Integrate faction and random settings menus, generated objectives, scouts, convoys, air support, mortar stations and body-intel recovery. Add identified-body aggression, finite hunter UAZ deployment, dedicated objective defence and maximum AI skill with separate reduced aim accuracy. Include policy tests, native probes, evidence and documentation.
51 lines
2.8 KiB
Python
51 lines
2.8 KiB
Python
"""Execute role resolution: reserve explicit choices, then sample without replacement."""
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import re
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from policy_harness import ROOT, body, run
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path = ROOT / 'addons/core/Scripts/Game/ERR/00_Core/ERR_FactionSelection.c'
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code = '\n'.join(body(path, signature) for signature in ['static bool Resolve(', 'static bool Distinct('])
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code = code.replace('array<string> available', 'Array<string> available').replace('array<string> fixed', 'Array<string> fixed')
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code = code.replace('map<string, string>', 'Map&').replace('foreach (', 'for (').replace('Math.RandomInt', 'RandomInt')
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run(r'''
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#include <cassert>
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#include <map>
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#include <vector>
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#include <string>
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#include <algorithm>
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using string=std::string;
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template<class T> struct Array:std::vector<T> {
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using std::vector<T>::vector;
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int Count()const{return this->size();} bool IsEmpty(){return this->empty();}
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bool Contains(T v){return std::find(this->begin(),this->end(),v)!=this->end();}
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void Insert(T v){this->push_back(v);} void Remove(int i){this->erase(this->begin()+i);}
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void RemoveItem(T v){auto i=std::find(this->begin(),this->end(),v);if(i!=this->end())this->erase(i);}
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};
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struct Map:std::map<string,string>{bool Contains(string k){return count(k);}string Get(string k){return at(k);}void Set(string k,string v){(*this)[k]=v;}void Clear(){clear();}};
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struct Rules {
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static Array<string> Roles(){return {"escapists","enemy","independent"};}
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static bool Find(string id){return id=="us"||id=="ussr"||id=="fia"||id=="rhs";}
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static int RandomInt(int,int end){static unsigned x=17;x=x*1664525u+1013904223u;return x%end;}
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''' + code + r'''
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};
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int main(){
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Map saved,resolved;
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for(auto role:Rules::Roles())saved.Set(role,"random");
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for(int n=0;n<1000;n++){
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assert(Rules::Resolve({"us","ussr","fia","rhs"},saved,resolved));
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assert(Rules::Distinct(resolved)&&resolved.size()==3);
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}
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saved.Set("enemy","us");saved.Set("independent","fia");
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for(int n=0;n<100;n++){
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assert(Rules::Resolve({"us","ussr","fia"},saved,resolved));
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assert(resolved.Get("escapists")=="ussr"&&resolved.Get("enemy")=="us"&&resolved.Get("independent")=="fia");
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}
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saved.Set("enemy","rhs");
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assert(Rules::Resolve({"us","ussr","fia"},saved,resolved));
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assert(resolved.Get("enemy")!="rhs"&&resolved.Get("independent")=="fia");
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saved.Set("enemy","fia");assert(!Rules::Resolve({"us","ussr","fia"},saved,resolved));assert(resolved.empty());
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saved.Set("enemy","unknown");assert(!Rules::Resolve({"us","ussr","fia"},saved,resolved));
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saved.Set("enemy","us");assert(!Rules::Resolve({"us","fia"},saved,resolved));
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saved.erase("escapists");assert(!Rules::Resolve({"us","ussr","fia"},saved,resolved));
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}
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''')
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print('PASS: actual faction resolution reserves explicit roles, samples without replacement, substitutes disabled selections, and rejects duplicate/unknown/missing choices and insufficient pools')
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