Integrate physical radio calls and finite vehicle maintenance
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@@ -131,6 +131,7 @@ class ERR_EnemyEquipmentEntry
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class ERR_EnemyEquipmentGroup
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{
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ref ERR_EnemyRadio Radio;
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SCR_AIGroup Group;
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int Scans;
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float ReadyAt;
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@@ -144,17 +145,23 @@ class ERR_EnemyEquipment
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protected float m_NextCheck;
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protected bool m_Stopped;
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void ERR_EnemyEquipment(ERR_GameMode mode) { m_Mode = mode; }
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void RegisterGroup(SCR_AIGroup group)
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void RegisterGroup(SCR_AIGroup group, int radioId = 0, bool fitRadios = true)
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{
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if (m_Stopped || !Replication.IsServer() || !group || m_Groups.Count() >= 128) return;
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foreach (ERR_EnemyEquipmentGroup existing : m_Groups) if (existing.Group == group) return;
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ERR_EnemyEquipmentGroup state = new ERR_EnemyEquipmentGroup(); state.Group = group;
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state.ReadyAt = GetGame().GetWorld().GetWorldTime() + 2000;
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if (fitRadios && radioId > 0) state.Radio = new ERR_EnemyRadio(group, radioId);
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m_Groups.Insert(state);
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}
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void UnregisterGroup(SCR_AIGroup group)
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{
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foreach (ERR_EnemyEquipmentGroup state : m_Groups) if (state.Group == group) state.Scans = 5;
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foreach (ERR_EnemyEquipmentGroup state : m_Groups)
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{
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if (state.Group != group) continue;
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state.Scans = 5;
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if (state.Radio) state.Radio.Stop();
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}
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foreach (ERR_EnemyEquipmentEntry entry : m_Entries) if (entry.Group == group) entry.Stop(m_Mode);
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}
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protected bool Known(IEntity actor)
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@@ -182,6 +189,7 @@ class ERR_EnemyEquipment
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entry.Combat = SCR_AICombatComponent.Cast(actor.FindComponent(SCR_AICombatComponent));
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if (entry.Combat) entry.Combat.ERR_BindEnemySkill(m_Mode, state.Group);
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m_Entries.Insert(entry);
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if (state.Radio) state.Radio.Register(actor);
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}
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}
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foreach (ERR_EnemyEquipmentEntry entry : m_Entries)
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@@ -198,12 +206,15 @@ class ERR_EnemyEquipment
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entry.Check(m_Mode);
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if (entry.Optics) entry.Optics.Check(m_Mode);
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}
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foreach (ERR_EnemyEquipmentGroup state : m_Groups)
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if (state.Radio && now >= state.ReadyAt) state.Radio.Check(m_Mode);
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}
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void Stop()
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{
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if (m_Stopped) return;
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m_Stopped = true;
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foreach (ERR_EnemyEquipmentEntry entry : m_Entries) entry.Stop(m_Mode);
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foreach (ERR_EnemyEquipmentGroup state : m_Groups) if (state.Radio) state.Radio.Stop();
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m_Groups.Clear();
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}
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}
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@@ -0,0 +1,163 @@
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// Owner-authorized group startup radio fitting; provenance in equipment migration docs.
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// Existing HQ registration selects the group. Physical inventory alone enables routes.
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class ERR_EnemyRadio
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{
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static const ResourceName BASIC = "{E1A5D4B878AA8980}Prefabs/Items/Equipment/Radios/Radio_R148.et";
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static const ResourceName MANPACK = "{54C68E438DD34265}Prefabs/Items/Equipment/Radios/Radio_R107M.et";
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protected SCR_AIGroup m_Group;
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protected bool m_RelaySelected;
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protected bool m_BasicDone;
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protected bool m_RelayDone;
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protected bool m_Captured;
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protected bool m_Stopped;
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protected int m_Checks;
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protected int m_Requests;
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protected int m_Completed;
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protected ref array<IEntity> m_Members = {};
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protected ref array<IEntity> m_Allowed = {};
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protected ref array<IEntity> m_BasicAttempts = {};
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protected ref array<IEntity> m_RelayAttempts = {};
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protected IEntity m_PendingActor;
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protected int m_PendingType;
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protected bool m_Submitted;
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protected ref ERR_EnemyEquipmentCallback m_Operation;
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void ERR_EnemyRadio(SCR_AIGroup group, int radioId)
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{
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m_Group = group;
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m_RelaySelected = radioId > 0 && radioId % 4 == 1;
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m_RelayDone = !m_RelaySelected;
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if (radioId <= 0) m_Stopped = true;
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}
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// Only the equipment coordinator may add newly seen original actors. Its
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// retained actor tombstones exclude transferred bodies from another grant.
