// A bounded response by original hunter crews. Enemy positions are immutable // radio-delivered snapshots; native perception still owns aiming and firing. class ERR_HunterAttackRules { static float ManeuverBudget(float metres) { return Math.Clamp(30 + metres / 2, 90, 240) * 1000; } // Progress can extend a road approach, but never indefinitely. static bool ExtendApproach(float started, float progress, float now) { return now >= started && now - started < 300000 && now >= progress && now - progress <= 15000; } static bool AdvanceWithoutVisualCover(bool armedCover, float waitingUntil, float now) { // Give the gunner 15 seconds to acquire a target, then investigate the // delivered sector. Support availability is not a claim of suppressing fire. return armedCover && now >= waitingUntil - 30000; } static bool DismountRange(float range) { return range >= 140 && range <= 450; } static bool Fresh(float observed, float now) { return observed >= 0 && now >= observed && now - observed <= 60000; } static vector Offset(vector contact, vector forward, int role, int phase) { vector left = Vector(-forward[2], 0, forward[0]); if (role == 0) return contact - forward * 210; float side = 1; if (role == 2) side = -1; if (phase == 0) return contact - forward * 240 + left * (side * 155); if (phase == 1) return contact - forward * 85 + left * (side * 170); return contact + forward * 35 + left * (side * 105); } static bool Stage(vector point, vector contact, vector forward, array occupied) { float distance = vector.DistanceXZ(point, contact); if (distance < 140 || distance > 500 || vector.Dot(point - contact, forward) > -90) return false; foreach (vector other : occupied) if (vector.DistanceXZ(point, other) < 85) return false; return true; } static bool Foot(vector point, vector contact, vector forward, int role) { vector left = Vector(-forward[2], 0, forward[0]); float side = vector.Dot(point - contact, left); if (role == 2) side = -side; return side >= 65 && vector.DistanceXZ(point, contact) >= 85; } } // Geometry checks only the delivered sector, never a hidden target entity. // A clear lane is a candidate firing position, not proof of suppression. class ERR_MountedCover { static bool SeesSector(SCR_AIGroup group, vector contact) { if (!group || !group.GetGroupUtilityComponent()) return false; array visible = {}; ERR_HQObservation.Gather(group.GetGroupUtilityComponent(), GetGame().GetWorld().GetWorldTime(), visible); foreach (ERR_HQVisualContact sighting : visible) if (vector.DistanceXZ(sighting.Position, contact) <= 200) return true; return false; } static bool ClearLane(IEntity vehicle, vector position, vector contact) { TraceParam trace = new TraceParam(); trace.Start = position + "0 2 0"; trace.End = contact + "0 1 0"; trace.Exclude = vehicle; trace.Flags = TraceFlags.WORLD | TraceFlags.ENTS; return GetGame().GetWorld().TraceMove(trace, null) >= 1; } static vector Approach(vector origin, vector contact, vector fallback) { vector forward = contact - origin; forward[1] = 0; if (forward.Length() < 1) return fallback; forward.Normalize(); return forward; } } class ERR_HunterAttack { int BeliefId; vector ReportPosition; vector Forward; float Observed; float Started; int Message; ref array Teams = {}; bool CoverAlive() { foreach (ERR_HunterTactics team : Teams) if (team.Delivered && team.ArmedCover()) return true; return false; } bool CoverReady() { foreach (ERR_HunterTactics team : Teams) if (team.Covering()) return true; return false; } } class