Files
EscapistsReintroduced/tests/test_infantry_ammo_transfer.py
jakub 6a667d8deb Capture current mission, AI, map and administration development
Include the current addon, terrain integrations, tools, regression tests and recorded development evidence.
2026-10-13 22:52:53 +02:00

372 lines
40 KiB
Python

"""Execute the actual finite native magazine transaction; engine behavior remains separate."""
from pathlib import Path
import os,re
from policy_harness import ROOT,run,body
from test_finite_magazine_reservation import translated_reservation
p=Path(os.environ.get('ERR_INFANTRY_TRANSFER_SOURCE',ROOT/'addons/core/Scripts/Game/ERR/10_AI/ERR_InfantryAmmoTransfer.c'))
s=p.read_text()
for forbidden in ('TrySpawn','DeleteEntity','SetOrigin','SetTransform','TryInsert','TryRemove','SetAmmoCount'):
assert forbidden not in s,forbidden
callback=s[s.index('class ERR_InfantryAmmoCallback'):s.index('// One exact physical')]
code=s[s.index('class ERR_InfantryAmmoTransfer\n'):]
code=re.sub(r'//[^\n]*','',code).replace('protected ','').replace('class ','struct ')
for src,dst in {
'm_Donor.FindComponent(VehicleHelicopterSimulation)':'m_Donor->helicopter',
'InventoryItemComponent.Cast(loaded.GetOwner().FindComponent(InventoryItemComponent))':'loaded->GetOwner()->item',
'BaseMagazineComponent.Cast(exactMagazine.FindComponent(BaseMagazineComponent))':'exactMagazine->magazine',
'BaseWeaponManagerComponent.Cast(actor.FindComponent(BaseWeaponManagerComponent))':'actor->weapons',
'BaseWeaponComponent.Cast(rifle.FindComponent(BaseWeaponComponent))':'rifle->weapon',
'InventoryItemComponent.Cast(entity.FindComponent(InventoryItemComponent))':'entity->item',
'InventoryItemComponent.Cast(m_Magazine.FindComponent(InventoryItemComponent))':'m_Magazine->item',
'InventoryItemComponent.Cast(exact.FindComponent(InventoryItemComponent))':'exact->item',
'InventoryItemComponent.Cast(candidate.FindComponent(InventoryItemComponent))':'candidate->item',
'BaseMagazineComponent.Cast(m_Magazine.FindComponent(BaseMagazineComponent))':'m_Magazine->magazine',
'BaseMagazineComponent.Cast(candidate.FindComponent(BaseMagazineComponent))':'candidate->magazine',
'SCR_AIVehicleUsageComponent.Cast(m_Donor.FindComponent(SCR_AIVehicleUsageComponent))':'m_Donor->usage',
'InventoryStorageManagerComponent.Cast(m_Donor.FindComponent(InventoryStorageManagerComponent))':'m_Donor->inventory',
'InventoryStorageManagerComponent.Cast(m_Recipient.FindComponent(InventoryStorageManagerComponent))':'m_Recipient->inventory',
}.items():code=code.replace(src,dst)
code=code.replace('SCR_MuzzleInMagComponent.Cast(muzzle)', '(muzzle->inMag ? muzzle : null)')
code=code.replace('ref ERR_InfantryAmmoCallback','ERR_InfantryAmmoCallback*').replace('array<','Array<').replace('foreach (','for (').replace('null','nullptr')
code=re.sub(r'\bERR_GameMode (?=\w)','ERR_GameMode* ',code)
code=code.replace('void ERR_InfantryAmmoTransfer(','ERR_InfantryAmmoTransfer(').replace('EWeaponType kind','int kind').replace('EMuzzleType muzzleKind','int muzzleKind')
for name in ('ERR_InfantryAmmoTransferState','ERR_InfantryAmmoAccess','ERR_GameMode','ERR_EnemyEquipmentRules','ERR_ForceRules','Replication','SCR_Global','ERR_Actors','SCR_FactionManager','ERR_ConvoyRules','CompartmentAccessComponent','EWeaponType','EMuzzleType','EStoragePurpose','vector'):
code=code.replace(name+'.',name+'::')
for name in ('m_Mode','m_Donor','m_DonorGroup','m_Recipient','m_RecipientGroup','m_Source','m_Destination','m_Storage','m_OriginalSlot','m_Callback','magazine','reloadable','loaded','loadedItem','loadedSlot','manager','weapon','muzzle','entity','item','storage','inventory','incoming','empty','source','destination','m_ReturnCallback','donorRecord','recipientRecord','utility','usage','physics'):
code=re.sub(r'\b'+name+r'\.',name+'->',code)
code=code.replace('GetMagazineWell().','GetMagazineWell()->').replace('GetParentSlot().','GetParentSlot()->').replace('Forces().','Forces()->').replace('m_VehicleMgr.','m_VehicleMgr->').replace('GetPilotCompartmentSlot().','GetPilotCompartmentSlot()->')
code=re.sub(r'\b(bool|int|Vehicle|IEntity|SCR_AIGroup|ERR_ForceRecord|InventoryStorageSlot|InventoryStorageManagerComponent|BaseInventoryStorageComponent|ERR_GameMode\*|ERR_InfantryAmmoCallback\*) (\w+);',r'\1 \2{};',code)
code=code.replace('\n}\n','\n};\n')
callback=callback.replace('class ERR_InfantryAmmoCallback : ScriptedInventoryOperationCallback','').strip()[1:-1]
callbacks=[]
for name in ('OnComplete','OnFailed','OnAllComplete','OnAllFailed'):
m=re.search(r'protected override void '+name+r'\(\) (\{[^\n]+\})',callback)
callbacks.append('void ERR_InfantryAmmoCallback::'+name+'() '+m[1].replace('Transfer.','Transfer->'))
