Files
EscapistsReintroduced/tests/test_generated_sites.py
T
jakub 1b1a8b5173 Add mission customization, HQ support and aggression-driven AI
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.
2026-09-23 15:07:14 +02:00

37 lines
3.0 KiB
Python

"""Run the actual bounded placement scheduler with terrain and clock adapters."""
import re
from policy_harness import ROOT,body,run
p=ROOT/'addons/core/Scripts/Game/ERR/00_Core/ERR_GeneratedSites.c'
s=body(p,'ERR_PrepareResult Tick(')
s=s.replace('ERR_SiteDefinition site','Site* site').replace('site.','site->').replace('m_Terrain.Site','m_Terrain.SiteAt')
s=s.replace('System.GetTickCount','Clock::Now').replace('Replication.IsServer','Server').replace('Math.RandomFloat','RandomFloat').replace('ERR_PrepareResult.','Result::')
s=s.replace('float floor;','float floor=0;')
run(r'''
#include <cassert>
#include <string>
#include <vector>
using string=std::string;
struct vector{float a[3];float& operator[](int i){return a[i];}};vector Vector(float x,float y,float z){return {{x,y,z}};}
namespace Result{enum Value{FAILED=-1,PENDING,READY};}using ERR_PrepareResult=Result::Value;
namespace Clock {int now=0,step=1;int Now(){int t=now;now+=step;return t;}}
bool Server(){return true;}float RandomFloat(float a,float b){return (a+b)/2;}template<class...T>void PrintFormat(T...){}
struct Site{vector Position=Vector(10,0,20);float Heading=0;bool PlacementResolved=false;string Id="site";};
template<class T>struct Array:std::vector<T>{using std::vector<T>::operator=;int Count(){return this->size();}};
struct Terrain{bool clear=true;int queries=0;bool SiteAt(Site*,vector,float,float& height){queries++;height=42;return clear;}};
struct Scheduler{
bool m_Started=true;ERR_PrepareResult m_Result=Result::PENDING;int m_Index=0,m_Attempts=0,m_Began=0;
vector m_Low=Vector(0,0,0),m_High=Vector(10000,0,10000);Array<Site*>m_Pending;Terrain m_Terrain;string m_Error;
bool Separated(Site*,vector,bool){return true;}
'''+s+r'''
};
int main(){
{Scheduler s;s.m_Started=false;assert(s.Tick()==Result::FAILED);}
{Scheduler s;assert(s.Tick()==Result::READY);assert(s.m_Terrain.queries==0);}
{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);}
{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);}
{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);}
{Clock::now=30001;Scheduler s;Site a;s.m_Pending={&a};assert(s.Tick()==Result::READY&&a.Position[0]==10&&a.Position[2]==20);}
}
''')
print('PASS: actual generation scheduler bounds each tick, enforces deadline/candidate ceiling, validates fallback, commits only accepted positions, and terminates without repeated searches')