RunicNpcHarness 0.2.0 adds the measurements stage 5 opens with:
- rnh.npcfight: our own sensing and combat state against a stock
scientist, another of ours, a boar and a wolf, and with an ally on
the line of fire. Rust's BaseProjectile.ServerUse drops every hit on
an NPC from an NPC's gun unless the victim's faction is Horror; the
prototype marks only its current target Horror for the length of
each of its own shots.
- rnh.sense: what that sensing costs, 100 against 100 scientists and
50 against 50 of ours.
- rnh.turrets: auto turret, flame turret and shotgun trap against a
stand-in player, a stock scientist and ours (D259).
- rnh.items: which kit items Rust's AI uses by itself (D260).
- rnh.pve: what TruePVE or NextGenPVE does with our NPC, and with an
answer to CanEntityTakeDamage (D261).
Never shipped: a developer tool in tools/.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01E14m6SuuY6i1vASFeGDBeY
A developer plugin, never shipped, that measured the six questions stage 2
depends on (docs/runicnpc/PLAN.md §9, stage 1) on both rigs: the subclass
swap, saving across a hard kill, what Rust's brain honours, navmesh coverage,
the cost of 1/10/100 idle and fighting, and the death screen and bridge frames.
It spawns stand-in players (player.prefab, a made-up user id, IsNpc false) as
targets, at the org lead's suggestion. It needs a hidden Kits kit, rnhrevolver.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01E14m6SuuY6i1vASFeGDBeY