Files
Module-Rust/server/model/titles/titles.js
wtclaude fa16f0ad2e feat(rust): NPC profile and placement routes, the event picker, triggers and titles (runicnpc stage 4)
Admin: /admin/rust/npcs for profiles (create, change, delete, restore a
replaced one, push now) and each server's placements (list, add from a map
point, change, remove, rename, respawn). Public: the profiles a leaderboard
ranks by, one profile's ranking counted as the profile says (D247, D250), and
one player's kills by profile (D252). Player: your own kills by profile.

The Place NPCs step offers the site's profiles first, then Rust's own
(D243). rust.npc.died and rust.npc.health are triggers a phase can wait on.
A title rule can rank a profile's kills. Swagger fragment, engagement and
route manifests regenerated.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01E14m6SuuY6i1vASFeGDBeY
2026-09-30 04:34:43 -05:00

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// ── Chat titles, as rules and as a set (phase 17, D135–D137) ───────────────
//
// An operator writes rules per server — "#1 kills", "top 3 playtime" — and the
// site works out who holds each title from the CURRENT wipe's standings. The
// same answer goes to three places: BetterChat in the game (`titles.set`), the
// web leaderboard and the app's. So it is worked out here, once, as pure
// functions of the rules and the standings, and every consumer reads it.
//
// Four readings shape it (§33.4):
//
// 1. a rule counts only a stat above zero — a fresh wipe gives no titles,
// rather than #1 kills to somebody with none
// 2. ties follow the leaderboard's own order, so a rule's top N is the first
// N rows the web shows for that stat
// 3. a title's text is at most 24 characters, with markup characters taken
// out, and its colour is `#rrggbb`
// 4. the rule order is precedence: `first` shows the first rule a player meets
const crypto = require('node:crypto')
/**
* The categories a rule may rank (PLAN_REDESIGNS §5, D172): the twenty-three
* conditions and their shipped titles, plus `playtime`, which predates them and
* has no default title, so a playtime rule always carries its own text.
*
* `source` says where the standing is read from (`titles.db.js`):
* `sum` a column of `rust_player_wipe_stats`, summed
* `diff` one column less another — human NPCs are every NPC kill less the
* animals (§5.2, D209), so the public NPC column keeps its meaning
* `best` a column's MAX: the longest single kill (D174)
* `weapons` a named list's kills in `rust_weapon_kills` (§5.3)
* `gathered` a named list's amount in `rust_gather_totals` (D159)
* `npcProfile` one site NPC profile's kills, counted as the profile says
* (runicnpc stage 4, D247, D250). A rule on it names the profile,
* and carries its own text, like playtime.
*
* An admin may rename any category that has a default (D175); the ids are what
* a rule stores, so they never change.
*/
const STATS = {
kills: { label: 'Players killed', title: 'Reaper', source: { sum: 'kills' } },
npckills: { label: 'NPC kills', title: 'Exterminator', source: { diff: ['npc_kills', 'animal_kills'] } },
animalkills: { label: 'Animal kills', title: 'Beastbane', source: { sum: 'animal_kills' } },
bowkills: { label: 'Bow kills', title: 'Fletcher', source: { weapons: 'bow' } },
meleekills: { label: 'Melee kills', title: 'Brawler', source: { weapons: 'melee' } },
bladekills: { label: 'Blade kills', title: 'Duelist', source: { weapons: 'blade' } },
revolverkills: { label: 'Revolver kills', title: 'Outlaw', source: { weapons: 'revolver' } },
headshots: { label: 'Headshots', title: 'Crownbreaker', source: { sum: 'headshots' } },
pvpdistance: { label: 'Longest player kill', title: 'Longshot', source: { best: 'best_pvp_m' } },
pvedistance: { label: 'Longest NPC or animal kill', title: 'Marksman', source: { best: 'best_pve_m' } },
apckills: { label: 'APC kills', title: 'Tankbreaker', source: { sum: 'apc_kills' } },
helikills: { label: 'Helicopter kills', title: 'Rotorbane', source: { sum: 'heli_kills' } },
wood: { label: 'Wood gathered', title: 'Timberwright', source: { gathered: 'wood' } },
ore: { label: 'Ore gathered', title: 'Prospector', source: { gathered: 'ore' } },
plants: { label: 'Plants gathered', title: 'Greenhand', source: { gathered: 'plants' } },
attire: { label: 'Clothes crafted', title: 'Seamster', source: { sum: 'crafted_attire' } },
weapons: { label: 'Weapons crafted', title: 'Armorer', source: { sum: 'crafted_weapons' } },
built: { label: 'Structures built', title: 'Mason', source: { sum: 'built' } },
repaired: { label: 'Structures repaired', title: 'Tinkerer', source: { sum: 'repaired' } },
healed: { label: 'Players healed', title: 'Mender', source: { sum: 'healed' } },
rockets: { label: 'Rockets fired', title: 'Artillerist', source: { sum: 'rockets' } },
explosives: { label: 'Explosives thrown', title: 'Demolitionist', source: { sum: 'explosives' } },
missions: { label: 'Missions completed', title: 'Wayfarer', source: { sum: 'missions' } },
playtime: { label: 'Playtime', title: null, source: { sum: 'playtime_sec' } },
profilekills: { label: 'Kills of an NPC profile', title: null, source: { npcProfile: true } },
}
/**
* The standing a rule ranks by. One per stat, except a profile's kills, which
* are one per profile: two rules on two profiles rank two different boards.
