Include the current addon, terrain integrations, tools, regression tests and recorded development evidence.
11 lines
1.6 KiB
Plaintext
11 lines
1.6 KiB
Plaintext
PASS: separated rear vehicle approaches, opposite infantry sectors, radio-gated ownership, failed-order preservation, cover-gated movement, bounded dismount/search/regroup and loss cleanup
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PASS: production dismount/boarding allocation, all crew allowances, waypoint ownership, one-time vehicle detach/restore and capture/teardown guards
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PASS: covering support requires the original conscious turret gunner, valid mounted driver, live crew and delivered assignment
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PASS: actual HQ allocator selects reachable reports, distinct cover/flanks, simultaneous fronts, bounded reservations and failed-radio/placement rollback
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PASS: real opening road geometry enforces wide azimuths; fresh delivered contact preempts patrol cooldown, respects radio failures and does not starve in-flight interception
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PASS: actual hunter release preserves survivors/HQ, releases driving ownership once, delegates capture/teardown, and excludes prison/patrol/mortar from generic objective defence
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PASS: actual player-entry hook latches original hunter capture before native callbacks; both release layers cancel ownership without new entities/refund; bounded current-owner guards and prior-release policy
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PASS: only recent native detected/identified threats suspend hunter travel; stale/disarmed/destroyed contacts cannot strand patrols
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PASS: actual hunter combat transition cancels only its travel once, holds through renewed contact and resumes after quiet; unregistered startup preserved
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PASS: exhausted/blocked terrain opening falls back to checked objective roads; bounds, player clearance, separation, force cap and retry delay retained
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