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jakub 6a667d8deb Capture current mission, AI, map and administration development
Include the current addon, terrain integrations, tools, regression tests and recorded development evidence.
2026-10-13 22:52:53 +02:00

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Migration status

The old workspace is a read-only migration reference. dependency-audit.json records legacy symbol references discovered during the audit. migration-provenance.json records the selected independently authored helper sources and their original hashes. vanilla-resources.json records exact GUID/path pairs resolved against the installed vanilla resource database. None of these records proves complete behavioural parity.

The base replacement has priority over extension feature migration. Base responsibilities and implementation order distinguish prototype coverage from remaining gameplay work.

Owner-authored AI and Intel reuse direction (2026-09-19)

The owner explicitly confirmed that escapists-ai and escapists-intel are theirs and authorized heavy inspiration and reuse for the successor. Treat their independently authored behavior and code as migration sources, adapting useful implementations instead of recreating them unnecessarily. Keep the reference workspace unchanged. This authorization concerns those extensions; any original Escapists code, resources or dependency hooks within them still need replacement. Record actual code reuse in migration-provenance.json when it is migrated.

The source review confirms that several AI helpers are already migrated (HQ radio network, observation, journal, mortar prediction/firing and settlement safety). Further migration should prioritize useful player-facing behavior and the playable base:

  • EAI_ImprovisedPrisons.c: reuse applicable camp layout, finite starter supplies and placement ideas when expanding starts. Its SCRTC_BaseGameMode / ESCT_PrisonComponent integration must use successor services. Keep the current playable prison available while adapting it.
  • EI_IntelService.c, EI_IntelLifecycle.c, EI_MapDiscoveryUI.c and EI_PlayerBriefing.c: compare inventory assignment, recovery, discovery feedback and briefing behavior with the successor. The extension README also documents an administrator reroll operation beyond the successor's current carrying/reveal settings; migrate it deliberately with its cohort, ownership and duplicate-prevention semantics.
  • AI logistics, convoy and air-support implementations: adapt independently authored behavior around the successor HQ and finite physical forces. Remove original game-mode/location dependencies. The owner subsequently authorized RHS: Status Quo, WCS Armaments and WCS BMP-1; use the recorded external dependency/resource catalog. Source availability alone does not establish migrated or verified behavior.

Do not restart prolonged prison/input or experimental aircraft proof work merely to investigate these sources. Prioritize concrete gameplay gaps and retain explicit human and multiplayer validation limits.

Implemented foundation

  • One combined successor project with separate Core/AI/Intel/Chat/Map classes, dependency isolation, new resource identities and a new scenario identity. Earlier evidence retains the historical five-project layout.
  • New mission state rules, scenario assembly, location/discovery state, vanilla faction catalog, native spawning, settings owner and once-per-round world-clock configuration.
  • Independent extraction ownership, physical capacity checks, partial identity results, controller-based result presentation, early vehicle-loss handling and preparation rollback.
  • Physical radio network, visual observation intake, report snapshots, bounded HQ journal and an initial infantry response coordinator.
  • Core-owned document recovery and objective map markers, optional enemy-carried intel and shared field map, replicated discovery markers and a limited administration command surface.
  • New Everon child world, definition-driven prison, two independent clue caches, medical stash, guarded outpost, radio and extraction sites using referenced vanilla resources.

Incomplete milestones

Milestone Current evidence Remaining work
Dependency audit/setup/interfaces Projects and automated isolation checks exist Complete provenance review; mature player/objective service interfaces
Playable Everon loop Archived Core 085442 (586 assertions) and companion 092512 (96 assertions) each pass two scripted rounds; ordinary Chat 093115 startup/admission and prison breach 092923 pass at their own sources Manual route/stock balance, gameplay presentation, multiplayer lifecycle and clean runtime
HQ/support/companion integration Genuine perception/radio/HQ/physical infantry response, finite mortar firing/expiry and exact inventory-transfer checkpoints pass Complete and qualify aircraft, finite logistics, broader support failures, applicable commands/settings and full integration
Multiplayer/performance/release Ledger, regression tools, isolated empty Linux server preparation and deterministic development-source handoff exist Authenticated dedicated/client and 12-player sessions, broader failures/restarts, equivalent-workload FPS evidence, qualified native packaging/publication

The prison/site layout is a prototype. Terrain heights were checked, but collision, slope, navmesh accessibility, vehicle seating and extraction takeoff have not passed gameplay acceptance. Two separate marked supply caches each hold two guaranteed radio documents. The western cache provides another route if the southern cache is lost; optional medical and guarded outpost stock add detours. Progression does not require random enemy intel. Geometry diagnostics replaced the sloping footprint with an open surveyed site and resized the gate to its opening. Normal gate-action completion and scripted victory rounds pass. The later destroyed-gate fixture applies real native damage/deletion and deliberately repositions the admitted body across the boundary; it does not prove walking through the opening or debris. Manual gameplay acceptance remains outstanding.

Owner-authored migration increment

Intel now adds /esc intel show, /esc intel reroll and /esc intel reroll show through the existing authenticated administration transport. A batch captures the current carrying probability and registered living AI cohort; later probability changes and newly registered AI do not alter that batch. Work is bounded across ticks, overlapping batches are rejected, and objective/collected documents and discoveries are preserved. Retired AI folders remain spent and are tracked for normal round cleanup. This intentionally replaces the old delayed loose-folder deletion.

Intel also reports discovered map information through bounded, coalesced team messages. Rough clues do not disclose a site's identity. The existing Core phase guide already explains carried folders, so the old independent briefing/suppression timer is not imported.

HQ adapts the owned AI addon's fair contact-selection behavior. Each squad rotates among its current visual contacts after an uplink is queued, retaining at most 64 identities. Radio delivery still determines when the HQ learns about a report and assigns a physical force.

Native and human validation limits for this increment are recorded in owned-ai-intel-migration.md. The frozen September 19 playtest package remains its earlier snapshot unless explicitly rebuilt.

Commands presently implemented

Core now owns the /esc command transport, native administration menu, authenticated sessions, settings and player tools in dedicated classes. AI and Intel register providers through ERR_AdminProvider; Core does not depend on either companion or the Chat wrapper. See mission-owned chat administration for supported commands and class boundaries.

Settings live in the mission section of $profile:Escapists.json, with checked temporary writes and a shared backup. The six former Escape profile files are automatically imported on first start; see unified configuration. Names and defaults are explicit in ERR_Settings.c. tools/import_settings.py previews conversion of supported legacy AI/intel settings and explicitly reports deferred fields. Writing requires --out and refuses to overwrite an existing file. The older predecessor AI/intel files still require this explicit import tool. Its output is a legacy-format mission section: seed rereintroduced.json before the first unified migration, or merge those values into the existing mission section while the mission is stopped. Applicable original menu, journal and player-tool behavior is adapted; commands for deferred gameplay systems remain explicitly unavailable.

RHS: Status Quo, WCS Armaments and WCS BMP-1 are now declared dependencies, together with Parachute Framework. Everon remains the first-release target; additional terrain experiments, complete feature parity and virtual distant units are not release-qualified. The project's initial estimate of 160–280 hours described the entire successor; this foundation does not constitute all of that work.

See current status and the append-only validation ledger for exact archive/source limits. All seventeen release cases and current-source clean-runtime qualification remain pending; prior passes cannot cover subsequent production changes. Development source bundling provides editable authored source. The separate current development playtest handoff also contains native runtime artifacts; its strict packaging limitations remain explicit and it is not a published or qualified release.