{ "schema_version": 1, "audited_on": "2026-09-20", "successor_commit_at_audit": "e7b4141f6975027624941a8e2b0fcb9d1683a54d", "source_root": "/home/jakub/devel/escapists/escapists-ai", "scope": "all predecessor AI scripts, tests, prefabs, README/config; GroupLookup excluded from contents audit", "user_authorization": "Owned AI code/design reuse and RHS/WCS/BMP dependencies authorized. No original Escapists/ScrtCore/ScrtSharedContent/Enhanced inclusion.", "counts": { "features": 39, "statuses": { "partial": 17, "missing": 18, "implemented": 4 }, "scripts": 54, "excluded_scripts": 1, "tests": 45, "prefabs": 12, "resource_references": 68 }, "features": [ { "id": "config", "title": "Configuration and admin controls", "status": "partial", "original_files": [ "Scripts/Game/EscapistsAI/EAI_AIConfig.c", "Scripts/Game/EscapistsAI/EAI_ConvoySettings.c", "Scripts/Game/EscapistsAI/EAI_HQSettings.c" ], "replacement_files": [ "addons/core/Scripts/Game/ERR/ERR_Settings.c", "addons/ai/Scripts/Game/ERR/ERR_HQAdminProvider.c" ], "behavior": [ "Unified config/defaults/backups/migration", "bounded validation", "runtime HQ settings", "next-round frozen convoy/start/simulation choices" ], "remaining": "Only reportIntervalSeconds/supportSquadLimit/responseRadiusMetres of nine original AI keys migrate; add remaining keys with explicit current/next-round semantics.", "evidence": "latest packaged startup + native admin fixture", "asset_scope": "vanilla" }, { "id": "skill", "title": "Native combat skill floor", "status": "missing", "original_files": [ "Scripts/Game/EscapistsAI/EAI_AIResponseSystem.c" ], "replacement_files": [], "behavior": [ "Expert minimum80", "preserve higher skill", "designated gunners100", "reapply after native resets" ], "remaining": "Add configurable native skill policy on owned physical groups; do not modify perception or populate dormant units.", "evidence": "code only", "asset_scope": "vanilla" }, { "id": "radio", "title": "Physical radio network and call delivery", "status": "partial", "original_files": [ "Scripts/Game/EscapistsAI/EAI_HQ.c", "Scripts/Game/EscapistsAI/EAI_HQNetwork.c", "Scripts/Game/EscapistsAI/EAI_NativeRadioCall.c" ], "replacement_files": [ "addons/ai/Scripts/Game/ERR/ERR_HQ.c", "addons/ai/Scripts/Game/ERR/ERR_HQNetwork.c", "addons/ai/Scripts/Game/ERR/ERR_HQReport.c" ], "behavior": [ "Real basic/manpack inventory", "500m short links/up to3 hops", "2s per leg", "interrupted sender/receiver rules", "100m local observation handoff", "3s originating call", "one-time basic/manpack fitting", "aircraft uplink", "broadcast-only awareness" ], "remaining": "Short-hop delivery is implemented; audit/port local handoff, originating-call hold, broad one-time radio fitting, aircraft uplink and shared awareness. Replace original support-tree hook with own delivery API.", "evidence": "native real-sighting HQ response + network regression", "asset_scope": "vanilla" }, { "id": "observations", "title": "Observed descriptions and fair reporting", "status": "implemented", "original_files": [ "Scripts/Game/EscapistsAI/EAI_HQObservation.c", "Scripts/Game/EscapistsAI/EAI_HQ.c" ], "replacement_files": [ "addons/ai/Scripts/Game/ERR/ERR_HQObservation.c", "addons/ai/Scripts/Game/ERR/ERR_HQReport.c", "addons/ai/Scripts/Game/ERR/ERR_HQ.c" ], "behavior": [ "Current native LOS", "observed count/travel/drawn weapons", "timestamped immutable snapshots", "velocity from sightings", "per-squad fair multi-contact reporting" ], "remaining": "Code implemented for current physical groups; real multiplayer and difficult exposure/vehicle cases still require validation.", "evidence": "native HQ response; 186-assertion owned AI/Intel integration", "asset_scope": "vanilla" }, { "id": "ground_tactics", "title": "Infantry hunting and differentiated roles", "status": "partial", "original_files": [ "Scripts/Game/EscapistsAI/EAI_GroupTactics.c", "Scripts/Game/EscapistsAI/EAI_HQ.c" ], "replacement_files": [ "addons/ai/Scripts/Game/ERR/ERR_HQ.c" ], "behavior": [ "Approach/flank-left/flank-right/intercept roles", "growing45\u2013110m search", "120s freshness expiry", "native combat preemption", "restore original patrol", "fair nearest squad allocation" ], "remaining": "Successor delivers search waypoints and restores native route; distinct roles, contact coverage/priority allocation and growing search areas are incomplete. Route new tasking through force ledger.", "evidence": "native original-squad movement + patrol/HQ fixture", "asset_scope": "vanilla" }, { "id": "status", "title": "Routine status and ammunition reports", "status": "partial", "original_files": [ "Scripts/Game/EscapistsAI/EAI_HQStatus.c", "Scripts/Game/EscapistsAI/EAI_HQ.c" ], "replacement_files": [ "addons/ai/Scripts/Game/ERR/ERR_HQ.c", "addons/ai/Scripts/Game/ERR/ERR_MortarLogistics.c" ], "behavior": [ "Three-minute roster/position/status check-ins", "early low-ammo reports", "snapshot casualties", "in-flight evidence preservation", "disconnected/overdue diagnostics" ], "remaining": "Only mortar supply status is integrated; general living/fit/missing roster and weapon/mine status remain missing.", "evidence": "native mortar courier reports only", "asset_scope": "vanilla" }, { "id": "missing_patrol", "title": "Missing patrol investigation", "status": "missing", "original_files": [ "Scripts/Game/EscapistsAI/EAI_HQWatch.c", "Scripts/Game/EscapistsAI/EAI_HQ.c" ], "replacement_files": [], "behavior": [ "Two missed180s check-ins;30s reply deadline", "detached last-known-position roster", "one physical investigation with arrival inspection/reply", "never presume death" ], "remaining": "Add status-derived investigation beliefs and dispatch existing ledger forces; no live missing-unit coordinates.", "evidence": "code only", "asset_scope": "vanilla" }, { "id": "body_discovery", "title": "Visible bodies and confirmed losses", "status": "missing", "original_files": [ "Scripts/Game/EscapistsAI/EAI_HQBodySearch.c", "Scripts/Game/EscapistsAI/EAI_HQWatch.c", "Scripts/Game/EscapistsAI/EAI_HQ.c" ], "replacement_files": [], "behavior": [ "Death callback registers local evidence;60m view limit/12m close range;15s per-unit scans;12-trace shared budget;16 local discoveries", "radio-only deduplicated confirmations" ], "remaining": "Independent death hook and bounded physical LOS intake; share evidence identity across status/body/missing-patrol reports. A casualty is not a known hostile position.", "evidence": "code only", "asset_scope": "vanilla" }, { "id": "belief_search", "title": "Persistent remembered searches and predictive HQ", "status": "partial", "original_files": [ "Scripts/Game/EscapistsAI/EAI_HQBodySearch.c", "Scripts/Game/EscapistsAI/EAI_HQ.c" ], "replacement_files": [ "addons/ai/Scripts/Game/ERR/ERR_HQReport.c", "addons/ai/Scripts/Game/ERR/ERR_HQ.c" ], "behavior": [ "Ten-minute ground trail", "snapshot ahead guesses300\u20131200m", "road-aware vehicle hypotheses", "casualty-location fallback", "two-loss wave threshold/three-minute spacing/three living search groups" ], "remaining": "Current HQ contacts expire at120s and have short velocity projection; no persistent confidence/uncertainty map, searched-ground memory, route alternatives or search-outcome feedback. New T8/T9 must preserve hypotheses separately from targetable sightings.", "evidence": "projection policy only; persistent belief not implemented", "asset_scope": "vanilla" }, { "id": "hunter", "title": "Retaskable paired hunter UAZs", "status": "missing", "original_files": [ "Scripts/Game/EscapistsAI/EAI_AIResponseSystem.c" ], "replacement_files": [], "behavior": [ "Two PKM UAZs", "opposite1000m road approaches", "full spec-ops crews+medic;300s dispatch cooldown;30s failed-placement retry", "reuse existing pair" ], "remaining": "Use shared finite forces and HQ-selected availability; no independent spawn clocks or free replacement losses.", "evidence": "code only", "asset_scope": "vanilla" }, { "id": "capture", "title": "Captured-force ownership and stop reasons", "status": "partial", "original_files": [ "Scripts/Game/EscapistsAI/EAI_ResponseSafety.c", "Scripts/Game/EscapistsAI/EAI_SupplyConvoys.c" ], "replacement_files": [ "addons/ai/Scripts/Game/ERR/ERR_HQ.c", "addons/ai/Scripts/Game/ERR/ERR_AircraftService.c" ], "behavior": [ "Check nested turret seats/player crew membership", "immediate permanent release after capture", "retain living vehicles/crews/wrecks", "first stop reason", "restore detail/locks" ], "remaining": "Current individual HQ/support eligibility has player guards, but hunter/convoy permanent capture latch and coordinated stop lifecycle require those capabilities.", "evidence": "code guards; no migrated convoy runtime", "asset_scope": "vanilla" }, { "id": "convoys", "title": "Six-vehicle armed supply convoy patrols", "status": "missing", "original_files": [ "Scripts/Game/EscapistsAI/EAI_SupplyConvoys.c" ], "replacement_files": [], "behavior": [ "0\u201320 startup convoys/default3", "one spawn slot per5s", "ammo Ural+3PKM UAZs+troop Ural+BMP", "finite recoverable weapons/ammo", "road-base destinations/35kmh/45\u201390s rests;400m contact regroup", "two dismounted flank teams", "ammo/troop truck retreat;60s quiet reboard/120s deadline;10min travel timeout", "no replacement/refill", "partial spawn