Capture current mission, AI, map and administration development

Include the current addon, terrain integrations, tools, regression tests and recorded development evidence.
This commit is contained in:
2026-10-13 22:52:53 +02:00
parent a951a96edc
commit 6a667d8deb
8104 changed files with 2124945 additions and 2061 deletions
@@ -0,0 +1,50 @@
PROPOSAL ONLY; successor/reference untouched; no native launch.
Scope: at most TWO one-time PMN4 spawn attempts in each existing original admitted
ammo truck. Quantity is a conservative successor allowance, not a copied convoy
quantity. Owned EAI_Mines.STOCK is2 per soldier; original supply convoy only fills
weapons/magazines, while original EAI_AmmoSupply.Fill dynamically fills requested
mines (maximum96 spawned cargo items). Two spares support one original engineer's
standard carried allowance without implementing recurring refill.
Files in fix.patch:
- new ERR_ConvoyMineStock.c (task-owned optional initial batch and callback)
- ERR_SupplyConvoyService.c (pin at IssueCargo, tick with existing original-owner guard)
- ERR_SupplyConvoyTactics.c (task-owned ref, terminal Stop hook)
- new tests/test_convoy_mine_stock.py
Registration is a separate registration.patch because tools/check.py has prior edits.
Copied ERR_HQ.c and ERR_MountedMagazineSeed.c are test inputs only, NOT patch files.
Primary weapon/magazine/mounted callbacks remain unchanged in task.Cargo. Optional
mine requests wait until every primary callback is finished; no mine callback is
inserted into that primary array. Normal InfantryResupply.Stock therefore never
waits for optional mine operations. Mine requests use remaining actual128 inventory
headroom and remaining128 combined primary+optional callback allowance. Magazine96
limits and their priority remain unchanged. Refused submissions still consume an
attempt; resource/capacity/ownership refusal never retries. One fixed90-second
window begins on first tick; timeout/stop/capture/mode loss is terminal.
Native GetItem is valid for Spawn (SDK generated callback lines15-18). Vanilla
SCR_AITakeItemFromArsenal_InventoryCallback lines12-15 resolves its RplId through
Replication.FindItem/RplComponent.GetEntity. Only those exact successful native
spawn identities can enter the final two-entry snapshot, after exact prefab,
initial-item exclusion, reciprocal slot, original truck storage ownership, alive,
collision handler and inactive pressure-trigger checks. No inventory-difference
fallback. Duplicate callback items deduplicate. Missing/late/unsupported identities
are omitted permanently. Physical uncertain items are preserved; callbacks remain
retained by the task batch and cannot schedule new work or reopen its snapshot.
Count()/At() expose frozen INITIAL identities, not a validated current available
stock count and not authority to transfer them. There is NO mine courier, no new
spent ledger and no reservation claim in this slice. Future finite mine delivery
must use these exact originals with the existing service's shared m_Spent and
appropriate total-cap/mutual-exclusion checks. It cannot pass the magazine-only
m_Stock to ERR_FiniteMagazineReservation and expect a mine to be accepted. Do not
claim mine replenishment, physical delivery, native insertion or multiplayer proof.
Tests: four focused programs pass; logs and results.json alongside proposal.
New actual-method harness covers the complete batch/callback methods, synchronous
success with false return, missing/unknown primary callbacks, primary independence,
128 item/callback limits, owner/mode/manager loss, fixed expiry then late callback,
preexisting/foreign/armed/dead/non-PMN items, duplicate callback identity and freeze.
Source hooks are checked directly; native Source/PAK validation remains future work.
@@ -0,0 +1,22 @@
[
{
"test": "test_radio_defence_policy.py",
"exit": 0
},
{
"test": "test_player_admission_policy.py",
"exit": 0
},
{
"test": "test_initial_admission_exhaustion.py",
"exit": 0
},
{
"test": "test_recovery_policy.py",
"exit": 0
},
{
"test": "test_native_end_lifecycle.py",
"exit": 0
}
]
@@ -0,0 +1,264 @@
--- /dev/null
+++ b/addons/core/Scripts/Game/ERR/10_AI/ERR_ConvoyMineStock.c
@@ -0,0 +1,108 @@
+// Optional initial stock only. Spawn callbacks supply exact identities; these
+// never enter the magazine readiness barrier or acquire a separate spent ledger.
+class ERR_ConvoyMineCargo : ScriptedInventoryOperationCallback
+{
+ bool Finished;
+ bool Succeeded;
+ IEntity Item;
+ protected void Finish(bool success)
+ {
+ if (Finished) return;
+ Finished = true; Succeeded = success;
+ if (!success) return;
+ // GetItem is supported for Spawn, unlike the later Move/Swap operations.
+ RplComponent replicated = RplComponent.Cast(Replication.FindItem(GetItem()));
+ if (replicated) Item = replicated.GetEntity();
+ }
+ void Refused() { Finish(false); }
+ protected override void OnComplete() { Finish(true); }
+ protected override void OnAllComplete() { Finish(true); }
+ protected override void OnFailed() { Finish(false); }
+ protected override void OnAllFailed() { Finish(false); }
+}
+
+class ERR_ConvoyMineStock
+{
+ protected ERR_GameMode m_Mode;
+ protected ERR_SupplyConvoyTask m_Task;
+ protected ERR_ConvoyVehicle m_Original;
+ protected IEntity m_Truck;
+ protected InventoryStorageManagerComponent m_Inventory;
+ protected ref array<ref ERR_ConvoyMineCargo> m_Cargo = {};
+ protected ref array<IEntity> m_Items = {};
+ protected ref array<IEntity> m_Before = {};
+ protected float m_Deadline = -1;
+ protected float m_LastTick = -1;
+ protected bool m_Attempted;
+ protected bool m_Closed;
+ void ERR_ConvoyMineStock(ERR_GameMode mode, ERR_SupplyConvoyTask task)
+ {
+ m_Mode = mode; m_Task = task;
+ if (!task || task.Vehicles.Count() != 6) return;
+ m_Original = task.Vehicles[1];
+ if (!m_Original) return;
+ m_Truck = m_Original.Entity;
+ if (m_Truck) m_Inventory = InventoryStorageManagerComponent.Cast(m_Truck.FindComponent(InventoryStorageManagerComponent));
+ }
+ // These are initial identities, not a live stock count or transfer authority.
+ int Count() { return m_Items.Count(); }
+ IEntity At(int index)
+ {
+ if (index < 0 || index >= m_Items.Count()) return null;
+ return m_Items[index];
+ }
+ bool Complete() { return m_Closed; }
+ void Stop() { m_Closed = true; m_Before.Clear(); }
+ protected bool Current(bool ownerValid)
+ {
+ if (!ownerValid || !Replication.IsServer() || !m_Mode || m_Mode != ERR_GameMode.Get() || !m_Mode.Active()) return false;
+ if (!m_Task || m_Task.Stopped || !m_Task.Ready || m_Task.Vehicles.Count() != 6 || m_Task.Vehicles[1] != m_Original) return false;
+ if (!m_Original || m_Original.Entity != m_Truck || !m_Truck || !m_Inventory || m_Inventory.GetOwner() != m_Truck) return false;
+ return m_Truck.FindComponent(InventoryStorageManagerComponent) == m_Inventory;
+ }
+ protected bool ReadyItem(IEntity item, array<IEntity> items)
+ {
+ if (!item || m_Before.Contains(item) || !items.Contains(item) || !item.GetPrefabData()
+ || item.GetPrefabData().GetPrefabName() != ERR_EnemyLoadoutCatalog.MINE) return false;
+ InventoryItemComponent carried = InventoryItemComponent.Cast(item.FindComponent(InventoryItemComponent));
+ if (!carried || !carried.GetParentSlot() || carried.GetParentSlot().GetAttachedEntity() != item
+ || !ERR_InfantryAmmoTransfer.StoredUnder(item, m_Truck)) return false;
+ if (!ERR_Actors.Alive(item) || !item.FindComponent(SCR_AntiPersonnelMineCollisionHandlerComponent)) return false;
+ SCR_PressureTriggerComponent trigger = SCR_PressureTriggerComponent.Cast(item.FindComponent(SCR_PressureTriggerComponent));
+ return trigger && !trigger.IsActivated() && !trigger.IsActivatedByDefault();
+ }
+ void Tick(float now, bool ownerValid)
+ {
+ if (m_Closed) return;
+ if (!Current(ownerValid) || !ERR_ForceRules.Finite(now) || now < 0 || now < m_LastTick) { Stop(); return; }
+ m_LastTick = now;
+ if (m_Deadline < 0) m_Deadline = now + 90000;
+ if (now >= m_Deadline) { Stop(); return; }
+ if (!m_Attempted)
+ {
+ if (!m_Task.CargoIssued || !m_Task.MagazinesIssued) return;
+ int primary = m_Task.Cargo.Count();
+ if (primary > 128) { Stop(); return; }
+ foreach (ERR_ConvoyCargoCallback operation : m_Task.Cargo)
+ if (!operation || !operation.Finished) return;
+ // All primary insertions have settled before measuring physical headroom.
+ // A refused optional request still spends one of the two initial attempts.
+ m_Attempted = true;
+ ERR_Inventory.Items(m_Inventory, m_Before);
+ if (m_Before.Count() > 128 || !ERR_EnemyLoadoutCatalog.Available(ERR_EnemyLoadoutCatalog.MINE)) { Stop(); return; }
+ for (int index = 0; index < 2 && index < 128 - m_Before.Count() && index < 128 - primary; index++)
+ {
+ ERR_ConvoyMineCargo load = new ERR_ConvoyMineCargo(); m_Cargo.Insert(load);
+ if (!m_Inventory.TrySpawnPrefabToStorage(ERR_EnemyLoadoutCatalog.MINE, null, -1, EStoragePurpose.PURPOSE_DEPOSIT, load)) load.Refused();
+ }
+ }
+ foreach (ERR_ConvoyMineCargo pending : m_Cargo) if (!pending.Finished) return;
+ array<IEntity> items = {}; ERR_Inventory.Items(m_Inventory, items);
+ // One detached freeze: missing, captured or unsupported native identities
+ // are omitted, never adopted later. Failed/late operations are never retried.
