Compare commits

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Author SHA1 Message Date
admin 42eddebad2 Refocus command guidance on players 2026-07-11 09:45:22 -07:00
admin 011343ad28 Explain Eagle command availability 2026-07-11 09:30:44 -07:00
adminandGitHub fb35514410 Clarify optional Shardok roll argument (#8439) 2026-07-11 09:27:23 -07:00
adminandGitHub 88e9c46fce Refine Issue Orders table layout (#8438) 2026-07-11 08:54:55 -07:00
adminandGitHub 5a8c791e4c Fix links in command detail rows (#8437) 2026-07-11 08:52:01 -07:00
adminandGitHub f80718719c Add cross-links throughout Eagle0pedia (#8436) 2026-07-11 08:39:22 -07:00
adminandGitHub 8f1371dd61 Fix Issue Orders ruler names after revisiting panel (#8435) 2026-07-11 08:28:13 -07:00
adminandGitHub 91244dd06d Clarify diplomacy offer timing (#8434)
* Clarify diplomacy offer timing

* Clarify vassal command documentation
2026-07-11 08:25:22 -07:00
adminandGitHub 5c8811441c Tighten Issue Orders availability docs (#8433) 2026-07-11 08:15:58 -07:00
adminandGitHub 090d440501 Refine Decline Quest panel layout (#8432) 2026-07-11 08:08:32 -07:00
adminandGitHub e123c0fade Document text client operation (#8431) 2026-07-11 08:05:47 -07:00
adminandGitHub da89636165 Compact command help cards (#8428) 2026-07-11 07:50:40 -07:00
adminandGitHub 3eb2607a7a Document Eagle prisoner handling (#8430) 2026-07-11 05:59:02 -07:00
adminandGitHub 51be13b8b1 Document Eagle battle and conquest flow (#8427) 2026-07-10 22:16:42 -07:00
adminandGitHub 90d1cf702f Reconnect text client streams (#8429) 2026-07-10 22:16:18 -07:00
adminandGitHub 6a0162109b Expand province logistics documentation (#8426) 2026-07-10 22:06:41 -07:00
adminandGitHub 25e1fd4f90 Link Eagle command info buttons to pedia (#8405)
* Link Eagle command info buttons to pedia

* Add tooltip to command pedia button

* Show command help on info hover

* Avoid toggling command help on hover

* Let command info button receive hover events

* Handle command info hover on icon

* Show command help on explicit hover

* Use local command info hover help

* Place command info help over map

* Refine command info hover placement

* Initialize command info popup before hover

* Place command help above command panel

* Use screen coordinates for command help placement

* Separate command hover help from warnings

* Add dedicated command info panel

* Show command help text in compact panel

* Simplify command help text layout

* Fit command help text within its card

* Size command help to its content
2026-07-10 22:02:29 -07:00
adminandGitHub 8e30daa63b Track generated text in text client (#8424) 2026-07-10 19:20:33 -07:00
adminandGitHub 311cf6e262 Suppress expected cancelled stream logs (#8425) 2026-07-10 19:20:04 -07:00
adminandGitHub 43ee2bfd1f Add text client march warnings (#8423) 2026-07-10 16:00:26 -07:00
adminandGitHub c358567a3f Classify text client command errors (#8422) 2026-07-10 14:34:56 -07:00
adminandGitHub b142acbf3f Clarify Send Supplies arrival timing (#8421)
* Clarify Send Supplies arrival timing

* Clarify Send Supplies before food consumption
2026-07-10 14:18:34 -07:00
adminandGitHub 5875062bd3 Document Eagle command vigor costs (#8420)
* Document Eagle command vigor costs

* Tighten Eagle vigor cost wording
2026-07-10 14:15:16 -07:00
adminandGitHub 20cf458c61 Clarify March arrival timing (#8419) 2026-07-10 14:04:22 -07:00
adminandGitHub 72c392a2dc Document riot handling consequences (#8418)
* Document riot handling consequences

* Simplify riot crackdown power docs

* Clarify riot charisma source
2026-07-10 13:55:40 -07:00
adminandGitHub bc17291691 Add prestige modifiers for battle outcomes (#8417) 2026-07-10 13:51:48 -07:00
adminandGitHub c2438e093f Clarify faction relationships and destruction (#8416)
* Clarify faction relationships and destruction

* Document free hero recruitment states

* Clarify traveler and outlaw free heroes

* Clarify faction destruction criteria
2026-07-10 13:30:31 -07:00
adminandGitHub 93b639e452 Document province order behavior (#8415)
* Document province order behavior

* Clarify vassal supply shipping orders
2026-07-10 13:14:16 -07:00
adminandGitHub 0adf8b3765 Document Eagle command numeric effects (#8414)
* Document Eagle command numeric effects

* Clarify Divine command recruitment flow
2026-07-10 13:07:25 -07:00
adminandGitHub 931ae4b926 Add Eagle0 concept pages (#8413) 2026-07-10 12:49:44 -07:00
adminandGitHub 59d000f792 Document Shardok command AP costs (#8411)
* Document Shardok command AP costs

* Add Shardok command source map comments

* Trim Shardok command intro copy

* Style Shardok AP cost as command field

* Clarify Shardok archery range rules

* Clarify Shardok movement effect

* Document Shardok command ranges

* Simplify Shardok command intro

* Clarify Shardok command requirements

* Remove redundant Shardok command intro
2026-07-10 11:20:44 -07:00
adminandGitHub a5348a54ee Add text client drop game command (#8412) 2026-07-10 11:08:58 -07:00
adminandGitHub bb777da84a Structure Shardok command reference (#8410) 2026-07-10 10:57:20 -07:00
adminandGitHub 06c76daba2 Polish Eagle command reference layout (#8409)
* Polish Eagle command reference layout

* Fix conditional command heading casing
2026-07-10 10:49:07 -07:00
adminandGitHub ecd0d3605b Resize moving army popup backing (#8408) 2026-07-10 10:44:13 -07:00
adminandGitHub d1160855d4 Gate heartbeat success logs (#8407) 2026-07-10 10:39:53 -07:00
adminandGitHub 700f090331 Make alternating table rows opaque (#8406) 2026-07-10 10:19:26 -07:00
adminandGitHub 390bdcb77f Structure Eagle command reference entries (#8404)
* Structure Eagle command reference entries

* Clarify weather and epidemic target range

* Clarify hero gift loyalty requirement
2026-07-10 09:20:07 -07:00
adminandGitHub 138b00fdc4 Clarify Eagle play area standard layout (#8403) 2026-07-10 09:19:28 -07:00
adminandGitHub d169a38761 Organize Eagle command reference by phase (#8402)
* Organize Eagle command reference by phase

* Use Swear Kinship terminology in Eagle commands

* Group Eagle command reference by phase

* Document Handle Riot as one command

* Add availability notes for conditional commands
2026-07-10 09:08:17 -07:00
adminandGitHub 3c9e01f4b8 Make Eagle0pedia landing page player-facing (#8401) 2026-07-10 08:50:16 -07:00
adminandGitHub 610f32ae5c Remove duplicate Eagle0pedia page headings (#8400) 2026-07-10 08:45:50 -07:00
adminandGitHub e84d608638 Add Eagle0pedia concept reference pages (#8399)
* Add Eagle0pedia concept reference pages

* Expand Eagle0pedia profession reference

* Document faction leader mechanics

* Document hero battle capability thresholds

* Call out profession-restricted commands
2026-07-10 08:40:51 -07:00
adminandGitHub 349e38cad8 Extract Eagle play area prefab (#8398) 2026-07-10 08:32:05 -07:00
adminandGitHub 90796d8932 Use App Platform hosting for Eagle0pedia (#8397) 2026-07-10 08:02:48 -07:00
adminandGitHub d5ac8d0ff1 Extract Eagle command canvas prefab (#8395)
* Extract Eagle command canvas prefab

* Remove unused command panel prefab
2026-07-10 08:00:43 -07:00
adminandGitHub 7df9a7f074 Use scoped Eagle0pedia Spaces credentials (#8396) 2026-07-10 07:28:23 -07:00
adminandGitHub b56665b65b Clean Eagle0pedia deploy artifact staging (#8394)
* Clean Eagle0pedia deploy artifact staging

* Ensure Git LFS before Eagle0pedia checkout

* Use non-LFS checkout for Eagle0pedia deploy
2026-07-10 07:13:03 -07:00
adminandGitHub 6891fe2fce Deploy Eagle0pedia to DigitalOcean Spaces (#8392)
* Add DigitalOcean build wrapper for Eagle0pedia

* Deploy Eagle0pedia from GitHub Actions
2026-07-10 07:03:25 -07:00
adminandGitHub dee7724ec2 Extract Eagle map canvas prefab (#8391) 2026-07-10 06:46:06 -07:00
adminandGitHub caca9e4f6a Add Bazel-built Eagle0pedia Starlight site (#8390) 2026-07-09 22:04:49 -07:00
adminandGitHub fb34a6f3d1 Extract factions and moving armies panel prefab (#8389) 2026-07-09 21:18:29 -07:00
adminandGitHub 2b65a547a1 Add initial Eagle0pedia command reference (#8388) 2026-07-09 21:14:53 -07:00
adminandGitHub 5fd3adcf80 Add normal game creation to text client (#8383) 2026-07-09 20:32:08 -07:00
adminandGitHub 14e8343eaa Return command error for unavailable march origin (#8386) 2026-07-09 20:29:24 -07:00
adminandGitHub 15b870152a Remove per-operation Postgres connection logs (#8385) 2026-07-09 18:54:24 -07:00
adminandGitHub df84625b15 Extract heroes and battalions panel prefab (#8384) 2026-07-09 18:27:39 -07:00
adminandGitHub 7b41d8f4f9 Remove stale Shardok container prefab (#8380) 2026-07-09 17:04:09 -07:00
adminandGitHub b67f6b3ceb Apply Eagle state diffs in text client (#8382) 2026-07-09 13:43:10 -07:00
adminandGitHub e839a60270 Extract chronicle canvas prefab (#8381) 2026-07-09 13:41:53 -07:00
adminandGitHub 2db68d61f2 Extract Popup Column panel prefab (#8378)
* Extract Hero Popup panel prefab

* Rename popup column prefab
2026-07-09 13:27:02 -07:00
adminandGitHub 455d6c1aff Show known Shardok units in text client (#8379) 2026-07-09 13:23:00 -07:00
adminandGitHub 1b6df9fa62 Extract Command Warning panel prefab (#8377) 2026-07-09 13:03:53 -07:00
adminandGitHub 74052faecf Fix tutorial Tarn disappearance after reappearance (#8376)
* Fix tutorial Tarn disappearance after reappearance

* Cover unaffiliated tutorial Tarn disappearance
2026-07-09 12:38:13 -07:00
adminandGitHub aaa890ed8a Borrow Postgres text connections per operation (#8375) 2026-07-09 12:06:41 -07:00
adminandGitHub 775b0a915b Extract Ransom Offer panel prefab (#8374) 2026-07-09 12:06:08 -07:00
adminandGitHub c489ae1511 Borrow Postgres history connections per operation (#8373) 2026-07-09 11:09:58 -07:00
adminandGitHub 6274ba4195 Pool Postgres connections behind provider (#8372)
* Pool Postgres connections behind provider

* Use smaller production Postgres pool default
2026-07-09 10:47:54 -07:00
adminandGitHub 09a2f0bf30 Extract Please Recruit Me panel prefab (#8371) 2026-07-09 10:39:15 -07:00
adminandGitHub 0f89f7a2ea Surface Eagle warmup startup failures (#8370) 2026-07-09 10:06:23 -07:00
adminandGitHub 29c1d4a232 Unload idle games to reduce Postgres pressure (#8369) 2026-07-09 09:57:06 -07:00
adminandGitHub 043166c35b Extract notification panel prefab (#8367)
* Extract notification panel prefab

* Handle stale Unity missing prefab logs

* Fix notification panel prefab import
2026-07-09 09:10:00 -07:00
adminandGitHub a69cee40d3 Limit tutorial battle config to opening battle (#8368) 2026-07-09 09:04:30 -07:00
adminandGitHub f6192d408e Tweak battle progress row layout (#8366) 2026-07-09 08:11:16 -07:00
adminandGitHub 688fea67af Extract province info panel prefab (#8365) 2026-07-09 06:53:57 -07:00
adminandGitHub 73748072b5 Extract diplomacy offer panels to prefabs (#8364) 2026-07-08 22:05:38 -07:00
adminandGitHub 92e7482c92 Fix Ransom slider handle (#8358) 2026-07-08 21:49:46 -07:00
adminandGitHub 9e47778bdd Extract Dominion view panels into prefabs (#8362)
* Extract dominion view panels into prefabs

* Fix narrow Dominion panel toggle callback

* Align narrow Dominion ruler names left
2026-07-08 17:02:03 -07:00
adminandGitHub 8bbf0ba6d5 Mark ended games terminal (#8360) 2026-07-08 15:15:14 -07:00
adminandGitHub 2e2f24596a Extract battle progress panel prefab (#8359) 2026-07-08 15:04:41 -07:00
adminandGitHub 7f2acd73ad Fix March slider handles (#8357) 2026-07-08 13:20:20 -07:00
adminandGitHub 4a081a691d Fix battle aftermath slider handles (#8356) 2026-07-08 13:03:40 -07:00
adminandGitHub bf60a59fbd Fix Handle Riot Give slider handles (#8355) 2026-07-08 12:41:24 -07:00
adminandGitHub d08fe34434 Clarify loyalty management decision reasons (#8354) 2026-07-08 12:33:16 -07:00
adminandGitHub 31904a2bb4 Fix Give Alms slider layout (#8353)
* Fix Give Alms slider layout

* Adjust Give Alms slider spacing
2026-07-08 12:32:29 -07:00
adminandGitHub 0b870de473 Make Send Supplies sliders touch-friendly (#8350)
* Make Send Supplies sliders touch-friendly

* Fix Send Supplies slider control layout

* Align Send Supplies sliders

* Widen Send Supplies slider rows

* Refine Send Supplies slider layout
2026-07-08 11:53:59 -07:00
adminandGitHub 0ac81eadec Expose Shardok commands in text client (#8352) 2026-07-08 11:45:34 -07:00
adminandGitHub 0aa7edbb06 Route tutorial create requests to tutorial games (#8351) 2026-07-08 11:20:59 -07:00
adminandGitHub 0950fecb2e Support bearer token auth in Eagle text client (#8348)
* Support bearer token auth in Eagle text client

* Fix tutorial creation in text client
2026-07-08 10:59:18 -07:00
adminandGitHub 2eace68955 Preserve AI selector reasons in logs (#8349) 2026-07-08 10:47:33 -07:00
adminandGitHub c048b8ed2f Add Eagle text client (#8347) 2026-07-08 10:40:34 -07:00
adminandGitHub 83de80c73d Throttle AI leader relocation marches (#8346) 2026-07-08 10:36:51 -07:00
adminandGitHub 9d83e48371 Disable unavailable recommended config button (#8345) 2026-07-08 10:22:55 -07:00
adminandGitHub f02ea4b1ad Show attacker origins on battle progress rows (#8341)
* Show battle attacker origins in progress rows

* Refine battle progress origin labels

* Improve battle progress province label contrast

* Use plain battle progress province labels

* Stabilize battle progress row layout

* Widen battle progress thermometer

* Remove battle progress origin prefix
2026-07-08 10:01:56 -07:00
adminandGitHub b56607cfb6 Export admin save DB from SQLite snapshot (#8344) 2026-07-08 09:59:02 -07:00
adminandGitHub caf21766a9 Use decision log snapshot for save exports (#8343) 2026-07-08 09:12:46 -07:00
adminandGitHub c6cfda11ec Import decision logs into save export db (#8342)
* Import decision logs into save export db

* Add admin export decision record dependency
2026-07-08 08:50:49 -07:00
adminandGitHub cf2071f3b1 Copy history rows for Postgres save exports (#8340) 2026-07-08 08:33:59 -07:00
adminandGitHub 38a73e0de3 Add Attack Decision tribute slider controls (#8337)
* Add Attack Decision tribute slider controls

* Use plain Attack Decision slider button icons
2026-07-08 08:18:19 -07:00
adminandGitHub 3613949d7e Compact admin save exports (#8339) 2026-07-08 08:03:53 -07:00
adminandGitHub e26e18670b Persist decision records in game db (#8338) 2026-07-08 07:43:10 -07:00
adminandGitHub a22fad2487 Log unified command decisions (#8336) 2026-07-08 07:25:21 -07:00
adminandGitHub 53c84e030e Adjust Handle Riot Crack Down layout (#8335) 2026-07-08 07:04:41 -07:00
adminandGitHub e7285b6000 Use Handle Riot command panel prefabs (#8334) 2026-07-08 06:48:24 -07:00
adminandGitHub efc518a74a Use prefab for Travel command panel (#8331) 2026-07-07 21:38:04 -07:00
adminandGitHub 483657d520 Use Resolve Tribute command panel prefab (#8333) 2026-07-07 20:03:10 -07:00
adminandGitHub af1eb2113a Imprison boxed-in alliance ambassadors (#8332) 2026-07-07 19:39:36 -07:00
adminandGitHub 0b52492d92 Record structured AI decision reasons (#8330) 2026-07-07 19:29:13 -07:00
adminandGitHub fdb1e9b338 Offer truces for shaky hostile borders (#8326) 2026-07-07 19:25:18 -07:00
adminandGitHub cef5a16f05 Tighten Improve panel prefab layout (#8329) 2026-07-07 19:23:58 -07:00
adminandGitHub d973746917 Include AI logs in game save downloads (#8328) 2026-07-07 19:23:29 -07:00
adminandGitHub 9063fe0468 Fix Arm Troops max button label layout (#8327) 2026-07-07 19:05:53 -07:00
adminandGitHub 20e8063185 Extract peace offer expansion check (#8325)
* Extract peace offer expansion check

* Rename peace expansion helper
2026-07-07 18:41:05 -07:00
adminandGitHub 482634a7c7 Prefer development over generic border training (#8324) 2026-07-07 18:38:41 -07:00
adminandGitHub b2f02dfdcd Move Arm Troops touch layout into prefab (#8323)
* Move Arm Troops touch layout into prefab

* Refine Arm Troops prefab layout

* Fix Arm Troops available summary layout

* Polish Arm Troops prefab spacing
2026-07-07 18:36:01 -07:00
adminandGitHub 36ddd24ce1 Fix Hero Gift province dropdown template (#8322)
* Fix Hero Gift province dropdown template

* Refine Hero Gift panel layout
2026-07-07 16:13:06 -07:00
adminandGitHub 7b9d01678d Use Swear Brotherhood command panel prefab (#8320) 2026-07-07 14:20:02 -07:00
adminandGitHub 5bb59f8dff Tune AI loyalty Feast and Gift choices (#8321)
* Cover human-style loyalty maintenance choices

* Implement human-style loyalty maintenance choices
2026-07-07 12:43:23 -07:00
adminandGitHub 107ffe0e09 Use Suppress Beasts command panel prefab in scene (#8319) 2026-07-07 12:41:32 -07:00
adminandGitHub c7d33a479b Prefer Feast over Rest for comfortable AI provinces (#8316)
* Prefer feast over rest for comfortable AI provinces

* Sync Bazel Xcode config before CI builds

* Sync Xcode config in server build scripts

* Gate feast preference on loyalty benefit

* Move Bazel test workflow sync to separate PR

* Keep CI Xcode sync out of Feast PR
2026-07-07 11:37:47 -07:00
adminandGitHub c5400544b0 Sync Bazel Xcode config before Bazel tests (#8318)
* Sync Bazel Xcode config before Bazel tests

* Sync Xcode config across Bazel CI paths
2026-07-07 11:37:09 -07:00
adminandGitHub 76a797a663 Tweak Handle Captured Hero layout (#8298)
* Tweak Handle Captured Hero layout

* Fix captured hero action icon sizing
2026-07-07 11:36:48 -07:00
adminandGitHub d42308a2cd Use Start Epidemic command panel prefab in scene (#8317) 2026-07-07 10:37:24 -07:00
adminandGitHub bfa6f5c5ed Use Return command panel prefab in scene (#8315) 2026-07-07 09:33:14 -07:00
adminandGitHub c93ac21b90 Use Recruit Heroes command panel prefab in scene (#8312) 2026-07-07 07:48:00 -07:00
adminandGitHub 2132355a7b Use Recon command panel prefab in scene (#8311) 2026-07-07 07:28:08 -07:00
adminandGitHub ec9ef43868 Use Issue Orders command panel prefab in scene (#8310) 2026-07-07 07:00:16 -07:00
adminandGitHub f33c455ecf Use Ransom command panel prefab in scene (#8307) 2026-07-07 06:46:43 -07:00
adminandGitHub 266ddf5570 Use Improve command panel prefab in scene (#8306) 2026-07-06 18:39:00 -07:00
adminandGitHub 5e31e3ff6b Use prefab for Hero Gift panel (#8305)
* Use prefab for Hero Gift panel

* Fix Hero Gift slider controls

* Refine Hero Gift slider spacing

* Remove duplicate Hero Gift button circles

* Match Hero Gift button art to Trade

* Default Hero Gift province dropdown to lone province
2026-07-06 15:15:15 -07:00
adminandGitHub c5c8252325 Polish March narrow prefab layout (#8303) 2026-07-06 09:15:55 -07:00
adminandGitHub 36124919b9 Stop resizing March recommended button (#8302)
* Stop resizing March recommended button

* Preserve March recommended button prefab height
2026-07-06 09:06:44 -07:00
adminandGitHub 4ffdca7c8d Use March narrow tab panes from prefab (#8301) 2026-07-06 08:27:32 -07:00
adminandGitHub 6eaf748d6f Log mac notarization submit failures (#8300) 2026-07-06 08:23:08 -07:00
adminandGitHub 5a346cd8df Remove dead March narrow battalions field (#8299)
* Remove dead March narrow battalions field

* Move March narrow recommended button into prefab

* Remove dead March narrow battalions table
2026-07-06 08:05:59 -07:00
adminandGitHub 585cbb135c Use occupy wording for border security quest (#8297) 2026-07-06 06:56:43 -07:00
adminandGitHub 292573e137 Use Rest command panel prefab (#8296) 2026-07-06 06:46:06 -07:00
adminandGitHub 3492e49433 Use Train command panel prefab (#8295) 2026-07-06 06:32:14 -07:00
adminandGitHub 4529e0fa2b Improve March iPad layout (#8294)
* Improve March iPad layout

* Refine March narrow supply controls

* Polish March narrow supply controls

* Move March recommended button into units header

* Rework March narrow tabs and supply controls

* Center March narrow minus glyph

* Move March supply glyphs into prefab
2026-07-05 22:04:07 -07:00
adminandGitHub 9a68094b07 Use March panel prefab in Eagle scene (#8293)
* Use March panel prefab in Eagle scene

* Wire March unit selector scene controller

* Move March scene controller override to March instance
2026-07-05 14:07:46 -07:00
adminandGitHub 1ca8e81062 Use handle captured hero panel prefab in Eagle scene (#8292) 2026-07-05 13:36:31 -07:00
adminandGitHub 9e430e786e Reopen closed Postgres client text connections (#8291) 2026-07-05 11:18:52 -07:00
adminandGitHub bb302001f2 Use Feast panel prefab in Eagle scene (#8290) 2026-07-05 07:26:54 -07:00
adminandGitHub 7c300733e0 Use Trade command panel prefab in scene (#8289)
* Use Trade command panel prefab in scene

* Make Trade controls touch sized

* Refine Trade slider controls

* Balance Trade resource controls

* Hide Trade plus button backing images

* Use round Trade plus backgrounds

* Soften Trade plus artwork

* Use plus-only Trade button icon
2026-07-04 21:43:36 -07:00
adminandGitHub 57b6f6f1eb Format low-loyalty commander tooltip (#8288)
* Format low-loyalty commander tooltip

* Improve commander warning tooltip layout
2026-07-04 11:00:49 -07:00
adminandGitHub 5bddf66240 Allow quest completion without faction leader present (#8287) 2026-07-03 19:49:16 -07:00
adminandGitHub c8fc611182 Guard battle navigation until Shardok model is ready (#8286) 2026-07-03 19:34:13 -07:00
adminandGitHub cbd1058523 Hide unknown volley counts on map (#8285)
* Hide unknown volley counts on map

* Use pattern matching for known volley count
2026-07-03 19:22:01 -07:00
adminandGitHub e0d67f4750 Reserve battle progress action button space (#8284) 2026-07-03 19:08:54 -07:00
adminandGitHub 5b2c0214db Use Send Supplies command panel prefab (#8282) 2026-07-03 18:55:00 -07:00
adminandGitHub 511c69b14e Move volley indicator off profession icon (#8283)
* Move volley indicator off profession icon

* Place volley badge beside unit size

* Shrink volley badge
2026-07-03 18:46:14 -07:00
adminandGitHub 9ebe6dc841 Update Zander headshot (#8281) 2026-07-03 18:06:26 -07:00
adminandGitHub f2bed66119 Let Organize Troops controls column fit warnings (#8280) 2026-07-03 18:06:01 -07:00
adminandGitHub 96eebb87af Show volley indicators on Shardok tiles (#8279)
* Show volley indicator on Shardok tiles

* Center Shardok volley tile indicator

* Raise Shardok volley tile indicator

* Add backing halo to volley indicators

* Remove unused volley quiver field
2026-07-03 17:24:33 -07:00
adminandGitHub 716ee0ca50 Animate low morale Shardok units (#8274)
* Animate low morale Shardok units

* Make low morale effect clearer
2026-07-03 16:56:51 -07:00
adminandGitHub 6492215005 Add morale input to custom battle units (#8278)
* Add optional common battalion morale

* Add morale input to custom battle units
2026-07-03 16:45:12 -07:00
adminandGitHub ab5c337b22 Honor custom battle battalion morale (#8277) 2026-07-03 16:44:54 -07:00
adminandGitHub 16d82332cd Add optional common battalion morale (#8276) 2026-07-03 16:43:12 -07:00
adminandGitHub 023ffbafc9 Animate tired Shardok heroes (#8273)
* Animate tired Shardok heroes

* Increase tired effect visibility
2026-07-03 15:56:56 -07:00
adminandGitHub 8ec8b902f6 Animate stunned Shardok units (#8272)
* Animate stunned Shardok units

* Fix stunned tile effect setup

* Avoid TMP outline on stunned effect stars

* Improve stunned effect contrast
2026-07-03 15:41:17 -07:00
adminandGitHub ae4916e7bf Lower ransom offer panel contents (#8271)
* Lower ransom offer panel contents

* Fix ransom offer panel header layout

* Keep ransom offer bottom controls inside panel

* Restructure ransom offer panel layout

* Increase ransom offer title row height

* Inset ransom offer content row bottom

* Make ransom offer content row shrinkable

* Constrain ransom offer main content height

* Move ransom offer height constraint to main row

* Match ransom offer main child heights
2026-07-03 09:09:18 -07:00
adminandGitHub 73699ae901 Use Exile Vassal command panel prefab in scene (#8269) 2026-07-01 15:55:37 -07:00
adminandGitHub 910c60236e Color province commanders by loyalty (#8270) 2026-07-01 15:55:26 -07:00
adminandGitHub 9b989dd35e Use Divine command panel prefab in scene (#8268) 2026-07-01 10:15:05 -07:00
adminandGitHub 9400dbeba2 Use Diplomacy command panel prefab in scene (#8267)
* Use Diplomacy command panel prefab in scene

* Restore Eagle scene YAML header
2026-07-01 09:12:59 -07:00
adminandGitHub 33f6c4dfc9 Teach water crossing AI about frozen crossings (#8247) 2026-07-01 08:55:12 -07:00
adminandGitHub 52941d9f50 Preserve captured units in Shardok game state views (#8266) 2026-07-01 08:42:23 -07:00
adminandGitHub 4cdda1fab6 Keep Shardok touch taps tolerant after long-press changes (#8265) 2026-07-01 06:57:19 -07:00
adminandGitHub 67749672fd Use Defend command panel prefab in scene (#8264) 2026-06-30 16:16:14 -07:00
adminandGitHub 23b6dfb0a9 Use Decline Quest command panel prefab in scene (#8260) 2026-06-30 10:39:13 -07:00
adminandGitHub c98eeb9f88 Improve Shardok touch long-press tracking (#8263)
* Improve Shardok touch long-press tracking

* Avoid restarting active touch long presses

* Lengthen Shardok long-press threshold
2026-06-30 10:34:44 -07:00
adminandGitHub ec0c391467 Use server battle access flags in client (#8262) 2026-06-30 07:55:29 -07:00
adminandGitHub 7305149729 Gate battle actions by server order (#8261)
* Gate battle actions by server battle order

* Allow observing all unblocked battles

* Require explicit battle access flags
2026-06-30 07:12:43 -07:00
adminandGitHub 556094d15d Make grid long press tolerant of finger jitter (#8259) 2026-06-30 06:44:38 -07:00
adminandGitHub 22c7965314 Order battle views server-side (#8257) 2026-06-30 06:42:22 -07:00
adminandGitHub 4fd8f81686 Use Control Weather command panel prefab in scene (#8258) 2026-06-30 06:35:13 -07:00
adminandGitHub 3d650ff5c8 Use Battle Aftermath command panel prefab in scene (#8256) 2026-06-29 21:24:44 -07:00
adminandGitHub 9e2bcdf8a5 Use Attack Decision command panel prefab in scene (#8255)
* Use Attack Decision command panel prefab in scene

* Fix Attack Decision button icon sizing
2026-06-29 21:11:33 -07:00
adminandGitHub d2d85f1a2d Use Apprehend Outlaw command panel prefab in scene (#8254) 2026-06-29 17:06:08 -07:00
adminandGitHub b90a5835da Use Alms command panel prefab in scene (#8253)
* Use Alms command panel prefab in scene

* Remove redundant Alms prefab overrides
2026-06-29 16:53:10 -07:00
adminandGitHub 54c418c07b Tighten Organize Troops wide layout (#8252)
* Tighten Organize Troops wide layout

* Fit available battalion rows with larger buttons

* Cap Organize Troops table outside narrow layout

* Narrow Organize Troops table cap
2026-06-29 14:07:11 -07:00
adminandGitHub d4083791c1 Reflow Organize Troops controls for iPad (#8246)
* Reflow Organize Troops controls for iPad

* Apply Organize Troops layout to scene panel

* Use prefab instance for Organize Troops panel

* Fix Organize Troops bottom controls layout

* Improve Organize Troops bottom strip spacing

* Set Organize Troops action button height

* Keep Organize Troops controls inside panel

* Place Organize Troops controls under battalion table

* Match Organize Troops reset button height

* Make Organize Troops controls responsive

* Fix Organize Troops wide controls layout
2026-06-29 12:58:59 -07:00
adminandGitHub 0ed403ded1 Add abnormal LLM diagnostics (#8251) 2026-06-29 12:38:04 -07:00
adminandGitHub f8b064f28b Fail incomplete LLM streams (#8250) 2026-06-29 10:44:57 -07:00
adminandGitHub 38973f07a0 Add LLM stream stall diagnostics (#8249) 2026-06-29 09:25:18 -07:00
adminandGitHub 1f5bfe9e4d Back off failed LLM text retries (#8248)
* Back off failed LLM text retries

* Limit chronicle history in LLM prompts

* Revert "Limit chronicle history in LLM prompts"

This reverts commit 7f22be26eb00b17aaf77982173688fc9e5c7e3d3.

* Add diagnostics for repeated LLM retries
2026-06-29 08:48:44 -07:00
adminandGitHub 1d0b1dafed Harden FlatbufferWrapper empty state handling (#8243)
* Harden FlatbufferWrapper empty state handling

* Tighten FlatbufferWrapper invalid input handling
2026-06-28 21:48:44 -07:00
adminandGitHub 2571f65ac4 Guard music source time reads (#8244) 2026-06-28 15:57:55 -07:00
adminandGitHub f52fd34879 Place prisoner move dropdown above Move (#8242) 2026-06-28 12:26:57 -07:00
adminandGitHub 3610c34b4a Extract pure LLM update batch planning (#8240) 2026-06-28 12:25:25 -07:00
adminandGitHub 30390816df Add Manage Prisoners info panel (#8233)
* Add Manage Prisoners info panel

* Refine Manage Prisoners info panel layout

* Simplify Manage Prisoners info layout

* Show Manage Prisoners move dropdown when selected
2026-06-28 08:50:57 -07:00
adminandGitHub 9c77f2f843 Use a blocking queue for LLM updates (#8239) 2026-06-28 08:33:31 -07:00
adminandGitHub c7fa4c5180 Ignore stale AI transposition table entries (#8238) 2026-06-28 08:24:23 -07:00
adminandGitHub 66d544fb0a Use immutable queue snapshots for LLM updates (#8237)
* Use immutable queue snapshots for LLM updates

* Name the LLM update queue monitor
2026-06-28 08:17:51 -07:00
adminandGitHub 7f62f07d0b Avoid early return when loading raw Postgres history (#8235) 2026-06-28 08:15:25 -07:00
adminandGitHub 2829ec1aae Harden MCTS legal action cache key (#8236) 2026-06-28 08:14:02 -07:00
adminandGitHub 97ffb0633d Build admin action JSON without mutable buffer (#8234) 2026-06-27 22:11:39 -07:00
adminandGitHub f378429786 Own castle coords in AI lookahead futures (#8230) 2026-06-27 22:06:36 -07:00
adminandGitHub f755d89b2a Remove early returns from game loading (#8232) 2026-06-27 22:05:46 -07:00
adminandGitHub a8e200ab03 Fix Manage Prisoners button icon sizing (#8229)
* Fix Manage Prisoners button icon sizing

* Use Manage Prisoners prefab in Eagle scene

* Narrow Manage Prisoners scene prefab replacement

* Fix Manage Prisoners prefab scene reference
2026-06-27 16:01:31 -07:00
adminandGitHub 68bec95772 Make pregenerated text population pure (#8231) 2026-06-27 15:43:52 -07:00
adminandGitHub fde9529a31 Fix command token advancement for automatic results (#8227)
* Stop warning for replacement command tokens

* Revert "Stop warning for replacement command tokens"

This reverts commit fab7fa47678b71f76076142f35465d36fb3fc456.

* Fix command token advancement for automatic results
2026-06-27 11:15:24 -07:00
adminandGitHub 0d044a7468 Prefer light cavalry for mage combat assignments (#8225)
* Prefer light cavalry for mage combat assignments

* Reserve selected light cavalry for mages

* Cover generic and ranger combat unit pairing
2026-06-27 11:09:18 -07:00
adminandGitHub ee4b9c1d8f Hide battle ended panel until battle can exit (#8228) 2026-06-27 09:35:38 -07:00
adminandGitHub a7bd3deb76 Allow Wardens from constitution gains (#8226) 2026-06-26 20:44:53 -07:00
adminandGitHub 9e69b213b0 Use correct article for singular beast events (#8223) 2026-06-26 18:54:50 -07:00
adminandGitHub f75ac01959 Widen Organize Troops table (#8222)
* Widen organize troops table

* Widen scene organize troops table

* Give organize troops table more room

* Tighten organize troops row layout

* Remove organize troops disclosure triangle

* Align organize troops header and row layout

* Center organize troops type icons

* Inset organize troops type column
2026-06-26 18:48:52 -07:00
adminandGitHub 3eafc2b31c Narrow GamesManagerState helper API (#8221) 2026-06-26 14:58:14 -07:00
adminandGitHub b39f48e8d6 Preserve copied Shardok history (#8219) 2026-06-26 14:54:06 -07:00
adminandGitHub 4346e2dc6f Move running games merge into state (#8220) 2026-06-26 14:53:35 -07:00
adminandGitHub 85122128bf Move flush marker mod time update into state (#8217) 2026-06-26 10:40:24 -07:00
adminandGitHub 5a58ea3ffb Preserve Shardok copy controller state (#8218) 2026-06-26 10:39:44 -07:00
adminandGitHub e1237da088 Keep copied Shardok command caches self-contained (#8213)
* Do not copy Shardok command cache

* Keep copied command caches self-contained
2026-06-26 10:03:54 -07:00
adminandGitHub b4eebf5ead Move timed state checks into transitions (#8215) 2026-06-26 10:02:28 -07:00
adminandGitHub 922a825648 Add waiting game player accessors (#8212) 2026-06-26 09:57:44 -07:00
adminandGitHub 3602d439a5 Make Shardok end turn button touch sized (#8214) 2026-06-26 09:55:20 -07:00
adminandGitHub 1718d8e885 Fix Arm Troops TMP wrapping warning (#8211) 2026-06-26 09:49:01 -07:00
adminandGitHub f58f3ac31a Move waiting game join transition into state (#8209) 2026-06-26 09:45:06 -07:00
adminandGitHub 6e65b556b4 Remove MCTS state engine cache (#8210) 2026-06-26 09:44:39 -07:00
adminandGitHub d86597b92e Show Shardok tile info after touch taps (#8184)
* Show Shardok tile info after touch taps

* Refine Shardok touch info panel behavior

* Suppress mouse hover after Shardok touch release

* Centralize Shardok touch info priority
2026-06-26 09:41:37 -07:00
adminandGitHub ce667c5784 Bake narrow March supply touch targets (#8194)
* Bake narrow March supply touch targets

* Restore compact March narrow layout

* Stop inflating unit selector child icons

* Tighten unit selector hero row layout
2026-06-26 09:38:33 -07:00
adminandGitHub 13a939f88e Move waiting game creation into state (#8208) 2026-06-26 09:37:53 -07:00
adminandGitHub 52ae7cad7f Cache immutable MCTS legal actions (#8206)
* Cache immutable MCTS legal actions

* Avoid mutating cached engines during legal action lookup
2026-06-26 09:32:10 -07:00
adminandGitHub eacad46c9b Move waiting game join helpers into state (#8207) 2026-06-26 09:31:37 -07:00
adminandGitHub 1bd8fc7154 Move waiting player removal into state (#8205) 2026-06-26 09:18:41 -07:00
adminandGitHub 50ccb1b7d8 Cooldown failing LLM model fallbacks (#8204) 2026-06-26 08:34:36 -07:00
adminandGitHub c693553365 Propagate MCTS worker exceptions (#8202) 2026-06-26 08:33:40 -07:00
adminandGitHub 6c3e4bc202 Move saved running games state transition (#8203) 2026-06-26 08:33:17 -07:00
adminandGitHub 92d9a2dbd8 Centralize GamesManager state reads (#8201) 2026-06-26 07:58:25 -07:00
adminandGitHub 5df24d23c0 Tune Arm Troops iPad header spacing (#8200)
* Tune Arm Troops iPad header spacing

* Prevent Arm Troops name overlap

* Align Arm Troops action column headers

* Tighten Arm Troops header slots
2026-06-26 07:57:49 -07:00
adminandGitHub 1215b5044c Remove retired Gemini fallback models (#8199)
* Remove retired Gemini fallback models

* Prefer cheaper Gemini fallbacks first
2026-06-26 07:46:55 -07:00
adminandGitHub b1263ec4df Include AI failure context in stream errors (#8193)
* Include AI failure context in stream errors

* Fix AI diagnostics end condition logging
2026-06-26 07:44:44 -07:00
adminandGitHub 19e85bde8b Document Unity scene churn guardrail (#8198) 2026-06-26 07:33:57 -07:00
adminandGitHub cbe71f4fd4 Use state loaded checks in raw rewind (#8195) 2026-06-26 07:29:18 -07:00
adminandGitHub 52afd836ac Prevent dangling settings accessors (#8192) 2026-06-26 07:28:40 -07:00
adminandGitHub 095a29a4a0 Centralize Shardok C++ standard settings (#8197) 2026-06-26 07:28:26 -07:00
adminandGitHub 49ff9f8b09 Fix Shardok clang-tidy macOS sysroot (#8196) 2026-06-26 07:18:55 -07:00
adminandGitHub 457c1e933a Tighten Shardok test fixture namespaces (#8191) 2026-06-26 04:52:35 -07:00
adminandGitHub f5e56f0da9 Use state controller lookup in rewind (#8190) 2026-06-26 04:52:09 -07:00
adminandGitHub 0d8df5e97c Add Shardok clang-tidy CI gate (#8189) 2026-06-26 04:51:41 -07:00
adminandGitHub 92af09660c Use state controller lookup in tutorial setup (#8188) 2026-06-25 21:54:09 -07:00
adminandGitHub 435e7e08f3 Use state lookups in GamesManager admin paths (#8187) 2026-06-25 21:41:59 -07:00
adminandGitHub 2516c42c08 Move waiting game lookup into state (#8185) 2026-06-25 21:38:29 -07:00
adminandGitHub 19dc4fd1b1 Use direct empty vectors in remaining helpers (#8186) 2026-06-25 21:37:58 -07:00
adminandGitHub 0305cc7506 Add widescreen Arm Troops column spacing (#8183) 2026-06-25 19:50:18 -07:00
adminandGitHub 5854929085 Use explicit casts for weather proto conversion (#8182) 2026-06-25 19:44:12 -07:00
adminandGitHub 232e560724 Use integral hero test constants (#8181) 2026-06-25 19:43:53 -07:00
adminandGitHub 994de5cdc2 Use state controller lookups in command flow (#8180) 2026-06-25 19:43:34 -07:00
adminandGitHub dcc303ad37 Reconnect Arm Troops panel to prefab (#8174)
* Reconnect Arm Troops scene panel to prefab

* Give Arm Troops row names layout width

* Restore Arm Troops panel layout widths

* Use compact Arm Troops table in touch layout

* Tighten Arm Troops touch table width
2026-06-25 19:41:54 -07:00
adminandGitHub 84ecc4d13d Use direct empty vector initialization (#8179) 2026-06-25 19:08:53 -07:00
adminandGitHub eb338b1d0b Replace broad Shardok namespace imports (#8178) 2026-06-25 19:06:22 -07:00
adminandGitHub 1b1261f4f6 Move loaded running game snapshots into state (#8177) 2026-06-25 18:58:47 -07:00
adminandGitHub 3fff156344 Evaluate flee commands with weighted odds (#8176) 2026-06-25 18:54:04 -07:00
adminandGitHub 3d39238045 Move lobby state queries into GamesManagerState (#8175) 2026-06-25 18:49:50 -07:00
adminandGitHub 705b176992 Prefer fleeing uncertain final-round battles (#8173) 2026-06-25 13:24:31 -07:00
adminandGitHub 1c2e150899 Synchronize Shardok AI choice diagnostics (#8169) 2026-06-25 13:19:21 -07:00
adminandGitHub 8af820c58e Use GamesManagerState controller queries in callbacks (#8170) 2026-06-25 13:18:43 -07:00
adminandGitHub 940a4836a7 Reserve MCTS legal action cache once (#8171) 2026-06-25 13:18:20 -07:00
adminandGitHub 1ef2fa0f84 Fall back across Gemini models on demand errors (#8172) 2026-06-25 13:17:54 -07:00
adminandGitHub 7efdf90100 Restore Shardok touch target overlays (#8157)
* Restore Shardok touch target overlays

* Handle touch taps on Shardok grid
2026-06-25 09:17:03 -07:00
adminandGitHub be930740cf Include SSE response details in failure logs (#8168) 2026-06-25 09:13:30 -07:00
adminandGitHub 241b49ac23 Make broadcast notification count expression-based (#8167) 2026-06-25 09:10:00 -07:00
adminandGitHub 77499dbdad Avoid sharing AI sequence random generators (#8164) 2026-06-25 08:21:10 -07:00
adminandGitHub a4c688f126 Widen Arm Troops pointer table (#8159)
* Widen Arm Troops pointer table

* Fit wider Arm Troops pointer rows

* Apply Arm Troops pointer layout to scene
2026-06-25 08:20:02 -07:00
adminandGitHub 5ee753e989 Move cache state queries into GamesManagerState (#8165) 2026-06-25 08:19:12 -07:00
adminandGitHub 77c6c16096 Handle legacy game snapshots without eagle maps (#8166) 2026-06-25 08:18:42 -07:00
adminandGitHub 2105ccc791 Move controller state queries into GamesManagerState (#8162) 2026-06-25 08:07:53 -07:00
adminandGitHub e03af03acb Move lobby updates into GamesManagerState (#8160) 2026-06-25 07:48:39 -07:00
adminandGitHub 041a43be97 Handle legacy game snapshots without dates (#8161) 2026-06-25 07:48:14 -07:00
adminandGitHub 53180baddd Move controller updates into GamesManagerState (#8158) 2026-06-25 07:18:49 -07:00
adminandGitHub b88613a6f1 Move controller removal into GamesManagerState (#8156) 2026-06-25 07:10:55 -07:00
adminandGitHub dbc5455de0 Add Shardok AI evaluator exception context (#8155) 2026-06-25 07:10:19 -07:00
adminandGitHub 17357eba33 Centralize GamesManager state reads (#8152) 2026-06-25 06:56:03 -07:00
adminandGitHub ff9ab1907b Stabilize Shardok AI lookahead command lookup (#8153) 2026-06-25 06:55:23 -07:00
adminandGitHub 0b9ebb04c8 Split Arm Troops controls by input mode (#8085)
* Split Arm Troops controls by input mode

* Allow editor touch simulation for Arm Troops

* Constrain Arm Troops touch action strip

* Move Arm Troops touch controls beside table

* Compact Arm Troops touch controls

* Tighten Arm Troops touch table width

* Polish Arm Troops touch selection controls

* Clarify Arm Troops touch columns

* Align Arm Troops touch column headers

* Separate Arm Troops all-battalion controls

* Use column layout for Arm Troops touch controls

* Revert "Use column layout for Arm Troops touch controls"

This reverts commit e6273c22f900e990c86fcac5e761723d54bd15d0.

