Integrate faction and random settings menus, generated objectives, scouts, convoys, air support, mortar stations and body-intel recovery. Add identified-body aggression, finite hunter UAZ deployment, dedicated objective defence and maximum AI skill with separate reduced aim accuracy. Include policy tests, native probes, evidence and documentation.
45 lines
3.3 KiB
Python
45 lines
3.3 KiB
Python
"""Production hunter release and objective-role policy, without native spawning."""
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from policy_harness import ROOT, body, run
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source=ROOT/'addons/core/Scripts/Game/ERR/10_AI/ERR_HunterService.c'
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s=body(source,'override void Release(ERR_GameMode mode)')
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s=s.replace('override ','').replace('super.','Native::').replace('null','nullptr')
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s=s.replace('ERR_GameMode mode','ERR_GameMode* mode').replace('ERR_ForceRecord record','ERR_ForceRecord* record')
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s=s.replace('ERR_HQ hq = ERR_HQ.Cast(mode.Command())', 'ERR_HQ* hq = mode->Command()')
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s=s.replace('array<AIAgent> agents = {};','Array<AIAgent*> agents;').replace('foreach (AIAgent agent : agents)','for (AIAgent* agent : agents)')
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for name in ('mode','record','Group','agent','hq'):s=s.replace(name+'.',name+'->')
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s=s.replace('Forces().','Forces()->').replace('ERR_ConvoyRules.','ERR_ConvoyRules::')
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objective=body(ROOT/'addons/core/Scripts/Game/ERR/10_AI/ERR_ObjectiveDefence.c','static bool Objective(').replace('ERR_LocationKind.','ERR_LocationKind::')
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run(r'''
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#include <cassert>
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#include <vector>
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template<class T>using Array=std::vector<T>;
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struct AIAgent{int lod=0,writes=0;void SetPermanentLOD(int x){lod=x;writes++;}};
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struct GroupType{int lod=0;AIAgent agent;void SetPermanentLOD(int x){lod=x;}void GetAgents(Array<AIAgent*>& a){a={&agent};}};
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struct ERR_ForceRecord{bool Pinned=true;};
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struct Ledger{ERR_ForceRecord record;ERR_ForceRecord* FindGroup(GroupType*){return &record;}};
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struct ERR_HQ{int releases=0;void ReleaseRecovery(GroupType*){releases++;}};
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struct ERR_GameMode{bool active=true;Ledger ledger;ERR_HQ hq;bool Active(){return active;}Ledger* Forces(){return &ledger;}ERR_HQ* Command(){return &hq;}};
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namespace ERR_ConvoyRules{bool captured=false;bool Captured(void*,GroupType*){return captured;}}
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struct Native{bool Released=false;int delegated=0,clears=0;GroupType* Group=nullptr;void* Entity=nullptr;void* Downlink=nullptr;
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void Release(ERR_GameMode*){delegated++;Released=true;}void ClearOrder(){clears++;}
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};
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struct Hunter:Native{
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'''+s+r'''
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};
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namespace ERR_LocationKind{enum{PRISON,RADIO,EXTRACTION,PATROL,DEPOT,OUTPOST,MORTAR};}
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'''+objective+r'''
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int main(){
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ERR_GameMode mode;GroupType group;Hunter unit;unit.Group=&group;unit.Entity=&group;unit.Downlink=&mode;
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unit.Release(&mode);assert(unit.Released&&!unit.Downlink&&unit.clears==1&&unit.delegated==0);
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assert(!mode.ledger.record.Pinned&&mode.hq.releases==1&&group.lod==-1&&group.agent.writes==1);
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assert(unit.Entity==&group&&unit.Group==&group); // living and dead actors/vehicle are preserved
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unit.Release(&mode);assert(unit.clears==1&&mode.hq.releases==1&&group.agent.writes==1);
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Hunter captured;ERR_ConvoyRules::captured=true;captured.Release(&mode);assert(captured.delegated==1&&mode.hq.releases==1);
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ERR_ConvoyRules::captured=false;Hunter stopped;mode.active=false;stopped.Release(&mode);assert(stopped.delegated==1);
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Hunter missing;missing.Release(nullptr);assert(missing.delegated==1);
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assert(Objective(ERR_LocationKind::RADIO)&&Objective(ERR_LocationKind::DEPOT)&&Objective(ERR_LocationKind::OUTPOST)&&Objective(ERR_LocationKind::EXTRACTION));
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assert(!Objective(ERR_LocationKind::PRISON)&&!Objective(ERR_LocationKind::PATROL)&&!Objective(ERR_LocationKind::MORTAR));
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}
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''')
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print('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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