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.
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@@ -5,6 +5,7 @@ p=ROOT/'addons/core/Scripts/Game/ERR/10_AI/ERR_HQ.c'
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unit='\n'.join(body(p,s) for s in ('void CancelPending(', 'ERR_HQTask PlannedTask(', 'void ReleaseAssignment(', 'void Release()'))
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lost='\n'.join(body(p,s) for s in ('protected void FinishWatch(', 'protected void LostOrder(')).replace('protected ', '')
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def adapt(code):
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code=code.replace('.IsEmpty()', '.empty()')
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code=code.replace('null','nullptr').replace('Math.','Math::').replace('ERR_GameMode.Get()', 'ERR_GameMode::Get()')
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code=code.replace('SCR_EntityHelper.DeleteEntityAndChildren', 'SCR_EntityHelper::DeleteEntityAndChildren')
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code=code.replace('ERR_HQUnit unit', 'ERR_HQUnit* unit')
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@@ -21,7 +22,7 @@ run(r'''
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#include <algorithm>
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#include <string>
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struct Math {static float Min(float a,float b){return std::min(a,b);}};
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struct ERR_HQTask {bool ReleaseOnly=false;int BeliefId=0;std::string WatchSourceId;int WatchMessageId=0,WatchRequestId=0;bool Investigation(){return !WatchSourceId.empty();}};
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struct ERR_HQTask {bool ReleaseOnly=false;int BeliefId=0;std::string WatchSourceId,SecuritySite;int WatchMessageId=0,WatchRequestId=0;bool Investigation(){return !WatchSourceId.empty();}};
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struct ERR_HQReport {};
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struct ERR_HQRoute {};
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struct AIWaypoint {int deleted=0;};
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@@ -98,6 +99,9 @@ int main(){
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ERR_HQTask recall;recall.ReleaseOnly=true;u.PendingTask=&recall;u.PendingOrder=&newReport;u.Downlink=&route;
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hq.LostOrder(&u,5000);assert(!u.PendingTask&&u.Task==&activeWatch&&u.Waypoint==&oldWaypoint&&hq.m_Watch.calls==1);
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u.Task=nullptr;u.Waypoint=nullptr;u.Assignment=nullptr;
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ERR_HQTask security;security.SecuritySite="radio-1";u.PendingTask=&security;u.PendingOrder=&newReport;u.Downlink=&route;
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hq.window.NextHunt=300000;hq.LostOrder(&u,5000);
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assert(!u.PendingTask&&!u.Downlink&&hq.window.NextHunt==300000&&hq.m_Watch.calls==1);
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// Unrelated belief cannot suppress bounded retry, and existing sooner retry remains sooner.
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peer.PendingTask=&oldTask;u.PendingTask=&newTask;hq.window.NextHunt=5000;
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hq.LostOrder(&u,2000);assert(hq.window.NextHunt==5000);
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