"""Execute player policy methods; native damage/regen boundaries are modeled.""" from policy_harness import ROOT, body, run p=ROOT/'addons/core/Scripts/Game/ERR/00_Core/ERR_PlayerMedical.c' source=p.read_text() methods='\n'.join(body(p,s) for s in ['void ERR_EnableCasualtyProtection(', 'override protected bool IsIndefinitelyUnconscious(', 'override float GetResilienceRegenScale(']) methods=methods.replace('override ','').replace('protected ','').replace('Replication.IsServer()','server').replace('super.','Native::') run('''#include bool server=true; struct Native {bool unconscious=false,changed=false;float regen=1;int writes=0;bool bleeding=false; void SetPermitUnconsciousness(bool value,bool c){unconscious=value;changed=c;writes++;} void SetRegenScale(float value,bool){regen=value;writes++;} bool IsIndefinitelyUnconscious(bool){return true;}bool IsBleeding(){return bleeding;}float GetResilienceRegenScale(){return .8f;} }; struct Policy:Native{bool m_ERRRevivablePlayer=false; '''+methods+''' }; int main(){Policy p;server=false;p.ERR_EnableCasualtyProtection();assert(!p.m_ERRRevivablePlayer&&p.writes==0); server=true;p.ERR_EnableCasualtyProtection();assert(p.unconscious&&p.changed&&p.regen==.25f); assert(!p.IsIndefinitelyUnconscious());p.bleeding=true;assert(p.GetResilienceRegenScale()==0); p.bleeding=false;assert(p.GetResilienceRegenScale()==.8f);Policy ai;assert(ai.IsIndefinitelyUnconscious());ai.bleeding=true;assert(ai.GetResilienceRegenScale()==.8f); } ''') # Execute the real damage cap across wound/blood scales; healing is untouched. cap=body(p, 'static float AllowedDamage(').replace('Math.Clamp','std::clamp').replace('Math.Min','std::min').replace('Math.Max','std::max').replace('0.01','0.01f').replace(', 1)',', 1.0f)').replace('(0,','(0.0f,') run('''#include #include #include '''+cap+''' int main(){ for(float maximum:{100.0f,5000.0f}) for(float threshold:{0.0f,.05f,.2f}) { float floor=maximum*(threshold+.01f); assert(AllowedDamage(-10,maximum,maximum,threshold)==-10); assert(AllowedDamage(100000, floor,maximum,threshold)==0); assert(AllowedDamage(100000, floor/2,maximum,threshold)==0); float health=maximum; for(int i=0;i<1000;i++) health-=AllowedDamage(13,health,maximum,threshold); assert(std::abs(health-floor)<.001f); assert(AllowedDamage(1,maximum,maximum,threshold)==1); } } ''') # Passive resilience has its own native rate; treatment DPS bypasses this getter. rate=body(p,'override float CalculatePassiveRegenDPS(').replace('override ','').replace('super.','Native::').replace('SCR_CharacterDamageManagerComponent manager = SCR_CharacterDamageManagerComponent.Cast(GetHitZoneContainer());','Manager* manager = target;').replace('manager.','manager->') run('''#include struct Manager { bool player; bool ERR_IsRevivablePlayer(){return player;} }; struct Native {float CalculatePassiveRegenDPS(bool){return 4;}}; struct Policy:Native {Manager* target=nullptr; '''+rate+''' }; int main(){Policy p;assert(p.CalculatePassiveRegenDPS()==4);Manager ai{false};p.target=&ai;assert(p.CalculatePassiveRegenDPS()==4);ai.player=true;assert(p.CalculatePassiveRegenDPS()==1);assert(p.CalculatePassiveRegenDPS(false)==4);} ''') assert 'SCR_CharacterResilienceHitZone.Cast(this)) return damage' in source assert 'damage <= 0' in source and '!manager.ERR_IsRevivablePlayer()' in source assert 'override void Kill(' in source assert 'FullHeal(' not in source and 'SetHealth(' not in source print('PASS: authority-scoped slow recovery, bleeding pauses resilience, medicine unaffected, player-only lethal damage cap without healing') # The native bleeding evaluator recomputes severity after the hit has already # lowered health. Exercise production query/cap methods with native armour at # the virtual-call boundary: low remaining health must not erase wound severity. query=body(p, 'float ERR_ComputeWoundDamage(').replace('notnull BaseDamageContext', 'Context') effective=body(p, 'override float ComputeEffectiveDamage(') effective=effective.replace('override ', 'virtual ').replace('notnull BaseDamageContext', 'Context').replace('super.', 'Native::') effective=effective.replace('Replication.IsServer()', 