ERR_HunterTactics { ERR_HunterVehicle Unit; ERR_HunterAttack Attack; int Role; // armed covering vehicle, left infantry, right infantry vector Stage; vector Approach; vector Sector; ref ERR_HQRoute Radio; ref array Orders = {}; int State; // 0 radio, 1 approach, 2 dismount, 3 cover, 4 flank, 5 search, 6 return, 8 short alignment float Deadline; float NextRetry; int Retries; bool Delivered; bool Stopped; protected bool m_VehicleDetached; protected float m_TravelDistance; protected float m_NextStateLog; protected float m_ApproachStarted; protected float m_ApproachProgress; protected vector m_ApproachPosition; protected bool m_UnsupportedSearch; protected ref ERR_HunterGunTeam m_GunTeam; protected ERR_GameMode m_Mode; void ERR_HunterTactics(ERR_GameMode mode, ERR_HunterVehicle unit, ERR_HunterAttack attack, int role) { m_Mode = mode; Unit = unit; Attack = attack; Role = role; } string Label() { if (Role == 0) return "cover"; if (Role == 1) return "left flank"; return "right flank"; } bool Living() { if (Stopped || !Unit || Unit.Released || !Unit.Group || !Unit.Entity || !ERR_Actors.Alive(Unit.Entity) || Unit.Group.GetFaction() != m_Mode.EnemyFaction()) return false; foreach (IEntity member : Unit.Members) if (ERR_Actors.CanFight(member) && !ERR_Actors.Player(member) && ERR_Actors.Group(member) == Unit.Group) return true; return false; } bool Aboard(bool required) { foreach (IEntity member : Unit.Members) { if (!ERR_Actors.CanFight(member) || ERR_Actors.Player(member) || ERR_Actors.Group(member) != Unit.Group) continue; if (!required && m_GunTeam && m_GunTeam.Retained(member)) continue; if ((CompartmentAccessComponent.GetVehicleIn(member) == Unit.Entity) != required) return false; } return true; } vector Position() { // The native group leader can be the stationary gunner. Infantry progress // must follow an original dismounted member rather than the parked vehicle. if (m_GunTeam) foreach (IEntity member : Unit.Members) if (ERR_Actors.CanFight(member) && !ERR_Actors.Player(member) && ERR_Actors.Group(member) == Unit.Group && !CompartmentAccessComponent.GetVehicleIn(member)) return member.GetOrigin(); IEntity leader = Unit.Group.GetLeaderEntity(); if (leader) return leader.GetOrigin(); return Unit.Entity.GetOrigin(); } protected bool VisualCover() { SCR_AIGroupUtilityComponent utility = Unit.Group.GetGroupUtilityComponent(); if (!utility) return false; // Cover is useful when this crew really sees a threat in the reported area, // not merely when a trace to an old point happens to pass between the trees. array visible = {}; ERR_HQObservation.Gather(utility, GetGame().GetWorld().GetWorldTime(), visible); foreach (ERR_HQVisualContact sighting : visible) if (vector.DistanceXZ(sighting.Position, Attack.ReportPosition) <= 200) return true; return false; } static bool CoverCrew(ERR_HunterVehicle unit, ERR_GameMode mode) { if (!unit || !unit.CrewValid(mode)) return false; bool gunner; foreach (BaseCompartmentSlot seat : unit.Seats) if (seat && seat.GetType() == ECompartmentType.TURRET && unit.Members.Contains(seat.GetOccupant()) && ERR_Actors.CanFight(seat.GetOccupant())) gunner = true; if (!gunner) return false; ERR_HQMountedAmmoSnapshot ammo = ERR_HQMountedAmmoSampler.Inspect(unit.Entity); return ammo && ammo.Complete && ammo.Rounds + ammo.Chambers > 0; } bool ArmedCover() { if (!Living() || !Delivered) return false; if (m_GunTeam && State >= 3 && State <= 5) return m_GunTeam.Cover(); return Role == 0 && State == 3 && CoverCrew(Unit, m_Mode); } bool