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 +1,21 @@
{
"suite-result.json": "dca3018319f1983699fd526bffc9a6578bb850e64737f3ec2341ce4432057394",
"suite-inputs.json": "c5d71a1735087ed0afb83295987fd93ade69dcf75ef82db2bb4b43fc60695b3b",
"full-suite.log": "28f8e4a93bc4ed4ed222fd9fa1ac8a650e36146637257e7b208196575e2952f5",
"integrated.json": "5fc5ab5f979cb4480c03954ace42201c957d0b1e3e04c72a72774bc00db3654e",
"preservation.json": "d22a10cc1080cbd0b7cdc60bc2ad2cfc9595da18b4dc43a28eec463918052313",
"normal.log": "bd2966875749eb485564a3006004e1242157ad18a0bbe160cd31bc9d70a9a51b",
"review.json": "553d569f936bcde41f2e843db34750e6f26bac2062645e5c4f76c336e2d616d0",
"author/independent-review.json": "102c0fb707affb8816e50cb40835c28af785c8de58b59aafbc918314c4b14d95",
"author/finding.json": "0eb4d346cc4a008cfc5476e2e1c613d255c3113025f04ff354e1bf10383121fe",
"author/source-manifest.json": "d4c92a3e3d0f5520111ba94a6669736a1b03308920f6a0884640823146077b81",
"author/fix.patch": "b5d5e5052072020df493c1cc3bbcdbc3238b0364e48776cd2e753ef66dea4e2f",
"tests/review.json": "83ef6e6915719f88bcfa98e9371c7b3b3b110e4e1deff7cba4c48acd084b5d04",
"tests/fix.patch": "36ed4109cf8be7262ac56823beddb94bfdb78a1253f0162b9209f17b47677377",
"tests/baseline-red.log": "f7829da13dac935abf634116da29d81d398b58f599c760bb33c94a0d5b317331",
"tests/verify.py": "422e8ccf1b1283d9adbda10aca741ec06cdfdb94a56c19246070c0509071cfc1",
"tests/green.log": "c12aa5ba9b2141830d3916c3ab0285c06cbb44f606a9f8fbe42787ade0e67b21",
"tests/prepare.py": "ced094c4ac8877ea1e1028754738cd667a774e6cf2655108b886e18eedaa9d7a",
"tested/tests/test_infantry_resupply_planning.py": "20747ffda8754f81f3b9e9912b9f60a300c439f2ea2c473bb900302f61dd691f",
"tested/addons/core/Scripts/Game/ERR/10_AI/ERR_InfantryResupply.c": "bf50a7a7d5cd182d29a02ea5de8d58b46979019158250c5ab589ed8ffe49b974"
}
@@ -0,0 +1,89 @@
{
"verdict": "minimal one-file source correction prepared; apply-check passed; independent actual-method tests pending",
"title": "Refuse futile small-arms convoy trips when all remaining original cargo is incompatible",
"trigger": "A fresh complete delivered small-arms shortage for an original AK-armed squad is within200m of a ready quiet original ammunition truck. Its frozen unspent stock now contains only PKM belts or launcher rounds because compatible AK magazines were used or looted. TryPlan ordinary branch treats any contained unspent magazine as available, reserves the squad/truck, consumes the delivered MessageId and applies180s cooldown. Later Transfer checks Compatible(actor,magazine,false), rejects all remaining cargo and can only time out. PlanResupplyTask returns immediately from this false-positive rifle admission, delaying actually supportable later-priority requests.",
"proof_chain": [
{
"file": "addons/core/Scripts/Game/ERR/10_AI/ERR_InfantryResupply.c",
"lines": "289-309",
"evidence": "Launcher branch calls LauncherStock(recipient); ordinary branch only tests nonnull, not-spent, Contains. Shared mutation follows availability: ReserveLogistics, token/trip state, m_Consumed and m_NextAttempt."
},
{
"file": "addons/core/Scripts/Game/ERR/10_AI/ERR_InfantryResupply.c",
"lines": "337-354",
"evidence": "Existing bounded launcher availability examines all96 original identities by32 attributable original members and uses Compatible(...,true). This mechanism is already sufficient with mode=false for small arms."
},
{
"file": "addons/core/Scripts/Game/ERR/10_AI/ERR_InfantryResupply.c",
"lines": "461-485",
"evidence": "At actual rendezvous, Transfer refuses every incompatible actor-magazine pair; no other source enters frozen stock except already separately proved finite depot imports."
},
{
"file": "addons/core/Scripts/Game/ERR/10_AI/ERR_HQ.c",
"lines": "1341-1367",
"evidence": "PlanResupplyTask returns on first admitted small-arms trip, before mounted/launcher/mine alternatives."
}
],
"owned_reference": {
"files": [
"/home/jakub/devel/escapists/escapists-ai/Scripts/Game/EscapistsAI/EAI_Resupply.c",
"/home/jakub/devel/escapists/escapists-ai/Scripts/Game/EscapistsAI/EAI_DepotLoading.c"
],
"comparison": "Original received need manifests retain exact prefab lines. EAI_DepotLoading.Select only selects usable physical source cargo whose prefab matches a requested line. No proposal to copy original spawn/refill behavior; successor must keep its own frozen finite identity model."
},
"implementation": {
"production_files": [
"addons/core/Scripts/Game/ERR/10_AI/ERR_InfantryResupply.c"
],
"methods": [
"TryPlan ordinary availability branch",
"CompatibleStock(recipient,bool launcherMagazine)",
"LauncherStock(recipient) compatibility wrapper retained"
],
"contract": [
"Use same existing bounded96stock x32original members scan for ordinary small arms (mode=false) and launchers(mode=true).",
"Retain unspent original identity, actual truck custody, original sampler attribution and CanFight guards. Use existing Compatible predicate with unchanged well/type/ammo rules.",
"Run before reservations, radio orders, replay/cooldown/trip mutations. No stock identity commitment merely from this read.",
"Delivered snapshot remains sole demand/position input; own original carrier weapon compatibility uses existing launcher precedent and does not read enemy/player positions.",
"Retain rifle\u2192mounted\u2192launcher\u2192mine priority among supportable requests, all combat/quiet/capture/ownership guards, shared spent ledger, normal deadlines and capacity/native proof.",
"No new stocks, forces, schema, extra replenishment or native callbacks. A compatibility preflight remains advisory; later physical checks stay mandatory."
],
"estimated_scope": "One production file, existing planning test plus optional existing pool test; no new registered program required."
},
"existing_test_route": {
"primary": "tests/test_infantry_resupply_planning.py executes actual TryPlan/Stock/LauncherStock; extend Compatible double to honor both modes and actor+item compatibility rather than force launcher=true. Execute same actual bounded scan.",
"regressions": [
"Frozen incompatible-only stock: ordinary TryPlan false; no HQ claim/token/trip/replay/cooldown/order/state change. Baseline should compile and assertion-fail.",
"Compatible later stock after long incompatible prefix: true without prefix starvation; preserve96x32 bound.",
"All incompatible, spent, absent/looted, no living attributable carrier: false.",
"Same frozen cargo can serve original compatible squad; changing its compatibility alone changes admission.",
"Launcher tests unchanged after helper generalization; same mode semantics.",
"Optional actual PlanResupplyTask/pool control: impossible small-arms request no longer hides compatible lower-priority request."
],
"secondary": [
"tests/test_infantry_supply_pool.py",
"tests/test_infantry_resupply_coordinator.py",
"tests/test_infantry_ammo_transfer.py if present"
],
"negative_control": "Remove ordinary compatible-stock gate and confirm runtime failure at no-reservation assertion."
},
"limits": [
"No native/fullsuite/target edits. Source apply-check passed. Independent test author owns actual-method red/green.",
"No claim of autonomous rendezvous/transfer qualification.",
"Worst-case compatible scan grows ordinary planning to at most3072 actor-magazine checks per attempted recipient, matching existing launcher bound. Real frame cost unmeasured; do not add speculative cache or truncate prefixes.",
"Existing aggregate small-arms demand can still mask a depleted individual or include compatible weapons held by another nondepleted member; per-weapon demand is a separate schema feature and is outside this fix."
],
"documentation_context": "docs/ai-feature-migration.json historical missing/partial entries are stale; post_audit_updates and docs/infantry-resupply.md show already implemented finite infantry, mounted, mine and launcher supply. This proposal repairs actual current ordinary admission rather than re-proposing missing launchers or pistols.",
"sha256": {
"addons/core/Scripts/Game/ERR/10_AI/ERR_InfantryResupply.c": "b01fa948f204d49acbfbdfc5fa641b1d914e0eb91081e92a93816ae52ae88b1e",
"addons/core/Scripts/Game/ERR/10_AI/ERR_InfantryAmmoTransfer.c": "99fa26beb0c0869d0cd694500f3bfc0705c2c1cf674dea90d98fb93a59570ef7",
"addons/core/Scripts/Game/ERR/10_AI/ERR_HQ.c": "d873b5b689e918f8c907918d673304a184ac2e4a4cb6face527b37a67821ee9f",
"tests/test_infantry_resupply_planning.py": "9929ee0f5a3272c348ee329355b6ba67fdcb745fc9ce1f377f6c989eae91bf9f",
"tests/test_infantry_supply_pool.py": "6fc0053337bbb889021c6eba608796ef946ff4d30a1b01cf678927293218d9d2"
},
"artifacts": {
"patch": "/tmp/erri-resupply-source-0826/fix.patch",
"manifest": "/tmp/erri-resupply-source-0826/source-manifest.json",
"tests": "/tmp/erri-resupply-tests-0826"
}
}
@@ -0,0 +1,36 @@
--- a/addons/core/Scripts/Game/ERR/10_AI/ERR_InfantryResupply.c
+++ b/addons/core/Scripts/Game/ERR/10_AI/ERR_InfantryResupply.c
@@ -287,7 +287,7 @@
if (ERR_InfantryMineTransfer.ReadyMine(mine) && !m_Spent.Contains(mine) && Contains(m_Truck.Entity, mine)) { available = true; break; }
}
else if (launcherTrip) available = LauncherStock(recipient);
- else foreach (IEntity magazine : m_Stock) if (magazine && !m_Spent.Contains(magazine) && Contains(m_Truck.Entity, magazine)) { available = true; break; }
+ else available = CompatibleStock(recipient, false);
if (m_Spent.Count() >= 96) return false;
if (!available) return false;
m_Members.Clear();
@@ -334,7 +334,7 @@
}
// Compatibility-only preflight of original own carriers; HQ still uses the
// delivered report for demand and positions. No item is reserved or moved here.
- protected bool LauncherStock(ERR_HQUnit recipient)
+ protected bool CompatibleStock(ERR_HQUnit recipient, bool launcherMagazine)
{
if (!recipient || !recipient.StatusSampler || m_Stock.Count() > 96) return false;
int strength = recipient.StatusSampler.InitialStrength();
@@ -348,10 +348,14 @@
if (++checks > 96 * 32) return false;
IEntity actor = recipient.StatusSampler.InitialMember(slot);
if (!actor || !recipient.StatusSampler.CanAttribute(slot, actor) || !ERR_Actors.CanFight(actor)) continue;
- if (ERR_InfantryAmmoTransfer.Compatible(actor, magazine, true)) return true;
+ if (ERR_InfantryAmmoTransfer.Compatible(actor, magazine, launcherMagazine)) return true;
}
}
return false;
+ }
+ protected bool LauncherStock(ERR_HQUnit recipient)
+ {
+ return CompatibleStock(recipient, true);
}
bool TryPlanLauncher(ERR_HQUnit recipient, ERR_HQUnit donor, ERR_HQWatchEntry demand, ERR_HQWatchEntry donorStatus, float now)
{
@@ -0,0 +1,22 @@
{
"verdict": "Source review approved; no concrete blocker. Focused test evidence remains independently authored/pending at time of review.",
"source_sha256": "bf50a7a7d5cd182d29a02ea5de8d58b46979019158250c5ab589ed8ffe49b974",
"patch_sha256": "b5d5e5052072020df493c1cc3bbcdbc3238b0364e48776cd2e753ef66dea4e2f",
"reviewed_dependencies": {
"addons/core/Scripts/Game/ERR/10_AI/ERR_InfantryAmmoTransfer.c": "99fa26beb0c0869d0cd694500f3bfc0705c2c1cf674dea90d98fb93a59570ef7",
"addons/core/Scripts/Game/ERR/10_AI/ERR_HQ.c": "d873b5b689e918f8c907918d673304a184ac2e4a4cb6face527b37a67821ee9f",
"addons/core/Scripts/Game/ERR/10_AI/ERR_InfantrySupplyPool.c": "c8e454573cf064ff392291d6feebf1f23be64390b5b8e944c03dd065f9f46b42",
"addons/core/Scripts/Game/ERR/10_AI/ERR_HQStatusSampler.c": "b937eaed913a5095afa8e678dc1c36b5c805541bf8cd5be927069533d6baed1c"
},
"findings": [
"Ordinary TryPlan now rejects stock without positive sane ammo and a well compatible with an attributable original living carrier before ReserveLogistics, trip/token, report consumption, cooldown or Downlink.",
"Existing launcher path delegates same predicate with true and retains exact old bounds/branches. Mine stock branch remains separate and unchanged. HQ rifle/mounted/launcher/mine scan priority and shared replay/spent maps are unchanged.",
"No item reservation/native inventory callback or movement occurs in compatibility preflight. CanAttribute default observeLoss=true may permanently record observed original-slot ownership loss, matching existing launcher and roster behavior; this is an intended attribution side effect.",
"At most96 stock identities x32 original slots=3072 Compatible calls per attempted recipient, each at most8 weapons x4 muzzles. Up to96 donor inventory enumerations remain capped at128 accepted items; native enumeration itself is not a strict allocation bound. Multiple attempted recipients can multiply work in a planning pass; no timing/FPS claim."
],
"limits": [
"Aggregate delivered demand remains unchanged; existence of a compatible weapon does not establish that that individual needs ammo.",
"Preflight does not guarantee later capacity, arrival, original custody or native transfer success; execution must still revalidate all existing checks.",
"No native, compiler, fullsuite or target modifications performed for this review."
]
}
@@ -0,0 +1,10 @@
{
"files": {
"addons/core/Scripts/Game/ERR/10_AI/ERR_InfantryResupply.c": {
"before_working_sha256": "b01fa948f204d49acbfbdfc5fa641b1d914e0eb91081e92a93816ae52ae88b1e",
"before_index_sha256": "966068555a6724e620a2c377b98d8dc02f141466c5cdd44636f86cb1cfe9ac78",
"proposed_sha256": "bf50a7a7d5cd182d29a02ea5de8d58b46979019158250c5ab589ed8ffe49b974"
}
},
"patch_sha256": "b5d5e5052072020df493c1cc3bbcdbc3238b0364e48776cd2e753ef66dea4e2f"
}
@@ -0,0 +1,731 @@
PASS: actual objective overlay lifecycle preserves separate ownership, late readiness/reopen, data refresh, pan/zoom/culling, supported sibling/shared-frame parents, coordinate offsets, native task-clear isolation and terminal cleanup; native rendering remains unverified
PASS: actual map element initializes each widget, retries missing widgets, updates position and changes only stale text/icon data; no native image-load claim
PASS: actual native fixture root/config ownership and idempotent cleanup preserve foreign map, selector excludes ordinary route, fixed budgets/screenshots/UGC boundaries retained; native operations not executed
PASS: actual full Inspect rejects canvas parenting, wrong active container/canvas, omitted origin offset, wrong rendered box and stale coordinates; differing origins and DPI accepted
PASS: actual long-warning phases retain visible label through1500ms checkpoint then restore radio before close; synthetic marker separated from unmoved player
PASS: actual Center places marker100screenpx left of pan center at both fixture zooms without altering disclosed coordinates
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 protected/capped damage plus exact-actor terminal fixture bypass through delayed native damage, fail-closed ownership and untouched ordinary actor; no native claim
PASS: actual full planner selection/commit body, 360 equivalence scenarios, orders/reservations/cooldowns identical; one128-unit scan vs >10000 repeated unit visits; no FPS claim
PASS: actual observer monitor/recovery/cleanup rejects retained old controller, preserves new camera/editor/hints/timer, restarts once and retains normal recovery; native effects modeled from SDK, no runtime claim
PASS: former chat controller releases only its own callbacks and preserves replacement menu; current-owner stop/scope and repeated teardown remain intact
PASS: wrong observer fixture selector rejected before runtime/profile setup; no engine launched
PASS: actual depot radio/planning/two-leg state transitions, fixed deadline, late proof quarantine, finite import and no adoption after Stop
PASS: actual depot HQ lifecycle, existing planner priority, server/mode/owner gates, idempotent polling and owner replacement
PASS: actual full depot leaf, exact custody, isolated callbacks, finite reservation, false/unknown and Stop quarantine, once-only delivery and caps; native movement unqualified
PASS: actual authored identity capture, READY-only detached provenance, same shared stock admission, completed exact two-leg proof, lifetime caps and Stop no late adoption
PASS: actual five random-radius diagnostic wrappers, disabled transparency, cached opt-in, exact zero and exclusion branch, native arguments/returns/outarg preservation, single superclass call and shared16-log cap
PASS: zero-radius trace disabled by default, scoped before setup, exact opt-in emission; no native launch
PASS: complete actual supply-travel probe, immutable 6+2 formations and 25 actors, admission/travel deadlines, six observed native-boundary moves, stop/ownership/partial-substitution refusals
PASS: actual distinct supply-travel hook, fixed420s selector, original observer protection/restoration, failure/terminal cleanup and no legacy convoy setup
PASS: actual supply-travel selector requires Chat, one round and480s; existing outcomes unaffected; no native launch
usage: test_native_mounted_intercept.py [-h] [--steam STEAM]
[--external-addons EXTERNAL_ADDONS]
--compat COMPAT --profile PROFILE
[--smoke {normal-escape-route,escape-route,optional-site-skip,infantry-combat,medical-combat,hunter-faction,unconscious-camera,objective-map,town-garrisons,site-garrisons,radio-interaction,enemy-loadout,aggression,air-logistics,air-assault,air-recon,airfield-markers,opening-tools,mortar-station,generated-sites,hq-local-handoff,infantry-transfer,hq-body,convoy,supply-convoys,supply-travel,mounted-ammo,alarm-hearing,hq-memory,hq-awareness,aircraft-field,aircraft-route,native-end-active,native-end-preparing,aircraft-control,aircraft-cancel,aircraft-translate,map-ownership,mortar-refresh,mortar-salvo,mortar-courier,station-teardown,prison-breach,powered-flight,powered-translate,local-admission,mortar-expiry,mortar-transfer,mortar-fire,patrol-hq,victory,lost-helicopter,player-death,radio-network,hq-response,mortar-inventory,startup-failure,site-survey,cache-loss,extraction-capacity,early-helicopter-loss,extraction-startup-failure,extraction-boundary-failure,transport-loss,transport-survey,lifecycle,objective-ui,recovery,prisoner-kit,medical,casualty-load,casualty-direct,casualty-bench,casualty-remove,environment,environment-restart,patrols,radio-document-loss,radio-document-loss-partial,guard-cancel,casualty-service}]
[--trace-random-radius]
[--maintenance-refuel]
[--mounted-swap-eligibility]
[--mine-stock] [--mounted-courier]
[--mounted-intercept] [--convoy-cover]
[--field-terrain-audit]
[--field-service-cancel]
[--route-service-cancel]
[--station-teardown-diagnostics]
[--flight-autohover]
[--flight-action-inputs]
[--flight-input-diagnostics]
[--recon-takeover-only]
[--body-recovery-only]
[--rounds ROUNDS] [--timeout TIMEOUT]
[--project {core,chat}]
test_native_mounted_intercept.py: error: --mounted-intercept requires Chat --smoke convoy, one round and timeout at least900 seconds
usage: test_native_mounted_intercept.py [-h] [--steam STEAM]
[--external-addons EXTERNAL_ADDONS]
--compat COMPAT --profile PROFILE
[--smoke {normal-escape-route,escape-route,optional-site-skip,infantry-combat,medical-combat,hunter-faction,unconscious-camera,objective-map,town-garrisons,site-garrisons,radio-interaction,enemy-loadout,aggression,air-logistics,air-assault,air-recon,airfield-markers,opening-tools,mortar-station,generated-sites,hq-local-handoff,infantry-transfer,hq-body,convoy,supply-convoys,supply-travel,mounted-ammo,alarm-hearing,hq-memory,hq-awareness,aircraft-field,aircraft-route,native-end-active,native-end-preparing,aircraft-control,aircraft-cancel,aircraft-translate,map-ownership,mortar-refresh,mortar-salvo,mortar-courier,station-teardown,prison-breach,powered-flight,powered-translate,local-admission,mortar-expiry,mortar-transfer,mortar-fire,patrol-hq,victory,lost-helicopter,player-death,radio-network,hq-response,mortar-inventory,startup-failure,site-survey,cache-loss,extraction-capacity,early-helicopter-loss,extraction-startup-failure,extraction-boundary-failure,transport-loss,transport-survey,lifecycle,objective-ui,recovery,prisoner-kit,medical,casualty-load,casualty-direct,casualty-bench,casualty-remove,environment,environment-restart,patrols,radio-document-loss,radio-document-loss-partial,guard-cancel,casualty-service}]
[--trace-random-radius]
[--maintenance-refuel]
[--mounted-swap-eligibility]
[--mine-stock] [--mounted-courier]
[--mounted-intercept] [--convoy-cover]
[--field-terrain-audit]
[--field-service-cancel]
[--route-service-cancel]
[--station-teardown-diagnostics]
[--flight-autohover]
[--flight-action-inputs]
[--flight-input-diagnostics]
[--recon-takeover-only]
[--body-recovery-only]
[--rounds ROUNDS] [--timeout TIMEOUT]
[--project {core,chat}]
test_native_mounted_intercept.py: error: --mounted-intercept requires Chat --smoke convoy, one round and timeout at least900 seconds
usage: test_native_mounted_intercept.py [-h] [--steam STEAM]
[--external-addons EXTERNAL_ADDONS]
--compat COMPAT --profile PROFILE
[--smoke {normal-escape-route,escape-route,optional-site-skip,infantry-combat,medical-combat,hunter-faction,unconscious-camera,objective-map,town-garrisons,site-garrisons,radio-interaction,enemy-loadout,aggression,air-logistics,air-assault,air-recon,airfield-markers,opening-tools,mortar-station,generated-sites,hq-local-handoff,infantry-transfer,hq-body,convoy,supply-convoys,supply-travel,mounted-ammo,alarm-hearing,hq-memory,hq-awareness,aircraft-field,aircraft-route,native-end-active,native-end-preparing,aircraft-control,aircraft-cancel,aircraft-translate,map-ownership,mortar-refresh,mortar-salvo,mortar-courier,station-teardown,prison-breach,powered-flight,powered-translate,local-admission,mortar-expiry,mortar-transfer,mortar-fire,patrol-hq,victory,lost-helicopter,player-death,radio-network,hq-response,mortar-inventory,startup-failure,site-survey,cache-loss,extraction-capacity,early-helicopter-loss,extraction-startup-failure,extraction-boundary-failure,transport-loss,transport-survey,lifecycle,objective-ui,recovery,prisoner-kit,medical,casualty-load,casualty-direct,casualty-bench,casualty-remove,environment,environment-restart,patrols,radio-document-loss,radio-document-loss-partial,guard-cancel,casualty-service}]
