Capture current mission, AI, map and administration development
Include the current addon, terrain integrations, tools, regression tests and recorded development evidence.
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// Standalone diagnostic addon; never include in the Escape Workshop package.
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class AID_Probe
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{
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static IEntity Shadow;
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static SCR_AIGroup ShadowGroup;
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static bool ShadowAttempted;
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static IEntity Body;
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static SCR_AIGroup Group;
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static int Stage;
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static int Started;
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static int Last;
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static bool Ready;
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static bool Finished;
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static bool ObserverInserted;
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static ref map<IEntity, int> BT = new map<IEntity, int>();
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static ref map<IEntity, int> Utility = new map<IEntity, int>();
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static ref map<IEntity, int> GroupBT = new map<IEntity, int>();
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static void Count(map<IEntity, int> counts, IEntity entity)
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{
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if (!entity) return;
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int count = counts.Get(entity); counts.Set(entity, count + 1);
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}
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static RplComponent Rpl(IEntity entity)
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{
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if (!entity) return null;
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return RplComponent.Cast(entity.FindComponent(RplComponent));
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}
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static IEntity Resolve(RplId id)
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{
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RplComponent rpl = RplComponent.Cast(Replication.FindItem(id));
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if (rpl) return rpl.GetEntity();
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return null;
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}
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static void Sample(string side, IEntity entity, string kind)
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{
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RplComponent rpl = Rpl(entity);
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if (!rpl) { PrintFormat("AID SAMPLE side=%1 stage=%2 kind=%3 missing=1", side, Stage, kind); return; }
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string row = string.Format("AID SAMPLE side=%1 stage=%2 kind=%3 role=%4 owner=%5 master=%6", side, Stage, kind, rpl.Role(), rpl.IsOwner(), rpl.IsMaster());
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row += string.Format(" ownerProxy=%1 remoteProxy=%2 rpl=%3", rpl.IsOwnerProxy(), rpl.IsRemoteProxy(), rpl.Id());
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AIControlComponent control = AIControlComponent.Cast(entity.FindComponent(AIControlComponent));
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AIAgent agent;
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if (control) agent = control.GetControlAIAgent();
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else agent = AIAgent.Cast(entity);
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bool controlActive, agentActive;
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int lod = -1;
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if (control) controlActive = control.IsAIActivated();
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if (agent) { agentActive = agent.IsAIActivated(); lod = agent.GetLOD(); }
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PerceptionComponent perception = PerceptionComponent.Cast(entity.FindComponent(PerceptionComponent));
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int simulations = -1;
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if (perception) simulations = perception.GetSimulateCounter();
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row += string.Format(" control=%1 agent=%2 controlActive=%3 agentActive=%4 lod=%5 perception=%6", control != null, agent != null, controlActive, agentActive, lod, simulations);
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row += string.Format(" bt=%1 utility=%2 groupBT=%3 pos=%4 wall=%5", BT.Get(entity), Utility.Get(entity), GroupBT.Get(entity), entity.GetOrigin(), System.GetTickCount());
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Print(row);
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}
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static void Spawn()
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{
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vector position = "6090 0 7160";
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position[1] = GetGame().GetWorld().GetSurfaceY(position[0], position[2]) + 0.2;
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EntitySpawnParams params = new EntitySpawnParams(); params.TransformMode = ETransformMode.WORLD; params.Transform[3] = position;
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SCR_AIGroup.IgnoreSpawning(true);
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Group = SCR_AIGroup.Cast(GetGame().SpawnEntityPrefab(Resource.Load("{EACD97CF4A702FAE}Prefabs/Groups/BLUFOR/Group_US_Base.et"), GetGame().GetWorld(), params));
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SCR_AIGroup.IgnoreSpawning(false);
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Body = GetGame().SpawnEntityPrefab(Resource.Load("{E398E44759DA1A43}Prefabs/Characters/Factions/BLUFOR/US_Army/Character_US_TL.et"), GetGame().GetWorld(), params);
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if (!Body || !Group) { Print("AID FAIL spawn"); Finished = true; return; }
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AIControlComponent control = AIControlComponent.Cast(Body.FindComponent(AIControlComponent));
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AIAgent agent;
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if (control) agent = control.GetControlAIAgent();
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if (!agent) { Print("AID FAIL server agent absent"); Finished = true; return; }