retention" ], "remaining": "Migrate exact authorized BMP/Ural/UAZ composition through finite HQ force records and shared active-agent budget; no independent spawn clock.", "evidence": "missing", "asset_scope": "BMP-1 mod; faction catalogs may transitively use RHS" }, { "id": "recon", "title": "Operational airport reconnaissance helicopter", "status": "partial", "original_files": [ "Scripts/Game/EscapistsAI/EAI_AirRecon.c" ], "replacement_files": [ "addons/ai/Scripts/Game/ERR/ERR_AircraftService.c", "addons/ai/Scripts/Game/ERR/ERR_AircraftFlight.c", "addons/ai/Scripts/Game/ERR/ERR_AircraftRouteFlight.c" ], "behavior": [ "Incremental airport discovery", "clear pads;15min initial/loss delay", "one active armed Mi8", "real sightings into HQ;300m orbit/150m minimum horizontal standoff", "runway return/landing retry", "player takeover release" ], "remaining": "Flight mechanisms have isolated short-route evidence; airport search, useful routes, HQ-selected recon launch/orbit/endurance/service operational loop are missing.", "evidence": "isolated20m flight only; no operational recon", "asset_scope": "vanilla Mi8 candidate; original recon wrapper must be rebuilt" }, { "id": "air_assault", "title": "HQ-selected air reinforcement cycle", "status": "missing", "original_files": [ "Scripts/Game/EscapistsAI/EAI_AirAssault.c", "Scripts/Game/EscapistsAI/EAI_AirSupportPolicy.c" ], "replacement_files": [], "behavior": [ "Up to8 carried troops/two teams", "wait60s for mortar response", "eligible observed infantry<=3m/s;1-in3 optional decision/120s separation", "frozen450m tangent drop", "abort stale/moved/conflicting reports;2min cover", "return/reload/reboard" ], "remaining": "Build one shared HQ insertion capability with actual passenger reservations and mortar deconfliction; no new independent timer/spawn system.", "evidence": "missing", "asset_scope": "optional parachute framework; vanilla landing-and-dismount alternative changes behavior" }, { "id": "parachutes", "title": "Physical staggered AI parachute drop", "status": "missing", "original_files": [ "Scripts/Game/EscapistsAI/EAI_AssaultParachute.c", "Scripts/Game/EscapistsAI/EAI_AirAssault.c" ], "replacement_files": [], "behavior": [ "Moving25m/s flyby at90\u2013180m AGL;>=2s/50m stagger", "native compartment exits;5m/s descent/2m/s flare", "no duplicate soldiers", "released canopies finish after carrier loss" ], "remaining": "Framework-dependent mechanics cannot enter vanilla-only closure; choose optional asset integration or landing insertion; do not silently claim equivalence.", "evidence": "missing", "asset_scope": "Parachute Framework65930CB4CD0237B2" }, { "id": "aircraft_ammo", "title": "Aircraft weapon ammunition and airfield reload", "status": "missing", "original_files": [ "Scripts/Game/EscapistsAI/EAI_AircraftAmmo.c", "Scripts/Game/EscapistsAI/EAI_AirRecon.c" ], "replacement_files": [], "behavior": [ "Native mounted-magazine/rocket-barrel accounting", "return at<=25% usable ammunition", "landed15s service", "verified physical passenger boarding/retries", "fixed finite payload per departure" ], "remaining": "Replace original free service refill/new troops with shared depot cargo/personnel allocation and physically confirmed consumption.", "evidence": "code only", "asset_scope": "vanilla" }, { "id": "air_recovery", "title": "Ground helicopter recovery operation", "status": "missing", "original_files": [ "Scripts/Game/EscapistsAI/EAI_HelicopterRecovery.c" ], "replacement_files": [], "behavior": [ "Repair Ural+2escorts+engineer+replacement pilot", "settled road-accessible crash;5min planning/20min service deadline;60s uninterrupted repair", "pilot physically boards", "return convoy", "captured aircraft permanently excluded", "recovery holds loss timer" ], "remaining": "Shared recovery task and finite resources; rebuilding destroyed airframe must consume an existing spare record, not mint replacement capability.", "evidence": "missing", "asset_scope": "vanilla repair Ural/UAZ/engineer candidates" }, { "id": "flight_safety", "title": "Flight availability and physical landing guards", "status": "partial", "original_files": [ "Scripts/Game/EscapistsAI/EAI_HelicopterAvailability.c", "Scripts/Game/EscapistsAI/EAI_Landing.c", "Scripts/Game/EscapistsAI/EAI_LogisticsVehicle.c" ], "replacement_files": [ "addons/ai/Scripts/Game/ERR/ERR_HelicopterAvailability.c", "addons/ai/Scripts/Game/ERR/ERR_AircraftService.c", "addons/ai/Scripts/Game/ERR/ERR_AircraftFlightEnvelope.c" ], "behavior": [ "20s startup grace;60s prolonged grounding", "separate damage/pilot/takeover states", "stable landing", "obstacle/friendly pad