# RunicNPC Runic Gateway's own NPC plugin for [Rust](https://rust.facepunch.com/), on **Oxide and Carbon**. Other plugins drive it through an API, and admins use it directly in game through chat commands. It works on its own, and on a [Runic Gateway](https://gitea.whitlocktech.com/RunicGateway) server the website authors its NPC profiles and events use its NPCs. The plan of record, stage by stage, is [`docs/runicnpc/PLAN.md`](https://gitea.whitlocktech.com/RunicGateway/docs/src/branch/main/runicnpc/PLAN.md). > **Status: stage 9, hardening for v1.0.0.** The NPC, its profiles, placements and routes; factions, > fights, escorts and tethers; bosses and passive NPCs; loot. Admins use the `/rnpc` commands, other > plugins the API (version 6). On a Runic Gateway server RunicNPC is **required** (D310): the website > authors its profiles and faction table, edits its placements, and every NPC an event places is > RunicNPC's. ## Requirements - **[Kits](https://umod.org/plugins/kits)** — required. A profile names kits, and that is how every RunicNPC NPC is equipped (D217). The plugin declares `// Requires: Kits`, so neither framework loads it without Kits. - Oxide **2.0.7726** or Carbon **2.0.259**, or newer: the builds it has been loaded on (`plugin.toml`). ## Installing it On a Runic Gateway server, the [installer](https://gitea.whitlocktech.com/RunicGateway/installer) and the Pterodactyl egg install it from the Rust bundle, pinned and checksummed (D224). On any other server: 1. Download `runicnpc-.tar.gz` and `SHA256SUMS` from this repository's [releases](https://gitea.whitlocktech.com/RunicGateway/runicnpc-rust/releases), and check the tarball against it (`sha256sum -c SHA256SUMS`). 2. Copy `runicnpc/RunicNPC.cs` into `oxide/plugins/` or `carbon/plugins/`. The framework compiles and loads it on the write. `runicnpc/manifest.json`, beside it, states the release's version, commit, API version, framework floors, required plugins, and the sha256 of every file it ships. ## Checking it ``` rnpc.status ``` Answers at the server console and over RCON: the version, the API version, and which of the plugin's hooks have fired. A hook that never fires is the first sign a Rust or framework update has renamed it, because neither framework reports a hook that matches nothing. ## In game `/rnpc` in chat, and the same verbs as `rnpc.` in a console (F1, the server console or RCON). `/rnpc` alone lists the ones you may use. Grant `runicnpc.place` to place and manage NPCs, and `runicnpc.admin` for everything (it includes `runicnpc.place`); the server console has both. ``` /rnpc place bandit count=3 respawn=300 mode=group move=route:gate > Placed bandit-1: 3 × 'bandit' (roamer, route:gate), respawn 300 s, group. /rnpc path record gate then walk, and at each point: /rnpc path point /rnpc path save loop (or back, to walk it back and forth) /rnpc near · /rnpc info · /rnpc rename bandit-1 gateguards · /rnpc remove ``` `place` uses the spot you look at, `here` the spot you stand on; the server console gives `at=x,y,z`. A roamer must stand on Rust's navmesh; only a sentry may stand off it. Every placement answers with what the server's NPCs cost. On a standalone server, profiles are made from a console with `rnpc.profile create|set|delete`. Every command and its permission is in [`docs/runicnpc/COMMANDS.md`](https://gitea.whitlocktech.com/RunicGateway/docs/src/branch/main/runicnpc/COMMANDS.md), and installing and running it in [`docs/runicnpc/INSTALL.md`](https://gitea.whitlocktech.com/RunicGateway/docs/src/branch/main/runicnpc/INSTALL.md). ## For other plugins Every call is prefixed `RunicNpc_` and reached through `Call`: ```csharp [PluginReference] private Plugin RunicNPC; int api = RunicNPC?.Call("RunicNpc_ApiVersion") ?? 0; ``` The API is version 6, documented in [`docs/runicnpc/API.md`](https://gitea.whitlocktech.com/RunicGateway/docs/src/branch/main/runicnpc/API.md): spawning and removing NPCs by owner, profiles and the faction table, placements (created and named as in game, from a map point), routes, escorts, allies and tethers, bosses, loot, the cost warning, and the hooks it raises. The API version moves when a call or a raised hook changes shape, not on every release. ## Repository layout | Path | What | |---|---| | `plugin/RunicNPC.cs` | The plugin. The only file a server gets. | | `plugin.toml` | Its declarations: API version, framework floors, required plugins. The release copies them into the manifest. | | `scripts/checkPlugin.js` | The static checks run on every pull request and again before a release (see its header). | | `tools/` | Developer scaffolding for the test rigs, never shipped: the panel scripts (see `tools/rigs.example.json`); `RunicNpcHarness.cs`, the stage 1 and 5 measurement plugin; `RunicNpcTest.cs`, the test harness (`rnt.run all`, then `rnt.after` after a reload or restart) and stage 9's performance check (`rnt.cost`, below); and `fieldlist/` with `managed.js`, which regenerate the swap's field list (below). | ## After a Rust update: the swap's field list Our NPC is Rust's scientist with two components swapped, and the swap copies a fixed list of fields (D232), generated from Rust's