Files
EscapistsReintroduced/tests/test_mortar_activity_completion.py
T
jakub cab998fb64 Combine Workshop addon and fix prison startup
Merge owned systems into one addon while preserving resource identities. Gate player admission on the replicated prison scene, restore the original framed door, and hold enemy AI until escape. Correct scenario branding and author metadata, include publishing assets, and retain regression and native verification evidence.
2026-09-20 16:42:52 +02:00

86 lines
7.6 KiB
Python

"""Execute actual activity terminal-event ownership, detach and Update methods.
Invoker/engine boundaries are adapters; completion must still be observed natively.
"""
import re
from policy_harness import ROOT, body, run
p=ROOT/'addons/core/Scripts/Game/ERR/10_AI/ERR_MortarBattery.c'
def adapt(signature):
s=body(p,signature).replace('protected ','').replace('null','nullptr')
s=s.replace('SCR_AIActionBase action','Action* action').replace('EAIActionState ', 'State ').replace('EAIActionState.', 'State::')
s=s.replace('ERR_MortarSupplyState ', 'Supply ').replace('ERR_MortarSupplyState.', 'Supply::').replace('ERR_MortarSalvo.', 'Salvo::')
s=s.replace('string reason', 'std::string reason')
for name in ['Activity','m_ObservedActivity','m_Transfer','m_Readiness']:
s=s.replace(name+'.',name+'->')
for name in ['OnActivityCompleted','OnActivityFailed']:
s=s.replace('.Insert('+name+')', '.Insert(this, &Battery::'+name+')').replace('.Remove('+name+')', '.Remove(this, &Battery::'+name+')')
s=re.sub(r'^.*(?:Audit|Trace)\([^\n]*$', ';', s, flags=re.M)
return s
methods='\n'.join(adapt(s) for s in ['protected void WatchActivity(', 'protected void DetachActivity(', 'protected void OnActivityCompleted(', 'protected void OnActivityFailed(', 'protected void ObserveActivityTerminal(', 'protected EAIActionState ActivityTerminal(', 'void Update('])
cancel=adapt('void Cancel(')
# Capture the existing cancellation reason before testing its unchanged body.
cancel=cancel.replace('{','{\n lastCancel = reason;',1)
run(r'''
#include <cassert>
#include <string>
enum class State {EVALUATED,RUNNING,SUSPENDED,COMPLETED,FAILED};
enum class Supply {FAILED=-1,PENDING,READY};
struct Salvo {static constexpr float TIMEOUT_MS=120000;};
struct Text:std::string {using std::string::string;bool IsEmpty(){return empty();}};
struct Action;struct Battery;
struct Invoker {Battery* owner=nullptr;void(Battery::*callback)(Action*)=nullptr;int inserts=0,removes=0,calls=0;
void Insert(Battery* b,void(Battery::*f)(Action*)){owner=b;callback=f;inserts++;}
void Remove(Battery* b,void(Battery::*f)(Action*)){if(owner==b&&callback==f){owner=nullptr;callback=nullptr;removes++;}}
void Invoke(Action* a){if(owner&&callback){calls++;(owner->*callback)(a);}}
};
struct Action {State state=State::RUNNING;Invoker m_OnActionCompleted,m_OnActionFailed;int completes=0;
State GetActionState(){return state;}
void Complete(){completes++;state=State::COMPLETED;m_OnActionCompleted.Invoke(this);state=State::EVALUATED;}
void Fail(){state=State::FAILED;m_OnActionFailed.Invoke(this);state=State::EVALUATED;}
};
struct Transfer {int invalidates=0;void Invalidate(){invalidates++;}void Poll(float){}};
struct Readiness {Supply Poll(float){return Supply::READY;}};
struct Battery {
bool m_Stopped=false,CommandOpen=true,StartupActivated=true,operational=true,RefreshRejected=false,Released=false;
Action* Activity=nullptr;Action* m_ObservedActivity=nullptr;int OrderId=1,m_ObservedActivityOrder=0,OrderShots=8,TotalShots=8;
State m_ActivityTerminal=State::EVALUATED;float OrderedAt=0,AimedAt=100,AimValidatedAt=100;
Text SpawnFailure;std::string lastCancel;Readiness readiness;Readiness* m_Readiness=&readiness;Transfer transfer;Transfer* m_Transfer=&transfer;
void* RadioOrder=nullptr;void* PendingRadioReport=nullptr;void* PendingSupplyReport=nullptr;void* Refresh=nullptr;void* Report=this;void* AimSolver=this;void* AimSolution=this;
bool Operational(){return operational;}std::string OperationalReason(){return "physical crew unavailable";}void SpawnFailed(const char*){}void UpdateCrewDetail(float){}void FlushTraces(){}
'''+methods+cancel+r'''
};
int main(){