[--trace-random-radius]
[--maintenance-refuel]
[--mounted-swap-eligibility]
[--mine-stock] [--mounted-courier]
[--mounted-intercept] [--convoy-cover]
[--field-terrain-audit]
[--field-service-cancel]
[--route-service-cancel]
[--station-teardown-diagnostics]
[--flight-autohover]
[--flight-action-inputs]
[--flight-input-diagnostics]
[--recon-takeover-only]
[--body-recovery-only]
[--rounds ROUNDS] [--timeout TIMEOUT]
[--project {core,chat}]
test_native_mounted_intercept.py: error: --mounted-intercept requires Chat --smoke convoy, one round and timeout at least900 seconds
usage: test_native_mounted_intercept.py [-h] [--steam STEAM]
[--external-addons EXTERNAL_ADDONS]
--compat COMPAT --profile PROFILE
[--smoke {normal-escape-route,escape-route,optional-site-skip,infantry-combat,medical-combat,hunter-faction,unconscious-camera,objective-map,town-garrisons,site-garrisons,radio-interaction,enemy-loadout,aggression,air-logistics,air-assault,air-recon,airfield-markers,opening-tools,mortar-station,generated-sites,hq-local-handoff,infantry-transfer,hq-body,convoy,supply-convoys,supply-travel,mounted-ammo,alarm-hearing,hq-memory,hq-awareness,aircraft-field,aircraft-route,native-end-active,native-end-preparing,aircraft-control,aircraft-cancel,aircraft-translate,map-ownership,mortar-refresh,mortar-salvo,mortar-courier,station-teardown,prison-breach,powered-flight,powered-translate,local-admission,mortar-expiry,mortar-transfer,mortar-fire,patrol-hq,victory,lost-helicopter,player-death,radio-network,hq-response,mortar-inventory,startup-failure,site-survey,cache-loss,extraction-capacity,early-helicopter-loss,extraction-startup-failure,extraction-boundary-failure,transport-loss,transport-survey,lifecycle,objective-ui,recovery,prisoner-kit,medical,casualty-load,casualty-direct,casualty-bench,casualty-remove,environment,environment-restart,patrols,radio-document-loss,radio-document-loss-partial,guard-cancel,casualty-service}]
[--trace-random-radius]
[--maintenance-refuel]
[--mounted-swap-eligibility]
[--mine-stock] [--mounted-courier]
[--mounted-intercept] [--convoy-cover]
[--field-terrain-audit]
[--field-service-cancel]
[--route-service-cancel]
[--station-teardown-diagnostics]
[--flight-autohover]
[--flight-action-inputs]
[--flight-input-diagnostics]
[--recon-takeover-only]
[--body-recovery-only]
[--rounds ROUNDS] [--timeout TIMEOUT]
[--project {core,chat}]
test_native_mounted_intercept.py: error: --mounted-intercept requires Chat --smoke convoy, one round and timeout at least900 seconds
usage: test_native_mounted_intercept.py [-h] [--steam STEAM]
[--external-addons EXTERNAL_ADDONS]
--compat COMPAT --profile PROFILE
[--smoke {normal-escape-route,escape-route,optional-site-skip,infantry-combat,medical-combat,hunter-faction,unconscious-camera,objective-map,town-garrisons,site-garrisons,radio-interaction,enemy-loadout,aggression,air-logistics,air-assault,air-recon,airfield-markers,opening-tools,mortar-station,generated-sites,hq-local-handoff,infantry-transfer,hq-body,convoy,supply-convoys,supply-travel,mounted-ammo,alarm-hearing,hq-memory,hq-awareness,aircraft-field,aircraft-route,native-end-active,native-end-preparing,aircraft-control,aircraft-cancel,aircraft-translate,map-ownership,mortar-refresh,mortar-salvo,mortar-courier,station-teardown,prison-breach,powered-flight,powered-translate,local-admission,mortar-expiry,mortar-transfer,mortar-fire,patrol-hq,victory,lost-helicopter,player-death,radio-network,hq-response,mortar-inventory,startup-failure,site-survey,cache-loss,extraction-capacity,early-helicopter-loss,extraction-startup-failure,extraction-boundary-failure,transport-loss,transport-survey,lifecycle,objective-ui,recovery,prisoner-kit,medical,casualty-load,casualty-direct,casualty-bench,casualty-remove,environment,environment-restart,patrols,radio-document-loss,radio-document-loss-partial,guard-cancel,casualty-service}]
[--trace-random-radius]
[--maintenance-refuel]
[--mounted-swap-eligibility]
[--mine-stock] [--mounted-courier]
[--mounted-intercept] [--convoy-cover]
[--field-terrain-audit]
[--field-service-cancel]
[--route-service-cancel]
[--station-teardown-diagnostics]
[--flight-autohover]
[--flight-action-inputs]
[--flight-input-diagnostics]
[--recon-takeover-only]
[--body-recovery-only]
[--rounds ROUNDS] [--timeout TIMEOUT]
[--project {core,chat}]
test_native_mounted_intercept.py: error: --mounted-intercept and --convoy-cover are mutually exclusive
PASS: actual native interception witness requires real radio cursor/lineage, original actor identities, fixed movement/hold/expiry/resume and immutable deadline; no movement/delivery injection
PASS: actual CLI rejects wrong mode/project/rounds/899s/conflict before runtime; valid flag and terminal branch identify synthetic-observation qualification
PASS: visible base hook and actual fixture override delegate once; delivery proof uses retained pre-super route only on successful production transition
actual mounted HQ dispatch planning, radio, ownership and lifecycle checks passed
PASS: actual mounted intercept eligibility/order chronology, fixed destinations, native road selection bounds, width, segment heading, clearance and settlement delegation; no native driving claim
PASS: actual paired arc geometry,40m/80m spacing, separate original polylines, both-position validation and128road/4096segment budget; no native driving proof
PASS: actual pair admission, rollback, native allocation/revocation boundaries, per-member ownership, hold and expiry
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: actual player-entry hook latches original hunter capture before native callbacks; both release layers cancel ownership without new entities/refund; bounded current-owner guards and prior-release policy
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: actual helicopter delay applies resolved Random values, preserves countdown on save failure, and leaves active flights running
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: real sampling handles absent airports and extraction clearance preserves geometry/navigation/flatness while selecting the correct aircraft survey
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: automatic default, explicit header/CLI opt-out, editor/authored-mode guards, optional airport override precedence and fresh-round saving guard
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 terrain takeover startup skips mode-less/menu worlds, always forwards super, retains eligible/unsupported/authored/client/editor semantics
PASS: native name callback preserves authored modes, opt-outs and failures; terrain suffix follows world changes, cached resolution and confirmed takeover metadata restores on cleanup without changing scenario resource or overwriting later titles
PASS: actual terrain parent traversal, Armenhof/Nogova names, Everon alias, missing-resource fallback, empty names and bounded cycles/depth
PASS: saved terrain GUIDs, defaults, restart persistence, clearing, backup recovery, corrupt-file preservation, write failures, and client write denial
PASS: startup terrain capture protects client/editor/menu worlds, default behavior, same-map loads and reload-loop recovery
PASS: actual transition waits for native startup, disconnects without bans, requires an empty session, retains every loaded mod, bounds waiting and consumes requests once
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 Compatible and bounded stock preflight before report/claim consumption, later compatible truck, launcher controls, 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 designated zero/one original carrier selection, settled startup, shared finite claims, no refund after submission
PASS: actual HQ startup grant readiness forwarding is authoritative and fail-closed
PASS: actual finite PMN4 designated-zero/one entitlement, pinned original ownership, shared commit, physical custody, callback quarantine/deletion and no retry
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 0.240s
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 optional candidate barrier, exact callback/custody proof and unchanged mine/primary snapshots; no native transfer claim
Native finite mine-stock runner: parser, scope, exclusions and command pass
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: WORKBENCH opt-in diagnostics distinguish cycles/cap/storage/manager/mount failures without repeated native traversal
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 0.056s
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 3.338s
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/team Release retains original active survivors and HQ identity, rejects takeover/terminal/unknown roster, preserves exact logistics quarantine and normal eligibility
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 combat start releases only exact intercept claims before owning route/orders; foreign claim defers combat takeover
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: automatic inventory one-shot roll, exact item ownership, finite compatible ammo, rejection, capture/stop, deletion, loot and late callback quarantine
PASS: enabled/valid catalog eligibility, category restrictions, content filtering, GUID deduplication across factions and bounded catalogs
PASS: actual engineer native group-envelope admission and phase cancellation, preparation/deadline, original custody/identity, once-only callback removal, cancellation quarantine, withdrawal/clearance, native refusal and owned-action cleanup; native execution untested
PASS: actual mine selector respects road and settlement flank safety; native boundaries doubled
PASS: actual HQ and post ledger: second delivered post, one query/tick,2 active/32 jobs,4 consumed lifetime attempts, no-stock/query refusal consumption, pending old job and original identity constraints
PASS: actual mine post ledger immutable history, strict chronology/evidence, aliases, >160m separation, detached sites and finite4/32 consumed attempts
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 0.029s
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 0.377s
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 fifteen 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: item editor, preset controls and dynamic item-row layout are structurally valid
PASS: catalog requests use authenticated sessions, independent admin page selections, loaded-mod allowlisting, bounded pages and allowlisted item mutations
PASS: actual item rules, shared-source conflicts, missing/returning mods, bulk reset, independent named presets, bounds, malformed data and failed-save state preservation
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 0.274s
OK
......................
----------------------------------------------------------------------
Ran 22 tests in 22.810s
OK
..................
----------------------------------------------------------------------
Ran 18 tests in 2.601s
OK
.........
----------------------------------------------------------------------
Ran 9 tests in 2.003s
OK
...............
----------------------------------------------------------------------
Ran 15 tests in 1.025s
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 0.531s
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 0.640s
OK
......................
----------------------------------------------------------------------
Ran 22 tests in 0.155s
OK
................
----------------------------------------------------------------------
Ran 16 tests in 9.102s
OK
......
----------------------------------------------------------------------
Ran 6 tests in 0.016s
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 0.047s
OK
.............
----------------------------------------------------------------------
Ran 13 tests in 4.307s
OK
PASS: actual route gain/caps/braking, callback selection, old landing/cancellation control and matching read-only telemetry
..............................
----------------------------------------------------------------------
Ran 30 tests in 0.366s
OK
..............
----------------------------------------------------------------------
Ran 14 tests in 0.176s
OK
.........
----------------------------------------------------------------------
Ran 9 tests in 0.099s
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 0.061s
OK
.......................
----------------------------------------------------------------------
Ran 23 tests in 0.029s
OK
PASS: actual initial WAITING task/guide copy, configured duration, unchanged interruption and rounded progress; native task assertion pending
........
----------------------------------------------------------------------
Ran 8 tests in 0.011s
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 0.494s
OK
......
----------------------------------------------------------------------
Ran 6 tests in 0.066s
OK
.................
----------------------------------------------------------------------
Ran 17 tests in 0.004s
OK
...........
----------------------------------------------------------------------
Ran 11 tests in 0.068s
OK
.........
----------------------------------------------------------------------
Ran 9 tests in 0.328s
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 0.093s
OK
...............
----------------------------------------------------------------------
Ran 15 tests in 0.028s
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 ownership and scoped timer cancellation, current-controller preservation/reacquisition, hint retry/dedup and observer 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 1.198s
OK
PASS: actual three-state result wording and UI refresh; stale winner IDs never manufacture escape
...........
----------------------------------------------------------------------
Ran 11 tests in 0.095s
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 0.223s
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 0.094s
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 0.183s
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 0.030s
OK
...........
----------------------------------------------------------------------
Ran 11 tests in 0.030s
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 11.781s
OK
.......
----------------------------------------------------------------------
Ran 7 tests in 0.227s
OK
..............
----------------------------------------------------------------------
Ran 14 tests in 2.185s
OK
....
----------------------------------------------------------------------
Ran 4 tests in 0.280s
OK
....
----------------------------------------------------------------------
Ran 4 tests in 0.058s
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 1.825s
OK
.....
----------------------------------------------------------------------
Ran 5 tests in 1.041s
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 0.012s
OK
....
----------------------------------------------------------------------
Ran 4 tests in 0.136s
OK
PASS: actual aim renewal requires fresh same-report solve and original-command equivalence; native firing untested
........
----------------------------------------------------------------------
Ran 8 tests in 0.011s
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 0.016s
OK
..........
----------------------------------------------------------------------
Ran 10 tests in 0.002s
OK
.....
----------------------------------------------------------------------
Ran 5 tests in 0.861s
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 0.581s
OK
.
----------------------------------------------------------------------
Ran 1 test in 0.339s
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 1.959s
OK
..............................................
----------------------------------------------------------------------
Ran 46 tests in 0.774s
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, 58 unique resources, exact vanilla/authorized external references
All repository checks passed. Native compilation and multiplayer tests are separate requirements.
Suite exit 0 programs 300 unchanged True
@@ -0,0 +1,4 @@
{
"addons/core/Scripts/Game/ERR/10_AI/ERR_InfantryResupply.c": "bf50a7a7d5cd182d29a02ea5de8d58b46979019158250c5ab589ed8ffe49b974",
"tests/test_infantry_resupply_planning.py": "20747ffda8754f81f3b9e9912b9f60a300c439f2ea2c473bb900302f61dd691f"
}
@@ -0,0 +1,65 @@
Test audio routed to silent output and muted (stream 747916)
Test audio routed to silent output and muted (stream 747973)
{
"stopped_unix": 1791009743.5623505,
"console_sha256": "e26b3e810a3099124377846a26015b3df00e7efab86381c4ff65e54152373553",
"end_source_sha256": "b1239d3d96a273989907b18ee9e8459a999c78180995a2ac0abf007a39d8b1c5",
"source_unchanged_after_run": true,
"source_provenance": "launch_snapshot",
"launch_id": "2706cb90-b7e6-4e80-8654-4dbfdb86313d",
"launch_source_manifest": "launch-source-sha256.json",
"launch_source_metadata": "launch-source.json",
"launch_source_sha256": "b1239d3d96a273989907b18ee9e8459a999c78180995a2ac0abf007a39d8b1c5",
"external_addons_unchanged_after_run": true,
"external_addon_count": 7,
"external_addon_inputs": "external-addons-inputs.json",
"started_unix": 1791009564.6621113,
"result": "smoke-completed",
"result_before_cleanup": "smoke-completed",
"cleanup_confirmed": true,
"cleanup_report": {
"cleanup_confirmed": true,
"idle_verified": true,
"errors": [],
"orphan_cleanup": {
"attempted": true,
"report": {
"scope": "/tmp/erri-headless-compat/pfx",
"candidates": [],
"term_sent": [],
"kill_sent": [],
"cleared": true
}
}
},
"runner_error": null,
"session": "/tmp/erri-compatible-stock-0826/logs/logs_2026-10-03_08-39-26",
"rounds_required": 1,
"project": "chat",
"display": "headless Gamescope 1280x720/30Hz",
"dedicated_server": false,
"audio": "silent sink and per-test-stream mute"
}
{
"log": "/tmp/erri-compatible-stock-0826/logs/logs_2026-10-03_08-39-26/console.log",
"smoke_completions": 1,
"assertions_passed": 63,
"script_or_runtime_failures": [],
"engine_errors": [
"08:39:28.346 RESOURCES (E): Wrong GUID/name for resource @\"{0AFDD005CD669892}Language/rhs_localization.st\" in property \"StringTableSource\"",
"08:39:28.346 RESOURCES (E): Wrong GUID/name for resource @\"{41FA2A08B6971D4C}Language/wcs_armament_localization.st\" in property \"StringTableSource\"",
"08:39:28.347 RESOURCES (E): Wrong GUID/name for resource @\"{84270E09F7A4A7A0}Language/wcs_spacecore_localization.st\" in property \"StringTableSource\"",
"08:39:28.347 RESOURCES (E): Wrong GUID/name for resource @\"{E50E557B468C7073}Language/wcs_bmp1_localization.st\" in property \"StringTableSource\"",
"08:40:09.823 WORLD (E): Unknown keyword/data 'Parent' at offset 35955(0x8c73)",
"08:40:09.823 WORLD (E): Unknown keyword/data 'Parent' at offset 36915(0x9033)",
"08:40:09.825 WORLD (E): Unknown keyword/data 'Parent' at offset 42646(0xa696)",
"08:40:09.825 WORLD (E): Unknown keyword/data 'Parent' at offset 43645(0xaa7d)",
"08:40:09.825 WORLD (E): Unknown keyword/data 'Parent' at offset 44617(0xae49)",
"08:40:09.825 WORLD (E): Unknown keyword/data 'Parent' at offset 45590(0xb216)",
"08:40:09.960 WORLD (E): Unknown keyword/data 'SlidingTrackMaterial' at offset 19441(0x4bf1)",
"08:40:17.002 WORLD (E): Unknown keyword/data 'm_HardLandingVelocity' at offset 133(0x85)",
"08:40:17.002 WORLD (E): Unknown keyword/data 'm_DeathLandingVelocity' at offset 163(0xa3)"
],
"missing_end_screen": [],
"scope": "scripted local Workbench integration only; no multiplayer, piloting or FPS claim"
}
@@ -0,0 +1,27 @@
{
"checks": [
{
"name": "original missions",
"files": 533,
"manifest": "/tmp/erri-heartbeat-20260930-1542-reference.json",
"manifest_sha256": "661c5ddf080c4ba8d4463aa4907f739d4d96acaa8694ac8d6f3d85bb94231226",
"unchanged": true
},
{
"name": "mine-safety development candidate",
"files": 431,
"manifest": "/home/jakub/devel/escapistsrereintroduced/docs/evidence/playtest-refresh-2026-10-03-mine-safety/candidate-sha256.json",
"manifest_sha256": "202fa0854cf60a6c08ace1f22b276d826abcb538c79b6e052b48e5e51f458a87",
"unchanged": true
},
{
"name": "mounted-pair development candidate",
"files": 429,
"manifest": "/home/jakub/devel/escapistsrereintroduced/docs/evidence/playtest-refresh-2026-10-03-mounted-pair/candidate-sha256.json",
"manifest_sha256": "9fee715f8c9c324c465387ba1f88744c9c3748cb49668ce65e9c9500a38b14d7",
"unchanged": true
}
],
"index_diff_sha256": "670073db5d7531aca4466cc9d2827d10a46bfcfbd35f27ac97724de9d2fd3725",
"index_unchanged": true
}
@@ -0,0 +1,65 @@
{
"change": "Ordinary infantry resupply requires compatible positive original truck stock before consuming the delivered request or committing forces.",
"source_and_test": {
"addons/core/Scripts/Game/ERR/10_AI/ERR_InfantryResupply.c": "bf50a7a7d5cd182d29a02ea5de8d58b46979019158250c5ab589ed8ffe49b974",
"tests/test_infantry_resupply_planning.py": "20747ffda8754f81f3b9e9912b9f60a300c439f2ea2c473bb900302f61dd691f"
},
"trigger": "Only incompatible, empty or invalid original magazines remain; old TryPlan still reserved recipient/truck, consumed report and applied180s cooldown, although later transfer could never accept that stock.",
"behavior": "Use existing bounded96-stock by32-original-roster preflight with small-arms mode. Retain launcher true-mode wrapper, unchanged mine path, delivered demand/positions, physical identity checks, shared consumed/cooldown ledgers and all later native transfer proof.",
"regression": {
"programs": 300,
"seconds": 209.6,
"inputs_unchanged": true,
"baseline_reproduced": "Prior production methods compile then fail wrong-well stock refusal. New test executes actual TryPlan, CompatibleStock and actual Compatible together, then validates the same request can reach another compatible original truck."
