feat(rust): Dynamic PVP's zones on the feed and the map (PLAN_REDESIGNS §14.3.3)
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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
This commit is contained in:
2026-10-15 06:12:06 -05:00
parent b5f7fa0f13
commit 549b3a5ffd
20 changed files with 569 additions and 30 deletions

View File

@@ -7,15 +7,16 @@
// viewer is SENT only the layers they may see — a hidden layer is absent from the
// answer, never present and hidden by the page (§30.2).
//
// ── The four layers ───────────────────────────────────────────────────────
// ── The five layers ───────────────────────────────────────────────────────
//
// world monuments, and the world's own events: cargo, the patrol
// helicopter, the Chinook, Bradley, supply drops, locked crates
// events what this site's events placed: zones, crates, NPCs (phase 13a)
// players who is on the server and where, and the sleepers
// bases tool cupboards and player vending machines, as positions only
// pvp Dynamic PVP's own PvP zones, where they are now (protocol 14)
//
// Defaults: the first two public, the last two staff. The audiences are the
// Defaults: world, events and pvp public; players and bases staff. The audiences are the
// presence rungs (`staff` · `signed_in` · `public`) and follow its asymmetric
// fallbacks: an unknown stored word narrows to staff, an unknown viewer is
// public (`model/visibility`).
@@ -42,9 +43,11 @@ const visibilityDb = require('../visibility/visibility.db')
const log = core.logger('map')
const LAYERS = Object.freeze(['world', 'events', 'players', 'bases'])
// `pvp` (protocol 14, PLAN_REDESIGNS §14.3.3) is Dynamic PVP's own zones, public by
// default: the game draws them for everyone near one, and they name nobody.
const LAYERS = Object.freeze(['world', 'events', 'players', 'bases', 'pvp'])
const DEFAULTS = Object.freeze({ world: 'public', events: 'public', players: 'staff', bases: 'staff' })
const DEFAULTS = Object.freeze({ world: 'public', events: 'public', players: 'staff', bases: 'staff', pvp: 'public' })
/** D118: on, because it shows a member nothing the game does not already show them. */
const DEFAULT_MATES = true
@@ -329,6 +332,8 @@ function project(live, acc, ids = { own: new Set(), mates: new Set() }) {
out.players = Array.isArray(live.players) ? live.players : []
if (live.playersTruncated) out.playersTruncated = true
}
// Dynamic PVP's zones (§14.3.3): an older plugin's answer has no `pvp`, and it is empty.
if (acc.layers.pvp.visible) out.pvp = Array.isArray(live.pvp) ? live.pvp : []
if (acc.layers.bases.visible) {
out.bases = Array.isArray(live.bases) ? live.bases : []
if (live.basesTruncated) out.basesTruncated = true