* Use dedicated touch all-battalions controls

* Handle missing touch button style sources

* Revert "Handle missing touch button style sources"

This reverts commit 2a2b2204bbc0deede8e92ffa5d07cd86ccf3cb96.

* Revert "Use dedicated touch all-battalions controls"

This reverts commit 44fd112162518b9d0658f9374af5771196ccefbb.

* Fit Arm Troops all-battalion touch column

* Use correct Arm Troops all-controls parent

* Align Arm Troops touch column headers
2026-06-25 06:46:45 -07:00
adminandGitHub 10a3b3a046 Store evacuate prisoners settings getter by value (#8151)
* Store evacuate prisoners settings getter by value

* Keep evacuate settings getter const
2026-06-25 06:43:42 -07:00
adminandGitHub 7cf852ab52 Synchronize GamesManager state updates (#8150) 2026-06-25 06:40:04 -07:00
adminandGitHub 2341df8998 Synchronize GamesManager state snapshots (#8149) 2026-06-25 05:20:18 -07:00
adminandGitHub 190e71d3c4 Validate sequence random generator input (#8148) 2026-06-24 22:19:06 -07:00
adminandGitHub c0a9b90715 Decode Shardok unit bytes safely in tests (#8140) 2026-06-24 22:13:40 -07:00
adminandGitHub 6d13774fd0 Synchronize GamesManager creation paths (#8146) 2026-06-24 22:13:17 -07:00
adminandGitHub 41252ccaa6 Harden random generator input validation (#8147) 2026-06-24 22:12:56 -07:00
adminandGitHub ff05a35991 Centralize GamesManager state transitions (#8143) 2026-06-24 21:52:31 -07:00
adminandGitHub 8b7e9eaeb6 Print Shardok AI failure ids numerically (#8145) 2026-06-24 21:51:59 -07:00
adminandGitHub 7f80eb0ef2 Clamp random integer endpoint samples (#8144)
* Clamp random integer endpoint samples

* Cover endpoint undead command fallback
2026-06-24 21:51:18 -07:00
adminandGitHub ef151c2ef4 Log Shardok AI failure context (#8142) 2026-06-24 15:57:37 -07:00
adminandGitHub e7cad8dd36 Extract immutable GamesManager state (#8138)
* Extract immutable games manager state

* Use direct GamesManager state deps

* Add direct ControllerInfo deps
2026-06-24 15:53:15 -07:00
adminandGitHub c4edb2f6a0 Remove raw Unit byte casts in Shardok paths (#8141) 2026-06-24 15:43:42 -07:00
adminandGitHub 11709e6d48 Decode secured Shardok units safely (#8139) 2026-06-24 15:36:50 -07:00
adminandGitHub 0b0fcc411d Extract game controller registry (#8135)
* Extract game controller registry

* Split game controller registry target

* Make game controller registry immutable
2026-06-24 15:23:50 -07:00
adminandGitHub 1aadcc863f Copy action result unit bytes before reading (#8137) 2026-06-24 10:51:22 -07:00
adminandGitHub 9ac167e66c Add Shardok sanitizer CI (#8136) 2026-06-24 10:31:07 -07:00
adminandGitHub 1530873df5 Bound action filter leakage logging (#8134) 2026-06-24 09:41:59 -07:00
adminandGitHub 75a5b4fa21 Use timed logger in Shardok interface client (#8133) 2026-06-24 09:41:44 -07:00
adminandGitHub b6c45da7bc Use timed logger for history fallback messages (#8131) 2026-06-24 09:41:28 -07:00
adminandGitHub 5e30673281 Use timed logger in client text stores (#8132) 2026-06-24 09:41:14 -07:00
adminandGitHub d38c611a18 Use timed logger in exception interceptor (#8128) 2026-06-24 08:59:09 -07:00
adminandGitHub 570bc557f5 Remove temporary backstory visibility debug check (#8130) 2026-06-24 08:58:56 -07:00
adminandGitHub c1f4152cae Cache target indexes in attack grouping (#8129) 2026-06-24 08:58:04 -07:00
adminandGitHub 0472362abc Broaden ActionResultC copy coverage (#8127) 2026-06-24 08:53:05 -07:00
adminandGitHub b732b60520 Use indexed distances for CoordsSet scans (#8126) 2026-06-24 08:52:17 -07:00
adminandGitHub fc1f988654 Clarify command option validation (#8125) 2026-06-24 08:48:58 -07:00
adminandGitHub 7ef93c4a11 Optimize sparse CoordsSet filtering (#8124) 2026-06-24 08:45:55 -07:00
adminandGitHub 247aa3e685 Reject malformed ransom offer commands (#8122) 2026-06-24 08:26:44 -07:00
adminandGitHub aa0292bad6 Use CoordsSet index iterator for victory scoring (#8123) 2026-06-24 08:26:11 -07:00
adminandGitHub 08cd608ac2 Use CoordsSet index iterator for attack locations (#8121) 2026-06-24 08:05:03 -07:00
adminandGitHub f85a32dc08 Fix ActionResultC copy removed faction ids (#8118) 2026-06-24 07:54:12 -07:00
adminandGitHub b5deb69ef7 Template CoordsSet filter (#8120) 2026-06-24 07:53:22 -07:00
adminandGitHub 872883f710 Shrink CoordsSet dimension fields (#8119) 2026-06-24 07:10:35 -07:00
adminandGitHub 3d402e7bdd Add CoordsSet microbenchmark (#8117) 2026-06-24 07:04:38 -07:00
adminandGitHub 862480c470 Assert CoordsSet bounds in debug builds (#8100) 2026-06-24 06:54:40 -07:00
adminandGitHub 98b5d7f034 Standardize CoordsSet iterators (#8103)
* Standardize CoordsSet iterators

* Add CoordsSet iterator tests
2026-06-24 06:48:42 -07:00
adminandGitHub e5c5a929ec Use inside for action-result Option lookups (#8113)
* Use inside for feast changed hero lookups

* Use inside for march command province lookups

* Use inside for diplomacy command lookups

* Use inside for captured hero deferred changes

* Use inside for applier relationship lookups

* Refresh CI after CoordsSet main update
2026-06-24 06:47:05 -07:00
adminandGitHub d39ee392b9 Use inside for command-choice Option selections (#8114)
* Use inside for expand command choices

* Use inside for offer command selections

* Refresh CI after CoordsSet main update
2026-06-24 06:46:38 -07:00
adminandGitHub b574c6c950 Use inside for availability command Options (#8115)
* Use inside for diplomacy command Options

* Use inside for resolve availability Options

* Use inside for defend and train Options

* Refresh CI after CoordsSet main update
2026-06-24 06:43:40 -07:00
adminandGitHub 074c984f3b Fix CoordsSet test raw index helper name (#8116) 2026-06-24 06:04:02 -07:00
adminandGitHub 2817ca529d Clarify CoordsSet dimension naming (#8098) 2026-06-24 05:34:14 -07:00
adminandGitHub 4f932d0a56 Remove unsafe CoordsSet string conversion (#8097) 2026-06-24 05:33:42 -07:00
adminandGitHub 2dd931dc8f Expand CoordsSet test coverage (#8105) 2026-06-24 05:32:30 -07:00
adminandGitHub c7ab2ecb44 Rename CoordsSet raw index add (#8102) 2026-06-24 05:30:28 -07:00
adminandGitHub 8466ab6ed9 Use inside for decline quest availability Option (#8096) 2026-06-23 22:17:47 -07:00
adminandGitHub 7b74905973 Use inside for divine availability Options (#8095) 2026-06-23 22:17:33 -07:00
adminandGitHub ecfb5a0a94 Use inside for excess supplies Options (#8089) 2026-06-23 22:17:19 -07:00
adminandGitHub 967cb74aa5 Use inside for recruit heroes Options (#8094) 2026-06-23 22:16:54 -07:00
adminandGitHub 34daf8f38d Make byte_vector own its storage (#8086) 2026-06-23 22:14:23 -07:00
adminandGitHub e12359821c Use inside for apprehend outlaw Options (#8093) 2026-06-23 22:10:51 -07:00
adminandGitHub eea41e6c05 Use inside for march destination lookups (#8092) 2026-06-23 22:10:34 -07:00
adminandGitHub 36d1e75719 Use inside for manage prisoner lookups (#8091) 2026-06-23 22:10:13 -07:00
adminandGitHub 35e93c8ce1 Use inside for control weather availability Options (#8090) 2026-06-23 22:09:50 -07:00
adminandGitHub d603b01733 Use inside for game state view full info (#8088) 2026-06-23 22:09:33 -07:00
adminandGitHub 6c66b5df82 Use inside for game state view diffs (#8087) 2026-06-23 22:09:09 -07:00
adminandGitHub 3b59e21407 Normalize Shardok engine test suffixes (#8083) 2026-06-23 21:49:21 -07:00
adminandGitHub d0e74ac4cb Consolidate nodiscard helper annotations (#8078) 2026-06-23 21:49:08 -07:00
adminandGitHub c04aa3d753 Use inside for unaffiliated hero change lookups (#8077) 2026-06-23 21:48:45 -07:00
adminandGitHub f3fade7ed2 Use inside for new round action lookups (#8076) 2026-06-23 21:48:30 -07:00
adminandGitHub 79d8e837e8 Use inside for riot command choice new values (#8074) 2026-06-23 21:48:08 -07:00
adminandGitHub c39795fa9f Use inside for diplomacy availability Options (#8072) 2026-06-23 21:47:31 -07:00
adminandGitHub 4a7c55a382 Use inside for view test lookups (#8068) 2026-06-23 21:45:43 -07:00
adminandGitHub 7e4396552e Use inside for resource availability Options (#8063) 2026-06-23 21:45:30 -07:00
adminandGitHub 40219f2a67 Replace remaining numeric functional casts (#8079) 2026-06-23 21:45:09 -07:00
adminandGitHub ce35c176ee Make CoordsSet iterator casts explicit (#8082) 2026-06-23 21:44:53 -07:00
adminandGitHub a852f03214 Use from_chars for hex byte parsing (#8084) 2026-06-23 21:40:53 -07:00
adminandGitHub 7c8b43d91b Tidy AI unit score readability (#8080) 2026-06-23 19:26:43 -07:00
adminandGitHub ecf763b24b Tidy common byte helpers (#8081) 2026-06-23 19:25:24 -07:00
adminandGitHub 8ad4fc52e3 Use inside for province availability Options (#8060) 2026-06-23 19:24:16 -07:00
adminandGitHub 7e48f6fd2b Use inside for hero availability Options (#8058) 2026-06-23 19:24:00 -07:00
adminandGitHub 5c81832cde Align notification popup height with command panel (#8061)
* Align notification popup height with command panel

* Widen Arm Troops table for touch controls

* Improve Arm Troops row button spacing

* Add Arm Troops scrollbar gutter
2026-06-23 19:21:06 -07:00
adminandGitHub 569458d691 Use inside for attack decision new values (#8066) 2026-06-23 17:42:33 -07:00
adminandGitHub c825bf4606 Use inside for supplies and riot availability Options (#8070) 2026-06-23 17:41:23 -07:00
adminandGitHub 567846156c Mark action point distance helpers nodiscard (#8040)
* Mark action point distance helpers nodiscard

* Allow APD cache warmup calls
2026-06-23 17:27:06 -07:00
adminandGitHub 14f1ab992c Bake remaining iPad touch target sizes (#8007) 2026-06-23 17:23:17 -07:00
adminandGitHub 42cb9291fc Use inside for request battle test lookups (#8051) 2026-06-23 17:22:21 -07:00
adminandGitHub aa2bf97078 Use inside for tutorial test Options (#8050) 2026-06-23 17:22:07 -07:00
adminandGitHub 6976db961b Use inside for upgrade battalion quest Options (#8049) 2026-06-23 17:21:47 -07:00
adminandGitHub 1823543706 Use inside for alliance and army quest Options (#8048) 2026-06-23 17:21:31 -07:00
adminandGitHub c452b8be69 Use inside for recon quest result Options (#8047) 2026-06-23 17:21:13 -07:00
adminandGitHub 53612938b6 Mark victory score helpers nodiscard (#8046) 2026-06-23 17:20:57 -07:00
adminandGitHub ccb64480a8 Mark private AI score helpers nodiscard (#8045) 2026-06-23 17:20:44 -07:00
adminandGitHub 4f0a172036 Mark action result state helpers nodiscard (#8044) 2026-06-23 17:20:33 -07:00
adminandGitHub ca45eba76b Use inside for resolve battle claimant lookups (#8053) 2026-06-23 17:19:47 -07:00
adminandGitHub 8f58543a4c Use inside for action test Option lookups (#8052) 2026-06-23 17:18:55 -07:00
adminandGitHub 453242e06a Use inside for availability command Options (#8054) 2026-06-23 17:18:27 -07:00
adminandGitHub 249a564ac7 Use inside for combat availability Options (#8055) 2026-06-23 17:17:46 -07:00
adminandGitHub 701c822e1a Use inside for trade and recon availability Options (#8056) 2026-06-23 17:17:29 -07:00
adminandGitHub 2ca4b6e8d4 Mark game state guesser helpers nodiscard (#8043) 2026-06-23 16:20:50 -07:00
adminandGitHub fe060e4489 Mark AI planning helpers nodiscard (#8042) 2026-06-23 16:20:36 -07:00
adminandGitHub 6dc29ec746 Mark command factory helpers nodiscard (#8041) 2026-06-23 16:20:14 -07:00
adminandGitHub 8b9ac89205 Mark geometry weather helpers nodiscard (#8039) 2026-06-23 16:19:59 -07:00
adminandGitHub 74bbd490d7 Mark AI helper results nodiscard (#8038) 2026-06-23 16:19:45 -07:00
adminandGitHub 7a5f89ea87 Mark flatbuffer conversion helpers nodiscard (#8037) 2026-06-23 16:19:24 -07:00
adminandGitHub bdcddb88e4 Mark unit combat helpers nodiscard (#8036) 2026-06-23 16:19:08 -07:00
adminandGitHub cccc7971c1 Use inside for order and weather quest results (#8035) 2026-06-23 16:18:49 -07:00
adminandGitHub 82d2ca915d Mark map query helpers nodiscard (#8034) 2026-06-23 16:18:30 -07:00
adminandGitHub 319dc0b19e Use inside for quest chooser Option results (#8033) 2026-06-23 16:18:09 -07:00
adminandGitHub 2573f0f2af Initialize flatbuffer wrapper offsets (#8032) 2026-06-23 16:17:45 -07:00
adminandGitHub 641244103f Use nullopt default for tile modifiers (#8031) 2026-06-23 16:17:28 -07:00
adminandGitHub 1b7909d914 Simplify identity Option matches (#8030) 2026-06-23 16:17:15 -07:00
adminandGitHub 9d7dfd8f5f Mark remaining command accessors nodiscard (#8029) 2026-06-23 16:16:33 -07:00
adminandGitHub 42edef2313 Clean up simple collection idioms (#8028) 2026-06-23 16:16:16 -07:00
adminandGitHub 7ad6677b90 Mark more command accessors nodiscard (#8027) 2026-06-23 16:11:15 -07:00
adminandGitHub ce19c34b8b Clarify OAuth Try Either handling (#8026) 2026-06-23 16:06:17 -07:00
adminandGitHub d675e3781f Mark command accessors nodiscard (#8025) 2026-06-23 16:05:55 -07:00
adminandGitHub 2164a98abe Use Map.empty for empty map values (#8024) 2026-06-23 16:05:33 -07:00
adminandGitHub b61ce58f4c Use nullopt for absent optional values (#8023) 2026-06-23 16:01:55 -07:00
adminandGitHub 7a11c8fa9a Use nullopt in hex map utilities (#8022) 2026-06-23 16:01:41 -07:00
adminandGitHub 62438ec4f6 Use nullopt for empty optional returns (#8021) 2026-06-23 16:01:26 -07:00
adminandGitHub afcc6a9a3e Remove const from random generator return (#8020) 2026-06-23 16:00:48 -07:00
adminandGitHub b6a094064a Use braced empty ally pid return (#8019) 2026-06-23 16:00:30 -07:00
adminandGitHub 70b8eb6513 Default initialize hex map directions (#8018) 2026-06-23 16:00:16 -07:00
adminandGitHub e4c7a0c98b Clarify CoordsSet index arithmetic (#8017) 2026-06-23 16:00:02 -07:00
adminandGitHub 67573e7a8a Use braced ActionCost returns (#8016) 2026-06-23 15:59:43 -07:00
adminandGitHub c60dce4504 Default GameStateW special members (#8015) 2026-06-23 15:59:09 -07:00
adminandGitHub 8250d3d42f Use concatenated ai battle simulator namespace (#8013) 2026-06-23 15:58:47 -07:00
adminandGitHub 5407c8aa65 Use concatenated MCTS test namespace (#8012) 2026-06-23 15:58:34 -07:00
adminandGitHub d282634264 Use concatenated score helper namespace (#8011) 2026-06-23 15:58:19 -07:00
adminandGitHub fff0e6dd30 Use concatenated ai testing namespaces (#8010) 2026-06-23 15:58:06 -07:00
adminandGitHub a1ccdc672c Use Vector.empty for empty vector values (#8014) 2026-06-23 15:57:14 -07:00
adminandGitHub 6802da55ed Consolidate Shardok ranges algorithm cleanup (#8005) 2026-06-23 15:42:09 -07:00
adminandGitHub 57dae50cf7 Consolidate AI battle simulator tidy cleanup (#8006) 2026-06-23 15:38:44 -07:00
adminandGitHub 4bce809fab Use iota for MCTS action indices (#8000) 2026-06-23 15:37:55 -07:00
adminandGitHub 2ff2cdab79 Use Vector.empty in utility fallbacks (#7969) 2026-06-23 15:37:36 -07:00
adminandGitHub 76839dcd59 Use Vector.empty in command result fields (#7971) 2026-06-23 15:37:21 -07:00
adminandGitHub effd5451b6 Use Vector.empty in command choice helpers (#7973) 2026-06-23 15:37:04 -07:00
adminandGitHub 00ac74f944 Use Vector.empty in quest creation (#7977) 2026-06-23 15:36:47 -07:00
adminandGitHub 728f1969ce Consolidate Shardok pre-increment cleanup (#8004) 2026-06-23 15:36:07 -07:00
adminandGitHub fab757f9dd Preserve live clients when replacing game controllers (#7970) 2026-06-23 15:35:21 -07:00
adminandGitHub fa006ba947 Use Vector.empty in availability factories (#7975) 2026-06-23 15:34:45 -07:00
adminandGitHub 2b61fb0fcf Simplify boolean comparisons in command tests (#7968) 2026-06-23 15:34:06 -07:00
adminandGitHub 62bcd3b669 Fix ransom offer popup iPad layout (#7967) 2026-06-23 14:08:23 -07:00
adminandGitHub 0fc394174c Trim redundant AI comments (#7919) 2026-06-23 14:04:25 -07:00
adminandGitHub 14015aebc7 Use explicit casts in command odds (#7920) 2026-06-23 14:04:09 -07:00
adminandGitHub 5acdcea0b0 Use ranges sort for MCTS action ordering (#7923) 2026-06-23 14:03:52 -07:00
adminandGitHub 709d3b9219 Use ranges sort for hero ids (#7925) 2026-06-23 14:03:40 -07:00
adminandGitHub 0f028e73d3 Use ranges find in test helpers (#7926) 2026-06-23 14:03:25 -07:00
adminandGitHub f0fa1f1a1d Use ranges find in view differ (#7927) 2026-06-23 14:03:08 -07:00
adminandGitHub 0a52e41c3d Use ranges contains in AI filter tests (#7928) 2026-06-23 14:02:51 -07:00
adminandGitHub 9ef750956c Use ranges any_of for cube line scan (#7929) 2026-06-23 14:02:33 -07:00
adminandGitHub b70d541224 Use sys.env for Scala environment lookups (#7930) 2026-06-23 14:02:16 -07:00
adminandGitHub a8299738d2 Simplify recon quest candidate selection (#7932) 2026-06-23 14:01:41 -07:00
adminandGitHub e789309827 Match battalion options in combat commands (#7934) 2026-06-23 14:00:56 -07:00
adminandGitHub f8066454a8 Use Option.fold in history lookups (#7936) 2026-06-23 14:00:35 -07:00
adminandGitHub a80c8e6d1b Remove return from raw history lookup (#7938) 2026-06-23 14:00:11 -07:00
adminandGitHub 3dc8541aee Remove return from delete game failure path (#7940) 2026-06-23 13:59:51 -07:00
adminandGitHub b7cd003b4c Use keyed lookups for unaffiliated hero action (#7942) 2026-06-23 13:59:30 -07:00
adminandGitHub bae90633a5 Share required faction lookup helper (#7945) 2026-06-23 13:59:08 -07:00
adminandGitHub 56eff84f30 Avoid duplicate faction lookup in HeroUtils (#7947) 2026-06-23 13:58:50 -07:00
adminandGitHub 375ae7cecb Use Vector.empty in service result paths (#7949) 2026-06-23 13:58:29 -07:00
adminandGitHub ac8a9358ff Consolidate direct vector declaration cleanups (#7965)
* Use direct vector declarations in AI tests

* Use direct vector declarations in MCTS tests

* Use direct roll vector declarations

* Use direct unit vector declarations in command tests

* Use direct vector declarations in action tests

* Use direct vector declarations in status tests

* Use direct vector declarations in library tests

* Use direct vectors in game state helpers

* Use direct vectors in Shardok server setup

* Use direct fire roll vector declarations

* Use direct melee roll vector declarations

* Use direct combat factory vector declarations

* Use direct vector declarations in command tests

* Use direct vector declarations in special command tests

* Use direct vector declarations in command factory tests

* Use direct vector declarations in bridge factory tests

* Use direct vector declarations in AI score tests

* Use direct vector declarations in test helpers
2026-06-23 13:58:09 -07:00
adminandGitHub 8bc900eef9 Consolidate pre-increment cleanups (#7966)
* Use preincrement in test loops

