457 lines
21 KiB
C
457 lines
21 KiB
C
// Independent physical adaptation of the owner's supply-convoy extension.
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// HQ must dispatch an authored route using a finite canonical pool receipt.
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class ERR_ConvoyResources
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{
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static ResourceName VehiclePrefab(int index)
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{
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if (index == 1) return "{3336BE330C4F355B}Prefabs/Vehicles/Wheeled/Ural4320/Ural4320_ammo.et";
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if (index == 2) return "{16C1F16C9B053801}Prefabs/Vehicles/Wheeled/Ural4320/Ural4320_transport.et";
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if (index == 4) return "{1DC01AAACFFA8B63}Prefabs/Vehicles/Tracked/BMP1/BMP1_Base.et";
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if (index == 0 || index == 3 || index == 5) return "{0B4DEA8078B78A9B}Prefabs/Vehicles/Wheeled/UAZ469/UAZ469_PKM.et";
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return "";
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}
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static ResourceName GroupPrefab() { return "{7A968AB297475FA7}Prefabs/ERR/ConvoyCrew.et"; }
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static ResourceName Soldier() { return "{DCB41B3746FDD1BE}Prefabs/Characters/Factions/OPFOR/USSR_Army/Character_USSR_Rifleman.et"; }
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static ResourceName Rifle() { return "{FA5C25BF66A53DCF}Prefabs/Weapons/Rifles/AK74/Rifle_AK74.et"; }
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static ResourceName Magazine() { return "{BBB50A815A2F916B}Prefabs/Weapons/Magazines/Magazine_545x39_AK_30rnd_Ball.et"; }
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static bool Available()
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{
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array<ResourceName> required = {GroupPrefab(), Soldier(), Rifle(), Magazine(), ERR_Resources.MoveWaypoint()};
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for (int i = 0; i < 6; i++) required.Insert(VehiclePrefab(i));
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foreach (ResourceName prefab : required)
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{
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Resource resource = Resource.Load(prefab);
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if (!resource || !resource.IsValid()) return false;
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}
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return true;
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}
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}
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class ERR_ConvoyRules
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{
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static bool EmptyCrewTemplate(SCR_AIGroup group)
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{
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// The vanilla faction base authors six queued soldiers. Only our memberless
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// template may receive finite seat occupants; never retire another spawn job.
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return group && !group.GetSpawnImmediately() && group.GetAgentsCount() == 0
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&& (!group.m_aUnitPrefabSlots || group.m_aUnitPrefabSlots.IsEmpty());
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}
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static bool Plan(array<vector> positions, array<vector> angles, ERR_ForceRoute route)
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{
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if (!positions || !angles || positions.Count() != 6 || angles.Count() != 6 || !route || route.Looped() || route.Count() < 2 || !route.Seal()) return false;
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for (int i = 0; i < 6; i++)
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{
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if (!ERR_ForceRules.FiniteVector(positions[i]) || !ERR_ForceRules.FiniteVector(angles[i])) return false;
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for (int j = 0; j < i; j++) if (vector.DistanceXZ(positions[i], positions[j]) < 18) return false;
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}
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return true;
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}
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static bool GroundClear(array<vector> positions, array<vector> angles)
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{
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if (!positions || !angles || positions.Count() != 6 || angles.Count() != 6) return false;
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ERR_ConvoyPlacement placement = new ERR_ConvoyPlacement();
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for (int i = 0; i < positions.Count(); i++) if (!placement.Clear(positions[i], angles[i][0])) return false;
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return true;
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}
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static bool PartOf(IEntity entity, IEntity root)
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{
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int depth;
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while (entity && depth++ < 32)
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{
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if (entity == root) return true;
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entity = entity.GetParent();
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}
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return false;
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}
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static bool Captured(Vehicle vehicle, SCR_AIGroup group)
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{
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if (group && group.GetPlayerCount(true) > 0) return true;
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if (!vehicle) return false;
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array<int> ids = {}; GetGame().GetPlayerManager().GetPlayers(ids);
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foreach (int id : ids)
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{
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IEntity player = GetGame().GetPlayerManager().GetPlayerControlledEntity(id);
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if (player && PartOf(CompartmentAccessComponent.GetVehicleIn(player), vehicle)) return true;
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}
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return false;
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}
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static bool CollectSeats(IEntity root, array<BaseCompartmentSlot> seats)
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{
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array<IEntity> pending = {root};
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int cursor;
