Improve AI garrisons, player recovery and mission administration

This commit is contained in:
2026-09-24 22:12:45 +02:00
parent 1b1a8b5173
commit 2551d171b3
115 changed files with 3622 additions and 547 deletions
+1 -1
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@@ -19,7 +19,7 @@ The first release remains vanilla Everon, prison start and twelve players. Alter
| Radio objectives, tasks and discovery | partial (first-release) | 21 | Independent radio defence and native task-detail refresh are implemented. Validate visible task/map usability, simultaneous real clients, discovery replication and complete manual objective route. |
| Physical equipment, storage and scavenging | partial (first-release) | 23 | Two independent clue caches and optional medical/outpost stock are authored. Manual access, route balance, medical treatment, destruction and network ownership remain unverified; finite stock replaces refill systems. |
| Usable vehicles, locks, alarms and navigation | partial (first-release) | 17 | Finite optional vanilla ground transport passes native parking, seats, engine, fuel depletion and loss checks. Manual driving/access, route navigation, repair, alarms and remote vehicle ownership remain validation/integration work. |
| Locations, compositions and population ownership | partial (first-release) | 32 | Seven sites and bounded proximity/discovery events are implemented. Expand towns/checkpoints and turret population, validate authored static cover, loss retention, manual access and multiplayer cleanup. |
| Locations, compositions and population ownership | partial (first-release) | 32 | Sixteen sites now include three randomized field hospitals and five camps with separate permanent defenders and mobile teams; see [field sites](field-sites.md). Towns/checkpoints, turret population, manual access, loss retention and multiplayer cleanup remain to be qualified. |
| Player identity, spawning and reconnect | partial (first-release) | 14 | Native local slot reservations, final-assignment guards and owned pending cleanup pass. Active admission now counts blocked geometry and missing prerequisites toward its bounded retry budget; the actual-method regression passes. Real dedicated-server concurrent joins, preload races, reconnects, connection-ID reuse, spent lives, late arrivals and spectator streaming remain. |
| Mission setup, configuration and administration | partial (first-release) | 16 | Core administration/settings and saved environment changes pass local native checks, including two restart rounds. Ordinary local startup/admission passes for loose Chat and an exact archived packed Core candidate; the latter predates current mortar edits and does not qualify packaging. Verify current-source startup, remote authorization, player-facing pre-round setup and difficulty choices. |
| Mission state, restart and base framework | partial (first-release) | 7 | Separate remaining objective/lifecycle policies, test mission failure reporting and multiplayer restart/cleanup. |