# Integrate the actual coordinator transfer selector with this actual leaf.
coordinator_path=Path(os.environ.get('ERR_INFANTRY_RESUPPLY_SOURCE',ROOT/'addons/core/Scripts/Game/ERR/10_AI/ERR_InfantryResupply.c'))
transfer=body(coordinator_path,'protected void Transfer(float now)').replace('protected ','').replace('null','nullptr').replace('foreach (','for (')
transfer=transfer.replace('ERR_HQAmmoSnapshot local','ERR_HQAmmoSnapshot* local')
for name in ('ERR_Actors','ERR_HQAmmoSampler','ERR_InfantryAmmoTransfer','vector'):
transfer=transfer.replace(name+'.',name+'::')
transfer=transfer.replace('ERR_FiniteMagazineReservation reservation', 'ERR_FiniteMagazineReservation* reservation').replace('new ERR_FiniteMagazineReservation(m_Stock, m_Spent,', 'new ERR_FiniteMagazineReservation(&m_Stock, &m_Spent,')
for name in ('m_Move','actor','m_Truck','m_Recipient','local','reservation'):
transfer=transfer.replace(name+'.',name+'->')
transfer=transfer.replace('Entity.GetOrigin()', 'Entity->GetOrigin()')
pre=r'''
#include <cassert>
#include <cmath>
#include <string>
#include <vector>
#include <algorithm>
#include <limits>
#include <functional>
using string=std::string;
template<class T>struct Array:std::vector<T>{using std::vector<T>::vector;int Count(){return this->size();}bool IsEmpty(){return this->empty();}void Insert(T t){this->push_back(t);}void RemoveItem(T t){this->erase(std::remove(this->begin(),this->end(),t),this->end());}bool Contains(T t){return std::find(this->begin(),this->end(),t)!=this->end();}};
struct vector{float x=0,y=0,z=0;float Length(){return std::sqrt(x*x+y*y+z*z);}static float DistanceXZ(vector a,vector b){return std::hypot(a.x-b.x,a.z-b.z);}static float Distance(vector a,vector b){return vector{a.x-b.x,a.y-b.y,a.z-b.z}.Length();}};
struct Entity;struct Group;struct Inventory;struct Storage;struct Item;struct Slot;struct Magazine;struct Weapon;struct Muzzle;struct Manager;struct Utility;struct Usage;struct Physics_;struct Record;
using IEntity=Entity*;using Vehicle=Entity*;using SCR_AIGroup=Group*;using ERR_ForceRecord=Record*;
using InventoryStorageSlot=Slot*;using InventoryStorageManagerComponent=Inventory*;using BaseInventoryStorageComponent=Storage*;using InventoryItemComponent=Item*;using BaseMagazineComponent=Magazine*;
using BaseWeaponManagerComponent=Manager*;using BaseWeaponComponent=Weapon*;using BaseMuzzleComponent=Muzzle*;using SCR_MuzzleInMagComponent=Muzzle*;
using SCR_AIGroupUtilityComponent=Utility*;using SCR_AIVehicleUsageComponent=Usage*;using Physics=Physics_*;
enum ERR_InfantryAmmoTransferState{FAILED=-1,PENDING,SUCCEEDED};
struct ERR_InfantryAmmoTransfer;
struct ScriptedInventoryOperationCallback{virtual void OnComplete(){}virtual void OnFailed(){}virtual void OnAllComplete(){}virtual void OnAllFailed(){}virtual ~ScriptedInventoryOperationCallback()=default;};
struct ERR_InfantryAmmoCallback:ScriptedInventoryOperationCallback{ERR_InfantryAmmoTransfer*Transfer=nullptr;bool Returning=false;void OnComplete()override;void OnFailed()override;void OnAllComplete()override;void OnAllFailed()override;};
struct EWeaponType{static const int WT_RIFLE=1,WT_SNIPERRIFLE=2,WT_MACHINEGUN=3,WT_HANDGUN=4,WT_GRENADELAUNCHER=5,WT_ROCKETLAUNCHER=6;};
struct EMuzzleType{static const int MT_BaseMuzzle=0,MT_UGLMuzzle=1,MT_RPGMuzzle=2;};struct EStoragePurpose{static const int PURPOSE_DEPOSIT=1;};
struct Well{int type=1,parent=0;int Type(){return type;}bool IsInherited(int t){return type==t||parent==t;}};
struct Magazine{IEntity owner=nullptr;IEntity GetOwner(){return owner;}Well*well=nullptr;int rounds=30,capacity=30;bool used=false;bool IsUsed(){return used;}Well*GetMagazineWell(){return well;}int GetAmmoCount(){return rounds;}int GetMaxAmmoCount(){return capacity;}};
struct Muzzle{bool inMag=false,canReload=true;bool CanBeReloaded(){return canReload;}bool disposable=false;bool IsDisposable(){return disposable;}Magazine*loaded=nullptr;Magazine*GetMagazine(){return loaded;}Well*well=nullptr;int kind=0;Well*GetMagazineWell(){return well;}int GetMuzzleType(){return kind;}};
struct Weapon{IEntity owner=nullptr;Array<Muzzle*>muzzles;int kind=1;IEntity GetOwner(){return owner;}int GetWeaponType(){return kind;}void GetMuzzlesList(Array<Muzzle*>&a){a=muzzles;}};
struct Manager{Array<IEntity>weapons;void GetWeaponsList(Array<IEntity>&a){a=weapons;}};
struct Storage{IEntity owner=nullptr;IEntity GetOwner(){return owner;}};
struct Slot{Storage*storage=nullptr;IEntity occupant=nullptr;Muzzle*container=nullptr;IEntity attached=nullptr;Muzzle*GetParentContainer(){return container;}IEntity GetAttachedEntity(){return attached;}Storage*GetStorage(){return storage;}IEntity GetOccupant(){return occupant;}};
struct Item{Slot*slot=nullptr;Slot*GetParentSlot(){return slot;}};
struct Physics_{vector velocity,angular;vector GetVelocity(){return velocity;}vector GetAngularVelocity(){return angular;}};
struct Usage{Slot*pilot=nullptr;Slot*GetPilotCompartmentSlot(){return pilot;}};
struct VehicleManager{IEntity vehicle=nullptr;IEntity FindVehicle(IEntity v){return vehicle==v?v:nullptr;}};
struct Utility{VehicleManager*m_VehicleMgr=nullptr;bool military=true;bool IsMilitary(){return military;}};
