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RunicNPC now spawns its own NPC: Rust's scientist with its ScientistNPC and ScientistBrain swapped for ours, copying a fixed field list generated from Rust's unmodified assembly (D232, tools/fieldlist). Profiles live in data/RunicNPC/profiles.json in the approved shape (D238); placements persist with each/group respawn (D236) and wait for a missing profile or route (D237); roamers wander, follow Rust's monument paths, or walk a route (D233, D234), with our own chase where Rust's needs an AI zone; sentries hold their spot; NPCs walk home and sleep past 160 m of any player (D235). Spawns wait for the navmesh and are spread over frames; caps are off by default and the cost warning is shown instead (D227). The whole PLAN.md section 4 API and its hooks are in, documented in docs/runicnpc/API.md. tools/RunicNpcTest.cs is the stage 2 harness; every group passed on both rigs, and after a plugin reload and a server restart. checkPlugin no longer counts an override (RunicNpcPlayer.OnDied) as a hook. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01E14m6SuuY6i1vASFeGDBeY
803 lines
40 KiB
C#
803 lines
40 KiB
C#
using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using System.Reflection;
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using Newtonsoft.Json;
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using Newtonsoft.Json.Linq;
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using Oxide.Core;
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using Oxide.Core.Plugins;
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using UnityEngine;
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using UnityEngine.AI;
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namespace Oxide.Plugins
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{
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/// <summary>
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/// RunicNPC's stage 2 test harness (docs/runicnpc/PLAN.md §9, stage 2). NEVER SHIPPED: it lives
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/// in tools/ and is loaded on a rig by hand. It drives RunicNPC only through its API and hooks,
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/// as any other plugin would, and prints one line per assertion:
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///
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/// <code>[rnt] <group>.<check>: PASS|FAIL <detail></code>
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///
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/// Every line is also kept in <c>data/RunicNpcTest.json</c>, read back over the panel.
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///
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/// <para>
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/// <c>rnt.run <group></c> runs one group: <c>api</c>, <c>hooks</c>, <c>move</c>,
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/// <c>sentry</c>, <c>sleep</c>, <c>place</c>, or <c>all</c> for each in turn.
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/// <c>rnt.run place</c> leaves two placements behind for the restart check, and
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/// <c>rnt.after</c> checks, after a reload or restart, that every placement is back and nothing
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/// else is. <c>rnt.spawn [n]</c> spawns plugin-owned NPCs, for the check that they die with this plugin, and
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/// <c>rnt.clear</c> removes everything the harness made.
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/// </para>
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///
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/// <para>
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/// It needs the hidden Kits kit <c>rnhrevolver</c> (stage 1's: a revolver, pistol ammo and
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/// burlap). It REPLACES RunicNPC's profiles with its own test set, which marks the server
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/// managed: back up <c>data/RunicNPC/</c> first and restore it afterwards.
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/// </para>
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///
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/// <para>
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/// Targets and wake-ups are <b>stand-ins</b>, stage 1's fake players: <c>player.prefab</c> with
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/// a made-up user id (11400000001 and up), so <c>IsNpc</c> is false. They take no damage.
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/// </para>
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/// </summary>
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[Info("RunicNpcTest", "Runic Gateway", "0.2.0")]
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[Description("RunicNPC stage 2 tests. A developer tool: never ship it.")]
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internal class RunicNpcTest : RustPlugin
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{
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[PluginReference] private Plugin RunicNPC;
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private const string Kit = "rnhrevolver";
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private const string Owner = "plugin:RunicNpcTest";
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private const string PlayerPrefab = "assets/prefabs/player/player.prefab";
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private const ulong StandInId = 11400000101UL;
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private readonly List<string> _lines = new List<string>();
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private readonly HashSet<BasePlayer> _standIns = new HashSet<BasePlayer>();
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private readonly List<BaseEntity> _built = new List<BaseEntity>();
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private Coroutine _running;
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private int _pass, _fail;
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// What RunicNPC's hooks told us.