* Use preincrement in production loops

* Use pre-increment in library tests

* Use pre-increment in hex map helper tests

* Use pre-increment in action point tests
2026-06-23 13:57:32 -07:00
adminandGitHub 845a85ed1f Serialize iPad touch target sizes (#7912) 2026-06-23 13:56:14 -07:00
adminandGitHub a1a7a8abf8 Use pre-increment in available command tests (#7961) 2026-06-23 13:50:08 -07:00
adminandGitHub 9cc4dca5b2 Use pre-increment in MCTS score tests (#7962) 2026-06-23 13:49:54 -07:00
adminandGitHub ea244506d3 Use direct vector declarations in factory tests (#7939) 2026-06-23 13:49:42 -07:00
adminandGitHub 9827414e92 Use pre-increment in map info loops (#7964) 2026-06-23 13:49:07 -07:00
734 changed files with 167050 additions and 344450 deletions
+3
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@@ -14,6 +14,7 @@ common --worker_sandboxing
common --local_test_jobs=64
common --jobs=64
# Keep these C++ standard flags in sync with tools/copts.bzl and scripts/shardok_cpp_config.sh.
common --cxxopt="--std=c++23"
common --cxxopt="-Wno-deprecated-non-prototype"
common --per_file_copt=src/test/cpp/.*@-Wno-character-conversion
@@ -37,6 +38,8 @@ build:ubsan --strip=never
build:ubsan --copt=-fno-omit-frame-pointer
build:ubsan --copt=-Wno-macro-redefined
build:ubsan --copt=-fsanitize=undefined
# Protobuf's arena implementation trips UBSan alignment checks in external code on macOS.
build:ubsan --copt=-fno-sanitize=alignment
build:ubsan --linkopt=-fsanitize=undefined
test:ubsan --test_env=UBSAN_OPTIONS=print_stacktrace=1:halt_on_error=1
+10 -18
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@@ -2,25 +2,17 @@ Checks: >
-*,
bugprone-*,
performance-*,
readability-*,
modernize-*,
cppcoreguidelines-*,
modernize-use-nullptr,
modernize-use-override,
modernize-use-auto,
modernize-use-nodiscard,
readability-braces-around-statements,
readability-qualified-auto,
readability-redundant-member-init,
cppcoreguidelines-pro-type-cstyle-cast,
-bugprone-easily-swappable-parameters,
-cppcoreguidelines-avoid-magic-numbers,
-cppcoreguidelines-macro-usage,
-cppcoreguidelines-owning-memory,
-cppcoreguidelines-pro-bounds-array-to-pointer-decay,
-cppcoreguidelines-pro-bounds-constant-array-index,
-cppcoreguidelines-pro-bounds-pointer-arithmetic,
-cppcoreguidelines-pro-type-const-cast,
-cppcoreguidelines-pro-type-reinterpret-cast,
-cppcoreguidelines-pro-type-union-access,
-cppcoreguidelines-pro-type-vararg,
-modernize-use-trailing-return-type,
-readability-convert-member-functions-to-static,
-readability-function-cognitive-complexity,
-readability-identifier-length,
-readability-magic-numbers
-bugprone-branch-clone,
-bugprone-signed-char-misuse
WarningsAsErrors: ''
HeaderFilterRegex: 'src/(main|test)/cpp/net/eagle0/(shardok|common)/.*'
FormatStyle: file
+12
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@@ -12,6 +12,10 @@ on:
- '.bazelrc'
- 'ci/github_actions/ensure_bazel_installed.sh'
- 'ci/github_actions/summarize_bazel_bep.py'
- '.clang-tidy'
- 'scripts/run-clang-tidy.sh'
- 'scripts/check_shardok_clang_tidy.sh'
- 'scripts/sync_bazel_xcode.sh'
- '.github/actions/setup-bazel/**'
- '.github/workflows/bazel_test.yml'
- '!src/main/csharp/**'
@@ -26,6 +30,10 @@ on:
- '.bazelrc'
- 'ci/github_actions/ensure_bazel_installed.sh'
- 'ci/github_actions/summarize_bazel_bep.py'
- '.clang-tidy'
- 'scripts/run-clang-tidy.sh'
- 'scripts/check_shardok_clang_tidy.sh'
- 'scripts/sync_bazel_xcode.sh'
- '.github/actions/setup-bazel/**'
- '.github/workflows/bazel_test.yml'
- '!src/main/csharp/**'
@@ -78,6 +86,8 @@ jobs:
node-version: 'lts/*'
- name: Check JavaScript syntax
run: node --check src/main/go/net/eagle0/admin_server/static/map_editor.js
- name: Check Shardok clang-tidy gate
run: ./scripts/check_shardok_clang_tidy.sh
test:
runs-on: [self-hosted, bazel]
@@ -112,6 +122,8 @@ jobs:
lfs: false
- name: Setup Bazel
uses: ./.github/actions/setup-bazel
- name: Sync Bazel Xcode config
run: ./scripts/sync_bazel_xcode.sh
- name: Run tests
run: bazel test --build_event_json_file=test.json //src/test/... //src/main/go/...
- name: Summarize Bazel build metrics
+6
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@@ -19,6 +19,7 @@ on:
- 'src/main/resources/**'
- 'ci/BUILD.bazel'
- 'ci/github_actions/ensure_bazel_installed.sh'
- 'scripts/sync_bazel_xcode.sh'
- '.github/actions/setup-bazel/**'
- 'MODULE.bazel'
- 'MODULE.bazel.lock'
@@ -41,6 +42,7 @@ on:
- 'ci/BUILD.bazel'
- 'ci/github_actions/ensure_bazel_installed.sh'
- 'ci/github_actions/fetch_lfs.sh'
- 'scripts/sync_bazel_xcode.sh'
- '.github/actions/setup-bazel/**'
- 'go.mod'
- 'go.sum'
@@ -125,6 +127,10 @@ jobs:
if: steps.check-latest.outputs.skip != 'true'
uses: ./.github/actions/setup-bazel
- name: Sync Bazel Xcode config
if: steps.check-latest.outputs.skip != 'true'
run: ./scripts/sync_bazel_xcode.sh
- name: Fetch LFS files needed for admin server
if: steps.check-latest.outputs.skip != 'true'
env:
+86
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@@ -0,0 +1,86 @@
name: Eagle0pedia Build
on:
push:
branches: [ "main" ]
paths:
- 'docs/eagle0pedia/**'
- 'ci/github_actions/ensure_bazel_installed.sh'
- '.github/actions/setup-bazel/**'
- '.github/workflows/eagle0pedia_build.yml'
- 'MODULE.bazel'
- 'MODULE.bazel.lock'
- '.bazelrc'
pull_request:
paths:
- 'docs/eagle0pedia/**'
- 'ci/github_actions/ensure_bazel_installed.sh'
- '.github/actions/setup-bazel/**'
- '.github/workflows/eagle0pedia_build.yml'
- 'MODULE.bazel'
- 'MODULE.bazel.lock'
- '.bazelrc'
workflow_dispatch:
permissions:
contents: read
concurrency:
group: ${{ github.workflow }}-${{ github.head_ref || github.ref }}
cancel-in-progress: ${{ github.event_name == 'pull_request' }}
jobs:
build:
runs-on: [self-hosted, bazel]
steps:
- name: Prepare workspace
run: |
chmod -R u+w eagle0pedia-dist 2>/dev/null || true
rm -rf eagle0pedia-dist
- name: Prepare non-LFS checkout
env:
GIT_CONFIG_GLOBAL: ${{ runner.temp }}/gitconfig-no-lfs
GIT_CONFIG_NOSYSTEM: "1"
run: |
git config --global --unset-all filter.lfs.process || true
git config --global filter.lfs.smudge "cat"
git config --global filter.lfs.clean "cat"
git config --global filter.lfs.required false
if [ -d ".git" ]; then
git config --local --unset-all filter.lfs.process || true
git config --local filter.lfs.smudge "cat"
git config --local filter.lfs.clean "cat"
git config --local filter.lfs.required false
fi
rm -f .git/hooks/post-checkout .git/hooks/post-merge .git/hooks/pre-push
- name: Checkout repository
uses: actions/checkout@v6
env:
GIT_CONFIG_GLOBAL: ${{ runner.temp }}/gitconfig-no-lfs
GIT_CONFIG_NOSYSTEM: "1"
with:
persist-credentials: false
lfs: false
- name: Setup Bazel
uses: ./.github/actions/setup-bazel
- name: Build Eagle0pedia
run: bazel build //docs/eagle0pedia:site
- name: Stage static site artifact
run: |
rm -rf eagle0pedia-dist
mkdir -p eagle0pedia-dist
cp -R bazel-bin/docs/eagle0pedia/dist/. eagle0pedia-dist/
chmod -R u+w eagle0pedia-dist
- name: Upload static site artifact
uses: actions/upload-artifact@v7
with:
name: eagle0pedia-dist
path: eagle0pedia-dist/
if-no-files-found: error
retention-days: 3
@@ -0,0 +1,92 @@
name: Shardok Sanitizer Test
on:
push:
branches: ["main"]
paths:
- "src/main/cpp/net/eagle0/shardok/**"
- "src/test/cpp/net/eagle0/shardok/**"
- "src/main/protobuf/net/eagle0/shardok/**"
- "src/main/protobuf/net/eagle0/common/**"
- "WORKSPACE"
- "MODULE.bazel"
- "MODULE.bazel.lock"
- "BUILD.bazel"
- ".bazelrc"
- ".github/actions/setup-bazel/**"
- ".github/workflows/shardok_sanitizer_test.yml"
- "ci/github_actions/ensure_bazel_installed.sh"
- "ci/github_actions/summarize_bazel_bep.py"
pull_request:
paths:
- "src/main/cpp/net/eagle0/shardok/**"
- "src/test/cpp/net/eagle0/shardok/**"
- "src/main/protobuf/net/eagle0/shardok/**"
- "src/main/protobuf/net/eagle0/common/**"
- "WORKSPACE"
- "MODULE.bazel"
- "MODULE.bazel.lock"
- "BUILD.bazel"
- ".bazelrc"
- ".github/actions/setup-bazel/**"
- ".github/workflows/shardok_sanitizer_test.yml"
- "ci/github_actions/ensure_bazel_installed.sh"
- "ci/github_actions/summarize_bazel_bep.py"
concurrency:
group: ${{ github.workflow }}-${{ github.head_ref || github.ref }}
cancel-in-progress: true
permissions:
contents: read
jobs:
shardok-sanitizer-test:
name: Shardok ${{ matrix.name }}
runs-on: [self-hosted, bazel]
strategy:
fail-fast: false
matrix:
include:
- name: ASan
config: asan
- name: UBSan
config: ubsan
steps:
- name: Ensure Git LFS available for checkout
run: |
COMMON_PATHS=(/opt/homebrew/bin /usr/local/bin)
for path in "${COMMON_PATHS[@]}"; do
if [ -d "$path" ]; then
echo "$path" >> "$GITHUB_PATH"
export PATH="$path:$PATH"
fi
done
if command -v git-lfs >/dev/null 2>&1; then
git-lfs version
exit 0
fi
brew install git-lfs
git-lfs version
- name: Checkout repository
uses: actions/checkout@v6
with:
persist-credentials: false
lfs: false
- name: Setup Bazel
uses: ./.github/actions/setup-bazel
- name: Run Shardok sanitizer tests
run: bazel test --config=${{ matrix.config }} --build_event_json_file=${{ matrix.config }}.json //src/test/cpp/net/eagle0/shardok/...
- name: Summarize Bazel build metrics
if: always()
run: python3 ci/github_actions/summarize_bazel_bep.py ${{ matrix.config }}.json
- name: Archive sanitizer test results
if: always()
uses: actions/upload-artifact@v7
with:
name: shardok-${{ matrix.config }}.json
path: ${{ matrix.config }}.json
retention-days: 3
+5
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@@ -11,6 +11,11 @@
**NEVER kill Unity without asking the user first.** The user might be actively using the Unity Editor. Do not kill,
force-quit, terminate, or otherwise stop Unity processes unless the user explicitly approves that specific action.
**NEVER change Unity's default/open scene as part of running checks.** Unity batchmode or editor validation may write
scene-selection churn such as `ProjectSettings/EditorBuildSettings.asset`, `ProjectSettings/SceneTemplateSettings.json`,
or scene files simply because a different scene was open or loaded. Treat those as unintended local environment changes:
do not stage them, and restore them before committing unless the user explicitly asked to change scenes/build settings.
## CRITICAL GIT RULES (NEVER VIOLATE)
**NEVER use `git -C`.** Just run `git` directly from the cwd — it finds the repo via `.git` discovery. Do not `cd` to the repo root either (see the no-`cd` bash rule above).
+18
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@@ -29,6 +29,23 @@ bazel_dep(name = "rules_nodejs", version = "6.7.4")
bazel_dep(name = "rules_pkg", version = "1.2.0")
bazel_dep(name = "rules_shell", version = "0.8.0")
multiple_version_override(
module_name = "aspect_rules_js",
versions = [
"2.3.8",
"3.2.2",
],
)
npm = use_extension("@aspect_rules_js//npm:extensions.bzl", "npm")
npm.npm_translate_lock(
name = "eagle0pedia_npm",
pnpm_lock = "//docs/eagle0pedia:pnpm-lock.yaml",
run_lifecycle_hooks = False,
update_pnpm_lock = False,
)
use_repo(npm, "eagle0pedia_npm")
#
# Language Support - Scala
#
@@ -365,6 +382,7 @@ maven.install(
"org.xerial:sqlite-jdbc:3.53.2.0",
# Postgres for production history benchmarking and migration work
"com.zaxxer:HikariCP:6.3.3",
"org.postgresql:postgresql:42.7.11",
],
duplicate_version_warning = "error",
+508 -55
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+14
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@@ -39,6 +39,13 @@ services:
EAGLE_POSTGRES_USER: "${EAGLE_POSTGRES_USER:-}"
EAGLE_POSTGRES_PASSWORD: "${EAGLE_POSTGRES_PASSWORD:-}"
EAGLE_POSTGRES_SSLMODE: "${EAGLE_POSTGRES_SSLMODE:-require}"
EAGLE_POSTGRES_MAX_POOL_SIZE: "${EAGLE_POSTGRES_MAX_POOL_SIZE:-7}"
EAGLE_POSTGRES_MIN_IDLE: "${EAGLE_POSTGRES_MIN_IDLE:-0}"
EAGLE_POSTGRES_CONNECTION_TIMEOUT_MILLIS: "${EAGLE_POSTGRES_CONNECTION_TIMEOUT_MILLIS:-10000}"
EAGLE_POSTGRES_IDLE_TIMEOUT_MILLIS: "${EAGLE_POSTGRES_IDLE_TIMEOUT_MILLIS:-120000}"
EAGLE_POSTGRES_MAX_LIFETIME_MILLIS: "${EAGLE_POSTGRES_MAX_LIFETIME_MILLIS:-1500000}"
EAGLE_POSTGRES_KEEPALIVE_TIME_MILLIS: "${EAGLE_POSTGRES_KEEPALIVE_TIME_MILLIS:-300000}"
EAGLE_POSTGRES_LEAK_DETECTION_THRESHOLD_MILLIS: "${EAGLE_POSTGRES_LEAK_DETECTION_THRESHOLD_MILLIS:-60000}"
# JWT public key for token validation (auth service handles signing)
# Reads from /etc/eagle0/keys/public.pem via shared volume
# Auth token for Shardok on Hetzner (required)
@@ -95,6 +102,13 @@ services:
EAGLE_POSTGRES_USER: "${EAGLE_POSTGRES_USER:-}"
EAGLE_POSTGRES_PASSWORD: "${EAGLE_POSTGRES_PASSWORD:-}"
EAGLE_POSTGRES_SSLMODE: "${EAGLE_POSTGRES_SSLMODE:-require}"
EAGLE_POSTGRES_MAX_POOL_SIZE: "${EAGLE_POSTGRES_MAX_POOL_SIZE:-7}"
EAGLE_POSTGRES_MIN_IDLE: "${EAGLE_POSTGRES_MIN_IDLE:-0}"
EAGLE_POSTGRES_CONNECTION_TIMEOUT_MILLIS: "${EAGLE_POSTGRES_CONNECTION_TIMEOUT_MILLIS:-10000}"
EAGLE_POSTGRES_IDLE_TIMEOUT_MILLIS: "${EAGLE_POSTGRES_IDLE_TIMEOUT_MILLIS:-120000}"
EAGLE_POSTGRES_MAX_LIFETIME_MILLIS: "${EAGLE_POSTGRES_MAX_LIFETIME_MILLIS:-1500000}"
EAGLE_POSTGRES_KEEPALIVE_TIME_MILLIS: "${EAGLE_POSTGRES_KEEPALIVE_TIME_MILLIS:-300000}"
EAGLE_POSTGRES_LEAK_DETECTION_THRESHOLD_MILLIS: "${EAGLE_POSTGRES_LEAK_DETECTION_THRESHOLD_MILLIS:-60000}"
# JWT public key for token validation (auth service handles signing)
# Reads from /etc/eagle0/keys/public.pem via shared volume
SHARDOK_AUTH_TOKEN: "${SHARDOK_AUTH_TOKEN:-}"
+1 -1
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@@ -71,7 +71,7 @@ LLM settings can be changed at runtime via the admin console:
1. Navigate to Admin Console → Settings
2. Change `LlmProvider` to select vendor (gemini, openai, claude)
3. Change the corresponding model name setting:
- `GeminiModelName` (default: gemini-3.1-flash-lite-preview)
- `GeminiModelName` (default: gemini-3.1-flash-lite)
- `OpenAiModelName` (default: gpt-4.1-mini)
- `ClaudeModelName` (default: claude-3-5-haiku-20241022)
+136
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@@ -0,0 +1,136 @@
# Text Client Operator Guide
This guide covers operating the Eagle text client against a running Eagle server. It does not cover game strategy.
## Authentication And Startup
The current bearer-token file is:
```
/private/tmp/eagle0-text-client-token.txt
```
If that file is absent or authentication fails, stop and ask the user for a current bearer token. Do not invent a token or use another user's credentials.
Start the production client with:
```bash
bazel run //src/main/scala/net/eagle0/eagle/text_client:eagle_text_client -- --tls --host prod.eagle0.net --port 443 --bearer-token-file /private/tmp/eagle0-text-client-token.txt
```
At the `eagle0>` prompt, use `lobby` to list running games and available new-game leaders. To resume a game, use:
```text
stream <game-id>
```
Wait for `subscription: success=true` before posting a command.
## Inspecting State
Use these commands before acting:
```text
status
state
commands
commands-json
```
`state` is the concise map and owned-province view. `state-json` prints the complete view. `commands-json` includes the exact fields, IDs, resource amounts, and command choices currently accepted by the server.
Generated text is stored locally during the client process. Use `text <text-id>` for a text ID without spaces, such as `text hn_105`. Province leaders in `state` are resolved through this store when their names have been received.
## Posting Eagle Commands
Use the available-command data from `commands-json` to select a command, then post a matching selected command:
```text
post-json <province-id> <SelectedCommandType> <JSON>
```
For example:
```text
post-json 13 ImproveSelectedCommand {"improvementType":"ECONOMY","actingHeroId":105,"lockType":true}
post-rest 13
post-feast 13
```
The client has shortcuts for `post-rest`, `post-return`, `post-feast`, riot decisions, and battle aftermath. Other selected-command JSON schemas are defined in:
```text
src/main/protobuf/net/eagle0/eagle/api/selected_command.proto
```
Only post a selected command that is currently listed as available. A successful request prints `post-command: SUCCESS`; do not assume a command was accepted until that response or a later game update arrives.
Some actions enter a temporary subcommand state. For example, trading is operated as:
```text
post-json <province-id> TravelSelectedCommand {}
post-json <province-id> TradeSelectedCommand {"tradeType":"BUY_FOOD","amount":<amount>}
post-return <province-id>
```
After each step, run `commands-json` again. The server will reject a nested command, such as `TradeSelectedCommand`, if its parent state has not been entered.
## March Warnings
Marches may produce a warning before being sent. Review it, then resubmit only when intentional:
```text
post-json --force <province-id> MarchSelectedCommand <JSON>
```
`MarchSelectedCommand.marchingUnits` contains combat units. Each selected battalion is paired with a distinct hero in the same combat-unit entry; do not submit battalion-only entries.
## Shardok Battles
When a battle is active, inspect it with:
```text
shardok-units
shardok-commands
```
Post one of the currently listed command indices with:
```text
post-shardok <index>
```
Omit the optional roll value during normal play. The server then generates any
roll required by the selected command. To override that roll for deterministic
testing, append an integer value:
```text
post-shardok <index> <integer-roll>
```
`roll` is a placeholder in command usage, not a literal argument. Only an
integer is accepted, and the override has an effect only for Shardok commands
that support a client-supplied roll.
For a specific active battle:
```text
post-shardok <shardok-game-id> <index>
post-shardok <shardok-game-id> <index> <integer-roll>
```
Use `shardok-commands-json` or `shardok-units-json` when the concise output omits a needed field.
## Reconnects And Shutdown
The client automatically recreates a failed gRPC stream and re-subscribes to the active game. It retains its in-process `ClientTextStore`, so a reconnect should announce:
```text
Reconnecting to game <game-id> with saved text state.
```
Followed by a successful subscription without replaying the full generated-text catalog. Do not start a second client merely because a stream reports `GOAWAY`, `UNAVAILABLE`, or `RST_STREAM`; wait for the automatic reconnect and subscription acknowledgment.
The text store is in memory. A newly launched process performs an initial text sync once, then retains byte offsets for reconnects during that process.
Use `quit` to close the client cleanly. Use `drop <game-id>` only when intentionally abandoning that game.
+44
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@@ -0,0 +1,44 @@
load("@aspect_rules_js//js:defs.bzl", "js_binary", "js_run_binary")
load("@eagle0pedia_npm//:defs.bzl", "npm_link_all_packages")
package(default_visibility = ["//visibility:public"])
exports_files([
"package.json",
"pnpm-lock.yaml",
])
npm_link_all_packages()
filegroup(
name = "site_sources",
srcs = glob([
"src/**",
"astro.config.mjs",
"package.json",
"tsconfig.json",
]),
)
js_binary(
name = "astro",
data = [
":node_modules",
],
entry_point = "tools/astro-cli.mjs",
)
js_run_binary(
name = "site",
srcs = [
":node_modules",
":site_sources",
],
args = ["build"],
chdir = package_name(),
env = {
"ASTRO_TELEMETRY_DISABLED": "1",
},
out_dirs = ["dist"],
tool = ":astro",
)
+48
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@@ -0,0 +1,48 @@
# Eagle0pedia Site
Eagle0pedia is a Starlight static site. CI validates it through Bazel, while
DigitalOcean App Platform builds and hosts it directly as a static site.
## Local Build
```bash
bazel build //docs/eagle0pedia:site
```
The generated site is written to:
```text
bazel-bin/docs/eagle0pedia/dist
```
## Deployment
Eagle0pedia is hosted by DigitalOcean App Platform as a static site. Use these
component settings:
```text
Resource type: Static Site
Source directory: docs/eagle0pedia
Build command: corepack enable && pnpm install --frozen-lockfile && pnpm build
Output directory: dist
HTTP route: /
Domain: pedia.eagle0.net
```
The App Platform build uses the normal Starlight package scripts:
```text
npm run build
```
Set this App Platform environment variable:
```text
ASTRO_TELEMETRY_DISABLED=1
```
CI still validates the Bazel build:
```text
bazel build //docs/eagle0pedia:site
```
+50
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@@ -0,0 +1,50 @@
import { defineConfig } from "astro/config";
import starlight from "@astrojs/starlight";
export default defineConfig({
site: "https://pedia.eagle0.net",
integrations: [
starlight({
title: "Eagle0pedia",
description: "Reference guide for Eagle0 commands, systems, and game concepts.",
customCss: ["./src/styles/custom.css"],
editLink: {
baseUrl: "https://github.com/nolen777/eagle0/edit/main/docs/eagle0pedia/src/content/docs/",
},
sidebar: [
{
label: "Reference",
items: [
{ label: "Eagle0pedia", slug: "" },
{
label: "Concepts",
items: [
{ label: "Game Concepts", slug: "concepts" },
{ label: "Eagle Round Flow", slug: "concepts/eagle-round-flow" },
{ label: "From Eagle to Shardok", slug: "concepts/eagle-to-shardok" },
{ label: "Shardok Battles", slug: "concepts/shardok-battles" },
{
label: "Shardok Victory Conditions",
slug: "concepts/shardok-victory-conditions",
},
],
},
{ label: "Eagle Commands", slug: "commands" },
{ label: "Shardok Commands", slug: "shardok-commands" },
{ label: "Heroes", slug: "heroes" },
{ label: "Factions", slug: "factions" },
{ label: "Provinces", slug: "provinces" },
{ label: "Integration Notes", slug: "integration" },
],
},
],
social: [
{
icon: "github",
label: "GitHub",
href: "https://github.com/nolen777/eagle0",
},
],
}),
],
});
+23
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@@ -0,0 +1,23 @@
{
"name": "eagle0pedia",
"version": "0.1.0",
"private": true,
"type": "module",
"packageManager": "pnpm@9.15.9",
"scripts": {
"build": "astro build",
"dev": "astro dev",
"preview": "astro preview"
},
"dependencies": {
"@astrojs/starlight": "^0.36.0",
"astro": "^5.11.0",
"sharp": "^0.34.0"
},
"devDependencies": {
"typescript": "^5.8.0"
},
"pnpm": {
"onlyBuiltDependencies": []
}
}
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+6
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@@ -0,0 +1,6 @@
import { defineCollection } from "astro:content";
import { docsSchema } from "@astrojs/starlight/schema";
export const collections = {
docs: defineCollection({ schema: docsSchema() }),
};
@@ -0,0 +1,666 @@
---
title: Eagle Commands
description: Strategic command reference for Eagle command panels.
---
Eagle commands are the strategic actions a faction can take from a province command panel. The panel shows the actions that are possible for the current province and situation.
Most commands belong to the province currently acting this turn. Some are reaction commands, such as resolving diplomacy offers, handling captured heroes, or choosing a battle aftermath decision.
## Why commands appear and disappear
The command panel changes as the game changes. If an action is not currently possible, it is usually absent instead of appearing as a disabled button.
Availability can change when:
- another command spends gold, food, vigor, or the province's turn;
- a hero, battalion, prisoner, event, or incoming army moves or changes state;
- the game advances to another phase;
- a profession or minimum stat is required; or
- a target is no longer valid.
If a command you expected is missing, check its **Available when** entry. The most common reasons are insufficient gold, food, or vigor; no valid target; the wrong hero profession; the hero being elsewhere; or the province having already spent its turn.
An **eligible hero** is simply one of the heroes you can currently choose to perform that action. Eligibility can depend on location, vigor, profession, leadership, and the command's own restrictions.
## Reading a command entry
- **Hero requirements** identifies profession or hero restrictions. “None” means no particular profession, not that the command never needs an acting hero.
- **Vigor cost** is paid by the selected acting hero when the command resolves as described.
- **Available when** summarizes the state that makes the command appear.
- **Effect** describes what the action does.
- **Selection** lists what you must choose before confirming it.
## Turns, reactions, and command states
Most commands under **Normal Command Phase Commands** spend the acting province's turn. After using one, you normally cannot choose another ordinary action for that province this round. Entries explicitly identify exceptions such as Issue Orders.
Diplomacy responses, attack and defense decisions, riots, and battle aftermath are prompted by events in their own phases. Resolving one of these decisions does not replace or grant another ordinary province turn.
**Travel** enters a temporary command state. Traveling commands then become available, and the player may use multiple traveling commands in the same round. **Return** leaves that state and returns to the normal province command flow. Individual traveling actions can still spend resources or alter which later choices remain available.
Before confirming any command, check the selected hero, destination, units, gold, and food. Treat confirmation as issuing the order rather than previewing it.
<span class="command-reference-marker" aria-hidden="true"></span>
<!--
Source map for numeric command details:
- Alms: src/main/resources/net/eagle0/eagle/settings.tsv fields almsSupportIncreasePerFood=0.01, almsPaladinSupportMultiplier=4, maxAlmsFood=1000; applied in src/main/scala/net/eagle0/eagle/library/actions/impl/command/AlmsCommand.scala and src/main/scala/net/eagle0/eagle/library/actions/availability/AvailableAlmsCommandFactory.scala.
- Feast: settings fields loyaltyGainFromFeast=10, vigorGainFromFeast=10, feastGoldCostPerHero=20; applied in src/main/scala/net/eagle0/eagle/library/actions/impl/command/FeastCommand.scala and src/main/scala/net/eagle0/eagle/library/actions/availability/AvailableFeastCommandFactory.scala.
- Hero Gift: settings fields loyaltyIncreasePerGold=0.25 and maxGiftGold=100; applied in src/main/scala/net/eagle0/eagle/library/actions/impl/command/HeroGiftCommand.scala and src/main/scala/net/eagle0/eagle/library/actions/availability/AvailableHeroGiftCommandFactory.scala.
- Rest: settings field restVigorGain=15; applied in src/main/scala/net/eagle0/eagle/library/actions/impl/command/RestCommand.scala.
- Vigor costs: src/main/resources/net/eagle0/eagle/settings.tsv fields actionVigorCost=15, reconVigorCost=30, apprehendOutlawVigorCost=30, controlWeatherVigorDelta=-40, startEpidemicVigorDelta=-30, vigorGainFromFeast=10, restVigorGain=15.
- Divine: divinable heroes are unaffiliated heroes with RecruitmentInfo.NotDivined; see src/main/scala/net/eagle0/eagle/library/actions/availability/AvailableDivineCommandsFactory.scala and src/main/scala/net/eagle0/eagle/library/actions/impl/command/DivineCommand.scala.
- Issue Orders: order availability comes from src/main/scala/net/eagle0/eagle/library/actions/availability/AvailableIssueOrdersCommandFactory.scala; vassal order behavior comes from src/main/scala/net/eagle0/eagle/library/actions/impl/action/PerformVassalCommandsPhaseAction.scala, src/main/scala/net/eagle0/eagle/library/util/command_choice_helpers/CommandChoiceHelpers.scala, and src/main/scala/net/eagle0/eagle/library/util/command_choice_helpers/ExpandCommandSelector.scala.
- Send Supplies: shipment scheduling comes from src/main/scala/net/eagle0/eagle/library/actions/impl/command/SendSuppliesCommand.scala; arrival comes from src/main/scala/net/eagle0/eagle/library/actions/impl/action/PerformProvinceMoveResolutionAction.scala and src/main/scala/net/eagle0/eagle/library/actions/impl/action/ShipmentArrivedAction.scala; timing/loss settings are src/main/resources/net/eagle0/eagle/settings.tsv fields turnsToResolveShipment=1 and shipSuppliesLoss=0.1.
- Battle Aftermath Decision: availability comes from src/main/scala/net/eagle0/eagle/library/actions/availability/AvailableBattleAftermathDecisionCommandFactory.scala; selection comes from src/main/scala/net/eagle0/eagle/library/actions/impl/command/BattleAftermathDecisionCommand.scala; finalization comes from src/main/scala/net/eagle0/eagle/library/actions/impl/action/FinalizeAftermathAction.scala.
- Manage Prisoners: availability comes from src/main/scala/net/eagle0/eagle/library/actions/availability/AvailableManagePrisonersCommandFactory.scala; option effects come from src/main/scala/net/eagle0/eagle/library/actions/impl/command/ManagePrisonersCommand.scala; prisoner move/return timing comes from src/main/scala/net/eagle0/eagle/library/actions/impl/action/EndPlayerCommandsPhaseAction.scala; settings include prisonerEscapeChance=0.01.
- Handle Captured Hero: availability comes from src/main/scala/net/eagle0/eagle/library/actions/availability/AvailableHandleCapturedHeroCommandFactory.scala; option effects come from src/main/scala/net/eagle0/eagle/library/actions/impl/command/HandleCapturedHeroesCommand.scala; deferred aftermath effects come from src/main/scala/net/eagle0/eagle/library/actions/impl/action/EndBattleAftermathPhaseAction.scala; settings include startingLoyalty=60 and truceMonthsFromReturningLeader=12.
-->
## Normal Command Phase Commands
Most command phase actions spend the acting province's turn.
### Alms
<b>Hero requirements:</b> None. [Paladins](/heroes/#paladin) get a bonus.
<b>Vigor cost:</b> 15.
<b>Available when:</b> the acting province has food to give and an eligible hero with enough vigor.
<b>Effect:</b> Give up to 1000 food from the acting province as charity. The province gains 1 [support](/provinces/#support) per 100 food, capped by the province's maximum 100 support. Paladins multiply the support gain by 4, so a Paladin gives 4 support per 100 food. The acting hero spends vigor and gains charisma XP.
<b>Selection:</b> choose an amount of food and the acting hero.
### Apprehend Outlaw
<b>Hero requirements:</b> None.
<b>Vigor cost:</b> 30.
<b>Available when:</b> an [outlaw hero](/factions/#free-heroes) is present in the acting province and an eligible hero has enough vigor.
<b>Effect:</b> Attempt to capture the outlaw. On success, the outlaw is removed from the province's unaffiliated heroes and re-added as a prisoner with a bias against the imprisoning faction. The acting hero spends vigor, and the game creates a deferred notification/story request.
<b>Selection:</b> choose the outlaw, an optional battalion, and the acting hero.
### Control Weather
<b>Hero requirements:</b> [Mage](/heroes/#mage).
<b>Vigor cost:</b> 40.
<b>Available when:</b> a Mage has enough vigor and the acting province or an adjacent province has a valid weather change.
<b>Effect:</b> Change weather in a target province. Available options can start or end blizzards and droughts. The target province receives a deferred weather change, and the acting hero records a weather backstory event, spends or gains the configured vigor delta, and gains wisdom XP.
<b>Selection:</b> choose the weather control type, target province, and acting hero.
### Diplomacy
<b>Hero requirements:</b> None.
<b>Vigor cost:</b> 15 from the messenger hero.
<b>Available when:</b> a diplomatic option is valid against another faction and an eligible messenger hero can be sent.
<b>Effect:</b> Send a hero to another faction with a diplomatic proposal. The target faction receives the offer at the end of the current round, after any battles this round have taken place. Truce, invitation, alliance, break-alliance, and ransom options create [incoming diplomacy offers](/factions/#incoming-diplomacy-offers) for the target faction and story-generation requests. Most diplomacy options spend gold, remove the messenger hero from the acting province, and cost the messenger vigor.
<b>Selection:</b> choose the diplomacy option, target faction, and sent hero.
### Exile Vassal
<b>Hero requirements:</b> None.
<b>Vigor cost:</b> None.
<b>Available when:</b> this province has at least one [vassal](/heroes/#vassals).
<b>Effect:</b> Remove the selected vassal from your faction.
<b>Selection:</b> choose the hero to exile.
### Feast
<b>Hero requirements:</b> None.
<b>Vigor cost:</b> None. This restores up to 10 vigor for each ruling-faction hero in the province.
<b>Available when:</b> the acting province can pay the feast cost: 20 gold per ruling-faction hero in the province, multiplied by the province [price index](/provinces/#price-index).
<b>Effect:</b> Hold a feast in the acting province. Every ruling-faction hero in the province gains up to 10 loyalty, capped at 100, and up to 10 vigor, capped by constitution. Faction leaders do not gain loyalty, but can still gain vigor. The province spends gold, the price index may change, and feast-spending quest counters can advance.
<b>Selection:</b> no additional choices.
### Hero Gift
<b>Hero requirements:</b> None.
<b>Vigor cost:</b> None.
<b>Available when:</b> the province has a non-leader hero with less than 100 LOY and gold available to give.
<b>Effect:</b> Send up to 100 gold as a gift to the selected hero. Loyalty gain depends on the gold amount, the recipient province's price index, and the hero's current loyalty: the base gain is 0.25 loyalty per gold, divided by price index, capped by the remaining room to 100 LOY.
<b>Selection:</b> choose the recipient hero and amount.
### Improve
<b>Hero requirements:</b> None. [Engineers](/heroes/#engineer) get a bonus.
<b>Vigor cost:</b> 15.
<b>Available when:</b> a hero has enough vigor and the province has an available improvement or devastation repair option.
<b>Effect:</b> Improve a province using one of the available improvement types. [Economy, agriculture, and infrastructure](/provinces/#development-stats) rise toward 100; [devastation](/provinces/#devastation) repair reduces all three devastation tracks. The acting hero spends vigor and gains strength/agility XP, and the improvement can optionally be locked as the province's preferred type.
<b>Selection:</b> choose the improvement type, acting hero, and whether to lock the type.
### Issue Orders
<b>Hero requirements:</b> None.
<b>Vigor cost:</b> None. This does not take your turn.
<b>Available when:</b> a faction leader is acting and your faction controls more than one province. This command does not take your turn.
<b>Effect:</b> Set [standing orders](/provinces/#province-orders) for your provinces. Orders guide vassal-ruled provinces during the [Vassal Commands phase](/concepts/eagle-round-flow/#vassal-commands); provinces led directly by faction leaders are still commanded directly. Vassals may still handle urgent problems first, such as defense, riots, severe fatigue, low support, beast suppression, loyalty management, or other immediately available crisis commands.
<b>Selection:</b> submit the new province orders and the new focus province, or clear the focus province.
#### Order Meanings
##### Entrust
Use the vassal's judgment. If the province borders an enemy, the vassal tends to act like **Mobilize**. Otherwise, the vassal tends to act like **Develop**.
##### Develop
Build up the province. The vassal may send away surplus gold and food toward your focus province, if one is set, or otherwise toward the nearest faction leader. Then it prefers **Improve** actions that raise economy, agriculture, infrastructure, or repair devastation. If nothing useful is available, the province rests.
##### Mobilize
Prepare for war. The vassal may ship excess gold and food toward your focus province, if one is set, or otherwise toward the nearest faction leader. Then it may organize troops, arm troops, improve infrastructure when it limits training, train battalions, and fall back to improvement or rest.
##### Expand
Look for growth or attack opportunities. The vassal first tries to march into neutral provinces, usually leaving enough heroes behind to keep the origin province held. If expansion is not practical, it may spread heroes among your existing provinces, attack enemies when appropriate, improve the province, or rest.
### March
<b>Hero requirements:</b> None.
<b>Vigor cost:</b> 15 from each marching hero.
<b>Available when:</b> the acting province has movable heroes, battalions, gold, or food and at least one valid destination.
<b>Effect:</b> Move heroes, battalions, gold, and food from one province to another. The selected units and supplies leave the origin province immediately, each marching hero spends vigor and gains wisdom XP, and the destination receives an [incoming army](/provinces/#incoming-armies) scheduled for the next round.
If the destination is already ruled by your faction when the army arrives, the heroes, battalions, gold, and food enter the province during the next round's Province Move Resolution phase, before riots, vassal commands, and player commands.
If the destination is neutral or hostile, the army does not simply appear in the province at Province Move Resolution. It is set up as a hostile army later in that same next round, after player commands. A neutral province can then be taken in the Uncontested Conquest phase; a defended province can lead into attack, defense, battle request, and battle resolution phases. Until one of those outcomes resolves, the marching heroes are still in the moving army rather than ruling the destination.
<!-- Sources:
- March scheduling: src/main/scala/net/eagle0/eagle/library/actions/impl/command/MarchCommand.scala
- Friendly arrival timing: src/main/scala/net/eagle0/eagle/library/actions/impl/action/PerformProvinceMoveResolutionAction.scala
- Hostile setup and neutral conquest timing:
src/main/scala/net/eagle0/eagle/library/actions/impl/action/PerformHostileArmySetupAction.scala
src/main/scala/net/eagle0/eagle/library/actions/impl/action/PerformUncontestedConquestAction.scala
- Phase order: src/main/scala/net/eagle0/eagle/model/state/RoundPhase.scala
-->
<b>Selection:</b> choose origin, destination, gold, food, and marching units.
### Organize Troops
<b>Hero requirements:</b> None.
<b>Vigor cost:</b> None.
<b>Available when:</b> the acting province has battalions to manage, troops to reorganize, or gold to raise new troops.
<b>Effect:</b> Create, resize, merge, transfer, or dismiss battalions in the acting province. New troops cost gold and enter with no training or armament, while transferred troops preserve weighted training and armament. Empty battalions are destroyed, new battalions get generated names and initial backstory requests, and the province price index may change from the gold spend.
<b>Selection:</b> submit changed battalions and new battalions, including troop movements and new troop counts.
### Recon
<b>Hero requirements:</b> [Ranger](/heroes/#ranger).
<b>Vigor cost:</b> 30.
<b>Available when:</b> a Ranger has enough vigor and there is a valid target province to scout.
<b>Effect:</b> Send a hero to scout another province.
<b>Selection:</b> choose the acting hero and target province.
### Rest
<b>Hero requirements:</b> None.
<b>Vigor cost:</b> None. This restores up to 15 vigor for each ruling-faction hero in the province.
<b>Available when:</b> the acting province can spend its turn resting.
<b>Effect:</b> Have the acting province rest for the turn. Faction heroes in the province regain up to 15 vigor, capped by constitution, and rest-related quest counters can advance.
<b>Selection:</b> no additional choices.
### Send Supplies
<b>Hero requirements:</b> None.
<b>Vigor cost:</b> 15.
<b>Available when:</b> the acting province has supplies to send, an eligible hero, and a valid destination province.
<b>Effect:</b> Send gold and food from the acting province to another province. The origin province loses the full selected amount immediately, and the destination receives an [incoming shipment](/provinces/#incoming-shipments) scheduled for the next round.
Shipments arrive during the next round's Province Move Resolution phase, before riots, hero departures, vassal commands, player commands, battles, and food consumption. That means food shipped this way is available to feed the destination province later in the same round it arrives. When the shipment arrives, 10% is lost in transit and the destination receives the remaining gold and food, rounded down.
<b>Selection:</b> choose gold, food, acting hero, and destination province.
### Start Epidemic
<b>Hero requirements:</b> [Necromancer](/heroes/#necromancer).
<b>Vigor cost:</b> 30.
<b>Available when:</b> a Necromancer has enough vigor and the acting province or an adjacent province can receive an epidemic.
<b>Effect:</b> Start an epidemic in the target province.
<b>Selection:</b> choose the target province and acting hero.
### Suppress Beasts
<b>Hero requirements:</b> None. Heroes with any profession get a power bonus.
<b>Vigor cost:</b> 15 on success, plus any vigor lost to casualties. If the hero is killed, the command fails.
<b>Available when:</b> the acting province has a [beast event](/provinces/#province-events) and an eligible hero.
<b>Effect:</b> Send a hero, optionally with a battalion, to suppress beasts in the acting province. The fight rolls beast power, applies casualties to the battalion and/or hero, removes the beast event on success or failure, and creates a story notification. Success can award gold, food, support, hero XP, and battalion backstory; failure can kill the hero and destroy the battalion.
<b>Selection:</b> choose the hero and optional battalion.
### Swear Kinship
<b>Hero requirements:</b> The target hero must have at least 95 loyalty.
<b>Vigor cost:</b> None.