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while (cursor < pending.Count() && cursor < 128)
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{
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IEntity entity = pending[cursor++];
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if (!entity) return false;
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SCR_BaseCompartmentManagerComponent manager = SCR_BaseCompartmentManagerComponent.Cast(entity.FindComponent(SCR_BaseCompartmentManagerComponent));
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if (manager)
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{
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array<BaseCompartmentSlot> local = {}; manager.GetCompartments(local);
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foreach (BaseCompartmentSlot seat : local) if (seat && !seats.Contains(seat)) seats.Insert(seat);
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}
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IEntity child = entity.GetChildren();
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while (child)
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{
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if (pending.Count() >= 128 || pending.Contains(child)) return false;
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pending.Insert(child); child = child.GetSibling();
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}
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}
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return cursor == pending.Count();
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}
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}
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class ERR_ConvoyVehicle
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{
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int Index;
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Vehicle Entity;
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SCR_AIGroup Group;
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IEntity Driver;
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ref array<IEntity> Members = {};
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ref array<BaseCompartmentSlot> Seats = {};
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AIWaypoint Waypoint;
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int RouteIndex;
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bool Released;
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bool Registered;
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ref ERR_ConvoyCombatState Combat = new ERR_ConvoyCombatState();
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int SupplyToken;
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bool SupplyHeld;
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bool Arrived;
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float LegDeadline;
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float NextReadinessNote;
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void ClearOrder()
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{
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if (Waypoint && Group) Group.RemoveWaypoint(Waypoint);
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if (Waypoint) SCR_EntityHelper.DeleteEntityAndChildren(Waypoint);
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Waypoint = null;
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}
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void Release(ERR_GameMode mode)
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{
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if (Released) return;
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Released = true;
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Combat.Held = false; SupplyToken = 0; SupplyHeld = false;
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ClearOrder();
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if (mode && mode.Forces())
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{
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ERR_ForceRecord record = mode.Forces().FindGroup(Group);
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if (record) record.Pinned = false;
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}
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if (Group)
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{
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if (mode && mode.Command()) mode.Command().UnregisterGroup(Group);
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Group.SetPermanentLOD(-1);
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array<AIAgent> agents = {}; Group.GetAgents(agents);
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foreach (AIAgent agent : agents) if (agent) agent.SetPermanentLOD(-1);
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}
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// Vehicle, cargo, casualties and surviving crew remain physical and lootable.
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}
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bool CrewValid(ERR_GameMode mode)
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{
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if (!Group || !Entity || !ERR_Actors.Alive(Entity) || Group.GetFaction() != mode.EnemyFaction() || !ERR_Actors.CanFight(Driver)) return false;
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if (ERR_Actors.Player(Driver) || !ERR_ConvoyRules.PartOf(CompartmentAccessComponent.GetVehicleIn(Driver), Entity)) return false;
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foreach (IEntity member : Members)
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if (!ERR_Actors.Alive(member) || ERR_Actors.Player(member) || ERR_Actors.Group(member) != Group) return false;
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return true;
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}
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bool Order(ERR_ForceRoute route, float now)
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{
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if (Released || Arrived || Combat.Held || SupplyHeld || !Group || !Entity || !route || RouteIndex >= route.Count()) return false;
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if (Waypoint) return true;
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Waypoint = AIWaypoint.Cast(ERR_Actors.Spawn(ERR_Resources.MoveWaypoint(), route.At(RouteIndex)));
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if (!Waypoint) return false;
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Waypoint.SetCompletionRadius(35);
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Group.AddWaypoint(Waypoint);
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LegDeadline = now + 600000;
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return true;
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}
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void Tick(ERR_GameMode mode, ERR_ForceRoute route, float now)
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{
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if (Released || Arrived) return;
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if (!CrewValid(mode)) { Release(mode); return; }
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if (Combat.Held || SupplyHeld) return;
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// Native completion measures the seated group, not the vehicle origin.