struct Group{int faction=1,players=0;bool slave=false;Utility*utility=nullptr;int GetPlayerCount(bool){return players;}int GetFaction(){return faction;}bool IsSlave(){return slave;}Utility*GetGroupUtilityComponent(){return utility;}};
struct Entity{bool helicopter=false;bool alive=true,awake=true,player=false,captured=false;int faction=1;Group*group=nullptr;IEntity vehicle=nullptr,parent=nullptr;
Inventory*inventory=nullptr;Magazine*magazine=nullptr;Manager*weapons=nullptr;Weapon*weapon=nullptr;Item*item=nullptr;Usage*usage=nullptr;Physics_*physics=nullptr;vector position;
IEntity GetParent(){return parent;}Physics_*GetPhysics(){return physics;}vector GetOrigin(){return position;}};
struct Record{SCR_AIGroup Group=nullptr;bool Physical=true,Eliminated=false;};
struct Ledger{Array<Record*>records;Record*FindGroup(SCR_AIGroup g){for(auto*r:records)if(r->Group==g)return r;return nullptr;}};
struct ERR_GameMode{inline static ERR_GameMode*current=nullptr;bool active=true;Ledger*ledger=nullptr;static ERR_GameMode*Get(){return current;}bool Active(){return active;}Ledger*Forces(){return ledger;}int EnemyFaction(){return 1;}};
struct Replication{inline static bool server=true;static bool IsServer(){return server;}};
struct SCR_Global{inline static bool editor=false;static bool IsEditMode(){return editor;}};
struct ERR_Actors{static bool CanFight(IEntity a){return a&&a->alive&&a->awake;}static bool Alive(IEntity a){return a&&a->alive;}};
struct SCR_FactionManager{static int SGetFaction(IEntity a){return a?a->faction:-1;}};
struct CompartmentAccessComponent{static IEntity GetVehicleIn(IEntity a){return a?a->vehicle:nullptr;}};
struct ERR_ConvoyRules{static bool Captured(Vehicle v,SCR_AIGroup g){return v->captured||g->players>0;}static bool PartOf(IEntity a,IEntity root){return a==root;}};
struct ERR_EnemyEquipmentRules{static bool Eligible(ERR_GameMode*m,SCR_AIGroup g,IEntity a){return m&&g&&a&&a->alive&&a->awake&&!a->player&&a->group==g&&g->players==0&&g->faction==m->EnemyFaction()&&g->utility&&g->utility->military;}};
struct ERR_ForceRules{static bool Finite(float n){return std::isfinite(n);}};
struct ERR_InfantryAmmoAccess{static inline bool clear=true;static inline int checks=0;static bool Clear(Vehicle donor,IEntity recipient){assert(donor&&recipient);checks++;return clear;}};
struct Inventory{IEntity owner=nullptr;Array<IEntity>items;Array<Storage*>storages;Storage*selected=nullptr;bool allow=true,accept=true;int calls=0,callback=0;ScriptedInventoryOperationCallback*last=nullptr;std::function<void()> effect;
IEntity GetOwner(){return owner;}void GetItems(Array<IEntity>&a,int purpose){assert(purpose==1);a=items;}void GetStorages(Array<Storage*>&a,int purpose){assert(purpose==1);a=storages;}
Storage*FindStorageForItem(IEntity,int purpose){assert(purpose==1);return selected;}
bool CanMoveItemToStorage(IEntity,Storage*,int slot){assert(slot==-1);return allow;}
bool TryMoveItemToStorage(IEntity,Storage*,int slot,ScriptedInventoryOperationCallback*cb){assert(slot==-1);calls++;last=cb;if(effect)effect();if(callback==1){cb->OnComplete();}if(callback==2){cb->OnFailed();}return accept;}};
'''
main=r'''
struct Fixture{ERR_GameMode mode;Ledger ledger;Group donorGroup,recipientGroup,otherGroup;Record donorRecord,recipientRecord;Entity truck,recipient,driver,spareDriver,magEntity,rifle,foreign;
VehicleManager vehicleManager;Utility donorUtility,recipientUtility;Physics_ physics;Usage usage;Slot pilot,fromSlot,toSlot;Storage sourceStorage,targetStorage;Inventory source,destination;Item item;Magazine magazine;Manager weapons;Weapon weapon;Muzzle muzzle;Well well;
Fixture(){ERR_GameMode::current=&mode;mode.ledger=&ledger;donorRecord.Group=&donorGroup;recipientRecord.Group=&recipientGroup;ledger.records={&donorRecord,&recipientRecord};
donorGroup.utility=&donorUtility;recipientGroup.utility=&recipientUtility;donorUtility.m_VehicleMgr=&vehicleManager;vehicleManager.vehicle=&truck;
truck.physics=&physics;truck.usage=&usage;usage.pilot=&pilot;pilot.occupant=&driver;driver.group=&donorGroup;driver.vehicle=&truck;spareDriver.group=&donorGroup;spareDriver.vehicle=&truck;
recipient.group=&recipientGroup;recipient.position.x=4;truck.inventory=&source;source.owner=&truck;recipient.inventory=&destination;destination.owner=&recipient;
sourceStorage.owner=&truck;targetStorage.owner=&recipient;source.storages={&sourceStorage};destination.storages={&targetStorage};destination.selected=&targetStorage;
source.items={&magEntity};magEntity.item=&item;item.slot=&fromSlot;fromSlot.storage=&sourceStorage;fromSlot.attached=&magEntity;toSlot.storage=&targetStorage;magEntity.magazine=&magazine;magazine.well=&well;
recipient.weapons=&weapons;weapons.weapons={&rifle};rifle.weapon=&weapon;weapon.owner=&rifle;weapon.muzzles={&muzzle};muzzle.well=&well;}
ERR_InfantryAmmoTransfer Job(){return ERR_InfantryAmmoTransfer(&mode,&truck,&donorGroup,&recipient,&recipientGroup,&magEntity,true);}
void Move(){source.items.RemoveItem(&magEntity);destination.items.Insert(&magEntity);item.slot=&toSlot;}
};
struct EmptyFixture:Fixture{
Entity empty,secondEmpty;Magazine emptyMag;Item emptyItem,secondItem;Slot emptyFrom,emptyTo;
