"""Actual Intel/HQ methods and readiness handoff; native expansion is an adapter.""" import re from policy_harness import ROOT, body, run intel=ROOT/'addons/intel/Scripts/Game/ERR/ERR_IntelService.c' hq=ROOT/'addons/ai/Scripts/Game/ERR/ERR_HQ.c' ready=ROOT/'addons/ai/Scripts/Game/ERR/ERR_MortarReadiness.c' system=ROOT/'addons/ai/Scripts/Game/ERR/ERR_MortarSystem.c' def adapt(s): s=s.replace('override ', '').replace('protected ', '').replace('null','nullptr') s=re.sub(r'array<([^>]+)> (\w+) = \{\};',r'Array<\1> \2;',s) s=re.sub(r'foreach \((\w+) (\w+) : ([^)]+)\)',r'for (\1 \2 : \3)',s) for n in ('Replication','ERR_Actors','Math','ERR_Resources','ERR_DiscoveryService','SCR_InventoryStorageManagerComponent','SCR_AIGroupUtilityComponent','ERR_MortarSupplyState'): s=s.replace(n+'.',n+'::') for n in ('group','member','actor','request','inventory','known','unit','m_Mode','m_Battery','mode','m_Reroll','home','sites','record','m_Mortars'): s=s.replace(n+'.',n+'->') s=s.replace('Actor.FindComponent(', 'Actor->FindComponent(').replace('SCR_InventoryStorageManagerComponent inventory', 'SCR_InventoryStorageManagerComponent* inventory').replace('SCR_AIGroupUtilityComponent utility', 'SCR_AIGroupUtilityComponent* utility') s=s.replace('home->Definition.', 'home->Definition->').replace('Patrol.IsEmpty()', 'Patrol->IsEmpty()').replace('unit->StatusSampler.Bind(', 'unit->StatusSampler.Bind(') s=s.replace('ERR_SiteRuntime home;', 'ERR_SiteRuntime home=nullptr;') s=s.replace('Forces().', 'Forces()->') s=s.replace('Settings().','Settings()->').replace('GetGame().','GetGame()->').replace('GetWorld().','GetWorld()->') s=s.replace('FindComponent(SCR_InventoryStorageManagerComponent)','FindComponent()').replace('FindComponent(SCR_AIGroupUtilityComponent)','FindComponent()') s=s.replace('purpose: EStoragePurpose.PURPOSE_ANY','EStoragePurpose::PURPOSE_ANY').replace('cb: ', '').replace('Operation.', 'Operation->').replace('new ERR_IntelInsertCallback()', 'new Callback()') s=s.replace('ERR_IntelRequest request = new ERR_IntelRequest();','ERR_IntelRequest request = new Request();') s=s.replace('ERR_HQUnit unit = new ERR_HQUnit();','ERR_HQUnit unit = new Unit();') s=re.sub(r'^.*(?:Print|m_Journal.Write)\([^\n]*$', ';',s,flags=re.M) return s register=adapt(body(intel,'void RegisterGroup('));tick=adapt(body(intel,'void Tick('));hqregister=adapt(body(hq,'override void RegisterGroup('));hqbind=adapt(body(hq,'protected void BindPhysical(')) observation=adapt(body(intel,'bool ERR_ProbeWasRolled(')) poll=body(ready,'ERR_MortarSupplyState Poll(') # Execute exact early stopped/ready guards and final qualified handoff. Native # population/inventory callback validations between them are not simulated. prefix=poll[poll.index('{')+1:poll.index(' SCR_AIGroup group')] suffix=poll[poll.index(' if (m_Battery.CountShells() != 27)'):poll.index(' group.ActivateAI();')] handoff=adapt(prefix+suffix)+'return ERR_MortarSupplyState::READY;' assert poll.index('if (m_Ready) return') < poll.index('mode.RegisterGroup(group)') for condition in ('if (!operation.Finished)', 'if (!operation.Succeeded)', 'if (population == ERR_MortarSupplyState.FAILED)', 'if (population == ERR_MortarSupplyState.PENDING)'): assert poll.index(condition) #include #include #include #include using string=std::string; template struct Array:std::vector{using std::vector::vector;int Count(){return this->size();}bool IsEmpty(){return this->empty();}void Insert(T a){this->push_back(a);}void Remove(int i){this->erase(this->begin()+i);}bool Contains(T a){return std::find(this->begin(),this->end(),a)!