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// Keep the same predicate after native removal of the completed waypoint.
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if (Waypoint && Waypoint.IsWithinCompletionRadius(Group))
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{
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ClearOrder(); RouteIndex++;
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if (RouteIndex >= route.Count()) { Arrived = true; return; }
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}
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if (Waypoint && now >= LegDeadline) { Release(mode); return; }
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if (!Order(route, now)) Release(mode);
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}
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}
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class ERR_ConvoyCargoCallback : ScriptedInventoryOperationCallback
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{
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ResourceName Prefab;
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bool Finished;
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bool Succeeded;
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protected void Finish(bool success) { if (!Finished) { Finished = true; Succeeded = success; } }
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protected override void OnComplete() { Finish(true); }
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protected override void OnFailed() { Finish(false); }
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protected override void OnAllComplete() { Finish(true); }
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protected override void OnAllFailed() { Finish(false); }
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}
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class ERR_ConvoyTask
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{
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ref ERR_ConvoyReceipt Receipt;
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ref ERR_ForceRoute Route;
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ref array<ref ERR_ConvoyVehicle> Vehicles = {};
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ref array<ref ERR_ConvoyCargoCallback> Cargo = {};
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bool Stopped;
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bool Ready;
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bool CargoIssued;
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float Deadline;
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float NextCheck;
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string Reason;
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void Stop(ERR_GameMode mode, string reason)
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{
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if (Stopped) return;
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Stopped = true; Reason = reason;
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foreach (ERR_ConvoyVehicle vehicle : Vehicles) vehicle.Release(mode);
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ERR_HQ.Event("CONVOY STOP", reason + "; surviving entities and cargo preserved");
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}
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}
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class ERR_ConvoyService
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{
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protected ERR_GameMode m_Mode;
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protected ERR_ConvoyPool m_Pool;
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protected ref array<ref ERR_ConvoyTask> m_Tasks = {};
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protected bool m_Stopped;
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void ERR_ConvoyService(ERR_GameMode mode, ERR_ConvoyPool pool) { m_Mode = mode; m_Pool = pool; }
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protected bool Current()
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{
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return !m_Stopped && Replication.IsServer() && m_Mode && m_Mode == ERR_GameMode.Get() && m_Mode.Active() && m_Pool;
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}
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protected bool FillCrew(ERR_ConvoyVehicle unit)
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{
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array<BaseCompartmentSlot> all = {};
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if (!ERR_ConvoyRules.CollectSeats(unit.Entity, all)) return false;
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array<BaseCompartmentSlot> drivers = {}, turrets = {}, cargo = {};
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foreach (BaseCompartmentSlot slot : all)
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{
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if (!slot.IsCompartmentAccessible() || slot.IsOccupied()) continue;
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if (slot.GetType() == ECompartmentType.PILOT) drivers.Insert(slot);
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else if (slot.GetType() == ECompartmentType.TURRET) turrets.Insert(slot);
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else if (slot.GetType() == ECompartmentType.CARGO) cargo.Insert(slot);
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}
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int requiredTurrets = 1;
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if (unit.Index == 1 || unit.Index == 2) requiredTurrets = 0;
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if (unit.Index == 4) requiredTurrets = 2;
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if (drivers.Count() != 1 || turrets.Count() < requiredTurrets || (unit.Index == 2 && cargo.Count() < 8)) return false;
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unit.Seats.Insert(drivers[0]);
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for (int i = 0; i < requiredTurrets; i++) unit.Seats.Insert(turrets[i]);
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if (unit.Index == 2) for (int i = 0; i < 8; i++) unit.Seats.Insert(cargo[i]);
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// Exact planned population is known before any character is created.