EmptyFixture(){emptyMag.well=&well;emptyMag.rounds=0;empty.magazine=&emptyMag;empty.item=&emptyItem;
emptyFrom.storage=&targetStorage;emptyTo.storage=&sourceStorage;emptyItem.slot=&emptyFrom;
secondEmpty.magazine=&emptyMag;secondEmpty.item=&secondItem;secondItem.slot=&emptyFrom;
destination.items={&empty,&secondEmpty};destination.selected=nullptr;source.selected=&sourceStorage;}
void Return(bool capacity=true){destination.items.RemoveItem(&empty);source.items.Insert(&empty);emptyItem.slot=&emptyTo;if(capacity)destination.selected=&targetStorage;}
};
struct ERR_HQAmmoSnapshot{bool Complete=true,LauncherComplete=true;int Members=1,LauncherMuzzles=1,LauncherMagazines=1,LauncherRounds=0,LauncherChambers=0;bool Valid(int n){return n==Members;}int SmallArmsMuzzles=1,SmallArmsRounds=0,SmallArmsChambers=0;};
struct ERR_HQAmmoSampler{static void Inspect(IEntity actor,SCR_AIGroup group,ERR_HQAmmoSnapshot* stock){assert(actor&&actor->group==group&&stock);}};
struct SupplyTruck{IEntity Entity;SCR_AIGroup Group;};
struct SupplyRecipient{SCR_AIGroup Group;};
struct Coordinator{bool m_LauncherTrip=false;ERR_GameMode* m_Mode;SupplyTruck* m_Truck;SupplyRecipient* m_Recipient;
ERR_InfantryAmmoTransfer* m_Move=nullptr;Array<IEntity>m_Members,m_Stock,m_Spent,m_Served;IEntity m_Receiving=nullptr;
int m_Delivered=0,m_TripDelivered=0,finishes=0,audits=0;
void Finish(string){finishes++;if(m_Move)m_Move->Stop();}
void Audit(string){audits++;}
bool Contains(IEntity owner,IEntity item){return owner&&owner->inventory&&owner->inventory->items.Count()<=128&&owner->inventory->items.Contains(item);}
'''+transfer+r'''
};
struct SupplyFixture:Fixture{SupplyTruck supplyTruck;SupplyRecipient supplyRecipient;Coordinator c;
SupplyFixture():supplyTruck{&truck,&donorGroup},supplyRecipient{&recipientGroup}{
c.m_Mode=&mode;c.m_Truck=&supplyTruck;c.m_Recipient=&supplyRecipient;c.m_Members={&recipient};c.m_Stock={&magEntity};}
};
struct LauncherFixture:SupplyFixture{Entity loaded;Magazine empty;Item loadedItem;Slot loadedSlot;
LauncherFixture(){c.m_LauncherTrip=true;weapon.kind=EWeaponType::WT_GRENADELAUNCHER;muzzle.kind=EMuzzleType::MT_UGLMuzzle;
rifle.parent=&recipient;loaded.parent=&rifle;loaded.magazine=&empty;empty.owner=&loaded;empty.well=&well;empty.rounds=0;muzzle.loaded=&empty;loaded.item=&loadedItem;loadedItem.slot=&loadedSlot;loadedSlot.container=&muzzle;loadedSlot.attached=&loaded;}
};
int main(){
// The shared force claim is necessary: independent rifle leaves can otherwise
// submit the same still-carried empty to two different trucks. Native acceptance
// is delayed here; this proves submission interference, not an engine outcome.
{EmptyFixture first;Fixture second;ERR_GameMode::current=&first.mode;
first.ledger.records.Insert(&second.donorRecord);second.source.selected=&second.sourceStorage;
auto old=first.Job();assert(old.Tick(0)==PENDING&&old.Unresolved());
assert(old.m_ReturnMagazine==&first.empty&&old.m_ReturnStorage==&first.sourceStorage);
old.Stop();assert(old.Unresolved()&&old.Tick(180001)==FAILED);
ERR_InfantryAmmoTransfer next(&first.mode,&second.truck,&second.donorGroup,&first.recipient,&first.recipientGroup,&second.magEntity,true);
assert(next.Tick(180001)==PENDING&&next.Unresolved());
assert(first.destination.calls==2&&next.m_ReturnMagazine==old.m_ReturnMagazine);
assert(next.m_ReturnStorage==&second.sourceStorage&&next.m_ReturnStorage!=old.m_ReturnStorage);
assert(first.destination.items.Contains(&first.empty)&&first.source.calls==0&&second.source.calls==0);
// No duplicate object is invented: one physical completion can settle only its
// original donor proof; the competing outstanding submission remains unknown.
first.Return();old.m_ReturnCallback->OnComplete();assert(!old.Unresolved()&&next.Unresolved());
assert(old.Tick(180002)==FAILED&&first.source.calls==0&&second.source.calls==0);}
// Rifle moves must obey the same irreversible cancellation boundary as launchers.
// Native inventory processing may synchronously invoke mission/ownership events.
for(int loss=0;loss<4;loss++){Fixture f;auto t=f.Job();
f.source.effect=[&](){if(loss==0)t.Stop();if(loss==1)f.truck.captured=true;if(loss==2)f.mode.active=false;if(loss==3)f.recipient.group=&f.otherGroup;f.Move();};
f.source.callback=1;assert(t.Tick(0)==FAILED&&t.Submitted()&&!t.Unresolved()&&f.source.calls==1);
assert(t.Tick(1)==FAILED&&f.source.calls==1);}
// Callback without custody after cancellation retains uncertainty until the
// original physical identity arrives, without resurrecting success or retry.
{Fixture f;auto t=f.Job();f.source.effect=[&](){t.Stop();};f.source.callback=1;
assert(t.Tick(0)==FAILED&&t.Submitted()&&t.Unresolved());f.Move();assert(!t.Unresolved());assert(t.Tick(1)==FAILED&&f.source.calls==1);}
// Coordinator must never book a cancelled native rifle transfer as delivery.
{SupplyFixture f;f.source.effect=[&](){f.c.m_Move->Stop();f.Move();};f.source.callback=1;
f.c.Transfer(0);assert(f.c.m_Spent.Count()==1&&f.c.m_Delivered==0);f.c.Transfer(1000);
assert(f.c.finishes==1&&f.c.m_Delivered==0&&f.c.m_Spent.Count()==1&&f.source.calls==1);}
// Failed callback settles only exact original unchanged custody; unknown never does.
