"""Run the actual bounded placement scheduler with terrain and clock adapters.""" import re from policy_harness import ROOT,body,run p=ROOT/'addons/core/Scripts/Game/ERR/00_Core/ERR_GeneratedSites.c' s='\n'.join(body(p, signature) for signature in ('static bool StartupSite(', 'void StartupOnly(', 'bool StartupReady(', 'protected bool SkipOptional(', 'protected bool RescueFits(', 'ERR_PrepareResult Tick(')) s=s.replace('ERR_SiteDefinition site','Site* site').replace('site.','site->').replace('m_Terrain.Site','m_Terrain.SiteAt') s=s.replace('System.GetTickCount','Clock::Now').replace('Replication.IsServer','Server').replace('Math.RandomFloat','RandomFloat').replace('ERR_PrepareResult.','Result::') s=s.replace('float floor;','float floor=0;').replace('protected ', '').replace('ref ERR_SiteDefinition retained', 'Site* retained').replace('retained.', 'retained->').replace('m_Definition.', 'm_Definition->').replace('ERR_LocationKind.', 'Kind::') s=s.replace('foreach (Site* site : m_Definition->Sites)', 'for (Site* site : m_Definition->Sites)') s=s.replace('bool fits;', 'bool fits=false;') s=s.replace('ERR_Actors.', 'ERR_Actors::').replace('ERR_CampTerrain.', 'ERR_CampTerrain::').replace('ERR_RescueLanding.', 'ERR_RescueLanding::') run(r''' #include #include #include #include using string=std::string; struct vector{float a[3];float& operator[](int i){return a[i];}};vector Vector(float x,float y,float z){return {{x,y,z}};} vector operator+(vector a,vector b){return Vector(a[0]+b[0],a[1]+b[1],a[2]+b[2]);} namespace ERR_Actors{vector Ground(vector p){return p;}} namespace ERR_CampTerrain{vector Rotate(vector p,float){return p;}} namespace ERR_RescueLanding{bool fits=true;bool Fits(vector){return fits;}} namespace Result{enum Value{FAILED=-1,PENDING,READY};}using ERR_PrepareResult=Result::Value; namespace Clock {int now=0,step=1;int Now(){int t=now;now+=step;return t;}} bool Server(){return true;}float RandomFloat(float a,float b){return (a+b)/2;}templatevoid PrintFormat(T...){} namespace Kind{enum{PRISON,RADIO,EXTRACTION,OUTPOST,DEPOT,MORTAR,HOSPITAL};} struct Site{int Kind=Kind::PRISON;bool required=false;string Label="Test site";vector Position=Vector(10,0,20),AircraftOffset=Vector(12,0,0);float Heading=0;bool PlacementResolved=false,RandomClear=true;string Id="site";}; templatestruct Array:std::vector{using std::vector::operator=;int Count(){return this->size();}int Find(T v){auto i=std::find(this->begin(),this->end(),v);return i==this->end()?-1:i-this->begin();}void Remove(int i){this->erase(this->begin()+i);}void InsertAt(T v,int i){this->insert(this->begin()+i,v);}}; struct Definition{bool TerrainGenerated=false;Array Sites;Site* required=nullptr;bool Valid(){return !required||Sites.Find(required)>=0;}}; struct Terrain{string Rejection(){return "terrain";}bool clear=true;Site* refused=nullptr;int queries=0;bool SiteAt(Site* site,vector,float,float& height){queries++;height=42;return clear&&site!