*/
function standingKey(rule) {
return rule && rule.stat === 'profilekills' ? `profilekills:${rule.profile}` : rule && rule.stat
}
/** The categories an admin can rename: every one with a shipped title (D175). */
const CATEGORY_IDS = Object.keys(STATS).filter((id) => STATS[id].title)
const MODES = ['first', 'all', 'upto']
const MAX_RULES = 10
const MAX_TOP_N = 10
const TEXT_MAX = 24
const MAX_UPTO = 5
/**
* An operator's title text, made safe to put in a chat line: the characters
* BetterChat's markup and its placeholders are built from are taken out, then
* the whitespace is collapsed. `{` and `}` go too, beyond reading 3's four: a
* title is substituted into `{Title}` before `{Message}` is, so a title reading
* `{Message}` would print the player's words twice.
*/
function cleanText(raw) {
return String(raw === undefined || raw === null ? '' : raw)
.replace(/[[\]<>{}]/g, '')
.replace(/\s+/g, ' ')
.trim()
}
/** A mode word, or `first` — the fewest — for one this build does not know. */
function normaliseMode(mode) {
return MODES.includes(mode) ? mode : 'first'
}
/**
* A server's title settings as the admin form sends them, checked whole.
*
* Resolves `{ ok: true, value: { mode, max, rules } }` with every rule cleaned,
* or `{ ok: false, errors }`, one sentence per problem. A text that is empty
* AFTER cleaning is refused rather than saved blank, so a title made entirely of
* brackets is a sentence on the form and not an empty chip in the game.
*/
function validateSettings(body) {
const errors = []
const input = body || {}
const mode = input.mode === undefined ? 'first' : input.mode
if (!MODES.includes(mode)) errors.push(`mode must be one of ${MODES.join(', ')}`)
const max = input.max === undefined || input.max === null || input.max === '' ? 2 : Number(input.max)
if (!Number.isInteger(max) || max < 1 || max > MAX_UPTO) errors.push(`max must be a whole number from 1 to ${MAX_UPTO}`)
const rules = Array.isArray(input.rules) ? input.rules : null
if (!rules) errors.push('rules must be a list')
else if (rules.length > MAX_RULES) errors.push(`a server has at most ${MAX_RULES} title rules`)
const clean = []
for (const [i, rule] of (rules || []).entries()) {
const n = i + 1
const r = rule || {}
if (!STATS[r.stat]) errors.push(`rule ${n}: stat must be one of ${Object.keys(STATS).join(', ')}`)
const topN = Number(r.topN)
if (!Number.isInteger(topN) || topN < 1 || topN > MAX_TOP_N) errors.push(`rule ${n}: top must be from 1 to ${MAX_TOP_N}`)
// Empty means "the category's title" (D175) — for a category that has one.
