEntity, filteredIndex);
outIndex = -1;
if (selected) outIndex = agents.Find(selected);
return selected;
}
}
// Leave all other artillery (including player-operated captured guns) native.
modded class SCR_AIGetArtilleryAimDistanceCompensation
{
override ENodeResult EOnTaskSimulate(AIAgent owner, float dt)
{
IEntity gun;
GetVariableIn(PORT_ARTILLERY_ENTITY, gun);
ERR_MortarSystem system = ERR_MortarSystem.Get();
ERR_MortarBattery battery;
if (system)
battery = system.FindGun(gun);
if (!battery)
return super.EOnTaskSimulate(owner, dt);
battery.AimedAt = -1;
battery.AimValidatedAt = -1;
battery.AimSolver = null;
battery.AimSolution = null;
float now = GetGame().GetWorld().GetWorldTime();
ERR_HQReport report = system.Latest(battery, now);
if (!ERR_HQ.MissionActive()) { system.Withhold(battery, "aim: mission inactive"); return ENodeResult.FAIL; }
if (!battery.CommandOpen || battery.OrderShots >= ERR_MortarSalvo.ROUNDS) { system.Withhold(battery, "aim: salvo complete or order closed"); return ENodeResult.FAIL; }
if (battery.Released) { system.Withhold(battery, "aim: waiting for committed projectile"); return ENodeResult.FAIL; }
if (!report) { system.Withhold(battery, "aim: " + system.ContactFailure(battery)); return ENodeResult.FAIL; }
battery.Trace("AIM START", "solving moving intercept", string.Format("latest source=M%1; %2", report.MessageId, report.Description(now)));
ERR_MortarAimSolution solution = ERR_Solve(battery, system, report, now);
if (!solution) return ENodeResult.FAIL;
battery.Impact = solution.Impact;
battery.AimOffset = solution.SalvoOffset;
battery.AimedShot = battery.OrderShots;
battery.FlightTime = solution.FlightTime;
battery.AimSolution = solution;
battery.AimSolver = this; // weak: do not retain a destroyed native behavior tree
battery.AimedAt = now;
battery.AimValidatedAt = now;
battery.LastFailure = "";
battery.Trace("AIM SOLUTION", "ready", string.Format("predicted impact=%1 flight=%2s charge index=%3 aim target=%4 latest source=M%5", solution.Impact, solution.FlightTime, solution.Charge, solution.AimTarget, report.MessageId));
SetVariableOut(PORT_AIM_POS, solution.AimTarget);
SetVariableOut(PORT_INIT_SPEED_ID, solution.Charge);
return ENodeResult.SUCCESS;
}
// Reuse this exact native node's coefficient/elevation APIs. A slow native
// barrel can keep its command only if a NEW solve still matches that command.
bool ERR_RevalidateAim(ERR_MortarBattery battery, ERR_MortarSystem system, ERR_HQReport report, float now)
{
IEntity gun;
ResourceName ammo;
GetVariableIn(PORT_ARTILLERY_ENTITY, gun);
GetVariableIn(PORT_AMMO_PREFAB, ammo);
ERR_MortarAimSolution commanded = battery.AimSolution;
if (battery.AimSolver != this || !commanded || !commanded.Matches(battery, report) || gun != battery.Gun || ammo != ERR_MortarBattery.SHELL)
return system.Withhold(battery, "original aim solver or command no longer available");
if (!ERR_MortarPrediction.Fresh(report, now)) return system.Withhold(battery, system.ContactFailure(battery));
ERR_MortarAimSolution updated = ERR_Solve(battery, system, report, now);
if (!updated) return false;
if (!ERR_MortarAimRules.Equivalent(commanded.Charge, updated.Charge, commanded.GunOrigin, updated.GunOrigin, commanded.Impact, updated.Impact, commanded.AimTarget, updated.AimTarget, commanded.FlightTime, updated.FlightTime))
return system.Withhold(battery, "new ballistic solution requires native re-aim", string.Format("gun drift=%1m impact drift=%2m aim drift=%3m charge=%4/%5 flight=%6/%7s", vector.Distance(commanded.GunOrigin, updated.GunOrigin), vector.Distance(commanded.Impact, updated.Impact), vector.Distance(commanded.AimTarget, updated.AimTarget), commanded.Charge, updated.Charge, commanded.FlightTime, updated.FlightTime));
// Keep the ORIGINAL command/impact/flight. Comparing successive refreshed
// solutions would allow a moving target to drift away in small increments.
battery.AimValidatedAt = now;
battery.Trace("AIM REVALIDATED", "same native command", string.Format("fresh ballistic solve matched original; source=M%1 observed age=%2s", report.MessageId, (now - report.ObservedAt) / 1000));
return true;
}
// The report may change only after a real HQ downlink. Re-solve against the
// ORIGINAL geometry; never replace the commanded solution with an
// approximately equivalent successor (which would permit tolerance creep).
bool ERR_AdoptReport(ERR_MortarBattery battery, ERR_MortarSystem system, ERR_HQReport report, float now)
{
IEntity gun;
ResourceName ammo;
GetVariableIn(PORT_ARTILLERY_ENTITY, gun);
GetVariableIn(PORT_AMMO_PREFAB, ammo);
ERR_MortarAimSolution commanded = battery.AimSolution;
if (battery.Released || battery.RefreshRejected || !battery.CommandOpen || !battery.Refresh || !battery.Refresh.DeliveredFor(battery, report))
return system.Withhold(battery, "target update lacks completed delivery for this uncommitted order");
if (battery.AimSolver != this || !commanded || !commanded.Matches(battery, battery.Report) || gun != battery.Gun || ammo != ERR_MortarBattery.SHELL)
return system.Withhold(battery, "target update lost its original native aim owner");
if (battery.AimedAt < 0 || now < battery.AimedAt) return system.Withhold(battery, "original native aim timestamp invalid");
if (!ERR_MortarRefreshRules.Newer(battery.Report, report, now)) return system.Withhold(battery, "target update is not a newer fresh same-target observation");
ERR_MortarAimSolution updated = ERR_Solve(battery, system, report, now);
if (!updated) return false;
if (!ERR_MortarAimRules.Equivalent(commanded.Charge, updated.Charge, commanded.GunOrigin, updated.GunOrigin, commanded.Impact, updated.Impact, commanded.AimTarget, updated.AimTarget, commanded.FlightTime, updated.FlightTime))
return system.Withhold(battery, "target update requires a different native aim command");
// Synchronous adoption changes accepted observation identity together.
// Original command time/geometry, order deadline and shot count survive.
commanded.Report = report;
battery.Report = report;
battery.AimValidatedAt = now;
return true;
}
protected ERR_MortarAimSolution ERR_Solve(ERR_MortarBattery battery, ERR_MortarSystem system, ERR_HQReport report, float now)
{
IEntity gun = battery.Gun;
vector gunOrigin = gun.GetOrigin();
ResourceName ammo;
GetVariableIn(PORT_AMMO_PREFAB, ammo);
if (ammo != ERR_MortarBattery.SHELL) { system.Withhold(battery, "unsupported ammunition prefab", ammo); return null; }
Resource resource = Resource.Load(ammo);
if (!resource || !resource.IsValid() || !resource.GetResource()) { system.Withhold(battery, "shell resource load failed", ammo); return null; }
IEntitySource source = resource.GetResource().ToEntitySource();
if (!source) { system.Withhold(battery, "shell resource has no entity source", ammo); return null; }
array<float> coefficients = {};
GetAmmoInitialSpeedCoefficients(ammo, coefficients);
if (coefficients.IsEmpty())
coefficients.Insert(1.0);
float minimum, maximum;
GetVerticalAimLimits(gun, minimum, maximum);
float flight = 30;
float offset;
int charge;
vector impact;
vector salvoOffset = ERR_MortarSalvo.Offset(battery.SiteId, battery.OrderId, battery.OrderShots);
bool converged;
// Iterate the moving intercept using the native shell's flight time.
// Reject non-convergence rather than fire with an arbitrary lead time.
for (int iteration = 0; iteration < 4; iteration++)
{
if (!ERR_MortarPrediction.Predict(report, now, flight + 2, impact)) { system.Withhold(battery, "aim prediction: " + ERR_MortarPrediction.FailureReason, string.Format("flight lead=%1s; %2", flight + 2, report.Description(now))); return null; }
if (!system.OutsideSettlements(impact)) { system.Withhold(battery, "aim target inside settlement exclusion", system.SettlementReason); return null; }
impact += salvoOffset;
impact[1] = SCR_TerrainHelper.GetTerrainY(impact);
float distance = vector.DistanceXZ(gunOrigin, impact);
float altitude = impact[1] - gunOrigin[1];
if (distance < 350 || distance > 4000) { system.Withhold(battery, "predicted impact out of range", string.Format("iteration=%1 distance=%2m impact=%3 allowed=350..4000m", iteration, distance, impact)); return null; }
bool reachable;
float calculated;
for (int i = 0; i < coefficients.Count(); i++)
{
if (!BallisticTable.GetAimHeightOfProjectileAltitudeFromSource(distance, offset, calculated, source, altitude, coefficients[i]))
continue;
float tangent = (offset + altitude) / distance;
if (calculated <= 0 || calculated > 75 || tangent < Math.Tan(minimum) || tangent > Math.Tan(maximum))
continue;
charge = i;
reachable = true;
break;
}
if (!reachable) { system.Withhold(battery, "no native ballistic solution within elevation/flight-time limits", string.Format("iteration=%1 distance=%2 altitude=%3 charges=%4 elevation radians=%5..%6 flight limit=75s", iteration, distance, altitude, coefficients.Count(), minimum, maximum)); return null; }
converged = Math.AbsFloat(calculated - flight) < 1;
flight = calculated;
if (converged)
break;
}
if (!converged) { system.Withhold(battery, "moving intercept did not converge in four iterations"); return null; }
if (!system.Safe(battery, impact, flight + 2)) { system.Withhold(battery, "aim impact safety rejected", system.SafetyReason); return null; }
ERR_MortarAimSolution solution = new ERR_MortarAimSolution();
solution.Gun = gun;
solution.Report = report;
solution.OrderId = battery.OrderId;
solution.Shot = battery.OrderShots;
solution.GunOrigin = gunOrigin;
solution.Impact = impact;
solution.AimTarget = impact + Vector(0, offset, 0);
solution.SalvoOffset = salvoOffset;
solution.Charge = charge;
solution.FlightTime = flight;
return solution;
}
}
modded class SCR_AIShootStaticArtillery
{
override ENodeResult EOnTaskSimulate(AIAgent owner, float dt)
{
IEntity gun;
GetVariableIn(PORT_ARTILLERY_ENTITY, gun);
ERR_MortarSystem system = ERR_MortarSystem.Get();
ERR_MortarBattery battery;
if (system)
battery = system.FindGun(gun);
if (battery && !system.AllowShot(battery))
{
battery.Trace("SHOOT NODE", "authorization rejected", battery.LastFailure);
return ENodeResult.FAIL;
}
ENodeResult result = super.EOnTaskSimulate(owner, dt);
if (battery)
battery.Trace("SHOOT NODE", string.Format("native result=%1", result), "authorization passed; node result does not confirm a physical shot");
return result;
}
}
modded class SCR_MortarMuzzleComponent
{
protected override void TransferShellToMortar()
{
ERR_MortarSystem system = ERR_MortarSystem.Get();
ERR_MortarBattery battery;
if (system && m_CharController && !EntityUtils.IsPlayer(m_CharController.GetOwner()))
battery = system.FindGun(GetOwner());
if (battery)
{
// The loading animation takes time. Recheck at the actual transfer,
// before native inventory insertion triggers the physical projectile.
if (!system.AllowShot(battery))
{
if (m_ShellComponent)
{
m_ShellComponent.GetOnShellUsed().Remove(TransferShellToMortar);
m_ShellComponent.SetLoadedState(false);
}
CharacterAnimationComponent animation = m_CharController.GetAnimationComponent();
if (animation && animation.GetCommandHandler())
animation.GetCommandHandler().FinishItemUse(false);
battery.Audit("ABORT", "final shell transfer rejected; " + battery.LastFailure);
return;
}
battery.Released = true;
battery.ReserveShellAirspace(GetGame().GetWorld().GetWorldTime());
battery.Audit("SHELL COMMIT", string.Format("final safety passed; gunner=%1 predicted impact=%2 flight=%3s; invoking native transfer, awaiting projectile event", m_CharController.GetOwner(), battery.Impact, battery.FlightTime));
}
super.TransferShellToMortar();
}
override void OnWeaponFired(IEntity effectEntity, BaseMuzzleComponent muzzle, IEntity projectileEntity)
{
IEntity firingCharacter;
if (m_CharController) firingCharacter = m_CharController.GetOwner();
super.OnWeaponFired(effectEntity, muzzle, projectileEntity);
ERR_MortarSystem system = ERR_MortarSystem.Get();
ERR_MortarBattery battery;
if (system)
battery = system.FindGun(GetOwner());
if (!battery)
return;
bool playerGunner;
if (firingCharacter) playerGunner = EntityUtils.IsPlayer(firingCharacter);
battery.ObserveProjectile(projectileEntity, firingCharacter, playerGunner);
}
}
// The native tree normally re-aims only every five shots (and skips the first
// re-aim). Each salvo shell needs its own spread point and fresh authorization.
modded class SCR_AIStaticArtilleryBehavior
{
ERR_MortarBattery ERR_GetMortarBattery()
{
ERR_MortarSystem system = ERR_MortarSystem.Get();
if (!system) return null;
return system.FindGun(m_ArtilleryEntity.m_Value);
}
}
modded class SCR_AIStaticArtilleryBehavior_ShootingLogic
{
override ENodeResult EOnTaskSimulate(AIAgent owner, float dt)
{
ERR_MortarBattery battery;
SCR_AIStaticArtilleryBehavior behavior;
if (m_Utility)
{
behavior = SCR_AIStaticArtilleryBehavior.Cast(m_Utility.GetExecutedAction());
if (behavior) battery = behavior.ERR_GetMortarBattery();
}
if (battery)
{
int gate = ERR_MortarSupplyRules.CycleGate(battery.CommandOpen, battery.OrderShots, behavior.GetShotCount(), ERR_MortarSalvo.ROUNDS, ERR_MortarSupplyState.READY);
if (gate < 0) return ENodeResult.FAIL;
if (gate == 0) return ENodeResult.RUNNING;
// Native super increments the behavior counter. Wait BEFORE calling it,
// so repeated pending ticks cannot count the same projectile twice.
if (battery.OrderShots < ERR_MortarSalvo.ROUNDS)
{
ERR_MortarSupplyState supply = battery.SupplyState(GetGame().GetWorld().GetWorldTime());
if (supply == ERR_MortarSupplyState.PENDING) return ENodeResult.RUNNING;
if (supply == ERR_MortarSupplyState.FAILED)
{
ERR_MortarSystem system = ERR_MortarSystem.Get();
if (system) system.Withhold(battery, "next native load lacks confirmed physical gunner ammunition");
return ENodeResult.FAIL;
}
}
}
ENodeResult result = super.EOnTaskSimulate(owner, dt);
if (battery && result == ENodeResult.SUCCESS)
{
SetVariableOut(PORT_AIMING_NEEDED, true);
}
return result;
}
}
@@ -0,0 +1,347 @@
class ERR_MortarSupplyStatus
{
SCR_AIGroup Group;
IEntity Gun;
vector Position;
float ObservedAt;
int MessageId;
int Shells;
}
class ERR_MortarLogisticsRules
{
static bool Fresh(float observedAt, float now) { return observedAt >= 0 && now >= observedAt && now - observedAt <= 180000; }
static bool Need(int shells) { return shells >= 0 && shells <= 6; }
static bool NewRequest(int message, int consumed, bool fresh) { return fresh && message > 0 && message > consumed; }
static bool Near(float distance) { return distance >= 0 && distance <= 12; }
static bool ActiveTrip(bool server, bool stopped, int trip, int current, bool fresh, bool ownershipValid) { return server && !stopped && trip > 0 && trip == current && fresh && ownershipValid; }
}
// One finite western-cache courier, owned and ticked exclusively by HQ.
class ERR_MortarLogistics
{
protected ERR_HQ m_HQ;
protected ERR_GameMode m_Mode;
protected ERR_SiteRuntime m_Site;
protected IEntity m_Cache;
protected SCR_AIGroup m_Group;
protected ERR_MortarBattery m_Battery;
protected IEntity m_OriginalGun;
protected SCR_AIGroup m_OriginalBatteryGroup;
protected ref array<IEntity> m_BatteryMembers = {};
protected ref array<IEntity> m_OriginalMembers = {};
protected ref array<IEntity> m_Stock = {};
protected ref array<IEntity> m_Cargo = {};
protected ref array<IEntity> m_AttemptedPickup = {};
protected ref array<IEntity> m_AttemptedUnload = {};
protected ref array<ref ERR_MortarInitialItem> m_Initial = {};
protected ref ERR_MortarSupplyStatus m_Report;
protected ref ERR_HQRoute m_Order;
protected ref ERR_MortarCourierTransfer m_Move;
protected IEntity m_Courier;
protected AIWaypoint m_Waypoint;
protected AIWaypoint m_HoldWaypoint;
protected float m_InitialDeadline;
protected float m_NextReport;
protected float m_LastDeliveryAt = -1;
protected int m_ConsumedMessage;
protected int m_Trip;
protected int m_State; // 0 initial, 1 idle, 2 downlink, 3 pickup, 4 travel, 5 unload
protected int m_Delivered;
protected int m_CompletedTrips;
protected bool m_Started;
protected bool m_Stopped;
protected string m_Reason;
static const int INITIAL_SHELLS = 12;
static const int TRIP_SHELLS = 6;
void ERR_MortarLogistics(ERR_HQ hq, ERR_GameMode mode) { m_HQ = hq; m_Mode = mode; }
int State() { return m_State; }
int Trip() { return m_Trip; }
int Delivered() { return m_Delivered; }
int CompletedTrips() { return m_CompletedTrips; }
IEntity Cache() { return m_Cache; }
SCR_AIGroup Group() { return m_Group; }
IEntity Courier() { return m_Courier; }
ERR_MortarBattery Battery() { return m_Battery; }
ERR_MortarSupplyStatus Report() { return m_Report; }
bool Stopped() { return m_Stopped; }
void InitialStock(out array<IEntity> items) { items.Copy(m_Stock); }
protected void Audit(string kind, string reason)
{
int message; if (m_Report) message = m_Report.MessageId;
m_Reason = reason;
m_HQ.Journal().Write("COURIER " + kind, string.Format("trip=%1 state=%2 delivered=%3; %4", m_Trip, m_State, m_Delivered, reason), message);
}
protected InventoryStorageManagerComponent Inventory(IEntity entity)
{
if (!entity) return null;
return InventoryStorageManagerComponent.Cast(entity.FindComponent(InventoryStorageManagerComponent));
}
protected bool Contains(IEntity owner, IEntity shell)
{
InventoryStorageManagerComponent inventory = Inventory(owner);
if (!inventory || !shell) return false;
array<IEntity> items = {}; ERR_Inventory.Items(inventory, items); return items.Contains(shell);
}
protected void Shells(IEntity owner, out array<IEntity> shells)
{
shells.Clear(); InventoryStorageManagerComponent inventory = Inventory(owner); if (!inventory) return;
array<IEntity> items = {}; ERR_Inventory.Items(inventory, items);
foreach (IEntity item : items)
if (item && item.GetPrefabData() && item.GetPrefabData().GetPrefabName() == ERR_MortarBattery.SHELL) shells.Insert(item);
}
bool Prepare()
{
if (!Replication.IsServer() || m_Started || m_Stopped) return false;
m_Started = true;
ERR_ScenarioComponent scenario = ERR_ScenarioComponent.Cast(m_Mode.FindComponent(ERR_ScenarioComponent));
if (!scenario || !scenario.Sites()) return false;
m_Site = scenario.Sites().Find("everon-supply-2");
if (!m_Site || !m_Site.Group || !m_Site.PatrolCycle || !scenario.Sites().Owns(m_Site.Container)) return false;
m_Cache = m_Site.Container; m_Group = m_Site.Group;
array<ref ERR_MortarBattery> batteries = {}; m_HQ.Mortars().Batteries(batteries);
if (batteries.Count() != 1) return false;
m_Battery = batteries[0]; m_OriginalGun = m_Battery.Gun; m_OriginalBatteryGroup = m_Battery.Group;
InventoryStorageManagerComponent inventory = Inventory(m_Cache);
if (!inventory || !inventory.CanInsertResource(ERR_MortarBattery.SHELL, EStoragePurpose.PURPOSE_DEPOSIT)) return false;
array<IEntity> existing = {}; Shells(m_Cache, existing); if (!existing.IsEmpty()) return false;
array<AIAgent> agents = {}; m_Group.GetAgents(agents);
foreach (AIAgent agent : agents)
{
if (!agent || !ERR_Actors.CanFight(agent.GetControlledEntity())) return false;
m_OriginalMembers.Insert(agent.GetControlledEntity());
}
if (m_OriginalMembers.Count() != m_Site.InitialGuardCount) return false;
m_InitialDeadline = GetGame().GetWorld().GetWorldTime() + 15000;
// SiteService owns this existing cache and its contents through rollback/world teardown.
// This bounded startup allocation is never reopened, including partial failure/theft.
for (int i = 0; i < INITIAL_SHELLS; i++)
{
IEntity shell = ERR_Actors.Spawn(ERR_MortarBattery.SHELL, m_Cache.GetOrigin());
if (!shell) return false;
// Keep the exact created identity; counts cannot prove an external item was
// not substituted while an asynchronous insertion was pending.
m_Mode.Own(shell); m_Stock.Insert(shell);
ERR_MortarInitialItem operation = new ERR_MortarInitialItem(); m_Initial.Insert(operation);
if (!inventory.TryInsertItem(shell, EStoragePurpose.PURPOSE_DEPOSIT, operation)) { operation.Rejected(); return false; }
}
return true;
}
protected bool OriginalGroup()
{
if (!m_Site || m_Site.Group != m_Group || m_Site.Container != m_Cache || !m_Group || !m_Cache || m_Group.GetPlayerCount(true) > 0 || m_Group.GetFaction() != m_Mode.EnemyFaction()) return false;
array<AIAgent> agents = {}; m_Group.GetAgents(agents); bool living;
foreach (AIAgent agent : agents)
{
if (!agent || !agent.GetControlledEntity()) continue;
IEntity actor = agent.GetControlledEntity();
if (!m_OriginalMembers.Contains(actor) || ERR_Actors.Player(actor) || ERR_Actors.Group(actor) != m_Group || SCR_FactionManager.SGetFaction(actor) != m_Mode.EnemyFaction()) return false;
if (ERR_Actors.CanFight(actor)) living = true;
}
return living;
}
protected bool BindBatteryMembers()
{
if (!m_Battery || !m_Battery.StartupActivated || m_Battery.Group != m_OriginalBatteryGroup || m_Battery.Gun != m_OriginalGun) return false;
if (!m_BatteryMembers.IsEmpty()) return true;
array<AIAgent> agents = {}; m_Battery.Group.GetAgents(agents);
foreach (AIAgent agent : agents)
if (agent && agent.GetControlledEntity() && !m_BatteryMembers.Contains(agent.GetControlledEntity())) m_BatteryMembers.Insert(agent.GetControlledEntity());
return !m_BatteryMembers.IsEmpty();
}
bool TargetAvailable()
{
if (!m_Battery || m_Battery.Gun != m_OriginalGun || m_Battery.Group != m_OriginalBatteryGroup || !m_OriginalGun || !m_Battery.StartupActivated || m_Battery.Stopped() || !m_Battery.Operational() || m_HQ.Mortars().FindGun(m_OriginalGun) != m_Battery || m_BatteryMembers.IsEmpty()) return false;
if (SCR_FactionManager.SGetFaction(m_OriginalGun) != m_Mode.EnemyFaction()) return false;
SCR_AIVehicleUsageComponent usage = SCR_AIVehicleUsageComponent.Cast(m_OriginalGun.FindComponent(SCR_AIVehicleUsageComponent));
if (!usage || !usage.GetTurretCompartmentSlot()) return false;
IEntity occupant = usage.GetTurretCompartmentSlot().GetOccupant();
if (!occupant) return true;
return m_BatteryMembers.Contains(occupant) && ERR_Actors.CanFight(occupant) && !ERR_Actors.Player(occupant) && ERR_Actors.Group(occupant) == m_OriginalBatteryGroup && SCR_FactionManager.SGetFaction(occupant) == m_Mode.EnemyFaction();
}
bool CanSample(ERR_MortarBattery battery) { return battery == m_Battery && TargetAvailable(); }
protected bool Bearer(IEntity actor)
{
return actor && m_OriginalMembers.Contains(actor) && ERR_Actors.Group(actor) == m_Group && ERR_Actors.CanFight(actor) && !ERR_Actors.Player(actor) && !CompartmentAccessComponent.GetVehicleIn(actor) && SCR_FactionManager.SGetFaction(actor) == m_Mode.EnemyFaction() && ERR_HQRadio.Capability(actor) != 2;
}
bool AcceptsStatus(ERR_MortarSupplyStatus report, float now)
{
return !m_Stopped && m_State == 1 && report && m_Battery && report.Group == m_Battery.Group && report.Gun == m_Battery.Gun && ERR_MortarLogisticsRules.Need(report.Shells) && ERR_MortarLogisticsRules.NewRequest(report.MessageId, m_ConsumedMessage, ERR_MortarLogisticsRules.Fresh(report.ObservedAt, now));
}
void Receive(ERR_MortarSupplyStatus report, float now)
{
if (!AcceptsStatus(report, now)) return;
m_Report = report;
Audit("RECEIVED", "immutable low-ammunition status delivered by native physical radio route");
}
protected bool Authorized(float now)
{
if (!m_Mode || !m_Mode.Active() || !m_Report || !m_Battery) return false;
return ERR_MortarLogisticsRules.ActiveTrip(Replication.IsServer(), m_Stopped, m_Trip, m_HQ.LogisticsToken(m_Group), ERR_MortarLogisticsRules.Fresh(m_Report.ObservedAt, now), OriginalGroup()) && TargetAvailable() && m_Report.Gun == m_Battery.Gun && m_Report.Group == m_Battery.Group && vector.Distance(m_Report.Position, m_Battery.Gun.GetOrigin()) <= 5;
}
bool TransferAllowed(int trip, IEntity shell, IEntity from, IEntity to, float now)
{
if (trip != m_Trip || !Authorized(now) || !shell || !m_Stock.Contains(shell) || !Bearer(m_Courier)) return false;
if (m_State == 3) return from == m_Cache && to == m_Courier && ERR_MortarLogisticsRules.Near(vector.Distance(from.GetOrigin(), to.GetOrigin()));
if (m_State != 5 || from != m_Courier || !m_Cargo.Contains(shell) || !ERR_Actors.CanFight(to) || ERR_Actors.Player(to) || to == m_Battery.RadioOperator || !m_BatteryMembers.Contains(to) || ERR_Actors.Group(to) != m_Battery.Group || SCR_FactionManager.SGetFaction(to) != m_Mode.EnemyFaction()) return false;
return !CompartmentAccessComponent.GetVehicleIn(to) && ERR_MortarLogisticsRules.Near(vector.Distance(from.GetOrigin(), to.GetOrigin()));
}
protected void ClearWaypoint()
{
if (m_Waypoint) { if (m_Group) m_Group.RemoveWaypoint(m_Waypoint); ERR_Actors.DeleteSpawned(m_Waypoint); }
m_Waypoint = null;
if (m_HoldWaypoint) { if (m_Group) m_Group.RemoveWaypoint(m_HoldWaypoint); ERR_Actors.DeleteSpawned(m_HoldWaypoint); }
m_HoldWaypoint = null;
}
protected bool MoveTo(vector position)
{
ClearWaypoint();
m_Waypoint = AIWaypoint.Cast(ERR_Actors.Spawn(ERR_Resources.MoveWaypoint(), ERR_Actors.Ground(position)));
if (!m_Waypoint) return false;
// A completed Move alone would let the original patrol resume during the
// asynchronous item operation. This owned, non-completing native Defend
// keeps that queue below us until release; its original entries are untouched.
m_HoldWaypoint = AIWaypoint.Cast(ERR_Actors.Spawn(ERR_Resources.DefendWaypoint(), ERR_Actors.Ground(position)));
if (!m_HoldWaypoint) { ClearWaypoint(); return false; }
m_HoldWaypoint.SetCompletionRadius(8);
m_Group.AddWaypointAt(m_HoldWaypoint, 0); m_Group.AddWaypointAt(m_Waypoint, 0); m_Group.ActivateAI(); return true;
}
protected void Finish(string reason)
{
Audit("END", reason);
if (m_Move) m_Move.Invalidate();
ClearWaypoint(); m_HQ.ReleaseLogistics(m_Group, m_Trip);
m_Order = null; m_Report = null; m_Courier = null; m_Cargo.Clear(); m_State = 1;
// Native requests cannot be canceled. A pending move remains held until its
// physical outcome resolves; callbacks cannot authorize a later trip.
m_NextReport = GetGame().GetWorld().GetWorldTime() + 60000;
}
protected bool BeginMove(IEntity shell, IEntity from, IEntity to, float now)
{
InventoryStorageManagerComponent destination = Inventory(to);
BaseInventoryStorageComponent storage; if (destination) storage = destination.FindStorageForItem(shell, EStoragePurpose.PURPOSE_DEPOSIT);
if (!storage) return false;
m_Move = new ERR_MortarCourierTransfer(this, m_Trip, shell, from, to, storage, now);
return m_Move.Begin(now);
}
protected bool PollMove(float now)
{
if (!m_Move) return true;
int result = m_Move.Poll(now);
if (result == 0) return false;
if (result < 0) { Finish("native item operation rejected, expired or lost authority; physical items retained"); return false; }
IEntity shell = m_Move.Shell(); m_Move = null;
if (m_State == 3) { m_Cargo.Insert(shell); Audit("PICKUP", "exact depot shell confirmed in original bearer inventory"); }
else if (m_State == 5) { m_Cargo.RemoveItem(shell); m_Delivered++; m_LastDeliveryAt = now; Audit("DELIVERED", "exact original shell confirmed in living mortar crew inventory"); }
return true;
}
protected void Pickup(float now)
{
if (!m_Courier)
{
foreach (IEntity candidate : m_OriginalMembers)
if (Bearer(candidate) && Inventory(candidate) && Inventory(candidate).CanInsertResource(ERR_MortarBattery.SHELL, EStoragePurpose.PURPOSE_DEPOSIT) && ERR_MortarLogisticsRules.Near(vector.Distance(candidate.GetOrigin(), m_Cache.GetOrigin()))) { m_Courier = candidate; break; }
if (!m_Courier) return;
}
if (!Bearer(m_Courier)) { Finish("original bearer lost or captured"); return; }
if (!PollMove(now)) return;
if (m_Cargo.Count() < TRIP_SHELLS)
{
foreach (IEntity shell : m_Stock)
{
if (!shell || !Contains(m_Cache, shell) || m_AttemptedPickup.Contains(shell)) continue;
InventoryStorageManagerComponent destination = Inventory(m_Courier);
if (!destination || !destination.FindStorageForItem(shell, EStoragePurpose.PURPOSE_DEPOSIT)) break;
m_AttemptedPickup.Insert(shell);
if (!BeginMove(shell, m_Cache, m_Courier, now)) Finish("native pickup rejected; no second request for that shell");
return;
}
}
if (m_Cargo.IsEmpty()) { Finish("finite cache empty or bearer native storage full"); return; }
m_State = 4;
if (!MoveTo(m_Report.Position)) { Finish("native delivery waypoint unavailable"); return; }
Audit("OUTBOUND", "original patrol walking with verified finite cargo to reported battery position");
}
protected void Unload(float now)
{
if (!PollMove(now)) return;
if (m_Cargo.IsEmpty()) { m_CompletedTrips++; Finish("finite delivery complete; original patrol restored"); return; }
array<AIAgent> agents = {}; m_Battery.Group.GetAgents(agents);
foreach (IEntity shell : m_Cargo)
{
if (!shell || !Contains(m_Courier, shell)) { Finish("carried shell lost or stolen; no replacement"); return; }
if (m_AttemptedUnload.Contains(shell)) { Finish("previous unload unresolved or failed; no retry"); return; }
foreach (AIAgent agent : agents)
{
if (!agent) continue;
IEntity recipient = agent.GetControlledEntity();
if (!TransferAllowed(m_Trip, shell, m_Courier, recipient, now)) continue;
InventoryStorageManagerComponent destination = Inventory(recipient);
if (!destination || !destination.FindStorageForItem(shell, EStoragePurpose.PURPOSE_DEPOSIT)) continue;
m_AttemptedUnload.Insert(shell);
if (!BeginMove(shell, m_Courier, recipient, now)) Finish("native recipient move rejected; cargo remains physical");
return;
}
}
}
void Tick(float now)
{
if (m_Stopped || !m_Started || !Replication.IsServer() || !m_Mode.Active()) return;
if (m_State == 0)
{
bool failed; foreach (ERR_MortarInitialItem operation : m_Initial) { if (!operation.Finished) { if (now < m_InitialDeadline) return; failed = true; } else if (!operation.Succeeded) failed = true; }
if (!OriginalGroup()) failed = true;
array<IEntity> shells = {}; Shells(m_Cache, shells);
if (shells.Count() != INITIAL_SHELLS) { if (now < m_InitialDeadline && !failed) return; failed = true; }
foreach (IEntity originalShell : m_Stock) if (!originalShell || !shells.Contains(originalShell)) failed = true;
if (m_Stock.Count() != INITIAL_SHELLS) failed = true;
if (failed) { Audit("STARTUP FAILED", "one-time native stock allocation incomplete; no refill"); Stop(); return; }
m_State = 1; Audit("READY", "12 distinct original HE shells physically confirmed in existing western cache");
}
if (m_State == 1)
{
if (m_Move) { m_Move.Poll(now); if (m_Move.Unresolved()) return; m_Move = null; }
if (!OriginalGroup() || !BindBatteryMembers() || !TargetAvailable()) return;
bool available; foreach (IEntity stocked : m_Stock) if (Contains(m_Cache, stocked) && !m_AttemptedPickup.Contains(stocked)) available = true;
if (!available) return;
if (now >= m_NextReport && ERR_MortarLogisticsRules.Need(m_Battery.CountShells())) { if (m_HQ.QueueSupplyStatus(m_Battery, now)) m_NextReport = now + 60000; }
if (!m_Report || !ERR_MortarLogisticsRules.NewRequest(m_Report.MessageId, m_ConsumedMessage, ERR_MortarLogisticsRules.Fresh(m_Report.ObservedAt, now))) return;
int nextTrip = m_Trip + 1;
if (!m_HQ.ReserveLogistics(m_Group, nextTrip)) return;
m_Trip = nextTrip; m_ConsumedMessage = m_Report.MessageId;
m_Order = m_HQ.Downlink(m_Group, "MORTAR SUPPLY", "collect finite western-cache HE; walk to reported battery", m_Report.MessageId);
m_State = 2;
if (!m_Order) { Finish("no native courier downlink"); return; }
Audit("QUEUED", "original patrol reserved pending physical radio command delivery");
}
if (!Authorized(now)) { Finish("supply report expired or original ownership/gun/group changed"); return; }
if (m_Courier && !Bearer(m_Courier)) { Finish("original bearer unavailable; surviving cargo retained"); return; }
if (m_State == 2)
{
int delivered = m_Order.Advance(now, m_HQ.Journal());
if (delivered == 0) return;
if (delivered < 0) { Finish("courier command interrupted"); return; }
m_Order = null; m_State = 3;
if (!MoveTo(m_Cache.GetOrigin())) { Finish("native pickup waypoint unavailable"); return; }
Audit("DISPATCH", "same original patrol receives delivered order and walks to finite cache");
}
if (m_State == 3) { Pickup(now); return; }
if (m_State == 4)
{
if (!ERR_MortarLogisticsRules.Near(vector.Distance(m_Courier.GetOrigin(), m_Report.Position))) return;
m_State = 5; Audit("ARRIVED", "physical bearer reached reported gun area; exact recipient checks still required");
}
if (m_State == 5) Unload(now);
}
void Stop()
{
if (m_Stopped) return;
m_Stopped = true;
if (m_Move) m_Move.Invalidate();
ClearWaypoint(); m_HQ.ReleaseLogistics(m_Group, m_Trip); m_Order = null; m_Report = null;
}
#ifdef WORKBENCH
ERR_HQRoute ProbeOrder() { return m_Order; }
int ProbeSourceMessage() { return m_ConsumedMessage; }
float ProbeLastDelivery() { return m_LastDeliveryAt; }
#endif
string Status() { return string.Format("courier state=%1 finite initial=%2 delivered=%3 stopped=%4 (%5)", m_State, m_Stock.Count(), m_Delivered, m_Stopped, m_Reason); }
}
@@ -0,0 +1,131 @@
// All target coordinates come from delivered HQ observations, never a player's
// current transform. Road projection stops at an unknown junction/road end.
class ERR_MortarPrediction
{
// Read immediately after a failed synchronous prediction; no extra world scan.
static string FailureReason;
// Includes observation uplink, HQ downlink and native aiming. All stages
// retain the original observation time; radio delivery never renews it.
static const float MAX_REPORT_AGE_MS = 60000;
static bool Fresh(ERR_HQReport report, float now)
{
return report && report.Target && !report.Distress && now >= report.ObservedAt && now - report.ObservedAt <= MAX_REPORT_AGE_MS && report.TravelMode != "aircraft";
}
static bool Reject(string reason)
{
FailureReason = reason;
return false;
}
static vector ClosestOnSegment(vector point, vector start, vector end)
{
vector segment = end - start;
segment[1] = 0;
vector offset = point - start;
offset[1] = 0;
float lengthSq = segment.LengthSq();
if (lengthSq < 0.01)
return start;
return vector.Lerp(start, end, Math.Clamp(vector.Dot(offset, segment) / lengthSq, 0, 1));
}
static bool FollowRoad(array<vector> points, vector observed, vector velocity, float seconds, out vector impact)
{
if (!points || points.Count() < 2)
return Reject("road polyline has fewer than two points");
int segment = -1;
float closest = 20;
vector projected;
for (int i = 0; i < points.Count() - 1; i++)
{
vector candidate = ClosestOnSegment(observed, points[i], points[i + 1]);
float distance = vector.DistanceXZ(candidate, observed);
if (distance < closest)
{
closest = distance;
segment = i;
projected = candidate;
}
}
if (segment < 0)
return Reject("observed vehicle is not within 20m of a road segment");
vector forward = points[segment + 1] - points[segment];
forward[1] = 0;
forward.Normalize();
vector travel = velocity;
travel[1] = 0;
float speed = travel.Length();
travel.Normalize();
float alignment = vector.Dot(forward, travel);
if (Math.AbsFloat(alignment) < 0.7)
return Reject("vehicle heading crosses road; alignment below 0.7");
int step = 1;
int next = segment + 1;
if (alignment < 0)
{
step = -1;
next = segment;
}
float remaining = speed * seconds;
vector position = projected;
while (next >= 0 && next < points.Count())
{
float length = vector.DistanceXZ(position, points[next]);
if (length >= remaining && length > 0.01)
{
impact = vector.Lerp(position, points[next], remaining / length);
return true;
}
remaining -= length;
position = points[next];
next += step;
}
return Reject("prediction reaches unknown road end/junction");
}
static bool Predict(ERR_HQReport report, float now, float flightSeconds, out vector impact)
{
FailureReason = "";
if (!report) return Reject("target report missing");
if (report.Distress) return Reject("distress report cannot authorize fire");
if (now < report.ObservedAt) return Reject("observation timestamp is in the future");
if (now - report.ObservedAt > MAX_REPORT_AGE_MS) return Reject("observation older than 60s");
float seconds = (now - report.ObservedAt) / 1000 + flightSeconds;
if (seconds < 0 || seconds > 90)
return Reject("observation age plus flight outside 0..90s");
if (report.TravelMode == "aircraft") return Reject("aircraft target unsupported");
if (report.TravelMode == "mixed travel") return Reject("mixed travel cannot be predicted");
impact = report.Position;
if (!report.HasVelocity || report.Velocity.Length() < 0.5)
return true;
if (report.Velocity.Length() * seconds > 1800)
return Reject("predicted travel exceeds 1800m");
bool vehicle = report.TravelMode == "vehicle" || report.TravelMode == "in vehicle";
if (vehicle)
{
SCR_AIWorld world = SCR_AIWorld.Cast(GetGame().GetAIWorld());
if (!world || !world.GetRoadNetworkManager())
return Reject("road network unavailable");
BaseRoad road;
float roadDistance;
world.GetRoadNetworkManager().GetClosestRoad(report.Position, road, roadDistance, skipNavlinks: true);
if (!road) return Reject("no road near reported vehicle position");
if (roadDistance > 20) return Reject("reported vehicle farther than 20m from road");
array<vector> points = {};
road.GetPoints(points);
return FollowRoad(points, report.Position, report.Velocity, seconds, impact);
}
impact += report.Velocity * seconds;
return true;
}
static bool ThreatensFriendly(vector impact, vector position, vector velocity, float flightSeconds)
{
velocity[1] = 0;
vector future = position + velocity * Math.Clamp(flightSeconds, 0, 90);
// Protect the entire predicted path, not only where a soldier is now.
return vector.DistanceXZ(impact, ClosestOnSegment(impact, position, future)) <= 100;
}
}
@@ -0,0 +1,177 @@
enum ERR_MortarSupplyState { FAILED = -1, PENDING, READY }
class ERR_MortarSupplyRules
{
static int CycleGate(bool commandOpen, int confirmedShots, int behaviorShots, int limit, int supplyState)
{
if (!commandOpen) return -1;
if (confirmedShots <= behaviorShots) return 0;
if (confirmedShots < limit) return supplyState;
return 1;
}
}
class ERR_MortarInitialItem : ScriptedInventoryOperationCallback
{
bool Finished;
bool Succeeded;
protected void Finish(bool success) { if (!Finished) { Finished = true; Succeeded = success; } }
protected override void OnComplete() { Finish(true); }
protected override void OnFailed() { Finish(false); }
protected override void OnAllComplete() { Finish(true); }
protected override void OnAllFailed() { Finish(false); }
void Rejected() { Finish(false); }
}
// One finite allocation, after the ENTIRE original support crew exists. Failed
// or stopped setup retains physical assets and retires only its pending spawn intent.
class ERR_MortarReadiness
{
protected ERR_MortarBattery m_Battery;
protected ref array<IEntity> m_Members = {};
protected ref array<ref ERR_MortarInitialItem> m_Operations = {};
protected bool m_Allocated;
protected bool m_Ready;
protected bool m_Stopped;
protected bool m_Retired;
protected int m_RequestedShells;
void ERR_MortarReadiness(ERR_MortarBattery battery) { m_Battery = battery; }
static ERR_MortarSupplyState Population(int physical, int gunners, int operators, bool complete, bool expired)
{
if (physical > 4 || gunners > 3 || operators > 1) return ERR_MortarSupplyState.FAILED;
if (physical == 4 && gunners == 3 && operators == 1 && complete && !expired) return ERR_MortarSupplyState.READY;
if (expired) return ERR_MortarSupplyState.FAILED;
return ERR_MortarSupplyState.PENDING;
}
static bool AllocationValid(int shells) { return shells >= 0 && shells <= 9; }
int RequestedShells() { return m_RequestedShells; }
bool Ready() { return m_Ready && !m_Stopped; }
void Stop()
{
if (m_Stopped) return;
m_Stopped = true;
if (m_Ready || m_Retired || !m_Battery || !m_Battery.Group || !Replication.IsServer()) return;
m_Retired = true;
// As in Core initial guard cleanup: stopping the current request alone does
// not retire the native group's still-authored future expansion intent.