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if (unit.Seats.Count() != ERR_ConvoyPool.CrewCount(unit.Index)) return false;
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AIGroup nativeGroup = unit.Group;
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foreach (BaseCompartmentSlot seat : unit.Seats)
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{
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IEntity actor = seat.SpawnCharacterInCompartment(ERR_ConvoyResources.Soldier(), nativeGroup, ERR_ConvoyResources.GroupPrefab());
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if (actor) { unit.Members.Insert(actor); m_Mode.Own(actor); }
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if (!actor || nativeGroup != unit.Group) return false;
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}
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unit.Driver = unit.Members[0];
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return true;
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}
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ERR_ConvoyTask Dispatch(ERR_ConvoyReceipt receipt, array<vector> positions, array<vector> angles, ERR_ForceRoute route, float now)
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{
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if (!Current() || !ERR_ForceRules.Finite(now) || now < 0 || !ERR_ConvoyRules.Plan(positions, angles, route) || !ERR_ConvoyResources.Available() || !ERR_ConvoyRules.GroundClear(positions, angles)) return null;
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// The selected stock crew and group are USSR. Other factions require a new
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// reviewed catalog; never silently rewrite affiliations on incompatible kit.
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if (!m_Mode.EnemyFaction() || m_Mode.EnemyFaction().GetFactionKey() != "USSR" || !m_Pool.Consume(receipt)) return null;
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ERR_ConvoyTask task = new ERR_ConvoyTask(); task.Receipt = receipt; task.Route = route; task.Deadline = now + 30000;
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m_Tasks.Insert(task);
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for (int index = 0; index < 6; index++)
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{
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ERR_ConvoyVehicle unit = new ERR_ConvoyVehicle(); unit.Index = index; task.Vehicles.Insert(unit);
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unit.Group = SCR_AIGroup.Cast(ERR_Actors.Spawn(ERR_ConvoyResources.GroupPrefab(), positions[index]));
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if (unit.Group) m_Mode.Own(unit.Group);
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unit.Entity = Vehicle.Cast(ERR_Actors.Spawn(ERR_ConvoyResources.VehiclePrefab(index), positions[index], angles[index]));
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if (unit.Entity) m_Mode.Own(unit.Entity);
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if (!unit.Group || !unit.Entity || unit.Group.GetFaction() != m_Mode.EnemyFaction() || !ERR_ConvoyRules.EmptyCrewTemplate(unit.Group) || !FillCrew(unit))
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{ task.Stop(m_Mode, "finite convoy startup failed; receipt consumed without retry"); return task; }
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FactionAffiliationComponent affiliation = FactionAffiliationComponent.Cast(unit.Entity.FindComponent(FactionAffiliationComponent));
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if (affiliation) affiliation.SetAffiliatedFaction(m_Mode.EnemyFaction());
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AICarMovementComponent movement = AICarMovementComponent.Cast(unit.Entity.FindComponent(AICarMovementComponent));
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if (movement) movement.SetCruiseSpeed(35);
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}
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ERR_HQ.Event("CONVOY CREATED", "six physical vehicles and 19 finite crew; native readiness and ledger admission pending");
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return task;
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}
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protected string ReadinessReason(ERR_ConvoyVehicle unit)
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{
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if (unit.Registered) return "already admitted";
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if (!unit.Group) return "missing group";
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if (!unit.Entity) return "missing vehicle";
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if (!ERR_Actors.Alive(unit.Entity)) return "vehicle destroyed or lacks damage state";
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if (unit.Group.GetFaction() != m_Mode.EnemyFaction()) return "group faction mismatch";
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if (!ERR_Actors.CanFight(unit.Driver)) return "driver absent/dead/unconscious or controller unavailable";
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if (ERR_Actors.Player(unit.Driver)) return "driver controlled by player";
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if (!ERR_ConvoyRules.PartOf(CompartmentAccessComponent.GetVehicleIn(unit.Driver), unit.Entity)) return "driver outside intended vehicle";
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foreach (IEntity member : unit.Members)
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{
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if (!ERR_Actors.Alive(member)) return "member absent/dead or damage state unavailable";
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if (ERR_Actors.Player(member)) return "member controlled by player";
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if (ERR_Actors.Group(member) != unit.Group) return "member native agent/parent group mismatch";
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}
