chore(tools): the stage 1 harness, RunicNpcHarness.cs #3
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What
tools/RunicNpcHarness.csis a developer plugin, never shipped. It measured the six questions stage 2 depends on (docs/runicnpc/PLAN.md§9, stage 1) on both rigs, on the same 6000/981448696 world:rnh.swaprnh.save plant→ hard kill →rnh.save checkenableSaving = falsehold? (Five unsaved, one saved control, matched by net id.)rnh.tune,rnh.roamrnh.navrnh.cost [window]rnh.dummyIt spawns stand-in players as targets, at the org lead's suggestion:
player.prefabwith a made-up user id (11400000001 and up), soIsNpcis false. It needs a hidden Kits kit,rnhrevolver, which is documented in its header. The README'stools/row now names it.The measured answers are in docs#300 (the docs PR opened with this one).
Worth knowing from the code
go.AwakeFromInstantiate()beforeSpawn(): without it the brain never starts.RustNavMeshHelpers.SamplePosition: Rust's own Gen2 navmesh. Unity'sNavMeshsees nothing in the open world.AttackerInfooverride: needed for the name to reach the death screen.IAISenses/IAIAttackre-implemented, and a harness-only attack call. These are what showed that Rust's AI design never fires at an NPC (D231, stage 5).Checks
node scripts/checkPlugin.jsand its tests pass; they readplugin/only.Checklist
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