+ if (items.Count() <= 128)
+ foreach (ERR_ConvoyMineCargo completed : m_Cargo)
+ if (completed.Succeeded && ReadyItem(completed.Item, items) && !m_Items.Contains(completed.Item)) m_Items.Insert(completed.Item);
+ Stop();
+ }
+}
--- a/addons/core/Scripts/Game/ERR/10_AI/ERR_SupplyConvoyService.c
+++ b/addons/core/Scripts/Game/ERR/10_AI/ERR_SupplyConvoyService.c
@@ -144,6 +144,7 @@
ERR_SupplyConvoyTask supply = ERR_SupplyConvoyTask.Cast(task);
if (!supply || supply.CargoIssued || supply.Stopped) return;
supply.CargoIssued = true;
+ supply.MineStock = new ERR_ConvoyMineStock(m_Mode, supply);
InventoryStorageManagerComponent inventory = InventoryStorageManagerComponent.Cast(supply.Vehicles[1].Entity.FindComponent(InventoryStorageManagerComponent));
if (!inventory) { supply.MagazinesIssued = true; return; }
ERR_Inventory.Items(inventory, supply.CargoBefore);
@@ -266,6 +267,7 @@
task.Ready = true; IssueCargo(task);
}
IssueMagazines(task, now);
+ if (task.MineStock) task.MineStock.Tick(now, MountedStockOwner(task, 1, ERR_HQ.Cast(m_Mode.Command())));
foreach (ERR_ConvoyVehicle checked : task.Vehicles)
if (!checked.Released && !checked.CrewValid(m_Mode)) checked.Release(m_Mode);
if (task.Tactics && task.Tactics.Tick(now)) continue;
--- a/addons/core/Scripts/Game/ERR/10_AI/ERR_SupplyConvoyTactics.c
+++ b/addons/core/Scripts/Game/ERR/10_AI/ERR_SupplyConvoyTactics.c
@@ -176,10 +176,12 @@
bool MagazinesIssued;
ref array<ref ERR_MountedMagazineSeed> MountedStock = {};
ref array<IEntity> CargoBefore = {};
+ ref ERR_ConvoyMineStock MineStock;
override void Stop(ERR_GameMode mode, string reason)
{
if (Stopped) return;
if (Tactics) Tactics.Stop();
+ if (MineStock) MineStock.Stop();
foreach (ERR_SupplyTeam team : Teams) team.Release(mode);
super.Stop(mode, reason);
}
--- /dev/null
+++ b/tests/test_convoy_mine_stock.py
@@ -0,0 +1,117 @@
+"""Execute optional finite PMN4 stock and exact spawn callback methods; no engine proof."""
+from pathlib import Path
+import os,re
+from policy_harness import ROOT,body,run
+BASE=Path(os.environ.get('ERR_MINE_STOCK_ROOT',ROOT));D=BASE/'addons/core/Scripts/Game/ERR/10_AI'
+s=(D/'ERR_ConvoyMineStock.c').read_text()
+assert s.count('TrySpawnPrefabToStorage(')==1
+for forbidden in ('TryMove','SetOrigin','SetAmmoCount','DeleteEntity','ActivateTrigger','m_Spent','ERR_FiniteMagazineReservation'):
+ assert forbidden not in s,forbidden
+assert 'm_Task.Cargo.Insert' not in s
+code=re.sub(r'//[^\n]*','',s).replace('protected ','').replace('override ','').replace('ref ','').replace('class ','struct ').replace(' : ScriptedInventoryOperationCallback',' : ScriptedInventoryOperationCallback')
+code=code.replace('void ERR_ConvoyMineStock(', 'ERR_ConvoyMineStock(').replace('foreach (','for (').replace('array<','Array<').replace('null','nullptr')
+for old,new in {
+ 'RplComponent.Cast(Replication.FindItem(GetItem()))':'Replication::FindItem(GetItem())',
+ 'InventoryStorageManagerComponent.Cast(m_Truck.FindComponent(InventoryStorageManagerComponent))':'m_Truck->inventory',
+ 'm_Truck.FindComponent(InventoryStorageManagerComponent)':'m_Truck->inventory',
+ 'InventoryItemComponent.Cast(item.FindComponent(InventoryItemComponent))':'item->carried',
+ 'item.FindComponent(SCR_AntiPersonnelMineCollisionHandlerComponent)':'item->collision',
+ 'SCR_PressureTriggerComponent.Cast(item.FindComponent(SCR_PressureTriggerComponent))':'item->trigger',
+}.items():code=code.replace(old,new)
+for typ in ('ERR_GameMode','ERR_SupplyConvoyTask','ERR_ConvoyVehicle','InventoryStorageManagerComponent','RplComponent','InventoryItemComponent','SCR_PressureTriggerComponent','ERR_ConvoyMineCargo','ERR_ConvoyCargoCallback'):
+ code=re.sub(r'\b'+typ+r' (?=\w)',typ+'* ',code)
+code=code.replace('Array<ERR_ConvoyMineCargo>','Array<ERR_ConvoyMineCargo*>')
+code=code.replace('Array<IEntity> items)', 'Array<IEntity>& items)')
+for ns in ('ERR_GameMode','ERR_Actors','Replication','ERR_Inventory','ERR_InfantryAmmoTransfer','ERR_ForceRules','ERR_EnemyLoadoutCatalog','EStoragePurpose'):
+ code=code.replace(ns+'.',ns+'::')
+for var in ('m_Mode','m_Task','m_Original','m_Truck','m_Inventory','task','replicated','item','carried','trigger','operation','load','pending','completed'):
+ code=re.sub(r'\b'+var+r'\.',var+'->',code)
+for call in ('GetPrefabData()','GetParentSlot()'):code=code.replace(call+'.',call+'->')
+code=re.sub(r'\b(bool|IEntity|ERR_GameMode\*|ERR_SupplyConvoyTask\*|ERR_ConvoyVehicle\*|InventoryStorageManagerComponent\*) (\w+);',r'\1 \2{};',code)
+code=code.replace('\n}\n','\n};\n')
+run(r'''
+#include <cassert>
+#include <vector>
+#include <string>
+#include <algorithm>
+#include <cmath>
+#include <functional>
+#include <limits>
+using string=std::string;
+template<class T>struct Array:std::vector<T>{using std::vector<T>::vector;int Count(){return this->size();}void Insert(T v){this->push_back(v);}void Clear(){this->clear();}bool Contains(T v){return std::find(this->begin(),this->end(),v)!=this->end();}};
+struct Entity;using IEntity=Entity*;struct InventoryStorageManagerComponent;
+struct RplComponent{IEntity entity=nullptr;IEntity GetEntity(){return entity;}};
+struct Replication{inline static bool server=true;static bool IsServer(){return server;}static RplComponent*FindItem(RplComponent* id){return id;}};
+struct ScriptedInventoryOperationCallback{RplComponent*item=nullptr;virtual ~ScriptedInventoryOperationCallback()=default;RplComponent*GetItem(){return item;}virtual void OnComplete(){}virtual void OnAllComplete(){}virtual void OnFailed(){}virtual void OnAllFailed(){}};
+struct Prefab{string name="PMN4";string GetPrefabName(){return name;}};
+struct SCR_PressureTriggerComponent{bool active=false,byDefault=false;bool IsActivated(){return active;}bool IsActivatedByDefault(){return byDefault;}};
+struct Slot{IEntity attached=nullptr;IEntity GetAttachedEntity(){return attached;}};
+struct InventoryItemComponent{Slot*slot=nullptr;Slot*GetParentSlot(){return slot;}};
+struct Entity{InventoryStorageManagerComponent*inventory=nullptr;Prefab*prefab=nullptr;InventoryItemComponent*carried=nullptr;SCR_PressureTriggerComponent*trigger=nullptr;IEntity stored=nullptr;bool alive=true,collision=true;Prefab*GetPrefabData(){return prefab;}};
+struct ERR_GameMode{inline static ERR_GameMode*current=nullptr;bool active=true;static ERR_GameMode*Get(){return current;}bool Active(){return active;}};
+struct ERR_ConvoyCargoCallback{bool Finished=true;};
+struct ERR_ConvoyVehicle{IEntity Entity_=nullptr;IEntity&Entity=Entity_;};
+struct ERR_SupplyConvoyTask{bool Stopped=false,Ready=true,CargoIssued=true,MagazinesIssued=true;Array<ERR_ConvoyVehicle*>Vehicles;Array<ERR_ConvoyCargoCallback*>Cargo;};
+struct ERR_Actors{static bool Alive(IEntity e){return e&&e->alive;}};
+struct ERR_ForceRules{static bool Finite(float n){return std::isfinite(n);}};
+struct ERR_EnemyLoadoutCatalog{inline static string MINE="PMN4";inline static bool available=true;static bool Available(string){return available;}};
+struct ERR_InfantryAmmoTransfer{static bool StoredUnder(IEntity e,IEntity root){return e&&root&&e->stored==root;}};
+struct EStoragePurpose{static const int PURPOSE_DEPOSIT=1;};
+struct InventoryStorageManagerComponent{IEntity owner=nullptr;Array<IEntity>items;Array<ScriptedInventoryOperationCallback*>callbacks;int calls=0;bool accept=true;std::function<void(int,ScriptedInventoryOperationCallback*)>effect;
+ IEntity GetOwner(){return owner;}bool TrySpawnPrefabToStorage(string prefab,void*,int slot,int purpose,ScriptedInventoryOperationCallback*cb){assert(prefab=="PMN4"&&slot==-1&&purpose==1);int index=calls++;callbacks.Insert(cb);if(effect)effect(index,cb);return accept;}};
+struct ERR_Inventory{static void Items(InventoryStorageManagerComponent*i,Array<IEntity>&a){a=i->items;}};
+'''+code+r'''
+struct Fixture{ERR_GameMode mode;ERR_SupplyConvoyTask task;ERR_ConvoyVehicle truck;Entity root,foreign;InventoryStorageManagerComponent inventory;ERR_ConvoyCargoCallback primary;
+ Entity mines[2];Prefab prefabs[2];InventoryItemComponent carried[2];Slot slots[2];SCR_PressureTriggerComponent triggers[2];RplComponent replicated[2];
+ Fixture(){ERR_GameMode::current=&mode;ERR_EnemyLoadoutCatalog::available=true;Replication::server=true;truck.Entity=&root;root.inventory=&inventory;inventory.owner=&root;
+ task.Vehicles.resize(6,nullptr);task.Vehicles[1]=&truck;task.Cargo={&primary};
+ for(int i=0;i<2;i++){mines[i].prefab=&prefabs[i];mines[i].carried=&carried[i];mines[i].trigger=&triggers[i];mines[i].stored=&root;carried[i].slot=&slots[i];slots[i].attached=&mines[i];replicated[i].entity=&mines[i];}}
+ ERR_ConvoyMineStock Job(){return ERR_ConvoyMineStock(&mode,&task);}
+ void Finish(int i){inventory.items.Insert(&mines[i]);inventory.callbacks[i]->item=&replicated[i];inventory.callbacks[i]->OnComplete();}
+};
+int main(){
+ {Fixture f;auto s=f.Job();s.Tick(0,true);assert(f.inventory.calls==2&&!s.Complete()&&s.Count()==0&&f.task.Cargo.Count()==1);
+ f.Finish(0);s.Tick(1000,true);assert(!s.Complete()&&s.Count()==0);f.Finish(1);s.Tick(2000,true);
+ assert(s.Complete()&&s.Count()==2&&s.At(0)==&f.mines[0]&&s.At(1)==&f.mines[1]&&!s.At(-1)&&!s.At(2));
+ f.inventory.items.clear();s.Tick(3000,true);assert(s.Count()==2&&f.inventory.calls==2);}
+ // Primary unknown/missing callbacks never become optional-magazine blockers.