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array<AIAgent> agents = {}; unit.Group.GetAgents(agents);
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if (agents.Count() != unit.Members.Count()) return "native agent count differs from original crew";
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foreach (AIAgent agent : agents)
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{
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if (!agent) return "null native agent";
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if (!unit.Members.Contains(agent.GetControlledEntity())) return "native agent controls foreign entity";
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if (!ERR_Actors.CanFight(agent.GetControlledEntity())) return "native agent actor cannot fight";
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}
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SCR_AIGroupUtilityComponent utility = unit.Group.GetGroupUtilityComponent();
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if (!utility) return "group utility unavailable";
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if (!utility.m_VehicleMgr) return "group vehicle manager unavailable";
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SCR_AIVehicleUsageComponent usage = SCR_AIVehicleUsageComponent.Cast(unit.Entity.FindComponent(SCR_AIVehicleUsageComponent));
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if (!usage) return "vehicle usage component unavailable";
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for (int i = 0; i < unit.Seats.Count(); i++)
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if (i >= unit.Members.Count() || !unit.Seats[i] || unit.Seats[i].GetOccupant() != unit.Members[i]) return "intended seat occupant mismatch";
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return "readiness guards satisfied; awaiting admission";
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}
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protected void InspectReadiness(ERR_ConvoyVehicle unit, float now)
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{
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if (!unit || now < unit.NextReadinessNote) return;
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unit.NextReadinessNote = now + 5000;
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int agents, activeAgents;
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bool activeGroup;
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if (unit.Group)
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{
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array<AIAgent> current = {}; unit.Group.GetAgents(current);
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agents = current.Count(); activeGroup = unit.Group.IsAIActivated();
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foreach (AIAgent agent : current) if (agent && agent.IsAIActivated()) activeAgents++;
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}
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ERR_HQ.Event("CONVOY READINESS", string.Format("vehicle=%1 reason=%2 members=%3 agents=%4 activeAgents=%5 activeGroup=%6 seats=%7 registered=%8", unit.Index, ReadinessReason(unit), unit.Members.Count(), agents, activeAgents, activeGroup, unit.Seats.Count(), unit.Registered));
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}
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protected bool Admit(ERR_ConvoyTask task, float now)
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{
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foreach (ERR_ConvoyVehicle observed : task.Vehicles) InspectReadiness(observed, now);
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foreach (ERR_ConvoyVehicle unit : task.Vehicles)
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{
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if (unit.Registered) continue;
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if (!unit.CrewValid(m_Mode)) return false;
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array<AIAgent> agents = {}; unit.Group.GetAgents(agents);
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if (agents.Count() != unit.Members.Count()) return false;
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foreach (AIAgent agent : agents)
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if (!agent || !unit.Members.Contains(agent.GetControlledEntity()) || !ERR_Actors.CanFight(agent.GetControlledEntity())) return false;
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SCR_AIGroupUtilityComponent utility = unit.Group.GetGroupUtilityComponent();
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SCR_AIVehicleUsageComponent usage = SCR_AIVehicleUsageComponent.Cast(unit.Entity.FindComponent(SCR_AIVehicleUsageComponent));
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if (!utility || !utility.m_VehicleMgr || !usage || !utility.m_VehicleMgr.TryAddVehicle(usage)) return false;
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ERR_ForceRecord record = m_Mode.Forces().Register(task.Receipt.SourceId + "-vehicle-" + unit.Index.ToString(), ERR_ForceKind.CONVOY, unit.Entity.GetOrigin(), unit.Members.Count(), null, unit.Group, now);
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if (!record || !m_Pool.BindRecord(task.Receipt, unit.Index, record)) { task.Stop(m_Mode, "convoy ledger admission rejected"); return false; }
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record.Pinned = true;
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unit.Registered = true;
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m_Mode.RegisterGroup(unit.Group);
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ERR_HQ hq = ERR_HQ.Cast(m_Mode.Command());
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if (hq) hq.ReserveGroup(unit.Group);
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// Native helper idempotently registers deletion/damage callbacks and mounted
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// combat activity; raw vehicle-manager admission alone omits those hooks.
