--- a/addons/core/Scripts/Game/ERR/10_AI/ERR_ConvoyService.c +++ b/addons/core/Scripts/Game/ERR/10_AI/ERR_ConvoyService.c @@ -116,6 +116,8 @@ int RouteIndex; bool Released; bool Registered; + // Latched only for an exact tracked hunter at authoritative player entry. + bool PlayerCaptureObserved; ref ERR_ConvoyCombatState Combat = new ERR_ConvoyCombatState(); int SupplyToken; bool SupplyHeld; @@ -244,7 +246,7 @@ ERR_HQ hq; if (mode) hq = ERR_HQ.Cast(mode.Command()); bool retained = false; - if (Registered && hq && !ERR_ConvoyRules.Captured(Entity, Group)) retained = hq.ReleaseConvoySurvivors(Group); + if (Registered && !PlayerCaptureObserved && hq && !ERR_ConvoyRules.Captured(Entity, Group)) retained = hq.ReleaseConvoySurvivors(Group); if (!retained && mode && mode.Command()) mode.Command().UnregisterGroup(Group); Group.SetPermanentLOD(-1); array agents = {}; Group.GetAgents(agents); --- a/addons/core/Scripts/Game/ERR/10_AI/ERR_HunterService.c +++ b/addons/core/Scripts/Game/ERR/10_AI/ERR_HunterService.c @@ -30,7 +30,7 @@ { if (Released) return; if (Recovery) Recovery.Stop(); - if (!mode || !mode.Active() || ERR_ConvoyRules.Captured(Entity, Group)) { super.Release(mode); return; } + if (PlayerCaptureObserved || !mode || !mode.Active() || ERR_ConvoyRules.Captured(Entity, Group)) { Downlink = null; super.Release(mode); return; } Released = true; Downlink = null; ClearOrder(); ERR_ForceRecord record = mode.Forces().FindGroup(Group); if (record) record.Pinned = false; @@ -82,6 +82,24 @@ } } return 0; + } + // Entry is an ownership event, not a later occupancy sample. Keep the fact + // even if the player exits/disconnects before the one-second hunter tick. + void PlayerEntered(IEntity actor, IEntity entered) + { + if (!Replication.IsServer() || m_Stopped || !m_Mode || m_Mode != ERR_GameMode.Get()) return; + if (!m_Mode.Active() || !actor || !entered || !m_Mode.Players()) return; + ERR_HQ hq = ERR_HQ.Cast(m_Mode.Command()); + if (!hq || hq.Hunters() != this || !m_Mode.Players().CurrentActor(actor)) return; + if (m_Hunters.Count() > 15) return; + foreach (ERR_HunterVehicle unit : m_Hunters) + { + // Released survivors already have independent HQ ownership. Do not revoke + // their infantry role just because the abandoned original vehicle is entered. + if (!unit || unit.Released || !unit.Entity || !ERR_ConvoyRules.PartOf(entered, unit.Entity)) continue; + unit.PlayerCaptureObserved = true; + unit.Release(m_Mode); + } } protected bool PrepareVehicleRadio(ERR_HunterVehicle unit) { @@ -396,3 +414,20 @@ foreach (ERR_HunterVehicle unit : m_Hunters) { unit.Downlink = null; unit.Release(m_Mode); } } } + +// Match the original hunter before native callbacks can erase current player +// occupancy. Other vehicles and already-released crews are not adopted here. +modded class SCR_CompartmentAccessComponent +{ + override protected void OnCompartmentEntered(IEntity targetEntity, BaseCompartmentManagerComponent manager, int mgrID, int slotID, bool move) + { + if (Replication.IsServer()) + { + ERR_GameMode mode = ERR_GameMode.Get(); + ERR_HQ hq; + if (mode) hq = ERR_HQ.Cast(mode.Command()); + if (hq && hq.Hunters()) hq.Hunters().PlayerEntered(GetOwner(), targetEntity); + } + super.OnCompartmentEntered(targetEntity, manager, mgrID, slotID, move); + } +} --- a/tests/test_hunter_lifecycle.py +++ b/tests/test_hunter_lifecycle.py @@ -1,6 +1,8 @@ """Production hunter release