RunicNPC stage 5 on the site (docs runicnpc/PLAN.md, D253-D272):
- profiles gain the guard role, faction, relations (its own exceptions),
alertRadius, turrets, hurtByPlayers, hurtsPlayers and kitUse, checked in
RunicNPC's order and words, and defaulting to "players only" (D255);
- the faction table: one site-wide table, one row per pair and both ways
(D254, D268), stored in rust_npc_factions, edited on the NPC profiles page
(PUT /admin/rust/npcs/factions), pushed to every server with its
profiles and hashed with them, and a standalone server's own pairs
adopted at its first push with the site's winning (D244, D251);
- the Place NPCs step takes escort (a Steam id or a {placeholder}), an ally
(a clan from the new rust.options.clans source, or the team of a player)
and tether (the zone this event made), for a RunicNPC profile only
(D269, D270, D272);
- a placement may be held inside a zone (tether, D272);
- the bridge's RunicNPC API floor is 4.
Tests: 488 server, 66 client. routes.manifest.json regenerated against the
pinned core (one route added).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01E14m6SuuY6i1vASFeGDBeY
Registers the engagement set R7 put in v1: thirteen triggers, four push
streams, three audiences, four bodies (two triggers, email and in-app)
and thirteen disabled rules in seven groups (PLAN.md §25, D59-D68).
The raid alert goes to everyone authorised on the tool cupboard, one
emit per linked person with ownerUserId, so the owner ceiling holds per
emit. It covers doors and walls (protocol 7), never names the raider,
alerts nobody when there is no cupboard, and carries ownerOnline so
"offline only" is the seeded rule's condition rather than code.
The fan-out runs off ingest before a frame is applied, since applying a
disband deletes the roster the notice is sent to. A replayed event is
told only while it is news: 15 minutes for broadcasts, 24 hours for
personal and staff events. Dedupe keys come from the event, not the
sidecar's row id. Server online/offline and a new kills leader are
in-memory transitions, never on first sight, and a tie is not a lead.
A login with no approval within a minute becomes a staff notice via a
query, so a restart loses nothing.
Also fixes a phase-4 gap (D68): the refresh now asks /health, so a game
that hung, or whose bridge was unloaded, while the sidecar stayed up no
longer reads as online. It stops naming players as online, and a stale
board no longer moves "last seen".
engagement-triggers.json is the committed freeze of all of it, checked
in CI with line endings normalised. The check was verified by breaking
it both ways.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01E14m6SuuY6i1vASFeGDBeY
A first-party Rust clan is a Team (R5). This module becomes the site's
Team provider and answers core from the plugin's `clans` board. Design
of record: docs/modules/rust/PLAN.md §24, D47-D58.
- The store: rust_clans, rust_clan_members and rust_clan_boards. A clan's
identity is <serverId>:<clanId>:<createdMs> (D52), because the game
restarts clan ids whenever its clan database version changes.
- The provider (D53): getTeams is complete only when every server's
board is fresh, supported and untruncated. It is partial when some
are, and refuses when none are. Freshness is judged by the website's
clock, from when the board's `t` last advanced.
- Only a complete board may mark a clan gone. A board at the game's
100-clan ceiling (D55), or one with an unreadable row, proves nothing
about what it leaves out.
- Leadership is diffed board to board and published (D54). The five clan
events are published as team.* kinds, and written to the Team feed as
members-only lines (D49).
- Core only writes feed items for a Team it already holds. So the last 10
minutes of clan events are re-offered on each board refresh, deduped by
a sha1 key: core clamps a dedupeKey to 40 characters, and a readable key
would be truncated into collisions.
- projectRoster and the clan page share one audience rule (D48): the
clan's linked members and staff by default, re-read from the users row.
The setting lives on Admin > Rust visibility, which also warns about
uMod Clans (D47) and the ceiling.
- Public: GET servers/:id/clans (the list is public, D58) and
GET clans/:externalId. The client adds a Clans tab and
/rust/clans/:externalId, with three module slots for core's notify,
activity and forum contributions (D56).
- Linking and unlinking an account ask core to reconcile Teams (D57).
- The clan kinds are staff-class in the public feed allowlist.
- PROTOCOL_VERSION is now 6.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01E14m6SuuY6i1vASFeGDBeY