Compare commits

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Author SHA1 Message Date
admin cb0c08396d Suppress stale command sets after successful posts 2026-07-18 19:19:40 -07:00
adminandGitHub f7d79639b5 Prioritize valuable safe upgrade quests (#8705) 2026-07-18 14:28:01 -07:00
adminandGitHub da0d1c04fd Handle incomplete Gemini streams as provider failures (#8706) 2026-07-18 12:28:43 -07:00
adminandGitHub 0c0ff85513 Generate focus province quests (#8704)
* Add focus province quest type

* Generate focus province quests
2026-07-18 09:09:18 -07:00
adminandGitHub c2c18d8a07 Display focus province quests (#8702)
* Add focus province quest type

* Display focus province quests
2026-07-18 09:08:44 -07:00
adminandGitHub 5e7223aa8e Add focus province quest type (#8701)
* Add focus province quest type

* Test focus quest without focus province
2026-07-18 08:56:10 -07:00
adminandGitHub 14a475032e Fix alliance offer cooldown tracking (#8703) 2026-07-18 08:44:42 -07:00
adminandGitHub 3dce099b2a Fix selected province fade flicker (#8700) 2026-07-18 08:28:05 -07:00
adminandGitHub 009a4ffe53 Clarify AI attack selection reason (#8699) 2026-07-18 08:24:41 -07:00
adminandGitHub 7781bbcc46 Remove dead AI client focus province state (#8698) 2026-07-18 08:22:11 -07:00
adminandGitHub e6438302e2 Resend mismatched completed client text (#8697) 2026-07-18 08:06:13 -07:00
adminandGitHub a919e8edf0 Repair stale generated text on reconnect (#8696)
* Recover missing recruit hero backstories

* Validate completed client text byte counts

* Revert "Recover missing recruit hero backstories"

This reverts commit 9cc349f8e9a477700d188323037bda5c6ebc30ec.
2026-07-18 07:56:09 -07:00
adminandGitHub a59b732b04 Require Rest for RestProvince quests (#8695)
* Require rest commands for RestProvince quests

* Centralize Rest command selection
2026-07-18 07:53:35 -07:00
adminandGitHub 077e0d2bc3 Retry empty generated text responses (#8693) 2026-07-18 05:25:47 -07:00
adminandGitHub 3ad7c3e567 Avoid resting in safe shallow provinces (#8694) 2026-07-18 05:24:42 -07:00
adminandGitHub 62fd16cec5 Show retreating armies in progress panels (#8688) 2026-07-17 20:41:06 -07:00
adminandGitHub 89d1d15979 Only warn when lone leader fix fails (#8692) 2026-07-17 19:55:28 -07:00
adminandGitHub 1bea610232 Fix lone faction leader validation (#8691) 2026-07-17 19:51:18 -07:00
adminandGitHub 8cce072614 Remove routine client cache success log (#8690) 2026-07-17 19:41:42 -07:00
adminandGitHub fb74935ad9 Keep eagle logs following through deployments (#8689) 2026-07-17 19:27:59 -07:00
adminandGitHub 36915b8184 Version changed available command sets (#8687)
* Version changed available command sets

* Preserve active command across model refreshes
2026-07-17 19:08:02 -07:00
adminandGitHub e07cdc8123 Expose retreating army state in server views (#8686)
* Expose retreating armies in progress panels

* Keep retreating army PR server-side
2026-07-17 18:58:57 -07:00
adminandGitHub fe4e205a07 Space attack ready tutorial guidance (#8685) 2026-07-17 15:59:09 -07:00
adminandGitHub 4506ea2672 Consolidate January tax guidance (#8684) 2026-07-17 15:42:21 -07:00
adminandGitHub ba69263f06 Delay ready hero tutorial guidance (#8683) 2026-07-17 15:39:26 -07:00
adminandGitHub 2a660f05d7 Pace post-battle tutorial guidance by month (#8682) 2026-07-17 15:18:42 -07:00
adminandGitHub 4dd30a9863 Delay Alms guidance after Improve dialogue (#8681) 2026-07-17 15:10:53 -07:00
adminandGitHub 1f18f3296d Name hero in low-vigor tutorial guidance (#8680) 2026-07-17 15:01:09 -07:00
adminandGitHub 467d2e2c82 Gate armament tutorial on available upgrades (#8679)
* Gate armament tutorial on available upgrades

* Delay attack-ready tutorial guidance
2026-07-17 14:38:54 -07:00
adminandGitHub 73b8087e07 Initialize tutorial faction trust (#8678) 2026-07-17 14:23:49 -07:00
adminandGitHub 76be4a49ea Clarify developed border tutorial dialogue (#8677) 2026-07-17 14:22:56 -07:00
adminandGitHub 27aae790ad Delay Elena alms tutorial guidance (#8676) 2026-07-17 14:03:21 -07:00
adminandGitHub fdf7f2a88d Track tutorial dialogue rounds and sequence attack guidance (#8675)
* Sequence attack tutorial with emitted dialogue state

* Track tutorial dialogue delivery rounds
2026-07-17 13:50:43 -07:00
adminandGitHub f1cf03e49e Track tutorial dialogue progress in game state (#8674)
* Track King departure tutorial by emitted month

* Store tutorial dialogue progress in game state
2026-07-17 13:21:17 -07:00
adminandGitHub 5213fb4805 Gate fire tutorial guidance on odds (#8673) 2026-07-17 11:56:54 -07:00
adminandGitHub a884b60991 Sequence tutorial attack preparation guidance (#8672) 2026-07-17 11:47:26 -07:00
adminandGitHub 1fdc679dfd Fix follow-up hero departure dialogue (#8671) 2026-07-17 11:26:56 -07:00
adminandGitHub afabe092c2 Make duel capture dialogue definitive (#8670) 2026-07-17 11:15:24 -07:00
adminandGitHub 3624279c4e Contextualize attack arm tutorial (#8669) 2026-07-17 09:16:56 -07:00
adminandGitHub eca0289a43 Make text client subscriptions resilient (#8668) 2026-07-17 09:08:00 -07:00
adminandGitHub 90bedd4be5 Require prisoner wait before recruitment (#8667) 2026-07-17 09:06:47 -07:00
adminandGitHub 2231cf1b9b Refresh expired OAuth sessions during gameplay (#8666)
* Refresh expired OAuth sessions during gameplay

* Refresh OAuth tokens on a five minute cadence
2026-07-17 09:05:28 -07:00
adminandGitHub 30a68bdca0 Include trust in invitation acceptance (#8665) 2026-07-17 08:43:04 -07:00
adminandGitHub 4f69ea79b4 Preserve trust when resolving tribute (#8664) 2026-07-17 08:37:57 -07:00
adminandGitHub 665d2291ef Add on-fire tutorial warning (#8663) 2026-07-17 07:34:55 -07:00
adminandGitHub a6ab25fcee Prioritize duel tutorial before melee (#8662) 2026-07-17 07:27:02 -07:00
adminandGitHub e2a82f7225 Allow configuring normal game player counts (#8661) 2026-07-17 06:04:46 -07:00
adminandGitHub 5e5244ead4 Ensure iOS platform before TestFlight archive (#8656) 2026-07-16 18:42:52 -07:00
adminandGitHub 74d3af589e Render tactical action names in text client (#8658) 2026-07-16 17:47:09 -07:00
adminandGitHub a6641d5eb1 Clarify hero and diplomacy campaign rules (#8660)
* Document hero recruitment eligibility

* Document low-loyalty hero departures

* Document diplomacy resolution outcomes
2026-07-16 17:46:48 -07:00
adminandGitHub 3ecb665709 Show focus province command payloads (#8659) 2026-07-16 17:45:41 -07:00
adminandGitHub 9b033230c9 Generate valid Defend command samples (#8657) 2026-07-16 17:15:28 -07:00
adminandGitHub bc813b8659 Clear retained tutorial focus after player action (#8655)
* Clear tutorial focus when dialogue closes

* Clear retained tutorial focus after player action
2026-07-16 16:43:36 -07:00
adminandGitHub 0fe61c71c9 Resolve tutorial speakers against the current game (#8654) 2026-07-16 13:48:20 -07:00
adminandGitHub 315c1daf82 Skip empty AI expansion marches (#8653) 2026-07-16 13:39:09 -07:00
adminandGitHub 45abe81540 Persist emitted tutorial dialogue IDs (#8652) 2026-07-16 13:22:16 -07:00
adminandGitHub 8141770268 Fix Visit Town selector project reference (#8651) 2026-07-16 11:03:40 -07:00
adminandGitHub fa7775a023 Track LLM stream attempts across retries (#8650) 2026-07-16 11:01:28 -07:00
adminandGitHub b3bf291a7d Reset client text before retrying LLM streams (#8649) 2026-07-16 10:46:06 -07:00
adminandGitHub 557669546b Persist displayed tutorial dialogue IDs (#8648) 2026-07-16 10:37:04 -07:00
adminandGitHub 42958cb34e Strengthen post-faction tutorial guidance (#8647) 2026-07-16 10:19:21 -07:00
adminandGitHub 91f02da9cf Contract Visit Town database column (#8646) 2026-07-16 10:00:45 -07:00
adminandGitHub 8d8b55e2c4 Cut over Visit Town database writes (#8645) 2026-07-16 09:23:24 -07:00
adminandGitHub 947cedc0f0 Explain hero units with zero troops (#8642) 2026-07-16 09:07:24 -07:00
adminandGitHub 4e5206220c Expand Visit Town database migration (#8644) 2026-07-16 09:07:02 -07:00
adminandGitHub acd299c346 Remove internal vigor ceiling from unit views (#8643) 2026-07-16 09:06:34 -07:00
adminandGitHub 74b816d3f4 Rename Travel command to Visit Town (#8641) 2026-07-16 08:47:06 -07:00
adminandGitHub 4abdefd40d Clarify vigor values in text client (#8640) 2026-07-16 08:45:58 -07:00
adminandGitHub 08f7e4ebfc Expose battle-start hero vigor correctly (#8639) 2026-07-16 08:45:05 -07:00
adminandGitHub afbf4c226c Teach tactical vigor thresholds contextually (#8638) 2026-07-16 08:44:27 -07:00
adminandGitHub 0afa842efe Clarify Travel versus March (#8635)
* Clarify Travel versus March

* Fix Travel command tooltip
2026-07-16 07:56:10 -07:00
adminandGitHub e78ae6ad75 Expand vigor and tactical unit documentation (#8637) 2026-07-16 07:15:49 -07:00
adminandGitHub 9631435dea Document tribute demand outcomes (#8636) 2026-07-16 07:08:55 -07:00
adminandGitHub 5ae910b19b Document refused tribute flow (#8634) 2026-07-16 07:00:08 -07:00
adminandGitHub dc9b1171fb Add tutorial defeat dialogue (#8633) 2026-07-16 05:34:29 -07:00
adminandGitHub 508eb64bfb Support spaces in text lookup IDs (#8632) 2026-07-15 22:27:10 -07:00
adminandGitHub 9aa7be4620 Fix text client command loss after reconnect (#8631)
* Fix text client command loss after reconnect