+ for(int k=0;k<3;k++){Fixture f;if(k==0)f.primary.Finished=false;if(k==1)f.task.Cargo[0]=nullptr;if(k==2)f.task.MagazinesIssued=false;
+ auto s=f.Job();s.Tick(0,true);assert(f.inventory.calls==0&&!s.Complete());s.Tick(90000,true);assert(s.Complete());
+ f.primary.Finished=true;f.task.Cargo[0]=&f.primary;f.task.MagazinesIssued=true;s.Tick(90001,true);assert(f.inventory.calls==0);}
+ // Physical item and combined callback headroom independently limit the extras.
+ for(int k=0;k<4;k++){Fixture f;if(k<2)f.inventory.items.resize(127+k,&f.foreign);else f.task.Cargo.resize(125+k,&f.primary);
+ auto s=f.Job();s.Tick(0,true);assert(f.inventory.calls==(k%2==0?1:0));}
+ {Fixture f;f.inventory.items.resize(129,&f.foreign);auto s=f.Job();s.Tick(0,true);assert(s.Complete()&&f.inventory.calls==0);}
+ {Fixture f;f.task.Cargo.resize(129,&f.primary);auto s=f.Job();s.Tick(0,true);assert(s.Complete()&&f.inventory.calls==0);}
+ // Native refusal consumes an attempt; inline completion beats false return.
+ {Fixture f;f.inventory.accept=false;auto s=f.Job();s.Tick(0,true);assert(s.Complete()&&s.Count()==0&&f.inventory.calls==2);s.Tick(1,true);assert(f.inventory.calls==2);}
+ {Fixture f;f.inventory.accept=false;f.inventory.effect=[&](int i,ScriptedInventoryOperationCallback*cb){f.inventory.items.Insert(&f.mines[i]);cb->item=&f.replicated[i];cb->OnComplete();};
+ auto s=f.Job();s.Tick(0,true);assert(s.Complete()&&s.Count()==2&&f.inventory.calls==2);}
+ // Unknown, captured or lost optional callbacks cannot reopen a closed snapshot.
+ for(int k=0;k<6;k++){Fixture f;auto s=f.Job();s.Tick(0,true);if(k==0)s.Stop();if(k==1)s.Tick(1,false);if(k==2)s.Tick(90000,true);
+ if(k==3){f.truck.Entity=&f.foreign;s.Tick(1,true);}if(k==4){f.root.inventory=nullptr;s.Tick(1,true);}if(k==5){f.mode.active=false;s.Tick(1,true);}
+ assert(s.Complete());f.Finish(0);f.Finish(1);s.Tick(90001,true);assert(s.Count()==0&&f.inventory.calls==2&&f.task.Cargo.Count()==1);}
+ // Only exact callback-produced, current disarmed owned PMN4 items freeze.
+ for(int k=0;k<12;k++){Fixture f;auto s=f.Job();if(k==0){f.inventory.items.Insert(&f.mines[0]);}s.Tick(0,true);f.Finish(0);f.inventory.callbacks[1]->OnFailed();
+ switch(k){case 1:f.prefabs[0].name="other";break;case 2:f.mines[0].prefab=nullptr;break;case 3:f.mines[0].carried=nullptr;break;case 4:f.carried[0].slot=nullptr;break;
+ case 5:f.slots[0].attached=&f.foreign;break;case 6:f.mines[0].stored=&f.foreign;break;case 7:f.mines[0].alive=false;break;case 8:f.mines[0].collision=false;break;
+ case 9:f.mines[0].trigger=nullptr;break;case 10:f.triggers[0].active=true;break;case 11:f.triggers[0].byDefault=true;break;}
+ s.Tick(1,true);assert(s.Complete()&&s.Count()==0);}
+ {Fixture f;auto s=f.Job();s.Tick(0,true);f.Finish(0);f.inventory.callbacks[1]->item=&f.replicated[0];f.inventory.callbacks[1]->OnComplete();s.Tick(1,true);assert(s.Count()==1);}
+ {Fixture f;auto s=f.Job();s.Tick(0,true);f.inventory.callbacks[0]->OnComplete();f.inventory.callbacks[1]->OnComplete();s.Tick(1,true);assert(s.Count()==0&&s.Complete());}
+ // All current-server/task/truck/manager guards fail before optional spawning.
+ for(int k=0;k<10;k++){Fixture f;auto s=f.Job();ERR_GameMode other;ERR_ConvoyVehicle replaced;
+ switch(k){case 0:Replication::server=false;break;case 1:f.mode.active=false;break;case 2:ERR_GameMode::current=&other;break;case 3:f.task.Stopped=true;break;
+ case 4:f.task.Ready=false;break;case 5:f.task.Vehicles[1]=&replaced;break;case 6:f.truck.Entity=&f.foreign;break;case 7:f.inventory.owner=&f.foreign;break;case 8:f.root.inventory=nullptr;break;case 9:ERR_EnemyLoadoutCatalog::available=false;break;}
+ s.Tick(0,true);assert(s.Complete()&&f.inventory.calls==0);}
+ {Fixture f;auto s=f.Job();s.Tick(std::numeric_limits<float>::quiet_NaN(),true);assert(s.Complete()&&f.inventory.calls==0);}
+ {Fixture f;auto s=f.Job();s.Tick(10,true);s.Tick(9,true);assert(s.Complete());f.Finish(0);f.Finish(1);s.Tick(11,true);assert(s.Count()==0);}
+ {Fixture f;auto s=f.Job();s.Stop();s.Tick(0,true);assert(f.inventory.calls==0&&s.Count()==0);}
+}
+'''.replace(';if(', ';\n if('))
+service=(D/'ERR_SupplyConvoyService.c').read_text();task=(D/'ERR_SupplyConvoyTactics.c').read_text()
+issue=body(D/'ERR_SupplyConvoyService.c','protected override void IssueCargo(')
+assert issue.index('supply.CargoIssued = true;')<issue.index('supply.MineStock = new ERR_ConvoyMineStock')<issue.index('TrySpawnPrefabToStorage')
+assert 'if (task.MineStock) task.MineStock.Tick(now, MountedStockOwner(task, 1, ERR_HQ.Cast(m_Mode.Command())));' in service
+assert 'ref ERR_ConvoyMineStock MineStock;' in task and 'if (MineStock) MineStock.Stop();' in task
+print('PASS: exact optional PMN4 startup, primary callback independence, original owner,128 capacity/callback limits, terminal no-retry and callback-proven freeze')
@@ -0,0 +1,106 @@
NEXT PHYSICAL MINE RESUPPLY: READ-ONLY PLAN, NOT IMPLEMENTED
Recommended smallest coherent scope
----------------------------------
Top up exactly one already demonstrated mine carrier from one usable carried
PMN4 to two. Admit only an idle original infantry formation with fresh delivered
MineComplete=true, MineMembers==Count and ReadyMines==1, plus the existing fresh
truck position/distance<=200m conditions. At the physical rendezvous require one
attributable original living on-foot actor still has exactly one owned usable
PMN4; move at most ONE original frozen truck PMN4 to that actor. Do not schedule a
zero-mine formation, infer mine entitlement from global chance settings, or reset
mine-placement attempts. This deliberately covers the narrow one-to-two case;
zero-stock recovery and full per-actor need manifests remain later work.
Why this demand boundary
------------------------
Owned EAI_Mines.STOCK=2 and Inspect creates per-soldier shortages only after its
EAI_MinesIssued flag. Successor MineComplete/MineMembers/ReadyMines are formation
aggregates; they carry no issued/selected flag or immutable carrier slot. A fresh
zero alone can mean intentionally never issued, dead former carrier, lost mine,
or prior placement. Dispatching to every zero would override optional issue policy.
Exactly one currently carried supported mine proves a current carrier without
inventing historical role or issuing a free new capability to a zero-mine group.
Existing paths to reuse
-----------------------
ERR_HQ.PlanResupply()/PlanResupplyTask: keep shared5s round-robin cadence; infantry
ammunition retains first priority, mounted demand second, new mine top-up last.
Use only existing delivered Watch entries and existing idle-force reservation.
ERR_InfantryResupply.TryPlan/Tick/Waypoints/Finish/Stop/PollTransfers: reuse the
single original truck coordinator and trip token100000+slot*128+trip, original
roster validation, two radio downlinks, fresh stopped-truck status, bounded native
movement, mutual exclusion and cleanup. Add explicit mine trip kind + dedicated
mine transfer leaf; do not duplicate the whole rendezvous controller. Retain every
submitted unresolved leaf through Stop and include it in the same Busy/Unresolved
checks so infantry/mounted work cannot overlap it. Use existing consumed-report
and recipient-cooldown maps. Mine trip moves one item then finishes; no zero-ammo
assumptions from the rifle sampler in its physical branch. Status/log counts must
distinguish magazine delivery from mine delivery.
ERR_ConvoyMineStock.Complete/Count/At: after batch closes, capture up to2 exact
initial identities once into service-local mine originals. Never adopt replacement
entities or re-read arbitrary current cargo as new stock. At plan and execution,
revalidate exact original truck, native ownership, alive/disarmed PMN4 and unspent.
Closed may mean failed/empty; that grants no entitlement to retry initial spawn.
