Schema for site NPC profiles (per server, shared or fleet), the per-server push record, and kills by profile. The push adopts a server's own profiles before its first push (D244), keeping one whose name a site profile already has as replaced (D251). The tally's npcProfileKills are stored per profile and credited to the site profile pushed under that name (D247). Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01E14m6SuuY6i1vASFeGDBeY
177 lines
7.4 KiB
JavaScript
177 lines
7.4 KiB
JavaScript
// ── A RunicNPC profile, checked here as RunicNPC checks it (D238) ───────────
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//
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// The site authors profiles and pushes them to each server's RunicNPC, which
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// checks them again and refuses what it cannot use (docs/runicnpc/API.md). The
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// site checks first so an admin reads the reason on the form, not in a push
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// report minutes later. The rules below are RunicNPC's `ValidateProfile`, in
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// the same order and with the same sentences, less the one only the server can
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// answer: whether it has each kit. That one is checked against the kit list
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// each server last reported (`npcs.model.js`).
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//
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// Pure functions: no database, no sidecar.
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/** RunicNPC's rule for a profile, placement or route name. */
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const NAME_RULE = /^[a-z0-9_-]{1,40}$/
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/** A plain scientist prefab, as RunicNPC resolves one (`scientistnpc_*`). */
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const PREFAB_RULE = /^scientistnpc_[a-z0-9_]{1,40}$/
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/** The prefabs the form offers; RunicNPC accepts any plain `scientistnpc_*`. */
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const PREFABS = ['scientistnpc_roam', 'scientistnpc_heavy', 'scientistnpc_patrol', 'scientistnpc_roamtethered', 'scientistnpc_full_any']
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const ROLES = ['roamer', 'sentry']
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/** D247: how a profile's kills are counted. `server` is the default. */
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const KILLS_SCOPES = ['server', 'name', 'profile']
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const NAMES_MAX = 20
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const DISPLAY_NAME_MAX = 32
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const KITS_MAX = 20
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const THRESHOLDS_MAX = 10
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/** RunicNPC's defaults (API.md, D238), so a form may leave a value out. */
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function defaults() {
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return {
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names: [],
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kits: [],
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prefab: 'scientistnpc_roam',
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role: 'roamer',
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movement: { mode: 'wander', radius: 20 },
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health: 150,
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damageDealt: 1,
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damageTaken: { head: 1, body: 1, legs: 1 },
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aimCone: 2,
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ranges: { sense: 30, loseTarget: 40, chase: 40, attack: 30 },
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visionCone: -0.8,
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sleepDistance: 160,
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healthThresholds: [],
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}
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}
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function num(value) {
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if (value === null || value === undefined || value === '') return NaN
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const n = Number(value)
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return Number.isFinite(n) ? n : NaN
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}
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/** `wander`, `monument` or `route:<name>` (D233). */
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function parseMode(mode) {
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const text = String(mode === undefined || mode === null ? '' : mode).trim()
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if (text === 'wander' || text === 'monument') return { kind: text }
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const m = /^route:([a-z0-9_-]{1,40})$/.exec(text)
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return m ? { kind: 'route', route: m[1] } : null
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}
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/** A movement, checked: `{ ok, value }` or `{ ok: false, error }`. */
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function checkMovement(input) {
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const m = input || {}
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const mode = String(m.mode === undefined || m.mode === null ? '' : m.mode).trim()
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const parsed = parseMode(mode)
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if (!parsed) return { ok: false, error: `movement.mode: '${mode}' is not wander, monument or route:<name>` }
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const radius = m.radius === undefined || m.radius === null || m.radius === '' ? (parsed.kind === 'wander' ? 20 : 0) : num(m.radius)
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if (Number.isNaN(radius) || radius < 0) return { ok: false, error: 'movement.radius: a number of metres' }
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if (parsed.kind === 'wander' && !(radius > 0)) return { ok: false, error: "movement.radius: a wanderer's radius must be above 0" }
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return { ok: true, value: { mode, radius } }
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}
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/**
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* Checks a profile's body as the admin form sends it, merged over RunicNPC's
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* defaults. Resolves `{ ok: true, value }` with the body RunicNPC will read, or
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* `{ ok: false, error }` with RunicNPC's own sentence for the first problem.