},
"native": {
"archive": "docs/evidence/native-2026-10-03-resupply-compatible-stock",
"assertions": 63,
"completions": 1,
"script_errors": 0,
"engine_errors": 13,
"cleanup_confirmed": true,
"source_unchanged": true,
"external_inputs_unchanged": true,
"trace": {
"flag_confirmed": true,
"trace_lines": 0,
"zero_radius_errors": 0,
"conclusion": "Earlier intermittent error did not recur; caller still unknown. No additional reproduction run or production diagnostic fix."
}
},
"limits": [
"Compatibility admission does not prove an individually depleted compatible carrier, inventory capacity, approach, later custody or autonomous delivery.",
"Up to3072 compatibility checks per attempted recipient, each already bounded to8weapons and4muzzles. No full-planning-pass cost or measured FPS improvement claimed.",
"CanAttribute may latch original roster loss; refusal guarantees no trip/report/cooldown/reservation/order mutation, not universal observation purity.",
"Native check proves compilation and ordinary escape integration, not autonomous resupply or multiplayer. Retained engine errors and the separate recurring zero-radius issue keep clean release qualification unresolved."
],
"preservation": {
"checks": [
{
"name": "original missions",
"files": 533,
"manifest": "/tmp/erri-heartbeat-20260930-1542-reference.json",
"manifest_sha256": "661c5ddf080c4ba8d4463aa4907f739d4d96acaa8694ac8d6f3d85bb94231226",
"unchanged": true
},
{
"name": "mine-safety development candidate",
"files": 431,
"manifest": "/home/jakub/devel/escapistsrereintroduced/docs/evidence/playtest-refresh-2026-10-03-mine-safety/candidate-sha256.json",
"manifest_sha256": "202fa0854cf60a6c08ace1f22b276d826abcb538c79b6e052b48e5e51f458a87",
"unchanged": true
},
{
"name": "mounted-pair development candidate",
"files": 429,
"manifest": "/home/jakub/devel/escapistsrereintroduced/docs/evidence/playtest-refresh-2026-10-03-mounted-pair/candidate-sha256.json",
"manifest_sha256": "9fee715f8c9c324c465387ba1f88744c9c3748cb49668ce65e9c9500a38b14d7",
"unchanged": true
}
],
"index_diff_sha256": "670073db5d7531aca4466cc9d2827d10a46bfcfbd35f27ac97724de9d2fd3725",
"index_unchanged": true
},
"package": "Existing mine-safety package preserved and predates this change and finite engineer-post reuse. No staging, commit or publication."
}
@@ -0,0 +1,987 @@
{
"addons/core/AI/BehaviorTrees/ERR/MortarRapidFire.bt": "16b263bcb2fb3ae361367a600753a829425620d2e6b350a891c51fba47437ab6",
"addons/core/AI/BehaviorTrees/ERR/MortarRapidFire.bt.meta": "f2a44ece28891240e6bfa1d01af29428adcadbe82c80e287eb33cd5e58f1f90a",
"addons/core/Configs/ERR/AdminMenus.conf": "a7f889f260e43656136fc159342129e5f48748d28c426f65f9faac37b624cf94",
"addons/core/Configs/ERR/AdminMenus.conf.meta": "5faf5ddc0a51c1d0f82d60af00d91edc22fe9c39aac50d8d04b772a2c9271be1",
"addons/core/Configs/ERR/Content/Registry.conf": "546a5a407c9e6c25c9157ae4392898fa3f40c04c7956649e62201f9ac0ba187c",
"addons/core/Configs/ERR/Content/Registry.conf.meta": "046aa988bf8e972afcf7a60b6f2312f605f016f98625dbbd9cd75ebf9ea88800",
"addons/core/Configs/ERR/EveronSites.conf": "b479000b36154a6a3af6b519b086251d981ef63cb86a973d00529499cfd4238c",
"addons/core/Configs/ERR/EveronSites.conf.meta": "d5fe68025ef4e7c1e16082cf5873b7c7172eacbfaef4ab29b7e0e3c98f8dca56",
"addons/core/Configs/ERR/Factions/MissionVehicles.conf": "5f74f4a7089c7e7b54ad62463159ce8f0bab25a6b85268dc3872ea6001e048fb",
"addons/core/Configs/ERR/Factions/MissionVehicles.conf.meta": "00c368b6271d3440cc8bf627b03a384d247635723923fc5ad2104b8b4007b035",
"addons/core/Configs/ERR/Factions/US.conf": "4c3da063abb6e3ee39a6e4e0c5a9ffd5eae9d209d58470ea18b45dba5528db1b",
"addons/core/Configs/ERR/Factions/US.conf.meta": "a05469aef028e9e17eba545e81e2af2887b59f0fef17dac51a23c7b8155e381b",
"addons/core/Configs/ERR/Factions/USSR.conf": "407ea27f80a64c5184c089d43cdd0bdabfc5974c84f1d2a245081fdf2afa3f30",
"addons/core/Configs/ERR/Factions/USSR.conf.meta": "057397d97096346791b51b7b13fbe18af218bcf78e9984d9c01b49a2403de611",
"addons/core/Configs/ERR/GameOverScreens.conf": "45231061911a1462d45fb6db0fecc2b0793f17b5ae71017174954ff4fbd20236",
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}
File diff suppressed because it is too large Load Diff
@@ -0,0 +1,565 @@
// HQ-owned ground rendezvous using delivered positions and existing finite cargo.
class ERR_InfantryResupplyRules
{
static bool Fresh(ERR_HQWatchEntry entry, float now)
{
return entry && !entry.Closed && entry.Count > 0 && entry.Fit > 0
&& ERR_ForceRules.Finite(now) && entry.ObservedAt >= 0 && now >= entry.ObservedAt
&& now - entry.ObservedAt <= 120000 && ERR_ForceRules.FiniteVector(entry.Position);
}
static bool Need(ERR_HQWatchEntry entry, float now)
{
return Fresh(entry, now) && entry.AmmoState && entry.AmmoState.Valid(entry.Count)
&& entry.AmmoState.Complete && entry.AmmoState.Members == entry.Count
&& entry.AmmoState.SmallArmsMuzzles > 0
&& entry.AmmoState.SmallArmsRounds + entry.AmmoState.SmallArmsChambers <= entry.Count * 30;
}
// Only positively sampled reloadable magazine-well muzzles establish launcher demand.
static bool LauncherNeed(ERR_HQWatchEntry entry, float now)
{
return Fresh(entry, now) && entry.AmmoState && entry.AmmoState.Valid(entry.Count)
&& entry.AmmoState.LauncherComplete && entry.AmmoState.Members == entry.Count
&& entry.AmmoState.LauncherMuzzles > 0
&& entry.AmmoState.LauncherRounds == 0 && entry.AmmoState.LauncherChambers == 0;
}
static bool LauncherPair(ERR_HQWatchEntry recipient, ERR_HQWatchEntry donor, float now)
{
return LauncherNeed(recipient, now) && Fresh(donor, now) && recipient.SourceId != donor.SourceId
&& vector.DistanceXZ(recipient.Position, donor.Position) <= 200;
}
static bool MinePair(ERR_HQWatchEntry recipient, ERR_HQWatchEntry donor, float now)
{
return Fresh(recipient, now) && Fresh(donor, now) && recipient.SourceId != donor.SourceId
&& recipient.AmmoState && recipient.AmmoState.Valid(recipient.Count)
&& recipient.AmmoState.MineComplete && recipient.AmmoState.MineMembers == recipient.Count
&& recipient.AmmoState.ReadyMines <= 1 && vector.DistanceXZ(recipient.Position, donor.Position) <= 200;
}
static bool Pair(ERR_HQWatchEntry recipient, ERR_HQWatchEntry donor, float now)
{
return Need(recipient, now) && Fresh(donor, now) && recipient.SourceId != donor.SourceId
&& vector.DistanceXZ(recipient.Position, donor.Position) <= 200;
}
}
class ERR_InfantryResupply
{
protected ERR_HQ m_HQ;
protected ERR_GameMode m_Mode;
protected ERR_ConvoyTask m_Convoy;
protected int m_ConvoySlot = -1;
protected ERR_ConvoyVehicle m_Truck;
protected ERR_HQUnit m_Recipient;
protected ERR_HQUnit m_Donor;
protected ref array<IEntity> m_Stock = {};
protected ref array<IEntity> m_Spent = {};
protected ref array<IEntity> m_MineStock = {};
protected ref ERR_ConvoyMineStock m_MineBatch;
protected bool m_MineStockCaptured;
protected bool m_MineTrip;
protected bool m_LauncherTrip;
protected int m_MineRecipientSlot = -1;
protected bool m_EmptyMineReplacement;
protected int m_MinesDelivered;
protected ref array<IEntity> m_Members = {};
protected ref array<IEntity> m_Served = {};
protected ref map<string, int> m_Consumed = new map<string, int>();
protected ref map<string, float> m_NextAttempt = new map<string, float>();
protected ref ERR_HQRoute m_Order;
protected ref ERR_InfantryAmmoTransfer m_Move;
protected ref ERR_InfantryMineTransfer m_MineMove;
protected ref ERR_MountedResupply m_Mounted;
protected IEntity m_Receiving;
protected AIWaypoint m_MoveWaypoint;
protected AIWaypoint m_HoldWaypoint;
protected vector m_Rendezvous;
protected int m_State; // 0 stock startup, 1 idle, 2 truck downlink, 3 stopped status, 4 infantry downlink, 5 transfer, 7 unresolved item custody
protected int m_Trip;
protected int m_Token;
protected int m_ReportId;
protected int m_Delivered;
protected int m_TripDelivered;
protected float m_Deadline;
protected float m_StockDeadline = -1;
protected float m_HeldAt;
protected float m_NextTick;
protected bool m_Stopped;
protected string m_Reason;
void ERR_InfantryResupply(ERR_HQ hq, ERR_GameMode mode) { m_HQ = hq; m_Mode = mode; }
// Bind before startup; every coordinator retains its exact finite convoy identity.
bool Bind(ERR_ConvoyTask task, int slot, map<string, int> consumed, map<string, float> nextAttempt)
{
if (!task || !consumed || !nextAttempt || !m_HQ || !m_HQ.Convoys() || slot < 0 || slot >= 20
|| slot >= m_HQ.Convoys().Count() || m_HQ.Convoys().At(slot) != task) return false;
if (m_Stopped || m_Convoy || m_ConvoySlot >= 0 || m_State != 0 || m_Trip != 0 || m_NextTick != 0
|| m_StockDeadline >= 0 || !m_Stock.IsEmpty() || m_Move || m_Truck) return false;
m_Convoy = task; m_ConvoySlot = slot; m_Consumed = consumed; m_NextAttempt = nextAttempt;
return true;
}
ERR_ConvoyTask Task() { return m_Convoy; }
int State()
{
if (m_Mounted && m_Mounted.Busy()) return 6;
return m_State;
}
ERR_MountedResupply Mounted() { return m_Mounted; }
bool Unresolved() { return (m_Move && m_Move.Unresolved()) || (m_MineMove && m_MineMove.Unresolved()) || (m_Mounted && m_Mounted.Unresolved()); }
protected void PollTransfers(float now)
{
if (m_Mounted) m_Mounted.Tick(now);
if (m_Move && !m_Move.Unresolved() && (m_State <= 1 || (m_State == 7 && m_LauncherTrip)))
{
m_Move = null;
if (m_State == 7) Finish("launcher custody settled; original claims released without retry or refund");
}
if (m_MineMove && !m_MineMove.Unresolved() && (m_State <= 1 || m_State == 7))
{
m_MineMove = null;
if (m_State == 7) Finish("mine custody settled; original claims released without retry or refund");
}
}
int Delivered() { return m_Delivered; }
int MinesDelivered() { return m_MinesDelivered; }
int StockCount() { return m_Stock.Count(); }
// Admission uses the existing array object so an already-created mounted
// coordinator observes this exact finite addition without a replacement ledger.
protected int m_DepotImports;
bool DepotCurrent()
{
return Current() && m_State == 1 && !m_Move && !m_MineMove && !Unresolved()
&& (!m_Mounted || !m_Mounted.Busy()) && TruckValid(true);
}
bool DepotAvailable() { return DepotCurrent() && m_Stock.Count() < 96 && m_Spent.Count() < 96; }
bool DepotNeeded()
{
if (!DepotAvailable()) return false;
int committed;
foreach (IEntity item : m_Spent)
if (item && m_Stock.Contains(item)) committed++;
return committed > m_DepotImports;
}
ERR_ConvoyVehicle DepotTruck()
{
if (!DepotCurrent()) return null;
return m_Truck;
}
bool AdmitDepot(ERR_GroundDepotLoading job, IEntity item)
{
if (!job || !DepotAvailable() || !item || m_Stock.Contains(item) || m_Spent.Contains(item)) return false;
if (!job.DeliveredTo(this, item) || !Contains(m_Truck.Entity, item)) return false;
m_Stock.Insert(item); m_DepotImports++; Audit("one exact finite camp magazine admitted after proved physical courier delivery");
return true;
}
protected void Audit(string reason)
{
if (m_MineTrip) reason = "mine top-up: " + reason;
if (m_LauncherTrip) reason = "depleted launcher magazine: " + reason;
m_Reason = reason;
m_HQ.Journal().Write("INFANTRY SUPPLY", string.Format("convoy-slot=%1 trip=%2 state=%3 moved=%4 spent=%5/%6; %7", m_ConvoySlot, m_Trip, m_State, m_Delivered, m_Spent.Count(), m_Stock.Count(), reason), m_ReportId);
}
protected bool Current()
{
return !m_Stopped && Replication.IsServer() && m_Mode && m_Mode == ERR_GameMode.Get() && m_Mode.Active();
}
protected bool Contains(IEntity owner, IEntity item)
{
if (!owner || !item) return false;
InventoryStorageManagerComponent inventory = InventoryStorageManagerComponent.Cast(owner.FindComponent(InventoryStorageManagerComponent));
if (!inventory) return false;
array<IEntity> items = {}; ERR_Inventory.Items(inventory, items);
return items.Count() <= 128 && items.Contains(item);
}
protected bool ConvoyCurrent()
{
if (!m_HQ || !m_Convoy) return false;
if (m_ConvoySlot < 0) return m_HQ.ConvoyTask() == m_Convoy;
return m_HQ.Convoys() && m_ConvoySlot < m_HQ.Convoys().Count() && m_HQ.Convoys().At(m_ConvoySlot) == m_Convoy;
}
protected bool TruckValid(bool allowArrived = false)
{
if (!m_Convoy || m_Convoy.Stopped || !m_Convoy.Ready || !m_Convoy.Receipt || !m_Convoy.Receipt.Consumed
|| !ConvoyCurrent() || m_Convoy.Vehicles.Count() != 6 || m_Convoy.Vehicles[1] != m_Truck) return false;
if (!m_Truck || m_Truck.Index != 1 || !m_Truck.Registered || m_Truck.Released || (m_Truck.Arrived && !allowArrived)
|| !m_Truck.CrewValid(m_Mode) || ERR_ConvoyRules.Captured(m_Truck.Entity, m_Truck.Group)) return false;
ERR_ForceRecord record = m_Mode.Forces().FindGroup(m_Truck.Group);
return record && record.Physical && !record.Eliminated && record.Kind == ERR_ForceKind.CONVOY
&& m_Convoy.Receipt.Records.Count() >= 6 && record.Id == m_Convoy.Receipt.Records[1];
}
protected bool Quiet(ERR_HQUnit unit)
{
return unit && unit.Group && unit.Utility && !unit.Group.IsSlave() && unit.Group.GetPlayerCount(true) == 0
&& unit.Group.GetFaction() == m_Mode.EnemyFaction()
&& (!unit.Utility.m_Perception || unit.Utility.m_Perception.m_aTargets.IsEmpty());
}
protected bool Roster()
{
if (!m_Recipient || !Quiet(m_Recipient) || !m_Recipient.StatusSampler.OwnsRoster(m_Recipient.Group)) return false;
int strength = m_Recipient.StatusSampler.InitialStrength();
if (strength < 1 || strength > 32) return false;
array<AIAgent> agents = {}; m_Recipient.Group.GetAgents(agents);
if (agents.IsEmpty() || agents.Count() > 32) return false;
foreach (AIAgent agent : agents)
if (!agent || !m_Members.Contains(agent.GetControlledEntity())) return false;
bool living;
foreach (IEntity actor : m_Members)
{
if (!actor || !ERR_Actors.Alive(actor)) continue;
// Returning to the group cannot undo a sampler's permanent release of an
// original slot after transfer or player control during this trip.
bool attributed = false;
for (int slot = 0; slot < strength; slot++)
{
if (m_Recipient.StatusSampler.InitialMember(slot) != actor) continue;
attributed = m_Recipient.StatusSampler.CanAttribute(slot, actor);
break;
}
if (!attributed) return false;
if (ERR_Actors.Player(actor) || ERR_Actors.Group(actor) != m_Recipient.Group
|| SCR_FactionManager.SGetFaction(actor) != m_Mode.EnemyFaction() || CompartmentAccessComponent.GetVehicleIn(actor)) return false;
if (ERR_Actors.CanFight(actor)) living = true;
}
return living;
}
protected void Stock(float now)
{
if (!m_Convoy) m_Convoy = m_HQ.ConvoyTask();
if (m_Convoy && !ConvoyCurrent()) { Stop(); return; }
if (!m_Convoy || !m_Convoy.Ready || m_Convoy.Vehicles.Count() != 6) return;
m_Truck = m_Convoy.Vehicles[1];
if (!TruckValid()) { Stop(); return; }
// Cargo has a later, separately bounded lifecycle than native crew admission.
