Capture current mission, AI, map and administration development
Include the current addon, terrain integrations, tools, regression tests and recorded development evidence.
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@@ -6,7 +6,9 @@ An independently authored replacement for the abandoned Escapists base mission,
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The current base supplies prison spawning, two independent scavenging/clue routes, finite medical and outpost stock, an optional ground vehicle, physical radio documents, named discovery markers, native objectives, a separate radio-defence service, capacity-checked helicopter extraction, identity-based partial results, early helicopter-loss defeat, saved mission time/speed, defeat/restart, identity-based lives and local spectator following. Authored site definitions and an injected vanilla faction/asset catalog own the initial physical population. Core provides administration and startup diagnostics; the AI, Intel, Chat and Map modules extend its interfaces inside one addon. HQ coordinates enemy responses through physical radios and available forces.
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The [local development playtest handoff](docs/playtest-build.md) contains the earlier `5e74269` checkpoint: five native addon packages, matching source and separate manual launch scripts. It does not contain the newer HQ memory or RHS/WCS/BMP integration. Two scripted Core escape/restart rounds pass616 assertions; packaged Core and full-companion startup both pass. Full human completion and multiplayer remain to be tested.
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The current working tree passes **326 registered regression programs** after the [5 October validation repairs](docs/evidence/review-audit-2026-10-05/review.json). These offline checks do not establish native gameplay or multiplayer correctness.
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The [4 October development playtest handoff](.build/playtest-2026-10-04-ui-bmp/README.md) includes the inventory callback and BMP ammunition-accounting corrections. Its 439 authored files match 378 PAK payloads and three runtime files. At that archived checkpoint, code/tests/tools bound to 309 passing regression programs; exact-source normal escape and ordinary packaged startup complete with retained engine errors. It remains an **unqualified development candidate**. Existing missions and prior packages are preserved. See [current status](docs/current-status.md) for exact scope and limits.
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The [AI migration checkpoint](docs/ai-migration-progress.md) adds delivered-report memory, bounded trajectory prediction, physical infantry pursuit, status checks, body observations and finite equipment. Native memory and actual-sighting response fixtures pass their assertions, with four retained upstream localization errors. See [current development status](docs/current-status.md) for source-bound checkpoints. The earlier five-addon checkpoint shows the [real prisoner view and starting objective](docs/evidence/game-2026-09-19-125906-integrated-prison/ordinary-prison-view.png). Native tests cover scripted escape/restart, finite mortar support, physical radio delivery, shared-map ownership, and the reusable aircraft controller's vertical flight, airborne cancellation and an isolated 20 m fixed route. Archived five-addon packages pass ordinary Chat startup without loose successor source and compile/prepare the empty mission on an isolated Linux server. The latter retains four installed-asset errors reproduced by a vanilla control.
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@@ -18,7 +20,12 @@ Later ordinary input checks demonstrate walking, clean inventory interaction and
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Open **`addons/core/addon.gproj`**, titled **Co10 Escape Reintroduced**. This is the
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single project to develop, package and eventually publish as one Workshop mod.
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Use **`Missions/ERR_Everon.conf`** (`{C1E20667DCE324ED}`) for the full scenario.
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Select **Co10 Escape Reintroduced — Automatic terrain**,
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**`Missions/ERR_Everon.conf`** (`{C1E20667DCE324ED}`), as the universal starting
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scenario. It opens Escape on Everon by default; a saved choice in the admin
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**Terrains** menu loads another installed terrain after restart. The existing
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resource ID is unchanged. The public browser may keep the generic Automatic
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terrain title after switching maps; it no longer labels this entry as Everon.
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The Core directory and addon GUID `2528466DE220D91C` are retained for continuity.
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Scripts are organized under `addons/core/Scripts/Game/ERR/`:
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@@ -42,6 +49,15 @@ See the [single-mod migration and current commands](docs/single-mod.md).
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Earlier five-addon build reports below are historical evidence, not validation of
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the merged project. Nothing has been published to Workshop.
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[Automatic terrain takeover](docs/terrain-takeover.md) starts Escape when an admin
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loads Escape alongside a terrain and selects that terrain's existing scenario.
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No connector, custom startup flag or airport coordinates are required. The map
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must provide usable navigation and safe placement space. Published authenticated
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multiplayer validation remains outstanding; see the linked test scope.
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Terrain authors can optionally use the [shared connector prefab](docs/terrain-adapters.md)
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for an authored Escape scenario; [Nogova setup](docs/nogova-publishing.md) describes
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both routes.
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See the [player route playtest guide](docs/player-route.md), [player lifecycle](docs/player-lifecycle.md), [manual gameplay gaps](docs/base-gameplay-gaps.md), [release qualification](docs/release-qualification.md), [performance comparison tooling](docs/performance-comparison.md), [configuration and commands](docs/configuration.md), [site authoring](docs/site-authoring.md), [architecture](docs/architecture.md) and [migration priorities](docs/base-replacement.md).
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## Validation
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@@ -60,4 +76,4 @@ The [development source bundle tool](docs/development-source-bundle.md) previews
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Random field hospitals and camps, their permanent/mobile guard split, finite supplies and authoring options are documented in [Field sites](docs/field-sites.md).
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Town population and its 700-metre spawning rule: [town garrisons](docs/town-garrisons.md).
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Town population, configurable factory guards and safe tower/roof posts: [town and object garrisons](docs/town-garrisons.md).
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