docs(runicnpc): stage 5 built, tested and walked; API 4; protocol 13 §19.13

- runicnpc/PLAN.md: stage 5 as built, what the build found that the spike
  did not (Rust's CanSeeTarget is no line of sight for an NPC target; a
  destroyed escort target compares equal to null; a rocket's line of
  sight), the harness results on both rigs, and the site walk;
- runicnpc/API.md: API 4 (the faction table, escort, ally, tether, the
  profile's stage 5 fields, a placement's tether, OnRunicNpcEscortEnded,
  the new rows of RunicNpc_List, rnpc.faction, /rnpc follow, tether=);
- rust-link/PROTOCOL.md §19.13: the faction table on npc.profiles and
  npc.profiles.set, world.place's escort, ally and tether, the three new
  world.error reasons; the bridge needs RunicNPC API 4. Joins protocol 13
  (D253).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01E14m6SuuY6i1vASFeGDBeY
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2026-10-05 01:16:34 -05:00
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@@ -8,7 +8,8 @@ decided with it. **Stage 1 measured 2026-09-30** (§9): six answers on both rigs
(§0). **Stage 3 built and tested 2026-09-30** on both rigs (§9); its in-game walk waits for a player. **Stage 4's
design answered 2026-09-30** (D243–D252, §0), **built and walked 2026-09-30** on both rigs (§9). **Stage 5's
design answered 2026-09-30 and 2026-10-01** (D253–D266, §0), **its spike measured 2026-10-01** on both rigs (§9),
and **its build's own questions answered 2026-10-01** (D267–D272).
and **its build's own questions answered 2026-10-01** (D267–D272). **Stage 5 built and tested 2026-10-01, walked on the
site 2026-10-05** on both rigs (§9); its API is [API.md](API.md) version 4.
RunicNPC is Runic Gateway's own NPC plugin for Rust servers, in its own repository,
[`RunicGateway/runicnpc-rust`](https://gitea.whitlocktech.com/RunicGateway/runicnpc-rust). It runs on Oxide and
@@ -997,6 +998,82 @@ What this adds to the build (D263–D266):
RunicNPC itself.
6. **Where a tether is set. → D272:** on a placement and on an event step, not on a profile.
**Built and tested (2026-10-01).** Five PRs and this one, on `edge` (D226) except `docs`: runicnpc-rust
(API 4), Rust-Plugins (the bridge), Module-Rust (the site), and `docs`. Rust-Link needs nothing: it forwards
`npc.profiles.set` and `world.place` as they come. The installer needs nothing either: it reads the API floor
from each release's manifest, and the bridge's is now 4.
| Piece | As built |
|---|---|
| Profiles | `role` gains `guard`. New: `faction`, `relations` (its own exceptions), `alertRadius` (40), `turrets` (`default`), `hurtByPlayers` and `hurtsPlayers` (true), `kitUse` (all off). With none set, a profile fights players only (D255). [API.md](API.md) has the rules. |
| The faction table | In `profiles.json` beside the profiles, one row per pair, both ways (D268). `RunicNpc_Factions` and `RunicNpc_SetFactions` read and replace it; `rnpc.faction` edits it on a standalone server. On the site: one table for the whole site, on the NPC profiles page, pushed to every server with its profiles, and a standalone server's own pairs adopted at its first push, the site's winning (D244, D251). |
| Whom it fights | Rust's design still owns every fight with a player. Ours senses only the factions it hunts, from a registry kept as scientists, animals and ours spawn and die, within its sense range of itself **and its chase range of its spot** (D263); the nearest three get a line-of-sight test, once a second. Its target is made `Horror` for the length of its own shot only (the spike's fix and its nesting guard). |
| Shooting back, the alarm | Whoever shoots it is fought back, whatever the table says (D268): an NPC, an animal or a turret by our fight, a player by Rust's own. Allies within the alert radius learn the attacker, seen or not (D256). |
| Allies | `RunicNpc_Ally`: a clan (the game's clan id), a team, or a player and that player's team (D270). Their people are never targets (our NPC re-implements `IAISenses.IsTarget`), and whoever damages them or what they own (building blocks, doors, deployables) within its leash is fought (D257), from `OnEntityTakeDamage`, which does nothing while no NPC has an ally or an escort. |
| Escort | `RunicNpc_Escort` and `/rnpc follow`: an order any roamer or guard takes (D269). Its roam state follows the charge (within 4 m, running past 12 m), its leash and home follow the charge, and when the charge dies, is destroyed or leaves, it walks back to its spot and `OnRunicNpcEscortEnded` is raised. |
| The guard | Holds its spot facing the way it was placed, chases within its chase range, and walks back. |
| The tether | `RunicNpc_Tether`, a placement's `tether` and `/rnpc place tether=` (D272): ZoneManager's `IsPositionInZone` bounds its wander, chase and fight, and outside the zone it forgets the fight and walks home. A placement whose zone has gone waits (D237). |
| Turrets | `ignore`: `CanBeTargeted` answers false. `always`: the Harmony patch on `NPCAutoTurret.Ignore` and `IsEntityHostile` (D267), patched at load and reported by `rnpc.status`. `default` needs nothing. |
| The kit's extras | Each opted in, each used up (D260, D265): a syringe, medkit or bandage below half health after 3 s unhurt; melee within 2.5 m; a flamethrower within 7 m, burning the kit's fuel once its own tank is empty; Rust's own grenade throw at 5–20 m; a rocket at 15–80 m on an arc, launched by RunicNPC (Rust's AI never fires one). The main weapon (the belt's first slot) is always used and never runs out. |
