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runicnpc-rust/tools/RunicNpcTest.cs
wtclaude f8084955e8
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feat: stage 2, the NPC and its API (API 2)
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
2026-09-30 01:31:04 -05:00

803 lines
40 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using System.Reflection;
using Newtonsoft.Json;
using Newtonsoft.Json.Linq;
using Oxide.Core;
using Oxide.Core.Plugins;
using UnityEngine;
using UnityEngine.AI;
namespace Oxide.Plugins
{
/// <summary>
/// RunicNPC's stage 2 test harness (docs/runicnpc/PLAN.md §9, stage 2). NEVER SHIPPED: it lives
/// in tools/ and is loaded on a rig by hand. It drives RunicNPC only through its API and hooks,
/// as any other plugin would, and prints one line per assertion:
///
/// <code>[rnt] &lt;group&gt;.&lt;check&gt;: PASS|FAIL &lt;detail&gt;</code>
///
/// Every line is also kept in <c>data/RunicNpcTest.json</c>, read back over the panel.
///
/// <para>
/// <c>rnt.run &lt;group&gt;</c> runs one group: <c>api</c>, <c>hooks</c>, <c>move</c>,
/// <c>sentry</c>, <c>sleep</c>, <c>place</c>, or <c>all</c> for each in turn.
/// <c>rnt.run place</c> leaves two placements behind for the restart check, and
/// <c>rnt.after</c> checks, after a reload or restart, that every placement is back and nothing
/// else is. <c>rnt.spawn [n]</c> spawns plugin-owned NPCs, for the check that they die with this plugin, and
/// <c>rnt.clear</c> removes everything the harness made.
/// </para>
///
/// <para>
/// It needs the hidden Kits kit <c>rnhrevolver</c> (stage 1's: a revolver, pistol ammo and
/// burlap). It REPLACES RunicNPC's profiles with its own test set, which marks the server
/// managed: back up <c>data/RunicNPC/</c> first and restore it afterwards.
/// </para>
///
/// <para>
/// Targets and wake-ups are <b>stand-ins</b>, stage 1's fake players: <c>player.prefab</c> with
/// a made-up user id (11400000001 and up), so <c>IsNpc</c> is false. They take no damage.
/// </para>
/// </summary>
[Info("RunicNpcTest", "Runic Gateway", "0.2.0")]
[Description("RunicNPC stage 2 tests. A developer tool: never ship it.")]
internal class RunicNpcTest : RustPlugin
{
[PluginReference] private Plugin RunicNPC;
private const string Kit = "rnhrevolver";
private const string Owner = "plugin:RunicNpcTest";
private const string PlayerPrefab = "assets/prefabs/player/player.prefab";
private const ulong StandInId = 11400000101UL;
private readonly List<string> _lines = new List<string>();
private readonly HashSet<BasePlayer> _standIns = new HashSet<BasePlayer>();
private readonly List<BaseEntity> _built = new List<BaseEntity>();
private Coroutine _running;
private int _pass, _fail;
// What RunicNPC's hooks told us.