and objective-role policy, without native spawning.""" +import os +from pathlib import Path from policy_harness import ROOT, body, run -source=ROOT/'addons/core/Scripts/Game/ERR/10_AI/ERR_HunterService.c' +source=Path(os.environ.get('ERR_HUNTER_SOURCE',ROOT/'addons/core/Scripts/Game/ERR/10_AI/ERR_HunterService.c')) s=body(source,'override void Release(ERR_GameMode mode)') s=s.replace('override ','').replace('super.','Native::').replace('null','nullptr') s=s.replace('ERR_GameMode mode','ERR_GameMode* mode').replace('ERR_ForceRecord record','ERR_ForceRecord* record') @@ -21,7 +23,7 @@ struct ERR_GameMode{bool active=true;Ledger ledger;ERR_HQ hq;bool Active(){return active;}Ledger* Forces(){return &ledger;}ERR_HQ* Command(){return &hq;}}; namespace ERR_ConvoyRules{bool captured=false;bool Captured(void*,GroupType*){return captured;}} struct RecoveryTask{int stops=0;void Stop(){stops++;}}; -struct Native{RecoveryTask* Recovery=nullptr;bool Released=false;int delegated=0,clears=0;GroupType* Group=nullptr;void* Entity=nullptr;void* Downlink=nullptr; +struct Native{RecoveryTask* Recovery=nullptr;bool Released=false,PlayerCaptureObserved=false;int delegated=0,clears=0;GroupType* Group=nullptr;void* Entity=nullptr;void* Downlink=nullptr; void Release(ERR_GameMode*){delegated++;Released=true;}void ClearOrder(){clears++;} }; struct Hunter:Native{ --- a/tests/test_convoy_survivors.py +++ b/tests/test_convoy_survivors.py @@ -55,11 +55,11 @@ void UnregisterGroup(SCR_AIGroup*g){unregistrations++;equipmentStops++;for(auto u:m_Units)if(u->Group==g){u->Group=nullptr;u->Utility=nullptr;u->reports=false;}} '''+claims+retain+r''' }; -struct VehicleOwner{bool Released=false,Registered=true;void*InterceptOrder=nullptr;SCR_AIGroup*Group=nullptr;void*Entity=this;struct{bool Held=true;}Combat;int SupplyToken=101;bool SupplyHeld=true;int clears=0,intercepts=0; +struct VehicleOwner{bool Released=false,Registered=true,PlayerCaptureObserved=false;void*InterceptOrder=nullptr;SCR_AIGroup*Group=nullptr;void*Entity=this;struct{bool Held=true;}Combat;int SupplyToken=101;bool SupplyHeld=true;int clears=0,intercepts=0; void ClearIntercept(void*){intercepts++;}void ClearOrder(){clears++;} '''+vehicle+r''' }; -struct TeamOwner{bool Released=false,Registered=true;SCR_AIGroup*Group=nullptr;int clears=0;void Clear(){clears++;} +struct TeamOwner{bool Released=false,Registered=true,PlayerCaptureObserved=false;SCR_AIGroup*Group=nullptr;int clears=0;void Clear(){clears++;} '''+team+r''' }; struct Case{ERR_GameMode mode;ERR_HQ hq;SCR_AIGroup group,foreign;IEntity one,two,extra;AIAgent a,b,c;Sampler sampler;ERR_HQUnit unit;VehicleOwner vehicle;TeamOwner team; --- /dev/null +++ b/tests/test_hunter_capture.py @@ -0,0 +1,93 @@ +"""Execute actual event, tracked-hunter match, bounded ancestry and both release layers.""" +import os,re +from pathlib import Path +from policy_harness import ROOT,body,run +base=Path(os.environ.get('ERR_HUNTER_CAPTURE_ROOT',ROOT)) +p=base/'addons/core/Scripts/Game/ERR/10_AI' +h=p/'ERR_HunterService.c';c=p/'ERR_ConvoyService.c' +def tr(s): + s=re.sub(r'//[^\n]*','',s).replace('override ','').replace('protected ','').replace('null','nullptr') + s=s.replace('ERR_HQ.Cast(m_Mode.Command())','m_Mode.Command()').replace('ERR_HQ.Cast(mode.Command())','mode.Command()') + s=s.replace('array','Array') + s=re.sub(r'foreach \(([^:]+):',r'for (\1:',s) + for t in ('IEntity','ERR_GameMode','ERR_HQ','ERR_HunterVehicle','BaseCompartmentManagerComponent','ERR_ForceRecord','AIAgent'): + s=re.sub(r'\b'+t+r' (\w+)',t+r'* \1',s) + for n in ('m_Mode','mode','hq','unit','Group','agent','record','Recovery','entity'): + s=re.sub(r'\b'+n+r'\.',n+'->',s) + s=s.replace('Forces().','Forces()->').replace('Players().','Players()->').replace('Command().','Command()->').replace('Hunters().','Hunters()->') + for n in ('Replication','ERR_GameMode','ERR_ConvoyRules','SCR_EntityHelper'):s=s.replace(n+'.',n+'::') + s=s.replace('ERR_HQ* hq;','ERR_HQ* hq=nullptr;').replace('int depth;','int depth=0;') + return s +service=tr(body(h,'void PlayerEntered(')) if 'void PlayerEntered(' in h.read_text() else 'void PlayerEntered(IEntity*,IEntity*){}' +event=tr(body(h,'override protected void OnCompartmentEntered(')).replace('super.','NativeAccess::') if 'override protected void OnCompartmentEntered(' in h.read_text() else 'void OnCompartmentEntered(IEntity* t,BaseCompartmentManagerComponent*m,int i,int s,bool b){NativeAccess::OnCompartmentEntered(t,m,i,s,b);}' +base_release=tr(body(c,'void Release(ERR_GameMode mode)')) +hunter_release=tr(body(h,'override void Release(ERR_GameMode mode)')).replace('super.','VehicleOwner::') +part=tr(body(c,'static bool PartOf(')) +run(r''' +#include +#include +templatestruct Array:std::vector{using std::vector::vector;int Count(){return this->size();}}; +struct IEntity{IEntity*parent=nullptr;IEntity*GetParent(){return parent;}}; +struct AIAgent{int lod=0;void SetPermanentLOD(int n){lod=n;}}; +struct GroupType{int lod=0;AIAgent a;void SetPermanentLOD(int n){lod=n;}void GetAgents(Array&v){v={&a};}}; +struct BaseCompartmentManagerComponent{}; +struct Service;struct ERR_HQ; +struct Roster{IEntity*current=nullptr;void*CurrentActor(IEntity*a){return a&&a==current?this:nullptr;}}; +struct ERR_ForceRecord{bool Pinned=true;};struct Ledger{ERR_ForceRecord r;ERR_ForceRecord*FindGroup(GroupType*){return &r;}}; +struct ERR_GameMode{inline static ERR_GameMode*current=nullptr;bool active=true;ERR_HQ*command=nullptr;Roster roster;Ledger ledger;static ERR_GameMode*Get(){return current;}bool Active(){return active;}ERR_HQ*Command(){return command;}Roster*Players(){return &roster;}Ledger*Forces(){return &ledger;}}; +namespace Replication{bool server=true;bool IsServer(){return server;}} +namespace ERR_ConvoyRules{bool occupied=false;bool Captured(IEntity*,GroupType*){return occupied;} +'''+part+r''' +} +struct ERR_HQ{Service*service=nullptr;int retained=0,unregistered=0,recoveries=0;Service*Hunters(){return service;}bool ReleaseConvoySurvivors(GroupType*){retained++;return true;}void UnregisterGroup(GroupType*){unregistered++;}void ReleaseRecovery(GroupType*){recoveries++;}}; +struct RecoveryTask{int stops=0;bool*captured=nullptr;void Stop(){stops++;if(captured)assert(*captured);}}; +struct VehicleOwner{bool Released=false,Registered=true,PlayerCaptureObserved=false;IEntity*Entity=nullptr;GroupType*Group=nullptr;void*InterceptOrder=nullptr;struct{bool Held=true;}Combat;int SupplyToken=7;bool SupplyHeld=true;int orders=1,clears=0;void ClearIntercept(void*){}void ClearOrder(){orders=0;clears++;} +'''+base_release+r''' +}; +struct ERR_HunterVehicle:VehicleOwner{RecoveryTask*Recovery=nullptr;void*Downlink=this; +'''+hunter_release+r''' +}; +struct Service{bool m_Stopped=false;ERR_GameMode*m_Mode=nullptr;Arraym_Hunters; +'''+service+r''' +}; +struct