Integrate owned Intel rerolls, discovery feedback and fair HQ reports
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@@ -4,6 +4,18 @@ The old workspace is a read-only migration reference. `dependency-audit.json` re
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The base replacement has priority over extension feature migration. [Base responsibilities and implementation order](base-replacement.md) distinguish prototype coverage from remaining gameplay work.
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## Owner-authored AI and Intel reuse direction (2026-09-19)
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The owner explicitly confirmed that `escapists-ai` and `escapists-intel` are theirs and authorized heavy inspiration and reuse for the successor. Treat their independently authored behavior and code as migration sources, adapting useful implementations instead of recreating them unnecessarily. Keep the reference workspace unchanged. This authorization concerns those extensions; any original Escapists code, resources or dependency hooks within them still need replacement. Record actual code reuse in `migration-provenance.json` when it is migrated.
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The source review confirms that several AI helpers are already migrated (HQ radio network, observation, journal, mortar prediction/firing and settlement safety). Further migration should prioritize useful player-facing behavior and the playable base:
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- `EAI_ImprovisedPrisons.c`: reuse applicable camp layout, finite starter supplies and placement ideas when expanding starts. Its `SCRTC_BaseGameMode` / `ESCT_PrisonComponent` integration must use successor services. Keep the current playable prison available while adapting it.
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- `EI_IntelService.c`, `EI_IntelLifecycle.c`, `EI_MapDiscoveryUI.c` and `EI_PlayerBriefing.c`: compare inventory assignment, recovery, discovery feedback and briefing behavior with the successor. The extension README also documents an administrator reroll operation beyond the successor's current carrying/reveal settings; migrate it deliberately with its cohort, ownership and duplicate-prevention semantics.
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- AI logistics, convoy and air-support implementations: adapt independently authored behavior around the successor HQ and finite physical forces. Remove original game-mode/location dependencies and keep the first release's vanilla asset scope. Source availability alone does not establish migrated or verified behavior.
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Do not restart prolonged prison/input or experimental aircraft proof work merely to investigate these sources. Prioritize concrete gameplay gaps and retain explicit human and multiplayer validation limits.
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## Implemented foundation
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- Five projects, dependency isolation, new source resource identities and a new scenario identity.
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@@ -24,6 +36,16 @@ The base replacement has priority over extension feature migration. [Base respon
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The prison/site layout is a prototype. Terrain heights were checked, but collision, slope, navmesh accessibility, vehicle seating and extraction takeoff have not passed gameplay acceptance. Two separate marked supply caches each hold two guaranteed radio documents. The western cache provides another route if the southern cache is lost; optional medical and guarded outpost stock add detours. Progression does not require random enemy intel. Geometry diagnostics replaced the sloping footprint with an open surveyed site and resized the gate to its opening. Normal gate-action completion and scripted victory rounds pass. The later destroyed-gate fixture applies real native damage/deletion and deliberately repositions the admitted body across the boundary; it does not prove walking through the opening or debris. Manual gameplay acceptance remains outstanding.
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## Owner-authored migration increment
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Intel now adds `/esc intel show`, `/esc intel reroll` and `/esc intel reroll show` through the existing authenticated administration transport. A batch captures the current carrying probability and registered living AI cohort; later probability changes and newly registered AI do not alter that batch. Work is bounded across ticks, overlapping batches are rejected, and objective/collected documents and discoveries are preserved. Retired AI folders remain spent and are tracked for normal round cleanup. This intentionally replaces the old delayed loose-folder deletion.
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Intel also reports discovered map information through bounded, coalesced team messages. Rough clues do not disclose a site's identity. The existing Core phase guide already explains carried folders, so the old independent briefing/suppression timer is not imported.
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HQ adapts the owned AI addon's fair contact-selection behavior. Each squad rotates among its current visual contacts after an uplink is queued, retaining at most 64 identities. Radio delivery still determines when the HQ learns about a report and assigns a physical force.
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Native and human validation limits for this increment are recorded in `owned-ai-intel-migration.md`. The frozen September 19 playtest package remains its earlier snapshot unless explicitly rebuilt.
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## Commands presently implemented
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Core alone provides `/esc status`, `/esc settings`, `/esc mission radio show` and `/esc mission radio set N` for administrators, plus `/esc spectate next|previous` for spectators. With companions loaded, administrators also retain `/esc hq show`, `/esc hq log`, `/esc hq interval|squads|radius show`, `/esc hq interval|squads|radius set N`, `/esc intel carrying|reveal show` and `/esc intel carrying|reveal set N`.
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