Files
EscapistsReintroduced/tests/test_mounted_ammo_transfer.py
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

196 lines
22 KiB
Python

"""Execute the proposed exact carried-to-mounted swap; no engine coverage claim."""
import os,re
from pathlib import Path
from policy_harness import ROOT,run
from test_finite_magazine_reservation import translated_reservation
p=Path(os.environ.get('ERR_MOUNTED_TRANSFER_SOURCE',ROOT/'addons/core/Scripts/Game/ERR/10_AI/ERR_MountedAmmoTransfer.c'))
s=p.read_text()
for forbidden in ('TrySpawn','SetAmmoCount','SetOrigin','SetTransform','DeleteEntity','TryMove','TryInsert','TryRemove','PerformAction'):
assert forbidden not in s,forbidden
assert s.count('TrySwapItemStorages(')==1
code=s[s.index('class ERR_MountedAmmoTransfer\n'):]
code=re.sub(r'//[^\n]*','',code).replace('protected ','').replace('notnull ','').replace('ref ','').replace('class ','struct ')
code=code.replace('void ERR_MountedAmmoTransfer(','ERR_MountedAmmoTransfer(')
code=code.replace('array<','Array<').replace('null','nullptr')
# Only engine component lookup/casts are doubled; all transaction methods execute.
cast_types={'InventoryItemComponent':'item','BaseMagazineComponent':'magazine','InventoryStorageManagerComponent':'inventory'}
for kind,field in cast_types.items():
code=re.sub(kind+r'\.Cast\(([^;\n]*?)\.FindComponent\('+kind+r'\)\)',lambda m:m[1]+'.'+field,code)
code=code.replace('WeaponSlotComponent.Cast(m_WeaponSlot.GetParentContainer())','dynamic_cast<Mount*>(m_WeaponSlot.GetParentContainer())')
code=code.replace('ERR_HQ.Cast(m_Mode.Command())','m_Mode.Command()').replace('ChimeraCharacter.Cast(m_Worker)','m_Worker')
for name in ('ERR_GameMode','ERR_MountedAmmoTransferState','ERR_ForceRules','ERR_Actors','ERR_ConvoyRules','ERR_EnemyEquipmentRules','ERR_InfantryAmmoTransfer','Replication','SCR_Global','CompartmentAccessComponent','EMuzzleType','EStoragePurpose','vector','TraceFlags'):
code=code.replace(name+'.',name+'::')
for name in ('m_Mode','mode','task','originalRoster','m_Task','m_Receipt','m_Donor','m_Target','m_Truck','m_Root','m_DonorRecord','m_TargetRecord','m_Roster','m_Weapon','m_WeaponSlot','m_Muzzle','m_Loaded','m_Incoming','m_Mount','m_FromStorage','m_ToStorage','m_OldMagazine','m_NewMagazine','m_Carried','m_TruckInventory','m_Reservation','m_Callback','m_Worker','gunItem','loadedItem','incomingItem','gun','item','hq','vehicle','entity','slot','inventory','magazine','character','trace','m_FromSlot','m_ToSlot'):
code=re.sub(r'\b'+name+r'\.',name+'->',code)
code=code.replace(').',' )->')