private readonly List<string> _spawned = new List<string>();
private readonly List<string> _died = new List<string>();
private readonly List<string> _health = new List<string>();
private readonly List<string> _despawned = new List<string>();
private readonly Dictionary<ulong, float> _lastContributors = new Dictionary<ulong, float>();
private int _hitsOnStandIns;
private static readonly MethodInfo LifeStoryStart =
typeof(BasePlayer).GetMethod("LifeStoryStart", BindingFlags.Instance | BindingFlags.Public | BindingFlags.NonPublic);
// ---- output ----
private void Check(string name, bool ok, string detail = "")
{
if (ok) _pass++; else _fail++;
string line = $"{name}: {(ok ? "PASS" : "FAIL")} {detail}";
_lines.Add(line);
Puts("[rnt] " + line);
Interface.Oxide.DataFileSystem.WriteObject(Name, _lines);
}
private void Note(string line)
{
_lines.Add("# " + line);
Puts("[rnt] # " + line);
Interface.Oxide.DataFileSystem.WriteObject(Name, _lines);
}
// ---- lifecycle ----
private void Unload()
{
if (_running != null) ServerMgr.Instance.StopCoroutine(_running);
ClearWorld();
}
private void ClearWorld()
{
foreach (BasePlayer p in _standIns.ToList())
if (p != null && !p.IsDestroyed) p.Kill();
_standIns.Clear();
foreach (BaseEntity e in _built)
if (e != null && !e.IsDestroyed) e.Kill();
_built.Clear();
}
// ---- RunicNPC's API, typed ----
private T Api<T>(string call, params object[] args)
{
object r = RunicNPC?.Call(call, args);
return r is T ? (T)r : default(T);
}
private BasePlayer Spawn(Vector3 at, string profile, JObject overrides = null, string owner = Owner) =>
Api<BasePlayer>("RunicNpc_Spawn", at, profile, owner, overrides);
private List<Dictionary<string, object>> List(string owner) =>
Api<List<Dictionary<string, object>>>("RunicNpc_List", owner) ?? new List<Dictionary<string, object>>();
private Dictionary<string, object> Describe(BasePlayer npc) =>
npc == null ? null : List(null).FirstOrDefault(d => (ulong)d["netId"] == npc.net.ID.Value);
private static Vector3 V(object o)
{
var d = (Dictionary<string, object>)o;
return new Vector3(Convert.ToSingle(d["x"]), Convert.ToSingle(d["y"]), Convert.ToSingle(d["z"]));
}
private static float Flat(Vector3 a, Vector3 b) => new Vector2(a.x - b.x, a.z - b.z).magnitude;
// ---- places ----
private static bool SampleNavmesh(Vector3 p, float r, out NavMeshHit hit) =>
Rust.Ai.Gen2.RustNavMeshHelpers.SamplePosition(p, out hit, r, Rust.Ai.Gen2.RustNavMeshHelpers.AllAreas);
private static MonumentInfo[] _monuments;
/// <summary>The map's monuments. (TerrainMeta.Path.Monuments is internal in Rust's own assembly.)</summary>
private static MonumentInfo[] Monuments() => _monuments ?? (_monuments = UnityEngine.Object.FindObjectsOfType<MonumentInfo>());
/// <summary>A flat, dry spot on the navmesh far from every monument; fixed seed, so reruns land in the same field.</summary>
private static bool FindField(float clear, int seed, out Vector3 at)
{
var rng = new System.Random(seed);
float half = World.Size / 2f - 300f;
for (int i = 0; i < 4000; i++)
{
var p = new Vector3((float)(rng.NextDouble() * 2 - 1) * half, 0f, (float)(rng.NextDouble() * 2 - 1) * half);
p.y = TerrainMeta.HeightMap.GetHeight(p);
if (p.y < TerrainMeta.WaterMap.GetHeight(p) + 1f || TerrainMeta.HeightMap.GetSlope(p) > 12f) continue;
if (Monuments().Any(m => Vector3.Distance(m.transform.position, p) < clear)) continue;
NavMeshHit hit;
if (!SampleNavmesh(p, 2f, out hit)) continue;
// The whole 35 m around it must be walkable too, for the wander and route tests.