{LauncherFixture f;f.source.callback=2;f.c.Transfer(0);assert(f.c.m_Move->Submitted()&&!f.c.m_Move->Unresolved()&&f.c.m_Spent.Count()==1);f.c.Transfer(1000);assert(f.source.calls==1&&f.c.m_Spent.Count()==1);}
for(int bad=0;bad<7;bad++){LauncherFixture f;f.c.Transfer(0);assert(f.c.m_Move->Unresolved());
if(bad!=0)f.source.last->OnFailed();
if(bad==1)f.item.slot=nullptr;
if(bad==2)f.fromSlot.attached=nullptr;
if(bad==3)f.sourceStorage.owner=&f.foreign;
if(bad==4)f.destination.items.Insert(&f.magEntity);
if(bad==5)f.truck.inventory=&f.destination;
if(bad==6)f.source.items.RemoveItem(&f.magEntity);
assert(f.c.m_Move->Unresolved());f.c.m_Move->Stop();assert(f.c.m_Move->Unresolved());}
{LauncherFixture f;f.muzzle.loaded=nullptr;assert(ERR_InfantryAmmoTransfer::Compatible(&f.recipient,&f.magEntity,true));f.c.Transfer(0);assert(f.source.calls==1&&f.c.m_Move->Submitted());}
{LauncherFixture f;assert(!ERR_InfantryAmmoTransfer::Compatible(&f.recipient,&f.magEntity));assert(ERR_InfantryAmmoTransfer::Compatible(&f.recipient,&f.magEntity,true));
f.c.Transfer(0);assert(f.c.m_Move&&f.c.m_Move->Submitted()&&f.c.m_Spent.Count()==1&&f.source.calls==1);
f.Move();f.source.last->OnComplete();f.c.Transfer(1000);f.c.Transfer(2000);assert(f.c.m_Delivered==1&&f.source.calls==1&&f.c.m_Served.Count()==1);}
for(int bad=0;bad<8;bad++){LauncherFixture f;if(bad==0)f.magazine.used=true;if(bad==1)f.muzzle.well=nullptr;if(bad==2)f.muzzle.disposable=true;if(bad==3)f.empty.well=nullptr;if(bad==4)f.loadedSlot.attached=nullptr;if(bad==5)f.rifle.parent=nullptr;if(bad==6)f.empty.capacity=0;if(bad==7){f.muzzle.inMag=true;f.muzzle.canReload=false;}
f.c.Transfer(0);assert(!f.c.m_Move&&f.source.calls==0&&f.c.m_Spent.IsEmpty());}
{LauncherFixture f;f.source.accept=false;f.c.Transfer(0);assert(f.c.m_Move&&f.c.m_Move->Submitted()&&f.c.m_Move->Unresolved()&&f.c.m_Spent.Count()==1);f.c.Transfer(1000);assert(f.source.calls==1);f.Move();f.source.last->OnComplete();assert(!f.c.m_Move->Unresolved());}
{LauncherFixture f;auto t=ERR_InfantryAmmoTransfer(&f.mode,&f.truck,&f.donorGroup,&f.recipient,&f.recipientGroup,&f.magEntity,false,true);
f.source.effect=[&](){t.Stop();f.Move();};f.source.callback=1;assert(t.Tick(0)==FAILED&&!t.Unresolved()&&f.source.calls==1);assert(t.Tick(1)==FAILED);}
// A capacity recovery uses one exact unused empty, separately proving both native operations.
{Fixture f;Entity empty;Magazine emptyMag;Item emptyItem;Slot emptyFrom{&f.targetStorage},emptyTo{&f.sourceStorage};
emptyMag.well=&f.well;emptyMag.rounds=0;empty.magazine=&emptyMag;empty.item=&emptyItem;emptyItem.slot=&emptyFrom;
f.destination.items={&empty};f.destination.selected=nullptr;f.source.selected=&f.sourceStorage;
auto t=f.Job();assert(t.Tick(0)==PENDING&&t.Submitted()&&t.Unresolved()&&f.destination.calls==1&&f.source.calls==0);
auto returning=f.destination.last;returning->OnComplete();assert(t.Tick(1)==PENDING&&f.source.calls==0&&t.Unresolved());
f.destination.items.clear();f.source.items.Insert(&empty);emptyItem.slot=&emptyTo;f.destination.selected=&f.targetStorage;
assert(t.Tick(2)==PENDING&&!t.Unresolved()&&f.source.calls==0);assert(t.Tick(3)==PENDING&&f.source.calls==1&&t.Unresolved());
returning->OnAllComplete();returning->OnFailed();assert(t.Tick(4)==PENDING&&t.Unresolved());
f.Move();assert(t.Tick(5)==PENDING);f.source.last->OnComplete();assert(t.Tick(6)==SUCCEEDED&&!t.Unresolved());
assert(f.destination.calls==1&&f.source.calls==1);}
// Ground coordinator reserves the incoming identity as soon as reverse native movement is submitted.
// A failed/ambiguous return never releases it to try a second empty or another incoming magazine.
for(int outcome=0;outcome<3;outcome++){EmptyFixture f;SupplyTruck truck{&f.truck,&f.donorGroup};SupplyRecipient recipient{&f.recipientGroup};Coordinator c;
c.m_Mode=&f.mode;c.m_Truck=&truck;c.m_Recipient=&recipient;c.m_Members={&f.recipient};c.m_Stock={&f.magEntity};
if(outcome==0){f.destination.accept=false;}
c.Transfer(0);assert(c.m_Move&&c.m_Move->Submitted()&&c.m_Spent.Count()==1&&c.m_Receiving==&f.recipient&&c.m_Delivered==0);
if(outcome==1){f.Return(false);f.destination.last->OnComplete();c.Transfer(1000);}
c.Transfer(outcome==2?8000:2000);assert(c.finishes==1&&c.m_Spent.Contains(&f.magEntity)&&c.m_Delivered==0&&f.destination.calls==1&&f.source.calls==0);
assert(c.m_Move->Unresolved()==(outcome==2));}
{EmptyFixture f;SupplyTruck truck{&f.truck,&f.donorGroup};SupplyRecipient recipient{&f.recipientGroup};Coordinator c;
c.m_Mode=&f.mode;c.m_Truck=&truck;c.m_Recipient=&recipient;c.m_Members={&f.recipient};c.m_Stock={&f.magEntity};
c.Transfer(0);f.Return();f.destination.last->OnComplete();c.Transfer(1000);assert(c.m_Delivered==0&&f.source.calls==0);
c.Transfer(2000);assert(c.m_Delivered==0&&f.source.calls==1);f.Move();f.source.last->OnComplete();c.Transfer(3000);c.Transfer(4000);
assert(c.m_Delivered==1&&c.m_Served.Count()==1&&c.m_Spent.Count()==1&&f.source.calls==1&&f.destination.calls==1&&f.source.items.Contains(&f.empty));}
// Default callers (including air delivery) retain the original one-way behavior.
{EmptyFixture f;ERR_InfantryAmmoTransfer t(&f.mode,&f.truck,&f.donorGroup,&f.recipient,&f.recipientGroup,&f.magEntity);
assert(t.Tick(0)==FAILED&&!t.Submitted()&&f.destination.calls==0&&f.source.calls==0);}
// No return when capacity already exists, even with carried empties.