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void Register(IEntity actor)
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{
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if (m_Stopped || m_Captured || !actor || m_Allowed.Count() >= 32 || m_Allowed.Contains(actor)) return;
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m_Allowed.Insert(actor);
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}
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// Negative means inventory is not yet inspectable, never permission to issue.
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static int Capability(IEntity actor)
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{
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if (!actor) return -1;
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InventoryStorageManagerComponent inventory = InventoryStorageManagerComponent.Cast(actor.FindComponent(InventoryStorageManagerComponent));
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if (!inventory) return -1;
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array<IEntity> items = {}; inventory.GetItems(items);
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if (items.Count() > 256) return -1;
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int capability;
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foreach (IEntity item : items)
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{
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if (!item || !item.FindComponent(BaseRadioComponent)) continue;
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capability = 1;
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SCR_RadioComponent radio = SCR_RadioComponent.Cast(item.FindComponent(SCR_RadioComponent));
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if (radio && radio.ERR_IsHQManpack()) return 2;
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}
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return capability;
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}
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protected void Finish(string reason)
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{
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if (m_Stopped) return;
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m_Stopped = true;
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ERR_HQ.Event("RADIO EQUIPMENT", reason);
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}
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void Stop() { Finish("startup fitting stopped; accepted native insert is not cancelled or replaced"); }
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protected bool OriginalCrew(ERR_GameMode mode)
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{
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array<AIAgent> agents = {}; m_Group.GetAgents(agents);
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if (agents.IsEmpty() || agents.Count() > 32) return false;
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array<IEntity> current = {};
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foreach (AIAgent agent : agents)
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{
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if (!agent) return false;
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IEntity actor = agent.GetControlledEntity();
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if (!m_Allowed.Contains(actor) || !ERR_EnemyEquipmentRules.Eligible(mode, m_Group, actor) || current.Contains(actor)) return false;
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current.Insert(actor);
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}
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if (!m_Captured)
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{
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foreach (IEntity original : current) m_Members.Insert(original);
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m_Captured = true;
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}
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if (current.Count() != m_Members.Count()) return false;
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foreach (IEntity member : m_Members) if (!current.Contains(member)) return false;
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return true;
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}
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protected bool Submit(ERR_GameMode mode, int capability)
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{
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if (m_Stopped || m_Submitted) return false;
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ResourceName prefab = BASIC;
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if (capability == 2) prefab = MANPACK;
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foreach (IEntity actor : m_Members)
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{
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if (!ERR_EnemyEquipmentRules.Eligible(mode, m_Group, actor)) { Stop(); return false; }
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if (capability == 1 && m_BasicAttempts.Contains(actor)) continue;
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if (capability == 2 && m_RelayAttempts.Contains(actor)) continue;
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InventoryStorageManagerComponent inventory = InventoryStorageManagerComponent.Cast(actor.FindComponent(InventoryStorageManagerComponent));
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if (!inventory || !inventory.CanInsertResource(prefab, EStoragePurpose.PURPOSE_ANY)) continue;
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if (capability == 1) m_BasicAttempts.Insert(actor);
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else m_RelayAttempts.Insert(actor);
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m_PendingActor = actor; m_PendingType = capability;
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m_Operation = new ERR_EnemyEquipmentCallback(); m_Submitted = true; m_Requests++;
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bool accepted = inventory.TrySpawnPrefabToStorage(prefab, null, -1, EStoragePurpose.PURPOSE_ANY, m_Operation);
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if (!accepted && !(m_Operation.Finished && m_Operation.Succeeded)) m_Submitted = false;
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return true; // At most one native request across the entire group per check.
