Integrate owned Intel rerolls, discovery feedback and fair HQ reports
This commit is contained in:
@@ -0,0 +1,93 @@
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// Adapts the owned Intel addon's team discovery messages to successor events.
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// Core already owns the local phase briefing; this never hides or replaces it.
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modded class ERR_GameMode
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{
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protected ref map<ERR_LocationComponent, int> m_ERRIntelSeen = new map<ERR_LocationComponent, int>();
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protected ref map<ERR_LocationComponent, int> m_ERRIntelPending = new map<ERR_LocationComponent, int>();
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protected float m_ERRIntelMessageAt;
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protected bool m_ERRIntelFeedbackStopped;
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protected int m_ERRIntelMessageSequence;
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protected int m_ERRIntelReceivedSequence;
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protected override void EOnInit(IEntity owner)
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{
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super.EOnInit(owner);
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if (SCR_Global.IsEditMode() || !Replication.IsServer()) return;
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OnLocationDiscovered().Insert(ERR_QueueDiscoveryFeedback);
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OnTick().Insert(ERR_FlushDiscoveryFeedback);
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OnStop().Insert(ERR_StopDiscoveryFeedback);
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}
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protected void ERR_QueueDiscoveryFeedback(ERR_LocationComponent location, int previous, int current)
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{
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if (!Replication.IsServer() || m_ERRIntelFeedbackStopped || !Active() || Phase() == ERR_Phase.PREPARING || !location) return;
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// Initial prison/cache setup and automatic extraction disclosure are already
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// explained by Core. A rough clue must never disclose a site's name or kind.
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if (location.Kind() == ERR_LocationKind.PRISON || location.Kind() == ERR_LocationKind.EXTRACTION) return;
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if (previous < 0 || current <= previous || current > 2 || current != location.Knowledge()) return;
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int seen;
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if (m_ERRIntelSeen.Find(location, seen) && current <= seen) return;
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if (!m_ERRIntelSeen.Contains(location) && m_ERRIntelSeen.Count() >= 64) return;
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m_ERRIntelSeen.Set(location, current);
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if (m_ERRIntelPending.IsEmpty())
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m_ERRIntelMessageAt = Math.Max(m_ERRIntelMessageAt, GetWorld().GetWorldTime() + 1500);
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// Several folders recovered in one inventory scan become one final update.
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m_ERRIntelPending.Set(location, current);
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}
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protected void ERR_FlushDiscoveryFeedback(float now)
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{
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if (!Replication.IsServer() || m_ERRIntelFeedbackStopped || !Active() || m_ERRIntelPending.IsEmpty() || now < m_ERRIntelMessageAt) return;
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int identified;
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int rough;
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string label;
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foreach (ERR_LocationComponent location, int knowledge : m_ERRIntelPending)
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{
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if (!location) continue;
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if (knowledge == 2)
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{
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identified++;
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label = location.Label();
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}
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else rough++;
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}
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m_ERRIntelPending.Clear();
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m_ERRIntelMessageAt = now + 5000;
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string message = ERR_IntelDiscoveryText.Message(identified, rough, label);
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if (message.IsEmpty()) return;
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// The listen host and remote recipients share the same per-round sequence.
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// Local delivery is explicit and cannot duplicate a transport callback.
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m_ERRIntelMessageSequence++;
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ERR_ReceiveDiscoveryFeedback(m_ERRIntelMessageSequence, message);
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Rpc(ERR_ReceiveDiscoveryFeedback, m_ERRIntelMessageSequence, message);
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}
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[RplRpc(RplChannel.Reliable, RplRcver.Broadcast)]
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protected void ERR_ReceiveDiscoveryFeedback(int sequence, string message)
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{
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if (!GetGame() || this != ERR_GameMode.Get() || m_ERRIntelFeedbackStopped || !Active() || !GetGame().GetPlayerController() || SCR_Global.IsEditMode() || message.IsEmpty() || sequence <= m_ERRIntelReceivedSequence) return;
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m_ERRIntelReceivedSequence = sequence;
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SCR_ChatComponent.RadioProtocolMessage(message);
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}
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protected void ERR_StopDiscoveryFeedback()
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{
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m_ERRIntelFeedbackStopped = true;
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m_ERRIntelPending.Clear();
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m_ERRIntelSeen.Clear();
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m_ERRIntelMessageAt = 0;
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OnLocationDiscovered().Remove(ERR_QueueDiscoveryFeedback);
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OnTick().Remove(ERR_FlushDiscoveryFeedback);
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}
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}
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class ERR_IntelDiscoveryText
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{
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static string Message(int identified, int rough, string label)
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{
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if (identified + rough == 0) return "";
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if (identified == 0 && rough == 1) return "A new 500 m search area is marked on your field map. Recover another folder to identify the location.";
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if (identified == 1 && rough == 0)
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{
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if (label.IsEmpty()) label = "A location";
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return label + " identified. Check your field map.";
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}
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return string.Format("Field map updated: %1 identified locations and %2 search areas. Open a carried map to review them.", identified, rough);
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}
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}
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@@ -0,0 +1,173 @@
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// Adapted from the owner's Escapists Intel reroll: snapshot the cohort/chance,
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// wait for accepted native operations, and process a bounded amount each tick.