Covering() { if (!ArmedCover()) return false; if (m_GunTeam) return m_GunTeam.Visual(Attack.ReportPosition); return VisualCover(); } protected void Clear() { foreach (AIWaypoint waypoint : Orders) { if (waypoint && Unit && Unit.Group) Unit.Group.RemoveWaypoint(waypoint); if (waypoint) SCR_EntityHelper.DeleteEntityAndChildren(waypoint); } Orders.Clear(); } protected void Add(AIWaypoint waypoint) { Orders.Insert(waypoint); Unit.Group.AddWaypoint(waypoint); } protected bool Move(vector position, float radius = 20) { AIWaypoint move = ERR_SupplyConvoyTactics.Move(position, radius); if (!move) return false; AIWaypoint corner; float travel = vector.DistanceXZ(Position(), position); if (Role > 0 && State == 3) { vector origin = Position(); vector delta = position - origin; delta[1] = 0; float lengthSq = vector.Dot(delta, delta); float along; if (lengthSq > 1) along = Math.Clamp(vector.Dot(Attack.ReportPosition - origin, delta) / lengthSq, 0, 1); if (vector.DistanceXZ(origin + delta * along, Attack.ReportPosition) < 130) { vector left = Vector(-Attack.Forward[2], 0, Attack.Forward[0]); float side = 1; if (Role == 2) side = -1; vector desired = Attack.ReportPosition + Attack.Forward * vector.Dot(origin - Attack.ReportPosition, Attack.Forward) + left * (side * 230); vector detour; if (!FootPosition(desired, detour)) { SCR_EntityHelper.DeleteEntityAndChildren(move); return false; } travel = vector.DistanceXZ(origin, detour) + vector.DistanceXZ(detour, position); corner = ERR_SupplyConvoyTactics.Move(detour, 20); if (!corner) { SCR_EntityHelper.DeleteEntityAndChildren(move); return false; } } } SCR_AIWaypoint commanded = SCR_AIWaypoint.Cast(move); if (m_GunTeam) { vector via; if (corner) via = corner.GetOrigin(); bool issued = m_GunTeam.Move(position, via); SCR_EntityHelper.DeleteEntityAndChildren(move); if (corner) SCR_EntityHelper.DeleteEntityAndChildren(corner); if (!issued) return false; Clear(); m_TravelDistance = travel; return true; } if (commanded) commanded.SetPriorityLevel(SCR_AIActionBase.PRIORITY_LEVEL_PLAYER); SCR_AIWaypoint first = SCR_AIWaypoint.Cast(corner); if (first) first.SetPriorityLevel(SCR_AIActionBase.PRIORITY_LEVEL_PLAYER); Clear(); if (corner) Add(corner); Add(move); m_TravelDistance = travel; return true; } protected void VehicleUse(bool enabled) { if (!Unit || !Unit.Group || !Unit.Entity) return; SCR_AIGroupUtilityComponent utility = Unit.Group.GetGroupUtilityComponent(); SCR_AIVehicleUsageComponent usage = SCR_AIVehicleUsageComponent.Cast(Unit.Entity.FindComponent(SCR_AIVehicleUsageComponent)); if (!utility || !usage) return; if (!enabled && !m_VehicleDetached) { utility.RemoveUsableVehicle(usage); m_VehicleDetached = true; } else if (enabled && m_VehicleDetached && Living() && m_Mode.Active() && !ERR_ConvoyRules.Captured(Unit.Entity, Unit.Group)) { utility.AddUsableVehicle(usage); m_VehicleDetached = false; } } protected bool Board(bool enter) { if (!enter) { if (!m_GunTeam) { m_GunTeam = new ERR_HunterGunTeam(Unit); if (!m_GunTeam.Start()) m_GunTeam = null; } if (m_GunTeam) { Clear(); if (Unit.Recovery) Unit.Recovery.SuspendBoarding(); VehicleUse(false); Note("driver and passengers dismount; original loaded gunner stays to cover"); return true; } } AIWaypoint created = ERR_SupplyConvoyTactics.Board(Unit.Entity, enter); SCR_BoardingWaypoint waypoint = SCR_BoardingWaypoint.Cast(created); if (!waypoint) { if (created) SCR_EntityHelper.DeleteEntityAndChildren(created); return false; } if (enter) { if (m_GunTeam) { m_GunTeam.Stop(); m_GunTeam = null; } VehicleUse(true); } waypoint.SetPriorityLevel(SCR_AIActionBase.PRIORITY_LEVEL_PLAYER); waypoint.SetAllowance(true, true, true); Clear(); Add(waypoint); return true; } protected bool FacingSector() { vector direction = Attack.ReportPosition - Unit.Entity.GetOrigin(); direction[1] = 0; if (direction.Length() < 1) return true; vector transform[4]; Unit.Entity.GetTransform(transform); vector forward = transform[2]; forward[1] = 0; return vector.Dot(forward.Normalized(), direction.Normalized()) >= 0.707; } protected bool TryAlign() { // Best-effort native steering, not rotation/teleporting. Never delay an // already engaged crew or drive a vehicle into the reported enemy position. if (FacingSector() || ERR_HunterCombat.Active(Unit.Group) || !ERR_HunterGunTeam.LoadedGunner(Unit)) return false; vector origin = Unit.Entity.GetOrigin(); vector direction = Attack.ReportPosition - origin; direction[1] = 0; if (direction.Length() < 180) return false; vector point = ERR_Actors.Ground(origin + direction.Normalized() * 20); SCR_AIGroupUtilityComponent utility = Unit.Group.GetGroupUtilityComponent(); if (!utility || !utility.IsPositionAllowed(point) || ChimeraWorldUtils.TryGetWaterSurfaceSimple(GetGame().GetWorld(), point)) return false; ERR_ConvoyPlacement placement = new ERR_ConvoyPlacement(); if (!placement.Clear(point, ERR_ForceRules.Heading(origin, point, 0))) return false; return Move(point, 5); } protected void Note(string detail) { ERR_HQ.Event("HUNTER TACTICS", Unit.Source + " " + Label() + ": " + detail, Attack.Message); } protected void ObserveState(float now) { if (now < m_NextStateLog) return; m_NextStateLog = now + 30000; int aboard; foreach (IEntity member : Unit.Members) if (member && CompartmentAccessComponent.GetVehicleIn(member) == Unit.Entity) aboard++; Note(string.Format("state=%1 position=%2 stage distance=%3m crew aboard=%4 armed support=%5 visual cover=%6 remaining=%7s", State, Unit.Entity.GetOrigin(), vector.DistanceXZ(Unit.Entity.GetOrigin(), Stage), aboard, Attack.CoverAlive(), Attack.CoverReady(), Math.Max(0, Deadline - now) / 1000)); } bool Plan(array occupied) { if (!Living()) return false; SCR_AIGroupUtilityComponent utility = Unit.Group.GetGroupUtilityComponent(); if (!utility) return false; ERR_ConvoyPlacement placement = new ERR_ConvoyPlacement(); float currentRange = vector.DistanceXZ(Unit.Entity.GetOrigin(), Attack.ReportPosition); if (Role == 0 && currentRange >= 140 && currentRange <= 500 && VisualCover()) { Stage = Unit.Entity.GetOrigin(); return true; } // Approach from this crew's side of the contact. A common cover axis used // to send the opposite-side truck around the entire fight before dismount. vector approachForward = ERR_MountedCover.Approach(Unit.Entity.GetOrigin(), Attack.ReportPosition, Attack.Forward); vector desired = Attack.ReportPosition - approachForward * 260; if (Role == 0) desired = Attack.ReportPosition - approachForward * 210; vector approachLeft = Vector(-approachForward[2], 0, approachForward[0]); bool found; for (int attempt = 0; attempt < 8; attempt++) { vector point, angles; float lateral = Math.Ceil(attempt * 0.5) * 45; if (attempt % 2 == 0) lateral = -lateral; vector seed = desired - approachForward * (attempt * 15) + approachLeft * lateral; if (!ERR_SupplyConvoySystem.ApproachDirected(seed, point, angles, 100)) continue; if (!ERR_HunterAttackRules.Stage(point, Attack.ReportPosition, approachForward, occupied) || !utility.IsPositionAllowed(point) || !placement.Clear(point, angles[0], 