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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2026-10-13 22:52:53 +02:00
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@@ -6,7 +6,9 @@ An independently authored replacement for the abandoned Escapists base mission,
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.
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.
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.
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.
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.
@@ -18,7 +20,12 @@ Later ordinary input checks demonstrate walking, clean inventory interaction and
Open **`addons/core/addon.gproj`**, titled **Co10 Escape Reintroduced**. This is the
single project to develop, package and eventually publish as one Workshop mod.
Use **`Missions/ERR_Everon.conf`** (`{C1E20667DCE324ED}`) for the full scenario.
Select **Co10 Escape Reintroduced — Automatic terrain**,
**`Missions/ERR_Everon.conf`** (`{C1E20667DCE324ED}`), as the universal starting
scenario. It opens Escape on Everon by default; a saved choice in the admin
**Terrains** menu loads another installed terrain after restart. The existing
resource ID is unchanged. The public browser may keep the generic Automatic
terrain title after switching maps; it no longer labels this entry as Everon.
The Core directory and addon GUID `2528466DE220D91C` are retained for continuity.
Scripts are organized under `addons/core/Scripts/Game/ERR/`:
@@ -42,6 +49,15 @@ See the [single-mod migration and current commands](docs/single-mod.md).
Earlier five-addon build reports below are historical evidence, not validation of
the merged project. Nothing has been published to Workshop.
[Automatic terrain takeover](docs/terrain-takeover.md) starts Escape when an admin
loads Escape alongside a terrain and selects that terrain's existing scenario.
No connector, custom startup flag or airport coordinates are required. The map
must provide usable navigation and safe placement space. Published authenticated
multiplayer validation remains outstanding; see the linked test scope.
Terrain authors can optionally use the [shared connector prefab](docs/terrain-adapters.md)
for an authored Escape scenario; [Nogova setup](docs/nogova-publishing.md) describes
both routes.
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).
## Validation
@@ -60,4 +76,4 @@ The [development source bundle tool](docs/development-source-bundle.md) previews
Random field hospitals and camps, their permanent/mobile guard split, finite supplies and authoring options are documented in [Field sites](docs/field-sites.md).
Town population and its 700-metre spawning rule: [town garrisons](docs/town-garrisons.md).
Town population, configurable factory guards and safe tower/roof posts: [town and object garrisons](docs/town-garrisons.md).