holds", "temporary active crew detail and lock release" ], "remaining": "Availability/short-range landing code exists; prove useful terrain routes and integrate availability into shared planner, not timed replacement.", "evidence": "native vertical/20m mechanisms; broader airborne operation unqualified", "asset_scope": "vanilla" }, { "id": "ammo_accounting", "title": "General weapon/mine supply accounting", "status": "missing", "original_files": [ "Scripts/Game/EscapistsAI/EAI_AmmoSupply.c", "Scripts/Game/EscapistsAI/EAI_Mines.c" ], "replacement_files": [], "behavior": [ "Count loaded and spare rounds by compatible weapon", "full-magazine equivalents", "rifle/MG<=2/pistol-launcher<=1 threshold", "desired6/4/2 magazines", "mounted<=25%", "mine deficits", "empty-magazine recycling" ], "remaining": "General infantry/vehicle manifests missing; extend finite mortar-only model without manufacturing compatible cargo at destination.", "evidence": "code only", "asset_scope": "vanilla" }, { "id": "resupply", "title": "Truck/helicopter last-mile ammunition delivery", "status": "partial", "original_files": [ "Scripts/Game/EscapistsAI/EAI_Resupply.c", "Scripts/Game/EscapistsAI/EAI_LogisticsVehicle.c" ], "replacement_files": [ "addons/ai/Scripts/Game/ERR/ERR_MortarLogistics.c", "addons/ai/Scripts/Game/ERR/ERR_MortarCourierTransfer.c", "addons/ai/Scripts/Game/ERR/ERR_MortarSupplyTransfer.c" ], "behavior": [ "One request per group", "refresh destination from delivered status", "one truck+one transportMi8", "rotate4queue entries/30s", "prefer air beyond2.5km/no road/stalled truck;15s unloading/60m living recipient range;3min expiry/retry;15min destroyed-carrier replacement", "surviving carrier reuse" ], "remaining": "Existing physical foot courier serves one mortar from finite stock; general request queue, truck/air carriers, recipient manifests, return/recycling and shared-loss replacement not implemented.", "evidence": "native finite courier transfer; not vehicle logistics", "asset_scope": "vanilla" }, { "id": "depots", "title": "Physical depot stock-porters-carrier loading", "status": "missing", "original_files": [ "Scripts/Game/EscapistsAI/EAI_DepotLoading.c" ], "replacement_files": [], "behavior": [ "Actual warehouse cargo;2porters walk stock->porter->carrier", "verify ownership callbacks", "full mags/disarmed mines only;24-item trip;15min loading deadline;18m cleared departure area", "stolen stock/dead staff failures" ], "remaining": "Create authored finite depot resources and pooled ground staff; preserve staged physical ownership and bounded timeouts.", "evidence": "missing", "asset_scope": "new own depot composition using vanilla box" }, { "id": "mines_issue", "title": "One-time mine issue and resupply", "status": "missing", "original_files": [ "Scripts/Game/EscapistsAI/EAI_Mines.c" ], "replacement_files": [], "behavior": [ "Eligible military inventory holds up to2PMN4", "bounded startup issue", "spent mine deficits via radio", "captured/player/nonenemy exclusion" ], "remaining": "Tie engineer loadouts and replenishment to finite ledger stock; do not regenerate dropped mines.", "evidence": "missing", "asset_scope": "vanilla PMN4 candidate; confirm installed availability" }, { "id": "mines_task", "title": "Engineer mine placement lifecycle", "status": "missing", "original_files": [ "Scripts/Game/EscapistsAI/EAI_MineTask.c" ], "replacement_files": [], "behavior": [ "Road-flank waypoints;10s physical placement", "withdraw20m", "no friendly within20m", "native pressure arming;4mines/site/32mission tasks;180s timeout", "interruption/pickup/death never arms" ], "remaining": "HQ task reservations and clear player warning cues; stock-owned native items only; trace/proximity work budgeted.", "evidence": "code only", "asset_scope": "vanilla" }, { "id": "roadblocks", "title": "Reactive staffed roadblocks", "status": "missing", "original_files": [ "Scripts/Game/EscapistsAI/EAI_HQRoadblocks.c" ], "replacement_files": [], "behavior": [ "Fresh moving ground snapshot", "ahead-of-track road candidate", "orient against25m road probe", "actual airport crew boarding/transit/dismount", "optional armor after6confirmed casualties", "engineer flanks", "captured-force exclusion" ], "remaining": "Use belief hypotheses/road topology and finite ledger force deployment; preserve searched/escape corridors and player placement exclusions.", "evidence": "missing", "asset_scope": "authorized WCS BMP-1; vanilla alternative remains a deliberate option" }, { "id": "mortar_deployment", "title": "Physical dispersed mortar sites", "status": "partial", "original_files": [ "Scripts/Game/EscapistsAI/EAI_MortarSystem.c" ], "replacement_files": [ "addons/ai/Scripts/Game/ERR/ERR_MortarSystem.c", "addons/ai/Scripts/Game/ERR/ERR_MortarReadiness.c" ], "behavior": [ "Four quadrant sites;3crew+RTO;27physicalHE each", "incremental16placement candidates/5s", "terrain/road/spacing safety;2min quadrant fallback", "no loss respawn" ], "remaining": "Successor has one authored battery/4crew/27shell readiness. Four-site deployment and force-ledger reservation are missing.", "evidence": "native one-battery readiness and transfer", "asset_scope": "vanilla" }, { "id": "mortar_fire", "title": "Ballistic prediction, safe salvos and accounting", "status": "implemented", "original_files": [ "Scripts/Game/EscapistsAI/EAI_MortarPrediction.c", "Scripts/Game/EscapistsAI/EAI_MortarEngagement.c", "Scripts/Game/EscapistsAI/EAI_MortarFiring.c", "Scripts/Game/EscapistsAI/EAI_MortarSalvo.c" ], "replacement_files": [ "addons/ai/Scripts/Game/ERR/ERR_MortarPrediction.c", "addons/ai/Scripts/Game/ERR/ERR_MortarSystem.c", "addons/ai/Scripts/Game/ERR/ERR_MortarSalvo.c", "addons/ai/Scripts/Game/ERR/ERR_MortarFiring.c", "addons/ai/Scripts/Game/ERR/ERR_MortarReportLedger.c" ], "behavior": [ "HQ-delivered<=60s snapshots", "native aim/charge/flight solve", "road-bounded velocity projection<=90s/1800m;8shot salvo/40m spread", "actual projectile accounting", "refreshed reports", "final-transfer revalidation;120s deadline", "stale/no-ammo/capture cancellation" ], "remaining": "Current one-battery behavior implemented; broad moving-target impact accuracy, multiplayer, more batteries and aircraft corridor reservation integration remain unqualified.", "evidence": "native8actualprojectiles55assertions; stale expiry48assertions", "asset_scope": "vanilla" }, { "id": "settlement_safety", "title": "Settlement/friendly protection and deconfliction", "status": "partial", "original_files": [ "Scripts/Game/EscapistsAI/EAI_SettlementSafety.c", "Scripts/Game/EscapistsAI/EAI_MortarEngagement.c" ], "replacement_files": [ "addons/ai/Scripts/Game/ERR/ERR_SettlementSafety.c", "addons/ai/Scripts/Game/ERR/ERR_MortarPrediction.c", "addons/ai/Scripts/Game/ERR/ERR_MortarSystem.c" ], "behavior": [ "200m settlement exclusion;100m predicted friendly-path buffer", "per-shell repeated checks", "cached identical positions", "aircraft/drop600m reservation through flight impact+10s" ], "remaining": "Ground/mortar safety exists; roadblock/mine/air corridor consumers and full shared planner reservations remain missing.", "evidence": "native firing safety gates; not full combined-arms qualification", "asset_scope": "vanilla" }, { "id": "performance", "title": "Work budgets, temporary detail and metrics", "status": "partial", "original_files": [ "Scripts/Game/EscapistsAI/EAI_Performance.c", "Scripts/Game/EscapistsAI/EAI_LogisticsVehicle.c" ], "replacement_files": [ "addons/ai/Scripts/Game/ERR/ERR_HQNetwork.c", "tools/compare_performance.py" ], "behavior": [ "Bounded radio spatial graph", "staggered30s ammo scans", "system timing", "cargo-only sleeping beyond1.5km", "drivers/gunners active", "reboard/combat wakes", "preserve normal detail after stop" ], "remaining": "Replace old NearPlayer/ConvoyLOD ownership with T2 presence budget. Shared force simulation/agent cap/metrics and equivalent-workload FPS evidence do not yet exist.", "evidence": "policy/runtime component bounds; no FPS improvement", "asset_scope": "vanilla" }, { "id": "ambient_disable", "title": "Single owner of strategic responses", "status": "implemented", "original_files": [ "Scripts/Game/EscapistsAI/EAI_DisableAmbientEvents.c" ], "replacement_files": [ "addons/ai/Scripts/Game/ERR/ERR_HQ.c", "addons/core/Scripts/Game/ERR/ERR_ScenarioComponent.c" ], "behavior": [ "Suppress original random ambient events", "no virtual mortar/rocket barrages", "HQ coordinates strategic response while native tactical combat continues" ], "remaining": "Original systems are absent by dependency isolation, so no original override needs porting. Maintain this invariant as capabilities grow.", "evidence": "independent packed Core/Chat startup", "asset_scope": "vanilla" }, { "id": "factions", "title": "Consistent military faction ownership", "status": "partial", "original_files": [ "Scripts/Game/EscapistsAI/EAI_FactionRelations.c" ], "replacement_files": [ "addons/core/Scripts/Game/ERR/ERR_FactionCatalog.c", "addons/ai/Scripts/Game/ERR/ERR_HQ.c" ], "behavior": [ "Normalize US/UK->NATO and USSR->USSR_NI aliases after every-member checks", "exclude players/slaves/mixed unrelated/civilian/selectedside conflicts", "late member support" ], "remaining": "RHS dependency is authorized; add fresh