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private readonly List<string> _spawned = new List<string>();
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private readonly List<string> _died = new List<string>();
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private readonly List<string> _health = new List<string>();
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private readonly List<string> _despawned = new List<string>();
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private readonly Dictionary<ulong, float> _lastContributors = new Dictionary<ulong, float>();
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private int _hitsOnStandIns;
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private static readonly MethodInfo LifeStoryStart =
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typeof(BasePlayer).GetMethod("LifeStoryStart", BindingFlags.Instance | BindingFlags.Public | BindingFlags.NonPublic);
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// ---- output ----
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private void Check(string name, bool ok, string detail = "")
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{
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if (ok) _pass++; else _fail++;
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string line = $"{name}: {(ok ? "PASS" : "FAIL")} {detail}";
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_lines.Add(line);
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Puts("[rnt] " + line);
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Interface.Oxide.DataFileSystem.WriteObject(Name, _lines);
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}
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private void Note(string line)
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{
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_lines.Add("# " + line);
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Puts("[rnt] # " + line);
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Interface.Oxide.DataFileSystem.WriteObject(Name, _lines);
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}
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// ---- lifecycle ----
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private void Unload()
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{
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if (_running != null) ServerMgr.Instance.StopCoroutine(_running);
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ClearWorld();
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}
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private void ClearWorld()
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{
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foreach (BasePlayer p in _standIns.ToList())
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if (p != null && !p.IsDestroyed) p.Kill();
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_standIns.Clear();
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foreach (BaseEntity e in _built)
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if (e != null && !e.IsDestroyed) e.Kill();
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_built.Clear();
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}
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// ---- RunicNPC's API, typed ----
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private T Api<T>(string call, params object[] args)
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{
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object r = RunicNPC?.Call(call, args);
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return r is T ? (T)r : default(T);
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}
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private BasePlayer Spawn(Vector3 at, string profile, JObject overrides = null, string owner = Owner) =>
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Api<BasePlayer>("RunicNpc_Spawn", at, profile, owner, overrides);
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private List<Dictionary<string, object>> List(string owner) =>
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Api<List<Dictionary<string, object>>>("RunicNpc_List", owner) ?? new List<Dictionary<string, object>>();
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private Dictionary<string, object> Describe(BasePlayer npc) =>
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npc == null ? null : List(null).FirstOrDefault(d => (ulong)d["netId"] == npc.net.ID.Value);
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private static Vector3 V(object o)
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{
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var d = (Dictionary<string, object>)o;
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return new Vector3(Convert.ToSingle(d["x"]), Convert.ToSingle(d["y"]), Convert.ToSingle(d["z"]));
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}
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private static float Flat(Vector3 a, Vector3 b) => new Vector2(a.x - b.x, a.z - b.z).magnitude;
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// ---- places ----
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private static bool SampleNavmesh(Vector3 p, float r, out NavMeshHit hit) =>
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Rust.Ai.Gen2.RustNavMeshHelpers.SamplePosition(p, out hit, r, Rust.Ai.Gen2.RustNavMeshHelpers.AllAreas);
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private static MonumentInfo[] _monuments;
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/// <summary>The map's monuments. (TerrainMeta.Path.Monuments is internal in Rust's own assembly.)</summary>
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private static MonumentInfo[] Monuments() => _monuments ?? (_monuments = UnityEngine.Object.FindObjectsOfType<MonumentInfo>());
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/// <summary>A flat, dry spot on the navmesh far from every monument; fixed seed, so reruns land in the same field.</summary>
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private static bool FindField(float clear, int seed, out Vector3 at)
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{
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var rng = new System.Random(seed);
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float half = World.Size / 2f - 300f;
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for (int i = 0; i < 4000; i++)
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{
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var p = new Vector3((float)(rng.NextDouble() * 2 - 1) * half, 0f, (float)(rng.NextDouble() * 2 - 1) * half);
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p.y = TerrainMeta.HeightMap.GetHeight(p);
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if (p.y < TerrainMeta.WaterMap.GetHeight(p) + 1f || TerrainMeta.HeightMap.GetSlope(p) > 12f) continue;
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if (Monuments().Any(m => Vector3.Distance(m.transform.position, p) < clear)) continue;
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NavMeshHit hit;
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if (!SampleNavmesh(p, 2f, out hit)) continue;
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// The whole 35 m around it must be walkable too, for the wander and route tests.
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bool open = true;
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for (int k = 0; k < 8 && open; k++)
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{
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float a = k * Mathf.PI / 4f;
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NavMeshHit h2;
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open = SampleNavmesh(hit.position + new Vector3(Mathf.Cos(a), 0f, Mathf.Sin(a)) * 35f, 2f, out h2);
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}
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if (!open) continue;
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at = hit.position;
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return true;
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}
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at = Vector3.zero;
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return false;
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}
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/// <summary>A monument with an AI zone, where Rust's own roam has move points to follow.</summary>
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private static bool FindMonument(out Vector3 at, out string name)
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{
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foreach (MonumentInfo m in Monuments().OrderBy(m => m.name.Contains("military") ? 0 : 1))
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{
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if (m == null) continue;
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AIInformationZone zone = AIInformationZone.GetForPoint(m.transform.position, false);
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if (zone == null) continue;
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NavMeshHit hit;
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if (!SampleNavmesh(m.transform.position, 20f, out hit)) continue;
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at = hit.position;
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name = System.IO.Path.GetFileNameWithoutExtension(m.name);
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return true;
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}