// Supply convoys first request faction weapons, then their matching magazines.
if (m_StockDeadline < 0) m_StockDeadline = now + 90000;
if (now >= m_StockDeadline) { Stop(); return; }
if (!m_Convoy.CargoIssued) return;
ERR_SupplyConvoyTask supply = ERR_SupplyConvoyTask.Cast(m_Convoy);
if (supply && !supply.MagazinesIssued) return;
if (supply) m_MineBatch = supply.MineStock;
foreach (ERR_ConvoyCargoCallback operation : m_Convoy.Cargo)
if (!operation.Finished) return;
InventoryStorageManagerComponent inventory = InventoryStorageManagerComponent.Cast(m_Truck.Entity.FindComponent(InventoryStorageManagerComponent));
if (!inventory) { Stop(); return; }
array<IEntity> items = {}; ERR_Inventory.Items(inventory, items);
if (items.Count() > 128) { Stop(); return; }
foreach (IEntity item : items)
{
if (!item || !item.FindComponent(BaseMagazineComponent)) continue;
if (m_Stock.Count() >= 96) { Stop(); return; }
m_Stock.Insert(item);
}
m_State = 1; Audit("truck magazine identities captured once after startup; absent/looted stock is never replaced");
}
bool TryPlan(ERR_HQUnit recipient, ERR_HQUnit donor, ERR_HQWatchEntry demand, ERR_HQWatchEntry donorStatus, float now, bool mineTrip = false, bool launcherTrip = false)
{
if (!Current() || m_State != 1 || m_Move || m_MineMove || (m_Mounted && m_Mounted.Busy()) || m_Trip >= 128 || !TruckValid()) return false;
if ((mineTrip && launcherTrip) || m_Truck.Combat.Held || m_Truck.SupplyToken > 0 || !recipient || !donor) return false;
if (donor.Group != m_Truck.Group || recipient.HomeGuard || !Quiet(recipient) || !Quiet(donor)) return false;
if (donor.Downlink || donor.PendingOrder || donor.PendingConvoyOrder) return false;
if (mineTrip)
{
if (!ERR_InfantryResupplyRules.MinePair(demand, donorStatus, now)) return false;
// Empty reports authorize only an original startup-designated engineer.
// This reads retained entitlement, never live positions/inventory for planning.
if (demand.AmmoState.ReadyMines == 0)
{
bool designated;
for (int member = 0; member < recipient.StatusSampler.InitialStrength() && member < 32; member++)
{
IEntity original = recipient.StatusSampler.InitialMember(member);
if (original && recipient.StatusSampler.CanAttribute(member, original)
&& m_HQ.MineSupplyReady(recipient.Group, original, true)) { designated = true; break; }
}
if (!designated) return false;
}
}
else if (launcherTrip)
{
if (!ERR_InfantryResupplyRules.LauncherPair(demand, donorStatus, now)) return false;
}
else if (!ERR_InfantryResupplyRules.Pair(demand, donorStatus, now)) return false;
if (demand.SourceId != recipient.ForceSourceId || donorStatus.SourceId != donor.ForceSourceId) return false;
if (demand.MessageId <= m_Consumed.Get(demand.SourceId) || now < m_NextAttempt.Get(demand.SourceId)) return false;
bool available;
if (mineTrip)
{
if (!CaptureMines()) return false;
foreach (IEntity mine : m_MineStock)
if (ERR_InfantryMineTransfer.ReadyMine(mine) && !m_Spent.Contains(mine) && Contains(m_Truck.Entity, mine)) { available = true; break; }
}
else if (launcherTrip) available = LauncherStock(recipient);
else available = CompatibleStock(recipient, false);
if (m_Spent.Count() >= 96) return false;
if (!available) return false;
m_Members.Clear();
for (int i = 0; i < recipient.StatusSampler.InitialStrength(); i++)
{
IEntity actor = recipient.StatusSampler.InitialMember(i);
if (actor && recipient.StatusSampler.CanAttribute(i, actor)) m_Members.Insert(actor);
}
m_Recipient = recipient; m_Donor = donor;
if (!Roster()) { m_Recipient = null; m_Donor = null; return false; }
// Disjoint bounded token range from the existing mortar courier's trip IDs.
int slot = m_ConvoySlot;
if (slot < 0) slot = 0; // Isolated legacy fixture uses the first convoy's range.
int token = 100000 + slot * 128 + m_Trip + 1;
if (!m_HQ.ReserveLogistics(recipient.Group, token)) { m_Recipient = null; m_Donor = null; return false; }
m_MineTrip = mineTrip; m_LauncherTrip = launcherTrip; m_MineRecipientSlot = -1; m_Receiving = null; m_EmptyMineReplacement = false;
m_Trip++; m_Token = token; m_Truck.SupplyToken = token; m_ReportId = demand.MessageId; m_TripDelivered = 0; m_Served.Clear();
m_Consumed.Set(demand.SourceId, demand.MessageId); m_NextAttempt.Set(demand.SourceId, now + 180000);
m_Deadline = Math.Min(now + 120000, demand.ObservedAt + 180000); m_State = 2;
string purpose = "stop existing ammo truck and report position";
if (mineTrip) purpose += "; one finite PMN4 top-up for an existing carrier";
if (launcherTrip) purpose += "; finite compatible magazine for a reported depleted launcher";
m_Order = m_HQ.Downlink(donor.Group, "INFANTRY SUPPLY HOLD", purpose, m_ReportId);
if (!m_Order) Finish("truck radio downlink unavailable");
else Audit("existing patrol reserved; truck hold awaits radio delivery");
return true;
}
// Optional mine startup must never delay normal magazine readiness. Pin the
// original batch during Stock(), then copy its closed exact identities once.
protected bool CaptureMines()
{
ERR_SupplyConvoyTask supply = ERR_SupplyConvoyTask.Cast(m_Convoy);
if (!supply || !m_MineBatch || supply.MineStock != m_MineBatch || !m_MineBatch.Complete()) return false;
if (m_MineStockCaptured) return !m_MineStock.IsEmpty();
m_MineStockCaptured = true;
int count = m_MineBatch.Count();
if (count < 0 || count > 2) return false;
for (int index = 0; index < count; index++)
{
IEntity item = m_MineBatch.At(index);
if (item && !m_MineStock.Contains(item)) m_MineStock.Insert(item);
}
return true;
}
// Compatibility-only preflight of original own carriers; HQ still uses the
// delivered report for demand and positions. No item is reserved or moved here.
protected bool CompatibleStock(ERR_HQUnit recipient, bool launcherMagazine)
{
if (!recipient || !recipient.StatusSampler || m_Stock.Count() > 96) return false;
int strength = recipient.StatusSampler.InitialStrength();
if (strength < 1 || strength > 32) return false;
int checks;
foreach (IEntity magazine : m_Stock)
{
if (!magazine || m_Spent.Contains(magazine) || !Contains(m_Truck.Entity, magazine)) continue;
for (int slot = 0; slot < strength; slot++)
{
if (++checks > 96 * 32) return false;
IEntity actor = recipient.StatusSampler.InitialMember(slot);
if (!actor || !recipient.StatusSampler.CanAttribute(slot, actor) || !ERR_Actors.CanFight(actor)) continue;
if (ERR_InfantryAmmoTransfer.Compatible(actor, magazine, launcherMagazine)) return true;
}
}
return false;
}
protected bool LauncherStock(ERR_HQUnit recipient)
{
return CompatibleStock(recipient, true);
}
bool TryPlanLauncher(ERR_HQUnit recipient, ERR_HQUnit donor, ERR_HQWatchEntry demand, ERR_HQWatchEntry donorStatus, float now)
{
return TryPlan(recipient, donor, demand, donorStatus, now, false, true);
}
bool TryPlanMines(ERR_HQUnit recipient, ERR_HQUnit donor, ERR_HQWatchEntry demand, ERR_HQWatchEntry donorStatus, float now)
{
return TryPlan(recipient, donor, demand, donorStatus, now, true);
}
// Share exact frozen inventory identities and global radio replay state.
bool TryPlanMounted(ERR_HQUnit recipient, ERR_HQUnit donor, ERR_HQWatchEntry demand, ERR_HQWatchEntry donorStatus, float now)
{
if (!Current() || m_State != 1 || m_Move || m_MineMove || m_ConvoySlot < 0 || !TruckValid(true)) return false;
if (m_Mounted && m_Mounted.Busy()) return false;
if (!m_Mounted) m_Mounted = new ERR_MountedResupply(m_HQ, m_Mode, m_Convoy, m_ConvoySlot, m_Stock, m_Spent, m_Consumed, m_NextAttempt);
return m_Mounted.Begin(recipient, donor, demand, donorStatus, now);
}
protected bool Waypoints()
{
m_MoveWaypoint = AIWaypoint.Cast(ERR_Actors.Spawn(ERR_Resources.MoveWaypoint(), ERR_Actors.Ground(m_Rendezvous)));
m_HoldWaypoint = AIWaypoint.Cast(ERR_Actors.Spawn(ERR_Resources.DefendWaypoint(), ERR_Actors.Ground(m_Rendezvous)));
if (!m_MoveWaypoint || !m_HoldWaypoint) return false;
// The reported rendezvous is 3 m from the donor report. A 2 m move
// radius allowed arrival 5 m away, beyond the transfer's physical reach.
m_MoveWaypoint.SetCompletionRadius(0.5); m_HoldWaypoint.SetCompletionRadius(0.5);
m_Recipient.Group.AddWaypointAt(m_HoldWaypoint, 0); m_Recipient.Group.AddWaypointAt(m_MoveWaypoint, 0);
m_Recipient.Group.ActivateAI(); return true;
}
protected void ClearWaypoints()
{
if (m_MoveWaypoint) { if (m_Recipient && m_Recipient.Group) m_Recipient.Group.RemoveWaypoint(m_MoveWaypoint); ERR_Actors.DeleteSpawned(m_MoveWaypoint); }
if (m_HoldWaypoint) { if (m_Recipient && m_Recipient.Group) m_Recipient.Group.RemoveWaypoint(m_HoldWaypoint); ERR_Actors.DeleteSpawned(m_HoldWaypoint); }
m_MoveWaypoint = null; m_HoldWaypoint = null;
}
protected void Finish(string reason)
{
Audit(reason);
if (m_Move) m_Move.Stop();
if (m_MineMove) m_MineMove.Stop();
ClearWaypoints();
m_Order = null;
// A late native move must not race another truck's newer report. Retain both
// exact claims until this one submitted identity proves custody or deletion.
if ((m_MineMove && m_MineMove.Unresolved()) || (m_LauncherTrip && m_Move && m_Move.Unresolved())) { m_State = 7; return; }
if (m_Recipient) m_HQ.ReleaseLogistics(m_Recipient.Group, m_Token);
if (m_Truck && m_Truck.SupplyToken == m_Token) { m_Truck.SupplyToken = 0; m_Truck.SupplyHeld = false; }
m_Recipient = null; m_Donor = null; m_Order = null; m_Receiving = null; m_State = 1; m_MineTrip = false; m_LauncherTrip = false; m_MineRecipientSlot = -1;
}
protected void TransferMine(float now)
{
if (m_MineMove)
{
int result = m_MineMove.Tick(now);
if (result == 0) return;
if (result < 0) { Finish("native mine transfer failed or expired; exact submitted identity stays spent"); return; }
m_MineMove = null; m_MinesDelivered++;
Finish("one exact finite PMN4 confirmed in the original carrier inventory"); return;
}
if (!m_Receiving)
{
int strength = m_Recipient.StatusSampler.InitialStrength();
for (int slot = 0; slot < strength && slot < 32; slot++)
{
IEntity actor = m_Recipient.StatusSampler.InitialMember(slot);
if (!actor || !m_Members.Contains(actor) || !m_Recipient.StatusSampler.CanAttribute(slot, actor, false)) continue;
if (!ERR_Actors.CanFight(actor) || vector.DistanceXZ(actor.GetOrigin(), m_Truck.Entity.GetOrigin()) > 4) continue;
if (!m_HQ.MineSupplyReady(m_Recipient.Group, actor)) continue;
IEntity carried;
int count = ERR_InfantryMineTransfer.CarriedCount(actor, m_Recipient.Group, carried);
if (count != 1 && (count != 0 || !m_HQ.MineSupplyReady(m_Recipient.Group, actor, true))) continue;
m_EmptyMineReplacement = count == 0;
m_Receiving = actor; m_MineRecipientSlot = slot; break;
}
if (!m_Receiving) return;
}
if (!m_HQ.MineSupplyReady(m_Recipient.Group, m_Receiving, m_EmptyMineReplacement)) return;
IEntity carried;
int count = ERR_InfantryMineTransfer.CarriedCount(m_Receiving, m_Recipient.Group, carried);
if (!m_Recipient.StatusSampler.CanAttribute(m_MineRecipientSlot, m_Receiving, false)
|| (m_EmptyMineReplacement && count != 0) || (!m_EmptyMineReplacement && count != 1))
{ Finish("original mine recipient lost or its pinned zero/one stock changed"); return; }
foreach (IEntity mine : m_MineStock)
{
if (!ERR_InfantryMineTransfer.ReadyMine(mine) || m_Spent.Contains(mine) || !Contains(m_Truck.Entity, mine)) continue;
ERR_FiniteMagazineReservation reservation = new ERR_FiniteMagazineReservation(m_MineStock, m_Spent, mine);
if (!reservation.Reserve()) continue;
m_MineMove = new ERR_InfantryMineTransfer(m_Mode, m_Truck.Entity, m_Truck.Group, m_Receiving, m_Recipient.Group,
mine, reservation, m_Recipient.StatusSampler, m_MineRecipientSlot, m_EmptyMineReplacement);
m_MineMove.Tick(now);
// The leaf commits before the one native move. Only an unsubmitted refusal
// may release its tentative claim while the same carrier approaches/retries.
if (m_MineMove.Submitted()) return;
reservation.ReleaseUnsubmitted(); m_MineMove = null;
break;
}
}
protected void Transfer(float now)
{
if (m_Move)
{
int result = m_Move.Tick(now);
if (result == 0) return;
if (result < 0) { Finish("native transfer rejected, expired or lost authority; no item retry"); return; }
m_Move = null; m_Delivered++; m_TripDelivered++; m_Served.Insert(m_Receiving); m_Receiving = null;
Audit("exact finite magazine confirmed in original soldier inventory");
if (m_TripDelivered >= 6) { Finish("six-magazine trip allowance reached"); return; }
}
foreach (IEntity actor : m_Members)
{
if (!ERR_Actors.CanFight(actor) || m_Served.Contains(actor) || vector.DistanceXZ(actor.GetOrigin(), m_Truck.Entity.GetOrigin()) > 4) continue;
ERR_HQAmmoSnapshot local = new ERR_HQAmmoSnapshot(); local.Complete = true; local.LauncherComplete = true;
ERR_HQAmmoSampler.Inspect(actor, m_Recipient.Group, local);
if (m_LauncherTrip)
{
if (!local.Valid(1) || !local.LauncherComplete || local.Members != 1 || local.LauncherMuzzles <= 0
|| local.LauncherRounds != 0 || local.LauncherChambers != 0) continue;
}
else if (!local.Complete || local.SmallArmsMuzzles <= 0 || local.SmallArmsRounds + local.SmallArmsChambers > 30) continue;
foreach (IEntity magazine : m_Stock)
{
if (!magazine || m_Spent.Contains(magazine) || !Contains(m_Truck.Entity, magazine) || !ERR_InfantryAmmoTransfer.Compatible(actor, magazine, m_LauncherTrip)) continue;
ERR_FiniteMagazineReservation reservation = new ERR_FiniteMagazineReservation(m_Stock, m_Spent, magazine);
if (!reservation.Reserve()) continue;
m_Receiving = actor;
m_Move = new ERR_InfantryAmmoTransfer(m_Mode, m_Truck.Entity, m_Truck.Group, actor, m_Recipient.Group, magazine, !m_LauncherTrip, m_LauncherTrip);
m_Move.Tick(now);
if (m_Move.Submitted()) { reservation.Commit(); return; }
// No native operation exists yet: approach geometry, stopped state or
// capacity may improve while the same bounded rendezvous remains valid.
// Keep every submitted identity spent, including a synchronous rejection.
reservation.ReleaseUnsubmitted(); m_Move = null; m_Receiving = null;
break; // At most one unsubmitted preflight per member on this slow tick.
}
}
}
void Tick(float now)
{
if (!ERR_ForceRules.Finite(now) || now < 0) return;
// Stopped services retain uncertain leaf refs until exact late proof settles.
if (m_Stopped) { PollTransfers(now); return; }
if (!Current() || now < m_NextTick) return;
m_NextTick = now + 1000;
PollTransfers(now);
if (m_Mounted && m_Mounted.Busy()) return;
if (m_State == 7) return;
if (m_State == 0) { Stock(now); return; }
if (m_State == 1)
{
if (m_Move && !m_Move.Unresolved()) m_Move = null;
return;
}
if (now >= m_Deadline || !TruckValid() || !Quiet(m_Donor) || !Roster() || m_Truck.Combat.Held
|| m_HQ.LogisticsToken(m_Recipient.Group) != m_Token)
{ Finish("rendezvous expired, contact appeared or original ownership changed"); return; }
if (m_Truck.SupplyToken != m_Token) { Finish("truck hold authority lost"); return; }
if (m_State == 2)
{
int delivered = m_Order.Advance(now, m_HQ.Journal());
if (delivered == 0) return;
if (delivered < 0 || m_Truck.SupplyToken != m_Token) { Finish("truck hold downlink interrupted or reservation lost"); return; }
m_Truck.SupplyHeld = true; m_Truck.ClearOrder(); m_HeldAt = -1;
m_Order = null; m_State = 3; Audit("truck received stop; waiting for delivered stopped-position report"); return;
}
if (m_State == 3)
{
// The delivered hold asks the original crew to report only after physically stopping.
if (m_HeldAt < 0)
{
Physics physics = m_Truck.Entity.GetPhysics();
if (!physics) return;
float speed = physics.GetVelocity().Length();
float angular = physics.GetAngularVelocity().Length();
if (!(speed >= 0 && speed <= 0.25 && angular >= 0 && angular <= 0.1)) return;
m_HeldAt = now; m_Donor.NextStatus = now; return;
}
ERR_HQWatchEntry stopped = m_HQ.Watch().Find(m_Donor.ForceSourceId);
if (!ERR_InfantryResupplyRules.Fresh(stopped, now) || stopped.ObservedAt < m_HeldAt) return;
m_Rendezvous = stopped.Position + "3 0 0";
m_Order = m_HQ.Downlink(m_Recipient.Group, "INFANTRY SUPPLY RENDEZVOUS", string.Format("walk to reported stopped ammo truck at %1", m_Rendezvous), m_ReportId);
if (!m_Order) { Finish("infantry radio downlink unavailable"); return; }
m_State = 4; return;
}
if (m_State == 4)
{
int delivered = m_Order.Advance(now, m_HQ.Journal());
if (delivered == 0) return;
if (delivered < 0 || !Waypoints()) { Finish("infantry order interrupted or native waypoint creation failed"); return; }
m_Order = null; m_State = 5; Audit("infantry received reported rendezvous; native movement and physical transfer required");
}
if (m_State == 5)
{
if (m_MineTrip) TransferMine(now);
else Transfer(now);
}
}
string Status()
{
string detail = string.Format("Ground supply: state=%1 trips=%2 infantry moved=%3 stock=%4 spent=%5", State(), m_Trip, m_Delivered, m_Stock.Count(), m_Spent.Count());
return detail + string.Format("; mines moved=%1 initial=%2; %3", m_MinesDelivered, m_MineStock.Count(), m_Reason);
}
void Stop()
{
if (m_Stopped) return;
if (m_Mounted) m_Mounted.Stop();
Finish("service stopped; original forces and all remaining cargo retained"); m_Stopped = true;
}
}
@@ -0,0 +1,290 @@
"""Execute real finite-stock/planning/reservation bodies; native inventory/group APIs are doubles."""
