Files
EscapistsReintroduced/tests/test_player_medical.py
T
jakub 9caed3f12d
continuous-integration/drone/push Build is passing
Embed RHS 1.9 compatibility; record Workshop 0.0.141
2026-11-05 16:39:35 +01:00

214 lines
17 KiB
Python

"""Execute player policy methods; native damage/regen boundaries are modeled."""
from policy_harness import ROOT, body, run
p=ROOT/'addons/core/Scripts/Game/ERR/00_Core/ERR_PlayerMedical.c'
source=p.read_text()
methods='\n'.join(body(p,s) for s in ['void ERR_EnableCasualtyProtection(', 'override protected bool IsIndefinitelyUnconscious(', 'override float GetResilienceRegenScale('])
methods=methods.replace('override ','').replace('protected ','').replace('Replication.IsServer()','server').replace('super.','Native::')
run('''#include <cassert>
bool server=true;
struct Native {bool unconscious=false,changed=false;float regen=1;int writes=0;bool bleeding=false;
void SetPermitUnconsciousness(bool value,bool c){unconscious=value;changed=c;writes++;}
void SetRegenScale(float value,bool){regen=value;writes++;}
bool IsIndefinitelyUnconscious(bool){return true;}bool IsBleeding(){return bleeding;}float GetResilienceRegenScale(){return .8f;}
};
struct Policy:Native{bool m_ERRRevivablePlayer=false;
'''+methods+'''
};
int main(){Policy p;server=false;p.ERR_EnableCasualtyProtection();assert(!p.m_ERRRevivablePlayer&&p.writes==0);
server=true;p.ERR_EnableCasualtyProtection();assert(p.unconscious&&p.changed&&p.regen==.25f);
assert(!p.IsIndefinitelyUnconscious());p.bleeding=true;assert(p.GetResilienceRegenScale()==0);
p.bleeding=false;assert(p.GetResilienceRegenScale()==.8f);Policy ai;assert(ai.IsIndefinitelyUnconscious());ai.bleeding=true;assert(ai.GetResilienceRegenScale()==.8f);
}
''')
# Execute the real damage cap across wound/blood scales; healing is untouched.
cap=body(p, 'static float AllowedDamage(').replace('Math.Clamp','std::clamp').replace('Math.Min','std::min').replace('Math.Max','std::max').replace('0.01','0.01f').replace(', 1)',', 1.0f)').replace('(0,','(0.0f,')
run('''#include <algorithm>
#include <cassert>
#include <cmath>
'''+cap+'''
int main(){
for(float maximum:{100.0f,5000.0f}) for(float threshold:{0.0f,.05f,.2f}) {
float floor=maximum*(threshold+.01f);
assert(AllowedDamage(-10,maximum,maximum,threshold)==-10);
assert(AllowedDamage(100000, floor,maximum,threshold)==0);
assert(AllowedDamage(100000, floor/2,maximum,threshold)==0);
float health=maximum;
for(int i=0;i<1000;i++) health-=AllowedDamage(13,health,maximum,threshold);
assert(std::abs(health-floor)<.001f);
assert(AllowedDamage(1,maximum,maximum,threshold)==1);
}
}
''')
# Passive resilience has its own native rate; treatment DPS bypasses this getter.
rate=body(p,'override float CalculatePassiveRegenDPS(').replace('override ','').replace('super.','Native::').replace('SCR_CharacterDamageManagerComponent manager = SCR_CharacterDamageManagerComponent.Cast(GetHitZoneContainer());','Manager* manager = target;').replace('manager.','manager->')
run('''#include <cassert>
struct Manager { bool player; bool ERR_IsRevivablePlayer(){return player;} };
struct Native {float CalculatePassiveRegenDPS(bool){return 4;}};
struct Policy:Native {Manager* target=nullptr;
'''+rate+'''
};
int main(){Policy p;assert(p.CalculatePassiveRegenDPS()==4);Manager ai{false};p.target=&ai;assert(p.CalculatePassiveRegenDPS()==4);ai.player=true;assert(p.CalculatePassiveRegenDPS()==1);assert(p.CalculatePassiveRegenDPS(false)==4);}
''')
assert 'SCR_CharacterResilienceHitZone.Cast(this)) return damage' in source
assert 'damage <= 0' in source and '!manager.ERR_IsRevivablePlayer()' in source
assert 'override void Kill(' in source
assert 'FullHeal(' not in source and 'SetHealth(' not in source
print('PASS: authority-scoped slow recovery, bleeding pauses resilience, medicine unaffected, player-only lethal damage cap without healing')