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Group.AddAgent(agent); Group.SetPermanentLOD(0); Group.ActivateAI(); agent.SetPermanentLOD(0); agent.ActivateAI();
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Rpl(Body).EnableStreaming(true); Rpl(Group).EnableStreaming(true);
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Stage = 1; Started = System.GetTickCount();
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PrintFormat("AID READY groupAgents=%1 body=%2 group=%3", Group.GetAgentsCount(), Rpl(Body).Id(), Rpl(Group).Id());
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}
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static void Tick()
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{
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if (Finished || !System.IsCLIParam("aidProbe") || !GetGame().GetGameMode()) return;
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int now = System.GetTickCount();
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if (now - Last < 1000) return;
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Last = now;
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if (!Replication.IsServer())
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{
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if (Body)
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{
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if (!ShadowAttempted) SpawnShadow();
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Sample("worker", Body, "body"); Sample("worker", Group, "group");
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Sample("worker", Shadow, "shadow"); Sample("worker", ShadowGroup, "shadowGroup");
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SampleNavigation();
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}
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return;
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}
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if (!Body) { Spawn(); return; }
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Sample("dedicated", Body, "body"); Sample("dedicated", Group, "group");
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array<int> players = {}; GetGame().GetPlayerManager().GetPlayers(players);
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foreach (int player : players)
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{
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SCR_PlayerController controller = SCR_PlayerController.Cast(GetGame().GetPlayerManager().GetPlayerController(player));
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if (!controller) continue;
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RplIdentity identity = controller.GetRplIdentity();
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if (!identity.IsValid() || identity == RplIdentity.Local()) continue;
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if (!ObserverInserted)
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{
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ObserversSystem observers = ObserversSystem.Cast(GetGame().GetWorld().FindSystem(ObserversSystem));
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if (observers) observers.InsertObserverMP(identity, Body.GetOrigin()[0], Body.GetOrigin()[2], null);
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Rpl(Body).EnableStreamingConNode(identity, true); Rpl(Group).EnableStreamingConNode(identity, true);
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ObserverInserted = true;
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}
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controller.AID_Ping(Rpl(Body).Id(), Rpl(Group).Id(), Stage);
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if (!Ready || now - Started < 20000) return;
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if (Stage == 1) Stage = 2;
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else if (Stage == 2) Stage = 3;
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else if (Stage == 3) { Print("AID PROBE COMPLETE"); Finished = true; return; }
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Started = now; PrintFormat("AID TRANSITION stage=%1 wall=%2", Stage, now);
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return;
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}
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}
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static void SpawnShadow()
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{
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ShadowAttempted = true;
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vector position = Body.GetOrigin() + "5 0 0";
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position[1] = GetGame().GetWorld().GetSurfaceY(position[0],position[2]) + 0.2;
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EntitySpawnParams params = new EntitySpawnParams(); params.TransformMode = ETransformMode.WORLD; params.Transform[3] = position;
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SCR_AIGroup.IgnoreSpawning(true);
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ShadowGroup = SCR_AIGroup.Cast(GetGame().SpawnEntityPrefabLocal(Resource.Load("{EACD97CF4A702FAE}Prefabs/Groups/BLUFOR/Group_US_Base.et"), GetGame().GetWorld(), params));
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SCR_AIGroup.IgnoreSpawning(false);
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Shadow = GetGame().SpawnEntityPrefabLocal(Resource.Load("{E398E44759DA1A43}Prefabs/Characters/Factions/BLUFOR/US_Army/Character_US_TL.et"), GetGame().GetWorld(), params);
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AIControlComponent control;
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if (Shadow) control = AIControlComponent.Cast(Shadow.FindComponent(AIControlComponent));
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AIAgent agent;
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if (control) { control.ActivateAI(); agent = control.GetControlAIAgent(); }
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if (agent && ShadowGroup) { ShadowGroup.AddAgent(agent); agent.SetPermanentLOD(0); agent.ActivateAI(); ShadowGroup.SetPermanentLOD(0); ShadowGroup.ActivateAI(); }
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PrintFormat("AID LOCAL SPAWN body=%1 group=%2 control=%3 agent=%4 aiWorld=%5", Shadow != null, ShadowGroup != null, control != null, agent != null, GetGame().GetAIWorld() != null);
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params.Transform[3] = position + "35 0 0";
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params.Transform[3][1] = GetGame().GetWorld().GetSurfaceY(params.Transform[3][0],params.Transform[3][2]);
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AIWaypoint waypoint = AIWaypoint.Cast(GetGame().SpawnEntityPrefabLocal(Resource.Load("{750A8D1695BD6998}Prefabs/AI/Waypoints/AIWaypoint_Move.et"), GetGame().GetWorld(), params));
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if (waypoint && ShadowGroup) ShadowGroup.AddWaypoint(waypoint);
