Continue safe roadblock placement after admission and prison unlock, build posts incrementally, and clean up incomplete transactions. Add bounded stuck-patrol dismount recovery, defer deployment initialization during terrain takeover, reset deferred site search timing on first player arrival, and fix atlas page serialization and terrain resource lookup. Validation: 30 native Everon posts with 120 living guards after unlock; seven affected regression suites pass; two final restart smoke rounds complete with 21 assertions and no script/runtime failures. Existing dependency asset errors remain.
114 lines
9.9 KiB
Python
114 lines
9.9 KiB
Python
"""Run the actual bounded placement scheduler with terrain and clock adapters."""
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import re
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from policy_harness import ROOT,body,run
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p=ROOT/'addons/core/Scripts/Game/ERR/00_Core/ERR_GeneratedSites.c'
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s='\n'.join(body(p, signature) for signature in ('static bool StartupSite(', 'void StartupOnly(', 'bool StartupReady(', 'protected bool SkipOptional(', 'protected bool RescueFits(', 'ERR_PrepareResult Tick('))
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s=s.replace('ERR_SiteDefinition site','Site* site').replace('site.','site->').replace('m_Terrain.Site','m_Terrain.SiteAt')
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s=s.replace('System.GetTickCount','Clock::Now').replace('Replication.IsServer','Server').replace('Math.RandomFloat','RandomFloat').replace('ERR_PrepareResult.','Result::')
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s=s.replace('float floor;','float floor=0;').replace('protected ', '').replace('ref ERR_SiteDefinition retained', 'Site* retained').replace('retained.', 'retained->').replace('m_Definition.', 'm_Definition->').replace('ERR_LocationKind.', 'Kind::')
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s=s.replace('foreach (Site* site : m_Definition->Sites)', 'for (Site* site : m_Definition->Sites)')
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s=s.replace('ERR_Actors.', 'ERR_Actors::').replace('ERR_CampTerrain.', 'ERR_CampTerrain::').replace('ERR_RescueLanding.', 'ERR_RescueLanding::')
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run(r'''
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#include <cassert>
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#include <string>
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#include <vector>
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#include <algorithm>
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using string=std::string;
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struct vector{float a[3];float& operator[](int i){return a[i];}};vector Vector(float x,float y,float z){return {{x,y,z}};}
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vector operator+(vector a,vector b){return Vector(a[0]+b[0],a[1]+b[1],a[2]+b[2]);}
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namespace ERR_Actors{vector Ground(vector p){return p;}}
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namespace ERR_CampTerrain{vector Rotate(vector p,float){return p;}}
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namespace ERR_RescueLanding{bool fits=true;bool Fits(vector){return fits;}}
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namespace Result{enum Value{FAILED=-1,PENDING,READY};}using ERR_PrepareResult=Result::Value;
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namespace Clock {int now=0,step=1;int Now(){int t=now;now+=step;return t;}}
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bool Server(){return true;}float RandomFloat(float a,float b){return (a+b)/2;}template<class...T>void PrintFormat(T...){}
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namespace Kind{enum{PRISON,RADIO,EXTRACTION,OUTPOST,DEPOT,MORTAR,HOSPITAL};}
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struct Site{int Kind=Kind::PRISON;bool required=false;string Label="Test site";vector Position=Vector(10,0,20),AircraftOffset=Vector(12,0,0);float Heading=0;bool PlacementResolved=false,RandomClear=true;string Id="site";};
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template<class T>struct Array:std::vector<T>{using std::vector<T>::operator=;int Count(){return this->size();}int Find(T v){auto i=std::find(this->begin(),this->end(),v);return i==this->end()?-1:i-this->begin();}void Remove(int i){this->erase(this->begin()+i);}void InsertAt(T v,int i){this->insert(this->begin()+i,v);}};
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struct Definition{bool TerrainGenerated=false;Array<Site*> Sites;Site* required=nullptr;bool Valid(){return !required||Sites.Find(required)>=0;}};
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struct Terrain{bool clear=true;Site* refused=nullptr;int queries=0;bool SiteAt(Site* site,vector,float,float& height){queries++;height=42;return clear&&site!=refused;}};
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struct Scheduler{
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Definition definition;Definition* m_Definition=&definition;
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bool m_StartupOnly=false;
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bool m_Started=true;ERR_PrepareResult m_Result=Result::PENDING;int m_Index=0,m_Attempts=0,m_Began=0;
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vector m_Low=Vector(0,0,0),m_High=Vector(10000,0,10000);Array<Site*>m_Pending;Terrain m_Terrain;string m_Error;
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bool Separated(Site*,vector,bool){return true;}
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'''+s+r'''
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};
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int main(){
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// Startup pauses before radio/camps, and resuming resets the next-site deadline.