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class ERR_IntelRerollEntry
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{
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ref ERR_IntelInsertCallback Operation;
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IEntity Actor;
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IEntity Removing;
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int Attempts;
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string WaitingFor = "inventory";
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bool GiveIntel;
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bool Inserting;
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bool Accepted;
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bool Done;
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}
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class ERR_IntelReroll
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{
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protected ERR_GameMode m_Mode;
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protected ERR_IntelService m_Service;
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protected ref array<ref ERR_IntelRerollEntry> m_Entries = {};
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protected int m_Percent;
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protected int m_Next;
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protected int m_Completed;
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protected int m_Failed;
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protected int m_Skipped;
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protected bool m_Cancelled;
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void ERR_IntelReroll(ERR_GameMode mode, ERR_IntelService service, int percent)
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{
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m_Mode = mode;
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m_Service = service;
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m_Percent = percent;
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}
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void Add(IEntity actor)
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{
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ERR_IntelRerollEntry entry = new ERR_IntelRerollEntry();
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entry.Actor = actor;
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entry.GiveIntel = Math.RandomInt(0, 100) < m_Percent;
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m_Entries.Insert(entry);
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}
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bool Running() { return !m_Cancelled && m_Completed < m_Entries.Count(); }
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void Tick()
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{
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if (!Replication.IsServer() || !Running()) return;
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// Round-robin visits keep delayed inventory operations from starving others.
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int budget = Math.Min(8, m_Entries.Count());
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while (budget-- > 0)
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{
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if (m_Next >= m_Entries.Count()) m_Next = 0;
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ERR_IntelRerollEntry entry = m_Entries[m_Next++];
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if (!entry.Done) Process(entry);
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}
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}
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protected void Finish(ERR_IntelRerollEntry entry, bool failed = false, bool skipped = false)
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{
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entry.Done = true;
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entry.Removing = null;
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m_Completed++;
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if (failed) m_Failed++;
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if (skipped) m_Skipped++;
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}
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protected void Fail(ERR_IntelRerollEntry entry, string reason)
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{
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Print(string.Format("Rereintroduced [intel]: reroll failed reason=%1 actor=%2 attempts=%3", reason, entry.Actor.GetID(), entry.Attempts), LogLevel.WARNING);
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Finish(entry, true);
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}
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protected void Process(ERR_IntelRerollEntry entry)
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{
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if (!ERR_Actors.Alive(entry.Actor) || ERR_Actors.Player(entry.Actor))
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{
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if (entry.Accepted) m_Service.Unsettled(entry.Actor);
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Finish(entry, false, true);
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return;
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}
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entry.Attempts++;
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if (entry.Attempts > 30)
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{
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// A timed-out accepted insertion can still finish inside the engine.
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// Keep its actor quarantined for the remainder of this round.
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if (entry.Accepted) m_Service.Unsettled(entry.Actor);
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Fail(entry, "timeout-" + entry.WaitingFor);
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return;
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}
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SCR_InventoryStorageManagerComponent inventory = SCR_InventoryStorageManagerComponent.Cast(entry.Actor.FindComponent(SCR_InventoryStorageManagerComponent));
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if (!inventory) { entry.WaitingFor = "inventory"; return; }
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array<IEntity> folders = {};
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ERR_DiscoveryService.Folders(inventory, folders);
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if (m_Service.HasPendingInsertion(entry.Actor)) { entry.WaitingFor = "original-insertion"; return; }
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if (!m_Service.Settled(entry.Actor)) { entry.WaitingFor = "quarantined-insertion"; return; }
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if (!entry.Inserting)
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{
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if (entry.Removing)
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{
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if (folders.Contains(entry.Removing)) { entry.WaitingFor = "native-removal"; return; }
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InventoryItemComponent item = InventoryItemComponent.Cast(entry.Removing.FindComponent(InventoryItemComponent));
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// It may have transferred to another inventory meanwhile. Preserve it
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// and decline the replacement rather than racing its new owner.