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at = Vector3.zero;
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name = null;
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return false;
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}
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private BasePlayer StandIn(Vector3 at, int index)
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{
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BasePlayer p = GameManager.server.CreateEntity(PlayerPrefab, at) as BasePlayer;
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if (p == null) return null;
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ulong id = StandInId + (ulong)index;
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p.userID = id;
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p.UserIDString = id.ToString();
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p.displayName = "RntStandIn" + index;
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p.enableSaving = false;
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p.Spawn();
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p.EndSleeping();
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LifeStoryStart?.Invoke(p, null);
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_standIns.Add(p);
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return p;
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}
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private void RemoveStandIns()
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{
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foreach (BasePlayer p in _standIns.ToList())
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if (p != null && !p.IsDestroyed) p.Kill();
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_standIns.Clear();
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}
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// ---- hooks: RunicNPC's, counted; and the stand-ins made invulnerable ----
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private void OnRunicNpcSpawned(BasePlayer npc, string profile, string owner) => _spawned.Add($"{profile}/{owner}");
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private void OnRunicNpcDied(BasePlayer npc, string profile, string owner, HitInfo info, Dictionary<ulong, float> contributors)
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{
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_died.Add($"{profile}/{owner}");
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_lastContributors.Clear();
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foreach (KeyValuePair<ulong, float> kv in contributors) _lastContributors[kv.Key] = kv.Value;
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}
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private void OnRunicNpcHealth(BasePlayer npc, string profile, float fraction) => _health.Add($"{profile}@{fraction}");
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private void OnRunicNpcDespawned(BasePlayer npc, string owner) => _despawned.Add(owner);
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private void OnEntityTakeDamage(BaseCombatEntity victim, HitInfo info)
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{
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BasePlayer p = victim as BasePlayer;
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if (p == null || !_standIns.Contains(p) || info == null) return;
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if (info.Initiator is BasePlayer && ((BasePlayer)info.Initiator).IsNpc) _hitsOnStandIns++;
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info.damageTypes.ScaleAll(0f);
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}
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// ---- the profiles and routes the tests use ----
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private static JObject Prof(string movement = "wander", float radius = 15f, string role = "roamer", string kit = Kit, string name = "TRoam") =>
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JObject.FromObject(new
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{
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names = new[] { name },
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kits = new[] { kit },
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prefab = "scientistnpc_roam",
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role,
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movement = new { mode = movement, radius },
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health = 250f,
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damageDealt = 1f,
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damageTaken = new { head = 2f, body = 0.5f, legs = 1f },
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aimCone = 2f,
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ranges = new { sense = 30f, loseTarget = 40f, chase = 40f, attack = 30f },
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visionCone = -0.8f,
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sleepDistance = 160f,
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healthThresholds = new[] { 0.5f }
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});
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private Dictionary<string, string> SetTestProfiles(bool withEach = true)
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{
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var all = new JObject
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{
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["t_roam"] = Prof(),
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["t_sentry"] = Prof(role: "sentry", name: "TSentry"),
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["t_mon"] = Prof("monument", name: "TMon"),
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["t_route"] = Prof("route:t_loop", name: "TRoute"),
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["t_bad"] = Prof(kit: "rnt_nokit", name: "TBad")
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};
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JObject leash = Prof(radius: 4f, name: "TLeash");
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leash["ranges"] = JObject.FromObject(new { sense = 40f, loseTarget = 50f, chase = 10f, attack = 4f });
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all["t_leash"] = leash;
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if (withEach)
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all["t_each"] = Prof(name: "TEach");
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return Api<Dictionary<string, string>>("RunicNpc_SetProfiles", all) ?? new Dictionary<string, string> { ["?"] = "no answer" };
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}
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private string SetLoop(Vector3 centre)
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{
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var points = new JArray();
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foreach (Vector3 o in new[] { new Vector3(12, 0, 12), new Vector3(-12, 0, 12), new Vector3(-12, 0, -12), new Vector3(12, 0, -12) })
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{
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NavMeshHit hit;
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SampleNavmesh(centre + o, 3f, out hit);
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points.Add(JObject.FromObject(new { x = hit.position.x, y = hit.position.y, z = hit.position.z }));
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}
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return Api<string>("RunicNpc_SetRoute", "t_loop", JObject.FromObject(new { points, loop = true }));
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}
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// ---- commands ----
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[ConsoleCommand("rnt.run")]
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private void CmdRun(ConsoleSystem.Arg arg)
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{
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if (arg.Connection != null && !arg.IsAdmin) return;
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string group = arg.GetString(0, "all");
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if (_running != null) ServerMgr.Instance.StopCoroutine(_running);
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_running = ServerMgr.Instance.StartCoroutine(Run(group));
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arg.ReplyWith($"rnt: running {group}");
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}
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[ConsoleCommand("rnt.after")]
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private void CmdAfter(ConsoleSystem.Arg arg)
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{
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if (arg.Connection != null && !arg.IsAdmin) return;
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After();
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}
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/// <summary>Spawns n plugin-owned NPCs, for the check that a plugin's NPCs die with it.</summary>
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[ConsoleCommand("rnt.spawn")]
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private void CmdSpawn(ConsoleSystem.Arg arg)
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{
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if (arg.Connection != null && !arg.IsAdmin) return;
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Vector3 field;
