PLAN_REDESIGNS §11.4 (D202-D208, D386-D391), protocol 14. Spec: docs
rust-link/PROTOCOL.md §20.12.
- raid.started, raid.completed, raid.purchased and raid.locked public,
raid.ended staff's; raidableBases.js reads each row per viewer (raiders'
and a buyer's names only for the presence audience, D376/D390; Steam ids,
position and a run's key only for staff). Feed lines in the World filter.
- The step rust.raidbase.spawn, "Spawn a raid base" (ledgered, budget
rust.raids): difficulty, profile and base from option sources listing each
server's own names (D386), a spot as a world call's location with a height
adjustment or an exact height, and PvP/NPCs/lock as on/off/blank. A base
the raids helper made is a world resource, so eventWorld's revert and
reconcile serve it and world.expired marks it expired; one it did not make
records nothing and the run log says it despawns on its own timer. Refused
at verify for a server that said it cannot; a dry run with a spot returns
the spot check as detail.warnings (MODULE_API 1.16.0, D391). rb-not-ready
retries in ten minutes.
- Warlord: raids_completed, title category raidscompleted, the leaderboard's
Raid bases column (sort=raidsCompleted).
- The map's raids layer (D114), public by default with its own audience; the
run's key is dropped before any viewer gets it.
- Server settings' line for RaidableBases; its profiles in Mod configuration
under a virtual path (D205).
- Swagger fragment, bundle and README.
Tests: server 684/684 (raidableBases.test.js new, every name in it invented);
client 99/99, build and externals.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01E14m6SuuY6i1vASFeGDBeY
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
- rust.npc.place's progress() (MODULE_API 1.12.0, D304). It reports the
step's NPCs still standing, by its key, of how many it placed, with
the profile's label: "Bandit: 2 of 3 left". A boss step is its
health, "Walk Juggernaut: 59%", and a boss's adds are not counted.
The data comes from the map's live answer, so it costs the game no
extra ask. A reader who may not see the map's events layer gets no
line.
- The map (D302, D303):
- an NPC's tooltip is its name and its event's title, read from
core's public calendar, which lists only announced events;
- a boss is bigger and in its own colour, and an add says so;
- a boss outside any event is in the world layer;
- a boss's health is removed from what a viewer is sent.
- The world layer's visibility hint mentions those bosses.
coreApi stays ^1.11.0: an older core ignores the optional member, and
the action works without a progress line.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01E14m6SuuY6i1vASFeGDBeY
Read from the Carbon rig regenerated at world 6000, seed 981448696, whose map
carries every built-in label: the three that were unverified (Oxum's Gas
Station, Mining Outpost, Ranch) are spelled as written. Adds Canyon B/C,
Lake A, Oasis A/C, Mountain, Train Tunnel Link and Abandoned Cabins, and a
test over that map's 51 real labels.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01E14m6SuuY6i1vASFeGDBeY
A switch per monument label, a fleet default and a per-server override, on
Admin -> Rust visibility's live map card. Substations, caves, train tunnels,
wells and the other minor labels start hidden; every other label is drawn,
so a monument a game update adds appears. GET /map leaves hidden labels out
of the answer, so the website and the app both lose them.
No schema change: rows are map.marker.<label key> in rust_settings and
rust_map_overrides. No wire change.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01E14m6SuuY6i1vASFeGDBeY
PLAN.md §30 as approved, plus D119/D120 from the build.
Server:
- rust_map_images (one row per server: picture as MEDIUMBLOB, geometry,
monuments, DERIVATION_VERSION) and rust_map_overrides; purge.sql pair.
- mapImages.js: D110. The board poll notices a new boot/wipe/seed/size and
asks map.info; a new key or hash from the free Rust+ cache (or a render
kept on disk) is fetched in slices, checked against its SHA-256 and stored
in one statement. One fetch per server, a backoff on failure, `stale`
abandons a fetch that straddles a map change. Render now (D109) is
admin-only and watched to completion.
- mapLive.js: D111. One map.live per server per 5 s whoever asks; positions
are held in memory only.
- model/map: four layers (world, events public; players, bases staff), a
fleet default plus per-server override (D114), the players layer capped by
presence (D113), own dot and online first-party clan mates for a linked
viewer (D115, D117, D118). A layer the viewer may not see is absent from
the answer, never sent and hidden.
- Routes: public /servers/:id/map, /map/image (immutable under its hash),
/map/live; admin /servers/:id/map/fetch and /render; the Map card on the
visibility PUT. Swagger fragment and frozen manifest regenerated.
Client:
- A Map tab: Leaflet over the picture in CRS.Simple, the game's own grid
(labels only when a cell is wide enough to hold one), a legend that lists
hidden layers with who can see them, polled every 10 s while visible.
- D120: Leaflet is a lazy split chunk beside entry.js, not in it. release.yml
copies every dist/*.js; checkExternals and build.test.js hold both ends.
- The Map card on Admin -> Rust visibility, with Fetch again and Render now.
Capability `map` declared for the Android app (phase 15).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01E14m6SuuY6i1vASFeGDBeY