# The native bleeding evaluator recomputes severity after the hit has already
# lowered health. Exercise production query/cap methods with native armour at
# the virtual-call boundary: low remaining health must not erase wound severity.
query=body(p, 'float ERR_ComputeWoundDamage(').replace('notnull BaseDamageContext', 'Context')
effective=body(p, 'override float ComputeEffectiveDamage(')
effective=effective.replace('override ', 'virtual ').replace('notnull BaseDamageContext', 'Context').replace('super.', 'Native::')
effective=effective.replace('Replication.IsServer()', 'server').replace('SCR_CharacterResilienceHitZone.Cast(this)', 'resilience')
effective=effective.replace('SCR_CharacterDamageManagerComponent manager = SCR_CharacterDamageManagerComponent.Cast(GetHitZoneContainer());', 'Manager* manager = target;').replace('manager.', 'manager->')
effective=effective.replace('ERR_PlayerMedicalRules.', '').replace('EDamageState.DESTROYED', '0')
run('''#include <algorithm>
#include <cassert>
#include <cmath>
bool server=true;
struct Context {float value;};
struct Manager {bool player=true;int knockouts=0;bool ERR_IsRevivablePlayer(){return player;}void ERR_RequestKnockout(){knockouts++;}};
struct Native {virtual float ComputeEffectiveDamage(Context c,bool){return c.value;}};
'''+cap+'''
struct Policy:Native {
bool m_ERRWoundQuery=false,resilience=false;Manager* target=nullptr;float health=1;
float GetHealth(){return health;}float GetMaxHealth(){return 100;}float GetDamageStateThreshold(int){return 0;}
'''+query+effective+'''
};
struct Armoured:Policy {float armour=1;float ComputeEffectiveDamage(Context c,bool dot) override {if(!dot)c.value*=armour;return Policy::ComputeEffectiveDamage(c,dot);}};
int main(){Manager player;Armoured zone;zone.target=&player;
assert(zone.ComputeEffectiveDamage({60},false)==0 && player.knockouts==1);
assert(zone.ERR_ComputeWoundDamage({60})==60 && player.knockouts==1);
assert(!zone.m_ERRWoundQuery && zone.ComputeEffectiveDamage({60},true)==0);
assert(zone.ERR_ComputeWoundDamage({2})==2);
zone.armour=.2f;assert(std::abs(zone.ERR_ComputeWoundDamage({60})-12)<.001f);
assert(zone.ComputeEffectiveDamage({60},false)==0);
zone.health=100;assert(std::abs(zone.ComputeEffectiveDamage({60},false)-12)<.001f);
zone.health=1;player.player=false;assert(std::abs(zone.ComputeEffectiveDamage({60},false)-12)<.001f);
player.player=true;zone.resilience=true;assert(std::abs(zone.ComputeEffectiveDamage({60},false)-12)<.001f);
zone.resilience=false;server=false;assert(std::abs(zone.ComputeEffectiveDamage({60},false)-12)<.001f);
}
''')
print('PASS: bleeding severity survives low health, retains armour, causes no knockout and restores the actual damage/blood-loss cap')