import os,re
from pathlib import Path
from policy_harness import ROOT,body,run
P=Path(os.environ.get('ERR_INFANTRY_RESUPPLY_SOURCE',ROOT/'addons/core/Scripts/Game/ERR/10_AI/ERR_InfantryResupply.c'))
A=Path(os.environ.get('ERR_INFANTRY_TRANSFER_SOURCE',ROOT/'addons/core/Scripts/Game/ERR/10_AI/ERR_InfantryAmmoTransfer.c'))
I=ROOT/'addons/core/Scripts/Game/ERR/00_Core/ERR_Inventory.c'
H=Path(os.environ.get('ERR_HQ_SOURCE',ROOT/'addons/core/Scripts/Game/ERR/10_AI/ERR_HQ.c'))
def cpp(s):
s=s.replace('protected ','').replace('notnull ','').replace('null','nullptr')
s=s.replace('map<string, int>', 'Map<int>*').replace('map<string, float>', 'Map<float>*')
s=s.replace('array<IEntity> items = {};','Array<IEntity> items;').replace('array<IEntity> raw = {};','Array<IEntity> raw;').replace('array<AIAgent> agents = {};','Array<AIAgent> agents;')
s=s.replace('out array<IEntity> items','Array<IEntity>& items').replace('array<IEntity> items','Array<IEntity>& items')
s=re.sub(r'foreach \((\w+) (\w+) : ([^)]+)\)',r'for (\1 \2 : \3)',s)
for typ in ('InventoryStorageManagerComponent','ERR_ForceRecord','ERR_SupplyConvoyTask'):
s=re.sub(r'\b'+typ+r' (?=\w)',typ+'* ',s)
for name in ('ERR_ForceRules','ERR_InfantryResupplyRules','ERR_InfantryMineTransfer','ERR_InfantryAmmoTransfer','ERR_ConvoyRules','ERR_ForceKind','ERR_ConvoyResources','ERR_Inventory','ERR_Actors','SCR_FactionManager','CompartmentAccessComponent','Replication','Math'):
s=s.replace(name+'.',name+'::')
s=s.replace('ERR_SupplyConvoyTask.Cast','ERR_SupplyConvoyTask::Cast').replace('FindComponent(BaseMagazineComponent)','HasMagazine()')
s=s.replace('vector.DistanceXZ','Vec::DistanceXZ').replace('InventoryStorageManagerComponent.Cast','InventoryStorageManagerComponent::Cast').replace('FindComponent(InventoryStorageManagerComponent)','FindComponent()')
for name in ('m_Mode','m_HQ','m_Convoy','m_Truck','m_Recipient','m_Donor','m_Move','m_MineMove','m_MineBatch','m_Mounted','recipient','donor','demand','donorStatus','entry','operation','inventory','item','owner','record','actor','agent','unit','m_MoveWaypoint','m_HoldWaypoint','magazine','supply','m_Consumed','m_NextAttempt'):
s=s.replace(name+'.',name+'->')
for name in ('Receipt','Entity','Group','Utility','StatusSampler','AmmoState','Combat','m_Perception'):
s=s.replace(name+'.',name+'->')
for name in ('Forces()','GetPrefabData()','Convoys()'):s=s.replace(name+'.',name+'->')
s=s.replace('ERR_SupplyConvoyTask* supply', 'Convoy* supply')
s=s.replace('bool designated;','bool designated=false;')
s=s.replace('int checks;', 'int checks=0;')
s=s.replace('bool available;','bool available=false;').replace('bool living;','bool living=false;')
return s
rules='\n'.join(cpp(body(P,x)) for x in ('static bool Fresh(', 'static bool Need(', 'static bool Pair(', 'static bool MinePair(', 'static bool LauncherNeed(', 'static bool LauncherPair('))
stock_method=('protected bool CompatibleStock(',) if 'protected bool CompatibleStock(' in P.read_text() else ()
methods='\n'.join(cpp(body(P,x)) for x in stock_method+('bool Bind(', 'ERR_ConvoyTask Task(', 'protected bool ConvoyCurrent(', 'protected bool Contains(', 'protected bool TruckValid(', 'protected bool Quiet(', 'protected bool Roster(', 'protected void Stock(', 'protected bool CaptureMines(', 'protected bool LauncherStock(', 'bool TryPlanLauncher(', 'bool TryPlanMines(', 'bool TryPlan(', 'protected void ClearWaypoints(', 'protected void Finish(', 'void Stop('))
reserve=cpp(body(H,'bool ReserveLogistics('))+cpp(body(H,'void ReleaseLogistics('))
unique=cpp(body(I,'static int AppendUnique('))+cpp(body(I,'static int Items('))
compatible=body(A,'static bool Compatible(')
for a,b in {
'BaseMagazineComponent.Cast(exactMagazine.FindComponent(BaseMagazineComponent))':'exactMagazine->ammoComp',
'BaseWeaponManagerComponent.Cast(actor.FindComponent(BaseWeaponManagerComponent))':'actor->weapons',
'BaseWeaponComponent.Cast(rifle.FindComponent(BaseWeaponComponent))':'rifle->weapon',
'InventoryItemComponent.Cast(loaded.GetOwner().FindComponent(InventoryItemComponent))':'loaded->GetOwner()->item',
'SCR_MuzzleInMagComponent.Cast(muzzle)':'(muzzle->inMag ? muzzle : nullptr)',
}.items():compatible=compatible.replace(a,b)
compatible=compatible.replace('array<','Array<').replace('foreach (','for (').replace('EWeaponType kind','int kind').replace('EMuzzleType muzzleKind','int muzzleKind')
for a in ['EWeaponType','EMuzzleType']:compatible=compatible.replace(a+'.',a+'::')
for a in ['magazine','manager','weapon','muzzle','reloadable','loaded','loadedItem','loadedSlot']:compatible=compatible.replace(a+'.',a+'->')
compatible=compatible.replace('GetMagazineWell().','GetMagazineWell()->')
run(r'''
#include <cassert>
#include <string>
#include <vector>
#include <array>
#include <map>
#include <algorithm>
#include <cmath>
using string=std::string;
template<class T>struct Array:std::vector<T>{using std::vector<T>::vector;int Count(){return this->size();}bool IsEmpty(){return this->empty();}void Clear(){this->clear();}void Insert(T v){this->push_back(v);}bool Contains(T v){return std::find(this->begin(),this->end(),v)!=this->end();}};
template<class V>struct Map{std::map<string,V>data;V Get(string k){auto it=data.find(k);return it==data.end()?V{}:it->second;}void Set(string k,V v){data[k]=v;}};
struct Vec{float x=0,y=0,z=0;static float DistanceXZ(Vec a,Vec b){return std::hypot(a.x-b.x,a.z-b.z);}};
struct ERR_ForceRules{static bool Finite(float f){return std::isfinite(f);}static bool FiniteVector(Vec v){return Finite(v.x)&&Finite(v.y)&&Finite(v.z);}};
struct Math{static float Min(float a,float b){return std::min(a,b);}};
struct Replication{static inline bool server=true;static bool IsServer(){return server;}};
struct Entity;using IEntity=Entity*;
struct Magazine;struct Manager;struct Weapon;struct Muzzle;struct Item;struct Slot;
using BaseMagazineComponent=Magazine*;using BaseWeaponManagerComponent=Manager*;using BaseWeaponComponent=Weapon*;using BaseMuzzleComponent=Muzzle*;using SCR_MuzzleInMagComponent=Muzzle*;using InventoryItemComponent=Item*;using InventoryStorageSlot=Slot*;
struct EWeaponType{static const int WT_RIFLE=1,WT_SNIPERRIFLE=2,WT_MACHINEGUN=3,WT_HANDGUN=4,WT_GRENADELAUNCHER=5,WT_ROCKETLAUNCHER=6;};
struct EMuzzleType{static const int MT_BaseMuzzle=0,MT_UGLMuzzle=1,MT_RPGMuzzle=2;};
struct Well{int type=1,parent=0;int Type(){return type;}bool IsInherited(int t){return type==t||parent==t;}};
struct Magazine{IEntity owner=nullptr;Well*well=nullptr;int rounds=30,capacity=30;bool used=false;IEntity GetOwner(){return owner;}Well*GetMagazineWell(){return well;}int GetAmmoCount(){return rounds;}int GetMaxAmmoCount(){return capacity;}bool IsUsed(){return used;}};
struct Muzzle{bool inMag=true,canReload=true,disposable=false;Magazine*loaded=nullptr;Well*well=nullptr;int kind=0;bool CanBeReloaded(){return canReload;}bool IsDisposable(){return disposable;}Magazine*GetMagazine(){return loaded;}Well*GetMagazineWell(){return well;}int GetMuzzleType(){return kind;}};
struct Weapon{IEntity owner=nullptr;Array<Muzzle*>muzzles;int kind=1;IEntity GetOwner(){return owner;}int GetWeaponType(){return kind;}void GetMuzzlesList(Array<Muzzle*>&a){a=muzzles;}};
struct Manager{Array<IEntity>weapons;void GetWeaponsList(Array<IEntity>&a){a=weapons;}};
struct Slot{Muzzle*container=nullptr;IEntity attached=nullptr;Muzzle*GetParentContainer(){return container;}IEntity GetAttachedEntity(){return attached;}};
struct Item{Slot*slot=nullptr;Slot*GetParentSlot(){return slot;}};
struct InventoryStorageManagerComponent{Array<IEntity>items;void GetItems(Array<IEntity>& out){out=items;}static auto Cast(InventoryStorageManagerComponent* p){return p;}};
struct Prefab{string name="magazine";string GetPrefabName(){return name;}};
struct Group;using SCR_AIGroup=Group*;
struct Entity{Magazine*ammoComp=nullptr;Manager*weapons=nullptr;Weapon*weapon=nullptr;Item*item=nullptr;IEntity parent=nullptr;Prefab prefab;bool readyMine=false,magazine=true,hasPrefab=true,alive=true,player=false,fight=true,aboard=false,captured=false,released=false;int faction=1;Group* group=nullptr;InventoryStorageManagerComponent* inventory=nullptr;bool HasMagazine(){return magazine;}Prefab* GetPrefabData(){return hasPrefab?&prefab:nullptr;}InventoryStorageManagerComponent* FindComponent(){return inventory;}};
struct Agent{IEntity actor;IEntity GetControlledEntity(){return actor;}};using AIAgent=Agent*;
struct Waypoint{};
struct Group{Array<AIAgent>agents;bool slave=false;int players=0,faction=1;bool IsSlave(){return slave;}int GetPlayerCount(bool){return players;}int GetFaction(){return faction;}void GetAgents(Array<AIAgent>& out){out=agents;}void RemoveWaypoint(Waypoint*){}};
struct ERR_Actors{static bool Alive(IEntity a){return a&&a->alive;}static bool Player(IEntity a){return a&&a->player;}static SCR_AIGroup Group(IEntity a){return a->group;}static bool CanFight(IEntity a){return a&&a->alive&&a->fight;}static void DeleteSpawned(Waypoint*){}};
struct SCR_FactionManager{static int SGetFaction(IEntity a){return a->faction;}};
struct CompartmentAccessComponent{static bool GetVehicleIn(IEntity a){return a->aboard;}};
struct ERR_Inventory{
'''+unique+r'''
};
struct Ammo{bool LauncherComplete=true;int LauncherMuzzles=1,LauncherMagazines=1,LauncherRounds=0,LauncherChambers=0;bool MineComplete=true;int MineMembers=2,ReadyMines=1;bool Complete=true;int Members=2,SmallArmsMuzzles=2,SmallArmsRounds=60,SmallArmsChambers=0;bool Valid(int n){return Members==n;}};
struct Entry{bool Closed=false;int Count=2,Fit=2,MessageId=1;float ObservedAt=0;Vec Position;string SourceId;Ammo* AmmoState=nullptr;};using ERR_HQWatchEntry=Entry*;
struct ERR_InfantryResupplyRules{
'''+rules+r'''
};
namespace ERR_ForceKind{const int CONVOY=3;}
struct ERR_ForceRecord{bool Physical=true,Eliminated=false;int Kind=3,Id=2;};
struct Ledger{Group* owned=nullptr;ERR_ForceRecord record;ERR_ForceRecord* FindGroup(Group* g){return g==owned?&record:nullptr;}};
struct Mode{Ledger ledger;Ledger* Forces(){return &ledger;}int EnemyFaction(){return 1;}};
struct Perception{Array<int>m_aTargets;};
struct Utility{Perception* m_Perception=nullptr;};
struct Sampler{Group* group;Array<IEntity>original;int InitialStrength(){return original.Count();}IEntity InitialMember(int i){return original[i];}bool CanAttribute(int i,IEntity a){return original[i]==a&&!a->released;}bool OwnsRoster(Group* g){return g==group;}};
struct Unit{struct Group* Group=nullptr;struct Utility* Utility=nullptr;Sampler* StatusSampler=nullptr;string ForceSourceId;bool HomeGuard=false,eligible=true;int LogisticsReservation=0;void* Downlink=nullptr;void* PendingOrder=nullptr;void* PendingConvoyOrder=nullptr;void* Radio=this;void* Assignment=nullptr;void* Waypoint=nullptr;bool Eligible(Mode*){return eligible&&LogisticsReservation==0;}};using ERR_HQUnit=Unit*;
struct Combat{bool Held=false;};
struct Truck{int Index=1,SupplyToken=0;bool Registered=true,Released=false,Arrived=false,SupplyHeld=false,crew=true;struct Entity* Entity=nullptr;struct Group* Group=nullptr;struct Combat* Combat=nullptr;bool CrewValid(Mode*){return crew;}};
struct Receipt{bool Consumed=true;Array<int>Records={1,2,3,4,5,6};};
struct Cargo{bool Finished=true;};using ERR_ConvoyCargoCallback=Cargo*;
struct MineBatch{bool complete=true;Array<IEntity>items;bool Complete(){return complete;}int Count(){return items.Count();}IEntity At(int i){return items[i];}};
struct Convoy{MineBatch*MineStock=nullptr;bool supply=false,MagazinesIssued=true,CargoIssued=true,Stopped=false,Ready=true;struct Receipt* Receipt=nullptr;Array<Truck*>Vehicles;Array<struct Cargo*>Cargo;float Deadline=30000;};
using ERR_ConvoyTask=Convoy*;
struct ConvoyService{Array<Convoy*>tasks;int Count(){return tasks.Count();}Convoy* At(int index){return index>=0&&index<Count()?tasks[index]:nullptr;}};
struct ERR_SupplyConvoyTask:Convoy{static Convoy* Cast(Convoy* task){return task&&task->supply?task:nullptr;}};
struct ERR_ConvoyRules{static bool Captured(Entity* e,Group*){return e->captured;}};
struct ERR_ConvoyResources{static string Magazine(){return "magazine";}};
struct ERR_InfantryMineTransfer{static bool ReadyMine(IEntity x){return x&&x->readyMine;}};
struct Route{};struct Leaf{bool unresolved=false;void Stop(){}bool Unresolved(){return unresolved;}};struct Mounted{bool busy=false;bool Busy(){return busy;}void Stop(){}};
struct HQ{Mode* m_Mode;Array<ERR_HQUnit>m_Units;Convoy* convoy=nullptr;ConvoyService convoys;ConvoyService* Convoys(){return &convoys;}Route route;bool active=true,routeAvailable=true;int downlinks=0;bool MissionActive(){return active;}Convoy* ConvoyTask(){return convoy;}
bool designated=false;bool MineSupplyReady(Group*,IEntity,bool replacement=false){return !replacement||designated;}
Route* Downlink(Group*,string,string,int){downlinks++;return routeAvailable?&route:nullptr;}
'''+reserve+r'''
};
struct ERR_InfantryAmmoTransfer{static bool StoredUnder(IEntity item,IEntity actor){return item&&item->parent==actor;}
'''+compatible+r'''
};
struct Service{HQ* m_HQ;Mode* m_Mode;Convoy* m_Convoy=nullptr;Truck* m_Truck=nullptr;Unit* m_Recipient=nullptr;Unit* m_Donor=nullptr;Leaf* m_Move=nullptr;Leaf*m_MineMove=nullptr;MineBatch*m_MineBatch=nullptr;bool m_LauncherTrip=false,m_MineTrip=false,m_MineStockCaptured=false,m_EmptyMineReplacement=false;int m_MineRecipientSlot=-1;Mounted*m_Mounted=nullptr;Route* m_Order=nullptr;IEntity m_Receiving=nullptr;
Array<IEntity>m_Stock,m_MineStock,m_Spent,m_Members,m_Served;Map<int>*m_Consumed=new Map<int>();Map<float>*m_NextAttempt=new Map<float>();int m_ConvoySlot=-1;float m_NextTick=0;int m_State=0,m_Trip=0,m_Token=0,m_ReportId=0,m_TripDelivered=0;float m_Deadline=0,m_StockDeadline=-1;bool m_Stopped=false;
Waypoint* m_MoveWaypoint=nullptr;Waypoint* m_HoldWaypoint=nullptr;string reason;bool Current(){return !m_Stopped&&Replication::IsServer()&&m_HQ->active;}void Audit(string why){reason=why;}
'''+methods+r'''
};
struct Fixture{Mode mode;HQ hq;Service s;InventoryStorageManagerComponent inventory;Entity vehicle;std::array<Entity,140>items;std::array<Magazine,140>magazines;Entity rifle,launcher;Manager weapons;Weapon rifleWeapon,launcherWeapon;Muzzle rifleMuzzle,launcherMuzzle;Well well,wrongWell{2,0};Entity one,two;Agent a{&one},b{&two};Group recipients,donors;Utility recipientUtility,donorUtility;Sampler sampler;Unit recipient,donor;Combat combat;Truck truck;Receipt receipt;Cargo cargo;Convoy convoy;Ammo ammo;Entry demand,donorStatus;
Fixture():sampler{&recipients,{&one,&two}}{
hq.m_Mode=&mode;hq.convoy=&convoy;hq.convoys.tasks={&convoy};s.m_HQ=&hq;s.m_Mode=&mode;
one.weapons=&weapons;two.weapons=&weapons;weapons.weapons={&rifle,&launcher};rifle.weapon=&rifleWeapon;rifleWeapon.owner=&rifle;rifleWeapon.muzzles={&rifleMuzzle};rifleMuzzle.well=&well;
launcher.weapon=&launcherWeapon;launcherWeapon.owner=&launcher;launcherWeapon.kind=EWeaponType::WT_ROCKETLAUNCHER;launcherWeapon.muzzles={&launcherMuzzle};launcherMuzzle.well=&well;launcherMuzzle.kind=EMuzzleType::MT_RPGMuzzle;launcher.parent=&one;
for(int i=0;i<140;i++){items[i].ammoComp=&magazines[i];magazines[i].owner=&items[i];magazines[i].well=&well;}
vehicle.inventory=&inventory;vehicle.group=&donors;truck.Entity=&vehicle;truck.Group=&donors;truck.Combat=&combat;
mode.ledger.owned=&donors;convoy.Receipt=&receipt;convoy.Vehicles={&truck,&truck,&truck,&truck,&truck,&truck};convoy.Cargo={&cargo};
one.group=&recipients;two.group=&recipients;recipients.agents={&a,&b};recipient.Group=&recipients;recipient.Utility=&recipientUtility;recipient.StatusSampler=&sampler;recipient.ForceSourceId="recipient";
donor.Group=&donors;donor.Utility=&donorUtility;donor.ForceSourceId="donor";hq.m_Units={&recipient,&donor};
demand.SourceId="recipient";demand.AmmoState=&ammo;donorStatus.SourceId="donor";donorStatus.AmmoState=&ammo;
for(int i=0;i<48;i++)inventory.items.Insert(&items[i]);
}
bool Plan(float now=0){return s.TryPlan(&recipient,&donor,&demand,&donorStatus,now);}
void Refresh(float now,int id){demand.ObservedAt=now;donorStatus.ObservedAt=now;demand.MessageId=id;}
void Unchanged(){assert(s.m_Trip==0&&s.m_Consumed->Get("recipient")==0&&s.m_NextAttempt->Get("recipient")==0&&recipient.LogisticsReservation==0&&truck.SupplyToken==0&&hq.downlinks==0&&!truck.SupplyHeld&&!convoy.Stopped&&!s.m_Recipient&&!s.m_Donor);}
};
int main(){
// Actual Compatible must reject wrong-well, empty or malformed stock before
// any report/cooldown consumption, reservation, downlink or convoy hold.
for(int bad=0;bad<5;bad++){Fixture f;for(auto&mag:f.magazines){if(bad==0)mag.well=&f.wrongWell;if(bad==1)mag.rounds=0;if(bad==2)mag.capacity=0;if(bad==3)mag.rounds=31;if(bad==4)mag.well=nullptr;}f.s.Stock(0);assert(!f.Plan());f.Unchanged();}
{Fixture f;f.s.Stock(0);f.rifleMuzzle.well=&f.wrongWell;assert(!f.Plan());f.Unchanged();f.rifleMuzzle.well=&f.well;assert(f.Plan());}
// Same delivered recipient report remains available to a later compatible
// truck sharing the real per-source consumption/cooldown maps.