<b>Available when:</b> the faction head is in the province, your faction has fewer than 5 faction leaders, and another hero in the province has at least 95 loyalty.
<b>Effect:</b> Choose a hero for a kinship bond. A hero who swears kinship becomes a [faction leader](/heroes/#faction-leaders).
<b>Selection:</b> choose the hero to swear kinship with.
### Train
<b>Hero requirements:</b> None. [Champions](/heroes/#champion) get a bonus.
<b>Vigor cost:</b> 15.
<b>Available when:</b> a hero has enough vigor and the province has at least one battalion with less than 100 TRN.
<b>Effect:</b> Raise the TRN of all trainable battalions in the province. The more troops are present, the lower the amount raised. The acting hero spends vigor and gains charisma, strength, and agility XP.
<b>Selection:</b> choose the acting hero.
### Travel
<b>Hero requirements:</b> None.
<b>Vigor cost:</b> 15.
<b>Available when:</b> the acting province can enter the traveling command state.
<b>Effect:</b> Unlock the traveling commands below. Once you are traveling, you can use as many traveling commands as you want in the same round before using Return to come back to camp.
<b>Selection:</b> no additional choices.
## Traveling Commands
You must use Travel before these commands appear. Once you are traveling, you can use as many traveling commands as you want in one round before using Return to come back to camp.
### Arm Troops
<b>Hero requirements:</b> None.
<b>Vigor cost:</b> None.
<b>Available when:</b> you are traveling, the province has gold, and at least one battalion can raise ARM without exceeding effective infrastructure.
<b>Effect:</b> Spend gold to raise armament on existing battalions. New armament must be higher than the battalion's current armament and cannot exceed the province's effective infrastructure. The province spends gold, the price index may change, and each armed battalion records a backstory event.
<b>Selection:</b> choose the battalions to arm and how much armament each receives.
### Decline Quest
<b>Hero requirements:</b> None.
<b>Vigor cost:</b> None.
<b>Available when:</b> you are traveling and an [unaffiliated hero](/heroes/#unaffiliated-heroes) quest is available in the province.
<b>Effect:</b> Decline one of the unaffiliated hero quests available in the acting province.
<b>Selection:</b> choose the hero whose quest should be declined.
### Divine
<b>Hero requirements:</b> None.
<b>Vigor cost:</b> None.
<b>Available when:</b> you are traveling, the province has gold, and there are free heroes who are not yet ready to join your faction but might be won over.
<b>Effect:</b> Spend gold to divine one or more [free heroes](/factions/#free-heroes). For each divined hero, you receive details about what could impress them enough to become recruitable. Fulfill that ask, and the hero can later appear under Recruit Heroes. Cost scales by the province price index, the province spends gold, and the price index may change.
<b>Selection:</b> choose the heroes to divine.
### Manage Prisoners
<b>Hero requirements:</b> None.
<b>Vigor cost:</b> None.
<b>Available when:</b> you are traveling and the province has prisoner heroes with available management options.
<b>Effect:</b> Choose what happens to ordinary prisoners in the province. These are heroes who are already in the prisoner state, not newly captured heroes still waiting for a battle aftermath decision.
<b>Selection:</b> choose the prisoner and management option.
#### Options
##### Execute
<b>Effect:</b> Kill the prisoner and remove them from the game.
##### Exile
<b>Available when:</b> the prisoner is not a faction leader.
<b>Effect:</b> Turn the prisoner into an outlaw in the same province.
##### Release
<b>Available when:</b> the prisoner is not a faction leader.
<b>Effect:</b> Release the prisoner as a traveler in the same province. Released prisoners are no longer in your custody, but they do not automatically join another faction.
##### Move
<b>Available when:</b> you control an adjacent province.
<b>Effect:</b> Send the prisoner to one adjacent province ruled by your faction. The prisoner leaves the origin province now and arrives at the destination at the end of the Player Commands phase. There is a 1% chance the prisoner escapes during the move; if that happens, they become an outlaw in the destination province instead of remaining a prisoner.
##### Return
<b>Available when:</b> the prisoner is a faction leader and their faction still controls at least one province.
<b>Effect:</b> Return the prisoner to their faction. They leave your custody now and rejoin their faction at the end of the Player Commands phase as a ruling hero in one of that faction's provinces.
Ordinary prisoners cannot be returned this way. Faction leader prisoners cannot be released or exiled, but they can be executed, moved within your territory, or returned if their faction still exists.
### Recruit Heroes
<b>Hero requirements:</b> None.
<b>Vigor cost:</b> None.
<b>Available when:</b> you are traveling and unaffiliated heroes in the province are willing to join.
<b>Effect:</b> Recruit available unaffiliated heroes in the acting province. Recruited heroes join the faction at starting loyalty, move from the province's unaffiliated hero list into its ruling faction heroes, and receive a recruitment backstory event.
<b>Selection:</b> choose the heroes to recruit.
### Return
<b>Hero requirements:</b> None.
<b>Vigor cost:</b> None.
<b>Available when:</b> you are traveling.
<b>Effect:</b> Return from the traveling command state to the normal strategic flow.
<b>Selection:</b> no additional choices.
### Trade
<b>Hero requirements:</b> None.
<b>Vigor cost:</b> None.
<b>Available when:</b> you are traveling and the province has enough gold or food for at least one trade.
<b>Effect:</b> Buy or sell food using the acting province's gold and food stores. Food buy and sell prices are based on the province price index. Buying spends gold and adds food; selling removes food and adds gold. The price index may change after the trade.
<b>Selection:</b> choose buy or sell and the amount of food.
## Special and Conditional Commands
These commands appear only when the game is resolving a special situation, response, or pending decision.
### Attack Decision
<b>Hero requirements:</b> None.
<b>Vigor cost:</b> None.
<b>Available when:</b> an attack decision is pending.
<b>Effect:</b> Choose how to respond to a pending attack opportunity or battle decision. The command shows involved armies, acting units, and the available attack decision types. See [Attack and Defense Decisions](/concepts/eagle-to-shardok/#attack-and-defense-decisions) for how this fits into battle creation.
<b>Selection:</b> choose one available attack decision.
### Defend
<b>Hero requirements:</b> None.
<b>Vigor cost:</b> None.
<b>Available when:</b> a province is under attack and can commit defenders.
<b>Effect:</b> Respond to an incoming attack by committing a defending army. The selected defenders become the province's defending army. If flee provinces are available, one must be selected as the army's fallback destination. See [Attack and Defense Decisions](/concepts/eagle-to-shardok/#attack-and-defense-decisions) for what happens next.
<b>Selection:</b> choose defending units and, when available, an optional flee province.
### Handle Captured Hero
<b>Hero requirements:</b> None.
<b>Vigor cost:</b> None.
<b>Available when:</b> a newly captured hero needs a battle aftermath decision.
<b>Effect:</b> Decide what happens to a hero captured during [battle aftermath](/concepts/eagle-to-shardok/#aftermath) or conquest. Captured heroes are not yet ordinary prisoners. If you imprison one, they become a normal prisoner and can later be handled with Manage Prisoners.
<b>Selection:</b> choose the captured hero and the handling option.
#### Options
##### Recruit
<b>Available when:</b> the captured hero is not a faction leader, has not already refused recruitment, and is not someone who will never join your faction.
<b>Effect:</b> Try to persuade the captured hero to join you immediately. The chance depends on your faction head, your faction's prestige, and the captured hero. On success, the hero joins your faction in the captured province with 60 loyalty. On failure, the hero refuses; you cannot try to recruit that captured hero again from this aftermath decision and must choose another option.
##### Imprison
<b>Effect:</b> Keep the hero as a prisoner in the captured province. This converts them into an ordinary prisoner when the aftermath resolves.
##### Exile
<b>Available when:</b> the captured hero is not a faction leader whose faction still controls a province.
<b>Effect:</b> Cast the hero out as an outlaw in the captured province when the aftermath resolves.
##### Execute
<b>Effect:</b> Kill the captured hero and remove them from the game when the aftermath resolves.
##### Return
<b>Available when:</b> the captured hero is a faction leader and their faction still controls at least one province.
<b>Effect:</b> Return the captured faction leader to the closest province ruled by their old faction when the aftermath resolves. Returning a captured leader creates a 12-month truce between your faction and theirs.
### Handle Riot
<b>Hero requirements:</b> None.
<b>Vigor cost:</b> Depends on the option. Crack Down can cost vigor; Give and Do Nothing do not.
<b>Available when:</b> a province has a riot.
<b>Effect:</b> Respond to a [riot](/provinces/#province-events) in the acting province. The client presents this as one command with multiple response options. The [province leader](/provinces/#ruling-faction-and-ruling-hero)'s Charisma matters, even if a different hero is selected to crack down: leader Charisma improves gift success and makes forceful crackdowns face smaller riots.
If you fail to stop the riot, or if the riot is still unresolved when the riot phase ends, the riot happens. The province loses 25 support, gains 25 economy devastation, gains 25 infrastructure devastation, and the riot event is removed.
<!-- Sources:
- Riot options: src/main/scala/net/eagle0/eagle/library/actions/impl/command/HandleRiotGiveCommand.scala
src/main/scala/net/eagle0/eagle/library/actions/impl/command/HandleRiotCrackDownCommand.scala
src/main/scala/net/eagle0/eagle/library/actions/impl/command/HandleRiotDoNothingCommand.scala
- Riot consequences: src/main/scala/net/eagle0/eagle/library/actions/impl/command/HandleRiotUtils.scala
- Riot settings: src/main/scala/net/eagle0/eagle/library/settings/BUILD.bazel
-->
#### Options
##### Crack Down
<b>Vigor cost:</b> 15 on success, plus any vigor lost to casualties. If the hero is killed, the command fails.
<b>Effect:</b> Try to suppress the riot by force using a hero and optionally a battalion. The riot size is random from 100 to 1500, but the province leader's Charisma, not the selected acting hero's Charisma, reduces the roll before the size is calculated. Higher leader Charisma therefore makes the riot smaller and easier to defeat.
Casualties are based on riot size against the power of the acting hero and any attached battalion. If a battalion is used, casualties hit the battalion first; the battalion can be destroyed, and excess casualties can injure or kill the acting hero. If no battalion is used, casualties hit the acting hero directly.
Crack Down succeeds if the acting hero survives. On success, the riot event is removed and the acting hero spends 15 vigor, gains Strength and Agility XP, and may take additional vigor damage from casualties. If a battalion helped and survived, its size is reduced by its casualties. A successful crackdown does not directly reduce support, add devastation, or change loyalty; the cost is the violence itself.
Crack Down fails if the acting hero is killed. A failed crackdown does not stop the riot; the riot will still occur and apply the normal riot damage.
<b>Selection:</b> choose the acting hero and an optional battalion.
##### Do Nothing
<b>Vigor cost:</b> None.
<b>Effect:</b> Let the riot proceed without intervention. The riot will occur, causing the normal riot damage: -25 support, +25 economy devastation, and +25 infrastructure devastation.
<b>Selection:</b> no additional choices.
##### Give
<b>Vigor cost:</b> None.
<b>Effect:</b> Offer either food or gold to address the riot. You cannot combine food and gold in the same response. The maximum useful gift is 1000 food or 500 gold, and the selected amount is spent whether the attempt succeeds or fails.
Gift success is probabilistic. The chance is based on the province leader's Charisma plus the fraction of the maximum gift you gave: larger gifts help, and more leader Charisma helps. A partial gift can fail. On success, the riot event is removed. On failure, the gift is still spent and the riot will still occur.
<b>Selection:</b> choose a food amount or a gold amount.
### Please Recruit Me
<b>Hero requirements:</b> None.
<b>Vigor cost:</b> None.
<b>Available when:</b> unaffiliated heroes ask to join.
<b>Effect:</b> Respond to unaffiliated heroes who are asking to join a province.
<b>Selection:</b> choose the province, hero, and whether to accept.
### Resolve Alliance Offer
<b>Hero requirements:</b> None.
<b>Vigor cost:</b> None.
<b>Available when:</b> another faction offers an alliance.
<b>Effect:</b> Accept or reject an [incoming alliance offer](/factions/#incoming-diplomacy-offers).
<b>Selection:</b> choose the originating faction and the resolution.
### Resolve Break Alliance
<b>Hero requirements:</b> None.
<b>Vigor cost:</b> None.
<b>Available when:</b> another faction tries to break an alliance.
<b>Effect:</b> Respond to a faction attempting to break an alliance.
<b>Selection:</b> choose the originating faction and the resolution.
### Resolve Invitation
<b>Hero requirements:</b> None.
<b>Vigor cost:</b> None.
<b>Available when:</b> another faction sends an invitation.
<b>Effect:</b> Accept or reject an invitation from another faction.
<b>Selection:</b> choose the originating faction and the resolution.
### Resolve Ransom Offer
<b>Hero requirements:</b> None.
<b>Vigor cost:</b> None.
<b>Available when:</b> another faction makes a ransom offer.
<b>Effect:</b> Accept or reject an incoming ransom offer.
<b>Selection:</b> choose the offering faction, the ransom offer, and the resolution.
### Resolve Truce Offer
<b>Hero requirements:</b> None.
<b>Vigor cost:</b> None.
<b>Available when:</b> another faction offers a truce.
<b>Effect:</b> Accept or reject an incoming truce offer.
<b>Selection:</b> choose the originating faction and the resolution.
### Resolve Tribute
<b>Hero requirements:</b> None.
<b>Vigor cost:</b> None.
<b>Available when:</b> another faction demands tribute.
<b>Effect:</b> Decide whether to pay demanded tribute. The command shows the demanding factions, requested tribute, their rough strength, and the acting province's available food and gold.
<b>Selection:</b> choose the demanding faction and whether tribute is paid.
### Battle Aftermath Decision
<b>Hero requirements:</b> None.
<b>Vigor cost:</b> None.
<b>Available when:</b> multiple allied attacking factions won the same province and Eagle needs to decide which claimant keeps it.
<b>Effect:</b> Decide what your surviving claimant army does during [battle aftermath](/concepts/eagle-to-shardok/#aftermath) after a shared victory. If no ally has claimed the province yet, you may choose **Keep Province** and become the conqueror. If an ally has already claimed it, you must withdraw.
Keeping the province finalizes conquest: your surviving non-fled heroes become the new ruling heroes, surviving battalions become the province battalions, support is reset to 0, province orders reset to **Entrust**, and non-fled defenders or former ruling heroes can become prisoners.
Withdrawing sends your surviving units to an adjacent province as a moving army. You may take up to the gold and food your claimant army brought into the battle. The withdrawal army arrives next round and does not use the normal Send Supplies transit loss.
<b>Selection:</b> choose whether to keep the province or withdraw. If withdrawing, choose destination province and supplies to take.
@@ -0,0 +1,137 @@
---
title: Eagle Round Flow
description: How Eagle strategic rounds advance, including simultaneous player action.
---
<!--
Source map:
- Phase enum: src/main/protobuf/net/eagle0/eagle/common/round_phase.proto.
- Phase advancement: src/main/scala/net/eagle0/eagle/library/RoundPhaseAdvancer.scala.
- Command availability by phase: src/main/scala/net/eagle0/eagle/library/actions/availability/AvailableCommandsFactory.scala.
- Result visibility/filtering: src/main/scala/net/eagle0/eagle/library/ActionResultFilter.scala and src/main/scala/net/eagle0/eagle/library/util/view_filters/.
-->
Eagle is a simultaneous-turn strategy game. During a phase, every faction gets the chance to act in parallel. The game does not fully resolve the phase just because one player chooses a command; it waits until every required player choice has been made, then advances the phase and reveals the results each faction is allowed to know.
That means two things matter:
- Your orders are not a private single-player timeline. Other factions may be choosing their own commands at the same time.
- You do not automatically see every action in the world. You see your faction's results, your allies' visible results, and information your faction has earned through scouting, battle revelations, diplomacy, or province control.
## Round Shape
Most rounds follow this broad rhythm:
1. Upkeep and automatic world changes happen.
2. Vassals and players issue strategic commands.
3. Marching armies arrive, attacks are decided, and battles are requested.
4. Shardok battles resolve outside the strategic map.
5. Eagle applies battle results, aftermath choices, diplomacy, recon, and end-of-round changes.
Some phases are player-facing. Others are bookkeeping phases that advance automatically unless a special decision is needed.
## Automatic Upkeep
These phases usually advance without direct player input:
### New Round
The game starts a new strategic round. Provinces, heroes, factions, and long-running state are updated for the new date.
### Prisoner Exchange
The game resolves automatic prisoner exchange state.
### Province Events
Province events such as local problems or opportunities are processed.
### Forced Turn Back
Armies that must turn back do so before normal movement resolution.
### Province Move Resolution
Moving armies arrive at their destinations, supplies move, and incoming hostile groups are created where armies meet resistance.
### Hero Departures
Heroes who are ready to leave unaffiliated states or temporary situations may depart.
### Unaffiliated Hero Actions
Unaffiliated heroes may move, appear, escape, or otherwise act without belonging to a faction.
### Hostile Army Setup
The game prepares hostile army groups before conquest or battle decisions.
### Uncontested Conquest
If an attacker reaches a province with no defending force, the conquest can resolve without a Shardok battle.
### Truce Turn Back
Armies affected by truces may turn back instead of fighting.
### Battle Request
Eagle creates Shardok battles for provinces where attackers and defenders must fight.
### Food Consumption
Armies consume food before or around battle handling.
### Battle Resolution
Eagle waits for outstanding Shardok battles to report results. If there are none, the phase advances automatically.
### Recon Resolution
Recon results are applied after the relevant strategic activity has completed.
## Player Decision Phases
These phases can pause until required players have submitted decisions.
### Handle Riot
If your province has a riot, you may need to decide how to respond before the round can continue.
### Please Recruit Me
Some unaffiliated heroes may ask to join a faction. The phase waits while available recruitment decisions remain.
### Vassal Commands
Vassals choose province actions for provinces they rule. Vassals lead provinces and make their own choices, so these commands can happen before the direct player command phase.
### Player Commands
This is the main strategic command phase. Each player acts for provinces and heroes they can command directly. Every player is acting within the same phase, so your command is submitted into a shared strategic moment rather than immediately revealing a global timeline.
See [Eagle commands](/commands/) for the command reference.
### Attack Decision
When an army reaches a hostile province, the attacking side may need to choose whether to attack.
### Defense Decision
The defending side may need to decide how to respond to an incoming attack.
### Battle Aftermath
After Shardok results return to Eagle, winners may need to decide what happens to conquered provinces, captured heroes, or multiple allied claimants.
### Diplomacy Resolution
Diplomatic offers are resolved after players choose how to answer them. Offers can be accepted, rejected, invalidated, or lead to consequences such as imprisonment.
## Simultaneous Information
The important habit is to think in phases, not in a fully visible turn order.
If two factions both issue orders during Player Commands, those orders belong to the same command phase. When the phase ends, each faction receives the filtered results it is allowed to observe. Your own actions are visible to you. Allied and nearby events may be visible depending on game state. Enemy actions may be hidden until scouts, battles, diplomacy, or later consequences reveal them.
This is why Eagle often feels less like "I move, then you move" and more like issuing orders into a living world, then discovering what happened.
@@ -0,0 +1,133 @@
---
title: From Eagle to Shardok
description: How strategic Eagle armies become tactical Shardok battles.
---
<!--
Source map:
- Movement resolution: src/main/scala/net/eagle0/eagle/library/actions/impl/action/PerformProvinceMoveResolutionAction.scala.
- Battle setup phase: src/main/scala/net/eagle0/eagle/library/actions/impl/action/PerformHostileArmySetupAction.scala.
- Uncontested conquest: src/main/scala/net/eagle0/eagle/library/actions/impl/action/PerformUncontestedConquestAction.scala.
- Battle request creation: src/main/scala/net/eagle0/eagle/library/actions/impl/action/RequestBattlesAction.scala.
- Tactical battle resolution back into Eagle: src/main/scala/net/eagle0/eagle/library/actions/impl/action/ResolveBattleAction.scala.
- Province held/conquered outcomes: src/main/scala/net/eagle0/eagle/library/actions/impl/action/ProvinceHeldAction.scala and src/main/scala/net/eagle0/eagle/library/actions/impl/action/ProvinceConqueredAction.scala.
- Multi-winner aftermath: src/main/scala/net/eagle0/eagle/library/actions/impl/action/MultiVictorBattleSetupAction.scala, src/main/scala/net/eagle0/eagle/library/actions/impl/command/BattleAftermathDecisionCommand.scala, and src/main/scala/net/eagle0/eagle/library/actions/impl/action/FinalizeAftermathAction.scala.
- Battle aftermath decisions: src/main/scala/net/eagle0/eagle/library/actions/impl/action/FinalizeAftermathAction.scala and AutoResolveBattleAftermathAction.scala.
-->
Eagle is the strategic layer. Shardok is the tactical layer. The two connect when armies meet in a province and Eagle needs a battlefield result instead of a simple strategic update.
## Strategic Movement
In Eagle, armies move through the March command. A moving army has an origin province, destination province, arrival round, heroes, battalions, and supplies.
Because Eagle is simultaneous, multiple factions can send armies during the same strategic phase. Those armies arrive later during movement resolution, after every relevant player has had the chance to submit orders for the phase.
## Arrival
When an army reaches its destination, the first question is whether it is friendly to the province's current ruler.
Friendly armies arrive during Province Move Resolution. Their heroes, battalions, gold, and food enter the destination province at that point.
Hostile armies do not immediately enter the province. They are converted into hostile army groups later in the round, after player commands, with one group per attacking faction. Each group keeps the armies, units, supplies, and approach direction from the province it marched from.
After hostile setup, Eagle checks for cases that do not need a tactical battle:
- If a hostile army reaches an unruled province, the largest army group takes it during Uncontested Conquest. Ties are broken by troop power and then a deterministic random tie-breaker.
- If a single attacking army is attacking and there is no defending army, Eagle can resolve the attack directly as a conquest.
- If diplomacy or truces apply, armies may turn back before fighting.
Otherwise, the player may see attack or defense decision phases before a battle is requested.
## Attack and Defense Decisions
Hostile army groups first wait for an attack decision. An attacking faction can choose whether to press the attack when the game asks for that decision.
If an attack proceeds against a ruled province, the defender may need to choose a defending army. The chosen defenders become the province's defending army. If a fallback province is available, the defender may also need to choose where the army should flee or retreat if Shardok produces that outcome.
## Battle Creation
When Eagle creates a Shardok battle, it sends:
- The province's Shardok map.
- The attacking armies.
- The defending army, if any.
- Each side's food for the battle.
- Victory conditions for each player.
- The battle type and battle id.
Attackers in a normal province assault are trying to take the province. Defenders are trying to hold it or survive long enough for the attacker to fail.
The battle food sent to Shardok is limited. Attackers bring up to one month of food consumption from their carried supplies. Defenders bring up to one month of food consumption from the province's food, and that food is removed from the province when the battle is created.
## Tactical Resolution
The battle then runs in Shardok. Players place units, move, attack, use profession commands, spend Action Points, and try to satisfy their victory conditions.
Eagle waits in the battle resolution phase until outstanding Shardok battles report back.
See [Shardok battles](/concepts/shardok-battles/) for the tactical overview and [Shardok victory conditions](/concepts/shardok-victory-conditions/) for battle-ending rules.
## Returning To Eagle
When Shardok reports a result, Eagle applies battle consequences before deciding who owns the province.
The battle result can change:
- Hero locations and status.
- Battalion size and survival.
- Captured heroes and prisoners.
- Supplies brought by attacking armies.
- Province devastation.
- Quest progress and battle history.
- Prestige. Winners gain battle prestige; losers lose battle prestige.
Battles add devastation to the battle province. Surviving units may return, flee, become outlaws, be secured, or be captured depending on the tactical result.
Attackers' remaining gold and food are added to the battle province as part of battle resolution. If the defender holds the province, those supplies become part of the defended province. If an attacker later conquers it, the province changes hands with the supplies already present.
## If The Defender Wins
If the defending side wins, the province remains with its current ruler.
Attackers who did not flee, become outlaws, or get otherwise secured may be captured by the defending faction. Captured attacker battalions can be destroyed. The defender receives a Province Held result and any captured heroes become prisoners in the province.
## If One Attacker Wins
If exactly one attacking faction wins, that faction conquers the province directly.
Conquest does several things at once:
- Sets the conquering faction as the province's ruler.
- Removes the old ruling-faction heroes from the province.
- Adds the surviving non-fled conquering heroes as the new ruling-faction heroes.
- Replaces the province battalions with the surviving conquering battalions.
- Clears the defending army.
- Sets province support to 0.
- Resets province orders to **Entrust**.
- Captures non-fled defenders and former ruling heroes as prisoners.
- Clears the old owner's focus province if this province was their focus.
- Clears recon on the province for all factions.
Prisoners already held in the conquered province can also be freed. Prisoners from the conquering faction join the new rulers at freed-prisoner loyalty. Prisoners from allied factions are sent toward the closest allied province when possible; if no allied province exists, they can become outlaws.
## If Multiple Allied Attackers Win
If multiple attacking factions win together, Eagle cannot automatically know who should keep the province. It creates a pending conquest decision for the surviving attacking claimants.
During Battle Aftermath, each claimant may be asked to choose:
- **Keep Province:** claim the province. Only one claimant can keep it.
- **Withdraw:** leave for an adjacent province, taking up to the gold and food that claimant brought into the battle.
If an ally has already claimed the province, the remaining claimants must withdraw. If only one undecided claimant remains and nobody has claimed the province, Eagle auto-resolves that claimant as keeping it.
When aftermath finalizes, the keeper conquers the province through the same conquest rules as a single attacking winner. Withdrawing claimants become incoming armies to their chosen adjacent provinces, arriving next round with the gold and food they chose to take. These aftermath withdrawals do not apply shipment transit loss.
## Aftermath
Some battle results need another Eagle decision before the round can continue. This happens mainly when multiple allied attackers win the same province or when captured heroes create follow-up handling decisions.
Battle Aftermath happens after tactical results return but before the strategic round fully moves on. It is not a second Shardok battle; it is Eagle deciding ownership, withdrawals, supplies, and captured-hero consequences from the battle that already ended.
Captured heroes can create separate follow-up decisions after this. Those decisions determine what the capturing faction does with the hero now that the battle result has placed them in custody.
@@ -0,0 +1,16 @@
---
title: Game Concepts
description: Player-facing explanations of Eagle and Shardok systems.
---
These pages explain how Eagle0's major systems fit together. Use them when you want the big picture behind the command reference.
## Eagle
- [Eagle round flow](eagle-round-flow/) explains how a strategic round advances, why actions are simultaneous, and when players see results.
- [From Eagle to Shardok](eagle-to-shardok/) explains how strategic movement turns into tactical battles and how battle results return to Eagle.
## Shardok
- [Shardok battles](shardok-battles/) explains tactical setup, turns, units, morale, vigor, terrain, and battle aftermath.
- [Shardok victory conditions](shardok-victory-conditions/) explains how tactical battles end.
@@ -0,0 +1,76 @@
---
title: Shardok Battles
description: How tactical Shardok battles work at a high level.
---
<!--
Source map:
- Shardok battle model: src/main/scala/net/eagle0/eagle/model/state/shardok_battle/ShardokBattle.scala.
- Battle creation from Eagle: src/main/scala/net/eagle0/eagle/library/actions/impl/action/RequestBattlesAction.scala.
- Battle resolution back into Eagle: src/main/scala/net/eagle0/eagle/library/actions/impl/action/ResolveBattleAction.scala.
- Tactical command availability: src/main/cpp/net/eagle0/shardok/library/AvailableCommandsFactory.cpp and command_factories/.
- Victory checks: src/main/cpp/net/eagle0/shardok/library/actions/UpdateGameStatusAction.cpp.
-->
Shardok is the tactical battle layer. Eagle decides that a battle should happen, sends armies into Shardok, and later receives the result back.
## Setup
At the start of a battle, each side places its units onto valid setup hexes. Some battles include reserve or reinforcement units that enter later. Rangers on stealth-capable units may be able to deploy hidden.
The map comes from the province where the battle occurs. A province's Shardok map defines terrain, castles, cities, rivers, bridges, water, and critical tiles.
## Units
A Shardok unit usually represents a hero attached to a battalion. The hero brings stats, vigor, profession abilities, and special command access. The battalion brings troop count, type, morale, training, armament, movement costs, damage profile, and battlefield limits.
Some commands require a profession. Some also require the attached battalion type to support that role. For example, many spell commands require a unit that can cast, while Ranger stealth depends on a stealth-capable battalion.
See [Heroes](/heroes/) for professions and [Shardok commands](/shardok-commands/) for command requirements.
## Action Points
Units act using Action Points. Moving through terrain spends AP based on the terrain and battalion type. Many major actions require a fixed AP minimum and then consume all remaining AP. The [Shardok command reference](/shardok-commands/) lists each command's AP cost and requirements.
Unless a command says otherwise, a unit with morale must have at least 10 morale, and a unit with an attached hero must have at least 10 vigor.
## Turns And Rounds
Shardok advances tactically while units move, attack, cast, hide, scout, flee, and reinforce. When a side ends its turn, control passes according to the tactical state. At the end of a tactical round, Shardok checks end-of-round victory conditions such as holding critical tiles or surviving to the round limit.
Some [victory conditions](/concepts/shardok-victory-conditions/), such as last player standing, can end the battle as soon as only one eligible side remains. Others wait until the end of a round so the opposing side has a chance to respond.
## Terrain
Terrain matters constantly:
- It changes movement costs.
- It affects damage and resistance.
- It can block line of fire.
- Castles and cities can become critical objectives.
- Water, bridges, ice, fire, and mountains create command-specific constraints.
Shardok is not just a troop-count comparison. Position, terrain, hidden information, and command timing matter.
## Hidden Units
Hidden units are not fully visible to enemies. Ranger abilities, scouting, terrain, movement, and proximity can reveal or preserve hidden information.
A hidden unit can matter even at battle end. If a losing hidden unit has a capable hero and can flee, it may escape rather than being resolved like an ordinary visible loser.
## Fleeing, Retreating, And Outlaws
Units can leave a battle through flee or retreat mechanics when those commands are available. A hero may also become an outlaw through battle consequences. Eagle receives these statuses when Shardok reports the final battle result.
## Battle Results
When the battle ends, Shardok reports each player's surviving units, destroyed battalions, fled units, captured or secured units, and victory or loss condition.
Eagle then applies the result:
- Defenders who win hold the province.
- A single attacking winner can conquer the province.
- Multiple allied attacking winners may trigger battle aftermath decisions.
- Captured heroes and prisoners can create follow-up decisions.
- Battle damage can devastate province economy, agriculture, and infrastructure.
- Winning battles can advance quests.
@@ -0,0 +1,58 @@
---
title: Shardok Victory Conditions
description: How tactical battles decide winners and losers.
---
<!--
Source map:
- Victory condition enum: src/main/protobuf/net/eagle0/common/victory_condition.proto.
- Shardok victory checks: src/main/cpp/net/eagle0/shardok/library/actions/UpdateGameStatusAction.cpp.
- Eagle assignment of battle victory conditions: src/main/scala/net/eagle0/eagle/library/actions/impl/action/RequestBattlesAction.scala.
-->
Shardok battles end when one of the battle's victory conditions is satisfied. Each player has a set of conditions that apply to them.
In a normal Eagle province assault, attackers usually get **Hold Critical Tiles**, **Last Player Standing**, and **Last Alliance Standing**. The defender usually gets **Last Player Standing** and **Win After Max Rounds**.
## Last Player Standing
A player wins if they are the only surviving player and they have this victory condition.
A player counts as surviving when they still have a visible normal unit with troops, or a visible normal unit with a living hero. Hidden units do not keep a player alive for this check, though some hidden losing units may be able to flee when the battle ends.
## Last Alliance Standing
Multiple players can win together if all surviving players are mutually allied and all have this victory condition.
This is the tactical version of "the only forces left on the field are allies."
## Win After Max Rounds
A player wins if the battle lasts past the maximum number of Shardok rounds and they have this victory condition.
In normal province assaults, this is usually the defender's clock. The attacker has to force a result before time runs out.
## Hold Critical Tiles
A player wins by controlling every critical tile on the map. Critical tiles are usually castles or other objective tiles.
To count, each critical tile must be occupied by a unit belonging to the winning player, and the occupying unit must have an attached hero.
Allied attackers can also win this way together if allied players collectively occupy all critical tiles, all occupying players have the condition, and the occupants are mutually allied.
This condition is checked at the end of a tactical round, not immediately after every move, so the defender has a chance to retake objectives before the round closes.
## Most Troops Standing
This condition exists in the battle model, but normal Eagle province assaults do not currently assign it to attackers or defenders.
If a battle type uses it, the winner is the player with the most troops standing when the battle reaches the relevant ending check.
## What Happens After Victory
Shardok reports each player as victorious or defeated, including which condition ended the battle. Eagle then turns that tactical result into strategic consequences:
- A defending winner holds the province.
- A single attacking winner conquers the province.
- Multiple allied attacking winners may need to decide who keeps the province.
- Captured heroes, destroyed battalions, fled units, outlaws, and secured prisoners are applied to the Eagle game state.
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---
title: Factions
description: Reference for Eagle factions, leaders, prestige, diplomacy, and province focus.
---
Factions are the political actors in Eagle. They control provinces, command heroes and battalions, negotiate diplomacy, and compete for victory.
<!-- Sources:
- FactionView shape: src/main/protobuf/net/eagle0/eagle/views/faction_view.proto
- Relationship levels: src/main/protobuf/net/eagle0/eagle/views/faction_relationship_view.proto
- Trust storage: src/main/scala/net/eagle0/eagle/model/state/faction/FactionRelationship.scala
- Swear Kinship availability: src/main/scala/net/eagle0/eagle/library/actions/availability/AvailableSwearBrotherhoodCommandFactory.scala
- Swear Kinship effect: src/main/scala/net/eagle0/eagle/library/actions/impl/command/SwearBrotherhoodCommand.scala
- Leadership and destruction: src/main/scala/net/eagle0/eagle/library/actions/impl/action/CheckForFactionChangesAction.scala
- Free hero states and recruitment info: src/main/scala/net/eagle0/eagle/model/state/unaffiliated_hero/UnaffiliatedHeroT.scala
- Recruitment availability and odds: src/main/scala/net/eagle0/eagle/library/actions/availability/AvailableRecruitHeroesCommandFactory.scala
and src/main/scala/net/eagle0/eagle/library/util/recruitment_odds/RecruitmentOdds.scala
- Prestige calculation: src/main/scala/net/eagle0/eagle/library/util/faction_utils/FactionUtils.scala
- Truce, alliance, break-alliance, ransom, and imprisonment effects:
src/main/scala/net/eagle0/eagle/library/actions/impl/action/diplomacy_helpers/
- Trust constants: src/main/scala/net/eagle0/eagle/library/settings/BUILD.bazel
-->
## Faction Head
The faction head is the hero who represents the faction. In a normal game, this is usually your starting leader: the hero whose ideals, title, and story define what your faction is about.
If the faction head is killed, another faction leader can take over as faction head. The faction may also be renamed around the new head if that hero has a faction name of their own.
## Leaders
[Faction leaders](/heroes/#faction-leaders) are the heroes you can command directly. They are different from [vassals](/heroes/#vassals), who rule provinces for you and make their own choices.
You can gain more faction leaders with [**Swear Kinship**](/commands/#swear-kinship). The command is available when your faction head is in the province, your faction has fewer than 5 leaders, and another hero in the province has at least 95 loyalty. The new kinship hero becomes a faction leader.