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{Clock::now=0;Scheduler s;Site prison,radio,extraction;radio.Kind=Kind::RADIO;extraction.Kind=Kind::EXTRACTION;extraction.RandomClear=false;
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s.definition.Sites={&prison,&radio,&extraction};s.m_Pending={&prison,&radio};s.StartupOnly(true);
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while(!s.StartupReady()) assert(s.Tick()==Result::PENDING);
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assert(prison.PlacementResolved&&!radio.PlacementResolved);int calls=s.m_Terrain.queries;
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Clock::now=60000;assert(s.Tick()==Result::PENDING&&s.m_Terrain.queries==calls);
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s.StartupOnly(false);assert(s.m_Began>=60000);while(s.Tick()==Result::PENDING){}assert(radio.PlacementResolved);}
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{Scheduler s;s.m_Started=false;assert(s.Tick()==Result::FAILED);}
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{Scheduler s;assert(s.Tick()==Result::READY);assert(s.m_Terrain.queries==0);}
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{Clock::now=0;Scheduler s;Site a,b;s.m_Pending={&a,&b};while(s.Tick()==Result::PENDING){}assert(s.m_Result==Result::READY&&a.PlacementResolved&&b.PlacementResolved);assert(a.Position[1]>42&&a.Position[1]<42.1);int calls=s.m_Terrain.queries;assert(s.Tick()==Result::READY&&s.m_Terrain.queries==calls);}
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{Clock::now=0;Scheduler s;Site a;s.m_Pending={&a};s.m_Terrain.clear=false;assert(s.Tick()==Result::PENDING);assert(s.m_Terrain.queries<10&&!a.PlacementResolved);Clock::now=30001;assert(s.Tick()==Result::FAILED&&!s.m_Error.empty()&&!a.PlacementResolved);int calls=s.m_Terrain.queries;assert(s.Tick()==Result::FAILED&&s.m_Terrain.queries==calls);}
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{Clock::now=0;Scheduler s;Site a;s.m_Pending={&a};s.m_Attempts=12000;assert(s.Tick()==Result::READY&&a.Position[0]==10&&a.Position[2]==20&&a.PlacementResolved);}
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{Clock::now=30001;Scheduler s;Site a;s.m_Pending={&a};assert(s.Tick()==Result::READY&&a.Position[0]==10&&a.Position[2]==20);}
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// Each optional type can fail after exhausting candidates without blocking the next site.
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for(int kind : {Kind::OUTPOST,Kind::HOSPITAL,Kind::DEPOT}){
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Clock::now=0;Scheduler s;Site a,b;a.Kind=kind;a.Id="unplaceable";b.Id="next";
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s.m_Pending={&a,&b};s.definition.Sites={&a,&b};s.m_Terrain.refused=&a;s.m_Attempts=12000;
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while(s.Tick()==Result::PENDING){}
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assert(s.m_Result==Result::READY&&s.m_Error.empty()&&!a.PlacementResolved&&b.PlacementResolved);
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assert(s.definition.Sites.size()==1&&s.definition.Sites[0]==&b);
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int calls=s.m_Terrain.queries;assert(s.Tick()==Result::READY&&s.m_Terrain.queries==calls);
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}
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// A deadline skip gets a fresh candidate/time budget for the following optional site.
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{Clock::now=30001;Scheduler s;Site a,b;a.Kind=Kind::OUTPOST;b.Kind=Kind::HOSPITAL;
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s.m_Pending={&a,&b};s.definition.Sites={&a,&b};s.m_Terrain.refused=&a;
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while(s.Tick()==Result::PENDING){}assert(s.m_Result==Result::READY&&b.Position[0]!=10&&b.PlacementResolved);}
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// Required objectives (including mortars) still fail; no unsafe terrain is accepted.
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for(int kind : {Kind::PRISON,Kind::RADIO,Kind::EXTRACTION,Kind::MORTAR}){
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Clock::now=0;Scheduler s;Site a;a.Kind=kind;s.m_Pending={&a};s.definition.Sites={&a};s.m_Attempts=12000;s.m_Terrain.clear=false;
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assert(s.Tick()==Result::FAILED&&s.definition.Sites[0]==&a&&!a.PlacementResolved);
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}
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// Optional by type can still be indispensable for minimum accessible radio intel.