ERR_FiniteMagazineReservation: despite its name, Reserve/Commit/ReleaseUnsubmitted
operate on exact IEntity plus originals/spent arrays, not magazine components.
Pass the separate two-item mine originals array with the EXACT EXISTING service
m_Spent array. Do not pass magazine-only m_Stock (Reserve would reject every mine).
The existing shared96 spent cap remains conservative: if ammunition consumes all
96 attempts, skip mine transfer. Do not add a second spent ledger, raise caps or
refund accepted/ambiguous native operations. Commit immediately before native call.
New ERR_InfantryMineTransfer (needed actual production leaf)
----------------------------------------------------------
Same mode/current original donor+recipient/physical storage invariants as the
existing infantry magazine leaf, and shared ERR_InfantryAmmoAccess.Clear at the
original truck. Exact incoming PMN4 must be alive, inactive (including default),
originally frozen, reciprocally stored under the original truck, and not present
in the recipient. Recipient must be an immutable original member and physically
still own exactly one usable PMN4, with native FindStorageForItem/CanMove capacity.
Submit one TryMoveItemToStorage only; no compatible-rifle test, no empty-magazine
return, no GetItem (native excludes Move), no refill/spawn/delete/retry.
Require callback plus exact source absence/destination ownership/reciprocal slot
proof. Native false without definitive proof stays spent/quarantined; exact
incoming deletion may settle the one-item operation, not capture/damage alone.
Caller retains strong leaf/reservation while uncertain. Terminal cleanup releases
matching force/vehicle claims only, never transfers player-held items back.
Engineer lifecycle coupling deliberately NOT changed
---------------------------------------------------
ERR_HQ.MaintainEngineerMines requires delivered RoadIntercept and active assignment,
then permanently sets EngineerMineAttempted once per squad, including refusal.
ERR_HQ.ReserveLogistics rejects active Assignment/Waypoint, so an engineer cannot
leave an active road post under current generic rendezvous authorization. The
new top-up must wait until ordinary assignment teardown, not steal its actions.
ERR_EngineerMine.SelectActor/Begin consume an exact carried mine and preserve a
round-wide attempted-item tombstone; resupply must not clear that tombstone.
Rearming another road post after replenishment would require a separately designed
per-task attempt policy, prior-mine spacing and approach safety. It is not implied
by a successful item delivery and must not be bundled as a silent latch reset.
Exact planned file boundaries
-----------------------------
- ERR_InfantryResupply.c: one trip kind, frozen mine originals, same spent/maps,
top-up admission, transfer/poll/Stop integration and clear delivery diagnostics.
- ERR_HQ.c: PlanResupplyTask lowest-priority fallback only.
- NEW ERR_InfantryMineTransfer.c: exact one-item native move transaction.
- Existing tests/test_infantry_resupply_planning.py,
tests/test_infantry_resupply_coordinator.py, tests/test_hq_multiconvoy_supply.py,
tests/test_mounted_supply_integration.py: mutual exclusion and shared lifecycle.
- New actual-method mine leaf test; registration handled separately by parent.
No changes required to EngineerMine, mine grants, Watch schema, radio scheduling,
initial cargo batches, original reference content, or force budgets for this scope.
Critical actual-method checks before any native qualification
-------------------------------------------------------------
Known1 vs unknown/zero/2+, stale/interrupted report, unchanged global issue policy;
physical carrier lost/changed count/captured/released; exact frozen mine and shared
spent exclusion; inline success+false return; callback without custody; timeout,
late success, deleted item vs merely captured; original truck/courier loss; no
placement reset; no simultaneous infantry/mounted/mine work; exactly one delivery;
normal magazine-only stock counts and priority unchanged. Native consumption and
ordinary AI approach remain separate bounded qualification, not implied by tests.
@@ -0,0 +1,55 @@
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@@ -0,0 +1,6 @@
{
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}
File diff suppressed because one or more lines are too long
@@ -0,0 +1,575 @@
PASS: missing, child-only, malformed, zero and duplicate prefab root IDs rejected
PASS: delayed scene/inventory arrival, deferred preload, identity checks, stale replies, timeout and observer cleanup
PASS: actual inventory manifest, delayed/missing/wrong-owner item links, finite cap, consumed-stock refresh and preload ordering
PASS: spawn scene remains held through final acknowledgement and nearby use; leaving, reassignment, disconnect and teardown release it
PASS: production prison AI hold/release, repeat activation, authority/faction/player exclusion, dead actor and stop cleanup
PASS: actual Tick clock initialization admits fractional first ticks and expires without extending the original start
PASS: actual finite conservation/deadline/callback policies; read-only selection, bounded once-only inventory submission and no can refill; native transfer not executed
PASS: actual exact-context membership, bounded identity/reach gates, native start/cache/eligibility ordering and no duplicate/foreign action start; fuel manager identity and empty-can headroom guards checked
PASS: actual detached node/value snapshot and conservation refuse mismatched lengths before indexed reads, retain original identities under native out-array aliasing and log bounded counts once; native cause remains unknown
PASS: actual mine evidence sealing/recovery, historical coarse publication, caps, canonical ownership, marker join retry/owner-change/stop; native arming and replicated vector-array transport untested
PASS: actual full document recovery retains authored/sealed targets, one shared spent ledger, retry/exhaustion semantics and canonical multi-player ownership alongside supplemental mine intel
PASS: actual infantry search suspension, quiet grace, finite resume, expiry/replacement and defensive/ownership boundaries
PASS: infantry combat gate precedes radio delivery and preserves non-task transports
PASS: actual HQ contact transition wakes only fit squad members, cancels only task orders and logs changes once
PASS: actual finite medicine grants, authored stock deduction, full-backpack refusal/pouch fallback, no loot replenishment, unresolved-operation quarantine and ownership/stop guards
PASS: only recent native detected/identified threats suspend hunter travel; stale/disarmed/destroyed contacts cannot strand patrols
PASS: actual hunter combat transition cancels only its travel once, holds through renewed contact and resumes after quiet; unregistered startup preserved
PASS: captured sighting retention, immutable details, expiry, replay rejection, bounded sound uncertainty/cooldown, radio loss, priority and overdue-status fairness
PASS: arrow press/release, held keys, opposing keys, disabled/menu input and firearm-only retention
PASS: town trigger and hard 700m exclusion for all observers, empty/invalid positions and final-check crossings
PASS: exact finite site squads, invalid roster/count rejection, committed-site spacing and safe fallback boundary
PASS: mortar couriers use the mobile site team and refuse permanent-only garrisons
PASS: omitted preferred mortar depot selects a surviving owned camp/mobile team; no camp, foreign cache and permanent-only sites are unavailable; historical priority retained
PASS: real-session mortar deadline, failed-support convoy admission and hunter survivor/recovery gates
PASS: native-route retry preserves delivered target, limits attempts and suspends during combat
PASS: stale/deleted AI utility cannot receive Complete; mortar HQ preflight withholds unsafe orders; mounted convoy cover never creates infantry Defend
PASS: flight crew affiliation and group precede native boarding; preparation remains bounded even while passengers wait
PASS: factionless/deleted map targets do not abort perception; faction lookup tolerates teardown; deleting helicopter releases without capture/engine access
PASS: shoot adapter waits for a physical round; bounded same-shell retries, interrupted/never-started loads, committed no-retry, order/owner changes and normal native delegation
PASS: missing/invalid faction crew defers before any native spawn or allowance insertion; all registered RHS factions have explicit soldier and medic profiles
PASS: vehicle radio issued once; pending, refusal and looting cannot duplicate or fabricate a physical radio link
PASS: actual vehicle-radio link requires the original seated crew, physical manpack and live uncaptured mission vehicle; looting, dismount, release and teardown remove it
PASS: actual hunter release preserves survivors/HQ, releases driving ownership once, delegates capture/teardown, and excludes prison/patrol/mortar from generic objective defence
PASS: real opening road geometry enforces wide azimuths; fresh delivered contact preempts patrol cooldown, respects radio failures and does not starve in-flight interception
PASS: actual scoped 10% tighter REGULAR aim error and alert perception; preserves equipment multiplier and restores vanilla behavior when unbound
PASS: physical inspection and parent-wreck retention; server-only searched/report delivery unlocks native cleanup once with a 300-second delay
PASS: bounded same-group empty-spawn retries, no casualty refill, queue retirement, delivery-gated intel, prepared-team reuse, throttled diagnostics and LOD release
PASS: production airborne memory confidence, persistence, ground coverage, confirmed losses, artillery veto, cooldown and invalid-input rules
PASS: production cover retains the carried HQ target until its deadline; airport reload waits until the drop pass and cover have finished
PASS: air logistics reservation preserves delivered search until radio handoff, excludes guards/combat/in-flight orders, and quarantines unresolved native loads/moves
PASS: actual ammunition cargo selector handles empty rifle/machinegun/sniper magazines, preserves loaded variants, excludes auxiliary launchers and tolerates missing native metadata
PASS: original 15-minute launch/loss cadence, active/captured timer disarm, saved delay reset, stop, 300m orbit and bounded close-contact standoff at 30/60/120 Hz
PASS: actual aircraft-removal notification guards owner/server/active/stop and schedules one full delay without replay extension
PASS: hill prominence/elevation, actual road edges/heights/bends and server-only finite scout admission, pending stock, timeout and no replacements/refills
PASS: mortar duty scope excludes players, other crews, stopped/client/inactive states; only destruction releases an active assignment, while the gunner may approach the gun
PASS: random mode restrictions, full numeric ranges, independent calendar dates and strict daylight boundaries
PASS: actual killais eligibility includes the 1000m boundary, excludes players/retained bodies/dead/non-character entities and checks full 3D distance
PASS: actual generation scheduler bounds each tick, enforces deadline/candidate ceiling, validates fallback, commits only accepted positions, skips only dispensable sites, preserves required objectives/intel, and resets the next search budget
PASS: terrain placement samples world bounds, retains streaming candidates, bounds waits/work, rejects foreign fallbacks, preserves objectives/intel and validates completion
PASS: actual navigation readiness supports static meshes, yields only for loadable streaming tiles and refuses unreachable positions
PASS: universal connector, embedded/standalone exports, multiple terrains, stable IDs, native nav configs, missing-nav visibility, path validation and overwrite protection
PASS: airfield detection accepts physical runways/towers and bounded authored markers, rejects unrelated props, water and out-of-world markers, and samples terrain height
PASS: configured airport parsing, bounded readiness, stale admission rejection and cleanup wiring
PASS: explicit CLI opt-in, disabled/editor guards and mission-header airport precedence
PASS: singleton identity guards, paired faction deserialization and client world-cleanup wiring
PASS: task/map/respawn getters survive delayed old destruction and preserve ordinary-mode behavior
PASS: replication hierarchy refuses absent/aliased nodes and establishes delivery dependencies idempotently