# Physics/vector return values, unlike components, are not pointers.
code=code.replace('GetVelocity( )->Length()', 'GetVelocity().Length()').replace('GetAngularVelocity( )->Length()', 'GetAngularVelocity().Length()')
code=code.replace('ERR_FiniteMagazineReservation m_Reservation','ERR_FiniteMagazineReservation* m_Reservation').replace('ERR_FiniteMagazineReservation committedPickup','ERR_FiniteMagazineReservation* committedPickup')
code=code.replace('ERR_MountedAmmoCallback m_Callback','ERR_MountedAmmoCallback* m_Callback')
code=code.replace('TraceParam trace = new TraceParam()', 'TraceParam* trace = new TraceParam()')
code=code.replace('TraceMove(trace, AccessFilter)', 'TraceMove(trace, [this](IEntity e){return AccessFilter(e);})')
code=re.sub(r'\b(bool|int|IEntity|Vehicle|ERR_GameMode|ERR_ConvoyTask|ERR_ConvoyReceipt|ERR_ConvoyVehicle|SCR_AIGroup|ERR_ForceRecord|ERR_HQStatusSampler|BaseWeaponComponent|WeaponSlotComponent|InventoryStorageSlot|BaseMuzzleComponent|BaseMagazineComponent|BaseInventoryStorageComponent|InventoryStorageManagerComponent|ERR_FiniteMagazineReservation\*|ERR_MountedAmmoCallback\*) (\w+);',r'\1 \2{};',code)
code=code.replace('\n}\n','\n};\n')
callbacks=[]
for name in ('OnComplete','OnAllComplete','OnFailed','OnAllFailed'):
m=re.search('protected override void '+name+r'\(\) (\{[^\n]+\})',s)
callbacks.append('void ERR_MountedAmmoCallback::'+name+'() '+m[1].replace('Transfer.','Transfer->'))
pre=r'''
#include <cassert>
#include <cmath>
#include <string>
#include <vector>
#include <algorithm>
#include <functional>
#include <limits>
using string=std::string;
template<class T>struct Array:std::vector<T>{using std::vector<T>::vector;int Count(){return this->size();}bool Contains(T x){return std::find(this->begin(),this->end(),x)!=this->end();}void Insert(T x){this->push_back(x);}void RemoveItem(T x){this->erase(std::remove(this->begin(),this->end(),x),this->end());}};
struct vector{float x=0,y=0,z=0;float Length(){return std::sqrt(x*x+y*y+z*z);}static float Distance(vector a,vector b){return vector{a.x-b.x,a.y-b.y,a.z-b.z}.Length();}};
struct Entity;struct Group;struct Mode;struct Task;struct Receipt;struct ConvoyVehicle;struct Record;struct Roster;struct Weapon;struct Mount;struct Slot;struct Muzzle;struct Magazine;struct Storage;struct Inventory;struct HQ;
using IEntity=Entity*;using Vehicle=Entity*;using ChimeraCharacter=Entity*;using SCR_AIGroup=Group*;using ERR_GameMode=Mode*;using ERR_ConvoyTask=Task*;using ERR_ConvoyReceipt=Receipt*;using ERR_ConvoyVehicle=ConvoyVehicle*;using ERR_ForceRecord=Record*;using ERR_HQStatusSampler=Roster*;using BaseWeaponComponent=Weapon*;using WeaponSlotComponent=Mount*;using InventoryStorageSlot=Slot*;using BaseMuzzleComponent=Muzzle*;using BaseMagazineComponent=Magazine*;using BaseInventoryStorageComponent=Storage*;using InventoryStorageManagerComponent=Inventory*;using ERR_HQ=HQ*;
struct Component{virtual ~Component()=default;};
struct Item{Slot*slot=nullptr;Slot*GetParentSlot(){return slot;}};using InventoryItemComponent=Item*;
struct Physics{vector velocity,angular;vector GetVelocity(){return velocity;}vector GetAngularVelocity(){return angular;}};
struct Entity{Entity*parent=nullptr;bool alive=true,eligible=true,awake=true;IEntity seated=nullptr;Item*item=nullptr;Magazine*magazine=nullptr;Inventory*inventory=nullptr;Physics*physics=nullptr;vector position;Physics*GetPhysics(){return physics;}vector AimingPosition(){return position;}};
struct Slot{Storage*storage=nullptr;Component*container=nullptr;IEntity attached=nullptr;bool locked=false;vector point{1,0,0};Storage*GetStorage(){return storage;}Component*GetParentContainer(){return container;}IEntity GetAttachedEntity(){return attached;}bool IsLocked(){return locked;}void GetWorldTransform(vector mat[4]){mat[3]=point;}};