RetireGroup(m_Battery.Group);
}
static void RetireGroup(SCR_AIGroup group)
{
if (!group || !Replication.IsServer()) return;
group.SetSpawnImmediately(false);
group.m_aUnitPrefabSlots = new array<ResourceName>();
if (!GetGame()) return;
ChimeraAIWorld world = ChimeraAIWorld.Cast(GetGame().GetAIWorld());
if (world) world.PurgeSpawnRequestsForGroup(group);
}
protected ERR_MortarSupplyState Fail(string reason)
{
m_Battery.SpawnFailed(reason);
Stop();
return ERR_MortarSupplyState.FAILED;
}
protected bool Allocate()
{
m_Allocated = true; // before native requests; never refill or retry a failure
foreach (IEntity actor : m_Members)
{
if (actor == m_Battery.RadioOperator) continue;
InventoryStorageManagerComponent inventory = InventoryStorageManagerComponent.Cast(actor.FindComponent(InventoryStorageManagerComponent));
int existing = m_Battery.InventoryShells(inventory);
if (!AllocationValid(existing)) return false;
if (ERR_HQRadio.Capability(actor) == 0 && !inventory.TrySpawnPrefabToStorage("{E1A5D4B878AA8980}Prefabs/Items/Equipment/Radios/Radio_R148.et"))
m_Battery.Audit("RADIO EQUIP", "optional crew handset did not fit; dedicated manpack remains required");
for (int i = existing; i < 9; i++)
{
ERR_MortarInitialItem operation = new ERR_MortarInitialItem();
m_Operations.Insert(operation);
m_RequestedShells++;
if (!inventory.TrySpawnPrefabToStorage(ERR_MortarBattery.SHELL, purpose: EStoragePurpose.PURPOSE_DEPOSIT, cb: operation))
{
operation.Rejected();
return false;
}
}
}
return true;
}
ERR_MortarSupplyState Poll(float now)
{
if (m_Stopped || !Replication.IsServer() || !m_Battery || m_Battery.Stopped()) return ERR_MortarSupplyState.FAILED;
if (m_Ready) return ERR_MortarSupplyState.READY;
SCR_AIGroup group = m_Battery.Group;
ERR_GameMode mode = ERR_GameMode.Get();
if (!mode || !group || !m_Battery.Gun || group.GetFaction() != mode.EnemyFaction() || group.GetPlayerCount(true) > 0) return Fail("initial support group/gun/faction changed");
DamageManagerComponent damage = DamageManagerComponent.Cast(m_Battery.Gun.FindComponent(DamageManagerComponent));
if (!damage || damage.IsDestroyed()) return Fail("initial support gun missing damage manager or destroyed");
bool expired = now < m_Battery.SpawnedAt || now - m_Battery.SpawnedAt >= 90000;
array<AIAgent> agents = {}; group.GetAgents(agents);
array<IEntity> physical = {};
int gunners, operators;
IEntity operatorActor;
foreach (AIAgent agent : agents)
{
if (!agent || !agent.GetControlledEntity()) continue;
IEntity actor = agent.GetControlledEntity();
if (physical.Contains(actor)) return Fail("initial support group reports duplicate physical actor");
physical.Insert(actor);
if (!ERR_Actors.CanFight(actor) || SCR_FactionManager.SGetFaction(actor) != mode.EnemyFaction() || !actor.GetPrefabData()) return Fail("initial support actor unavailable or has wrong faction/resource");
ResourceName prefab = actor.GetPrefabData().GetPrefabName();
if (prefab == ERR_MortarBattery.CREW) gunners++;
else if (prefab == ERR_MortarBattery.RADIO_OPERATOR) { operators++; operatorActor = actor; }
else return Fail("initial support actor does not belong to authored crew catalog");
}
ERR_MortarSupplyState population = Population(physical.Count(), gunners, operators, group.IsExpandComplete(), expired);
if (population == ERR_MortarSupplyState.FAILED) return Fail("initial four-person support population incomplete/invalid within 90 seconds");
if (population == ERR_MortarSupplyState.PENDING) return population;
if (m_Allocated)
{
foreach (IEntity original : m_Members)
if (!physical.Contains(original)) return Fail("initial support member replaced after finite allocation");
}
foreach (IEntity member : physical)
{
InventoryStorageManagerComponent inventory = InventoryStorageManagerComponent.Cast(member.FindComponent(InventoryStorageManagerComponent));
if (!inventory) return ERR_MortarSupplyState.PENDING;
if (!m_Allocated && member != operatorActor && m_Battery.InventoryShells(inventory) < 9 && !inventory.CanInsertResource(ERR_MortarBattery.SHELL, EStoragePurpose.PURPOSE_DEPOSIT)) return ERR_MortarSupplyState.PENDING;
}
if (ERR_HQRadio.Capability(operatorActor) != 2) return ERR_MortarSupplyState.PENDING;
// Preserve the existing earliest activation delay, but it is not readiness.
if (now - m_Battery.SpawnedAt < 10000) return ERR_MortarSupplyState.PENDING;
if (!m_Allocated)
{
if (!group.GetGroupUtilityComponent() || !group.GetGroupUtilityComponent().m_VehicleMgr) return ERR_MortarSupplyState.PENDING;
SCR_AIVehicleUsageComponent usage = SCR_AIVehicleUsageComponent.Cast(m_Battery.Gun.FindComponent(SCR_AIVehicleUsageComponent));
if (!usage || !group.GetGroupUtilityComponent().m_VehicleMgr.TryAddVehicle(usage)) return Fail("native support gun registration failed");
m_Members.Copy(physical); m_Battery.RadioOperator = operatorActor;
if (!Allocate()) return Fail("finite initial support shell allocation rejected; no retry");
return ERR_MortarSupplyState.PENDING; // never accept mutation-frame readiness
}
foreach (ERR_MortarInitialItem operation : m_Operations)
{
if (!operation.Finished) return ERR_MortarSupplyState.PENDING;
if (!operation.Succeeded) return Fail("finite initial support shell operation failed; no retry");
}
foreach (IEntity equipped : m_Members)
{
InventoryStorageManagerComponent inventory = InventoryStorageManagerComponent.Cast(equipped.FindComponent(InventoryStorageManagerComponent));
int shells = m_Battery.InventoryShells(inventory);
if (equipped == operatorActor)
{
if (shells != 0) return Fail("dedicated initial manpack operator unexpectedly carries mortar shells");
}
else if (shells != 9) return ERR_MortarSupplyState.PENDING;
}
if (m_Battery.CountShells() != 27) return ERR_MortarSupplyState.PENDING;
m_Ready = true;
group.ActivateAI();
foreach (AIAgent readyAgent : agents)
{
if (readyAgent) { readyAgent.SetPermanentLOD(0); readyAgent.ActivateAI(); }
}
m_Battery.Audit("CREW READY", string.Format("four original physical members, one manpack, 27 confirmed HE; new shell requests=%1; allocation permanently closed", m_RequestedShells));
return ERR_MortarSupplyState.READY;
}
}
@@ -0,0 +1,37 @@
// One newer observation in transit for one existing physical firing order.
// The report's observed time survives both radio legs unchanged.
class ERR_MortarRefresh
{
IEntity Gun;
SCR_AIGroup Group;
int OrderId;
int RadioId;
ref ERR_HQReport Report;
ref ERR_HQRoute Route;
void ERR_MortarRefresh(ERR_MortarBattery battery, ERR_HQReport report, ERR_HQRoute route)
{
Gun = battery.Gun;
Group = battery.Group;
OrderId = battery.OrderId;
RadioId = route.MessageId;
Report = report.Snapshot();
Route = route;
}
bool Owns(ERR_MortarBattery battery)
{
return battery && Gun && Group && Gun == battery.Gun && Group == battery.Group && OrderId == battery.OrderId;
}
bool DeliveredFor(ERR_MortarBattery battery, ERR_HQReport report)
{
return !Route && Report && Report == report && Owns(battery);
}
}
class ERR_MortarRefreshRules
{
static bool Newer(ERR_HQReport current, ERR_HQReport incoming, float now)
{
return current && incoming && current.Target && incoming.Target == current.Target && incoming.MessageId > 0 && incoming.MessageId != current.MessageId && incoming.ObservedAt > current.ObservedAt && ERR_MortarPrediction.Fresh(incoming, now);
}
}
@@ -0,0 +1,20 @@
// One finite response per delivered observation at this battery. Cancellation
// does not turn the same radio message into new ammunition authorization.
class ERR_MortarReportLedger
{
protected ref map<int, float> m_Attempts = new map<int, float>();
bool Available(int messageId, float observedAt, float now)
{
if (messageId <= 0 || observedAt < 0 || now < observedAt || now - observedAt > ERR_MortarPrediction.MAX_REPORT_AGE_MS) return false;
for (int i = m_Attempts.Count() - 1; i >= 0; i--)
if (now - m_Attempts.GetElement(i) > ERR_MortarPrediction.MAX_REPORT_AGE_MS) m_Attempts.Remove(m_Attempts.GetKey(i));
return !m_Attempts.Contains(messageId) && m_Attempts.Count() < 128;
}
bool Claim(int messageId, float observedAt, float now)
{
if (!Available(messageId, observedAt, now)) return false;
m_Attempts.Insert(messageId, observedAt);
return true;
}
}
@@ -0,0 +1,16 @@
// One delivered HQ order drives a continuous native loading/firing cycle.
class ERR_MortarSalvo
{
static const int ROUNDS = 8;
static const float RADIUS_METRES = 40;
static const float TIMEOUT_MS = 120000;
static vector Offset(int site, int order, int shot)
{
// Stable throughout one ballistic solve; successive shells cover the disk
// instead of clustering on the same point or changing every iteration.
float radius = RADIUS_METRES * Math.Sqrt((shot + 1.0) / ROUNDS);
float angle = (site * 53 + order * 97 + shot * 137.5) * Math.DEG2RAD;
return Vector(Math.Sin(angle) * radius, 0, Math.Cos(angle) * radius);
}
}
@@ -0,0 +1,108 @@
class ERR_MortarSupplyCallback : ScriptedInventoryOperationCallback
{
ERR_MortarSupplyTransfer Transfer;
protected override void OnComplete() { if (Transfer) Transfer.Acknowledge(true); }
protected override void OnFailed() { if (Transfer) Transfer.Acknowledge(false); }
}
// Exact-item native transaction. Callbacks only record outcomes; the HQ tick
// authorizes progress after checking actual inventory ownership and the order.
class ERR_MortarSupplyTransfer
{
protected ERR_MortarBattery m_Battery;
protected IEntity m_Gun;
protected SCR_AIGroup m_Group;
protected IEntity m_Donor;
protected IEntity m_Gunner;
protected IEntity m_Shell;
protected InventoryStorageManagerComponent m_Source;
protected InventoryStorageManagerComponent m_Destination;
protected BaseInventoryStorageComponent m_Storage;
protected ref ERR_MortarSupplyCallback m_Callback;
protected int m_Order;
protected int m_Acknowledgement;
protected float m_Deadline;
protected bool m_Accepted;
protected bool m_Invalidated;
protected bool m_Resolved;
protected bool m_Ready;
void ERR_MortarSupplyTransfer(ERR_MortarBattery battery, IEntity donor, IEntity gunner, IEntity shell, BaseInventoryStorageComponent storage, float now)
{
m_Battery = battery; m_Gun = battery.Gun; m_Group = battery.Group;
m_Donor = donor; m_Gunner = gunner; m_Shell = shell; m_Storage = storage;
m_Order = battery.OrderId; m_Deadline = now + 8000;
m_Source = InventoryStorageManagerComponent.Cast(donor.FindComponent(InventoryStorageManagerComponent));
m_Destination = InventoryStorageManagerComponent.Cast(gunner.FindComponent(InventoryStorageManagerComponent));
}
static bool Authority(bool valid, bool invalidated, int capturedOrder, int currentOrder)
{
return valid && !invalidated && capturedOrder == currentOrder;
}
static bool Proven(bool callbackComplete, bool sourceContains, bool destinationContains, bool exactSlot)
{
return callbackComplete && !sourceContains && destinationContains && exactSlot;
}
protected bool Contains(InventoryStorageManagerComponent inventory)
{
if (!inventory || !m_Shell) return false;
array<IEntity> items = {}; ERR_Inventory.Items(inventory, items);
return items.Contains(m_Shell);
}
protected bool Valid(float now)
{
if (!m_Battery || !Authority(m_Battery.SupplyAuthorized(now), m_Invalidated, m_Order, m_Battery.OrderId)) return false;
if (m_Battery.Gun != m_Gun || m_Battery.Group != m_Group || !m_Donor || !m_Gunner || m_Donor == m_Gunner || !m_Shell || !m_Source || !m_Destination || !m_Storage) return false;
if (!ERR_Actors.CanFight(m_Donor) || !ERR_Actors.CanFight(m_Gunner) || ERR_Actors.Group(m_Donor) != m_Group || ERR_Actors.Group(m_Gunner) != m_Group) return false;
Faction faction = m_Group.GetFaction();
if (SCR_FactionManager.SGetFaction(m_Donor) != faction || SCR_FactionManager.SGetFaction(m_Gunner) != faction || vector.Distance(m_Donor.GetOrigin(), m_Gunner.GetOrigin()) > 12) return false;
SCR_AIVehicleUsageComponent usage = SCR_AIVehicleUsageComponent.Cast(m_Gun.FindComponent(SCR_AIVehicleUsageComponent));
if (!usage || !usage.GetTurretCompartmentSlot()) return false;
IEntity occupant = usage.GetTurretCompartmentSlot().GetOccupant();
return !occupant || occupant == m_Gunner;
}
void Acknowledge(bool success)
{
if (m_Acknowledgement != 0) return;
if (success) m_Acknowledgement = 1;
else m_Acknowledgement = -1;
}
bool Begin(float now)
{
if (m_Callback || !Replication.IsServer() || !Valid(now) || !Contains(m_Source) || Contains(m_Destination)) return false;
m_Callback = new ERR_MortarSupplyCallback(); m_Callback.Transfer = this;
// Do not use callback.GetItem(): the native contract excludes Move operations.
m_Accepted = m_Source.TryMoveItemToStorage(m_Shell, m_Storage, -1, m_Callback);
if (!m_Accepted) { Acknowledge(false); m_Resolved = true; }
return m_Accepted;
}
void Invalidate() { m_Invalidated = true; m_Ready = false; }
bool Unresolved() { return m_Accepted && !m_Resolved; }
int CapturedOrder() { return m_Order; }
ERR_MortarSupplyState Poll(float now)
{
if (!Replication.IsServer()) return ERR_MortarSupplyState.FAILED;
bool valid = Valid(now);
bool sourceContains = Contains(m_Source);
bool destinationContains = Contains(m_Destination);
bool exactSlot;
InventoryItemComponent item;
if (m_Shell) item = InventoryItemComponent.Cast(m_Shell.FindComponent(InventoryItemComponent));
if (item && item.GetParentSlot()) exactSlot = item.GetParentSlot().GetStorage() == m_Storage;
bool proven = Proven(m_Acknowledgement == 1, sourceContains, destinationContains, exactSlot);
if (proven || m_Acknowledgement < 0) m_Resolved = true;
// A successful callback without physical destination proof is ambiguous.
// Keep it reserved through timeout/cancellation; never start a second move.
if (!valid || now >= m_Deadline)
{
m_Invalidated = true; m_Ready = false;
return ERR_MortarSupplyState.FAILED;
}
if (proven)
{
m_Ready = true;
return ERR_MortarSupplyState.READY;
}
if (m_Acknowledgement < 0 || !m_Accepted) return ERR_MortarSupplyState.FAILED;
return ERR_MortarSupplyState.PENDING;
}
}
@@ -0,0 +1,333 @@
// Owned and ticked by HQ. Initial assets are authored once; losses are never replaced.
class ERR_MortarSystem
{
protected ERR_HQ m_HQ;
protected ref array<ref ERR_MortarBattery> m_Batteries = {};
protected ref ERR_SettlementSafety m_Settlements = new ERR_SettlementSafety();
protected bool m_Prepared;
protected bool m_Stopped;
protected float m_NextDecision;
protected float m_NextRefreshDecision;
string SafetyReason;
string SettlementReason;
void ERR_MortarSystem(ERR_HQ hq) { m_HQ = hq; }
static ERR_MortarSystem Get()
{
ERR_HQ hq = ERR_HQ.Get();
if (!hq || !Replication.IsServer()) return null;
return hq.Mortars();
}
static bool NearPlayer(vector position)
{
array<IEntity> players = {};
ERR_Actors.Players(players);
foreach (IEntity player : players)
if (vector.DistanceXZ(player.GetOrigin(), position) <= 1200) return true;
return false;
}
bool Prepare()
{
if (!Replication.IsServer() || m_Prepared || m_Stopped) return false;
m_Prepared = true;
vector position = ERR_Actors.Ground("6000 0 7000");
if (position[1] < 1) return false;
IEntity gun = ERR_Actors.Spawn(ERR_MortarBattery.GUN, position);
SCR_AIGroup group = SCR_AIGroup.Cast(ERR_Actors.Spawn(MortarGroup(), ERR_Actors.Ground(position + "0 0 4")));
if (!gun || !group)
{
ERR_Actors.DeleteSpawned(gun);
ERR_MortarReadiness.RetireGroup(group);
ERR_Actors.DeleteSpawned(group);
return false;
}
if (group.GetFaction() != ERR_GameMode.Get().EnemyFaction())
{
ERR_Actors.DeleteSpawned(gun);
ERR_MortarReadiness.RetireGroup(group);
ERR_Actors.DeleteSpawned(group);
return false;
}
FactionAffiliationComponent affiliation = FactionAffiliationComponent.Cast(gun.FindComponent(FactionAffiliationComponent));
if (affiliation) affiliation.SetAffiliatedFaction(ERR_GameMode.Get().EnemyFaction());
ERR_MortarBattery battery = new ERR_MortarBattery();
battery.Bind(1, group, gun, GetGame().GetWorld().GetWorldTime());
m_Batteries.Insert(battery);
ERR_GameMode mode = ERR_GameMode.Get();
mode.Own(gun);
mode.RegisterGroup(group);
m_HQ.ReserveGroup(group);
battery.Audit("DEPLOY", "authored gun and four-person crew; finite ammunition initialization pending");
return true;
}
static ResourceName MortarGroup() { return "{B84C05941C4C81B8}Prefabs/ERR/MortarCrew.et"; }
void Batteries(out array<ref ERR_MortarBattery> batteries)
{
batteries.Clear();
foreach (ERR_MortarBattery battery : m_Batteries) batteries.Insert(battery);
}
ERR_MortarBattery FindGun(IEntity gun)
{
foreach (ERR_MortarBattery battery : m_Batteries)
if (gun && battery.Gun == gun) return battery;
return null;
}
ERR_MortarBattery FindGroup(SCR_AIGroup group)
{
foreach (ERR_MortarBattery battery : m_Batteries)
if (group && battery.Group == group) return battery;
return null;
}
ERR_HQReport Latest(ERR_MortarBattery battery, float now)
{
// Only the coordinates actually delivered to this battery are available.
// A newer HQ contact cannot update a gun's knowledge without another downlink.
if (!battery || !ERR_MortarPrediction.Fresh(battery.Report, now)) return null;
return battery.Report;
}
string ContactFailure(ERR_MortarBattery battery)
{
if (!battery.Report) return "no delivered target report";
return "delivered target report expired or invalid";
}
bool OutsideSettlements(vector impact)
{
bool clear = m_Settlements.OutsideSettlements(impact);
SettlementReason = m_Settlements.SettlementReason;
return clear;
}
bool Safe(ERR_MortarBattery battery, vector impact, float flight)
{
SafetyReason = "clear";
if (!battery.Operational()) { SafetyReason = battery.OperationalReason(); return false; }
if (!OutsideSettlements(impact)) { SafetyReason = SettlementReason; return false; }
if (SCR_TerrainHelper.GetTerrainY(impact) < 0) { SafetyReason = "impact below Everon sea level"; return false; }
Faction faction = battery.Group.GetFaction();
if (!faction) { SafetyReason = "battery faction missing"; return false; }
array<IEntity> friendlies = {};
m_HQ.PhysicalForces(friendlies);
foreach (IEntity entity : friendlies)
{
Faction friendly = SCR_FactionManager.SGetFaction(entity);
if (!friendly || faction.IsFactionEnemy(friendly) || !ERR_Actors.Alive(entity)) continue;
vector velocity;
IEntity moving = CompartmentAccessComponent.GetVehicleIn(entity);
if (!moving) moving = entity;
if (moving.GetPhysics()) velocity = moving.GetPhysics().GetVelocity();
if (ERR_MortarPrediction.ThreatensFriendly(impact, entity.GetOrigin(), velocity, flight))
{
SafetyReason = "friendly physical force can enter the impact area";
return false;
}
}
return true;
}
bool Withhold(ERR_MortarBattery battery, string reason, string detail = "")
{
battery.LastFailure = reason + "; " + detail;
battery.Trace("WITHHELD", reason, detail);
// Finish the activity from the next HQ tick, never from inside its own node.
battery.Rejected = true;
return false;
}
bool AllowShot(ERR_MortarBattery battery)
{
float now = GetGame().GetWorld().GetWorldTime();
if (m_Stopped || !ERR_HQ.MissionActive()) return Withhold(battery, "mission inactive or HQ stopped");
if (!battery.Operational()) return Withhold(battery, battery.OperationalReason());
if (battery.RefreshRejected) return Withhold(battery, "target update failed; order awaiting cancellation");
if (!battery.CommandOpen || battery.OrderShots >= ERR_MortarSalvo.ROUNDS) return Withhold(battery, "salvo complete or order closed");
if (battery.Released) return Withhold(battery, "waiting for committed projectile");
if (battery.AimedShot != battery.OrderShots || battery.AimedAt < 0 || now < battery.AimedAt) return Withhold(battery, "fresh aim solution required");
ERR_HQReport report = Latest(battery, now);
if (!report) return Withhold(battery, ContactFailure(battery));
if (!battery.AimSolution || !battery.AimSolution.Matches(battery, report)) return Withhold(battery, "aim command does not match delivered order");
if (battery.AimValidatedAt < battery.AimedAt || now < battery.AimValidatedAt) return Withhold(battery, "aim validation timestamp invalid");
if (now - battery.AimValidatedAt > 10000)
{
if (!battery.AimSolver) return Withhold(battery, "original native aim solver no longer available");
if (!battery.AimSolver.ERR_RevalidateAim(battery, this, report, now)) return false;
}
vector updated;
if (!ERR_MortarPrediction.Predict(report, now, battery.FlightTime, updated)) return Withhold(battery, ERR_MortarPrediction.FailureReason);
updated += battery.AimOffset;
if (vector.DistanceXZ(updated, battery.Impact) > 60) return Withhold(battery, "predicted target left aimed impact area");
if (!OutsideSettlements(updated)) return Withhold(battery, SettlementReason);
if (!Safe(battery, battery.Impact, battery.FlightTime)) return Withhold(battery, SafetyReason);
return true;
}
protected void AdvanceOrder(ERR_MortarBattery battery, float now)
{
if (battery.RadioOrder)
{
int deliveredState = battery.RadioOrder.Advance(now, m_HQ.Journal());
if (deliveredState == 0) return;
ERR_HQReport delivered = battery.PendingRadioReport;
battery.RadioOrder = null;
battery.PendingRadioReport = null;
if (deliveredState < 0 || !ERR_MortarPrediction.Fresh(delivered, now) || !battery.Operational() || battery.Activity || !battery.CommandOpen)
{
battery.Cancel("radio delivery, report freshness or battery availability failed");
battery.NextOrder = now + 10000;
return;
}
battery.PendingSupplyReport = delivered;
}
if (!battery.PendingSupplyReport) return;
if (!battery.CommandOpen || !ERR_MortarPrediction.Fresh(battery.PendingSupplyReport, now) || !battery.Operational() || battery.Activity)
{
battery.Cancel("delivered order expired or became unavailable while awaiting physical ammunition");
battery.NextOrder = now + 10000;
return;
}
ERR_MortarSupplyState supply = battery.SupplyState(now);
if (supply == ERR_MortarSupplyState.PENDING) return;
if (supply == ERR_MortarSupplyState.FAILED)
{
battery.Cancel("physical gunner ammunition unavailable or transfer failed");
battery.NextOrder = now + 10000;
return;
}
ERR_HQReport ready = battery.PendingSupplyReport;
battery.PendingSupplyReport = null;
battery.Order(ready, now);
}
protected void AdvanceRefresh(ERR_MortarBattery battery, float now)
{
ERR_MortarRefresh update = battery.Refresh;
if (!update) return;
// A stale transaction must not cancel or modify a later order.
if (update.OrderId != battery.OrderId || !battery.CommandOpen)
{
battery.Refresh = null;
return;
}
if (!update.Owns(battery) || !battery.Operational() || !battery.Activity || !ERR_MortarRefreshRules.Newer(battery.Report, update.Report, now))
{
battery.RejectRefresh("target update ownership, observation freshness or activity changed");
return;
}
if (update.Route)
{
int state = update.Route.Advance(now, m_HQ.Journal());
if (state == 0) return;
if (state < 0)
{
battery.RejectRefresh("new target observation failed physical HQ radio delivery");
return;
}
update.Route = null;
}
// The original committed shell owns its report, geometry and airspace until
// native OnWeaponFired confirms it. A delivered update cannot relabel it.
if (battery.Released) return;
if (battery.AimSolution)
{
if (!battery.AimSolver || !battery.AimSolver.ERR_AdoptReport(battery, this, update.Report, now))
{
battery.RejectRefresh("delivered update cannot preserve the original native aim command");
return;
}
}
else
{
// No barrel command exists for the next shell yet. Its normal native aim
// node must solve this report; receiving it is not an aim authorization.
battery.Report = update.Report;
}
battery.Audit("UPDATE RECEIVED", string.Format("same order; update radio=M%1 accepted observation=M%2 observed=%3; shots=%4 original aim time=%5", update.RadioId, update.Report.MessageId, update.Report.ObservedAt, battery.OrderShots, battery.AimedAt));
battery.Refresh = null;
}
protected void QueueRefreshes(float now)
{
if (now < m_NextRefreshDecision) return;
m_NextRefreshDecision = now + 5000;
array<ref ERR_HQReport> reports = {};
m_HQ.SupportContacts(reports, now);
foreach (ERR_MortarBattery battery : m_Batteries)
{
ERR_HQReport newest;
foreach (ERR_HQReport report : reports)
{
if (!battery.CanRefresh(report, now)) continue;
if (!newest || report.ObservedAt > newest.ObservedAt) newest = report;
}
if (!newest) continue;
ERR_HQRoute route = m_HQ.Downlink(battery.Group, "MORTAR UPDATE", newest.Description(now), newest.MessageId);
if (!route)
{
battery.RejectRefresh("HQ has a newer observation but no physical downlink to the active battery");
continue;
}
battery.BeginRefresh(newest, route, now);
}
}
void Tick(float now)
{
if (m_Stopped || !Replication.IsServer()) return;
foreach (ERR_MortarBattery battery : m_Batteries)
{
if ((battery.Rejected || battery.RefreshRejected) && !battery.Released)
{
battery.Cancel("native aim or firing authorization rejected");
battery.NextOrder = now + 10000;
}
battery.Rejected = false;
battery.Update(now);
AdvanceOrder(battery, now);
AdvanceRefresh(battery, now);
}
QueueRefreshes(now);
if (now < m_NextDecision) return;
m_NextDecision = now + 10000;
array<ref ERR_HQReport> reports = {};
m_HQ.SupportContacts(reports, now);
ERR_MortarBattery selected;
ERR_HQReport target;
float distance = float.MAX;
foreach (ERR_MortarBattery battery : m_Batteries)
{
if (!battery.StartupActivated || !battery.Operational() || battery.Activity || battery.RadioOrder || battery.PendingSupplyReport || battery.SupplyPending() || now < battery.NextOrder || battery.CountShells() == 0) continue;
foreach (ERR_HQReport report : reports)
{
if (!battery.CanRequest(report, now)) continue;
float candidate = vector.DistanceXZ(battery.Position, report.Position);
if (candidate < 350 || candidate > 4000 || candidate >= distance || !OutsideSettlements(report.Position)) continue;
selected = battery;
target = report;
distance = candidate;
}
}
if (!selected || !target) return;
ERR_HQRoute route = m_HQ.Downlink(selected.Group, "MORTAR ORDER", target.Description(now), target.MessageId);
if (!route) return;
if (!selected.BeginRequest(target, now)) return;
selected.RadioId = route.MessageId;
selected.RadioOrder = route;
selected.PendingRadioReport = target.Snapshot();
m_NextDecision = now + 20000;
}
void AppendGuns(array<IEntity> entities)
{
foreach (ERR_MortarBattery battery : m_Batteries)
if (battery.Gun && !entities.Contains(battery.Gun)) entities.Insert(battery.Gun);
}
string Status()
{
int ready, shells;
foreach (ERR_MortarBattery battery : m_Batteries)
{
if (battery.StartupActivated && battery.Operational()) ready++;
shells += battery.CountShells();
}
return string.Format("mortars %1/%2; HE shells %3", ready, m_Batteries.Count(), shells);
}
void Stop()
{
m_Stopped = true;
foreach (ERR_MortarBattery battery : m_Batteries) battery.Stop();
}
}
@@ -0,0 +1,213 @@
#ifdef WORKBENCH
class ERR_NativeCourierMoveCallback : ScriptedInventoryOperationCallback
{
int Result;
protected override void OnComplete() { if (Result == 0) Result = 1; }
protected override void OnFailed() { if (Result == 0) Result = -1; }
}
modded class ERR_HQ
{
override bool QueueSupplyStatus(ERR_MortarBattery battery, float now)
{
bool queued = super.QueueSupplyStatus(battery, now);
ERR_NativeMortarCourierProbe probe = ERR_NativeMortarCourierProbe.Current();
if (queued && probe)
foreach (ERR_HQUnit unit : m_Units)
if (unit.Group == battery.Group && unit.PendingSupplyStatus) probe.Uplink(unit.Uplink, unit.PendingSupplyStatus);
return queued;
}
}
class ERR_NativeMortarCourierProbe
{
protected static ERR_NativeMortarCourierProbe s_Current;
protected ERR_GameMode m_Mode;
protected ERR_MortarLogistics m_Service;
protected ERR_MortarBattery m_Battery;
protected ref array<IEntity> m_Original = {};
protected ref array<IEntity> m_Crew = {};
protected ref array<IEntity> m_Depot = {};
protected ref array<IEntity> m_Forces = {};
protected ref array<IEntity> m_Boxes = {};
protected ref array<BaseInventoryStorageComponent> m_Stores = {};
protected ref ERR_NativeCourierMoveCallback m_Callback;
protected IEntity m_Moving;
protected IEntity m_Source;
protected BaseInventoryStorageComponent m_Destination;
protected ref ERR_HQRoute m_Uplink;
protected ref ERR_HQRoute m_Downlink;
protected ref ERR_MortarSupplyStatus m_Status;
protected float m_ObservedAt;
protected int m_Message;
protected int m_Index;
protected int m_Stage;
protected float m_Deadline;
protected float m_MoveDeadline;
protected bool m_Complete;
protected bool m_Stopped;
protected vector m_Departure;
protected IEntity m_Bearer;
protected AIWaypointCycle m_OriginalPatrolCycle;
protected ref array<AIWaypoint> m_OriginalPatrolMoves = {};
static const int STORAGE_CANDIDATES = 64;
static const int STORAGE_COUNT = 5;
// The compact 8x8 grid keeps 3m between centers; blocked points are skipped.
static vector StorageOffset(int index)
{
if (index < 0 || index >= STORAGE_CANDIDATES) return vector.Zero;
int column = Math.Mod(index, 8);
int row = index / 8;
return Vector(20 + column * 3, 0, 15 + row * 3);
}
static const ResourceName BOX = "{EBBC859CCD94D96D}Prefabs/Props/EmptyStorages/USSR_AmmoBox_empty.et";
static ERR_NativeMortarCourierProbe Current() { return s_Current; }
static bool Enabled()
{
string smoke, outcome;
return Replication.IsServer() && System.GetCLIParam("errSmoke", smoke) && smoke == "1" && System.GetCLIParam("errSmokeOutcome", outcome) && outcome == "mortar-courier";
}
void ERR_NativeMortarCourierProbe(ERR_GameMode mode) { m_Mode = mode; if (Enabled()) s_Current = this; }
protected bool Check(bool condition, string detail)
{
if (condition) { Print("ERR SMOKE PASS: mortar courier " + detail); return true; }
Print("ERR SMOKE FAIL: mortar courier " + detail, LogLevel.ERROR); Stop(); return false;
}
protected bool Has(IEntity owner, IEntity shell)
{
if (!owner || !shell) return false;
InventoryStorageManagerComponent inventory = InventoryStorageManagerComponent.Cast(owner.FindComponent(InventoryStorageManagerComponent));
if (!inventory) return false;
array<IEntity> items = {}; ERR_Inventory.Items(inventory, items); return items.Contains(shell);
}
void Uplink(ERR_HQRoute route, ERR_MortarSupplyStatus report)
{
if (m_Stopped || !report || !m_Battery || report.Group != m_Battery.Group || m_Status) return;
m_Uplink = route; m_Status = report; m_ObservedAt = report.ObservedAt; m_Message = report.MessageId;
}
protected bool OriginalStored()
{
foreach (IEntity shell : m_Original)
{
if (!shell) return false;
int owners;
foreach (BaseInventoryStorageComponent storage : m_Stores) if (storage && storage.Contains(shell)) owners++;
foreach (IEntity actor : m_Crew) if (Has(actor, shell)) owners++;
if (owners != 1) return false;
}
return true;
}
protected bool PreservedForces(ERR_HQ hq)
{
array<IEntity> forces = {}; hq.PhysicalForces(forces);
if (forces.Count() != m_Forces.Count()) return false;
foreach (IEntity original : m_Forces) if (!original || !forces.Contains(original)) return false;
return true;
}
int Tick(float now)
{
if (m_Complete) return 1;
if (m_Stopped || !Enabled()) return -1;
if (m_Deadline == 0) m_Deadline = now + 360000;
if (now > m_Deadline) { Check(false, "bounded native courier deadline"); return -1; }
ERR_HQ hq = ERR_HQ.Get(); if (!hq) return 0;
m_Service = hq.Logistics(); if (!m_Service) return 0;
m_Battery = m_Service.Battery();
if (m_Service.Stopped()) { Check(false, "production finite stock setup remains available"); return -1; }
if (!m_Battery || !m_Battery.StartupActivated || m_Service.State() == 0) return 0;
// No fire-controller hold, synthetic contact or routing bypass: this fixture
// requires the actual local prisoner to remain inside the gun's minimum range.
PlayerController controller = GetGame().GetPlayerController();
IEntity player; if (controller) player = controller.GetControlledEntity();
if (!player || !m_Mode.Players().CurrentActor(player) || vector.DistanceXZ(player.GetOrigin(), m_Battery.Gun.GetOrigin()) >= 300) { Check(false, "actual local prisoner remains below artillery minimum engagement range"); return -1; }
if (m_Stage == 0)
{
m_Service.InitialStock(m_Depot); hq.PhysicalForces(m_Forces);
ERR_ScenarioComponent scenario = ERR_ScenarioComponent.Cast(m_Mode.FindComponent(ERR_ScenarioComponent));
ERR_SiteRuntime site = scenario.Sites().Find("everon-supply-2");
if (!Check(site && site.Group == m_Service.Group() && site.PatrolCycle, "same original western cache patrol")) return -1;
m_OriginalPatrolCycle = site.PatrolCycle; m_OriginalPatrolMoves.Copy(site.PatrolWaypoints);
array<AIAgent> agents = {}; m_Battery.Group.GetAgents(agents);
foreach (AIAgent agent : agents)
{
if (!agent || !agent.GetControlledEntity()) continue;
IEntity actor = agent.GetControlledEntity(); m_Crew.Insert(actor);
InventoryStorageManagerComponent inventory = InventoryStorageManagerComponent.Cast(actor.FindComponent(InventoryStorageManagerComponent));
array<IEntity> items = {}; ERR_Inventory.Items(inventory, items);
foreach (IEntity item : items) if (item && item.GetPrefabData() && item.GetPrefabData().GetPrefabName() == ERR_MortarBattery.SHELL && !m_Original.Contains(item)) m_Original.Insert(item);
}
if (!Check(m_Original.Count() == 27 && m_Depot.Count() == 12 && m_Battery.TotalShots == 0, "27 original crew rounds and 12 distinct finite depot rounds")) return -1;
foreach (IEntity depotShell : m_Depot) if (!Check(!m_Original.Contains(depotShell) && Has(m_Service.Cache(), depotShell), "depot round is a distinct original cache item")) return -1;
int tested, lowGround, obstructed;
for (int i = 0; i < STORAGE_CANDIDATES && m_Stores.Count() < STORAGE_COUNT; i++)
{
tested++;
vector position = ERR_Actors.Ground(m_Battery.Gun.GetOrigin() + StorageOffset(i));
if (position[1] <= 1) { lowGround++; continue; }
if (!SCR_WorldTools.TraceCilinderUtil(position + "0 1 0", 1.3, 2, TraceFlags.ENTS | TraceFlags.WORLD)) { obstructed++; continue; }
IEntity box = ERR_Actors.Spawn(BOX, position);
if (!Check(box != null, "fixture-only empty box created; no new ammunition")) return -1;
m_Mode.Own(box); m_Boxes.Insert(box);
BaseInventoryStorageComponent storage = BaseInventoryStorageComponent.Cast(box.FindComponent(BaseInventoryStorageComponent));
if (!Check(storage != null, "fixture box has real native storage")) return -1;
m_Stores.Insert(storage);
}
Print(string.Format("ERR COURIER STORAGE: tested=%1/64 ready=%2/5 lowGround=%3 obstructed=%4", tested, m_Stores.Count(), lowGround, obstructed));
if (!Check(m_Boxes.Count() == STORAGE_COUNT && m_Stores.Count() == STORAGE_COUNT, "five owned empty native stores ready before moving any original shell")) return -1;
Print("ERR COURIER FIXTURE: original 27 shells will be physically sequestered in five fixture boxes, not fired/destroyed; no report insertion, teleport, AI hold or replacement ammunition");
m_Stage = 1;
}
if (m_Stage == 1)
{
if (m_Callback)
{
if (m_Callback.Result < 0 || now >= m_MoveDeadline || !m_Moving) { Check(false, "native depletion move neither failed nor timed out/item lost"); return -1; }
InventoryItemComponent item = InventoryItemComponent.Cast(m_Moving.FindComponent(InventoryItemComponent));
if (m_Callback.Result == 0 || !item || !item.GetParentSlot() || item.GetParentSlot().GetStorage() != m_Destination || Has(m_Source, m_Moving) || !m_Destination.Contains(m_Moving)) return 0;
m_Callback = null; m_Moving = null; m_Source = null; m_Destination = null; m_Index++;
}
if (m_Index < m_Original.Count())
{
m_Moving = m_Original[m_Index];
foreach (IEntity owner : m_Crew) if (Has(owner, m_Moving)) m_Source = owner;
if (!Check(m_Source != null, "original shell still belongs to original crew before depletion")) return -1;
foreach (BaseInventoryStorageComponent candidate : m_Stores) if (candidate.PerformVolumeValidation(m_Moving)) { m_Destination = candidate; break; }
if (!Check(m_Destination != null, "five native boxes have capacity for original shells")) return -1;
InventoryStorageManagerComponent source = InventoryStorageManagerComponent.Cast(m_Source.FindComponent(InventoryStorageManagerComponent));
m_Callback = new ERR_NativeCourierMoveCallback(); m_MoveDeadline = now + 8000;
if (!Check(source.TryMoveItemToStorage(m_Moving, m_Destination, -1, m_Callback), "native depletion move accepted, awaiting exact ownership proof")) return -1;
return 0;
}
if (!Check(OriginalStored() && m_Battery.CountShells() == 0, "all 27 original shells remain physical while real battery inventory is exhausted")) return -1;
m_Stage = 2;
}
if (!OriginalStored() || !PreservedForces(hq)) { Check(false, "all original shells and all original physical forces preserved"); return -1; }
if (!m_Downlink && m_Service.ProbeOrder()) m_Downlink = m_Service.ProbeOrder();
if (!m_Bearer && m_Service.Courier()) { m_Bearer = m_Service.Courier(); m_Departure = m_Bearer.GetOrigin(); }
if (m_Service.Delivered() < 1 || m_Service.CompletedTrips() < 1 || m_Service.State() != 1) return 0;
AIWaypoint current = m_Service.Group().GetCurrentWaypoint();
if (!current || (current != m_OriginalPatrolCycle && !m_OriginalPatrolMoves.Contains(current))) return 0;
if (!Check(m_Service.CompletedTrips() == 1 && hq.LogisticsToken(m_Service.Group()) == 0, "complete physical trip released HQ reservation and restored original native patrol")) return -1;
if (!Check(m_Status && m_Service.ProbeSourceMessage() == m_Message && m_Status.MessageId == m_Message && m_Status.ObservedAt == m_ObservedAt && ERR_MortarLogisticsRules.Fresh(m_ObservedAt, m_Service.ProbeLastDelivery()), "same immutable originally delivered supply status authorizes delivery")) return -1;
if (!Check(m_Uplink && !m_Uplink.Failed && !m_Uplink.Sending && m_Uplink.Cursor >= m_Uplink.Nodes.Count(), "actual low-ammo radio uplink reached HQ")) return -1;
if (!Check(m_Downlink && !m_Downlink.Failed && !m_Downlink.Sending && m_Downlink.Cursor == m_Downlink.Nodes.Count() - 1, "actual courier downlink completed before item delivery")) return -1;
if (!Check(m_Bearer && ERR_Actors.Group(m_Bearer) == m_Service.Group() && vector.DistanceXZ(m_Departure, m_Bearer.GetOrigin()) > 100, "same original bearer physically walked more than 100m")) return -1;
bool found; foreach (IEntity deliveredShell : m_Depot) foreach (IEntity recipient : m_Crew) if (Has(recipient, deliveredShell)) found = true;
if (!Check(found && m_Battery.CountShells() > 0 && m_Battery.TotalShots == 0, "previously empty battery now owns an exact original depot shell; no synthetic rounds or shots")) return -1;
foreach (IEntity retained : m_Depot)
{
int owners;
if (Has(m_Service.Cache(), retained)) owners++;
if (Has(m_Bearer, retained)) owners++;
foreach (IEntity crew : m_Crew) if (Has(crew, retained)) owners++;
if (!Check(retained && owners == 1, "each of 12 initial depot shells has exactly one physical owner")) return -1;
}
m_Complete = true; Stop(); return 1;
}
void Stop()
{
if (m_Stopped) return;
m_Stopped = true; if (s_Current == this) s_Current = null;
// Boxes with borrowed originals remain owned by normal mission cleanup.
// No manual restoration/deletion can race the production/native moves.
}
}
#endif
@@ -0,0 +1,334 @@
#ifdef WORKBENCH
// Explicit synthetic observation only. Delivery, HQ scheduling and native fire
// are unchanged; this helper never writes directly into the HQ contact list.
modded class ERR_HQ
{
int ERR_QueueMortarFixtureReport(SCR_AIGroup source, IEntity target, vector position, float now)
{
if (!ERR_NativeMortarFiringProbe.Enabled() || !target || !m_Contacts.IsEmpty()) return 0;
foreach (ERR_HQUnit unit : m_Units)
{
if (unit.Group != source || !unit.ReservedForSupport || !unit.Radio || unit.Uplink || unit.PendingReport) continue;
ERR_HQRoute route = m_Network.Route(unit.Radio);
if (!route || route.Nodes.IsEmpty()) return 0;
ERR_HQReport report = new ERR_HQReport();
report.MessageId = m_Journal.Message(); report.Target = target; report.Source = source;
report.Position = position; report.ObservedAt = now; report.DetailsObservedAt = now;
report.HasVelocity = true; report.Velocity = vector.Zero;
report.TravelMode = "on foot"; report.SeenEscapists = 1; report.SeenWeapons = "fixture observation";
route.MessageId = report.MessageId; route.Payload = "EXPLICIT SYNTHETIC OBSERVATION: " + report.Description(now);
unit.PendingReport = report; unit.Uplink = route;
m_Journal.Write("FIXTURE REPORT", route.Payload, report.MessageId);
return report.MessageId;
}
return 0;
}
void ERR_RemoveMortarFixtureReport(IEntity target)
{
if (!target) return;
for (int i = m_Contacts.Count() - 1; i >= 0; i--)
if (m_Contacts[i].Target == target) m_Contacts.Remove(i);
foreach (ERR_HQUnit unit : m_Units)
{
if (unit.PendingReport && unit.PendingReport.Target == target) { unit.PendingReport = null; unit.Uplink = null; }
if ((unit.PendingOrder && unit.PendingOrder.Target == target) || (unit.Assignment && unit.Assignment.Target == target)) unit.Release();
}
}
}
// Production sets Released immediately before reserving shell airspace, then
// invokes native inventory transfer. Observe that existing commit boundary so
// even a synchronous native projectile has a prior recorded authorization.
modded class ERR_MortarBattery
{
override void ReserveShellAirspace(float now)
{
super.ReserveShellAirspace(now);
ERR_NativeMortarFiringProbe probe = ERR_NativeMortarFiringProbe.Active();
if (probe) probe.NativeCommit(this, now);
}
override void Cancel(string reason = "cancel requested")
{
ERR_NativeMortarFiringProbe probe = ERR_NativeMortarFiringProbe.Active();
if (probe) probe.NativeClosing(this, reason, LastFailure);
super.Cancel(reason);
}
}
class ERR_NativeMortarEvidenceRules
{
static bool AimFresh(float commandedAt, float validatedAt, float now)
{
return commandedAt >= 0 && now >= commandedAt && validatedAt >= commandedAt && now >= validatedAt && now - validatedAt <= 10000;
}
static bool CommitFresh(float observed, float expectedObserved, float committed)
{
return observed == expectedObserved && observed >= 0 && committed >= observed && committed - observed <= ERR_MortarPrediction.MAX_REPORT_AGE_MS;
}
static bool EventBound(bool pending, int order, int currentOrder, int shot, int currentShot, float committed, float emitted)
{
// The fixture has its own overall deadline. A committed shell does not gain
// a second authorization expiry while native physical transfer completes.
return pending && order == currentOrder && shot == currentShot && emitted >= committed;
}
static bool ExpiredClosure(float observed, float closed, string failure)
{
return observed >= 0 && closed > observed + ERR_MortarPrediction.MAX_REPORT_AGE_MS && (failure.Contains("delivered target report expired") || failure.Contains("observation older than 60s"));
}
}
// Observe only the actual native event. Node SUCCESS, accepted inventory moves
// and committed shell loading are never counted as physical projectiles.
modded class SCR_MortarMuzzleComponent
{
override void OnWeaponFired(IEntity effectEntity, BaseMuzzleComponent muzzle, IEntity projectileEntity)
{
ERR_NativeMortarFiringProbe probe = ERR_NativeMortarFiringProbe.Active();
if (probe) probe.NativeProjectile(GetOwner(), projectileEntity);
super.OnWeaponFired(effectEntity, muzzle, projectileEntity);
}
}
class ERR_NativeMortarFiringProbe
{
protected static ERR_NativeMortarFiringProbe s_Active;
protected ERR_GameMode m_Mode;
protected ERR_MortarBattery m_Battery;
protected IEntity m_Gun;
protected SCR_AIGroup m_Group;
protected IEntity m_Target;
protected vector m_Impact;
protected ref array<IEntity> m_Crew = {};
protected ref array<IEntity> m_InitialShells = {};
protected ref array<IEntity> m_Projectiles = {};
protected int m_Source;
protected int m_Order;
protected int m_Step;
protected int m_Events;
protected int m_StoppedShells;
protected float m_Deadline;
protected float m_NextDiagnostic;
protected float m_StopUntil;
protected float m_ObservedAt;
protected bool m_WaitForExpiry;
protected int m_FinalEvents;
protected bool m_CommitPending;
protected float m_CommittedAt;
protected int m_CommitOrder;
protected int m_CommitShot;
protected int m_Commits;
protected bool m_ClosureSeen;
protected bool m_ClosureExpired;
protected bool m_ClosureComplete;
protected bool m_Unsafe;
protected bool m_BadProjectile;
protected bool m_SawUplink;
protected bool m_SawDownlink;
protected bool m_SawActivity;
protected bool m_Stopped;
protected string m_BadReason;
static bool Enabled()
{
string enabled, outcome;
return Replication.IsServer() && System.GetCLIParam("errSmoke", enabled) && enabled == "1" && System.GetCLIParam("errSmokeOutcome", outcome) && (outcome == "mortar-fire" || outcome == "mortar-expiry");
}
static ERR_NativeMortarFiringProbe Active() { return s_Active; }
void ERR_NativeMortarFiringProbe(ERR_GameMode mode)
{
m_Mode = mode;
string outcome; System.GetCLIParam("errSmokeOutcome", outcome); m_WaitForExpiry = outcome == "mortar-expiry";
m_Deadline = GetGame().GetWorld().GetWorldTime() + 180000;
if (Enabled() && !s_Active) s_Active = this;
}
protected bool Check(bool condition, string detail)
{
if (condition) { Print("ERR SMOKE PASS: mortar firing " + detail); return true; }
Print("ERR SMOKE FAIL: mortar firing " + detail, LogLevel.ERROR); Stop(); return false;
}
protected void Shells(out array<IEntity> shells)
{
shells.Clear();
foreach (IEntity actor : m_Crew)
{
if (!actor) continue;
InventoryStorageManagerComponent inventory = InventoryStorageManagerComponent.Cast(actor.FindComponent(InventoryStorageManagerComponent));
array<IEntity> items = {}; ERR_Inventory.Items(inventory, items);
foreach (IEntity item : items)
if (item && item.GetPrefabData() && item.GetPrefabData().GetPrefabName() == ERR_MortarBattery.SHELL && !shells.Contains(item)) shells.Insert(item);
}
}
protected bool CheckNoOccupants(IEntity entity)
{
if (ChimeraCharacter.Cast(entity) || Vehicle.Cast(entity)) { m_Unsafe = true; return false; }
return true;
}
protected bool EmptyImpact(vector position)
{
m_Unsafe = false;
GetGame().GetWorld().QueryEntitiesByAABB(position - "200 5000 200", position + "200 5000 200", CheckNoOccupants, null, EQueryEntitiesFlags.ALL);
return !m_Unsafe;
}
protected bool SelectImpact(ERR_MortarSystem system)
{
// Bounded candidate survey: no clearance assumption from coordinates alone.