* Normalize text client game status from history
2026-07-15 22:20:01 -07:00
adminandGitHub f3d887e370 Move loyalty tutorial warning to October (#8630) 2026-07-15 22:12:11 -07:00
adminandGitHub ce4ed6a305 Register tutorial Info button target (#8629) 2026-07-15 22:04:54 -07:00
adminandGitHub 2b5e4aa96e Add strategic tutorial handoff dialogue (#8628) 2026-07-15 22:04:42 -07:00
adminandGitHub 41b9f5526c Hide ended games from active lobby (#8627) 2026-07-15 16:53:47 -07:00
adminandGitHub 6b24776e0a Handle terminal game state in text client (#8626) 2026-07-15 16:53:34 -07:00
adminandGitHub b1b44ebb6c Expose Eagle province graph in text client (#8625)
* Expose Eagle province graph in text client

* Limit province views to strategic adjacency

* Isolate queued battle result Unity test
2026-07-15 15:25:45 -07:00
adminandGitHub 45a2d50b57 Fix tutorial duel outcome after capture (#8624) 2026-07-15 14:06:32 -07:00
adminandGitHub 84f329ab80 Document tutorial playthrough notes (#8361)
* Document tutorial playthrough notes

* Record tutorial battle reset findings

* Clarify tutorial reset as probable defeat

* Record castle-hold tutorial attempt

* Record successful tutorial battle strategy

* Record failed Hedrick tutorial attack
2026-07-15 13:58:21 -07:00
adminandGitHub fcf9246562 Preserve final tactical battle action (#8623) 2026-07-15 13:57:36 -07:00
adminandGitHub 0d361f5ad7 Show army origins in tribute and defend panels (#8622)
* Show tribute-demand army origins

* Show army origins in defend panel
2026-07-15 13:42:16 -07:00
adminandGitHub 217d495747 Trust local GameAdmin service calls (#8621)
* Forward admin authentication to Eagle RPCs

* Revert "Forward admin authentication to Eagle RPCs"

This reverts commit feeff278c440be313cdb50902bff10a12c68379b.

* Trust local GameAdmin service calls
2026-07-15 13:36:49 -07:00
adminandGitHub ca80ad0057 Align tutorial dialogue with hero departures (#8619) 2026-07-15 13:23:38 -07:00
adminandGitHub c49c4d26e1 Include client texts in save downloads (#8617)
* Include client texts in save downloads

* Fix admin service client text dependencies
2026-07-15 13:16:58 -07:00
adminandGitHub 68906df5b9 Clarify diplomacy with departing heroes (#8618) 2026-07-15 13:15:52 -07:00
adminandGitHub dc54584fa3 Limit support deadline tutorial to first year (#8616)
* Limit support deadline tutorial to first year

* Use the actual tutorial start year
2026-07-15 13:11:37 -07:00
adminandGitHub d665eb53f3 Remove tutorial phase from game state view (#8615) 2026-07-15 13:06:01 -07:00
adminandGitHub 59143a2e04 Add tutorial dialogue for battle conditions (#8613)
* Add tutorial dialogue for battle conditions

* Mention castle morale recovery in tutorial

* Mention Holy Wave battle recovery
2026-07-15 13:01:58 -07:00
adminandGitHub f9825861e3 Order generated hero names before backstories (#8614) 2026-07-15 13:01:09 -07:00
adminandGitHub 9b5dcc40a0 Keep editor OAuth flow in polling mode (#8612) 2026-07-15 13:00:32 -07:00
adminandGitHub 44514fb2f2 Activate unused-hero warning in tutorial battle (#8609) 2026-07-15 12:08:40 -07:00
adminandGitHub 3014602331 Retry transient OAuth polling failures (#8611) 2026-07-15 12:08:10 -07:00
adminandGitHub bb182efc3e Add dormant tutorial end-turn warning support (#8608) 2026-07-15 11:57:29 -07:00
adminandGitHub 3a04d865b6 Add OAuth login to text client (#8610) 2026-07-15 11:56:42 -07:00
adminandGitHub f2f81d1cda Add tutorial unused-hero warning protocol (#8607) 2026-07-15 11:54:11 -07:00
adminandGitHub 72dc8ba9fb Fix command title vertical centering (#8605) 2026-07-15 11:38:51 -07:00
adminandGitHub 7adc38fe12 Report and isolate game loading failures (#8604) 2026-07-15 11:35:19 -07:00
adminandGitHub 67dbf928d6 Isolate running game serialization failures (#8603) 2026-07-15 11:26:58 -07:00
adminandGitHub efad456bef Add tutorial dialogue for duel outcomes (#8601)
* Add tutorial dialogue for duel outcomes

* Distinguish lost and inconclusive duels

* Simplify duel outcome consequences
2026-07-15 11:21:18 -07:00
adminandGitHub 9ebc517c9f Reject unauthenticated game requests (#8602)
* Preserve authentication context for game streams

* Reject unauthenticated game requests
2026-07-15 11:19:11 -07:00
adminandGitHub 49020af5e9 Serialize unit selector touch targets (#8600) 2026-07-15 11:04:15 -07:00
adminandGitHub e5e5dd9fdc Serialize March touch targets (#8598)
* Serialize March touch targets

* Preserve March slider handle aspect
2026-07-15 10:56:25 -07:00
adminandGitHub 0dd780fc63 Add tutorial attack readiness guidance (#8599) 2026-07-15 10:53:39 -07:00
adminandGitHub ae4c441427 Clarify province abandonment before tutorial march (#8597) 2026-07-15 10:38:06 -07:00
adminandGitHub f01a2ee378 Show game over state in text client (#8595) 2026-07-15 10:34:49 -07:00
adminandGitHub e4901b6414 Clarify Retreat and Flee outcomes (#8596) 2026-07-15 10:31:51 -07:00
adminandGitHub f0b2fd5f5e Add attack preparation tutorial sequence (#8591)
* Add attack preparation tutorial sequence

* Emphasize hiring troops in attack tutorial

* Recommend Champions for troop training
2026-07-15 10:27:46 -07:00
adminandGitHub a28a0ef8d5 Serialize Battle Aftermath touch targets (#8594) 2026-07-15 10:26:22 -07:00
adminandGitHub 88ff742bb1 Serialize Attack Decision touch targets (#8593) 2026-07-15 10:21:12 -07:00
adminandGitHub d549c0642b Prevent duplicate gRPC stream closure (#8592) 2026-07-15 10:19:39 -07:00
adminandGitHub 00c677d12a Serialize Improve selector touch targets (#8590) 2026-07-15 10:15:06 -07:00
adminandGitHub 6c47019e8e Explain hero-only March units (#8588) 2026-07-15 09:33:11 -07:00
adminandGitHub f7932c6681 Serialize organize troops touch targets (#8589) 2026-07-15 09:32:44 -07:00
adminandGitHub 13e734d9ae Serialize popup Next button touch sizes (#8587) 2026-07-15 08:28:03 -07:00
adminandGitHub a4f934105f Fix text consistency across game rewinds (#8585) 2026-07-15 07:59:14 -07:00
adminandGitHub 1300ec9ab9 Serialize Eagle play-area touch targets (#8586) 2026-07-15 07:58:36 -07:00
adminandGitHub bfba377c57 Serialize shared UI touch target sizes (#8584) 2026-07-15 07:40:09 -07:00
adminandGitHub 56564c1bee Prevent disposed connections from reconnecting (#8583)
* Prevent disposed connections from reconnecting

* Disambiguate lifecycle test timer
2026-07-15 07:32:29 -07:00
adminandGitHub 1728d719a4 Preserve tutorial games across Eagle deploys (#8578)
* Restore tutorial battle config after deploy

* Invalidate warmed game index after deploy
2026-07-15 07:31:55 -07:00
adminandGitHub 3314ef191f Show valid trade command payloads (#8580) 2026-07-15 07:17:05 -07:00
adminandGitHub 1fbd2e8438 Balance command panel header layout (#8581) 2026-07-15 07:16:40 -07:00
adminandGitHub 7f50b61419 Rewire status UI after connection replacement (#8579) 2026-07-15 07:04:55 -07:00
adminandGitHub c7dea02861 Defer strategic tutorial dialogue during battles (#8572) 2026-07-15 06:54:50 -07:00
adminandGitHub afd8028665 Report malformed command protos as command errors (#8577) 2026-07-15 06:53:41 -07:00
adminandGitHub 2263977668 Preserve pending tutorial dialogue on reconnect (#8574)
* Preserve pending tutorial dialogue on reconnect

* Fix hero departure regression test calls

* Reset tutorial state when switching games
2026-07-15 06:52:59 -07:00
adminandGitHub 4cfec68ef8 Fix stale tutorial battle reinforcements (#8576)
* Fix stale tutorial battle reinforcements

* Limit fix to future tutorial battles
2026-07-15 06:40:23 -07:00
adminandGitHub 432276f550 Show attack decision payloads in text client (#8575)
* Show attack decision command payloads

* Expand complex command templates
2026-07-15 05:31:17 -07:00
adminandGitHub ef179e67ef Improve organize troops text client template (#8573) 2026-07-14 22:28:59 -07:00
adminandGitHub 7ee9fbb8da Recommend tutorial battle starting positions (#8571) 2026-07-14 21:48:25 -07:00
adminandGitHub 3d46bee7dd Prevent game loading lock inversion (#8570) 2026-07-14 21:39:14 -07:00
adminandGitHub c6dc5477f5 Remove client-driven tutorial content (#8569) 2026-07-14 21:38:34 -07:00
adminandGitHub ab7499ca7a Migrate remaining strategic tutorial dialogue to server (#8564)
* Migrate remaining strategic tutorial dialogue

* Restore province replacement in tutorial dialogue
2026-07-14 19:08:44 -07:00
adminandGitHub 7d95c81a00 Resolve province tutorial replacements in text client (#8566) 2026-07-14 18:38:39 -07:00
adminandGitHub e523ebf96e Resolve province tutorial replacements in Unity (#8568) 2026-07-14 18:38:13 -07:00
adminandGitHub b740e1ad59 Refresh same-token strategic updates (#8567) 2026-07-14 17:01:44 -07:00
adminandGitHub 3a612426f6 Add province tutorial replacement schema (#8565) 2026-07-14 16:46:00 -07:00
adminandGitHub 452d0cac5a Show under attack alert in command panel (#8563) 2026-07-14 15:08:04 -07:00
adminandGitHub bdb7b324c4 Use layout groups for command panel (#8562) 2026-07-14 14:53:38 -07:00
adminandGitHub 145f7e9f9c Prepare game schema before client text (#8561) 2026-07-14 14:22:20 -07:00
adminandGitHub 09e5f4801d Explain Shardok command mechanics (#8560) 2026-07-14 14:20:55 -07:00
adminandGitHub 2aa5fa181a Use recommended Shardok starting positions (#8557)
* Use recommended Shardok starting positions