'server').replace('SCR_CharacterResilienceHitZone.Cast(this)', 'resilience') effective=effective.replace('SCR_CharacterDamageManagerComponent manager = SCR_CharacterDamageManagerComponent.Cast(GetHitZoneContainer());', 'Manager* manager = target;').replace('manager.', 'manager->') effective=effective.replace('ERR_PlayerMedicalRules.', '').replace('EDamageState.DESTROYED', '0') run('''#include #include #include bool server=true; struct Context {float value;}; struct Manager {bool player=true;int knockouts=0;bool ERR_IsRevivablePlayer(){return player;}void ERR_RequestKnockout(){knockouts++;}}; struct Native {virtual float ComputeEffectiveDamage(Context c,bool){return c.value;}}; '''+cap+''' struct Policy:Native { bool m_ERRWoundQuery=false,resilience=false;Manager* target=nullptr;float health=1; float GetHealth(){return health;}float GetMaxHealth(){return 100;}float GetDamageStateThreshold(int){return 0;} '''+query+effective+''' }; struct Armoured:Policy {float armour=1;float ComputeEffectiveDamage(Context c,bool dot) override {if(!dot)c.value*=armour;return Policy::ComputeEffectiveDamage(c,dot);}}; int main(){Manager player;Armoured zone;zone.target=&player; assert(zone.ComputeEffectiveDamage({60},false)==0 && player.knockouts==1); assert(zone.ERR_ComputeWoundDamage({60})==60 && player.knockouts==1); assert(!zone.m_ERRWoundQuery && zone.ComputeEffectiveDamage({60},true)==0); assert(zone.ERR_ComputeWoundDamage({2})==2); zone.armour=.2f;assert(std::abs(zone.ERR_ComputeWoundDamage({60})-12)<.001f); assert(zone.ComputeEffectiveDamage({60},false)==0); zone.health=100;assert(std::abs(zone.ComputeEffectiveDamage({60},false)-12)<.001f); zone.health=1;player.player=false;assert(std::abs(zone.ComputeEffectiveDamage({60},false)-12)<.001f); player.player=true;zone.resilience=true;assert(std::abs(zone.ComputeEffectiveDamage({60},false)-12)<.001f); zone.resilience=false;server=false;assert(std::abs(zone.ComputeEffectiveDamage({60},false)-12)<.001f); } ''') print('PASS: bleeding severity survives low health, retains armour, causes no knockout and restores the actual damage/blood-loss cap') # Run the production recovery prediction over real effect states modeled at the # native boundary, including a pending regeneration delay and exhausted effects. future=body(p,'bool ERR_CanRecoverNaturally(') future=future.replace('array effects','auto effects').replace('GetAllPersistentEffectsOfType(SCR_PassiveHitZoneRegenDamageEffect, true)','GetAllPersistentEffectsOfType()') future=future.replace('foreach (SCR_PersistentDamageEffect effect : effects)','for (Effect* effect : effects)').replace('DotDamageEffect dot = DotDamageEffect.Cast(effect);','Effect* dot = effect;').replace('HitZone zone','Zone* zone').replace('dot.','dot->').replace('zone.','zone->').replace('EDamageType.REGENERATION','1') run('''#include #include struct Zone {float value=0;float GetHealthScaled(){return value;}}; struct Effect {Zone* zone;float dps;int type=1;int GetDamageType(){return type;}float GetDPS(){return dps;}Zone* GetAffectedHitZone(){return zone;}}; struct Policy {bool m_ERRRevivablePlayer=true,bleeding=false;float scale=1;Zone blood,resilience;std::vector effects; bool IsBleeding(){return bleeding;}auto GetAllPersistentEffectsOfType(){return effects;} Zone* GetBloodHitZone(){return &blood;}Zone* GetResilienceHitZone(){return &resilience;}float GetResilienceRegenScale(){return scale;} '''+future+''' }; int main(){Policy p;assert(!p.ERR_CanRecoverNaturally());Effect e{&p.blood,-.1f};p.effects={&e}; assert(p.ERR_CanRecoverNaturally());p.bleeding=true;assert(!p.ERR_CanRecoverNaturally());p.bleeding=false; p.blood.value=1;assert(!p.ERR_CanRecoverNaturally());p.blood.value=.2; e.dps=0;assert(!p.ERR_CanRecoverNaturally());e.dps=-1;e.type=2;assert(!p.ERR_CanRecoverNaturally());e.type=1; e.zone=&p.resilience;p.scale=0;assert(!p.ERR_CanRecoverNaturally());p.scale=.1;assert(p.ERR_CanRecoverNaturally()); p.m_ERRRevivablePlayer=false;assert(!p.ERR_CanRecoverNaturally()); } ''') print('PASS: viable passive recovery survives native delay; bleeding, disabled/full effects and low-blood resilience do not block defeat')