235 lines
11 KiB
C
235 lines
11 KiB
C
#ifdef WORKBENCH
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// Controlled scene setup only: reuse two already admitted formations, relocate
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// and kill one original non-radio member. Production LOS, snapshots and radio
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// delivery must establish knowledge; this is not organic patrol-discovery proof.
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class ERR_NativeHQBodySetup
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{
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ref ERR_HQUnit VictimUnit;
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ref ERR_HQUnit ObserverUnit;
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IEntity Actor;
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string SourceId;
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int InitialSlot;
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int InitialStrength;
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float SavedNextStatus;
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int StatusMessageId;
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float StatusObservedAt = -1;
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vector StatusPosition;
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}
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modded class ERR_HQ
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{
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protected bool ERR_BodyFixtureHealthy(ERR_HQUnit unit)
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{
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if (!unit || !unit.Eligible(m_Mode) || !unit.StatusSampler.Bound() || !unit.Radio || unit.Uplink
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|| unit.PendingReport || unit.PendingStatus || unit.PendingSupplyStatus || unit.PendingSweep) return false;
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ERR_HQRoute route = m_Network.Route(unit.Radio);
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if (!route || route.Nodes.IsEmpty()) return false;
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for (int i = 0; i < route.Nodes.Count(); i++)
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if (!route.Nodes[i] || !route.Nodes[i].Valid(i == route.Nodes.Count() - 1)) return false;
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return true;
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}
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ERR_NativeHQBodySetup ERR_BodyFixturePrepare(float now)
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{
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if (!ERR_NativeHQBodyProbe.Enabled()) return null;
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foreach (ERR_HQUnit observer : m_Units)
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{
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if (!observer.HomeGuard || !ERR_BodyFixtureHealthy(observer)) continue;
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bool originalObserver;
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for (int observerSlot = 0; observerSlot < observer.StatusSampler.InitialStrength(); observerSlot++)
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if (observer.StatusSampler.InitialMember(observerSlot) == observer.Radio
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&& observer.StatusSampler.CanAttribute(observerSlot, observer.Radio)) originalObserver = true;
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if (!originalObserver) continue;
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foreach (ERR_HQUnit victim : m_Units)
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{
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if (victim == observer || victim.StatusSampler.InitialStrength() < 2 || !ERR_BodyFixtureHealthy(victim))
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continue;
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string sourceId = victim.StatusSampler.InitialSourceId();
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ERR_HQWatchEntry status = m_Watch.Find(sourceId);
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if (status && status.ConfirmedLosses != 0) continue;
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for (int slot = 0; slot < victim.StatusSampler.InitialStrength(); slot++)
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{
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IEntity actor = victim.StatusSampler.InitialMember(slot);
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if (!actor || actor == victim.Radio || !ERR_Actors.CanFight(actor)
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|| !victim.StatusSampler.CanAttribute(slot, actor) || CompartmentAccessComponent.GetVehicleIn(actor)) continue;
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ERR_NativeHQBodySetup fixture = new ERR_NativeHQBodySetup();
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fixture.VictimUnit = victim; fixture.ObserverUnit = observer; fixture.Actor = actor;
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fixture.SourceId = sourceId; fixture.InitialSlot = slot;
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fixture.InitialStrength = victim.StatusSampler.InitialStrength();
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fixture.SavedNextStatus = victim.NextStatus;
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// Isolate the BODY uplink from the deceased member's own group check-in.
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// No report/route is discarded: selection required that group to be idle.
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victim.NextStatus = now + 180000;
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if (status)
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{
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fixture.StatusMessageId = status.MessageId; fixture.StatusObservedAt = status.ObservedAt;
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fixture.StatusPosition = status.Position;
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}
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return fixture;
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}
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}
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}
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return null;
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}
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ERR_HQWatchEntry ERR_BodyFixtureWatch(string sourceId)
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{
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if (!ERR_NativeHQBodyProbe.Enabled()) return null;
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return m_Watch.Find(sourceId);
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}
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bool ERR_BodyFixtureContact(IEntity actor)
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{
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foreach (ERR_HQReport report : m_Contacts) if (report.Target == actor) return true;
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return false;
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}
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// Invoke the real production observer/queue method. It must do its own native LOS
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// and physical route lookup. The fixture does not construct or enqueue a report.
