Improve AI garrisons, player recovery and mission administration
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@@ -16,8 +16,8 @@ run(r'''
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using string=std::string;
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template<class T>struct Array:std::vector<T>{using std::vector<T>::vector;int Count(){return this->size();}void Insert(T x){this->push_back(x);}};
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'''+valid+integer+r'''
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struct Settings{int chance=15,writes=0;bool fail=false;
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int Get(string key){assert(key=="stingerChanceOneIn");return chance;}
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struct Settings{int chance=7,writes=0;bool fail=false;
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int Get(string key){assert(key=="antiAirChancePercent");return chance;}
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bool Set(string key,int value){writes++;if(fail||!Valid(key,value))return false;chance=value;return true;}};
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struct ERR_GameMode{struct Settings settings;struct Settings* Settings(){return &settings;}};
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struct Provider{
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@@ -27,20 +27,20 @@ void Effect(const Array<string>& r){assert(r.back().find("have not rolled yet")!
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int main(){
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ERR_GameMode mode;Provider p;Array<string> replies;
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Array<string> show{"hq","stinger","show"};p.StingerSetting(&mode,show,replies);
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assert(mode.settings.writes==0&&replies.back().find("stingerChanceOneIn=15")!=string::npos);Effect(replies);
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assert(mode.settings.writes==0&&replies.back().find("antiAirChancePercent=7")!=string::npos);Effect(replies);
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Array<string> help{"hq","stinger","help"};p.StingerSetting(&mode,help,replies);
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assert(mode.settings.writes==0&&replies.back().find("0 off, 1 every eligible soldier, 2..10000 one in N")!=string::npos);Effect(replies);
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assert(mode.settings.writes==0&&replies.back().find("0..100 percent")!=string::npos);Effect(replies);
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Array<string> setting{"hq","stinger","set","0"};
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for(int n:{0,1,2,15,10000}){
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for(int n:{0,1,2,15,100}){
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setting[3]=std::to_string(n);p.StingerSetting(&mode,setting,replies);
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assert(mode.settings.chance==n&&replies.back().find(" saved.")!=string::npos);Effect(replies);
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}
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for(string invalid:{"-1","1.0","1junk","10000000","10001","1e1","+1"}){
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for(string invalid:{"-1","1.0","1junk","10000000","101","1e1","+1"}){
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setting[3]=invalid;p.StingerSetting(&mode,setting,replies);
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assert(mode.settings.chance==10000&&replies.back().find("previous setting retained")!=string::npos&&replies.back().find(" saved.")==string::npos);Effect(replies);
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assert(mode.settings.chance==100&&replies.back().find("previous setting retained")!=string::npos&&replies.back().find(" saved.")==string::npos);Effect(replies);
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}
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setting[3]="0";mode.settings.fail=true;p.StingerSetting(&mode,setting,replies);
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assert(mode.settings.chance==10000&&replies.back().find("previous setting retained")!=string::npos);Effect(replies);
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assert(mode.settings.chance==100&&replies.back().find("previous setting retained")!=string::npos);Effect(replies);
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int writes=mode.settings.writes;
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for(Array<string> malformed: {Array<string>{"hq","stinger"},Array<string>{"hq","stinger","set"},Array<string>{"hq","stinger","show","extra"}}){
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p.StingerSetting(&mode,malformed,replies);assert(mode.settings.writes==writes&&replies.back().find("previous setting retained")!=string::npos);
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