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*/
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function checkBody(input) {
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const b = { ...defaults(), ...(input || {}) }
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const names = Array.isArray(b.names) ? b.names.map((n) => String(n === null || n === undefined ? '' : n).trim()) : null
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if (!names || names.length === 0 || names.some((n) => !n)) return { ok: false, error: 'names: give at least one, and no blank ones' }
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if (names.length > NAMES_MAX) return { ok: false, error: `names: at most ${NAMES_MAX}` }
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if (names.some((n) => n.length > DISPLAY_NAME_MAX)) return { ok: false, error: `names: each at most ${DISPLAY_NAME_MAX} characters` }
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const kits = Array.isArray(b.kits) ? [...new Set(b.kits.map((k) => String(k === null || k === undefined ? '' : k).trim()).filter(Boolean))] : null
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if (!kits || kits.length === 0) return { ok: false, error: 'kits: give at least one; Kits is how an NPC is equipped (D217)' }
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if (kits.length > KITS_MAX) return { ok: false, error: `kits: at most ${KITS_MAX}` }
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const prefab = String(b.prefab || '').trim()
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if (!PREFAB_RULE.test(prefab)) return { ok: false, error: `prefab: '${prefab}' is not one of Rust's scientist prefabs (scientistnpc_*)` }
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if (!ROLES.includes(b.role)) return { ok: false, error: `role: '${b.role}' is not roamer or sentry` }
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const movement = checkMovement(b.movement)
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if (!movement.ok) return movement
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const health = num(b.health)
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if (!(health > 0)) return { ok: false, error: 'health: must be above 0' }
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const damageDealt = num(b.damageDealt)
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if (Number.isNaN(damageDealt) || damageDealt < 0) return { ok: false, error: 'damageDealt: must not be negative' }
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const taken = b.damageTaken || {}
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const damageTaken = { head: num(taken.head), body: num(taken.body), legs: num(taken.legs) }
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if (Object.values(damageTaken).some((v) => Number.isNaN(v) || v < 0)) return { ok: false, error: 'damageTaken: head, body and legs must not be negative' }
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const aimCone = num(b.aimCone)
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if (Number.isNaN(aimCone) || aimCone < 0) return { ok: false, error: 'aimCone: must not be negative' }
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const r = b.ranges || {}
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const ranges = { sense: num(r.sense), loseTarget: num(r.loseTarget), chase: num(r.chase), attack: num(r.attack) }
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if (!(ranges.sense > 0) || !(ranges.attack > 0) || !(ranges.loseTarget >= ranges.sense) || !(ranges.chase >= 0)) {
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return { ok: false, error: 'ranges: sense and attack above 0, loseTarget at least sense, chase not negative' }
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}
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const visionCone = num(b.visionCone)
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if (!(visionCone >= -1 && visionCone <= 1)) return { ok: false, error: 'visionCone: between -1 and 1' }
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const sleepDistance = num(b.sleepDistance)
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if (!(sleepDistance >= 0)) return { ok: false, error: 'sleepDistance: 0 (never sleeps) or more' }
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const thresholds = Array.isArray(b.healthThresholds) ? b.healthThresholds.map(num) : null
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if (!thresholds || thresholds.some((t) => !(t > 0 && t < 1))) return { ok: false, error: 'healthThresholds: fractions between 0 and 1' }
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if (thresholds.length > THRESHOLDS_MAX) return { ok: false, error: `healthThresholds: at most ${THRESHOLDS_MAX}` }
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return {
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ok: true,
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value: {
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names,
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kits,
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prefab,
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role: b.role,
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movement: movement.value,
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health,
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damageDealt,
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damageTaken,
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aimCone,
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ranges,
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visionCone,
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sleepDistance,
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healthThresholds: [...new Set(thresholds)].sort((x, y) => y - x),
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},
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}
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}
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/**
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* A profile read from a server's own RunicNPC (D244), made into a body this
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* module will save. Whatever RunicNPC holds is kept as it is; only a shape this
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* module could not push back is refused, with the reason.
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*/
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function fromServer(name, body) {
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if (!NAME_RULE.test(String(name || ''))) return { ok: false, error: `'${name}' is not a profile name RunicNPC could hold` }
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return checkBody(body || {})
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}
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/** A player-facing label for a profile: its first NPC name, else its own name. */
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function labelOf(profile) {
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const names = profile && profile.body && Array.isArray(profile.body.names) ? profile.body.names : []
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return names[0] || (profile && profile.name) || ''
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}
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module.exports = {
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NAME_RULE,
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PREFAB_RULE,
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PREFABS,
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ROLES,
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KILLS_SCOPES,
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defaults,
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parseMode,
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checkMovement,
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checkBody,
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fromServer,
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labelOf,
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}
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