array<vector> offsets = {"-800 0 -600", "-600 0 -800", "0 0 -1000", "600 0 -800", "-1000 0 0", "800 0 -600", "-800 0 600", "0 0 1000"};
foreach (vector offset : offsets)
{
vector candidate = ERR_Actors.Ground(m_Battery.Position + offset);
if (candidate[1] < 1 || !EmptyImpact(candidate) || !system.Safe(m_Battery, candidate, 75)) continue;
bool clear = true;
for (int shot = 0; shot < ERR_MortarSalvo.ROUNDS; shot++)
{
vector spread = ERR_Actors.Ground(candidate + ERR_MortarSalvo.Offset(m_Battery.SiteId, m_Battery.OrderId + 1, shot));
if (!system.Safe(m_Battery, spread, 75)) { clear = false; break; }
}
if (!clear) continue;
m_Impact = candidate;
PrintFormat("ERR MORTAR FIXTURE IMPACT: position=%1 batteryDistance=%2; no characters/vehicles in 400m square; production settlement/friendly exclusions passed", candidate, vector.DistanceXZ(candidate, m_Battery.Position));
return true;
}
return false;
}
protected void Diagnose(float now)
{
if (now < m_NextDiagnostic) return;
m_NextDiagnostic = now + 5000;
if (!m_Battery) { Print("ERR MORTAR FIXTURE: waiting for one authored battery"); return; }
PrintFormat("ERR MORTAR FIXTURE: step=%1 startup=%2 source=M%3 observedEvents=%4 ready=%5 failure=%6", m_Step, m_Battery.StartupActivated, m_Source, m_Events, m_Battery.Operational(), m_Battery.SpawnFailure);
m_Battery.SiteStatus(now);
}
void NativeCommit(ERR_MortarBattery battery, float now)
{
if (m_Stopped || battery != m_Battery) return;
if ((m_Step != 1 && m_Step != 3) || m_CommitPending || !battery.CommandOpen || !battery.Released || battery.SourceId != m_Source || battery.OrderId != m_Order || !battery.Report || battery.Report.MessageId != m_Source || !ERR_NativeMortarEvidenceRules.CommitFresh(battery.Report.ObservedAt, m_ObservedAt, now) || !ERR_NativeMortarEvidenceRules.AimFresh(battery.AimedAt, battery.AimValidatedAt, now) || battery.FlightTime <= 0)
{ m_BadProjectile = true; m_BadReason = "physical commit lacks immutable fresh report/current order/native aim, or duplicates pending commit"; return; }
m_CommitPending = true; m_CommittedAt = now; m_CommitOrder = battery.OrderId; m_CommitShot = battery.OrderShots; m_Commits++;
PrintFormat("ERR MORTAR FIXTURE COMMIT: count=%1 order=%2 shot=%3 source=M%4 observedAge=%5; recorded before native inventory transfer", m_Commits, m_CommitOrder, m_CommitShot, m_Source, now - m_ObservedAt);
}
void NativeClosing(ERR_MortarBattery battery, string reason, string failure)
{
if (m_Stopped || !m_WaitForExpiry || battery != m_Battery || !battery.CommandOpen || battery.SourceId != m_Source || m_Source <= 0) return;
float now = GetGame().GetWorld().GetWorldTime();
m_ClosureSeen = true;
m_ClosureComplete = battery.OrderShots == ERR_MortarSalvo.ROUNDS && m_Events == ERR_MortarSalvo.ROUNDS;
m_ClosureExpired = ERR_NativeMortarEvidenceRules.ExpiredClosure(m_ObservedAt, now, failure);
PrintFormat("ERR MORTAR FIXTURE CLOSURE: order=%1 observedAge=%2 reason=%3 lastFailure=%4 complete=%5 expiredWithheld=%6", battery.OrderId, now - m_ObservedAt, reason, failure, m_ClosureComplete, m_ClosureExpired);
if (battery.Stopped() || battery.OrderId != m_Order || (!m_ClosureExpired && !m_ClosureComplete))
{ m_BadProjectile = true; m_BadReason = "expiry evidence interrupted by Stop or unrelated/incomplete order closure"; }
}
void NativeProjectile(IEntity gun, IEntity projectile)
{
if (m_Stopped || !m_Battery || gun != m_Gun) return;
if (!projectile) { m_BadProjectile = true; m_BadReason = "native fired event has no physical projectile"; return; }
if (m_Projectiles.Contains(projectile)) { m_BadProjectile = true; m_BadReason = "same physical projectile observed twice"; return; }
m_Projectiles.Insert(projectile); m_Events++;
float now = GetGame().GetWorld().GetWorldTime();
if ((m_Step != 1 && m_Step != 3) || !m_Battery.Released || m_Battery.SourceId != m_Source || !ERR_NativeMortarEvidenceRules.EventBound(m_CommitPending, m_CommitOrder, m_Battery.OrderId, m_CommitShot, m_Battery.OrderShots, m_CommittedAt, now))
{ m_BadProjectile = true; m_BadReason = "projectile lacks the recorded fresh physical commit for its current order/shot"; }
m_CommitPending = false;
PrintFormat("ERR MORTAR FIXTURE PROJECTILE: event=%1 entity=%2 origin=%3 order=%4 source=M%5 aimAge=%6 flight=%7; impact is not measured", m_Events, projectile, projectile.GetOrigin(), m_Battery.OrderId, m_Battery.SourceId, now - m_Battery.AimedAt, m_Battery.FlightTime);
}
int Tick(float now)
{
if (m_Stopped) return -1;
if (!Enabled() || s_Active != this || !m_Mode || !m_Mode.Active()) { Check(false, "explicit active fixture context retained"); return -1; }
ERR_HQ hq = ERR_HQ.Get();
ERR_MortarSystem system;
if (hq) system = hq.Mortars();
if (!system) { Check(false, "real HQ mortar service available"); return -1; }
if (!m_Battery)
{
array<IEntity> guns = {}; system.AppendGuns(guns);
if (guns.Count() == 1) { m_Gun = guns[0]; m_Battery = system.FindGun(m_Gun); }
}
Diagnose(now);
if (now >= m_Deadline) { Check(false, "bounded deadline; inspect readiness/route/activity/aim diagnostics"); return -1; }
if (m_BadProjectile) { Check(false, m_BadReason); return -1; }
if (!m_Battery) return 0;
if (!m_Battery.SpawnFailure.IsEmpty()) { Check(false, "battery startup failed: " + m_Battery.SpawnFailure); return -1; }
if (m_Step == 0)
{
if (!m_Battery.StartupActivated || !m_Battery.Operational() || !hq.MortarConnected(m_Battery.Group)) return 0;
m_Group = m_Battery.Group;
if (!Check(m_Group && m_Group.IsExpandComplete() && m_Group.GetAgentsCount() == 4 && m_Battery.TotalShots == 0 && m_Battery.OrderId == 0 && !m_Battery.CommandOpen && !m_Battery.Activity && !m_Battery.RadioOrder, "untasked original gun and complete four-person crew start without shots")) return -1;
array<AIAgent> agents = {}; m_Group.GetAgents(agents);
foreach (AIAgent agent : agents)
{
IEntity actor; if (agent) actor = agent.GetControlledEntity();
if (!Check(ERR_Actors.CanFight(actor) && !m_Crew.Contains(actor), "initial physical crew member is conscious and unique")) return -1;
m_Crew.Insert(actor);
}
if (!Check(m_Battery.RadioOperator && ERR_HQRadio.Capability(m_Battery.RadioOperator) == 2, "dedicated actual manpack supplies the radio route")) return -1;
Shells(m_InitialShells);
if (!Check(m_InitialShells.Count() == 27 && m_Battery.CountShells() == 27, "exactly 27 distinct physical initial HE shells")) return -1;
if (!Check(SelectImpact(system), "bounded candidate survey finds an unoccupied production-safe impact area")) return -1;
m_Target = ERR_Actors.Spawn(ERR_Resources.IntelFolder(), m_Impact);
if (!Check(m_Target != null, "fixture-owned inert report identity exists; no enemy perception is claimed")) return -1;
m_Source = hq.ERR_QueueMortarFixtureReport(m_Group, m_Target, m_Impact, now);
if (!Check(m_Source > 0, "synthetic observation enters actual existing radio uplink once")) return -1;
m_ObservedAt = now; m_SawUplink = true; m_Deadline = now + 90000; m_Step = 1; return 0;
}
if (m_WaitForExpiry && m_Battery.Stopped()) { Check(false, "battery must remain running throughout natural expiry observation"); return -1; }
if (m_Battery.Report && (m_Battery.Report.MessageId != m_Source || m_Battery.Report.ObservedAt != m_ObservedAt)) { Check(false, "delivered report identity and original observation timestamp remain immutable"); return -1; }
if (m_Battery.Gun != m_Gun || m_Battery.Group != m_Group) { Check(false, "original gun and crew identity retained"); return -1; }
if (!EmptyImpact(m_Impact)) { Check(false, "impact exclusion stays unoccupied before native firing/cancellation"); return -1; }
array<IEntity> remaining = {}; Shells(remaining);
foreach (IEntity item : remaining)
if (!m_InitialShells.Contains(item)) { Check(false, "no replacement HE shell appears after initialization"); return -1; }
if (m_Step == 1)
{
if (m_Battery.RadioOrder && m_Battery.SourceId == m_Source) { m_SawDownlink = true; m_Order = m_Battery.OrderId; }
if (m_Battery.Activity && m_Battery.Report && m_Battery.Report.MessageId == m_Source) m_SawActivity = true;
if (m_Battery.OrderId > 1 || (m_Battery.SourceId != 0 && m_Battery.SourceId != m_Source)) { Check(false, "one unchanged fixture source creates only one HQ order"); return -1; }
if (m_Events == 0) return 0;
if (!Check(m_Events == 1 && m_Battery.TotalShots == 1 && m_Battery.OrderShots == 1 && !m_Battery.Released && m_SawUplink && m_SawDownlink && m_SawActivity && m_Order == 1, "one physical projectile follows real uplink/downlink, native activity and fresh aim")) return -1;
if (!Check(remaining.Count() == 26 && m_Battery.CountShells() == 26, "one fired projectile consumes one of 27 original inventory shells")) return -1;
if (m_WaitForExpiry)
{
m_Step = 3; m_Deadline = m_ObservedAt + ERR_MortarPrediction.MAX_REPORT_AGE_MS + 50000;
return 0;
}
m_FinalEvents = m_Events;
// Cancel on this later fixture tick, never reentrantly inside the firing node.
hq.ERR_RemoveMortarFixtureReport(m_Target);
system.Stop(); system.Stop();
if (!Check(!m_Battery.CommandOpen && !m_Battery.Activity && !m_Battery.RadioOrder, "explicit support Stop closes native order and route idempotently")) return -1;
m_StoppedShells = remaining.Count(); m_StopUntil = now + 12000; m_Deadline = m_StopUntil + 2000; m_Step = 2; return 0;
}
if (m_Step == 3)
{
if (m_Battery.OrderId != m_Order || m_Battery.SourceId != m_Source) { Check(false, "unchanged delivered observation received a second order"); return -1; }
if (m_Events > ERR_MortarSalvo.ROUNDS || m_Battery.TotalShots > ERR_MortarSalvo.ROUNDS) { Check(false, "single observation cannot exceed finite salvo"); return -1; }
if (now < m_ObservedAt + ERR_MortarPrediction.MAX_REPORT_AGE_MS + 25000) return 0;
if (!Check(m_ClosureSeen && (m_ClosureExpired || m_ClosureComplete) && !m_CommitPending && m_Commits == m_Events && m_Events >= 1 && m_Battery.TotalShots == m_Events && m_Battery.OrderShots == m_Events && remaining.Count() == 27 - m_Events && !m_Battery.CommandOpen && !m_Battery.Activity && !m_Battery.RadioOrder && !m_Battery.Report, "explicit expired-withheld closure or complete finite salvo, with only fresh commits and observed physical shells consumed")) return -1;
m_FinalEvents = m_Events;
// Keep HQ running and the expired contact present throughout this next wait.
m_StoppedShells = remaining.Count(); m_StopUntil = now + 12000; m_Deadline = m_StopUntil + 2000; m_Step = 4;
return 0;
}
if (now < m_StopUntil) return 0;
if (!Check(m_Battery.TotalShots == m_FinalEvents && m_Events == m_FinalEvents && m_Battery.OrderId == m_Order && remaining.Count() == m_StoppedShells && !m_Battery.CommandOpen && !m_Battery.Activity && !m_Battery.RadioOrder, "closed order issues no duplicate order, projectile or replenishment over 12 seconds")) return -1;
array<AIAgent> finalCrew = {}; m_Group.GetAgents(finalCrew);
if (!Check(finalCrew.Count() == 4 && m_Battery.Gun == m_Gun, "original group and gun retain four crew")) return -1;
foreach (AIAgent finalAgent : finalCrew)
if (!Check(finalAgent && m_Crew.Contains(finalAgent.GetControlledEntity()) && ERR_Actors.CanFight(finalAgent.GetControlledEntity()), "final conscious crew entity belongs to original physical roster")) return -1;
if (m_WaitForExpiry) { hq.ERR_RemoveMortarFixtureReport(m_Target); system.Stop(); system.Stop(); }
Stop(); return 1;
}
void Stop()
{
if (m_Stopped) return;
m_Stopped = true;
ERR_HQ hq = ERR_HQ.Get();
if (hq)
{
hq.ERR_RemoveMortarFixtureReport(m_Target);
if (m_Battery && m_Battery.SourceId == m_Source && m_Source > 0) m_Battery.Cancel("mortar firing fixture cleanup");
}
ERR_Actors.DeleteSpawned(m_Target); m_Target = null;
if (s_Active == this) s_Active = null;
}
void ~ERR_NativeMortarFiringProbe() { Stop(); }
}
#endif
@@ -0,0 +1,308 @@
#ifdef WORKBENCH
// Explicit synthetic observation only. Delivery, HQ scheduling and native fire
// are unchanged; this helper never writes directly into the HQ contact list.
modded class ERR_HQ
{
int ERR_QueueMortarSalvoReport(SCR_AIGroup source, IEntity target, vector position, float now)
{
if (!ERR_NativeMortarSalvoProbe.Enabled() || !target || !m_Contacts.IsEmpty()) return 0;
foreach (ERR_HQUnit unit : m_Units)
{
if (unit.Group != source || !unit.ReservedForSupport || !unit.Radio || unit.Uplink || unit.PendingReport) continue;
ERR_HQRoute route = m_Network.Route(unit.Radio);
if (!route || route.Nodes.IsEmpty()) return 0;
ERR_HQReport report = new ERR_HQReport();
report.MessageId = m_Journal.Message(); report.Target = target; report.Source = source;
report.Position = position; report.ObservedAt = now; report.DetailsObservedAt = now;
report.HasVelocity = true; report.Velocity = vector.Zero;
report.TravelMode = "on foot"; report.SeenEscapists = 1; report.SeenWeapons = "fixture observation";
route.MessageId = report.MessageId; route.Payload = "EXPLICIT SYNTHETIC OBSERVATION: " + report.Description(now);
unit.PendingReport = report; unit.Uplink = route;
m_Journal.Write("FIXTURE REPORT", route.Payload, report.MessageId);
return report.MessageId;
}
return 0;
}
void ERR_RemoveMortarSalvoReport(IEntity target)
{
if (!target) return;
for (int i = m_Contacts.Count() - 1; i >= 0; i--)
if (m_Contacts[i].Target == target) m_Contacts.Remove(i);
foreach (ERR_HQUnit unit : m_Units)
{
if (unit.PendingReport && unit.PendingReport.Target == target) { unit.PendingReport = null; unit.Uplink = null; }
if ((unit.PendingOrder && unit.PendingOrder.Target == target) || (unit.Assignment && unit.Assignment.Target == target)) unit.Release();
}
}
}
// Production sets Released immediately before reserving shell airspace, then
// invokes native inventory transfer. Observe that existing commit boundary so
// even a synchronous native projectile has a prior recorded authorization.
modded class ERR_MortarBattery
{
override void ReserveShellAirspace(float now)
{
super.ReserveShellAirspace(now);
ERR_NativeMortarSalvoProbe probe = ERR_NativeMortarSalvoProbe.Active();
if (probe) probe.NativeCommit(this, now);
}
override void Cancel(string reason = "cancel requested")
{
ERR_NativeMortarSalvoProbe probe = ERR_NativeMortarSalvoProbe.Active();
if (probe) probe.NativeClosing(this, reason, LastFailure);
super.Cancel(reason);
}
}
// Exact completion is separate from native activity success or accepted loading.
class ERR_NativeMortarSalvoRules
{
static bool Complete(int events, int commits, int total, int orderShots, int shells, bool pending)
{
return events == ERR_MortarSalvo.ROUNDS && commits == events && total == events && orderShots == events && shells == 27 - events && !pending;
}
}
// Observe only the actual native event. Node SUCCESS, accepted inventory moves
// and committed shell loading are never counted as physical projectiles.
modded class SCR_MortarMuzzleComponent
{
override void OnWeaponFired(IEntity effectEntity, BaseMuzzleComponent muzzle, IEntity projectileEntity)
{
ERR_NativeMortarSalvoProbe probe = ERR_NativeMortarSalvoProbe.Active();
if (probe) probe.NativeProjectile(GetOwner(), projectileEntity);
super.OnWeaponFired(effectEntity, muzzle, projectileEntity);
}
}
class ERR_NativeMortarSalvoProbe
{
protected static ERR_NativeMortarSalvoProbe s_Active;
protected ERR_GameMode m_Mode;
protected ERR_MortarBattery m_Battery;
protected IEntity m_Gun;
protected SCR_AIGroup m_Group;
protected IEntity m_Target;
protected vector m_Impact;
protected ref array<IEntity> m_Crew = {};
protected ref array<IEntity> m_InitialShells = {};
protected ref array<IEntity> m_Projectiles = {};
protected int m_Source;
protected int m_Order;
protected int m_Step;
protected int m_Events;
protected int m_StoppedShells;
protected float m_Deadline;
protected float m_NextDiagnostic;
protected float m_StopUntil;
protected float m_ObservedAt;
protected ref ERR_HQReport m_Delivered;
protected bool m_CommitPending;
protected float m_CommittedAt;
protected int m_CommitOrder;
protected int m_CommitShot;
protected int m_Commits;
protected bool m_ClosureSeen;
protected bool m_ClosureComplete;
protected bool m_Unsafe;
protected bool m_BadProjectile;
protected bool m_SawUplink;
protected bool m_SawDownlink;
protected bool m_SawActivity;
protected bool m_Stopped;
protected string m_BadReason;
static bool Enabled()
{
string enabled, outcome;
return Replication.IsServer() && System.GetCLIParam("errSmoke", enabled) && enabled == "1" && System.GetCLIParam("errSmokeOutcome", outcome) && outcome == "mortar-salvo";
}
static ERR_NativeMortarSalvoProbe Active() { return s_Active; }
void ERR_NativeMortarSalvoProbe(ERR_GameMode mode)
{
m_Mode = mode;
m_Deadline = GetGame().GetWorld().GetWorldTime() + 180000;
if (Enabled() && !s_Active) s_Active = this;
}
protected bool Check(bool condition, string detail)
{
if (condition) { Print("ERR SMOKE PASS: mortar salvo " + detail); return true; }
Print("ERR SMOKE FAIL: mortar salvo " + detail, LogLevel.ERROR); Stop(); return false;
}
protected void Shells(out array<IEntity> shells)
{
shells.Clear();
foreach (IEntity actor : m_Crew)
{
if (!actor) continue;
InventoryStorageManagerComponent inventory = InventoryStorageManagerComponent.Cast(actor.FindComponent(InventoryStorageManagerComponent));
array<IEntity> items = {}; ERR_Inventory.Items(inventory, items);
foreach (IEntity item : items)
if (item && item.GetPrefabData() && item.GetPrefabData().GetPrefabName() == ERR_MortarBattery.SHELL && !shells.Contains(item)) shells.Insert(item);
}
}
protected bool CheckNoOccupants(IEntity entity)
{
if (ChimeraCharacter.Cast(entity) || Vehicle.Cast(entity)) { m_Unsafe = true; return false; }
return true;
}
protected bool EmptyImpact(vector position)
{
m_Unsafe = false;
GetGame().GetWorld().QueryEntitiesByAABB(position - "200 5000 200", position + "200 5000 200", CheckNoOccupants, null, EQueryEntitiesFlags.ALL);
return !m_Unsafe;
}
protected bool SelectImpact(ERR_MortarSystem system)
{
// Bounded candidate survey: no clearance assumption from coordinates alone.
array<vector> offsets = {"-800 0 -600", "-600 0 -800", "0 0 -1000", "600 0 -800", "-1000 0 0", "800 0 -600", "-800 0 600", "0 0 1000"};
foreach (vector offset : offsets)
{
vector candidate = ERR_Actors.Ground(m_Battery.Position + offset);
if (candidate[1] < 1 || !EmptyImpact(candidate) || !system.Safe(m_Battery, candidate, 75)) continue;
bool clear = true;
for (int shot = 0; shot < ERR_MortarSalvo.ROUNDS; shot++)
{
vector spread = ERR_Actors.Ground(candidate + ERR_MortarSalvo.Offset(m_Battery.SiteId, m_Battery.OrderId + 1, shot));
if (!system.Safe(m_Battery, spread, 75)) { clear = false; break; }
}
if (!clear) continue;
m_Impact = candidate;
PrintFormat("ERR MORTAR SALVO IMPACT: position=%1 batteryDistance=%2; no characters/vehicles in 400m square; production settlement/friendly exclusions passed", candidate, vector.DistanceXZ(candidate, m_Battery.Position));
return true;
}
return false;
}
protected void Diagnose(float now)
{
if (now < m_NextDiagnostic) return;
m_NextDiagnostic = now + 5000;
if (!m_Battery) { Print("ERR MORTAR SALVO: waiting for one authored battery"); return; }
PrintFormat("ERR MORTAR SALVO: step=%1 startup=%2 source=M%3 observedEvents=%4 ready=%5 failure=%6", m_Step, m_Battery.StartupActivated, m_Source, m_Events, m_Battery.Operational(), m_Battery.SpawnFailure);
m_Battery.SiteStatus(now);
}
void NativeCommit(ERR_MortarBattery battery, float now)
{
if (m_Stopped || battery != m_Battery) return;
if (m_Commits >= ERR_MortarSalvo.ROUNDS || battery.OrderShots != m_Commits)
{ m_BadProjectile = true; m_BadReason = "commit count or physical shot sequence exceeds configured finite salvo"; return; }
if (m_Step != 1 || m_CommitPending || !battery.CommandOpen || !battery.Released || battery.SourceId != m_Source || battery.OrderId != m_Order || !battery.Report || battery.Report.MessageId != m_Source || !ERR_NativeMortarEvidenceRules.CommitFresh(battery.Report.ObservedAt, m_ObservedAt, now) || !ERR_NativeMortarEvidenceRules.AimFresh(battery.AimedAt, battery.AimValidatedAt, now) || battery.FlightTime <= 0)
{ m_BadProjectile = true; m_BadReason = "physical commit lacks immutable fresh report/current order/native aim, or duplicates pending commit"; return; }
m_CommitPending = true; m_CommittedAt = now; m_CommitOrder = battery.OrderId; m_CommitShot = battery.OrderShots; m_Commits++;
PrintFormat("ERR MORTAR SALVO COMMIT: count=%1 order=%2 shot=%3 source=M%4 observedAge=%5; recorded before native inventory transfer", m_Commits, m_CommitOrder, m_CommitShot, m_Source, now - m_ObservedAt);
}
void NativeClosing(ERR_MortarBattery battery, string reason, string failure)
{
if (m_Stopped || battery != m_Battery || !battery.CommandOpen || battery.SourceId != m_Source || m_Source <= 0) return;
m_ClosureSeen = true;
m_ClosureComplete = battery.OrderShots == ERR_MortarSalvo.ROUNDS && m_Events == ERR_MortarSalvo.ROUNDS && !m_CommitPending && m_Commits == m_Events;
PrintFormat("ERR MORTAR SALVO CLOSURE: order=%1 reason=%2 lastFailure=%3 events=%4 commits=%5 complete=%6", battery.OrderId, reason, failure, m_Events, m_Commits, m_ClosureComplete);
if (battery.Stopped() || battery.OrderId != m_Order || !m_ClosureComplete || reason != "native artillery activity COMPLETED (shot count is separate)")
{ m_BadProjectile = true; m_BadReason = "full salvo requires natural native completion; partial expiry, rejection, timeout or Stop is not success"; }
}
void NativeProjectile(IEntity gun, IEntity projectile)
{
if (m_Stopped || !m_Battery || gun != m_Gun) return;
if (!projectile) { m_BadProjectile = true; m_BadReason = "native fired event has no physical projectile"; return; }
if (m_Projectiles.Contains(projectile)) { m_BadProjectile = true; m_BadReason = "same physical projectile observed twice"; return; }
m_Projectiles.Insert(projectile); m_Events++;
float now = GetGame().GetWorld().GetWorldTime();
if (m_Step != 1 || !m_Battery.Released || m_Battery.SourceId != m_Source || !ERR_NativeMortarEvidenceRules.EventBound(m_CommitPending, m_CommitOrder, m_Battery.OrderId, m_CommitShot, m_Battery.OrderShots, m_CommittedAt, now))
{ m_BadProjectile = true; m_BadReason = "projectile lacks the recorded fresh physical commit for its current order/shot"; }
m_CommitPending = false;
PrintFormat("ERR MORTAR SALVO PROJECTILE: event=%1 entity=%2 origin=%3 order=%4 source=M%5 aimAge=%6 flight=%7; impact is not measured", m_Events, projectile, projectile.GetOrigin(), m_Battery.OrderId, m_Battery.SourceId, now - m_Battery.AimedAt, m_Battery.FlightTime);
}
int Tick(float now)
{
if (m_Stopped) return -1;
if (!Enabled() || s_Active != this || !m_Mode || !m_Mode.Active()) { Check(false, "explicit active fixture context retained"); return -1; }
ERR_HQ hq = ERR_HQ.Get();
ERR_MortarSystem system;
if (hq) system = hq.Mortars();
if (!system) { Check(false, "real HQ mortar service available"); return -1; }
if (!m_Battery)
{
array<IEntity> guns = {}; system.AppendGuns(guns);
if (guns.Count() == 1) { m_Gun = guns[0]; m_Battery = system.FindGun(m_Gun); if (m_Battery) m_Group = m_Battery.Group; }
}
Diagnose(now);
if (now >= m_Deadline) { Check(false, "bounded deadline; inspect readiness/route/activity/aim diagnostics"); return -1; }
if (m_BadProjectile) { Check(false, m_BadReason); return -1; }
if (!m_Battery) return 0;
if (!m_Battery.SpawnFailure.IsEmpty()) { Check(false, "battery startup failed: " + m_Battery.SpawnFailure); return -1; }
if (m_Step == 0)
{
if (!m_Battery.StartupActivated || !m_Battery.Operational() || !hq.MortarConnected(m_Battery.Group)) return 0;
m_Group = m_Battery.Group;
if (!Check(m_Group && m_Group.IsExpandComplete() && m_Group.GetAgentsCount() == 4 && m_Battery.TotalShots == 0 && m_Battery.OrderId == 0 && !m_Battery.CommandOpen && !m_Battery.Activity && !m_Battery.RadioOrder, "untasked original gun and complete four-person crew start without shots")) return -1;
array<AIAgent> agents = {}; m_Group.GetAgents(agents);
foreach (AIAgent agent : agents)
{
IEntity actor; if (agent) actor = agent.GetControlledEntity();
if (!Check(ERR_Actors.CanFight(actor) && !m_Crew.Contains(actor), "initial physical crew member is conscious and unique")) return -1;
m_Crew.Insert(actor);
}
if (!Check(m_Battery.RadioOperator && ERR_HQRadio.Capability(m_Battery.RadioOperator) == 2, "dedicated actual manpack supplies the radio route")) return -1;
Shells(m_InitialShells);
if (!Check(m_InitialShells.Count() == 27 && m_Battery.CountShells() == 27, "exactly 27 distinct physical initial HE shells")) return -1;
if (!Check(SelectImpact(system), "bounded candidate survey finds an unoccupied production-safe impact area")) return -1;
m_Target = ERR_Actors.Spawn(ERR_Resources.IntelFolder(), m_Impact);
if (!Check(m_Target != null, "fixture-owned inert report identity exists; no enemy perception is claimed")) return -1;
m_Source = hq.ERR_QueueMortarSalvoReport(m_Group, m_Target, m_Impact, now);
if (!Check(m_Source > 0, "synthetic observation enters actual existing radio uplink once")) return -1;
m_ObservedAt = now; m_SawUplink = true; m_Deadline = now + ERR_MortarSalvo.TIMEOUT_MS + 35000; m_Step = 1; return 0;
}
if (m_Battery.Stopped()) { Check(false, "battery must remain running throughout full salvo and replay observation"); return -1; }
if (m_Battery.Report && (m_Battery.Report.MessageId != m_Source || m_Battery.Report.ObservedAt != m_ObservedAt)) { Check(false, "delivered report identity and original observation timestamp remain immutable"); return -1; }
if (m_Battery.Gun != m_Gun || m_Battery.Group != m_Group) { Check(false, "original gun and crew identity retained"); return -1; }
if (!EmptyImpact(m_Impact)) { Check(false, "impact exclusion stays unoccupied before native firing/cancellation"); return -1; }
array<IEntity> remaining = {}; Shells(remaining);
foreach (IEntity item : remaining)
if (!m_InitialShells.Contains(item)) { Check(false, "no replacement HE shell appears after initialization"); return -1; }
if (m_Battery.OrderId > 1 || (m_Battery.SourceId != 0 && m_Battery.SourceId != m_Source)) { Check(false, "one unchanged fixture source creates only one HQ order"); return -1; }
if (m_Events > ERR_MortarSalvo.ROUNDS || m_Battery.TotalShots > ERR_MortarSalvo.ROUNDS) { Check(false, "physical event count never exceeds configured salvo"); return -1; }
if (m_Step == 1)
{
if (m_Battery.RadioOrder && m_Battery.SourceId == m_Source) { m_SawDownlink = true; m_Order = m_Battery.OrderId; }
if (m_Battery.Activity && m_Battery.Report && m_Battery.Report.MessageId == m_Source)
{
m_SawActivity = true;
if (!m_Delivered) m_Delivered = m_Battery.Report.Snapshot();
}
if (m_Battery.CommandOpen || m_Battery.Activity) return 0;
if (!m_ClosureSeen) return 0;
if (!Check(m_ClosureComplete && m_SawUplink && m_SawDownlink && m_SawActivity && m_Order == 1, "one real uplink/downlink and native activity naturally complete the entire configured salvo")) return -1;
if (!Check(ERR_NativeMortarSalvoRules.Complete(m_Events, m_Commits, m_Battery.TotalShots, m_Battery.OrderShots, remaining.Count(), m_CommitPending) && m_Battery.CountShells() == remaining.Count(), "exact configured native projectiles equal fresh commits and missing original inventory shells")) return -1;
if (!Check(m_Delivered && !m_Battery.CanRequest(m_Delivered, now), "same delivered message is ineligible for a second request after completion")) return -1;
if (!Check(!m_Battery.RadioOrder && !m_Battery.Report && !m_Battery.PendingRadioReport && !m_Battery.PendingSupplyReport && !m_Battery.SupplyPending() && !m_Battery.Released, "natural completion clears command, routes, loading and projectile reservation")) return -1;
// Keep the unchanged HQ contact, battery and scheduler alive. This exceeds
// the normal 20-second post-dispatch decision interval without forging time.
m_StoppedShells = remaining.Count(); m_StopUntil = now + 25000; m_Deadline = m_StopUntil + 2000; m_Step = 2;
return 0;
}
if (m_Battery.CommandOpen || m_Battery.Activity || m_Battery.RadioOrder || m_Battery.Report || m_Battery.PendingRadioReport || m_Battery.PendingSupplyReport || m_Battery.SupplyPending() || m_Battery.Released)
{ Check(false, "completed observation must not reopen command, activity, route or physical loading"); return -1; }
if (!ERR_NativeMortarSalvoRules.Complete(m_Events, m_Commits, m_Battery.TotalShots, m_Battery.OrderShots, remaining.Count(), m_CommitPending) || m_Battery.OrderId != m_Order || remaining.Count() != m_StoppedShells)
{ Check(false, "closed order cannot add shots, orders or replacement ammunition during replay window"); return -1; }
if (now < m_StopUntil) return 0;
if (!Check(m_Delivered && !m_Battery.CanRequest(m_Delivered, now), "unchanged contact produces no second request, projectile or replenishment over 25 seconds")) return -1;
array<AIAgent> finalCrew = {}; m_Group.GetAgents(finalCrew);
if (!Check(finalCrew.Count() == 4 && m_Battery.Gun == m_Gun, "original group and gun retain four crew")) return -1;
foreach (AIAgent finalAgent : finalCrew)
if (!Check(finalAgent && m_Crew.Contains(finalAgent.GetControlledEntity()) && ERR_Actors.CanFight(finalAgent.GetControlledEntity()), "final conscious crew entity belongs to original physical roster")) return -1;
Stop(); return 1;
}
void Stop()
{
if (m_Stopped) return;
m_Stopped = true;
ERR_HQ hq = ERR_HQ.Get();
if (hq) hq.ERR_RemoveMortarSalvoReport(m_Target);
if (m_Battery && m_Battery.Gun == m_Gun && m_Battery.Group == m_Group) m_Battery.Stop();
ERR_Actors.DeleteSpawned(m_Target); m_Target = null;
if (s_Active == this) s_Active = null;
}
void ~ERR_NativeMortarSalvoProbe() { Stop(); }
}
#endif
@@ -0,0 +1,383 @@
#ifdef WORKBENCH
// Mechanism-only fixture: radio delivery and automatic artillery scheduling are
// explicitly bypassed. All ammunition and inventory operations remain physical.
modded class ERR_MortarSystem
{
protected ERR_NativeMortarTransferProbe m_ERRTransferFixture;
bool ERR_HoldForTransfer(ERR_NativeMortarTransferProbe owner)
{
if (!ERR_NativeMortarTransferProbe.Enabled() || m_Stopped || m_ERRTransferFixture || !owner) return false;
m_ERRTransferFixture = owner; return true;
}
void ERR_ReleaseTransferHold(ERR_NativeMortarTransferProbe owner)
{
if (m_ERRTransferFixture == owner) m_ERRTransferFixture = null;
}
override void Tick(float now)
{
if (m_ERRTransferFixture) return;
super.Tick(now);
}
ERR_MortarBattery ERR_TransferBattery()
{
if (m_Batteries.Count() != 1) return null;
return m_Batteries[0];
}
}
modded class ERR_MortarBattery
{
ERR_MortarSupplyTransfer ERR_TransferForProbe() { return m_Transfer; }
int ERR_TransferAttempts() { return m_AttemptedShells.Count(); }
}
modded class ERR_MortarSupplyTransfer
{
int ERR_CallbackState() { return m_Acknowledgement; }
IEntity ERR_TransferredShell() { return m_Shell; }
IEntity ERR_TransferRecipient() { return m_Gunner; }
bool ERR_RequestAccepted() { return m_Accepted; }
}
class ERR_NativeMortarMoveCallback : ScriptedInventoryOperationCallback
{
int Result;
protected override void OnComplete() { if (Result == 0) Result = 1; }
protected override void OnFailed() { if (Result == 0) Result = -1; }
}
class ERR_NativeMortarShellOwner
{
IEntity Shell;
IEntity OriginalOwner;
}
class ERR_NativeMortarTransferProbe
{
protected ERR_GameMode m_Mode;
protected ERR_MortarSystem m_System;
protected ERR_MortarBattery m_Battery;
protected IEntity m_Gunner;
protected BaseCompartmentSlot m_Seat;
protected ref array<IEntity> m_Crew = {};
protected ref array<IEntity> m_Boxes = {};
protected ref array<BaseInventoryStorageComponent> m_Stores = {};
protected ref array<ref ERR_NativeMortarShellOwner> m_Original = {};
protected ref ERR_NativeMortarMoveCallback m_MoveCallback;
protected IEntity m_MoveShell;
protected BaseInventoryStorageComponent m_MoveDestination;
protected float m_MoveDeadline;
protected ref ERR_MortarSupplyTransfer m_ObservedTransfer;
protected IEntity m_FirstShell;
protected IEntity m_SecondShell;
protected int m_AttemptsAtStart;
protected int m_ShotsAtStart;
protected int m_CallbackAtCancel;
protected int m_CancelOrder;
protected int m_Step;
protected float m_Deadline;
protected float m_StepDeadline;
protected float m_Wait;
protected bool m_Held;
protected bool m_Stopped;
protected bool m_Complete;
static const ResourceName STORE = "{EBBC859CCD94D96D}Prefabs/Props/EmptyStorages/USSR_AmmoBox_empty.et";
static bool Enabled()
{
string enabled, outcome;
return Replication.IsServer() && System.GetCLIParam("errSmoke", enabled) && enabled == "1" && System.GetCLIParam("errSmokeOutcome", outcome) && outcome == "mortar-transfer";
}
void ERR_NativeMortarTransferProbe(ERR_GameMode mode)
{
m_Mode = mode; m_Deadline = GetGame().GetWorld().GetWorldTime() + 180000;
}
protected bool Check(bool condition, string detail)
{
if (condition) { Print("ERR SMOKE PASS: mortar transfer " + detail); return true; }
Print("ERR SMOKE FAIL: mortar transfer " + detail, LogLevel.ERROR); Stop(); return false;
}
protected bool IsShell(IEntity item)
{
return item && item.GetPrefabData() && item.GetPrefabData().GetPrefabName() == ERR_MortarBattery.SHELL;
}
protected InventoryStorageManagerComponent Inventory(IEntity actor)
{
if (!actor) return null;
return InventoryStorageManagerComponent.Cast(actor.FindComponent(InventoryStorageManagerComponent));
}
protected bool Has(IEntity actor, IEntity item)
{
array<IEntity> items = {}; ERR_Inventory.Items(Inventory(actor), items);
return item && items.Contains(item);
}
protected IEntity CrewOwner(IEntity item)
{
foreach (IEntity actor : m_Crew) if (Has(actor, item)) return actor;
return null;
}
protected IEntity OriginalOwner(IEntity item)
{
foreach (ERR_NativeMortarShellOwner entry : m_Original) if (entry.Shell == item) return entry.OriginalOwner;
return null;
}
protected bool InStore(IEntity item)
{
foreach (BaseInventoryStorageComponent storage : m_Stores) if (storage && storage.Contains(item)) return true;
return false;
}
static bool Conservation(int originals, int actual, bool allOriginal, bool singleOwner)
{
return originals == 27 && actual == originals && allOriginal && singleOwner;
}
protected bool Conserved()
{
array<IEntity> actual = {};
foreach (IEntity actor : m_Crew)
{
array<IEntity> items = {}; ERR_Inventory.Items(Inventory(actor), items);
foreach (IEntity item : items) if (IsShell(item) && !actual.Contains(item)) actual.Insert(item);
}
foreach (BaseInventoryStorageComponent storage : m_Stores)
{
if (!storage) return false;
array<IEntity> items = {}; storage.GetAll(items);
foreach (IEntity item : items) if (IsShell(item) && !actual.Contains(item)) actual.Insert(item);
}
bool allOriginal = true;
bool singleOwner = true;
foreach (ERR_NativeMortarShellOwner entry : m_Original)
{
if (!entry.Shell || !actual.Contains(entry.Shell)) allOriginal = false;
int owners;
foreach (IEntity actor : m_Crew) if (Has(actor, entry.Shell)) owners++;
foreach (BaseInventoryStorageComponent storage : m_Stores) if (storage && storage.Contains(entry.Shell)) owners++;
if (owners != 1) singleOwner = false;
}
return Conservation(m_Original.Count(), actual.Count(), allOriginal, singleOwner);
}
protected IEntity FirstGunnerShell()
{
array<IEntity> items = {}; ERR_Inventory.Items(Inventory(m_Gunner), items);
foreach (IEntity item : items) if (IsShell(item)) return item;
return null;
}
protected bool BeginMove(IEntity shell, BaseInventoryStorageComponent destination, float now)
{
if (!shell || !destination || m_MoveCallback) return false;
IEntity current = CrewOwner(shell);
// A vanilla empty box has storage but no inventory manager. The original
// recipient manager performs its explicit pickup from the external storage.
if (!current) current = OriginalOwner(shell);
InventoryStorageManagerComponent manager = Inventory(current);
if (!manager) return false;
m_MoveShell = shell; m_MoveDestination = destination;
m_MoveCallback = new ERR_NativeMortarMoveCallback(); m_MoveDeadline = now + 8000;
if (!manager.TryMoveItemToStorage(shell, destination, -1, m_MoveCallback)) return false;
return true;
}
protected int MoveResult(float now)
{
if (!m_MoveCallback) return 1;
if (m_MoveCallback.Result < 0 || now >= m_MoveDeadline) return -1;
if (m_MoveCallback.Result == 0 || !m_MoveShell || !m_MoveDestination || !m_MoveDestination.Contains(m_MoveShell)) return 0;
InventoryItemComponent item = InventoryItemComponent.Cast(m_MoveShell.FindComponent(InventoryItemComponent));
if (!item || !item.GetParentSlot() || item.GetParentSlot().GetStorage() != m_MoveDestination) return 0;
m_MoveCallback = null; m_MoveShell = null; m_MoveDestination = null;
return 1;
}
protected bool Stash(IEntity shell, float now)
{
foreach (BaseInventoryStorageComponent storage : m_Stores)
if (storage && storage.GetEstimatedCountFitForItem(shell) > 0) return BeginMove(shell, storage, now);
return false;
}
protected void StageOrder(float now)
{
ERR_HQReport report = new ERR_HQReport();
report.Target = GetGame().GetPlayerController().GetControlledEntity();
report.Source = m_Battery.Group;
report.Position = m_Battery.Gun.GetOrigin() + "700 0 0";
report.ObservedAt = now; report.DetailsObservedAt = now;
report.TravelMode = "on foot"; report.MessageId = 900001 + m_Battery.OrderId;
m_Battery.BeginRequest(report, now);
m_Battery.PendingSupplyReport = report.Snapshot();
PrintFormat("ERR MORTAR TRANSFER FIXTURE: synthetic supply order=%1; radio bypassed; scheduler held; no artillery activity authorized", m_Battery.OrderId);
}
protected bool NoFire()
{
return m_Battery && m_Battery.TotalShots == m_ShotsAtStart && !m_Battery.Activity && !m_Battery.RadioOrder && !m_Battery.Released;
}
void Stop()
{
if (m_Stopped) return;
m_Stopped = true;
if (m_Battery) m_Battery.Cancel("native transfer fixture stopped");
if (m_System)
{
m_System.Stop(); // do not resume automatic fire while test items may be stored
if (m_Held) m_System.ERR_ReleaseTransferHold(this);
}
m_Held = false;
// Never delete a box containing borrowed shells or an outstanding operation.
