feat(rust): chat titles rank twenty-three conditions, and admins name the categories (PLAN_REDESIGNS §5, D172-D175, D209)
- Schema: fourteen title columns on rust_player_wipe_stats (the two best_* distances move by GREATEST, the rest are sums), rust_weapon_kills (kills by weapon prefab name) and rust_title_categories (the admin's title per category). purge.sql drops the two tables. - Ingest: player.tally's new fields, in one statement per frame, none for an older plugin's frame. - Titles: 23 categories plus playtime, each naming where it is read from (a sum, a MAX, npc_kills - animal_kills in signed arithmetic, or a named list). The bow/melee/blade/revolver/wood/ore/plants lists are one file, applied when a title is read. "NPC kills" ranks human NPCs only (D209). - A rule's text may be empty, meaning the category's title: the rule's own, then the admin's, then the default. Typed-only-markup is still refused. A rename forgets every server's cached answer. - Admin API: GET /admin/rust/title-categories and PUT /admin/rust/title-categories/:stat (empty text resets); the server list returns them too. Swagger fragment and routes.manifest.json regenerated (63 routes, against the pinned core). - Screen: every category in the rule form, the category's title as a placeholder, and a Category titles section with Save and Reset. The weapon lists are unverified until the rig probe runs. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01E14m6SuuY6i1vASFeGDBeY
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@@ -149,6 +149,15 @@ async function apply(serverId, item, server = null) {
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for (const [resource, amount] of Object.entries(gathered)) {
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await db.addGathered(at, resource, Number(amount) || 0)
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}
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// Protocol 13, the chat-title conditions (PLAN_REDESIGNS §5.1). Deltas
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// too, except the two distances, which are this interval's best.
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await db.addTitleStats(at, frame)
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const weapons = frame.weaponKills && typeof frame.weaponKills === 'object' ? frame.weaponKills : {}
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for (const [weapon, kills] of Object.entries(weapons)) {
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await db.addWeaponKills(at, weapon, Math.floor(Number(kills) || 0))
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}
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break
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}
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