"""Actual convoy/team release, HQ retention/eligibility and exact claim cleanup.""" import os,re from pathlib import Path from policy_harness import ROOT,body,run base=Path(os.environ.get('ERR_CONVOY_SURVIVOR_ROOT',str(ROOT))) ai=base/'addons/core/Scripts/Game/ERR/10_AI' def translate(s): s=re.sub(r'//[^\n]*','',s).replace('override ','').replace('null','nullptr') s=s.replace('ERR_HQ.Cast(mode.Command())','mode.Command()') s=s.replace('array','Array').replace('array','Array') s=re.sub(r'foreach \(([^:]+):',r'for (\1:',s) for t in ('ERR_GameMode','SCR_AIGroup','ERR_ForceRecord','ERR_HQUnit','IEntity','AIAgent','ERR_HQ'): s=re.sub(r'\b'+t+r' (\w+)',t+r'* \1',s) for n in ('mode','m_Mode','group','Group','record','unit','actor','agent','member','hq','coordination'): s=re.sub(r'\b'+n+r'\.',n+'->',s) s=s.replace('StatusSampler.','StatusSampler->').replace('Forces().','Forces()->').replace('Command().','Command()->').replace('AttackSpace().','AttackSpace()->') for n in ('ERR_HQ','Replication','ERR_GameMode','ERR_Actors','ERR_ForceKind','ERR_ConvoyRules'): s=s.replace(n+'.',n+'::') s=s.replace('Combat.Held','Combat.Held') s=re.sub(r'ERR_HQ\* hq;',r'ERR_HQ* hq=nullptr;',s) s=re.sub(r'ERR_ForceRecord\* record;',r'ERR_ForceRecord* record=nullptr;',s) return s hq=ai/'ERR_HQ.c' # On the baseline the new helper is absent and never called; execute the old # release methods unchanged so the red control fails a gameplay assertion. retain=translate(body(hq,'bool ReleaseConvoySurvivors(')) if 'bool ReleaseConvoySurvivors(' in hq.read_text() else 'bool ReleaseConvoySurvivors(SCR_AIGroup*){return false;}' claims=translate(body(hq,'void ReleaseLogistics(')) eligible=translate(body(hq,'bool Eligible(ERR_GameMode mode)')).replace('bool survivor;','bool survivor=false;') vehicle=translate(body(ai/'ERR_ConvoyService.c','void Release(ERR_GameMode mode)')) team=translate(body(ai/'ERR_SupplyConvoyTactics.c','void Release(ERR_GameMode mode)')) run(r''' #include #include #include #include templatestruct Array:std::vector{using std::vector::vector;int Count()const{return this->size();}void Insert(T x){this->push_back(x);}bool Contains(T x)const{return std::find(this->begin(),this->end(),x)!=this->end();}}; struct SCR_AIGroup;struct ERR_HQ;struct ERR_GameMode; struct IEntity{bool alive=true,player=false,fighting=true,mounted=false;int faction=1;SCR_AIGroup*group=nullptr;}; struct AIAgent{IEntity*actor=nullptr;int lod=0,writes=0;IEntity*GetControlledEntity(){return actor;}void SetPermanentLOD(int n){lod=n;writes++;}}; struct SCR_AIGroup{int faction=1,players=0,lod=0;bool slave=false;Arrayagents;int GetFaction(){return faction;}int GetPlayerCount(bool){return players;}bool IsSlave(){return slave;}void GetAgents(Array&a){a=agents;}void SetPermanentLOD(int n){lod=n;}}; namespace Replication{bool server=true;bool IsServer(){return server;}} namespace ERR_Actors{bool Alive(IEntity*a){return a&&a->alive;}bool Player(IEntity*a){return a&&a->player;}bool CanFight(IEntity*a){return Alive(a)&&a->fighting;}} namespace CompartmentAccessComponent{bool GetVehicleIn(IEntity*a){return a&&a->mounted;}} namespace ERR_ConvoyRules{bool captured=false;bool Captured(void*,SCR_AIGroup*){return captured;}} namespace ERR_ForceKind{enum{CONVOY,GARRISON};} struct ERR_ForceRecord{bool Physical=true,Eliminated=false,Pinned=true;int Kind=ERR_ForceKind::CONVOY,InitialStrength=2;std::string SourceId="original";}; struct Ledger{ERR_ForceRecord record;bool present=true;ERR_ForceRecord*FindGroup(SCR_AIGroup*){return present?&record:nullptr;}}; struct ERR_GameMode{static ERR_GameMode*current;bool active=true;ERR_HQ*command=nullptr;Ledger ledger;static ERR_GameMode*Get(){return current;}bool Active(){return active;}ERR_HQ*Command(){return command;}Ledger*Forces(){return &ledger;}int EnemyFaction(){return 1;}};ERR_GameMode*ERR_GameMode::current=nullptr; struct Sampler{bool bound=true;std::string source="original";SCR_AIGroup*group=nullptr;Arraymembers;bool released[2]={false,false};bool OwnsRoster(SCR_AIGroup*g){return bound&&g==group;}std::string InitialSourceId(){return source;}int InitialStrength(){return members.Count();}IEntity*InitialMember(int i){return members[i];}bool CanAttribute(int slot,IEntity*a,bool observe){assert(!observe);return a&&!released[slot]&&!a->player&&a->group==group&&a->faction==1;}}; struct ERR_HQUnit{SCR_AIGroup*Group=nullptr;void*Utility=this;std::string ForceSourceId="original";Sampler*StatusSampler=nullptr;bool ReservedForSupport=true;int