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{Clock::now=0;Scheduler s;Site before,a,after;a.Kind=Kind::HOSPITAL;
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s.definition.Sites={&before,&a,&after};s.definition.required=&a;s.m_Pending={&a};s.m_Attempts=12000;s.m_Terrain.clear=false;
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assert(s.Tick()==Result::FAILED&&s.definition.Sites.size()==3&&s.definition.Sites[1]==&a&&!a.PlacementResolved);}
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// Extraction candidates without secondary fleet space remain uncommitted and are retried.
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{Clock::now=0;Scheduler s;Site a;a.Kind=Kind::EXTRACTION;s.m_Pending={&a};s.definition.Sites={&a};ERR_RescueLanding::fits=false;
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assert(s.Tick()==Result::PENDING&&!a.PlacementResolved);ERR_RescueLanding::fits=true;
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while(s.Tick()==Result::PENDING){}assert(s.m_Result==Result::READY&&a.PlacementResolved);}
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// An authored fallback cannot bypass the new fleet-space qualification.
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{Clock::now=0;Scheduler s;Site a;a.Kind=Kind::EXTRACTION;s.m_Pending={&a};s.definition.Sites={&a};s.m_Attempts=12000;ERR_RescueLanding::fits=false;
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assert(s.Tick()==Result::FAILED&&!a.PlacementResolved);ERR_RescueLanding::fits=true;}
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}
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''')
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print('PASS: actual generation scheduler bounds each tick, enforces deadline/candidate ceiling, validates fallback, commits only accepted positions, skips only dispensable sites, preserves required objectives/intel, and resets the next search budget')
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# Exercise the production background activation path: waiting for the first
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# player must not consume the next mandatory site's placement budget.
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scenario=ROOT/'addons/core/Scripts/Game/ERR/00_Core/ERR_ScenarioComponent.c'
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activation=body(scenario, 'protected void BackgroundStep()').split(' if (m_PendingSite)')[0]+'}\n'
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activation=activation.replace('protected ', '').replace('ERR_GameMode mode = ERR_GameMode.Cast(GetOwner());', 'Mode* mode = GetOwner();')
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for a,b in [('Replication.IsServer()', 'true'),('ERR_GameMode.Get()', 'GetOwner()'),('mode.Active()', 'mode->Active()'),('GetGame().GetPlayerManager().GetPlayerCount()', 'players'),('ERR_PrepareResult.', 'Result::')]: activation=activation.replace(a,b)
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assert 'm_Generated.StartupOnly(false)' not in body(scenario,'ERR_PrepareResult Prepare(')
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run(r'''
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#include <cassert>
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#include <string>
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using string=std::string;
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namespace Result{enum Value{FAILED=-1,PENDING,READY};}using ERR_PrepareResult=Result::Value;
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int now=0,players=0;
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struct Mode{bool active=true;bool Active(){return active;}};
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struct Generated{int began=0,resumes=0,ticks=0;bool startup=true;void StartupOnly(bool v){assert(!v);startup=v;began=now;resumes++;}ERR_PrepareResult Tick(){assert(!startup);ticks++;return now-began>=30000?Result::FAILED:Result::PENDING;}string Error(){return "expired";}};
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struct Scenario{Mode mode;Generated m_Generated;bool m_BackgroundActivated=false,m_PlacementDone=false,stopped=false,failed=false;Mode* GetOwner(){return &mode;}bool BackgroundPending(){return true;}void StopBackground(){stopped=true;}void FailBackground(string){failed=true;}
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'''+activation+r'''
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};
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int main(){Scenario s;
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for(now=0;now<3600000;now+=250)s.BackgroundStep();
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assert(s.m_Generated.resumes==0&&s.m_Generated.ticks==0&&!s.failed);
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players=1;s.BackgroundStep();assert(s.m_Generated.resumes==1&&s.m_Generated.ticks==1&&!s.failed&&s.m_Generated.began==now);
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players=0;now+=250;s.BackgroundStep();assert(s.m_Generated.resumes==1&&s.m_Generated.ticks==2&&!s.failed);
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now+=30000;s.BackgroundStep();assert(s.failed); // the active search is still bounded
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Scenario ended;ended.mode.active=false;ended.BackgroundStep();assert(ended.stopped&&ended.m_Generated.resumes==0);
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}
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''')
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print('PASS: actual background activation waits an hour empty without consuming placement time; disconnect does not reset active budget')
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