--- a/addons/core/Scripts/Game/ERR/00_Core/ERR_Epinephrine.c +++ b/addons/core/Scripts/Game/ERR/00_Core/ERR_Epinephrine.c @@ -43,9 +43,11 @@ { SCR_CharacterDamageManagerComponent damage = SCR_CharacterDamageManagerComponent.Cast(target.FindComponent(SCR_CharacterDamageManagerComponent)); if (!damage || damage.GetState() == EDamageState.DESTROYED) { failReason = SCR_EConsumableFailReason.UNDAMAGED; return false; } + CharacterControllerComponent controller = CharacterControllerComponent.Cast(target.FindComponent(CharacterControllerComponent)); + if (controller && controller.IsUnconscious()) return true; if (damage.IsBleeding()) return true; HitZone blood = damage.GetBloodHitZone(), resilience = damage.GetResilienceHitZone(); - if ((blood && blood.GetHealthScaled() < 1) || (resilience && resilience.GetHealthScaled() < 1)) return true; + if ((blood && blood.GetHealthScaled() <= blood.GetDamageStateThreshold(ECharacterBloodState.FAINTING)) || (resilience && resilience.GetHealthScaled() < 1)) return true; array zones = {}; damage.GetPhysicalHitZones(zones); foreach (HitZone zone : zones) if (zone && zone.GetHealthScaled() < 1) return true; failReason = SCR_EConsumableFailReason.UNDAMAGED; return false; --- a/tests/test_player_medical.py +++ b/tests/test_player_medical.py @@ -114,3 +114,100 @@ } ''') print('PASS: viable passive recovery survives native delay; bleeding, disabled/full effects and low-blood resilience do not block defeat') + + +"""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')