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}
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static void SampleNavigation()
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{
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AIWorld world = GetGame().GetAIWorld();
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NavmeshWorldComponent mesh;
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if (world) mesh = world.GetNavmeshWorldComponent("Soldiers");
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vector position = Body.GetOrigin();
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vector reachable;
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bool loaded, valid, queried;
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if (mesh)
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{
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mesh.LoadTileIn(position); loaded = mesh.IsTileLoaded(position); valid = mesh.IsTileValid(position);
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if (loaded && valid) queried = mesh.GetReachablePoint(position, 25, reachable);
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}
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PrintFormat("AID NATIVE QUERY mesh=%1 loaded=%2 valid=%3 success=%4 position=%5", mesh != null, loaded, valid, queried, reachable);
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}
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static void Reset()
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{
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Shadow = null; ShadowGroup = null; ShadowAttempted = false; Body = null; Group = null; Stage = 0; Started = 0; Last = 0; Ready = false; Finished = false; ObserverInserted = false;
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BT.Clear(); Utility.Clear(); GroupBT.Clear();
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}
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}
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modded class SCR_AIDecideBehavior
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{
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override ENodeResult EOnTaskSimulate(AIAgent owner, float dt)
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{
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AID_Probe.Count(AID_Probe.BT, owner.GetControlledEntity());
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return super.EOnTaskSimulate(owner, dt);
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}
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}
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modded class SCR_AIDecideActivity
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{
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override ENodeResult EOnTaskSimulate(AIAgent owner, float dt)
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{
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AID_Probe.Count(AID_Probe.GroupBT, owner);
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return super.EOnTaskSimulate(owner, dt);
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}
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}
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modded class SCR_AIUtilityComponent
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{
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override SCR_AIBehaviorBase EvaluateBehavior(BaseTarget unknownTarget)
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{
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AID_Probe.Count(AID_Probe.Utility, m_OwnerEntity);
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return super.EvaluateBehavior(unknownTarget);
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}
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}
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modded class SCR_PlayerController
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{
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void AID_Ping(RplId body, RplId group, int stage) { Rpc(AID_RpcWorker, body, group, stage); }
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[RplRpc(RplChannel.Reliable, RplRcver.Owner)]
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void AID_RpcWorker(RplId body, RplId group, int stage)
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{
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if (Replication.IsServer()) return;
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AID_Probe.Body = AID_Probe.Resolve(body); AID_Probe.Group = SCR_AIGroup.Cast(AID_Probe.Resolve(group));
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AID_Probe.Stage = stage;
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// Small deterministic script job proves actual worker-side computation/RPC.
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int result; for (int i = 1; i <= 100; i++) result += i;
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PrintFormat("AID RPC worker stage=%1 body=%2 group=%3 computed=%4", stage, AID_Probe.Body != null, AID_Probe.Group != null, result);
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Rpc(AID_RpcAck, AID_Probe.Body != null && AID_Probe.Group != null, stage, result);
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}
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[RplRpc(RplChannel.Reliable, RplRcver.Server)]
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void AID_RpcAck(bool ready, int stage, int result)
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{
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if (!Replication.IsServer()) return;
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if (ready && result == 5050 && !AID_Probe.Ready) { AID_Probe.Ready = true; AID_Probe.Started = System.GetTickCount(); }
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PrintFormat("AID RPC dedicated stage=%1 resolved=%2 result=%3", stage, ready, result);
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}
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}
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modded class ArmaReforgerScripted
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{
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override void OnUpdate(BaseWorld world, float timeslice)
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{
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super.OnUpdate(world, timeslice);
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if (world) AID_Probe.Tick();
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}
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override protected void OnBeforeWorldCleanup()
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{
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AID_Probe.Reset(); super.OnBeforeWorldCleanup();
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}
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}
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