{EmptyFixture f;f.destination.selected=&f.targetStorage;auto t=f.Job();assert(t.Tick(0)==PENDING&&f.source.calls==1&&f.destination.calls==0);}
// Unused, zero-round, exact-well, exclusive recipient storage ownership and donor space are required.
for(int invalid=0;invalid<12;invalid++){EmptyFixture f;f.destination.items={&f.empty};Well other;other.type=2;
if(invalid==0)f.emptyMag.used=true;if(invalid==1)f.emptyMag.rounds=1;if(invalid==2)f.emptyMag.rounds=-1;
if(invalid==3)f.emptyMag.capacity=0;if(invalid==4)f.emptyMag.well=&other;if(invalid==5)f.emptyMag.well=nullptr;
if(invalid==6)f.emptyItem.slot=&f.emptyTo;if(invalid==7)f.source.items.Insert(&f.empty);
if(invalid==8)f.source.selected=nullptr;if(invalid==9)f.destination.allow=false;
if(invalid==10){for(int i=0;i<129;i++)f.destination.items.Insert(&f.empty);}if(invalid==11)ERR_InfantryAmmoAccess::clear=false;
auto t=f.Job();assert(t.Tick(0)==FAILED&&!t.Submitted()&&!t.Unresolved()&&f.destination.calls==0&&f.source.calls==0);
ERR_InfantryAmmoAccess::clear=true;}
// Return proof needs exact destination slot as well as callback; no second candidate is ever moved.
{EmptyFixture f;auto t=f.Job();t.Tick(0);f.Return();f.emptyItem.slot=&f.emptyFrom;f.destination.last->OnComplete();
assert(t.Tick(1)==PENDING&&t.Unresolved()&&f.source.calls==0&&f.destination.calls==1);
f.emptyItem.slot=&f.emptyTo;assert(t.Tick(2)==PENDING&&!t.Unresolved());assert(t.Tick(3)==PENDING&&f.source.calls==1&&f.destination.calls==1);}
// Inline success callbacks override a false API result for the reverse operation, but require physical proof.
{EmptyFixture f;f.destination.accept=false;f.destination.callback=1;f.destination.effect=[&](){f.Return();};auto t=f.Job();
assert(t.Tick(0)==PENDING&&t.Submitted()&&!t.Unresolved());assert(t.Tick(1)==PENDING&&f.source.calls==0);
f.source.accept=false;f.source.callback=1;f.source.effect=[&](){f.Move();};assert(t.Tick(2)==SUCCEEDED&&f.source.calls==1&&f.destination.calls==1);}
// Every attempted reverse move burns the incoming identity, including synchronous rejection.
for(int failure=0;failure<3;failure++){EmptyFixture f;if(failure==0)f.destination.accept=false;if(failure==1)f.destination.callback=2;
auto t=f.Job();assert(t.Tick(0)==PENDING&&t.Submitted()&&f.destination.calls==1&&f.source.calls==0);
assert(t.Tick(failure==2?8000:1)==FAILED);assert(t.Unresolved()==(failure==2));
for(int i=0;i<3;i++){t.Tick(9000+i);}assert(f.destination.calls==1&&f.source.calls==0);}
// Stop before, during, or after confirmed return can never launch the incoming move.
for(int stopAt=0;stopAt<3;stopAt++){EmptyFixture f;auto t=f.Job();if(stopAt==0){t.Stop();assert(t.Tick(0)==FAILED&&!t.Submitted());continue;}
t.Tick(0);if(stopAt==2){f.Return();f.destination.last->OnComplete();assert(t.Tick(1)==PENDING&&!t.Unresolved());}
t.Stop();assert(t.Tick(2)==FAILED&&t.Submitted()&&f.source.calls==0);if(stopAt==1){assert(t.Unresolved());f.Return();f.destination.last->OnAllComplete();}
assert(!t.Unresolved()&&t.Tick(3)==FAILED&&f.source.calls==0&&f.destination.calls==1);}
// Confirmed return cannot trigger a second empty or bypass revalidated incoming custody/capacity/access.
for(int changed=0;changed<6;changed++){EmptyFixture f;auto t=f.Job();t.Tick(0);f.Return(changed!=0);f.destination.last->OnComplete();assert(t.Tick(1)==PENDING);
if(changed==1)f.source.items.RemoveItem(&f.magEntity);if(changed==2)f.destination.items.Insert(&f.magEntity);
if(changed==3)f.truck.captured=true;if(changed==4)f.recipient.player=true;if(changed==5)ERR_InfantryAmmoAccess::clear=false;
assert(t.Tick(2)==FAILED&&t.Submitted()&&!t.Unresolved()&&f.source.calls==0&&f.destination.calls==1);
assert(t.Tick(3)==FAILED&&f.destination.calls==1);ERR_InfantryAmmoAccess::clear=true;}
// Original owner/driver/ledger loss while a return is accepted quarantines that exact operation.
for(int changed=0;changed<4;changed++){EmptyFixture f;auto t=f.Job();t.Tick(0);
if(changed==0)f.truck.captured=true;if(changed==1)f.recipient.player=true;if(changed==2)f.pilot.occupant=&f.spareDriver;if(changed==3)f.donorRecord.Eliminated=true;
assert(t.Tick(1)==FAILED&&t.Unresolved());f.destination.last->OnFailed();assert(!t.Unresolved()&&f.source.calls==0&&f.destination.calls==1);}
// Both native phases are bounded independently, with no renewal while waiting for callbacks.
{EmptyFixture f;auto t=f.Job();t.Tick(0);f.Return();f.destination.last->OnComplete();assert(t.Tick(7999)==PENDING);
assert(t.Tick(8000)==PENDING&&f.source.calls==1);assert(t.Tick(15999)==FAILED&&t.Unresolved());}
// XZ approach can precede valid vertical reach, stopped state, capacity or clear access.
