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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
99 lines
4.0 KiB
C#
99 lines
4.0 KiB
C#
// Writes the list of fields RunicNPC's swap copies from Rust's scientist to ours (D232).
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//
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// node tools/managed.js carbon <dir> (once per Rust update)
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// dotnet run --project tools/fieldlist -- <dir> [plugin/RunicNPC.cs]
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//
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// <dir> must hold the CARBON rig's managed assemblies: Oxide's patcher makes Rust's private fields
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// public, so its Assembly-CSharp.dll no longer says what Rust itself serialises.
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//
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// The rule is stage 1's, which is Unity's own for a component's authored data: every instance
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// field from the component's type down to (not including) MonoBehaviour that is public and not
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// [NonSerialized], or carries [SerializeField]; never readonly, const or a delegate. Applied here to
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// the unmodified assembly, it picks the same fields on both frameworks. The result replaces the
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// block between the two marker lines in the plugin, and the plugin resolves each name at load.
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using System.Reflection;
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using System.Text;
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if (args.Length < 1)
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{
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Console.Error.WriteLine("usage: dotnet run --project tools/fieldlist -- <managed dir> [plugin/RunicNPC.cs]");
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return 2;
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}
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string managed = args[0];
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string plugin = args.Length > 1 ? args[1] : Path.Combine("plugin", "RunicNPC.cs");
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string[] dlls = Directory.GetFiles(managed, "*.dll");
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var resolver = new PathAssemblyResolver(dlls);
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using var context = new MetadataLoadContext(resolver, "mscorlib");
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Assembly rust = context.LoadFromAssemblyPath(Path.Combine(managed, "Assembly-CSharp.dll"));
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List<string> Fields(string typeName)
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{
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Type type = rust.GetType(typeName, throwOnError: true)!;
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var names = new List<string>();
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for (Type? t = type; t != null && t.FullName != "UnityEngine.MonoBehaviour"; t = t.BaseType)
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{
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foreach (FieldInfo f in t.GetFields(BindingFlags.Instance | BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.DeclaredOnly))
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{
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if (f.IsInitOnly || f.IsLiteral)
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continue;
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bool serialised = (f.IsPublic && (f.Attributes & FieldAttributes.NotSerialized) == 0) ||
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f.GetCustomAttributesData().Any(a => a.AttributeType.FullName == "UnityEngine.SerializeField");
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if (!serialised || IsDelegate(f.FieldType))
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continue;
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names.Add($"{t.Name}.{f.Name}");
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}
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}
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return names;
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}
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static bool IsDelegate(Type t)
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{
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for (Type? b = t; b != null; b = b.BaseType)
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if (b.FullName == "System.Delegate")
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return true;
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return false;
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}
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List<string> npc = Fields("ScientistNPC");
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List<string> brain = Fields("ScientistBrain");
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Guid mvid = rust.ManifestModule.ModuleVersionId;
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const string Open = " // <fieldlist>";
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const string Close = " // </fieldlist>";
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var block = new StringBuilder();
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block.AppendLine(Open);
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block.AppendLine($" // Generated by tools/fieldlist from Rust's Assembly-CSharp.dll, module {mvid}.");
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block.AppendLine(" // Do not edit by hand: regenerate after a Rust update (D232).");
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Append(block, "SwapNpcFields", npc);
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Append(block, "SwapBrainFields", brain);
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block.Append(Close);
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static void Append(StringBuilder sb, string name, List<string> fields)
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{
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sb.AppendLine($" private static readonly string[] {name} =");
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sb.AppendLine(" {");
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foreach (string f in fields)
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sb.AppendLine($" \"{f}\",");
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sb.AppendLine(" };");
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}
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string text = File.ReadAllText(plugin);
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string nl = text.Contains("\r\n") ? "\r\n" : "\n";
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int start = text.IndexOf(Open, StringComparison.Ordinal);
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int end = text.IndexOf(Close, StringComparison.Ordinal);
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if (start < 0 || end < start)
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{
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Console.Error.WriteLine($"{plugin}: the marker lines '{Open.Trim()}' and '{Close.Trim()}' were not found.");
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return 1;
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}
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string replacement = block.ToString().Replace("\r\n", "\n").Replace("\n", nl);
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File.WriteAllText(plugin, text[..start] + replacement + text[(end + Close.Length)..]);
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Console.WriteLine($"{plugin}: {npc.Count} NPC fields, {brain.Count} brain fields (Assembly-CSharp module {mvid}).");
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return 0;
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