{Fixture first,second;Map<int> consumed;Map<float> cooldown;second.hq.convoys.tasks={&first.convoy,&second.convoy};second.hq.convoy=&first.convoy;second.hq.m_Units={&first.recipient,&second.donor};
assert(first.s.Bind(&first.convoy,0,&consumed,&cooldown));assert(second.s.Bind(&second.convoy,1,&consumed,&cooldown));
for(auto&mag:first.magazines){mag.well=&first.wrongWell;}first.s.Stock(0);second.s.Stock(0);assert(!first.Plan());first.Unchanged();
assert(second.s.TryPlan(&first.recipient,&second.donor,&first.demand,&second.donorStatus,0));assert(consumed.Get("recipient")==1&&cooldown.Get("recipient")==180000&&first.recipient.LogisticsReservation==100129&&second.hq.downlinks==1&&first.hq.downlinks==0);}
// A usable compatible item must still be a surviving unspent frozen identity.
{Fixture f;for(auto&mag:f.magazines)mag.rounds=0;f.magazines[48].rounds=30;f.s.Stock(0);f.inventory.items.Insert(&f.items[48]);assert(!f.Plan());f.Unchanged();f.magazines[0].rounds=30;f.s.m_Spent.Insert(&f.items[0]);assert(!f.Plan());f.Unchanged();f.s.m_Spent.Clear();assert(f.Plan());}
// Hard 32 original carriers and 96 captured magazines remain fail-closed.
{Fixture f;f.s.Stock(0);f.sampler.original.resize(33,&f.one);assert(!f.Plan());f.Unchanged();}
{Fixture f;f.s.Stock(0);for(int i=48;i<97;i++){f.s.m_Stock.Insert(&f.items[i]);f.inventory.items.Insert(&f.items[i]);}assert(!f.Plan());f.Unchanged();}
{Fixture f;for(int i=48;i<96;i++)f.inventory.items.Insert(&f.items[i]);for(int i=0;i<95;i++)f.magazines[i].well=&f.wrongWell;f.s.Stock(0);assert(f.Plan());}
// Small-arms demand cannot borrow launcher compatibility, but the dedicated
// launcher path still supports its real empty reloadable muzzle and rejects disposables.
{Fixture f;f.weapons.weapons={&f.launcher};f.s.Stock(0);assert(!f.Plan());f.Unchanged();assert(f.s.TryPlanLauncher(&f.recipient,&f.donor,&f.demand,&f.donorStatus,0));}
{Fixture f;f.weapons.weapons={&f.launcher};f.launcherMuzzle.disposable=true;f.s.Stock(0);assert(!f.s.TryPlanLauncher(&f.recipient,&f.donor,&f.demand,&f.donorStatus,0));f.Unchanged();}
{Fixture f;for(int i=48;i<96;i++)f.inventory.items.Insert(&f.items[i]);f.s.Stock(0);
for(int i=0;i<95;i++)f.magazines[i].well=&f.wrongWell;
assert(f.s.TryPlanLauncher(&f.recipient,&f.donor,&f.demand,&f.donorStatus,0));
assert(f.s.m_LauncherTrip);}
{Fixture f;f.s.Stock(0);for(auto&mag:f.magazines)mag.well=&f.wrongWell;assert(!f.s.TryPlanLauncher(&f.recipient,&f.donor,&f.demand,&f.donorStatus,0)&&f.truck.SupplyToken==0);}
{Fixture f;f.s.Stock(0);f.ammo.SmallArmsRounds=999;f.ammo.LauncherMagazines=0;assert(!f.Plan());assert(f.s.TryPlanLauncher(&f.recipient,&f.donor,&f.demand,&f.donorStatus,0));assert(f.s.m_LauncherTrip&&!f.s.m_MineTrip);}
for(int bad=0;bad<7;bad++){Fixture f;f.s.Stock(0);f.ammo.SmallArmsRounds=999;if(bad==0)f.ammo.LauncherComplete=false;if(bad==1)f.ammo.LauncherMuzzles=0;if(bad==2)f.ammo.LauncherRounds=1;if(bad==3)f.ammo.LauncherChambers=1;if(bad==4)f.ammo.Members=1;if(bad==5)f.demand.ObservedAt=-1;if(bad==6)f.demand.ObservedAt=1;
assert(!f.s.TryPlanLauncher(&f.recipient,&f.donor,&f.demand,&f.donorStatus,0));assert(f.s.m_State==1&&f.truck.SupplyToken==0);}
// Additional mounted stock callbacks belong to the same initial freeze barrier.
{Fixture f;Cargo mounted;mounted.Finished=false;f.convoy.supply=true;f.convoy.Cargo.Insert(&mounted);
f.s.Stock(0);assert(f.s.m_State==0&&f.s.m_Stock.IsEmpty());
mounted.Finished=true;f.inventory.items.Insert(&f.items[48]);f.s.Stock(1000);
assert(f.s.m_State==1&&f.s.m_Stock.Count()==49&&f.s.m_Stock.Contains(&f.items[48]));}
// Bind accepts only an exact current slot and non-null shared demand histories.
{Fixture f;Map<int> consumed;Map<float> cooldown;Convoy other;
assert(!f.s.Bind(nullptr,0,&consumed,&cooldown));assert(!f.s.Bind(&f.convoy,-1,&consumed,&cooldown));
assert(!f.s.Bind(&f.convoy,20,&consumed,&cooldown));assert(!f.s.Bind(&f.convoy,1,&consumed,&cooldown));
assert(!f.s.Bind(&other,0,&consumed,&cooldown));assert(!f.s.Bind(&f.convoy,0,nullptr,&cooldown));assert(!f.s.Bind(&f.convoy,0,&consumed,nullptr));
assert(f.s.Bind(&f.convoy,0,&consumed,&cooldown));assert(f.s.Task()==&f.convoy);assert(!f.s.Bind(&f.convoy,0,&consumed,&cooldown));}
// Any prior startup/stock/trip/stop refuses late binding.
for(int began=0;began<6;began++){Fixture f;Map<int> consumed;Map<float> cooldown;
if(began==0){f.s.Stock(0);}if(began==1){f.s.m_NextTick=1000;}if(began==2){f.s.m_Trip=1;}
if(began==3){f.s.m_StockDeadline=90000;}if(began==4){f.s.m_Stopped=true;}if(began==5){f.s.m_State=1;}
assert(!f.s.Bind(&f.convoy,0,&consumed,&cooldown));}
// Second convoy remains valid independently of canonical first, but never follows replacement/reordering.
for(int mutation=0;mutation<3;mutation++){Fixture f;Convoy first,replacement;Map<int> consumed;Map<float> cooldown;
f.hq.convoy=&first;f.hq.convoys.tasks={&first,&f.convoy};assert(f.s.Bind(&f.convoy,1,&consumed,&cooldown));
f.s.Stock(0);assert(f.s.TruckValid()&&f.s.Task()==&f.convoy&&f.s.m_Stock.Count()==48);
if(mutation==0)f.hq.convoys.tasks[1]=&replacement;
if(mutation==1)std::swap(f.hq.convoys.tasks[0],f.hq.convoys.tasks[1]);
if(mutation==2)f.hq.convoys.tasks.resize(1);
assert(!f.s.TruckValid()&&!f.Plan()&&f.s.Task()==&f.convoy);}
// Canonical legacy startup also pins its first identity before readiness.
{Fixture f;Convoy replacement;f.convoy.Ready=false;f.s.Stock(0);assert(f.s.Task()==&f.convoy);
f.hq.convoy=&replacement;f.s.Stock(1000);assert(f.s.m_Stopped&&f.s.Task()==&f.convoy);}
// Every bound slot owns a disjoint 128-trip token range, including its last allowed trip.
for(int slot=0;slot<20;slot++){Fixture f;Map<int> consumed;Map<float> cooldown;
f.hq.convoys.tasks.resize(slot+1,nullptr);f.hq.convoys.tasks[slot]=&f.convoy;assert(f.s.Bind(&f.convoy,slot,&consumed,&cooldown));
f.s.Stock(0);assert(f.Plan());assert(f.s.m_Token==100000+slot*128+1);f.s.Finish("test released");
f.s.m_Trip=127;f.Refresh(180000,2);assert(f.Plan(180000));assert(f.s.m_Token==100000+(slot+1)*128);
f.s.Finish("test released");f.Refresh(360000,3);assert(!f.Plan(360000));}
// Separate convoys share report consumption and failed-attempt cooldowns for the same recipient source.
{Fixture first,second;Map<int> consumed;Map<float> cooldown;
second.hq.convoys.tasks={&first.convoy,&second.convoy};second.hq.convoy=&first.convoy;
assert(first.s.Bind(&first.convoy,0,&consumed,&cooldown));assert(second.s.Bind(&second.convoy,1,&consumed,&cooldown));
first.s.Stock(0);second.s.Stock(0);first.hq.routeAvailable=false;assert(first.Plan());
assert(consumed.Get("recipient")==1&&cooldown.Get("recipient")==180000);
second.Refresh(180000,1);assert(!second.Plan(180000));second.Refresh(179999,2);assert(!second.Plan(179999));
second.Refresh(180000,2);assert(second.Plan(180000));assert(first.s.m_Consumed->Get("recipient")==2&&first.s.m_NextAttempt->Get("recipient")==360000);}
// Actual inventory aggregation collapses repeated native storage references, not distinct identical-prefab magazines.
{Fixture f;f.inventory.items.Insert(&f.items[0]);f.inventory.items.Insert(nullptr);f.s.Stock(0);assert(f.s.m_State==1&&!f.s.m_Stopped&&f.s.m_Stock.Count()==48);assert(f.s.m_Stock[0]!=f.s.m_Stock[1]);}
// Malformed/non-magazine items never become spendable stock; native startup partial cargo stays partial.
{Fixture f;f.inventory.items={&f.items[0],&f.items[1],&f.items[2],nullptr};f.items[1].magazine=false;f.items[2].magazine=false;f.items[2].prefab.name="rifle";f.s.Stock(0);assert(f.s.m_Stock.Count()==1&&f.s.m_State==1);}
{Fixture f;f.cargo.Finished=false;f.s.Stock(0);assert(f.s.m_State==0&&f.s.m_Stock.IsEmpty());f.s.Stock(89999);assert(!f.s.m_Stopped&&f.s.m_Stock.IsEmpty());f.s.Stock(90000);assert(f.s.m_Stopped&&f.s.m_Stock.IsEmpty());}
{Fixture f;f.cargo.Finished=false;f.s.Stock(0);f.cargo.Finished=true;f.inventory.items={&f.items[0]};f.s.Stock(1000);assert(f.s.m_Stock.Count()==1&&!f.s.m_Stopped);}
{Fixture f;for(int i=48;i<97;i++)f.inventory.items.Insert(&f.items[i]);f.s.Stock(0);assert(f.s.m_Stopped&&!f.Plan());f.Unchanged();}
{Fixture f;for(auto& item:f.items)f.inventory.items.Insert(&item);f.s.Stock(0);assert(f.s.m_Stopped&&f.s.m_Stock.IsEmpty());}
{Fixture f;f.vehicle.inventory=nullptr;f.s.Stock(0);assert(f.s.m_Stopped&&!f.Plan());}
{Fixture f;f.convoy.Ready=false;f.s.Stock(0);assert(f.s.m_State==0&&f.s.m_Stock.IsEmpty());}
{Fixture f;f.receipt.Consumed=false;f.s.Stock(0);assert(f.s.m_Stopped&&f.s.m_Stock.IsEmpty());}
// Supply weapons settle after crew deadline; matching ammo must be issued and settled before snapshot.
{Fixture f;f.convoy.supply=true;f.convoy.MagazinesIssued=false;f.s.Stock(25000);assert(f.s.m_State==0&&f.s.m_Stock.IsEmpty());
f.s.Stock(31000);assert(!f.s.m_Stopped&&f.s.m_State==0);f.convoy.MagazinesIssued=true;f.cargo.Finished=false;
f.s.Stock(32000);assert(f.s.m_State==0&&f.s.m_Stock.IsEmpty());f.cargo.Finished=true;
f.items[0].prefab.name="NATO_556_STANAG";f.s.Stock(33000);assert(f.s.m_State==1&&!f.s.m_Stopped&&f.s.m_Stock.Contains(&f.items[0]));}
// Earliest admission: producer may finish weapons only at original Deadline+30000.
{Fixture f;f.convoy.supply=true;f.convoy.MagazinesIssued=false;f.cargo.Finished=false;f.s.Stock(0);
f.s.Stock(59999);assert(!f.s.m_Stopped&&f.s.m_Stock.IsEmpty());
f.convoy.MagazinesIssued=true;f.s.Stock(60000);assert(!f.s.m_Stopped&&f.s.m_State==0);
f.cargo.Finished=true;f.items[0].prefab.name="NATO_556_STANAG";f.s.Stock(89000);
assert(!f.s.m_Stopped&&f.s.m_State==1&&f.s.m_Stock.Contains(&f.items[0]));}
// Missing first-phase submission and missing second phase are bounded by one immutable deadline.
for(int phase=0;phase<2;phase++){Fixture f;f.convoy.supply=true;f.convoy.CargoIssued=phase!=0;f.convoy.MagazinesIssued=false;
f.s.Stock(25000);f.s.Stock(114999);assert(!f.s.m_Stopped&&f.s.m_StockDeadline==115000&&f.s.m_Stock.IsEmpty());
f.s.Stock(115000);assert(f.s.m_Stopped&&f.s.m_Stock.IsEmpty());}
// Faction catalogs may yield 96 distinct magazine identities; weapons are excluded.
{Fixture f;for(int i=48;i<96;i++)f.inventory.items.Insert(&f.items[i]);f.items[0].prefab.name="NATO_556_STANAG";
f.items[96].magazine=false;f.inventory.items.Insert(&f.items[96]);f.s.Stock(0);
assert(!f.s.m_Stopped&&f.s.m_State==1&&f.s.m_Stock.Count()==96&&f.s.m_Stock.Contains(&f.items[0])&&!f.s.m_Stock.Contains(&f.items[96]));}
// Detached known-zero demand also requires settled original designation; unknown never authorizes.
{Fixture f;MineBatch batch;f.convoy.supply=true;f.convoy.MineStock=&batch;f.items[48].readyMine=true;batch.items={&f.items[48]};f.inventory.items.Insert(&f.items[48]);f.s.Stock(0);
for(int n: {0,2,3}){f.ammo.ReadyMines=n;assert(!f.s.TryPlanMines(&f.recipient,&f.donor,&f.demand,&f.donorStatus,0));}
f.ammo.ReadyMines=0;f.hq.designated=true;f.one.released=f.two.released=true;assert(!f.s.TryPlanMines(&f.recipient,&f.donor,&f.demand,&f.donorStatus,0));f.one.released=f.two.released=false;assert(f.s.TryPlanMines(&f.recipient,&f.donor,&f.demand,&f.donorStatus,0));f.s.Finish("reset");f.s.m_Consumed->data.clear();f.s.m_NextAttempt->data.clear();f.hq.designated=false;
f.ammo.ReadyMines=1;f.ammo.MineComplete=false;assert(!f.s.TryPlanMines(&f.recipient,&f.donor,&f.demand,&f.donorStatus,0));f.ammo.MineComplete=true;
batch.complete=false;assert(!f.s.TryPlanMines(&f.recipient,&f.donor,&f.demand,&f.donorStatus,0));batch.complete=true;
assert(f.s.TryPlanMines(&f.recipient,&f.donor,&f.demand,&f.donorStatus,0));assert(f.s.m_MineTrip&&f.s.m_MineStock.Count()==1);}
// A submitted unknown mine retains the real HQ claim across a newer delivered
// report and expired shared cooldown; a second truck cannot race the same actor.
{Fixture first,second;Leaf leaf;leaf.unresolved=true;first.s.Stock(0);assert(first.Plan());first.s.m_MineMove=&leaf;first.s.m_MineTrip=true;first.s.Finish("unknown native move");
assert(first.s.m_State==7&&first.recipient.LogisticsReservation==100001&&first.truck.SupplyToken==100001);
second.s.Stock(0);second.s.m_HQ=&first.hq;first.hq.convoy=&second.convoy;first.hq.convoys.tasks={&second.convoy};second.s.m_Consumed=first.s.m_Consumed;second.s.m_NextAttempt=first.s.m_NextAttempt;
first.Refresh(180001,2);second.donorStatus.ObservedAt=180001;
assert(!second.s.TryPlan(&first.recipient,&second.donor,&first.demand,&second.donorStatus,180001));assert(first.recipient.LogisticsReservation==100001);
leaf.unresolved=false;first.s.Finish("settled");assert(first.recipient.LogisticsReservation==0);
assert(second.s.TryPlan(&first.recipient,&second.donor,&first.demand,&second.donorStatus,180001));}
// Removed stock is unavailable; a different magazine added after capture does not replace its identity.
{Fixture f;f.s.Stock(0);f.inventory.items={&f.items[48]};assert(!f.Plan());f.Unchanged();f.inventory.items.Insert(&f.items[0]);assert(f.Plan());assert(f.s.m_Stock.Count()==48&&!f.s.m_Stock.Contains(&f.items[48]));}
{Fixture f;f.s.Stock(0);f.s.m_Spent=f.s.m_Stock;assert(!f.Plan());f.Unchanged();}
// A delivered report is tied to exact original source identities and original still-owned members.
{Fixture f;f.s.Stock(0);f.demand.SourceId="foreign";assert(!f.Plan());f.Unchanged();}
{Fixture f;f.s.Stock(0);f.donorStatus.SourceId="foreign";assert(!f.Plan());f.Unchanged();}
{Fixture f;f.s.Stock(0);f.one.released=true;assert(!f.Plan());f.Unchanged();assert(!f.s.m_Recipient&&!f.s.m_Donor);}
{Fixture f;f.s.Stock(0);Entity foreign;foreign.group=&f.recipients;Agent extra{&foreign};f.recipients.agents.Insert(&extra);assert(!f.Plan());f.Unchanged();}
// Real HQ force reservation refuses busy/support-ineligible or silent-radio recipients without consuming the demand.
for(int refusal=0;refusal<5;refusal++){Fixture f;f.s.Stock(0);void* owned=&f;
if(refusal==0){f.recipient.Assignment=owned;}if(refusal==1){f.recipient.Downlink=owned;}if(refusal==2){f.recipient.Waypoint=owned;}if(refusal==3){f.recipient.Radio=nullptr;}if(refusal==4){f.recipient.eligible=false;}
assert(!f.Plan());f.Unchanged();assert(!f.s.m_Recipient&&!f.s.m_Donor);
f.recipient.Assignment=nullptr;f.recipient.Downlink=nullptr;f.recipient.Waypoint=nullptr;f.recipient.Radio=&f;f.recipient.eligible=true;
assert(f.Plan());assert(f.s.m_Trip==1&&f.s.m_Consumed->Get("recipient")==1&&f.recipient.LogisticsReservation==100001);}
{Fixture f;f.s.Stock(0);f.recipient.LogisticsReservation=7;assert(!f.Plan());assert(f.recipient.LogisticsReservation==7&&f.s.m_Trip==0&&f.hq.downlinks==0);}
// Failed truck downlink is still a consumed planning attempt; cleanup preserves all cargo and other ownership.