| PVE | `CanEntityTakeDamage` answers true both ways with players unless a profile turns a direction off (D261). "Players can hurt it" off zeroes the damage in its own `Hurt`; "it can hurt players" off cancels the damage in `OnEntityTakeDamage`. RunicNPC enforces both itself, so NextGenPVE's ignoring of "deny" does not matter (D271). |
| The bridge | `npc.profiles` and `npc.profiles.set` carry `factions`; `world.place` with a profile takes `escort`, `ally` and `tether`, all or nothing ([PROTOCOL.md §19.13](../rust-link/PROTOCOL.md)). `runicnpc_api = 4`. |
| The site | The profile form's Sides, Turrets, PVE and kit-extras sections and the guard role; the faction table; the Place NPCs step's `escort`, `allyClan` (from the new `rust.options.clans` source), `allyTeamOf` and `tether`; the placement form's "keep inside zone". |
| Cost | The cost warning gains a line for NPCs that fight NPCs (D227). `rnpc.status` reports what our own fight costs a think: **0.27 ms** for the fight and **0.60 ms** a sense over a full test run on the Oxide rig, the spike's order. |
**Three things the build found that the spike did not:**
1. **Rust's `CanSeeTarget` is no line of sight for an NPC target.** Its rays are unbounded, so on open ground
they run past the target into the terrain behind it, and a probe NPC walked right up to a scientist it had
been shooting at from 30 m. Our fight uses a bounded line to the target's centre instead. The spike's
prototype used Rust's, and its fights were all at 15 m.
2. **A destroyed escort target compares equal to null** (Unity's own `==`), so the first build never noticed a
charge that was killed. It now tests the reference itself.
3. **A rocket aimed at a player needs Rust's own sensed line of sight**, and one aimed at an NPC needs ours:
an NPC is never in Rust's player memory.
**Tested by `tools/RunicNpcTest.cs` 0.5.0** (`rnt.run s5`, 52 checks), and with stages 2–4 again (`rnt.run all`):
| | Oxide | Carbon |
|---|---|---|
| `rnt.run all` (stages 2–5) | 206/207 | 206/207 |
| `rnt.run s5` alone, after the last fix | **52/52** | **52/52** |
What `s5` covers: the faction table's four refusals; red and blue (hostile in the table) both hit; a hunter
of `scientists` kills one; a profile with no faction settings beside a scientist never fights it (D255);
a leash of 8 m never reaches a scientist 25 m off (D263); a profile shot by another fights back (D268); allies
within 40 m learn a shooter and one 60 m off does not (D256); an ally player is never targeted while the same
profile allied to nobody targets them, and a raider of the ally's person or foundation is learned (D257); an
escort follows its charge 35 m and walks home when it dies, raising the hook (D269); a guard returns to its post
and holds it; a 12 m zone holds a 15 m wanderer, a zone that does not exist is refused, and an NPC put outside
walks back in (D272); the PVE answers and both opt-outs (D271); `ignore` through the hook; **the map's own
sentries**: an `always` NPC is targeted and killed, a `default` one beside it is untouched, and **no sentry on
the map ever targeted a stock scientist or bandit guard** (the org lead's condition, D267, sampled four times a
second across all 85–94 sentries); the five kit extras each used and used up, and none used by a profile that
did not opt in; and **no entity is left `Horror`** afterwards.
The one failure in each full run was the escort test's layout, not the escort: it walked the charge towards the
stand-in that keeps the field awake, and Rust's design then fought that player instead of walking home. Walked east
instead, it passes; a probe showed the escort home 0.4 m from its spot 16 s after its charge died. Stages 2–4 were
unchanged on both frameworks.
**Walked on the site (2026-10-05)**, signed in as an admin at the walk core: the NPC profiles page with its new
sections and faction table; **bandits ↔ guards: hostile** saved and pushed, and `rnpc.faction list` on the Oxide rig
showing it; the Bandit profile given a faction, `scientists: hostile`, a 30 m alert radius, `turrets: ignore` and
the heal extra, and `rnpc.profile show bandit` holding exactly that; the Carbon guard made a `guard` of faction
`guards` and pushed; a placement given a zone the server lacks, refused on the form in RunicNPC's words; and an
event (a zone, then two guards with `tether` and `allyTeamOf`) whose NPCs on the Carbon rig carried faction
`guards`, ally `player:76561198000000002` and the run's own zone as their tether, and were given back at
teardown. An escort who was not on the server failed the step with the bridge's sentence and was retried, as
`escort-offline` is. **Not walked:** a clan ally with a live clan (neither rig has one now; the picker correctly
offers none), and anything that needs a player in game (escort and a clan's defence for real, the org lead's
walk, as the plan says).
**Stand-ins are poor players for Rust's own senses**, which the harness works around rather than fixes:
Rust often notices only one of two stand-ins close together, and `CanSeeTarget` never sees one. The checks
about what happens once a player is known hand the stand-in to the NPC's memory with Rust's own `SetKnown`,
which asks our `IsTarget`. An NPC more than 160 m from every stand-in sleeps (D235), which is correct and which
the first runs mistook for "no fight".
### Stage 6 — Roles
Bosses (a health bar drawn with CUI, phases at thresholds that swap profile values, announcements through the bridge