"""Execute actual HQ assignment ownership and failed-radio backoff bodies.""" from policy_harness import ROOT, body, run import re p=ROOT/'addons/ai/Scripts/Game/ERR/ERR_HQ.c' unit='\n'.join(body(p,s) for s in ('void CancelPending(', 'ERR_HQTask PlannedTask(', 'void ReleaseAssignment(', 'void Release()')) lost='\n'.join(body(p,s) for s in ('protected void FinishWatch(', 'protected void LostOrder(')).replace('protected ', '') def adapt(code): code=code.replace('null','nullptr').replace('Math.','Math::').replace('ERR_GameMode.Get()', 'ERR_GameMode::Get()') code=code.replace('SCR_EntityHelper.DeleteEntityAndChildren', 'SCR_EntityHelper::DeleteEntityAndChildren') code=code.replace('ERR_HQUnit unit', 'ERR_HQUnit* unit') code=code.replace('ERR_HQTask ', 'ERR_HQTask* ').replace('ERR_GameMode ', 'ERR_GameMode* ') code=code.replace('ERR_ForceRecord record;', 'ERR_ForceRecord* record=nullptr;') code=code.replace('ERR_HQHuntWindow hunt', 'ERR_HQHuntWindow* hunt') code=code.replace('foreach (ERR_HQUnit other : m_Units)', 'for (ERR_HQUnit* other : m_Units)') code=re.sub(r'\b(mode|record|Group|unit|other|task|planned|hunt)\.', r'\1->', code) code=code.replace('mode->Forces().FindGroup', 'mode->Forces()->FindGroup') return code run(r''' #include #include #include #include struct Math {static float Min(float a,float b){return std::min(a,b);}}; struct ERR_HQTask {bool ReleaseOnly=false;int BeliefId=0;std::string WatchSourceId;int WatchMessageId=0,WatchRequestId=0;bool Investigation(){return !WatchSourceId.empty();}}; struct ERR_HQReport {}; struct ERR_HQRoute {}; struct AIWaypoint {int deleted=0;}; struct SCR_AIGroup {int removals=0; AIWaypoint* last=nullptr; void RemoveWaypoint(AIWaypoint* p){removals++;last=p;}}; struct ERR_ForceRecord {bool Eliminated=false;int Duty=2,HomeDuty=1,DutyTarget=200,HomePosition=100;}; struct Ledger {ERR_ForceRecord* record=nullptr;ERR_ForceRecord* FindGroup(SCR_AIGroup*){return record;}}; struct ERR_GameMode {Ledger ledger;static ERR_GameMode* current; static ERR_GameMode* Get(){return current;} Ledger* Forces(){return &ledger;}}; ERR_GameMode* ERR_GameMode::current=nullptr; struct SCR_EntityHelper {static void DeleteEntityAndChildren(AIWaypoint* p){p->deleted++;}}; struct ERR_HQHuntWindow {float NextHunt=0;}; struct ERR_HQUnit { SCR_AIGroup* Group=nullptr;AIWaypoint* Waypoint=nullptr; ERR_HQTask *Task=nullptr,*PendingTask=nullptr; ERR_HQReport *Assignment=nullptr,*PendingOrder=nullptr; ERR_HQRoute* Downlink=nullptr;bool PendingCheckin=false; '''+adapt(unit)+r'''}; struct Watch {int calls=0;std::string source;int message=0,request=0; bool FinishInvestigation(std::string s,int m,int r,float){calls++;source=s;message=m;request=r;return true;}}; struct HQ {Watch m_Watch;std::vector m_Units;ERR_HQHuntWindow window; ERR_HQHuntWindow* Hunt(int){return &window;} '''+adapt(lost)+r'''}; int main(){ ERR_GameMode mode;ERR_GameMode::current=&mode;ERR_ForceRecord record;mode.ledger.record=&record; SCR_AIGroup group;ERR_HQReport oldReport,newReport;ERR_HQTask oldTask,newTask;ERR_HQRoute route; oldTask.BeliefId=1;newTask.BeliefId=2;AIWaypoint oldWaypoint; ERR_HQUnit u;u.Group=&group;u.Waypoint=&oldWaypoint;u.Assignment=&oldReport;u.Task=&oldTask; u.PendingOrder=&newReport;u.PendingTask=&newTask;u.Downlink=&route; assert(u.PlannedTask()==&newTask); u.CancelPending(); assert(!u.PendingOrder&&!u.PendingTask&&!u.Downlink); assert(u.Task==&oldTask&&u.Assignment==&oldReport&&u.Waypoint==&oldWaypoint); assert(oldWaypoint.deleted==0&&group.removals==0&&record.Duty==2); assert(u.PlannedTask()==&oldTask); // Expiry