struct Storage{IEntity owner=nullptr;IEntity GetOwner(){return owner;}};
struct Well{int type=1;int Type(){return type;}bool IsInherited(int t){return t==type;}};
struct Magazine{IEntity owner=nullptr;Well*well=nullptr;int rounds=100,capacity=100;bool used=false;IEntity GetOwner(){return owner;}Well*GetMagazineWell(){return well;}int GetAmmoCount(){return rounds;}int GetMaxAmmoCount(){return capacity;}bool IsUsed(){return used;}};
struct Muzzle:Component{IEntity owner=nullptr;Magazine*mag=nullptr;Well*well=nullptr;int kind=0;IEntity GetOwner(){return owner;}Magazine*GetMagazine(){return mag;}Well*GetMagazineWell(){return well;}int GetMuzzleType(){return kind;}};
struct Weapon{IEntity owner=nullptr;Array<Muzzle*>muzzles;IEntity GetOwner(){return owner;}void GetMuzzlesList(Array<Muzzle*>&a){a=muzzles;}};
struct Mount:Component{IEntity owner=nullptr;IEntity gun=nullptr;Slot*slot=nullptr;IEntity GetOwner(){return owner;}IEntity GetWeaponEntity(){return gun;}Slot*GetSlotInfo(){return slot;}};
struct Group{};
struct Record{string Id;};
struct Ledger{SCR_AIGroup donor=nullptr,target=nullptr;Record*d=nullptr,*t=nullptr;Record*FindGroup(SCR_AIGroup g){return g==donor?d:g==target?t:nullptr;}};
struct HQ{bool valid=true;bool ValidateBoundVehicle(SCR_AIGroup g,IEntity e){return valid&&g&&e;}};
struct Mode{inline static Mode*current=nullptr;bool active=true;Ledger*ledger=nullptr;HQ*hq=nullptr;static Mode*Get(){return current;}bool Active(){return active;}Ledger*Forces(){return ledger;}HQ*Command(){return hq;}};
struct Receipt{bool Consumed=true;Array<string>Records;};
struct ConvoyVehicle{int Index=0;IEntity Entity=nullptr;SCR_AIGroup Group=nullptr;bool Released=false,Registered=true,crew=true;Array<IEntity>Members;bool CrewValid(ERR_GameMode){return crew;}};
struct Task{bool Ready=true,Stopped=false;ERR_ConvoyReceipt Receipt=nullptr;Array<ERR_ConvoyVehicle>Vehicles;};
struct Roster{SCR_AIGroup group=nullptr;IEntity root=nullptr,worker=nullptr;bool valid=true;IEntity InitialMember(int slot){return slot==1?worker:nullptr;}bool OwnsRoster(SCR_AIGroup g){return valid&&g==group;}bool ValidateBoundVehicle(IEntity e){return valid&&e==root;}bool CanAttribute(int slot,IEntity e,bool observe){assert(!observe);return valid&&slot==1&&e==worker;}};
struct Replication{inline static bool server=true;static bool IsServer(){return server;}};struct SCR_Global{inline static bool editor=false;static bool IsEditMode(){return editor;}};
struct ERR_Actors{static bool Alive(IEntity e){return e&&e->alive;}static bool CanFight(IEntity e){return e&&e->alive&&e->awake;}};
struct ERR_ConvoyRules{static bool PartOf(IEntity e,IEntity root){for(int i=0;e&&i<32;i++,e=e->parent)if(e==root)return true;return false;}};
struct ERR_InfantryAmmoTransfer{static bool StoredUnder(IEntity e,IEntity root){return ERR_ConvoyRules::PartOf(e,root);}};
struct ERR_EnemyEquipmentRules{static bool Eligible(ERR_GameMode m,SCR_AIGroup g,IEntity e){return m&&g&&e&&e->eligible;}};
struct CompartmentAccessComponent{static IEntity GetVehicleIn(IEntity e){return e?e->seated:nullptr;}};
struct ERR_ForceRules{static bool Finite(float x){return std::isfinite(x);}static bool FiniteVector(vector v){return Finite(v.x)&&Finite(v.y)&&Finite(v.z);}};
struct EMuzzleType{static const int MT_BaseMuzzle=0;};struct EStoragePurpose{static const int PURPOSE_DEPOSIT=1;};
struct TraceParam{vector Start,End;int Flags=0,LayerMask=0;};struct TraceFlags{static const int WORLD=1,ENTS=2;};const int TRACE_LAYER_CAMERA=4;
struct World{float fraction=1;Array<IEntity>blockers;int calls=0;float TraceMove(TraceParam*t,std::function<bool(IEntity)>filter){assert(t->Flags==3&&t->LayerMask==4);calls++;for(auto*e:blockers)if(filter(e))return 0;return fraction;}};
struct Game{World*world=nullptr;World*GetWorld(){return world;}};Game*game=nullptr;Game*GetGame(){return game;}