// Failure preserves it for diagnosis/normal round-owned cleanup.
if (!m_MoveCallback)
{
foreach (IEntity box : m_Boxes)
{
if (!box) continue;
BaseInventoryStorageComponent storage = BaseInventoryStorageComponent.Cast(box.FindComponent(BaseInventoryStorageComponent));
array<IEntity> items = {}; if (storage) storage.GetAll(items);
if (storage && items.IsEmpty()) ERR_Actors.DeleteSpawned(box);
}
}
}
int Tick(float now)
{
if (m_Complete) return 1;
if (m_Stopped) return -1;
if (!Enabled() || now > m_Deadline) { Check(false, "enabled server fixture and bounded 180-second deadline"); return -1; }
if (now < m_Wait) return 0;
if (m_MoveCallback)
{
int moved = MoveResult(now);
if (moved < 0) { Check(false, "fixture inventory move completed with exact destination before deadline; borrowed shells retained"); return -1; }
if (moved == 0) return 0;
if (!Check(Conserved(), "all original 27 shell identities conserved after fixture move")) return -1;
}
if (m_Step == 0)
{
m_System = ERR_MortarSystem.Get();
if (!m_System) return 0;
m_Battery = m_System.ERR_TransferBattery();
if (!m_Battery || !m_Battery.StartupActivated) return 0;
if (!Check(m_Battery.Operational() && m_Battery.CountShells() == 27 && !m_Battery.Activity && !m_Battery.RadioOrder && !m_Battery.CommandOpen, "actual initialized idle battery has finite 27 shells")) return -1;
if (!Check(m_System.ERR_HoldForTransfer(this), "opt-in mechanism fixture holds automatic mortar scheduler")) return -1;
m_Held = true; m_AttemptsAtStart = m_Battery.ERR_TransferAttempts(); m_ShotsAtStart = m_Battery.TotalShots;
array<AIAgent> agents = {}; m_Battery.Group.GetAgents(agents);
foreach (AIAgent agent : agents)
{
if (!agent || !ERR_Actors.CanFight(agent.GetControlledEntity())) continue;
IEntity actor = agent.GetControlledEntity(); if (m_Crew.Contains(actor)) continue;
m_Crew.Insert(actor);
array<IEntity> items = {}; ERR_Inventory.Items(Inventory(actor), items);
foreach (IEntity item : items)
{
if (!IsShell(item)) continue;
ERR_NativeMortarShellOwner entry = new ERR_NativeMortarShellOwner(); entry.Shell = item; entry.OriginalOwner = actor; m_Original.Insert(entry);
}
if (!m_Gunner && actor != m_Battery.RadioOperator) m_Gunner = actor;
}
if (!Check(m_Crew.Count() == 4 && m_Original.Count() == 27 && m_Gunner != null, "four real crew and original shell-owner identities captured")) return -1;
SCR_AIVehicleUsageComponent usage = SCR_AIVehicleUsageComponent.Cast(m_Battery.Gun.FindComponent(SCR_AIVehicleUsageComponent));
if (usage) m_Seat = usage.GetTurretCompartmentSlot();
if (m_Seat && m_Seat.GetOccupant())
{
IEntity occupant = m_Seat.GetOccupant();
if (!Check(m_Crew.Contains(occupant) && occupant != m_Battery.RadioOperator && ERR_Actors.CanFight(occupant), "existing native seat occupant is original fighting gunner")) return -1;
m_Gunner = occupant;
}
else
{
CompartmentAccessComponent access = CompartmentAccessComponent.Cast(m_Gunner.FindComponent(CompartmentAccessComponent));
if (!Check(m_Seat && access && access.GetInVehicle(m_Battery.Gun, m_Seat, true, -1, ECloseDoorAfterActions.INVALID, false), "native seating request selects actual original crew gunner")) return -1;
}
if (!Check(m_Battery.InventoryShells(Inventory(m_Gunner)) == 9, "selected actual gunner owns its original nine physical shells")) return -1;
for (int i = 0; i < 2; i++)
{
IEntity box = ERR_Actors.Spawn(STORE, ERR_Actors.Ground(m_Battery.Gun.GetOrigin() + Vector(3 + i * 2, 0, 3)));
if (!Check(box != null, "fixture-owned empty vanilla storage created")) return -1;
m_Boxes.Insert(box); m_Mode.Own(box);
BaseInventoryStorageComponent storage = BaseInventoryStorageComponent.Cast(box.FindComponent(BaseInventoryStorageComponent));
if (!Check(storage != null, "real vanilla storage component available without attaching it to gunner inventory")) return -1;
m_Stores.Insert(storage);
}
m_Step = 1; m_StepDeadline = now + 8000; m_Wait = now + 500; return 0;
}
if (!NoFire()) { Check(false, "no artillery activity, committed load or physical projectile during inventory mechanism test"); return -1; }
if (m_Step == 1)
{
if (m_Seat.GetOccupant() != m_Gunner)
{
if (now >= m_StepDeadline) { Check(false, "actual original gunner occupies native mortar seat"); return -1; }
return 0;
}
if (!Check(Conserved(), "27 original shells have exactly one observed owner each")) return -1;
m_Step = 2;
}
if (m_Step == 2 || m_Step == 5)
{
IEntity shell = FirstGunnerShell();
if (shell)
{
if (!Check(Stash(shell, now), "one existing gunner shell move to vanilla store accepted; no shell minted")) return -1;
return 0;
}
if (!Check(m_Battery.InventoryShells(Inventory(m_Gunner)) == 0 && Conserved(), "actual gunner empty while all 27 original shells remain in crew or fixture storage")) return -1;
StageOrder(now);
ERR_MortarSupplyState started = m_Battery.SupplyState(now);
m_ObservedTransfer = m_Battery.ERR_TransferForProbe();
if (!Check(started == ERR_MortarSupplyState.PENDING && m_ObservedTransfer && m_ObservedTransfer.ERR_RequestAccepted() && m_ObservedTransfer.ERR_TransferRecipient() == m_Gunner && m_ObservedTransfer.CapturedOrder() == m_Battery.OrderId, "production exact-shell request accepted once with captured current order and real gunner")) return -1;
if (m_Step == 2)
{
m_FirstShell = m_ObservedTransfer.ERR_TransferredShell();
m_Step = 3;
}
else
{
m_SecondShell = m_ObservedTransfer.ERR_TransferredShell(); m_CallbackAtCancel = m_ObservedTransfer.ERR_CallbackState(); m_CancelOrder = m_Battery.OrderId;
m_Battery.Cancel("native fixture cancels authorization immediately after accepted inventory request");
if (!Check(m_SecondShell && m_SecondShell != m_FirstShell && !m_Battery.CommandOpen && m_Battery.SupplyState(now) == ERR_MortarSupplyState.FAILED, "canceled current order cannot report supply READY or issue another request")) return -1;
PrintFormat("ERR MORTAR TRANSFER CANCEL: callbackBeforeCancel=%1 order=%2; accepted native move is not retracted", m_CallbackAtCancel, m_CancelOrder);
m_Step = 6;
}
m_StepDeadline = now + 8000; m_Wait = now + 250; return 0;
}
if (m_Step == 3)
{
ERR_MortarSupplyState state = m_Battery.SupplyState(now);
if (state == ERR_MortarSupplyState.FAILED || now >= m_StepDeadline) { Check(false, "production transfer completes within its bounded deadline"); return -1; }
if (state == ERR_MortarSupplyState.PENDING) return 0;
if (!Check(m_ObservedTransfer.ERR_CallbackState() == 1 && Has(m_Gunner, m_FirstShell) && !Has(OriginalOwner(m_FirstShell), m_FirstShell) && Conserved() && m_Battery.ERR_TransferAttempts() == m_AttemptsAtStart + 1, "successful native callback and exact donor-to-gunner ownership, one attempt, original 27 conserved")) return -1;
if (!Check(m_Battery.SupplyState(now) == ERR_MortarSupplyState.READY && m_Battery.ERR_TransferAttempts() == m_AttemptsAtStart + 1, "repeated supply check reuses actual inventory without another move")) return -1;
m_Battery.Cancel("native success subcase finished; no artillery activity requested");
m_Step = 5; return 0;
}
if (m_Step == 6)
{
if (m_Battery.SupplyState(now) != ERR_MortarSupplyState.FAILED || m_Battery.OrderId != m_CancelOrder || m_Battery.ERR_TransferAttempts() != m_AttemptsAtStart + 2) { Check(false, "canceled order/generation remains failed with exactly two total move attempts"); return -1; }
if (m_ObservedTransfer.ERR_CallbackState() == 0 || m_ObservedTransfer.Unresolved())
{
if (now >= m_StepDeadline) { Check(false, "accepted canceled operation reached definite native outcome; no ambiguous retry"); return -1; }
return 0;
}
if (!Check(m_ObservedTransfer.ERR_CallbackState() == 1 && Has(m_Gunner, m_SecondShell) && Conserved(), "canceled accepted native move has definite physical outcome with exactly two attempts and original 27 conserved")) return -1;
if (m_CallbackAtCancel == 0) Print("ERR SMOKE PASS: mortar transfer actual native completion observed after authorization cancellation");
else Print("ERR MORTAR TRANSFER LIMIT: native callback completed synchronously before cancellation; late callback timing not exercised");
m_Step = 7; return 0;
}
if (m_Step == 7)
{
// Return foreign shells first, leaving room for each original nine-round kit.
IEntity misplaced;
foreach (ERR_NativeMortarShellOwner entry : m_Original)
if (Has(m_Gunner, entry.Shell) && entry.OriginalOwner != m_Gunner) { misplaced = entry.Shell; break; }
if (!misplaced)
foreach (ERR_NativeMortarShellOwner entry : m_Original) if (InStore(entry.Shell)) { misplaced = entry.Shell; break; }
if (misplaced)
{
InventoryStorageManagerComponent recipient = Inventory(OriginalOwner(misplaced));
BaseInventoryStorageComponent destination;
if (recipient) destination = recipient.FindStorageForItem(misplaced, EStoragePurpose.PURPOSE_DEPOSIT);
if (!Check(destination && BeginMove(misplaced, destination, now), "one borrowed shell return to its original crew owner accepted")) return -1;
return 0;
}
foreach (ERR_NativeMortarShellOwner entry : m_Original)
if (!Check(Has(entry.OriginalOwner, entry.Shell), "original shell identity returned to original crew inventory")) return -1;
if (!Check(Conserved() && m_Battery.CountShells() == 27 && NoFire(), "all original ammunition restored; no minted/deleted shell or shot")) return -1;
foreach (BaseInventoryStorageComponent storage : m_Stores)
{
array<IEntity> items = {}; storage.GetAll(items);
if (!Check(items.IsEmpty(), "borrowed-ammunition fixture storage empty before deletion")) return -1;
}
Stop(); m_Complete = true; return 1;
}
return 0;
}
}
#endif
@@ -0,0 +1,87 @@
#ifdef WORKBENCH
// Test access only: trigger the real delivered-order method on an existing
// registered squad. Radio transit is intentionally not simulated by this test.
modded class ERR_HQ
{
bool ERR_TestPatrolSearch(SCR_AIGroup group, out AIWaypoint search)
{
foreach (ERR_HQUnit unit : m_Units)
{
if (unit.Group != group) continue;
if (unit.Assignment || unit.PendingOrder || unit.Waypoint || !unit.Eligible(m_Mode)) return false;
ERR_HQReport order = new ERR_HQReport();
order.Position = group.GetOrigin() + "40 0 0";
order.ObservedAt = GetGame().GetWorld().GetWorldTime();
order.MessageId = m_Journal.Message();
unit.PendingOrder = order;
DeliverOrder(unit, order.ObservedAt);
search = unit.Waypoint;
return search && unit.Assignment == order;
}
return false;
}
bool ERR_TestPatrolRelease(SCR_AIGroup group, AIWaypoint search)
{
foreach (ERR_HQUnit unit : m_Units)
{
if (unit.Group != group || unit.Waypoint != search) continue;
unit.Release();
return !unit.Assignment && !unit.PendingOrder && !unit.Waypoint;
}
return false;
}
}
class ERR_NativePatrolHQProbe
{
protected ERR_GameMode m_Mode;
protected ERR_SiteRuntime m_Site;
protected AIWaypoint m_Search;
protected ref array<AIWaypoint> m_Baseline = {};
protected int m_Step;
protected float m_Wait;
void ERR_NativePatrolHQProbe(ERR_GameMode mode) { m_Mode = mode; }
protected bool Check(bool condition, string detail)
{
if (condition) { Print("ERR SMOKE PASS: patrol HQ " + detail); return true; }
Print("ERR SMOKE FAIL: patrol HQ " + detail, LogLevel.ERROR); return false;
}
int Tick(float now)
{
if (now < m_Wait) return 0;
ERR_HQ hq = ERR_HQ.Get();
if (!Check(hq != null, "real HQ available")) return -1;
if (m_Step == 0)
{
m_Site = m_Mode.Sites().Find("everon-outpost-1");
if (!Check(m_Site && m_Site.Group && m_Site.PatrolCycle, "existing outpost route available")) return -1;
m_Site.Group.GetWaypoints(m_Baseline);
if (!Check(!m_Baseline.IsEmpty() && hq.ERR_TestPatrolSearch(m_Site.Group, m_Search), "real delivered-order method assigns existing squad")) return -1;
m_Step = 1; m_Wait = now + 750; return 0;
}
if (m_Step == 1)
{
array<AIWaypoint> queue = {};
m_Site.Group.GetWaypoints(queue);
if (!Check(m_Search && !queue.IsEmpty() && queue[0] == m_Search && m_Site.Group.GetCurrentWaypoint() == m_Search, "Search preempts native patrol")) return -1;
foreach (AIWaypoint waypoint : m_Baseline)
if (!Check(queue.Contains(waypoint), "preempted baseline route remains queued")) return -1;
if (!Check(hq.ERR_TestPatrolRelease(m_Site.Group, m_Search), "real HQ release removes only its assignment")) return -1;
m_Step = 2; m_Wait = now + 750; return 0;
}
if (m_Step == 2)
{
AIWaypoint current = m_Site.Group.GetCurrentWaypoint();
if (!Check(current && (current == m_Site.PatrolCycle || m_Site.PatrolWaypoints.Contains(current)), "native patrol resumes after Search release")) return -1;
m_Step = 3; return 1;
}
return 1;
}
void Stop()
{
ERR_HQ hq = ERR_HQ.Get();
if (hq && m_Site && m_Search) hq.ERR_TestPatrolRelease(m_Site.Group, m_Search);
}
void ~ERR_NativePatrolHQProbe() { Stop(); }
}
#endif
@@ -0,0 +1,63 @@
// Vanilla named settlements supply exclusion areas; no original mission location system.
// Shared town/village exclusion for mortar impacts, roadblocks and mine sites.
// Fixed distance from mapped settlement centres, independent of mission
// activation radii. Scattered buildings and props are not settlements.
class ERR_SettlementSafety
{
static const float RADIUS = 200;
string SettlementReason;
protected vector m_SafeImpact;
protected bool m_SettlementNear;
protected vector m_LastSettlementImpact;
protected float m_LastSettlementCheck = -1;
protected bool m_LastSettlementClear;
bool OutsideSettlements(vector impact)
{
float now = GetGame().GetWorld().GetWorldTime();
if (m_LastSettlementCheck >= 0 && now >= m_LastSettlementCheck && now - m_LastSettlementCheck < 1000 && vector.DistanceXZ(impact, m_LastSettlementImpact) == 0)
return m_LastSettlementClear;
m_LastSettlementCheck = now;
m_LastSettlementImpact = impact;
m_LastSettlementClear = false;
m_SafeImpact = impact;
m_SettlementNear = false;
SettlementReason = "clear";
// Also cover named native map settlements, independent of whether the
// mission placed a garrison marker there. Generic building entities also
// include deer stands, bridge pillars, rubble and electrical cabinets.
// Broad vertical bounds keep the 200m distance horizontal on hills.
GetGame().GetWorld().QueryEntitiesByAABB(impact - Vector(RADIUS, 5000, RADIUS), impact + Vector(RADIUS, 5000, RADIUS), CheckSettlement, FilterSettlement, EQueryEntitiesFlags.ALL);
m_LastSettlementClear = !m_SettlementNear;
return m_LastSettlementClear;
}
protected bool FilterSettlement(IEntity entity)
{
return entity && entity.FindComponent(MapDescriptorComponent);
}
protected bool CheckSettlement(IEntity entity)
{
float radius;
MapDescriptorComponent descriptor = MapDescriptorComponent.Cast(entity.FindComponent(MapDescriptorComponent));
if (descriptor)
{
int type = descriptor.GetBaseType();
if (type == EMapDescriptorType.MDT_NAME_CITY)
radius = RADIUS;
else if (type == EMapDescriptorType.MDT_NAME_TOWN)
radius = RADIUS;
else if (type == EMapDescriptorType.MDT_NAME_VILLAGE || type == EMapDescriptorType.MDT_NAME_SETTLEMENT)
radius = RADIUS;
}
if (radius > 0 && vector.DistanceXZ(m_SafeImpact, entity.GetOrigin()) <= radius)
{
m_SettlementNear = true;
SettlementReason = string.Format("named map settlement entity=%1 position=%2 distance=%3m exclusion=%4m", entity, entity.GetOrigin(), vector.DistanceXZ(m_SafeImpact, entity.GetOrigin()), radius);
return false;
}
return true;
}
}
@@ -0,0 +1,9 @@
modded class ERR_ScenarioComponent
{
protected override bool PrepareAdditionalForces()
{
if (!super.PrepareAdditionalForces()) return false;
ERR_HQ hq = ERR_HQ.Get();
return hq && hq.PrepareSupport();
}
}
@@ -0,0 +1,9 @@
GameProject {
ID "ERR_Ai"
GUID "5192138CB9D5B911"
TITLE "Escapists Rereintroduced - Ai"
Dependencies {
"58D0FB3206B6F859"
"2528466DE220D91C"
}
}
@@ -0,0 +1,11 @@
SCR_MissionHeader {
World "{B6C516F86302C679}Worlds/ERR_Everon.ent"
SystemsConfig "{C50579A2EC48E8EF}Configs/Systems/MissionSystems.conf"
m_sName "Rereintroduced: Everon (development)"
m_sAuthor "Rereintroduced contributors"
m_sDescription "Independent escape prototype. Development scenario; runtime validation in progress."
m_sGameMode "Escape"
m_iPlayerCount 12
m_eSaveTypes 0
m_bShowInScenarioMenu 1
}
@@ -0,0 +1,9 @@
MetaFileClass {
Name "{C1E20667DCE324ED}Missions/ERR_Everon.conf"
Configurations {
ResourceClass PC {
}
ResourceClass HEADLESS : PC {
}
}
}
@@ -0,0 +1,36 @@
// Companion-specific commands extend Core's authenticated transport.
modded class ERR_AdminService
{
protected override string Setting(string section, string option)
{
if (section == "hq")
{
if (option == "interval") return "reportIntervalSeconds";
if (option == "squads") return "supportSquadLimit";
if (option == "radius") return "responseRadiusMetres";
}
if (section == "intel")
{
if (option == "carrying") return "aiIntelChancePercent";
}
return super.Setting(section, option);
}
protected override bool Extension(ERR_GameMode mode, string arguments, array<string> replies)
{
if (arguments != "status" && arguments != "hq show" && arguments != "hq log") return super.Extension(mode, arguments, replies);
ERR_HQ hq = ERR_HQ.Cast(mode.Command());
if (!hq) { replies.Insert("HQ unavailable"); return true; }
if (arguments == "hq show" || arguments == "status") replies.Insert(hq.Status());
else
{
int cursor;
hq.Journal().Read(Math.Max(0, hq.Journal().Sequence() - 8), replies, cursor);
if (replies.IsEmpty()) replies.Insert("HQ journal is empty.");
}
return true;
}
protected override string Help()
{
return super.Help() + " | hq show|log | hq interval|squads|radius show|set N | intel carrying show|set N";
}
}
@@ -0,0 +1,288 @@
#ifdef WORKBENCH
// Read-only evidence hooks. Every production method delegates unchanged.
modded class ERR_HQ
{
void ERR_ResponseUnits(out array<ERR_HQUnit> units)
{
units.Clear();
if (!ERR_NativeHQResponseProof.Enabled()) return;
foreach (ERR_HQUnit unit : m_Units) units.Insert(unit);
}
protected override void Observe(ERR_HQUnit unit, float now)
{
ERR_HQReport previous = unit.PendingReport;
super.Observe(unit, now);
ERR_NativeHQResponseProof proof = ERR_NativeHQResponseProof.Active();
if (proof && unit.PendingReport && unit.PendingReport != previous) proof.Observed(this, unit, now);
}
protected override void Accept(ERR_HQReport report, float now)
{
super.Accept(report, now);
ERR_NativeHQResponseProof proof = ERR_NativeHQResponseProof.Active();
if (!proof || !report) return;
foreach (ERR_HQReport accepted : m_Contacts)
if (accepted.MessageId == report.MessageId) { proof.Accepted(this, accepted, now); break; }
}
protected override void DeliverOrder(ERR_HQUnit unit, float now)
{
ERR_HQReport order = unit.PendingOrder;
ERR_HQRoute route = unit.Downlink;
super.DeliverOrder(unit, now);
ERR_NativeHQResponseProof proof = ERR_NativeHQResponseProof.Active();
if (proof && order && route && unit.Assignment == order && unit.Waypoint) proof.Delivered(this, unit, route, now);
}
}
modded class ERR_HQJournal
{
override void Write(string kind, string message, int messageId = 0)
{
super.Write(kind, message, messageId);
ERR_NativeHQResponseProof proof = ERR_NativeHQResponseProof.Active();
if (proof) proof.JournalEvent(this, kind, message, messageId);
}
}
modded class SCR_AIGroupUtilityComponent
{
IEntity ERR_ResponseVisualObserver(ERR_HQReport report, float now)
{
foreach (SCR_AIInfoComponent info : m_aInfoComponents)
{
if (!info || !info.m_Perception) continue;
AIAgent agent = AIAgent.Cast(info.GetOwner());
if (!agent || !ERR_Actors.CanFight(agent.GetControlledEntity())) continue;
array<BaseTarget> targets = {}; info.m_Perception.GetTargetsList(targets, ETargetCategory.ENEMY);
foreach (BaseTarget target : targets)
{
ERR_HQVisualContact sample = ERR_HQObservation.Capture(target, now);
if (sample && sample.Entity == report.Target && sample.Escapist && Math.AbsFloat(sample.ObservedAt - report.ObservedAt) < 1 && vector.Distance(sample.Position, report.Position) < 0.1) return agent.GetControlledEntity();
}
}
return null;
}
}
class ERR_NativeResponseUnit
{
ERR_HQUnit Unit;
SCR_AIGroup Group;
IEntity Radio;
ref array<IEntity> Actors = {};
}
class ERR_NativeResponseJournal
{
bool Report;
bool Transmit;
bool HQReceive;
bool HQTransmit;
bool UnitReceive;
bool Delivered;
}
class ERR_NativeResponseLineage
{
ref ERR_HQReport Report;
ERR_HQUnit Source;
IEntity Observer;
IEntity SourceRadio;
ref ERR_HQRoute Uplink;
bool Accepted;
float AcceptedAt;
ERR_HQUnit Recipient;
IEntity RecipientRadio;
int DeliveryId;
AIWaypoint Waypoint;
IEntity MovingActor;
vector DeliveredOrigin;
float DeliveredAt;
}
class ERR_NativeHQResponseProof
{
protected static ERR_NativeHQResponseProof s_Active;
protected ERR_GameMode m_Mode;
protected ERR_HQ m_HQ;
protected IEntity m_Player;
protected SCR_PlayerController m_Controller;
protected ERR_PlayerLife m_Life;
protected ERR_HQUnit m_Source;
protected DamageManagerComponent m_Damage;
protected bool m_DamageWasEnabled;
protected bool m_Protected;
protected bool m_Started;
protected bool m_Stopped;
protected bool m_Failed;
protected string m_Failure;
protected float m_Deadline;
protected float m_NextDiagnostic;
protected ref array<ref ERR_NativeResponseUnit> m_Units = {};
protected ref array<IEntity> m_Forces = {};
protected ref array<ref ERR_NativeResponseLineage> m_Reports = {};
protected ref map<int, ref ERR_NativeResponseJournal> m_Journal = new map<int, ref ERR_NativeResponseJournal>();
static bool Enabled()
{
string enabled, outcome;
return Replication.IsServer() && System.GetCLIParam("errSmoke", enabled) && enabled == "1" && System.GetCLIParam("errSmokeOutcome", outcome) && outcome == "hq-response";
}
static ERR_NativeHQResponseProof Active() { return s_Active; }
void ERR_NativeHQResponseProof(ERR_GameMode mode, IEntity player)
{
m_Mode = mode; m_Player = player; m_HQ = ERR_HQ.Get(); m_Deadline = GetGame().GetWorld().GetWorldTime() + 140000;
if (Enabled() && !s_Active) s_Active = this;
}
protected bool Fail(string reason) { m_Failed = true; m_Failure = reason; return false; }
protected bool Check(bool condition, string detail)
{
if (condition) { Print("ERR SMOKE PASS: HQ response " + detail); return true; }
Print("ERR SMOKE FAIL: HQ response " + detail, LogLevel.ERROR); Stop(); return false;
}
protected ERR_NativeResponseUnit Original(ERR_HQUnit unit)
{
foreach (ERR_NativeResponseUnit original : m_Units) if (original.Unit == unit && original.Group == unit.Group) return original;
return null;
}
protected ERR_NativeResponseLineage Report(int id)
{
foreach (ERR_NativeResponseLineage report : m_Reports) if (report.Report.MessageId == id) return report;
return null;
}
protected bool Canonical()
{
return m_Player && m_Controller && m_Life && m_Mode.Players().CurrentActor(m_Player) == m_Life && m_Controller == GetGame().GetPlayerController() && m_Controller.GetControlledEntity() == m_Player && m_Life.Actor == m_Player && m_Life.Connected && m_Life.UsedLife;
}
protected bool UnchangedForces()
{
array<ERR_HQUnit> current = {}; m_HQ.ERR_ResponseUnits(current);
if (current.Count() != m_Units.Count()) return false;
foreach (ERR_HQUnit unit : current)
{
ERR_NativeResponseUnit original = Original(unit);
if (!original) return false;
array<AIAgent> agents = {}; unit.Group.GetAgents(agents);
if (agents.Count() != original.Actors.Count()) return false;
foreach (AIAgent agent : agents) if (!agent || !original.Actors.Contains(agent.GetControlledEntity())) return false;
}
array<IEntity> forces = {}; m_HQ.PhysicalForces(forces);
if (forces.Count() != m_Forces.Count()) return false;
foreach (IEntity entity : forces) if (!m_Forces.Contains(entity)) return false;
return true;
}
protected bool Arrange()
{
array<ERR_HQUnit> units = {}; m_HQ.ERR_ResponseUnits(units);
foreach (ERR_HQUnit unit : units)
{
if (!unit.Group || !unit.Utility || !unit.Radio || ERR_HQRadio.Capability(unit.Radio) != 2) return false;
array<AIAgent> agents = {}; unit.Group.GetAgents(agents);
if (agents.IsEmpty() || !unit.Group.IsExpandComplete()) return false;
ERR_NativeResponseUnit original = new ERR_NativeResponseUnit(); original.Unit = unit; original.Group = unit.Group; original.Radio = unit.Radio;
foreach (AIAgent agent : agents)
{
if (!agent || !ERR_Actors.CanFight(agent.GetControlledEntity())) return false;
original.Actors.Insert(agent.GetControlledEntity());
}
m_Units.Insert(original);
if (!m_Source && !unit.ReservedForSupport) m_Source = unit;
}
if (!m_Source || m_Units.Count() < 2) return false;
m_HQ.PhysicalForces(m_Forces);
m_Controller = SCR_PlayerController.Cast(GetGame().GetPlayerController()); m_Life = m_Mode.Players().CurrentActor(m_Player);
if (!Canonical()) return false;
m_Damage = DamageManagerComponent.Cast(m_Player.FindComponent(DamageManagerComponent));
if (!m_Damage) return false;
m_DamageWasEnabled = m_Damage.IsDamageHandlingEnabled(); m_Damage.EnableDamageHandling(false); m_Protected = true;
// Preserve the established fixture arrangement: move only the real prisoner.
// Native perception must discover him; neither targets nor reports are seeded.
vector position = ERR_Actors.Ground(m_Source.Group.GetOrigin() + "0 0 20");
vector transform[4]; m_Player.GetWorldTransform(transform); transform[3] = position;
ChimeraCharacter.Cast(m_Player).Teleport(transform);
m_Started = true;
PrintFormat("ERR HQ RESPONSE ARRANGEMENT: canonical prisoner moved to=%1 near original source group=%2; temporary player damage protection=%3; no AI/report/radio cadence changes", position, m_Source.Id, m_Protected);
return true;
}
void JournalEvent(ERR_HQJournal journal, string kind, string message, int messageId)
{
if (!m_Started || m_Stopped || !m_HQ || journal != m_HQ.Journal() || messageId <= 0) return;
ERR_NativeResponseJournal entry = m_Journal.Get(messageId);
if (!entry)
{
if (m_Journal.Count() >= 128) { Fail("bounded journal evidence map exhausted"); return; }
entry = new ERR_NativeResponseJournal(); m_Journal.Insert(messageId, entry);
}
if (kind == "REPORT") entry.Report = true;
if (kind == "TRANSMIT") { entry.Transmit = true; if (message.StartsWith("HQ -> ")) entry.HQTransmit = true; }
if (kind == "RECEIVE") { if (message.StartsWith("HQ received from ")) entry.HQReceive = true; else if (message.StartsWith("unit ")) entry.UnitReceive = true; }
if (kind == "ORDER DELIVERED") entry.Delivered = true;
}
void Observed(ERR_HQ hq, ERR_HQUnit unit, float now)
{
if (!m_Started || m_Stopped || hq != m_HQ || unit != m_Source || unit.PendingReport.Target != m_Player) return;
ERR_HQReport report = unit.PendingReport;
ERR_NativeResponseUnit original = Original(unit);
IEntity observer = unit.Utility.ERR_ResponseVisualObserver(report, now);
if (!Canonical() || !original || !original.Actors.Contains(observer) || !unit.Uplink || unit.Uplink.Nodes.IsEmpty() || unit.Uplink.Nodes[0].Carrier != unit.Radio || unit.Uplink.MessageId != report.MessageId || unit.Radio != original.Radio || !original.Actors.Contains(unit.Radio) || report.Source != original.Group || report.ObservedAt > now || Report(report.MessageId)) { Fail("real observed report lacks canonical original observer/radio/source lineage"); return; }
if (m_Reports.Count() >= 32) { Fail("bounded report evidence exhausted"); return; }
ERR_NativeResponseLineage proof = new ERR_NativeResponseLineage(); proof.Report = report.Snapshot(); proof.Source = unit; proof.Observer = observer; proof.SourceRadio = unit.Radio; proof.Uplink = unit.Uplink; m_Reports.Insert(proof);
PrintFormat("ERR HQ RESPONSE SIGHTING: source=%1 report=M%2 observer=%3 radio=%4 target=%5 observedAt=%6; actual native visual sample", unit.Id, report.MessageId, observer, unit.Radio, m_Player, report.ObservedAt);
}
void Accepted(ERR_HQ hq, ERR_HQReport report, float now)
{
if (!m_Started || m_Stopped || hq != m_HQ) return;
ERR_NativeResponseLineage proof = Report(report.MessageId); if (!proof) return;
if (report.Target != m_Player || report.Source != proof.Report.Source || report.ObservedAt != proof.Report.ObservedAt || vector.Distance(report.Position, proof.Report.Position) > 0.01 || !proof.Uplink || proof.Uplink.Failed || proof.Uplink.Sending || proof.Uplink.Cursor < proof.Uplink.Nodes.Count()) { Fail("accepted report lacks completed actual uplink or immutable observed time"); return; }
proof.Accepted = true; proof.AcceptedAt = now;
}
void Delivered(ERR_HQ hq, ERR_HQUnit unit, ERR_HQRoute route, float now)
{
if (!m_Started || m_Stopped || hq != m_HQ || !unit.Assignment) return;
ERR_NativeResponseLineage proof = Report(unit.Assignment.MessageId); if (!proof || proof.Recipient) return;
ERR_NativeResponseUnit original = Original(unit);
if (!proof.Accepted || !original || unit == proof.Source || !unit.Assignment || !unit.Waypoint) { Fail("delivered response lacks accepted original recipient/order"); return; }
if (unit.Assignment.Target != m_Player || unit.Assignment.Source != proof.Report.Source || unit.Assignment.ObservedAt != proof.Report.ObservedAt || vector.Distance(unit.Assignment.Position, proof.Report.Position) > 0.01) { Fail("delivered response changed immutable report"); return; }
if (unit.Radio != original.Radio || !original.Actors.Contains(unit.Radio) || !route.Downlink || route.Nodes.IsEmpty()) { Fail("delivered response lacks original radio/downlink"); return; }
ERR_HQRadioNode recipientNode = route.Nodes[route.Nodes.Count() - 1];
if (recipientNode.Carrier != unit.Radio || route.Failed || route.Sending || route.Cursor != route.Nodes.Count() - 1) { Fail("delivered response lacks completed actual recipient downlink"); return; }
proof.Recipient = unit; proof.RecipientRadio = unit.Radio; proof.DeliveryId = route.MessageId; proof.Waypoint = unit.Waypoint; proof.DeliveredAt = now;
foreach (IEntity actor : original.Actors) if (ERR_Actors.CanFight(actor)) { proof.MovingActor = actor; break; }
if (proof.MovingActor) proof.DeliveredOrigin = proof.MovingActor.GetOrigin();
PrintFormat("ERR HQ RESPONSE DELIVERED: report=M%1 downlink=M%2 source=%3 recipient=%4 radio=%5 waypoint=%6 observedAt=%7", proof.Report.MessageId, route.MessageId, proof.Source.Id, unit.Id, unit.Radio, unit.Waypoint, unit.Assignment.ObservedAt);
}
int Tick(float now)
{
if (m_Stopped) return -1;
if (!Enabled() || s_Active != this || !m_Mode || !m_Mode.Active() || !m_HQ || now > m_Deadline || m_Failed) { Check(false, "bounded active evidence context: " + m_Failure); return -1; }
if (!m_Started)
{
if (!m_HQ.ERR_ProbeSquadsReady()) return 0;
array<IEntity> guns = {}; m_HQ.Mortars().AppendGuns(guns);
foreach (IEntity gun : guns) { ERR_MortarBattery battery = m_HQ.Mortars().FindGun(gun); if (!battery || !battery.StartupActivated || !battery.Operational() || !m_HQ.MortarConnected(battery.Group)) return 0; }
if (!Check(Arrange(), "original physical force, RTOs and canonical prisoner captured before arranged sighting")) return -1;
return 0;
}
if (!Canonical() || !UnchangedForces()) { Check(false, "canonical player and all original physical group/actor identities retained without added force"); return -1; }
if (now >= m_NextDiagnostic)
{
PrintFormat("ERR HQ RESPONSE PROOF: observed source reports=%1; %2", m_Reports.Count(), m_HQ.ERR_ProbePerception()); m_NextDiagnostic = now + 10000;
}
foreach (ERR_NativeResponseLineage proof : m_Reports)
{
if (!proof.Recipient || !proof.MovingActor) continue;
if (proof.Recipient.Waypoint != proof.Waypoint || !proof.Recipient.Assignment || proof.Recipient.Assignment.MessageId != proof.Report.MessageId) continue;
ERR_NativeResponseJournal uplink = m_Journal.Get(proof.Report.MessageId);
ERR_NativeResponseJournal downlink = m_Journal.Get(proof.DeliveryId);
if (!uplink || !downlink || !uplink.Report || !uplink.Transmit || !uplink.HQReceive || !downlink.HQTransmit || !downlink.UnitReceive || !downlink.Delivered) continue;
if (proof.Recipient.Group.GetCurrentWaypoint() != proof.Waypoint || vector.DistanceXZ(proof.MovingActor.GetOrigin(), proof.DeliveredOrigin) < 3) continue;
if (vector.DistanceXZ(proof.MovingActor.GetOrigin(), proof.Report.Position) >= vector.DistanceXZ(proof.DeliveredOrigin, proof.Report.Position) - 1) continue;
if (!Check(proof.SourceRadio && proof.RecipientRadio && m_HQ.ERR_ProbeUniqueAssignments(), "actual sighting/report/uplink/HQ receipt/downlink journal lineage reaches distinct original infantry with bounded unique waypoints")) return -1;
if (!Check(UnchangedForces(), "original recipient physically moves toward its native Search waypoint with no replacement or additional force")) return -1;
Stop(); return 1;
}
return 0;
}
void Stop()
{
if (m_Stopped) return;
m_Stopped = true;
if (m_Protected && m_Damage) m_Damage.EnableDamageHandling(m_DamageWasEnabled);
m_Protected = false;
if (s_Active == this) s_Active = null;
}
void ~ERR_NativeHQResponseProof() { Stop(); }
}
#endif
@@ -0,0 +1,10 @@
#ifdef WORKBENCH
modded class ERR_MortarSystem
{
ERR_MortarBattery ERR_ProbeBattery()
{
if (m_Batteries.Count() != 1) return null;
return m_Batteries[0];
}
}
#endif
@@ -0,0 +1,114 @@
// Opt-in engine fixture: physical radios and production delivery routes only.
#ifdef WORKBENCH
modded class ERR_HQ
{
vector ERR_ProbeResponseOrigin()
{
foreach (ERR_HQUnit unit : m_Units)
if (!unit.ReservedForSupport && unit.Group) return unit.Group.GetOrigin() + "0 0 20";
return vector.Zero;
}
bool ERR_ProbeDeliveredResponse()
{
foreach (ERR_HQUnit unit : m_Units)
if (unit.Assignment && unit.Waypoint && unit.Group != unit.Assignment.Source) return true;
return false;
}
bool ERR_ProbeUniqueAssignments()
{
array<AIWaypoint> waypoints = {};
foreach (ERR_HQUnit unit : m_Units)
{
if (!unit.Waypoint) continue;
if (!unit.Assignment || waypoints.Contains(unit.Waypoint)) return false;
waypoints.Insert(unit.Waypoint);
}
return waypoints.Count() > 0 && Assigned() <= m_Mode.Settings().Get("supportSquadLimit");
}
string ERR_ProbePerception()
{
int targets, sightings, radios;
foreach (ERR_HQUnit unit : m_Units)
{
if (unit.Radio) radios++;
if (!unit.Utility) continue;
array<ref ERR_HQVisualContact> samples = {};
ERR_HQObservation.Gather(unit.Utility, GetGame().GetWorld().GetWorldTime(), samples);
sightings += samples.Count();
if (unit.Utility.m_Perception) targets += unit.Utility.m_Perception.m_aTargets.Count();
}
return string.Format("%1; radios=%2 targets=%3 fresh visual samples=%4", Status(), radios, targets, sightings);
}
ERR_HQRoute ERR_ProbeRoute(IEntity carrier = null, bool downlink = false)
{
if (carrier) return m_Network.Route(carrier, downlink);
foreach (ERR_HQUnit unit : m_Units)
if (unit.Radio) return m_Network.Route(unit.Radio, downlink);
return null;
}
bool ERR_ProbeSquadsReady()
{
int infantry;
foreach (ERR_HQUnit unit : m_Units)
{
if (unit.ReservedForSupport) continue;
infantry++;
if (!unit.Group || ERR_HQRadio.Capability(unit.Radio) != 2) return false;
array<AIAgent> agents = {};
unit.Group.GetAgents(agents);
if (agents.Count() != 6) return false;
}
return infantry == 6;
}
}
class ERR_NativeRadioProbe
{
protected ref ERR_HQRoute m_Route;
protected IEntity m_Carrier;
protected int m_Step;
int Tick(ERR_HQ hq, float now)
{
if (!hq) return -1;
if (m_Step == 0)
{
if (!hq.ERR_ProbeSquadsReady()) return 0;
Print("ERR SMOKE PASS: six physical six-person squads each have a manpack operator");
m_Route = hq.ERR_ProbeRoute();
if (!m_Route || m_Route.Nodes.IsEmpty()) return -1;
m_Carrier = m_Route.Nodes[0].Carrier;
m_Route.MessageId = hq.Journal().Message();
m_Step = 1;
}
int result = m_Route.Advance(now, hq.Journal());
if (result == 0) return 0;
if (m_Step == 3)
{
if (result >= 0) return -1;
Print("ERR SMOKE PASS: removing receiving manpack interrupts an in-flight HQ order");
return 1;
}
if (result < 0) return -1;
if (m_Step == 1) Print("ERR SMOKE PASS: physical manpack uplink delivers to HQ");
if (m_Step == 2) Print("ERR SMOKE PASS: HQ downlink delivers to a physical receiver");
m_Route = hq.ERR_ProbeRoute(m_Carrier, true);
if (!m_Route || m_Route.Nodes.IsEmpty()) return -1;
m_Route.MessageId = hq.Journal().Message();
m_Step++;
if (m_Step == 3)
{
// Start HQ transmission, then remove the actual receiving equipment.
if (m_Route.Advance(now, hq.Journal()) != 0) return -1;
IEntity receiver = m_Route.Nodes[0].Carrier;
InventoryStorageManagerComponent inventory = InventoryStorageManagerComponent.Cast(receiver.FindComponent(InventoryStorageManagerComponent));
if (!inventory) return -1;
array<IEntity> items = {};
inventory.GetItems(items);
foreach (IEntity item : items)
if (item && item.FindComponent(BaseRadioComponent)) SCR_EntityHelper.DeleteEntityAndChildren(item);
}
return 0;
}
}
#endif
@@ -0,0 +1,506 @@
// Explicit, local Workbench diagnostic only. Never compiled into game/server builds.