# Run the production recovery prediction over real effect states modeled at the
# native boundary, including a pending regeneration delay and exhausted effects.
future=body(p,'bool ERR_CanRecoverNaturally(')
future=future.replace('array<ref SCR_PersistentDamageEffect> effects','auto effects').replace('GetAllPersistentEffectsOfType(SCR_PassiveHitZoneRegenDamageEffect, true)','GetAllPersistentEffectsOfType()')
future=future.replace('foreach (SCR_PersistentDamageEffect effect : effects)','for (Effect* effect : effects)').replace('DotDamageEffect dot = DotDamageEffect.Cast(effect);','Effect* dot = effect;').replace('HitZone zone','Zone* zone').replace('dot.','dot->').replace('zone.','zone->').replace('EDamageType.REGENERATION','1')
run('''#include <cassert>
#include <vector>
struct Zone {float value=0;float GetHealthScaled(){return value;}};
struct Effect {Zone* zone;float dps;int type=1;int GetDamageType(){return type;}float GetDPS(){return dps;}Zone* GetAffectedHitZone(){return zone;}};
struct Policy {bool m_ERRRevivablePlayer=true,bleeding=false;float scale=1;Zone blood,resilience;std::vector<Effect*> effects;
bool IsBleeding(){return bleeding;}auto GetAllPersistentEffectsOfType(){return effects;}
Zone* GetBloodHitZone(){return &blood;}Zone* GetResilienceHitZone(){return &resilience;}float GetResilienceRegenScale(){return scale;}
'''+future+'''
};
int main(){Policy p;assert(!p.ERR_CanRecoverNaturally());Effect e{&p.blood,-.1f};p.effects={&e};
assert(p.ERR_CanRecoverNaturally());p.bleeding=true;assert(!p.ERR_CanRecoverNaturally());p.bleeding=false;
p.blood.value=1;assert(!p.ERR_CanRecoverNaturally());p.blood.value=.2;
e.dps=0;assert(!p.ERR_CanRecoverNaturally());e.dps=-1;e.type=2;assert(!p.ERR_CanRecoverNaturally());e.type=1;
e.zone=&p.resilience;p.scale=0;assert(!p.ERR_CanRecoverNaturally());p.scale=.1;assert(p.ERR_CanRecoverNaturally());
p.m_ERRRevivablePlayer=false;assert(!p.ERR_CanRecoverNaturally());
}
''')
print('PASS: viable passive recovery survives native delay; bleeding, disabled/full effects and low-blood resilience do not block defeat')
"""Actual combat injector admission/effect; native component/effect boundaries doubled.
No animation, inventory consumption, replication or native base-effect qualification.
"""
from pathlib import Path
import os, re
from policy_harness import ROOT, body, run
p=Path(os.environ.get('ERR_EPINEPHRINE_SOURCE', ROOT/'addons/core/Scripts/Game/ERR/00_Core/ERR_Epinephrine.c'))
s=p.read_text()
def method(class_name, signature):
start=s.index('class '+class_name)
a=s.index(signature,start); b=s.index('{',a); end=b+1; depth=1
while depth:
depth+=(s[end]=='{')-(s[end]=='}'); end+=1
return s[a:end]
def cpp(t):
t=t.replace('override ', '').replace('notnull ', '').replace('out SCR_EConsumableFailReason failReason','SCR_EConsumableFailReason& failReason')
t=t.replace('SCR_CharacterDamageManagerComponent.Cast(target.FindComponent(SCR_CharacterDamageManagerComponent))','target->damage')
t=t.replace('SCR_CharacterDamageManagerComponent.Cast(dmgManager)','dmgManager')
t=t.replace('CharacterControllerComponent.Cast(target.FindComponent(CharacterControllerComponent))','target->controller')
t=t.replace('CharacterControllerComponent.Cast(damage.GetOwner().FindComponent(CharacterControllerComponent))','damage->owner->controller')
t=t.replace('SCR_CharacterHitZone.Cast(zone)','dynamic_cast<SCR_CharacterHitZone*>(zone)')
t=t.replace('array<HitZone>', 'Array<HitZone*>').replace('foreach (', 'for (').replace('null','nullptr')
