Fix convoy coordination, AI combat and spectator recovery
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@@ -39,7 +39,7 @@ struct Mode {
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struct Fixture {Mode m;Controller first,second;Fixture(){server=true;world.now=0;game.players.connected={{1,&first}};m.roster.lives[1]=Life();}void tick(float t){world.now=t;m.ServerTick();}void exhaust(){m.InitialAdmissionExhausted(1,&first);}};
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int main(){
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{Fixture f;f.m.roster.survivor=true;f.m.service.defeat=true;f.tick(31000);
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assert(!f.m.Active() && f.m.m_EndReason=="All prisoners are unconscious and no treatment or recovery is progressing.");}
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assert(!f.m.Active() && f.m.m_EndReason=="Everybody died. All prisoners are unconscious and nobody can recover or receive help.");}
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// Sole exhausted first admission reaches existing grace, without a life/body.
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{Fixture f;f.exhaust();f.tick(0);f.tick(29999);assert(f.m.Active());f.tick(30000);
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assert(f.m.m_Phase==5&&!f.m.m_StartedPlayers&&!f.m.roster.lives[1].UsedLife);
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