2.5)) continue; if (Role == 0 && !ERR_MountedCover.ClearLane(Unit.Entity, point, Attack.ReportPosition)) continue; Stage = point; found = true; break; } // Sparse roads must not collapse every crew onto the same junction. UAZs // may use a checked open-ground staging area; native navigation still owns travel. for (int offroad = 0; !found && offroad < 8; offroad++) { vector point = desired; if (offroad > 0) point += Vector(Math.RandomFloat(-90, 90), 0, Math.RandomFloat(-90, 90)); point = ERR_Actors.Ground(point); if (!ERR_HunterAttackRules.Stage(point, Attack.ReportPosition, approachForward, occupied) || !utility.IsPositionAllowed(point)) continue; if (!placement.Clear(point, ERR_ForceRules.Heading(point, Attack.ReportPosition, 0), 2.5)) continue; if (Role == 0 && !ERR_MountedCover.ClearLane(Unit.Entity, point, Attack.ReportPosition)) continue; Stage = point; found = true; } // A crew already at a safe stand-off can dismount where it is instead of // driving across the enemy's reported position merely to fit the formation. if (!found && Role > 0) { vector parked = Unit.Entity.GetOrigin(); float range = vector.DistanceXZ(parked, Attack.ReportPosition); bool separate = true; foreach (vector reserved : occupied) if (vector.DistanceXZ(parked, reserved) < 85) separate = false; if (range >= 140 && range <= 500 && separate) { Stage = parked; found = true; } } if (!found) { Note("no separated safe approach; keeping current orders"); return false; } if (Role == 0) return true; bool foot = FootPosition(ERR_HunterAttackRules.Offset(Attack.ReportPosition, Attack.Forward, Role, 1), Approach) && FootPosition(ERR_HunterAttackRules.Offset(Attack.ReportPosition, Attack.Forward, Role, 2), Sector); if (!foot) Note("no safe infantry flank route from approach=" + Stage.ToString() + "; keeping current orders"); return foot; } protected bool FootPosition(vector desired, out vector chosen) { SCR_AIGroupUtilityComponent utility = Unit.Group.GetGroupUtilityComponent(); if (!utility) return false; for (int attempt = 0; attempt < 8; attempt++) { vector point = desired; if (attempt > 0) point += Vector(Math.RandomFloat(-45, 45), 0, Math.RandomFloat(-45, 45)); point = ERR_Actors.Ground(point); ERR_HQ coordination = ERR_HQ.Get(); if (coordination && !coordination.AttackSpace().Free(Unit.Group, point, GetGame().GetWorld().GetWorldTime())) continue; if (!ERR_HunterAttackRules.Foot(point, Attack.ReportPosition, Attack.Forward, Role)) continue; if (ChimeraWorldUtils.TryGetWaterSurfaceSimple(GetGame().GetWorld(), point) || !utility.IsPositionAllowed(point)) continue; if (SCR_WorldTools.TraceCilinderUtil(point + "0 1 0", 1, 2)) { chosen = point; return true; } } return false; } bool Queue(ERR_HQ hq) { Radio = hq.Downlink(Unit.Group, "HUNTER TEAM", Unit.Source + " " + Label() + " stage=" + Stage.ToString() + " sector=" + Sector.ToString(), Attack.Message); return Radio != null; } bool Tick(ERR_HQ hq, float now) { if (!Living()) { Stop(); return false; } if (!Delivered) { if (!Radio) { Stop(); return false; } int result = Radio.Advance(now, hq.Journal()); if (result == 0) return false; // Normal local reactions retain ownership until delivery. Radio = null; if (result < 0 || !Move(Stage, 35)) { Stop(); return false; } Delivered = true; Unit.ClearOrder(); Unit.Downlink = null; State = 1; Deadline = now + ERR_HunterAttackRules.ManeuverBudget(m_TravelDistance); m_ApproachStarted = now; m_ApproachProgress = now; m_ApproachPosition = Unit.Entity.GetOrigin(); Note("radio delivered; separate approach=" + Stage.ToString()); if (Role == 0) foreach (IEntity crew : Unit.Members) ERR_ConvoyMountedCrew.Hold(crew, Unit.Entity); } ObserveState(now); ERR_HQ coordination = ERR_HQ.Get(); if (coordination) { vector reserved = Stage; if (State == 4) reserved = Approach; if (State == 5) reserved = Sector; coordination.AttackSpace().Claim(Unit.Group, reserved, now); } // Keep the original crew's driving recovery from fighting the dismount or // returning to the UAZ fifteen seconds after the last visible target. Unit.CombatHeld = true; Unit.CombatQuietUntil = now + 15000; if (State == 1) { if (vector.DistanceXZ(Unit.Entity.GetOrigin(), m_ApproachPosition) >= 15) { m_ApproachProgress = now; m_ApproachPosition = Unit.Entity.GetOrigin(); } bool near = vector.DistanceXZ(Unit.Entity.GetOrigin(), Stage) <= 55; float currentCoverRange = vector.DistanceXZ(Unit.Entity.GetOrigin(), Attack.ReportPosition); bool local = ERR_HunterCombat.Active(Unit.Group) && vector.DistanceXZ(Position(), Attack.ReportPosition) <= 400; // A road can pass close to the reported sector and then loop kilometres // around it to reach the ideal staging point. Continue that last leg on foot. bool onFootReach = ERR_HunterAttackRules.DismountRange(vector.DistanceXZ(Unit.Entity.GetOrigin(), Attack.ReportPosition)); if (Role == 0 && (near || (currentCoverRange >= 100 && currentCoverRange <= 600 && VisualCover()))) { Clear(); State = 3; Note("in covering position; native gunner owns target acquisition and fire"); } else if (Role > 0 && (near || local || onFootReach)) { if (TryAlign()) { State = 8; Deadline = now + 20000; Note("short native positioning move toward reported sector before dismount"); } else if (Board(false)) { State = 2; Deadline = now + 45000; NextRetry = now + 15000; Note("within infantry approach range; dismounting assault crew"); } else if (now >= Deadline) { Stop(); return false; } } else if (now >= Deadline) { if (ERR_HunterAttackRules.ExtendApproach(m_ApproachStarted, m_ApproachProgress, now)) { Deadline = Math.Min(now + 30000, m_ApproachStarted + 300000); Note("approach still progressing; allowing another bounded route interval"); } else { Note("approach made no recent progress or exhausted five-minute budget; release this assignment"); Stop(); return false; } } } if (State == 8 && (FacingSector() || ERR_HunterCombat.Active(Unit.Group) || now >= Deadline)) { if (Board(false)) { State = 2; Deadline = now + 45000; NextRetry = now + 15000; } else if (now >= Deadline) { Stop(); return false; } } if (m_GunTeam && State >= 2 && State <= 5) m_GunTeam.Tick(now); if (State == 2) { if (Aboard(false)) { Clear(); VehicleUse(false); State = 3; Deadline = now + 45000; Note("on foot; waiting for covering team"); } else if (now >= Deadline) { Note("dismount incomplete; return surviving crew"); State = 6; Deadline = now + 90000; Board(true); } else if (now >= NextRetry && Retries < 2) { NextRetry = now + 15000; Retries++; Board(false); } } if (State == 3 && Role > 0) { bool visualCover = Attack.CoverReady(); bool investigate = ERR_HunterAttackRules.AdvanceWithoutVisualCover(Attack.CoverAlive(), Deadline, now); bool unsupported = !Attack.CoverAlive() && now >= Deadline; if ((visualCover || investigate || unsupported) && Move(Approach, 20)) { m_UnsupportedSearch = unsupported; State = 4; Deadline = now + ERR_HunterAttackRules.ManeuverBudget(m_TravelDistance); if (visualCover) Note("cover established; moving around flank via " + Approach.ToString()); else if (unsupported) Note("cover lost; bounded infantry investigation of delivered sector via " + Approach.ToString()); else Note("armed support in position without visual contact; investigating reported flank via " + Approach.ToString()); } else if (now >= Deadline) { Note("infantry approach could not be assigned; regrouping original survivors"); State = 6; Deadline = now + 90000; Board(true); } } if (State == 4 && !m_UnsupportedSearch && !Attack.CoverAlive()) { if (m_GunTeam) m_GunTeam.Pause(); Clear(); State = 3; Deadline = now + 45000; Note("covering crew or mounted ammunition unavailable; manoeuvre paused"); } if (State == 4 && vector.DistanceXZ(Position(), Approach) <= 30) { if (m_GunTeam) { if (Move(Sector, 25)) { State = 5; Deadline = now + 60000; Note("flank reached; original infantry investigating sector under mounted cover=" + Sector.ToString()); } } else { AIWaypoint search = AIWaypoint.Cast(ERR_Actors.Spawn(ERR_Resources.SearchWaypoint(), Sector)); if (search) { search.SetCompletionRadius(25); Clear(); Add(search); State = 5; Deadline = now + 60000; Note("flank reached; searching reported sector=" + Sector.ToString()); } } } if ((State == 4 || State == 5) && now >= Deadline) { State = 6; Deadline = now + 90000; Board(true); Note("bounded search complete; regrouping original survivors"); } if (State == 3 && Role == 0 && now - Attack.Started >= 300000) { Stop(); return false; } if (State == 6 && (Aboard(true) || now >= Deadline)) { Note("regroup ended; ordinary HQ travel may resume"); Stop(); return false; } return Delivered && !Stopped; } void Stop() { if (Stopped) return; if (m_GunTeam) { m_GunTeam.Stop(); m_GunTeam = null; } VehicleUse(true); Stopped = true; Radio = null; Clear(); ERR_HQ coordination = ERR_HQ.Get(); if (coordination && Unit) coordination.AttackSpace().Release(Unit.Group); if (!Unit) return; if (Delivered && Role == 0) foreach (IEntity crew : Unit.Members) ERR_ConvoyMountedCrew.Release(crew); if (Delivered) { Unit.CombatHeld = false; Unit.NextOrder = 0; } } } class ERR_HunterCoordination { protected ERR_GameMode m_Mode; protected ref array m_Attacks = {}; protected float m_NextPlan; void ERR_HunterCoordination(ERR_GameMode mode) { m_Mode = mode; } bool Covered(vector position) { foreach (ERR_HunterAttack attack : m_Attacks) { if (vector.DistanceXZ(position, attack.ReportPosition) >= 300) continue; int active; foreach (ERR_HunterTactics team : attack.Teams) if (!team.Stopped && team.Living()) active++; // A failed/finished partner must not reserve the entire encounter and // prevent an available hunter receiving a fresh HQ interception order. if (active >= 2) return true; } return false; } // Redirect an obsolete road approach only. Infantry already deployed or a // gun with visual contact retains its local tactical ownership. An idle gun // at the old sighting must not strand its still-travelling partner there. protected void RefreshApproaches(ERR_HQBelief belief, float now) { if (!belief || !belief.Actionable() || !ERR_HunterAttackRules.Fresh(belief.ObservedAt, now)) return; foreach (ERR_HunterAttack attack : m_Attacks) { if (attack.BeliefId != belief.BeliefId || belief.ObservedAt <= attack.Observed || vector.DistanceXZ(attack.ReportPosition, belief.PredictedPosition) < 250) continue; bool travelling = true; foreach (ERR_HunterTactics team : attack.Teams) if (!team.Stopped && team.Living() && team.State > 1 && !