struct ScriptedInventoryOperationCallback{virtual void OnComplete(){}virtual void OnAllComplete(){}virtual void OnFailed(){}virtual void OnAllFailed(){}virtual ~ScriptedInventoryOperationCallback()=default;};
struct ERR_MountedAmmoTransfer;
struct ERR_MountedAmmoCallback:ScriptedInventoryOperationCallback{ERR_MountedAmmoTransfer*Transfer=nullptr;void OnComplete()override;void OnAllComplete()override;void OnFailed()override;void OnAllFailed()override;};
struct Inventory{IEntity owner=nullptr;Array<IEntity>items;Array<Storage*>storages;bool allow=true,accept=true;int queries=0,calls=0,ack=0;ScriptedInventoryOperationCallback*last=nullptr;std::function<void()>effect;
IEntity GetOwner(){return owner;}void GetItems(Array<IEntity>&a,int p){assert(p==1);a=items;}void GetStorages(Array<Storage*>&a,int p){assert(p==1);a=storages;}
bool CanSwapItemStorages(IEntity a,IEntity b){assert(a&&b&&a!=b);queries++;return allow;}
bool TrySwapItemStorages(IEntity a,IEntity b,ScriptedInventoryOperationCallback*cb){assert(a&&b&&a!=b);calls++;last=cb;if(effect)effect();if(ack==1)cb->OnComplete();if(ack==-1)cb->OnFailed();return accept;}};
enum ERR_MountedAmmoTransferState{FAILED=-1,PENDING,SUCCEEDED};
'''
# ERR_GameMode aliases are pointer types; the static call uses the doubled class.
code=code.replace('ERR_GameMode::Get()', 'Mode::Get()')
main=r'''
struct Fixture{
Mode mode;Ledger ledger;HQ hq;Group dg,tg;Record dr{"donor"},tr{"target"};Receipt receipt;Task task;ConvoyVehicle donor,target;Roster roster;
Entity truck,root,worker,gun,loaded,incoming,foreign;Physics dp,tp;Item gunItem,oldItem,newItem;Slot weaponSlot,fromSlot,toSlot;Storage carryStorage,gunStorage;Inventory carried,truckInventory;
Well well;Weapon weapon;Mount mount;Muzzle muzzle;Magazine oldMag,newMag;Array<IEntity>stock,spent;ERR_FiniteMagazineReservation reservation;World world;Game game_;
Fixture():reservation(&stock,&spent,&incoming){Mode::current=&mode;mode.ledger=&ledger;mode.hq=&hq;ledger.donor=&dg;ledger.target=&tg;ledger.d=&dr;ledger.t=&tr;
receipt.Records={"target","donor","2","3","4","5"};task.Receipt=&receipt;task.Vehicles.resize(6,nullptr);task.Vehicles[0]=&target;task.Vehicles[1]=&donor;
donor.Index=1;donor.Entity=&truck;donor.Group=&dg;target.Entity=&root;target.Group=&tg;target.Members={&worker};truck.physics=&dp;root.physics=&tp;
roster.group=&tg;roster.root=&root;roster.worker=&worker;gun.parent=&root;loaded.parent=&gun;gun.item=&gunItem;loaded.item=&oldItem;incoming.item=&newItem;
gunItem.slot=&weaponSlot;oldItem.slot=&toSlot;newItem.slot=&fromSlot;weaponSlot.attached=&gun;weaponSlot.container=&mount;mount.slot=&weaponSlot;mount.gun=&gun;mount.owner=&root;
weapon.owner=&gun;weapon.muzzles={&muzzle};muzzle.owner=&gun;muzzle.mag=&oldMag;muzzle.well=&well;oldMag.owner=&loaded;oldMag.rounds=25;oldMag.used=true;newMag.owner=&incoming;oldMag.well=&well;newMag.well=&well;
loaded.magazine=&oldMag;incoming.magazine=&newMag;toSlot.attached=&loaded;toSlot.container=&muzzle;toSlot.storage=&gunStorage;gunStorage.owner=&gun;
fromSlot.attached=&incoming;fromSlot.storage=&carryStorage;carryStorage.owner=&worker;carried.owner=&worker;carried.items={&incoming};carried.storages={&carryStorage};worker.inventory=&carried;
truckInventory.owner=&truck;truck.inventory=&truckInventory;stock={&incoming};assert(reservation.Reserve()&&reservation.Commit());game_.world=&world;game=&game_;}
ERR_MountedAmmoTransfer Job(){return ERR_MountedAmmoTransfer(&mode,&task,0,&roster,1,&weapon,&muzzle,&loaded,&incoming,&reservation);}
void Swap(){fromSlot.attached=&loaded;toSlot.attached=&incoming;oldItem.slot=&fromSlot;newItem.slot=&toSlot;muzzle.mag=&newMag;carried.items={&loaded};}
};
int main(){
// Inline completion must not resurrect a cancelled transaction or stale authority.