PASS: standalone old faction delegates collected once, with null/deleted owners ignored
PASS: actual faction resolution reserves explicit roles, samples without replacement, substitutes disabled selections, and rejects duplicate/unknown/missing choices and insufficient pools
PASS: Random all submits persistent random roles immediately; manual mixed choices, stale/unauthorized UI guards and debounce preserved
PASS: actual content policy gates parent packs, individual factions, faction identity and finite group rotation with vanilla fallback
PASS: actual delivered road eligibility, ahead projection without chords, reservations, stock road query bounds, terrain/water/obstruction refusal and clean outputs
PASS: actual delivered-task lineage, expiry, old-order retention, native commit, release, road precision expiry and duplicate delivery
PASS: actual original-roster local handoff,100m3D bound,busy carrier/budget exclusion,origin interruption including deletedsource,normal radio delivery and per-source replay history
PASS: actual visual intake retains source/time/position/id, rejects replay, prefers usable own route, excludes simultaneous callers and conservatively resets negative-sweep dwell
PASS: actual fixture local/radio gating, immutable source/time/position, interrupted-report exclusion and exact-owner cleanup
PASS: local-handoff runner refuses wrong project/round count/insufficient deadline before runtime work
PASS: actual fixture allocator terminal/unsubmitted guard, original-group lookup and both candidate gates
PASS: actual report-derived waypoint insertion/order and tighter positive radii; no formation navigation claim
PASS: actual Place/Stop waits native pose update, bounds four attempts, preserves original position, restores pending/settled placement and respects ownership/accepted-move quarantine
PASS: actual fixture current/original recipient ownership, unresolved transfer cleanup, exact-token release and idempotent Stop
PASS: actual fixture phased-cargo readiness, bounded callbacks, captured-stock mixed-caliber selection/continuation, reservation cleanup and component magazine counts
PASS: actual inventory-fixture setup uses ordinary prison unlock before constructing its convoy-waiting probe; failed unlock cannot run fixture
PASS: actual authored storage anchors, native trace flags, own-hierarchy exclusion, external wall/vehicle obstruction, range, unknown geometry and bounded context refusal
PASS: actual convoy binding, finite identities, disjoint tokens, shared report replay/cooldown, original recipients and HQ cleanup
PASS: actual finite convoy supply pool; immutable slots, shared demand state, sparse/capped discovery and permanent shutdown
PASS: actual HQ rotates finite donors, skips unavailable/contacted trucks, uses delivered reports and dispatches at most one trip per planning cadence
PASS: actual original turret identity, native/canonical guards, scoped maximum-skill profile, reset, dismount/reboard, requested-skill preservation and restoration
PASS: bounded HQ startup/memory windows and outcome-specific full-route deadlines
PASS: explicit escape-route skips only administrator stress, preserving original full-fixture wait/failure paths
PASS: normal escape route keeps ordinary catalog and generated placement; historical selectors remain unchanged
PASS: actual read migrates old valid settings, preserves explicit disabled state, rejects invalid data; next-round feedback and fixed menu remain honest
PASS: actual automatic convoy timing/authority/admission/one-attempt/manual-task/stop policy; native deployment unproved
PASS: late authoritative failure reason refreshes open result; detach, mode change and success subscriptions preserved
infantry resupply actual rules, radio transitions, owned cleanup and unresolved-operation tests passed
PASS: actual resupply Roster preserves permanent release, original slot mapping and bounded ownership
PASS: actual bounded empty-return and finite delivery; phase-isolated callbacks, exact ownership proof, stop quarantine and original actor/vehicle boundaries
PASS: actual shared finite identity reservation; competing consumers, submission permanence, stale cleanup and96-item bound
PASS: actual carried-mounted swap, shared committed claim, physical slot reach, exact two-way proof, uncertainty and terminal cleanup
PASS: actual mounted pickup, exact finite ownership, pre-submission commit, physical custody, bounded callback and quarantine lifecycle; no native coverage claim
PASS: actual mounted courier admission, radio, individual orders, two-stage transfer, reboarding, token cleanup and quarantine lifecycle
PASS: actual scoped crew permit and native board completion/failure preserves foreign seats without teleport fallback
PASS: actual shared mounted stock/history ownership, atomic exact HQ pair claim, and bounded stopped-owner proof polling
PASS: actual carried/mounted early ammunition policy and status-first shared uplink; complete threshold, phases, cooldown, failures requested check-ins and non-urgent detached carried-mine status
PASS: actual group radio startup preservation, finite native grants, callback quarantine, frozen selection/actor ownership and bounded observation
PASS: actual maintenance native-stock check rejects missing/duplicate/wrong-identity/unowned/depleted/malformed stock and is read-only; native runtime not executed
..................
----------------------------------------------------------------------
Ran 18 tests in 0.246s
OK
PASS: actual radio node rejects current incapacitation, death, ownership and faction changes despite cached inventory; one-second capability refresh remains explicit
PASS: Southern finite maintenance stock preserves weapons/clues and optional transport, historical Western fixture stays separate; native capacity/consumption untested
PASS: optional transport deferred behind required readiness, bounded once-only spawn/omission, isolated cleanup, occupied-candidate retention and required-default preservation
PASS: actual diagnostic fallback runs only on failed missing-context call, derives unique native pilot door, preserves stock eligibility and restores prior index on success/failure; diagnostics mutate no game state.
PASS: actual native-prelude cleanup restores only original changed damage, refuses stale/incapacitated/aboard teleport; bounded five-seat/four-door fixture wiring checked. Native execution remains pending.
PASS: actual CreateTransport requires successful scoped Configure after handbrake, preserves ordinary vehicles, tracks spawned entity before failures and never treats failed lock registration as ready.
PASS: actual preparation Configure guards/idempotence/breach preservation, security eligibility/final current-body server mutation and all scoped action guards; all five seat/four door resource overrides. Native hold, prefab merge, replication and boarding remain unverified.
PASS: production vehicle alarm single trigger/replica completion/no replay, fixed deadline/readiness wait, failed audio, dedicated server, moving exact handle, destruction/native end/deletion/clock and mission teardown. Native sound and multiplayer delivery require engine qualification.
PASS: production alarm emitter/receiver original time/location, explicit native queue only, 32-entry cap, 50m local witness eligibility, bound perception, native-super preservation; actual engine broadcast/hearing remains unverified.
PASS: actual bounded native mounted proof/detached payload/deadline/cleanup methods, production-only setup and isolated runner selector
PASS: actual one-existing-convoy candidate readiness, sender-root identity, incomplete cargo refusal and fixed three-candidate bound
PASS: actual once-only native dry query, exact before/after slots, native refusal, shutdown; shared bounded discovery and distinct opt-in verdict
PASS: actual completion selector and pre-cleanup variant capture preserve separate radio and eligibility verdicts
PASS: actual cargo diagnostic stages separate absent/foreign magazines, used/empty/invalid rounds, well mismatch and exact truck storage/attachment without mutation
PASS: actual native courier witness rejects missing radio/custody/swap/reboard evidence; CLI opt-in bounded; native success remains unqualified
PASS: actual courier constructor/Tick waits for preparation, returns before physical checks, preserves fixed deadline and sticky stop/failure; Enfusion startup awaits native verification
PASS: actual arranged native alarm fixture deadline, single emit, natural-route observation, original timestamp/area/detail assertions, natural observer proximity/activation wait, failure cleanup and independent canonical-body restoration; native delivery itself remains unqualified.
PASS: actual convoy cover observation/snapshot/uplink/HOLD/RESUME/cleanup transitions; native boundaries mocked, non-convoy runner opt-in refused
Enemy optics actual-service ownership, preservation, callback, deadline and bounded-inspection policies passed
PASS: actual delivered cover freshness/lineage/replay and canonical executor; owned waypoint-only hold, one resume at preserved route index, invalid ownership/crew/ledger refusal and fail-closed native recreation
PASS: actual Stinger show/set/help state precise actor-roll effects; read-only help, bounded values, malformed syntax and failed-save preservation; no rerolls/gameplay edits and no native persistence claim
PASS: new/retasked search and radio delivery ammo gates; active tasks and delivered release preserved
HQ convoy delivered-report planning and downlink regressions passed
PASS: actual own-inventory ammo inspection deduplicates loaded/carried/shared wells, separates chambers/launchers, freezes scalar snapshots and treats unsupported/capped/foreign inventory as unknown
PASS: actual carried PMN4 inventory, original-owner guards, bounded deduplication, independent unknown state and detached counts
PASS: actual mounted hierarchy sampling, ownership exclusion, deduplication, completeness/caps, quarter threshold and detached validation; no runtime policy or ammunition mutation
PASS: actual HQ original convoy-root admission rejects wrong force/server/group and never supplies replacement lookup
PASS: production mounted structural seat scan ignores >128 carried/cargo descendants, shares exact native mount/magazine ownership, preserves attachment seats and exact occupants, rejects unknown/cyclic/oversize structures; native binding still requires qualification.
PASS: native body fixture uses existing immutable actors, real production LOS/queued uplink, pre-delivery isolation, actual status overlap, bounded cleanup and no fabricated reports/spawns
PASS: actual native fixture lookup selects exact BODY kind/identity/message from bounded evaluations, never sighting-only Get
PASS: actual ammo snapshot comparison checks every scalar/category flag; native probe requires real roster rescan, loaded-round lower bound and separate immutable pending/Watch objects
PASS: actual delivered slot-union bodies preserve overlap/disjoint evidence, replay idempotence, status subset integrity, full-wipe closure and formation-local bounds
test_review_added_allowed_media_invalidates_snapshot (__main__.ReviewTests.test_review_added_allowed_media_invalidates_snapshot) ... ok
test_review_added_source_directory_rejected (__main__.ReviewTests.test_review_added_source_directory_rejected) ... ok
test_review_loose_root_resource_and_symlink_rejected (__main__.ReviewTests.test_review_loose_root_resource_and_symlink_rejected) ... ok
test_review_metadata_media_and_sidecars_remain_allowed_and_bound (__main__.ReviewTests.test_review_metadata_media_and_sidecars_remain_allowed_and_bound) ... ok
test_review_missing_link_rejected (__main__.ReviewTests.test_review_missing_link_rejected) ... ok
test_review_package_guard_sees_new_scripts (__main__.ReviewTests.test_review_package_guard_sees_new_scripts) ... ok
test_review_retargeted_private_link_rejected (__main__.ReviewTests.test_review_retargeted_private_link_rejected) ... ok
----------------------------------------------------------------------
Ran 7 tests in 0.078s
OK
PASS: actual report methods reproduce old starvation; status-first scheduler delivers check-ins and requires 30s without combat or actual visible contacts before negative reports
PASS: actual actor group lookup retains controlled character membership when seated/inherited vehicle agents differ; missing control or parent refuses
.................
