feat(rust): Dynamic PVP's zones on the feed and the map (PLAN_REDESIGNS §14.3.3)
Stage 4 of the §14.3 integration plan, on protocol 14 (docs rust-link/PROTOCOL.md §20.7). - pvp.zone.created is a public kind, pvp.zone.deleted a staff kind. Each row is read per viewer by the new dynamicPvp.js: grid for everyone, the event's name only for Dynamic PVP's own vanilla events, position and zone id for staff only. - The feed's world filter carries the opening: "A PvP zone opened around the downed patrol helicopter · G7 · for 10 min". It names nobody. - The map gains a fifth layer, `pvp` (PvP zones), public by default with its own audience in Admin → Rust visibility, drawn as a red ring with its event's name. - Server settings' plugin line names Dynamic PVP; the swagger schemas and route descriptions carry the layer and the integration (fragment regenerated); ci/bundle.json ships dynamicPvp.js; README lists it. Tests: server 611/611 (dynamicPvp.test.js new, catalogue and map extended) and every check; client 89/89 (feed and map tooltip), build and externals. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01E14m6SuuY6i1vASFeGDBeY
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@@ -7,15 +7,16 @@
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// viewer is SENT only the layers they may see — a hidden layer is absent from the
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// answer, never present and hidden by the page (§30.2).
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//
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// ── The four layers ───────────────────────────────────────────────────────
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// ── The five layers ───────────────────────────────────────────────────────
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//
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// world monuments, and the world's own events: cargo, the patrol
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// helicopter, the Chinook, Bradley, supply drops, locked crates
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// events what this site's events placed: zones, crates, NPCs (phase 13a)
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// players who is on the server and where, and the sleepers
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// bases tool cupboards and player vending machines, as positions only
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// pvp Dynamic PVP's own PvP zones, where they are now (protocol 14)
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//
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// Defaults: the first two public, the last two staff. The audiences are the
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// Defaults: world, events and pvp public; players and bases staff. The audiences are the
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// presence rungs (`staff` · `signed_in` · `public`) and follow its asymmetric
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// fallbacks: an unknown stored word narrows to staff, an unknown viewer is
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// public (`model/visibility`).
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@@ -42,9 +43,11 @@ const visibilityDb = require('../visibility/visibility.db')
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const log = core.logger('map')
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const LAYERS = Object.freeze(['world', 'events', 'players', 'bases'])
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// `pvp` (protocol 14, PLAN_REDESIGNS §14.3.3) is Dynamic PVP's own zones, public by
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// default: the game draws them for everyone near one, and they name nobody.
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const LAYERS = Object.freeze(['world', 'events', 'players', 'bases', 'pvp'])
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const DEFAULTS = Object.freeze({ world: 'public', events: 'public', players: 'staff', bases: 'staff' })
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const DEFAULTS = Object.freeze({ world: 'public', events: 'public', players: 'staff', bases: 'staff', pvp: 'public' })
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/** D118: on, because it shows a member nothing the game does not already show them. */
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const DEFAULT_MATES = true
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@@ -329,6 +332,8 @@ function project(live, acc, ids = { own: new Set(), mates: new Set() }) {
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out.players = Array.isArray(live.players) ? live.players : []
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if (live.playersTruncated) out.playersTruncated = true
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}
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// Dynamic PVP's zones (§14.3.3): an older plugin's answer has no `pvp`, and it is empty.
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if (acc.layers.pvp.visible) out.pvp = Array.isArray(live.pvp) ? live.pvp : []
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if (acc.layers.bases.visible) {
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out.bases = Array.isArray(live.bases) ? live.bases : []
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if (live.basesTruncated) out.basesTruncated = true
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