for typ in ('SCR_CharacterDamageManagerComponent','SCR_ExtendedDamageManagerComponent','HitZone','SCR_CharacterBloodHitZone','SCR_CharacterResilienceHitZone','SCR_CharacterHitZone','CharacterControllerComponent'):
t=re.sub(r'\b'+typ+r' (\w+)',typ+r'* \1',t)
t=t.replace('HitZone* blood = damage.GetBloodHitZone(), resilience = damage.GetResilienceHitZone();','HitZone* blood = damage.GetBloodHitZone(); HitZone* resilience = damage.GetResilienceHitZone();')
for obj in ('damage','blood','resilience','zone','physical','controller'):
t=t.replace(obj+'.',obj+'->')
for obj in ('EDamageState','SCR_EConsumableFailReason','ECharacterBloodState','ECharacterHitZoneGroup','ERR_CombatEpinephrineRules','Replication','Math'):
t=t.replace(obj+'.',obj+'::')
t=t.replace('super.', 'Native::')
return t
rules=cpp(body(p,'class ERR_CombatEpinephrineRules')).replace('class ERR_CombatEpinephrineRules','struct ERR_CombatEpinephrineRules')+';'
admit=cpp(method('ERR_ConsumableCombatEpinephrine','override bool CanApplyEffect('))
effect=cpp(method('ERR_CombatEpinephrineEffect','override void OnEffectAdded('))
run(r'''
#include <cassert>
#include <vector>
#include <algorithm>
#include <cmath>
namespace EDamageState{enum{UNDAMAGED,DESTROYED};}
enum class SCR_EConsumableFailReason{NONE,UNDAMAGED};
namespace ECharacterBloodState{enum{FAINTING,UNCONSCIOUS};}
enum class ECharacterHitZoneGroup{HEAD,UPPERTORSO,LOWERTORSO,LEFTARM,RIGHTARM,LEFTLEG,RIGHTLEG};
namespace Replication{bool server=true;bool IsServer(){return server;}}
namespace Math{float Min(float a,float b){return std::min(a,b);}}
template<class T>struct Array:std::vector<T>{using std::vector<T>::vector;};
struct HitZone{float health=1;virtual ~HitZone()=default;float GetHealthScaled(){return health;}void SetHealthScaled(float n){health=n;}virtual float GetDamageStateThreshold(int){return .7f;}};
struct SCR_CharacterBloodHitZone:HitZone{float faint=.7f,unconscious=.5f;float GetDamageStateThreshold(int state)override{return state==ECharacterBloodState::FAINTING?faint:unconscious;}};
struct SCR_CharacterResilienceHitZone:HitZone{};
struct SCR_CharacterHitZone:HitZone{ECharacterHitZoneGroup group=ECharacterHitZoneGroup::LEFTARM;int GetHitZoneGroup(){return int(group);}};
// The source compares enum to an int; Enforce permits this conversion.
bool operator==(int a,ECharacterHitZoneGroup b){return a==int(b);}
struct CharacterControllerComponent{bool unconscious=false;bool IsUnconscious(){return unconscious;}void SetUnconscious(bool n){unconscious=n;}};
struct SCR_CharacterDamageManagerComponent;
struct Entity{SCR_CharacterDamageManagerComponent* damage=nullptr;CharacterControllerComponent*controller=nullptr;};using IEntity=Entity*;
struct SCR_CharacterDamageManagerComponent{Entity*owner=nullptr;int state=EDamageState::UNDAMAGED;bool bleeding=false;SCR_CharacterBloodHitZone*blood=nullptr;SCR_CharacterResilienceHitZone*resilience=nullptr;Array<HitZone*>zones;
int GetState(){return state;}bool IsBleeding(){return bleeding;}SCR_CharacterBloodHitZone*GetBloodHitZone(){return blood;}SCR_CharacterResilienceHitZone*GetResilienceHitZone(){return resilience;}void GetPhysicalHitZones(Array<HitZone*>&out){out=zones;}void RemoveGroupBleeding(ECharacterHitZoneGroup){bleeding=false;}
};
using SCR_ExtendedDamageManagerComponent=SCR_CharacterDamageManagerComponent;
// Native inherited effect handling is opaque. No extra health restoration is
// fabricated: the authored effect is instant and supplies no generic damage.