* Snapshot reserves before applying recommendations
2026-07-14 14:20:16 -07:00
adminandGitHub f438c4bbe2 Expose recommended Shardok placements (#8559) 2026-07-14 14:19:44 -07:00
adminandGitHub 66ecc25075 Add Shardok map queries to text client (#8558) 2026-07-14 14:15:20 -07:00
adminandGitHub 562d32d296 Recommend Shardok starting positions (#8556)
* Recommend Shardok starting positions

* Require explicit AI time limits
2026-07-14 14:09:03 -07:00
adminandGitHub bdf9b09b26 Persist creation history in one batch (#8551) 2026-07-14 13:37:29 -07:00
adminandGitHub d2559ff67c Show tactical conditions in text client (#8555) 2026-07-14 13:36:51 -07:00
adminandGitHub 88433fbc18 Batch decision logging off the game thread (#8548) 2026-07-14 13:36:27 -07:00
adminandGitHub 9426488913 Use server-driven tactical tutorial dialogue (#8554) 2026-07-14 13:35:35 -07:00
adminandGitHub 81395a9467 Document Holy Wave mechanics (#8553) 2026-07-14 13:15:10 -07:00
adminandGitHub fb4e0c1bac Validate tactical tutorial dialogues before delivery (#8552) 2026-07-14 11:12:44 -07:00
adminandGitHub 94b273ff60 Validate tutorial dialogue references before delivery (#8544)
* Validate tutorial dialogue references before delivery

* Allow supported tactical tutorial focus
2026-07-14 10:54:12 -07:00
adminandGitHub b179e250dd Render tactical tutorial dialogue in text client (#8550) 2026-07-14 10:51:54 -07:00
adminandGitHub b3e35b60c0 Dispose replaced game model updater (#8545) 2026-07-14 10:47:05 -07:00
adminandGitHub 3a0fa9e59c Instrument AI command phases (#8547) 2026-07-14 10:42:13 -07:00
adminandGitHub cdf7c5649b Serve tactical tutorial dialogue (#8549) 2026-07-14 10:40:27 -07:00
adminandGitHub 743737555e Test tutorial server dialogue queue behavior (#8543) 2026-07-14 10:38:28 -07:00
adminandGitHub 94f2366af3 Reuse AI command availability snapshot (#8546) 2026-07-14 10:36:25 -07:00
adminandGitHub 5d4399cad6 Prefer server copies of tutorial dialogue (#8518)
* Prefer server copies of tutorial dialogue

* Preserve tutorial dialogue model during battle transition

* Retry tutorial dialogue when dependencies arrive

* Pass tutorial model directly to dialogue manager

* Ignore stale game model callbacks

* Ignore incomplete tutorial game identity

* Initialize provisional model game ID

* Persist new game histories with their game ID

* Revert "Persist new game histories with their game ID"

This reverts commit e23610a7c3152b4f4cb5623f1c31b60d1ad23756.

* Remove redundant dialogue text listeners
2026-07-14 09:46:06 -07:00
adminandGitHub 011562a2d6 Avoid Postgres waits during Shardok reconnects (#8542) 2026-07-14 09:44:04 -07:00
adminandGitHub 781c7a8c3d Dispatch initial LLM requests asynchronously (#8541) 2026-07-14 09:26:33 -07:00
adminandGitHub bce1ddaf81 Persist new game histories with their game ID (#8540) 2026-07-14 08:39:30 -07:00
adminandGitHub d734c591a8 Clarify mixed-border AI decision reasons (#8539) 2026-07-14 08:34:45 -07:00
adminandGitHub c5aca2666c Tune AI Rest priority for hero depth (#8537)
* Tune AI rest priority for hero depth

* Raise shallow AI rest threshold

* Consider feast for RestProvince quests
2026-07-14 08:08:42 -07:00
adminandGitHub 6e261ef7b5 Omit unrestricted client text visibility rows (#8538) 2026-07-14 08:02:51 -07:00
adminandGitHub 71240cd9ed Keep one PostgreSQL connection warm (#8536) 2026-07-14 07:05:48 -07:00
adminandGitHub 15d7d30ccf Defer schema pool refill after game creation (#8533) 2026-07-14 06:37:21 -07:00
adminandGitHub f52d54b7c2 Sync Xcode before TestFlight Unity builds (#8534) 2026-07-14 06:35:58 -07:00
6314d3e4e3 Fix water crossing flee scoring (#8527)
* Fix water crossing flee scoring

* Strengthen water crossing creator penalty

* Score crossing creators on one saturating distance scale

Replace the flat unavailable-creator penalty with a single loop over
every crossing-capable unit. Unavailable (fled/captured/destroyed) and
unplaced creators sit at the max distance sentinel, and live distances
(including IMPOSSIBLE) are clamped to it, so losing a crossing creator
can never score better than any placed position. This also removes the
formula discontinuity between the creator-alive and creator-lost
branches that the flee transition crossed.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>

* Name water crossing distance sentinel

---------

Co-authored-by: Claude Fable 5 <noreply@anthropic.com>
2026-07-13 21:37:41 -07:00
renovate[bot]GitHubrenovate[bot] <29139614+renovate[bot]@users.noreply.github.com>
3f54abc3c0 Update actions/setup-node action to v7 (#8532)
Co-authored-by: renovate[bot] <29139614+renovate[bot]@users.noreply.github.com>
2026-07-13 21:12:54 -07:00
adminandGitHub 0e126faee2 Move navigation touch sizing into prefabs (#8529)
* Move navigation touch sizing into prefabs

* Increase Chronicle dismiss touch height
2026-07-13 21:10:10 -07:00
adminandGitHub 763ab63860 Preserve chronicle history on rejoin (#8531) 2026-07-13 18:18:08 -07:00
adminandGitHub 38a15fdf9f Enable PostgreSQL batched insert rewriting (#8530) 2026-07-13 15:11:34 -07:00
adminandGitHub b0446d99e4 Move command panel touch sizing into prefabs (#8528) 2026-07-13 14:32:26 -07:00
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2f6a58255b Update dependency bazel to v9.2.0 (#8526)
* Update dependency bazel to v9.2.0

* Update generated dependency lockfiles

---------

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2026-07-13 14:21:52 -07:00
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a4257efc0e Update aws-sdk-go-v2 monorepo (#8525)
* Update aws-sdk-go-v2 monorepo

* Update generated Go artifacts

---------

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2026-07-13 14:21:38 -07:00
adminandGitHub b155494b4d Move Manage Prisoners touch sizing into prefab (#8459) 2026-07-13 14:19:51 -07:00
adminandGitHub 04a51c9fb6 Cap leader relocation marches (#8524) 2026-07-13 14:13:51 -07:00
adminandGitHub ee5cf07db3 Reserve incoming leader destinations (#8523) 2026-07-13 14:13:15 -07:00
adminandGitHub 5c4470b090 Allow left info panels to shrink for alerts (#8467)
* Allow left info panels to shrink for alerts

* Resize left panels only during attacks

* Preserve panel height under attack
2026-07-13 14:10:32 -07:00
renovate[bot]GitHubrenovate[bot] <29139614+renovate[bot]@users.noreply.github.com>admin
86171cc1ae Lock file maintenance (#8514)
* Lock file maintenance

* Refresh Bazel lockfile for Cargo maintenance

---------

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Co-authored-by: Dan Crosby <dan@danielcrosby.net>
2026-07-13 11:41:44 -07:00
renovate[bot]GitHubrenovate[bot] <29139614+renovate[bot]@users.noreply.github.com>admin
d5da95c5e3 Update dependency com.zaxxer:HikariCP to v7 (#8513)
* Update dependency com.zaxxer:HikariCP to v7

* Regenerate Maven lockfile after rebase

---------

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2026-07-13 11:35:02 -07:00
renovate[bot]GitHubrenovate[bot] <29139614+renovate[bot]@users.noreply.github.com>
23c7385d8f Update actions/checkout action to v7 (#8512)
Co-authored-by: renovate[bot] <29139614+renovate[bot]@users.noreply.github.com>
2026-07-13 09:30:01 -07:00
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cc5b6dbc75 Update dependency rules_rust to v0.71.3 (#8508)
* Update dependency rules_rust to v0.71.3

* Update generated dependency lockfiles

* Fix protobuf Rust crates for rules_rust 0.71

* Refresh rules_rust lockfile after rebase

---------

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2026-07-13 09:29:43 -07:00
adminandGitHub 025bcbbff6 Instrument create-game phases in JFR (#8521) 2026-07-13 08:56:33 -07:00
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fa6133f3ee Update module google.golang.org/grpc to v1.82.0 (#8511)
* Update module google.golang.org/grpc to v1.82.0

* Update generated Go artifacts

---------

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2026-07-13 08:54:25 -07:00
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af35d42792 Update dependency rules_cc to v0.2.22 (#8499)
* Update dependency rules_cc to v0.2.22

* Update generated dependency lockfiles

---------

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2026-07-13 08:53:59 -07:00
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d3f99ccada Update dependency org.scalameta:scalafmt-cli_2.13 to v3.11.3 (#8498)
* Update dependency org.scalameta:scalafmt-cli_2.13 to v3.11.3

* Update generated dependency lockfiles

---------

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2026-07-13 08:53:38 -07:00
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f4e3944716 Update dependency org.postgresql:postgresql to v42.7.13 (#8497)
* Update dependency org.postgresql:postgresql to v42.7.13

* Update generated dependency lockfiles

---------

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2026-07-13 08:53:13 -07:00
adminandGitHub c67dc76ed5 Upgrade LLVM toolchain to 22.1.8 (#8520) 2026-07-13 08:40:23 -07:00
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8bd9342e68 Update module golang.org/x/sys to v0.47.0 (#8510)
* Update module golang.org/x/sys to v0.47.0

* Update generated Go artifacts

---------

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2026-07-13 08:26:24 -07:00
adminandGitHub 55c55adf8a Automate Bazel and LLVM Renovate updates (#8519) 2026-07-13 08:23:23 -07:00
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3f6fee72b5 Update dependency rules_dotnet to v0.22.1 (#8507)
* Update dependency rules_dotnet to v0.22.1