explicit RHS role/faction catalogs, replacing all original composite catalog APIs.", "evidence": "vanilla runtime only", "asset_scope": "RHS/composite-original catalog dependencies not migrated" }, { "id": "prisons", "title": "Improvised prison starts and physical supplies", "status": "partial", "original_files": [ "Scripts/Game/EscapistsAI/EAI_ImprovisedPrisons.c" ], "replacement_files": [ "addons/core/Scripts/Game/ERR/ERR_PrisonEscapeService.c", "addons/core/Scripts/Game/ERR/ERR_SiteService.c", "addons/core/Configs/ERR/EveronSites.conf" ], "behavior": [ "Random clear10x10m concrete camp;<=0.6m terrain variation;3\u20135guards/16spawnpositions", "native metaldoor;5pistols/8sparemagazines finite backpack;>=1500mairfield/12mroad clearance;12000boundedcandidate search/fallback" ], "remaining": "Current successor prison/lock/supplies are implemented at authored coordinates. Random island generation, airfield exclusion and alternate geometry have not migrated. This source does NOT implement recapture.", "evidence": "native base loop; ordinary full human route still pending", "asset_scope": "vanilla" }, { "id": "start_choices", "title": "Configurable prison/crash start selection", "status": "missing", "original_files": [ "Scripts/Game/EscapistsAI/EAI_StartSelection.c" ], "replacement_files": [], "behavior": [ "Modes0scenario/1generated/2existingprison/3crash/4randomexisting", "preserve all other mission settings", "safe fallback when requested native starts unavailable" ], "remaining": "Author new independent prison/crash scenarios and own selection; never reuse original crash compositions or setup snapshots.", "evidence": "code only", "asset_scope": "vanilla" }, { "id": "outfit", "title": "Persistent initial outfit choice", "status": "partial", "original_files": [ "Scripts/Game/EscapistsAI/EAI_StartingOutfit.c" ], "replacement_files": [ "addons/core/Scripts/Game/ERR/ERR_SpawnLogic.c", "addons/core/Scripts/Game/ERR/ERR_AdminPlayerTools.c", "addons/core/Prefabs/ERR/Prisoner.et" ], "behavior": [ "One-time delayed equipped helmet/jacket after spawn", "latejoin/respawn", "preserve other equipment", "no ongoing re-equip" ], "remaining": "Successor has own prisonerkit and optional vanilla PASGT/BDU cheat grants; original patched automatic outfit not migrated. Owned Patch content separate audit/authorization scope.", "evidence": "native prisoner kit + admin utilities", "asset_scope": "owned Escapists-Patch custom skull outfit; vanilla PASGT/BDU available" }, { "id": "stinger", "title": "Rare anti-air launcher loadout", "status": "missing", "original_files": [ "Scripts/Game/EscapistsAI/EAI_StingerEquipment.c" ], "replacement_files": [], "behavior": [ "One startup roll per eligible enemy;1inN/default15/0disabled", "loadedFIM92 preserves existing weapons", "native acceptance/ownership verification", "bounded retry", "no refill after drop/fire" ], "remaining": "WCS Armaments is now authorized: preserve exact FIM92 resource and bounded physical assignment policy; do not import Enhanced/original dependencies.", "evidence": "missing", "asset_scope": "WCS Armaments FIM92 resource3DF204EEE0534EF2" }, { "id": "optics", "title": "Verified magnified optics on compatible AI weapons", "status": "missing", "original_files": [ "Scripts/Game/EscapistsAI/EAI_SniperOptics.c" ], "replacement_files": [], "behavior": [ "All eligible AI rifles/snipers/MGs", "retain magnified optics", "select compatible mount+optic", "native blocked-pair retries;2/5/8/11s attempts/14s final check", "callback acknowledgement", "no repeat unknown accepted operation", "preserve player loot" ], "remaining": "Good bounded next subsystem: service on newly registered physical soldiers with own native attachment verification; use verified vanilla scopes only; no global original attachment override.", "evidence": "missing", "asset_scope": "some original optics/asset overrides need vanilla provenance verification" }, { "id": "compatibility", "title": "Original dependency runtime fixes", "status": "partial", "original_files": [ "Scripts/Game/EscapistsAI/EAI_DependencyGuards.c", "Scripts/Game/EscapistsAI/EAI_RuntimeGuards.c" ], "replacement_files": [ "addons/core/Scripts/Game/ERR/ERR_SpawnLogic.c", "addons/core/Scripts/Game/ERR/ERR_InitialGuardRules.c" ], "behavior": [ "Null-controller delayed spawn guards", "stale defend-waypoint guard", "tooltip lifetime guard", "original civilian random bounds/head collider bounds", "arsenal replication startup guard", "invalid supportstation setup", "enhanced default-magazine probe cleanup" ], "remaining": "Original-base/Enhanced overrides are unnecessary or must be newly expressed