struct Native{int calls=0;void OnEffectAdded(SCR_ExtendedDamageManagerComponent*){calls++;}};
'''+rules+'\nstruct Admission{'+admit+'};\nstruct Effect:Native{'+effect+r'''};
struct Fixture{Entity actor;CharacterControllerComponent controller;SCR_CharacterDamageManagerComponent damage;SCR_CharacterBloodHitZone blood;SCR_CharacterResilienceHitZone resilience;SCR_CharacterHitZone arm,leg;Admission admission;Effect effect;
Fixture(){actor.damage=&damage;actor.controller=&controller;damage.owner=&actor;damage.blood=&blood;damage.resilience=&resilience;leg.group=ECharacterHitZoneGroup::LEFTLEG;damage.zones={&arm,&leg};Replication::server=true;}
bool Allowed(){SCR_EConsumableFailReason reason=SCR_EConsumableFailReason::NONE;return admission.CanApplyEffect(&actor,&actor,reason);}
void Apply(){effect.OnEffectAdded(&damage);}
};
int main(){
// Concrete baseline mismatch: mild blood loss is the only injury. Applying the
// actual effect changes no health/bleeding/consciousness, so admission must refuse.
for(float value:{.7001f,.85f,.999f}){Fixture f;f.blood.health=value;f.Apply();assert(f.effect.calls==1&&f.blood.health==value&&f.resilience.health==1&&f.arm.health==1&&f.leg.health==1&&!f.damage.bleeding&&!f.controller.unconscious);assert(!f.Allowed());}
// Native threshold is data-driven, including exact equality; no guessed cutoff.
for(float cutoff:{.6f,.7f,.8f}){Fixture f;f.blood.faint=cutoff;f.blood.health=cutoff;assert(f.Allowed());f.Apply();assert(f.blood.health>cutoff);}
{Fixture f;f.blood.health=.3f;assert(f.Allowed());f.Apply();assert(f.blood.health>.3f);}
// Waking is an independent implemented benefit, including full health.
for(float blood:{.9f,1.f}){Fixture f;f.blood.health=blood;f.controller.unconscious=true;assert(f.Allowed());f.Apply();assert(!f.controller.unconscious&&f.blood.health==blood);}
{Fixture f;f.controller.unconscious=true;f.damage.state=EDamageState::DESTROYED;assert(!f.Allowed());f.Apply();assert(f.controller.unconscious);}
// Preserve all other useful existing benefits even with mildly depleted blood.
{Fixture f;f.blood.health=.9f;f.damage.bleeding=true;assert(f.Allowed());f.Apply();assert(!f.damage.bleeding&&f.blood.health==.9f);}
{Fixture f;f.blood.health=.9f;f.resilience.health=.2f;f.controller.unconscious=true;assert(f.Allowed());f.Apply();assert(f.resilience.health==1&&!f.controller.unconscious&&f.blood.health==.9f);}
{Fixture f;f.blood.health=.9f;f.arm.health=.5f;assert(f.Allowed());f.Apply();assert(std::abs(f.arm.health-.65f)<.00001f);}
{Fixture f;f.leg.health=.2f;assert(f.Allowed());f.Apply();assert(std::abs(f.leg.health-.7f)<.00001f);}
// A missing controller must not suppress non-consciousness benefits.
for(int benefit=0;benefit<4;benefit++){Fixture f;f.actor.controller=nullptr;if(benefit==0)f.damage.bleeding=true;if(benefit==1)f.blood.health=.3f;if(benefit==2)f.resilience.health=.3f;if(benefit==3)f.arm.health=.3f;assert(f.Allowed());f.Apply();}
{Fixture f;assert(!f.Allowed());f.actor.damage=nullptr;assert(!f.Allowed());}
{Fixture f;f.damage.state=EDamageState::DESTROYED;f.damage.bleeding=true;f.blood.health=.1f;assert(!f.Allowed());f.Apply();assert(f.blood.health==.1f&&f.damage.bleeding);}
{Fixture f;f.damage.blood=nullptr;f.damage.resilience=nullptr;assert(!f.Allowed());f.arm.health=.5f;assert(f.Allowed());}
{Fixture f;f.blood.health=.1f;Replication::server=false;f.Apply();assert(f.blood.health==.1f);}
}
''')
prefab=(ROOT/'addons/core/Prefabs/ERR/CombatEpinephrine.et').read_text()
assert 'm_fItemRegenerationSpeed 0' in prefab and 'm_fItemRegenerationDuration 0' in prefab
assert 'ERR_CombatEpinephrineEffect' in prefab
print('PASS: actual combat injector admission/effect alignment; mild blood-only refusal, native threshold equality and all existing useful treatments preserved; engine consumption untested')