=this->end();}}; template struct Set:std::set{bool Contains(T a){return this->count(a);}void Insert(T a){this->insert(a);}}; namespace Replication{bool server=true;bool IsServer(){return server;}} namespace Math{int rolls=0;int RandomInt(int,int){rolls++;return 0;}} namespace EStoragePurpose{const int PURPOSE_ANY=0;} struct Callback{bool Finished=false,Succeeded=false;}; struct Inventory {int requests=0;bool accept=true,folder=false;bool TrySpawnPrefabToStorage(int,int,Callback*){requests++;return accept;}static Inventory* Cast(void* p){return static_cast(p);}}; using SCR_InventoryStorageManagerComponent=Inventory; struct Actor{bool alive=true,player=false;Inventory inventory;void* FindComponent(){return &inventory;}}; using IEntity=Actor*; struct Agent{Actor* actor=nullptr;IEntity GetControlledEntity(){return actor;}};using AIAgent=Agent*; namespace ERR_Actors{bool Alive(IEntity a){return a&&a->alive;}bool Player(IEntity a){return a&&a->player;}} namespace ERR_Resources{int IntelFolder(){return 1;}} namespace ERR_DiscoveryService{void Folders(Inventory* i,Array& a){a.clear();if(i->folder)a.Insert(nullptr);}} struct Utility{static Utility* Cast(void* p){return static_cast(p);}};using SCR_AIGroupUtilityComponent=Utility; struct Group{Array members;Utility utility;int faction=1;void GetAgents(Array& out){out=members;}void* FindComponent(){return &utility;}int GetFaction(){return faction;}};using SCR_AIGroup=Group*; struct Settings{int chance=100;int Get(const char*){return chance;}}; struct Definition{string Id="site-a";Array* Patrol=nullptr;}; struct Site{struct Definition data;struct Definition* Definition=&data;};using ERR_SiteRuntime=Site*; struct Sites{Site home;Site* FindGroup(SCR_AIGroup){return &home;}};using ERR_SiteService=Sites*; struct ForceRecord{string SourceId="site-a";int InitialStrength=4;bool Physical=true,Eliminated=false;};using ERR_ForceRecord=ForceRecord*; struct Forces{ForceRecord record;bool available=false;ForceRecord* FindGroup(SCR_AIGroup){return available?&record:nullptr;}}; struct Mode{struct Sites sites;struct Forces forces;struct Sites* Sites(){return &sites;}struct Forces* Forces(){return &forces;}struct Settings settings;int publications=0;struct Settings* Settings(){return &settings;}int EnemyFaction(){return 1;}void RegisterGroup(SCR_AIGroup);}; struct Request{Callback* Operation=nullptr;IEntity Actor=nullptr;int Attempts=0;bool Accepted=false;};using ERR_IntelRequest=Request*; struct Reroll{void Tick(){}}; struct Intel{Mode* m_Mode;Array m_Requests;Set m_Rolled;bool m_Stopped=false;Reroll* m_Reroll=nullptr;void Unsettled(IEntity){} '''+register+tick+observation+r''' }; struct Clock{float GetWorldTime(){return 10;}Clock* GetWorld(){return this;}}clock_;Clock* GetGame(){return &clock_;} struct Sampler{bool Bound(){return bindings>0;}int bindings=0,strength=0;SCR_AIGroup group=nullptr;string source;void Bind(SCR_AIGroup g,string id,int n,int faction){assert(faction==1);bindings++;group=g;source=id;strength=n;}}; struct GroupService{int registrations=0;Set seen;Array ids;Array fits; void RegisterGroup(SCR_AIGroup g,int radioId=0,bool fitRadios=true){ids.Insert(radioId);fits.Insert(fitRadios);if(!seen.Contains(g)){seen.Insert(g);registrations++;}}}; struct