=refused;}}; struct Scheduler{ void RecordRejection(string){}void ReportSearch(Site*,string){}void ReportProgress(Site*){}void ClearDiagnostics(){}string RejectionSummary(){return "terrain";} Definition definition;Definition* m_Definition=&definition; bool m_StartupOnly=false; bool m_Started=true;ERR_PrepareResult m_Result=Result::PENDING;int m_Index=0,m_Attempts=0,m_Began=0; vector m_Low=Vector(0,0,0),m_High=Vector(10000,0,10000);Arraym_Pending;Terrain m_Terrain;string m_Error; bool Separated(Site*,vector,bool){return true;} '''+s+r''' }; int main(){ // Startup pauses before radio/camps, and resuming resets the next-site deadline. {Clock::now=0;Scheduler s;Site prison,radio,extraction;radio.Kind=Kind::RADIO;extraction.Kind=Kind::EXTRACTION;extraction.RandomClear=false; s.definition.Sites={&prison,&radio,&extraction};s.m_Pending={&prison,&radio};s.StartupOnly(true); while(!s.StartupReady()) assert(s.Tick()==Result::PENDING); assert(prison.PlacementResolved&&!radio.PlacementResolved);int calls=s.m_Terrain.queries; Clock::now=60000;assert(s.Tick()==Result::PENDING&&s.m_Terrain.queries==calls); s.StartupOnly(false);assert(s.m_Began>=60000);while(s.Tick()==Result::PENDING){}assert(radio.PlacementResolved);} {Scheduler s;s.m_Started=false;assert(s.Tick()==Result::FAILED);} {Scheduler s;assert(s.Tick()==Result::READY);assert(s.m_Terrain.queries==0);} {Clock::now=0;Scheduler s;Site a,b;s.m_Pending={&a,&b};while(s.Tick()==Result::PENDING){}assert(s.m_Result==Result::READY&&a.PlacementResolved&&b.PlacementResolved);assert(a.Position[1]>42&&a.Position[1]<42.1);int calls=s.m_Terrain.queries;assert(s.Tick()==Result::READY&&s.m_Terrain.queries==calls);} {Clock::now=0;Scheduler s;Site a;s.m_Pending={&a};s.m_Terrain.clear=false;assert(s.Tick()==Result::PENDING);assert(s.m_Terrain.queries<10&&!a.PlacementResolved);Clock::now=30001;assert(s.Tick()==Result::FAILED&&!s.m_Error.empty()&&!a.PlacementResolved);int calls=s.m_Terrain.queries;assert(s.Tick()==Result::FAILED&&s.m_Terrain.queries==calls);} {Clock::now=0;Scheduler s;Site a;s.m_Pending={&a};s.m_Attempts=12000;assert(s.Tick()==Result::READY&&a.Position[0]==10&&a.Position[2]==20&&a.PlacementResolved);} {Clock::now=30001;Scheduler s;Site a;s.m_Pending={&a};assert(s.Tick()==Result::READY&&a.Position[0]==10&&a.Position[2]==20);} // Each optional type can fail after exhausting candidates without blocking the next site. for(int kind : {Kind::OUTPOST,Kind::HOSPITAL,Kind::DEPOT}){ Clock::now=0;Scheduler s;Site a,b;a.Kind=kind;a.Id="unplaceable";b.Id="next"; s.m_Pending={&a,&b};s.definition.Sites={&a,&b};s.m_Terrain.refused=&a;s.m_Attempts=12000; while(s.Tick()==Result::PENDING){} assert(s.m_Result==Result::READY&&s.m_Error.empty()&&!a.PlacementResolved&&b.PlacementResolved); assert(s.definition.Sites.size()==1&&s.definition.Sites[0]==&b); int calls=s.m_Terrain.queries;assert(s.Tick()==Result::READY&&s.m_Terrain.queries==calls); } // A deadline skip gets a fresh candidate/time budget for the following optional site. {Clock::now=30001;Scheduler s;Site a,b;a.Kind=Kind::OUTPOST;b.Kind=Kind::HOSPITAL; s.m_Pending={&a,&b};s.definition.Sites={&a,&b};s.m_Terrain.refused=&a; while(s.Tick()==Result::PENDING){}assert(s.m_Result==Result::READY&&b.Position[0]!=10&&b.PlacementResolved);} // Required objectives (including mortars) still fail; no unsafe terrain is accepted. for(int kind : {Kind::PRISON,Kind::RADIO,Kind::EXTRACTION,Kind::MORTAR}){ Clock::now=0;Scheduler s;Site a;a.Kind=kind;s.m_Pending={&a};s.definition.Sites={&a};s.m_Attempts=12000;s.m_Terrain.clear=false; assert(s.Tick()==Result::FAILED&&s.definition.Sites[0]==&a&&!a.PlacementResolved); } // Optional by type can still be indispensable for minimum accessible radio intel. {Clock::now=0;Scheduler s;Site