for(int loss=0;loss<4;loss++){Fixture f;auto t=f.Job();
f.carried.ack=1;f.carried.effect=[&](){if(loss==0)t.Stop();if(loss==1)f.task.Stopped=true;if(loss==2)f.mode.active=false;if(loss==3)f.target.Released=true;f.Swap();};
assert(t.Tick(0)==FAILED&&t.Submitted()&&!t.Unresolved());
assert(t.Tick(1)==FAILED&&f.carried.calls==1&&f.spent.Count()==1&&!f.reservation.ReleaseUnsubmitted());}
// Cancellation with acknowledgement but no custody keeps quarantine; later exact
// movement settles uncertainty without success, another submission or a refund.
{Fixture f;auto t=f.Job();f.carried.ack=1;f.carried.effect=[&](){t.Stop();};
assert(t.Tick(0)==FAILED&&t.Unresolved());f.Swap();assert(!t.Unresolved());
assert(t.Tick(1)==FAILED&&f.carried.calls==1&&f.spent.Count()==1&&!f.reservation.ReleaseUnsubmitted());}
{Fixture f;auto t=f.Job();assert(t.Tick(0)==PENDING&&t.Submitted()&&t.Unresolved());assert(f.carried.calls==1);
f.carried.last->OnComplete();assert(t.Tick(1)==PENDING&&t.Unresolved());f.Swap();assert(t.Tick(2)==SUCCEEDED&&!t.Unresolved());
assert(t.Tick(9000)==SUCCEEDED&&f.carried.calls==1&&f.spent.Count()==1&&f.oldMag.rounds==25&&f.newMag.rounds==100);}
{Fixture f;auto t=f.Job();assert(t.Tick(0)==PENDING);f.Swap();assert(t.Tick(1)==PENDING);f.carried.last->OnAllComplete();assert(t.Tick(2)==SUCCEEDED);}
// Inline success plus false native return is still accepted when exact proof agrees.
{Fixture f;f.carried.accept=false;f.carried.ack=1;f.carried.effect=[&]{f.Swap();};auto t=f.Job();assert(t.Tick(0)==SUCCEEDED&&!t.Unresolved()&&f.carried.calls==1);}
// Two transactions sharing a committed pickup can never submit two native swaps.
{Fixture f;auto a=f.Job();auto b=f.Job();assert(a.Tick(0)==PENDING&&b.Tick(0)==FAILED&&!b.Submitted()&&f.carried.calls==1);}
// No callback, even on false native return, is conservatively quarantined.
{Fixture f;f.carried.accept=false;auto t=f.Job();assert(t.Tick(0)==FAILED&&t.Submitted()&&t.Unresolved());f.carried.last->OnFailed();assert(!t.Unresolved());assert(t.Tick(1)==FAILED&&f.carried.calls==1);}
{Fixture f;auto t=f.Job();assert(t.Tick(0)==PENDING);f.carried.last->OnComplete();f.carried.last->OnFailed();assert(t.Tick(1)==FAILED&&!t.Unresolved());f.carried.last->OnAllComplete();assert(t.Tick(2)==FAILED);}
// A partial native failure cannot free target slots or either magazine identity.
{Fixture f;auto t=f.Job();t.Tick(0);f.newItem.slot=&f.toSlot;f.toSlot.attached=&f.incoming;f.carried.last->OnFailed();assert(t.Tick(1)==FAILED&&t.Unresolved());}
// Stop never launches/replays; late exact completion resolves quarantine only.