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if (!FindField(300f, 2024, out field)) return;
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int n = 0;
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for (int i = 0; i < arg.GetInt(0, 3); i++)
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if (Spawn(field + new Vector3(i * 2f, 0f, -30f), "t_roam") != null) n++;
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arg.ReplyWith($"rnt: spawned {n} as {Owner}");
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}
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[ConsoleCommand("rnt.clear")]
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private void CmdClear(ConsoleSystem.Arg arg)
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{
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if (arg.Connection != null && !arg.IsAdmin) return;
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ClearWorld();
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Api<int>("RunicNpc_DespawnOwner", Owner);
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foreach (string id in new[] { "t_each", "t_group", "t_waitroute", "t_keep1", "t_keep2" })
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Api<bool>("RunicNpc_RemovePlacement", id);
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Api<bool>("RunicNpc_RemoveRoute", "t_loop");
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arg.ReplyWith("rnt: cleared");
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}
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private IEnumerator Run(string group)
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{
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_pass = _fail = 0;
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Note($"run {group} on {(AppDomain.CurrentDomain.GetAssemblies().Any(a => a.GetName().Name.StartsWith("Carbon")) ? "carbon" : "oxide")}, map {World.Size}/{World.Seed}");
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Vector3 field;
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if (!FindField(300f, 2024, out field))
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{
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Check("setup.field", false, "no open field on the navmesh");
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yield break;
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}
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Dictionary<string, string> refused = SetTestProfiles();
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Check("setup.profiles", refused.Count == 1 && refused.ContainsKey("t_bad"), "refused: " + string.Join("; ", refused.Select(kv => kv.Key + ": " + kv.Value).ToArray()));
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string route = SetLoop(field + new Vector3(60f, 0f, 0f));
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Check("setup.route", route == null, route ?? "t_loop set");
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string[] groups = group == "all" ? new[] { "api", "hooks", "move", "sentry", "sleep", "place" } : new[] { group };
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foreach (string g in groups)
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{
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IEnumerator inner = g == "api" ? Api(field)
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: g == "hooks" ? Hooks(field)
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: g == "move" ? Move(field)
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: g == "sentry" ? Sentry(field)
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: g == "sleep" ? Sleep(field)
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: g == "place" ? Place(field)
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: null;
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if (inner == null)
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{
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Check("setup.group", false, "no group " + g);
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continue;
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}
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while (inner.MoveNext()) yield return inner.Current;
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Api<int>("RunicNpc_DespawnOwner", Owner);
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RemoveStandIns();
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yield return new WaitForSeconds(1f);
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}
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Note($"done {group}: {_pass} pass, {_fail} fail");
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_running = null;
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}
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// ---- api: every call's answer ----
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private IEnumerator Api(Vector3 field)
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{
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Check("api.version", Api<int>("RunicNpc_ApiVersion") == 2, "RunicNpc_ApiVersion=" + Api<int>("RunicNpc_ApiVersion"));
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JObject profiles = Api<JObject>("RunicNpc_Profiles");
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Check("api.profiles.managed", profiles != null && (bool)profiles["managed"], "managed=" + profiles?["managed"]);
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Check("api.profiles.refused", profiles != null && profiles["refused"]?["t_bad"] != null, "" + profiles?["refused"]);
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string warning = Api<string>("RunicNpc_CostWarning", 10);
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Check("api.costWarning", warning != null && warning.Contains("NPC(s)"), warning);
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BasePlayer npc = Spawn(field, "t_roam");
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Check("api.spawn", npc != null, npc != null ? npc.GetType().Name : "null");
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if (npc == null) yield break;
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yield return new WaitForSeconds(2f);
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Check("api.isRunicNpc", Api<bool>("RunicNpc_IsRunicNpc", npc), "");
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Check("api.profileOf", Api<string>("RunicNpc_ProfileOf", npc) == "t_roam", Api<string>("RunicNpc_ProfileOf", npc));
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Check("api.name", npc.displayName == "TRoam", npc.displayName);
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Check("api.health", Mathf.Approximately(npc.health, 250f) && Mathf.Approximately(npc.MaxHealth(), 250f), $"{npc.health}/{npc.MaxHealth()}");
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Check("api.notSaved", !npc.enableSaving, "enableSaving=" + npc.enableSaving);
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Check("api.isNpc", npc.IsNpc, "IsNpc=" + npc.IsNpc);
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HeldEntity held = npc.GetHeldEntity();
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Check("api.kit", held != null && held.ShortPrefabName.Contains("revolver"), held != null ? held.ShortPrefabName : "nothing held");
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Dictionary<string, object> d = Describe(npc);
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Check("api.list", d != null && (string)d["owner"] == Owner && (string)d["movement"] == "wander", d != null ? $"{d["owner"]} {d["movement"]} {d["state"]}" : "not listed");
|
|
|
|
BasePlayer ov = Spawn(field + new Vector3(4, 0, 0), "t_roam", JObject.FromObject(new { health = 500f, names = new[] { "Ov" } }));
|
|
yield return new WaitForSeconds(0.5f);
|
|
Check("api.overrides", ov != null && ov.displayName == "Ov" && Mathf.Approximately(ov.MaxHealth(), 500f), ov != null ? $"{ov.displayName} {ov.MaxHealth()}" : "null");
|
|
|
|
Check("api.refuse.placementOwner", Spawn(field, "t_roam", null, "placement:x") == null, "");
|
|
Check("api.refuse.badOwner", Spawn(field, "t_roam", null, "nobody") == null, "");
|
|
Check("api.refuse.unknownProfile", Spawn(field, "nope") == null, "");
|
|
Check("api.refuse.refusedProfile", Spawn(field, "t_bad") == null, "");
|
|
Check("api.refuse.badOverride", Spawn(field, "t_roam", JObject.FromObject(new { health = -5f })) == null, "");
|
|
Check("api.refuse.offMesh", Spawn(field + Vector3.up * 40f, "t_roam") == null, "40 m in the air");
|
|
|
|
int listed = List(Owner).Count;
|
|
Check("api.listOwner", listed == 2, "listed " + listed);
|
|
Check("api.despawn", Api<int>("RunicNpc_Despawn", ov.net.ID.Value) == 1, "");
|
|
Check("api.despawnOwner", Api<int>("RunicNpc_DespawnOwner", Owner) == 1, "");
|
|
Check("api.gone", List(Owner).Count == 0, "listed " + List(Owner).Count);
|
|
}
|
|
|
|
// ---- hooks: spawned, health threshold with contributors, damage by body part, died, despawned ----
|
|
|
|
private IEnumerator Hooks(Vector3 field)
|
|
{
|
|
_spawned.Clear(); _died.Clear(); _health.Clear(); _despawned.Clear();
|
|
BasePlayer shooter = StandIn(field + new Vector3(0, 0, 60), 0);
|
|
BasePlayer npc = Spawn(field, "t_roam");
|
|
yield return new WaitForSeconds(1f);
|
|
Check("hooks.spawned", _spawned.Contains("t_roam/" + Owner), string.Join(",", _spawned.ToArray()));
|
|
|
|
// 100 bullet damage with no bone: body, scaled 0.5 → 50 (then Rust's own protection).
|
|
float before = npc.health;
|
|
npc.Hurt(new HitInfo(shooter, npc, Rust.DamageType.Bullet, 100f));
|
|
float body = before - npc.health;
|
|
Check("hooks.damageTaken.body", body > 5f && body <= 50.5f, $"took {body:0.0} of 100 (body scale 0.5)");
|
|
|
|
// To below half: the 0.5 threshold fires, once.