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utility.AddUsableVehicle(usage);
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unit.Group.SetPermanentLOD(0); unit.Group.ActivateAI();
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foreach (AIAgent active : agents) { active.SetPermanentLOD(0); active.ActivateAI(); }
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}
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return true;
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}
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protected void IssueCargo(ERR_ConvoyTask task)
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{
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if (task.CargoIssued || task.Stopped || task.Vehicles.Count() != 6) return;
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task.CargoIssued = true;
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InventoryStorageManagerComponent inventory = InventoryStorageManagerComponent.Cast(task.Vehicles[1].Entity.FindComponent(InventoryStorageManagerComponent));
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if (!inventory) { ERR_HQ.Event("CONVOY CARGO", "ammo truck inventory unavailable; no retry or free replacement"); return; }
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for (int i = 0; i < 56; i++)
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{
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ResourceName prefab = ERR_ConvoyResources.Magazine();
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if (i < 8) prefab = ERR_ConvoyResources.Rifle();
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ERR_ConvoyCargoCallback operation = new ERR_ConvoyCargoCallback(); operation.Prefab = prefab; task.Cargo.Insert(operation);
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if (!inventory.TrySpawnPrefabToStorage(prefab, null, -1, EStoragePurpose.PURPOSE_DEPOSIT, operation)) operation.Finished = true;
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}
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ERR_HQ.Event("CONVOY CARGO", "finite target submitted once: eight AK74 and 48 magazines; native capacity/completion may reduce actual stock");
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}
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void Tick(float now)
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{
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if (!Current() || !ERR_ForceRules.Finite(now)) return;
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foreach (ERR_ConvoyTask task : m_Tasks)
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{
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if (task.Stopped || now < task.NextCheck) continue;
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task.NextCheck = now + 1000;
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bool captured;
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foreach (ERR_ConvoyVehicle unit : task.Vehicles) if (ERR_ConvoyRules.Captured(unit.Entity, unit.Group)) captured = true;
|
|
if (captured) { task.Stop(m_Mode, "player captured convoy vehicle or joined crew"); continue; }
|
|
if (!task.Ready)
|
|
{
|
|
if (now >= task.Deadline) { task.Stop(m_Mode, "native crew readiness expired; no replacement"); continue; }
|
|
if (!Admit(task, now)) continue;
|
|
task.Ready = true; IssueCargo(task);
|
|
}
|
|
bool pending;
|
|
foreach (ERR_ConvoyVehicle vehicle : task.Vehicles)
