RustTip

IOnNpcTarget

OxideNPC
object IOnNpcTarget(BaseNpc baseNpc, BaseEntity target)
object IOnNpcTarget(Rust.Ai.Gen2.SenseComponent senseComponent, BaseEntity entity)
object IOnNpcTarget(WildlifeHazard wildlifeHazard, BasePlayer player)
object IOnNpcTarget(BoatAI boatAI, BasePlayer ply)
Works — the game method in this build is the one the hook was written for.

Parameters

baseNpc
BaseNpc
target
BaseEntity

Return value

objectReturn a value of the method's result type and the game returns it immediately; null continues as usual.

Example

object — you can affect the game: return a value to change or cancel the action.

private object IOnNpcTarget(BaseNpc baseNpc, BaseEntity target)
{
    Puts("IOnNpcTarget");

    // change nothing — the game continues as usual
    return null;

    // to affect the game:
    // return null; // null — the game continues as usual
}

Works in both Oxide and Carbon: Carbon loads Oxide plugins as is.

Injection point 1

Rust.opj (Oxide)
float BaseNpc.GetWantsToAttack(BaseEntity)

Passes: BaseNpc baseNpc, BaseEntity target

WorksReturnBehavior: ExitWhenValidTypeArgumentBehavior: AllAssembly-CSharp.dll

Where it is called (this branch's game code)

public float GetWantsToAttack(BaseEntity target)
{
	object returnvar = Interface.CallHook("IOnNpcTarget", this, target);
	if (returnvar is float)
	{
		return (float)returnvar;
	}
	return WantsToAttack(target);
}

Injection point 2

Rust.opj (Oxide)
bool Rust.Ai.Gen2.SenseComponent.CanTarget(BaseEntity)

Passes: Rust.Ai.Gen2.SenseComponent senseComponent, BaseEntity entity

WorksReturnBehavior: ExitWhenValidTypeArgumentBehavior: AllAssembly-CSharp.dll

Where it is called (this branch's game code)

// …
	{
		return false;
	}
	if (SimpleAIMemory.PlayerIgnoreList.Contains(item))
	{
		return false;
	}
}
object returnvar = Interface.CallHook("IOnNpcTarget", this, entity);
if (returnvar is bool)
{
	return (bool)returnvar;
}
if (Observer != null && Observer.RefusesToTarget(entity))
{
	return false;
}
// …

Injection point 3

Rust.opj (Oxide)
bool WildlifeHazard.ShouldStartHazard(BasePlayer)

Passes: WildlifeHazard wildlifeHazard, BasePlayer player

WorksReturnBehavior: ExitWhenValidTypeArgumentBehavior: UseArgumentString (this, a0)Assembly-CSharp.dll

Where it is called (this branch's game code)

// …
if (IsInvoking(FailHazardDelayed))
{
	return false;
}
if (SingularInteraction && SingularInteractionPlayer != null)
{
	return false;
}
object returnvar = Interface.CallHook("IOnNpcTarget", this, player);
if (returnvar is bool)
{
	return (bool)returnvar;
}
if (!CanSeeTarget(player.transform))
{
	return false;
}
// …

Injection point 4

Rust.opj (Oxide)
bool BoatAI.IsPlayerTargetValid(BasePlayer)

Passes: BoatAI boatAI, BasePlayer ply

WorksReturnBehavior: ExitWhenValidTypeArgumentBehavior: UseArgumentString (this, a0)Assembly-CSharp.dll

Where it is called (this branch's game code)

// …
if (!Check.IsValidAttackTarget(ply))
{
	if (PRINT_DEBUGS)
	{
		Debug.LogWarning("[BoatAI] Invalid target: " + ply.displayName + " not valid attack target");
	}
	return false;
}
object returnvar = Interface.CallHook("IOnNpcTarget", this, ply);
if (returnvar is bool)
{
	return (bool)returnvar;
}
if (Check.SimplyOnTerrainAt(ply.transform.position))
{
	if (PRINT_DEBUGS)
	{
// …

Sources: Rust.opj from OxideMod/Oxide.Rust (MIT) and hook metadata of the Carbon documentation (MIT). Method code is decompiled from this branch's server.