* Update generated dependency lockfiles

---------

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2026-07-13 08:22:19 -07:00
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35d441d7f6 Update dependency com.thesamet.scalapb:protoc-bridge_3 to v0.9.10 (#8496)
* Update dependency com.thesamet.scalapb:protoc-bridge_3 to v0.9.10

* Update generated dependency lockfiles

---------

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2026-07-13 08:20:49 -07:00
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ddb49f411b Update dependency io.sentry:sentry to v8.48.0 (#8506)
* Update dependency io.sentry:sentry to v8.48.0

* Update generated dependency lockfiles

---------

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2026-07-13 08:20:27 -07:00
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130c0a5f37 Update dependency grpc-java to v1.82.0 (#8505)
* Update dependency grpc-java to v1.82.0

* Update generated dependency lockfiles

---------

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2026-07-13 08:19:30 -07:00
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9c3eb2d6e7 Update dependency grpc to v1.82.0 (#8504)
* Update dependency grpc to v1.82.0

* Update generated dependency lockfiles

---------

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2026-07-13 08:19:01 -07:00
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a84154bc74 Update dependency apple_support to v2.7.0 (#8503)
* Update dependency apple_support to v2.7.0

* Update generated dependency lockfiles

---------

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2026-07-13 08:18:01 -07:00
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08a5dc6104 Update dependency rules_nodejs to v6.7.5 (#8500)
* Update dependency rules_nodejs to v6.7.5

* Update generated dependency lockfiles

---------

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2026-07-13 08:11:25 -07:00
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33d963488b Update go toolchain directive to v1.26.5 (#8501)
Co-authored-by: renovate[bot] <29139614+renovate[bot]@users.noreply.github.com>
2026-07-13 08:06:28 -07:00
adminandGitHub 2c3135a493 Render server-driven tutorial dialogue in Unity (#8487)
* Render server-driven tutorial dialogue in Unity

* Keep startup dialogue fallback available

* Revert "Keep startup dialogue fallback available"

This reverts commit 40ca3b35b3f29c29428f8a08b899ebda13f50dc0.

* Backfill dialogue text for tutorial games

* Restore tutorial runtime for split scenes
2026-07-13 07:38:15 -07:00
adminandGitHub b3b69474e4 Preprovision PostgreSQL game schemas (#8515) 2026-07-13 07:37:37 -07:00
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ee74455b57 Update aws-sdk-go-v2 monorepo (#8495)
* Update aws-sdk-go-v2 monorepo

* Update generated Go artifacts

---------

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2026-07-13 07:30:58 -07:00
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bd7378a971 Update eclipse_temurin_25_jre:26-jre Docker digest to a0053c4 (#8494)
* Update eclipse_temurin_25_jre:26-jre Docker digest to a0053c4

* Update generated dependency lockfiles

---------

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2026-07-13 07:26:53 -07:00
adminandGitHub 588fd4217a Sync Xcode before Unity CI builds (#8517) 2026-07-13 07:18:10 -07:00
adminandGitHub 1a60af2cd2 Expand Renovate Monday update window (#8509) 2026-07-13 07:14:39 -07:00
renovate[bot]GitHubrenovate[bot] <29139614+renovate[bot]@users.noreply.github.com>
8398da469d Update Rust crate rand to v0.10.2 (#8502)
Co-authored-by: renovate[bot] <29139614+renovate[bot]@users.noreply.github.com>
2026-07-13 07:14:22 -07:00
adminandGitHub f7280d37a6 Reset create button after returning to lobby (#8491)
* Reset create button after game entry

* Initialize create button label
2026-07-13 06:40:29 -07:00
adminandGitHub 1e98f4e3e8 Flush game creation acknowledgment before initialization (#8492) 2026-07-13 06:39:54 -07:00
renovate[bot]GitHubrenovate[bot] <29139614+renovate[bot]@users.noreply.github.com>github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com>
3b203ac1b2 Update eclipse_temurin_25_jdk:26-jdk Docker digest to 8e04698 (#8493)
* Update eclipse_temurin_25_jdk:26-jdk Docker digest to 8e04698

* Update generated dependency lockfiles

---------

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2026-07-13 06:35:06 -07:00
adminandGitHub 0ac3bd1e6e Acknowledge game creation before initialization (#8490) 2026-07-12 16:48:31 -07:00
adminandGitHub b56df59977 Batch marking generated texts requested (#8488) 2026-07-12 15:41:49 -07:00
adminandGitHub 441841ec41 Batch PostgreSQL schema initialization (#8486) 2026-07-12 14:34:15 -07:00
adminandGitHub b8ebd1d234 Batch PostgreSQL per-entity history writes (#8485) 2026-07-12 14:25:58 -07:00
adminandGitHub c1d9c53b30 Render tutorial dialogue in text client (#8458)
* Render server-driven tutorial dialogue in text client

* Render already-applied tutorial dialogue
2026-07-12 14:21:54 -07:00
adminandGitHub b4fbc7770a Show unknown battle troop counts (#8484) 2026-07-12 14:14:20 -07:00
adminandGitHub 065d5b466a Cache completed PostgreSQL client texts (#8483) 2026-07-12 14:11:49 -07:00
adminandGitHub 59a28f75e5 Separate bootstrap events from state updates (#8479) 2026-07-12 14:05:04 -07:00
adminandGitHub 86dc430ebc Batch resolved text visibility lookups (#8482) 2026-07-12 13:04:02 -07:00
adminandGitHub a062d6e8b2 Batch initial client text persistence (#8481) 2026-07-12 13:03:31 -07:00
adminandGitHub 04425edc34 Log failed resource fetch URLs (#8477) 2026-07-12 11:28:07 -07:00
adminandGitHub 5a622b276a Show drop confirmation on first click (#8480) 2026-07-12 11:27:34 -07:00
adminandGitHub 9c809d6453 Consider global quests from vassal provinces (#8478) 2026-07-12 11:25:06 -07:00
adminandGitHub 2838e8b280 Revert "Deliver game start during initial sync (#8461)" (#8476)
This reverts commit 6c219a6d43.
2026-07-12 10:49:13 -07:00
adminandGitHub 3b03f3384a Prioritize specific expansion quest targets (#8475)
* Prioritize specific expansion quest targets

* Use faction province helper for quest targets
2026-07-12 10:39:43 -07:00
adminandGitHub 6c219a6d43 Deliver game start during initial sync (#8461) 2026-07-12 10:35:12 -07:00
adminandGitHub 062c19dacf Keep province title clear of header controls (#8473)
* Keep province title clear of header controls

* Prevent province title wrapping

* Move province status icons beside support
2026-07-12 10:32:53 -07:00
adminandGitHub 82b9c0f7df Clear live province intelligence dates (#8474) 2026-07-12 07:39:15 -07:00
adminandGitHub 13cc93345a Make AI rest decisions account for hero depth (#8472) 2026-07-11 21:41:18 -07:00
adminandGitHub a5652e43f2 Prefer training over resting in development fallbacks (#8470) 2026-07-11 21:40:52 -07:00
adminandGitHub 09237eb9b1 Center province name over faction name (#8466)
* Center province header text

* Center province name independently of actions
2026-07-11 21:29:37 -07:00
adminandGitHub b15a9f0878 Scope Postgres save exports to a connection (#8469) 2026-07-11 20:25:13 -07:00
adminandGitHub a478906805 Preserve safe passage destination (#8468) 2026-07-11 20:20:33 -07:00
adminandGitHub 9619cb8076 Rename brotherhood quest to kinship (#8465) 2026-07-11 19:40:16 -07:00
adminandGitHub 588bcbd81f Improve Province Info under-attack alert (#8451)
* Improve Province Info attack alert

* Collapse inactive under-attack alert row

* Move under-attack alert above province info
2026-07-11 19:10:06 -07:00
adminandGitHub 16cacb9ee8 Add profession-specific stat requirements (#8464) 2026-07-11 18:51:07 -07:00
adminandGitHub 150970fcae Document Feast and Divine gold costs (#8463) 2026-07-11 17:50:45 -07:00
adminandGitHub de6ccb4345 Align in-memory history state boundaries (#8460) 2026-07-11 17:50:17 -07:00
adminandGitHub ab64052fa7 Document profession minimum stat (#8462) 2026-07-11 17:41:23 -07:00
adminandGitHub 38129c2a8e Add server tutorial dialogue payload (#8456)
* Drive tutorial opening dialogue from server

* Update tutorial dialogue contracts

* Keep tutorial rendering client-driven

* Make tutorial focus targets data-driven

* Reference tutorial speakers and client text
2026-07-11 14:13:20 -07:00
adminandGitHub 2fd16d962c Resize Please Recruit Me action buttons (#8457) 2026-07-11 13:53:22 -07:00
adminandGitHub 4dcb4bacdb Add battalion fundamentals guide (#8447)
* Add battalion fundamentals guide

* Explain battalion combat factors and types

* Link battalion mechanics to command references

* Explain armament-based archery volleys

* Remove prescriptive battalion checklist
2026-07-11 13:35:24 -07:00
adminandGitHub e1dd455af3 Add Shardok combat fundamentals (#8448)
* Add Shardok combat fundamentals

* Remove prescriptive Shardok decision sequence
2026-07-11 13:34:57 -07:00
adminandGitHub 1cd7474864 Print selected command templates (#8454) 2026-07-11 13:30:44 -07:00
adminandGitHub c1c60c406a Clarify Shardok victory timing (#8449) 2026-07-11 13:30:09 -07:00
adminandGitHub b20c8e55db Explain information visibility and recon (#8446) 2026-07-11 13:28:46 -07:00
adminandGitHub ca485e2c05 Add March and battle timeline (#8445) 2026-07-11 13:24:13 -07:00
adminandGitHub 1f44105ac4 Explain hero progression and profession rolls (#8450) 2026-07-11 12:24:23 -07:00
adminandGitHub b200d6d631 Document tactical activation follow-ups (#8453) 2026-07-11 12:23:50 -07:00
adminandGitHub 5ca66b9090 Explain Eagle turn progression (#8443)
* Explain Eagle turn progression