bool open = true;
for (int k = 0; k < 8 && open; k++)
{
float a = k * Mathf.PI / 4f;
NavMeshHit h2;
open = SampleNavmesh(hit.position + new Vector3(Mathf.Cos(a), 0f, Mathf.Sin(a)) * 35f, 2f, out h2);
}
if (!open) continue;
at = hit.position;
return true;
}
at = Vector3.zero;
return false;
}
/// <summary>A monument with an AI zone, where Rust's own roam has move points to follow.</summary>
private static bool FindMonument(out Vector3 at, out string name)
{
foreach (MonumentInfo m in Monuments().OrderBy(m => m.name.Contains("military") ? 0 : 1))
{
if (m == null) continue;
AIInformationZone zone = AIInformationZone.GetForPoint(m.transform.position, false);
if (zone == null) continue;
NavMeshHit hit;
if (!SampleNavmesh(m.transform.position, 20f, out hit)) continue;
at = hit.position;
name = System.IO.Path.GetFileNameWithoutExtension(m.name);
return true;
}
at = Vector3.zero;
name = null;
return false;
}
private BasePlayer StandIn(Vector3 at, int index)
{
BasePlayer p = GameManager.server.CreateEntity(PlayerPrefab, at) as BasePlayer;
if (p == null) return null;
ulong id = StandInId + (ulong)index;
p.userID = id;
p.UserIDString = id.ToString();
p.displayName = "RntStandIn" + index;
p.enableSaving = false;
p.Spawn();
p.EndSleeping();
LifeStoryStart?.Invoke(p, null);
_standIns.Add(p);
return p;
}
private void RemoveStandIns()
{
foreach (BasePlayer p in _standIns.ToList())
if (p != null && !p.IsDestroyed) p.Kill();
_standIns.Clear();
}
// ---- hooks: RunicNPC's, counted; and the stand-ins made invulnerable ----
private void OnRunicNpcSpawned(BasePlayer npc, string profile, string owner) => _spawned.Add($"{profile}/{owner}");
private void OnRunicNpcDied(BasePlayer npc, string profile, string owner, HitInfo info, Dictionary<ulong, float> contributors)
{
_died.Add($"{profile}/{owner}");
_lastContributors.Clear();
foreach (KeyValuePair<ulong, float> kv in contributors) _lastContributors[kv.Key] = kv.Value;
}
private void OnRunicNpcHealth(BasePlayer npc, string profile, float fraction) => _health.Add($"{profile}@{fraction}");
private void OnRunicNpcDespawned(BasePlayer npc, string owner) => _despawned.Add(owner);
private void OnEntityTakeDamage(BaseCombatEntity victim, HitInfo info)
{
BasePlayer p = victim as BasePlayer;
if (p == null || !_standIns.Contains(p) || info == null) return;
if (info.Initiator is BasePlayer && ((BasePlayer)info.Initiator).IsNpc) _hitsOnStandIns++;
info.damageTypes.ScaleAll(0f);
}
// ---- the profiles and routes the tests use ----
private static JObject Prof(string movement = "wander", float radius = 15f, string role = "roamer", string kit = Kit, string name = "TRoam") =>
JObject.FromObject(new
{
names = new[] { name },
kits = new[] { kit },
prefab = "scientistnpc_roam",
role,
movement = new { mode = movement, radius },
health = 250f,
damageDealt = 1f,
damageTaken = new { head = 2f, body = 0.5f, legs = 1f },
aimCone = 2f,
ranges = new { sense = 30f, loseTarget = 40f, chase = 40f, attack = 30f },
visionCone = -0.8f,
sleepDistance = 160f,
healthThresholds = new[] { 0.5f }
});
private Dictionary<string, string> SetTestProfiles(bool withEach = true)
{
var all = new JObject
{
["t_roam"] = Prof(),
["t_sentry"] = Prof(role: "sentry", name: "TSentry"),
["t_mon"] = Prof("monument", name: "TMon"),
["t_route"] = Prof("route:t_loop", name: "TRoute"),
["t_bad"] = Prof(kit: "rnt_nokit", name: "TBad")
};
JObject leash = Prof(radius: 4f, name: "TLeash");