|
|
while (npc.health / npc.MaxHealth() > 0.45f)
|
|
npc.Hurt(new HitInfo(shooter, npc, Rust.DamageType.Bullet, 60f));
|
|
npc.Hurt(new HitInfo(shooter, npc, Rust.DamageType.Bullet, 1f));
|
|
Check("hooks.health", _health.Count == 1 && _health[0] == "t_roam@0.5", string.Join(",", _health.ToArray()));
|
|
|
|
npc.Hurt(new HitInfo(shooter, npc, Rust.DamageType.Bullet, 5000f));
|
|
yield return new WaitForSeconds(1f);
|
|
Check("hooks.died", _died.Contains("t_roam/" + Owner), string.Join(",", _died.ToArray()));
|
|
Check("hooks.contributors", _lastContributors.ContainsKey(StandInId) && _lastContributors[StandInId] > 240f && _lastContributors[StandInId] <= 250.5f,
|
|
string.Join(",", _lastContributors.Select(kv => kv.Key + "=" + kv.Value.ToString("0")).ToArray()));
|
|
Check("hooks.diedNotDespawned", _despawned.Count == 0, "despawned: " + string.Join(",", _despawned.ToArray()));
|
|
Check("hooks.unregisteredOnDeath", List(Owner).Count == 0, "listed " + List(Owner).Count);
|
|
|
|
BasePlayer second = Spawn(field, "t_roam");
|
|
yield return new WaitForSeconds(0.5f);
|
|
Api<int>("RunicNpc_Despawn", second.net.ID.Value);
|
|
Check("hooks.despawned", _despawned.Count == 1 && _despawned[0] == Owner, string.Join(",", _despawned.ToArray()));
|
|
}
|
|
|
|
// ---- move: wander stays within its radius, a route visits every point, a monument roams, a leash holds ----
|
|
|
|
private IEnumerator Move(Vector3 field)
|
|
{
|
|
// A stand-in 100 m off keeps them awake (inside 160 m) without being sensed (30 m).
|
|
StandIn(field + new Vector3(0, 0, 100), 1);
|
|
|
|
BasePlayer wander = Spawn(field, "t_roam");
|
|
BasePlayer route = Spawn(field + new Vector3(60, 0, 0), "t_route");
|
|
Vector3 monument;
|
|
string monumentName;
|
|
BasePlayer mon = null;
|
|
if (FindMonument(out monument, out monumentName))
|
|
{
|
|
StandIn(monument + new Vector3(0, 0, 100), 2);
|
|
mon = Spawn(monument, "t_mon");
|
|
}
|
|
|
|
Vector3 home = wander.transform.position;
|
|
Vector3 monHome = mon != null ? mon.transform.position : Vector3.zero;
|
|
float wanderMax = 0f, wanderMoved = 0f, monMax = 0f;
|
|
Route loop = JObject.FromObject(Api<JObject>("RunicNpc_Routes")["t_loop"]).ToObject<Route>();
|
|
var reached = new bool[loop.points.Count];
|
|
var order = new List<int>();
|
|
|
|
for (int t = 0; t < 90; t++)
|
|
{
|
|
yield return new WaitForSeconds(1f);
|
|
if (wander != null && !wander.IsDestroyed)
|
|
{
|
|
float d = Flat(wander.transform.position, home);
|
|
wanderMax = Mathf.Max(wanderMax, d);
|
|
wanderMoved = Mathf.Max(wanderMoved, d);
|
|
}
|
|
|
|
if (route != null && !route.IsDestroyed)
|
|
for (int i = 0; i < loop.points.Count; i++)
|
|
if (Flat(route.transform.position, loop.points[i].V) < 2.5f)
|
|
{
|
|
reached[i] = true;
|
|
if (order.Count == 0 || order[order.Count - 1] != i) order.Add(i);
|
|
}
|
|
|
|
if (mon != null && !mon.IsDestroyed)
|
|
monMax = Mathf.Max(monMax, Flat(mon.transform.position, monHome));
|
|
}
|
|
|
|
Check("move.wander.moves", wanderMoved > 2f, $"furthest {wanderMoved:0.0} m from its spot");
|
|
Check("move.wander.radius", wanderMax <= 15f + 4f, $"furthest {wanderMax:0.0} m, radius 15");
|
|
Check("move.route.everyPoint", reached.All(x => x), "reached " + string.Join("", reached.Select(x => x ? "1" : "0").ToArray()) + " order " + string.Join(">", order.Select(x => x.ToString()).ToArray()));
|
|
bool inOrder = true;
|
|
for (int i = 1; i < order.Count; i++)
|
|
if (order[i] != (order[i - 1] + 1) % loop.points.Count) inOrder = false;
|
|
Check("move.route.inOrder", order.Count >= 3 && inOrder, string.Join(">", order.Select(x => x.ToString()).ToArray()));
|
|
if (mon != null)
|
|
Check("move.monument.roams", monMax > 5f, $"{monumentName}: furthest {monMax:0.0} m (Rust's own roam)");
|
|
else
|
|
Check("move.monument.roams", false, "no monument with an AI zone");
|
|
|
|
Api<int>("RunicNpc_DespawnOwner", Owner);
|
|
RemoveStandIns();
|
|
|
|
// The leash: chase 10 m from home. A stand-in 25 m off draws it out; past 10 m it must turn back.