* Remove temporary command visibility section
2026-07-11 12:23:17 -07:00
adminandGitHub a714271ef2 Use active Shardok battles in text client (#8452) 2026-07-11 12:14:07 -07:00
adminandGitHub 21a311e9eb Explain command authority and province turns (#8441) 2026-07-11 09:43:40 -07:00
adminandGitHub 4b7a26b12b Document Eagle0 victory and defeat (#8440) 2026-07-11 09:39:09 -07:00
497 changed files with 22624 additions and 13596 deletions
+1 -1
View File
@@ -1 +1 @@
9.1.1
9.2.0
+2 -2
View File
@@ -79,7 +79,7 @@ jobs:
rm -f .git/hooks/post-checkout .git/hooks/post-merge .git/hooks/pre-push
- name: Checkout repository
uses: actions/checkout@v6
uses: actions/checkout@v7
env:
GIT_CONFIG_GLOBAL: ${{ runner.temp }}/gitconfig-no-lfs
GIT_CONFIG_NOSYSTEM: "1"
@@ -182,7 +182,7 @@ jobs:
FASTMAIL_FROM_NAME: ${{ secrets.FASTMAIL_FROM_NAME }}
steps:
- name: Checkout repository
uses: actions/checkout@v6
uses: actions/checkout@v7
with:
persist-credentials: false
@@ -51,7 +51,7 @@ jobs:
brew install git-lfs
git-lfs version
- name: Checkout repository
uses: actions/checkout@v6
uses: actions/checkout@v7
with:
persist-credentials: false
lfs: false
@@ -94,7 +94,7 @@ jobs:
brew install git-lfs
git-lfs version
- name: Checkout repository
uses: actions/checkout@v6
uses: actions/checkout@v7
with:
persist-credentials: false
lfs: false
@@ -109,7 +109,7 @@ jobs:
steps:
- name: Checkout
uses: actions/checkout@v6
uses: actions/checkout@v7
with:
persist-credentials: false
lfs: false
+3 -3
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@@ -74,14 +74,14 @@ jobs:
brew install git-lfs
git-lfs version
- name: Checkout repository
uses: actions/checkout@v6
uses: actions/checkout@v7
with:
persist-credentials: false
lfs: false
- name: Check BUILD.bazel dependencies
run: ./scripts/check_build_deps.sh --strict
- name: Set up Node.js
uses: actions/setup-node@v6
uses: actions/setup-node@v7
with:
node-version: 'lts/*'
- name: Check JavaScript syntax
@@ -116,7 +116,7 @@ jobs:
brew install git-lfs
git-lfs version
- name: Checkout repository
uses: actions/checkout@v6
uses: actions/checkout@v7
with:
persist-credentials: false
lfs: false
+1 -1
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@@ -31,7 +31,7 @@ jobs:
steps:
- name: Checkout repository
uses: actions/checkout@v6
uses: actions/checkout@v7
with:
persist-credentials: false
+2 -2
View File
@@ -116,7 +116,7 @@ jobs:
- name: Checkout repository
if: steps.check-latest.outputs.skip != 'true'
uses: actions/checkout@v6
uses: actions/checkout@v7
env:
GIT_LFS_SKIP_SMUDGE: 1
with:
@@ -325,7 +325,7 @@ jobs:
git-lfs --version
- name: Checkout repository
uses: actions/checkout@v6
uses: actions/checkout@v7
env:
GIT_LFS_SKIP_SMUDGE: 1
with:
+1 -1
View File
@@ -56,7 +56,7 @@ jobs:
rm -f .git/hooks/post-checkout .git/hooks/post-merge .git/hooks/pre-push
- name: Checkout repository
uses: actions/checkout@v6
uses: actions/checkout@v7
env:
GIT_CONFIG_GLOBAL: ${{ runner.temp }}/gitconfig-no-lfs
GIT_CONFIG_NOSYSTEM: "1"
+1 -1
View File
@@ -44,7 +44,7 @@ jobs:
brew install git-lfs
git-lfs version
- uses: actions/checkout@v6
- uses: actions/checkout@v7
with:
persist-credentials: false
lfs: false
+8 -2
View File
@@ -138,7 +138,7 @@ jobs:
fi
git-lfs --version
- uses: actions/checkout@v6
- uses: actions/checkout@v7
env:
GIT_LFS_SKIP_SMUDGE: 1
with:
@@ -160,6 +160,12 @@ jobs:
- name: Ensure Unity version installed
run: ./ci/github_actions/ensure_unity_installed.sh ios
- name: Ensure Bazel installed
uses: ./.github/actions/setup-bazel
- name: Sync Bazel Xcode config
run: ./scripts/sync_bazel_xcode.sh
- name: Build iOS Unity Project
id: build
run: |
@@ -229,7 +235,7 @@ jobs:
fi
git-lfs --version
- uses: actions/checkout@v6
- uses: actions/checkout@v7
env:
GIT_LFS_SKIP_SMUDGE: 1
with:
+2 -2
View File
@@ -113,7 +113,7 @@ jobs:
fi
git-lfs --version
- uses: actions/checkout@v6
- uses: actions/checkout@v7
env:
GIT_LFS_SKIP_SMUDGE: 1
with:
@@ -287,7 +287,7 @@ jobs:
fi
git-lfs --version
- uses: actions/checkout@v6
- uses: actions/checkout@v7
env:
GIT_LFS_SKIP_SMUDGE: 1
with:
@@ -4,17 +4,20 @@ on:
pull_request:
types: [opened, reopened, synchronize, ready_for_review]
paths:
- '.bazelversion'
- 'MODULE.bazel'
- 'MODULE.bazel.lock'
- 'maven_install.json'
- 'renovate.json'
- 'ci/github_actions/ensure_bazel_installed.sh'
- 'ci/github_actions/update_llvm_distributions.py'
- '.github/actions/setup-bazel/**'
- '.github/workflows/renovate_dependency_artifacts.yml'
pull_request_target:
types: [opened, reopened, synchronize, ready_for_review]
paths:
- '.bazelversion'
- 'MODULE.bazel'
- 'MODULE.bazel.lock'
- 'maven_install.json'
@@ -22,6 +25,7 @@ on:
- 'go.sum'
- 'renovate.json'
- 'ci/github_actions/ensure_bazel_installed.sh'
- 'ci/github_actions/update_llvm_distributions.py'
- '.github/actions/setup-bazel/**'
- '.github/workflows/renovate_dependency_artifacts.yml'
@@ -58,11 +62,13 @@ jobs:
const changed = files.map((file) => file.filename);
const bazelPatterns = [
/^\.bazelversion$/,
/^MODULE\.bazel$/,
/^MODULE\.bazel\.lock$/,
/^maven_install\.json$/,
/^renovate\.json$/,
/^ci\/github_actions\/ensure_bazel_installed\.sh$/,
/^ci\/github_actions\/update_llvm_distributions\.py$/,
/^\.github\/actions\/setup-bazel\//,
/^\.github\/workflows\/renovate_dependency_artifacts\.yml$/,
];
@@ -87,7 +93,7 @@ jobs:
include.push({
artifact: 'bazel',
name: 'Bazel lockfiles',
changed_files: 'MODULE.bazel.lock maven_install.json',
changed_files: 'MODULE.bazel MODULE.bazel.lock maven_install.json',
commit_message: 'Update generated dependency lockfiles',
});
}
@@ -111,13 +117,18 @@ jobs:
steps:
- name: Checkout PR
uses: actions/checkout@v6
uses: actions/checkout@v7
with:
lfs: false
- name: Ensure Bazel installed
uses: ./.github/actions/setup-bazel
- name: Refresh LLVM distribution metadata
env:
GITHUB_TOKEN: ${{ github.token }}
run: python3 ci/github_actions/update_llvm_distributions.py
- name: Update Maven lockfile
env:
REPIN: "1"
@@ -128,15 +139,16 @@ jobs:
- name: Verify generated lockfiles are current
run: |
if git diff --quiet -- MODULE.bazel.lock maven_install.json; then
if git diff --quiet -- MODULE.bazel MODULE.bazel.lock maven_install.json; then
echo "Generated dependency lockfiles are current"
exit 0
fi
echo "Generated dependency lockfiles are stale. Run the lockfile update commands and commit the result:"
echo " python3 ci/github_actions/update_llvm_distributions.py"
echo " REPIN=1 bazel run @maven//:pin"
echo " bazel build --nobuild //src/main/scala/net/eagle0/eagle:eagle_server //src/main/cpp/net/eagle0/shardok:shardok-server"
git diff -- MODULE.bazel.lock maven_install.json
git diff -- MODULE.bazel MODULE.bazel.lock maven_install.json
exit 1
update-artifacts:
@@ -173,13 +185,19 @@ jobs:
git-lfs version
- name: Checkout Renovate branch
uses: actions/checkout@v6
uses: actions/checkout@v7
with:
ref: ${{ github.event.pull_request.head.ref }}
repository: ${{ github.event.pull_request.head.repo.full_name }}
token: ${{ secrets.RENOVATE_LOCKFILE_TOKEN || github.token }}
lfs: false
- name: Refresh LLVM distribution metadata
if: matrix.artifact == 'bazel'
env:
GITHUB_TOKEN: ${{ github.token }}
run: python3 ci/github_actions/update_llvm_distributions.py
- name: Ensure Bazel installed
if: matrix.artifact == 'bazel'
uses: ./.github/actions/setup-bazel
+1 -1
View File
@@ -143,7 +143,7 @@ jobs:
brew install git-lfs
git-lfs version
- name: Checkout repository
uses: actions/checkout@v6
uses: actions/checkout@v7
with:
persist-credentials: false
lfs: false
+1 -1
View File
@@ -57,7 +57,7 @@ jobs:
rm -f .git/hooks/post-checkout .git/hooks/post-merge .git/hooks/pre-push
- name: Checkout repository
uses: actions/checkout@v6
uses: actions/checkout@v7
env:
GIT_CONFIG_GLOBAL: ${{ runner.temp }}/gitconfig-no-lfs
GIT_CONFIG_NOSYSTEM: "1"
+1 -1
View File
@@ -72,7 +72,7 @@ jobs:
brew install git-lfs
git-lfs version
- name: Checkout repository
uses: actions/checkout@v6
uses: actions/checkout@v7
with:
persist-credentials: false
lfs: false
+1 -1
View File
@@ -47,7 +47,7 @@ jobs:
fi
rm -f .git/hooks/post-checkout .git/hooks/post-merge .git/hooks/pre-push
- uses: actions/checkout@v6
- uses: actions/checkout@v7
env:
GIT_CONFIG_GLOBAL: ${{ runner.temp }}/gitconfig-no-lfs
GIT_CONFIG_NOSYSTEM: "1"
+8 -2
View File
@@ -14,6 +14,7 @@ on:
- "scripts/build_protos.sh"
- "scripts/build_plugins.sh"
- "scripts/build_windows_plugin.sh"
- "scripts/sync_bazel_xcode.sh"
- "ci/github_actions/build_unity.sh"
- "ci/github_actions/test_unity_editmode.sh"
- "ci/github_actions/ensure_bazel_installed.sh"
@@ -39,6 +40,7 @@ on:
- "scripts/build_protos.sh"
- "scripts/build_plugins.sh"
- "scripts/build_windows_plugin.sh"
- "scripts/sync_bazel_xcode.sh"
- "ci/github_actions/build_unity.sh"
- "ci/github_actions/test_unity_editmode.sh"
- "ci/github_actions/ensure_bazel_installed.sh"
@@ -94,7 +96,7 @@ jobs:
fi
git-lfs --version
- uses: actions/checkout@v6
- uses: actions/checkout@v7
env:
GIT_LFS_SKIP_SMUDGE: 1
with:
@@ -156,6 +158,8 @@ jobs:
dotnet-version: '8.0.x'
- name: Ensure Bazel installed
uses: ./.github/actions/setup-bazel
- name: Sync Bazel Xcode configuration
run: ./scripts/sync_bazel_xcode.sh
- name: Run Unity EditMode tests
run: ./ci/github_actions/test_unity_editmode.sh
@@ -209,7 +213,7 @@ jobs:
fi
git-lfs --version
- uses: actions/checkout@v6
- uses: actions/checkout@v7
env:
GIT_LFS_SKIP_SMUDGE: 1
with:
@@ -271,6 +275,8 @@ jobs:
dotnet-version: '8.0.x'
- name: Ensure Bazel installed
uses: ./.github/actions/setup-bazel
- name: Sync Bazel Xcode configuration
run: ./scripts/sync_bazel_xcode.sh
- name: Detect Addressables changes
id: addressables
+21 -19
View File
@@ -22,10 +22,10 @@ bazel_dep(name = "aspect_rules_esbuild", version = "0.26.0")