NativeAccess{IEntity*owner=nullptr;int nativeCalls=0;IEntity*GetOwner(){return owner;}void OnCompartmentEntered(IEntity*,BaseCompartmentManagerComponent*,int,int,bool){nativeCalls++;if(ERR_GameMode::current)ERR_GameMode::current->roster.current=nullptr;ERR_ConvoyRules::occupied=false;}}; +struct Access:NativeAccess{ +'''+event+r''' +}; +struct Case{ERR_GameMode mode,other;ERR_HQ hq,otherHQ;Service service,foreign;ERR_HunterVehicle unit;GroupType group;IEntity player,vehicle,turret,unrelated;RecoveryTask recovery;Access access; + Case(){Replication::server=true;ERR_GameMode::current=&mode;mode.command=&hq;mode.roster.current=&player;hq.service=&service;service.m_Mode=&mode;service.m_Hunters={&unit};unit.Entity=&vehicle;unit.Group=&group;unit.Recovery=&recovery;turret.parent=&vehicle;access.owner=&player;} + void Enter(IEntity*t=nullptr){access.OnCompartmentEntered(t?t:&turret,nullptr,1,2,false);} +}; +int main(){ + {IEntity root;assert(ERR_ConvoyRules::PartOf(&root,&root));} + {Case c;c.recovery.captured=&c.unit.PlayerCaptureObserved; + // Native occupancy is not visible yet; super removes current identity to model + // disconnect/body loss before next one-second poll. Event must win that gap. + c.Enter();assert(c.unit.PlayerCaptureObserved&&c.unit.Released);assert(c.access.nativeCalls==1); + assert(c.hq.unregistered==1&&c.hq.retained==0&&c.hq.recoveries==0); + assert(c.recovery.stops==1&&c.unit.Downlink==nullptr&&c.unit.orders==0&&c.unit.clears==1); + assert(!c.mode.ledger.r.Pinned&&c.unit.Entity==&c.vehicle&&c.unit.Group==&c.group); + c.mode.roster.current=&c.player;c.Enter();assert(c.access.nativeCalls==2&&c.recovery.stops==1&&c.hq.unregistered==1); + } + for(int bad=0;bad<9;bad++){Case c; + if(bad==0)Replication::server=false; + if(bad==1)c.service.m_Stopped=true; + if(bad==2)c.mode.active=false; + if(bad==3)c.service.m_Mode=&c.other; + if(bad==4)c.mode.command=&c.otherHQ; + if(bad==5)c.hq.service=&c.foreign; + if(bad==6)c.mode.roster.current=&c.unrelated; + if(bad==7)c.unit.Entity=nullptr; + if(bad==8)c.service.m_Hunters.resize(16,&c.unit); + c.Enter();assert(!c.unit.PlayerCaptureObserved&&!c.unit.Released&&c.hq.unregistered==0&&c.access.nativeCalls==1); + } + {Case c;c.Enter(&c.unrelated);assert(!c.unit.Released&&c.access.nativeCalls==1);} + {Case c;IEntity chain[33];for(int i=0;i<32;i++)chain[i].parent=&chain[i+1];chain[32].parent=&c.vehicle;c.Enter(&chain[0]);assert(!c.unit.Released);} + {Case c;IEntity loop;loop.parent=&loop;c.Enter(&loop);assert(!c.unit.Released);} + {Case c;c.Enter(&c.vehicle);assert(c.unit.Released);} // root as well as turret child + {Case c;c.unit.Release(&c.mode);assert(c.unit.Released&&c.hq.recoveries==1&&c.hq.unregistered==0);c.Enter();assert(!c.unit.PlayerCaptureObserved&&c.hq.unregistered==0&&c.hq.recoveries==1);} // abandoned asset does not revoke independent survivors + {Case c;c.unit.PlayerCaptureObserved=true;c.unit.Release(&c.mode);assert(c.hq.unregistered==1&&c.hq.retained==0&&!c.unit.Downlink);} // latch reaches both release layers without current occupant + {Case c;c.service.PlayerEntered(nullptr,&c.vehicle);c.service.PlayerEntered(&c.player,nullptr);assert(!c.unit.Released);} +} +''') +print('PASS: actual player-entry hook latches original hunter capture before native callbacks; both release layers cancel ownership without new entities/refund; bounded current-owner guards and prior-release policy')