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ERR_HQUnit ERR_BodyFixturePending(ERR_NativeHQBodySetup fixture, float now)
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{
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if (!ERR_NativeHQBodyProbe.Enabled() || !fixture) return null;
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ObserveBody(fixture.ObserverUnit, now);
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foreach (ERR_HQUnit unit : m_Units)
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if (unit.PendingReport && unit.Uplink && unit.PendingReport.Target == fixture.Actor
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&& unit.PendingReport.TravelMode == "body") return unit;
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return null;
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}
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}
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class ERR_NativeHQBodyProbe
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{
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protected ERR_GameMode m_Mode;
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protected ref ERR_NativeHQBodySetup m_Setup;
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protected ref ERR_HQReport m_Report;
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protected ref ERR_HQRoute m_Route;
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protected ref ERR_HQStatusReport m_Status;
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protected ref ERR_HQRoute m_StatusRoute;
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protected float m_Deadline;
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protected float m_StableUntil;
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protected int m_Step;
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protected bool m_Failed;
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static bool Enabled()
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{
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string enabled, outcome;
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return Replication.IsServer() && System.GetCLIParam("errSmoke", enabled) && enabled == "1"
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&& System.GetCLIParam("errSmokeOutcome", outcome) && outcome == "hq-body";
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}
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void ERR_NativeHQBodyProbe(ERR_GameMode mode) { m_Mode = mode; }
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protected bool Check(bool condition, string detail)
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{
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if (condition) { Print("ERR SMOKE PASS: HQ body " + detail); return true; }
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m_Failed = true; Print("ERR SMOKE FAIL: HQ body " + detail, LogLevel.ERROR); return false;
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}
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// Get(target) intentionally exposes SIGHTING only. Inspect the bounded detached
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// evaluations to locate this exact BODY report without changing memory semantics.
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protected ERR_HQBelief BodyBelief(ERR_HQ hq, IEntity actor, int messageId)
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{
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for (int i = 0; i < hq.Memory().Count(); i++)
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{
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ERR_HQBelief belief = hq.Memory().At(i);
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if (belief && belief.Kind == ERR_HQMemoryKind.BODY && belief.Target == actor
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&& belief.MessageId == messageId) return belief;
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}
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return null;
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}
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protected bool NoLoss(ERR_HQ hq)
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{
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ERR_HQWatchEntry status = hq.ERR_BodyFixtureWatch(m_Setup.SourceId);
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return !status || status.ConfirmedLosses == 0;
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}
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int Tick(ERR_HQ hq, float now)
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{
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if (!Enabled() || !hq || !m_Mode || m_Failed) return -1;
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if (m_Deadline == 0) m_Deadline = now + 150000;
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if (now > m_Deadline) { Check(false, "bounded native LOS/radio fixture deadline"); return -1; }
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if (m_Step == 0)
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{
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if (!hq.ERR_ProbeSquadsReady()) return 0;
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m_Setup = hq.ERR_BodyFixturePrepare(now);
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if (!m_Setup) return 0;
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if (!Check(m_Setup.VictimUnit.Group != m_Setup.ObserverUnit.Group
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&& ERR_Actors.Group(m_Setup.Actor) == m_Setup.VictimUnit.Group,
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"two distinct existing physical formations and immutable victim slot selected")) return -1;
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// Explicit fixture arrangement. One native corpse, no new actor/group/item.