unmodified assembly. `rnpc.status` reports it as `swap fields: npc=55/55 brain=32/32 missing=- added=-`. On Carbon, where the assembly is unmodified, `added` names any field Rust has added since the list was made. To regenerate it: ```bash node tools/managed.js carbon # the Carbon rig's RustDedicated_Data/Managed dotnet run --project tools/fieldlist -- # rewrites the block in plugin/RunicNPC.cs ``` Use the Carbon rig: Oxide's patcher makes Rust's private fields public, so its assembly no longer says which fields Rust itself serialises. ## The update surface: what a Rust update can break Everything RunicNPC takes from Rust's own classes for the swap and the brain, in one place. A Rust update that changes any of it breaks RunicNPC; the staging drill (PLAN.md stage 9, D308) checks exactly this list against every new staging build. **Caught by** says how: *compile* means the plugin no longer compiles against the new assembly; *field list* means `tools/fieldlist`'s regenerated list differs from the plugin's (and `rnpc.status` says `missing=` or `added=` at run time); *run time* means only a running server shows it, so the drill's live half and `rnpc.status` are what catch it. | Rust type | What RunicNPC depends on | Where (`plugin/RunicNPC.cs`) | Caught by | |---|---|---|---| | `ScientistNPC` (prefabs `scientistnpc_*`) | Subclassed by `RunicNpcPlayer`; the swap replaces the prefab's component before spawn and copies `SwapNpcFields` (55 fields up its chain to `BaseNetworkable`) | `#region The swap`, `CreateNpc` | compile; field list | | `ScientistBrain` | Subclassed by `RunicNpcBrain`; the swap copies `SwapBrainFields` (32 fields of `BaseAIBrain`) | `#region The swap` | compile; field list | | `ScientistNPC` / `HumanNPC` virtuals | `displayName`, `AttackerInfo(PlayerLifeStory.DeathInfo)`, `ShotTest(float)`, `TriggerDown()`, `Hurt(HitInfo)`, `OnDied(HitInfo)` overridden | `RunicNpcPlayer` | compile | | `IAIAttack`, `IAISenses` | Re-implemented on `RunicNpcPlayer`: `IsTargetInRange`, `EngagementRange`, `GetBestTarget`, `AttackTick`, `IsTarget`, `IsThreat`, `IsFriendly`. Rust's `HumanNPC.IsTarget` is not virtual, which is why | `RunicNpcPlayer` | compile; a changed meaning only at run time | | `BaseAIBrain` | `AddStates()` and `Think(float)` overridden; `states`, `CurrentState`, `Navigator`, `Senses`, `Events` used; `AIState` values `Roam`, `Chase`, `Combat`, `TakeCover`, `Cover`, `MoveTowards`, `MoveToVector3`, `FollowPath`, `NavigateHome`, `Flee`, `Blinded` replaced or held | `RunicNpcBrain` | compile; a state Rust stops adding only at run time | | `BaseAIBrain.BasicAIState` | Subclassed six times (`WanderState`, `RnRoamState`, `RnGuardState`, `RouteState`, `PursueState`, `HoldState`): `StateEnter`, `StateThink`, `StateLeave` | `#region The NPC` | compile | | `BaseNavigator` | `SetDestination`, `Stop`, `Moving`, `Agent`, `IsOnNavMeshLink`, `NavigationSpeed` | the states | compile | | `AIMemory` / `AIBrainSenses` | `Memory.Targets`, `SetKnown`, `IsLOS`, `Entity`; `DelaySenseUpdate` | the states, the fight | compile | | `BaseCombatEntity.faction` | Our NPC's target is set to `Faction.Horror` for the length of our own shot, because `BaseProjectile.ServerUse` drops NPC-on-NPC hits otherwise (stage 5) | `RunicNpcPlayer.Mark` | run time (the drill's fight checks) | | `NPCAutoTurret` | Harmony prefixes on the private `Ignore(BasePlayer)` and `IsEntityHostile(BaseCombatEntity)`, found by reflection (D267) | `#region Factions`, `SentryPatch` | run time: `rnpc.status` says whether the patch applied | | `HackableLockedCrate` | The private `hackSeconds`, set by reflection for a loot table's locked crate (stage 7) | `#region Loot` | run time | | `RelationshipManager`, `ClanManager` | Teams and clans for allies (D257) | `#region Factions` | compile | | `Rust.Ai.Gen2.RustNavMeshHelpers` | `SamplePosition` for every placement's navmesh check | `#region Rust's facts` | compile | The **hooks** RunicNPC listens to are listed by `rnpc.status`, which names any that has never fired; one that stays silent after an update has probably been renamed (neither framework reports a hook that matches nothing). ## Performance: `rnt.cost` Stage 9's check (D306): 100 of RunicNPC's NPCs, idle and fighting 20 stand-in players, against the same session's empty server, on a 6000 map. It passes when they add no more than stage 1 measured, +1.6 ms idle and +5.2 ms fighting to the median frame. Load `tools/RunicNpcTest.cs` on a rig (it needs the hidden Kits kit `rnhrevolver`), back up `data/RunicNPC/` (it replaces the profiles), stop the other rig, and run `rnt.cost [seconds]`; the result is in `data/RunicNpcTest.json`. ## Releases Work lands on `edge` and is cut over to `main`; every releasable push to `main` tags and publishes a release (`.gitea/workflows/release.yml`). The version comes from Conventional Commits since the last tag. `v1.0.0` is stage 9's release, the one `module-rust` then requires. ## Contributing See [CONTRIBUTING.md](CONTRIBUTING.md) — including the AI-disclosure rule — and report security problems privately as [SECURITY.md](SECURITY.md) describes. ## License GPL-3.0-or-later — see [LICENSE.md](LICENSE.md).