bazel_dep(name = "aspect_rules_js", version = "3.2.2")
bazel_dep(name = "bazel_jar_jar", version = "0.1.15", repo_name = "bazel_jar_jar")
bazel_dep(name = "platforms", version = "1.1.0")
bazel_dep(name = "rules_dotnet", version = "0.21.5")
bazel_dep(name = "rules_dotnet", version = "0.22.1")
bazel_dep(name = "rules_foreign_cc", version = "0.15.1")
bazel_dep(name = "rules_android", version = "0.7.3")
bazel_dep(name = "rules_nodejs", version = "6.7.4")
bazel_dep(name = "rules_nodejs", version = "6.7.5")
bazel_dep(name = "rules_pkg", version = "1.2.0")
bazel_dep(name = "rules_shell", version = "0.8.0")
@@ -74,12 +74,12 @@ bazel_dep(name = "toolchains_llvm", version = "1.8.0")
llvm = use_extension("@toolchains_llvm//toolchain/extensions:llvm.bzl", "llvm")
LLVM_VERSION = "22.1.7"
LLVM_VERSION = "22.1.8"
LLVM_DISTRIBUTIONS = {
"LLVM-22.1.7-Linux-ARM64.tar.xz": "118ca2d3ad9da34367e05735317854e7977db45dc4c02a32af58da64c23b8789",
"LLVM-22.1.7-Linux-X64.tar.xz": "edb0522b41e261819c06ea437d249f9b8acfa413d3805bc9920eec6fb76ff830",
"LLVM-22.1.7-macOS-ARM64.tar.xz": "4177245188b0a30a6539c96b361dea56f253485756bfd8927a6a59e7301e7806",
"LLVM-22.1.8-Linux-ARM64.tar.xz": "805efad2bb91cb4967fa569e0881d10c0f69c04461cf671cccbae19f547acc34",
"LLVM-22.1.8-Linux-X64.tar.xz": "df0e1ecf16caf3489a272a5eea4eec9b0d82878f6477fa309504f918a0006384",
"LLVM-22.1.8-macOS-ARM64.tar.xz": "f260f4f7c0d430828a81ae8a3826a1d63fc0963ec2459489308cc23b1f7eab4f",
}
# Native toolchain (macOS -> macOS, Linux -> Linux)
@@ -169,7 +169,7 @@ use_repo(
# Language Support - Rust
#
bazel_dep(name = "rules_rust", version = "0.70.0")
bazel_dep(name = "rules_rust", version = "0.71.3")
rust = use_extension("@rules_rust//rust:extensions.bzl", "rust")
rust.toolchain(edition = "2021")
@@ -177,7 +177,7 @@ use_repo(rust, "rust_toolchains")
register_toolchains("@rust_toolchains//:all")
crate = use_extension("@rules_rust//crate_universe:extension.bzl", "crate")
crate = use_extension("@rules_rust//crate_universe:extensions.bzl", "crate")
crate.from_cargo(
name = "map_generator_crates",
cargo_lockfile = "//src/main/rust/net/eagle0/eagle/map_generator:Cargo.lock",
@@ -189,7 +189,7 @@ use_repo(crate, "map_generator_crates")
# Platform Support - Apple/iOS
#
bazel_dep(name = "apple_support", version = "2.6.1", repo_name = "build_bazel_apple_support")
bazel_dep(name = "apple_support", version = "2.7.0", repo_name = "build_bazel_apple_support")
bazel_dep(name = "rules_apple", version = "4.5.3", repo_name = "build_bazel_rules_apple")
multiple_version_override(
@@ -214,6 +214,8 @@ use_repo(apple_cc_configure, "local_config_apple_cc", "local_config_apple_cc_too
bazel_dep(name = "protobuf", version = "35.1", repo_name = "com_google_protobuf")
single_version_override(
module_name = "protobuf",
patch_strip = 1,
patches = ["//third_party/protobuf/patches:rust_crates_dev_dependency.patch"],
version = "35.1",
)
@@ -234,8 +236,8 @@ use_repo(
)
bazel_dep(name = "rules_proto", version = "7.1.0")
bazel_dep(name = "rules_cc", version = "0.2.19")
bazel_dep(name = "grpc", version = "1.81.1")
bazel_dep(name = "rules_cc", version = "0.2.22")
bazel_dep(name = "grpc", version = "1.82.0")
# gRPC 1.81.1's generated upb module map trips Clang's layering check in the
# Linux ARM64 cross-toolchain even though the normal Bazel deps are present.
@@ -245,7 +247,7 @@ single_version_override(
patches = ["//third_party/grpc/patches:disable_xds_client_layering_check.patch"],
)
bazel_dep(name = "grpc-java", version = "1.78.0.bcr.1")
bazel_dep(name = "grpc-java", version = "1.82.0")
bazel_dep(name = "rules_proto_grpc_csharp", version = "5.8.0")
bazel_dep(name = "flatbuffers", version = "25.12.19")
@@ -270,7 +272,7 @@ oci = use_extension("@rules_oci//oci:extensions.bzl", "oci")
# curl -s -H "Authorization: Bearer $TOKEN" -H "Accept: application/vnd.oci.image.index.v1+json,application/vnd.docker.distribution.manifest.list.v2+json" "https://registry-1.docker.io/v2/library/eclipse-temurin/manifests/25-jre" | python3 -c "import json,sys; m=json.load(sys.stdin); [print(p['digest']) for p in m.get('manifests',[]) if p['platform']['architecture']=='amd64']"
oci.pull(
name = "eclipse_temurin_25_jre",
digest = "sha256:0beb258e10ad28d2bae0f74349a170bdfa67da0ef87c028cbf3d95c3e1170120",
digest = "sha256:a0053c48b1a74412b14a111d6fd547799f8a6a5c77e2318f698b996ec899b0ce",
image = "docker.io/library/eclipse-temurin",
platforms = ["linux/amd64"],
tag = "26-jre",
@@ -279,7 +281,7 @@ oci.pull(
# Base image for JFR sidecar (Java 25 JDK - includes jcmd for JFR dumps)
oci.pull(
name = "eclipse_temurin_25_jdk",
digest = "sha256:41c3a5b8a607d226c73e81538cd94d0e66f746f41f057561447eb47b40a91a65",
digest = "sha256:8e0469892385b62feab689f211fde7eeeb6537418c8fbe613147427b53870ec3",
image = "docker.io/library/eclipse-temurin",
platforms = ["linux/amd64"],
tag = "26-jdk",
@@ -334,7 +336,7 @@ maven.install(
"com.thesamet.scalapb:scalapb-runtime_3:%s" % SCALAPB_VERSION,
"com.thesamet.scalapb:scalapb-runtime-grpc_3:%s" % SCALAPB_VERSION,
"com.thesamet.scalapb:compilerplugin_3:%s" % SCALAPB_VERSION,
"com.thesamet.scalapb:protoc-bridge_3:0.9.9",
"com.thesamet.scalapb:protoc-bridge_3:0.9.10",
# JSON
"org.json4s:json4s-ast_3:4.1.0-M8",
@@ -345,7 +347,7 @@ maven.install(
"org.scalamock:scalamock_3:7.5.5",
# Developer tools
"org.scalameta:scalafmt-cli_2.13:3.11.1",
"org.scalameta:scalafmt-cli_2.13:3.11.3",
# AWS SDK
"software.amazon.awssdk:s3-transfer-manager:%s" % AWS_SDK_VERSION,
@@ -376,14 +378,14 @@ maven.install(
"com.nimbusds:nimbus-jose-jwt:10.9.1",
# Error tracking
"io.sentry:sentry:8.43.2",
"io.sentry:sentry:8.48.0",
# SQLite for client text storage
"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",
"com.zaxxer:HikariCP:7.1.0",
"org.postgresql:postgresql:42.7.13",
],
duplicate_version_warning = "error",
fail_if_repin_required = True,
+49 -2097
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File diff suppressed because one or more lines are too long
+39
View File
@@ -46,6 +46,45 @@ fi
SCHEME="Unity-iPhone"
echo "Using scheme: $SCHEME"
# Xcode can be upgraded on a self-hosted runner before its matching iOS platform
# component is installed. In that state, xcrun may exist but the generic iOS
# destination is ineligible, and archive fails with exit code 70. Probe the exact
# destination used below and repair the Xcode installation before starting the
# expensive archive.
if ! xcodebuild \
-project "$XCODEPROJ" \
-scheme "$SCHEME" \
-showBuildSettings \
-destination "generic/platform=iOS" >/dev/null; then
echo "The generic iOS destination is unavailable; installing Xcode's iOS platform..."
if ! xcodebuild -checkFirstLaunchStatus; then
echo "Completing pending Xcode first-launch setup..."
xcodebuild -runFirstLaunch
fi
xcodebuild -downloadPlatform iOS
fi
echo "Installed Xcode SDKs:"
xcodebuild -showsdks
IOS_SDK_PATH=$(xcrun --sdk iphoneos --show-sdk-path)
if [ ! -d "$IOS_SDK_PATH" ]; then
echo "Error: Xcode reported an invalid iOS SDK path: $IOS_SDK_PATH"
exit 1
fi
echo "Using iOS SDK: $IOS_SDK_PATH"
if ! xcodebuild \
-project "$XCODEPROJ" \
-scheme "$SCHEME" \
-showBuildSettings \
-destination "generic/platform=iOS" >/dev/null; then
echo "Error: The generic iOS destination is still unavailable after platform setup."
xcodebuild -project "$XCODEPROJ" -scheme "$SCHEME" -showdestinations || true
exit 1
fi
# Archive without signing - we'll sign during export
# This avoids issues with provisioning profiles on framework targets
xcodebuild archive \
@@ -0,0 +1,137 @@
#!/usr/bin/env python3
"""Update pinned LLVM release asset names and SHA-256 digests in MODULE.bazel."""
from __future__ import annotations
import argparse
import json
import os
import re
import sys
import urllib.request
from pathlib import Path
from typing import Any
LLVM_VERSION_PATTERN = re.compile(r'^LLVM_VERSION = "(?P<version>\d+\.\d+\.\d+)"$', re.MULTILINE)
LLVM_DISTRIBUTIONS_PATTERN = re.compile(
r"^LLVM_DISTRIBUTIONS = \{\n.*?^\}$",
re.MULTILINE | re.DOTALL,
)
LLVM_DISTRIBUTION_PLATFORMS = (
"Linux-ARM64",
"Linux-X64",
"macOS-ARM64",
)
def fetch_release(version: str, token: str | None) -> dict[str, Any]:
url = f"https://api.github.com/repos/llvm/llvm-project/releases/tags/llvmorg-{version}"
headers = {
"Accept": "application/vnd.github+json",
"User-Agent": "eagle0-llvm-distribution-updater",
"X-GitHub-Api-Version": "2022-11-28",
}
if token:
headers["Authorization"] = f"Bearer {token}"
request = urllib.request.Request(url, headers=headers)
with urllib.request.urlopen(request, timeout=30) as response:
return json.load(response)
def load_release(path: Path) -> dict[str, Any]:
with path.open(encoding="utf-8") as release_file:
return json.load(release_file)
def llvm_distributions(version: str, release: dict[str, Any]) -> dict[str, str]:
expected_tag = f"llvmorg-{version}"
if release.get("tag_name") != expected_tag:
raise ValueError(
f"Expected release tag {expected_tag}, got {release.get('tag_name')!r}"
)
assets = {asset["name"]: asset for asset in release.get("assets", [])}
distributions: dict[str, str] = {}
for platform in LLVM_DISTRIBUTION_PLATFORMS:
name = f"LLVM-{version}-{platform}.tar.xz"
asset = assets.get(name)
if asset is None:
raise ValueError(f"LLVM release {version} is missing required asset {name}")
digest = asset.get("digest")
if not isinstance(digest, str) or not digest.startswith("sha256:"):
raise ValueError(f"LLVM release asset {name} has no SHA-256 digest")
distributions[name] = digest.removeprefix("sha256:")
return distributions
def render_distributions(distributions: dict[str, str]) -> str:
lines = ["LLVM_DISTRIBUTIONS = {"]
lines.extend(f' "{name}": "{digest}",' for name, digest in distributions.items())
lines.append("}")