Action a;Battery b;b.Activity=&a;b.WatchActivity();assert(a.m_OnActionCompleted.inserts==1&&a.m_OnActionFailed.inserts==1);
a.Complete();assert(a.GetActionState()==State::EVALUATED&&b.m_ActivityTerminal==State::COMPLETED);
assert(b.CommandOpen&&b.Activity==&a&&a.completes==1); // no cancellation/reentrancy in callback
b.Update(100000);assert(!b.CommandOpen&&!b.Activity&&b.lastCancel=="native artillery activity COMPLETED (shot count is separate)");
assert(a.m_OnActionCompleted.calls==1&&a.m_OnActionCompleted.removes==1&&a.m_OnActionFailed.removes==1);
assert(a.completes==2&&b.OrderShots==8&&b.TotalShots==8); // cleanup Complete cannot create a second observed event
Action f;Battery failed;failed.Activity=&f;failed.WatchActivity();f.Fail();failed.Update(100000);
assert(failed.lastCancel=="native artillery activity FAILED"&&f.m_OnActionFailed.calls==1&&f.m_OnActionCompleted.calls==0);
Action noEvent;Battery timeout;timeout.Activity=&noEvent;timeout.WatchActivity();noEvent.state=State::EVALUATED;timeout.Update(120001);
assert(timeout.lastCancel=="120s artillery salvo timeout"); // eight physical shots alone are not a completion event
Action early;Battery partial;partial.Activity=&early;partial.OrderShots=2;partial.TotalShots=2;partial.WatchActivity();early.Complete();partial.Update(50000);
assert(partial.OrderShots==2&&partial.TotalShots==2&&partial.lastCancel=="native artillery activity COMPLETED (shot count is separate)"); // fixture must still reject incomplete salvo
Action old,current;Battery replacement;replacement.Activity=&old;replacement.WatchActivity();replacement.Cancel("replace");replacement.OrderId=2;replacement.CommandOpen=true;replacement.Activity=&current;replacement.WatchActivity();
replacement.OnActivityCompleted(&old);assert(replacement.m_ActivityTerminal==State::EVALUATED&&current.completes==0);
replacement.OrderId=3;replacement.OnActivityCompleted(&current);assert(replacement.m_ActivityTerminal==State::EVALUATED); // captured order mismatch
replacement.OrderId=2;current.Complete();replacement.OrderId=3;assert(replacement.ActivityTerminal()==State::EVALUATED); // old latch cannot escape to another order
Action foreign;replacement.OrderId=2;replacement.DetachActivity();replacement.WatchActivity();replacement.OnActivityCompleted(&foreign);assert(replacement.m_ActivityTerminal==State::EVALUATED);
Action cancelled;Battery explicitCancel;explicitCancel.Activity=&cancelled;explicitCancel.WatchActivity();explicitCancel.Cancel("HQ stopped");
assert(cancelled.m_OnActionCompleted.calls==0&&cancelled.m_OnActionCompleted.removes==1&&explicitCancel.m_ActivityTerminal==State::EVALUATED);
explicitCancel.OnActivityCompleted(&cancelled);assert(explicitCancel.m_ActivityTerminal==State::EVALUATED);
Action first;Battery precedence;precedence.Activity=&first;precedence.WatchActivity();first.Fail();precedence.OnActivityCompleted(&first);assert(precedence.ActivityTerminal()==State::FAILED);
Action stopped;Battery halted;halted.Activity=&stopped;halted.WatchActivity();halted.m_Stopped=true;stopped.Complete();assert(halted.m_ActivityTerminal==State::EVALUATED);halted.Update(120001);assert(halted.Activity==&stopped);halted.Cancel("stop cleanup");
Action polled;Battery fallback;fallback.Activity=&polled;fallback.WatchActivity();polled.state=State::COMPLETED;fallback.Update(100000);assert(fallback.lastCancel=="native artillery activity COMPLETED (shot count is separate)");
}
''')
order=body(p,'void Order(');cancel_source=body(p,'void Cancel(')
assert order.index('WatchActivity();')<order.index('AddAction(Activity)')
assert cancel_source.index('DetachActivity();')<cancel_source.index('Activity.Complete()')
assert 'OrderShots++' not in methods and 'TotalShots++' not in methods
assert 'Complete()' not in body(p,'protected void ObserveActivityTerminal(')
assert 'Cancel(' not in body(p,'protected void ObserveActivityTerminal(')
assert 'ACTIVITY EVENT' in body(p,'protected void ObserveActivityTerminal(')
print('PASS: actual native-event latch survives deselection, requires exact activity/order, detaches before cleanup, preserves failure/timeout and never infers completion from physical shot count')