|
|
BasePlayer leash = Spawn(field, "t_leash");
|
|
yield return new WaitForSeconds(1f);
|
|
Vector3 leashHome = leash.transform.position;
|
|
StandIn(leashHome + new Vector3(25, 0, 0), 3);
|
|
float leashMax = 0f;
|
|
for (int t = 0; t < 40; t++)
|
|
{
|
|
yield return new WaitForSeconds(1f);
|
|
if (leash == null || leash.IsDestroyed) break;
|
|
leashMax = Mathf.Max(leashMax, Flat(leash.transform.position, leashHome));
|
|
}
|
|
|
|
Dictionary<string, object> d2 = Describe(leash);
|
|
int leashes = d2 != null ? Convert.ToInt32(d2["leashes"]) : -1;
|
|
Check("move.chase.pursues", leashMax >= 6f, $"went {leashMax:0.0} m toward a target 25 m off (attack 4, chase 10)");
|
|
Check("move.chase.bounded", leashMax <= 10f + 4f, $"furthest {leashMax:0.0} m, chase 10");
|
|
Check("move.leash.givesUp", leashes >= 1, $"gave up {leashes} time(s) on a target it could not reach");
|
|
}
|
|
|
|
// ---- sentry: holds its spot, shoots, and may stand off the navmesh ----
|
|
|
|
private IEnumerator Sentry(Vector3 field)
|
|
{
|
|
BasePlayer sentry = Spawn(field, "t_sentry");
|
|
yield return new WaitForSeconds(1f);
|
|
Vector3 spot = sentry.transform.position;
|
|
_hitsOnStandIns = 0;
|
|
StandIn(spot + new Vector3(12, 0, 0), 4);
|
|
float moved = 0f;
|
|
for (int t = 0; t < 40; t++)
|
|
{
|
|
yield return new WaitForSeconds(1f);
|
|
moved = Mathf.Max(moved, Flat(sentry.transform.position, spot));
|
|
}
|
|
|
|
Check("sentry.holds", moved < 1f, $"moved {moved:0.00} m in 40 s with a target 12 m off");
|
|
Check("sentry.shoots", _hitsOnStandIns > 0, $"{_hitsOnStandIns} hit(s) on the stand-in");
|
|
Dictionary<string, object> d = Describe(sentry);
|
|
Note("sentry state: " + (d != null ? d["state"] : "?"));
|
|
Api<int>("RunicNpc_DespawnOwner", Owner);
|
|
RemoveStandIns();
|
|
|
|
// A player-built floor 4 m up, then a spot truly off the navmesh.
|
|
BaseEntity floor = GameManager.server.CreateEntity("assets/prefabs/building core/floor/floor.prefab", field + new Vector3(0, 4f, 20f));
|
|
if (floor == null)
|
|
{
|
|
Check("sentry.offMesh.floor", false, "the floor prefab made nothing");
|
|
yield break;
|
|
}
|
|
|
|
try
|
|
{
|
|
floor.enableSaving = false;
|
|
// An unsupported floor collapses at once under Rust's stability; grounded, it stays up.
|
|
StabilityEntity stable = floor as StabilityEntity;
|
|
if (stable != null) stable.grounded = true;
|
|
floor.Spawn();
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
Check("sentry.offMesh.floor", false, e.ToString());
|
|
yield break;
|
|
}
|
|
|
|
_built.Add(floor);
|
|
|
|
// Stage 1 read a new floor as off the navmesh, sampling in the frame it spawned. How long
|
|
// does Rust's navmesh take to cover it?
|
|
Vector3 top = floor.transform.position + Vector3.up * 0.1f;
|
|
float spawnedAt = Time.realtimeSinceStartup;
|
|
bool covered = false;
|
|
int frames = 0;
|
|
while (!covered && Time.realtimeSinceStartup - spawnedAt < 10f)
|
|
{
|
|
NavMeshHit onTop;
|
|
covered = SampleNavmesh(top, 1f, out onTop) && Mathf.Abs(onTop.position.y - top.y) < 0.6f;
|
|
if (!covered)
|
|
{
|
|
frames++;
|
|
yield return null;
|
|
}
|
|
}
|
|
|
|
if (floor == null || floor.IsDestroyed)
|
|
{
|
|
Check("sentry.floor", false, "the floor did not stay up");
|
|
yield break;
|
|
}
|
|
|
|
Check("sentry.floor.meshCovers", covered, covered
|
|
? $"the navmesh covered a new floor 4 m up after {Time.realtimeSinceStartup - spawnedAt:0.00} s ({frames} frames)"
|
|
: "not covered within 10 s");
|
|
BasePlayer roamer = Spawn(top, "t_roam");
|
|
Check("sentry.floor.roamerStandsOnIt", !covered || (roamer != null && Mathf.Abs(roamer.transform.position.y - top.y) < 0.6f),
|
|
roamer != null ? $"a roamer placed at y={roamer.transform.position.y:0.00}, floor {top.y:0.00}" : "refused");
|
|
if (roamer != null) Api<int>("RunicNpc_Despawn", roamer.net.ID.Value);
|
|
|
|
// Truly off the navmesh: 40 m up. A roamer is refused; a sentry is placed and stays.