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if (!item || item.GetParentSlot() || entry.Removing.GetParent())
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{
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Finish(entry, false, true);
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return;
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}
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entry.Removing = null;
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}
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foreach (IEntity known : folders)
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{
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// Never reroll mission clue documents or recovered/spent folders.
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if (m_Mode.Discovery().IsSpent(known) || known.FindComponent(ERR_DocumentComponent))
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{
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Finish(entry, false, true);
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return;
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}
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}
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if (!folders.IsEmpty())
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{
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IEntity folder = folders[0];
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// Check capacity before mutation; rejected removal leaves usable intel.
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if (!m_Mode.Discovery().CanMarkSpent(folder)) { Fail(entry, "spent-capacity"); return; }
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// Busy native inventory may reject a request transiently. Retry within
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// the existing phase budget without spending or owning the folder.
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if (!inventory.TryRemoveItemFromInventory(folder)) { entry.WaitingFor = "removal-refused"; return; }
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m_Mode.Discovery().MarkSpent(folder);
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m_Mode.Own(folder);
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entry.Removing = folder;
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entry.WaitingFor = "native-removal";
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return;
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}
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entry.Inserting = true;
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entry.Attempts = 0;
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if (!entry.GiveIntel) { Finish(entry); return; }
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}
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if (entry.Accepted)
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{
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entry.WaitingFor = "native-insertion";
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if (entry.Operation && entry.Operation.Finished)
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{
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if (entry.Operation.Succeeded) Finish(entry);
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else Fail(entry, "insertion-callback");
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}
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return;
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}
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if (!folders.IsEmpty()) { Finish(entry); return; }
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entry.Operation = new ERR_IntelInsertCallback();
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entry.Accepted = inventory.TrySpawnPrefabToStorage(ERR_Resources.IntelFolder(), purpose: EStoragePurpose.PURPOSE_ANY, cb: entry.Operation);
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entry.WaitingFor = "insertion-refused";
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if (entry.Accepted) entry.WaitingFor = "native-insertion";
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}
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string Status()
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{
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string state = "complete";
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if (Running()) state = "running";
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if (m_Cancelled) state = "cancelled";
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return string.Format("Intel reroll %1 at %2 percent: %3/%4 AI processed, %5 failed, %6 skipped.", state, m_Percent, m_Completed, m_Entries.Count(), m_Failed, m_Skipped);
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}
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void Stop()
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{
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m_Cancelled = true;
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foreach (ERR_IntelRerollEntry entry : m_Entries)
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{
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entry.Actor = null;
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entry.Removing = null;
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}
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}
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}
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@@ -1,5 +1,19 @@
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// Native completion is separate from inventory contents: an unrelated transferred
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// folder must never acknowledge a pending spawn and permit a duplicate request.
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class ERR_IntelInsertCallback : ScriptedInventoryOperationCallback
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{
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bool Finished;
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bool Succeeded;
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protected void Finish(bool success) { if (!Finished) { Finished = true; Succeeded = success; } }
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protected override void OnComplete() { Finish(true); }
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protected override void OnFailed() { Finish(false); }
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protected override void OnAllComplete() { Finish(true); }
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protected override void OnAllFailed() { Finish(false); }
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}
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class ERR_IntelRequest
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{
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ref ERR_IntelInsertCallback Operation;
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IEntity Actor;
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int Attempts;
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bool Accepted;
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@@ -11,11 +25,14 @@ class ERR_IntelService
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protected ERR_GameMode m_Mode;
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protected ref array<ref ERR_IntelRequest> m_Requests = {};
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protected ref set<IEntity> m_Rolled = new set<IEntity>();
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protected ref set<IEntity> m_Unsettled = new set<IEntity>();
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protected ref ERR_IntelReroll m_Reroll;
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protected bool m_Stopped;
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void ERR_IntelService(ERR_GameMode mode) { m_Mode = mode; }
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void RegisterGroup(SCR_AIGroup group)
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{
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if (!Replication.IsServer() || !group) return;
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if (!Replication.IsServer() || m_Stopped || !group) return;
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array<AIAgent> members = {};
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group.GetAgents(members);
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foreach (AIAgent member : members)
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@@ -35,28 +52,85 @@ class ERR_IntelService
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void Tick(float now)
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{