if successor-specific faults reproduce. Do not bulk-copy protected override bodies. Audit surviving vanilla-only defects separately.", "evidence": "successor spawn/admission and teardown fixtures", "asset_scope": "original Escapists/Enhanced hooks intentionally absent" }, { "id": "simulation", "title": "Autonomous escape test mode and spectators", "status": "missing", "original_files": [ "Scripts/Game/EscapistsAI/Simulation/EAI_Simulation.c", "Scripts/Game/EscapistsAI/Simulation/EAI_SimulationBot.c", "Scripts/Game/EscapistsAI/Simulation/EAI_SimulationIntel.c", "Scripts/Game/EscapistsAI/Simulation/EAI_SimulationLifecycle.c", "Scripts/Game/EscapistsAI/Simulation/EAI_SimulationMedical.c", "Scripts/Game/EscapistsAI/Simulation/EAI_SimulationPrison.c", "Scripts/Game/EscapistsAI/Simulation/EAI_SimulationSpectators.c" ], "replacement_files": [], "behavior": [ "6AIprisoners physically scavenge5pistols", "holdlock20s/retry picker", "loot corpses/intel", "native medical treatment", "identifiedradio/tune/defend", "allsurvivor boarding/physical scriptedflight", "human spectator-only lifecycle", "savedmode+3srestart", "zero duplication/replacements" ], "remaining": "Successor WORKBENCH smoke is a different development fixture and not this normal-server autonomous mode. Full native player-lifecycle/medical/intel interfaces can be reused; this is NOT distant-unit virtualization.", "evidence": "no migrated normal-server simulation", "asset_scope": "original spectator/editor and base mission APIs must be replaced" }, { "id": "journal", "title": "HQ journal and private live diagnostics", "status": "implemented", "original_files": [ "Scripts/Game/EscapistsAI/EAI_HQJournal.c", "Scripts/Game/EscapistsAI/EAI_HQ.c" ], "replacement_files": [ "addons/ai/Scripts/Game/ERR/ERR_HQJournal.c", "addons/ai/Scripts/Game/ERR/ERR_HQAdminProvider.c", "addons/core/Scripts/Game/ERR/ERR_AdminSession.c", "addons/core/Scripts/Game/ERR/ERR_AdminMenu.c" ], "behavior": [ "Session/message/sequence correlation;300recentlines/4096pending;5MiB rotation;30s file retry", "gap notices", "chat8entries/2s", "menu40entries/1s", "pause/latest/scroll state" ], "remaining": "Infrastructure implemented. New systems still need meaningful status/events; long-running multiplayer/file-failure behavior not fully qualified.", "evidence": "native menu/journal fixture + packaged startup", "asset_scope": "vanilla" }, { "id": "catalogs", "title": "Independent unit composition catalogs", "status": "partial", "original_files": [ "Scripts/Game/EscapistsAI/EAI_GroupLookup.c" ], "replacement_files": [ "addons/core/Scripts/Game/ERR/ERR_FactionCatalog.c" ], "behavior": [ "Catalog-backed physical group composition" ], "remaining": "EAI_GroupLookup is excluded without reading its content as a model. Build richer vanilla role/crew catalogs independently; never translate copied lookup code.", "evidence": "vanilla startup only", "asset_scope": "excluded protected-derived source" } ], "script_inventory": [ { "path": "Scripts/Game/EscapistsAI/EAI_AIConfig.c", "features": [ "config" ], "sha256": "8c320d3163d443b43e50547734702484c8ad51f2cffe88cf6dfd33aaf339ec01", "lines": 232 }, { "path": "Scripts/Game/EscapistsAI/EAI_AIResponseSystem.c", "features": [ "skill", "hunter" ], "sha256": "b3e1263e986837744a70fbaedaa6e57afae7f2981a21211d3a2066e2c63ac84d", "lines": 660 }, { "path": "Scripts/Game/EscapistsAI/EAI_AirAssault.c", "features": [ "air_assault", "parachutes" ], "sha256": "a9c0c2bf59fb4f9b351913708cee54a302a9e447d30c2766faa91c7573af1b6d", "lines": 423 }, { "path": "Scripts/Game/EscapistsAI/EAI_AirRecon.c", "features": [ "recon", "aircraft_ammo" ], "sha256": "7e72c9eac0fce21865f09a923cbfd638c25939c8492b3e1e5dfdda1f1394f51e", "lines": 1335 }, { "path": 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"sha256": "094744d77c5c99f7a46e6b3a0aba071f34b4b34cb467eea30264d5f63151a7d9", "lines": 157 }, { "path": "Scripts/Game/EscapistsAI/EAI_DepotLoading.c", "features": [ "depots" ], "sha256": "5b608f36621c9d744bdc55829b1000af70ba9d8853b8a90828d774557a204375", "lines": 305 }, { "path": "Scripts/Game/EscapistsAI/EAI_DisableAmbientEvents.c", "features": [ "ambient_disable" ], "sha256": "8e9d6b5abb4aaa3e83654abf5aeda429093b3bd6cb03f7f9b3953dc028d4023f", "lines": 85 }, { "path": "Scripts/Game/EscapistsAI/EAI_FactionRelations.c", "features": [ "factions" ], "sha256": "1595926655f3597cbe3c648cd52a0372bc24346eefd99802a3dafe853f935651", "lines": 105 }, { "path": "Scripts/Game/EscapistsAI/EAI_GroupLookup.c", "features": [ "catalogs" ], "audit": "excluded; contents not read or used as implementation model" }, { "path": "Scripts/Game/EscapistsAI/EAI_GroupTactics.c", "features": [ "ground_tactics" ], "sha256": "226eb3981765284afa0cead84411244806a84440003fe4af69f2208028cef23d", "lines": 418 }, { "path": 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"sha256": "a896fdacfd9c0f2db52e588642623545a3a5d6e8041fb72000a68e720fc2b7a5", "lines": 1463 }, { "path": "Scripts/Game/EscapistsAI/Simulation/EAI_Simulation.c", "features": [ "simulation" ], "sha256": "4688fd4eccb490ae416707400ae889aae6bf3794402d5e68da0d03efddf01ab1", "lines": 669 }, { "path": "Scripts/Game/EscapistsAI/Simulation/EAI_SimulationBot.c", "features": [ "simulation" ], "sha256": "9d9e809a6f39623bda49749304bbffb89c19b9e83e4f30f1ac2a9780d4526397", "lines": 66 }, { "path": "Scripts/Game/EscapistsAI/Simulation/EAI_SimulationIntel.c", "features": [ "simulation" ], "sha256": "d53fcb1933bc563aa0d72bc4093bfec68da69241abe6639f5e030422457d1cf1", "lines": 29 }, { "path": "Scripts/Game/EscapistsAI/Simulation/EAI_SimulationLifecycle.c", "features": [ "simulation" ], "sha256": "c375a4ad7c7af621f89c16150f42262ff6501fb92e2a96ab85f28f879cb0ac39", "lines": 161 }, { "path": "Scripts/Game/EscapistsAI/Simulation/EAI_SimulationMedical.c", "features": [ "simulation" ], "sha256": "a9da70fdecd20d8fd9e23f45fcb2b070916b76f0ee0418f72f18805f2d2149f0", "lines": 128 }, { "path": "Scripts/Game/EscapistsAI/Simulation/EAI_SimulationPrison.c", "features": [ "simulation" ], "sha256": "f9098c2f312e202130b3789eb2b67ca38ed3c44a859be24543816a028a552644", "lines": 88 }, { "path": "Scripts/Game/EscapistsAI/Simulation/EAI_SimulationSpectators.c", "features": [ "simulation" ], "sha256": "0e3b911914cf06e31c836323cba170782ef994338d75cd8202b5ab7c4e9285f4", "lines": 278 } ], "test_inventory": [ { "path": "tests/ai_chat_config_regression.py", "sha256": "b4b0dc6a74a4a5beda787fb676a378316bfb9c9589bd6365ded0ae3da44d91df", "source_references": [], "execution": "not run in this audit; predecessor evidence does not qualify successor" }, { "path": "tests/ai_config_regression.py", "sha256": "7dec0063274ec84a861f11b4df15b75c68dc88fa132f1ce9762063ef05bdd504", "source_references": [ "Scripts/Game/EscapistsAI/EAI_AIConfig.c", "Scripts/Game/EscapistsAI/EAI_ImprovisedPrisons.c" ], "execution": "not run in this audit; predecessor evidence does not qualify successor" }, { "path": "tests/air_assault_regression.py", "sha256": "f27ea28bf4c6e52ecaf9ce45fa3bfab1bce7b6e07cd8eac377f465a7d4d6bad2", "source_references": [ "Scripts/Game/EscapistsAI/EAI_AirAssault.c", "Scripts/Game/EscapistsAI/EAI_AirRecon.c", "Scripts/Game/EscapistsAI/EAI_AircraftAmmo.c" ], "execution": "not run in this audit; predecessor evidence does not qualify successor" }, { "path": "tests/air_support_regression.py", "sha256": "b0c0cbf9d2918b03b37297575cbd678a633296939cf6c64095769fac4ddb7074", "source_references": [ "Scripts/Game/EscapistsAI/EAI_AirSupportPolicy.c", "Scripts/Game/EscapistsAI/EAI_MortarFiring.c", "Scripts/Game/EscapistsAI/EAI_MortarSystem.c" ], "execution": "not run in this audit; predecessor evidence does not qualify successor" }, { "path": "tests/airport_reload_regression.py", "sha256": "9ef8ab9ab33d02899636859ae3c65919726b92c0c7a9604af704bac2c1a78b85", "source_references": [ "Scripts/Game/EscapistsAI/EAI_AirRecon.c", "Scripts/Game/EscapistsAI/EAI_Landing.c", "Scripts/Game/EscapistsAI/EAI_MortarSystem.c" ], "execution": "not run in this audit; predecessor evidence does not qualify successor" }, { "path": "tests/convoy_stop_regression.py", "sha256": "245dd69dcd300a49fe743875280321165d1da15c0cdbe23188631eec3e418c54", "source_references": [ "Scripts/Game/EscapistsAI/EAI_SupplyConvoys.c" ], "execution": "not run in this audit; predecessor evidence does not qualify successor" }, { "path": "tests/depot_loading_regression.py", "sha256": "2e80b3ce86b0607a5b62cdd49d7e898c17c23fd5e67597a5e8789bc71076ba41", "source_references": [ "Scripts/Game/EscapistsAI/EAI_DepotLoading.c" ], "execution": "not run in this audit; predecessor evidence does not qualify successor" }, { "path": "tests/faction_alignment_regression.py", "sha256": "37666426aae9f303f255861f89cf4cacefb38a6994fc2dd6fced11f53e1b7c7f", "source_references": [ "Scripts/Game/EscapistsAI/EAI_FactionRelations.c", 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Prior native scripts compile; placement false positives documented in native-2026-09-20-021626-convoy-placement-diagnostic. Updated geometry/road native run pending; no driving or complete cargo evidence claimed.", "remaining": "Native vehicle driving and cargo qualification; original dismount/flank/reboard tactics, delivery/unloading and other original convoy behavior.", "detail": "docs/convoy-migration.md" } ] }