// None of those no-submission outcomes consumes cargo or ends the trip; the same exact item can later submit once.
for(int obstruction=0;obstruction<5;obstruction++){SupplyFixture f;
if(obstruction==0){f.recipient.position.y=3;}if(obstruction==1){f.physics.velocity.x=1;}
if(obstruction==2){f.destination.selected=nullptr;}if(obstruction==3){f.source.allow=false;}
if(obstruction==4){ERR_InfantryAmmoAccess::clear=false;}
for(int tick=0;tick<3;tick++){f.c.Transfer(tick*1000);assert(f.source.calls==0&&f.c.m_Spent.IsEmpty()&&!f.c.m_Move&&!f.c.m_Receiving&&f.c.finishes==0);}
f.recipient.position.y=0;f.physics.velocity.x=0;f.destination.selected=&f.targetStorage;f.source.allow=true;ERR_InfantryAmmoAccess::clear=true;
f.c.Transfer(3000);assert(f.source.calls==1&&f.c.m_Spent.Count()==1&&f.c.m_Move&&f.c.m_Move->Submitted());
f.Move();f.source.last->OnComplete();f.c.Transfer(4000);assert(f.c.m_Delivered==1&&f.c.m_Served.Contains(&f.recipient)&&f.source.calls==1&&f.c.m_Spent.Count()==1);
}
// A capacity-blocked first member cannot prevent another original member from receiving this magazine.
{SupplyFixture f;Fixture second;ERR_GameMode::current=&f.mode;
second.recipient.group=&f.recipientGroup;second.recipientRecord.Group=&f.recipientGroup;
f.c.m_Members.Insert(&second.recipient);f.destination.selected=nullptr;
f.c.Transfer(0);assert(f.source.calls==1&&f.c.m_Receiving==&second.recipient&&f.c.m_Spent.Count()==1&&f.c.finishes==0);
f.source.items.clear();second.destination.items={&f.magEntity};f.item.slot=&second.toSlot;f.source.last->OnComplete();
f.c.Transfer(1000);assert(f.c.m_Delivered==1&&f.c.m_Served.Contains(&second.recipient)&&!f.c.m_Served.Contains(&f.recipient));}
// A native API may complete both physical movement and callback inline. Account once on the next slow tick.
{SupplyFixture f;f.source.callback=1;f.source.effect=[&](){f.Move();};f.c.Transfer(0);
assert(f.source.calls==1&&f.c.m_Move&&f.c.m_Move->Submitted()&&f.c.m_Delivered==0&&f.c.m_Spent.Count()==1);
f.c.Transfer(1000);f.c.Transfer(2000);assert(f.c.m_Delivered==1&&f.c.m_Served.Count()==1&&f.source.calls==1&&f.c.finishes==0);}
// Crossing the native submission boundary burns the exact identity even if native refusal is synchronous.
for(int refusal=0;refusal<2;refusal++){SupplyFixture f;if(refusal==0){f.source.accept=false;}else{f.source.callback=2;}
f.c.Transfer(0);assert(f.source.calls==1&&f.c.m_Spent.Count()==1&&f.c.m_Move->Submitted());
f.c.Transfer(1000);assert(f.c.finishes==1&&f.c.m_Spent.Count()==1&&f.source.calls==1);
}
// Accepted but unresolved loss stays retained/spent; changing geometry cannot cause a second native move.
{SupplyFixture f;f.c.Transfer(0);f.recipient.position.x=8;f.c.Transfer(1000);
assert(f.c.finishes==1&&f.c.m_Move&&f.c.m_Move->Unresolved()&&f.c.m_Spent.Count()==1&&f.source.calls==1);}
// Several equivalent magazines do not multiply a blocked actor's expensive preflight work on one slow tick.
{SupplyFixture f;Entity another=f.magEntity;f.source.items.Insert(&another);f.c.m_Stock.Insert(&another);
ERR_InfantryAmmoAccess::clear=false;ERR_InfantryAmmoAccess::checks=0;f.c.Transfer(0);
assert(ERR_InfantryAmmoAccess::checks==1&&f.source.calls==0&&f.c.m_Spent.IsEmpty());ERR_InfantryAmmoAccess::clear=true;}
// A blocked native access check happens before submission and is terminal.
{Fixture f;auto t=f.Job();ERR_InfantryAmmoAccess::clear=false;ERR_InfantryAmmoAccess::checks=0;
assert(t.Tick(0)==FAILED&&!t.Submitted()&&!t.Unresolved()&&f.source.calls==0&&ERR_InfantryAmmoAccess::checks==1);
ERR_InfantryAmmoAccess::clear=true;assert(t.Tick(1)==FAILED&&f.source.calls==0&&ERR_InfantryAmmoAccess::checks==1);}
// Once native move is accepted, later geometry cannot cause a second operation or pretend cancellation.
{Fixture f;auto t=f.Job();ERR_InfantryAmmoAccess::checks=0;assert(t.Tick(0)==PENDING&&ERR_InfantryAmmoAccess::checks==1);
ERR_InfantryAmmoAccess::clear=false;assert(t.Tick(1)==PENDING&&t.Unresolved()&&f.source.calls==1&&ERR_InfantryAmmoAccess::checks==1);
f.Move();f.source.last->OnComplete();assert(t.Tick(2)==SUCCEEDED);ERR_InfantryAmmoAccess::clear=true;}
// Read-only selection follows the native inherited-well direction, excluding launcher muzzles and weapons.
{Fixture f;assert(ERR_InfantryAmmoTransfer::Compatible(&f.recipient,&f.magEntity));Well derived;derived.type=2;derived.parent=1;f.magazine.well=&derived;assert(ERR_InfantryAmmoTransfer::Compatible(&f.recipient,&f.magEntity));
f.magazine.well=&f.well;f.muzzle.well=&derived;assert(!ERR_InfantryAmmoTransfer::Compatible(&f.recipient,&f.magEntity));
f.muzzle.well=&f.well;f.muzzle.kind=EMuzzleType::MT_UGLMuzzle;assert(!ERR_InfantryAmmoTransfer::Compatible(&f.recipient,&f.magEntity));
f.muzzle.kind=0;f.weapon.kind=EWeaponType::WT_ROCKETLAUNCHER;assert(!ERR_InfantryAmmoTransfer::Compatible(&f.recipient,&f.magEntity));}
// Exactly one source move; neither a callback alone nor physical movement alone is a successful transaction.
{Fixture f;auto t=f.Job();assert(t.Tick(100)==PENDING&&f.source.calls==1&&t.Unresolved());f.source.last->OnComplete();assert(t.Tick(101)==PENDING&&t.Unresolved());
f.Move();assert(t.Tick(102)==SUCCEEDED&&!t.Unresolved());t.Stop();assert(t.Tick(103)==SUCCEEDED&&f.source.calls==1);}
{Fixture f;auto t=f.Job();t.Tick(100);f.Move();assert(t.Tick(101)==PENDING&&t.Unresolved());f.source.last->OnAllComplete();assert(t.Tick(102)==SUCCEEDED);}
// Exact destination slot and known donor absence are mandatory even after success callback.
