"""Actual combat injector admission/effect; native component/effect boundaries doubled. No animation, inventory consumption, replication or native base-effect qualification. """ from pathlib import Path import os, re from policy_harness import ROOT, body, run p=Path(os.environ.get('ERR_EPINEPHRINE_SOURCE', ROOT/'addons/core/Scripts/Game/ERR/00_Core/ERR_Epinephrine.c')) s=p.read_text() def method(class_name, signature): start=s.index('class '+class_name) a=s.index(signature,start); b=s.index('{',a); end=b+1; depth=1 while depth: depth+=(s[end]=='{')-(s[end]=='}'); end+=1 return s[a:end] def cpp(t): t=t.replace('override ', '').replace('notnull ', '').replace('out SCR_EConsumableFailReason failReason','SCR_EConsumableFailReason& failReason') t=t.replace('SCR_CharacterDamageManagerComponent.Cast(target.FindComponent(SCR_CharacterDamageManagerComponent))','target->damage') t=t.replace('SCR_CharacterDamageManagerComponent.Cast(dmgManager)','dmgManager') t=t.replace('CharacterControllerComponent.Cast(target.FindComponent(CharacterControllerComponent))','target->controller') t=t.replace('CharacterControllerComponent.Cast(damage.GetOwner().FindComponent(CharacterControllerComponent))','damage->owner->controller') t=t.replace('SCR_CharacterHitZone.Cast(zone)','dynamic_cast(zone)') t=t.replace('array', 'Array').replace('foreach (', 'for (').replace('null','nullptr') for typ in ('SCR_CharacterDamageManagerComponent','SCR_ExtendedDamageManagerComponent','HitZone','SCR_CharacterBloodHitZone','SCR_CharacterResilienceHitZone','SCR_CharacterHitZone','CharacterControllerComponent'): t=re.sub(r'\b'+typ+r' (\w+)',typ+r'* \1',t) t=t.replace('HitZone* blood = damage.GetBloodHitZone(), resilience = damage.GetResilienceHitZone();','HitZone* blood = damage.GetBloodHitZone(); HitZone* resilience = damage.GetResilienceHitZone();') for obj in ('damage','blood','resilience','zone','physical','controller'): t=t.replace(obj+'.',obj+'->') for obj in ('EDamageState','SCR_EConsumableFailReason','ECharacterBloodState','ECharacterHitZoneGroup','ERR_CombatEpinephrineRules','Replication','Math'): t=t.replace(obj+'.',obj+'::') t=t.replace('super.', 'Native::') return t rules=cpp(body(p,'class ERR_CombatEpinephrineRules')).replace('class ERR_CombatEpinephrineRules','struct ERR_CombatEpinephrineRules')+';' admit=cpp(method('ERR_ConsumableCombatEpinephrine','override bool CanApplyEffect(')) effect=cpp(method('ERR_CombatEpinephrineEffect','override void OnEffectAdded(')) run(r''' #include #include #include #include namespace EDamageState{enum{UNDAMAGED,DESTROYED};} enum class SCR_EConsumableFailReason{NONE,UNDAMAGED}; namespace ECharacterBloodState{enum{FAINTING,UNCONSCIOUS};} enum class ECharacterHitZoneGroup{HEAD,UPPERTORSO,LOWERTORSO,LEFTARM,RIGHTARM,LEFTLEG,RIGHTLEG}; namespace Replication{bool server=true;bool IsServer(){return server;}} namespace Math{float Min(float a,float b){return std::min(a,b);}} templatestruct Array:std::vector{using std::vector::vector;}; struct HitZone{float health=1;virtual ~HitZone()=default;float GetHealthScaled(){return health;}void SetHealthScaled(float n){health=n;}virtual float GetDamageStateThreshold(int){return .7f;}}; struct SCR_CharacterBloodHitZone:HitZone{float faint=.7f,unconscious=.5f;float GetDamageStateThreshold(int state)override{return state==ECharacterBloodState::FAINTING?faint:unconscious;}}; struct SCR_CharacterResilienceHitZone:HitZone{}; struct SCR_CharacterHitZone:HitZone{ECharacterHitZoneGroup group=ECharacterHitZoneGroup::LEFTARM;int GetHitZoneGroup(){return int(group);}}; // The source compares enum to an int; Enforce permits this conversion. bool operator==(int a,ECharacterHitZoneGroup b){return a==int(b);} struct CharacterControllerComponent{bool unconscious=false;bool IsUnconscious(){return unconscious;}void SetUnconscious(bool n){unconscious=n;}}; struct SCR_CharacterDamageManagerComponent; struct Entity{SCR_CharacterDamageManagerComponent* damage=nullptr;CharacterControllerComponent*controller=nullptr;};using IEntity=Entity*; struct SCR_CharacterDamageManagerComponent{Entity*owner=nullptr;int state=EDamageState::UNDAMAGED;bool bleeding=false;SCR_CharacterBloodHitZone*blood=nullptr;SCR_CharacterResilienceHitZone*resilience=nullptr;Arrayzones; int GetState(){return state;}bool IsBleeding(){return