Mortars{SCR_AIGroup owned=nullptr;bool FindGroup(SCR_AIGroup group){return group&&group==owned;}}; struct BodyService:GroupService{void RegisterGroup(SCR_AIGroup g,Sampler& s){assert(s.Bound()&&s.group==g);GroupService::RegisterGroup(g);}}; struct Unit{string HomeId,ForceSourceId;bool HomeGuard=false;float NextStatus=0;Sampler StatusSampler;int Id=0;SCR_AIGroup Group=nullptr;struct Utility* Utility=nullptr;float NextReport=0;};using ERR_HQUnit=Unit*; struct HQ{Mode* m_Mode;GroupService m_Equipment;BodyService m_Bodies;int m_NextId=0;Array m_Units;Mortars* m_Mortars=nullptr; '''+hqbind+hqregister+r''' }; Intel* intel_;HQ* hq_; void Mode::RegisterGroup(SCR_AIGroup group){forces.available=true;publications++;hq_->RegisterGroup(group);intel_->RegisterGroup(group);} namespace ERR_MortarSupplyState{const int FAILED=-1,PENDING=0,READY=1;} struct Battery{bool stopped=false;int shells=27;bool Stopped(){return stopped;}int CountShells(){return shells;}}; struct Ready{bool m_Stopped=false,m_Ready=false;Battery* m_Battery;int Finish(Mode* mode,SCR_AIGroup group){ '''+handoff+r''' }}; int main(){ Mode mode;Intel intel{&mode,{},{} };HQ hq{&mode,{},{},0,{}};intel_=&intel;hq_=&hq;Group group;Mortars mortars;mortars.owned=&group;hq.m_Mortars=&mortars; hq.RegisterGroup(&group);assert(hq.m_Units.Count()==1&&mode.publications==0&&Math::rolls==0); assert(hq.m_Equipment.ids.Count()==1&&hq.m_Equipment.ids[0]==hq.m_Units[0]->Id&&hq.m_Units[0]->Id==1); assert(!hq.m_Equipment.fits[0]); // Existing mortar readiness owns this group's radio allocation. assert(!hq.m_Units[0]->StatusSampler.Bound()&&hq.m_Units[0]->ForceSourceId.empty()&&hq.m_Bodies.registrations==0); Actor actors[4];Agent agents[4];for(int i=0;i<4;i++){agents[i].actor=&actors[i];group.members.Insert(&agents[i]);} Battery battery;Ready ready{false,false,&battery};battery.shells=26; assert(ready.Finish(&mode,&group)==0&&mode.publications==0&&Math::rolls==0); battery.shells=27;assert(ready.Finish(&mode,&group)==1&&mode.publications==1&&Math::rolls==4&&intel.m_Requests.Count()==4); assert(hq.m_Units.Count()==1&&hq.m_NextId==1); assert(hq.m_Equipment.registrations==1&&hq.m_Bodies.registrations==1); assert(hq.m_Units[0]->HomeGuard&&hq.m_Units[0]->HomeId=="site-a"&&hq.m_Units[0]->ForceSourceId=="site-a"); assert(hq.m_Units[0]->StatusSampler.bindings==1&&hq.m_Units[0]->StatusSampler.group==&group&&hq.m_Units[0]->StatusSampler.strength==4); for(Actor& a:actors){assert(intel.ERR_ProbeWasRolled(&a));}assert(!intel.ERR_ProbeWasRolled(nullptr));Actor unrelated;assert(!intel.ERR_ProbeWasRolled(&unrelated)); Replication::server=false;assert(!intel.ERR_ProbeWasRolled(&actors[0]));Replication::server=true; // actual HQ method deduplicates readiness publication for(int n=0;n<5;n++){assert(ready.Finish(&mode,&group)==1);intel.RegisterGroup(&group);hq.RegisterGroup(&group);} assert(mode.publications==1&&Math::rolls==4&&hq.m_Units.Count()==1); assert(hq.m_Units[0]->StatusSampler.bindings==1&&hq.m_Equipment.registrations==1&&hq.m_Bodies.registrations==1); assert(hq.m_Equipment.ids.Count()==1&&hq.m_Equipment.ids[0]==1&&!hq.m_Equipment.fits[0]); intel.Tick(1);for(Actor& a:actors)assert(a.inventory.requests==1); for(int n=0;n<5;n++){intel.Tick(2+n);}for(Actor& a:actors)assert(a.inventory.requests==1); // accepted asynchronous spawn never reissued