Stage 6 of the §14.3 integration plan, on protocol 14. Spec: docs
rust-link/PROTOCOL.md §20.9.
- gc.started and gc.ended public, gc.failed staff's; guardedCrate.js reads
each row per viewer (the clearer's name for the presence audience, Steam id,
position and key for staff, `won` for everyone).
- Triggers rust.gc.started and rust.gc.ended (a crate a player cleared only).
- The step rust.gc.place: an event from rust.options.gc_events and a world
call's location; refused at verify for Guarded Crate absent, NpcSpawn missing
(D364), console unavailable, or an unknown event. Kept (D373); the run log's
success line says so (D380). Budget rust.gc.crates.
- Warden (D375): guarded_won, title category guardedwon, Crates cleared column.
- Map marker, server settings line, swagger, engagement manifest, bundle, README.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01E14m6SuuY6i1vASFeGDBeY
Stage 5 of the §14.3 integration plan, on protocol 14 (docs
rust-link/PROTOCOL.md §20.8).
- dt.started and dt.won are public kinds, dt.ended a staff kind. The new
dangerousTreasures.js reads each row per viewer: grid and invaderCount for
everyone, the winner's name for the presence audience (D376), the position,
the step's key, the winner's Steam id and the invaders for staff.
- Feed lines in the World events filter: "A Dangerous Treasures event has
started · K12", "Alice won the treasure · K12 · 3 players fought for it".
- Triggers rust.dt.started (with byEvent) and rust.dt.won, public, cooldown
subject the server, names only.
- eventDangerousTreasures.js: rust.dt.start, "Start a Dangerous Treasures
event" (risk change, reversible none, budget rust.dt.events), server and
difficulty. Refused at verify where the server said DT is not loaded or
console.plugins is false (Rust-Plugins#34). dt-not-ready answers "Dangerous
Treasures is not ready yet" with retryAfterMs 600000 (D365, D371);
dt-no-spot retries on core's delay; DT's own refusals are permanent.
- Treasure Hunter (D375): treasuresWon -> treasures_won, the title category
treasureswon, and a sortable Treasures column shown where the server
reports DT or a row counts one.
- The map draws a running chest on the world layer; the server settings'
plugin line names DT and whether a step can start one, from the
integrations read's new `console`.
- coreApi ^1.15.0, ci/core-ref.json pinned to website main at #215's merge.
ci/bundle.json ships the two new files; swagger fragment and engagement
manifest regenerated; README lists DT.
Server 627/627 (16 new in test/dangerousTreasures.test.js) and every check;
client 92/92, build and externals. Booted against the pinned core: 45
triggers, 13 actions, 11 budgets, 21 option sources; 89 routes unchanged.
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
Admin: Rust NPC profiles (the form RunicNPC reads, per server, shared or
fleet, each server's push state and refusals, replaced profiles with
Restore) and Rust NPC placements (the live map: click to place, pins for
every placement; edit, rename, respawn, remove). The live map takes a pick
handler and pins, unchanged for the public page.
Public: the leaderboard ranks by a profile's kills (D250), and opening a
row shows that player's kills by profile (D252); the killfeed names a
RunicNPC NPC by its own name. Player: your own kills by profile. Titles: a
rule on a profile's kills picks the profile. npcs.test.js covers the
profile checks, adoption, the push, the picker and verb, the triggers, kill
crediting, titles and placements (481 server tests).
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