{Fixture f;f.s.Stock(0);f.hq.routeAvailable=false;assert(f.Plan());assert(f.s.m_State==1&&f.s.m_Trip==1&&f.s.m_Consumed->Get("recipient")==1&&f.recipient.LogisticsReservation==0&&f.truck.SupplyToken==0&&f.inventory.items.Count()==48);
f.hq.routeAvailable=true;f.Refresh(180000,1);assert(!f.Plan(180000)); // same consumed message cannot replay after cooldown
f.Refresh(179999,2);assert(!f.Plan(179999));f.Refresh(180000,2);assert(f.Plan(180000));assert(f.s.m_Trip==2&&f.s.m_Deadline==300000);}
// A stale-but-still-admissible demand gets only the remaining evidence horizon, never a new full lifetime.
{Fixture f;f.s.Stock(0);assert(f.Plan(120000));assert(f.s.m_Deadline==180000);assert(!f.Plan(120000)&&f.hq.downlinks==1);}
// Independent guarded failures do not leak reservations or acquire replacement force identities.
for(int refusal=0;refusal<7;refusal++){Fixture f;f.s.Stock(0);
if(refusal==0){f.recipient.HomeGuard=true;}if(refusal==1){f.truck.Combat->Held=true;}if(refusal==2){f.vehicle.captured=true;}if(refusal==3){f.mode.ledger.record.Eliminated=true;}if(refusal==4){f.donor.PendingConvoyOrder=&f;}if(refusal==5){f.ammo.Complete=false;}if(refusal==6){f.demand.Position.x=201;}
assert(!f.Plan());f.Unchanged();}
}
''')
print('PASS: actual Compatible and bounded stock preflight before report/claim consumption, later compatible truck, launcher controls, convoy binding, finite identities, disjoint tokens, shared report replay/cooldown, original recipients and HQ cleanup')
@@ -0,0 +1,19 @@
check: /tmp/erri-resupply-tests-0826/scratch/err-policy-tlhvgc3l/check.cpp:447: int main(): Assertion `!f.Plan()' failed.
Traceback (most recent call last):
File "/tmp/erri-resupply-tests-0826/tests/test_infantry_resupply_planning.py", line 48, in <module>
run(r'''
~~~^^^^^
#include <cassert>
^^^^^^^^^^^^^^^^^^
...<238 lines>...
}
^
''')
^^^^
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/erri-resupply-tests-0826/scratch/err-policy-tlhvgc3l/check']' died with <Signals.SIGABRT: 6>.
@@ -0,0 +1,126 @@
--- a/tests/test_infantry_resupply_planning.py
+++ b/tests/test_infantry_resupply_planning.py
@@ -3,6 +3,7 @@
from pathlib import Path
from policy_harness import ROOT,body,run
P=Path(os.environ.get('ERR_INFANTRY_RESUPPLY_SOURCE',ROOT/'addons/core/Scripts/Game/ERR/10_AI/ERR_InfantryResupply.c'))
+A=Path(os.environ.get('ERR_INFANTRY_TRANSFER_SOURCE',ROOT/'addons/core/Scripts/Game/ERR/10_AI/ERR_InfantryAmmoTransfer.c'))
I=ROOT/'addons/core/Scripts/Game/ERR/00_Core/ERR_Inventory.c'
H=Path(os.environ.get('ERR_HQ_SOURCE',ROOT/'addons/core/Scripts/Game/ERR/10_AI/ERR_HQ.c'))
def cpp(s):
@@ -28,9 +29,22 @@
s=s.replace('bool available;','bool available=false;').replace('bool living;','bool living=false;')
return s
rules='\n'.join(cpp(body(P,x)) for x in ('static bool Fresh(', 'static bool Need(', 'static bool Pair(', 'static bool MinePair(', 'static bool LauncherNeed(', 'static bool LauncherPair('))
-methods='\n'.join(cpp(body(P,x)) for x in ('bool Bind(', 'ERR_ConvoyTask Task(', 'protected bool ConvoyCurrent(', 'protected bool Contains(', 'protected bool TruckValid(', 'protected bool Quiet(', 'protected bool Roster(', 'protected void Stock(', 'protected bool CaptureMines(', 'protected bool LauncherStock(', 'bool TryPlanLauncher(', 'bool TryPlanMines(', 'bool TryPlan(', 'protected void ClearWaypoints(', 'protected void Finish(', 'void Stop('))
+stock_method=('protected bool CompatibleStock(',) if 'protected bool CompatibleStock(' in P.read_text() else ()
+methods='\n'.join(cpp(body(P,x)) for x in stock_method+('bool Bind(', 'ERR_ConvoyTask Task(', 'protected bool ConvoyCurrent(', 'protected bool Contains(', 'protected bool TruckValid(', 'protected bool Quiet(', 'protected bool Roster(', 'protected void Stock(', 'protected bool CaptureMines(', 'protected bool LauncherStock(', 'bool TryPlanLauncher(', 'bool TryPlanMines(', 'bool TryPlan(', 'protected void ClearWaypoints(', 'protected void Finish(', 'void Stop('))
reserve=cpp(body(H,'bool ReserveLogistics('))+cpp(body(H,'void ReleaseLogistics('))
unique=cpp(body(I,'static int AppendUnique('))+cpp(body(I,'static int Items('))
+compatible=body(A,'static bool Compatible(')
+for a,b in {
+ 'BaseMagazineComponent.Cast(exactMagazine.FindComponent(BaseMagazineComponent))':'exactMagazine->ammoComp',
+ 'BaseWeaponManagerComponent.Cast(actor.FindComponent(BaseWeaponManagerComponent))':'actor->weapons',
+ 'BaseWeaponComponent.Cast(rifle.FindComponent(BaseWeaponComponent))':'rifle->weapon',
+ 'InventoryItemComponent.Cast(loaded.GetOwner().FindComponent(InventoryItemComponent))':'loaded->GetOwner()->item',
+ 'SCR_MuzzleInMagComponent.Cast(muzzle)':'(muzzle->inMag ? muzzle : nullptr)',
+}.items():compatible=compatible.replace(a,b)
+compatible=compatible.replace('array<','Array<').replace('foreach (','for (').replace('EWeaponType kind','int kind').replace('EMuzzleType muzzleKind','int muzzleKind')
+for a in ['EWeaponType','EMuzzleType']:compatible=compatible.replace(a+'.',a+'::')
+for a in ['magazine','manager','weapon','muzzle','reloadable','loaded','loadedItem','loadedSlot']:compatible=compatible.replace(a+'.',a+'->')
+compatible=compatible.replace('GetMagazineWell().','GetMagazineWell()->')
run(r'''
#include <cassert>
#include <string>
@@ -47,10 +61,21 @@
struct Math{static float Min(float a,float b){return std::min(a,b);}};
struct Replication{static inline bool server=true;static bool IsServer(){return server;}};
struct Entity;using IEntity=Entity*;
+struct Magazine;struct Manager;struct Weapon;struct Muzzle;struct Item;struct Slot;
+using BaseMagazineComponent=Magazine*;using BaseWeaponManagerComponent=Manager*;using BaseWeaponComponent=Weapon*;using BaseMuzzleComponent=Muzzle*;using SCR_MuzzleInMagComponent=Muzzle*;using InventoryItemComponent=Item*;using InventoryStorageSlot=Slot*;
+struct EWeaponType{static const int WT_RIFLE=1,WT_SNIPERRIFLE=2,WT_MACHINEGUN=3,WT_HANDGUN=4,WT_GRENADELAUNCHER=5,WT_ROCKETLAUNCHER=6;};
+struct EMuzzleType{static const int MT_BaseMuzzle=0,MT_UGLMuzzle=1,MT_RPGMuzzle=2;};
+struct Well{int type=1,parent=0;int Type(){return type;}bool IsInherited(int t){return type==t||parent==t;}};
+struct Magazine{IEntity owner=nullptr;Well*well=nullptr;int rounds=30,capacity=30;bool used=false;IEntity GetOwner(){return owner;}Well*GetMagazineWell(){return well;}int GetAmmoCount(){return rounds;}int GetMaxAmmoCount(){return capacity;}bool IsUsed(){return used;}};
+struct Muzzle{bool inMag=true,canReload=true,disposable=false;Magazine*loaded=nullptr;Well*well=nullptr;int kind=0;bool CanBeReloaded(){return canReload;}bool IsDisposable(){return disposable;}Magazine*GetMagazine(){return loaded;}Well*GetMagazineWell(){return well;}int GetMuzzleType(){return kind;}};
+struct Weapon{IEntity owner=nullptr;Array<Muzzle*>muzzles;int kind=1;IEntity GetOwner(){return owner;}int GetWeaponType(){return kind;}void GetMuzzlesList(Array<Muzzle*>&a){a=muzzles;}};
+struct Manager{Array<IEntity>weapons;void GetWeaponsList(Array<IEntity>&a){a=weapons;}};
+struct Slot{Muzzle*container=nullptr;IEntity attached=nullptr;Muzzle*GetParentContainer(){return container;}IEntity GetAttachedEntity(){return attached;}};
+struct Item{Slot*slot=nullptr;Slot*GetParentSlot(){return slot;}};
struct InventoryStorageManagerComponent{Array<IEntity>items;void GetItems(Array<IEntity>& out){out=items;}static auto Cast(InventoryStorageManagerComponent* p){return p;}};
struct Prefab{string name="magazine";string GetPrefabName(){return name;}};
struct Group;using SCR_AIGroup=Group*;
-struct Entity{Prefab prefab;bool readyMine=false,magazine=true,hasPrefab=true,alive=true,player=false,fight=true,aboard=false,captured=false,released=false;int faction=1;Group* group=nullptr;InventoryStorageManagerComponent* inventory=nullptr;bool HasMagazine(){return magazine;}Prefab* GetPrefabData(){return hasPrefab?&prefab:nullptr;}InventoryStorageManagerComponent* FindComponent(){return inventory;}};
+struct Entity{Magazine*ammoComp=nullptr;Manager*weapons=nullptr;Weapon*weapon=nullptr;Item*item=nullptr;IEntity parent=nullptr;Prefab prefab;bool readyMine=false,magazine=true,hasPrefab=true,alive=true,player=false,fight=true,aboard=false,captured=false,released=false;int faction=1;Group* group=nullptr;InventoryStorageManagerComponent* inventory=nullptr;bool HasMagazine(){return magazine;}Prefab* GetPrefabData(){return hasPrefab?&prefab:nullptr;}InventoryStorageManagerComponent* FindComponent(){return inventory;}};
struct Agent{IEntity actor;IEntity GetControlledEntity(){return actor;}};using AIAgent=Agent*;
struct Waypoint{};
struct Group{Array<AIAgent>agents;bool slave=false;int players=0,faction=1;bool IsSlave(){return slave;}int GetPlayerCount(bool){return players;}int GetFaction(){return faction;}void GetAgents(Array<AIAgent>& out){out=agents;}void RemoveWaypoint(Waypoint*){}};
@@ -91,15 +116,20 @@
Route* Downlink(Group*,string,string,int){downlinks++;return routeAvailable?&route:nullptr;}
'''+reserve+r'''
};
-struct ERR_InfantryAmmoTransfer{static inline IEntity only=nullptr;static inline int checks=0;static inline bool compatible=true;static bool Compatible(IEntity actor,IEntity item,bool launcher){checks++;return actor&&item&&launcher&&compatible&&(!only||item==only);}};
+struct ERR_InfantryAmmoTransfer{static bool StoredUnder(IEntity item,IEntity actor){return item&&item->parent==actor;}
+'''+compatible+r'''
+};
struct Service{HQ* m_HQ;Mode* m_Mode;Convoy* m_Convoy=nullptr;Truck* m_Truck=nullptr;Unit* m_Recipient=nullptr;Unit* m_Donor=nullptr;Leaf* m_Move=nullptr;Leaf*m_MineMove=nullptr;MineBatch*m_MineBatch=nullptr;bool m_LauncherTrip=false,m_MineTrip=false,m_MineStockCaptured=false,m_EmptyMineReplacement=false;int m_MineRecipientSlot=-1;Mounted*m_Mounted=nullptr;Route* m_Order=nullptr;IEntity m_Receiving=nullptr;
Array<IEntity>m_Stock,m_MineStock,m_Spent,m_Members,m_Served;Map<int>*m_Consumed=new Map<int>();Map<float>*m_NextAttempt=new Map<float>();int m_ConvoySlot=-1;float m_NextTick=0;int m_State=0,m_Trip=0,m_Token=0,m_ReportId=0,m_TripDelivered=0;float m_Deadline=0,m_StockDeadline=-1;bool m_Stopped=false;
Waypoint* m_MoveWaypoint=nullptr;Waypoint* m_HoldWaypoint=nullptr;string reason;bool Current(){return !m_Stopped&&Replication::IsServer()&&m_HQ->active;}void Audit(string why){reason=why;}
'''+methods+r'''
};
-struct Fixture{Mode mode;HQ hq;Service s;InventoryStorageManagerComponent inventory;Entity vehicle;std::array<Entity,140>items;Entity one,two;Agent a{&one},b{&two};Group recipients,donors;Utility recipientUtility,donorUtility;Sampler sampler;Unit recipient,donor;Combat combat;Truck truck;Receipt receipt;Cargo cargo;Convoy convoy;Ammo ammo;Entry demand,donorStatus;
+struct Fixture{Mode mode;HQ hq;Service s;InventoryStorageManagerComponent inventory;Entity vehicle;std::array<Entity,140>items;std::array<Magazine,140>magazines;Entity rifle,launcher;Manager weapons;Weapon rifleWeapon,launcherWeapon;Muzzle rifleMuzzle,launcherMuzzle;Well well,wrongWell{2,0};Entity one,two;Agent a{&one},b{&two};Group recipients,donors;Utility recipientUtility,donorUtility;Sampler sampler;Unit recipient,donor;Combat combat;Truck truck;Receipt receipt;Cargo cargo;Convoy convoy;Ammo ammo;Entry demand,donorStatus;
Fixture():sampler{&recipients,{&one,&two}}{
hq.m_Mode=&mode;hq.convoy=&convoy;hq.convoys.tasks={&convoy};s.m_HQ=&hq;s.m_Mode=&mode;
+ one.weapons=&weapons;two.weapons=&weapons;weapons.weapons={&rifle,&launcher};rifle.weapon=&rifleWeapon;rifleWeapon.owner=&rifle;rifleWeapon.muzzles={&rifleMuzzle};rifleMuzzle.well=&well;
+ launcher.weapon=&launcherWeapon;launcherWeapon.owner=&launcher;launcherWeapon.kind=EWeaponType::WT_ROCKETLAUNCHER;launcherWeapon.muzzles={&launcherMuzzle};launcherMuzzle.well=&well;launcherMuzzle.kind=EMuzzleType::MT_RPGMuzzle;launcher.parent=&one;
+ for(int i=0;i<140;i++){items[i].ammoComp=&magazines[i];magazines[i].owner=&items[i];magazines[i].well=&well;}
vehicle.inventory=&inventory;vehicle.group=&donors;truck.Entity=&vehicle;truck.Group=&donors;truck.Combat=&combat;
mode.ledger.owned=&donors;convoy.Receipt=&receipt;convoy.Vehicles={&truck,&truck,&truck,&truck,&truck,&truck};convoy.Cargo={&cargo};
one.group=&recipients;two.group=&recipients;recipients.agents={&a,&b};recipient.Group=&recipients;recipient.Utility=&recipientUtility;recipient.StatusSampler=&sampler;recipient.ForceSourceId="recipient";
@@ -109,15 +139,35 @@
}
bool Plan(float now=0){return s.TryPlan(&recipient,&donor,&demand,&donorStatus,now);}
void Refresh(float now,int id){demand.ObservedAt=now;donorStatus.ObservedAt=now;demand.MessageId=id;}
- void Unchanged(){assert(s.m_Trip==0&&s.m_Consumed->Get("recipient")==0&&s.m_NextAttempt->Get("recipient")==0&&recipient.LogisticsReservation==0&&truck.SupplyToken==0&&hq.downlinks==0);}
+ void Unchanged(){assert(s.m_Trip==0&&s.m_Consumed->Get("recipient")==0&&s.m_NextAttempt->Get("recipient")==0&&recipient.LogisticsReservation==0&&truck.SupplyToken==0&&hq.downlinks==0&&!truck.SupplyHeld&&!convoy.Stopped&&!s.m_Recipient&&!s.m_Donor);}
};
int main(){
+ // Actual Compatible must reject wrong-well, empty or malformed stock before
+ // any report/cooldown consumption, reservation, downlink or convoy hold.
+ for(int bad=0;bad<5;bad++){Fixture f;for(auto&mag:f.magazines){if(bad==0)mag.well=&f.wrongWell;if(bad==1)mag.rounds=0;if(bad==2)mag.capacity=0;if(bad==3)mag.rounds=31;if(bad==4)mag.well=nullptr;}f.s.Stock(0);assert(!f.Plan());f.Unchanged();}
+ {Fixture f;f.s.Stock(0);f.rifleMuzzle.well=&f.wrongWell;assert(!f.Plan());f.Unchanged();f.rifleMuzzle.well=&f.well;assert(f.Plan());}
+ // Same delivered recipient report remains available to a later compatible
+ // truck sharing the real per-source consumption/cooldown maps.
+ {Fixture first,second;Map<int> consumed;Map<float> cooldown;second.hq.convoys.tasks={&first.convoy,&second.convoy};second.hq.convoy=&first.convoy;second.hq.m_Units={&first.recipient,&second.donor};
+ assert(first.s.Bind(&first.convoy,0,&consumed,&cooldown));assert(second.s.Bind(&second.convoy,1,&consumed,&cooldown));
+ for(auto&mag:first.magazines){mag.well=&first.wrongWell;}first.s.Stock(0);second.s.Stock(0);assert(!first.Plan());first.Unchanged();
+ assert(second.s.TryPlan(&first.recipient,&second.donor,&first.demand,&second.donorStatus,0));assert(consumed.Get("recipient")==1&&cooldown.Get("recipient")==180000&&first.recipient.LogisticsReservation==100129&&second.hq.downlinks==1&&first.hq.downlinks==0);}
+ // A usable compatible item must still be a surviving unspent frozen identity.
+ {Fixture f;for(auto&mag:f.magazines)mag.rounds=0;f.magazines[48].rounds=30;f.s.Stock(0);f.inventory.items.Insert(&f.items[48]);assert(!f.Plan());f.Unchanged();f.magazines[0].rounds=30;f.s.m_Spent.Insert(&f.items[0]);assert(!f.Plan());f.Unchanged();f.s.m_Spent.Clear();assert(f.Plan());}
+ // Hard 32 original carriers and 96 captured magazines remain fail-closed.
+ {Fixture f;f.s.Stock(0);f.sampler.original.resize(33,&f.one);assert(!f.Plan());f.Unchanged();}
+ {Fixture f;f.s.Stock(0);for(int i=48;i<97;i++){f.s.m_Stock.Insert(&f.items[i]);f.inventory.items.Insert(&f.items[i]);}assert(!f.Plan());f.Unchanged();}
+ {Fixture f;for(int i=48;i<96;i++)f.inventory.items.Insert(&f.items[i]);for(int i=0;i<95;i++)f.magazines[i].well=&f.wrongWell;f.s.Stock(0);assert(f.Plan());}
+ // Small-arms demand cannot borrow launcher compatibility, but the dedicated
+ // launcher path still supports its real empty reloadable muzzle and rejects disposables.