(team.Role == 0 && team.State == 3 && !team.Covering())) travelling = false; if (!travelling) continue; foreach (ERR_HunterTactics old : attack.Teams) if (!old.Stopped) old.Stop(); ERR_HQ.Event("HUNTER COORDINATION", "new delivered sighting supersedes old road approach; original crews available for retask", belief.MessageId); } } void Tick(ERR_HQ hq, array hunters, float now) { for (int i = m_Attacks.Count() - 1; i >= 0; i--) { bool running; foreach (ERR_HunterTactics old : m_Attacks[i].Teams) if (!old.Stopped) running = true; if (!running) m_Attacks.Remove(i); } if (m_Attacks.Count() >= 5) return; if (now < m_NextPlan) return; m_NextPlan = now + 5000; array reports = {}; hq.SupportContacts(reports, now); ERR_HQBelief best; foreach (ERR_HQReport report : reports) { ERR_HQBelief belief = hq.Memory().Get(report.Target); RefreshApproaches(belief, now); if (!belief || !belief.Actionable() || !ERR_HunterAttackRules.Fresh(belief.ObservedAt, now) || Covered(belief.PredictedPosition)) continue; int nearby; foreach (ERR_HunterVehicle candidate : hunters) if (candidate.Registered && !candidate.Released && !candidate.CloseContactHeld && candidate.CrewValid(m_Mode) && (!candidate.Tactics || candidate.Tactics.Stopped) && vector.DistanceXZ(candidate.Entity.GetOrigin(), belief.PredictedPosition) <= 1800) nearby++; if (nearby >= 2 && (!best || belief.ObservedAt > best.ObservedAt)) best = belief; } if (!best) return; array available = {}; foreach (ERR_HunterVehicle unit : hunters) if (unit.Registered && !unit.Released && !unit.CloseContactHeld && unit.CrewValid(m_Mode) && (!unit.Tactics || unit.Tactics.Stopped) && vector.DistanceXZ(unit.Entity.GetOrigin(), best.PredictedPosition) <= 1800) available.Insert(unit); if (available.Count() < 2) return; ERR_HQ.Event("HUNTER COORDINATION", string.Format("%1 nearby crews available for delivered contact=%2", available.Count(), best.PredictedPosition), best.MessageId); ERR_HunterAttack attack = new ERR_HunterAttack(); m_Attacks.Insert(attack); attack.BeliefId = best.BeliefId; attack.ReportPosition = best.PredictedPosition; attack.Observed = best.ObservedAt; attack.Message = best.MessageId; attack.Started = now; array occupied = {}; for (int role = 0; role < 3 && !available.IsEmpty(); role++) { int nearest = -1; float distance = 1e20; vector desired = attack.ReportPosition; if (role > 0) desired = ERR_HunterAttackRules.Offset(attack.ReportPosition, attack.Forward, role, 0); for (int index = 0; index < available.Count(); index++) { if (role == 0 && !ERR_HunterTactics.CoverCrew(available[index], m_Mode)) continue; float candidate = vector.DistanceXZ(available[index].Entity.GetOrigin(), desired); if (candidate < distance) { distance = candidate; nearest = index; } } if (nearest < 0) break; ERR_HunterVehicle selected = available[nearest]; available.Remove(nearest); if (role == 0) { attack.Forward = attack.ReportPosition - selected.Entity.GetOrigin(); attack.Forward[1] = 0; if (attack.Forward.Length() < 1) attack.Forward = "0 0 1"; attack.Forward.Normalize(); } ERR_HunterTactics team = new ERR_HunterTactics(m_Mode, selected, attack, role); if (!team.Plan(occupied) || !team.Queue(hq)) { team.Stop(); if (role == 0) break; continue; } occupied.Insert(team.Stage); attack.Teams.Insert(team); selected.Tactics = team; } if (attack.Teams.Count() < 2) { foreach (ERR_HunterTactics incomplete : attack.Teams) incomplete.Stop(); m_Attacks.RemoveItem(attack); } } void Stop() { foreach (ERR_HunterAttack attack : m_Attacks) foreach (ERR_HunterTactics team : attack.Teams) team.Stop(); m_Attacks.Clear(); } }