before,a,after;a.Kind=Kind::HOSPITAL; s.definition.Sites={&before,&a,&after};s.definition.required=&a;s.m_Pending={&a};s.m_Attempts=12000;s.m_Terrain.clear=false; assert(s.Tick()==Result::FAILED&&s.definition.Sites.size()==3&&s.definition.Sites[1]==&a&&!a.PlacementResolved);} // Extraction candidates without secondary fleet space remain uncommitted and are retried. {Clock::now=0;Scheduler s;Site a;a.Kind=Kind::EXTRACTION;s.m_Pending={&a};s.definition.Sites={&a};ERR_RescueLanding::fits=false; assert(s.Tick()==Result::PENDING&&!a.PlacementResolved);ERR_RescueLanding::fits=true; while(s.Tick()==Result::PENDING){}assert(s.m_Result==Result::READY&&a.PlacementResolved);} // An authored fallback cannot bypass the new fleet-space qualification. {Clock::now=0;Scheduler s;Site a;a.Kind=Kind::EXTRACTION;s.m_Pending={&a};s.definition.Sites={&a};s.m_Attempts=12000;ERR_RescueLanding::fits=false; assert(s.Tick()==Result::FAILED&&!a.PlacementResolved);ERR_RescueLanding::fits=true;} } ''') print('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') # Exercise the production background activation path: waiting for the first # player must not consume the next mandatory site's placement budget. scenario=ROOT/'addons/core/Scripts/Game/ERR/00_Core/ERR_ScenarioComponent.c' activation=body(scenario, 'protected void BackgroundStep()').split(' if (m_PendingSite)')[0]+'}\n' activation=activation.replace('protected ', '').replace('ERR_GameMode mode = ERR_GameMode.Cast(GetOwner());', 'Mode* mode = GetOwner();') for a,b in [('Replication.IsServer()', 'true'),('ERR_GameMode.Get()', 'GetOwner()'),('mode.Active()', 'mode->Active()'),('GetGame().GetPlayerManager().GetPlayerCount()', 'players'),('ERR_PrepareResult.', 'Result::')]: activation=activation.replace(a,b) assert 'm_Generated.StartupOnly(false)' not in body(scenario,'ERR_PrepareResult Prepare(') run(r''' #include #include using string=std::string; namespace Result{enum Value{FAILED=-1,PENDING,READY};}using ERR_PrepareResult=Result::Value; int now=0,players=0; struct Mode{bool active=true;bool Active(){return active;}}; struct Generated{int began=0,resumes=0,ticks=0;bool startup=true;void StartupOnly(bool v){assert(!v);startup=v;began=now;resumes++;}ERR_PrepareResult Tick(){assert(!startup);ticks++;return now-began>=30000?Result::FAILED:Result::PENDING;}string Error(){return "expired";}}; struct Scenario{Mode mode;Generated m_Generated;bool m_BackgroundActivated=false,m_PlacementDone=false,stopped=false,failed=false;Mode* GetOwner(){return &mode;}bool BackgroundPending(){return true;}void StopBackground(){stopped=true;}void FailBackground(string){failed=true;} '''+activation+r''' }; int main(){Scenario s; for(now=0;now<3600000;now+=250)s.BackgroundStep(); assert(s.m_Generated.resumes==0&&s.m_Generated.ticks==0&&!s.failed); players=1;s.BackgroundStep();assert(s.m_Generated.resumes==1&&s.m_Generated.ticks==1&&!s.failed&&s.m_Generated.began==now); players=0;now+=250;s.BackgroundStep();assert(s.m_Generated.resumes==1&&s.m_Generated.ticks==2&&!s.failed); now+=30000;s.BackgroundStep();assert(s.failed); // the active search is still bounded Scenario ended;ended.mode.active=false;ended.BackgroundStep();assert(ended.stopped&&ended.m_Generated.resumes==0); } ''') print('PASS: actual background activation waits an hour empty without consuming placement time; disconnect does not reset active budget')