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if (!Replication.IsServer()) return;
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if (!Replication.IsServer() || m_Stopped) return;
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int budget = 8;
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for (int i = m_Requests.Count() - 1; i >= 0 && budget > 0; i--)
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{
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budget--;
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ERR_IntelRequest request = m_Requests[i];
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if (!ERR_Actors.Alive(request.Actor) || ERR_Actors.Player(request.Actor)) { m_Requests.Remove(i); continue; }
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if (!ERR_Actors.Alive(request.Actor) || ERR_Actors.Player(request.Actor))
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{
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if (request.Accepted) Unsettled(request.Actor);
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m_Requests.Remove(i); continue;
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}
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SCR_InventoryStorageManagerComponent inventory = SCR_InventoryStorageManagerComponent.Cast(request.Actor.FindComponent(SCR_InventoryStorageManagerComponent));
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array<IEntity> folders = {};
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if (inventory) ERR_DiscoveryService.Folders(inventory, folders);
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if (!folders.IsEmpty()) { m_Requests.Remove(i); continue; }
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if (request.Accepted && request.Operation && request.Operation.Finished)
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{
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m_Requests.Remove(i); continue;
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}
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if (!request.Accepted && !folders.IsEmpty()) { m_Requests.Remove(i); continue; }
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request.Attempts++;
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if (request.Attempts > 30)
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{
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Print("Rereintroduced [intel]: bounded assignment failed", LogLevel.WARNING);
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if (request.Accepted) Unsettled(request.Actor);
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m_Requests.Remove(i); continue;
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}
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if (inventory && !request.Accepted)
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request.Accepted = inventory.TrySpawnPrefabToStorage(ERR_Resources.IntelFolder(), purpose: EStoragePurpose.PURPOSE_ANY);
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{
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request.Operation = new ERR_IntelInsertCallback();
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request.Accepted = inventory.TrySpawnPrefabToStorage(ERR_Resources.IntelFolder(), purpose: EStoragePurpose.PURPOSE_ANY, cb: request.Operation);
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}
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}
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if (m_Reroll) m_Reroll.Tick();
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}
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// Only the successor's registered enemy cohort is rerolled. Other AI, newly
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// registered groups and documents already carried away are outside this batch.
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bool BeginReroll()
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{
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if (!Replication.IsServer() || m_Stopped || !m_Mode || !m_Mode.Active() || !m_Mode.Discovery() || (m_Reroll && m_Reroll.Running())) return false;
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m_Reroll = new ERR_IntelReroll(m_Mode, this, m_Mode.Settings().Get("aiIntelChancePercent"));
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set<IEntity> cohort = new set<IEntity>();
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foreach (IEntity actor : m_Rolled)
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{
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if (!ERR_Actors.Alive(actor) || ERR_Actors.Player(actor)) continue;
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cohort.Insert(actor);
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m_Reroll.Add(actor);
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}
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for (int i = m_Requests.Count() - 1; i >= 0; i--)
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{
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ERR_IntelRequest request = m_Requests[i];
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// Native accepted spawns cannot be cancelled; retain their observation.
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if (cohort.Contains(request.Actor) && !request.Accepted) m_Requests.Remove(i);
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}
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return true;
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}
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bool HasPendingInsertion(IEntity actor)
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{
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foreach (ERR_IntelRequest request : m_Requests)
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if (request.Actor == actor && request.Accepted) return true;
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return false;
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}
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void Unsettled(IEntity actor) { if (actor) m_Unsettled.Insert(actor); }
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bool Settled(IEntity actor)
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{
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// Unknown native completion remains quarantined until round teardown.
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// Seeing some folder is not proof that this particular spawn completed.
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return !m_Unsettled.Contains(actor);
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}
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bool RerollRunning() { return m_Reroll && m_Reroll.Running(); }
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string RerollStatus()
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{
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if (!m_Reroll) return "No intel reroll has been started this mission.";
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return m_Reroll.Status();
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}
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#ifdef WORKBENCH
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// Observation only: a negative carrying decision still counts as its one roll.
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@@ -66,12 +140,20 @@ class ERR_IntelService
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}
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#endif
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void Stop() { m_Requests.Clear(); m_Rolled.Clear(); }
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void Stop()
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{
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m_Stopped = true;
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if (m_Reroll) m_Reroll.Stop();
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m_Requests.Clear();
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m_Rolled.Clear();
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m_Unsettled.Clear();
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}
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}
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modded class ERR_GameMode
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{
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protected ref ERR_IntelService m_Intel;
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ERR_IntelService Intel() { return m_Intel; }
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protected override void EOnInit(IEntity owner)
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{
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super.EOnInit(owner);
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Reference in New Issue
Block a user