#ifdef WORKBENCH
modded class ERR_GameMode
{
protected bool m_ERRTestPatrolHQ;
protected ref ERR_NativePatrolProbe m_ERRHQPatrolMovement;
protected ref ERR_NativePatrolHQProbe m_ERRHQPatrolOrder;
protected int m_ERRSmokeStep;
protected float m_ERRSmokeDeadline;
protected float m_ERRSmokeWait;
protected IEntity m_ERRSmokePlayer;
protected BaseDoorComponent m_ERRGate;
protected ERR_LocationComponent m_ERRSmokeRadio;
protected bool m_ERRSmokeDone;
protected bool m_ERRTestLostHelicopter;
protected bool m_ERRTestPlayerDeath;
protected bool m_ERRTestRadioNetwork;
protected bool m_ERRTestHQResponse;
protected bool m_ERRTestMortar;
protected bool m_ERRTestMortarFire;
protected bool m_ERRTestMortarSalvo;
protected ref ERR_NativeMortarSalvoProbe m_ERRMortarSalvo;
protected bool m_ERRTestMortarCourier;
protected ref ERR_NativeMortarCourierProbe m_ERRMortarCourier;
protected bool m_ERRTestMortarTransfer;
protected ref ERR_NativeMortarTransferProbe m_ERRMortarTransfer;
protected ref ERR_NativeMortarFiringProbe m_ERRMortarFire;
protected float m_ERRNextProbeLog;
protected ref ERR_NativeRadioProbe m_ERRRadioProbe;
protected ref ERR_NativeHQResponseProof m_ERRHQResponseProof;
protected ref array<IEntity> m_ERRCacheFolders = {};
protected override void EOnInit(IEntity owner)
{
super.EOnInit(owner);
string enabled;
if (SCR_Global.IsEditMode() || !Replication.IsServer() || !System.GetCLIParam("errSmoke", enabled) || enabled != "1") return;
string outcome;
m_ERRTestLostHelicopter = System.GetCLIParam("errSmokeOutcome", outcome) && outcome == "lost-helicopter";
m_ERRTestRadioNetwork = outcome == "radio-network";
m_ERRTestHQResponse = outcome == "hq-response";
m_ERRTestMortar = outcome == "mortar-inventory";
m_ERRTestMortarFire = outcome == "mortar-fire" || outcome == "mortar-expiry";
m_ERRTestMortarCourier = outcome == "mortar-courier";
m_ERRTestMortarSalvo = outcome == "mortar-salvo";
m_ERRTestMortarTransfer = outcome == "mortar-transfer";
m_ERRTestPatrolHQ = outcome == "patrol-hq";
m_ERRTestPlayerDeath = outcome == "player-death" || m_ERRTestRadioNetwork || m_ERRTestHQResponse || m_ERRTestMortar;
m_ERRSmokeDeadline = GetWorld().GetWorldTime() + 150000;
if (m_ERRTestMortarCourier) m_ERRSmokeDeadline = GetWorld().GetWorldTime() + 450000;
if (m_ERRTestMortarTransfer) m_ERRSmokeDeadline = GetWorld().GetWorldTime() + 330000;
if (m_ERRTestMortarSalvo) m_ERRSmokeDeadline = GetWorld().GetWorldTime() + 330000;
if (m_ERRTestMortarFire) m_ERRSmokeDeadline = GetWorld().GetWorldTime() + 330000;
if (m_ERRTestPatrolHQ) m_ERRSmokeDeadline = GetWorld().GetWorldTime() + 420000;
OnStop().Insert(ERR_StopHQPatrol);
OnPhaseChanged().Insert(ERR_SmokePhase);
GetGame().GetCallqueue().CallLater(ERR_SmokeTick, 500, true);
Print("ERR SMOKE: scripted integration test enabled; gameplay acceptance remains separate");
}
protected bool ERR_Check(bool condition, string name)
{
if (condition) { Print("ERR SMOKE PASS: " + name); return true; }
ERR_StopHQPatrol();
Print("ERR SMOKE FAIL: " + name, LogLevel.ERROR);
m_ERRSmokeDone = true;
GetGame().GetCallqueue().Remove(ERR_SmokeTick);
return false;
}
protected void ERR_StopHQPatrol()
{
if (m_ERRHQResponseProof) m_ERRHQResponseProof.Stop();
if (m_ERRMortarSalvo) m_ERRMortarSalvo.Stop();
if (m_ERRMortarCourier) m_ERRMortarCourier.Stop();
if (m_ERRMortarTransfer) m_ERRMortarTransfer.Stop();
if (m_ERRMortarFire) m_ERRMortarFire.Stop();
if (m_ERRHQPatrolMovement) m_ERRHQPatrolMovement.Stop();
if (m_ERRHQPatrolOrder) m_ERRHQPatrolOrder.Stop();
}
protected void ERR_MovePlayer(vector position)
{
vector transform[4];
m_ERRSmokePlayer.GetWorldTransform(transform);
transform[3] = ERR_Actors.Ground(position);
ChimeraCharacter.Cast(m_ERRSmokePlayer).Teleport(transform);
}
protected ERR_UnlockPrisonAction ERR_FindLock(IEntity entity)
{
BaseActionsManagerComponent manager = BaseActionsManagerComponent.Cast(entity.FindComponent(BaseActionsManagerComponent));
if (manager)
{
array<BaseUserAction> actions = {};
manager.GetActionsList(actions);
foreach (BaseUserAction action : actions)
{
ERR_UnlockPrisonAction lock = ERR_UnlockPrisonAction.Cast(action);
if (lock) return lock;
}
}
IEntity child = entity.GetChildren();
while (child)
{
ERR_UnlockPrisonAction lock = ERR_FindLock(child);
if (lock) return lock;
child = child.GetSibling();
}
return null;
}
protected void ERR_SmokePhase(ERR_Phase previous, ERR_Phase current)
{
if (m_ERRSmokeDone || !ERR_MissionRules.Terminal(current)) return;
if (m_ERRTestMortarSalvo)
{
if (!ERR_Check(current == ERR_Phase.DEFEAT && m_ERRSmokeStep == 191, "native configured salvo and unchanged-report replay observation complete before reset")) return;
m_ERRSmokeDone = true;
GetGame().GetCallqueue().Remove(ERR_SmokeTick);
ERR_StopHQPatrol();
Print("ERR SMOKE COMPLETE: native full configured mortar salvo, exact original ammunition and unchanged-report replay refusal; fixture reset requested");
return;
}
if (m_ERRTestMortarCourier)
{
if (!ERR_Check(current == ERR_Phase.DEFEAT && m_ERRSmokeStep == 181, "native finite courier reached an exhausted battery before explicit reset")) return;
m_ERRSmokeDone = true;
GetGame().GetCallqueue().Remove(ERR_SmokeTick);
ERR_StopHQPatrol();
Print("ERR SMOKE COMPLETE: native finite courier, real supply uplink/downlink, original patrol walking and exact physical shell delivery; original 27 shells sequestered in fixture boxes; reset requested");
return;
}
if (m_ERRTestMortarTransfer)
{
if (!ERR_Check(current == ERR_Phase.DEFEAT && m_ERRSmokeStep == 161, "native exact shell transfers and original-owner restoration complete before explicit reset")) return;
m_ERRSmokeDone = true;
GetGame().GetCallqueue().Remove(ERR_SmokeTick);
ERR_StopHQPatrol();
Print("ERR SMOKE COMPLETE: native exact mortar inventory transfer, accepted-operation cancellation and original-owner restoration; radio bypassed; fixture reset requested");
return;
}
if (m_ERRTestMortarFire)
{
if (!ERR_Check(current == ERR_Phase.DEFEAT && m_ERRSmokeStep == 151, "native mortar first shot and stop complete before explicit reset")) return;
m_ERRSmokeDone = true;
GetGame().GetCallqueue().Remove(ERR_SmokeTick);
ERR_StopHQPatrol();
Print("ERR SMOKE COMPLETE: native HQ radio mortar projectile and configured cancellation/expiry; fixture reset requested");
return;
}
if (m_ERRTestPatrolHQ)
{
if (!ERR_Check(current == ERR_Phase.DEFEAT && m_ERRSmokeStep == 133, "HQ patrol preemption and physical resumption before explicit reset")) return;
m_ERRSmokeDone = true;
GetGame().GetCallqueue().Remove(ERR_SmokeTick);
Print("ERR SMOKE COMPLETE: native HQ patrol preemption and physical resumption");
return;
}
if (m_ERRTestPlayerDeath)
{
if (!ERR_Check(current == ERR_Phase.DEFEAT && m_ERRSmokeStep == 91, "death exhausts round life and reaches defeat after spectator grace")) return;
}
else if (m_ERRTestLostHelicopter)
{
if (!ERR_Check(current == ERR_Phase.DEFEAT && m_ERRSmokeStep == 8, "lost extraction helicopter causes defeat")) return;
}
else if (!ERR_Check(current == ERR_Phase.VICTORY && m_ERRSmokeStep == 7, "scripted escape reaches victory after physical vehicle occupancy")) return;
m_ERRSmokeDone = true;
GetGame().GetCallqueue().Remove(ERR_SmokeTick);
PrintFormat("ERR SMOKE COMPLETE: terminal=%1 lostHelicopterCase=%2 playerDeathCase=%3", current, m_ERRTestLostHelicopter, m_ERRTestPlayerDeath);
GetGame().GetCallqueue().CallLater(ERR_EndScreenshot, 4000);
}
protected bool ERR_CheckRoster()
{
ERR_PlayerRoster roster = new ERR_PlayerRoster();
UUID first = "00e77100-0000-0000-0000-000000000101";
UUID second = "00e77100-0000-0000-0000-000000000202";
if (!ERR_Check(roster.Bind(101, first) && roster.CanEnter(101, ERR_Phase.PRISON), "new identity may enter prison")) return false;
roster.Spawned(101, m_ERRSmokePlayer);
if (!ERR_Check(!roster.CanEnter(101, ERR_Phase.PRISON), "spawn consumes identity life")) return false;
roster.Disconnect(101);
if (!ERR_Check(roster.HasSurvivor() && !roster.Get(101), "disconnect retains living actor and clears connection")) return false;
if (!ERR_Check(roster.Bind(202, first) && !roster.CanEnter(202, ERR_Phase.PRISON), "reconnected identity retains spent life")) return false;
if (!ERR_Check(!roster.Bind(303, first), "duplicate active identity rejected")) return false;
if (!ERR_Check(roster.Bind(101, second) && roster.CanEnter(101, ERR_Phase.RADIO_DEFENCE) && !roster.CanEnter(101, ERR_Phase.EXTRACTION), "recycled connection receives independent life and extraction admission policy")) return false;
return true;
}
protected bool ERR_CheckCompanionCommands()
{
array<string> replies = {};
array<string> commands = {"hq interval show", "hq squads show", "hq radius show", "intel carrying show", "intel reveal show"};
array<string> keys = {"reportIntervalSeconds", "supportSquadLimit", "responseRadiusMetres", "aiIntelChancePercent", "intelRevealChancePercent"};
for (int i = 0; i < commands.Count(); i++)
{
Admin().Execute(this, true, commands[i], replies);
if (!ERR_Check(replies.Count() == 1 && replies[0] == keys[i] + "=" + Settings().Get(keys[i]).ToString(), "companion command retained: " + commands[i])) return false;
}
Admin().Execute(this, false, "hq log", replies);
if (!ERR_Check(replies.Count() == 1 && replies[0] == "Administrator access required.", "companion journal is behind Core admin authorization")) return false;
Admin().Execute(this, true, "hq show", replies);
ERR_HQ hq = ERR_HQ.Cast(Command());
if (!ERR_Check(hq && replies.Count() == 1 && replies[0] == hq.Status(), "companion HQ status uses the shared command service")) return false;
return true;
}
protected void ERR_PrisonScreenshot() { System.MakeScreenshot("$logs:err-prison"); }
protected void ERR_EndScreenshot() { System.MakeScreenshot("$logs:err-result"); }
protected void ERR_SmokeTick()
{
float now = GetWorld().GetWorldTime();
if (m_ERRSmokeDone) return;
if (now > m_ERRSmokeDeadline) { ERR_Check(false, "timeout at step " + m_ERRSmokeStep.ToString()); return; }
if (now < m_ERRSmokeWait) return;
if (m_ERRSmokeStep == 190)
{
int result = m_ERRMortarSalvo.Tick(now);
if (result < 0) { ERR_Check(false, "native complete mortar salvo fixture; inspect source diagnostics"); return; }
if (result == 1) { m_ERRSmokeStep = 191; Transition(ERR_Phase.DEFEAT); }
return;
}
if (m_ERRSmokeStep == 180)
{
int result = m_ERRMortarCourier.Tick(now);
if (result < 0) { ERR_Check(false, "native finite courier fixture"); return; }
if (result == 1) { m_ERRSmokeStep = 181; Transition(ERR_Phase.DEFEAT); }
return;
}
if (m_ERRSmokeStep == 160)
{
int result = m_ERRMortarTransfer.Tick(now);
if (result < 0) { ERR_Check(false, "native mortar exact-shell transfer fixture"); return; }
if (result == 1) { m_ERRSmokeStep = 161; Transition(ERR_Phase.DEFEAT); }
return;
}
if (m_ERRSmokeStep == 150)
{
int result = m_ERRMortarFire.Tick(now);
if (result < 0) { ERR_Check(false, "native mortar firing probe failed; see diagnostics"); return; }
if (result == 1) { m_ERRSmokeStep = 151; Transition(ERR_Phase.DEFEAT); }
return;
}
if (m_ERRSmokeStep == 130 || m_ERRSmokeStep == 132)
{
int result = m_ERRHQPatrolMovement.Tick(now);
if (result < 0) { ERR_StopHQPatrol(); GetGame().GetCallqueue().Remove(ERR_SmokeTick); return; }
if (result == 1)
{
if (m_ERRSmokeStep == 130) { m_ERRHQPatrolOrder = new ERR_NativePatrolHQProbe(this); m_ERRSmokeStep = 131; }
else { m_ERRSmokeStep = 133; Transition(ERR_Phase.DEFEAT); }
}
return;
}
if (m_ERRSmokeStep == 131)
{
int result = m_ERRHQPatrolOrder.Tick(now);
if (result < 0) { ERR_StopHQPatrol(); GetGame().GetCallqueue().Remove(ERR_SmokeTick); return; }
if (result == 1) { m_ERRHQPatrolMovement = new ERR_NativePatrolProbe(this); m_ERRSmokeStep = 132; }
return;
}
if (m_ERRSmokeStep == 0)
{
array<IEntity> players = {};
ERR_Actors.Players(players, true);
if (players.Count() != 1 || Phase() != ERR_Phase.PRISON) return;
m_ERRSmokePlayer = players[0];
if (!ERR_CheckRoster() || !ERR_NativeContractsProbe.Run(this, m_ERRSmokePlayer) || !ERR_CheckCompanionCommands()) return;
if (m_ERRTestPatrolHQ)
{
DamageManagerComponent.Cast(m_ERRSmokePlayer.FindComponent(DamageManagerComponent)).EnableDamageHandling(false);
m_ERRHQPatrolMovement = new ERR_NativePatrolProbe(this);
m_ERRSmokeStep = 130;
return;
}
if (m_ERRTestMortarSalvo)
{
DamageManagerComponent.Cast(m_ERRSmokePlayer.FindComponent(DamageManagerComponent)).EnableDamageHandling(false);
m_ERRMortarSalvo = new ERR_NativeMortarSalvoProbe(this);
m_ERRSmokeStep = 190;
return;
}
if (m_ERRTestMortarCourier)
{
DamageManagerComponent.Cast(m_ERRSmokePlayer.FindComponent(DamageManagerComponent)).EnableDamageHandling(false);
m_ERRMortarCourier = new ERR_NativeMortarCourierProbe(this);
m_ERRSmokeStep = 180;
return;
}
if (m_ERRTestMortarTransfer)
{
DamageManagerComponent.Cast(m_ERRSmokePlayer.FindComponent(DamageManagerComponent)).EnableDamageHandling(false);
m_ERRMortarTransfer = new ERR_NativeMortarTransferProbe(this);
m_ERRSmokeStep = 160;
return;
}
if (m_ERRTestMortarFire)
{
DamageManagerComponent.Cast(m_ERRSmokePlayer.FindComponent(DamageManagerComponent)).EnableDamageHandling(false);
m_ERRMortarFire = new ERR_NativeMortarFiringProbe(this);
m_ERRSmokeStep = 150;
return;
}
if (m_ERRTestMortar)
{
DamageManagerComponent.Cast(m_ERRSmokePlayer.FindComponent(DamageManagerComponent)).EnableDamageHandling(false);
m_ERRSmokeStep = 120;
return;
}
if (m_ERRTestHQResponse)
{
m_ERRHQResponseProof = new ERR_NativeHQResponseProof(this, m_ERRSmokePlayer);
m_ERRSmokeStep = 110;
return;
}
if (m_ERRTestRadioNetwork)
{
m_ERRRadioProbe = new ERR_NativeRadioProbe();
DamageManagerComponent.Cast(m_ERRSmokePlayer.FindComponent(DamageManagerComponent)).EnableDamageHandling(false);
m_ERRSmokeStep = 100;
return;
}
if (m_ERRTestPlayerDeath)
{
m_ERRSmokeStep = 9;
SCR_CharacterDamageManagerComponent.Cast(m_ERRSmokePlayer.FindComponent(SCR_CharacterDamageManagerComponent)).Kill(Instigator.CreateInstigator(m_ERRSmokePlayer));
m_ERRSmokeWait = now + 4000;
return;
}
DamageManagerComponent.Cast(m_ERRSmokePlayer.FindComponent(DamageManagerComponent)).EnableDamageHandling(false);
if (!ERR_Check(vector.DistanceXZ(m_ERRSmokePlayer.GetOrigin(), PrisonPosition()) < 5, "initial prisoner position")) return;
foreach (ERR_LocationComponent location : m_Locations)
if (location.Kind() == ERR_LocationKind.RADIO) m_ERRSmokeRadio = location;
if (!ERR_Check(m_ERRSmokeRadio && ERR_Actors.Alive(ExtractionVehicle()), "radio and extraction vehicle exist")) return;
ERR_UnlockPrisonAction lock;
foreach (IEntity tracked : m_OwnedEntities)
{
if (tracked) lock = ERR_FindLock(tracked);
if (lock) break;
}
if (!ERR_Check(lock != null, "authored gate exposes lock action")) return;
ERR_MovePlayer(lock.GetOwner().GetOrigin() + "1 0 1");
vector gateLow, gateHigh;
lock.GetOwner().GetWorldBounds(gateLow, gateHigh);
PrintFormat("ERR GEOMETRY: gate low=%1 high=%2", gateLow, gateHigh);
IEntity wall = lock.GetOwner().GetParent().GetChildren();
while (wall)
{
vector wallLow, wallHigh;
wall.GetWorldBounds(wallLow, wallHigh);
PrintFormat("ERR GEOMETRY: child origin=%1 low=%2 high=%3", wall.GetOrigin(), wallLow, wallHigh);
wall = wall.GetSibling();
}
GetGame().GetCallqueue().CallLater(ERR_PrisonScreenshot, 2000);
if (!ERR_Check(lock.CanBePerformedScript(m_ERRSmokePlayer), "lock permits prisoner")) return;
m_ERRGate = BaseDoorComponent.Cast(lock.GetOwner().FindComponent(BaseDoorComponent));
lock.PerformAction(lock.GetOwner(), m_ERRSmokePlayer);
if (!ERR_Check(Phase() == ERR_Phase.RADIO_SEARCH, "lock action advances mission")) return;
array<IEntity> cacheStock = {};
ERR_Inventory.Items(InventoryStorageManagerComponent.Cast(Sites().Find("everon-supply-1").Container.FindComponent(InventoryStorageManagerComponent)), cacheStock);
foreach (IEntity tracked : cacheStock)
{
if (tracked && tracked.GetPrefabData() && tracked.GetPrefabData().GetPrefabName() == ERR_Resources.ObjectiveDocument()) m_ERRCacheFolders.Insert(tracked);
}
if (!ERR_Check(m_ERRCacheFolders.Count() == 2, "two guaranteed physical cache documents")) return;
if (!ERR_Check(m_Settings.Set("aiIntelChancePercent", 0), "test does not rely on random intel")) return;
if (!ERR_Check(m_Settings.Set("radioDefenceSeconds", 30), "isolated test profile defence duration")) return;
m_ERRSmokeStep = 1;
}
else if (m_ERRSmokeStep == 1 || m_ERRSmokeStep == 2)
{
if (m_ERRSmokeStep == 2 && !ERR_Check(m_ERRGate && m_ERRGate.IsOpen() && m_ERRGate.CanCharacterPass(0.6), "unlocked gate physically permits passage")) return;
ERR_MovePlayer(Sites().Find("everon-supply-1").Container.GetOrigin() + "0 0 2");
SCR_InventoryStorageManagerComponent inventory = SCR_InventoryStorageManagerComponent.Cast(m_ERRSmokePlayer.FindComponent(SCR_InventoryStorageManagerComponent));
InventoryStorageManagerComponent source = InventoryStorageManagerComponent.Cast(Sites().Find("everon-supply-1").Container.FindComponent(InventoryStorageManagerComponent));
BaseInventoryStorageComponent destination = inventory.FindStorageForItem(m_ERRCacheFolders[m_ERRSmokeStep - 1]);
if (!ERR_Check(destination && source.TryMoveItemToStorage(m_ERRCacheFolders[m_ERRSmokeStep - 1], destination), "authored cache document recovered into inventory")) return;
m_ERRSmokeStep++;
m_ERRSmokeWait = now + 2500;
}
else if (m_ERRSmokeStep == 3)
{
if (!ERR_Check(m_ERRSmokeRadio.Knowledge() == 2, "carried intel identifies radio through intel service")) return;
if (!ERR_Check(!TuneRadio(m_ERRSmokePlayer, m_ERRSmokeRadio), "radio rejects distant player")) return;
ERR_MovePlayer(m_ERRSmokeRadio.Position() + "2 0 0");
m_ERRSmokeStep = 30;
m_ERRSmokeWait = now + 1000;
}
else if (m_ERRSmokeStep == 30)
{
PrintFormat("ERR SMOKE: radio=%1 player=%2", m_ERRSmokeRadio.Position(), m_ERRSmokePlayer.GetOrigin());
if (!ERR_Check(TuneRadio(m_ERRSmokePlayer, m_ERRSmokeRadio), "identified radio starts defence")) return;
m_ERRSmokeStep = 4;
m_ERRSmokeWait = now + 3000;
}
else if (m_ERRSmokeStep == 4)
{
if (!ERR_Check(DefenceOccupied(), "occupied defence timer running")) return;
ERR_MovePlayer(m_ERRSmokeRadio.Position() + "90 0 0");
m_ERRSmokeStep = 5;
m_ERRSmokeWait = now + 2500;
}
else if (m_ERRSmokeStep == 5)
{
if (!ERR_Check(!DefenceOccupied() && Phase() == ERR_Phase.RADIO_DEFENCE, "leaving area resets defence")) return;
ERR_MovePlayer(m_ERRSmokeRadio.Position() + "2 0 0");
m_ERRSmokeStep = 6;
m_ERRSmokeWait = now + 33000;
}
else if (m_ERRSmokeStep == 6)
{
if (!ERR_Check(Phase() == ERR_Phase.EXTRACTION, "continuous occupied defence completes")) return;
if (m_ERRTestLostHelicopter)
{
m_ERRSmokeStep = 8;
ERR_Actors.DeleteSpawned(ExtractionVehicle());
return;
}
CompartmentAccessComponent access = CompartmentAccessComponent.Cast(m_ERRSmokePlayer.FindComponent(CompartmentAccessComponent));
BaseCompartmentSlot slot = access.FindFreeCompartment(ExtractionVehicle(), ECompartmentType.PILOT);
if (!ERR_Check(slot && access.GetInVehicle(ExtractionVehicle(), slot, true, -1, ECloseDoorAfterActions.INVALID, false), "boarding extraction vehicle")) return;
m_ERRSmokeStep = 7;
m_ERRSmokeWait = now + 3000;
}
else if (m_ERRSmokeStep == 120)
{
ERR_MortarBattery battery = ERR_MortarSystem.Get().ERR_ProbeBattery();
if (!battery || !battery.StartupActivated) return;
if (!ERR_Check(battery.Operational() && battery.Group.GetAgentsCount() == 4, "authored physical mortar and four-person crew initialize")) return;
if (!ERR_Check(ERR_HQRadio.Capability(battery.RadioOperator) == 2, "mortar has a dedicated physical manpack operator")) return;
if (!ERR_Check(battery.CountShells() == 27, "mortar starts with exactly 27 physical HE shells")) return;
array<AIAgent> agents = {};
battery.Group.GetAgents(agents);
foreach (AIAgent agent : agents)
{
InventoryStorageManagerComponent inventory = InventoryStorageManagerComponent.Cast(agent.GetControlledEntity().FindComponent(InventoryStorageManagerComponent));
array<IEntity> items = {};
ERR_Inventory.Items(inventory, items);
foreach (IEntity item : items)
if (item && item.GetPrefabData() && item.GetPrefabData().GetPrefabName() == ERR_MortarBattery.SHELL) SCR_EntityHelper.DeleteEntityAndChildren(item);
}
m_ERRSmokeStep = 121;
m_ERRSmokeWait = now + 15000;
}
else if (m_ERRSmokeStep == 121)
{
ERR_MortarBattery battery = ERR_MortarSystem.Get().ERR_ProbeBattery();
if (!ERR_Check(battery.CountShells() == 0 && battery.TotalShots == 0, "depleted mortar inventory stays empty without fabricated ammunition")) return;
ERR_Actors.DeleteSpawned(battery.Gun);
ERR_Actors.DeleteSpawned(battery.Group);
m_ERRSmokeStep = 122;
m_ERRSmokeWait = now + 12000;
}
else if (m_ERRSmokeStep == 122)
{
ERR_MortarBattery battery = ERR_MortarSystem.Get().ERR_ProbeBattery();
if (!ERR_Check(battery && !battery.Gun && !battery.Group && !battery.Operational(), "lost mortar and crew remain lost without replacement spawning")) return;
m_ERRSmokeStep = 9;
SCR_CharacterDamageManagerComponent damage = SCR_CharacterDamageManagerComponent.Cast(m_ERRSmokePlayer.FindComponent(SCR_CharacterDamageManagerComponent));
damage.EnableDamageHandling(true);
damage.Kill(Instigator.CreateInstigator(m_ERRSmokePlayer));
m_ERRSmokeWait = now + 4000;
}
else if (m_ERRSmokeStep == 110)
{
int result = m_ERRHQResponseProof.Tick(now);
if (result < 0) { ERR_Check(false, "native HQ response evidence failed; inspect report lineage diagnostics"); return; }
if (result == 0) return;
m_ERRSmokeStep = 9;
SCR_CharacterDamageManagerComponent damage = SCR_CharacterDamageManagerComponent.Cast(m_ERRSmokePlayer.FindComponent(SCR_CharacterDamageManagerComponent));
damage.EnableDamageHandling(true);
damage.Kill(Instigator.CreateInstigator(m_ERRSmokePlayer));
m_ERRSmokeWait = now + 4000;
}
else if (m_ERRSmokeStep == 100)
{
int result = m_ERRRadioProbe.Tick(ERR_HQ.Cast(Command()), now);
if (result == 0) return;
if (!ERR_Check(result == 1, "native radio delivery and interruption sequence")) return;
m_ERRSmokeStep = 9;
SCR_CharacterDamageManagerComponent damage = SCR_CharacterDamageManagerComponent.Cast(m_ERRSmokePlayer.FindComponent(SCR_CharacterDamageManagerComponent));
damage.EnableDamageHandling(true);
damage.Kill(Instigator.CreateInstigator(m_ERRSmokePlayer));
m_ERRSmokeWait = now + 4000;
}
else if (m_ERRSmokeStep == 9)
{
SCR_PlayerController controller = SCR_PlayerController.Cast(GetGame().GetPlayerController());
if (!ERR_Check(!ERR_Actors.Alive(m_ERRSmokePlayer), "native damage kills prisoner")) return;
if (!ERR_Check(controller && controller.ERR_ObserverState() == ERR_ObserverReason.SPENT_LIFE, "death selects spectator without another life")) return;
if (!ERR_Check(controller.ERR_HasObserverCamera() && SCR_ManualCamera.Cast(GetGame().GetCameraManager().CurrentCamera()), "spectator camera activates after native death")) return;
m_ERRSmokeStep = 91;
}
else if (m_ERRSmokeStep == 7)
{
if (!ERR_Check(CompartmentAccessComponent.GetVehicleIn(m_ERRSmokePlayer) == ExtractionVehicle(), "physical extraction occupancy")) return;
// Controlled transport tests the boundary detector, not piloting skill.
ExtractionVehicle().SetOrigin(m_EscapeCenter + Vector(m_EscapeRadius + 100, 300, 0));
m_ERRSmokeWait = now + 5000;
}
}
void ~ERR_GameMode()
{
if (GetGame())
{
GetGame().GetCallqueue().Remove(ERR_SmokeTick);
GetGame().GetCallqueue().Remove(ERR_PrisonScreenshot);
GetGame().GetCallqueue().Remove(ERR_EndScreenshot);
}
}
}
#endif
@@ -0,0 +1,16 @@
#ifndef WORKBENCH
modded class ArmaReforgerScripted
{
override protected ResourceName ERR_DiagnosticHeader(string project)
{
if (project == "chat") return "{C1E20667DCE324ED}Missions/ERR_Everon.conf";
return super.ERR_DiagnosticHeader(project);
}
override protected string ERR_DiagnosticAddon(string project)
{
if (project == "chat") return "FA804F411BDDF2C6";
return super.ERR_DiagnosticAddon(project);
}
}
#endif
@@ -0,0 +1,51 @@
[WorkbenchPluginAttribute(name: "Validate Rereintroduced scenario", wbModules: {"WorldEditor"})]
class ERR_ValidateWorldPlugin : WorldEditorPlugin
{
protected bool m_Obstructed;
protected bool CheckClearance(IEntity entity)
{
if (entity && entity.GetVObject()) m_Obstructed = true;
return !m_Obstructed;
}
override void Run() { Validate(); }
override void RunCommandline() { Validate(); }
protected void Validate()
{
WorldEditor editor = Workbench.GetModule(WorldEditor);
if (!editor) { Print("ERR VALIDATION: World Editor missing", LogLevel.ERROR); return; }
WorldEditorAPI api = editor.GetApi();
if (!api) { Print("ERR VALIDATION: world API missing", LogLevel.ERROR); return; }
PrintFormat("ERR VALIDATION: prison terrain=%1, radio terrain=%2, extraction terrain=%3", api.GetTerrainSurfaceY(6090,7160), api.GetTerrainSurfaceY(6500,7200), api.GetTerrainSurfaceY(7000,7500));
for (int dx = -6; dx <= 6; dx += 3)
for (int dz = -6; dz <= 6; dz += 3)
PrintFormat("ERR TERRAIN: x=%1 z=%2 y=%3", 6090 + dx, 7160 + dz, api.GetTerrainSurfaceY(6090 + dx, 7160 + dz));
float bestSlope = 1000;
vector bestPosition;
for (int x = 5800; x <= 6200; x += 10)
{
for (int z = 6800; z <= 7200; z += 10)
{
float low = 10000;
float high = -10000;
for (int sx = -9; sx <= 9; sx += 3)
for (int sz = -15; sz <= 9; sz += 3)
{
float height = api.GetTerrainSurfaceY(x + sx, z + sz);
low = Math.Min(low, height);
high = Math.Max(high, height);
}
if (low > 5 && high - low < bestSlope)
{
m_Obstructed = false;
api.GetWorld().QueryEntitiesByAABB(Vector(x - 10, low + 0.1, z - 16), Vector(x + 10, high + 5, z + 10), CheckClearance);
if (m_Obstructed) continue;
bestSlope = high - low;
bestPosition = Vector(x, api.GetTerrainSurfaceY(x, z), z);
}
}
}
PrintFormat("ERR SITE CANDIDATE: position=%1 elevationRange=%2", bestPosition, bestSlope);
string play;
if (System.GetCLIParam("errPlay", play) && play == "1") editor.SwitchToGameMode();
}
}
@@ -0,0 +1,12 @@
GameProject {
ID "ERR_Chat"
GUID "FA804F411BDDF2C6"
TITLE "Escapists Rereintroduced - Chat"
Dependencies {
"58D0FB3206B6F859"
"2528466DE220D91C"
"5192138CB9D5B911"
"D31039C7C53E348A"
"9AAEE9041D79809E"
}
}
@@ -0,0 +1,136 @@
ERR_ScenarioDefinition {
MinimumRadioSources 2
Sites {
ERR_SiteDefinition {
Id "everon-prison-1"
Label "Prison"
Kind 0
Prefab "{BE6B8D56349038A6}Prefabs/ERR/Prison.et"
Position 6090 0 7160
Guarded 1
GuardOffset 35 0 0
Container "{40986810D0B1F4AE}Prefabs/ERR/SupplyCache.et"
ContainerOffset -4 0 0
Stock {
ERR_SiteStock { Prefab "{C0F7DD85A86B2900}Prefabs/Weapons/Handguns/PM/Handgun_PM.et" Count 5 }
ERR_SiteStock { Prefab "{8B853CDD11BA916E}Prefabs/Weapons/Magazines/Magazine_9x18_PM_8rnd_Ball.et" Count 8 }
ERR_SiteStock { Prefab "{13772C903CB5E4F7}Prefabs/Items/Equipment/Maps/Map_Paper_01/PaperMap_01_folded.et" Count 1 }
}
}
ERR_SiteDefinition {
Id "everon-supply-1"
Label "Southern supply cache"
Kind 4
Prefab "{7C3D16C17C24D351}Prefabs/ERR/SupplySite.et"
Position 6150 0 7050
Guarded 1
GuardOffset 18 0 0
Container "{40986810D0B1F4AE}Prefabs/ERR/SupplyCache.et"
ContainerOffset 0 0 0
Stock {
ERR_SiteStock { Prefab "{FA5C25BF66A53DCF}Prefabs/Weapons/Rifles/AK74/Rifle_AK74.et" Count 8 }
ERR_SiteStock { Prefab "{BBB50A815A2F916B}Prefabs/Weapons/Magazines/Magazine_545x39_AK_30rnd_Ball.et" Count 16 }
ERR_SiteStock { Prefab "{C3F1FA1E2EC2B345}Prefabs/Items/Medicine/FieldDressing_01/FieldDressing_USSR_01.et" Count 12 }
ERR_SiteStock { Prefab "{554159A6740C3F3E}Prefabs/ERR/ObjectiveDocument.et" Count 2 TargetId "everon-radio-1" }
}
RevealOnEscape 1
}
ERR_SiteDefinition {
Id "everon-radio-1"
Label "Radio station"
DiscoverRadius 8
Kind 1
Prefab "{F7E7E3D6ACF0C860}Prefabs/ERR/Radio.et"
Position 6500 0 7200
Guarded 1
GuardOffset 30 0 0
}
ERR_SiteDefinition {
Id "everon-extraction-1"
Label "Initial helicopter pickup site"
Kind 2
Prefab "{033503110AC34EAC}Prefabs/ERR/Extraction.et"
Position 7000 0 7500
Guarded 1
GuardOffset 30 0 0
}
ERR_SiteDefinition {
Id "everon-supply-2"
Label "Western supply cache"
Kind 4
Prefab "{7C3D16C17C24D351}Prefabs/ERR/SupplySite.et"
Position 5960 0 7220
Guarded 1
GuardOffset 16 0 0
Patrol {
ERR_SitePatrolPoint { Offset 18 0 0 }
ERR_SitePatrolPoint { Offset 18 0 24 }
ERR_SitePatrolPoint { Offset -6 0 24 }
ERR_SitePatrolPoint { Offset -6 0 0 }
}
Container "{40986810D0B1F4AE}Prefabs/ERR/SupplyCache.et"
DiscoverRadius 25
RevealOnEscape 1
Transport ERR_SiteTransport {
Prefab "{259EE7B78C51B624}Prefabs/Vehicles/Wheeled/UAZ469/UAZ469.et"
Offset 0 0 -8
Heading 180
ClearanceRadius 4
MaximumTerrainRange 1
}
Stock {
ERR_SiteStock { Prefab "{FA5C25BF66A53DCF}Prefabs/Weapons/Rifles/AK74/Rifle_AK74.et" Count 4 }
ERR_SiteStock { Prefab "{BBB50A815A2F916B}Prefabs/Weapons/Magazines/Magazine_545x39_AK_30rnd_Ball.et" Count 8 }
ERR_SiteStock { Prefab "{C3F1FA1E2EC2B345}Prefabs/Items/Medicine/FieldDressing_01/FieldDressing_USSR_01.et" Count 6 }
ERR_SiteStock { Prefab "{554159A6740C3F3E}Prefabs/ERR/ObjectiveDocument.et" Count 2 TargetId "everon-radio-1" }
}
}
ERR_SiteDefinition {
Id "everon-medical-1"
Label "Medical stash"
Kind 4
Prefab "{7C3D16C17C24D351}Prefabs/ERR/SupplySite.et"
Position 6340 0 7400
Guarded 0
GuardOffset 16 0 0
Container "{40986810D0B1F4AE}Prefabs/ERR/SupplyCache.et"
DiscoverRadius 25
RevealOnEscape 0
Stock {
ERR_SiteStock { Prefab "{C3F1FA1E2EC2B345}Prefabs/Items/Medicine/FieldDressing_01/FieldDressing_USSR_01.et" Count 12 }
ERR_SiteStock { Prefab "{527D7C5D2E476BDC}Prefabs/Items/Medicine/SalineBag_01/SalineBag_USSR_01.et" Count 6 }
ERR_SiteStock { Prefab "{0D9A5DCF89AE7AA9}Prefabs/Items/Medicine/MorphineInjection_01/MorphineInjection_01.et" Count 6 }
ERR_SiteStock { Prefab "{13772C903CB5E4F7}Prefabs/Items/Equipment/Maps/Map_Paper_01/PaperMap_01_folded.et" Count 3 }
}
}
ERR_SiteDefinition {
Id "everon-outpost-1"
Label "Eastern guard outpost"
Kind 3
Prefab "{7C3D16C17C24D351}Prefabs/ERR/SupplySite.et"
Position 6740 0 7300
Guarded 1
GuardOffset 16 0 0
Patrol {
ERR_SitePatrolPoint { Offset 18 0 0 }
ERR_SitePatrolPoint { Offset 18 0 24 }
ERR_SitePatrolPoint { Offset -6 0 24 }
ERR_SitePatrolPoint { Offset -6 0 0 }
}
Container "{40986810D0B1F4AE}Prefabs/ERR/SupplyCache.et"
DiscoverRadius 35
RevealOnEscape 0
Stock {
ERR_SiteStock { Prefab "{FA5C25BF66A53DCF}Prefabs/Weapons/Rifles/AK74/Rifle_AK74.et" Count 2 }
ERR_SiteStock { Prefab "{BBB50A815A2F916B}Prefabs/Weapons/Magazines/Magazine_545x39_AK_30rnd_Ball.et" Count 10 }
ERR_SiteStock { Prefab "{243948B23D90BECB}Prefabs/Items/Equipment/Binoculars/Binoculars_B8/Binoculars_B8.et" Count 2 }
ERR_SiteStock { Prefab "{C3F1FA1E2EC2B345}Prefabs/Items/Medicine/FieldDressing_01/FieldDressing_USSR_01.et" Count 4 }
}
Props {
ERR_SiteProp { Prefab "{4B6AC1D8701C35A1}Prefabs/ERR/FieldCover.et" Offset 0 0 -4 }
ERR_SiteProp { Prefab "{4B6AC1D8701C35A1}Prefabs/ERR/FieldCover.et" Offset -4 0 0 Angles 90 0 0 }
ERR_SiteProp { Prefab "{4B6AC1D8701C35A1}Prefabs/ERR/FieldCover.et" Offset 4 0 0 Angles 90 0 0 }
}
}
}
}
@@ -0,0 +1,9 @@
MetaFileClass {
Name "{BC310DC0CD27F523}Configs/ERR/EveronSites.conf"
Configurations {
ResourceClass PC {
}
ResourceClass HEADLESS : PC {
}
}
}
@@ -0,0 +1,24 @@
SCR_EntityCatalogMultiList {
m_eEntityCatalogType VEHICLE
m_aMultiLists {
SCR_EntityCatalogMultiListEntry {
m_sIdentifier "Mission transport"
m_aEntities {
SCR_EntityCatalogEntry {
m_sEntityPrefab "{259EE7B78C51B624}Prefabs/Vehicles/Wheeled/UAZ469/UAZ469.et"
m_aEntityDataList {
SCR_EntityCatalogEditorData { m_eValidEditorModes 33 }
SCR_EntityCatalogSpawnerData { m_eSlotTypes 24 }
}
}
SCR_EntityCatalogEntry {
m_sEntityPrefab "{DF5CCB7C0FF049F4}Prefabs/Vehicles/Helicopters/Mi8MT/Mi8MT_unarmed_transport.et"
m_aEntityDataList {
SCR_EntityCatalogEditorData { m_eValidEditorModes 33 }
SCR_EntityCatalogSpawnerData { m_eSlotTypes VEHICLE_LARGE }
}
}
}
}
}
}
@@ -0,0 +1,7 @@
MetaFileClass {
Name "{E4785D3AF1D043C2}Configs/ERR/Factions/MissionVehicles.conf"
Configurations {
ResourceClass PC {}
ResourceClass HEADLESS : PC {}
}
}
@@ -0,0 +1,277 @@
SCR_Faction : "{E7B7EA4823DD81F0}Configs/Factions/BLUFOR.conf" {
FactionKey "US"
UIInfo SCR_FactionUIInfo "{528C961236B7DCD3}" {
Name "#AR-Faction_US"
Icon "{EB7F65DBC9392557}UI/Textures/Editor/EditableEntities/Factions/EditableEntity_Faction_USA.edds"
m_sNameUpper "#AR-Faction_US-UC"
}
"Identity of soldiers" FactionIdentity "{570D128F4022EF5A}" : "{B600946E9ACC17C2}Configs/Identities/FactionIdentity_US.conf" {
}
"Radio encryption key" "chickenNuggets"
m_sFactionFlag "{46FB2FB2C2125A3C}UI/Textures/Flags/US-flag-base-3it.edds"
m_FactionFlagMaterial "{610803CC3F3D6649}Assets/Props/Fabric/Flags/Data/Flag_1_2_USA.emat"
m_FactionLabel FACTION_US
m_CallsignInfo SCR_FactionCallsignInfo "{5DA0F2A6677ADA9E}" : "{CB7824D572DD0D5C}Configs/Callsigns/Callsigns_US.conf" {
}
m_iFactionRadioFrequency 48000
m_aEntityCatalogs {
SCR_EntityCatalogMultiList "{5C68A0EE815FA292}" : "{B56E8B4D4B195559}Configs/EntityCatalog/US/Characters_EntityCatalog_US.conf" {
}
SCR_EntityCatalogMultiList "{5C9E82F29B327997}" : "{E4785D3AF1D043C2}Configs/ERR/Factions/MissionVehicles.conf" {
}
SCR_EntityCatalogMultiList "{5C68A0EE8B97CA50}" : "{4E70E7C4C2C17D4A}Configs/EntityCatalog/US/Groups_EntityCatalog_US.conf" {
}
SCR_EntityCatalog "{5C68A0EEB7DB3E84}" : "{0E4B62F186F97C43}Configs/EntityCatalog/US/WeaponTripod_EntityCatalog_US.conf" {
}
SCR_EntityCatalogMultiList "{5C68A0EEB3F124F9}" : "{5F7EC52FC40A03E2}Configs/EntityCatalog/US/InventoryItems_EntityCatalog_US.conf" {
}
SCR_EntityCatalog "{5C9EDDD37394AD40}" : "{0BF36EFF9FFAF92B}Configs/EntityCatalog/US/SupplyContainerItems_EntityCatalog_US.conf" {
}
}
m_aFlagNames +{
}
m_aBaseCallsigns {
SCR_MilitaryBaseCallsign "{5C90D92F493E764B}" {
m_sCallsign "#AR-Campaign_PointAlabama"
m_sCallsignShort "#AR-Comm_Variable_Base_Alabama_US"
m_sCallsignUpperCase "#AR-Comm_Variable_Base_Alabama_US_UC"
m_iSignalIndex 0
}
SCR_MilitaryBaseCallsign "{5C90D92F49F79967}" {
m_sCallsign "#AR-Campaign_PointAlaska"
m_sCallsignShort "#AR-Comm_Variable_Base_Alaska_US"
m_sCallsignUpperCase "#AR-Comm_Variable_Base_Alaska_US_UC"
m_iSignalIndex 1
}
SCR_MilitaryBaseCallsign "{5C90D92F482DA59B}" {
m_sCallsign "#AR-Campaign_PointArizona"
m_sCallsignShort "#AR-Comm_Variable_Base_Arizona_US"
m_sCallsignUpperCase "#AR-Comm_Variable_Base_Arizona_US_UC"
m_iSignalIndex 2
}
SCR_MilitaryBaseCallsign "{5C90D92F483330D2}" {
m_sCallsign "#AR-Campaign_PointArkansas"
m_sCallsignShort "#AR-Comm_Variable_Base_Arkansas_US"
m_sCallsignUpperCase "#AR-Comm_Variable_Base_Arkansas_US_UC"
m_iSignalIndex 3