leash["ranges"] = JObject.FromObject(new { sense = 40f, loseTarget = 50f, chase = 10f, attack = 4f });
all["t_leash"] = leash;
if (withEach)
all["t_each"] = Prof(name: "TEach");
return Api<Dictionary<string, string>>("RunicNpc_SetProfiles", all) ?? new Dictionary<string, string> { ["?"] = "no answer" };
}
private string SetLoop(Vector3 centre)
{
var points = new JArray();
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) })
{
NavMeshHit hit;
SampleNavmesh(centre + o, 3f, out hit);
points.Add(JObject.FromObject(new { x = hit.position.x, y = hit.position.y, z = hit.position.z }));
}
return Api<string>("RunicNpc_SetRoute", "t_loop", JObject.FromObject(new { points, loop = true }));
}
// ---- commands ----
[ConsoleCommand("rnt.run")]
private void CmdRun(ConsoleSystem.Arg arg)
{
if (arg.Connection != null && !arg.IsAdmin) return;
string group = arg.GetString(0, "all");
if (_running != null) ServerMgr.Instance.StopCoroutine(_running);
_running = ServerMgr.Instance.StartCoroutine(Run(group));
arg.ReplyWith($"rnt: running {group}");
}
[ConsoleCommand("rnt.after")]
private void CmdAfter(ConsoleSystem.Arg arg)
{
if (arg.Connection != null && !arg.IsAdmin) return;
After();
}
/// <summary>Spawns n plugin-owned NPCs, for the check that a plugin's NPCs die with it.</summary>
[ConsoleCommand("rnt.spawn")]
private void CmdSpawn(ConsoleSystem.Arg arg)
{
if (arg.Connection != null && !arg.IsAdmin) return;
Vector3 field;
if (!FindField(300f, 2024, out field)) return;
int n = 0;
for (int i = 0; i < arg.GetInt(0, 3); i++)
if (Spawn(field + new Vector3(i * 2f, 0f, -30f), "t_roam") != null) n++;
arg.ReplyWith($"rnt: spawned {n} as {Owner}");
}
[ConsoleCommand("rnt.clear")]
private void CmdClear(ConsoleSystem.Arg arg)
{
if (arg.Connection != null && !arg.IsAdmin) return;
ClearWorld();
Api<int>("RunicNpc_DespawnOwner", Owner);
foreach (string id in new[] { "t_each", "t_group", "t_waitroute", "t_keep1", "t_keep2" })
Api<bool>("RunicNpc_RemovePlacement", id);
Api<bool>("RunicNpc_RemoveRoute", "t_loop");
arg.ReplyWith("rnt: cleared");
}
private IEnumerator Run(string group)
{
_pass = _fail = 0;
Note($"run {group} on {(AppDomain.CurrentDomain.GetAssemblies().Any(a => a.GetName().Name.StartsWith("Carbon")) ? "carbon" : "oxide")}, map {World.Size}/{World.Seed}");
Vector3 field;
if (!FindField(300f, 2024, out field))
{
Check("setup.field", false, "no open field on the navmesh");
yield break;
}
Dictionary<string, string> refused = SetTestProfiles();
Check("setup.profiles", refused.Count == 1 && refused.ContainsKey("t_bad"), "refused: " + string.Join("; ", refused.Select(kv => kv.Key + ": " + kv.Value).ToArray()));
string route = SetLoop(field + new Vector3(60f, 0f, 0f));
Check("setup.route", route == null, route ?? "t_loop set");
string[] groups = group == "all" ? new[] { "api", "hooks", "move", "sentry", "sleep", "place" } : new[] { group };
foreach (string g in groups)
{
IEnumerator inner = g == "api" ? Api(field)
: g == "hooks" ? Hooks(field)
: g == "move" ? Move(field)
: g == "sentry" ? Sentry(field)
: g == "sleep" ? Sleep(field)
: g == "place" ? Place(field)
: null;
if (inner == null)
{
Check("setup.group", false, "no group " + g);
continue;
}
while (inner.MoveNext()) yield return inner.Current;
Api<int>("RunicNpc_DespawnOwner", Owner);
RemoveStandIns();
yield return new WaitForSeconds(1f);
}
Note($"done {group}: {_pass} pass, {_fail} fail");
_running = null;
}
// ---- api: every call's answer ----