Faction leaders matter for succession. If the faction head dies, the next available faction leader becomes faction head. If no surviving leader is available to take over immediately, the strongest remaining vassal can rise to become a new faction leader and faction head.
## Prestige
Prestige is a high-level measure of faction stature. It is also the main faction-wide factor in whether free heroes are willing to join you.
You gain prestige by:
- Controlling more provinces whose support is high enough for taxes. Each supported province is worth 10 prestige.
- Winning battles.
- Defeating beasts.
Prestige is not the only recruitment factor. The faction head's charisma, the free hero's power and ambition, the hero's current state, and any personal bias toward or against your faction also matter. But when you want more heroes to take you seriously, prestige is the big strategic lever.
## Free Heroes
Free heroes are heroes in a province who do not currently belong to your faction's command structure. The Free Hero panel tells you what state they are in and whether they can be recruited, divined, or managed another way.
The common states are:
- **Resident:** A hero living in the province. Residents may be willing to join outright. If they are not ready, they may be divinable: use [**Divine**](/commands/#divine) to learn what would impress them, then fulfill that ask to make them recruitable.
- **Traveler:** A hero passing through. You do not know whether a traveler would join you until a faction leader travels there and talks to them. Travelers are harder to recruit than residents, but they might still join if your prestige and other recruitment factors are strong enough. They are also likely to leave the province soon, so they are more time-sensitive than residents.
- **Prisoner:** A captured hero. Prisoners start with a strong bias against the faction holding them, but desperation can build over time. Eventually a prisoner may become willing to join, especially if your prestige is high enough.
- **Outlaw:** A hostile free hero in the province. Outlaws are not ordinary recruits and will not simply join from the Free Hero panel; you generally deal with them through commands such as [**Apprehend Outlaw**](/commands/#apprehend-outlaw).
Some free heroes are effectively unavailable until circumstances change. For example, a province without one of your faction leaders cannot recruit from the Free Hero panel, and a hero may refuse forever if they have a permanent reason not to join your faction.
## Relationships
Faction relationships have a visible diplomatic state and an internal trust value.
The visible relationship states are:
- **Hostile:** The default enemy state. Hostile factions can fight each other.
- **Truce:** A temporary peace. Truce offers set a reset date; when that date passes, the relationship returns to hostile. A truce or alliance also causes hostile armies between those factions to turn back during the truce turn-back phase.
- **Alliance:** A stronger cooperative relationship. Alliances do not have a reset date. They last until they are broken.
Trust is a hidden number used by AI diplomacy. Higher trust makes a faction more willing to accept diplomatic offers. Trust changes in a few ways:
- Trust rises by 1 each new round between every pair of factions.
- Accepting a ransom offer raises the offering faction's trust in the faction that accepted it by 25.
- Rejecting a ransom offer lowers the offering faction's trust in the rejecting faction by 25.
- Imprisoning another faction's ambassador is a major trust hit: the ambassador's faction loses 150 trust toward the imprisoning faction.
- Other factions also notice ambassador imprisonment: each neutral faction loses 40 trust toward the imprisoning faction.
## Incoming Diplomacy Offers
Incoming offers are unresolved diplomatic proposals from other factions. They become [special and conditional commands](/commands/#special-and-conditional-commands) such as resolving truce offers, alliance offers, invitations, ransom offers, or alliance breaks.
## Focus Province
A faction can have a focus province. The focus province helps direct [province orders](/provinces/#province-orders) and AI attention toward a particular province.
## Faction Destruction
A faction is destroyed if either of these is true:
- It has no ruled provinces and no moving armies.
- It has no faction leaders left.
The leader case has one extra succession step. If a faction loses its available leaders but still has provinces or armies, the game first looks for the strongest surviving vassal and promotes that hero to faction leader and faction head. If no vassal can rise, the faction has no faction leaders left and is destroyed.
When a faction is destroyed:
- Its provinces lose their ruling faction.
- Its incoming armies are removed, and their supplies are left in the province.
- Its heroes lose their faction assignment.
- Other factions lose relationships and incoming offers involving the destroyed faction.
- If only one faction remains, the game ends and that faction wins. If no factions remain, the game ends with no winner.
@@ -0,0 +1,216 @@
---
title: Heroes
description: Reference for Eagle heroes, stats, professions, and battlefield roles.
---
Heroes are named characters who lead factions, rule provinces, command troops, perform strategic commands, and appear as units in Shardok battles.
The player-facing hero model is `HeroView`. It includes identity, faction membership, profession, core stats, personality stats, vigor, loyalty, abilities, portrait path, and backstory text.
## Core Stats
- **Strength** affects physical power and contributes to combat-oriented commands.
- **Agility** affects mobility, scouting-style competence, and some profession eligibility.
- **Constitution** sets a hero's endurance profile and is closely tied to vigor.
- **Charisma** affects leadership, loyalty, diplomacy-flavored actions, and some profession eligibility.
- **Wisdom** affects knowledge, magic-flavored actions, and some profession eligibility.
Stats can also have XP values. Strategic commands often spend vigor and grant XP in the stats connected to that action.
## Personality Stats
- **Integrity** represents trustworthiness and moral reliability.
- **Ambition** represents appetite for power or advancement.
- **Gregariousness** represents sociability and ease with other heroes.
- **Bravery** represents willingness to face danger.
These values help drive hero flavor, AI decisions, and story generation.
## Vigor
Vigor is a hero's current energy. Many commands require an acting hero and spend vigor. Resting restores vigor up to the hero's constitution.
## Loyalty
Loyalty measures a hero's attachment to their faction. Feasts, events, captures, faction bias, and story consequences can move loyalty over time.
## Professions
Professions give heroes special command access, bonuses, and tactical identity. Some effects are Eagle strategic effects, while others apply only when the hero is attached to a Shardok battle unit.
Several Shardok profession commands also depend on the attached battalion type. For example, many magic commands require a battalion type that allows casting, and stealth commands require a battalion type that allows stealth.
### Mage
Eagle effects:
- Unlocks **Control Weather** for a mage in the acting province with enough vigor.
- Can start or end blizzards and droughts in the acting province or a neighboring province.
- Counts as a profession for general hero power and riot-crackdown hero power.
- Makes the hero naturally capable of starting fires.
Shardok effects:
- Unlocks **Lightning Bolt** when attached to a casting-capable unit.
- Unlocks the multi-round **Meteor** command chain: start, target, cast, and cancel.
- Unlocks **Freeze Water** on adjacent water when attached to a casting-capable unit.
- Improves **Start Fire** odds when the unit can start fires.
- Changes hero melee damage from physical damage to magical damage: lightning, cold, fire, and aether essence.
- Can influence AI water-crossing evaluation because Mage can freeze water.
Profession gain:
- Wisdom is the qualifying stat for Mage.
### Necromancer
Eagle effects:
- Unlocks **Start Epidemic** for a necromancer in the acting province with enough vigor.
- Epidemics can target the acting province or neighboring provinces, excluding friendly provinces that already have an epidemic.
- Counts as a profession for general hero power and riot-crackdown hero power.
Shardok effects:
- Unlocks **Raise Dead** when attached to a casting-capable unit and not already controlling a unit.
- Unlocks **Fear** against eligible enemy units when attached to a casting-capable unit.
- Raised dead and fear use the hero's charisma and wisdom in their odds.
Profession gain:
- Charisma is one qualifying stat for Necromancer.
### Engineer
Eagle effects:
- Is recommended first for **Improve** when an engineer is available.
- Adds the configured engineer bonus to province improvements and devastation repair.
- Counts as a profession for general hero power and riot-crackdown hero power.
Shardok effects:
- Unlocks **Build Bridge** from non-water terrain onto adjacent water.
- Unlocks **Repair** for damaged bridges and castles.
- Unlocks **Blow Bridge** while standing on a bridge.
- Unlocks **Reduce** from a castle or fortified position against enemy units or castles.
- Unlocks **Fortify** on fortifiable terrain.
- Can influence AI water-crossing evaluation because engineers can create and destroy bridge access.
Profession gain:
- Agility is one qualifying stat for Engineer.
### Paladin
Eagle effects:
- Improves **Alms** by multiplying the support gained per food given.
- Is sorted first in the **Alms** hero list when eligible.
- Counts as a profession for general hero power and riot-crackdown hero power.
Shardok effects:
- Unlocks **Holy Wave** when the paladin has enough action points.
Profession gain:
- Charisma is one qualifying stat for Paladin.
### Ranger
Eagle effects:
- Unlocks **Recon** for a ranger in the acting province with enough vigor.
- Recon can target provinces not ruled by the acting faction, as long as that faction does not already have a pending recon there.
- Counts as a profession for general hero power and riot-crackdown hero power.
Shardok effects:
- Unlocks **Scout** when attached to a stealth-capable unit.
- Unlocks **Hide** when attached to a stealth-capable unit, outside enemy zone of control, and with multiple hideable positions.
- Allows defending rangers with stealth-capable units to use hidden placement during setup.
- Gives a bonus to **Brave Water** odds when the unit can brave water.
- Reveals adjacent hidden enemies while moving.
- Prevents adjacent enemies from hiding or remaining hidden when the ranger has enough knowledge to be identified.
Profession gain:
- Agility is one qualifying stat for Ranger.
### Champion
Eagle effects:
- Is recommended first for **Train** when a champion is available.
- Adds the configured champion bonus to training gained by trainable battalions.
- Counts as a profession for general hero power and riot-crackdown hero power.
Shardok effects:
- Unlocks **Challenge Duel** against adjacent enemy heroes outside castles.
- The target must have an attached hero and must either have enough known vigor to accept or be insufficiently known to rule that out.
Profession gain:
- Strength is the qualifying stat for Champion.
### Warden
Eagle effects:
- Improves prisoner recruitment over time. At new round processing, prisoners in a province with a ruling-faction Warden gain additional faction bias toward that province's ruler.
- Counts as a profession for general hero power and riot-crackdown hero power.
Shardok effects:
- Unlocks **Evacuate Prisoners** when the warden's unit can flee, has enough action points, and hostile captured hero units are present.
Profession gain:
- Constitution is the qualifying stat for Warden.
### NoProfession
Heroes with no profession have no profession-specific command unlocks. They can still lead, fight, train, improve, march, use many normal strategic commands, and gain a profession later.
## Profession Gain
Only heroes with **NoProfession** can gain a profession. At the end of a round, heroes with enough XP can gain stats. If a no-profession hero gains one or more stats, the game checks for profession gain:
- The hero gets one profession-gain roll for each stat that increased.
- Eligible professions are based on all post-gain stats at or above the configured prime-stat threshold.
- Strength qualifies **Champion**.
- Agility qualifies **Engineer** and **Ranger**.
- Wisdom qualifies **Mage**.
- Charisma qualifies **Necromancer** and **Paladin**.
- Constitution qualifies **Warden**.
## Faction Leaders
Every faction starts with a **faction head**. The faction head is the hero who defines what the faction represents: its political identity, its public story, and the starting point for its leadership.
Factions can gain additional faction leaders through **Swear Kinship** with another hero. The candidate must already belong to the faction, must have at least 95 loyalty, and must be in a province with the faction head. When the command succeeds, that hero becomes one of the faction's leaders.
Faction leaders are directly commandable. Vassals, by contrast, lead provinces and make their own choices when their province acts. Promoting a loyal vassal into leadership gives the player more direct control over that hero.
Faction leaders also provide succession. If the faction head is killed, another available faction leader can take over as the new faction head.
## Vassals
A **vassal** is a hero who belongs to your faction and rules one of its provinces, but is not a faction leader. You cannot command vassals directly. Instead, their provinces act during the Vassal Commands phase, when each vassal chooses an action based on the province's standing orders and immediate needs.
Vassals can be given standing orders with **Issue Orders**, promoted to faction leaders with **Swear Kinship**, or removed from the faction with **Exile Vassal**.
## Unaffiliated Heroes
Unaffiliated heroes can appear in provinces before joining a faction. Their province entry includes name, profession, status, leader flag, and recruitment information.
Common interactions include recruiting them, divining more information about them, declining their quests, or responding when they ask to join.
## Battle Capabilities
Hero views expose whether a hero is archery-capable or start-fire-capable. Those capabilities affect Shardok command availability when the hero is represented in battle.
- **Archery-capable**: the hero needs at least 75 agility.
- **Start-fire-capable**: the hero is always capable if they are a Mage. Otherwise, they need at least 70 agility and at least 70 wisdom.
@@ -0,0 +1,23 @@
---
title: Eagle0pedia
description: Reference companion for Eagle0 commands, systems, and game concepts.
---
Eagle0pedia is the in-game reference companion for Eagle0. The tutorial answers "what should I do next?"; these pages answer "what does this mean?"
Eagle0 is a strategy game about factions, heroes, provinces, armies, diplomacy, and tactical battles. The broad strategic layer is **Eagle**: provinces produce food and gold, heroes lead factions or rule as vassals, armies march across the map, and diplomacy shapes the war. When armies clash, battles are resolved in **Shardok**, the tactical hex-based combat system.
Use these pages when you want a quick reference for commands, hero professions, faction leadership, province stats, or tactical battle options.
## Sections
- [Game concepts](concepts/) explains the flow of Eagle rounds, the handoff from Eagle to Shardok, tactical battles, and victory conditions.
- [Eagle round flow](concepts/eagle-round-flow/) explains strategic phases and simultaneous player action.
- [From Eagle to Shardok](concepts/eagle-to-shardok/) explains how strategic armies become tactical battles.
- [Shardok battles](concepts/shardok-battles/) explains tactical battle structure, units, terrain, and aftermath.
- [Shardok victory conditions](concepts/shardok-victory-conditions/) explains how tactical battles end.
- [Eagle commands](commands/) explains the strategic commands available from province command panels.
- [Shardok commands](shardok-commands/) explains tactical battle commands and profession-gated battlefield actions.
- [Heroes](heroes/) covers stats, vigor, loyalty, professions, faction leaders, and battle capabilities.
- [Factions](factions/) covers faction heads, leaders, prestige, diplomacy, and focus provinces.
- [Provinces](provinces/) covers province stats, supplies, orders, armies, maps, castles, and unaffiliated heroes.
@@ -0,0 +1,19 @@
---
title: Integration Notes
description: Technical notes for Eagle0pedia links, deployment, and review.
---
Eagle0pedia lives close to the game data and can be reviewed with code changes before being deployed to `pedia.eagle0.net`.
## Link Targets
Unity info buttons should link to stable concept URLs. For the command panel, start with anchors on the command reference page:
- `https://pedia.eagle0.net/commands/#train`
- `https://pedia.eagle0.net/commands/#march`
- `https://pedia.eagle0.net/commands/#diplomacy`
- `https://pedia.eagle0.net/shardok-commands/#melee`
- `https://pedia.eagle0.net/heroes/#professions`
- `https://pedia.eagle0.net/provinces/#province-stats`
When individual command pages are split out, keep redirects or aliases for these anchors so older clients still land somewhere useful.
@@ -0,0 +1,229 @@
---
title: Provinces
description: Reference for Eagle provinces, resources, infrastructure, orders, and tactical maps.
---
Provinces are the strategic map locations in Eagle. They hold resources, heroes, battalions, province orders, incoming armies, local events, and the Shardok map used when battles occur there.
The player-facing province model is `ProvinceView`. Public information includes id, name, ruling faction, known events, known incoming armies, and an `as_of` date. When you have full information, `FullProvinceInfo` adds the detailed local state: gold, food, caps, support, food consumption, battalions, heroes, orders, incoming shipments, and local events.
<!--
Source map:
- Province view fields: src/main/protobuf/net/eagle0/eagle/views/province_view.proto and src/main/scala/net/eagle0/eagle/library/util/view_filters/ProvinceViewFilter.scala.
- Province utilities: src/main/scala/net/eagle0/eagle/library/util/province/ProvinceUtils.scala.
- New year production and yearly degradation: src/main/scala/net/eagle0/eagle/library/actions/impl/action/NewYearAction.scala.
- New round caps, price-index drift, empty-province devastation repair, and hero-cap loyalty pressure: src/main/scala/net/eagle0/eagle/library/actions/impl/action/NewRoundAction.scala.
- Food consumption and starvation: src/main/scala/net/eagle0/eagle/library/actions/impl/action/PerformFoodConsumptionPhaseAction.scala.
- Shipment arrival: src/main/scala/net/eagle0/eagle/library/actions/impl/action/ShipmentArrivedAction.scala and src/main/scala/net/eagle0/eagle/library/actions/impl/action/PerformProvinceMoveResolutionAction.scala.
- Price index: src/main/scala/net/eagle0/eagle/library/util/PriceIndexUtils.scala.
- Settings: src/main/resources/net/eagle0/eagle/settings.tsv.
-->
## Strategic Role
A province is both a resource base and a staging point. It can:
- Produce gold and food at the new year.
- Store gold and food between commands.
- Feed stationed battalions each round.
- Hold heroes, battalions, prisoners, unaffiliated heroes, and events.
- Launch March, Send Supplies, Train, Improve, Arm Troops, Trade, and other province commands.
- Become a Shardok battlefield when hostile armies meet there.
The important strategic question is usually not just "how high are the stats?" It is "can this province keep support above 40, feed its troops, store enough supplies, and stage the actions I need before another faction interferes?"
## Development Stats
The three main development stats are **economy**, **agriculture**, and **infrastructure**.
- **Economy** drives annual gold production. A supported province produces 35 gold per effective economy at the new year.
- **Agriculture** drives annual food production. A supported province produces 50 food per effective agriculture at the new year.
- **Infrastructure** increases gold and food storage caps, affects improvement quality, and caps how far battalions can be armed.
Each stat has a matching devastation track. The effective value is the stat minus its devastation, never below 0. For example, 80 agriculture with 25 agriculture devastation behaves like 55 effective agriculture for production and other effective-stat checks.
Improve can raise economy, agriculture, or infrastructure. It can also repair devastation across all three devastation tracks. Engineers get a bonus when improving.
## Support
Support is local backing for the ruling faction. It ranges from 0 to 100 and is one of the most important province numbers.
A province needs at least **40 support** to provide annual gold and food production. If support is below 40, the province does not produce taxes at the new year. That also matters for prestige: supported provinces are worth prestige to the ruling faction.
Support changes through several commands and events:
- **Alms** spends food to raise support.
- **Improve** raises support as a side effect.
- **Riot** damage reduces support by 25 if the riot is not stopped.
- **Suppress Beasts** can raise support on success.
- Province events can raise or lower support.
Support also affects risk. Low support makes the province less useful economically and affects riot timing.
## Gold
Gold pays for many strategic actions. Feast, Organize Troops, Arm Troops, Divine, Hero Gift, diplomacy, Trade buys, and some other commands spend gold.
At the new year, supported provinces gain annual gold equal to:
`effective economy * 35`
Gold is stored in the province until spent, traded, shipped, marched away, captured through conquest, or lost because the province is over its storage cap.
Feast costs gold, not food: 20 gold per ruling-faction hero in the province, multiplied by the province price index.
## Food
Food supports armies and can also be spent strategically.
At the new year, supported provinces gain annual food equal to:
`effective agriculture * 50`
Food is consumed during the Food Consumption phase by battalions stationed in the province and by moving armies. The province view exposes monthly food consumption so you can judge how long the province can feed its current troops.
Food is also used by:
- **Alms**, which spends food to raise support.
- **Trade**, which buys or sells food for gold.
- **Send Supplies**, which can ship food to another province.
- **March**, which can carry food with moving armies.
- Riot gifts, if you choose to give food.
## Food Consumption and Starvation
Food consumption happens during the Food Consumption phase, after Province Move Resolution, player commands, hostile army setup, and battle requests, but before Battle Resolution.
This timing matters:
- A Send Supplies shipment that arrives during Province Move Resolution is available before the destination province consumes food later that same round.
- A friendly marching army that arrives during Province Move Resolution can also bring food before that round's food consumption.
- Moving armies consume food from their own carried supplies while they are still incoming.
If a province cannot feed its battalions, it spends all remaining province food and the battalions are reduced. The maximum battalion reduction from a food shortage is 20% in a single food-consumption event.
The same starvation rule applies to moving armies: if the army's carried food is not enough, the moving battalions are reduced and the army's food drops to 0.
Low-food warnings look ahead to incoming food, upcoming taxes, support, and expected production. If the province has enough food arriving before the next consumption, the warning can account for that.
## Storage Caps
Provinces have separate gold and food caps. These caps are based on effective development and infrastructure:
- Gold cap uses effective economy plus effective infrastructure.
- Food cap uses effective agriculture plus effective infrastructure.
- Both start from a base storage limit of 5000.
- Each point of relevant development or infrastructure adds 50 storage.
- A faction's focus province gets 1.5x storage.
Being over cap is not an immediate hard cutoff. During New Round processing, the province loses 20% of the amount above each cap, rounded up. Excess supplies therefore decay over time unless you spend them, ship them, trade them, or move them.
## Price Index
Price index is local price pressure. It changes costs and trade prices in the province.
The normal range is 0.75 to 1.5. A price index above 1 makes local purchases more expensive; below 1 makes them cheaper.
Gold spending can push the price index upward. Selling food counts as negative gold spending and can push it downward. Each gold spent changes the index by 0.0001, clamped to the normal range.
The price index also drifts each new round toward a local steady state based on development and devastation. It moves 10% of the distance toward that steady state per round.
Commands affected by price index include:
- **Feast** gold cost.
- **Organize Troops** troop costs.
- **Arm Troops** armament costs.
- **Trade** buy and sell prices.
- **Divine** cost.
- **Hero Gift** loyalty gained per gold.
## Devastation
Devastation is damage to province systems. Economy, agriculture, and infrastructure each have their own devastation value.
Devastation reduces the corresponding effective stat. That means:
- Economy devastation reduces gold production and gold storage.
- Agriculture devastation reduces food production and food storage.
- Infrastructure devastation reduces storage, armament ceiling, and infrastructure-dependent checks.
Battles and province events can add devastation. Riots add economy and infrastructure devastation. Blizzards, droughts, floods, epidemics, and battle results can damage different province systems.
Improve with the Devastation option repairs all three devastation tracks. Empty provinces also recover devastation slowly during new round processing.
## Infrastructure and Troops
Infrastructure matters militarily because it caps armament. Arm Troops cannot raise a battalion's ARM above the province's effective infrastructure.
Economy and agriculture also affect which battalion types can be raised in the province. Battalion type availability checks the province's effective economy and effective agriculture against the battalion type's minimums.
Training is handled by [**Train**](/commands/#train). Armament is handled by [**Arm Troops**](/commands/#arm-troops). Organizing troop counts, creating battalions, resizing battalions, and dismissing battalions are handled by [**Organize Troops**](/commands/#organize-troops).
## Heroes and Hero Cap
A province has a hero cap. The default map data sets hero cap from castle count: each castle gives 5 hero capacity.
Going over the cap is allowed, but it creates loyalty pressure. During new round processing, if the province has too many established ruling-faction heroes, those heroes lose loyalty. Newly joined heroes are exempt for their first few rounds.
This is why moving heroes around is not just about command access. Keeping too many heroes stacked in one province can create long-term loyalty damage.
## Ruling Faction and Ruling Hero
A province can have a ruling faction and a ruling hero. The ruling hero is the local leader for the province.
If a faction leader rules the province, the player can command that leader directly. If a [vassal](/heroes/#vassals) rules it, the province acts through vassal behavior during the [Vassal Commands phase](/concepts/eagle-round-flow/#vassal-commands) unless another special phase interrupts it.
Province leadership also matters for riots. The province leader's Charisma affects riot size and gift success, even if another hero is selected to crack down.
## Province Orders
Province orders are standing instructions for vassal-led provinces. The [**Issue Orders**](/commands/#issue-orders) command changes them and can also set or clear the faction focus province.
The main orders are:
- **Entrust:** let the vassal judge the situation.
- **Develop:** build up and improve the province.
- **Mobilize:** prepare military strength and supplies.
- **Expand:** look for growth, movement, and attack opportunities.
The focus province also affects logistics. Vassals may ship excess gold and food toward the focus province if one is set, or toward the nearest faction leader if not.
## Incoming Armies
Incoming armies represent forces that are moving toward the province but have not arrived or resolved yet.
Friendly incoming armies arrive during [Province Move Resolution](/concepts/eagle-round-flow/#province-move-resolution) if the destination is already ruled by their faction. Hostile arrivals do not simply enter the province; they can become hostile army groups and later trigger conquest, attack decisions, defense decisions, battle requests, and [Shardok battles](/concepts/eagle-to-shardok/).
Incoming armies can carry gold and food. If supplies arrive with a friendly movement, transit loss can reduce the amount received.
## Incoming Shipments
Incoming shipments are supplies sent by [**Send Supplies**](/commands/#send-supplies).
The origin province loses the selected gold and food immediately. The destination receives an incoming shipment scheduled for the next round. During the next round's Province Move Resolution phase, the shipment arrives before food consumption. 10% is lost in transit, rounded down after loss.
Because shipments arrive before food consumption, shipping food can prevent starvation in the destination province during the arrival round.
## Province Events
Province events are temporary or local conditions that affect the province.
Important event types include:
- **Riot:** requires a decision if it reaches Handle Riot. If not stopped, it causes support loss and devastation.
- **Beasts:** can damage support over time and can be suppressed for rewards and prestige.
- **Blizzard:** damages province systems and affects supplies.
- **Drought:** damages agriculture.
- **Flood:** damages infrastructure and agriculture.
- **Epidemic:** damages economy, battalions, and hero vigor, and can spread or end over time.
- **Festival:** improves support and prestige while active.
Some events can be created or changed by commands. Mages can use [**Control Weather**](/commands/#control-weather) to start or end blizzards and droughts. Necromancers can use [**Start Epidemic**](/commands/#start-epidemic).
## Tactical Map and Castles
Each province has a `hex_map_name`. When a battle occurs there, Eagle uses that name to choose the Shardok tactical map.
`castle_count` records the province's fortification count. Castles matter for hero capacity, defensive setup, tactical objectives, and some battle behavior.
The source map data in `province_map.tsv` defines province ids, names, neighbor ids, neighbor positions, tactical map names, neighbor names, and castle counts.
@@ -0,0 +1,422 @@
---
title: Shardok Commands
description: Tactical command reference for Shardok battles.
---
<span class="command-reference-marker" aria-hidden="true"></span>
<span class="command-reference-five-row-marker" aria-hidden="true"></span>
<!--
Source map for Shardok command requirements/costs:
- Shared morale/vigor filters: src/main/resources/net/eagle0/shardok/settings.tsv fields minimumMoraleToAct=10 and minimumVigorToAct=10; applied in src/main/cpp/net/eagle0/shardok/library/AvailableCommandsFactory.cpp.
- Fixed AP setting values: src/main/resources/net/eagle0/shardok/settings.tsv. Most command factories call SettingsGetter::ActionCostFor(...) in src/main/cpp/net/eagle0/shardok/library/settings/GameSettings.cpp, which returns ActionCost::usesAll; see src/main/cpp/net/eagle0/shardok/library/ActionCost.hpp and src/main/cpp/net/eagle0/shardok/library/unit/Unit.cpp.
- Melee: meleeActionPointCost=5; src/main/cpp/net/eagle0/shardok/library/command_factories/melee_command_factory/MeleeCommandFactory.cpp.
- Archery: archeryActionPointCost=5 and longbowWindBonusRangeMinSpeed=20; hero archery threshold is agility >= 75 in src/main/cpp/net/eagle0/shardok/ai_battle_simulator/AiBattleSimulator.cpp; normal targets come from TwoAwayTilesUnblockedByMountains in src/main/cpp/net/eagle0/shardok/library/util/HexMapUtils.cpp; longbow castle-adjacent and wind-assisted range-3 exceptions are in src/main/cpp/net/eagle0/shardok/library/command_factories/archery_command_factory/ArcheryCommandFactory.cpp; volley spend is in src/main/cpp/net/eagle0/shardok/library/commands/ArcheryCommand.cpp.
- Charge: terrain-entry cost from BattalionType::GetCostToEnterTerrain(...); allowsMoveAfterCharge is true for Light Cavalry and Heavy Cavalry in src/main/resources/net/eagle0/shardok/battalionTypes.tsv; stun settings are baseStunChanceOnCharge and trainingDifferenceMultiplierForStunChanceOnCharge in the same file; src/main/cpp/net/eagle0/shardok/library/command_factories/ChargeCommandFactory.cpp.
- Move: per-hex terrain-entry costs, plus extraCostForZocMovement=1; src/main/cpp/net/eagle0/shardok/library/command_factories/MoveCommandFactory.cpp and src/main/cpp/net/eagle0/shardok/library/commands/MoveCommand.cpp.
- Lightning Bolt: lightningActionPointCost=5 and lightningRange=3; src/main/cpp/net/eagle0/shardok/library/command_factories/LightningBoltCommandFactory.cpp and src/main/cpp/net/eagle0/shardok/library/commands/LightningBoltCommand.cpp.
- Meteor: meteorStartActionPointCost=5, meteorTargetActionPointCost=0, meteorCancelActionPointCost=0, meteorCastActionPointCost=1, meteorCastVigorCost=20, and meteorRange=3; src/main/cpp/net/eagle0/shardok/library/command_factories/MeteorStartCommandFactory.cpp, MeteorTargetCommandFactory.cpp, src/main/cpp/net/eagle0/shardok/library/util/MeteorRangeCoords.cpp, src/main/cpp/net/eagle0/shardok/library/commands/MeteorStartCommand.cpp, MeteorTargetCommand.cpp, MeteorCancelCommand.cpp, and src/main/cpp/net/eagle0/shardok/library/actions/MeteorCastAction.cpp.
- Start Fire: startFireActionPointCost=5; hero start-fire thresholds are Mage or agility >= 70 and wisdom >= 70 in src/main/cpp/net/eagle0/shardok/ai_battle_simulator/AiBattleSimulator.cpp; src/main/cpp/net/eagle0/shardok/library/command_factories/StartFireCommandFactory.cpp and src/main/cpp/net/eagle0/shardok/library/commands/StartFireCommand.cpp.
- Extinguish Fire: extinguishActionPointCost=5; src/main/cpp/net/eagle0/shardok/library/command_factories/ExtinguishFireCommandFactory.cpp and src/main/cpp/net/eagle0/shardok/library/commands/ExtinguishFireCommand.cpp.
- Freeze Water: freezeWaterActionPointCost=5; src/main/cpp/net/eagle0/shardok/library/command_factories/FreezeWaterCommandFactory.cpp.
- Build Bridge: buildBridgeActionPointCost=5; src/main/cpp/net/eagle0/shardok/library/command_factories/BuildBridgeCommandFactory.cpp.
- Blow Bridge: blowBridgeActionPointCost=5; src/main/cpp/net/eagle0/shardok/library/command_factories/BlowBridgeCommandFactory.cpp.
- Placement: no AP cost in setup commands; src/main/cpp/net/eagle0/shardok/library/actions/PlaceUnitCommand.cpp and PlaceHiddenUnitCommand.cpp.
- Scout: scoutActionPointCost=5 and scoutRange=4; src/main/cpp/net/eagle0/shardok/library/command_factories/ScoutCommandFactory.cpp.
- Raise Dead: raiseDeadActionPointCost=5 and raiseDeadRange=2; src/main/cpp/net/eagle0/shardok/library/command_factories/RaiseDeadCommandFactory.cpp.
- Dismiss Unit: requires remainingActionPoints > 0 in src/main/cpp/net/eagle0/shardok/library/command_factories/ControlCommandFactory.cpp; execution zeroes both units in src/main/cpp/net/eagle0/shardok/library/commands/DismissUnitCommand.cpp.
- Holy Wave: holyWaveActionPointCost=5; src/main/cpp/net/eagle0/shardok/library/command_factories/HolyWaveCommandFactory.cpp.
- Stop and Rest: stop posts no AP cost; rest zeroes AP in src/main/cpp/net/eagle0/shardok/library/commands/UnitRestCommand.cpp; stop implementation in UnitStopCommand.cpp.
- Challenge Duel: challengeDuelActionPointCost=5; src/main/cpp/net/eagle0/shardok/library/command_factories/ChallengeDuelCommandFactory.cpp and src/main/cpp/net/eagle0/shardok/library/commands/challenge_duel_command/ChallengeDuelCommand.cpp.
- Fear: fearActionPointCost=5 and fearRange=3; src/main/cpp/net/eagle0/shardok/library/command_factories/FearCommandFactory.cpp.
- Repair: repairActionPointCost=5; src/main/cpp/net/eagle0/shardok/library/command_factories/RepairCommandFactory.cpp.
- Reduce: reduceActionPointCost=5 and reduceRange=3; src/main/cpp/net/eagle0/shardok/library/command_factories/ReduceCommandFactory.cpp.
- Flee and Retreat: fleeActionPointCost=5 and retreatActionPointCost=5; src/main/cpp/net/eagle0/shardok/library/command_factories/FleeCommandFactory.cpp and RetreatCommandFactory.cpp.
- Control: requires remainingActionPoints > 0 in ControlCommandFactory.cpp; execution zeroes acting unit in src/main/cpp/net/eagle0/shardok/library/commands/ControlCommand.cpp.
- Reinforce: reinforceActionPointCost=5; src/main/cpp/net/eagle0/shardok/library/command_factories/ReinforceCommandFactory.cpp.
- Brave Water: braveWaterActionPointCost=8; src/main/cpp/net/eagle0/shardok/library/command_factories/BraveWaterCommandFactory.cpp and src/main/cpp/net/eagle0/shardok/library/commands/BraveWaterCommand.cpp.
- Release Unit: requires remainingActionPoints > 0 in ControlCommandFactory.cpp; execution zeroes both units in src/main/cpp/net/eagle0/shardok/library/commands/ReleaseUnitCommand.cpp.
- End Turn and Setup: no command AP cost; end turn zeroes player unit AP in src/main/cpp/net/eagle0/shardok/library/commands/EndTurnCommand.cpp; setup end in src/main/cpp/net/eagle0/shardok/library/actions/EndPlayerSetupCommand.cpp.
- Hide: hideActionPointCost=5; src/main/cpp/net/eagle0/shardok/library/command_factories/HideCommandFactory.cpp.
- Fortify: fortifyActionPointCost=5; src/main/cpp/net/eagle0/shardok/library/command_factories/FortifyCommandFactory.cpp.
- Become Outlaw: uses fleeActionPointCost=5 through src/main/cpp/net/eagle0/shardok/library/command_factories/FleeCommandFactory.cpp and src/main/cpp/net/eagle0/shardok/library/commands/BecomeOutlawCommand.cpp.
- Evacuate Prisoners: evacuatePrisonersActionPointCost=5; src/main/cpp/net/eagle0/shardok/library/command_factories/EvacuatePrisonersCommandFactory.cpp.
-->
## Shared Requirements
Unless noted otherwise: **10 morale**, **10 hero vigor**, and the listed **Action Point cost**.
## Tactical Commands
### Melee
<b>Unit requirements:</b> any unit.
<b>Action Point cost:</b> 5 AP; consumes all remaining AP.
<b>Available when:</b> an enemy target is adjacent and the acting unit can still act.
<b>Effect:</b> Attack the target in close combat. The UI may show combat odds before you choose the attack.
<b>Selection:</b> choose the attacking unit and adjacent target.
### Archery
<b>Unit requirements:</b> Longbowmen, or a unit with an attached hero who has at least 75 AGI. The unit must have at least one volley remaining.
<b>Action Point cost:</b> 5 AP; consumes all remaining AP.
<b>Available when:</b> a known enemy is exactly 2 hexes away, and the line between the attacker and target is not blocked by mountains.
<b>Effect:</b> Make a ranged attack without requiring adjacency, spending one volley. Longbowmen can also fire at adjacent hexes while standing in a castle, and can fire 3 hexes when the wind is at least 20 mph and blowing toward the target.
<b>Selection:</b> choose the firing unit and target unit or hex.
### Charge
<b>Unit requirements:</b> any unit.
<b>Action Point cost:</b> the cost to enter the target's terrain. Knights and Dragoons spend only that terrain cost and may be able to move again afterward; other units spend all remaining AP.
<b>Available when:</b> a valid path reaches a target that can be attacked at the end of the move.
<b>Effect:</b> Move into an attack as one action. Charge attacks have a chance to stun the target unit.
<b>Selection:</b> choose the charging unit, path, and target.
### Move
<b>Unit requirements:</b> any unit.
<b>Action Point cost:</b> the terrain cost for each hex in the path, plus 1 extra AP for steps that start in enemy zone of control.
<b>Available when:</b> one or more reachable destination hexes are valid for the acting unit.
<b>Effect:</b> Move the unit along the chosen path to a reachable hex, paying terrain costs as it goes. Hidden units may reveal themselves if they move into exposed terrain or near an enemy Ranger.
<b>Selection:</b> choose the unit and destination path.
### Lightning Bolt
<b>Unit requirements:</b> [Mage](/heroes/#mage) attached to Light Infantry, Light Cavalry, or Longbowmen. Heavy units and Undead cannot cast.
<b>Action Point cost:</b> 5 AP; consumes all remaining AP.
<b>Available when:</b> a known enemy is within 3 hexes of the caster.
<b>Effect:</b> Cast a lightning attack at the target. The descriptor may include odds or roll information when the client can display expected results.
<b>Selection:</b> choose the casting unit and target.
### Meteor
<b>Unit requirements:</b> [Mage](/heroes/#mage) attached to Light Infantry, Light Cavalry, or Longbowmen, with enough vigor to start the spell. Heavy units and Undead cannot cast.