|
|
Vector3 air = field + new Vector3(0f, 40f, -20f);
|
|
Check("sentry.offMesh.roamerRefused", Spawn(air, "t_roam") == null, "40 m up");
|
|
BasePlayer up = Spawn(air, "t_sentry");
|
|
Check("sentry.offMesh.sentryPlaced", up != null, "");
|
|
if (up != null)
|
|
{
|
|
StandIn(field + new Vector3(0, 0, 100), 5);
|
|
yield return new WaitForSeconds(20f);
|
|
bool there = up != null && !up.IsDestroyed && Vector3.Distance(up.transform.position, air) < 1.5f;
|
|
Check("sentry.offMesh.stays", there, up != null && !up.IsDestroyed ? $"{Vector3.Distance(up.transform.position, air):0.00} m from its spot after 20 s" : "gone");
|
|
}
|
|
}
|
|
|
|
// ---- sleep: walk home past 160 m of any player, then sleep; wake when one comes back ----
|
|
|
|
private IEnumerator Sleep(Vector3 field)
|
|
{
|
|
BasePlayer keeper = StandIn(field + new Vector3(0, 0, 100), 6);
|
|
BasePlayer npc = Spawn(field, "t_roam", JObject.FromObject(new { movement = new { mode = "wander", radius = 30f } }));
|
|
yield return new WaitForSeconds(1f);
|
|
Vector3 home = npc.transform.position;
|
|
|
|
// Let it wander off its spot.
|
|
float away = 0f;
|
|
for (int t = 0; t < 60 && away < 8f; t++)
|
|
{
|
|
yield return new WaitForSeconds(1f);
|
|
away = Flat(npc.transform.position, home);
|
|
}
|
|
|
|
Check("sleep.awayFirst", away >= 3f, $"{away:0.0} m from home before the players leave");
|
|
keeper.Kill();
|
|
_standIns.Remove(keeper);
|
|
|
|
string rest = "";
|
|
bool sawGoingHome = false;
|
|
float maxStep = 0f;
|
|
Vector3 last = npc.transform.position;
|
|
for (int t = 0; t < 90; t++)
|
|
{
|
|
yield return new WaitForSeconds(1f);
|
|
maxStep = Mathf.Max(maxStep, Flat(npc.transform.position, last));
|
|
last = npc.transform.position;
|
|
rest = (string)Describe(npc)["rest"];
|
|
if (rest == "GoingHome") sawGoingHome = true;
|
|
if (rest == "Asleep") break;
|
|
}
|
|
|
|
float fromHome = Flat(npc.transform.position, home);
|
|
Check("sleep.walksHome", sawGoingHome || away < 3f, "saw GoingHome=" + sawGoingHome);
|
|
Check("sleep.asleep", rest == "Asleep", "rest=" + rest);
|
|
Check("sleep.atHome", fromHome <= 3f, $"{fromHome:0.0} m from home");
|
|
Check("sleep.walkedNotTeleported", maxStep < 8f, $"largest step {maxStep:0.0} m per second");
|
|
|
|
// Still for 10 s asleep.
|
|
Vector3 sleptAt = npc.transform.position;
|
|
yield return new WaitForSeconds(10f);
|
|
Check("sleep.still", Flat(npc.transform.position, sleptAt) < 0.5f, "");
|
|
|
|
StandIn(field + new Vector3(0, 0, 100), 7);
|
|
yield return new WaitForSeconds(4f);
|
|
rest = (string)Describe(npc)["rest"];
|
|
Check("sleep.wakes", rest == "Awake", "rest=" + rest);
|
|
}
|
|
|
|
// ---- place: each and group respawn, a missing profile waits, a missing route waits ----
|
|
|
|
private IEnumerator Place(Vector3 field)
|
|
{
|
|
Vector3 a = field + new Vector3(-40, 0, 0);
|
|
Vector3 b = field + new Vector3(-40, 0, 30);
|
|
StandIn(field + new Vector3(-40, 0, 110), 8);
|
|
Check("place.set.each", Api<string>("RunicNpc_SetPlacement", "t_each", Placement("t_each", a, 3, 20f, "each")) == null, "");
|
|
Check("place.set.group", Api<string>("RunicNpc_SetPlacement", "t_group", Placement("t_roam", b, 3, 20f, "group")) == null, "");
|
|
yield return new WaitForSeconds(4f);
|
|
|
|
List<Dictionary<string, object>> each = List("placement:t_each");
|
|
List<Dictionary<string, object>> group = List("placement:t_group");
|
|
Check("place.spawned", each.Count == 3 && group.Count == 3, $"each {each.Count}, group {group.Count}");
|
|
|
|
// each: kill one; the other two stay, and it alone returns after ~20 s.
|
|
var survivors = new HashSet<ulong>(each.Skip(1).Select(x => (ulong)x["netId"]));
|
|
Kill((ulong)each[0]["netId"]);
|
|
yield return new WaitForSeconds(2f);
|
|
Check("place.each.down", List("placement:t_each").Count == 2, "" + List("placement:t_each").Count);
|
|
yield return new WaitForSeconds(22f);
|
|
List<Dictionary<string, object>> after = List("placement:t_each");
|
|
Check("place.each.back", after.Count == 3 && survivors.All(id => after.Any(x => (ulong)x["netId"] == id)), $"{after.Count} alive, survivors kept={survivors.All(id => after.Any(x => (ulong)x["netId"] == id))}");
|
|
|
|
// group: kill one; nothing returns while two live. Kill the rest; all three return together.
|
|
Kill((ulong)group[0]["netId"]);
|
|
yield return new WaitForSeconds(24f);
|
|
Check("place.group.waitsForAll", List("placement:t_group").Count == 2, "" + List("placement:t_group").Count);
|
|
foreach (Dictionary<string, object> x in List("placement:t_group")) Kill((ulong)x["netId"]);
|
|
yield return new WaitForSeconds(10f);
|
|
Check("place.group.notEarly", List("placement:t_group").Count == 0, "" + List("placement:t_group").Count);
|
|
yield return new WaitForSeconds(14f);
|
|
Check("place.group.back", List("placement:t_group").Count == 3, "" + List("placement:t_group").Count);
|
|
|
|
// D237: remove t_each's profile. Its NPCs despawn and the placement waits; restore it and they return.
