Fix convoy coordination, AI combat and spectator recovery
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@@ -69,7 +69,7 @@ for name in ('unit', 'utility'):
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for name in ('Entity', 'Group', 'Waypoint', 'm_Perception'):
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movement = movement.replace(name+'.', name+'->')
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movement = movement.replace('GetPhysics().', 'GetPhysics()->').replace('unit->Repaths.ToString()', 'std::to_string(unit->Repaths)')
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movement = movement.replace('string.Format', 'Format').replace('ERR_HQ.Event', 'Event')
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movement = movement.replace('string.Format', 'Format').replace('ERR_HQ.Event', 'Event').replace('ERR_HunterCombat.Active', 'ERR_HunterCombat::Active')
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movement = re.sub(r'\b(bool|float|Vec) (\w+);', r'\1 \2 {};', movement)
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run(r'''
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#include <cassert>
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@@ -82,6 +82,7 @@ struct Utility {Perception* m_Perception;};
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struct Physics {Vec GetVelocity(){return {};}};
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struct Vehicle {Vec pos;Physics physics;Vec GetOrigin(){return pos;}Physics* GetPhysics(){return &physics;}};
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struct Group {Utility utility;Utility* GetGroupUtilityComponent(){return &utility;}void AddWaypoint(void*){}};
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namespace ERR_HunterCombat {bool fresh=false;bool Active(Group*){return fresh;}};
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struct Waypoint {Vec pos;bool arrived=false;bool IsWithinCompletionRadius(Group*){return arrived;}Vec GetOrigin(){return pos;}void SetCompletionRadius(float){}};
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struct MovingHunter {Vehicle* Entity;struct Group* Group;struct Waypoint* Waypoint;Vec Destination,ProgressPosition;float ProgressAt=1,NextMotionLog=0;int Repaths=0;std::string Source="test";void ClearOrder(){Waypoint=nullptr;}};
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Waypoint spawned;Waypoint* Spawn(Vec pos){spawned.pos=pos;return &spawned;}
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@@ -96,8 +97,8 @@ int main(){
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ObserveMovement(&hunter,120001);ObserveMovement(&hunter,180001);assert(hunter.Repaths==3);
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ObserveMovement(&hunter,240001);assert(hunter.Repaths==3);
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vehicle.pos={20,0};ObserveMovement(&hunter,241001);assert(hunter.Repaths==0);
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perception.m_aTargets.empty=false;ObserveMovement(&hunter,400000);assert(hunter.Repaths==0);
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perception.m_aTargets.empty=true;ObserveMovement(&hunter,400001);assert(hunter.Repaths==0);
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perception.m_aTargets.empty=false;ERR_HunterCombat::fresh=true;ObserveMovement(&hunter,400000);assert(hunter.Repaths==0);
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ERR_HunterCombat::fresh=false;ObserveMovement(&hunter,400001);assert(hunter.Repaths==0);
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ObserveMovement(&hunter,460000);assert(hunter.Repaths==1);
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}
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''')
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