<b>Action Point cost:</b> start costs 5 AP and consumes all remaining AP; target and cancel cost 0 AP; the automatic cast step is configured as 1 AP but resolves by setting the caster to 0 AP.
<b>Available when:</b> the caster can begin the spell, choose or change a target within 3 hexes, cast the pending meteor, or cancel the pending meteor.
<b>Effect:</b> Begin a delayed meteor spell, choose where it will land, then resolve the strike when the cast step becomes available. You can cancel while the meteor is still pending.
<b>Selection:</b> choose the caster, spell target, or cancel option depending on the current meteor step.
### Start Fire
<b>Unit requirements:</b> a unit with an attached [Mage](/heroes/#mage), or an attached hero with at least 70 AGI and 70 WIS. Mages improve the odds.
<b>Action Point cost:</b> 5 AP; consumes all remaining AP.
<b>Available when:</b> a target hex can be set on fire.
<b>Effect:</b> Attempt to start a fire on the target hex.
<b>Selection:</b> choose the acting unit and target hex.
### Extinguish Fire
<b>Unit requirements:</b> any unit with an attached hero.
<b>Action Point cost:</b> 5 AP; consumes all remaining AP.
<b>Available when:</b> a target hex contains fire that can be reduced or removed.
<b>Effect:</b> Remove or reduce fire on the target hex.
<b>Selection:</b> choose the acting unit and burning target hex.
### Freeze Water
<b>Unit requirements:</b> [Mage](/heroes/#mage) attached to Light Infantry, Light Cavalry, or Longbowmen. Heavy units and Undead cannot cast.
<b>Action Point cost:</b> 5 AP; consumes all remaining AP.
<b>Available when:</b> a valid water hex can be frozen.
<b>Effect:</b> Turn water into traversable frozen terrain where the command is valid.
<b>Selection:</b> choose the caster and water hex.
### Build Bridge
<b>Unit requirements:</b> [Engineer](/heroes/#engineer).
<b>Action Point cost:</b> 5 AP; consumes all remaining AP.
<b>Available when:</b> the engineer has a valid water or gap target where a bridge can be built.
<b>Effect:</b> Create a bridge across the target.
<b>Selection:</b> choose the engineer unit and bridge target.
### Blow Bridge
<b>Unit requirements:</b> [Engineer](/heroes/#engineer) standing on a bridge.
<b>Action Point cost:</b> 5 AP; consumes all remaining AP.
<b>Available when:</b> the bridge can be destroyed.
<b>Effect:</b> Destroy the existing bridge target.
<b>Selection:</b> choose the engineer unit and bridge.
### Placement
<b>Unit requirements:</b> a unit available for setup placement. Hidden placement requires a defending [Ranger](/heroes/#ranger) attached to a stealth-capable unit.
<b>Action Point cost:</b> no AP cost during setup.
<b>Available when:</b> the battle is in setup and a valid placement hex is available.
<b>Effect:</b> Put a reserve unit onto the battlefield. Rangers on stealth-capable units can be placed hidden during defensive setup.
<b>Selection:</b> choose the unit and setup hex.
### Scout
<b>Unit requirements:</b> [Ranger](/heroes/#ranger) attached to a stealth-capable unit.
<b>Action Point cost:</b> 5 AP; consumes all remaining AP.
<b>Available when:</b> the ranger can scout a hex within 4 hexes.
<b>Effect:</b> Reveal information about the target hex and nearby terrain, including possible hidden-unit information.
<b>Selection:</b> choose the scouting unit and target.
### Raise Dead
<b>Unit requirements:</b> [Necromancer](/heroes/#necromancer) attached to Light Infantry, Light Cavalry, or Longbowmen, and the hero must not already control a unit. Heavy units and Undead cannot cast.
<b>Action Point cost:</b> 5 AP; consumes all remaining AP.
<b>Available when:</b> there is an empty, undead-traversable target hex within 2 hexes.
<b>Effect:</b> Create or restore undead forces through necromantic action.
<b>Selection:</b> choose the necromancer unit and target.
### Dismiss Unit
<b>Unit requirements:</b> a unit that is allowed to be dismissed.
<b>Action Point cost:</b> requires the controlling unit to have more than 0 AP; execution sets both the controlling unit and dismissed unit to 0 AP.
<b>Available when:</b> dismissal is valid for the current tactical state.
<b>Effect:</b> Remove the unit from the tactical battle.
<b>Selection:</b> choose the unit to dismiss.
### Holy Wave
<b>Unit requirements:</b> [Paladin](/heroes/#paladin).
<b>Action Point cost:</b> 5 AP; consumes all remaining AP.
<b>Available when:</b> the paladin has a valid holy-wave action.
<b>Effect:</b> Use a holy-area effect from the capable unit.
<b>Selection:</b> choose the paladin unit and command target, if one is required.
### Stop and Rest
<b>Unit requirements:</b> a unit that can stop or rest.
<b>Action Point cost:</b> Stop costs 0 AP; Rest consumes all remaining AP.
<b>Available when:</b> the unit can end movement or spend its action resting.
<b>Effect:</b> `UNIT_STOP_COMMAND` stops a unit. `UNIT_REST_COMMAND` has a unit spend its action resting instead of acting aggressively.
<b>Selection:</b> choose stop or rest for the acting unit.
### Challenge Duel
<b>Unit requirements:</b> [Champion](/heroes/#champion).
<b>Action Point cost:</b> 5 AP; consumes all remaining AP.
<b>Available when:</b> an opposing unit can be challenged.
<b>Effect:</b> Challenge an opposing unit to a duel. The tactical action emits accepted or declined outcomes directly.
<b>Selection:</b> choose the champion unit and duel target.
### Fear
<b>Unit requirements:</b> [Necromancer](/heroes/#necromancer) attached to Light Infantry, Light Cavalry, or Longbowmen. Heavy units and Undead cannot cast.
<b>Action Point cost:</b> 5 AP; consumes all remaining AP.
<b>Available when:</b> a known enemy that uses morale is within 3 hexes.
<b>Effect:</b> Use a fear effect against the target.
<b>Selection:</b> choose the necromancer unit and target.
### Repair
<b>Unit requirements:</b> [Engineer](/heroes/#engineer).
<b>Action Point cost:</b> 5 AP; consumes all remaining AP.
<b>Available when:</b> a damaged unit or battlefield object can be repaired.
<b>Effect:</b> Repair the damaged target.
<b>Selection:</b> choose the engineer unit and repair target.
### Reduce
<b>Unit requirements:</b> [Engineer](/heroes/#engineer) in a castle or fortified position.
<b>Action Point cost:</b> 5 AP; consumes all remaining AP.
<b>Available when:</b> an enemy or damaged castle is within 3 hexes and the line is not blocked by mountains.
<b>Effect:</b> Reduce the target's defensive or structural value.
<b>Selection:</b> choose the engineer unit and target.
### Flee and Retreat
<b>Unit requirements:</b> a unit that is allowed to leave or withdraw.
<b>Action Point cost:</b> 5 AP; consumes all remaining AP.
<b>Available when:</b> flight or retreat is valid for the current battlefield state.
<b>Effect:</b> `FLEE_COMMAND` handles immediate flight from a tactical situation. `RETREAT_COMMAND` handles a more formal withdrawal command.
<b>Selection:</b> choose the fleeing or retreating unit.
### Control
<b>Unit requirements:</b> a unit with access to a control effect.
<b>Action Point cost:</b> requires more than 0 AP; execution sets the acting unit to 0 AP.
<b>Available when:</b> a valid target can be controlled.
<b>Effect:</b> Take control of the target when the command is available.
<b>Selection:</b> choose the acting unit and control target.
### Reinforce
<b>Unit requirements:</b> reinforcements available to enter the battle.
<b>Action Point cost:</b> 5 AP; consumes all remaining AP.
<b>Available when:</b> the battle state allows reinforcement and there is a valid entry option.
<b>Effect:</b> Bring reinforcements into the battle.
<b>Selection:</b> choose the reinforcement option and entry placement.
### Brave Water
<b>Unit requirements:</b> a unit that can attempt brave-water movement. [Ranger](/heroes/#ranger) is not required, but Rangers get an odds bonus.
<b>Action Point cost:</b> 8 AP; consumes all remaining AP.
<b>Available when:</b> the unit has a valid water path or water target.
<b>Effect:</b> Move through water despite the usual danger or restriction.
<b>Selection:</b> choose the unit and water movement target.
### Release Unit
<b>Unit requirements:</b> a unit that can release a constrained target.
<b>Action Point cost:</b> requires more than 0 AP; execution sets both the controlling unit and released unit to 0 AP.
<b>Available when:</b> a controlled, held, or otherwise constrained unit can be released.
<b>Effect:</b> Release the constrained unit.
<b>Selection:</b> choose the acting unit and unit to release.
### End Turn and Setup
<b>Unit requirements:</b> None.
<b>Action Point cost:</b> no AP cost to post the command; End Turn then sets that player's remaining unit AP to 0.
<b>Available when:</b> the active player can end the tactical turn or finish setup.
<b>Effect:</b> `END_TURN_COMMAND` ends the active tactical turn. `END_PLAYER_SETUP_COMMAND` ends that player's setup phase.
<b>Selection:</b> choose the end-turn or end-setup command.
### Hide
<b>Unit requirements:</b> [Ranger](/heroes/#ranger) attached to a stealth-capable unit.
<b>Action Point cost:</b> 5 AP; consumes all remaining AP.
<b>Available when:</b> the unit can enter or remain in hidden status.
<b>Effect:</b> Hide the unit.
<b>Selection:</b> choose the ranger unit.
### Fortify
<b>Unit requirements:</b> [Engineer](/heroes/#engineer).
<b>Action Point cost:</b> 5 AP; consumes all remaining AP.
<b>Available when:</b> the engineer can fortify its current position.
<b>Effect:</b> Have the unit fortify its current position.
<b>Selection:</b> choose the engineer unit.
### Become Outlaw
<b>Unit requirements:</b> a unit or hero eligible for the outlaw consequence.
<b>Action Point cost:</b> 5 AP through the flee/outlaw action.
<b>Available when:</b> the battle result or tactical state allows the outlaw transition.
<b>Effect:</b> Mark the unit or hero as becoming an outlaw as a battle consequence.
<b>Selection:</b> choose the outlaw command when offered.
### Evacuate Prisoners
<b>Unit requirements:</b> [Warden](/heroes/#warden) on a unit that can flee.
<b>Action Point cost:</b> 5 AP; consumes all remaining AP.
<b>Available when:</b> prisoners can be moved out of danger.
<b>Effect:</b> Move prisoners out of danger when the battlefield state allows prisoner evacuation.
<b>Selection:</b> choose the warden unit and evacuation command.
+258
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@@ -0,0 +1,258 @@
.sl-markdown-content:has(.command-reference-marker) {
--command-border: color-mix(in srgb, var(--sl-color-gray-5), transparent 18%);
--command-surface: color-mix(in srgb, var(--sl-color-bg), var(--sl-color-gray-6) 22%);
--command-surface-strong: color-mix(in srgb, var(--sl-color-bg), var(--sl-color-accent-low) 28%);
--command-muted: var(--sl-color-gray-2);
--command-label: var(--sl-color-accent-high);
}
.command-reference-marker {
display: none;
}
.command-reference-five-row-marker {
display: none;
}
.sl-markdown-content:has(.command-reference-marker) > p:has(.command-reference-marker) {
display: none;
}
.sl-markdown-content:has(.command-reference-five-row-marker) > p:has(.command-reference-five-row-marker) {
display: none;
}
.sl-markdown-content:has(.command-reference-marker) > p {
max-width: 68rem;
}
.sl-markdown-content:has(.command-reference-marker) .sl-heading-wrapper.level-h2 {
margin-top: 3rem;
padding: 1rem 1.125rem;
border: 1px solid var(--command-border);
border-radius: 0.5rem;
background:
linear-gradient(90deg, var(--sl-color-accent-low), transparent 72%),
var(--command-surface);
}
.sl-markdown-content:has(.command-reference-marker) .sl-heading-wrapper.level-h2 h2 {
font-size: clamp(1.35rem, 2.4vw, 1.7rem);
line-height: 1.2;
}
.sl-markdown-content:has(.command-reference-marker) .sl-heading-wrapper.level-h2 + p {
margin-top: 0.75rem;
color: var(--command-muted);
}
.sl-markdown-content:has(.command-reference-marker) .sl-heading-wrapper.level-h3 {
margin-top: 1.5rem;
margin-bottom: 0;
padding: 1rem 1.125rem 0.875rem;
border: 1px solid var(--command-border);
border-bottom: 0;
border-radius: 0.5rem 0.5rem 0 0;
background: var(--command-surface-strong);
font-size: 1.18rem;
}
.sl-markdown-content:has(.command-reference-marker) .sl-heading-wrapper.level-h3 h3 {
font-size: 1.15rem;
}
.sl-markdown-content:has(.command-reference-marker) .sl-heading-wrapper.level-h3 + p,
.sl-markdown-content:has(.command-reference-marker) .sl-heading-wrapper.level-h3 + p + p,
.sl-markdown-content:has(.command-reference-marker) .sl-heading-wrapper.level-h3 + p + p + p,
.sl-markdown-content:has(.command-reference-marker) .sl-heading-wrapper.level-h3 + p + p + p + p {
margin: 0;
padding: 0.75rem 1.125rem;
border-right: 1px solid var(--command-border);
border-left: 1px solid var(--command-border);
background: var(--sl-color-bg);
position: relative;
padding-left: 13.625rem;
}
.sl-markdown-content:has(.command-reference-five-row-marker)
.sl-heading-wrapper.level-h3
+ p
+ p
+ p
+ p
+ p {
margin: 0;
padding: 0.75rem 1.125rem;
border-right: 1px solid var(--command-border);
border-left: 1px solid var(--command-border);
background: var(--sl-color-bg);
position: relative;
padding-left: 13.625rem;
}
.sl-markdown-content:has(.command-reference-marker) .sl-heading-wrapper.level-h3 + p {
padding-top: 1rem;
}
.sl-markdown-content:has(.command-reference-marker) .sl-heading-wrapper.level-h3 + p + p + p + p {
padding-bottom: 1rem;
border-bottom: 1px solid var(--command-border);
border-radius: 0 0 0.5rem 0.5rem;
box-shadow: 0 0.7rem 1.6rem color-mix(in srgb, black, transparent 92%);
}
.sl-markdown-content:has(.command-reference-five-row-marker)
.sl-heading-wrapper.level-h3
+ p
+ p
+ p
+ p {
padding-bottom: 0.75rem;
border-bottom: 0;
border-radius: 0;
box-shadow: none;
}
.sl-markdown-content:has(.command-reference-five-row-marker)
.sl-heading-wrapper.level-h3
+ p
+ p
+ p
+ p
+ p {
padding-bottom: 1rem;
border-bottom: 1px solid var(--command-border);
border-radius: 0 0 0.5rem 0.5rem;
box-shadow: 0 0.7rem 1.6rem color-mix(in srgb, black, transparent 92%);
}
.sl-markdown-content:has(.command-reference-marker) p > b:first-child {
color: var(--command-label);
font-size: 0.82rem;
letter-spacing: 0.04em;
text-transform: uppercase;
white-space: nowrap;
}
.sl-markdown-content:has(.command-reference-marker) .sl-heading-wrapper.level-h3 + p > b:first-child,
.sl-markdown-content:has(.command-reference-marker) .sl-heading-wrapper.level-h3 + p + p > b:first-child,
.sl-markdown-content:has(.command-reference-marker) .sl-heading-wrapper.level-h3 + p + p + p > b:first-child,
.sl-markdown-content:has(.command-reference-marker) .sl-heading-wrapper.level-h3 + p + p + p + p > b:first-child,
.sl-markdown-content:has(.command-reference-five-row-marker)
.sl-heading-wrapper.level-h3
+ p
+ p
+ p
+ p
+ p
> b:first-child {
position: absolute;
left: 1.125rem;
width: 11.5rem;
}
.sl-markdown-content:has(.command-reference-marker) .sl-heading-wrapper.level-h4 {
margin-top: 1rem;
padding: 0.65rem 1rem;
border: 1px solid var(--command-border);
border-radius: 0.45rem;
background: color-mix(in srgb, var(--sl-color-gray-6), transparent 55%);
color: var(--sl-color-white);
font-size: 0.92rem;
letter-spacing: 0.02em;
text-transform: uppercase;
}
.sl-markdown-content:has(.command-reference-marker) .sl-heading-wrapper.level-h5 {
margin-top: 1rem;
margin-bottom: 0;
padding: 0.75rem 1rem 0.25rem;
border-top: 1px solid var(--command-border);
color: var(--sl-color-accent-high);
}
.sl-markdown-content:has(.command-reference-marker) .sl-heading-wrapper.level-h5 + p,
.sl-markdown-content:has(.command-reference-marker) .sl-heading-wrapper.level-h5 + p + p {
margin: 0;
padding: 0.4rem 1rem;
border-right: 1px solid var(--command-border);
border-left: 1px solid var(--command-border);
position: relative;
padding-left: 7.5rem;
}
.sl-markdown-content:has(.command-reference-marker) .sl-heading-wrapper.level-h5 + p > b:first-child,
.sl-markdown-content:has(.command-reference-marker) .sl-heading-wrapper.level-h5 + p + p > b:first-child {
position: absolute;
left: 1rem;
width: 5.5rem;
}
.sl-markdown-content:has(.command-reference-marker) .sl-heading-wrapper.level-h5 + p + p {
padding-bottom: 0.8rem;
border-bottom: 1px solid var(--command-border);
border-radius: 0 0 0.45rem 0.45rem;
}
@media (max-width: 50rem) {
.sl-markdown-content:has(.command-reference-marker) .sl-heading-wrapper.level-h2,
.sl-markdown-content:has(.command-reference-marker) .sl-heading-wrapper.level-h3 {
padding-right: 0.875rem;
padding-left: 0.875rem;
}
.sl-markdown-content:has(.command-reference-marker) .sl-heading-wrapper.level-h3 + p,
.sl-markdown-content:has(.command-reference-marker) .sl-heading-wrapper.level-h3 + p + p,
.sl-markdown-content:has(.command-reference-marker) .sl-heading-wrapper.level-h3 + p + p + p,
.sl-markdown-content:has(.command-reference-marker) .sl-heading-wrapper.level-h3 + p + p + p + p,
.sl-markdown-content:has(.command-reference-five-row-marker)
.sl-heading-wrapper.level-h3
+ p
+ p
+ p
+ p
+ p {
padding-right: 0.875rem;
padding-left: 0.875rem;
}
.sl-markdown-content:has(.command-reference-marker) p > b:first-child {
display: block;
margin-bottom: 0.2rem;
white-space: normal;
}
.sl-markdown-content:has(.command-reference-marker) .sl-heading-wrapper.level-h3 + p,
.sl-markdown-content:has(.command-reference-marker) .sl-heading-wrapper.level-h3 + p + p,
.sl-markdown-content:has(.command-reference-marker) .sl-heading-wrapper.level-h3 + p + p + p,
.sl-markdown-content:has(.command-reference-marker) .sl-heading-wrapper.level-h3 + p + p + p + p,
.sl-markdown-content:has(.command-reference-five-row-marker)
.sl-heading-wrapper.level-h3
+ p
+ p
+ p
+ p
+ p,
.sl-markdown-content:has(.command-reference-marker) .sl-heading-wrapper.level-h5 + p,
.sl-markdown-content:has(.command-reference-marker) .sl-heading-wrapper.level-h5 + p + p {
padding-left: 0.875rem;
}
.sl-markdown-content:has(.command-reference-marker) .sl-heading-wrapper.level-h3 + p > b:first-child,
.sl-markdown-content:has(.command-reference-marker) .sl-heading-wrapper.level-h3 + p + p > b:first-child,
.sl-markdown-content:has(.command-reference-marker) .sl-heading-wrapper.level-h3 + p + p + p > b:first-child,
.sl-markdown-content:has(.command-reference-marker) .sl-heading-wrapper.level-h3 + p + p + p + p > b:first-child,
.sl-markdown-content:has(.command-reference-five-row-marker)
.sl-heading-wrapper.level-h3
+ p
+ p
+ p
+ p
+ p
> b:first-child,
.sl-markdown-content:has(.command-reference-marker) .sl-heading-wrapper.level-h5 + p > b:first-child,
.sl-markdown-content:has(.command-reference-marker) .sl-heading-wrapper.level-h5 + p + p > b:first-child {
position: static;
width: auto;
}
}
+1
View File
@@ -0,0 +1 @@
import "../node_modules/astro/astro.js";
+3
View File
@@ -0,0 +1,3 @@
{
"extends": "astro/tsconfigs/strict"
}
+22
View File
@@ -29,6 +29,7 @@
"com.thesamet.scalapb:scalapb-json4s_3": -772830803,
"com.thesamet.scalapb:scalapb-runtime-grpc_3": -2026114331,
"com.thesamet.scalapb:scalapb-runtime_3": -1281968352,
"com.zaxxer:HikariCP": 1858991878,
"io.netty:netty-buffer": 732437843,
"io.netty:netty-codec": -1199307927,
"io.netty:netty-codec-http": -1456497900,
@@ -117,6 +118,7 @@
"com.thesamet.scalapb:scalapb-runtime-grpc_3": 97373115,
"com.thesamet.scalapb:scalapb-runtime_3": 818778125,
"com.typesafe:config": -1791448454,
"com.zaxxer:HikariCP": -704610647,
"commons-codec:commons-codec": 1377992676,
"commons-io:commons-io": 669567296,
"dev.dirs:directories": 1716880629,
@@ -550,6 +552,12 @@
},
"version": "1.4.6"
},
"com.zaxxer:HikariCP": {
"shasums": {
"jar": "709f378c05756280939ce50fc1b1f1a53bb8e1899dc1b249f21f12703640b48b"
},
"version": "6.3.3"
},
"commons-codec:commons-codec": {
"shasums": {
"jar": "f700de80ac270d0344fdea7468201d8b9c805e5c648331c3619f2ee067ccfc59"
@@ -1581,6 +1589,9 @@
"org.scala-lang.modules:scala-collection-compat_3",
"org.scala-lang:scala3-library_3"
],
"com.zaxxer:HikariCP": [
"org.slf4j:slf4j-api"
],
"io.get-coursier:coursier-cache_2.13": [
"io.get-coursier.jniutils:windows-jni-utils",
"io.get-coursier:cache-util",
@@ -2557,6 +2568,16 @@
"com.typesafe.config.impl",
"com.typesafe.config.parser"
],
"com.zaxxer:HikariCP": [
"com.zaxxer.hikari",
"com.zaxxer.hikari.hibernate",
"com.zaxxer.hikari.metrics",
"com.zaxxer.hikari.metrics.dropwizard",
"com.zaxxer.hikari.metrics.micrometer",
"com.zaxxer.hikari.metrics.prometheus",
"com.zaxxer.hikari.pool",
"com.zaxxer.hikari.util"
],
"commons-codec:commons-codec": [
"org.apache.commons.codec",
"org.apache.commons.codec.binary",
@@ -4100,6 +4121,7 @@
"com.thesamet.scalapb:scalapb-runtime-grpc_3",
"com.thesamet.scalapb:scalapb-runtime_3",
"com.typesafe:config",
"com.zaxxer:HikariCP",
"commons-codec:commons-codec",
"commons-io:commons-io",
"dev.dirs:directories",
+4
View File
@@ -10,4 +10,8 @@ if [ -n "${BAZEL_OUTPUT_BASE:-}" ]; then
bazel_cmd+=("--output_base=${BAZEL_OUTPUT_BASE}")
fi
if [ "$(uname -s)" = "Darwin" ]; then
./scripts/sync_bazel_xcode.sh
fi
"${bazel_cmd[@]}" build "$@" //src/main/scala/net/eagle0/eagle:eagle_server
+4
View File
@@ -10,4 +10,8 @@ if [ -n "${BAZEL_OUTPUT_BASE:-}" ]; then
bazel_cmd+=("--output_base=${BAZEL_OUTPUT_BASE}")
fi
if [ "$(uname -s)" = "Darwin" ]; then
./scripts/sync_bazel_xcode.sh
fi
"${bazel_cmd[@]}" build -c opt "$@" //src/main/cpp/net/eagle0/shardok:shardok-server
+29
View File
@@ -0,0 +1,29 @@
#!/bin/bash
# Runs the curated Shardok clang-tidy gate used by CI.
#
# This intentionally checks representative files instead of the whole C++ tree.
# Keep this list low-noise; expand it as cleanup PRs make more areas tidy-clean.
set -euo pipefail
repo_root="$(git rev-parse --show-toplevel)"
source "$repo_root/scripts/shardok_cpp_config.sh"
files=(
"src/main/cpp/net/eagle0/shardok/library/ActionCost.hpp"
"src/main/cpp/net/eagle0/shardok/library/CombatDamage.hpp"
)
compiler_args=(
"-I$repo_root"
"$SHARDOK_CXX_STANDARD_ARG"
)
if command -v xcrun >/dev/null 2>&1; then
sdk_path="$(xcrun --show-sdk-path)"
compiler_args+=("-isysroot" "$sdk_path")
fi
"$repo_root/scripts/run-clang-tidy.sh" --verify-config
"$repo_root/scripts/run-clang-tidy.sh" --quiet --warnings-as-errors="*" "${files[@]}" -- "${compiler_args[@]}"
+2
View File
@@ -241,6 +241,8 @@ main() {
if [ -x "${WARMUP_SCRIPT}" ]; then
if ! "${WARMUP_SCRIPT}" "localhost:${staging_port}"; then
log_error "Warmup/smoke test failed, aborting deployment"
log_error "Recent eagle-${staging} logs:"
docker logs "eagle-${staging}" --tail 200 2>&1 || true
docker compose -f "${COMPOSE_FILE}" stop "eagle-${staging}"
cleanup_markers_on_failure "eagle-${active}"
exit 1
+12 -2
View File
@@ -32,23 +32,33 @@ echo "=== Creating ZIP for notarization: $ZIP_PATH ===" >&2
ditto -c -k --keepParent "$APP_PATH" "$ZIP_PATH"
echo "=== Submitting to Apple for notarization ===" >&2
set +e
SUBMIT_OUTPUT=$(xcrun notarytool submit "$ZIP_PATH" \
--apple-id "$APPLE_ID" \
--password "$APP_SPECIFIC_PASSWORD" \
--team-id "$TEAM_ID" 2>&1)
SUBMIT_STATUS=$?
set -e
echo "$SUBMIT_OUTPUT" >&2
if [ "$SUBMIT_STATUS" -ne 0 ]; then
rm -f "$ZIP_PATH"
echo "ERROR: notarytool submit failed with exit code $SUBMIT_STATUS" >&2
exit "$SUBMIT_STATUS"
fi
# Extract submission ID
SUBMISSION_ID=$(echo "$SUBMIT_OUTPUT" | grep "id:" | head -1 | awk '{print $2}')
SUBMISSION_ID=$(echo "$SUBMIT_OUTPUT" | awk '/^[[:space:]]*id:/ {print $2; exit}')
if [ -z "$SUBMISSION_ID" ]; then
rm -f "$ZIP_PATH"
echo "ERROR: Failed to get submission ID" >&2
exit 1
fi
# Clean up the zip
rm "$ZIP_PATH"
rm -f "$ZIP_PATH"
echo "Submission ID: $SUBMISSION_ID" >&2
+2 -1
View File
@@ -10,13 +10,14 @@ set -e
export PATH="/opt/homebrew/bin:/usr/local/bin:$PATH"
repo_root="$(git rev-parse --show-toplevel)"
source "$repo_root/scripts/shardok_cpp_config.sh"
if [ "$#" -eq 0 ]; then
echo "Usage: scripts/run-clang-tidy.sh [clang-tidy args] <files> [-- <compiler args>]"
echo ""
echo "Examples:"
echo " scripts/run-clang-tidy.sh --verify-config"
echo " scripts/run-clang-tidy.sh src/main/cpp/net/eagle0/shardok/library/CombatDamage.hpp -- -I$repo_root -std=c++23"
echo " scripts/run-clang-tidy.sh src/main/cpp/net/eagle0/shardok/library/CombatDamage.hpp -- -I$repo_root $SHARDOK_CXX_STANDARD_ARG"
exit 2
fi
+5
View File
@@ -0,0 +1,5 @@
#!/bin/bash
# Shared C++ settings for shell scripts that invoke Shardok tooling outside Bazel.
SHARDOK_CXX_STANDARD="c++23"
SHARDOK_CXX_STANDARD_ARG="-std=${SHARDOK_CXX_STANDARD}"
@@ -28,7 +28,7 @@ static inline auto HashBuffer(const uint8_t* data, size_t size) -> uint64_t {
// Process 8 bytes at a time
while (data + 8 <= end) {
uint64_t word;
uint64_t word = 0;
// Use memcpy to avoid alignment issues and let compiler optimize
__builtin_memcpy(&word, data, sizeof(word));
hash ^= word;
@@ -9,6 +9,7 @@
#include <bit>
#include <cstdint>
#include <cstdlib>
#include <iterator>
#define ITERABLE_BITSET_INDEX_CHECKS false
@@ -104,9 +105,11 @@ public:
class Iter {
public:
using iterator_category = std::forward_iterator_tag;
using difference_type = std::ptrdiff_t;
using value_type = size_t;
using pointer = size_t*;
using reference = size_t&;
using pointer = void;
using reference = size_t;
private:
size_t storeIndex;
@@ -142,13 +145,20 @@ public:
auto operator!=(const Iter& rhs) const -> bool {
return storeIndex != rhs.storeIndex || bitIndex != rhs.bitIndex;
}
void operator++() {
auto operator++() -> Iter& {
bitIndex++;
if (bitIndex >= STORE_BITS) {
storeIndex++;
bitIndex = 0;
}
ToNext();
return *this;
}
auto operator++(int) -> Iter {
Iter previous = *this;
++(*this);
return previous;
}
auto operator*() const -> size_t { return (storeIndex << BIT_SHIFT) + bitIndex; }
@@ -8,7 +8,9 @@
#include "RandomGenerator.hpp"
#include <algorithm>
#include <ctime>
#include <stdexcept>
constexpr double kOpenEndedHighThreshold = 95.0;
constexpr double kOpenEndedLowThreshold = 5.0;
@@ -67,7 +69,8 @@ auto RandomGenerator::ReverseOpenEndedPercentile() -> double {
}
auto RandomGenerator::IntBetween(const int min, const int max) -> int {
return int(DoubleZeroToOne() * (max - min)) + min;
if (min >= max) { throw std::invalid_argument("random integer range must be non-empty"); }
return std::min(int(DoubleZeroToOne() * (max - min)) + min, max - 1);
}
auto RandomGenerator::IntBelow(const int max) -> int { return IntBetween(0, max); }
@@ -94,6 +97,7 @@ StdLibraryGenerator::StdLibraryGenerator(const std::mt19937_64::result_type seed
}
auto StdLibraryGenerator::IntBetween(const int min, const int max) -> int {
if (min >= max) { throw std::invalid_argument("random integer range must be non-empty"); }
std::uniform_int_distribution<int> unifInt(min, max - 1);
return unifInt(engine);
}
@@ -12,6 +12,7 @@
#include <cstddef>
#include <memory>
#include <random>
#include <stdexcept>
#include <vector>
class RandomGenerator;
@@ -41,6 +42,7 @@ public:
template<class T>
auto RandomElement(const std::vector<T>& vec) -> T {
if (vec.empty()) { throw std::invalid_argument("cannot choose from an empty vector"); }
return vec.at(static_cast<std::size_t>(IntBelow(static_cast<int>(vec.size()))));
}
@@ -9,7 +9,9 @@
#ifndef EAGLE0_COMMON_SEQUENCE_RANDOM_GENERATOR_HPP
#define EAGLE0_COMMON_SEQUENCE_RANDOM_GENERATOR_HPP
#include <cmath>
#include <memory>
#include <stdexcept>
#include <utility>
#include <vector>
@@ -29,14 +31,24 @@ private:
size_t position = 0;
auto DoubleZeroToOne() -> double override {
if (position >= sequence.size()) { position = 0; }
const double nextVal = sequence.at(position);
position++;
if (position >= sequence.size()) { position = 0; }
return nextVal;
}
public:
explicit SequenceRandomGenerator(std::vector<double> s) : sequence(std::move(s)) {}
explicit SequenceRandomGenerator(std::vector<double> s) : sequence(std::move(s)) {
if (sequence.empty()) {
throw std::invalid_argument("sequence random generator requires at least one value");
}
for (const double value : sequence) {
if (!std::isfinite(value) || value < 0.0 || value > 1.0) {
throw std::invalid_argument(
"sequence random generator values must be between 0 and 1");
}
}
}
static auto WithSequence(const std::vector<double>& s)
-> std::shared_ptr<SequenceRandomGenerator> {
return std::make_shared<SequenceRandomGenerator>(s);
@@ -9,6 +9,7 @@ namespace shardok {
using Coords = net::eagle0::shardok::storage::fb::Coords;
constexpr double kDefaultMorale = 50.0;
constexpr float kExplicitMoraleSentinel = -1.0f;
auto ConvertBattalion(const net::eagle0::common::CommonBattalion &battalion) -> Battalion {
Battalion shardokBattalion{};
@@ -18,6 +19,10 @@ auto ConvertBattalion(const net::eagle0::common::CommonBattalion &battalion) ->
shardokBattalion.mutate_type(
static_cast<net::eagle0::shardok::storage::fb::BattalionTypeId>(battalion.type()));
shardokBattalion.mutate_morale(kDefaultMorale);
if (battalion.has_morale()) {
shardokBattalion.mutate_morale(static_cast<float>(battalion.morale()));
shardokBattalion.mutate_base_morale(kExplicitMoraleSentinel);
}
shardokBattalion.mutate_armament(static_cast<float>(battalion.armament()));
shardokBattalion.mutate_training(static_cast<float>(battalion.training()));
@@ -125,4 +130,4 @@ auto ConvertUnit(
return shardokUnit;
}
} // namespace shardok
} // namespace shardok
+90 -59
View File
@@ -9,18 +9,24 @@
#ifndef EAGLE0_COMMON_BYTE_VECTOR_HPP
#define EAGLE0_COMMON_BYTE_VECTOR_HPP
#include <charconv>
#include <cstdint>
#include <cstring>
#include <fstream>
#include <sstream>
#include <initializer_list>
#include <stdexcept>
#include <string>
#include <string_view>
#include <utility>
#include <vector>
using std::string;
using std::vector;
class byte_vector : public vector<uint8_t> {
class byte_vector {
private:
std::vector<uint8_t> bytes_;
public:
class HexException : public std::exception {
const std::string description;
@@ -35,60 +41,78 @@ public:
};
private:
static auto HexNibbleToValue(const char nibble) -> uint8_t {
if (nibble >= '0' && nibble <= '9') {
return uint8_t(nibble - '0');
} else if (nibble >= 'A' && nibble <= 'F') {
return uint8_t(nibble - 'A' + 10);
} else if (nibble >= 'a' && nibble <= 'f') {
return uint8_t(nibble - 'a' + 10);
static auto HexCharsToByte(const std::string_view digits) -> uint8_t {
unsigned int parsedByte = 0;
const auto [ptr, ec] =
std::from_chars(digits.data(), digits.data() + digits.size(), parsedByte, 16);
if (ec != std::errc() || ptr != digits.data() + digits.size()) {
throw HexException(ptr == digits.data() + digits.size() ? digits.back() : *ptr);
}
throw HexException(nibble);
}
static auto HexCharsToByte(std::istringstream& str) -> uint8_t {
uint8_t b = 0;
char c = 0;
str >> c;
b |= (HexNibbleToValue(c) << 4u);
str >> c;
b |= HexNibbleToValue(c);
return b;
return static_cast<uint8_t>(parsedByte);
}
public:
byte_vector() = default;
byte_vector(const std::initializer_list<uint8_t> list) : vector<uint8_t>(list) {}
byte_vector(const std::initializer_list<uint8_t> list) : bytes_(list) {}
template<class InputIt>
byte_vector(InputIt begin, InputIt end) : vector<uint8_t>(begin, end) {}
byte_vector(InputIt begin, InputIt end) : bytes_(begin, end) {}
byte_vector(const byte_vector& rhs) = default;
explicit byte_vector(const std::string& s) : byte_vector(s.begin(), s.end()) {}
explicit byte_vector(const size_t size) : vector<uint8_t>(size) {}
explicit byte_vector(void* data, const size_t size) : vector<uint8_t>(size) {
this->assign((uint8_t*)data, (uint8_t*)data + size);
byte_vector(byte_vector&& rhs) noexcept = default;
explicit byte_vector(const std::string& s) : bytes_(s.begin(), s.end()) {}
explicit byte_vector(std::vector<uint8_t> bytes) : bytes_(std::move(bytes)) {}
explicit byte_vector(const size_t size) : bytes_(size) {}
explicit byte_vector(const void* data, const size_t size) {
auto* bytes = static_cast<const uint8_t*>(data);
bytes_.assign(bytes, bytes + size);
}
auto operator==(const vector<uint8_t>& vec) -> bool {
if (this->size() != vec.size()) return false;
for (size_t i = 0; i < size(); i++) {
if ((*this)[i] != vec[i]) return false;
}
return true;
auto operator=(const byte_vector& rhs) -> byte_vector& = default;
auto operator=(byte_vector&& rhs) noexcept -> byte_vector& = default;
[[nodiscard]] auto operator==(const std::vector<uint8_t>& vec) const -> bool {
return bytes_ == vec;
}
[[nodiscard]] auto operator==(const byte_vector& vec) const -> bool {
return bytes_ == vec.bytes_;
}
[[nodiscard]] auto data() -> uint8_t* { return bytes_.data(); }
[[nodiscard]] auto data() const -> const uint8_t* { return bytes_.data(); }
[[nodiscard]] auto size() const -> size_t { return bytes_.size(); }
[[nodiscard]] auto empty() const -> bool { return bytes_.empty(); }
void reserve(const size_t count) { bytes_.reserve(count); }
void resize(const size_t count) { bytes_.resize(count); }
void swap(byte_vector& other) noexcept { bytes_.swap(other.bytes_); }
[[nodiscard]] auto begin() -> std::vector<uint8_t>::iterator { return bytes_.begin(); }
[[nodiscard]] auto begin() const -> std::vector<uint8_t>::const_iterator {
return bytes_.begin();
}
[[nodiscard]] auto end() -> std::vector<uint8_t>::iterator { return bytes_.end(); }
[[nodiscard]] auto end() const -> std::vector<uint8_t>::const_iterator { return bytes_.end(); }
[[nodiscard]] auto cbegin() const -> std::vector<uint8_t>::const_iterator {
return bytes_.cbegin();
}
[[nodiscard]] auto cend() const -> std::vector<uint8_t>::const_iterator {
return bytes_.cend();
}
[[nodiscard]] auto operator[](const size_t index) -> uint8_t& { return bytes_[index]; }
[[nodiscard]] auto operator[](const size_t index) const -> uint8_t { return bytes_[index]; }
auto append(const char* bytes, const size_t length) {
const auto previousSize = this->size();
this->resize(previousSize + length);
std::memcpy(this->data() + previousSize, bytes, length);
const auto previousSize = size();
resize(previousSize + length);
std::memcpy(data() + previousSize, bytes, length);
}
template<class T>
auto append(const T* elts, const size_t count) {
append((char*)elts, count * sizeof(T));
append(reinterpret_cast<const char*>(elts), count * sizeof(T));
}
template<class T>
auto append(const vector<T> elts) {
auto append(const vector<T>& elts) {
append(elts.data(), elts.size());
}
@@ -98,7 +122,7 @@ public:
}
auto operator+=(const uint8_t c) -> byte_vector& {
this->insert(end(), c);
bytes_.push_back(c);
return *this;
}
@@ -111,7 +135,7 @@ public:
template<class Iterable>
auto operator+=(const Iterable& rhs) -> byte_vector& {
this->insert(end(), rhs.cbegin(), rhs.cend());
bytes_.insert(end(), rhs.cbegin(), rhs.cend());
return *this;
}
@@ -119,7 +143,7 @@ public:
if (size() < 8) {
uint64_t total = 0;
for (size_t i = 0; i < size(); i++) {
total <<= 8u;
total <<= 8U;
total += (*this)[i];
}
return total;
@@ -128,9 +152,9 @@ public:
uint64_t firstBytes = 0;
uint64_t lastBytes = 0;
for (unsigned i = 0; i < 8; i++) {
firstBytes <<= 8u;
firstBytes <<= 8U;
firstBytes += (*this)[i];
lastBytes <<= 8u;
lastBytes <<= 8U;
lastBytes += (*this)[i];
}
@@ -141,8 +165,8 @@ public:
std::ifstream inputFileStream(path, std::ios::binary | std::ios::ate);
const std::streamsize size = inputFileStream.tellg();
inputFileStream.seekg(0, std::ios::beg);
this->resize((size_t(size)));
inputFileStream.read((char*)this->data(), size);
this->resize(static_cast<size_t>(size));
inputFileStream.read(reinterpret_cast<char*>(this->data()), size);
return *this;
}
@@ -153,34 +177,41 @@ public:
}
const std::streamsize size = inputFileStream.tellg();
inputFileStream.seekg(0, std::ios::beg);
byte_vector serializedGame((size_t(size)));
inputFileStream.read((char*)serializedGame.data(), size);
byte_vector serializedGame(static_cast<size_t>(size));
inputFileStream.read(reinterpret_cast<char*>(serializedGame.data()), size);
return serializedGame;
}
static auto FromHex(const char* hexString) -> byte_vector { return FromHex(string(hexString)); }
static auto FromHex(string hexString) -> byte_vector {
if (hexString[0] == '0' && (hexString[1] == 'x' || hexString[1] == 'X')) {
hexString = string(hexString.begin() + 1, hexString.end());
static auto FromHex(const string& hexString) -> byte_vector {
std::string_view digits(hexString);
if (digits.starts_with("0x") || digits.starts_with("0X")) {
digits.remove_prefix(2);
} else if (digits.starts_with("x") || digits.starts_with("X")) {
digits.remove_prefix(1);
}
if (hexString[0] == 'x' || hexString[0] == 'X') {
hexString = string(hexString.begin() + 1, hexString.end());
}
byte_vector vec;
const size_t len = hexString.size();
vec.reserve(len / 2);
std::istringstream hexStream(hexString);
while (size_t(hexStream.tellg()) < len) { vec += HexCharsToByte(hexStream); }
if (digits.size() % 2 != 0) { throw HexException(digits.empty() ? '\0' : digits.back()); }
byte_vector vec;
vec.reserve(digits.size() / 2);
for (size_t index = 0; index < digits.size(); index += 2) {
vec += HexCharsToByte(digits.substr(index, 2));
}
return vec;
}
explicit operator std::string() const { return std::string(begin(), end()); }
};
inline auto operator<<(std::ostream& ostr, byte_vector vec) -> std::ostream& {
ostr.write((char*)vec.data(), (std::streamsize)vec.size());
inline auto operator==(const std::vector<uint8_t>& lhs, const byte_vector& rhs) -> bool {
return rhs == lhs;
}
inline auto operator<<(std::ostream& ostr, const byte_vector& vec) -> std::ostream& {
ostr.write(reinterpret_cast<const char*>(vec.data()), static_cast<std::streamsize>(vec.size()));
return ostr;
}
@@ -209,8 +209,8 @@ auto AbstractMCTSAI::BuildMCTSTree(
}));
}
// Wait for all threads to complete
for (auto& future : futures) { future.wait(); }
// Wait for all threads to complete and propagate worker exceptions.
for (auto& future : futures) { future.get(); }
} else {
// Single-threaded MCTS
while (std::chrono::steady_clock::now() < deadline) {
@@ -37,7 +37,7 @@ int main(const int argc, char** argv) {
void ModifyMap(HexMapProto& map) {
const int terrainCount = map.terrain_size();
for (int i = 0; i < terrainCount; i++) {
for (int i = 0; i < terrainCount; ++i) {
const auto existingTerrainType = map.terrain(i).type();
const auto newTerrain =
static_cast<net::eagle0::shardok::common::Terrain_Type>(existingTerrainType + 2);
@@ -37,7 +37,7 @@ auto CalculateMap(
.name = mapName,
.positionsRequiringCrossing = {}};
for (std::size_t i = 0; i < hexMap->attacker_starting_positions()->size(); i++) {
for (std::size_t i = 0; i < hexMap->attacker_starting_positions()->size(); ++i) {
const auto* positionList = hexMap->attacker_starting_positions()->Get(i);
const auto* positions = positionList->positions();
if (positions->empty()) continue;
@@ -18,7 +18,7 @@ struct alignas(64) OneMapInfo {
std::map<int, int> positionsRequiringCrossing;
};
auto CalculateMap(
[[nodiscard]] auto CalculateMap(
const std::string& mapName,
const std::shared_ptr<shardok::ActionPointDistancesCache>& apdCache,
const shardok::BattalionTypeSPtr& battalionType) -> OneMapInfo;
@@ -54,7 +54,7 @@ void runBattle(const std::vector<shardok::Unit>& units) {
const auto p1UnitCount = randInt(1, static_cast<int>(maxP1UnitCount));
std::vector<shardok::Unit> p1Units{};
p1Units.reserve(p1UnitCount);
for (int i = 0; i < p1UnitCount; i++) {
for (int i = 0; i < p1UnitCount; ++i) {
auto unit = units[i];
unit.mutate_player_id(0);
p1Units.push_back(std::move(unit));
@@ -64,7 +64,7 @@ void runBattle(const std::vector<shardok::Unit>& units) {
const auto p2UnitCount = randInt(1, static_cast<int>(maxP2UnitCount));
std::vector<shardok::Unit> p2Units{};
p2Units.reserve(p2UnitCount);
for (int i = p1UnitCount; i < p1UnitCount + p2UnitCount; i++) {
for (int i = p1UnitCount; i < p1UnitCount + p2UnitCount; ++i) {
auto unit = units[i];
unit.mutate_player_id(1);
p2Units.push_back(std::move(unit));
@@ -158,7 +158,7 @@ auto main(int /*argc*/, char** argv) -> int {
std::array<std::thread, THREAD_COUNT> threads;
for (int i = 0; i < THREAD_COUNT; i++) {
for (int i = 0; i < THREAD_COUNT; ++i) {
threads[i] = std::thread(runBattlesThread, randomUnits);
}
@@ -25,25 +25,44 @@ DIST_T NormalizedCostWhenBraving(const DIST_T cost) {
struct TargetAndDistance {
Coords target;
size_t targetIndex;
CoordsSet attackLocations;
double targetPower;
DIST_T distance;
TargetAndDistance(const Coords& t, const CoordsSet& al, const double tp, const DIST_T d)
TargetAndDistance(
const Coords& t,
const size_t ti,
const CoordsSet& al,
const double tp,
const DIST_T d)
: target(t),
targetIndex(ti),
attackLocations(al),
targetPower(tp),
distance(d) {}
};
auto CoordsIndex(const Coords& coords, const int columnCount) {
return coords.row() * columnCount + coords.column();
}
auto CoordsFromIndex(const size_t index, const int columnCount) -> Coords {
return Coords(
static_cast<int8_t>(index / static_cast<size_t>(columnCount)),
static_cast<int8_t>(index % static_cast<size_t>(columnCount)));
}
auto MinDistance(
const Coords& start,
const CoordsSet& destinations,
const ActionPointDistances* apd) -> DIST_T {
DIST_T minDistance = ActionPointDistances::IMPOSSIBLE;
const int startIndex = CoordsIndex(start, destinations.ColumnCount());
for (const Coords& dest : destinations) {
if (const DIST_T distance = apd->Distance(start, dest); distance < minDistance) {
for (const auto destIndex : destinations.indexIterator()) {
if (const DIST_T distance = apd->Distance(startIndex, static_cast<int>(destIndex));
distance < minDistance) {
minDistance = distance;
}
}
@@ -113,10 +132,6 @@ auto EffectiveDistance(
auto Power(const Unit* unit) -> double { return unit->battalion().size(); }
auto CoordsIndex(const Coords& coords, const int columnCount) {
return coords.row() * columnCount + coords.column();
}
// Chooses a list of targets in priority order for each unit.
auto GenerateTargetPriorities(
const vector<const Unit*>& occupants,