|
|
SetTestProfiles(withEach: false);
|
|
yield return new WaitForSeconds(2f);
|
|
Dictionary<string, object> row = Row("t_each");
|
|
Check("place.missingProfile.waits", List("placement:t_each").Count == 0 && row != null && row["waiting"] != null, row != null ? "" + row["waiting"] : "no row");
|
|
SetTestProfiles();
|
|
yield return new WaitForSeconds(4f);
|
|
Check("place.missingProfile.returns", List("placement:t_each").Count == 3, "" + List("placement:t_each").Count);
|
|
|
|
JObject waitRoute = Placement("t_roam", a, 1, 20f, "each");
|
|
waitRoute["movement"] = JObject.FromObject(new { mode = "route:t_nope", radius = 0f });
|
|
Check("place.set.routeOverride", Api<string>("RunicNpc_SetPlacement", "t_waitroute", waitRoute) == null, "");
|
|
yield return new WaitForSeconds(2f);
|
|
row = Row("t_waitroute");
|
|
Check("place.missingRoute.waits", row != null && ("" + row["waiting"]).Contains("route"), row != null ? "" + row["waiting"] : "no row");
|
|
Api<bool>("RunicNpc_RemovePlacement", "t_waitroute");
|
|
|
|
Check("place.remove", Api<bool>("RunicNpc_RemovePlacement", "t_group") && List("placement:t_group").Count == 0, "");
|
|
Check("place.refuse.badRespawnMode", Api<string>("RunicNpc_SetPlacement", "t_x", Placement("t_roam", a, 1, 20f, "sometimes")) != null, "");
|
|
|
|
// Leave two for rnt.after, across a reload or a restart.
|
|
Api<bool>("RunicNpc_RemovePlacement", "t_each");
|
|
Api<string>("RunicNpc_SetPlacement", "t_keep1", Placement("t_roam", a, 2, 30f, "each"));
|
|
Api<string>("RunicNpc_SetPlacement", "t_keep2", Placement("t_sentry", b, 1, 30f, "each"));
|
|
Note("left placements t_keep1 (2) and t_keep2 (1) for rnt.after");
|
|
}
|
|
|
|
private static JObject Placement(string profile, Vector3 at, int count, float respawn, string mode) =>
|
|
JObject.FromObject(new { profile, position = new { x = at.x, y = at.y, z = at.z }, yaw = 0f, count, respawn, respawnMode = mode });
|
|
|
|
private Dictionary<string, object> Row(string id) =>
|
|
(Api<List<Dictionary<string, object>>>("RunicNpc_Placements") ?? new List<Dictionary<string, object>>()).FirstOrDefault(r => (string)r["id"] == id);
|
|
|
|
private static void Kill(ulong netId)
|
|
{
|
|
BasePlayer p = BaseNetworkable.serverEntities.Find(new NetworkableId(netId)) as BasePlayer;
|
|
if (p != null && !p.IsDead()) p.Hurt(new HitInfo(null, p, Rust.DamageType.Bullet, 10000f));
|
|
}
|
|
|
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/// <summary>
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/// After a reload or restart: every placement is back to its count, every RunicNPC entity in
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/// the world is one RunicNPC lists, and no plain scientist stands at a placement's spot (the
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/// saved-subclass symptom stage 1 found).
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/// </summary>
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private void After()
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{
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_pass = _fail = 0;
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List<Dictionary<string, object>> rows = Api<List<Dictionary<string, object>>>("RunicNpc_Placements") ?? new List<Dictionary<string, object>>();
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foreach (Dictionary<string, object> r in rows)
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{
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JObject p = (JObject)r["placement"];
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Check($"after.placement.{r["id"]}", Convert.ToInt32(r["alive"]) == (int)p["count"], $"{r["alive"]}/{p["count"]} alive, waiting={r["waiting"] ?? "-"}");
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}
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var listed = new HashSet<ulong>(List(null).Select(d => (ulong)d["netId"]));
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List<BasePlayer> world = BaseNetworkable.serverEntities.OfType<BasePlayer>().Where(p => p.GetType().Name == "RunicNpcPlayer").ToList();
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Check("after.worldMatchesRegistry", world.Count == listed.Count && world.All(p => listed.Contains(p.net.ID.Value)), $"world {world.Count}, listed {listed.Count}");
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int strays = 0;
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foreach (Dictionary<string, object> r in rows)
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{
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Vector3 at = V(((JObject)r["placement"])["position"].ToObject<Dictionary<string, object>>());
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strays += BaseNetworkable.serverEntities.OfType<ScientistNPC>().Count(s => s.GetType() == typeof(ScientistNPC) && Vector3.Distance(s.transform.position, at) < 25f);
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}
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Check("after.noSavedScientists", strays == 0, strays + " plain scientist(s) at placement spots");
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Check("after.pluginOwnedGone", List(Owner).Count == 0, List(Owner).Count + " left for " + Owner);
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Note($"after: {_pass} pass, {_fail} fail");
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}
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/// <summary>A route, as RunicNpc_Routes returns it.</summary>
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private sealed class Route
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{
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public List<P> points = new List<P>();
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public bool loop;
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}
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private sealed class P
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{
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public float x, y, z;
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public Vector3 V => new Vector3(x, y, z);
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}
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}
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}
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