Add mission customization, HQ support and aggression-driven AI

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.
This commit is contained in:
2026-09-23 15:07:14 +02:00
parent 04bd19327b
commit 1b1a8b5173
242 changed files with 12153 additions and 875 deletions
+3 -2
View File
@@ -41,6 +41,7 @@ namespace ERR_ConvoyResources{bool available=true;bool Available(){return availa
namespace ERR_HQ{void Event(string,string){}}
namespace ERR_Actors{int calls=0,fail=0;IEntity* Spawn(string prefab,vector,vector=vector{}){calls++;if(calls==fail)return nullptr;if(prefab=="group")return new SCR_AIGroup();return new Vehicle();}}
struct Service{ERR_GameMode* m_Mode;ERR_ConvoyPool* m_Pool;Array<ERR_ConvoyTask*>m_Tasks;bool current=true;int crews=0,failCrew=-1;
ERR_ConvoyTask* NewTask(){return new ERR_ConvoyTask();} ERR_ConvoyVehicle* NewVehicle(){return new ERR_ConvoyVehicle();}
bool Current(){return current;}bool FillCrew(ERR_ConvoyVehicle* unit){crews++;return unit->Index!=failCrew;}
''' + code + r'''
};
@@ -49,7 +50,7 @@ int main(){
ERR_ConvoyRules::valid=false;assert(!service.Dispatch(&receipt,positions,angles,&route,100));assert(!receipt.used&&ERR_Actors::calls==0);ERR_ConvoyRules::valid=true;
ERR_ConvoyRules::clear=false;assert(!service.Dispatch(&receipt,positions,angles,&route,100));assert(!receipt.used&&ERR_Actors::calls==0);ERR_ConvoyRules::clear=true;
ERR_ConvoyResources::available=false;assert(!service.Dispatch(&receipt,positions,angles,&route,100));assert(!receipt.used&&ERR_Actors::calls==0);ERR_ConvoyResources::available=true;
enemy.key="US";assert(!service.Dispatch(&receipt,positions,angles,&route,100));assert(!receipt.used&&ERR_Actors::calls==0);enemy.key="USSR";
enemy.key="US"; // A selected non-USSR enemy uses the same finite dispatch transaction.
auto task=service.Dispatch(&receipt,positions,angles,&route,100);assert(task&&task->Vehicles.Count()==6&&!task->stopped&&receipt.used&&pool.consumes==1&&ERR_Actors::calls==12&&mode.owned.Count()==12&&service.crews==6);
assert(!service.Dispatch(&receipt,positions,angles,&route,100));assert(ERR_Actors::calls==12);
for(int failed=1;failed<=12;failed++){
@@ -103,7 +104,7 @@ int main(){
assert(!service.FillCrew(&unit)&&unit.Members.Count()==4&&mode.owned==4);assert(seats[4].spawns==0);
}
''')
print('PASS: actual convoy dispatch validates before receipt consumption, consumes once before native mutation, retains all12 partial-failure paths, refuses implicit faction replacement, and allocates exact19 bodies without capacity shrinking')
print('PASS: actual convoy dispatch validates before receipt consumption, consumes once before native mutation, retains all12 partial-failure paths, accepts the selected non-USSR enemy, and allocates exact19 bodies without capacity shrinking')
# The resource must suppress authored allocation before native EOnInit, not try
# to purge a queued default squad after custom seat occupants have been added.