----------------------------------------------------------------------
Ran 17 tests in 3.572s
OK
PASS: actual convoy motion thresholds, native-only proof boundaries, physical cargo/crew ownership and pre-launch runner restrictions
PASS: actual filled rotated-footprint TraceBox and nine terrain/water samples; broad tree/cable bounds alone accepted, actual collision/nonfinite trace refused, nonzero sweep and ENTS/OCEAN flags, bounded diagnostic query and reset
PASS: actual road interpolation/projection/orientation, six35m starts,200m forward tail, preserved bends, short/far/degenerate/nonfinite/overdense/hairpin refusal and deterministic candidate ties
PASS: actual authenticated convoy dispatch, active/ready admission gates, canonical receipt, safe unconsumed preflight retry, pool refusal, retained partial failure and consumed no-retry
PASS: actual native readiness exact membership, one-time per-vehicle ledger admission/reservation, partial readiness retry without duplicate records and one-pass56-item cargo allocation without replenishment
PASS: actual per-vehicle readiness reasons, native agent/activity counts, intended-seat diagnostics, five-second throttle and read-only observation
PASS: actual convoy dispatch validates before receipt consumption, consumes once before native mutation, retains all12 partial-failure paths, accepts the selected non-USSR enemy, and allocates exact19 bodies without capacity shrinking
PASS: own memberless prefab disables automatic spawn before initialization; actual admission rejects populated, immediate or authored-slot templates before finite crew creation
PASS: actual native seated-group arrival outside35m, native waypoint removal, idempotent advance, and convoy waypoint idempotence/arrival/deadline, missing/dead/captured/reparented crew refusal, failed native waypoint release, original vehicle/member preservation and no replacement
PASS: actual convoy receipt identity/one-use, shared60-body and128-formation caps, outstanding/native-ledger accounting, exact19-body composition, source reuse, mode/client guards and no consumed receipt refunds
PASS: actual supply route cycling/arrival/stops, finite startup bounds, contact freshness, dismount hold, quiet interval, interrupted boarding, timeout and lost-truck release
PASS: moving-convoy perception boundaries and scoped individual/group abandonment priorities
PASS: actual supply startup reasons expose unchanged body budget/requirement, journal only failure changes, preserve retry cadence/caps and report the true final refusal
PASS: actual StartOne plus actual pool preserve unconsumed receipt retry, reject consumed replay, skip impossible new-budget surveys, retain equality, retry caps and journal dedup; no FPS claim
PASS: actual admission seeds use exact installed loaded prefab, reject replacement/foreign/projectile paths and preserve bounded immutable identity
PASS: actual primary-before-mounted one-shot batch, shared96/128 caps, physical snapshot headroom, original ownership, callback refusal and admission pinning
PASS: actual bounded HQ query validates only existing original binding without admission or replacement lookup
PASS: exact optional PMN4 startup, primary callback independence, original owner,128 capacity/callback limits, terminal no-retry and callback-proven freeze
PASS: production convoy spacing, physical arrival, stable follower targets, supply ownership, leader promotion and bounded stuck recovery
PASS: convoy combat keeps native manoeuvres for unchanged contacts and refreshes when contact moves
PASS: native convoy proof excludes pre-departure movement and ends via explicit fixture reset, not prohibited player death
PASS: boarding retries only after approach/seat progress stops, capped at three, with delayed native reissue and completed-team preservation
PASS: slow only owned vehicles near fit dismounted infantry; ignore passengers, casualties and released teams/vehicles
PASS: restore missing native driving registration only for healthy owned seated crews; preserve existing association and refuse invalid/released vehicles
PASS: actual body observer enforces owned physical roster, local death-only candidates, native trace gating, budget/cadence/caps, immutable body-only snapshots, radio retries and confirmed suppression
PASS: own initial roster, explicit retained corpse evidence, unconscious/missing/ref transfer guards, fixed strength, no replacement adoption, detached samples, surviving radio sender, immutable convoy root/ledger, mounted capture release and lost-root unknown
PASS: delivered-only status snapshots, two missed check-ins/reply deadline, last reported coordinates, episode/replay guards, confirmed-loss idempotence, detached/validated mounted payload replacement 256-record cap and detached carried-mine radio delivery/chronology
PASS: actual failed-retask deadline rollback plus assignment cancellation/release preserves radio ownership, native waypoint lifecycle and failed-order retry boundaries
PASS: actual force ledger, finite casualties/identity/cap, routes/arrival/elevation/overshoot, server and physical guards, staggered 256-record simulated hour without world queries
PASS: actual equipment coordinator registration dedupe, startup delay, five member scans, finite component retries, unregister/stop terminal behavior and 256-group bound
PASS: actual percentage selection, native/preferred launcher preservation, failure/removal fallback, pending-operation quarantine, capture, finite two-mine grants and no replenishment
PASS: actual engineer mine preparation/deadline, original custody/identity, once-only callback removal, cancellation quarantine, withdrawal/clearance, native refusal and owned-action cleanup; native execution untested
PASS: actual road mine-site annulus/bend geometry, deterministic bounded candidates, server/query limits, and native ground/water/obstruction rejection; no runtime placement claim
PASS: actual HQ mine admission, one site query per tick, maximum two active/32 retained jobs, delivered-only original post, once-per-unit refusal latch, 256-item ceiling and maintenance/teardown ownership
PASS: actual objective heading/threat/approach rules, persistent doctrine weight, fresh-contact coverage invalidation, stale-sweep rejection and atomic radio retask ownership
PASS: actual bounded delivered-negative coverage, replay/freshness/expiry/invalid guards, oldest eviction, small-circle and nearest-unswept selection, reserved-cell exclusion and cleanup
PASS: actual HQ active/pending reservations, interruption, committed replacement, bounded coverage and unchanged force counts
PASS: actual bounded pursuit roles/objectives/scores, stale search degradation, physical/busy/home guards, finite lifetime and two-bearing escape gap; no hidden player reads or spawning
PASS: actual HQ memory rules/service preserve delivered snapshots, chronology, replay bounds, decay, motion limits, identity and negative-search revisions
.......
----------------------------------------------------------------------
Ran 7 tests in 0.031s
OK
PASS: actual session Tick + journal router delivers each grant completion and new HQ line once, without repeats on empty/unavailable feeds or unauthorized ticks
.....
----------------------------------------------------------------------
Ran 5 tests in 0.417s
OK
PASS: actual current-controller/admin/mode authorization, per-round anti-replay, token-rotation refusal, command/snapshot throttles and client scope; owner-only replies and player-tool cleanup wiring
PASS: mission provider registration is idempotent, optional dispatch is ordered, status aggregates, journals preserve cursors, aliases stay with their addons and topic help is bounded
PASS: actual menu command routing covers all fourteen settings, rejects unsupported keys, gates companions, and matches unique authored widgets
PASS: explicit weapon retention buttons use the same ready/authorized server command path
PASS: actual summaries preserve queued/delivered meaning, clear counts and IDs; raw records, legacy display, cursor gaps and RPC limits remain intact
PASS: actual admin body authorization, god restoration, vanilla item deposit, callback completion/failure, timeout quarantine and stop/revocation paths
PASS: same-body revoke/regrant preserves pending insertions and timeout quarantine; new-body binding isolates late callbacks and never inherits god mode
PASS: actual Intel commands distinguish status/start/failure, preserve authorization gate and reject malformed requests; spent ledger is idempotent, server-only and bounded
PASS: actual reroll snapshot, authority, cancellation, ownership, accepted operations, quarantine, bounded work and stop methods; no native runtime claim
PASS: production Intel feedback coalescing, rough secrecy, rate limit, bounded dedupe, local/remote delivery and round cleanup; native UI/RPC not exercised
PASS: actual per-squad bounded report selector rotates visible targets, survives ordering/turnover, records only queued attempts, and preserves radio intake ordering
PASS: actual action denial/clearing, server request failure, single submitted-result feedback, current rescuer identity and terminal/stop suppression; native UI/RPC pending
PASS: actual physical denial precedence and transport-seat occupancy/reservation/access/lock checks
PASS: actual initial admission exhaustion and ServerTick grace; new/pending/empty/controller/life guards, normal death preserved
......................
----------------------------------------------------------------------
Ran 22 tests in 0.242s
OK
......................
----------------------------------------------------------------------
Ran 22 tests in 26.420s
OK
..................
----------------------------------------------------------------------
Ran 18 tests in 3.234s
OK
.........
----------------------------------------------------------------------
Ran 9 tests in 2.529s
OK
...............
----------------------------------------------------------------------
Ran 15 tests in 1.267s
OK
PASS: actual field result/braking observer and Chat dispatch rules; one finite fixed candidate, deferred callback failure and guarded cleanup; no native measurement
PASS: actual opt-in terrain audit records one fixed1681-point grid, preserves original survey refusal/success and exact no-allocation scope; malformed heights stop without retry; no native data acquired
....
----------------------------------------------------------------------
Ran 4 tests in 0.733s
OK
PASS: actual field PI/ramp/vector caps, antiwindup, braking hypothesis, immutable admission limits and segment bounds; no native physics tested
PASS: actual100m whole-field survey sampling/4096cap, rotated coverage, all-node terrain and native trace refusal; original certificate lineage retained; no native qualification
PASS: actual QualifyField preserves original identity/footprint/time, orders complete surveys before issuance, and refuses failed stages/moved body/expired or changed world; native boundaries faked
PASS: WORKBENCH first-refusal diagnostics preserve ordinary predicates, query order/count/budget and opt-in scope; no native logging run
PASS: actual field startup delegation, immutable lease/target, braking/settling/cancel transitions, early abort, callback scope, physical terminal policy and shared landing demand; native boundaries faked
PASS: actual inherited airborne pre-CLIMB cancellation enables verified native autohover once, refuses failed enable and never writes after capture
PASS: actual Core maintenance/default/tick/stop methods; empty/populated authority, terminal reentry, no tactical resume or new scheduler; native boundaries substituted
PASS: actual finite registration, unique claims/tokens, retention/cancel/stop, readiness gating, capture/expiry retirement and bounded cross-kind order history and typed field/route construction; native boundaries faked
PASS: actual WORKBENCH route observer returns exact retained route subtype and refuses absent/field controllers
.....