{Fixture f;auto t=f.Job();t.Stop();assert(t.Tick(0)==FAILED&&!t.Submitted()&&f.carried.calls==0&&f.spent.Count()==1);}
{Fixture f;auto t=f.Job();t.Tick(0);t.Stop();f.mode.active=false;f.Swap();f.carried.last->OnComplete();assert(!t.Unresolved()&&t.Tick(1)==FAILED&&f.carried.calls==1);}
{Fixture f;auto t=f.Job();t.Tick(0);assert(t.Tick(8000)==FAILED&&t.Unresolved()&&f.carried.calls==1);}
{Fixture f;auto t=f.Job();t.Tick(10);assert(t.Tick(9)==FAILED&&f.carried.calls==1);}
// A swap retains quarantine while either exact exchange identity survives.
for(int side=0;side<2;side++){Fixture f;auto t=f.Job();assert(t.Tick(0)==PENDING&&t.Unresolved());
if(side==0)t.m_Incoming=nullptr;else t.m_Loaded=nullptr;
t.Stop();assert(t.Unresolved()&&t.Tick(1)==FAILED&&f.carried.calls==1);
f.carried.last->OnComplete();assert(t.Unresolved());
t.m_Incoming=nullptr;t.m_Loaded=nullptr;f.reservation.m_Item=nullptr;f.stock[0]=nullptr;f.spent[0]=nullptr;
assert(!t.Unresolved()&&!f.reservation.ReleaseUnsubmitted()&&f.spent.Count()==1);
f.carried.last->OnFailed();assert(t.Tick(2)==FAILED&&!t.Unresolved()&&f.carried.calls==1);}
{Fixture f;auto t=f.Job();assert(t.Tick(0)==PENDING);f.incoming.alive=false;f.loaded.alive=false;
t.Stop();assert(t.Unresolved()&&f.carried.calls==1);}
// Physical target changes, outgoing capacity/content guards, source inventory bounds.
for(int k=0;k<34;k++){Fixture f;auto t=f.Job();
switch(k){case 0:f.task.Stopped=true;break;case 1:f.task.Ready=false;break;case 2:f.donor.Released=true;break;case 3:f.target.Released=true;break;
case 4:f.receipt.Consumed=false;break;case 5:f.roster.valid=false;break;case 6:f.worker.seated=&f.root;break;case 7:f.worker.awake=false;break;
case 8:f.worker.eligible=false;break;case 9:f.hq.valid=false;break;case 10:f.dp.velocity.x=0.3;break;case 11:f.tp.angular.x=0.2;break;
case 12:f.target.crew=false;break;case 13:f.mount.gun=&f.foreign;break;case 14:f.muzzle.mag=nullptr;break;case 15:f.fromSlot.locked=true;break;
case 16:f.toSlot.locked=true;break;case 17:f.newMag.used=true;break;case 18:f.oldMag.rounds=26;break;case 19:f.newMag.rounds=25;break;
case 20:f.newMag.capacity=0;break;case 21:f.oldMag.rounds=-1;break;case 22:f.newMag.rounds=101;break;case 23:f.carried.allow=false;break;
case 24:f.truckInventory.items={&f.incoming};break;case 25:f.carried.items.resize(129,&f.foreign);break;case 26:f.carried.storages.resize(65,&f.gunStorage);break;
case 27:f.gunStorage.owner=&f.foreign;break;case 28:f.fromSlot.storage=&f.gunStorage;break;case 29:f.task.Vehicles[0]=&f.donor;break;
case 30:f.worker.inventory=&f.truckInventory;break;case 31:f.weapon.muzzles.resize(9,&f.muzzle);break;case 32:f.ledger.t=&f.dr;break;case 33:f.target.Members.clear();break;}
assert(t.Tick(0)==FAILED&&!t.Submitted()&&f.carried.calls==0&&f.spent.Count()==1);}
// Partial constructor state fails closed before native inventory access.
for(int k=0;k<9;k++){Fixture f;
switch(k){case 0:f.donor.Entity=nullptr;break;case 1:f.target.Entity=nullptr;break;case 2:f.donor.Group=nullptr;break;
case 3:f.target.Group=nullptr;break;case 4:f.task.Vehicles[1]=nullptr;break;case 5:f.task.Vehicles[0]=nullptr;break;
case 6:f.roster.worker=nullptr;break;case 7:f.incoming.item=nullptr;break;case 8:f.gun.item=nullptr;break;}
auto t=f.Job();assert(t.Tick(0)==FAILED&&!t.Submitted()&&f.carried.calls==0);}
// A released handle cannot authorize even when another handle reclaims its exact item.