}
SCR_MilitaryBaseCallsign "{5C90D92F48170DA8}" {
m_sCallsign "#AR-Campaign_PointCalifornia"
m_sCallsignShort "#AR-Comm_Variable_Base_California_US"
m_sCallsignUpperCase "#AR-Comm_Variable_Base_California_US_UC"
m_iSignalIndex 4
}
SCR_MilitaryBaseCallsign "{5C90D92F487834E8}" {
m_sCallsign "#AR-Campaign_PointColorado"
m_sCallsignShort "#AR-Comm_Variable_Base_Colorado_US"
m_sCallsignUpperCase "#AR-Comm_Variable_Base_Colorado_US_UC"
m_iSignalIndex 5
}
SCR_MilitaryBaseCallsign "{5C90D92F48410A86}" {
m_sCallsign "#AR-Campaign_PointConnecticut"
m_sCallsignShort "#AR-Comm_Variable_Base_Connecticut_US"
m_sCallsignUpperCase "#AR-Comm_Variable_Base_Connecticut_US_UC"
m_iSignalIndex 6
}
SCR_MilitaryBaseCallsign "{5C90D92F48A4E31F}" {
m_sCallsign "#AR-Campaign_PointDelaware"
m_sCallsignShort "#AR-Comm_Variable_Base_Delaware_US"
m_sCallsignUpperCase "#AR-Comm_Variable_Base_Delaware_US_UC"
m_iSignalIndex 7
}
SCR_MilitaryBaseCallsign "{5C90D92F488C6B57}" {
m_sCallsign "#AR-Campaign_PointFlorida"
m_sCallsignShort "#AR-Comm_Variable_Base_Florida_US"
m_sCallsignUpperCase "#AR-Comm_Variable_Base_Florida_US_UC"
m_iSignalIndex 8
}
SCR_MilitaryBaseCallsign "{5C90D92F4896F764}" {
m_sCallsign "#AR-Campaign_PointGeorgia"
m_sCallsignShort "#AR-Comm_Variable_Base_Georgia_US"
m_sCallsignUpperCase "#AR-Comm_Variable_Base_Georgia_US_UC"
m_iSignalIndex 9
}
SCR_MilitaryBaseCallsign "{5C90D92F48FBD90E}" {
m_sCallsign "#AR-Campaign_PointHawaii"
m_sCallsignShort "#AR-Comm_Variable_Base_Hawaii_US"
m_sCallsignUpperCase "#AR-Comm_Variable_Base_Hawaii_US_UC"
m_iSignalIndex 10
}
SCR_MilitaryBaseCallsign "{5C90D92F48DFF562}" {
m_sCallsign "#AR-Campaign_PointIdaho"
m_sCallsignShort "#AR-Comm_Variable_Base_Idaho_US"
m_sCallsignUpperCase "#AR-Comm_Variable_Base_Idaho_US_UC"
m_iSignalIndex 11
}
SCR_MilitaryBaseCallsign "{5C90D92F7724C851}" {
m_sCallsign "#AR-Campaign_PointIllinois"
m_sCallsignShort "#AR-Comm_Variable_Base_Illinois_US"
m_sCallsignUpperCase "#AR-Comm_Variable_Base_Illinois_US_UC"
m_iSignalIndex 12
}
SCR_MilitaryBaseCallsign "{5C90D92F77097F3F}" {
m_sCallsign "#AR-Campaign_PointIndiana"
m_sCallsignShort "#AR-Comm_Variable_Base_Indiana_US"
m_sCallsignUpperCase "#AR-Comm_Variable_Base_Indiana_US_UC"
m_iSignalIndex 13
}
SCR_MilitaryBaseCallsign "{5C90D92F77102B55}" {
m_sCallsign "#AR-Campaign_PointIowa"
m_sCallsignShort "#AR-Comm_Variable_Base_Iowa_US"
m_sCallsignUpperCase "#AR-Comm_Variable_Base_Iowa_US_UC"
m_iSignalIndex 14
}
SCR_MilitaryBaseCallsign "{5C90D92F777ABD04}" {
m_sCallsign "#AR-Campaign_PointKansas"
m_sCallsignShort "#AR-Comm_Variable_Base_Kansas_US"
m_sCallsignUpperCase "#AR-Comm_Variable_Base_Kansas_US_UC"
m_iSignalIndex 15
}
SCR_MilitaryBaseCallsign "{5C90D92F775EBBC1}" {
m_sCallsign "#AR-Campaign_PointKentucky"
m_sCallsignShort "#AR-Comm_Variable_Base_Kentucky_US"
m_sCallsignUpperCase "#AR-Comm_Variable_Base_Kentucky_US_UC"
m_iSignalIndex 16
}
SCR_MilitaryBaseCallsign "{5C90D92F77A28EB6}" {
m_sCallsign "#AR-Campaign_PointLouisiana"
m_sCallsignShort "#AR-Comm_Variable_Base_Louisiana_US"
m_sCallsignUpperCase "#AR-Comm_Variable_Base_Louisiana_US_UC"
m_iSignalIndex 17
}
SCR_MilitaryBaseCallsign "{5C90D92F77871C23}" {
m_sCallsign "#AR-Campaign_PointMaine"
m_sCallsignShort "#AR-Comm_Variable_Base_Maine_US"
m_sCallsignUpperCase "#AR-Comm_Variable_Base_Maine_US_UC"
m_iSignalIndex 18
}
SCR_MilitaryBaseCallsign "{5C90D92F77EB96A0}" {
m_sCallsign "#AR-Campaign_PointMaryland"
m_sCallsignShort "#AR-Comm_Variable_Base_Maryland_US"
m_sCallsignUpperCase "#AR-Comm_Variable_Base_Maryland_US_UC"
m_iSignalIndex 19
}
SCR_MilitaryBaseCallsign "{5C90D92F77CC2518}" {
m_sCallsign "#AR-Campaign_PointMassachusetts"
m_sCallsignShort "#AR-Comm_Variable_Base_Massachusetts_US"
m_sCallsignUpperCase "#AR-Comm_Variable_Base_Massachusetts_US_UC"
m_iSignalIndex 20
}
SCR_MilitaryBaseCallsign "{5C90D92F77D3715B}" {
m_sCallsign "#AR-Campaign_PointMichigan"
m_sCallsignShort "#AR-Comm_Variable_Base_Michigan_US"
m_sCallsignUpperCase "#AR-Comm_Variable_Base_Michigan_US_UC"
m_iSignalIndex 21
}
SCR_MilitaryBaseCallsign "{5C90D92F7635D418}" {
m_sCallsign "#AR-Campaign_PointMinnesota"
m_sCallsignShort "#AR-Comm_Variable_Base_Minnesota_US"
m_sCallsignUpperCase "#AR-Comm_Variable_Base_Minnesota_US_UC"
m_iSignalIndex 22
}
SCR_MilitaryBaseCallsign "{5C90D92F761C3FF2}" {
m_sCallsign "#AR-Campaign_PointMississippi"
m_sCallsignShort "#AR-Comm_Variable_Base_Mississippi_US"
m_sCallsignUpperCase "#AR-Comm_Variable_Base_Mississippi_US_UC"
m_iSignalIndex 23
}
SCR_MilitaryBaseCallsign "{5C90D92F7660CFAA}" {
m_sCallsign "#AR-Campaign_PointMissouri"
m_sCallsignShort "#AR-Comm_Variable_Base_Missouri_US"
m_sCallsignUpperCase "#AR-Comm_Variable_Base_Missouri_US_UC"
m_iSignalIndex 24
}
SCR_MilitaryBaseCallsign "{5C90D92F764A6E6B}" {
m_sCallsign "#AR-Campaign_PointMontana"
m_sCallsignShort "#AR-Comm_Variable_Base_Montana_US"
m_sCallsignUpperCase "#AR-Comm_Variable_Base_Montana_US_UC"
m_iSignalIndex 25
}
SCR_MilitaryBaseCallsign "{5C90D92F76AD4D35}" {
m_sCallsign "#AR-Campaign_PointNebraska"
m_sCallsignShort "#AR-Comm_Variable_Base_Nebraska_US"
m_sCallsignUpperCase "#AR-Comm_Variable_Base_Nebraska_US_UC"
m_iSignalIndex 26
}
SCR_MilitaryBaseCallsign "{5C90D92F76B1EF3A}" {
m_sCallsign "#AR-Campaign_PointNevada"
m_sCallsignShort "#AR-Comm_Variable_Base_Nevada_US"
m_sCallsignUpperCase "#AR-Comm_Variable_Base_Nevada_US_UC"
m_iSignalIndex 27
}
SCR_MilitaryBaseCallsign "{5C90D92F7695FF2F}" {
m_sCallsign "#AR-Campaign_PointNewYork"
m_sCallsignShort "#AR-Comm_Variable_Base_NewYork_US"
m_sCallsignUpperCase "#AR-Comm_Variable_Base_NewYork_US_UC"
m_iSignalIndex 28
}
SCR_MilitaryBaseCallsign "{5C90D92F76FF94B1}" {
m_sCallsign "#AR-Campaign_PointOhio"
m_sCallsignShort "#AR-Comm_Variable_Base_Ohio_US"
m_sCallsignUpperCase "#AR-Comm_Variable_Base_Ohio_US_UC"
m_iSignalIndex 29
}
SCR_MilitaryBaseCallsign "{5C90D92F76C68EED}" {
m_sCallsign "#AR-Campaign_PointOklahoma"
m_sCallsignShort "#AR-Comm_Variable_Base_Oklahoma_US"
m_sCallsignUpperCase "#AR-Comm_Variable_Base_Oklahoma_US_UC"
m_iSignalIndex 30
}
SCR_MilitaryBaseCallsign "{5C90D92F752A9F29}" {
m_sCallsign "#AR-Campaign_PointOregon"
m_sCallsignShort "#AR-Comm_Variable_Base_Oregon_US"
m_sCallsignUpperCase "#AR-Comm_Variable_Base_Oregon_US_UC"
m_iSignalIndex 31
}
SCR_MilitaryBaseCallsign "{5C90D92F750E6FB9}" {
m_sCallsign "#AR-Campaign_PointPennsylvania"
m_sCallsignShort "#AR-Comm_Variable_Base_Pennsylvania_US"
m_sCallsignUpperCase "#AR-Comm_Variable_Base_Pennsylvania_US_UC"
m_iSignalIndex 32
}
SCR_MilitaryBaseCallsign "{5C90D92F7517240F}" {
m_sCallsign "#AR-Campaign_PointTexas"
m_sCallsignShort "#AR-Comm_Variable_Base_Texas_US"
m_sCallsignUpperCase "#AR-Comm_Variable_Base_Texas_US_UC"
m_iSignalIndex 33
}
SCR_MilitaryBaseCallsign "{5C90D92F7574D867}" {
m_sCallsign "#AR-Campaign_PointUtah"
m_sCallsignShort "#AR-Comm_Variable_Base_Utah_US"
m_sCallsignUpperCase "#AR-Comm_Variable_Base_Utah_US_UC"
m_iSignalIndex 34
}
SCR_MilitaryBaseCallsign "{5C90D92F755C4871}" {
m_sCallsign "#AR-Campaign_PointVermont"
m_sCallsignShort "#AR-Comm_Variable_Base_Vermont_US"
m_sCallsignUpperCase "#AR-Comm_Variable_Base_Vermont_US_UC"
m_iSignalIndex 35
}
SCR_MilitaryBaseCallsign "{5C90D92F75A0502B}" {
m_sCallsign "#AR-Campaign_PointVirginia"
m_sCallsignShort "#AR-Comm_Variable_Base_Virginia_US"
m_sCallsignUpperCase "#AR-Comm_Variable_Base_Virginia_US_UC"
m_iSignalIndex 36
}
SCR_MilitaryBaseCallsign "{5C90D92F758ABFD3}" {
m_sCallsign "#AR-Campaign_PointWashington"
m_sCallsignShort "#AR-Comm_Variable_Base_Washington_US"
m_sCallsignUpperCase "#AR-Comm_Variable_Base_Washington_US_UC"
m_iSignalIndex 37
}
SCR_MilitaryBaseCallsign "{5C90D92F75EF8263}" {
m_sCallsign "#AR-Campaign_PointWisconsin"
m_sCallsignShort "#AR-Comm_Variable_Base_Wisconsin_US"
m_sCallsignUpperCase "#AR-Comm_Variable_Base_Wisconsin_US_UC"
m_iSignalIndex 38
}
SCR_MilitaryBaseCallsign "{5C90D92F75F0F224}" {
m_sCallsign "#AR-Campaign_PointWyoming"
m_sCallsignShort "#AR-Comm_Variable_Base_Wyoming_US"
m_sCallsignUpperCase "#AR-Comm_Variable_Base_Wyoming_US_UC"
m_iSignalIndex 39
}
}
m_FactionHomeTerritoryConfig SCR_FactionHomeTerritoryConfig "{5AEE94D54FB58C33}" : "{B548A5B264939A98}Configs/Identities/Territories/FactionHomeTerritory_US.conf" {
}
}
@@ -0,0 +1,7 @@
MetaFileClass {
Name "{5C67A1DDE0044806}Configs/ERR/Factions/US.conf"
Configurations {
ResourceClass PC {}
ResourceClass HEADLESS : PC {}
}
}
@@ -0,0 +1,276 @@
SCR_Faction : "{B122E3B10BB3404B}Configs/Factions/OPFOR.conf" {
FactionKey "USSR"
UIInfo SCR_FactionUIInfo "{528C96127F8B6B08}" {
Name "#AR-Faction_USSR"
Icon "{40B12B0DF911B856}UI/Textures/Editor/EditableEntities/Factions/EditableEntity_Faction_USSR.edds"
m_sNameUpper "#AR-Faction_USSR-UC"
}
"Identity of soldiers" FactionIdentity "{570CFDC6685B6B25}" : "{FBBCD73926989580}Configs/Identities/FactionIdentity_USSR.conf" {
}
"Radio encryption key" "coldBorscht"
m_sFactionFlag "{50824EB9F2C215AB}UI/Textures/Flags/USSR-flag-base-3it.edds"
m_FactionFlagMaterial "{B47B52D9DA68905D}Assets/Props/Fabric/Flags/Data/Flag_1_2_SovietArmy.emat"
m_FactionLabel FACTION_USSR
m_CallsignInfo SCR_FactionCallsignInfo "{5DA0F2A67DFB8809}" : "{958043CE1648EC43}Configs/Callsigns/Callsigns_USSR.conf" {
}
m_iFactionRadioFrequency 42000
m_aEntityCatalogs {
SCR_EntityCatalogMultiList "{5C68A0E9BD5E5DD9}" : "{3B679F1799D55F6F}Configs/EntityCatalog/USSR/Characters_EntityCatalog_USSR.conf" {
}
SCR_EntityCatalogMultiList "{5C9E82F285C09E24}" : "{E4785D3AF1D043C2}Configs/ERR/Factions/MissionVehicles.conf" {
}
SCR_EntityCatalogMultiList "{5C68A0E9B9AA3C2D}" : "{37D5B75AAC3E72EA}Configs/EntityCatalog/USSR/Groups_EntityCatalog_USSR.conf" {
}
SCR_EntityCatalog "{5C68A0E9A51460AB}" : "{DDF17C8C140BD1F2}Configs/EntityCatalog/USSR/WeaponTripod_EntityCatalog_USSR.conf" {
}
SCR_EntityCatalogMultiList "{5C68A0E9AFE1E631}" : "{C53421647C3D0D2E}Configs/EntityCatalog/USSR/InventoryItems_EntityCatalog_USSR.conf" {
}
SCR_EntityCatalog "{5C9EDDD378BA3298}" : "{B4CA6761AC935808}Configs/EntityCatalog/USSR/SupplyContainerItems_EntityCatalog_USSR.conf" {
}
}
m_iIdentityVoiceSignal 100
m_aBaseCallsigns {
SCR_MilitaryBaseCallsign "{5C9108F95F3FB520}" {
m_sCallsign "#AR-Campaign_PointArena"
m_sCallsignShort "#AR-Comm_Variable_Base_Arena_RU"
m_sCallsignUpperCase "#AR-Comm_Variable_Base_Arena_RU_UC"
m_iSignalIndex 0
}
SCR_MilitaryBaseCallsign "{5C9108F95F0034DB}" {
m_sCallsign "#AR-Campaign_PointAvrora"
m_sCallsignShort "#AR-Comm_Variable_Base_Avrora_RU"
m_sCallsignUpperCase "#AR-Comm_Variable_Base_Avrora_RU_UC"
m_iSignalIndex 1
}
SCR_MilitaryBaseCallsign "{5C9108F95F6514E7}" {
m_sCallsign "#AR-Campaign_PointBekas"
m_sCallsignShort "#AR-Comm_Variable_Base_Bekas_RU"
m_sCallsignUpperCase "#AR-Comm_Variable_Base_Bekas_RU_UC"
m_iSignalIndex 2
}
SCR_MilitaryBaseCallsign "{5C9108F95F4EE8BF}" {
m_sCallsign "#AR-Campaign_PointBizon"
m_sCallsignShort "#AR-Comm_Variable_Base_Bizon_RU"
m_sCallsignUpperCase "#AR-Comm_Variable_Base_Bizon_RU_UC"
m_iSignalIndex 3
}
SCR_MilitaryBaseCallsign "{5C9108F95F5021F9}" {
m_sCallsign "#AR-Campaign_PointBolero"
m_sCallsignShort "#AR-Comm_Variable_Base_Bolero_RU"
m_sCallsignUpperCase "#AR-Comm_Variable_Base_Bolero_RU_UC"
m_iSignalIndex 4
}
SCR_MilitaryBaseCallsign "{5C9108F95FBA4C89}" {
m_sCallsign "#AR-Campaign_PointCafftan"
m_sCallsignShort "#AR-Comm_Variable_Base_Cafftan_RU"
m_sCallsignUpperCase "#AR-Comm_Variable_Base_Cafftan_RU_UC"
m_iSignalIndex 5
}
SCR_MilitaryBaseCallsign "{5C9108F95F9C00A9}" {
m_sCallsign "#AR-Campaign_PointKaban"
m_sCallsignShort "#AR-Comm_Variable_Base_Kaban_RU"
m_sCallsignUpperCase "#AR-Comm_Variable_Base_Kaban_RU_UC"
m_iSignalIndex 6
}
SCR_MilitaryBaseCallsign "{5C9108F95FE17E10}" {
m_sCallsign "#AR-Campaign_PointConsul"
m_sCallsignShort "#AR-Comm_Variable_Base_Consul_RU"
m_sCallsignUpperCase "#AR-Comm_Variable_Base_Consul_RU_UC"
m_iSignalIndex 7
}
SCR_MilitaryBaseCallsign "{5C9108F95FCBA475}" {
m_sCallsign "#AR-Campaign_PointDimok"
m_sCallsignShort "#AR-Comm_Variable_Base_Dimok_RU"
m_sCallsignUpperCase "#AR-Comm_Variable_Base_Dimok_RU_UC"
m_iSignalIndex 8
}
SCR_MilitaryBaseCallsign "{5C9108F95E2B2963}" {
m_sCallsign "#AR-Campaign_PointEffir"
m_sCallsignShort "#AR-Comm_Variable_Base_Effir_RU"
m_sCallsignUpperCase "#AR-Comm_Variable_Base_Effir_RU_UC"
m_iSignalIndex 9
}
SCR_MilitaryBaseCallsign "{5C9108F95E3040F5}" {
m_sCallsign "#AR-Campaign_PointFakir"
m_sCallsignShort "#AR-Comm_Variable_Base_Fakir_RU"
m_sCallsignUpperCase "#AR-Comm_Variable_Base_Fakir_RU_UC"
m_iSignalIndex 10
}
SCR_MilitaryBaseCallsign "{5C9108F95E17C67D}" {
m_sCallsign "#AR-Campaign_PointGips"
m_sCallsignShort "#AR-Comm_Variable_Base_Gips_RU"
m_sCallsignUpperCase "#AR-Comm_Variable_Base_Gips_RU_UC"
m_iSignalIndex 11
}
SCR_MilitaryBaseCallsign "{5C9108F95E797F8A}" {
m_sCallsign "#AR-Campaign_PointGussar"
m_sCallsignShort "#AR-Comm_Variable_Base_Gussar_RU"
m_sCallsignUpperCase "#AR-Comm_Variable_Base_Gussar_RU_UC"
m_iSignalIndex 12
}
SCR_MilitaryBaseCallsign "{5C9108F95E431F83}" {
m_sCallsign "#AR-Campaign_PointIgla"
m_sCallsignShort "#AR-Comm_Variable_Base_Igla_RU"
m_sCallsignUpperCase "#AR-Comm_Variable_Base_Igla_RU_UC"
m_iSignalIndex 13
}
SCR_MilitaryBaseCallsign "{5C9108F95EA7F87E}" {
m_sCallsign "#AR-Campaign_PointKhek"
m_sCallsignShort "#AR-Comm_Variable_Base_Khek_RU"
m_sCallsignUpperCase "#AR-Comm_Variable_Base_Khek_RU_UC"
m_iSignalIndex 14
}
SCR_MilitaryBaseCallsign "{5C9108F95E88C6B9}" {
m_sCallsign "#AR-Campaign_PointLednik"
m_sCallsignShort "#AR-Comm_Variable_Base_Lednik_RU"
m_sCallsignUpperCase "#AR-Comm_Variable_Base_Lednik_RU_UC"
m_iSignalIndex 15
}
SCR_MilitaryBaseCallsign "{5C9108F95EEDE322}" {
m_sCallsign "#AR-Campaign_PointMatros"
m_sCallsignShort "#AR-Comm_Variable_Base_Matros_RU"
m_sCallsignUpperCase "#AR-Comm_Variable_Base_Matros_RU_UC"
m_iSignalIndex 16
}
SCR_MilitaryBaseCallsign "{5C9108F95EF6244A}" {
m_sCallsign "#AR-Campaign_PointMuskat"
m_sCallsignShort "#AR-Comm_Variable_Base_Muskat_RU"
m_sCallsignUpperCase "#AR-Comm_Variable_Base_Muskat_RU_UC"
m_iSignalIndex 17
}
SCR_MilitaryBaseCallsign "{5C9108F95EDAF04A}" {
m_sCallsign "#AR-Campaign_PointNagan"
m_sCallsignShort "#AR-Comm_Variable_Base_Nagan_RU"
m_sCallsignUpperCase "#AR-Comm_Variable_Base_Nagan_RU_UC"
m_iSignalIndex 18
}
SCR_MilitaryBaseCallsign "{5C9108F95D3CCF27}" {
m_sCallsign "#AR-Campaign_PointNitka"
m_sCallsignShort "#AR-Comm_Variable_Base_Nitka_RU"
m_sCallsignUpperCase "#AR-Comm_Variable_Base_Nitka_RU_UC"
m_iSignalIndex 19
}
SCR_MilitaryBaseCallsign "{5C9108F95D076483}" {
m_sCallsign "#AR-Campaign_PointOmega"
m_sCallsignShort "#AR-Comm_Variable_Base_Omega_RU"
m_sCallsignUpperCase "#AR-Comm_Variable_Base_Omega_RU_UC"
m_iSignalIndex 20
}
SCR_MilitaryBaseCallsign "{5C9108F95D68D0F3}" {
m_sCallsign "#AR-Campaign_PointPlazma"
m_sCallsignShort "#AR-Comm_Variable_Base_Plazma_RU"
m_sCallsignUpperCase "#AR-Comm_Variable_Base_Plazma_RU_UC"
m_iSignalIndex 21
}
SCR_MilitaryBaseCallsign "{5C9108F95D4C0F8E}" {
m_sCallsign "#AR-Campaign_PointPolyn"
m_sCallsignShort "#AR-Comm_Variable_Base_Polyn_RU"
m_sCallsignUpperCase "#AR-Comm_Variable_Base_Polyn_RU_UC"
m_iSignalIndex 22
}
SCR_MilitaryBaseCallsign "{5C9108F95D56EEEE}" {
m_sCallsign "#AR-Campaign_PointProlog"
m_sCallsignShort "#AR-Comm_Variable_Base_Prolog_RU"
m_sCallsignUpperCase "#AR-Comm_Variable_Base_Prolog_RU_UC"
m_iSignalIndex 23
}
SCR_MilitaryBaseCallsign "{5C9108F95DBA92EE}" {
m_sCallsign "#AR-Campaign_PointRabkor"
m_sCallsignShort "#AR-Comm_Variable_Base_Rabkor_RU"
m_sCallsignUpperCase "#AR-Comm_Variable_Base_Rabkor_RU_UC"
m_iSignalIndex 24
}
SCR_MilitaryBaseCallsign "{5C9108F95C69680D}" {
m_sCallsign "#AR-Campaign_PointRadon"
m_sCallsignShort "#AR-Comm_Variable_Base_Radon_RU"
m_sCallsignUpperCase "#AR-Comm_Variable_Base_Radon_RU_UC"
m_iSignalIndex 25
}
SCR_MilitaryBaseCallsign "{5C9108F95C4FD930}" {
m_sCallsign "#AR-Campaign_PointSadko"
m_sCallsignShort "#AR-Comm_Variable_Base_Sadko_RU"
m_sCallsignUpperCase "#AR-Comm_Variable_Base_Sadko_RU_UC"
m_iSignalIndex 26
}
SCR_MilitaryBaseCallsign "{5C9108F95C5255FD}" {
m_sCallsign "#AR-Campaign_PointSekret"
m_sCallsignShort "#AR-Comm_Variable_Base_Sekret_RU"
m_sCallsignUpperCase "#AR-Comm_Variable_Base_Sekret_RU_UC"
m_iSignalIndex 27
}
SCR_MilitaryBaseCallsign "{5C9108F95CB621AE}" {
m_sCallsign "#AR-Campaign_PointShtanga"
m_sCallsignShort "#AR-Comm_Variable_Base_Shtanga_RU"
m_sCallsignUpperCase "#AR-Comm_Variable_Base_Shtanga_RU_UC"
m_iSignalIndex 28
}
SCR_MilitaryBaseCallsign "{5C9108F95C9545BC}" {
m_sCallsign "#AR-Campaign_PointShuka"
m_sCallsignShort "#AR-Comm_Variable_Base_Shuka_RU"
m_sCallsignUpperCase "#AR-Comm_Variable_Base_Shuka_RU_UC"
m_iSignalIndex 29
}
SCR_MilitaryBaseCallsign "{5C9108F95CFE26C3}" {
m_sCallsign "#AR-Campaign_PointTabor"
m_sCallsignShort "#AR-Comm_Variable_Base_Tabor_RU"
m_sCallsignUpperCase "#AR-Comm_Variable_Base_Tabor_RU_UC"
m_iSignalIndex 30
}
SCR_MilitaryBaseCallsign "{5C9108F95CDD263C}" {
m_sCallsign "#AR-Campaign_PointTenor"
m_sCallsignShort "#AR-Comm_Variable_Base_Tenor_RU"
m_sCallsignUpperCase "#AR-Comm_Variable_Base_Tenor_RU_UC"
m_iSignalIndex 31
}
SCR_MilitaryBaseCallsign "{5C9108F95B27128C}" {
m_sCallsign "#AR-Campaign_PointTsikson"
m_sCallsignShort "#AR-Comm_Variable_Base_Tsikson_RU"
m_sCallsignUpperCase "#AR-Comm_Variable_Base_Tsikson_RU_UC"
m_iSignalIndex 32
}
SCR_MilitaryBaseCallsign "{5C9108F95B08D83D}" {
m_sCallsign "#AR-Campaign_PointUlan"
m_sCallsignShort "#AR-Comm_Variable_Base_Ulan_RU"
m_sCallsignUpperCase "#AR-Comm_Variable_Base_Ulan_RU_UC"
m_iSignalIndex 33
}
SCR_MilitaryBaseCallsign "{5C9108F95B6D3FC2}" {
m_sCallsign "#AR-Campaign_PointVermout"
m_sCallsignShort "#AR-Comm_Variable_Base_Vermout_RU"
m_sCallsignUpperCase "#AR-Comm_Variable_Base_Vermout_RU_UC"
m_iSignalIndex 34
}
SCR_MilitaryBaseCallsign "{5C9108F95B712949}" {
m_sCallsign "#AR-Campaign_PointViympel"
m_sCallsignShort "#AR-Comm_Variable_Base_Viympel_RU"
m_sCallsignUpperCase "#AR-Comm_Variable_Base_Viympel_RU_UC"
m_iSignalIndex 35
}
SCR_MilitaryBaseCallsign "{5C9108F95B57D185}" {
m_sCallsign "#AR-Campaign_PointYantar"
m_sCallsignShort "#AR-Comm_Variable_Base_Yantar_RU"
m_sCallsignUpperCase "#AR-Comm_Variable_Base_Yantar_RU_UC"
m_iSignalIndex 36
}
SCR_MilitaryBaseCallsign "{5C9108F95BB17114}" {
m_sCallsign "#AR-Campaign_PointYolka"
m_sCallsignShort "#AR-Comm_Variable_Base_Yolka_RU"
m_sCallsignUpperCase "#AR-Comm_Variable_Base_Yolka_RU_UC"
m_iSignalIndex 37
}
SCR_MilitaryBaseCallsign "{5C9108F95B97C054}" {
m_sCallsign "#AR-Campaign_PointZheton"
m_sCallsignShort "#AR-Comm_Variable_Base_Zheton_RU"
m_sCallsignUpperCase "#AR-Comm_Variable_Base_Zheton_RU_UC"
m_iSignalIndex 38
}
SCR_MilitaryBaseCallsign "{5C9108F95BFC33E5}" {
m_sCallsign "#AR-Campaign_PointZurna"
m_sCallsignShort "#AR-Comm_Variable_Base_Zurna_RU"
m_sCallsignUpperCase "#AR-Comm_Variable_Base_Zurna_RU_UC"
m_iSignalIndex 39
}
}
m_FactionHomeTerritoryConfig SCR_FactionHomeTerritoryConfig "{5AEE94D5517C30BD}" : "{31FC78AF00523A99}Configs/Identities/Territories/FactionHomeTerritory_USSR.conf" {
}
}
@@ -0,0 +1,7 @@
MetaFileClass {
Name "{D7A5CFA62A36480D}Configs/ERR/Factions/USSR.conf"
Configurations {
ResourceClass PC {}
ResourceClass HEADLESS : PC {}
}
}
@@ -0,0 +1,21 @@
SCR_GameOverScreenConfig : "{651583FFFB7FC765}Configs/GameOverScreen/BaseGameOverScreensConfig.conf" {
m_aGameOverScreens {
ERR_EscapeGameOverScreenInfo "{6B193DC8DDC63507}" {
m_GameOverScreenId VICTORY
m_GameOverContentLayout "{C4507D07F3C54831}UI/layouts/HUD/GameOver/EndScreen/EndScreenContent_NoImage.layout"
m_OptionalParams SCR_BaseGameOverScreenInfoOptional "{4984A5C1BFEFC04E}" {
m_sTitle "Escape complete"
m_sAudioOneShot "SOUND_ONVICTORY"
}
}
ERR_FailureGameOverScreenInfo "{E66F29A7A8AD7438}" {
m_GameOverScreenId LOOSE
m_GameOverContentLayout "{C4507D07F3C54831}UI/layouts/HUD/GameOver/EndScreen/EndScreenContent_NoImage.layout"
m_OptionalParams SCR_BaseGameOverScreenInfoOptional "{3DBF0BDE715945FA}" {
m_sTitle "Escape failed"
m_sDebriefing "No surviving prisoners can complete the escape, or the extraction helicopter has been lost."
m_sAudioOneShot "SOUND_ONDEFEAT"
}
}
}
}
@@ -0,0 +1,9 @@
MetaFileClass {
Name "{F6633922A25F9441}Configs/ERR/GameOverScreens.conf"
Configurations {
ResourceClass PC {
}
ResourceClass HEADLESS : PC {
}
}
}
@@ -0,0 +1,7 @@
ERR_FactionCatalog {
PlayerFactionKey "US"
EnemyFactionKey "USSR"
PrisonerPrefab "{3FF693715C9F8928}Prefabs/ERR/Prisoner.et"
GuardGroupPrefab "{D5A4D0D3AE1A3E26}Prefabs/ERR/Patrol.et"
ExtractionPrefab "{DF5CCB7C0FF049F4}Prefabs/Vehicles/Helicopters/Mi8MT/Mi8MT_unarmed_transport.et"
}
@@ -0,0 +1,9 @@
MetaFileClass {
Name "{BE50B97B8E2B36E6}Configs/ERR/VanillaFactions.conf"
Configurations {
ResourceClass PC {
}
ResourceClass HEADLESS : PC {
}
}
}
@@ -0,0 +1,11 @@
SCR_MissionHeader {
World "{B6C516F86302C679}Worlds/ERR_Everon.ent"
SystemsConfig "{C50579A2EC48E8EF}Configs/Systems/MissionSystems.conf"
m_sName "Rereintroduced: Everon Base (development)"
m_sAuthor "Rereintroduced contributors"
m_sDescription "Independent base escape mission using vanilla Reforger. Companion addons optional. Development scenario."
m_sGameMode "Escape"
m_iPlayerCount 12
m_eSaveTypes 0
m_bShowInScenarioMenu 1
}
@@ -0,0 +1,9 @@
MetaFileClass {
Name "{AD62322D5213C440}Missions/ERR_Everon_Base.conf"
Configurations {
ResourceClass PC {
}
ResourceClass HEADLESS : PC {
}
}
}
@@ -0,0 +1,6 @@
GenericEntity {
components {
ERR_LocationComponent "{C17CA14398A1CD7E}" { m_Kind 2 }
RplComponent "{0BF5BAAA5FBFEECE}" { Streamable Disabled }
}
}
@@ -0,0 +1,9 @@
MetaFileClass {
Name "{033503110AC34EAC}Prefabs/ERR/Extraction.et"
Configurations {
EntityTemplateResourceClass PC {
}
EntityTemplateResourceClass HEADLESS : PC {
}
}
}
@@ -0,0 +1,10 @@
SCR_FactionManager : "{A242612865F2A48E}Prefabs/MP/Managers/Factions/FactionManager_Base.et" {
Factions {
SCR_Faction : "{5C67A1DDE0044806}Configs/ERR/Factions/US.conf" {
m_sFactionBackground "{F8AC305446D5D480}UI/Textures/DeployMenu/Loadout-BG/Loadout_US_BG.imageset"
}
SCR_Faction : "{D7A5CFA62A36480D}Configs/ERR/Factions/USSR.conf" {
m_sFactionBackground "{21533F2089005056}UI/Textures/DeployMenu/Loadout-BG/Loadout_BG_USSR.imageset"
}
}
}
@@ -0,0 +1,7 @@
MetaFileClass {
Name "{5414041A15DC4B54}Prefabs/ERR/FactionManager.et"
Configurations {
EntityTemplateResourceClass PC {}
EntityTemplateResourceClass HEADLESS : PC {}
}
}
@@ -0,0 +1,13 @@
GenericEntity {
components {
MeshObject "{A557F6DC012E5101}" {
Object "{268DBDABB3C94AD7}Assets/Props/Military/Sandbags/Sandbag_01_short.xob"
Materials {
MaterialAssignClass "{A557F6DC012E5102}" { SourceMaterial "Sandbags_01_Short" AssignedMaterial "{31529E064AA7C917}Assets/Props/Military/Sandbags/Data/Sandbags_01_short_Burlap.emat" }
MaterialAssignClass "{A557F6DC012E5103}" { SourceMaterial "Sandbags_01_MLOD" AssignedMaterial "{2169E8EB73E1C127}Assets/Props/Military/Sandbags/Data/Sandbags_01_Burlap_MLOD.emat" }
}
}
RigidBody "{A557F6DC012E5104}" { ModelGeometry 1 Static 1 }
RplComponent "{A557F6DC012E5105}" {}
}
}
@@ -0,0 +1,7 @@
MetaFileClass {
Name "{4B6AC1D8701C35A1}Prefabs/ERR/FieldCover.et"
Configurations {
ResourceClass PC {}
ResourceClass HEADLESS : PC {}
}
}
@@ -0,0 +1,14 @@
ERR_GameMode : "{0F307326459A1395}Prefabs/MP/Modes/GameMode_Base.et" {
components {
SCR_GameOverScreenManagerComponent "{56DEC646298AD219}" {
m_GameOverScreenConfig SCR_GameOverScreenConfig "{56DEC6462FFDD82D}" : "{F6633922A25F9441}Configs/ERR/GameOverScreens.conf" {}
}
ERR_ScenarioComponent "{B78E910E88DE30D2}" {
m_Definition "{BC310DC0CD27F523}Configs/ERR/EveronSites.conf"
}
SCR_RespawnSystemComponent "{56B2B4793051E7C9}" {
m_SpawnLogic ERR_SpawnLogic "{79AD722B2EFD595F}" {}
}
}
m_bUseSpawnPreload 0
}
@@ -0,0 +1,9 @@
MetaFileClass {
Name "{978E045E53EF36C8}Prefabs/ERR/GameMode.et"
Configurations {
EntityTemplateResourceClass PC {
}
EntityTemplateResourceClass HEADLESS : PC {
}
}
}
@@ -0,0 +1,5 @@
GenericEntity : "{6D56FED1E55A8F84}Prefabs/Items/Misc/IntelligenceFolder_E_01/IntelligenceFolder_E_01.et" {
components {
ERR_DocumentComponent "{E4598D0BE2C251A3}" {}
}
}
@@ -0,0 +1,9 @@
MetaFileClass {
Name "{554159A6740C3F3E}Prefabs/ERR/ObjectiveDocument.et"
Configurations {
ResourceClass PC {
}
ResourceClass HEADLESS : PC {
}
}
}
@@ -0,0 +1,10 @@
SCR_AIGroup : "{E552DABF3636C2AD}Prefabs/Groups/OPFOR/Group_USSR_RifleSquad.et" {
m_aUnitPrefabSlots {
"{5436629450D8387A}Prefabs/Characters/Factions/OPFOR/USSR_Army/Character_USSR_SL.et"
"{612F43A4D5AE765F}Prefabs/Characters/Factions/OPFOR/USSR_Army/Character_USSR_RTO.et"
"{23ADBBC31B6A3DC6}Prefabs/Characters/Factions/OPFOR/USSR_Army/Character_USSR_AR.et"
"{1C78331E156A3D65}Prefabs/Characters/Factions/OPFOR/USSR_Army/Character_USSR_AT.et"
"{333DA6244C7DA34C}Prefabs/Characters/Factions/OPFOR/USSR_Army/Character_USSR_SR.et"
"{BF643BE4ADBDFDD3}Prefabs/Characters/Factions/OPFOR/USSR_Army/Character_USSR_LAT.et"
}
}
@@ -0,0 +1,7 @@
MetaFileClass {
Name "{D5A4D0D3AE1A3E26}Prefabs/ERR/Patrol.et"
Configurations {
EntityTemplateResourceClass PC {}
EntityTemplateResourceClass HEADLESS {}
}
}
@@ -0,0 +1,90 @@
GenericEntity {
components {
ERR_LocationComponent "{3B60CBEB3C04333C}" { m_Kind 0 }
Hierarchy "{30ADADE77D1EC3B8}" {}
RplComponent "{7FA5168C6FBD0C22}" {}
}
{
GenericEntity : "{A67420C1FB91856E}Prefabs/ERR/PrisonWall.et" {
ID "2879356FFFBE36E0"
coords -6 0 6
angles 0 0 0
}
GenericEntity : "{A67420C1FB91856E}Prefabs/ERR/PrisonWall.et" {
ID "C99EF9AFCEBA863D"
coords -3 0 6
angles 0 0 0
}
GenericEntity : "{A67420C1FB91856E}Prefabs/ERR/PrisonWall.et" {
ID "91048277F04ACA61"
coords 0 0 6
angles 0 0 0
}
GenericEntity : "{A67420C1FB91856E}Prefabs/ERR/PrisonWall.et" {
ID "8F2200A922FB0A6E"
coords 3 0 6
angles 0 0 0
}
GenericEntity : "{A67420C1FB91856E}Prefabs/ERR/PrisonWall.et" {
ID "3C442429BBCF5D2F"
coords -6 0 -6
angles 0 -90 0
}
GenericEntity : "{A67420C1FB91856E}Prefabs/ERR/PrisonWall.et" {
ID "9E855CC802C592CA"
coords 6 0 -6
angles 0 -90 0
}
GenericEntity : "{A67420C1FB91856E}Prefabs/ERR/PrisonWall.et" {
ID "778DAC42C9208F67"
coords -6 0 -3
angles 0 -90 0
}
GenericEntity : "{A67420C1FB91856E}Prefabs/ERR/PrisonWall.et" {
ID "7E350EB9053673C4"
coords 6 0 -3
angles 0 -90 0
}
GenericEntity : "{A67420C1FB91856E}Prefabs/ERR/PrisonWall.et" {
ID "AD17884D5EA37D37"
coords -6 0 0
angles 0 -90 0
}
GenericEntity : "{A67420C1FB91856E}Prefabs/ERR/PrisonWall.et" {
ID "1A157E23E1A995D8"
coords 6 0 0
angles 0 -90 0
}
GenericEntity : "{A67420C1FB91856E}Prefabs/ERR/PrisonWall.et" {
ID "3A78A6F3ACB7ACB1"
coords -6 0 3
angles 0 -90 0
}
GenericEntity : "{A67420C1FB91856E}Prefabs/ERR/PrisonWall.et" {
ID "275B472B565FFF6C"
coords 6 0 3
angles 0 -90 0
}
GenericEntity : "{A67420C1FB91856E}Prefabs/ERR/PrisonWall.et" {
ID "1B20E11B3FC7B59A"
coords -6 0 -6
angles 0 0 0
}
GenericEntity : "{A67420C1FB91856E}Prefabs/ERR/PrisonWall.et" {
ID "2735B52246DD6213"
coords -3 0 -6
angles 0 0 0
}
GenericEntity : "{A67420C1FB91856E}Prefabs/ERR/PrisonWall.et" {
ID "28101A0E33470B38"
coords 3 0 -6
angles 0 0 0
}
GenericEntity : "{C3FDC4DBCD58C2F5}Prefabs/ERR/PrisonDoor.et" {
ID "54D8F96ECC743335"
scale 1.5
coords 0 -0.1 -6
angles 0 0 0
}
}
}
@@ -0,0 +1,9 @@
MetaFileClass {
Name "{BE6B8D56349038A6}Prefabs/ERR/Prison.et"
Configurations {
EntityTemplateResourceClass PC {
}
EntityTemplateResourceClass HEADLESS : PC {
}
}
}
@@ -0,0 +1,19 @@
GenericEntity : "{34B08027DBDE322A}Prefabs/Structures/BuildingParts/Doors/Door_MetalGate_01_Short_LEFT_EXT_ST_B.et" {
components {
DoorComponent "{221C667A9F7D4B69}" {
DoorAction ERR_PrisonDoorAction "{50888D3646A61640}" {
ParentContextList { "SCR_DoorUserAction" }
}
}
ActionsManagerComponent "{F32B667C3C823800}" {
ActionContexts { UserActionContext "{50888D37F529F720}" { ContextName "SCR_DoorUserAction" Radius 2 } }
additionalActions {
ERR_UnlockPrisonAction "{CA7918FEA177BFB8}" {
ParentContextList { "SCR_DoorUserAction" }
UIInfo SCR_ActionUIInfo "{F734C81E11AA6BEF}" { Name "Pick prison lock" }
Duration 4
}
}
}
}
}
@@ -0,0 +1,9 @@
MetaFileClass {
Name "{C3FDC4DBCD58C2F5}Prefabs/ERR/PrisonDoor.et"
Configurations {
EntityTemplateResourceClass PC {
}
EntityTemplateResourceClass HEADLESS : PC {
}
}
}
@@ -0,0 +1,8 @@
GenericEntity {
components {
Hierarchy "{4F20A90EDBD625A4}" {}
MeshObject "{4F20A90EDBD625A1}" { Object "{0B96D139FEBCA006}Assets/Structures/Walls/Concrete/ConcreteWall_01_3m.xob" }
RigidBody "{4F20A90EDBD625A2}" { ModelGeometry 1 Static 1 }
RplComponent "{4F20A90EDBD625A3}" {}
}
}
@@ -0,0 +1,9 @@
MetaFileClass {
Name "{A67420C1FB91856E}Prefabs/ERR/PrisonWall.et"
Configurations {
EntityTemplateResourceClass PC {
}
EntityTemplateResourceClass HEADLESS : PC {
}
}
}
@@ -0,0 +1,55 @@
SCR_ChimeraCharacter : "{836E7E39AAC5888B}Prefabs/Characters/Factions/BLUFOR/US_Army/Character_US_Base.et" {
components {
ActionsManagerComponent "{520EA1D2F659CE02}" {
additionalActions {
ERR_LoadCasualtyAction "{E7016B8C499EC8A3}" {
ParentContextList { "Chest" "LowerTorso" }
UIInfo SCR_ActionUIInfo "{E7016B8C499EC8A4}" { Name "Load casualty into extraction helicopter" }
Duration 5
}
}
}
SCR_EditableCharacterComponent "{520EA1D2F659C85C}" {
m_UIInfo SCR_EditableEntityUIInfo "{5298E609432D192D}" {
Name "Prisoner"
}
}
SCR_CharacterInventoryStorageComponent "{520EA1D2DB118DAC}" {
components {
SCR_EquipmentStorageComponent "{56B49DA9722B635D}" {
InitialStorageSlots {
SCR_EquipmentStorageSlot BinocularSlot { Prefab "" }
SCR_EquipmentStorageSlot WristwatchSlot {
Prefab "{78ED4FEF62BBA728}Prefabs/Items/Equipment/Watches/Watch_SandY184A.et"
}
}
}
}
}
BaseLoadoutManagerComponent "{520EA1D2DB11821E}" {
Slots {
LoadoutSlotInfo Hat { Prefab "{F545C1BE7C99954A}Prefabs/Characters/HeadGear/Hat_Patrol_US_01/Hat_Patrol_US_01.et" }
LoadoutSlotInfo Jacket { Prefab "{3CCA7A9BB4FD3197}Prefabs/Characters/Uniforms/Jacket_US_BDU_rolledup.et" }
LoadoutSlotInfo Pants { Prefab "{604BB72BE8E023C2}Prefabs/Characters/Uniforms/Pants_US_BDU.et" }
SCR_FeetLoadoutSlotInfo Boots { Prefab "{DAAFD15478BDE1C3}Prefabs/Characters/Footwear/CombatBoots_US_01.et" }
LoadoutSlotInfo ArmoredVest { Prefab "" }
LoadoutSlotInfo Back { Prefab "" }
LoadoutSlotInfo Vest { Prefab "" }
LoadoutSlotInfo HandWear { Prefab "" }
}
}
SCR_InventoryStorageManagerComponent "{520EA1D2DB118DE5}" {
InitialInventoryItems {
ItemsInitConfigurationItem "{EA7AC3C2078B68C1}" {
TargetStorage "Prefabs/Characters/Uniforms/Pants_US_BDU.et"
PrefabsToSpawn {
"{A81F501D3EF6F38E}Prefabs/Items/Medicine/FieldDressing_01/FieldDressing_US_01.et"
"{A81F501D3EF6F38E}Prefabs/Items/Medicine/FieldDressing_01/FieldDressing_US_01.et"
"{D70216B1B2889129}Prefabs/Items/Medicine/Tourniquet_01/Tourniquet_US_01.et"
"{0D9A5DCF89AE7AA9}Prefabs/Items/Medicine/MorphineInjection_01/MorphineInjection_01.et"
}
}
}
}
}
}
@@ -0,0 +1,7 @@
MetaFileClass {
Name "{3FF693715C9F8928}Prefabs/ERR/Prisoner.et"
Configurations {
EntityTemplateResourceClass PC {}
EntityTemplateResourceClass HEADLESS : PC {}
}
}
@@ -0,0 +1,16 @@
GenericEntity {
components {
MeshObject "{111C06CB740ED195}" { Object "{77C9FCF3FB1246E9}Assets/Items/Equipment/Radios/Radio_R107M/Radio_R107M_01_item.xob" }
RigidBody "{4C174A44D07B91BA}" { ModelGeometry 1 Static 1 }
ERR_LocationComponent "{C19CA6CC83470879}" { m_Kind 1 }
RplComponent "{54ED7463161A5622}" { Streamable Disabled }
ActionsManagerComponent "{B081EC0768636EAB}" {
ActionContexts { UserActionContext "{C1A75A5D8B7EF1E4}" { ContextName "ERR_Radio" Radius 2 } }
additionalActions { ERR_TuneRadioAction "{7ABBB6B5D73DDD95}" {
ParentContextList { "ERR_Radio" }
UIInfo SCR_ActionUIInfo "{1B42BB7CEDECB994}" { Name "Contact extraction HQ" }
Duration 8
} }
}
}
}
@@ -0,0 +1,9 @@
MetaFileClass {
Name "{F7E7E3D6ACF0C860}Prefabs/ERR/Radio.et"
Configurations {
EntityTemplateResourceClass PC {
}
EntityTemplateResourceClass HEADLESS : PC {
}
}
}
@@ -0,0 +1,7 @@
SCR_ManualCamera {
m_bInputEnabled 0
m_bStartAtEntity 1
m_aComponents {
ERR_FollowSurvivorCameraComponent "{965C2E8B2339B926}" {}
}
}
@@ -0,0 +1,9 @@
MetaFileClass {
Name "{EB1210AAE1BB8F54}Prefabs/ERR/SpectatorCamera.et"
Configurations {
EntityTemplateResourceClass PC {
}
EntityTemplateResourceClass HEADLESS : PC {
}
}
}
@@ -0,0 +1,28 @@
GenericEntity : "{EBBC859CCD94D96D}Prefabs/Props/EmptyStorages/USSR_AmmoBox_empty.et" {
components {
MeshObject "{6530845A09309E37}" {
Object "{819ED3266EE5113B}Assets/Props/Military/AmmoBox/EquipmentBoxWooden_01/EquipmentBoxWooden_Weapon_01.xob"
Materials {
MaterialAssignClass "{6530845A093091BB}" {
SourceMaterial "EquipmentBoxWooden_Weapon_01"
AssignedMaterial "{7D2E831AFA5CF50D}Assets/Props/Military/AmmoBox/EquipmentBoxWooden_01/Data/EquipmentBoxWooden_Weapon_01_USSR.emat"
}
MaterialAssignClass "{6530845A093091B2}" {
SourceMaterial "EquipmentBoxWooden_Weapon_01_Decal"
}
}
}
SCR_UniversalInventoryStorageComponent "{6530845A09302DE0}" {
MaxCumulativeVolume 120000
MaxItemSize 120 40 40
m_fMaxWeight 80
Attributes SCR_ItemAttributeCollection "{6530845A09302DFF}" {
ItemDisplayName SCR_InventoryUIInfo "{6530845A09302D03}" {
Name "Supply cache"
Description "Limited equipment shared between prisoners."
}
}
}
InventoryStorageManagerComponent "{18A1D42A468F584F}" {}
}
}
@@ -0,0 +1,9 @@
MetaFileClass {
Name "{40986810D0B1F4AE}Prefabs/ERR/SupplyCache.et"
Configurations {
ResourceClass PC {
}
ResourceClass HEADLESS : PC {
}
}
}
@@ -0,0 +1,6 @@
GenericEntity {
components {
ERR_LocationComponent "{8E7CFEA92C1811F0}" { m_Kind 4 }
RplComponent "{98A4A31435A9CA04}" { Streamable Disabled }
}
}
@@ -0,0 +1,9 @@
MetaFileClass {
Name "{7C3D16C17C24D351}Prefabs/ERR/SupplySite.et"
Configurations {
ResourceClass PC {
}
ResourceClass HEADLESS : PC {
}
}
}
@@ -0,0 +1,48 @@
class ERR_UnlockPrisonAction : ScriptedUserAction
{
override bool CanBePerformedScript(IEntity user)
{
ERR_GameMode mode = ERR_GameMode.Get();
return mode && mode.Phase() == ERR_Phase.PRISON && ERR_Actors.CanFight(user);
}
override void PerformAction(IEntity pOwnerEntity, IEntity pUserEntity)
{
ERR_GameMode mode = ERR_GameMode.Get();
if (!mode || !mode.UnlockPrison(pUserEntity)) return;
BaseDoorComponent door = BaseDoorComponent.Cast(pOwnerEntity.FindComponent(BaseDoorComponent));
if (door) door.UseDoorAction(pUserEntity);
}
}
class ERR_PrisonDoorAction : SCR_DoorUserAction
{
// Native AI calls PerformAction directly, bypassing the UI availability query.