----------------------------------------------------------------------
Ran 5 tests in 0.744s
OK
......................
----------------------------------------------------------------------
Ran 22 tests in 0.201s
OK
................
----------------------------------------------------------------------
Ran 16 tests in 11.538s
OK
......
----------------------------------------------------------------------
Ran 6 tests in 0.021s
OK
PASS: actual production bridge lookup, lease/world/mode/seat/capture guards, no allocation, native super ordering and read-only fixture hooks
...............
----------------------------------------------------------------------
Ran 15 tests in 0.065s
OK
.............
----------------------------------------------------------------------
Ran 13 tests in 5.461s
OK
PASS: actual route gain/caps/braking, callback selection, old landing/cancellation control and matching read-only telemetry
..............................
----------------------------------------------------------------------
Ran 30 tests in 0.459s
OK
..............
----------------------------------------------------------------------
Ran 14 tests in 0.229s
OK
.........
----------------------------------------------------------------------
Ran 9 tests in 0.127s
OK
PASS: actual gate observer binds native registered action/context and current life, reads accumulated progress, refuses stale bindings and never revives outside original bounds
PASS: actual read-only look observer methods enforce explicit scope, pinned native camera/body/identity, normalized pose, terminal cancellation and original sample/time bounds
...........
----------------------------------------------------------------------
Ran 11 tests in 0.081s
OK
.......................
----------------------------------------------------------------------
Ran 23 tests in 0.038s
OK
PASS: actual initial WAITING task/guide copy, configured duration, unchanged interruption and rounded progress; native task assertion pending
........
----------------------------------------------------------------------
Ran 8 tests in 0.012s
OK
PASS: actual inventory adapter scope, grid placement, sole compatible host, refresh reuse, rollback, foreign hierarchy refusal and exactly-once native delegation; native compatibility pending
.................................................................................
----------------------------------------------------------------------
Ran 81 tests in 0.585s
OK
......
----------------------------------------------------------------------
Ran 6 tests in 0.082s
OK
.................
----------------------------------------------------------------------
Ran 17 tests in 0.005s
OK
...........
----------------------------------------------------------------------
Ran 11 tests in 0.141s
OK
.........
----------------------------------------------------------------------
Ran 9 tests in 0.400s
OK
PASS: actual observer nonce, admission pins, baseline/menu sequencing, snapshots, bounded clocks/samples, cleanup and one-attempt latch; native untested
PASS: actual corridor caps/height/hold and whole-rectangle survey bounds, terrain refusal, native trace refusal and exact certificate lineage; native route unqualified
PASS: actual route entry, fixed corridor/target, hover hold, cancellation landing freeze, shared lease/capture/deadline gate and unchanged native startup/tick sequence
PASS: finite opt-in route fixture, original native input order, meaningful physical-arrival evidence and guarded cleanup; no native launch
PASS: actual Chat route step result dispatch and scoped completion/cleanup wiring; six real early-parser refusal paths leave no prefix/profile output
PASS: actual retained-service fixture entry, immutable controller/token/deadline/count bindings, observer getter and cleanup ownership ordering; native route validation pending
PASS: actual measured cancellation gate, one-shot retained service Stop, no premature drain, immutable lease, fresh real controller readback and separate physical cancellation result policy
PASS: actual rough-intel objective selection, exact precedence, source grid dimensions and unchanged other-phase dispatch; native UI pending
.................................
----------------------------------------------------------------------
Ran 33 tests in 0.109s
OK
...............
----------------------------------------------------------------------
Ran 15 tests in 0.037s
OK
PASS: actual preparation status scope, persistent updates, spinner restoration, placeholder replacement/deletion/destruction, native observation persistence/timeout; rendering remains native-pending
PASS: actual guide/observer monitors retry native refusal, cache successful delivery, deduplicate and preserve living/preparing/spectator boundaries; native UI not exercised
PASS: actual native-end shutdown, existing terminal snapshots, reentrancy, unchanged native end data and stale preparation guards
....
----------------------------------------------------------------------
Ran 4 tests in 1.472s
OK
PASS: actual three-state result wording and UI refresh; stale winner IDs never manufacture escape
...........
----------------------------------------------------------------------
Ran 11 tests in 0.129s
OK
PASS: actual immutable target, bounded autohover demand, drift refusal, five-second hold and unchanged qualification/deadline
PASS: actual admission attempt budget bounds blocked/missing prerequisites; preparation, spent life and async pending remain protected
PASS: delayed admission retry retains controller ownership across same-account recycled connection IDs
PASS: actual scene deadline overrides delayed native preload only for rejection; late completion cannot assign, ordinary verified admission preserved
PASS: actual action permission matrix unchanged; useful phase/intel/consciousness denials, stale reason cleared, native door denial preserved; no native UI claim
.....
----------------------------------------------------------------------
Ran 5 tests in 0.326s
OK
PASS: actual aircraft cancellation/stage rules, ground-only completion, expiry/capture faults, input ownership and no physical shortcuts
PASS: actual exact-instance single-use qualification, native-clock staleness/movement refusal, footprint bounds and ownership-safe ground/fault cleanup
PASS: actual optional screenshot helper flag/identity/world/life revalidation, one queued attempt, delayed capture and mission/world cleanup; no native image/presentation claim
PASS: actual yard diagnostic exact registered prison ownership, eight native-bound corner projections, no root-sibling escape, bounded duplicate/deep/wide hierarchy traversal; native projection/mask still unmeasured
PASS: actual CurrentActor, SpawnPosition and observer-selection methods reject pending/unregistered/replaced/recycled/foreign/dead bodies; canonical selection/cycling, unconscious following and prison/geometry fallback preserved; native boundaries adapted
PASS: actual native-map fixture ownership, cleanup and callback evidence fail closed; native execution remains separate
PASS: actual shared-map callbacks bind exact map/config/root, preserve replacement UI/camera, defer focus, and remove only owned delayed work
PASS: actual Intel/HQ methods and one-shot qualified readiness handoff deliver late actors once; duplicate readiness, accepted spawn, pickup/drop, death and original negative rolls do not mint assignments
PASS: Workbench-only read accessor rejects unknown/nonserver identities; Chat observes all distinct ready crew before existing shell-depletion mutation
PASS: actual native-event latch survives deselection, requires exact activity/order, detaches before cleanup, preserves failure/timeout and never infers completion from physical shot count
.........
----------------------------------------------------------------------
Ran 9 tests in 0.119s
OK
PASS: actual refresh-fixture gates pin immutable observations/actual downlinks/original activity, reject unaccepted or relabelled commits, stop queueing early and require all queued contacts claimed before replay
..........................
----------------------------------------------------------------------
Ran 26 tests in 0.241s
OK
PASS: actual refresh scheduler/delivery/cancellation/projectile methods reject interrupted or replayed reports, retain committed ownership, preserve immutable snapshots/aim geometry and isolate stopped or replaced orders; native radio/crew behavior remains separate
.....................
----------------------------------------------------------------------
Ran 21 tests in 0.039s
OK
...........
----------------------------------------------------------------------
Ran 11 tests in 0.037s
OK
PASS: actual full-salvo gates require eight fresh committed physical launches, natural closure and exact finite inventory; reject partial/extra/replayed events
PASS: actual reason/availability guidance and refresh matrix; no-target copy omits cycling, hint retry retained, existing command/admin paths unchanged; native UI pending
PASS: actual client camera policy closes immediately on healing or mission end; late unconscious metadata cannot keep the view active
PASS: actual input dispatch, one press per edge, menu-held suppression; actual revival camera handoff with editor close/retry, missing camera, replacement body and stopped round
PASS: first-person pose survives missing samples without drift, follows body motion/rotation, resumes fresh pose and cannot leak between targets
................usage: test_native_package.py [-h] [--project {core}] --session SESSION
--compat COMPAT [--steam STEAM]
[--timeout TIMEOUT]
[--external-addons EXTERNAL_ADDONS]
[--silent-workbench | --exit-after-init]
[--continue-on-failure]
test_native_package.py: error: argument --exit-after-init: not allowed with argument --silent-workbench
................................
----------------------------------------------------------------------
Ran 48 tests in 13.996s
OK
.......
----------------------------------------------------------------------
Ran 7 tests in 0.295s
OK
..............
----------------------------------------------------------------------
Ran 14 tests in 2.600s
OK
....
----------------------------------------------------------------------
Ran 4 tests in 0.372s
OK
....
----------------------------------------------------------------------
Ran 4 tests in 0.067s
OK
PASS: actual finite-courier age, token, exact ownership/callback and delivered-status admission reject stale, replayed, captured, canceled and ambiguous work
PASS: actual native-gun ownership gate rejects player/foreign/replaced/dead occupant, faction change, missing seat and missing registry
PASS: four-battery courier selection preserves pending trip/report/transfer identity, skips unavailable crews, and selects the next depleted battery without new stock
PASS: 64 bounded distinct storage candidates; native gates, five-store barrier and finite-stock ownership retained; native placement pending
PASS: 128 coarse+80 local refinement+169 airport grid candidates retain all native clearance gates; real terrain untested
PASS: actual prison registration/crossing policies reject missing/duplicate/destroyed initial gate, incomplete ownership/scan, outside-only body, jumps and stale samples; physical exit independent of later gate damage
PASS: actual prison door execution blocks direct AI/UI bypass while locked and delegates unchanged native action once after unlock and permission approval
..................
----------------------------------------------------------------------
Ran 18 tests in 2.525s
OK
.....
----------------------------------------------------------------------
Ran 5 tests in 1.286s
OK
PASS: native local-admission snapshot rejects changed life/key/body/participant/pending state; authentication is not simulated
PASS: actual mortar report ledger prevents duplicate response after cancellation, expiry and interleaved reports; native scheduler separate
.........
----------------------------------------------------------------------
Ran 9 tests in 0.016s
OK
....
----------------------------------------------------------------------
Ran 4 tests in 0.197s
OK
PASS: actual aim renewal requires fresh same-report solve and original-command equivalence; native firing untested
........
