Files
runicnpc-rust/README.md
wtclaude 6a384d0a28 docs, test: the update surface in the README, and rnt.cost (stage 9, D306)
- README: status is stage 9; the installer and egg install it now; API 6; the
  swap reports 55/55 npc fields; COMMANDS.md and INSTALL.md are linked; a new
  "update surface" table lists every Rust type and member the swap and the
  brain depend on, where, and what catches a change (compile, the field list,
  or only a running server). The staging drill checks exactly that list.
- tools/RunicNpcTest.cs 0.7.0: rnt.cost measures 100 of RunicNPC's own NPCs
  against the same session's empty server, idle (awake) and fighting 20
  invulnerable stand-ins, with a second empty baseline at the end and the bar
  taken against the lower. `idle` skips the fight, `sentry` makes them stand
  still, `asleep` leaves out the keeper.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01E14m6SuuY6i1vASFeGDBeY
2026-10-06 17:33:28 -05:00

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# 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-<version>.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.<verb>` 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<int>("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 <dir> # the Carbon rig's RustDedicated_Data/Managed
dotnet run --project tools/fieldlist -- <dir> # 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).