|
|
{
|
|
vehicle.Tick(m_Mode, task.Route, now);
|
|
if (!vehicle.Released && !vehicle.Arrived) pending = true;
|
|
}
|
|
if (!pending) task.Stop(m_Mode, "finite authored road route ended or all vehicle orders released");
|
|
}
|
|
}
|
|
bool ApplyCombatOrder(ERR_ConvoyTask task, ERR_ConvoyCombatOrder order, float now)
|
|
{
|
|
if (!Current() || !task || !order || !m_Tasks.Contains(task) || task.Stopped || !task.Ready || !task.Receipt || !task.Receipt.Consumed) return false;
|
|
if (order.VehicleIndex < 0 || order.VehicleIndex >= task.Vehicles.Count() || order.SourceId != task.Receipt.SourceId) return false;
|
|
ERR_ConvoyVehicle unit = task.Vehicles[order.VehicleIndex];
|
|
if (!unit || !unit.Registered || unit.Released || unit.Arrived || unit.Index != order.VehicleIndex || unit.Group != order.Group || !unit.CrewValid(m_Mode)) return false;
|
|
if (ERR_ConvoyRules.Captured(unit.Entity, unit.Group) || unit.Index >= task.Receipt.Records.Count()) return false;
|
|
if (!ERR_ConvoyCombatRules.Accept(unit.Combat, order, now) || !task.Route || unit.RouteIndex >= task.Route.Count()) return false;
|
|
ERR_ForceRecord record = m_Mode.Forces().FindGroup(unit.Group);
|
|
if (!record || !record.Physical || record.Eliminated || record.Kind != ERR_ForceKind.CONVOY || record.Id != task.Receipt.Records[unit.Index]) return false;
|
|
array<AIAgent> agents = {}; unit.Group.GetAgents(agents);
|
|
if (agents.Count() != unit.Members.Count()) return false;
|
|
foreach (AIAgent agent : agents)
|
|
if (!agent || !unit.Members.Contains(agent.GetControlledEntity())) return false;
|
|
// No caller can replay even a command whose native waypoint recreation fails.
|
|
unit.Combat.LastCommandId = order.CommandId;
|
|
if (order.Hold)
|
|
{
|
|
if (!unit.Combat.Held) unit.ClearOrder();
|
|
unit.Combat.Held = true; unit.Combat.ReportId = order.ReportId; unit.Combat.ObservedAt = order.ObservedAt;
|
|
}
|
|
else
|
|
{
|
|
unit.Combat.Held = false;
|
|
if (!unit.SupplyHeld && !unit.Order(task.Route, now)) { unit.Release(m_Mode); return false; }
|
|
}
|
|
ERR_HQ.Event("CONVOY COVER", string.Format("command M%1 report M%2 vehicle=%3 held=%4 routeIndex=%5", order.CommandId, order.ReportId, unit.Index, unit.Combat.Held, unit.RouteIndex));
|
|
return true;
|
|
}
|
|
int Count() { return m_Tasks.Count(); }
|
|
string Status()
|
|
{
|
|
int ready, stopped, vehicles, completed, failed, pending;
|
|
foreach (ERR_ConvoyTask task : m_Tasks)
|
|
{
|
|
if (task.Ready) ready++;
|
|
if (task.Stopped) stopped++;
|
|
foreach (ERR_ConvoyVehicle vehicle : task.Vehicles) if (vehicle && vehicle.Entity) vehicles++;
|
|
foreach (ERR_ConvoyCargoCallback operation : task.Cargo)
|
|
{
|
|
if (!operation.Finished) pending++;
|
|
else if (operation.Succeeded) completed++;
|
|
else failed++;
|
|
}
|
|
}
|
|
string reason;
|
|
if (m_Tasks.Count() == 1 && m_Tasks[0].Stopped) reason = m_Tasks[0].Reason;
|
|
if (reason.Length() > 160) reason = reason.Substring(0, 160);
|
|
return string.Format("Convoys: %1 tasks, %2 reached readiness, %3 stopped, %4 retained physical vehicles; cargo native insertion successes=%5 failed=%6 pending=%7; current inventory may differ after use/looting", m_Tasks.Count(), ready, stopped, vehicles, completed, failed, pending) + "; reason=" + reason;
|
|
}
|
|
void Stop()
|
|
{
|
|
if (m_Stopped) return;
|
|
m_Stopped = true;
|
|
foreach (ERR_ConvoyTask task : m_Tasks) task.Stop(m_Mode, "HQ ended convoy task service");
|
|
}
|
|
}
|