of the current task must leave its replacement radio transaction intact. u.PendingOrder=&newReport;u.PendingTask=&newTask;u.Downlink=&route; u.ReleaseAssignment(); assert(!u.Assignment&&!u.Task&&!u.Waypoint); assert(u.PendingOrder==&newReport&&u.PendingTask==&newTask&&u.Downlink==&route); assert(oldWaypoint.deleted==1&&group.removals==1&&group.last==&oldWaypoint); assert(record.Duty==record.HomeDuty&&record.DutyTarget==record.HomePosition); u.ReleaseAssignment();assert(oldWaypoint.deleted==1&&group.removals==1); u.Release();assert(!u.PendingOrder&&!u.PendingTask&&!u.Downlink); // Elimination and absent group/mode cannot rewrite casualty state or double-delete. AIWaypoint detached;u.Waypoint=&detached;u.Group=nullptr;record.Eliminated=true;record.Duty=9; ERR_GameMode::current=nullptr;u.Release();assert(detached.deleted==1&&record.Duty==9); ERR_GameMode::current=&mode;u.Group=&group;u.ReleaseAssignment();assert(record.Duty==9); // A failed initial dispatch can retry after a short backoff. HQ hq;hq.m_Units={&u};hq.window.NextHunt=300000; u.PendingOrder=&newReport;u.PendingTask=&newTask;u.Downlink=&route; hq.LostOrder(&u,1000);assert(hq.window.NextHunt==16000&&!u.PendingOrder); // Failed retask preserves delivered assignment and its active hunt window. u.Task=&newTask;u.Assignment=&oldReport;u.Waypoint=&oldWaypoint; u.PendingOrder=&newReport;u.PendingTask=&newTask;u.Downlink=&route;hq.window.NextHunt=300000; hq.LostOrder(&u,1000);assert(hq.window.NextHunt==300000&&u.Task==&newTask&&u.Waypoint==&oldWaypoint); // Another group's pending hunt prevents duplicate retry commitments. u.Task=nullptr;u.Assignment=nullptr;u.Waypoint=nullptr; ERR_HQUnit peer;peer.PendingTask=&newTask;hq.m_Units.push_back(&peer); u.PendingTask=&newTask;u.PendingOrder=&newReport;u.Downlink=&route; hq.LostOrder(&u,2000);assert(hq.window.NextHunt==300000); // A failed pending watch investigation completes only that pending lineage. ERR_HQTask activeWatch,pendingWatch;activeWatch.WatchSourceId="patrol-A";activeWatch.WatchMessageId=41;activeWatch.WatchRequestId=1; pendingWatch.WatchSourceId="patrol-B";pendingWatch.WatchMessageId=42;pendingWatch.WatchRequestId=2; u.Task=&activeWatch;u.Waypoint=&oldWaypoint;u.Assignment=&oldReport; u.PendingTask=&pendingWatch;u.PendingOrder=&newReport;u.Downlink=&route; hq.LostOrder(&u,3000);assert(hq.m_Watch.calls==1&&hq.m_Watch.source=="patrol-B"&&hq.m_Watch.message==42&&hq.m_Watch.request==2); assert(u.Task==&activeWatch&&u.Waypoint==&oldWaypoint&&u.Assignment==&oldReport); assert(!u.PendingTask&&!u.PendingOrder&&!u.Downlink&&hq.window.NextHunt==300000); // Dropped status-check-in transport cannot finish the delivered investigation. u.PendingCheckin=true;u.Downlink=&route;hq.LostOrder(&u,4000); assert(!u.PendingCheckin&&!u.Downlink&&u.Task==&activeWatch&&hq.m_Watch.calls==1); ERR_HQTask recall;recall.ReleaseOnly=true;u.PendingTask=&recall;u.PendingOrder=&newReport;u.Downlink=&route; hq.LostOrder(&u,5000);assert(!u.PendingTask&&u.Task==&activeWatch&&u.Waypoint==&oldWaypoint&&hq.m_Watch.calls==1); u.Task=nullptr;u.Waypoint=nullptr;u.Assignment=nullptr; // Unrelated belief cannot suppress bounded retry, and existing sooner retry remains sooner. peer.PendingTask=&oldTask;u.PendingTask=&newTask;hq.window.NextHunt=5000; hq.LostOrder(&u,2000);assert(hq.window.NextHunt==5000); } ''') print('PASS: actual assignment cancellation/release preserves radio ownership, native waypoint lifecycle and failed-order retry boundaries')