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.
36 lines
2.3 KiB
Python
36 lines
2.3 KiB
Python
"""Run actual station scope predicates; native boarding/movement is tested separately."""
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from policy_harness import ROOT, body, run
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p=ROOT/'addons/core/Scripts/Game/ERR/10_AI/ERR_MortarStation.c'
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s='\n'.join(body(p,name) for name in ('bool Holds(', 'bool HoldsSeat(', 'bool HoldsPosition('))
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s=(s.replace('IEntity actor','IEntity* actor').replace('IEntity vehicle','IEntity* vehicle')
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.replace('m_Battery.', 'm_Battery->').replace('Replication.', 'Replication::')
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.replace('ERR_HQ.', 'ERR_HQ::').replace('ERR_Actors.', 'ERR_Actors::')
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.replace('CompartmentAccessComponent.', 'CompartmentAccessComponent::'))
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run(r'''
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#include <cassert>
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struct IEntity {bool player=false, fighting=true; int group=1; IEntity* vehicle=nullptr;};
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struct Battery {int Group=1; IEntity* Gun=nullptr;};
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namespace Replication {bool server=true;bool IsServer(){return server;}}
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namespace ERR_HQ {bool active=true;bool MissionActive(){return active;}}
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namespace ERR_Actors {bool Player(IEntity* a){return a->player;}int Group(IEntity* a){return a->group;}bool CanFight(IEntity* a){return a&&a->fighting;}}
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namespace CompartmentAccessComponent {IEntity* GetVehicleIn(IEntity* a){return a->vehicle;}}
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struct Station {Battery* m_Battery;IEntity* m_Gunner=nullptr;bool m_Stopped=false,intact=true;bool GunIntact(){return intact;}
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''' + s + r'''
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};
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int main(){
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IEntity gun,other,actor;Battery b;b.Gun=&gun;Station s{&b};actor.vehicle=&gun;
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assert(s.Holds(&actor)&&s.HoldsPosition(&actor)&&s.HoldsSeat(&actor,&gun));
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assert(!s.HoldsSeat(&actor,&other));actor.vehicle=nullptr;assert(!s.HoldsSeat(&actor,&gun));
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s.m_Gunner=&actor;assert(s.Holds(&actor)&&!s.HoldsPosition(&actor)); // gunner may walk to board
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s.m_Gunner=nullptr;actor.fighting=false;assert(!s.HoldsPosition(&actor));actor.fighting=true;
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actor.player=true;assert(!s.Holds(&actor));actor.player=false;
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actor.group=2;assert(!s.Holds(&actor));actor.group=1;
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s.intact=false;assert(!s.Holds(&actor)&&!s.HoldsPosition(&actor));s.intact=true;
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s.m_Stopped=true;assert(!s.Holds(&actor));s.m_Stopped=false;
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Replication::server=false;assert(!s.Holds(&actor));Replication::server=true;
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ERR_HQ::active=false;assert(!s.Holds(&actor));ERR_HQ::active=true;
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assert(!s.Holds(nullptr));
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}
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''')
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print('PASS: mortar duty scope excludes players, other crews, stopped/client/inactive states; only destruction releases an active assignment, while the gunner may approach the gun')
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