+ {Fixture f;f.weapons.weapons={&f.launcher};f.s.Stock(0);assert(!f.Plan());f.Unchanged();assert(f.s.TryPlanLauncher(&f.recipient,&f.donor,&f.demand,&f.donorStatus,0));}
+ {Fixture f;f.weapons.weapons={&f.launcher};f.launcherMuzzle.disposable=true;f.s.Stock(0);assert(!f.s.TryPlanLauncher(&f.recipient,&f.donor,&f.demand,&f.donorStatus,0));f.Unchanged();}
{Fixture f;for(int i=48;i<96;i++)f.inventory.items.Insert(&f.items[i]);f.s.Stock(0);
- ERR_InfantryAmmoTransfer::only=&f.items[95];ERR_InfantryAmmoTransfer::checks=0;
+ for(int i=0;i<95;i++)f.magazines[i].well=&f.wrongWell;
assert(f.s.TryPlanLauncher(&f.recipient,&f.donor,&f.demand,&f.donorStatus,0));
- assert(ERR_InfantryAmmoTransfer::checks==191);ERR_InfantryAmmoTransfer::only=nullptr;}
+ assert(f.s.m_LauncherTrip);}
- {Fixture f;f.s.Stock(0);ERR_InfantryAmmoTransfer::compatible=false;assert(!f.s.TryPlanLauncher(&f.recipient,&f.donor,&f.demand,&f.donorStatus,0)&&f.truck.SupplyToken==0);ERR_InfantryAmmoTransfer::compatible=true;}
+ {Fixture f;f.s.Stock(0);for(auto&mag:f.magazines)mag.well=&f.wrongWell;assert(!f.s.TryPlanLauncher(&f.recipient,&f.donor,&f.demand,&f.donorStatus,0)&&f.truck.SupplyToken==0);}
{Fixture f;f.s.Stock(0);f.ammo.SmallArmsRounds=999;f.ammo.LauncherMagazines=0;assert(!f.Plan());assert(f.s.TryPlanLauncher(&f.recipient,&f.donor,&f.demand,&f.donorStatus,0));assert(f.s.m_LauncherTrip&&!f.s.m_MineTrip);}
for(int bad=0;bad<7;bad++){Fixture f;f.s.Stock(0);f.ammo.SmallArmsRounds=999;if(bad==0)f.ammo.LauncherComplete=false;if(bad==1)f.ammo.LauncherMuzzles=0;if(bad==2)f.ammo.LauncherRounds=1;if(bad==3)f.ammo.LauncherChambers=1;if(bad==4)f.ammo.Members=1;if(bad==5)f.demand.ObservedAt=-1;if(bad==6)f.demand.ObservedAt=1;
@@ -237,4 +287,4 @@
assert(!f.Plan());f.Unchanged();}
}
''')
-print('PASS: actual convoy binding, finite identities, disjoint tokens, shared report replay/cooldown, original recipients and HQ cleanup')
+print('PASS: actual Compatible and bounded stock preflight before report/claim consumption, later compatible truck, launcher controls, convoy binding, finite identities, disjoint tokens, shared report replay/cooldown, original recipients and HQ cleanup')
@@ -0,0 +1 @@
PASS: actual Compatible and bounded stock preflight before report/claim consumption, later compatible truck, launcher controls, convoy binding, finite identities, disjoint tokens, shared report replay/cooldown, original recipients and HQ cleanup
@@ -0,0 +1,71 @@
from pathlib import Path
p=Path('/tmp/erri-resupply-tests-0826');s=(p/'baseline/tests/test_infantry_resupply_planning.py').read_text()
s=s.replace("I=ROOT/", "A=Path(os.environ.get('ERR_INFANTRY_TRANSFER_SOURCE',ROOT/'addons/core/Scripts/Game/ERR/10_AI/ERR_InfantryAmmoTransfer.c'))\nI=ROOT/",1)
s=s.replace("methods='\\n'.join(cpp(body(P,x)) for x in (", "stock_method=('protected bool CompatibleStock(',) if 'protected bool CompatibleStock(' in P.read_text() else ()\nmethods='\\n'.join(cpp(body(P,x)) for x in stock_method+(",1)
# Actual compatibility method, not a boolean compatibility stand-in.
needle="run(r'''\n"
addition='''compatible=body(A,'static bool Compatible(')
for a,b in {
'BaseMagazineComponent.Cast(exactMagazine.FindComponent(BaseMagazineComponent))':'exactMagazine->ammoComp',
'BaseWeaponManagerComponent.Cast(actor.FindComponent(BaseWeaponManagerComponent))':'actor->weapons',
'BaseWeaponComponent.Cast(rifle.FindComponent(BaseWeaponComponent))':'rifle->weapon',
'InventoryItemComponent.Cast(loaded.GetOwner().FindComponent(InventoryItemComponent))':'loaded->GetOwner()->item',
'SCR_MuzzleInMagComponent.Cast(muzzle)':'(muzzle->inMag ? muzzle : nullptr)',
}.items():compatible=compatible.replace(a,b)
compatible=compatible.replace('array<','Array<').replace('foreach (','for (').replace('EWeaponType kind','int kind').replace('EMuzzleType muzzleKind','int muzzleKind')
for a in ['EWeaponType','EMuzzleType']:compatible=compatible.replace(a+'.',a+'::')
for a in ['magazine','manager','weapon','muzzle','reloadable','loaded','loadedItem','loadedSlot']:compatible=compatible.replace(a+'.',a+'->')
compatible=compatible.replace('GetMagazineWell().','GetMagazineWell()->')
'''
assert needle in s;s=s.replace(needle,addition+needle,1)
s=s.replace('struct Entity;using IEntity=Entity*;', '''struct Entity;using IEntity=Entity*;
struct Magazine;struct Manager;struct Weapon;struct Muzzle;struct Item;struct Slot;
using BaseMagazineComponent=Magazine*;using BaseWeaponManagerComponent=Manager*;using BaseWeaponComponent=Weapon*;using BaseMuzzleComponent=Muzzle*;using SCR_MuzzleInMagComponent=Muzzle*;using InventoryItemComponent=Item*;using InventoryStorageSlot=Slot*;
struct EWeaponType{static const int WT_RIFLE=1,WT_SNIPERRIFLE=2,WT_MACHINEGUN=3,WT_HANDGUN=4,WT_GRENADELAUNCHER=5,WT_ROCKETLAUNCHER=6;};
struct EMuzzleType{static const int MT_BaseMuzzle=0,MT_UGLMuzzle=1,MT_RPGMuzzle=2;};
struct Well{int type=1,parent=0;int Type(){return type;}bool IsInherited(int t){return type==t||parent==t;}};
struct Magazine{IEntity owner=nullptr;Well*well=nullptr;int rounds=30,capacity=30;bool used=false;IEntity GetOwner(){return owner;}Well*GetMagazineWell(){return well;}int GetAmmoCount(){return rounds;}int GetMaxAmmoCount(){return capacity;}bool IsUsed(){return used;}};
struct Muzzle{bool inMag=true,canReload=true,disposable=false;Magazine*loaded=nullptr;Well*well=nullptr;int kind=0;bool CanBeReloaded(){return canReload;}bool IsDisposable(){return disposable;}Magazine*GetMagazine(){return loaded;}Well*GetMagazineWell(){return well;}int GetMuzzleType(){return kind;}};
struct Weapon{IEntity owner=nullptr;Array<Muzzle*>muzzles;int kind=1;IEntity GetOwner(){return owner;}int GetWeaponType(){return kind;}void GetMuzzlesList(Array<Muzzle*>&a){a=muzzles;}};
struct Manager{Array<IEntity>weapons;void GetWeaponsList(Array<IEntity>&a){a=weapons;}};
struct Slot{Muzzle*container=nullptr;IEntity attached=nullptr;Muzzle*GetParentContainer(){return container;}IEntity GetAttachedEntity(){return attached;}};
struct Item{Slot*slot=nullptr;Slot*GetParentSlot(){return slot;}};''')
s=s.replace('struct Entity{Prefab prefab;', 'struct Entity{Magazine*ammoComp=nullptr;Manager*weapons=nullptr;Weapon*weapon=nullptr;Item*item=nullptr;IEntity parent=nullptr;Prefab prefab;')
old='struct ERR_InfantryAmmoTransfer{static inline IEntity only=nullptr;static inline int checks=0;static inline bool compatible=true;static bool Compatible(IEntity actor,IEntity item,bool launcher){checks++;return actor&&item&&launcher&&compatible&&(!only||item==only);}};'
new="struct ERR_InfantryAmmoTransfer{static bool StoredUnder(IEntity item,IEntity actor){return item&&item->parent==actor;}\n'''+compatible+r'''\n};"
assert old in s;s=s.replace(old,new)
s=s.replace('std::array<Entity,140>items;Entity one,two;', 'std::array<Entity,140>items;std::array<Magazine,140>magazines;Entity rifle,launcher;Manager weapons;Weapon rifleWeapon,launcherWeapon;Muzzle rifleMuzzle,launcherMuzzle;Well well,wrongWell{2,0};Entity one,two;')
s=s.replace('vehicle.inventory=&inventory;', '''one.weapons=&weapons;two.weapons=&weapons;weapons.weapons={&rifle,&launcher};rifle.weapon=&rifleWeapon;rifleWeapon.owner=&rifle;rifleWeapon.muzzles={&rifleMuzzle};rifleMuzzle.well=&well;
launcher.weapon=&launcherWeapon;launcherWeapon.owner=&launcher;launcherWeapon.kind=EWeaponType::WT_ROCKETLAUNCHER;launcherWeapon.muzzles={&launcherMuzzle};launcherMuzzle.well=&well;launcherMuzzle.kind=EMuzzleType::MT_RPGMuzzle;launcher.parent=&one;
for(int i=0;i<140;i++){items[i].ammoComp=&magazines[i];magazines[i].owner=&items[i];magazines[i].well=&well;}
vehicle.inventory=&inventory;''',1)
s=s.replace('hq.downlinks==0);}', 'hq.downlinks==0&&!truck.SupplyHeld&&!convoy.Stopped&&!s.m_Recipient&&!s.m_Donor);}',1)
s=s.replace('ERR_InfantryAmmoTransfer::only=&f.items[95];ERR_InfantryAmmoTransfer::checks=0;', 'for(int i=0;i<95;i++)f.magazines[i].well=&f.wrongWell;')
s=s.replace('assert(ERR_InfantryAmmoTransfer::checks==191);ERR_InfantryAmmoTransfer::only=nullptr;', 'assert(f.s.m_LauncherTrip);')
s=s.replace('ERR_InfantryAmmoTransfer::compatible=false;', 'for(auto&mag:f.magazines)mag.well=&f.wrongWell;').replace('ERR_InfantryAmmoTransfer::compatible=true;', '')
needle='int main(){\n'
cases='''int main(){
// Actual Compatible must reject wrong-well, empty or malformed stock before
// any report/cooldown consumption, reservation, downlink or convoy hold.
for(int bad=0;bad<5;bad++){Fixture f;for(auto&mag:f.magazines){if(bad==0)mag.well=&f.wrongWell;if(bad==1)mag.rounds=0;if(bad==2)mag.capacity=0;if(bad==3)mag.rounds=31;if(bad==4)mag.well=nullptr;}f.s.Stock(0);assert(!f.Plan());f.Unchanged();}
{Fixture f;f.s.Stock(0);f.rifleMuzzle.well=&f.wrongWell;assert(!f.Plan());f.Unchanged();f.rifleMuzzle.well=&f.well;assert(f.Plan());}
// Same delivered recipient report remains available to a later compatible
// truck sharing the real per-source consumption/cooldown maps.
{Fixture first,second;Map<int> consumed;Map<float> cooldown;second.hq.convoys.tasks={&first.convoy,&second.convoy};second.hq.convoy=&first.convoy;second.hq.m_Units={&first.recipient,&second.donor};
assert(first.s.Bind(&first.convoy,0,&consumed,&cooldown));assert(second.s.Bind(&second.convoy,1,&consumed,&cooldown));
for(auto&mag:first.magazines)mag.well=&first.wrongWell;first.s.Stock(0);second.s.Stock(0);assert(!first.Plan());first.Unchanged();
assert(second.s.TryPlan(&first.recipient,&second.donor,&first.demand,&second.donorStatus,0));assert(consumed.Get("recipient")==1&&cooldown.Get("recipient")==180000&&first.recipient.LogisticsReservation==100129&&second.hq.downlinks==1&&first.hq.downlinks==0);}
// A usable compatible item must still be a surviving unspent frozen identity.
{Fixture f;for(auto&mag:f.magazines)mag.rounds=0;f.magazines[48].rounds=30;f.s.Stock(0);f.inventory.items.Insert(&f.items[48]);assert(!f.Plan());f.Unchanged();f.magazines[0].rounds=30;f.s.m_Spent.Insert(&f.items[0]);assert(!f.Plan());f.Unchanged();f.s.m_Spent.Clear();assert(f.Plan());}
// Hard 32 original carriers and 96 captured magazines remain fail-closed.
{Fixture f;f.s.Stock(0);f.sampler.original.resize(33,&f.one);assert(!f.Plan());f.Unchanged();}
{Fixture f;f.s.Stock(0);for(int i=48;i<97;i++){f.s.m_Stock.Insert(&f.items[i]);f.inventory.items.Insert(&f.items[i]);}assert(!f.Plan());f.Unchanged();}
{Fixture f;for(int i=48;i<96;i++)f.inventory.items.Insert(&f.items[i]);for(int i=0;i<95;i++)f.magazines[i].well=&f.wrongWell;f.s.Stock(0);assert(f.Plan());}
// Small-arms demand cannot borrow launcher compatibility, but the dedicated
// launcher path still supports its real empty reloadable muzzle and rejects disposables.
{Fixture f;f.weapons.weapons={&f.launcher};f.s.Stock(0);assert(!f.Plan());f.Unchanged();assert(f.s.TryPlanLauncher(&f.recipient,&f.donor,&f.demand,&f.donorStatus,0));}
{Fixture f;f.weapons.weapons={&f.launcher};f.launcherMuzzle.disposable=true;f.s.Stock(0);assert(!f.s.TryPlanLauncher(&f.recipient,&f.donor,&f.demand,&f.donorStatus,0));f.Unchanged();}
'''
assert needle in s;s=s.replace(needle,cases,1)
s=s.replace('PASS: actual convoy binding,', 'PASS: actual Compatible and bounded stock preflight before report/claim consumption, later compatible truck, launcher controls, convoy binding,')
(p/'tests/test_infantry_resupply_planning.py').write_text(s)
@@ -0,0 +1,37 @@
{
"status": "pass",
"source_sha256": "bf50a7a7d5cd182d29a02ea5de8d58b46979019158250c5ab589ed8ffe49b974",
"test_sha256": "20747ffda8754f81f3b9e9912b9f60a300c439f2ea2c473bb900302f61dd691f",
"test_baseline_sha256": "9929ee0f5a3272c348ee329355b6ba67fdcb745fc9ce1f377f6c989eae91bf9f",
"compatible_source_sha256": "99fa26beb0c0869d0cd694500f3bfc0705c2c1cf674dea90d98fb93a59570ef7",
"patch_sha256": "36ed4109cf8be7262ac56823beddb94bfdb78a1253f0162b9209f17b47677377",
"results": [
{
"name": "baseline-red",
"exit_code": 1,
"compiled": true,
"source_sha256": "b01fa948f204d49acbfbdfc5fa641b1d914e0eb91081e92a93816ae52ae88b1e",
"log_sha256": "f7829da13dac935abf634116da29d81d398b58f599c760bb33c94a0d5b317331"
},
{
"name": "green",
"exit_code": 0,
"compiled": true,
"source_sha256": "bf50a7a7d5cd182d29a02ea5de8d58b46979019158250c5ab589ed8ffe49b974",
"log_sha256": "c12aa5ba9b2141830d3916c3ab0285c06cbb44f606a9f8fbe42787ade0e67b21"
}
],
"coverage": [
"Actual TryPlan, new CompatibleStock and retained LauncherStock wrapper plus actual ERR_InfantryAmmoTransfer.Compatible execute together. Native weapon/muzzle/well/item/ownership boundaries are doubled; same native shape as existing transfer regression.",
"Wrong well, empty magazine, missing well, invalid zero capacity or overcapacity refuse before shared report consumption/cooldown, original group/truck claims, downlink or hold. Stock matching only launcher cannot satisfy small-arms planning.",
"Two original convoy service instances share consumption/cooldown maps: incompatible first truck refuses untouched; compatible later truck accepts the exact same original recipient and delivered report with its own exact token.",
"Surviving frozen/unspent membership required; compatible post-freeze insertion cannot qualify. Restoring compatible original unspent stock allows planning.32-member/96-stock caps and last-of96 compatible stock covered.",
"Real separate rifle and reloadable launcher fixtures preserve launcher planning, with disposable launcher refusal. Existing entire planning harness retained, including convoy identities, receipt/startup barriers, source guards, token ranges, shared cooldown, claims and uncertain transfer cleanup."
],
"limits": [
"C++ actual-method translation, no native/Enforce/physics proof. StoredUnder is a narrow direct-parent native ownership boundary double for these launcher fixtures.",
"No target changes, full suite, native runs or mutation sweep. Source author patch remains separate.",
"CanAttribute may permanently latch original-slot loss, as in prior launcher preflight. No claim that roster observation is globally side-effect-free; refusal guarantees are limited to trip/report/cooldown/reservation/order state."
],
"all_compilers_finished": true
}
@@ -0,0 +1,14 @@
from pathlib import Path
import subprocess,os,json,hashlib,difflib
r=Path('/home/jakub/devel/escapistsrereintroduced');o=Path('/tmp/erri-resupply-tests-0826');a=Path('/tmp/erri-resupply-source-0826');rel='addons/core/Scripts/Game/ERR/10_AI/ERR_InfantryResupply.c';p=a/rel;test=o/'tests/test_infantry_resupply_planning.py'
env=dict(os.environ,PYTHONPATH=str(r/'tests'),TMPDIR=str(o/'scratch'))
results=[]
for name,source,expected in [('baseline-red',a/'baseline'/rel,False),('green',p,True)]:
env['ERR_INFANTRY_RESUPPLY_SOURCE']=str(source)
with (o/(name+'.log')).open('w') as f:res=subprocess.run(['python3',str(test)],env=env,stdout=f,stderr=subprocess.STDOUT)
log=(o/(name+'.log')).read_text();assert (res.returncode==0)==expected,(name,log)
if not expected:assert 'Assertion' in log and 'failed.' in log and "Command '['g++'" not in log,(name,log)
results.append({'name':name,'exit_code':res.returncode,'compiled':True,'source_sha256':hashlib.sha256(source.read_bytes()).hexdigest(),'log_sha256':hashlib.sha256((o/(name+'.log')).read_bytes()).hexdigest()})
before=(r/'tests/test_infantry_resupply_planning.py').read_text();after=test.read_text();patch=''.join(difflib.unified_diff(before.splitlines(True),after.splitlines(True),fromfile='a/tests/test_infantry_resupply_planning.py',tofile='b/tests/test_infantry_resupply_planning.py'));(o/'fix.patch').write_text(patch)
review={'status':'pass','source_sha256':hashlib.sha256(p.read_bytes()).hexdigest(),'test_sha256':hashlib.sha256(test.read_bytes()).hexdigest(),'test_baseline_sha256':hashlib.sha256((r/'tests/test_infantry_resupply_planning.py').read_bytes()).hexdigest(),'compatible_source_sha256':hashlib.sha256((r/'addons/core/Scripts/Game/ERR/10_AI/ERR_InfantryAmmoTransfer.c').read_bytes()).hexdigest(),'patch_sha256':hashlib.sha256((o/'fix.patch').read_bytes()).hexdigest(),'results':results,'coverage':['Actual TryPlan, new CompatibleStock and retained LauncherStock wrapper plus actual ERR_InfantryAmmoTransfer.Compatible execute together. Native weapon/muzzle/well/item/ownership boundaries are doubled; same native shape as existing transfer regression.','Wrong well, empty magazine, missing well, invalid zero capacity or overcapacity refuse before shared report consumption/cooldown, original group/truck claims, downlink or hold. Stock matching only launcher cannot satisfy small-arms planning.','Two original convoy service instances share consumption/cooldown maps: incompatible first truck refuses untouched; compatible later truck accepts the exact same original recipient and delivered report with its own exact token.','Surviving frozen/unspent membership required; compatible post-freeze insertion cannot qualify. Restoring compatible original unspent stock allows planning.32-member/96-stock caps and last-of96 compatible stock covered.','Real separate rifle and reloadable launcher fixtures preserve launcher planning, with disposable launcher refusal. Existing entire planning harness retained, including convoy identities, receipt/startup barriers, source guards, token ranges, shared cooldown, claims and uncertain transfer cleanup.'],'limits':['C++ actual-method translation, no native/Enforce/physics proof. StoredUnder is a narrow direct-parent native ownership boundary double for these launcher fixtures.','No target changes, full suite, native runs or mutation sweep. Source author patch remains separate.'],'all_compilers_finished':True}
(o/'review.json').write_text(json.dumps(review,indent=2)+'\n');print(json.dumps(review,indent=2))