private IEnumerator Api(Vector3 field)
{
Check("api.version", Api<int>("RunicNpc_ApiVersion") == 2, "RunicNpc_ApiVersion=" + Api<int>("RunicNpc_ApiVersion"));
JObject profiles = Api<JObject>("RunicNpc_Profiles");
Check("api.profiles.managed", profiles != null && (bool)profiles["managed"], "managed=" + profiles?["managed"]);
Check("api.profiles.refused", profiles != null && profiles["refused"]?["t_bad"] != null, "" + profiles?["refused"]);
string warning = Api<string>("RunicNpc_CostWarning", 10);
Check("api.costWarning", warning != null && warning.Contains("NPC(s)"), warning);
BasePlayer npc = Spawn(field, "t_roam");
Check("api.spawn", npc != null, npc != null ? npc.GetType().Name : "null");
if (npc == null) yield break;
yield return new WaitForSeconds(2f);
Check("api.isRunicNpc", Api<bool>("RunicNpc_IsRunicNpc", npc), "");
Check("api.profileOf", Api<string>("RunicNpc_ProfileOf", npc) == "t_roam", Api<string>("RunicNpc_ProfileOf", npc));
Check("api.name", npc.displayName == "TRoam", npc.displayName);
Check("api.health", Mathf.Approximately(npc.health, 250f) && Mathf.Approximately(npc.MaxHealth(), 250f), $"{npc.health}/{npc.MaxHealth()}");
Check("api.notSaved", !npc.enableSaving, "enableSaving=" + npc.enableSaving);
Check("api.isNpc", npc.IsNpc, "IsNpc=" + npc.IsNpc);
HeldEntity held = npc.GetHeldEntity();
Check("api.kit", held != null && held.ShortPrefabName.Contains("revolver"), held != null ? held.ShortPrefabName : "nothing held");
Dictionary<string, object> d = Describe(npc);
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));
}
/// <summary>
/// After a reload or restart: every placement is back to its count, every RunicNPC entity in
/// the world is one RunicNPC lists, and no plain scientist stands at a placement's spot (the
/// saved-subclass symptom stage 1 found).
/// </summary>
private void After()
{
_pass = _fail = 0;
List<Dictionary<string, object>> rows = Api<List<Dictionary<string, object>>>("RunicNpc_Placements") ?? new List<Dictionary<string, object>>();
foreach (Dictionary<string, object> r in rows)
{
JObject p = (JObject)r["placement"];
Check($"after.placement.{r["id"]}", Convert.ToInt32(r["alive"]) == (int)p["count"], $"{r["alive"]}/{p["count"]} alive, waiting={r["waiting"] ?? "-"}");
}
var listed = new HashSet<ulong>(List(null).Select(d => (ulong)d["netId"]));
List<BasePlayer> world = BaseNetworkable.serverEntities.OfType<BasePlayer>().Where(p => p.GetType().Name == "RunicNpcPlayer").ToList();
Check("after.worldMatchesRegistry", world.Count == listed.Count && world.All(p => listed.Contains(p.net.ID.Value)), $"world {world.Count}, listed {listed.Count}");
int strays = 0;
foreach (Dictionary<string, object> r in rows)
{
Vector3 at = V(((JObject)r["placement"])["position"].ToObject<Dictionary<string, object>>());
strays += BaseNetworkable.serverEntities.OfType<ScientistNPC>().Count(s => s.GetType() == typeof(ScientistNPC) && Vector3.Distance(s.transform.position, at) < 25f);
}
Check("after.noSavedScientists", strays == 0, strays + " plain scientist(s) at placement spots");
Check("after.pluginOwnedGone", List(Owner).Count == 0, List(Owner).Count + " left for " + Owner);
Note($"after: {_pass} pass, {_fail} fail");
}
/// <summary>A route, as RunicNpc_Routes returns it.</summary>
private sealed class Route
{
public List<P> points = new List<P>();
public bool loop;
}
private sealed class P
{
public float x, y, z;
public Vector3 V => new Vector3(x, y, z);
}
}
}