----------------------------------------------------------------------
Ran 8 tests in 0.015s
OK
PASS: actual startup/generation/ownership/timeout/callback policies and native-counter wait; integration preserves one-shot allocation and pending-crew cancellation
PASS: rapid mortar cycle counts eight physical rounds once and waits for native completion without a ninth aim or shell
PASS: actual probe binds native events to fresh immutable commits, permits delayed emission, rejects unrelated expiry closure and premature stop
PASS: actual noSplash Load body requires both explicit diagnostic and noSplash, preserves vanilla otherwise, and handles repeated Load/reload
PASS: actual fixture method permits one native resilience operation and restores either prior protection state, including failure paths
PASS: actual safe-exit boundary policy, native action/door selection, stop/cache cleanup, separate old mechanism and opt-in runner contracts
PASS: actual one-shot deadline/stability policies and preparation ownership, fuel, cleanup integration contracts
PASS: pending-only cancellation retires copied instance intent, preserves physical/control actors, and stops once
PASS: actual short-cast hit, upward support normal, no self support and no dynamic support
PASS: actual committed-ticket structure preserves reservation after death, rejects missing bodies/seats and ends at observation expiry
PASS: actual pending callback expires an empty-server reservation once, preserves its full lease, and cancels on completion/Stop
PASS: rescue lease expiry/reordering, fresh five-second settling, independent rescue ranges and grounded upright aircraft motion boundaries
PASS: requested guard population requires complete physical conscious membership before deadline
......................................
----------------------------------------------------------------------
Ran 38 tests in 0.022s
OK
..........
----------------------------------------------------------------------
Ran 10 tests in 0.002s
OK
.....
----------------------------------------------------------------------
Ran 5 tests in 1.130s
OK
PASS: authored radio/optional-site bounds and physical horizontal/vertical boundaries
...
----------------------------------------------------------------------
Ran 3 tests in 0.001s
OK
PASS: all phase transitions, terminal states, defence boundaries, stale/future observations, intel discovery
PASS: Core document-discovery alias, companion-only alias exclusion, strict integer parsing and setting boundaries
PASS: player admission phase/life/identity/controller matrix, preload displacement limits, pending reservation overlap and owner exclusion
PASS: actual gate and pre-inventory document guards reject noncanonical/faction/life/disconnect/server mismatches; canonical reconnect and unconscious carried intel preserved
PASS: WB-only native fault injection restores both body mutations before checks/returns and requires eligible held-document negative/positive proof; runtime pending
PASS: actual discovery coordinates disclose stable 500m cell center until identified, then exact point, including negative/boundary coordinates
PASS: actual local admission context/selection/latch, same-round late identity, replacement/mode failure, fresh round and untouched network path
PASS: prison search packs 16 unique 3m-spaced inside-wall centers, prioritizes inner/edge positions and never bypasses clearance
PASS: physical body occupancy rejects overlap, permits diagonal neighboring slots, and excludes own body and unrelated broad-phase bounds
PASS: recovery state excludes dead bodies, preserves reservations, requires controlled rescuers and distinguishes empty/all-dead teams
PASS: authority-scoped slow recovery, bleeding pauses resilience, medicine unaffected, player-only lethal damage cap without healing
PASS: bleeding severity survives low health, retains armour, causes no knockout and restores the actual damage/blood-loss cap
PASS: viable passive recovery survives native delay; bleeding, disabled/full effects and low-blood resilience do not block defeat
PASS: every minute round-trips, malformed clocks rejected, defaults limited to added keys, progression bounds and day duration aligned
PASS: native settings policy matches calendar boundaries 1900-2050, date/profile parsing is strict, authored defaults preserve old worlds
PASS: view-distance bounds, default, save failures, command parsing, temporary ownership, server/platform limits and lifecycle wiring
.....
----------------------------------------------------------------------
Ran 5 tests in 0.690s
OK
.
----------------------------------------------------------------------
Ran 1 test in 0.442s
OK
PASS: radio authorization/discovery/phase matrix, exact distance limits, defender handover, interruption, empty samples, clock regression and duration boundary
PASS: actual radio feedback policy, initial wait, interruption persistence, resumption and terminal/new-round reset
...............
----------------------------------------------------------------------
Ran 15 tests in 2.486s
OK
..............................................
----------------------------------------------------------------------
Ran 46 tests in 0.989s
OK
PASS: legacy values preserved, unsupported fields reported, invalid data rejected, existing files protected, runtime bounds aligned
PASS: failed initial settings promotion leaves defaults writable after restart; prior/fallback saves survive copy, readback and mismatch faults
PASS: real-carrier shortest-hop paths, 500m boundary, three-hop cap, no-manpack failure, three-second originating-call interruption, unchanged downlink hop timing, completed-hop survival, interrupted final uplink, radio loss, capture, motion, timeout, reset and network bounds
PASS: migrated aircraft availability policy (controller migration still pending)
PASS: migrated salvo offsets are deterministic, spread and bounded (native firing and complete salvo qualification are separate)
PASS: 35 prefabs have unique saved root entity IDs
PASS: 299 original script entries tracked across 18 unfinished responsibilities
PASS: 1 isolated addons, acyclic dependencies, 56 unique resources, exact vanilla/authorized external references
All repository checks passed. Native compilation and multiplayer tests are separate requirements.
@@ -0,0 +1,6 @@
{
"test_convoy_mine_stock.py": 0,
"test_mounted_initial_stock.py": 0,
"test_supply_convoys.py": 0,
"test_infantry_resupply_planning.py": 0
}
@@ -0,0 +1 @@
PASS: exact optional PMN4 startup, primary callback independence, original owner,128 capacity/callback limits, terminal no-retry and callback-proven freeze
@@ -0,0 +1,19 @@
check: /tmp/err-policy-_33jmibs/check.cpp:184: int main(): Assertion `s.Complete()&&s.Count()==0' failed.
Traceback (most recent call last):
File "/tmp/erri-mine-stock-1605/tests/test_convoy_mine_stock.py", line 32, in <module>
run(r'''
~~~^^^^^
#include <cassert>
^^^^^^^^^^^^^^^^^^
...<76 lines>...
}
^
'''.replace(';if(', ';\n if('))
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
File "/home/jakub/devel/escapistsrereintroduced/tests/policy_harness.py", line 14, in run
subprocess.run([str(p/'check')],check=True)
~~~~~~~~~~~~~~^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
File "/usr/lib/python3.14/subprocess.py", line 578, in run
raise CalledProcessError(retcode, process.args,
output=stdout, stderr=stderr)
subprocess.CalledProcessError: Command '['/tmp/err-policy-_33jmibs/check']' died with <Signals.SIGABRT: 6>.
@@ -0,0 +1,30 @@
{
"implementation": "At most two optional once-only initial PMN4 spawn attempts per original admitted ammo truck, after all primary weapon/ammunition callbacks finish; separate optional callback barrier, original owner and bounded physical capacity; exact native callback identities frozen once after prefab/custody/damage/trigger checks.",
"quantity": "Successor finite allowance of two; owned predecessor carried stock is two per soldier, but predecessor convoy has no matching fixed mine quantity.",
"not_implemented": "No mine replenishment/courier/reservation, no new placement allowance, no runtime refill, no new vehicle or soldier. Frozen initial identities are not current transfer authority.",
"regression_programs": 265,
"regressions": "passed",
"independent_review": "All four focused programs pass. Removing only the initial-item exclusion compiles then assertion-fails on a callback pointing to preexisting stock. Final source/engine boundary inspection found no blocker.",
"native": "docs/evidence/native-2026-10-01-mine-stock/report.json",
"native_scope": "One normal generated escape round and63 assertions; zero script/runtime failures,13 installed-resource errors retained. Compilation and base-loop integration only, not proof of physical mine cargo insertion or transfer.",
"base_audit": "Separate bounded radio-to-extraction/death/reconnect audit found no demonstrated defect; five existing focused suites passed. No gameplay change from that audit.",
"preservation": {
"inherited_unstaged_paths": 53,
"unchanged_inherited_paths": 52,
"concurrent_changes_retained": {
"README.md": {
"baseline_sha256": "8c43785bd9cf14f79d6e5f12f21c482dda3203a4d216af41b87ba0ff2f0dc4f4",
"retained_sha256": "5e0a88356396480ec805d755a45fa37afc2d0142b2e804fc39d9ba474a3fddc1",
"note": "Concurrent terrain-takeover documentation update, untouched by this implementation; not staged by this turn."
}
},
"tools_check": "only one registration added to both working copy and old index, inherited split preserved",
"original_reference_files": 533,
"field_candidate_files": 401
},
"source_sha256": {
"addons/core/Scripts/Game/ERR/10_AI/ERR_ConvoyMineStock.c": "4497d6b790a45df2b76d18541ddaf299b406def88b868caa29f096849026a42c",
"addons/core/Scripts/Game/ERR/10_AI/ERR_SupplyConvoyService.c": "dca3fc09fc11cbc719eed38edaf9b141ba86f440b4c5c28579699fbb296d0b6c",
"addons/core/Scripts/Game/ERR/10_AI/ERR_SupplyConvoyTactics.c": "78e6b60596189dfe1ee64c9471c62aae5c494ebd9942cb11520babab7c01873c"
}
}
@@ -0,0 +1 @@
PASS: exact optional PMN4 startup, primary callback independence, original owner,128 capacity/callback limits, terminal no-retry and callback-proven freeze
@@ -0,0 +1 @@
PASS: actual convoy binding, finite identities, disjoint tokens, shared report replay/cooldown, original recipients and HQ cleanup
@@ -0,0 +1,3 @@
PASS: actual admission seeds use exact installed loaded prefab, reject replacement/foreign/projectile paths and preserve bounded immutable identity
PASS: actual primary-before-mounted one-shot batch, shared96/128 caps, physical snapshot headroom, original ownership, callback refusal and admission pinning
PASS: actual bounded HQ query validates only existing original binding without admission or replacement lookup
@@ -0,0 +1,3 @@
PASS: actual supply route cycling/arrival/stops, finite startup bounds, contact freshness, dismount hold, quiet interval, interrupted boarding, timeout and lost-truck release
PASS: moving-convoy perception boundaries and scoped individual/group abandonment priorities
PASS: actual supply startup reasons expose unchanged body budget/requirement, journal only failure changes, preserve retry cadence/caps and report the true final refusal