return "\n".join(lines)
def update_module(module_path: Path, release: dict[str, Any]) -> bool:
original = module_path.read_text(encoding="utf-8")
version_match = LLVM_VERSION_PATTERN.search(original)
if version_match is None:
raise ValueError(f"Could not find LLVM_VERSION in {module_path}")
distributions = llvm_distributions(version_match.group("version"), release)
replacement = render_distributions(distributions)
updated, replacements = LLVM_DISTRIBUTIONS_PATTERN.subn(replacement, original, count=1)
if replacements != 1:
raise ValueError(f"Could not find exactly one LLVM_DISTRIBUTIONS block in {module_path}")
if updated == original:
return False
module_path.write_text(updated, encoding="utf-8")
return True
def parse_args() -> argparse.Namespace:
parser = argparse.ArgumentParser()
parser.add_argument("--module", type=Path, default=Path("MODULE.bazel"))
parser.add_argument(
"--release-json",
type=Path,
help="Read GitHub release JSON from a file instead of the GitHub API",
)
return parser.parse_args()
def main() -> int:
args = parse_args()
module_text = args.module.read_text(encoding="utf-8")
version_match = LLVM_VERSION_PATTERN.search(module_text)
if version_match is None:
print(f"ERROR: Could not find LLVM_VERSION in {args.module}", file=sys.stderr)
return 1
version = version_match.group("version")
try:
release = (
load_release(args.release_json)
if args.release_json
else fetch_release(version, os.environ.get("GITHUB_TOKEN"))
)
changed = update_module(args.module, release)
except (OSError, ValueError) as error:
print(f"ERROR: {error}", file=sys.stderr)
return 1
if changed:
print(f"Updated LLVM {version} distribution metadata in {args.module}")
else:
print(f"LLVM {version} distribution metadata is current")
return 0
if __name__ == "__main__":
raise SystemExit(main())
@@ -0,0 +1,54 @@
#!/usr/bin/env python3
import tempfile
import unittest
from pathlib import Path
import update_llvm_distributions
class UpdateLlvmDistributionsTest(unittest.TestCase):
def release(self, *, missing_digest: bool = False) -> dict:
assets = []
for index, platform in enumerate(
update_llvm_distributions.LLVM_DISTRIBUTION_PLATFORMS, start=1
):
asset = {
"name": f"LLVM-22.1.8-{platform}.tar.xz",
"digest": f"sha256:{index:064x}",
}
assets.append(asset)
if missing_digest:
assets[0]["digest"] = None
return {"tag_name": "llvmorg-22.1.8", "assets": assets}
def test_updates_asset_versions_and_digests(self) -> None:
with tempfile.TemporaryDirectory() as directory:
module = Path(directory) / "MODULE.bazel"
module.write_text(
'LLVM_VERSION = "22.1.8"\n\n'
"LLVM_DISTRIBUTIONS = {\n"
' "LLVM-22.1.7-Linux-ARM64.tar.xz": "old-arm",\n'
' "LLVM-22.1.7-Linux-X64.tar.xz": "old-x64",\n'
' "LLVM-22.1.7-macOS-ARM64.tar.xz": "old-mac",\n'
"}\n",
encoding="utf-8",
)
changed = update_llvm_distributions.update_module(module, self.release())
self.assertTrue(changed)
updated = module.read_text(encoding="utf-8")
self.assertNotIn("22.1.7", updated)
self.assertIn('"LLVM-22.1.8-Linux-ARM64.tar.xz": "' + "1".zfill(64), updated)
self.assertIn('"LLVM-22.1.8-macOS-ARM64.tar.xz": "' + "3".zfill(64), updated)
def test_rejects_asset_without_sha256_digest(self) -> None:
with self.assertRaisesRegex(ValueError, "has no SHA-256 digest"):
update_llvm_distributions.llvm_distributions(
"22.1.8", self.release(missing_digest=True)
)
if __name__ == "__main__":
unittest.main()
+1 -1
View File
@@ -156,7 +156,7 @@ CREATE TABLE action_changed_provinces (
support_delta REAL,
-- round properties
set_has_acted INTEGER, -- 0/1/NULL
set_ruler_is_traveling INTEGER,
set_ruler_is_visiting_town INTEGER,
-- ruling faction changes
clear_ruling_faction_id INTEGER NOT NULL DEFAULT 0,
new_ruling_faction_id INTEGER,
+59 -11
View File
@@ -4,20 +4,18 @@ This guide covers operating the Eagle text client against a running Eagle server
## 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.
The text client can request and refresh its own tokens. GitHub is the recommended OAuth provider:
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
bazel run //src/main/scala/net/eagle0/eagle/text_client:eagle_text_client -- --tls --host prod.eagle0.net --port 443 --oauth
```
On the first run, or when no usable refresh token remains, the client prints a GitHub login URL. Paste that URL to the user and wait for them to authenticate in their browser. The callback returns to a temporary loopback listener in the text client, not to the Unity client. Never open the URL or choose an account on the user's behalf.
The client stores the access and refresh tokens in `~/.eagle0/text-client/` with owner-only permissions and refreshes the access token automatically. For an existing token location, pass both `--bearer-token-file <path>` and `--refresh-token-file <path>`. Use `--oauth-provider <provider>` only if the account uses `google`, `discord`, `apple`, `steam`, or `twitch` instead of the recommended `github` provider.
At the `eagle0>` prompt, use `lobby` to list running games and available new-game leaders. To resume a game, use:
```text
@@ -37,7 +35,7 @@ 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.
`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. Each entry also includes a `post-json` template for its corresponding selected command.
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.
@@ -49,6 +47,12 @@ Use the available-command data from `commands-json` to select a command, then po
post-json <province-id> <SelectedCommandType> <JSON>
```
Templates contain the accepted JSON field names and default values. Replace zero
IDs, `UNKNOWN` enum values, empty collections, and other placeholders with a legal
choice from the available-command payload before posting. Where a selected command
must echo server data, such as a ransom offer, the client copies that data into the
template automatically.
For example:
```text
@@ -57,7 +61,7 @@ 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:
The client has shortcuts for `post-rest`, `post-return`, `post-feast`, riot decisions, and battle aftermath. The authoritative selected-command schemas are defined in:
```text
src/main/protobuf/net/eagle0/eagle/api/selected_command.proto
@@ -68,7 +72,7 @@ Only post a selected command that is currently listed as available. A successful
Some actions enter a temporary subcommand state. For example, trading is operated as:
```text
post-json <province-id> TravelSelectedCommand {}
post-json <province-id> VisitTownSelectedCommand {}
post-json <province-id> TradeSelectedCommand {"tradeType":"BUY_FOOD","amount":<amount>}
post-return <province-id>
```
@@ -119,8 +123,52 @@ post-shardok <shardok-game-id> <index>
post-shardok <shardok-game-id> <index> <integer-roll>
```
The battle ID may be omitted only when exactly one outstanding battle currently
has postable commands. If multiple battles have commands, the client refuses the
ambiguous shorthand; use the battle ID printed by `shardok-commands`. Battles
removed from Eagle's outstanding-battle list are no longer postable, and a
Shardok update with no available commands clears the previous command list.
Use `shardok-commands-json` or `shardok-units-json` when the concise output omits a needed field.
The initial Eagle state includes the complete strategic province graph. Inspect it with:
```text
eagle-map
eagle-map-json
```
Both forms list every province and all of its neighbors by ID and name. Use the JSON form when exact IDs or
machine-readable relationships are needed; unlike March destinations, this is the complete map graph and is not
filtered by the commands currently available.
During battle setup, `shardok-commands` prints any server-recommended unit placements in order and identifies the
ordinary current command index for the next recommendation:
```text
recommended-starting-positions (ordered):
[0] unit=12 target=(3,4)
[1] unit=15 target=(4,4)
use next: post-shardok <shardok-game-id> 17
```
The list is advice, not an automatic placement batch. Review it against `shardok-map`, choose whether to use the first
recommendation, and submit that one placement with the printed `post-shardok` command. After every placement, wait for
the updated state and run `shardok-commands` again; the legal command indices and remaining recommendations may change.
The client synchronizes Shardok map definitions when it connects. To inspect the
base terrain together with current tile modifiers and occupying units, use:
```text
shardok-map <shardok-game-id>
shardok-map-json <shardok-game-id>
```
The battle ID may be omitted when the client knows about exactly one Shardok
battle. The concise map prints every coordinate's terrain plus fire, castle,
bridge, ice, and snow state. The JSON form includes the complete base map,
dynamic tile modifiers, and current active units.
## 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:
+210
View File
@@ -0,0 +1,210 @@
# Tutorial Playthrough Notes
This is a working guide for playing through the Eagle0 tutorial without losing. It is written from live text-client
testing, so treat it as a practical checklist rather than a complete design reference.
## Core Rule
Do not risk Sadar Rakon unless the outcome is overwhelmingly favorable. In tutorial games, Sadar is the human faction
leader; if he is captured, the server treats the human player as defeated and the game ends.
## Strategic Goals
- Survive the opening tutorial battle.
- Rebuild Onmaa enough to stabilize support and loyalty.
- Expand carefully from Onmaa/Nikemi with enough force to avoid leader capture.
- Trigger the major strategic tutorial event where The Eagle appears. In code, this happens when Sadar controls at
least four provinces or Hedrick's faction has no provinces.
