Files
EscapistsReintroduced/addons/ai/Scripts/Game/ERR/ERR_NativePatrolHQProbe.c
T

88 lines
3.1 KiB
C

#ifdef WORKBENCH
// Test access only: trigger the real delivered-order method on an existing
// registered squad. Radio transit is intentionally not simulated by this test.
modded class ERR_HQ
{
bool ERR_TestPatrolSearch(SCR_AIGroup group, out AIWaypoint search)
{
foreach (ERR_HQUnit unit : m_Units)
{
if (unit.Group != group) continue;
if (unit.Assignment || unit.PendingOrder || unit.Waypoint || !unit.Eligible(m_Mode)) return false;
ERR_HQReport order = new ERR_HQReport();
order.Position = group.GetOrigin() + "40 0 0";
order.ObservedAt = GetGame().GetWorld().GetWorldTime();
order.MessageId = m_Journal.Message();
unit.PendingOrder = order;
DeliverOrder(unit, order.ObservedAt);
search = unit.Waypoint;
return search && unit.Assignment == order;
}
return false;
}
bool ERR_TestPatrolRelease(SCR_AIGroup group, AIWaypoint search)
{
foreach (ERR_HQUnit unit : m_Units)
{
if (unit.Group != group || unit.Waypoint != search) continue;
unit.Release();
return !unit.Assignment && !unit.PendingOrder && !unit.Waypoint;
}
return false;
}
}
class ERR_NativePatrolHQProbe
{
protected ERR_GameMode m_Mode;
protected ERR_SiteRuntime m_Site;
protected AIWaypoint m_Search;
protected ref array<AIWaypoint> m_Baseline = {};
protected int m_Step;
protected float m_Wait;
void ERR_NativePatrolHQProbe(ERR_GameMode mode) { m_Mode = mode; }
protected bool Check(bool condition, string detail)
{
if (condition) { Print("ERR SMOKE PASS: patrol HQ " + detail); return true; }
Print("ERR SMOKE FAIL: patrol HQ " + detail, LogLevel.ERROR); return false;
}
int Tick(float now)
{
if (now < m_Wait) return 0;
ERR_HQ hq = ERR_HQ.Get();
if (!Check(hq != null, "real HQ available")) return -1;
if (m_Step == 0)
{
m_Site = m_Mode.Sites().Find("everon-outpost-1");
if (!Check(m_Site && m_Site.Group && m_Site.PatrolCycle, "existing outpost route available")) return -1;
m_Site.Group.GetWaypoints(m_Baseline);
if (!Check(!m_Baseline.IsEmpty() && hq.ERR_TestPatrolSearch(m_Site.Group, m_Search), "real delivered-order method assigns existing squad")) return -1;
m_Step = 1; m_Wait = now + 750; return 0;
}
if (m_Step == 1)
{
array<AIWaypoint> queue = {};
m_Site.Group.GetWaypoints(queue);
if (!Check(m_Search && !queue.IsEmpty() && queue[0] == m_Search && m_Site.Group.GetCurrentWaypoint() == m_Search, "Search preempts native patrol")) return -1;
foreach (AIWaypoint waypoint : m_Baseline)
if (!Check(queue.Contains(waypoint), "preempted baseline route remains queued")) return -1;
if (!Check(hq.ERR_TestPatrolRelease(m_Site.Group, m_Search), "real HQ release removes only its assignment")) return -1;
m_Step = 2; m_Wait = now + 750; return 0;
}
if (m_Step == 2)
{
AIWaypoint current = m_Site.Group.GetCurrentWaypoint();
if (!Check(current && (current == m_Site.PatrolCycle || m_Site.PatrolWaypoints.Contains(current)), "native patrol resumes after Search release")) return -1;
m_Step = 3; return 1;
}
return 1;
}
void Stop()
{
ERR_HQ hq = ERR_HQ.Get();
if (hq && m_Site && m_Search) hq.ERR_TestPatrolRelease(m_Site.Group, m_Search);
}
void ~ERR_NativePatrolHQProbe() { Stop(); }
}
#endif