{Fixture f;auto t=f.Job();t.Tick(100);f.Move();f.item.slot=&f.fromSlot;f.source.last->OnComplete();assert(t.Tick(101)==PENDING&&t.Unresolved());
f.item.slot=&f.toSlot;for(int i=0;i<513;i++)f.source.items.Insert(&f.foreign);assert(t.Tick(102)==PENDING&&t.Unresolved());}
// Late callbacks resolve retained reservations after Stop without Tick or further operations; the stopped task stays failed.
{Fixture f;auto t=f.Job();t.Tick(0);t.Stop();assert(t.Unresolved());f.Move();f.source.last->OnAllComplete();assert(!t.Unresolved());assert(t.Tick(2)==FAILED&&f.source.calls==1);}
{Fixture f;auto t=f.Job();t.Tick(0);t.Stop();f.source.last->OnAllFailed();assert(!t.Unresolved());assert(t.Tick(1)==FAILED&&f.source.calls==1);}
{Fixture f;auto t=f.Job();t.Tick(0);f.source.last->OnComplete();f.source.last->OnFailed();assert(t.Unresolved());f.Move();assert(!t.Unresolved()&&t.Tick(1)==SUCCEEDED);}
// Failure/rejection and the 8s deadline never submit a second move.
for(int failure=0;failure<3;failure++){Fixture f;if(failure==0)f.source.accept=false;if(failure==1)f.source.callback=2;auto t=f.Job();t.Tick(100);
if(failure==2){assert(t.Tick(8100)==FAILED&&t.Unresolved());}else assert(t.Tick(101)==FAILED&&!t.Unresolved());
for(int i=0;i<10;i++)t.Tick(8200+i);assert(f.source.calls==1);}
// Invalid physical state before submission spends no native action; the terminal object cannot revive.
for(int invalid=0;invalid<25;invalid++){Fixture f;auto t=f.Job();
if(invalid==0)Replication::server=false;if(invalid==1)SCR_Global::editor=true;if(invalid==2)f.mode.active=false;
if(invalid==3)f.truck.alive=false;if(invalid==4)f.recipient.alive=false;if(invalid==5)f.recipient.awake=false;if(invalid==6)f.recipient.player=true;
if(invalid==7)f.recipient.vehicle=&f.truck;if(invalid==8)f.truck.captured=true;if(invalid==9)f.donorGroup.players=1;
if(invalid==10)f.recipient.group=&f.otherGroup;if(invalid==11)f.donorRecord.Physical=false;if(invalid==12)f.recipientRecord.Eliminated=true;
if(invalid==13)f.vehicleManager.vehicle=&f.foreign;if(invalid==14)f.driver.alive=false;if(invalid==15)f.driver.vehicle=nullptr;
if(invalid==16)f.physics.velocity.x=.251f;if(invalid==17)f.physics.angular.x=.101f;if(invalid==18)f.recipient.position.x=4.001f;
if(invalid==19)f.truck.faction=2;if(invalid==20)f.driver.faction=2;if(invalid==21)f.recipientGroup.slave=true;
if(invalid==22)f.magazine.rounds=0;if(invalid==23)f.magazine.rounds=31;if(invalid==24)f.physics.velocity.x=std::numeric_limits<float>::quiet_NaN();
assert(t.Tick(100)==FAILED&&f.source.calls==0&&!t.Unresolved());Replication::server=true;SCR_Global::editor=false;assert(t.Tick(200)==FAILED&&f.source.calls==0);}
// Native stock/storage identity and capacity guards reject shared, foreign, oversized and inaccessible inventory.
for(int invalid=0;invalid<9;invalid++){Fixture f;auto t=f.Job();if(invalid==0)f.source.items.clear();if(invalid==1)f.destination.items={&f.magEntity};
if(invalid==2)f.fromSlot.storage=&f.targetStorage;if(invalid==3)f.sourceStorage.owner=&f.foreign;if(invalid==4)f.destination.selected=nullptr;
if(invalid==5)f.targetStorage.owner=&f.foreign;if(invalid==6)f.source.allow=false;if(invalid==7)f.destination.storages.clear();if(invalid==8){for(int i=0;i<65;i++)f.destination.storages.Insert(&f.targetStorage);}
assert(t.Tick(0)==FAILED&&f.source.calls==0);}
// Conditions and original native driver/ledger identities remain strict while an accepted move is pending.
for(int changed=0;changed<4;changed++){Fixture f;auto t=f.Job();t.Tick(100);Record replacement=f.recipientRecord;
if(changed==0)f.pilot.occupant=&f.spareDriver;if(changed==1)f.ledger.records[1]=&replacement;if(changed==2)f.physics.velocity.x=1;if(changed==3)f.recipient.position.x=8;
assert(t.Tick(101)==FAILED&&t.Unresolved());f.source.last->OnFailed();assert(!t.Unresolved()&&f.source.calls==1);}
{Fixture f;auto t=f.Job();t.Tick(100);assert(t.Tick(99)==FAILED&&t.Unresolved());}
// Clothing storage ownership follows native inventory slots and bounds cycles.
{Fixture f;Entity vest;Item vestItem;Slot vestSlot;Storage body;body.owner=&f.recipient;vestSlot.storage=&body;vestItem.slot=&vestSlot;vest.item=&vestItem;f.targetStorage.owner=&vest;
auto t=f.Job();assert(t.Tick(0)==PENDING);f.Move();f.source.last->OnComplete();assert(t.Tick(1)==SUCCEEDED);
vestSlot.storage=&f.targetStorage;assert(!ERR_InfantryAmmoTransfer::StoredUnder(&vest,&f.recipient));}
}
'''
# Brace tiny fixture statements to retain -Werror without suppressing useful compiler diagnostics.
main=re.sub(r'if\((invalid|changed|failure)==(\d+)\)([^;{}]+);',r'if(\1==\2){\3;}',main)
main=main.replace('for(int i=0;i<10;i++)t.Tick(8200+i);','for(int i=0;i<10;i++){t.Tick(8200+i);}')
run(pre+translated_reservation()+code+'\n'.join(callbacks)+main)
print('PASS: actual bounded empty-return and finite delivery; phase-isolated callbacks, exact ownership proof, stop quarantine and original actor/vehicle boundaries')