@@ -163,10 +178,10 @@ auto GenerateTargetPriorities(
bravingApd = apdCache->GetRaw(map, mapId, battType, true, braveWaterCost);
}
for (const Coords& targetLocation : targets) {
const auto coordsIndex = CoordsIndex(targetLocation, cc);
const auto& occupant = occupants[coordsIndex];
for (const auto targetIndex : targets.indexIterator()) {
const auto& occupant = occupants[targetIndex];
const Coords targetLocation = CoordsFromIndex(targetIndex, cc);
const auto& attackLocations = alCache->CachedLocations(targetLocation, isLateGame);
if (occupant && occupant->player_id() != attackerId) {
@@ -179,12 +194,14 @@ auto GenerateTargetPriorities(
targetsWithDistance.emplace_back(
targetLocation,
targetIndex,
attackLocsForUnit,
occupantPower,
distance);
} else {
targetsWithDistance.emplace_back(
targetLocation,
targetIndex,
attackLocations.LocationsWithEnemyInRange(unit),
occupantPower,
ActionPointDistances::IMPOSSIBLE);
@@ -195,13 +212,11 @@ auto GenerateTargetPriorities(
// Sort by distance
std::ranges::sort(
targetsWithDistance,
[&powerAttackingEachTarget,
cc](const TargetAndDistance& left, const TargetAndDistance& right) {
const auto leftIndex = CoordsIndex(left.target, cc);
const auto rightIndex = CoordsIndex(right.target, cc);
const double powerAttackingLeft = powerAttackingEachTarget[leftIndex];
const double powerAttackingRight = powerAttackingEachTarget[rightIndex];
[&powerAttackingEachTarget](
const TargetAndDistance& left,
const TargetAndDistance& right) {
const double powerAttackingLeft = powerAttackingEachTarget[left.targetIndex];
const double powerAttackingRight = powerAttackingEachTarget[right.targetIndex];
const bool leftAlreadyOverwhelmed =
powerAttackingLeft >= kOverpowerRatio * left.targetPower;
@@ -215,8 +230,7 @@ auto GenerateTargetPriorities(
});
if (!targetsWithDistance.empty()) {
powerAttackingEachTarget[CoordsIndex(targetsWithDistance.front().target, cc)] +=
Power(unit);
powerAttackingEachTarget[targetsWithDistance.front().targetIndex] += Power(unit);
}
tpl.priorityOrder.reserve(targetsWithDistance.size());
@@ -27,7 +27,7 @@ struct TargetAndAttackLocations {
Coords target;
CoordsSet attackLocations;
auto operator==(const TargetAndAttackLocations& rhs) const -> bool = default;
[[nodiscard]] auto operator==(const TargetAndAttackLocations& rhs) const -> bool = default;
};
struct TargetPriorityList {
@@ -39,7 +39,7 @@ struct TargetPriorityList {
priorityOrder(po) {}
};
auto EffectiveDistance(
[[nodiscard]] auto EffectiveDistance(
const Unit* unit,
const HexMap* map,
const AttackLocations& attackLocations,
@@ -47,7 +47,7 @@ auto EffectiveDistance(
const BattalionTypeGetter& battalionTypeGetter,
ActionPoints braveWaterCost) -> DIST_T;
auto EffectiveDistance(
[[nodiscard]] auto EffectiveDistance(
const Unit* unit,
const HexMap* map,
const CoordsSet& locations,
@@ -55,14 +55,14 @@ auto EffectiveDistance(
const BattalionTypeGetter& battalionTypeGetter,
ActionPoints braveWaterCost) -> DIST_T;
auto EffectiveDistance(
[[nodiscard]] auto EffectiveDistance(
const Unit* unit,
const ActionPointDistances* notBravingApd,
const ActionPointDistances* bravingApd,
const CoordsSet& locations) -> DIST_T;
// Chooses a list of targets in priority order for each unit.
auto GenerateTargetPriorities(
[[nodiscard]] auto GenerateTargetPriorities(
const std::vector<const Unit*>& occupants,
const HexMap* map,
const CoordsSet& targets,
@@ -53,8 +53,8 @@ AttackLocationsCache::AttackLocationsCache(const HexMap *hexMap, const SettingsG
auto emptySet = CoordsSet(columnCount, rowCount);
for (MapIndex r = 0; r < hexMap->row_count(); r++) {
for (MapIndex c = 0; c < hexMap->column_count(); c++) {
for (MapIndex r = 0; r < hexMap->row_count(); ++r) {
for (MapIndex c = 0; c < hexMap->column_count(); ++c) {
auto location = Coords(r, c);
const auto terrain = GetTerrain(hexMap, location);
@@ -114,8 +114,7 @@ auto AttackLocationsCache::CachedLocations(const CoordsSet &targets, const bool
-> AttackLocations {
AttackLocations al(rowCount, columnCount);
for (const auto &target : targets) {
const int index = target.row() * columnCount + target.column();
for (const auto index : targets.indexIterator()) {
if (lateGame) {
al += lateGameLocations[index];
} else {
@@ -137,4 +136,4 @@ auto AttackLocationsCache::CachedLocations(const vector<const Unit *> &enemies,
return CachedLocations(targets, lateGame);
}
} // namespace shardok
} // namespace shardok
@@ -11,6 +11,8 @@
#include <iomanip>
#include <iostream>
#include <limits>
#include <sstream>
#include <stdexcept>
#include "AICommandFilter.hpp"
#include "TranspositionTable.hpp"
@@ -21,16 +23,49 @@
namespace shardok {
// No need to forward declare internal functions - use the public interface instead
// Helper constants and static variables
static const std::vector<double> kAverageSequence = {0.5};
static const auto kAverageGenerator = std::make_shared<SequenceRandomGenerator>(kAverageSequence);
constexpr bool kMultithread = true;
constexpr bool kLogging = false;
// Helper function to determine if a command type is deterministic
[[nodiscard]] static auto AverageGenerator() -> std::shared_ptr<SequenceRandomGenerator> {
return std::make_shared<SequenceRandomGenerator>(std::vector{0.5});
}
[[nodiscard]] static auto DescribeCommandForLog(const CommandSPtr& command) -> std::string {
if (!command) { return "<null command>"; }
std::ostringstream out;
out << "type=" << command->GetCommandType()
<< " player=" << static_cast<int>(command->GetPlayerId())
<< " actor=" << command->GetActorUnitId() << " target=("
<< static_cast<int>(command->GetTargetRow()) << ','
<< static_cast<int>(command->GetTargetColumn()) << ')';
if (command->HasOdds()) { out << " odds_percentile=" << command->GetOddsPercentile(); }
return out.str();
}
[[nodiscard]] static auto DescribeCommandAt(
const CommandListSPtr& commands,
const size_t commandIndex) -> std::string {
if (!commands) { return "command=<null command list>"; }
if (commandIndex >= commands->size()) {
std::ostringstream out;
out << "command=<index " << commandIndex << " out of " << commands->size() << ">";
return out.str();
}
std::ostringstream out;
out << "command={" << DescribeCommandForLog(commands->at(commandIndex)) << '}';
return out.str();
}
[[nodiscard]] static auto WithExceptionContext(
const std::string& context,
const std::exception& exception) -> std::runtime_error {
return std::runtime_error(context + ": " + exception.what());
}
static auto IsDeterministic(const CommandType type) -> bool {
switch (type) {
case net::eagle0::shardok::common::MOVE_COMMAND:
@@ -43,13 +78,11 @@ static auto IsDeterministic(const CommandType type) -> bool {
case net::eagle0::shardok::common::PLACE_HIDDEN_UNIT_COMMAND:
case net::eagle0::shardok::common::UNIT_STOP_COMMAND:
case net::eagle0::shardok::common::UNIT_REST_COMMAND:
case net::eagle0::shardok::common::FLEE_COMMAND:
case net::eagle0::shardok::common::REINFORCE_COMMAND:
case net::eagle0::shardok::common::RETREAT_COMMAND:
case net::eagle0::shardok::common::END_PLAYER_SETUP_COMMAND:
case net::eagle0::shardok::common::HIDE_COMMAND:
case net::eagle0::shardok::common::FORTIFY_COMMAND:
case net::eagle0::shardok::common::BECOME_OUTLAW_COMMAND:
case net::eagle0::shardok::common::HOLY_WAVE_COMMAND:
case net::eagle0::shardok::common::EVACUATE_PRISONERS_COMMAND:
case net::eagle0::shardok::common::REPAIR_COMMAND: return true;
@@ -63,7 +96,14 @@ static auto RandomnessSampleForRepeat(const int repeatIteration, const int maxRe
return static_cast<double>(repeatIteration) / static_cast<double>(maxRepeatCount - 1);
}
// Helper function to sort commands by score
static auto SuccessSampleForOdds(const double successChance) -> double {
return successChance / 2.0;
}
static auto FailureSampleForOdds(const double successChance) -> double {
return successChance + ((1.0 - successChance) / 2.0);
}
static auto CommandSorter(
const AICommandEvaluator::IndexAndScore& l,
const AICommandEvaluator::IndexAndScore& r) -> bool {
@@ -83,7 +123,7 @@ AICommandEvaluator::AICommandEvaluator(
BattalionTypeGetter battalionTypeGetter)
: scorer_(scorer),
apdCache_(apdCache),
battalionTypeGetter_(std::move(battalionTypeGetter)) {} // Move the function object
battalionTypeGetter_(std::move(battalionTypeGetter)) {}
auto AICommandEvaluator::PerformLookahead(
const PlayerId pid,
@@ -138,17 +178,34 @@ auto AICommandEvaluator::PerformLookahead(
std::launch::deferred,
[bestCommandFuture = std::move(bestCommandFuture),
innerEngine,
nextCommands,
pid,
nextUtility,
remainingLookahead]() mutable -> EvaluationResult {
const auto bestCommand = bestCommandFuture.get();
IndexAndScore bestCommand;
try {
bestCommand = bestCommandFuture.get();
} catch (const std::exception& e) {
std::ostringstream context;
context << "AI PerformLookahead failed while resolving best command"
<< " player=" << static_cast<int>(pid)
<< " remaining_lookahead=" << remainingLookahead
<< " next_command_count=" << nextCommands->size();
throw WithExceptionContext(context.str(), e);
}
if (!bestCommand.completed) {
return EvaluationResult{.score = nextUtility, .completed = false};
}
if (bestCommand.index >= nextCommands->size()) {
std::cerr << "AI lookahead produced command index " << bestCommand.index
<< " with only " << nextCommands->size()
<< " available commands for player " << static_cast<int>(pid)
<< " at remaining lookahead " << remainingLookahead << "\n";
return EvaluationResult{.score = nextUtility, .completed = false};
}
ScoreValue resultScore;
if (auto& nextCommand = innerEngine->GetAvailableCommandsForAIPlayer(pid)->at(
bestCommand.index);
if (const auto& nextCommand = nextCommands->at(bestCommand.index);
nextCommand->GetCommandType() !=
net::eagle0::shardok::common::END_TURN_COMMAND) {
resultScore = bestCommand.immediateScore;
@@ -199,14 +256,36 @@ auto AICommandEvaluator::EvaluateWithRandomness(
return returnValue;
}
const auto guessedCommands = guessedEngine.GetAvailableCommandsForAIPlayer(pid);
auto innerEngine = std::make_shared<ShardokEngine>(guessedEngine, false);
innerEngine->PostCommand(pid, commandIndex, randomGenerator);
try {
innerEngine->PostCommand(pid, commandIndex, randomGenerator);
} catch (const std::exception& e) {
std::ostringstream context;
context << "AI EvaluateWithRandomness failed while posting simulated command"
<< " player=" << static_cast<int>(pid) << " command_index=" << commandIndex
<< " guessed_command_count=" << guessedCommands->size()
<< " remaining_lookahead=" << remainingLookahead << ' '
<< DescribeCommandAt(guessedCommands, commandIndex);
throw WithExceptionContext(context.str(), e);
}
auto innerUtility = scorer_.GuessedStateScore(
isDefender,
innerEngine->GetCurrentGameState(),
attackerStrategy,
allCastleCoords);
ScoreValue innerUtility;
try {
innerUtility = scorer_.GuessedStateScore(
isDefender,
innerEngine->GetCurrentGameState(),
attackerStrategy,
allCastleCoords);
} catch (const std::exception& e) {
std::ostringstream context;
context << "AI EvaluateWithRandomness failed while scoring simulated state"
<< " player=" << static_cast<int>(pid) << " command_index=" << commandIndex
<< " guessed_command_count=" << guessedCommands->size()
<< " remaining_lookahead=" << remainingLookahead << ' '
<< DescribeCommandAt(guessedCommands, commandIndex);
throw WithExceptionContext(context.str(), e);
}
returnValue.immediateScore = innerUtility;
returnValue.completed = true;
@@ -221,22 +300,33 @@ auto AICommandEvaluator::EvaluateWithRandomness(
isDefender,
remainingLookahead,
maxRepeatCount,
commandIndex,
innerEngine,
attackerStrategy,
innerUtility,
&allCastleCoords,
guessedCommands,
allCastleCoords,
deadline]() -> EvaluationResult {
auto lookaheadFuture = PerformLookahead(
pid,
isDefender,
remainingLookahead,
maxRepeatCount,
innerEngine,
innerUtility,
attackerStrategy,
allCastleCoords,
deadline);
return lookaheadFuture.get();
try {
auto lookaheadFuture = PerformLookahead(
pid,
isDefender,
remainingLookahead,
maxRepeatCount,
innerEngine,
innerUtility,
attackerStrategy,
allCastleCoords,
deadline);
return lookaheadFuture.get();
} catch (const std::exception& e) {
std::ostringstream context;
context << "AI EvaluateWithRandomness failed during recursive lookahead"
<< " player=" << static_cast<int>(pid) << " command_index=" << commandIndex
<< " remaining_lookahead=" << remainingLookahead << ' '
<< DescribeCommandAt(guessedCommands, commandIndex);
throw WithExceptionContext(context.str(), e);
}
};
if constexpr (kMultithread) {
@@ -336,9 +426,21 @@ auto AICommandEvaluator::FindBestCommand(
std::vector<CommandEvaluation> commandEvaluations(commandCount);
for (uint32_t index = 0; index < commandCount; index++) {
for (uint32_t index = 0; index < commandCount; ++index) {
const auto originalIndex = filteredIndices[index];
const auto& guessedDescriptor = guessedDescriptors->at(originalIndex);
const CommandSPtr guessedDescriptor = [&] {
try {
return guessedDescriptors->at(originalIndex);
} catch (const std::exception& e) {
std::ostringstream context;
context << "AI FindBestCommand failed while reading filtered command"
<< " player=" << static_cast<int>(pid) << " filtered_index=" << index
<< " original_index=" << originalIndex
<< " guessed_command_count=" << guessedDescriptors->size()
<< " filtered_command_count=" << filteredIndices.size();
throw WithExceptionContext(context.str(), e);
}
}();
const auto guessedCommandType = guessedDescriptor->GetCommandType();
commandEvaluations[index].index = originalIndex;
@@ -356,7 +458,7 @@ auto AICommandEvaluator::FindBestCommand(
originalIndex,
remainingLookahead,
maxRepeatCount,
kAverageGenerator,
AverageGenerator(),
guessedEngine,
attackerStrategy,
allCastleCoords,
@@ -370,7 +472,7 @@ auto AICommandEvaluator::FindBestCommand(
const auto successChancePercentile = guessedDescriptor->GetOddsPercentile();
const double successChance = static_cast<double>(successChancePercentile) / 100.0;
// Success attempt uses 1.0 - (successChance / 2) as the roll
// Success attempt uses the midpoint of the successful percentile range.
auto successEvaluation = EvaluateWithRandomness(
pid,
isDefender,
@@ -378,13 +480,13 @@ auto AICommandEvaluator::FindBestCommand(
remainingLookahead,
maxRepeatCount,
std::make_shared<SequenceRandomGenerator>(
std::vector{1.0 - successChance / 2.0}),
std::vector{SuccessSampleForOdds(successChance)}),
guessedEngine,
attackerStrategy,
allCastleCoords,
deadline);
// Failure attempt uses the average of (1 - successChance) and 0 as the roll
// Failure attempt uses the midpoint of the failing percentile range.
auto failureEvaluation = EvaluateWithRandomness(
pid,
isDefender,
@@ -392,7 +494,7 @@ auto AICommandEvaluator::FindBestCommand(
remainingLookahead,
maxRepeatCount,
std::make_shared<SequenceRandomGenerator>(
std::vector{(1.0 - successChance) / 2.0}),
std::vector{FailureSampleForOdds(successChance)}),
guessedEngine,
attackerStrategy,
allCastleCoords,
@@ -423,7 +525,7 @@ auto AICommandEvaluator::FindBestCommand(
ScoreValue sum = 0.0;
const int sampleCount = std::max(1, maxRepeatCount);
commandEvaluations[index].lookaheadFutures.reserve(sampleCount);
for (int repeatIteration = 0; repeatIteration < sampleCount; repeatIteration++) {
for (int repeatIteration = 0; repeatIteration < sampleCount; ++repeatIteration) {
// In each iteration, use a double from [0, 1] as the random roll
auto sequence =
std::vector{RandomnessSampleForRepeat(repeatIteration, sampleCount)};
@@ -460,7 +562,17 @@ auto AICommandEvaluator::FindBestCommand(
ScoreValue totalLookaheadScore = 0.0;
bool completed = eval.immediateCompleted;
for (auto& future : eval.lookaheadFutures) {
const auto lookahead = future.get();
EvaluationResult lookahead;
try {
lookahead = future.get();
} catch (const std::exception& e) {
std::ostringstream context;
context << "AI FindBestCommand failed while resolving lookahead future"
<< " command_index=" << eval.index
<< " command_type=" << eval.type
<< " lookahead_future_count=" << eval.lookaheadFutures.size();
throw WithExceptionContext(context.str(), e);
}
if (!lookahead.completed) { completed = false; }
totalLookaheadScore += lookahead.score;
}
@@ -527,7 +639,7 @@ auto AICommandEvaluator::EvaluateCommand(
commandIndex,
remainingLookahead,
maxRepeatCount,
kAverageGenerator,
AverageGenerator(),
guessedEngine,
attackerStrategy,
allCastleCoords,
@@ -546,7 +658,8 @@ auto AICommandEvaluator::EvaluateCommand(
commandIndex,
remainingLookahead,
maxRepeatCount,
std::make_shared<SequenceRandomGenerator>(std::vector{1.0 - successChance / 2.0}),
std::make_shared<SequenceRandomGenerator>(
std::vector{SuccessSampleForOdds(successChance)}),
guessedEngine,
attackerStrategy,
allCastleCoords,
@@ -559,7 +672,8 @@ auto AICommandEvaluator::EvaluateCommand(
commandIndex,
remainingLookahead,
maxRepeatCount,
std::make_shared<SequenceRandomGenerator>(std::vector{(1.0 - successChance) / 2.0}),
std::make_shared<SequenceRandomGenerator>(
std::vector{FailureSampleForOdds(successChance)}),
guessedEngine,
attackerStrategy,
allCastleCoords,
@@ -587,7 +701,7 @@ auto AICommandEvaluator::EvaluateCommand(
const int sampleCount = std::max(1, maxRepeatCount);
lookaheadFutures.reserve(sampleCount);
for (int repeatIteration = 0; repeatIteration < sampleCount; repeatIteration++) {
for (int repeatIteration = 0; repeatIteration < sampleCount; ++repeatIteration) {
auto sequence = std::vector{RandomnessSampleForRepeat(repeatIteration, sampleCount)};
auto evaluation = EvaluateWithRandomness(
pid,
@@ -78,7 +78,7 @@ public:
private:
const AIScoreCalculator& scorer_;
const APDCache& apdCache_;
BattalionTypeGetter battalionTypeGetter_; // Store by value
BattalionTypeGetter battalionTypeGetter_;
struct ImmediateAndLookaheadScore {
ScoreValue immediateScore{};
@@ -104,23 +104,21 @@ auto DefenderDistanceBuf(
pointCostToDesiredTargetWithBraving);
}
std::sort(
begin(pointCosts),
end(pointCosts),
[](const WithoutAndWith &left, const WithoutAndWith &right) {
return left.without == right.without ? left.with < right.with
: left.without < right.without;
});
std::ranges::sort(pointCosts, [](const WithoutAndWith &left, const WithoutAndWith &right) {
return left.without == right.without ? left.with < right.with
: left.without < right.without;
});
// experiment: add dummy values to the end with very high cost, so there's never an advantage
// to leaving a defender unit alive in a castle.
for (size_t i = attackerUnits.size(); i < 20; i++) { pointCosts.emplace_back(999, 999); }
for (size_t i = attackerUnits.size(); i < 20; ++i) { pointCosts.emplace_back(999, 999); }
double sum = 0.0;
double decr = kPerUnitDebufDecay;
for (const WithoutAndWith &pointCost : pointCosts) {
const int effectiveCost =
(pointCost.without == 999) ? int(1.2 * pointCost.with) : pointCost.without;
const int effectiveCost = (pointCost.without == 999)
? static_cast<int>(1.2 * pointCost.with)
: pointCost.without;
sum += decr / (effectiveCost + 1);
decr *= kPerUnitDebufDecay;
}
@@ -13,7 +13,7 @@
namespace shardok {
auto DefenderDistanceBuf(
[[nodiscard]] auto DefenderDistanceBuf(
const Coords &defenderLocation,
const HexMap *hexMap,
const MapId &mapId,
@@ -12,7 +12,7 @@
namespace shardok {
inline auto CurrentAIExperimentId() -> int {
[[nodiscard]] inline auto CurrentAIExperimentId() -> int {
const char* rawValue = std::getenv("SHARDOK_SCORING_EXPERIMENT_ID");
if (rawValue == nullptr) { return 0; }
@@ -28,7 +28,9 @@ inline auto CurrentAIExperimentId() -> int {
return experimentId;
}
inline auto IsAIExperiment(const int id) -> bool { return CurrentAIExperimentId() == id; }
[[nodiscard]] inline auto IsAIExperiment(const int id) -> bool {
return CurrentAIExperimentId() == id;
}
} // namespace shardok
@@ -19,6 +19,8 @@ namespace shardok {
namespace {
constexpr double kCertainCombatWinChance = 0.95;
void WritePercent(std::ostream& output, const double value) {
const auto flags = output.flags();
const auto precision = output.precision();
@@ -154,8 +156,8 @@ auto AIFleeDecisionCalculator::EvaluateFleeVsFight(
const CommandListSPtr& availableCommands,
const CommandList::const_iterator& fleeCommand,
int maxRounds,
int minimumFleeOddsThreshold,
int desperateFleeThreshold,
int /*minimumFleeOddsThreshold*/,
int /*desperateFleeThreshold*/,
bool enableDebugLogging) -> FleeDecision {
// Get flee success odds
const int fleeSuccessChance = (*fleeCommand)->GetOddsPercentile();
@@ -164,67 +166,31 @@ auto AIFleeDecisionCalculator::EvaluateFleeVsFight(
std::cout << "AI FinalRound: Evaluating flee (odds=" << fleeSuccessChance << "%)...\n";
}
// Check if flee odds are good enough to attempt
if (fleeSuccessChance >= minimumFleeOddsThreshold) {
if (enableDebugLogging) {
std::cout << "AI FinalRound: Good flee odds (" << fleeSuccessChance
<< "% >= " << minimumFleeOddsThreshold << "%), choosing flee\n";
}
return FleeDecision{
true,
GetFleeCommandIndex(fleeCommand, availableCommands),
"Good flee odds"};
}
// Low flee odds - evaluate if fighting might be better
const double combatWinChance = EstimateCombatSuccess(playerId, guessedState, maxRounds);
// If combat situation is hopeless, even bad flee odds are better than certain death
if (combatWinChance <= 0.05 && fleeSuccessChance >= desperateFleeThreshold) {
if (combatWinChance < kCertainCombatWinChance) {
if (enableDebugLogging) {
std::cout << "AI FinalRound: Combat hopeless (";
std::cout << "AI FinalRound: Combat not certain (";
WritePercent(std::cout, combatWinChance * 100);
std::cout << "%), desperate flee attempt (" << fleeSuccessChance << "%)\n";
std::cout << "% < ";
WritePercent(std::cout, kCertainCombatWinChance * 100);
std::cout << "%), choosing flee\n";
}
return FleeDecision{
true,
GetFleeCommandIndex(fleeCommand, availableCommands),
"Combat hopeless, desperate flee"};
"Last round combat not certain"};
}
// Detailed flee vs fight comparison
const double fleeChance = static_cast<double>(fleeSuccessChance) / 100.0;
// Compare expected outcomes:
// - Flee: fleeChance of survival (not victory, but avoiding loss)
// - Fight: combatWinChance of victory (better than survival)
constexpr double FLEE_VS_COMBAT_MARGIN =
0.8; // Require 80% of combat chance to prefer fighting
const double adjustedCombatThreshold = combatWinChance * FLEE_VS_COMBAT_MARGIN;
if (enableDebugLogging) {
std::cout << "AI FinalRound: Flee=" << fleeSuccessChance << "%, Combat=";
std::cout << "AI FinalRound: Combat effectively certain (";
WritePercent(std::cout, combatWinChance * 100);
std::cout << "%, Threshold=";
WritePercent(std::cout, adjustedCombatThreshold * 100);
std::cout << "% -> ";
}
if (fleeChance > adjustedCombatThreshold) {
if (enableDebugLogging) { std::cout << "FLEE (better odds)\n"; }
return FleeDecision{
true,
GetFleeCommandIndex(fleeCommand, availableCommands),
"Flee has better expected outcome"};
} else {
if (enableDebugLogging) { std::cout << "FIGHT (better expected outcome)\n"; }
// Return 0 to indicate we should use standard command selection
return FleeDecision{
false,
0, // Will be replaced by StandardChooseCommandIndex
"Fighting has better expected outcome"};
std::cout << "%), fighting\n";
}
return FleeDecision{
false,
0, // Will be replaced by StandardChooseCommandIndex
"Combat effectively certain"};
}
auto AIFleeDecisionCalculator::ShouldConsiderFleeing(
@@ -5,15 +5,34 @@
#include "AIMinimumDistanceAndTarget.hpp"
namespace shardok {
namespace {
auto CoordsIndex(const Coords &coords, const int columnCount) -> int {
return coords.row() * columnCount + coords.column();
}
auto CoordsFromIndex(const size_t index, const int columnCount) -> Coords {
return Coords(
static_cast<int8_t>(index / static_cast<size_t>(columnCount)),
static_cast<int8_t>(index % static_cast<size_t>(columnCount)));
}
} // namespace
auto MinimumDistanceAndTarget(
const ActionPointDistances *apd,
const Coords &origin,
const CoordsSet &destinations) -> CoordsAndDistance {
CoordsAndDistance min{Coords(-1, -1), ActionPointDistances::IMPOSSIBLE};
for (const auto &dest : destinations) {
const DIST_T dist = apd->Distance(origin, dest);
const int columnCount = destinations.ColumnCount();
const int originIndex = CoordsIndex(origin, columnCount);
for (const auto destIndex : destinations.indexIterator()) {
const DIST_T dist = apd->Distance(originIndex, static_cast<int>(destIndex));
if (dist == ActionPointDistances::IMPOSSIBLE) continue;
if (dist < min.distance) min = CoordsAndDistance{dest, dist};
if (dist < min.distance) {
min = CoordsAndDistance{CoordsFromIndex(destIndex, columnCount), dist};
}
}
return min;
@@ -25,4 +44,4 @@ auto MinimumDistance(
const CoordsSet &destinations) -> int {
return MinimumDistanceAndTarget(apd, origin, destinations).distance;
}
} // namespace shardok
} // namespace shardok
@@ -18,12 +18,12 @@ struct CoordsAndDistance {
int distance;
};
auto MinimumDistanceAndTarget(
[[nodiscard]] auto MinimumDistanceAndTarget(
const ActionPointDistances *apd,
const Coords &origin,
const CoordsSet &destinations) -> CoordsAndDistance;
auto MinimumDistance(
[[nodiscard]] auto MinimumDistance(
const ActionPointDistances *apd,
const Coords &origin,
const CoordsSet &destinations) -> int;
@@ -20,12 +20,13 @@ using GameState = net::eagle0::shardok::storage::fb::GameState;
using PlayerInfo = net::eagle0::shardok::storage::fb::PlayerInfo;
using Unit = net::eagle0::shardok::storage::fb::Unit;
auto HasAttachedHeroWithProfession(
[[nodiscard]] auto HasAttachedHeroWithProfession(
const Unit *unit,
net::eagle0::shardok::storage::fb::Profession profession) -> bool;
auto CastleClaimCapableAttackerUnitCount(const GameStateW &gameState) -> int;
auto PlayerInfoForPid(const GameStateW &, PlayerId pid) -> const PlayerInfo *;
[[nodiscard]] auto CastleClaimCapableAttackerUnitCount(const GameStateW &gameState) -> int;
[[nodiscard]] auto PlayerInfoForPid(const GameStateW &gameState, PlayerId pid)
-> const PlayerInfo *;
} // namespace shardok
@@ -26,11 +26,13 @@ struct AIStrategy {
};
extern AIStrategy FleeStrategy;
auto AttackUnitsStrategy(const vector<TargetPriorityList>& targetPriorities) -> AIStrategy;
auto AttackCastlesStrategy(const vector<TargetPriorityList>& targetPriorities) -> AIStrategy;
[[nodiscard]] auto AttackUnitsStrategy(const vector<TargetPriorityList>& targetPriorities)
-> AIStrategy;
[[nodiscard]] auto AttackCastlesStrategy(const vector<TargetPriorityList>& targetPriorities)
-> AIStrategy;
extern AIStrategy HoldCastlesStrategy;
extern AIStrategy ScatterStrategy;
auto CrossRiversStrategy(const CoordsSet& targetLocations) -> AIStrategy;
[[nodiscard]] auto CrossRiversStrategy(const CoordsSet& targetLocations) -> AIStrategy;
} // namespace shardok
@@ -30,7 +30,7 @@ public:
AIEvaluationCounter(AIEvaluationCounter&&) = delete;
auto operator=(AIEvaluationCounter&&) -> AIEvaluationCounter& = delete;
static int GetCurrentCount();
[[nodiscard]] static int GetCurrentCount();
};
// Configuration structure for iterative deepening time budget
@@ -44,7 +44,7 @@ struct AITimeBudget {
// Time budget is calculated dynamically based on number of available commands:
// budget = msPerCommand × numCommands (clamped to 200-5000ms)
// If isAllAiBattle is true, uses allAiBattleTimeBudgetMaximum instead of the normal maximum.
auto CalculateTimeBudget(
[[nodiscard]] auto CalculateTimeBudget(
PlayerId playerId,
const GameSettingsSPtr& settings,
const GameStateW& state,
@@ -88,8 +88,8 @@ auto ContextFreeUnitValue(const Unit *unit) -> ScoreValue {
break;
}
const double battalionValue = battalionTypeMultiplier * (1.0 + armament / 100.0) *
(1.0 + training / 100.0) * (0.5 + morale / 100.0) *
const double battalionValue = battalionTypeMultiplier * (1.0 + (armament / 100.0)) *
(1.0 + (training / 100.0)) * (0.5 + (morale / 100.0)) *
unit->battalion().size();
const double heroValue =
@@ -120,15 +120,16 @@ auto archeryValue(const vector<const Unit *> &enemyUnits, const bool canShootNow
auto reduceValue(const Unit *unit, const Terrain *unitTerrain) -> double {
// TODO: make this depend on value of reducing castle too
if (unit->fortified() || unitTerrain->modifier().castle().present())
if (unit->fortified() || unitTerrain->modifier().castle().present()) {
return kReduceFortifiedPossibleValue;
else if (AllowsFortification(unitTerrain))
return kReduceUnfortifiedPossibleValue;
else
return 0.0;
}
if (AllowsFortification(unitTerrain)) { return kReduceUnfortifiedPossibleValue; }
return 0.0;
}
auto fearValue(const vector<const Unit *> &) -> double { return kFearPossibleValue; }
auto fearValue([[maybe_unused]] const vector<const Unit *> &enemyUnits) -> double {
return kFearPossibleValue;
}
auto lightningValue(const Unit *unit) -> double {
// TODO: make this depend on the value of the targets
@@ -235,9 +236,8 @@ auto meteorValue(
multiplier = kMeteorNoneRoundMultiplier * vigorFactor;
}
return maxValue * multiplier;
} else {
return 0.0;
}
return 0.0;
}
case net::eagle0::shardok::storage::fb::MultiroundMagicState_TARGET:
@@ -247,9 +247,8 @@ auto meteorValue(
map,
enemyOccupants,
friendlyOccupants);
} else {
return bestTargetValue(unit, map, enemyOccupants, friendlyOccupants, meteorRange);
}
return bestTargetValue(unit, map, enemyOccupants, friendlyOccupants, meteorRange);
case net::eagle0::shardok::storage::fb::MultiroundMagicState_CAST:
return kMeteorCastRoundMultiplier *
meteorDropRawValue(
@@ -17,9 +17,9 @@ using net::eagle0::shardok::storage::fb::Unit;
using ScoreValue = double;
class AttackLocations;
auto ContextFreeUnitValue(const Unit *unit) -> ScoreValue;
[[nodiscard]] auto ContextFreeUnitValue(const Unit *unit) -> ScoreValue;
auto GetRangedAttackBonus(
[[nodiscard]] auto GetRangedAttackBonus(
const Unit *unit,
bool isAttacker,
const HexMap *map,
@@ -32,7 +32,7 @@ auto GetRangedAttackBonus(
double minVigorToCast,
ActionPoints archeryActionPointCost = 0) -> double;
auto UnitValue(
[[nodiscard]] auto UnitValue(
const Unit *unit,
bool isAttacker,
const std::vector<const Unit *> &attackerUnits,
@@ -6,9 +6,18 @@
#include "AIMinimumDistanceAndTarget.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/fb_helpers/HexMapHelpers.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/map/HexMapHasher.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/util/HexMapUtils.hpp"
namespace shardok {
namespace {
auto RecomputeModifierHash(HexMap *hexMap) -> MapId {
hexMap->mutate_modifier_hash(GetModifierHash(hexMap));
return ActionPointDistancesCache::GetMapId(hexMap);
}
} // namespace
auto UnitIdsRequiringWaterCrossing(
const GameStateW &gameState,
@@ -18,7 +27,7 @@ auto UnitIdsRequiringWaterCrossing(
const BattalionTypeGetter &battalionTypeGetter) -> vector<UnitId> {
// Put out all the fires, except on bridges
fb::HexMapW mapCopy = fb::CopyHexMap(gameState->hex_map());
for (uint32_t index = 0; index < mapCopy->terrain()->size(); index++) {
for (uint32_t index = 0; index < mapCopy->terrain()->size(); ++index) {
if (IsWater(mapCopy->terrain()->Get(index)->type())) continue;
// const_cast is safe because we own the mutable buffer (mapCopy)
const_cast<net::eagle0::shardok::storage::fb::Terrain *>(
@@ -155,7 +164,7 @@ auto WaterCrossingTiles(
// 1) the tile is water
// 2) the tile does not already have a bridge (that is not on fire)
// 3) the tile is not already frozen
for (int index = 0; index < mapSize; index++) {
for (int index = 0; index < mapSize; ++index) {
const auto startTerrain = *hexMap->terrain()->Get(index);
if (!IsWater(startTerrain.type())) continue;
@@ -169,6 +178,7 @@ auto WaterCrossingTiles(
auto *terr = const_cast<net::eagle0::shardok::storage::fb::Terrain *>(
mapCopy->mutable_terrain()->GetMutableObject(index));
terr->mutable_modifier().mutable_bridge().mutate_present(true);
terr->mutable_modifier().mutable_bridge().mutate_integrity(100.0);
terr->mutable_modifier().mutable_fire().mutate_present(false);
auto hash = ActionPointDistancesCache::GetMapId(mapCopy);
@@ -185,6 +195,50 @@ auto WaterCrossingTiles(
return returnCoords;
}
// Returns currently frozen water tiles that can act as an existing crossing from origin to
// destination. The shared APD cache deliberately ignores ice, so this probes frozen tiles by
// temporarily treating one as bridged for the water-crossing strategy only.
auto FrozenWaterCrossingTiles(
const Coords &origin,
const Coords &destination,
const HexMap *hexMap,
const APDCache &apdCache,
const BattalionTypeSPtr &battalionType) -> CoordsSet {
AssertValid(origin, hexMap);
AssertValid(destination, hexMap);
auto returnCoords = CoordsSet(hexMap);
fb::HexMapW mapCopy = fb::CopyHexMap(hexMap);
const int mapSize = hexMap->row_count() * hexMap->column_count();
for (int index = 0; index < mapSize; ++index) {
const auto startTerrain = *hexMap->terrain()->Get(index);
if (!IsWater(startTerrain.type())) continue;
const auto modifier = startTerrain.modifier();
if (!modifier.ice().present() || modifier.fire().present()) continue;
auto *terr = const_cast<net::eagle0::shardok::storage::fb::Terrain *>(
mapCopy->mutable_terrain()->GetMutableObject(index));
terr->mutable_modifier().mutable_bridge().mutate_present(true);
terr->mutable_modifier().mutable_bridge().mutate_integrity(100.0);
terr->mutable_modifier().mutable_fire().mutate_present(false);
const MapId mapId = RecomputeModifierHash(mapCopy.Get());
if (const auto *distances = apdCache->GetRaw(mapCopy, mapId, battalionType, false);
distances->Distance(origin, destination) != ActionPointDistances::IMPOSSIBLE) {
returnCoords.Add(index / hexMap->column_count(), index % hexMap->column_count());
}
terr->mutable_modifier().mutable_bridge().mutate_present(false);
terr->mutable_modifier().mutable_bridge().mutate_integrity(0.0);
}
return returnCoords;
}
// Returns the set of tiles that the attacker should try to approach in order to bridge/freeze
auto IntendedCrossingStarts(
const GameStateW &gameState,
@@ -213,7 +267,6 @@ auto IntendedCrossingStarts(
using Unit = net::eagle0::shardok::storage::fb::Unit;
constexpr double kNoRequiredCrossingScore = std::numeric_limits<double>::max();
constexpr double kNoCrossingCreatorsScore = std::numeric_limits<double>::min();
auto WaterCrossingScore(
const PlayerId playerId,
@@ -256,12 +309,26 @@ auto WaterCrossingScore(
const auto unitIdsCreatingCrossing =
UnitIdsToCreateWaterCrossing(gameState, playerId, battalionTypeGetter);
if (unitIdsCreatingCrossing.empty()) return kNoCrossingCreatorsScore;
double totalScore = 0;
const auto mapId = ActionPointDistancesCache::GetMapId(gameState->hex_map());
if (unitIdsCreatingCrossing.empty()) {
for (const UnitId uid : unitIdsRequiringCrossing) {
const Unit *unit = gameState->units()->Get(uid);
const auto &battalionType = battalionTypeGetter(unit->battalion().type());
const Coords location = unit->location();
const auto *apd = apdCache->GetRaw(gameState->hex_map(), mapId, battalionType, false);
const int thisDistance =
location.row() < 0 ? 1000 : MinimumDistance(apd, location, startCrossingFrom);
totalScore -= thisDistance;
}
return totalScore;
}
// First put a big penalty on the distance for units that can create a crossing
for (const UnitId uid : unitIdsCreatingCrossing) {
const Unit *unit = gameState->units()->Get(uid);
@@ -31,7 +31,7 @@ static inline void AssertValid(const Coords& c, const HexMap* hexMap) {
}
// Units that need a water crossing to reach at least one of the destinations
auto UnitIdsRequiringWaterCrossing(
[[nodiscard]] auto UnitIdsRequiringWaterCrossing(
const GameStateW& gameState,
PlayerId pid,
const CoordsSet& destinations,
@@ -39,14 +39,14 @@ auto UnitIdsRequiringWaterCrossing(
const BattalionTypeGetter& battalionTypeGetter) -> vector<UnitId>;
// Units belonging to the player that are capable of creating water crossings
auto UnitIdsToCreateWaterCrossing(
[[nodiscard]] auto UnitIdsToCreateWaterCrossing(
const GameStateW& gameState,
PlayerId pid,
const BattalionTypeGetter& battalionTypeGetter) -> vector<UnitId>;
// Whether a unit of the given type can reach destination from origin, given the current state
// of the map
auto CanReach(
[[nodiscard]] auto CanReach(
const Coords& origin,
const Coords& destination,
const HexMap* hexMap,
@@ -56,11 +56,21 @@ auto CanReach(
// Returns the *non*-water tiles from which you could bridge/freeze water to allow a unit to cross
// from origin to destination
auto CrossingStartLocations(const HexMap* hexMap, const CoordsSet& waterCrossingTiles) -> CoordsSet;
[[nodiscard]] auto CrossingStartLocations(const HexMap* hexMap, const CoordsSet& waterCrossingTiles)
-> CoordsSet;
// Returns the water tiles that, if they were bridged/frozen, would allow a unit to cross from
// origin to destination
auto WaterCrossingTiles(
[[nodiscard]] auto WaterCrossingTiles(
const Coords& origin,
const Coords& destination,
const HexMap* hexMap,
const APDCache& apdCache,
const BattalionTypeSPtr& battalionType) -> CoordsSet;
// Returns currently frozen water tiles that can act as an existing crossing from origin to
// destination.
[[nodiscard]] auto FrozenWaterCrossingTiles(
const Coords& origin,
const Coords& destination,
const HexMap* hexMap,
@@ -68,7 +78,7 @@ auto WaterCrossingTiles(
const BattalionTypeSPtr& battalionType) -> CoordsSet;
// Returns the set of tiles that the attacker should try to approach in order to bridge/freeze
auto IntendedCrossingStarts(
[[nodiscard]] auto IntendedCrossingStarts(
const GameStateW& gameState,
const vector<UnitId>& unitIdsCreatingCrossing,
const CoordsSet& tilesToStartCrossingFrom,
@@ -76,7 +86,7 @@ auto IntendedCrossingStarts(
const BattalionTypeGetter& battalionTypeGetter) -> CoordsSet;
// Calculate score based on water crossing strategy
auto WaterCrossingScore(
[[nodiscard]] auto WaterCrossingScore(
PlayerId playerId,
const BattalionTypeGetter& battalionTypeGetter,
const GameStateW& gameState,
@@ -15,7 +15,6 @@ namespace shardok {
using Unit = net::eagle0::shardok::storage::fb::Unit;
constexpr ScoreValue kNoRequiredCrossingScore = std::numeric_limits<ScoreValue>::max();
constexpr ScoreValue kNoCrossingCreatorsScore = std::numeric_limits<ScoreValue>::min();
[[nodiscard]] auto AIWaterCrossingCommandChooser::WaterCrossingScore(
const BattalionTypeGetter &battalionTypeGetter,
@@ -56,12 +55,26 @@ constexpr ScoreValue kNoCrossingCreatorsScore = std::numeric_limits<ScoreValue>:
const auto unitIdsCreatingCrossing =
UnitIdsToCreateWaterCrossing(gameState, playerId, battalionTypeGetter);
if (unitIdsCreatingCrossing.empty()) return kNoCrossingCreatorsScore;
ScoreValue totalScore = 0;
const auto mapId = ActionPointDistancesCache::GetMapId(gameState->hex_map());
if (unitIdsCreatingCrossing.empty()) {
for (const UnitId uid : unitIdsRequiringCrossing) {
const Unit *unit = gameState->units()->Get(uid);
const auto &battalionType = battalionTypeGetter(unit->battalion().type());
const Coords location = unit->location();
const auto *apd = apdCache->GetRaw(gameState->hex_map(), mapId, battalionType, false);
const int thisDistance =
location.row() < 0 ? 1000 : MinimumDistance(apd, location, startCrossingFrom);
totalScore -= thisDistance;
}
return totalScore;
}
// First put a big penalty on the distance for units that can create a crossing
for (const UnitId uid : unitIdsCreatingCrossing) {
const Unit *unit = gameState->units()->Get(uid);
@@ -157,7 +170,6 @@ auto AIWaterCrossingCommandChooser::StartCrossingFrom(
const auto unitIdsCreatingCrossing =
UnitIdsToCreateWaterCrossing(gameState, playerId, battalionTypeGetter);
if (unitIdsCreatingCrossing.empty()) return startCrossingFrom;
for (const UnitId uid : unitIdsRequiringCrossing) {
const Unit *unit = gameState->units()->Get(uid);
@@ -177,6 +189,17 @@ auto AIWaterCrossingCommandChooser::StartCrossingFrom(
Coords destination = *destinations.begin();
AssertValid(destination, gameState->hex_map());
auto frozenWaterCrossingTiles = FrozenWaterCrossingTiles(
origin,
destination,
gameState->hex_map(),
apdCache,
battalionType);
startCrossingFrom +=
CrossingStartLocations(gameState->hex_map(), frozenWaterCrossingTiles);
if (unitIdsCreatingCrossing.empty()) continue;
auto waterCrossingTiles = WaterCrossingTiles(
origin,
destination,
@@ -192,4 +215,4 @@ auto AIWaterCrossingCommandChooser::StartCrossingFrom(
return startCrossingFrom;
}
} // namespace shardok
} // namespace shardok
@@ -51,7 +51,7 @@ IterativeDeepeningAI::IterativeDeepeningAI(
castleCoords(castleCoords),
scorer(scorer),
apdCache(apdCache),
battalionTypeGetter(std::move(battalionTypeGetter)) {} // Move the function object
battalionTypeGetter(std::move(battalionTypeGetter)) {}
auto IterativeDeepeningAI::IterativeSearch(
const GameSettingsSPtr& settings,
@@ -79,7 +79,7 @@ private:
CoordsSet castleCoords;
const AIScoreCalculator& scorer;
const APDCache& apdCache;
BattalionTypeGetter battalionTypeGetter; // Store by value, not reference!
BattalionTypeGetter battalionTypeGetter;
// Reusable vectors to reduce memory allocations
mutable std::vector<std::vector<ScoreValue>> scoresByDepth;
@@ -19,8 +19,11 @@
#include <sstream>
#endif
#include <array>
#include <atomic>
#include <iomanip>
#include <iostream>
#include <mutex>
#include <set>
#include <unordered_map>
@@ -182,7 +185,7 @@ auto ShardokAIClient::StandardChooseCommandIndex(
<< " round=" << guessedState->current_round() << "\n";
const auto maxDump = std::max(commandCount, realAvailableCommands->size());
for (size_t i = 0; i < maxDump; i++) {
for (size_t i = 0; i < maxDump; ++i) {
const auto realName = i < realAvailableCommands->size()
? net::eagle0::shardok::common::CommandType_Name(
(*realAvailableCommands)[i]->GetCommandType())
@@ -214,13 +217,13 @@ auto ShardokAIClient::StandardChooseCommandIndex(
// Group by unit to find the missing position per unit
std::unordered_map<int, std::set<std::pair<int, int>>> realPositions;
std::unordered_map<int, std::set<std::pair<int, int>>> guessedPositions;