// Recheck the same permission here; preserve vanilla execution/broadcasting
// on both server and clients once the replicated prison phase is unlocked.
override void PerformAction(IEntity pOwnerEntity, IEntity pUserEntity)
{
if (!CanBePerformedScript(pUserEntity)) return;
super.PerformAction(pOwnerEntity, pUserEntity);
}
override bool CanBePerformedScript(IEntity user)
{
ERR_GameMode mode = ERR_GameMode.Get();
return mode && mode.Phase() > ERR_Phase.PRISON && super.CanBePerformedScript(user);
}
}
class ERR_TuneRadioAction : ScriptedUserAction
{
override bool CanBePerformedScript(IEntity user)
{
ERR_GameMode mode = ERR_GameMode.Get();
ERR_LocationComponent location = ERR_LocationComponent.Cast(GetOwner().FindComponent(ERR_LocationComponent));
return mode && mode.Phase() == ERR_Phase.RADIO_SEARCH && location && location.Knowledge() == 2 && ERR_Actors.CanFight(user);
}
override void PerformAction(IEntity pOwnerEntity, IEntity pUserEntity)
{
ERR_GameMode mode = ERR_GameMode.Get();
if (mode) mode.TuneRadio(pUserEntity, ERR_LocationComponent.Cast(pOwnerEntity.FindComponent(ERR_LocationComponent)));
}
}
@@ -0,0 +1,81 @@
class ERR_Actors
{
static bool Alive(IEntity actor)
{
if (!actor) return false;
DamageManagerComponent damage = DamageManagerComponent.Cast(actor.FindComponent(DamageManagerComponent));
return damage && !damage.IsDestroyed();
}
static bool CanFight(IEntity actor)
{
if (!Alive(actor)) return false;
CharacterControllerComponent controller = CharacterControllerComponent.Cast(actor.FindComponent(CharacterControllerComponent));
return controller && !controller.IsUnconscious();
}
static SCR_AIGroup Group(IEntity actor)
{
if (!actor) return null;
AIControlComponent control = AIControlComponent.Cast(actor.FindComponent(AIControlComponent));
if (!control || !control.GetAIAgent()) return null;
return SCR_AIGroup.Cast(control.GetAIAgent().GetParentGroup());
}
static bool Player(IEntity actor)
{
return actor && GetGame().GetPlayerManager().GetPlayerIdFromControlledEntity(actor) > 0;
}
static IEntity Spawn(ResourceName prefab, vector position, vector angles = "0 0 0")
{
if (!Replication.IsServer() || prefab.IsEmpty()) return null;
Resource resource = Resource.Load(prefab);
if (!resource || !resource.IsValid()) return null;
EntitySpawnParams params = new EntitySpawnParams();
params.TransformMode = ETransformMode.WORLD;
Math3D.AnglesToMatrix(angles, params.Transform);
params.Transform[3] = position;
return GetGame().SpawnEntityPrefab(resource, GetGame().GetWorld(), params);
}
static void DeleteSpawned(IEntity entity)
{
if (!Replication.IsServer() || !entity || Player(entity)) return;
SCR_AIGroup group = SCR_AIGroup.Cast(entity);
if (group)
{
// Never remove a group that has acquired a player since mission creation.
if (group.GetPlayerCount(true) > 0) return;
group.DespawnMembers();
}
SCR_EntityHelper.DeleteEntityAndChildren(entity);
}
static vector Ground(vector position)
{
position[1] = GetGame().GetWorld().GetSurfaceY(position[0], position[2]) + 0.1;
return position;
}
static void Players(out array<IEntity> players, bool conscious = false)
{
players.Clear();
array<int> ids = {};
GetGame().GetPlayerManager().GetPlayers(ids);
foreach (int id : ids)
{
IEntity actor = GetGame().GetPlayerManager().GetPlayerControlledEntity(id);
if (Alive(actor) && (!conscious || CanFight(actor))) players.Insert(actor);
}
}
}
// One server-owned implementation is installed by the AI addon.
class ERR_CommandService
{
void Tick(float now) {}
void Stop() {}
void RegisterGroup(SCR_AIGroup group) {}
void UnregisterGroup(SCR_AIGroup group) {}
}
@@ -0,0 +1,111 @@
// Transport-independent administration. Only the owning controller supplies
// authorization, derived on the server from its authenticated player ID.
class ERR_CommandArguments
{
static string CoreSetting(string section, string option)
{
if (section == "mission" && option == "radio") return "radioDefenceSeconds";
if (section == "intel" && option == "reveal") return "intelRevealChancePercent";
return "";
}
static bool Integer(string text, out int value)
{
if (text.IsEmpty() || text.Length() > 6) return false;
for (int i = 0; i < text.Length(); i++)
if ("0123456789".IndexOf(text.Substring(i, 1)) < 0) return false;
value = text.ToInt();
return true;
}
}
class ERR_AdminService
{
protected string Setting(string section, string option)
{
return ERR_CommandArguments.CoreSetting(section, option);
}
protected bool Extension(ERR_GameMode mode, string arguments, array<string> replies) { return false; }
protected bool TimeCommand(ERR_GameMode mode, array<string> parts, array<string> replies)
{
if (parts.Count() < 2 || parts[0] != "mission" || (parts[1] != "time" && parts[1] != "speed")) return false;
string key = "startTimeMinutes";
if (parts[1] == "speed") key = "timeMultiplier";
if (parts.Count() == 3 && parts[2] == "show")
{
if (mode.Time()) replies.Insert(mode.Time().Status());
replies.Insert("Next round: " + ERR_TimeService.Clock(mode.Settings().Get("startTimeMinutes")) + ", " + mode.Settings().Get("timeMultiplier").ToString() + "x progression.");
return true;
}
int value;
bool valid;
if (parts.Count() == 4 && parts[2] == "set")
{
if (key == "startTimeMinutes") valid = ERR_TimeService.ParseClock(parts[3], value);
else valid = ERR_CommandArguments.Integer(parts[3], value);
}
if (valid && mode.Settings().Set(key, value))
replies.Insert("Saved for next round: " + ERR_TimeService.Clock(mode.Settings().Get("startTimeMinutes")) + ", " + mode.Settings().Get("timeMultiplier").ToString() + "x progression. Current round clock unchanged.");
else replies.Insert("Invalid time or settings could not be saved. Use mission time set HH:MM (00:00-23:59) or mission speed set N (1-24). Previous setting retained.");
return true;
}
protected string SettingHelp(string key)
{
if (key == "intelRevealChancePercent")
return "Use /esc intel reveal set N (0-100). This is the chance that a first document identifies its location exactly; otherwise it gives a rough location. A second document for that location always identifies it. Changes affect newly recovered documents immediately; known locations and spent documents remain unchanged.";
return "";
}
protected void SettingCommand(ERR_Settings settings, string key, array<string> parts, array<string> replies)
{
if (parts.Count() == 3 && parts[2] == "show") { replies.Insert(key + "=" + settings.Get(key).ToString()); return; }
string help = SettingHelp(key);
if (parts.Count() == 3 && parts[2] == "help" && !help.IsEmpty()) { replies.Insert(help); return; }
int value;
if (parts.Count() == 4 && parts[2] == "set" && ERR_CommandArguments.Integer(parts[3], value) && settings.Set(key, value))
replies.Insert(key + "=" + value.ToString() + " saved");
else
{
string failure = "Invalid value or settings could not be saved; previous setting retained.";
if (!help.IsEmpty()) failure += " " + help;
replies.Insert(failure);
}
}
protected string Help()
{
return "/esc status | settings | mission abandon | mission radio show|set N | mission date show|set YYYY-MM-DD|authored | mission weather show|set authored|clear|overcast|rain | mission time show|set HH:MM | mission speed show|set N | intel reveal show|set N|help | spectate next|previous";
}
void Execute(ERR_GameMode mode, bool authorized, string arguments, array<string> replies)
{
replies.Clear();
if (!Replication.IsServer() || !mode) return;
if (!authorized) { replies.Insert("Administrator access required."); return; }
if (arguments.Length() > 160) { replies.Insert("Command is too long."); return; }
arguments = arguments.Trim(); arguments.ToLower();
if (arguments == "status") { replies.Insert(mode.Status()); Extension(mode, arguments, replies); return; }
if (arguments == "mission abandon")
{
if (mode.AbandonRound()) replies.Insert("Round abandoned. The normal defeat and restart sequence has begun.");
else replies.Insert("Only an active round can be abandoned.");
return;
}
if (!mode.Settings()) { replies.Insert("Mission settings are not ready."); return; }
if (arguments == "settings")
{
foreach (string key : ERR_Settings.Keys()) replies.Insert(key + "=" + mode.Settings().Get(key).ToString());
return;
}
if (Extension(mode, arguments, replies)) return;
array<string> parts = {};
arguments.Split(" ", parts, true);
if (ERR_EnvironmentCommands.Execute(mode.Settings(), mode.Environment(), parts, replies)) return;
if (TimeCommand(mode, parts, replies)) return;
if (parts.Count() == 3 || parts.Count() == 4)
{
string key = Setting(parts[0], parts[1]);
if (!key.IsEmpty())
{
SettingCommand(mode.Settings(), key, parts, replies);
return;
}
}
replies.Insert(Help());
}
}
@@ -0,0 +1,82 @@
// Conservative fallback for a sleeping, engine-off Mi8 whose native simulation
// has not yet populated contact flags. Reads physical support; never wakes it.
class ERR_CasualtyGroundSupport
{
static bool SupportHit(float fraction, float normalY, bool selfHit, bool dynamicHit)
{
return fraction >= 0 && fraction < 1 && normalY >= 0.85 && !selfHit && !dynamicHit;
}
static bool BelongsTo(IEntity entity, IEntity root)
{
while (entity)
{
if (entity == root) return true;
entity = entity.GetParent();
}
return false;
}
static bool WheelCenter(Vehicle aircraft, string bone, out vector center, bool diagnostics = false)
{
if (!aircraft) return false;
if (aircraft.GetBoneIndex(bone) == -1)
{
if (diagnostics) Print("ERR GEAR PIVOT MISSING: " + bone);
return false;
}
vector identity[4]; Math3D.MatrixIdentity4(identity);
PointInfo pivot = new PointInfo();
pivot.Set(aircraft, bone, identity);
vector world[4]; pivot.GetWorldTransform(world);
center = world[3];
if (diagnostics) PrintFormat("ERR GEAR PIVOT: bone=%1 node=%2 center=%3", bone, pivot.GetNodeId(), center);
return pivot.GetNodeId() != -1;
}
static bool WheelSupported(Vehicle aircraft, vector center, float radius, bool diagnostics = false)
{
vector bottom = center - Vector(0, radius, 0);
TraceParam trace = new TraceParam();
trace.Start = bottom + "0 0.10 0";
trace.End = bottom - "0 0.12 0";
trace.Flags = TraceFlags.WORLD | TraceFlags.ENTS;
trace.LayerMask = TRACE_LAYER_CAMERA;
trace.Exclude = aircraft;
float fraction = aircraft.GetWorld().TraceMove(trace, null);
bool selfHit = trace.TraceEnt && BelongsTo(trace.TraceEnt, aircraft);
bool dynamicHit;
if (trace.TraceEnt)
{
Physics surface = trace.TraceEnt.GetPhysics();
// Unknown/entity-only support and moving actors/vehicles are not parking.
dynamicHit = !surface || surface.IsDynamic();
}
bool supported = SupportHit(fraction, trace.TraceNorm[1], selfHit, dynamicHit);
if (diagnostics)
{
vector contact = vector.Lerp(trace.Start, trace.End, fraction);
float terrainY = aircraft.GetWorld().GetSurfaceY(bottom[0], bottom[2]);
PrintFormat("ERR GEAR TERRAIN: bottom=%1 terrainY=%2 tireTerrainGap=%3", bottom, terrainY, bottom[1] - terrainY);
PrintFormat("ERR GEAR SUPPORT: center=%1 radius=%2 bottom=%3 fraction=%4 normal=%5 self=%6 dynamic=%7 supported=%8 gap=%9", center, radius, bottom, fraction, trace.TraceNorm, selfHit, dynamicHit, supported, bottom[1] - contact[1]);
}
return supported;
}
static bool Parked(Vehicle aircraft, bool diagnostics = false)
{
if (!aircraft || !aircraft.GetPrefabData() || !aircraft.GetPrefabData().GetPrefabName().Contains("/Mi8MT/")) return false;
Physics physics = aircraft.GetPhysics();
HelicopterControllerComponent controller = HelicopterControllerComponent.Cast(aircraft.FindComponent(HelicopterControllerComponent));
if (!physics || !controller || !controller.GetSimulation()) return false;
if (diagnostics) PrintFormat("ERR PARKED SUPPORT: physicsAwake=%1 engineOn=%2 nativeContact=%3", physics.IsActive(), controller.GetSimulation().EngineIsOn(), controller.GetSimulation().HasAnyGroundContact());
if (physics.IsActive() || controller.GetSimulation().EngineIsOn()) return false;
vector front, left, right;
if (!WheelCenter(aircraft, "v_wheel_F", front, diagnostics) || !WheelCenter(aircraft, "v_wheel_bL", left, diagnostics) || !WheelCenter(aircraft, "v_wheel_bR", right, diagnostics)) return false;
// Fail closed if native pivot resolution collapses to an owner origin or
// otherwise cannot represent the authored three-point landing footprint.
if (vector.DistanceXZ(front, left) < 1 || vector.DistanceXZ(front, right) < 1 || vector.DistanceXZ(left, right) < 1) return false;
// Radii come from installed Mi8_base.et's authored landing-gear configuration.
// Every wheel needs a short, upward-facing static collision directly below.
bool a = WheelSupported(aircraft, front, 0.30, diagnostics);
bool b = WheelSupported(aircraft, left, 0.45, diagnostics);
bool c = WheelSupported(aircraft, right, 0.45, diagnostics);
return a && b && c;
}
}
@@ -0,0 +1,48 @@
// Round-owned server service; only the aircraft reference is replicated for action visibility.
modded class ERR_GameMode
{
protected ref ERR_CasualtyLoadingService m_ERRCasualtyLoading;
[RplProp()]
protected RplId m_ERRCasualtyAircraftId = RplId.Invalid();
ERR_CasualtyLoadingService CasualtyLoading() { return m_ERRCasualtyLoading; }
Vehicle CasualtyLoadingAircraft()
{
if (Replication.IsServer()) return ExtractionVehicle();
RplComponent component = RplComponent.Cast(Replication.FindItem(m_ERRCasualtyAircraftId));
if (!component) return null;
return Vehicle.Cast(component.GetEntity());
}
protected void ERR_UpdateCasualtyAircraft(float now)
{
Vehicle aircraft = ExtractionVehicle();
if (!aircraft)
{
if (m_ERRCasualtyAircraftId != RplId.Invalid()) { m_ERRCasualtyAircraftId = RplId.Invalid(); Replication.BumpMe(); }
return;
}
RplComponent component = RplComponent.Cast(aircraft.FindComponent(RplComponent));
if (!component || m_ERRCasualtyAircraftId == component.Id()) return;
m_ERRCasualtyAircraftId = component.Id();
Replication.BumpMe();
}
protected void ERR_StopCasualtyLoading()
{
if (m_ERRCasualtyLoading)
{
Players().OnChanged().Remove(m_ERRCasualtyLoading.RosterChanged);
OnTick().Remove(m_ERRCasualtyLoading.Tick);
m_ERRCasualtyLoading.Stop();
}
OnTick().Remove(ERR_UpdateCasualtyAircraft);
}
protected override void EOnInit(IEntity owner)
{
super.EOnInit(owner);
if (!Replication.IsServer() || SCR_Global.IsEditMode()) return;
m_ERRCasualtyLoading = new ERR_CasualtyLoadingService(this);
OnTick().Insert(ERR_UpdateCasualtyAircraft);
OnTick().Insert(m_ERRCasualtyLoading.Tick);
Players().OnChanged().Insert(m_ERRCasualtyLoading.RosterChanged);
OnStop().Insert(ERR_StopCasualtyLoading);
}
}
@@ -0,0 +1,75 @@
// Only successor service methods initiate this controller-owned handshake.
// No caller-supplied entity/seat RPC can ask the server to load another player.
modded class SCR_PlayerController
{
protected RplId m_ERRPreparedLoadMode = RplId.Invalid();
protected int m_ERRPreparedLoadNonce;
protected int m_ERRPreparedLoadClock;
protected int m_ERRLastLoadNonce;
void ERR_PrepareCasualtyLoad(RplId modeId, int nonce)
{
if (!Replication.IsServer()) return;
if (this == GetGame().GetPlayerController()) ERR_PrepareCasualtyLoadOwner(modeId, nonce);
else Rpc(ERR_PrepareCasualtyLoadOwner, modeId, nonce);
}
[RplRpc(RplChannel.Reliable, RplRcver.Owner)]
protected void ERR_PrepareCasualtyLoadOwner(RplId modeId, int nonce)
{
ERR_GameMode mode = ERR_GameMode.Get();
if (this != GetGame().GetPlayerController() || !mode || !mode.Active() || mode.Phase() != ERR_Phase.EXTRACTION || ERR_CasualtyLoadingRules.EntityId(mode) != modeId || !ERR_CasualtyLoadingRules.GroundSettled(GetControlledEntity())) return;
if (m_ERRPreparedLoadMode == modeId && nonce <= m_ERRLastLoadNonce) return;
if (nonce <= 0) return;
m_ERRPreparedLoadMode = modeId;
m_ERRPreparedLoadNonce = nonce;
m_ERRLastLoadNonce = nonce;
m_ERRPreparedLoadClock = System.GetTickCount();
if (Replication.IsServer()) ERR_CasualtyLoadReady(modeId, nonce);
else Rpc(ERR_CasualtyLoadReady, modeId, nonce);
}
[RplRpc(RplChannel.Reliable, RplRcver.Server)]
protected void ERR_CasualtyLoadReady(RplId modeId, int nonce)
{
ERR_GameMode mode = ERR_GameMode.Get();
if (!Replication.IsServer() || !mode || ERR_CasualtyLoadingRules.EntityId(mode) != modeId || !mode.CasualtyLoading()) return;
mode.CasualtyLoading().OwnerReady(this, nonce);
}
void ERR_CommitCasualtyLoad(RplId modeId, int nonce, RplId callerId, RplId actorId, RplId vehicleId, RplId ownerId, int slotId)
{
if (!Replication.IsServer()) return;
if (this == GetGame().GetPlayerController()) ERR_CommitCasualtyLoadOwner(modeId, nonce, callerId, actorId, vehicleId, ownerId, slotId);
else Rpc(ERR_CommitCasualtyLoadOwner, modeId, nonce, callerId, actorId, vehicleId, ownerId, slotId);
}
[RplRpc(RplChannel.Reliable, RplRcver.Owner)]
protected void ERR_CommitCasualtyLoadOwner(RplId modeId, int nonce, RplId callerId, RplId actorId, RplId vehicleId, RplId ownerId, int slotId)
{
bool lease = this == GetGame().GetPlayerController() && m_ERRPreparedLoadMode == modeId && m_ERRPreparedLoadNonce == nonce && ERR_CasualtyLoadingRules.Within(m_ERRPreparedLoadClock, System.GetTickCount(), 3000);
if (m_ERRPreparedLoadMode == modeId && m_ERRPreparedLoadNonce == nonce) m_ERRPreparedLoadNonce = 0;
// Consume the local lease before the native call so duplicates cannot act.
bool accepted;
ERR_GameMode mode = ERR_GameMode.Get();
IEntity actor = GetControlledEntity();
IEntity caller = ERR_CasualtyLoadingRules.Entity(callerId);
Vehicle vehicle = Vehicle.Cast(ERR_CasualtyLoadingRules.Entity(vehicleId));
IEntity owner = ERR_CasualtyLoadingRules.Entity(ownerId);
if (lease && mode && ERR_CasualtyLoadingRules.EntityId(mode) == modeId && ERR_CasualtyLoadingRules.EntityId(actor) == actorId && vehicle == mode.CasualtyLoadingAircraft() && ERR_CasualtyLoadingRules.Nearby(mode, caller, actor) && owner)
{
BaseCompartmentManagerComponent manager = BaseCompartmentManagerComponent.Cast(owner.FindComponent(BaseCompartmentManagerComponent));
SCR_CompartmentAccessComponent access = SCR_CompartmentAccessComponent.Cast(actor.FindComponent(SCR_CompartmentAccessComponent));
BaseCompartmentSlot seat;
if (manager) seat = manager.FindCompartment(slotId);
if (access && ERR_CasualtyLoadingRules.TransportBench(seat, vehicle) && seat.GetOwner() == owner && !seat.GetOccupant() && seat.IsCompartmentAccessible() && !seat.IsGetInLockedFor(actor) && (!seat.IsReserved() || seat.IsReservedBy(actor)))
accepted = access.GetInVehicle(owner, seat, true, -1, ECloseDoorAfterActions.INVALID, false);
}
// Missing replicated entities or rejected native entry fail once; never retry.
if (Replication.IsServer()) ERR_CasualtyLoadResult(modeId, nonce, accepted);
else Rpc(ERR_CasualtyLoadResult, modeId, nonce, accepted);
}
[RplRpc(RplChannel.Reliable, RplRcver.Server)]
protected void ERR_CasualtyLoadResult(RplId modeId, int nonce, bool accepted)
{
ERR_GameMode mode = ERR_GameMode.Get();
if (!Replication.IsServer() || !mode || ERR_CasualtyLoadingRules.EntityId(mode) != modeId || !mode.CasualtyLoading()) return;
mode.CasualtyLoading().OwnerResult(this, nonce, accepted);
}
}
@@ -0,0 +1,331 @@
// First release supports only the registered Mi8 extraction aircraft's physical
// child transport benches. Nothing changes health, ownership, or seat classes.
class ERR_CasualtyLoadingRules
{
static int RoundAction(int phase)
{
if (phase == ERR_Phase.PREPARING) return 0;
if (ERR_MissionRules.Terminal(phase)) return 2;
return 1;
}
static bool ObserveTicket(bool committed, bool physical, bool authorized)
{
return physical && (committed || authorized);
}
static bool Within(int started, int now, int limit) { return now >= started && now - started < limit; }
static bool SettledFor(int started, int observed, int now)
{
return started >= 0 && now >= started && now - started >= 5000 && Within(observed, now, 2000);
}
static bool Ranges(float callerToCasualty, float callerToAircraft, float casualtyToAircraft)
{
return callerToCasualty >= 0 && callerToCasualty <= 3 && callerToAircraft >= 0 && callerToAircraft <= 12 && casualtyToAircraft >= 0 && casualtyToAircraft <= 12;
}
static bool AircraftMotion(bool groundContact, float up, float speed, float angularSpeed)
{
return groundContact && up >= 0.85 && speed >= 0 && speed <= 0.5 && angularSpeed >= 0 && angularSpeed <= 0.1;
}
static RplId EntityId(IEntity entity)
{
if (!entity) return RplId.Invalid();
RplComponent component = RplComponent.Cast(entity.FindComponent(RplComponent));
if (!component) return RplId.Invalid();
return component.Id();
}
static IEntity Entity(RplId id)
{
if (id == RplId.Invalid()) return null;
RplComponent component = RplComponent.Cast(Replication.FindItem(id));
if (!component) return null;
return component.GetEntity();
}
static bool Down(IEntity actor)
{
if (!ERR_Actors.Alive(actor)) return false;
CharacterControllerComponent controller = CharacterControllerComponent.Cast(actor.FindComponent(CharacterControllerComponent));
return controller && controller.GetLifeState() == ECharacterLifeState.INCAPACITATED;
}
static bool GroundSettled(IEntity actor)
{
if (!Down(actor) || CompartmentAccessComponent.GetVehicleIn(actor)) return false;
CharacterAnimationComponent animation = CharacterAnimationComponent.Cast(actor.FindComponent(CharacterAnimationComponent));
SCR_CompartmentAccessComponent access = SCR_CompartmentAccessComponent.Cast(actor.FindComponent(SCR_CompartmentAccessComponent));
Physics physics = actor.GetPhysics();
return animation && !animation.PhysicsIsFalling() && physics && physics.GetVelocity().Length() <= 0.5 && access && !access.IsGettingIn() && !access.IsGettingOut();
}
static bool AircraftReady(Vehicle aircraft)
{
if (!ERR_Actors.Alive(aircraft)) return false;
HelicopterControllerComponent controller = HelicopterControllerComponent.Cast(aircraft.FindComponent(HelicopterControllerComponent));
Physics physics = aircraft.GetPhysics();
if (!controller || !controller.GetSimulation() || !physics) return false;
vector transform[4]; aircraft.GetWorldTransform(transform);
if (!AircraftMotion(true, transform[1][1], physics.GetVelocity().Length(), physics.GetAngularVelocity().Length())) return false;
if (controller.GetSimulation().HasAnyGroundContact()) return true;
return ERR_CasualtyGroundSupport.Parked(aircraft);
}
static bool LineOfSight(IEntity caller, IEntity casualty)
{
ChimeraCharacter rescuer = ChimeraCharacter.Cast(caller);
ChimeraCharacter patient = ChimeraCharacter.Cast(casualty);
if (!rescuer || !patient || !GetGame()) return false;
TraceParam trace = new TraceParam();
trace.Start = rescuer.AimingPosition();
trace.End = patient.AimingPosition();
trace.Flags = TraceFlags.WORLD | TraceFlags.ENTS;
trace.LayerMask = TRACE_LAYER_CAMERA;
trace.Exclude = caller;
if (GetGame().GetWorld().TraceMove(trace, null) >= 1) return true;
// Hitting the intended body's clothing/attachment is still sight of that body.
IEntity hit = trace.TraceEnt;
while (hit)
{
if (hit == casualty) return true;
hit = hit.GetParent();
}
return false;
}
static bool Nearby(ERR_GameMode mode, IEntity caller, IEntity casualty)
{
if (!mode || !mode.Active() || mode.Phase() != ERR_Phase.EXTRACTION || !caller || caller == casualty) return false;
CharacterControllerComponent rescuer = CharacterControllerComponent.Cast(caller.FindComponent(CharacterControllerComponent));
if (!ERR_Actors.CanFight(caller) || !rescuer || rescuer.GetLifeState() != ECharacterLifeState.ALIVE || !GroundSettled(casualty) || CompartmentAccessComponent.GetVehicleIn(caller)) return false;
Vehicle aircraft = mode.CasualtyLoadingAircraft();
if (!aircraft || !Ranges(vector.Distance(caller.GetOrigin(), casualty.GetOrigin()), vector.Distance(caller.GetOrigin(), aircraft.GetOrigin()), vector.Distance(casualty.GetOrigin(), aircraft.GetOrigin())) || !AircraftReady(aircraft)) return false;
Faction faction = mode.PlayerFaction();
return faction && SCR_FactionManager.SGetFaction(caller) == faction && SCR_FactionManager.SGetFaction(casualty) == faction && LineOfSight(caller, casualty);
}
static bool TransportBench(BaseCompartmentSlot seat, Vehicle aircraft)
{
if (!seat || !aircraft || seat.GetType() != ECompartmentType.CARGO || SCR_PatientCompartmentSlot.Cast(seat)) return false;
IEntity owner = seat.GetOwner();
if (!owner || owner == aircraft || !owner.GetPrefabData() || !owner.GetPrefabData().GetPrefabName().Contains("VehPart_MI8_seats")) return false;
while (owner)
{
if (owner == aircraft) return true;
owner = owner.GetParent();
}
return false;
}
}
class ERR_CasualtySettling
{
IEntity Actor;
UUID Account;
int Connection;
int Since;
int Observed;
}
class ERR_CasualtyLoadTicket
{
IEntity Caller;
IEntity Casualty;
Vehicle Aircraft;
BaseCompartmentSlot Seat;
UUID CallerAccount;
UUID CasualtyAccount;
int CallerConnection;
int CasualtyConnection;
int Nonce;
int Started;
int CommittedAt;
bool Committed;
bool OwnerReported;
}
class ERR_CasualtyLoadingService
{
protected ERR_GameMode m_Mode;
protected bool m_Stopped;
protected int m_NextNonce;
protected bool m_MaintenanceQueued;
protected ref array<ref ERR_CasualtySettling> m_Settling = {};
protected ref array<ref ERR_CasualtyLoadTicket> m_Pending = {};
protected ref ScriptInvoker m_OnResolved = new ScriptInvoker();
void ERR_CasualtyLoadingService(ERR_GameMode mode) { m_Mode = mode; }
ScriptInvoker OnResolved() { return m_OnResolved; } // (IEntity casualty, bool physicallyLoaded)
int PendingCount() { return m_Pending.Count(); }
protected ERR_PlayerLife CurrentLife(IEntity actor)
{
if (!m_Mode || !m_Mode.Players()) return null;
return m_Mode.Players().CurrentActor(actor);
}
protected bool SameLife(IEntity actor, UUID account, int connection)
{
ERR_PlayerLife life = CurrentLife(actor);
return life && life.AccountId == account && life.ConnectionId == connection;
}
protected bool Settled(IEntity actor, int now)
{
foreach (ERR_CasualtySettling sample : m_Settling)
if (sample.Actor == actor && SameLife(actor, sample.Account, sample.Connection)) return ERR_CasualtyLoadingRules.GroundSettled(actor) && ERR_CasualtyLoadingRules.SettledFor(sample.Since, sample.Observed, now);
return false;
}
protected void Observe(int now)
{
for (int index = m_Settling.Count() - 1; index >= 0; index--)
{
ERR_CasualtySettling sample = m_Settling[index];
if (!SameLife(sample.Actor, sample.Account, sample.Connection) || !ERR_CasualtyLoadingRules.GroundSettled(sample.Actor) || !ERR_CasualtyLoadingRules.Within(sample.Observed, now, 2000)) m_Settling.Remove(index);
else sample.Observed = now;
}
array<ref ERR_PlayerLife> lives = {}; m_Mode.Players().Participants(lives);
foreach (ERR_PlayerLife life : lives)
{
if (!CurrentLife(life.Actor) || !ERR_CasualtyLoadingRules.GroundSettled(life.Actor)) continue;
bool found;
foreach (ERR_CasualtySettling tracked : m_Settling) if (tracked.Actor == life.Actor) { found = true; break; }
if (found) continue;
ERR_CasualtySettling added = new ERR_CasualtySettling();
added.Actor = life.Actor; added.Account = life.AccountId; added.Connection = life.ConnectionId; added.Since = now; added.Observed = now;
m_Settling.Insert(added);
}
}
protected bool PendingActor(IEntity caller, IEntity casualty)
{
foreach (ERR_CasualtyLoadTicket pending : m_Pending)
if (pending.Caller == caller || pending.Casualty == casualty) return true;
return false;
}
protected BaseCompartmentSlot AvailableSeat(IEntity casualty, Vehicle aircraft)
{
array<BaseCompartmentSlot> seats = {}; m_Mode.Extraction().Seats(seats);
foreach (BaseCompartmentSlot seat : seats)
{
if (!ERR_CasualtyLoadingRules.TransportBench(seat, aircraft) || seat.GetOccupant() || seat.IsReserved() || !seat.IsCompartmentAccessible() || seat.IsGetInLockedFor(casualty)) continue;
bool pendingSeat;
foreach (ERR_CasualtyLoadTicket pending : m_Pending) if (pending.Seat == seat) { pendingSeat = true; break; }
if (!pendingSeat) return seat;
}
return null;
}
bool CanLoad(IEntity caller, IEntity casualty)
{
if (!Replication.IsServer() || m_Stopped || !ERR_CasualtyLoadingRules.Nearby(m_Mode, caller, casualty)) return false;
if (!CurrentLife(caller) || !CurrentLife(casualty) || !Settled(casualty, System.GetTickCount()) || PendingActor(caller, casualty)) return false;
return AvailableSeat(casualty, m_Mode.ExtractionVehicle()) != null;
}
bool Begin(IEntity caller, IEntity casualty)
{
if (!CanLoad(caller, casualty) || m_NextNonce >= 2147483646) return false;
ERR_PlayerLife callerLife = CurrentLife(caller);
ERR_PlayerLife casualtyLife = CurrentLife(casualty);
SCR_PlayerController controller = SCR_PlayerController.Cast(GetGame().GetPlayerManager().GetPlayerController(casualtyLife.ConnectionId));
if (!controller || ERR_CasualtyLoadingRules.EntityId(m_Mode) == RplId.Invalid() || ERR_CasualtyLoadingRules.EntityId(caller) == RplId.Invalid() || ERR_CasualtyLoadingRules.EntityId(casualty) == RplId.Invalid() || ERR_CasualtyLoadingRules.EntityId(m_Mode.ExtractionVehicle()) == RplId.Invalid()) return false;
ERR_CasualtyLoadTicket ticket = new ERR_CasualtyLoadTicket();
ticket.Caller = caller; ticket.Casualty = casualty; ticket.Aircraft = m_Mode.ExtractionVehicle();
ticket.Seat = AvailableSeat(casualty, ticket.Aircraft);
if (!ticket.Seat || ERR_CasualtyLoadingRules.EntityId(ticket.Seat.GetOwner()) == RplId.Invalid()) return false;
ticket.CallerAccount = callerLife.AccountId; ticket.CasualtyAccount = casualtyLife.AccountId;
ticket.CallerConnection = callerLife.ConnectionId; ticket.CasualtyConnection = casualtyLife.ConnectionId;
ticket.Started = System.GetTickCount(); ticket.Nonce = ++m_NextNonce;
m_Pending.Insert(ticket);
ticket.Seat.SetReserved(casualty);
if (!ticket.Seat.IsReservedBy(casualty)) { Resolve(ticket, false); return false; }
ScheduleMaintenance();
// Preparation never moves the actor. Its owner starts a local real-time lease.
controller.ERR_PrepareCasualtyLoad(ERR_CasualtyLoadingRules.EntityId(m_Mode), ticket.Nonce);
return true;
}
protected ERR_CasualtyLoadTicket Ticket(SCR_PlayerController controller, int nonce)
{
if (!controller || !GetGame() || !GetGame().GetPlayerManager() || GetGame().GetPlayerManager().GetPlayerController(controller.GetPlayerId()) != controller) return null;
foreach (ERR_CasualtyLoadTicket ticket : m_Pending)
if (ticket.Nonce == nonce && ticket.CasualtyConnection == controller.GetPlayerId() && ticket.Casualty == controller.GetControlledEntity()) return ticket;
return null;
}
void OwnerReady(SCR_PlayerController controller, int nonce)
{
if (!Replication.IsServer() || m_Stopped) return;
ERR_CasualtyLoadTicket ticket = Ticket(controller, nonce);
if (!ticket || ticket.Committed) return;
int now = System.GetTickCount();
if (!ValidTicket(ticket) || !ERR_CasualtyLoadingRules.Within(ticket.Started, now, 5000) || !Settled(ticket.Casualty, now) || !ERR_CasualtyLoadingRules.Nearby(m_Mode, ticket.Caller, ticket.Casualty) || ticket.Seat.GetOccupant() || !ticket.Seat.IsCompartmentAccessible() || ticket.Seat.IsGetInLockedFor(ticket.Casualty) || !ticket.Seat.IsReservedBy(ticket.Casualty)) { Resolve(ticket, false); return; }
ticket.Committed = true; ticket.CommittedAt = now;
// Final authority/physical validation is the commit boundary. No retries.
controller.ERR_CommitCasualtyLoad(ERR_CasualtyLoadingRules.EntityId(m_Mode), nonce, ERR_CasualtyLoadingRules.EntityId(ticket.Caller), ERR_CasualtyLoadingRules.EntityId(ticket.Casualty), ERR_CasualtyLoadingRules.EntityId(ticket.Aircraft), ERR_CasualtyLoadingRules.EntityId(ticket.Seat.GetOwner()), ticket.Seat.GetCompartmentSlotID());
}
void OwnerResult(SCR_PlayerController controller, int nonce, bool accepted)
{
if (!Replication.IsServer() || m_Stopped) return;
ERR_CasualtyLoadTicket ticket = Ticket(controller, nonce);
if (!ticket || !ticket.Committed || ticket.OwnerReported) return;
ticket.OwnerReported = true;
if (!accepted) Print("Rereintroduced [casualty]: owner declined loading; observing physical outcome until expiry.");
// Neither positive nor negative client acknowledgements release a reserved
// seat while an authorized owner command could still be in flight.
}
protected bool PhysicalTicket(ERR_CasualtyLoadTicket ticket)
{
// Death cannot revoke an in-flight commit. Keep the vacant seat reserved
// while the captured body exists; its owner may still see the prior state.
return m_Mode && m_Mode.Active() && m_Mode.Phase() == ERR_Phase.EXTRACTION && ticket.Aircraft == m_Mode.ExtractionVehicle() && ERR_Actors.Alive(ticket.Aircraft) && ticket.Casualty != null && ERR_CasualtyLoadingRules.TransportBench(ticket.Seat, ticket.Aircraft);
}
protected bool ValidTicket(ERR_CasualtyLoadTicket ticket)
{
return m_Mode && m_Mode.Active() && m_Mode.Phase() == ERR_Phase.EXTRACTION && ticket.Aircraft == m_Mode.ExtractionVehicle() && ERR_Actors.Alive(ticket.Aircraft) && ERR_Actors.Alive(ticket.Casualty) && SameLife(ticket.Caller, ticket.CallerAccount, ticket.CallerConnection) && SameLife(ticket.Casualty, ticket.CasualtyAccount, ticket.CasualtyConnection) && ERR_CasualtyLoadingRules.TransportBench(ticket.Seat, ticket.Aircraft);
}
protected void Resolve(ERR_CasualtyLoadTicket ticket, bool success)
{
int index = m_Pending.Find(ticket); if (index < 0) return;
m_Pending.Remove(index);
if (ticket.Seat && ticket.Casualty && ticket.Seat.IsReservedBy(ticket.Casualty)) ticket.Seat.SetReserved(null);
if (m_Pending.IsEmpty()) CancelMaintenance();
m_OnResolved.Invoke(ticket.Casualty, success);
}
void Tick(float worldNow)
{
if (!Replication.IsServer() || m_Stopped || !m_Mode) return;
int roundAction = ERR_CasualtyLoadingRules.RoundAction(m_Mode.Phase());
if (roundAction == 0) return;
if (roundAction == 2) { Stop(); return; }
int now = System.GetTickCount();
Observe(now);
MaintainPending();
}
protected void ScheduleMaintenance()
{
if (m_MaintenanceQueued || m_Stopped || m_Pending.IsEmpty() || !GetGame()) return;
// Only ticket observation runs independently of player population. No owner
// request is retried and neither local nor server leases are refreshed.
m_MaintenanceQueued = true;
GetGame().GetCallqueue().CallLater(MaintainPending, 250, true);
}
protected void CancelMaintenance()
{
if (!m_MaintenanceQueued) return;
m_MaintenanceQueued = false;
if (GetGame()) GetGame().GetCallqueue().Remove(MaintainPending);
}
protected void MaintainPending()
{
if (!Replication.IsServer() || m_Stopped) { CancelMaintenance(); return; }
if (!m_Mode || ERR_MissionRules.Terminal(m_Mode.Phase())) { Stop(); return; }
if (m_Pending.IsEmpty()) { CancelMaintenance(); return; }
int now = System.GetTickCount();
array<ref ERR_CasualtyLoadTicket> snapshot = {}; foreach (ERR_CasualtyLoadTicket item : m_Pending) snapshot.Insert(item);
foreach (ERR_CasualtyLoadTicket ticket : snapshot)
{
if (m_Stopped) return;
// Commit authorizes one move of the captured body; a later caller/target
// disconnect cannot revoke that command or release its seat prematurely.
if (!ERR_CasualtyLoadingRules.ObserveTicket(ticket.Committed, PhysicalTicket(ticket), ValidTicket(ticket))) { Resolve(ticket, false); continue; }
bool aboard = CompartmentAccessComponent.GetVehicleIn(ticket.Casualty) == ticket.Aircraft && ticket.Seat.GetOccupant() == ticket.Casualty;
if (aboard && ticket.Committed) { Resolve(ticket, ERR_Actors.Alive(ticket.Casualty)); continue; }
if (ticket.Committed)
{
// Owner's prepare-to-commit lease is only 3s; this 8s observation budget
// leaves room for replication. Timeouts do not issue compensating teleports.
if (!ERR_CasualtyLoadingRules.Within(ticket.CommittedAt, now, 8000)) Resolve(ticket, false);
}
else if (!ERR_CasualtyLoadingRules.Within(ticket.Started, now, 5000) || !ERR_CasualtyLoadingRules.Nearby(m_Mode, ticket.Caller, ticket.Casualty)) Resolve(ticket, false);
}
}
void RosterChanged(int connection) { if (GetGame()) Tick(GetGame().GetWorld().GetWorldTime()); }
void Stop()
{
if (!Replication.IsServer() || m_Stopped) return;
m_Stopped = true; m_Settling.Clear();
CancelMaintenance();
while (!m_Pending.IsEmpty()) Resolve(m_Pending[m_Pending.Count() - 1], false);
}
}
@@ -0,0 +1,119 @@
// A first clue identifies a stable search square, not the exact objective.
// Stable grid centers prevent repeated updates from triangulating the site.
class ERR_DiscoveryMapRules
{
static int Coordinate(float coordinate, int knowledge)
{
if (knowledge >= 2) return Math.Round(coordinate);
return Math.Floor(coordinate / 500.0) * 500 + 250;
}
}
// Discovery markers are authored objective information, not player annotations.
// Native local insertion overwrites owner ID before OnCreateMarker; clear it at
// that boundary so native edit/drag cannot move a discovered objective.
class ERR_DiscoveryMarker : SCR_MapMarkerBase
{
void ERR_DiscoveryMarker() { SetCanBeRemovedByOwner(false); }
void SetDiscoveryPosition(vector position, int knowledge)
{
SetWorldPos(ERR_DiscoveryMapRules.Coordinate(position[0], knowledge), ERR_DiscoveryMapRules.Coordinate(position[2], knowledge));
}
override void OnCreateMarker(bool skipProfanityFilter = false)
{
SetMarkerOwnerID(-1);
// Text is scenario-authored, never user input. Avoid delayed UGC callbacks
// overwriting a newer discovery label after the location becomes identified.
super.OnCreateMarker(true);
}
override void OnDelete()
{
SCR_MapEntity.GetOnMapClose().Remove(OnMapClosed);
SCR_MapEntity.GetOnLayerChanged().Remove(OnMapLayerChanged);
super.OnDelete();
m_wRoot = null;
m_MarkerWidgetComp = null;
}
override void SetCustomText(string text)
{
super.SetCustomText(text);
// Native SetCustomText updates data only; an already-open map needs its
// existing widget updated too. Closed maps use the saved text on creation.
SCR_MapMarkerWidgetComponent widget = GetMarkerComponent();
if (GetRootWidget() && widget) widget.SetText(text, true);
}
}
// Vanilla local deletion removes only its active list. A culled local objective
// must also leave the disabled list or map movement can resurrect it later.
modded class SCR_MapMarkerManagerComponent
{
void ERR_RemoveDiscoveryMarker(ERR_DiscoveryMarker marker)
{
if (!marker || marker.GetMarkerID() != -1) return;
m_aStaticMarkers.RemoveItem(marker);
m_aDisabledMarkers.RemoveItem(marker);
marker.OnDelete();
}
}
// Read replicated discovery locally. A server-wide marker list never leaks
// locations which have not been recovered through gameplay.
modded class ERR_LocationComponent
{
protected ref ERR_DiscoveryMarker m_ERRMarker;
protected int m_ERRShown;
protected string m_ERRShownLabel;
protected override void EOnInit(IEntity owner)
{
super.EOnInit(owner);
if (RplSession.Mode() != RplMode.Dedicated && !SCR_Global.IsEditMode())
GetGame().GetCallqueue().CallLater(ERR_UpdateMarker, 1500, true);
}
protected void ERR_UpdateMarker()
{
if (!GetGame().GetPlayerController() || Knowledge() <= 0 || (Knowledge() == m_ERRShown && Label() == m_ERRShownLabel)) return;
SCR_MapMarkerManagerComponent manager = SCR_MapMarkerManagerComponent.GetInstance();
if (!manager || !manager.GetMarkerConfig()) return;
string label = "Search area (500 m square)";
if (Knowledge() == 2)
{
if (!Label().IsEmpty()) label = Label();
else if (Kind() == ERR_LocationKind.RADIO) label = "Radio station";
else if (Kind() == ERR_LocationKind.EXTRACTION) label = "Initial helicopter pickup site";
else if (Kind() == ERR_LocationKind.DEPOT) label = "Supply cache";
else if (Kind() == ERR_LocationKind.PRISON) label = "Prison";
else label = Id();
}
if (!m_ERRMarker)
{
m_ERRMarker = new ERR_DiscoveryMarker();
m_ERRMarker.SetType(SCR_EMapMarkerType.PLACED_CUSTOM);
m_ERRMarker.SetDiscoveryPosition(Position(), Knowledge());
m_ERRMarker.SetMarkerConfigID(0);
m_ERRMarker.SetCustomText(label);
manager.InsertStaticMarker(m_ERRMarker, true);
}
m_ERRMarker.SetDiscoveryPosition(Position(), Knowledge());
m_ERRMarker.SetCustomText(label);
// Reactivate a previously culled rough marker if the exact point moves
// into the open map's view. Native update performs normal visibility checks.
SCR_MapEntity mapEntity = SCR_MapEntity.GetMapInstance();
if (mapEntity && mapEntity.IsOpen()) manager.SetStaticMarkerDisabled(m_ERRMarker, false);
m_ERRShown = Knowledge();
m_ERRShownLabel = Label();
}
protected override void OnDelete(IEntity owner)
{
if (GetGame()) GetGame().GetCallqueue().Remove(ERR_UpdateMarker);
SCR_MapMarkerManagerComponent manager = SCR_MapMarkerManagerComponent.GetInstance();
if (m_ERRMarker)
{
if (manager) manager.ERR_RemoveDiscoveryMarker(m_ERRMarker);
else m_ERRMarker.OnDelete();
}
m_ERRMarker = null;
super.OnDelete(owner);
}
}
@@ -0,0 +1,64 @@
// Base mission discovery: recovering physical documents works without companions.
// The Intel addon optionally assigns extra documents to enemy inventories.
class ERR_DiscoveryService
{
protected ERR_GameMode m_Mode;
protected ref set<IEntity> m_Spent = new set<IEntity>();
void ERR_DiscoveryService(ERR_GameMode mode) { m_Mode = mode; }
static void Folders(InventoryStorageManagerComponent inventory, out array<IEntity> folders)
{
folders.Clear();
SCR_PrefabNamePredicate predicate = new SCR_PrefabNamePredicate();
predicate.prefabName = ERR_Resources.IntelFolder();
array<IEntity> intel = {};
inventory.FindItems(intel, predicate, EStoragePurpose.PURPOSE_ANY);
foreach (IEntity folder : intel)
if (folder && !folders.Contains(folder)) folders.Insert(folder);
array<IEntity> objectives = {};
predicate.prefabName = ERR_Resources.ObjectiveDocument();
inventory.FindItems(objectives, predicate, EStoragePurpose.PURPOSE_ANY);
foreach (IEntity objective : objectives)
if (objective && !folders.Contains(objective)) folders.Insert(objective);
}
void Tick(float now)
{
if (!Replication.IsServer()) return;
array<IEntity> players = {};
ERR_Actors.Players(players);
foreach (IEntity player : players) Recover(player);
}
protected void Recover(IEntity player)
{
if (!Replication.IsServer() || !m_Mode || !m_Mode.Players() || !m_Mode.Players().CurrentActor(player) || !ERR_Actors.Alive(player)) return;
if (!m_Mode.PlayerFaction() || SCR_FactionManager.SGetFaction(player) != m_Mode.PlayerFaction()) return;
InventoryStorageManagerComponent inventory = InventoryStorageManagerComponent.Cast(player.FindComponent(InventoryStorageManagerComponent));
if (!inventory) return;
array<IEntity> folders = {};
Folders(inventory, folders);
foreach (IEntity folder : folders)
{
if (!folder || m_Spent.Contains(folder) || m_Spent.Count() >= 4096) continue;
array<ERR_LocationComponent> locations = {};
m_Mode.Locations(locations);
array<ERR_LocationComponent> eligible = {};
ERR_DocumentComponent document = ERR_DocumentComponent.Cast(folder.FindComponent(ERR_DocumentComponent));
foreach (ERR_LocationComponent location : locations)
{
if (!location || location.Knowledge() >= 2) continue;
if (document)
{
if (location.Id() == document.TargetId()) eligible.Insert(location);
}
else if (location.Kind() != ERR_LocationKind.PRISON && location.Kind() != ERR_LocationKind.EXTRACTION) eligible.Insert(location);
}
if (eligible.IsEmpty()) continue;
ERR_LocationComponent chosen = eligible.GetRandomElement();
if (!chosen.Discover(Math.RandomInt(0, 100), m_Mode.Settings().Get("intelRevealChancePercent"))) continue;
m_Spent.Insert(folder);
PrintFormat("Rereintroduced [intel]: player %1 recovered folder; location=%2 knowledge=%3", GetGame().GetPlayerManager().GetPlayerIdFromControlledEntity(player), chosen.Id(), chosen.Knowledge());
}
}
void Stop() { m_Spent.Clear(); }
}
@@ -0,0 +1,8 @@
[ComponentEditorProps(category: "Rereintroduced", description: "Physical document identifying one authored objective")]
class ERR_DocumentComponentClass : ScriptComponentClass {}
class ERR_DocumentComponent : ScriptComponent
{
protected string m_TargetId;
void SetTarget(string id) { if (Replication.IsServer()) m_TargetId = id; }
string TargetId() { return m_TargetId; }
}
@@ -0,0 +1,164 @@
// The server applies optional date/weather choices once at round preparation.