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}
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return false;
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}
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bool Check(ERR_GameMode mode)
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{
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if (m_Stopped) return true;
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if (!Replication.IsServer() || SCR_Global.IsEditMode() || !mode || mode != ERR_GameMode.Get() || !mode.Active() || !m_Group || m_Group.IsSlave() || m_Group.GetPlayerCount(true) > 0 || m_Group.GetFaction() != mode.EnemyFaction()) { Stop(); return true; }
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m_Checks++;
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if (!m_Group.IsExpandComplete())
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{
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if (m_Checks >= 5) Finish("native startup crew did not complete before radio deadline");
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return m_Stopped;
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}
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if (!OriginalCrew(mode))
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{
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if (m_Captured || m_Checks >= 5) Finish("original radio crew unavailable or changed; no replacement");
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return m_Stopped;
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}
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bool known = true;
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int best;
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foreach (IEntity actor : m_Members)
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{
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int capability = Capability(actor);
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if (capability < 0) known = false;
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else if (capability > best) best = capability;
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}
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if (best >= 1) m_BasicDone = true;
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if (best >= 2) m_RelayDone = true;
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if (m_Submitted)
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{
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if (!ERR_EnemyEquipmentRules.Eligible(mode, m_Group, m_PendingActor)) { Stop(); return true; }
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if (m_Operation && m_Operation.Finished)
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{
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if (m_Operation.Succeeded)
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{
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m_Completed++; m_BasicDone = true;
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if (m_PendingType == 2) m_RelayDone = true;
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}
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m_Submitted = false;
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}
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}
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if (m_BasicDone && m_RelayDone)
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{
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if (m_Requests == 0) Finish("original group already equipped; no native radio request submitted");
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else if (m_Completed > 0) Finish("native radio completion recorded; original group allocation terminal, no replenishment");
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else Finish("physical group radio observed after request; insertion provenance unconfirmed, no replenishment");
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return true;
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}
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if (m_Checks >= 5)
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{
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if (m_Submitted) Finish("startup radio deadline; accepted unresolved insertion quarantined");
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else Finish("startup radio deadline; required compatible equipment not confirmed");
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return true;
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}
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if (m_Submitted || !known) return false;
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// A relay satisfies the basic need too; never submit both in parallel.
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if (!m_RelayDone && Submit(mode, 2)) return m_Stopped;
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if (!m_BasicDone) Submit(mode, 1);
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return m_Stopped;
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}
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}
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@@ -322,7 +322,7 @@ class ERR_HQ : ERR_CommandService
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int phase = unit.Id % 5;
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unit.NextReport = GetGame().GetWorld().GetWorldTime() + phase * 1000;
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m_Units.Insert(unit);
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m_Equipment.RegisterGroup(group);
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m_Equipment.RegisterGroup(group, unit.Id, !m_Mortars || !m_Mortars.FindGroup(group));
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BindPhysical(unit);
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unit.NextStatus = GetGame().GetWorld().GetWorldTime() + 10000 + phase * 1000;
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m_Journal.Write("REGISTER", string.Format("group %1", unit.Id));
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@@ -13,7 +13,7 @@ class ERR_HQRadioNode
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bool Valid(bool manpack = false)
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{
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ERR_GameMode factions = ERR_GameMode.Get();
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if (!Carrier || !Group || Group.GetPlayerCount(true) > 0 || !factions || Group.GetFaction() != factions.EnemyFaction() || ERR_Actors.Group(Carrier) != Group)
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if (!ERR_Actors.CanFight(Carrier) || !Group || Group.GetPlayerCount(true) > 0 || !factions || Group.GetFaction() != factions.EnemyFaction() || ERR_Actors.Group(Carrier) != Group)
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return false;
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int required = 1;
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if (manpack)
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@@ -37,6 +37,8 @@ class ERR_HQRoute
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{
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ref array<ref ERR_HQRadioNode> Nodes = {};
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bool Downlink;
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bool Originated;
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float OriginDue = -1;
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int Cursor;
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bool Sending;
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float Due;
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@@ -59,6 +61,22 @@ class ERR_HQRoute
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}
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if (now - StartedAt > 30000)
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return Fail(journal, "route timed out");
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// An originating report needs three seconds on its original physical
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// caller before any network transmission. Later completed hops remain
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// independent of that caller, and HQ downlinks do not repeat this call.
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if (!Downlink && !Originated)
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{
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if (Nodes.IsEmpty() || !Nodes[0].Valid(Nodes.Count() == 1))
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return Fail(journal, "originating call lost its living owned radio carrier");
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if (OriginDue < 0)
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{
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OriginDue = now + 3000;
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journal.Write("CALL", Nodes[0].Label() + " originating report; three seconds before transmission", MessageId);
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}
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if (now < OriginDue) return 0;
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Originated = true;
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journal.Write("CALL COMPLETE", Nodes[0].Label() + " completed originating report", MessageId);
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}
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int target = Cursor + 1;
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if (Sending)
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{
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