for(Actor& a:actors){a.inventory.folder=true;}for(auto request:intel.m_Requests){request->Operation->Finished=true;request->Operation->Succeeded=true;}intel.Tick(10);assert(intel.m_Requests.Count()==0); for(Actor& a:actors)a.inventory.folder=false; // real item subsequently picked up/dropped: assignment latch unchanged intel.RegisterGroup(&group);intel.Tick(11);assert(Math::rolls==4&&intel.m_Requests.Count()==0); actors[0].alive=false;intel.RegisterGroup(&group);intel.Tick(12);assert(Math::rolls==4);for(Actor& a:actors)assert(a.inventory.requests==1); Ready stopped{true,false,&battery};assert(stopped.Finish(&mode,&group)==-1&&mode.publications==1); battery.stopped=true;Ready cancelled{false,false,&battery};assert(cancelled.Finish(&mode,&group)==-1&&mode.publications==1);battery.stopped=false; Actor killed;Agent killedAgent{&killed};Group deathGroup;deathGroup.members.Insert(&killedAgent);intel.RegisterGroup(&deathGroup);assert(Math::rolls==5);killed.alive=false;intel.Tick(13);assert(killed.inventory.requests==0&&intel.m_Requests.Count()==0);intel.RegisterGroup(&deathGroup);assert(Math::rolls==5); Mode neverMode;neverMode.settings.chance=0;Intel never{&neverMode,{},{}};never.RegisterGroup(&group);int after=Math::rolls;neverMode.settings.chance=100;never.RegisterGroup(&group);assert(Math::rolls==after&&never.m_Requests.Count()==0); // no reroll of original negative decision // Ordinary physical groups receive the stable HQ ID and opt in, with or without a mortar service. Group ordinary,withoutMortars;hq.RegisterGroup(&ordinary); assert(hq.m_Equipment.ids.Count()==2&&hq.m_Equipment.ids[1]==hq.m_Units[1]->Id&&hq.m_Equipment.ids[1]==2&&hq.m_Equipment.fits[1]); hq.m_Mortars=nullptr;hq.RegisterGroup(&withoutMortars); assert(hq.m_Equipment.ids.Count()==3&&hq.m_Equipment.ids[2]==hq.m_Units[2]->Id&&hq.m_Equipment.ids[2]==3&&hq.m_Equipment.fits[2]); // A subsequent missing mortar registry cannot reroll an already bound group's opt-out. hq.RegisterGroup(&group);assert(hq.m_Equipment.ids.Count()==3&&!hq.m_Equipment.fits[0]&&hq.m_NextId==3); } ''') print('PASS: actual Intel/HQ methods and one-shot qualified readiness handoff deliver late actors once; duplicate readiness, accepted spawn, pickup/drop, death and original negative rolls do not mint assignments') # Observe only in Workbench, after readiness and before destructive fixture steps. intel_source=intel.read_text() observer_region=intel_source.split('#ifdef WORKBENCH',1)[1].split('#endif',1)[0] assert 'bool ERR_ProbeWasRolled(IEntity actor)' in observer_region assert 'ERR_Mortar' not in intel_source and 'ERR_HQ' not in intel_source assert 'Insert(' not in observation and 'RandomInt' not in observation and 'TrySpawn' not in observation smoke=(ROOT/'addons/chat/Scripts/Game/ERR/ERR_NativeSmoke.c').read_text() step=smoke.split('else if (m_ERRSmokeStep == 120)',1)[1].split('else if (m_ERRSmokeStep == 121)',1)[0] assert step.index('!battery.StartupActivated') < step.index('ERR_ProbeWasRolled(intelActor)') < step.index('DeleteEntityAndChildren(item)') assert '!intelCrew.Contains(intelActor)' in step and 'intelCrew.Count() == 4' in step assert 'RegisterGroup(' not in step and 'Settings().Set(' not in step and 'TrySpawn' not in step print('PASS: Workbench-only read accessor rejects unknown/nonserver identities; Chat observes all distinct ready crew before existing shell-depletion mutation')