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vector position = ERR_Actors.Ground(m_Setup.ObserverUnit.Radio.GetOrigin() + "0 0 5");
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m_Setup.Actor.SetOrigin(position);
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SCR_CharacterDamageManagerComponent damage;
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damage = SCR_CharacterDamageManagerComponent.Cast(m_Setup.Actor.FindComponent(SCR_CharacterDamageManagerComponent));
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if (!Check(damage != null, "original fixture actor has native character damage")) return -1;
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damage.EnableDamageHandling(true);
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damage.Kill(Instigator.CreateInstigator(m_Setup.Actor));
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if (!Check(NoLoss(hq), "local fixture death has not informed HQ")) return -1;
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m_Step = 1; return 0;
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}
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if (m_Step == 1)
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{
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if (!NoLoss(hq)) { Check(false, "uncaptured delivery preceded pending-payload inspection"); return -1; }
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ERR_HQUnit reporter = hq.ERR_BodyFixturePending(m_Setup, now);
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if (!reporter) return 0;
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m_Report = reporter.PendingReport.Snapshot(); m_Route = reporter.Uplink;
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if (!Check(m_Report.MessageId > 0 && m_Report.Source == reporter.Group
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&& m_Report.Target == m_Setup.Actor && m_Report.CasualtySourceId == m_Setup.SourceId
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&& m_Report.CasualtySlot == m_Setup.InitialSlot && m_Report.CasualtyStrength == m_Setup.InitialStrength,
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"actual native LOS produced body snapshot with original formation/slot attribution")) return -1;
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if (!Check(m_Route.MessageId == m_Report.MessageId && !m_Route.Nodes.IsEmpty()
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&& m_Route.Nodes[0].Carrier == reporter.Radio && ERR_Actors.CanFight(reporter.Radio)
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&& !m_Report.HasVelocity && !m_Report.Distress && m_Report.TravelMode == "body",
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"living observer formation queued its actual radio route without target-motion privilege")) return -1;
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if (!Check(NoLoss(hq), "pending radio payload still gives HQ no casualty knowledge")) return -1;
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m_Step = 2; return 0;
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}
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if (m_Step == 2)
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{
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if (m_Route.Failed) { Check(false, "actual body uplink failed before delivery"); return -1; }
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if (m_Route.Cursor < m_Route.Nodes.Count() || m_Route.Sending)
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{
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if (!NoLoss(hq)) { Check(false, "in-transit body report created early knowledge"); return -1; }
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return 0;
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}
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ERR_HQWatchEntry status = hq.ERR_BodyFixtureWatch(m_Setup.SourceId);
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ERR_HQBelief belief = BodyBelief(hq, m_Setup.Actor, m_Report.MessageId);
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if (!Check(status && status.ConfirmedLosses == 1 && !status.Closed,
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"completed native radio uplink records exactly one original casualty")) return -1;
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if (!Check(status.MessageId == m_Setup.StatusMessageId && status.ObservedAt == m_Setup.StatusObservedAt
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&& status.Position == m_Setup.StatusPosition,
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"body delivery preserves the formation's independent status chronology and position")) return -1;
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if (!Check(belief && belief.Kind == ERR_HQMemoryKind.BODY && belief.MessageId == m_Report.MessageId
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&& !belief.HasVelocity && !hq.ERR_BodyFixtureContact(m_Setup.Actor),
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"delivered body is uncertain investigation memory without a firing contact")) return -1;
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// Resume a real surviving caller's own cumulative status for overlap proof.
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m_Setup.VictimUnit.NextStatus = now;
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m_Step = 3; return 0;
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}
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if (m_Step == 3)
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{
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ERR_HQUnit victim = m_Setup.VictimUnit;
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if (!victim.PendingStatus || !victim.Uplink) return 0;
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m_Status = victim.PendingStatus; m_StatusRoute = victim.Uplink;
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if (!Check(m_Status.SourceId == m_Setup.SourceId && m_Status.ConfirmedLosses == 1
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&& m_Status.DeathSlots.Count() == 1 && m_Status.DeathSlots[0] == m_Setup.InitialSlot,
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"real surviving caller independently reports the same original casualty slot")) return -1;
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m_Step = 4; return 0;
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}
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if (m_Step == 4)
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{
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if (m_StatusRoute.Failed) { Check(false, "actual overlapping status uplink failed"); return -1; }
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if (m_StatusRoute.Cursor < m_StatusRoute.Nodes.Count() || m_StatusRoute.Sending) return 0;
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ERR_HQWatchEntry status = hq.ERR_BodyFixtureWatch(m_Setup.SourceId);
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if (!Check(status && status.MessageId == m_Status.MessageId && status.ConfirmedLosses == 1
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&& status.Count == m_Setup.InitialStrength - 1,
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"delivered cumulative status overlaps body evidence without double-counting")) return -1;
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m_StableUntil = now + 20000; m_Step = 5; return 0;
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}
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ERR_HQWatchEntry stable = hq.ERR_BodyFixtureWatch(m_Setup.SourceId);
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if (!stable || stable.ConfirmedLosses != 1 || hq.ERR_BodyFixtureContact(m_Setup.Actor))
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{ Check(false, "confirmed corpse lost idempotence or became a firing contact"); return -1; }
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if (now < m_StableUntil) return 0;
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Check(true, "confirmed corpse remains one loss with no firing contact after twenty further seconds");
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return 1;
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}
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void Stop()
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{
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if (m_Setup && m_Setup.VictimUnit && m_Step < 3)
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m_Setup.VictimUnit.NextStatus = m_Setup.SavedNextStatus;
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}
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void ~ERR_NativeHQBodyProbe() { Stop(); }
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}
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#endif
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