LogisticsReservation=0;bool PendingConvoyOrder=false,PendingOrder=false,PendingCheckin=false,Downlink=false;int pendingClears=0;bool reports=true; void CancelPending(){PendingConvoyOrder=PendingOrder=PendingCheckin=Downlink=false;pendingClears++;} '''+eligible.replace('CompartmentAccessComponent.','CompartmentAccessComponent::')+r''' }; struct Space{void Release(SCR_AIGroup*){}}; struct ERR_HQ{Space space;Space*AttackSpace(){return &space;}static ERR_HQ*Get(){return ERR_GameMode::current?ERR_GameMode::current->Command():nullptr;}bool m_Stopping=false;ERR_GameMode*m_Mode=nullptr;Arraym_Units;int unregistrations=0,registrations=0,equipmentStops=0; 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,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{void*m_WalkVehicle=nullptr;void VehicleUse(ERR_GameMode*,void*,bool){}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; Case(){mode.command=&hq;ERR_GameMode::current=&mode;hq.m_Mode=&mode;hq.m_Units={&unit};unit.Group=&group;unit.StatusSampler=&sampler;sampler.group=&group;one.group=two.group=extra.group=&group;a.actor=&one;b.actor=&two;c.actor=&extra;sampler.members={&one,&two};group.agents={&a,&b};vehicle.Group=team.Group=&group;} void Release(bool passenger){if(passenger)team.Release(&mode);else vehicle.Release(&mode);} }; int main(){ for(bool passenger:{false,true}){ Case c;c.unit.PendingConvoyOrder=true;c.unit.Downlink=true;c.Release(passenger); assert(c.hq.unregistrations==0&&c.unit.Group==&c.group&&c.unit.Utility&&c.unit.reports); // old release silenced living original survivors assert(!c.unit.ReservedForSupport&&c.unit.Eligible(&c.mode)&&!c.unit.Downlink&&c.unit.pendingClears==1); assert(!c.mode.ledger.record.Pinned&&c.hq.registrations==0&&c.hq.equipmentStops==0); assert(c.group.lod==-1&&c.a.writes==1&&c.b.writes==1); c.Release(passenger);assert(c.unit.pendingClears==1&&c.a.writes==1); } for(bool passenger:{false,true}){ Case c;c.one.fighting=false;c.two.alive=false;c.group.agents={&c.a};c.Release(passenger); assert(c.hq.unregistrations==0&&!c.unit.Eligible(&c.mode)); // unconscious original retains future recovery/report identity c.one.fighting=true;assert(c.unit.Eligible(&c.mode)); } {Case c;c.one.mounted=true;c.Release(false);assert(c.hq.unregistrations==0&&!c.unit.Eligible(&c.mode));c.one.mounted=false;assert(c.unit.Eligible(&c.mode));} for(bool passenger:{false,true})for(int bad=0;bad<22;bad++){ Case c; if(bad==0)c.mode.active=false; if(bad==1)c.hq.m_Stopping=true; if(bad==2)ERR_GameMode::current=nullptr; if(bad==3)c.mode.command=nullptr; if(bad==4)c.group.players=1; if(bad==5)c.group.faction=2; if(bad==6)c.group.slave=true; if(bad==7)c.mode.ledger.present=false; if(bad==8)c.mode.ledger.record.Physical=false; if(bad==9)c.mode.ledger.record.Eliminated=true; if(bad==10)c.mode.ledger.record.Kind=ERR_ForceKind::GARRISON; if(bad==11)c.unit.ForceSourceId="foreign"; if(bad==12)c.sampler.source="foreign"; if(bad==13)c.sampler.bound=false; if(bad==14)c.one.group=&c.foreign; if(bad==15)c.one.player=true; if(bad==16)c.one.faction=2; if(bad==17)c.group.agents.Insert(&c.c); if(bad==18)c.group.agents.Insert(&c.a); if(bad==19)c.group.agents={&c.b}; if(bad==20)c.one.alive=c.two.alive=false; if(bad==21)c.sampler.released[0]=true; c.Release(passenger); assert(c.hq.unregistrations==(bad==3?0:1));assert(c.unit.ReservedForSupport); } {Case c;ERR_ConvoyRules::captured=true;c.Release(false);assert(c.hq.unregistrations==1);ERR_ConvoyRules::captured=false;} for(bool passenger:{false,true}){Case c;c.vehicle.Registered=c.team.Registered=false;c.Release(passenger);assert(c.hq.unregistrations==1);} // Real HQ claim release keeps an unsettled inventory transaction quarantined, // ignores somebody else's token and permits retasking only after exact settlement. for(bool passenger:{false,true}){Case c;c.unit.LogisticsReservation=200007;c.Release(passenger); assert(c.unit.LogisticsReservation==200007&&!c.unit.Eligible(&c.mode)); c.hq.ReleaseLogistics(&c.group,200008);assert(!c.unit.Eligible(&c.mode)); c.hq.ReleaseLogistics(&c.group,200007);assert(c.unit.Eligible(&c.mode)&&c.unit.reports); } {Case c;c.unit.Downlink=true;c.unit.PendingOrder=true;c.Release(false);assert(c.unit.Downlink&&c.unit.PendingOrder&&c.unit.pendingClears==0);} // no cancellation of another owner's order } ''') print('PASS: actual convoy/team Release retains original active survivors and HQ identity, rejects takeover/terminal/unknown roster, preserves exact logistics quarantine and normal eligibility')