bleeding;}SCR_CharacterBloodHitZone*GetBloodHitZone(){return blood;}SCR_CharacterResilienceHitZone*GetResilienceHitZone(){return resilience;}void GetPhysicalHitZones(Array&out){out=zones;}void RemoveGroupBleeding(ECharacterHitZoneGroup){bleeding=false;} }; using SCR_ExtendedDamageManagerComponent=SCR_CharacterDamageManagerComponent; // Native inherited effect handling is opaque. No extra health restoration is // fabricated: the authored effect is instant and supplies no generic damage. struct Native{int calls=0;void OnEffectAdded(SCR_ExtendedDamageManagerComponent*){calls++;}}; '''+rules+'\nstruct Admission{'+admit+'};\nstruct Effect:Native{'+effect+r'''}; struct Fixture{Entity actor;CharacterControllerComponent controller;SCR_CharacterDamageManagerComponent damage;SCR_CharacterBloodHitZone blood;SCR_CharacterResilienceHitZone resilience;SCR_CharacterHitZone arm,leg;Admission admission;Effect effect; Fixture(){actor.damage=&damage;actor.controller=&controller;damage.owner=&actor;damage.blood=&blood;damage.resilience=&resilience;leg.group=ECharacterHitZoneGroup::LEFTLEG;damage.zones={&arm,&leg};Replication::server=true;} bool Allowed(){SCR_EConsumableFailReason reason=SCR_EConsumableFailReason::NONE;return admission.CanApplyEffect(&actor,&actor,reason);} void Apply(){effect.OnEffectAdded(&damage);} }; int main(){ // Concrete baseline mismatch: mild blood loss is the only injury. Applying the // actual effect changes no health/bleeding/consciousness, so admission must refuse. for(float value:{.7001f,.85f,.999f}){Fixture f;f.blood.health=value;f.Apply();assert(f.effect.calls==1&&f.blood.health==value&&f.resilience.health==1&&f.arm.health==1&&f.leg.health==1&&!f.damage.bleeding&&!f.controller.unconscious);assert(!f.Allowed());} // Native threshold is data-driven, including exact equality; no guessed cutoff. for(float cutoff:{.6f,.7f,.8f}){Fixture f;f.blood.faint=cutoff;f.blood.health=cutoff;assert(f.Allowed());f.Apply();assert(f.blood.health>cutoff);} {Fixture f;f.blood.health=.3f;assert(f.Allowed());f.Apply();assert(f.blood.health>.3f);} // Waking is an independent implemented benefit, including full health. for(float blood:{.9f,1.f}){Fixture f;f.blood.health=blood;f.controller.unconscious=true;assert(f.Allowed());f.Apply();assert(!f.controller.unconscious&&f.blood.health==blood);} {Fixture f;f.controller.unconscious=true;f.damage.state=EDamageState::DESTROYED;assert(!f.Allowed());f.Apply();assert(f.controller.unconscious);} // Preserve all other useful existing benefits even with mildly depleted blood. {Fixture f;f.blood.health=.9f;f.damage.bleeding=true;assert(f.Allowed());f.Apply();assert(!f.damage.bleeding&&f.blood.health==.9f);} {Fixture f;f.blood.health=.9f;f.resilience.health=.2f;f.controller.unconscious=true;assert(f.Allowed());f.Apply();assert(f.resilience.health==1&&!f.controller.unconscious&&f.blood.health==.9f);} {Fixture f;f.blood.health=.9f;f.arm.health=.5f;assert(f.Allowed());f.Apply();assert(std::abs(f.arm.health-.65f)<.00001f);} {Fixture f;f.leg.health=.2f;assert(f.Allowed());f.Apply();assert(std::abs(f.leg.health-.7f)<.00001f);} // A missing controller must not suppress non-consciousness benefits. for(int benefit=0;benefit<4;benefit++){Fixture f;f.actor.controller=nullptr;if(benefit==0)f.damage.bleeding=true;if(benefit==1)f.blood.health=.3f;if(benefit==2)f.resilience.health=.3f;if(benefit==3)f.arm.health=.3f;assert(f.Allowed());f.Apply();} {Fixture f;assert(!f.Allowed());f.actor.damage=nullptr;assert(!f.Allowed());} {Fixture f;f.damage.state=EDamageState::DESTROYED;f.damage.bleeding=true;f.blood.health=.1f;assert(!f.Allowed());f.Apply();assert(f.blood.health==.1f&&f.damage.bleeding);} {Fixture f;f.damage.blood=nullptr;f.damage.resilience=nullptr;assert(!f.Allowed());f.arm.health=.5f;assert(f.Allowed());} {Fixture f;f.blood.health=.1f;Replication::server=false;f.Apply();assert(f.blood.health==.1f);} } ''') prefab=(ROOT/'addons/core/Prefabs/ERR/CombatEpinephrine.et').read_text() assert 'm_fItemRegenerationSpeed 0' in prefab and 'm_fItemRegenerationDuration 0' in prefab assert 'ERR_CombatEpinephrineEffect' in prefab print('PASS: actual combat injector admission/effect alignment; mild blood-only refusal, native threshold equality and all existing useful treatments preserved; engine consumption untested')