for (size_t i = 0; i < realAvailableCommands->size(); i++) {
for (size_t i = 0; i < realAvailableCommands->size(); ++i) {
const auto &cmd = (*realAvailableCommands)[i];
realPositions[cmd->GetActorUnitId()].emplace(
cmd->GetTargetRow(),
cmd->GetTargetColumn());
}
for (size_t i = 0; i < commandCount; i++) {
for (size_t i = 0; i < commandCount; ++i) {
const auto &cmd = (*guessedCommands)[i];
guessedPositions[cmd->GetActorUnitId()].emplace(
cmd->GetTargetRow(),
@@ -250,7 +253,7 @@ auto ShardokAIClient::StandardChooseCommandIndex(
// Dump all guessed state units for full picture
std::cerr << " Guessed state units (" << guessedState->units()->size() << " total):\n";
for (size_t i = 0; i < guessedState->units()->size(); i++) {
for (size_t i = 0; i < guessedState->units()->size(); ++i) {
const auto *u = guessedState->units()->Get(static_cast<unsigned int>(i));
std::cerr << " unit_id=" << u->unit_id() << " player=" << u->player_id()
<< " status=" << static_cast<int>(u->status()) << " loc=("
@@ -263,7 +266,7 @@ auto ShardokAIClient::StandardChooseCommandIndex(
"AI command count mismatch: guessed=" + std::to_string(commandCount) +
" real=" + std::to_string(realAvailableCommands->size()));
}
for (size_t i = 0; i < commandCount; i++) {
for (size_t i = 0; i < commandCount; ++i) {
CheckCommand((*realAvailableCommands)[i], (*guessedCommands)[i]);
}
@@ -465,8 +468,10 @@ auto ShardokAIClient::ChooseCommandIndex(
const GameSettingsSPtr &settings,
const GameStateView &gsv,
const CommandListSPtr &realAvailableCommands) const -> CommandChoiceResults {
static int typeChosenCount[net::eagle0::shardok::common::CommandType_MAX + 1];
static int totalChoices = 0;
static std::array<std::atomic<int>, net::eagle0::shardok::common::CommandType_MAX + 1>
typeChosenCount;
static std::atomic<int> totalChoices = 0;
static std::mutex reportMutex;
CommandChoiceResults results{};
@@ -484,15 +489,18 @@ auto ShardokAIClient::ChooseCommandIndex(
}
const auto chosenType = (*realAvailableCommands)[results.chosenIndex]->GetCommandType();
typeChosenCount[static_cast<int>(chosenType)]++;
totalChoices++;
typeChosenCount[static_cast<size_t>(chosenType)].fetch_add(1, std::memory_order_relaxed);
const int updatedTotal = totalChoices.fetch_add(1, std::memory_order_relaxed) + 1;
if (totalChoices % 1000 == 0) {
if (updatedTotal % 1000 == 0) {
std::lock_guard lock(reportMutex);
std::cout << "TYPES CHOSEN:\n";
vector<std::pair<int, CommandType>> choices{};
for (int i = 0; i <= net::eagle0::shardok::common::CommandType_MAX; i++) {
if (typeChosenCount[i] != 0) {
choices.emplace_back(typeChosenCount[i], static_cast<CommandType>(i));
for (int i = 0; i <= net::eagle0::shardok::common::CommandType_MAX; ++i) {
if (const int count =
typeChosenCount[static_cast<size_t>(i)].load(std::memory_order_relaxed);
count != 0) {
choices.emplace_back(count, static_cast<CommandType>(i));
}
}
@@ -38,8 +38,10 @@ TranspositionTable::probe(const GameStateW& state, int depth, PlayerId player) {
uint64_t stored_hash = entry.hash_full.load(std::memory_order_relaxed);
uint8_t stored_depth = entry.depth.load(std::memory_order_relaxed);
uint8_t stored_player = entry.player_id.load(std::memory_order_relaxed);
uint16_t stored_age = entry.age.load(std::memory_order_relaxed);
if (stored_hash == hash && stored_depth >= depth && stored_player == player) {
if (stored_hash == hash && stored_depth >= depth && stored_player == player &&
stored_age == current_age.load(std::memory_order_relaxed)) {
stats.hits++;
float score = entry.score.load(std::memory_order_relaxed);
return static_cast<ScoreValue>(score);
@@ -44,6 +44,7 @@ public:
[[nodiscard]] PlayerId getPlayer() const { return player_; }
[[nodiscard]] int getActorId() const { return actorId_; }
[[nodiscard]] std::pair<int, int> getTarget() const { return {targetRow_, targetCol_}; }
[[nodiscard]] bool hasOdds() const { return hasOdds_; }
private:
// Store only essential fields (~25 bytes, all POD, cache-friendly)
@@ -6,8 +6,10 @@
#include <algorithm>
#include <chrono>
#include <cstdint>
#include <iomanip>
#include <iostream>
#include <mutex>
#include <numeric>
#include "ShardokAction.hpp"
@@ -32,9 +34,30 @@ auto IsDefenderPlayer(const GameStateW& gameState, const PlayerId playerId) -> b
return false;
}
auto LegalActionsCacheKey(const uint64_t stateHash, const bool rootIsDefender) -> uint64_t {
auto MixCacheKey(uint64_t seed, const uint64_t value) -> uint64_t {
constexpr uint64_t kHashCombineConstant = 0x9e3779b97f4a7c15ULL;
seed ^= value + kHashCombineConstant + (seed << 6) + (seed >> 2);
return seed;
}
auto PointerIdentityHash(const void* ptr) -> uint64_t {
return static_cast<uint64_t>(reinterpret_cast<std::uintptr_t>(ptr));
}
auto LegalActionsCacheKey(
const uint64_t stateHash,
const bool rootIsDefender,
const GameSettings* gameSettings,
const APDCache* apdCache) -> uint64_t {
constexpr uint64_t kDefenderRoleHash = 0x9e3779b97f4a7c15ULL;
return rootIsDefender ? stateHash ^ kDefenderRoleHash : stateHash;
uint64_t key = rootIsDefender ? stateHash ^ kDefenderRoleHash : stateHash;
// The cached action set is the output of AICommandFilter, not just the raw command list.
// Include the context objects that can affect filtering so a process-wide cache entry from
// one search cannot be reused by a different settings/APD context with the same state hash.
key = MixCacheKey(key, PointerIdentityHash(gameSettings));
key = MixCacheKey(key, PointerIdentityHash(apdCache != nullptr ? apdCache->get() : nullptr));
return key;
}
auto SortActionsByWeight(
@@ -43,7 +66,7 @@ auto SortActionsByWeight(
std::vector<size_t> sortedIndices(actions.size());
std::iota(sortedIndices.begin(), sortedIndices.end(), 0);
std::sort(sortedIndices.begin(), sortedIndices.end(), [&weights](size_t a, size_t b) {
std::ranges::sort(sortedIndices, [&weights](size_t a, size_t b) {
return weights[a] > weights[b];
});
@@ -72,6 +95,10 @@ std::atomic<uint64_t> ShardokGameEngine::cacheMisses_{0};
std::atomic<uint64_t> ShardokGameEngine::timeInHashComputation_{0};
std::atomic<uint64_t> ShardokGameEngine::timeInLegalActionsComputation_{0};
namespace {
std::once_flag legalActionsCacheReserveOnce;
} // namespace
ShardokGameEngine::ShardokGameEngine(
[[maybe_unused]] const ShardokEngine* engine,
const AIScoreCalculator* scoreCalculator,
@@ -92,7 +119,9 @@ ShardokGameEngine::ShardokGameEngine(
criticalTileCoords_(criticalTileCoords) {
// Thread-local cache is automatically initialized per thread
// Reserve space to reduce rehashing (based on profiling: ~30-50K unique states per search)
legalActionsCache_.reserve(100000);
std::call_once(legalActionsCacheReserveOnce, [] {
ShardokGameEngine::legalActionsCache_.reserve(100000);
});
}
std::unique_ptr<MCTSGameState> ShardokGameEngine::applyAction(
@@ -106,27 +135,15 @@ std::unique_ptr<MCTSGameState> ShardokGameEngine::applyAction(
const auto currentPlayer = static_cast<PlayerId>(state.currentPlayerId());
// Use cached engine if available (avoids recomputing GetAvailableCommands for same state)
std::shared_ptr<ShardokEngine> engine;
if (auto cachedEngine = shardokState->getCachedEngine()) {
// Clone the cached engine to preserve command cache
engine = std::make_shared<ShardokEngine>(*cachedEngine);
} else {
// Create fresh engine and populate command cache
engine = std::make_shared<ShardokEngine>(
gameSettings_,
shardokState->getShardokState(),
criticalTileCoords_,
0,
false);
// Populate command cache (result intentionally unused, just populating cache)
[[maybe_unused]] const auto commands =
engine->GetAvailableCommandsForAIPlayer(currentPlayer);
// Cache the engine for future use with this state
shardokState->setCachedEngine(engine);
// Clone it for applying the action (don't mutate the cached engine)
engine = std::make_shared<ShardokEngine>(*engine);
}
auto engine = std::make_shared<ShardokEngine>(
gameSettings_,
shardokState->getShardokState(),
criticalTileCoords_,
0,
false);
// Populate the AI command list before posting so the MCTS action index maps to the
// no-follow-up command ordering used by getLegalActions().
[[maybe_unused]] const auto commands = engine->GetAvailableCommandsForAIPlayer(currentPlayer);
// Create deterministic random generator if a specific roll is requested
// deterministicRoll of -1.0 (default) means use random generator
@@ -187,11 +204,6 @@ std::unique_ptr<MCTSGameState> ShardokGameEngine::applyAction(
*alCache_,
criticalTileCoords_);
// Cache the engine on the new state so score() can use it for END_TURN normalization
// The engine's command list may be stale after the action was applied, but that's OK -
// we'll refresh it when we call GetAvailableCommandsForAIPlayer() in score()
newState->setCachedEngine(engine);
// Don't pre-compute hash - let it be computed lazily on first use
// Many states (especially in simulation) never need their hash computed
return newState;
@@ -211,28 +223,18 @@ void ShardokGameEngine::applyActionMutable(
const auto currentPlayer = static_cast<PlayerId>(state->currentPlayerId());
// Use cached engine if available
std::shared_ptr<ShardokEngine> engine;
if (auto cachedEngine = shardokState->getCachedEngine()) {
engine = std::make_shared<ShardokEngine>(*cachedEngine);
} else {
engine = std::make_shared<ShardokEngine>(
gameSettings_,
shardokState->getShardokState(),
criticalTileCoords_,
0,
false);
// Populate command cache (result intentionally unused, just populating cache)
[[maybe_unused]] const auto commands =
engine->GetAvailableCommandsForAIPlayer(currentPlayer);
shardokState->setCachedEngine(engine);
engine = std::make_shared<ShardokEngine>(*engine);
}
auto engine = std::make_shared<ShardokEngine>(
gameSettings_,
shardokState->getShardokState(),
criticalTileCoords_,
0,
false);
// Populate the AI command list before posting so the MCTS action index maps to the
// no-follow-up command ordering used by getLegalActions().
[[maybe_unused]] const auto commands = engine->GetAvailableCommandsForAIPlayer(currentPlayer);
engine->PostCommand(currentPlayer, shardokAction->getIndex(), nullptr);
shardokState->getMutableShardokState() = engine->GetCurrentGameState();
// Clear the cached engine and hash since the state has been mutated
shardokState->setCachedEngine(nullptr);
shardokState->invalidateHashCache();
}
@@ -258,7 +260,8 @@ std::vector<std::unique_ptr<MCTSAction>> ShardokGameEngine::getLegalActions(
// Time hash computation
const auto hashStart = std::chrono::high_resolution_clock::now();
const uint64_t stateHash = shardokState->hash();
const uint64_t cacheKey = LegalActionsCacheKey(stateHash, isDefender_);
const uint64_t cacheKey =
LegalActionsCacheKey(stateHash, isDefender_, gameSettings_.get(), apdCache_);
const auto hashEnd = std::chrono::high_resolution_clock::now();
timeInHashComputation_.fetch_add(
std::chrono::duration_cast<std::chrono::microseconds>(hashEnd - hashStart).count(),
@@ -266,40 +269,49 @@ std::vector<std::unique_ptr<MCTSAction>> ShardokGameEngine::getLegalActions(
// Check transposition table for cached legal actions
if (auto it = legalActionsCache_.find(cacheKey); it != legalActionsCache_.end()) {
cacheHits_.fetch_add(1, std::memory_order_relaxed);
const auto engine = std::make_shared<ShardokEngine>(
gameSettings_,
shardokState->getShardokState(),
criticalTileCoords_);
// Use cached engine
shardokState->setCachedEngine(it->second.engine);
const CommandListSPtr commands = engine->GetAvailableCommandsForAIPlayer(currentPlayer);
// Get commands from the cached engine (Engine already caches these internally)
const CommandListSPtr commands =
it->second.engine->GetAvailableCommandsForAIPlayer(currentPlayer);
if (!commands || commands->empty()) { return {}; }
// Convert to MCTSActions using stored filtered indices
std::vector<std::unique_ptr<MCTSAction>> actions;
actions.reserve(it->second.filteredIndices.size());
for (const size_t origIdx : it->second.filteredIndices) {
if (origIdx < commands->size()) {
const auto& cmd = commands->at(origIdx);
// Extract essential fields directly from command (no proto conversion!)
actions.push_back(std::make_unique<ShardokAction>(
origIdx,
cmd->GetCommandType(),
cmd->GetPlayerId(),
cmd->GetActorUnitId(),
cmd->GetTargetRow(),
cmd->GetTargetColumn(),
cmd->HasOdds()));
bool cacheEntryMatches = commands != nullptr && commands->size() == it->second.commandCount;
for (const auto& cachedAction : it->second.actions) {
const size_t commandIndex = cachedAction.getIndex();
if (!cacheEntryMatches || commandIndex >= commands->size()) {
cacheEntryMatches = false;
break;
}
const auto& command = commands->at(commandIndex);
const auto [targetRow, targetColumn] = cachedAction.getTarget();
cacheEntryMatches = command->GetCommandType() ==
static_cast<net::eagle0::shardok::common::CommandType>(
cachedAction.getType()) &&
command->GetPlayerId() == cachedAction.getPlayer() &&
command->GetActorUnitId() == cachedAction.getActorId() &&
command->GetTargetRow() == targetRow &&
command->GetTargetColumn() == targetColumn &&
command->HasOdds() == cachedAction.hasOdds();
if (!cacheEntryMatches) { break; }
}
// Sort actions by weight (descending) to ensure MCTS explores high-value actions first
const std::vector<double> weights = getActionWeights(actions, state);
return SortActionsByWeight(std::move(actions), weights);
if (cacheEntryMatches) {
cacheHits_.fetch_add(1, std::memory_order_relaxed);
// Convert immutable cached action snapshots to MCTS action instances.
std::vector<std::unique_ptr<MCTSAction>> actions;
actions.reserve(it->second.actions.size());
for (const auto& cachedAction : it->second.actions) {
actions.push_back(cachedAction.clone());
}
// Sort actions by weight (descending) to ensure MCTS explores high-value actions first
const std::vector<double> weights = getActionWeights(actions, state);
return SortActionsByWeight(std::move(actions), weights);
}
}
cacheMisses_.fetch_add(1, std::memory_order_relaxed);
@@ -307,17 +319,10 @@ std::vector<std::unique_ptr<MCTSAction>> ShardokGameEngine::getLegalActions(
// Time legal actions computation
const auto actionsStart = std::chrono::high_resolution_clock::now();
// Use cached engine if available, otherwise create and cache it
std::shared_ptr<ShardokEngine> engine;
if (auto cachedEngine = shardokState->getCachedEngine()) {
engine = cachedEngine;
} else {
engine = std::make_shared<ShardokEngine>(
gameSettings_,
shardokState->getShardokState(),
criticalTileCoords_);
shardokState->setCachedEngine(engine);
}
const auto engine = std::make_shared<ShardokEngine>(
gameSettings_,
shardokState->getShardokState(),
criticalTileCoords_);
const CommandListSPtr commands = engine->GetAvailableCommandsForAIPlayer(currentPlayer);
@@ -338,20 +343,24 @@ std::vector<std::unique_ptr<MCTSAction>> ShardokGameEngine::getLegalActions(
// Convert only filtered commands to MCTSActions
std::vector<std::unique_ptr<MCTSAction>> actions;
actions.reserve(filteredIndices.size());
std::vector<ShardokAction> cachedActions;
cachedActions.reserve(filteredIndices.size());
for (const size_t idx : filteredIndices) {
if (idx < commands->size()) {
const auto& cmd = commands->at(idx);
// Extract essential fields directly from command (no proto conversion!)
actions.push_back(std::make_unique<ShardokAction>(
ShardokAction action(
idx,
cmd->GetCommandType(),
cmd->GetPlayerId(),
cmd->GetActorUnitId(),
cmd->GetTargetRow(),
cmd->GetTargetColumn(),
cmd->HasOdds()));
cmd->HasOdds());
actions.push_back(action.clone());
cachedActions.push_back(action);
}
}
@@ -368,20 +377,20 @@ std::vector<std::unique_ptr<MCTSAction>> ShardokGameEngine::getLegalActions(
.count(),
std::memory_order_relaxed);
// Store in transposition table for future lookups
// Note: We only store filtered indices and the engine (which caches commands internally)
// This avoids duplicating heavy protocol buffer objects
// Store immutable action snapshots in the transposition table for future lookups.
// Do not store ShardokEngine here: its command cache is mutable and not safe to share
// across MCTS worker threads.
// Use lazy_emplace_l to ensure thread-safe insertion (locks the bucket during construction)
legalActionsCache_.lazy_emplace_l(
cacheKey,
[&](typename decltype(legalActionsCache_)::value_type& v) {
// Update existing entry
v.second.filteredIndices = filteredIndices;
v.second.engine = engine;
v.second.commandCount = commands->size();
v.second.actions = cachedActions;
},
[&](const typename decltype(legalActionsCache_)::constructor& ctor) {
// Create new entry
ctor(cacheKey, LegalActionsCache{filteredIndices, engine});
ctor(cacheKey, LegalActionsCache{commands->size(), cachedActions});
});
return actions;
@@ -398,9 +407,8 @@ std::vector<size_t> ShardokGameEngine::filterActions(
const MCTSGameState& /*state*/) const {
// All filtering is already done in getLegalActions() using AICommandFilter
// This method is used by simulation policies and doesn't need additional filtering
std::vector<size_t> indices;
indices.reserve(actions.size());
for (size_t i = 0; i < actions.size(); ++i) { indices.push_back(i); }
std::vector<size_t> indices(actions.size());
std::iota(indices.begin(), indices.end(), 0);
return indices;
}
@@ -415,15 +423,7 @@ std::vector<double> ShardokGameEngine::getActionWeights(
"indicates a type mismatch in the MCTS adapter layer");
}
// Get cached engine and command list for looking up command protos
auto cachedEngine = shardokState->getCachedEngine();
if (!cachedEngine) {
throw MCTSInternalError(
"ShardokGameEngine::getActionWeights called with state that has no cached engine");
}
const auto currentPlayer = static_cast<PlayerId>(state.currentPlayerId());
const CommandListSPtr commands = cachedEngine->GetAvailableCommandsForAIPlayer(currentPlayer);
// Determine if current player is defender (not root player!)
// During simulation we need to use the correct perspective for action weighting
@@ -442,20 +442,13 @@ std::vector<double> ShardokGameEngine::getActionWeights(
"indicates a type mismatch in the MCTS adapter layer");
}
// Look up command proto from cached engine using action's index
const size_t cmdIndex = shardokAction->getIndex();
if (cmdIndex >= commands->size()) {
throw MCTSInternalError(
"ShardokGameEngine::getActionWeights: action index out of bounds");
}
const auto& cmd = commands->at(cmdIndex);
const auto [targetRow, targetColumn] = shardokAction->getTarget();
weights.push_back(AIHeuristicWeighting::GetCommandWeight(
cmd->GetCommandType(),
cmd->GetActorUnitId(),
cmd->GetPlayerId(),
Coords{cmd->GetTargetRow(), cmd->GetTargetColumn()},
static_cast<net::eagle0::shardok::common::CommandType>(shardokAction->getType()),
shardokAction->getActorId(),
shardokAction->getPlayer(),
Coords{static_cast<int8_t>(targetRow), static_cast<int8_t>(targetColumn)},
gameState,
castleCoords_,
apdCache_,
@@ -489,7 +482,7 @@ bool ShardokGameEngine::shouldStopSearch(
size_t ShardokGameEngine::mapFilteredIndexToOriginal(
size_t filteredIndex,
const MCTSGameState& state) const {
// Get the filtered actions (uses cached engine)
// Get the filtered actions.
auto actions = getLegalActions(state, state.currentPlayerId(), 0, 0);
// Check bounds
@@ -591,22 +584,12 @@ ChanceOutcomeInfo ShardokGameEngine::getBinaryOutcomeInfo(
const auto currentPlayer = static_cast<PlayerId>(state.currentPlayerId());
// Get or create the engine for this state
std::shared_ptr<ShardokEngine> engine;
if (auto cachedEngine = shardokState->getCachedEngine()) {
engine = cachedEngine;
} else {
engine = std::make_shared<ShardokEngine>(
gameSettings_,
shardokState->getShardokState(),
criticalTileCoords_,
0,
false);
// Populate command cache
[[maybe_unused]] const auto commands =
engine->GetAvailableCommandsForAIPlayer(currentPlayer);
shardokState->setCachedEngine(engine);
}
const auto engine = std::make_shared<ShardokEngine>(
gameSettings_,
shardokState->getShardokState(),
criticalTileCoords_,
0,
false);
// Get command descriptors
const auto descriptors = engine->GetAvailableCommandsForAIPlayer(currentPlayer);
@@ -15,6 +15,7 @@
#include "src/main/cpp/net/eagle0/common/mcts/abstract/MCTSGameEngine.hpp"
#include "src/main/cpp/net/eagle0/shardok/ai/AIAttackLocations.hpp"
#include "src/main/cpp/net/eagle0/shardok/ai/AIStrategy.hpp"
#include "src/main/cpp/net/eagle0/shardok/ai/mcts/adapters/ShardokAction.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/ShardokEngine.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/action_point_distances/ActionPointDistancesCache.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/map/CoordsSet.hpp"
@@ -99,11 +100,12 @@ public:
void resetCacheStatistics();
private:
// Transposition table entry for caching legal actions
// Note: We don't store command protos since the Engine already caches them
// Transposition table entry for caching legal actions.
// Store immutable action snapshots only; ShardokEngine owns mutable command caches and
// must remain per-state/per-thread.
struct LegalActionsCache {
std::vector<size_t> filteredIndices;
std::shared_ptr<ShardokEngine> engine; // Engine with populated command cache
size_t commandCount;
std::vector<ShardokAction> actions;
};
const AIScoreCalculator* scoreCalculator_;
@@ -98,7 +98,6 @@ std::unique_ptr<MCTSGameState> ShardokGameState::clone() const {
apdCache_,
alCache_,
criticalTileCoords_);
// Don't copy the cached engine - each state needs its own
return cloned;
}
@@ -10,7 +10,6 @@
#include "src/main/cpp/net/eagle0/common/mcts/abstract/MCTSGameState.hpp"
#include "src/main/cpp/net/eagle0/shardok/ai/AIStrategy.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/GameStateW.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/ShardokEngine.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/action_point_distances/ActionPointDistancesCache.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/map/CoordsSet.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/settings/GameSettings.hpp"
@@ -52,10 +51,6 @@ public:
[[nodiscard]] const GameSettings* getSettings() const { return settings_; }
[[nodiscard]] const CoordsSet& getCriticalTileCoords() const { return criticalTileCoords_; }
// Engine caching for performance (avoids recomputing available commands)
void setCachedEngine(std::shared_ptr<ShardokEngine> engine) const { cachedEngine_ = engine; }
[[nodiscard]] std::shared_ptr<ShardokEngine> getCachedEngine() const { return cachedEngine_; }
// Invalidate hash cache when state is mutated
void invalidateHashCache() const {
hashCached_ = false;
@@ -74,7 +69,6 @@ private:
mutable uint64_t cachedHash_ = 0;
mutable bool hashCached_ = false;
const CoordsSet criticalTileCoords_; // Own the data to avoid dangling references
mutable std::shared_ptr<ShardokEngine> cachedEngine_; // Engine with cached available commands
};
} // namespace mcts
@@ -133,8 +133,7 @@ auto DefenderHoldsCriticalTilesVictoryScore(
const auto cc = gameState->hex_map()->column_count();
const auto occupants = Occupants(*gameState->units(), rc, cc);
for (const Coords& criticalTileLocation : criticalTileLocations) {
const auto index = criticalTileLocation.row() * cc + criticalTileLocation.column();
for (const auto index : criticalTileLocations.indexIterator()) {
const auto& occupant = occupants[index];
if (occupant && occupant->battalion().type() !=
@@ -23,7 +23,7 @@ using net::eagle0::shardok::storage::fb::PlayerInfo;
using ScoreValue = double;
auto AttackerHoldsCriticalTilesVictoryScore(
[[nodiscard]] auto AttackerHoldsCriticalTilesVictoryScore(
const GameStateW& gameState,
const CoordsSet& criticalTileLocations,
const PlayerInfo* player,
@@ -32,12 +32,12 @@ auto AttackerHoldsCriticalTilesVictoryScore(
const BattalionTypeGetter& battalionTypeGetter,
ActionPoints braveWaterCost) -> ScoreValue;
auto DefenderHoldsCriticalTilesVictoryScore(
[[nodiscard]] auto DefenderHoldsCriticalTilesVictoryScore(
const GameStateW& gameState,
const CoordsSet& criticalTileLocations,
const PlayerInfo* player) -> ScoreValue;
auto LastPlayerStandingVictoryScore(
[[nodiscard]] auto LastPlayerStandingVictoryScore(
const GameStateW& gameState,
const PlayerInfo* player,
const APDCache& apdCache,
@@ -230,7 +230,7 @@ auto MakeMCTSOptimizedAIScoreCalculator(
std::vector<BattalionTypeSPtr> battalionTypes(BattalionTypeId::BattalionTypeId_MAX + 1);
for (int typeId = BattalionTypeId::BattalionTypeId_MIN;
typeId <= BattalionTypeId::BattalionTypeId_MAX;
typeId++) {
++typeId) {
auto battalionTypeId = static_cast<BattalionTypeId>(typeId);
battalionTypes[battalionTypeId] = settingsGetter.GetBattalionType(battalionTypeId);
}
@@ -356,7 +356,7 @@ auto MakeStandardAIScoreCalculatorWithExperiment(
std::vector<BattalionTypeSPtr> battalionTypes(BattalionTypeId::BattalionTypeId_MAX + 1);
for (int typeId = BattalionTypeId::BattalionTypeId_MIN;
typeId <= BattalionTypeId::BattalionTypeId_MAX;
typeId++) {
++typeId) {
auto battalionTypeId = static_cast<BattalionTypeId>(typeId);
battalionTypes[battalionTypeId] = settingsGetter.GetBattalionType(battalionTypeId);
}
@@ -7,8 +7,7 @@
#include "src/main/cpp/net/eagle0/shardok/ai/AIScoreUtilities.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/map/CoordsSet.hpp"
namespace shardok {
namespace score_calculator_internal {
namespace shardok::score_calculator_internal {
auto EffectiveDistanceCache::GetOrCompute(
const Unit* unit,
@@ -125,5 +124,4 @@ auto AttackerMultiplierForTargetDistance(
isLateGame);
}
} // namespace score_calculator_internal
} // namespace shardok
} // namespace shardok::score_calculator_internal
@@ -24,8 +24,7 @@
#include "src/main/flatbuffer/net/eagle0/shardok/storage/hex_map_generated.h"
#include "src/main/flatbuffer/net/eagle0/shardok/storage/unit_generated.h"
namespace shardok {
namespace score_calculator_internal {
namespace shardok::score_calculator_internal {
using HexMap = net::eagle0::shardok::storage::fb::HexMap;
using Unit = net::eagle0::shardok::storage::fb::Unit;
@@ -51,13 +50,13 @@ struct EffectiveDistanceCache {
struct CacheKey {
UnitId unitId;
Coords target;
bool operator==(const CacheKey& other) const {
[[nodiscard]] bool operator==(const CacheKey& other) const {
return unitId == other.unitId && target == other.target;
}
};
struct CacheKeyHash {
size_t operator()(const CacheKey& key) const {
[[nodiscard]] size_t operator()(const CacheKey& key) const {
return std::hash<UnitId>{}(key.unitId) ^ (std::hash<int>{}(key.target.row()) << 1) ^
(std::hash<int>{}(key.target.column()) << 2);
}
@@ -65,7 +64,7 @@ struct EffectiveDistanceCache {
mutable gtl::flat_hash_map<CacheKey, DIST_T, CacheKeyHash> cache;
DIST_T GetOrCompute(
[[nodiscard]] DIST_T GetOrCompute(
const Unit* unit,
const Coords& target,
const ActionPointDistances* notBravingApd,
@@ -75,11 +74,12 @@ struct EffectiveDistanceCache {
/// Calculate score for FLEE strategy
/// Returns negative score based on fleeing units
auto FleeStrategyScoreForState(const GameStateW& gameState, PlayerId playerId) -> ScoreValue;
[[nodiscard]] auto FleeStrategyScoreForState(const GameStateW& gameState, PlayerId playerId)
-> ScoreValue;
/// Calculate attacker multiplier based on distance to priority targets
/// This is used to weight attacker units by their proximity to objectives
auto AttackerMultiplierForTargetDistance(
[[nodiscard]] auto AttackerMultiplierForTargetDistance(
const Unit* attackingUnit,
const std::vector<TargetAndAttackLocations>& priorityList,
const std::vector<const Unit*>& occupants,
@@ -89,7 +89,6 @@ auto AttackerMultiplierForTargetDistance(
const ActionPointDistances* bravingApd,
bool isLateGame) -> double;
} // namespace score_calculator_internal
} // namespace shardok
} // namespace shardok::score_calculator_internal
#endif // EAGLE0_SHARDOK_AI_SCORE_PRIVATE_AI_SCORE_CALCULATOR_SHARED_UTILITIES_HPP
@@ -10,8 +10,7 @@
#include <iostream>
#include <sstream>
namespace shardok {
namespace ai_battle_simulator {
namespace shardok::ai_battle_simulator {
using net::eagle0::shardok::ai_battle_simulator::AIAlgorithmType;
using net::eagle0::shardok::ai_battle_simulator::PlayerConfig;
@@ -110,5 +109,4 @@ std::string AiBattleConfigLoader::ToJsonString(const BattleConfigProto& config)
return jsonString;
}
} // namespace ai_battle_simulator
} // namespace shardok
} // namespace shardok::ai_battle_simulator
@@ -13,8 +13,7 @@
#include "src/main/protobuf/net/eagle0/shardok/ai_battle_simulator/ai_battle_config.pb.h"
#pragma clang diagnostic pop
namespace shardok {
namespace ai_battle_simulator {
namespace shardok::ai_battle_simulator {
using BattleConfigProto = net::eagle0::shardok::ai_battle_simulator::BattleConfig;
@@ -41,7 +40,6 @@ public:
[[nodiscard]] static std::string ToJsonString(const BattleConfigProto& config);
};
} // namespace ai_battle_simulator
} // namespace shardok
} // namespace shardok::ai_battle_simulator
#endif // EAGLE0_SHARDOK_AI_BATTLE_SIMULATOR_AI_BATTLE_CONFIG_HPP
@@ -28,8 +28,7 @@
#include "src/main/protobuf/net/eagle0/shardok/common/player_info.pb.h"
#pragma clang diagnostic pop
namespace shardok {
namespace ai_battle_simulator {
namespace shardok::ai_battle_simulator {
namespace {
@@ -331,10 +330,6 @@ GameStateW AiBattleSimulator::CreateInitialGameState() const {
// Load map
auto hexMapProto = LoadMap(config_.map_name());
// Create player info protos
std::vector<net::eagle0::shardok::common::PlayerInfo> playerInfoProtos;
playerInfoProtos.reserve(2);
// Attacker info
net::eagle0::shardok::common::PlayerInfo attackerInfo;
attackerInfo.set_player_id(ATTACKER_ID);
@@ -344,7 +339,6 @@ GameStateW AiBattleSimulator::CreateInitialGameState() const {
net::eagle0::shardok::common::VICTORY_CONDITION_LAST_PLAYER_STANDING);
attackerInfo.add_victory_conditions(
net::eagle0::shardok::common::VICTORY_CONDITION_HOLDS_CRITICAL_TILES);
playerInfoProtos.push_back(std::move(attackerInfo));
// Defender info
net::eagle0::shardok::common::PlayerInfo defenderInfo;
@@ -355,7 +349,10 @@ GameStateW AiBattleSimulator::CreateInitialGameState() const {
net::eagle0::shardok::common::VICTORY_CONDITION_LAST_PLAYER_STANDING);
defenderInfo.add_victory_conditions(
net::eagle0::shardok::common::VICTORY_CONDITION_WIN_AFTER_MAX_ROUNDS);
playerInfoProtos.push_back(std::move(defenderInfo));
std::vector<net::eagle0::shardok::common::PlayerInfo> playerInfoProtos{
std::move(attackerInfo),
std::move(defenderInfo)};
// Create units from config
std::vector<net::eagle0::shardok::storage::fb::Unit> units;
@@ -961,5 +958,4 @@ BattleResult AiBattleSimulator::CreateResultFromGameState(
return result;
}
} // namespace ai_battle_simulator
} // namespace shardok
} // namespace shardok::ai_battle_simulator
@@ -30,7 +30,9 @@ class ShardokEngine;
// Type alias for hex map
using HexMap = net::eagle0::shardok::storage::fb::HexMap;
namespace ai_battle_simulator {
} // namespace shardok
namespace shardok::ai_battle_simulator {
using BattleConfigProto = net::eagle0::shardok::ai_battle_simulator::BattleConfig;
@@ -146,7 +148,6 @@ private:
CreateResultFromGameState(const GameStateW& state, int totalRounds, int totalCommands) const;
};
} // namespace ai_battle_simulator
} // namespace shardok
} // namespace shardok::ai_battle_simulator
#endif // EAGLE0_SHARDOK_AI_BATTLE_SIMULATOR_AI_BATTLE_SIMULATOR_HPP
@@ -191,7 +191,8 @@ int main(int argc, char *argv[]) {
}
std::cout << "],\"has_game_status\":" << (hasGameStatus ? "true" : "false") << "}\n";
return 0;
} else if (!resultPath.empty()) {
}
if (!resultPath.empty()) {
ActionResult result;
if (!result.ParseFromString(ReadFile(resultPath))) {
throw std::runtime_error("Failed to parse Shardok action result proto");
@@ -32,7 +32,7 @@ public:
* Initialize game settings from the default configuration files.
* Must be called before creating game states.
*/
static auto InitializeGameSettings() -> GameSettingsSPtr;
[[nodiscard]] static auto InitializeGameSettings() -> GameSettingsSPtr;
/**
* Create the standard "Perf" test configuration:
@@ -44,7 +44,7 @@ public:
* @param defenderToggle If true, AI is defender; if false, AI is attacker
* @return A GameStateW with the configured battle
*/
static auto CreatePerfTestGameState(
[[nodiscard]] static auto CreatePerfTestGameState(
const GameSettingsSPtr& settings,
bool defenderToggle = false) -> GameStateW;
@@ -58,7 +58,7 @@ public:
* @param defenderToggle If true, AI is defender; if false, AI is attacker
* @return A GameStateW with the configured battle
*/
static auto CreateCustomTestGameState(
[[nodiscard]] static auto CreateCustomTestGameState(
const GameSettingsSPtr& settings,
const std::string& mapName,
int aiUnitCount,
@@ -67,11 +67,11 @@ public:
private:
// Helper functions for building game state components
static auto
[[nodiscard]] static auto
AddPlayerInfo(flatbuffers::FlatBufferBuilder& fbb, int playerId, bool isDefender, int food)
-> flatbuffers::Offset<net::eagle0::shardok::storage::fb::PlayerInfo>;
static auto AddGenericUnit(
[[nodiscard]] static auto AddGenericUnit(
PlayerId playerId,
UnitId unitId,
const net::eagle0::shardok::storage::fb::Coords& location,
@@ -7,8 +7,7 @@
#include "src/main/cpp/net/eagle0/common/mcts/abstract/MCTSTypes.hpp"
#include "src/main/cpp/net/eagle0/shardok/ai/ShardokAIClient.hpp"
namespace shardok {
namespace ai_testing_common {
namespace shardok::ai_testing_common {
auto AIClientFactory::Create(
PlayerId playerId,
@@ -30,5 +29,4 @@ auto AIClientFactory::Create(
mctsConfig);
}
} // namespace ai_testing_common
} // namespace shardok
} // namespace shardok::ai_testing_common
@@ -54,7 +54,7 @@ public:
* @param mctsConfig MCTS settings, used only when algorithmType is MCTS
* @return Unique pointer to created ShardokAIClient
*/
static auto Create(
[[nodiscard]] static auto Create(
PlayerId playerId,
bool isDefender,
const net::eagle0::shardok::storage::fb::HexMap* hexMap,
@@ -8,8 +8,7 @@
#include "src/main/cpp/net/eagle0/shardok/library/ShardokEngine.hpp"
#include "src/main/flatbuffer/net/eagle0/shardok/storage/game_state.hpp"
namespace shardok {
namespace ai_testing_common {
namespace shardok::ai_testing_common {
auto GamePhaseRunner::RunSetupPhase(
ShardokEngine& engine,
@@ -58,5 +57,4 @@ auto GamePhaseRunner::RunSingleTurn(ShardokEngine& engine, PlayerId playerId, Sh
return true;
}
} // namespace ai_testing_common
} // namespace shardok
} // namespace shardok::ai_testing_common
@@ -9,8 +9,7 @@
#include "src/main/cpp/net/eagle0/common/byte_vector.hpp"
#include "src/main/cpp/net/eagle0/shardok/util/BattalionTypeRegistrar.hpp"
namespace shardok {
namespace ai_testing_common {
namespace shardok::ai_testing_common {
auto GameSettingsFactory::CreateDefault() -> GameSettingsSPtr {
auto settings = std::make_shared<GameSettings>();
@@ -31,5 +30,4 @@ auto GameSettingsFactory::CreateDefault() -> GameSettingsSPtr {
return settings;
}
} // namespace ai_testing_common
} // namespace shardok
} // namespace shardok::ai_testing_common
@@ -10,8 +10,7 @@
#include "src/main/cpp/net/eagle0/shardok/library/settings/GameSettings.hpp"
namespace shardok {
namespace ai_testing_common {
namespace shardok::ai_testing_common {
/**
* Factory class for creating GameSettings instances with standard configuration.
@@ -30,10 +29,9 @@ public:
*
* @return Shared pointer to initialized GameSettings
*/
static auto CreateDefault() -> GameSettingsSPtr;
[[nodiscard]] static auto CreateDefault() -> GameSettingsSPtr;
};
} // namespace ai_testing_common
} // namespace shardok
} // namespace shardok::ai_testing_common
#endif // EAGLE0_SHARDOK_AI_TESTING_COMMON_GAME_SETTINGS_FACTORY_HPP
@@ -14,6 +14,7 @@
#include <iostream>
#include <iterator>
#include <ranges>
#include <sstream>
#include <string>
#include <thread>
@@ -27,6 +28,77 @@ using net::eagle0::common::ScopedShardokLatencyTrace;
using net::eagle0::shardok::common::GameStatus;
namespace {
[[nodiscard]] auto DescribeCommandForLog(const CommandSPtr &command) -> std::string {
if (!command) { return "<null command>"; }
std::ostringstream out;
out << "type=" << command->GetCommandType()
<< " player=" << static_cast<int>(command->GetPlayerId())
<< " actor=" << command->GetActorUnitId() << " target=("
<< static_cast<int>(command->GetTargetRow()) << ','
<< static_cast<int>(command->GetTargetColumn()) << ')';
if (command->HasOdds()) { out << " odds_percentile=" << command->GetOddsPercentile(); }
try {
out << " proto={" << command->GetCommandProto().ShortDebugString() << '}';
} catch (const std::exception &e) { out << " proto_error={" << e.what() << '}'; }
return out.str();
}
[[nodiscard]] auto DescribeCommandsForLog(const CommandList &commands) -> std::string {
std::ostringstream out;
out << "available_command_count=" << commands.size();
for (size_t i = 0; i < commands.size(); ++i) {
out << "\n [" << i << "] " << DescribeCommandForLog(commands[i]);
}
return out.str();
}
[[nodiscard]] auto DescribeCurrentStateForLog(const ShardokEngine &engine) -> std::string {
const auto *state = engine.GetCurrentGameState().Get();
if (state == nullptr) { return "state=<null>"; }
const auto vectorSize = [](const auto *vector) -> size_t {
return vector == nullptr ? 0 : vector->size();
};
std::ostringstream out;
out << "state={round=" << static_cast<int>(state->current_round())
<< " current_player=" << static_cast<int>(state->current_player())
<< " history_count=" << engine.GetUnfilteredHistoryCount();
if (const auto *status = state->status(); status != nullptr) {
out << " status=" << static_cast<int>(status->state()) << " end_condition=";
if (const auto *endCondition = status->end_game_condition(); endCondition != nullptr) {
out << "{type=" << static_cast<int>(endCondition->victory_type())
<< " victory_details=" << static_cast<int>(endCondition->victory_details())
<< " draw_details=" << static_cast<int>(endCondition->draw_details()) << '}';
} else {
out << "<null>";
}
} else {
out << " status=<null>";
}
out << " units=" << vectorSize(state->units())
<< " player_infos=" << vectorSize(state->player_infos());
if (const auto *hexMap = state->hex_map(); hexMap != nullptr) {
out << " map=" << hexMap->row_count() << 'x' << hexMap->column_count();
} else {
out << " map=<null>";
}
out << '}';
return out.str();
}
} // namespace
class InvalidTokenException : public std::exception {};
class MismatchedPlayerIdException : public std::exception {
@@ -154,6 +226,8 @@ void ShardokGameController::DoAIThread() {
continue;
}
std::string aiPhase = "choosing command";
int64_t chosenIndex = -1;
try {
// Phase 2: AI thinks (NO LOCK - this is the slow part)
auto results = [&] {
@@ -165,6 +239,7 @@ void ShardokGameController::DoAIThread() {
{"available_command_count", std::to_string(availableCommands->size())}});
return aiClient->ChooseCommandIndex(settings, gsv, availableCommands);
}();
chosenIndex = results.chosenIndex;
// Phase 3: Post the command (brief lock)
{
@@ -183,6 +258,7 @@ void ShardokGameController::DoAIThread() {
}
{
aiPhase = "posting chosen command";
ScopedShardokLatencyTrace trace(
"ai_engine_post_command",
cachedGameId,
@@ -193,6 +269,7 @@ void ShardokGameController::DoAIThread() {
}
LockedNotifyClients();
{
aiPhase = "posting forced follow-up commands";
ScopedShardokLatencyTrace trace(
"ai_engine_post_forced_commands",
cachedGameId,
@@ -204,16 +281,32 @@ void ShardokGameController::DoAIThread() {
aiThreadKeepGoing = !engine->GameIsOver();
}
} catch (const std::exception &e) {
std::ostringstream error;
error << "AI error in game " << cachedGameId << ", player " << playerId << ", round "
<< gsv.current_round() << ": " << e.what();
std::ostringstream context;
context << "AI failure context: phase=" << aiPhase
<< ", expected_history_count=" << expectedHistoryCount
<< ", current_history_count=" << engine->GetUnfilteredHistoryCount()
<< ", chosen_index=" << chosenIndex
<< ", current_player=" << static_cast<int>(engine->GetCurrentPlayerId()) << ", "
<< DescribeCurrentStateForLog(*engine);
const std::string commandsContext = availableCommands
? DescribeCommandsForLog(*availableCommands)
: "available_command_count=<cleared>";
std::cerr << "AI thread exception in game " << cachedGameId << ", player " << playerId
<< ", round " << gsv.current_round() << ": " << e.what() << '\n';
std::cerr << context.str() << '\n';
std::cerr << commandsContext << '\n';
void *backtraceArray[20];
const int backtraceSize = backtrace(backtraceArray, 20);
backtrace_symbols_fd(backtraceArray, backtraceSize, STDERR_FILENO);
aiThreadErrorMessage = "AI error in game " + cachedGameId + ", player " +
std::to_string(playerId) + ", round " +
std::to_string(gsv.current_round()) + ": " + e.what();
aiThreadErrorMessage = error.str() + "\n" + context.str() + "\n" + commandsContext;
aiThreadFailed.store(true);
updateCondition.notify_all();
break;
@@ -32,9 +32,8 @@ private:
static auto CannotBecomeOutlaw(const GameStateW &gameState, PlayerId pid) -> bool {
if (pid == UNCONTROLLED_PLAYER_ID) return false;
const auto &player = std::find_if(
std::begin(*gameState->player_infos()),
std::end(*gameState->player_infos()),
const auto &player = std::ranges::find_if(
*gameState->player_infos(),
[pid](const PlayerInfoFb *pi) { return pi->player_id() == pid; });
return (player != std::end(*gameState->player_infos()) && player->cannot_become_outlaw());
@@ -43,9 +42,8 @@ private:
static auto IsAttacker(const GameStateW &gameState, PlayerId pid) -> bool {
if (pid == UNCONTROLLED_PLAYER_ID) return false;
const auto &player = std::find_if(
std::begin(*gameState->player_infos()),
std::end(*gameState->player_infos()),
const auto &player = std::ranges::find_if(
*gameState->player_infos(),
[pid](const PlayerInfoFb *pi) { return pi->player_id() == pid; });
return (player == std::end(*gameState->player_infos()) || !player->is_defender());

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