// Zero values preserve the world's authored environment and existing defaults.
class ERR_EnvironmentService
{
protected TimeAndWeatherManagerEntity m_Manager;
protected bool m_Started;
protected bool m_Stopped;
protected int m_DateCode;
protected int m_Profile;
static string Pad2(int value)
{
if (value < 10) return "0" + value.ToString();
return value.ToString();
}
static string Date(int code)
{
if (code == 0) return "authored";
if (!ERR_Settings.Valid("startDateCode", code)) return "unavailable";
int year = 1900 + code / 10000;
int month = (code % 10000) / 100;
int day = code % 100;
return year.ToString() + "-" + Pad2(month) + "-" + Pad2(day);
}
static bool ParseDate(string text, out int code)
{
if (text == "authored") { code = 0; return true; }
if (text.Length() != 10 || text.Substring(4, 1) != "-" || text.Substring(7, 1) != "-") return false;
int year, month, day;
if (!ERR_CommandArguments.Integer(text.Substring(0, 4), year) || !ERR_CommandArguments.Integer(text.Substring(5, 2), month) || !ERR_CommandArguments.Integer(text.Substring(8, 2), day)) return false;
if (year < 1900 || year > 2050 || month < 1 || month > 12 || day < 1 || day > 31) return false;
int parsed = (year - 1900) * 10000 + month * 100 + day;
if (!ERR_Settings.Valid("startDateCode", parsed)) return false;
code = parsed;
return true;
}
static string ProfileName(int profile)
{
if (profile == 0) return "authored";
if (profile == 1) return "clear";
if (profile == 2) return "overcast";
if (profile == 3) return "rain";
return "unavailable";
}
static string WeatherStateName(int profile)
{
if (profile == 1) return "Clear";
if (profile == 2) return "Overcast";
if (profile == 3) return "Rainy";
return "";
}
static bool ParseProfile(string text, out int profile)
{
if (text == "authored") { profile = 0; return true; }
if (text == "clear") { profile = 1; return true; }
if (text == "overcast") { profile = 2; return true; }
if (text == "rain" || text == "rainy") { profile = 3; return true; }
return false;
}
static bool HasWeatherState(TimeAndWeatherManagerEntity manager, string name)
{
if (!manager || name.IsEmpty()) return false;
array<ref WeatherState> states = {};
manager.GetWeatherStatesList(states);
foreach (WeatherState state : states)
if (state && state.GetStateName() == name) return true;
return false;
}
bool Start(ERR_GameMode mode)
{
if (!Replication.IsServer() || !mode || !mode.Settings()) return false;
ChimeraWorld world = ChimeraWorld.CastFrom(mode.GetWorld());
if (!world) return false;
return StartOn(world.GetTimeAndWeatherManager(), mode.Settings().Get("startDateCode"), mode.Settings().Get("weatherProfile"));
}
protected bool StartOn(TimeAndWeatherManagerEntity manager, int dateCode, int profile)
{
if (!Replication.IsServer() || m_Stopped) return false;
if (m_Started) return true;
if (!manager || !ERR_Settings.Valid("startDateCode", dateCode) || !ERR_Settings.Valid("weatherProfile", profile)) return false;
int year = 1900 + dateCode / 10000;
int month = (dateCode % 10000) / 100;
int day = dateCode % 100;
if (dateCode != 0 && !manager.CheckValidDate(year, month, day)) return false;
string weather = WeatherStateName(profile);
BaseWeatherStateTransitionManager transitions = manager.GetTransitionManager();
if (profile != 0 && (!transitions || !manager.GetCurrentWeatherState() || !HasWeatherState(manager, weather))) return false;
int previousYear, previousMonth, previousDay;
manager.GetDate(previousYear, previousMonth, previousDay);
if (dateCode != 0 && !manager.SetDate(year, month, day, true)) return false;
if (profile != 0)
{
string previousWeather = manager.GetCurrentWeatherState().GetStateName();
bool previousLooping = manager.IsWeatherLooping();
// Use the native replicated weather route, never local editor previews.
// Loop the selected family; native variants/wind still follow vanilla rules.
manager.ForceWeatherTo(true, weather, 0, 24);
WeatherState current = manager.GetCurrentWeatherState();
WeatherState next = transitions.GetNextState();
if (!manager.IsWeatherLooping() || ((!current || current.GetStateName() != weather) && (!next || next.GetStateName() != weather)))
{
manager.ForceWeatherTo(previousLooping, previousWeather, 0, 24);
if (dateCode != 0) manager.SetDate(previousYear, previousMonth, previousDay, true);
return false;
}
}
m_Manager = manager;
m_DateCode = dateCode;
m_Profile = profile;
m_Started = true;
PrintFormat("Rereintroduced [environment]: date=%1 weather=%2", Date(dateCode), ProfileName(profile));
return true;
}
bool Started() { return m_Started && !m_Stopped; }
int DateCode() { return m_DateCode; }
int Profile() { return m_Profile; }
int CurrentDateCode()
{
if (!Started() || !m_Manager) return -1;
return (m_Manager.GetYear() - 1900) * 10000 + m_Manager.GetMonth() * 100 + m_Manager.GetDay();
}
string CurrentWeather()
{
if (!Started() || !m_Manager) return "unavailable";
WeatherState weather = m_Manager.GetCurrentWeatherState();
if (!weather) return "unavailable";
return weather.GetStateName();
}
string Status()
{
if (!Started()) return "Environment not started.";
return "Current date " + Date(CurrentDateCode()) + ", weather " + CurrentWeather() + " (round profile " + ProfileName(m_Profile) + ").";
}
void Stop() { m_Stopped = true; m_Manager = null; }
}
// Called after the server-owned admin authorization gate. Saving cannot change
// the active service; accepted changes are consumed by the next mission instance.
class ERR_EnvironmentCommands
{
static bool Execute(ERR_Settings settings, ERR_EnvironmentService environment, array<string> parts, array<string> replies)
{
if (!Replication.IsServer() || !settings || parts.Count() < 2 || parts[0] != "mission" || (parts[1] != "date" && parts[1] != "weather")) return false;
if (parts.Count() == 3 && parts[2] == "show")
{
if (environment) replies.Insert(environment.Status());
replies.Insert("Next round: date " + ERR_EnvironmentService.Date(settings.Get("startDateCode")) + ", weather " + ERR_EnvironmentService.ProfileName(settings.Get("weatherProfile")) + ".");
return true;
}
int value;
bool valid;
string key = "startDateCode";
if (parts[1] == "weather") key = "weatherProfile";
if (parts.Count() == 4 && parts[2] == "set")
{
if (key == "startDateCode") valid = ERR_EnvironmentService.ParseDate(parts[3], value);
else valid = ERR_EnvironmentService.ParseProfile(parts[3], value);
}
if (valid && settings.Set(key, value))
replies.Insert("Saved for next round: date " + ERR_EnvironmentService.Date(settings.Get("startDateCode")) + ", weather " + ERR_EnvironmentService.ProfileName(settings.Get("weatherProfile")) + ". Current round unchanged.");
else replies.Insert("Invalid environment or settings could not be saved. Use mission date set YYYY-MM-DD (1900-2050) or authored; mission weather set authored|clear|overcast|rain. Previous setting retained.");
return true;
}
}
@@ -0,0 +1,72 @@
[BaseContainerProps()]
class ERR_EscapeGameOverScreenInfo : SCR_BaseGameOverScreenInfo
{
protected ERR_PersonalEscapeResult PersonalResult(int playerId)
{
SCR_PlayerController controller = SCR_PlayerController.Cast(GetGame().GetPlayerController());
if (!controller || controller.GetPlayerId() != playerId) return ERR_PersonalEscapeResult.UNKNOWN;
return controller.ERR_EscapeResult();
}
override string GetTitle(int playerId, array<int> otherPlayerIds)
{
string title = "The helicopter escaped";
if (PersonalResult(playerId) == ERR_PersonalEscapeResult.ESCAPED) title = "You escaped Everon";
#ifdef WORKBENCH
PrintFormat("ERR RESULT UI: player=%1 title=%2", playerId, title);
#endif
return title;
}
override string GetDebriefing(int playerId, array<int> otherPlayerIds)
{
ERR_PersonalEscapeResult result = PersonalResult(playerId);
if (result == ERR_PersonalEscapeResult.ESCAPED)
return "You crossed the extraction boundary aboard the helicopter.";
if (result == ERR_PersonalEscapeResult.MISSED) return "You did not escape with the helicopter.";
return "Your personal escape result is not available.";
}
}
// End data and the controller replicate independently. Refresh an already-open
// native result screen when the identity-derived controller result arrives.
modded class SCR_GameOverScreenContentUIComponent
{
protected bool m_ERREscapeContent;
override void InitContent(SCR_GameOverScreenUIContentData endScreenUIContent)
{
SCR_PlayerController.ERR_OnEscapeResultChanged().Remove(ERR_RefreshEscapeContent);
super.InitContent(endScreenUIContent);
m_ERREscapeContent = ERR_EscapeGameOverScreenInfo.Cast(endScreenUIContent.m_GameOverInfo) != null;
if (!m_ERREscapeContent) return;
SCR_PlayerController.ERR_OnEscapeResultChanged().Insert(ERR_RefreshEscapeContent);
ERR_RefreshEscapeContent();
}
protected void ERR_RefreshEscapeContent()
{
if (!m_ERREscapeContent || !m_wRoot) return;
SCR_PlayerController controller = SCR_PlayerController.Cast(GetGame().GetPlayerController());
int playerId = -1;
if (controller) playerId = controller.GetPlayerId();
ERR_EscapeGameOverScreenInfo info = new ERR_EscapeGameOverScreenInfo();
TextWidget title = TextWidget.Cast(m_wRoot.FindAnyWidget(m_sTileName));
TextWidget debrief = TextWidget.Cast(m_wRoot.FindAnyWidget(m_sDebriefingName));
if (title) title.SetText(info.GetTitle(playerId, null));
if (debrief) debrief.SetText(info.GetDebriefing(playerId, null));
}
override void HandlerDeattached(Widget w)
{
SCR_PlayerController.ERR_OnEscapeResultChanged().Remove(ERR_RefreshEscapeContent);
m_ERREscapeContent = false;
super.HandlerDeattached(w);
}
}
[BaseContainerProps()]
class ERR_FailureGameOverScreenInfo : SCR_BaseGameOverScreenInfo
{
override string GetDebriefing(int playerId, array<int> otherPlayerIds)
{
ERR_GameMode mode = ERR_GameMode.Get();
if (mode && !mode.EndReason().IsEmpty()) return mode.EndReason();
return "No surviving prisoners can complete the escape, or the extraction helicopter has been lost.";
}
}
@@ -0,0 +1,112 @@
// Initial preparation only. A newly spawned vehicle may start asleep above its
// landing gear contact plane. Wake once, then observe native gravity/contact;
// never correct its transform, apply an impulse, or replenish its supplies.
class ERR_ExtractionPlacement
{
protected ERR_GameMode m_Mode;
protected Vehicle m_Aircraft;
protected bool m_Stopped;
protected int m_WakeCount;
protected float m_Deadline;
protected float m_StableSince = -1;
protected float m_LastObservation = -1;
protected float m_NextDiagnostic;
protected ERR_PrepareResult m_Result = ERR_PrepareResult.PENDING;
protected string m_Failure;
void ERR_ExtractionPlacement(ERR_GameMode mode, Vehicle aircraft)
{
m_Mode = mode; m_Aircraft = aircraft;
m_Deadline = GetGame().GetWorld().GetWorldTime() + 30000;
}
static bool CanWake(bool initialized, int count, float now, float deadline)
{
return initialized && count == 0 && now < deadline;
}
static bool Fresh(float previous, float now)
{
return previous >= 0 && now >= previous && now - previous <= 1500;
}
static bool QualificationAllowed(bool previouslyReady, float now, float deadline)
{
return previouslyReady || now < deadline;
}
static bool Stable(float since, float previous, float now)
{
return since >= 0 && previous >= since && now >= previous && now - previous <= 1500 && now - since >= 1000;
}
int WakeCount() { return m_WakeCount; }
bool Ready() { return !m_Stopped && m_Result == ERR_PrepareResult.READY; }
string FailureReason() { return m_Failure; }
void Stop() { m_Stopped = true; }
protected ERR_PrepareResult Fail(string reason)
{
m_Failure = reason; m_Result = ERR_PrepareResult.FAILED;
Print("Rereintroduced [extraction placement]: " + reason, LogLevel.ERROR);
return m_Result;
}
protected void Diagnostic(bool ready)
{
if (!m_Aircraft) return;
Physics physics = m_Aircraft.GetPhysics();
HelicopterControllerComponent controller = HelicopterControllerComponent.Cast(m_Aircraft.FindComponent(HelicopterControllerComponent));
vector entity[4]; m_Aircraft.GetWorldTransform(entity);
PrintFormat("ERR EXTRACTION PLACEMENT: wakes=%1 alive=%2 ready=%3 origin=%4 up=%5", m_WakeCount, ERR_Actors.Alive(m_Aircraft), ready, entity[3], entity[1][1]);
if (physics) PrintFormat("ERR EXTRACTION PHYSICS: dynamic=%1 awake=%2 speed=%3 angularSpeed=%4", physics.IsDynamic(), physics.IsActive(), physics.GetVelocity().Length(), physics.GetAngularVelocity().Length());
if (controller && controller.GetSimulation())
{
vector nativeTransform[4]; controller.GetSimulation().GetWorldTransform(nativeTransform);
PrintFormat("ERR EXTRACTION NATIVE: valid=%1 contact=%2 engine=%3 origin=%4 up=%5 entityDifference=%6", controller.GetSimulation().IsValid(), controller.GetSimulation().HasAnyGroundContact(), controller.GetSimulation().EngineIsOn(), nativeTransform[3], nativeTransform[1][1], vector.Distance(nativeTransform[3], entity[3]));
}
// Diagnostics read every wheel even while physics is awake. The strict parked
// fallback itself still requires sleep and never alters the vehicle.
vector front, left, right;
if (ERR_CasualtyGroundSupport.WheelCenter(m_Aircraft, "v_wheel_F", front, true)) ERR_CasualtyGroundSupport.WheelSupported(m_Aircraft, front, 0.30, true);
if (ERR_CasualtyGroundSupport.WheelCenter(m_Aircraft, "v_wheel_bL", left, true)) ERR_CasualtyGroundSupport.WheelSupported(m_Aircraft, left, 0.45, true);
if (ERR_CasualtyGroundSupport.WheelCenter(m_Aircraft, "v_wheel_bR", right, true)) ERR_CasualtyGroundSupport.WheelSupported(m_Aircraft, right, 0.45, true);
}
ERR_PrepareResult Poll(float now)
{
if (m_Stopped || m_Result == ERR_PrepareResult.FAILED) return ERR_PrepareResult.FAILED;
if (!Replication.IsServer() || !m_Mode || m_Mode.Phase() != ERR_Phase.PREPARING || m_Mode.ExtractionVehicle() != m_Aircraft) return Fail("initial aircraft ownership/phase changed");
if (!ERR_Actors.Alive(m_Aircraft) || !m_Aircraft.GetPrefabData() || !m_Aircraft.GetPrefabData().GetPrefabName().Contains("/Mi8MT/")) return Fail("registered initial Mi8 is missing, destroyed or unsupported");
Physics physics = m_Aircraft.GetPhysics();
HelicopterControllerComponent controller = HelicopterControllerComponent.Cast(m_Aircraft.FindComponent(HelicopterControllerComponent));
bool initialized = physics && physics.IsDynamic() && controller && controller.GetSimulation() && controller.GetSimulation().IsValid();
if (CanWake(initialized, m_WakeCount, now, m_Deadline))
{
// Production preparation owns the empty registered aircraft. The count is
// latched BEFORE the native call, preventing repeated wakes on any callback.
m_WakeCount = 1;
physics.SetActive(ActiveState.ACTIVE);
m_LastObservation = now;
Diagnostic(false);
m_NextDiagnostic = now + 1000;
return ERR_PrepareResult.PENDING; // never accept in the mutation frame
}
FuelManagerComponent fuel = FuelManagerComponent.Cast(m_Aircraft.FindComponent(FuelManagerComponent));
bool ready = initialized && m_WakeCount == 1 && fuel && fuel.HasFuel() && ERR_CasualtyLoadingRules.AircraftReady(m_Aircraft);
if (now >= m_NextDiagnostic)
{
Diagnostic(ready);
PrintFormat("ERR EXTRACTION FUEL: manager=%1 hasFuel=%2", fuel != null, fuel && fuel.HasFuel());
m_NextDiagnostic = now + 1000;
}
if (!ready || !Fresh(m_LastObservation, now)) m_StableSince = -1;
if (ready)
{
if (m_StableSince < 0) m_StableSince = now;
if (Stable(m_StableSince, m_LastObservation, now))
{
if (!QualificationAllowed(m_Result == ERR_PrepareResult.READY, now, m_Deadline)) return Fail("initial aircraft stable qualification missed the 30-second preparation deadline");
if (m_Result != ERR_PrepareResult.READY) Print("Rereintroduced [extraction placement]: native supported aircraft stable for one second, fuel present, exactly one initial wake");
m_Result = ERR_PrepareResult.READY;
m_LastObservation = now;
return m_Result;
}
}
m_Result = ERR_PrepareResult.PENDING;
m_LastObservation = now;
if (now >= m_Deadline) return Fail("initial aircraft did not become alive, fueled and physically supported/stable within 30 seconds; no replacement or repositioning requested");
return m_Result;
}
}
@@ -0,0 +1,101 @@
enum ERR_ExtractionState { WAITING, ESCAPED, LOST }
// Mission progression consumes the result; this service never spawns a vehicle.
class ERR_ExtractionService
{
static const int REQUIRED_SEATS = 12;
protected ref ERR_PlayerRoster m_Roster;
protected Vehicle m_Vehicle;
protected bool m_Assigned;
protected bool m_Begun;
protected bool m_Stopped;
protected vector m_Center;
protected float m_Radius;
protected ERR_ExtractionState m_State;
protected ref set<UUID> m_Escapees = new set<UUID>();
protected int m_ParticipantCount;
protected ref ScriptInvoker m_OnResolved = new ScriptInvoker();
void ERR_ExtractionService(ERR_PlayerRoster roster) { m_Roster = roster; }
Vehicle VehicleEntity() { return m_Vehicle; }
ERR_ExtractionState State() { return m_State; }
ScriptInvoker OnResolved() { return m_OnResolved; }
int EscapedCount() { return m_Escapees.Count(); }
int LeftBehindCount() { return m_ParticipantCount - m_Escapees.Count(); }
bool DidEscape(UUID identity) { return m_Escapees.Contains(identity); }
bool Assign(Vehicle vehicle)
{
if (!Replication.IsServer() || m_Assigned || m_Stopped || !ERR_Actors.Alive(vehicle)) return false;
m_Vehicle = vehicle;
m_Assigned = true;
return true;
}
int Seats(out array<BaseCompartmentSlot> seats)
{
seats.Clear();
if (!m_Vehicle) return 0;
BaseCompartmentManagerComponent manager = BaseCompartmentManagerComponent.Cast(m_Vehicle.FindComponent(BaseCompartmentManagerComponent));
if (!manager) return 0;
array<BaseCompartmentSlot> all = {};
manager.GetCompartments(all);
foreach (BaseCompartmentSlot slot : all)
{
if (!slot) continue;
ECompartmentType type = SCR_CompartmentAccessComponent.GetCompartmentType(slot);
if (type == ECompartmentType.PILOT || type == ECompartmentType.CARGO) seats.Insert(slot);
}
return seats.Count();
}
bool Ready()
{
if (!m_Assigned || !ERR_Actors.Alive(m_Vehicle) || !m_Vehicle.FindComponent(HelicopterControllerComponent)) return false;
array<BaseCompartmentSlot> seats = {};
if (Seats(seats) < REQUIRED_SEATS) return false;
foreach (BaseCompartmentSlot slot : seats)
if (SCR_CompartmentAccessComponent.GetCompartmentType(slot) == ECompartmentType.PILOT) return true;
return false;
}
bool Begin(vector center, float radius)
{
if (!Replication.IsServer() || m_Begun || m_Stopped || !m_Roster || radius <= 0 || !Ready()) return false;
m_Center = center;
m_Radius = radius;
m_Begun = true;
return true;
}
void Tick(ERR_Phase phase)
{
if (!Replication.IsServer() || !m_Begun || m_Stopped || m_State != ERR_ExtractionState.WAITING) return;
if (phase < ERR_Phase.PRISON || ERR_MissionRules.Terminal(phase)) return;
if (!ERR_Actors.Alive(m_Vehicle)) { Resolve(ERR_ExtractionState.LOST); return; }
if (phase != ERR_Phase.EXTRACTION || vector.DistanceXZ(m_Vehicle.GetOrigin(), m_Center) <= m_Radius) return;
array<ref ERR_PlayerLife> lives = {};
m_Roster.Participants(lives);
foreach (ERR_PlayerLife life : lives)
{
if (!ERR_Actors.Alive(life.Actor) || CompartmentAccessComponent.GetVehicleIn(life.Actor) != m_Vehicle) continue;
// Reserved disconnected characters and unconscious passengers remain alive.
// A recycled connection ID is never an identity for the escape snapshot.
m_Escapees.Insert(life.AccountId);
}
if (m_Escapees.IsEmpty()) return;
m_ParticipantCount = lives.Count();
Resolve(ERR_ExtractionState.ESCAPED);
}
protected void Resolve(ERR_ExtractionState result)
{
m_State = result;
m_OnResolved.Invoke(result);
}
void ConnectedWinners(out array<int> winners)
{
winners.Clear();
if (m_State != ERR_ExtractionState.ESCAPED || !m_Roster) return;
array<ref ERR_PlayerLife> lives = {};
m_Roster.Participants(lives);
foreach (ERR_PlayerLife life : lives)
if (life.Connected && m_Roster.Get(life.ConnectionId) == life && m_Escapees.Contains(life.AccountId)) winners.Insert(life.ConnectionId);
}
void Stop() { m_Stopped = true; }
}
@@ -0,0 +1,42 @@
// One authored faction/asset contract, supplied by the game mode resource.
[BaseContainerProps()]
class ERR_FactionCatalog
{
[Attribute()] string PlayerFactionKey;
[Attribute()] string EnemyFactionKey;
[Attribute("", UIWidgets.ResourceNamePicker, "Unarmed prisoner character", "et")]
ResourceName PrisonerPrefab;
[Attribute("", UIWidgets.ResourceNamePicker, "Initial physical guard squad", "et")]
ResourceName GuardGroupPrefab;
[Attribute("", UIWidgets.ResourceNamePicker, "Extraction helicopter", "et")]
ResourceName ExtractionPrefab;
bool Valid()
{
return !PlayerFactionKey.IsEmpty() && !EnemyFactionKey.IsEmpty() && PlayerFactionKey != EnemyFactionKey && !PrisonerPrefab.IsEmpty() && !GuardGroupPrefab.IsEmpty() && !ExtractionPrefab.IsEmpty();
}
Faction PlayerFaction()
{
if (!GetGame().GetFactionManager()) return null;
return GetGame().GetFactionManager().GetFactionByKey(PlayerFactionKey);
}
Faction EnemyFaction()
{
if (!GetGame().GetFactionManager()) return null;
return GetGame().GetFactionManager().GetFactionByKey(EnemyFactionKey);
}
bool WorldReady()
{
if (!Valid()) return false;
Faction player = PlayerFaction();
Faction enemy = EnemyFaction();
if (!player || !enemy || !player.IsFactionEnemy(enemy) || !enemy.IsFactionEnemy(player)) return false;
array<ResourceName> required = {PrisonerPrefab, GuardGroupPrefab, ExtractionPrefab};
foreach (ResourceName prefab : required)
{
Resource resource = Resource.Load(prefab);
if (!resource || !resource.IsValid()) return false;
}
return true;
}
}
@@ -0,0 +1,427 @@
class ERR_GameModeClass : SCR_BaseGameModeClass {}
class ERR_GameMode : SCR_BaseGameMode
{
[RplProp(), Attribute("6090 0 7160", UIWidgets.Coords, "Prison position; configured from authored scenario")]
protected vector m_PrisonPosition;
[Attribute("6090 0 7160", UIWidgets.Coords, "Centre of extraction boundary")]
protected vector m_EscapeCenter;
[RplProp(), Attribute("9000", UIWidgets.EditBox, "Helicopter must cross this radius to escape")]
protected float m_EscapeRadius;
[RplProp()]
protected ERR_Phase m_Phase;
[Attribute("{BE50B97B8E2B36E6}Configs/ERR/VanillaFactions.conf", UIWidgets.ResourceNamePicker, "Faction and asset catalog", "conf")]
protected ResourceName m_FactionDefinition;
[RplProp()]
protected string m_PreparationError;
protected ref ERR_FactionCatalog m_Factions;
protected ref ERR_Settings m_Settings;
protected ref ERR_TimeService m_Time = new ERR_TimeService();
protected ref ERR_EnvironmentService m_Environment = new ERR_EnvironmentService();
protected ref ERR_DiscoveryService m_Discovery;
protected ref ERR_Objectives m_Objectives;
protected ref ERR_PlayerRoster m_Roster = new ERR_PlayerRoster();
protected ref ERR_AdminService m_Admin = new ERR_AdminService();
protected ref ERR_CommandService m_Command;
protected ref array<ERR_LocationComponent> m_Locations = {};
protected ref array<IEntity> m_OwnedEntities = {};
protected ref ERR_ExtractionService m_Extraction;
[RplProp()]
protected string m_EndReason;
protected ref ERR_RadioDefenceService m_RadioDefence;
[RplProp()]
protected ERR_RadioFeedback m_RadioFeedback;
protected ref ERR_RecoveryService m_Recovery;
protected ref ERR_PrisonEscapeService m_PrisonEscape;
[RplProp()]
protected string m_RecoveryStatus;
protected bool m_StartedPlayers;
protected bool m_Stopped;
protected float m_NoSurvivorsSince = -1;
protected ref ScriptInvoker m_OnPhaseChanged = new ScriptInvoker();
protected ref ScriptInvoker m_OnTick = new ScriptInvoker();
protected ref ScriptInvoker m_OnStop = new ScriptInvoker();
protected ref ScriptInvoker m_OnLocationDiscovered = new ScriptInvoker();
protected ref ScriptInvoker m_OnGroup = new ScriptInvoker();
static ERR_GameMode Get()
{
if (!GetGame()) return null;
return ERR_GameMode.Cast(GetGame().GetGameMode());
}
ERR_Phase Phase() { return m_Phase; }
ERR_PlayerRoster Players() { return m_Roster; }
ERR_AdminService Admin() { return m_Admin; }
ERR_Settings Settings() { return m_Settings; }
ERR_TimeService Time() { return m_Time; }
ERR_EnvironmentService Environment() { return m_Environment; }
ERR_RadioDefenceService RadioDefence() { return m_RadioDefence; }
ERR_RecoveryService Recovery() { return m_Recovery; }
ERR_PrisonEscapeService PrisonEscape() { return m_PrisonEscape; }
string RecoveryStatus() { return m_RecoveryStatus; }
ERR_CommandService Command() { return m_Command; }
ERR_Objectives Objectives() { return m_Objectives; }
ERR_ExtractionService Extraction() { return m_Extraction; }
string EndReason() { return m_EndReason; }
Vehicle ExtractionVehicle()
{
if (!m_Extraction) return null;
return m_Extraction.VehicleEntity();
}
float EscapeRadius() { return m_EscapeRadius; }
ERR_RadioFeedback RadioFeedback() { return m_RadioFeedback; }
// Called only from existing authority transition/tick paths; no extra timer.
protected bool RefreshRadioFeedback()
{
if (!Replication.IsServer()) return false;
bool defending = m_Phase == ERR_Phase.RADIO_DEFENCE && m_RadioDefence != null && m_RadioDefence.State() == ERR_RadioDefenceState.DEFENDING;
bool occupied = defending && m_RadioDefence.Occupied();
ERR_RadioFeedback next = ERR_RadioFeedbackRules.Next(m_RadioFeedback, defending, occupied);
if (next == m_RadioFeedback) return false;
m_RadioFeedback = next;
return true;
}
bool DefenceOccupied() { return m_RadioDefence && m_RadioDefence.Occupied(); }
int DefenceSecondsRemaining()
{
if (!m_RadioDefence) return 0;
return m_RadioDefence.SecondsRemaining(GetWorld().GetWorldTime());
}
ScriptInvoker OnPhaseChanged() { return m_OnPhaseChanged; }
ScriptInvoker OnTick() { return m_OnTick; }
ScriptInvoker OnStop() { return m_OnStop; }
ScriptInvoker OnGroup() { return m_OnGroup; }
ScriptInvoker OnLocationDiscovered() { return m_OnLocationDiscovered; }
void LocationDiscovered(ERR_LocationComponent location, int previous, int current)
{
if (!Replication.IsServer() || !m_Locations.Contains(location) || current <= previous) return;
m_OnLocationDiscovered.Invoke(location, previous, current);
}
ERR_FactionCatalog Factions() { return m_Factions; }
Faction PlayerFaction()
{
if (!m_Factions) return null;
return m_Factions.PlayerFaction();
}
Faction EnemyFaction()
{
if (!m_Factions) return null;
return m_Factions.EnemyFaction();
}
string PreparationError() { return m_PreparationError; }
string Status()
{
if (!m_PreparationError.IsEmpty()) return "Mission startup failed: " + m_PreparationError;
if (!m_EndReason.IsEmpty()) return m_EndReason;
if (m_Phase == ERR_Phase.PREPARING) return "Preparing mission sites and physical supplies.";
string phase;
if (m_Phase == ERR_Phase.PRISON) phase = "Escape the prison";
else if (m_Phase == ERR_Phase.RADIO_SEARCH) phase = "Locate the radio station";
else if (m_Phase == ERR_Phase.RADIO_DEFENCE) phase = "Defend the radio transmission";
else if (m_Phase == ERR_Phase.EXTRACTION) phase = "Helicopter extraction";
else if (m_Phase == ERR_Phase.VICTORY) phase = "Escape complete";
else phase = "Mission lost";
if (!m_RecoveryStatus.IsEmpty()) phase += " " + m_RecoveryStatus;
return phase;
}
protected void RecoveryChanged(string message)
{
if (!Replication.IsServer() || m_RecoveryStatus == message) return;
m_RecoveryStatus = message;
Replication.BumpMe();
}
bool AbandonRound()
{
if (!Replication.IsServer() || !Active() || m_Stopped || !m_PreparationError.IsEmpty()) return false;
if (!ERR_MissionRules.CanTransition(m_Phase, ERR_Phase.DEFEAT)) return false;
m_EndReason = "An administrator abandoned this round.";
return Transition(ERR_Phase.DEFEAT);
}
protected void FailPreparation(string detail)
{
if (!Replication.IsServer() || m_Phase != ERR_Phase.PREPARING || !m_PreparationError.IsEmpty()) return;
m_PreparationError = detail;
Replication.BumpMe();
Print("Rereintroduced: scenario preparation failed; spawning remains disabled: " + detail, LogLevel.ERROR);
StopServices();
ERR_SiteService sites = Sites();
if (sites) sites.Rollback();
for (int i = m_OwnedEntities.Count() - 1; i >= 0; i--) ERR_Actors.DeleteSpawned(m_OwnedEntities[i]);
m_OwnedEntities.Clear();
}
vector PrisonPosition() { return ERR_Actors.Ground(m_PrisonPosition); }
bool Active() { return m_Phase >= ERR_Phase.PRISON && !ERR_MissionRules.Terminal(m_Phase); }
protected ERR_CommandService CreateCommandService() { return null; }
void ConfigureStart(vector position)
{
if (!Replication.IsServer() || m_Phase != ERR_Phase.PREPARING) return;
m_PrisonPosition = position;
m_EscapeCenter = position;
Replication.BumpMe();
}
ERR_SiteService Sites()
{
ERR_ScenarioComponent scenario = ERR_ScenarioComponent.Cast(FindComponent(ERR_ScenarioComponent));
if (!scenario) return null;
return scenario.Sites();
}
void RegisterLocation(ERR_LocationComponent location)
{
if (!location || location.Id().IsEmpty() || m_Locations.Contains(location)) return;
foreach (ERR_LocationComponent existing : m_Locations)
{
if (existing.Id() == location.Id())
{
Print("Rereintroduced: duplicate location ID " + location.Id(), LogLevel.ERROR);
return;
}
}
m_Locations.Insert(location);
}
bool HasLocation(ERR_LocationComponent location) { return location && m_Locations.Contains(location); }
void UnregisterLocation(ERR_LocationComponent location) { m_Locations.RemoveItem(location); }
void Locations(out array<ERR_LocationComponent> locations) { locations.Copy(m_Locations); }
void Own(IEntity entity) { if (entity && !m_OwnedEntities.Contains(entity)) m_OwnedEntities.Insert(entity); }
bool SetExtractionVehicle(Vehicle vehicle)
{
return Replication.IsServer() && m_Phase == ERR_Phase.PREPARING && m_Extraction && m_Extraction.Assign(vehicle);
}
void PublishEscapeResults(bool reset = false)
{
if (!Replication.IsServer()) return;
array<int> connected = {};
GetGame().GetPlayerManager().GetPlayers(connected);
foreach (int id : connected)
{
SCR_PlayerController controller = SCR_PlayerController.Cast(GetGame().GetPlayerManager().GetPlayerController(id));
if (!controller) continue;
if (reset) controller.ERR_ResetEscapeResult();
else controller.ERR_PublishEscapeResult(m_Roster, m_Extraction);
}
}
void RegisterGroup(SCR_AIGroup group)
{
if (!Replication.IsServer() || !group) return;
Own(group);
if (m_Command) m_Command.RegisterGroup(group);
m_OnGroup.Invoke(group);
}
bool Transition(ERR_Phase phase)
{
if (!Replication.IsServer() || !m_PreparationError.IsEmpty() || !ERR_MissionRules.CanTransition(m_Phase, phase)) return false;
ERR_Phase previous = m_Phase;
m_Phase = phase;
RefreshRadioFeedback();
if (ERR_MissionRules.Terminal(phase)) PublishEscapeResults();
Replication.BumpMe();
PrintFormat("Rereintroduced [mission]: phase %1 -> %2", previous, phase);
m_OnPhaseChanged.Invoke(previous, phase);
if (ERR_MissionRules.Terminal(phase))
{
StopServices();
array<int> winners = {};
if (phase == ERR_Phase.VICTORY && m_Extraction) m_Extraction.ConnectedWinners(winners);
EGameOverTypes reason = EGameOverTypes.LOOSE;
if (phase == ERR_Phase.VICTORY) reason = EGameOverTypes.VICTORY;
EndGameMode(SCR_GameModeEndData.Create(reason, winners));
}
return true;
}
bool UnlockPrison(IEntity player)
{
if (!Replication.IsServer() || !m_Roster || !m_Roster.CurrentActor(player) || !ERR_Actors.CanFight(player)) return false;
if (!PlayerFaction() || SCR_FactionManager.SGetFaction(player) != PlayerFaction()) return false;
if (vector.DistanceXZ(player.GetOrigin(), PrisonPosition()) > 15) return false;
return m_Phase == ERR_Phase.PRISON && Transition(ERR_Phase.RADIO_SEARCH);
}
bool TuneRadio(IEntity player, ERR_LocationComponent location)
{
return m_RadioDefence && m_RadioDefence.Begin(player, location);
}
protected void RadioStarted(ERR_LocationComponent location)
{
if (!Replication.IsServer() || !m_RadioDefence || location != m_RadioDefence.Location()) return;
if (!Transition(ERR_Phase.RADIO_DEFENCE)) m_RadioDefence.Stop();
}
protected void RadioCompleted(ERR_LocationComponent location)
{
if (!Replication.IsServer() || m_Phase != ERR_Phase.RADIO_DEFENCE || !m_RadioDefence || m_RadioDefence.State() != ERR_RadioDefenceState.COMPLETED || location != m_RadioDefence.Location()) return;
foreach (ERR_LocationComponent candidate : m_Locations)
if (candidate.Kind() == ERR_LocationKind.EXTRACTION) candidate.Discover(0, 100);
Transition(ERR_Phase.EXTRACTION);
}
void PlayerSpawned(int id, IEntity actor)
{
if (!Replication.IsServer() || !actor || ERR_MissionRules.Terminal(m_Phase)) return;
m_Roster.Spawned(id, actor);
m_StartedPlayers = true;
m_NoSurvivorsSince = -1;
}
protected string SettingsPath() { return ERR_Settings.PATH; }
protected override void EOnInit(IEntity owner)
{
super.EOnInit(owner);
if (SCR_Global.IsEditMode()) return;
m_Factions = ERR_FactionCatalog.Cast(SCR_BaseContainerTools.CreateInstanceFromPrefab(m_FactionDefinition));
if (!System.IsConsoleApp()) GetGame().GetCallqueue().CallLater(BindLocalObserver, 250, true);
if (!Replication.IsServer()) return;
m_Settings = new ERR_Settings(SettingsPath());
OnStop().Insert(m_Environment.Stop);
m_Recovery = new ERR_RecoveryService(this);
m_Recovery.OnChanged().Insert(RecoveryChanged);
OnStop().Insert(m_Recovery.Stop);
m_RadioDefence = new ERR_RadioDefenceService(this);
m_RadioDefence.OnStarted().Insert(RadioStarted);
m_RadioDefence.OnCompleted().Insert(RadioCompleted);
OnPhaseChanged().Insert(m_RadioDefence.PhaseChanged);
OnStop().Insert(m_RadioDefence.Stop);
m_Extraction = new ERR_ExtractionService(m_Roster);
PublishEscapeResults(true);
m_Extraction.OnResolved().Insert(ExtractionResolved);
OnStop().Insert(m_Extraction.Stop);
m_PrisonEscape = new ERR_PrisonEscapeService(this);
OnPhaseChanged().Insert(m_PrisonEscape.PhaseChanged);
OnTick().Insert(m_PrisonEscape.Tick);
OnStop().Insert(m_PrisonEscape.Stop);
m_Roster.OnChanged().Insert(m_PrisonEscape.RosterChanged);
m_Discovery = new ERR_DiscoveryService(this);
OnTick().Insert(m_Discovery.Tick);
OnStop().Insert(m_Discovery.Stop);
m_Objectives = new ERR_Objectives(this);
OnPhaseChanged().Insert(m_Objectives.PhaseChanged);
OnTick().Insert(m_Objectives.Tick);
OnStop().Insert(m_Objectives.Stop);
m_Command = CreateCommandService();
GetGame().GetCallqueue().CallLater(ServerTick, 1000, true);
GetGame().GetCallqueue().CallLater(StartScenario, 1500, false);
}
protected void BindLocalObserver()
{
SCR_PlayerController controller = SCR_PlayerController.Cast(GetGame().GetPlayerController());
if (!controller) return;
controller.ERR_StartObserverMonitor();
GetGame().GetCallqueue().Remove(BindLocalObserver);
}
protected void StartScenario()
{
if (m_Phase != ERR_Phase.PREPARING || !m_PreparationError.IsEmpty()) return;
if (!m_Factions || !m_Factions.WorldReady()) { FailPreparation("The configured player and enemy factions or required assets are missing, invalid or not hostile."); return; }
// Scenario content is created through a separate authoring component.
ERR_ScenarioComponent scenario = ERR_ScenarioComponent.Cast(FindComponent(ERR_ScenarioComponent));
ERR_PrepareResult prepared = ERR_PrepareResult.FAILED;
if (scenario) prepared = scenario.Prepare();
if (prepared == ERR_PrepareResult.PENDING)
{
GetGame().GetCallqueue().CallLater(StartScenario, 250, false);
return;
}
if (prepared == ERR_PrepareResult.FAILED)
{
string detail = "Scenario component is missing.";
if (scenario) detail = scenario.FailureReason();
FailPreparation(detail);
return;
}
if (!m_Extraction || !m_Extraction.Begin(m_EscapeCenter, m_EscapeRadius))
{
FailPreparation("The extraction vehicle must be a helicopter with a pilot position and at least twelve pilot/passenger seats, with a valid escape boundary.");
return;
}
if (!m_Environment.Start(this)) { FailPreparation("The selected date or vanilla weather profile could not be initialized."); return; }
if (!m_Time.Start(this)) { FailPreparation("The world clock could not be initialized."); return; }
Transition(ERR_Phase.PRISON);
}
protected void ExtractionResolved(ERR_ExtractionState result)
{
if (!Replication.IsServer() || !Active()) return;
if (result == ERR_ExtractionState.LOST)
{
m_EndReason = "The extraction helicopter was lost. No replacement is available.";
Transition(ERR_Phase.DEFEAT);
}
else if (result == ERR_ExtractionState.ESCAPED)
{
m_EndReason = string.Format("Escape complete: %1 escaped; %2 did not escape.", m_Extraction.EscapedCount(), m_Extraction.LeftBehindCount());
Transition(ERR_Phase.VICTORY);
}
}
protected void ServerTick()
{
if (!Replication.IsServer() || !Active()) return;
float now = GetWorld().GetWorldTime();
m_Extraction.Tick(m_Phase);
if (!Active()) return;
m_RadioDefence.Tick(now);
if (RefreshRadioFeedback()) Replication.BumpMe();
m_Recovery.Tick();
if (!Active()) return;
if (GetGame().GetPlayerManager().GetPlayerCount() == 0)
{
m_NoSurvivorsSince = -1;
return;
}
if (m_StartedPlayers && !m_Roster.HasSurvivor())
{
if (m_NoSurvivorsSince < 0) m_NoSurvivorsSince = now;
if (now - m_NoSurvivorsSince >= 30000)
{
m_EndReason = "No surviving prisoners remain.";
Transition(ERR_Phase.DEFEAT);
return;
}
}
else m_NoSurvivorsSince = -1;
array<int> connected = {};
GetGame().GetPlayerManager().GetPlayers(connected);
foreach (int id : connected)
{
SCR_PlayerController controller = SCR_PlayerController.Cast(GetGame().GetPlayerManager().GetPlayerController(id));
if (controller) controller.ERR_UpdateObserverServer();
}
if (m_Command) m_Command.Tick(now);
m_OnTick.Invoke(now);
}
protected void StopServices()
{
if (m_Stopped) return;
m_Stopped = true;
GetGame().GetCallqueue().Remove(ServerTick);
if (m_Command) m_Command.Stop();
m_OnStop.Invoke();
if (Replication.IsServer())
{
array<int> connected = {};
GetGame().GetPlayerManager().GetPlayers(connected);
foreach (int id : connected)
{
SCR_PlayerController controller = SCR_PlayerController.Cast(GetGame().GetPlayerManager().GetPlayerController(id));
if (controller) controller.ERR_SetObserver(ERR_ObserverReason.NONE);
}
foreach (IEntity entity : m_OwnedEntities)
if (SCR_AIGroup.Cast(entity)) ERR_Actors.DeleteSpawned(entity);
}
}
void ~ERR_GameMode()
{
if (GetGame())
{
GetGame().GetCallqueue().Remove(StartScenario);
GetGame().GetCallqueue().Remove(BindLocalObserver);
StopServices();
}
m_Locations.Clear();
m_OwnedEntities.Clear();
}
}
@@ -0,0 +1,12 @@
// Initial preparation only. A READY site service never consults this rule again.
class ERR_InitialGuardRules
{
static float TimeoutMilliseconds() { return 90000; }
static ERR_PrepareResult State(int requested, int physical, int conscious, bool queueComplete, bool expired)
{
if (requested <= 0 || physical > requested || conscious > physical || conscious < 0 || physical < 0) return ERR_PrepareResult.FAILED;
if (expired) return ERR_PrepareResult.FAILED;
if (physical == requested && conscious == requested && queueComplete) return ERR_PrepareResult.READY;
return ERR_PrepareResult.PENDING;
}
}
@@ -0,0 +1,19 @@
// GetItems may enumerate the same physical entity through multiple storages.
// Identity is the entity reference, never its prefab: distinct rounds still count.
class ERR_Inventory
{
static int AppendUnique(InventoryStorageManagerComponent inventory, notnull array<IEntity> items)
{
if (!inventory) return items.Count();
array<IEntity> raw = {};
inventory.GetItems(raw);
foreach (IEntity item : raw)
if (item && !items.Contains(item)) items.Insert(item);
return items.Count();
}
static int Items(InventoryStorageManagerComponent inventory, out array<IEntity> items)
{
items.Clear();
return AppendUnique(inventory, items);
}
}
@@ -0,0 +1,62 @@
// A previously initialized off-world medical kit can outlive its weak catalog.
// Runtime/startup validation remains vanilla. Only owned teardown bypasses the
// unrelated initialization gate; no catalog is kept alive or fabricated.
class ERR_ItemStationTeardownRules
{
static bool Recover(bool initialized, bool scoped, bool offWorld, bool catalogPresent, bool editMode)
{
return initialized && scoped && offWorld && !catalogPresent && !editMode;
}
}
modded class SCR_ResupplyMedicalGadgetSupportStationComponent
{
protected bool m_ERRTeardownScope;
protected bool m_ERRTeardownInitializing;
protected bool m_ERRTeardownInitialized;
protected bool m_ERRTeardownDone;
protected SCR_ResourceComponent m_ERRTeardownResource;
protected bool ERR_KnownOffWorldKit(IEntity owner)
{
if (!GetGame() || !owner || owner.GetWorld() == GetGame().GetWorld() || !owner.GetPrefabData()) return false;
ResourceName prefab = owner.GetPrefabData().GetPrefabName();
return prefab == "{AE578EEA4244D41F}Prefabs/Items/Equipment/Kits/MedicalKit_01/MedicalKit_01_US.et" || prefab == "{21EF98BFC1EB3793}Prefabs/Items/Equipment/Kits/MedicalKit_01/MedicalKit_01_USSR.et";
}
protected override void DelayedInit(IEntity owner)
{
m_ERRTeardownInitializing = ERR_GameMode.Get() && ERR_KnownOffWorldKit(owner);
super.DelayedInit(owner);
m_ERRTeardownInitializing = false;
}
protected override void AddRemoveOnDamageStateChanged(IEntity owner, bool subscribe)
{
super.AddRemoveOnDamageStateChanged(owner, subscribe);
// Vanilla reaches this only after the complete virtual InitValidSetup passed.
if (!subscribe || !m_ERRTeardownInitializing) return;
m_ERRTeardownScope = true;
m_ERRTeardownInitialized = true;
if (m_ResourceConsumer || m_ResourceGenerator) m_ERRTeardownResource = GetResourceComponent();
}
override void OnDelete(IEntity owner)
{
bool offWorld = owner && (!GetGame() || owner.GetWorld() != GetGame().GetWorld());
if (!ERR_ItemStationTeardownRules.Recover(m_ERRTeardownInitialized, m_ERRTeardownScope, offWorld, m_EntityCatalogManager != null, SCR_Global.IsEditMode()))
{
super.OnDelete(owner);
return;
}
if (m_ERRTeardownDone) return;
m_ERRTeardownDone = true;
if (GetGame()) GetGame().GetCallqueue().Remove(DelayedInit);
AddRemoveOnDamageStateChanged(owner, false);
// These exact stations reject UsesRange at initialization and were never
// registered with the range manager. Native resource subscription is separate
// from range, and still needs removing when its component remains alive.
if (m_ERRTeardownResource) m_ERRTeardownResource.TEMP_GetOnInteractorReplicated().Remove(TEMP_OnInteractorReplicated);
m_ERRTeardownResource = null;
}
}
@@ -0,0 +1,23 @@
// Attach only to a successor-owned prisoner prefab, with a native action duration.
class ERR_LoadCasualtyAction : ScriptedUserAction
{
override bool CanBeShownScript(IEntity user)
{
return ERR_CasualtyLoadingRules.Nearby(ERR_GameMode.Get(), user, GetOwner());
}
override bool CanBePerformedScript(IEntity user)
{
ERR_GameMode mode = ERR_GameMode.Get();
if (!ERR_CasualtyLoadingRules.Nearby(mode, user, GetOwner())) return false;
// Clients do not own the authoritative roster. Server always checks again.
if (!Replication.IsServer()) return true;
return mode.CasualtyLoading() && mode.CasualtyLoading().CanLoad(user, GetOwner());
}
override bool HasLocalEffectOnlyScript() { return false; }
override void PerformAction(IEntity pOwnerEntity, IEntity pUserEntity)
{
if (!Replication.IsServer() || pOwnerEntity != GetOwner()) return;
ERR_GameMode mode = ERR_GameMode.Get();
if (mode && mode.CasualtyLoading()) mode.CasualtyLoading().Begin(pUserEntity, pOwnerEntity);
}
}

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