// A text that was typed and cleaned down to nothing is still refused: a
// title made entirely of brackets is a mistake, not a request for the default.
const typed = String(r.text === undefined || r.text === null ? '' : r.text).trim()
const text = cleanText(r.text)
const stat = STATS[r.stat]
if (!text && (typed || !stat || !stat.title)) errors.push(`rule ${n}: the title needs some text`)
else if (text.length > TEXT_MAX) errors.push(`rule ${n}: a title is at most ${TEXT_MAX} characters`)
const color = String(r.color || '').trim().toLowerCase()
if (!/^#[0-9a-f]{6}$/.test(color)) errors.push(`rule ${n}: colour must look like #ffaa55`)
// D250: a profile's kills name the site profile ranked.
const profile = r.stat === 'profilekills' ? Number(r.profile) : null
if (r.stat === 'profilekills' && !(Number.isInteger(profile) && profile > 0)) errors.push(`rule ${n}: pick the NPC profile whose kills it ranks`)
clean.push({ stat: r.stat, topN, text, color, ...(r.stat === 'profilekills' ? { profile } : {}) })
}
return errors.length ? { ok: false, errors } : { ok: true, value: { mode, max, rules: clean } }
}
/**
* The title a category shows (D175): the admin's, if they wrote one, else the
* shipped default. `overrides` is stat → the admin's text.
*/
function categoryTitle(stat, overrides = {}) {
const own = overrides[stat]
if (own) return own
return STATS[stat] ? STATS[stat].title : null
}
/**
* Checks an admin's title for a category. Resolves `{ ok, text }` or
* `{ ok: false, error }`. An empty text is not an error here — it is the Reset,
* and the caller deletes the row.
*/
function validateCategory(stat, raw) {
if (!CATEGORY_IDS.includes(stat)) return { ok: false, error: `no category ${stat}` }
const typed = String(raw === undefined || raw === null ? '' : raw).trim()
const text = cleanText(raw)
if (typed && !text) return { ok: false, error: 'the title needs some text' }
if (text.length > TEXT_MAX) return { ok: false, error: `a title is at most ${TEXT_MAX} characters` }
return { ok: true, text }
}
/**
* Rules with their text settled, first that is set winning (§4.6): the rule's
* own, the admin's for the category, the module's default. A rule that ends up
* with none — only possible for a rule saved before its category lost a title —
* is dropped rather than shown as an empty chip.
*/
function resolveRules(rules, overrides = {}) {
return (rules || [])
.map((r) => ({ ...r, text: r.text || categoryTitle(r.stat, overrides) || '' }))
.filter((r) => r.text)
}
/**
* Who holds which title.
*
* @param {Array} rules in precedence order: `{ stat, topN, text, color }`,
* with the text already settled (`resolveRules`)
* @param {object} standings stat → `{ steamId, value }` rows for the current
* wipe, in the leaderboard's order, at least `topN` long
* @param {object} options
* @param {string} options.mode `first` · `all` · `upto`
* @param {number} options.max how many `upto` shows
* @returns {Map<string, Array<{text, color}>>} Steam id → titles, in rule order
*/
function evaluate(rules, standings, { mode = 'first', max = 2 } = {}) {
const held = new Map()
for (const rule of rules || []) {
if (!STATS[rule.stat]) continue
const rows = (standings[standingKey(rule)] || []).filter((row) => Number(row.value) > 0).slice(0, rule.topN)
for (const row of rows) {
if (!held.has(row.steamId)) held.set(row.steamId, [])
held.get(row.steamId).push({ text: rule.text, color: rule.color })
}
}
const keep = { first: 1, upto: max, all: Infinity }[normaliseMode(mode)]
for (const [steamId, list] of held) held.set(steamId, list.slice(0, keep))
return held
}
/** One player's titles as BetterChat markup: `[#hex]text[/#]`, space-separated. */
function markup(list) {
return list.map((t) => `[#${t.color.replace(/^#/, '')}]${t.text}[/#]`).join(' ')
}
/** The wire set, sorted so an unchanged set digests the same on every tick. */
function wireSet(held) {
return [...held.entries()]
.map(([steamId, list]) => ({ steamId, text: markup(list) }))
.sort((a, b) => a.steamId.localeCompare(b.steamId))
}
function digest(set) {
return crypto
.createHash('sha256')
.update(set.map((t) => `${t.steamId} ${t.text}`).join('\n'))
.digest('hex')
}
module.exports = {
STATS,
standingKey,
CATEGORY_IDS,
categoryTitle,
validateCategory,
resolveRules,
MODES,
MAX_RULES,
MAX_TOP_N,
MAX_UPTO,
TEXT_MAX,
cleanText,
normaliseMode,
validateSettings,
evaluate,
markup,
wireSet,
digest,
}