{Fixture f;Array<IEntity> stock{&f.incoming},spent;ERR_FiniteMagazineReservation released(&stock,&spent,&f.incoming);
assert(released.Reserve()&&released.ReleaseUnsubmitted());ERR_FiniteMagazineReservation other(&stock,&spent,&f.incoming);
assert(other.Reserve()&&other.Commit());auto t=ERR_MountedAmmoTransfer(&f.mode,&f.task,0,&f.roster,1,&f.weapon,&f.muzzle,&f.loaded,&f.incoming,&released);
assert(t.Tick(0)==FAILED&&!t.Submitted()&&f.carried.calls==0);}
// Truck is stationary but need not be beside the mount during the carried leg.
{Fixture f;f.truck.position={35,0,0};auto t=f.Job();assert(t.Tick(0)==PENDING&&f.carried.calls==1);}
// Context loss after accepted operation is terminal while exact late proof can settle quarantine.
for(int k=0;k<5;k++){Fixture f;auto t=f.Job();t.Tick(0);switch(k){case 0:f.target.Released=true;break;case 1:f.donor.Released=true;break;
case 2:f.roster.valid=false;break;case 3:f.worker.awake=false;break;case 4:f.task.Stopped=true;break;}
assert(t.Tick(1)==FAILED&&t.Unresolved());f.Swap();f.carried.last->OnComplete();assert(!t.Unresolved()&&t.Tick(2)==FAILED&&f.carried.calls==1);}
// Existing reservation has already spent the pickup. Released/foreign/duplicate handles fail.
{Fixture f;assert(f.reservation.CommittedFor(&f.incoming)&&!f.reservation.CommittedFor(&f.loaded));assert(!f.reservation.ReleaseUnsubmitted());}
{Fixture f;Array<IEntity> stock{&f.loaded},spent;ERR_FiniteMagazineReservation r(&stock,&spent,&f.loaded);assert(r.Reserve()&&r.ReleaseUnsubmitted());
ERR_FiniteMagazineReservation next(&stock,&spent,&f.loaded);assert(next.Reserve()&&next.Commit());assert(!r.CommittedFor(&f.loaded)&&!r.ClaimMountedSwap(&f.loaded));}
// Authored slot reach executes real distance/trace logic, retaining vehicle hull occlusion.
for(int k=0;k<7;k++){Fixture f;auto t=f.Job();switch(k){case 0:f.toSlot.point.x=4.01;break;case 1:f.toSlot.point.x=0.01;break;
case 2:f.toSlot.point.x=std::numeric_limits<float>::quiet_NaN();break;case 3:f.worker.position.x=std::numeric_limits<float>::infinity();break;
case 4:f.world.blockers={&f.root};break;case 5:f.world.blockers={&f.foreign};break;case 6:f.world.fraction=0.5;break;}
assert(t.Tick(0)==FAILED&&!t.Submitted());}
{Fixture f;f.world.blockers={&f.worker,&f.gun,&f.loaded};f.toSlot.point.x=4;auto t=f.Job();assert(t.Tick(0)==PENDING&&f.world.calls==1);}
// Invalid clock/server/editor guards never consume the second-leg claim.
for(int k=0;k<4;k++){Fixture f;auto t=f.Job();if(k==0)Replication::server=false;if(k==1)SCR_Global::editor=true;
assert(t.Tick(k==2?-1:k==3?std::numeric_limits<float>::quiet_NaN():0)==FAILED&&!t.Submitted());Replication::server=true;SCR_Global::editor=false;}
}
'''
run(pre+translated_reservation()+code+'\n'+'\n'.join(callbacks)+main)
print('PASS: actual carried-mounted swap, shared committed claim, physical slot reach, exact two-way proof, uncertainty and terminal cleanup')