## Tactical Safety Rules
- Avoid sending Sadar alone into a tactical battle.
- If a battle turns into a long chase, reassess instead of blindly sweeping the map.
- Prefer preserving Sadar over forcing a marginal province capture.
- When the text client shows no attack command, do not assume the enemy is helpless; they may still be able to win by
holding, hiding, or outlasting the attacker.
## Known Failure
In one previous Kojaria attempt, Sadar attacked with one battalion, chased Hedrick across the map, failed to force a
decisive win, and was captured. The client did not clearly announce game over at the time; the save later showed Kojaria
held by Hedrick and Sadar listed under `captured_heroes`.
## Live Run Log
### Fresh Tutorial Run
- Started: game `-3568010721410464682`.
- Leader: Sadar Rakon.
- Current objective: start the tutorial from the opening battle and record safe choices.
- Opening battle setup:
- Rakon's Loyalists at `(8,10)`.
- Onmaa Defenders at `(7,10)`.
- Hunters of the Steppe at `(8,11)`.
- Rationale: keep the two infantry units together on the west-facing line and keep the longbowmen directly behind
them. Tarn's force begins west/southwest of the defender setup area, and Elena/John arrive later, so the opening
goal is to preserve the core army rather than overextend.
- Opening battle, day 1: no attacks were available. Ended the turn rather than starting fires or moving forward.
- Opening battle, day 2:
- Used Hunters of the Steppe for an archery attack against the visible unit at `(7,9)`.
- Used Rakon's Loyalists for an archery attack against the unit at `(6,10)`.
- Used Onmaa Defenders for melee against the unit at `(6,10)`.
- Avoided the offered duel from Rakon's Loyalists against the unit at `(7,9)`. If that unit is Tarn, the duel risks
Sadar directly before reinforcements have arrived.
- Opening battle, days 3-5:
- On day 3, only Rakon's Loyalists and Hunters of the Steppe had commands. Used both for archery against the unit at
`(6,10)`.
- On days 4 and 5, only Hunters of the Steppe had commands. Used archery against the nearest non-Tarn pressure unit
rather than retreating or entering melee.
- This is a danger signal: if Sadar's unit disappears from the command list this early, the opening formation may have
absorbed too much damage. Keep future attempts more defensive and consider moving Sadar back instead of using every
available attack.
- Elena Fyar arrived on day 6 as actor `7`, confirming the `elena_reinforcement_round_5` tutorial event. She spawned
far southwest of the fight with Holy Wave available. Moved her toward the battle first instead of spending Holy Wave
while isolated; the move consumed her action for the turn.
- John Ranil arrived on day 8 as actor `8`, confirming the `ranil_reinforcement_round_7` tutorial event.
- After John arrived:
- Moved Hunters of the Steppe back to `(10,11)` instead of taking a weak melee attack.
- Moved Elena to `(8,7)` to close with the enemy line.
- Moved John to `(6,4)` to approach from the west.
- Do not expect reinforcements to appear in immediate melee range. They need one or more turns of marching before they
can rescue the original defender units.
- Day 10 Holy Wave timing:
- Moved John adjacent to Elena first.
- Used Elena's Holy Wave only after John was adjacent, so the action could inspire more than Elena herself.
- If Holy Wave is available immediately when Elena appears, do not spend it unless she is already adjacent to a
friendly unit or there is a specific emergency reason.
- Day 11 reinforcement attack:
- Elena got melee commands against `(7,9)` and `(8,10)`. Chose `(8,10)` first because `(7,9)` had repeatedly looked
like the Tarn/front-leader unit.
- Moved John to `(9,9)`, which opened a charge against `(8,10)`.
- Used John's charge and then his follow-up melee against `(8,10)`.
- Practical rule: once Elena and John arrive, pair their attacks on the same non-Tarn unit before taking leader-risky
engagements.
- Probable defeat/reset signal:
- Continued John melee attacks against `(8,10)` through day 14.
- After the day-14 melee, the Shardok stream emitted `shardok-reset` for the same battle id
`ce7be1272b8b4456_1_df540967`.
- The battle token reset to `6` and commands returned to the original opening placement commands, while Eagle status
still reported `BATTLE_IN_PROGRESS`.
- This most likely means the battle was lost, but the text client did not surface the loss explicitly. Treat a reset
after a long battle as a probable defeat signal unless server state proves otherwise.
- For the live run, replay the reset battle with a more conservative setup and keep Sadar out of the first contact
line.
- Replay setup after reset:
- Rakon's Loyalists at `(10,11)`.
- Onmaa Defenders at `(8,10)`.
- Hunters of the Steppe at `(9,11)`.
- Rationale: put Sadar deep, use Onmaa Defenders as the first contact screen, and keep archers close enough to shoot
without becoming the front line.
- Replay tactical adjustment:
- Day 2: enemy units still reached Sadar quickly. Moved Rakon's Loyalists away instead of dueling or meleeing.
- Day 3: moved Sadar again, then moved Hunters of the Steppe out of melee contact.
- Day 4-5: continued withdrawing Sadar north/east and pulled the archer back instead of trading melee.
- Elena arrived with Sadar still alive and mobile. Move Elena east immediately; do not spend Holy Wave while isolated.
- John arrived after Elena. Use Elena for contact, march John east, and let Sadar contribute only with archery while
he remains out of melee.
- Second probable defeat/reset:
- The replay kept Sadar alive through both reinforcements and reached day 20.
- After repeated John melee against the remaining contact at `(6,7)`, Shardok emitted another `shardok-reset` for the
same battle id and returned to the original placement command list.
- This reproduced the reset behavior from the first attempt and likely means the replay was also lost. Stop treating
the current live game as a successful tutorial source until the loss condition is visible in the text client or
confirmed from server state.
- Failed castle-hold variant:
- Onmaa castle tiles are `(6,12)`, `(8,11)`, and `(10,11)`.
- Rakon's Loyalists at `(10,11)`.
- Onmaa Defenders at `(8,11)`.
- Hunters of the Steppe at `(6,12)`.
- Early result: this was much stronger than the previous formations. When no attacks were available, ended turn
instead of moving off castles. When longbow shots were offered, used Hunters of the Steppe from `(6,12)`. When
enemies stepped adjacent, used ordinary castle melee, but continued to avoid duels.
- What failed:
- The battle still reset after day 22, returning the same battle id to token `6`.
- The late phase degraded into too much Holy Wave/Reduce and too little direct pressure. Treat that as the wrong
plan for this tutorial battle.
### Successful Opening Battle
- Won in game `-3568010721410464682`, battle `ce7be1272b8b4456_1_df540967`.
- Winning setup:
- Sadar/Rakon's Loyalists at `(10,11)`.
- Onmaa Defenders at `(8,11)`.
- Hunters of the Steppe at `(6,12)`.
- Main rule: hold the three castle tiles with the starting units until the enemy gives useful attacks. Do not walk the
starting units off the castles just because movement commands are available.
- Early turns:
- End the first defender turn when only movement/fire commands are available.
- Use Hunters of the Steppe for archery whenever possible, usually into the non-Ikhaan targets at `(5,10)`,
`(5,11)`, or `(7,10)`.
- Use ordinary melee from castle tiles when the enemy steps adjacent.
- Sadar may duel non-Ikhaan targets. In the winning run, actor `4` used `CHALLENGE_DUEL` against targetUnit `2`.
- Avoid Sadar's duel against targetUnit `3` at `(9,10)`; that target behaved like Ikhaan Tarn. Ordinary melee into
that adjacent target was still used later, but the duel was skipped every time.
- Reinforcements:
- Elena arrived as actor `7`. March her directly toward the castle line instead of spending Holy Wave while isolated:
`(11,3)`, `(8,5)`, `(8,8)`, then `(8,11)`.
- John arrived as actor `8`. Rush him toward the castles: `(6,4)`, `(10,7)`, then `(8,10)`.
- Once John and Elena reach the line, use their melee attacks immediately. In the winning run both repeatedly attacked
the non-Ikhaan target at `(7,10)`.
- After that target dropped, chase the remaining left-side contact with John and Elena together. John moved to
`(4,11)`, Elena to `(5,10)`, and John finished the battle with melee at `(5,11)`.
- Do not make Holy Wave or Reduce the plan. The successful run won without using Holy Wave or Reduce in the decisive
phase; direct archery, castle melee, and reinforcement melee were enough.
- Post-battle aftermath:
- The battle resolved to Eagle commands and offered three captured heroes: `201`, `202`, and `203`.
- Recruit attempts were refused for all three, then each was imprisoned.
- After the captured-hero prompts cleared, normal strategic commands returned at province `14`, starting with
`ImproveAvailableCommand`.
### Strategic Play After Opening Battle
- Immediate recovery priorities:
- Improve Onmaa's economy and agriculture before starting a war.
- Use Alms sparingly if support is low, but watch food and treasury.
- Train existing heroes/units before marching. The opening win leaves enough time to build before attacking.
- Troop organization notes:
- Onmaa initially exposed only `LightInfantry` and `Longbowmen` as constructible in the command surface.
- An invalid organize attempt tried to top up preexisting heavy units and hit the server error
`HeavyInfantry was not among constructible battalion types Vector(LightInfantry, Longbowmen)`.
- Safe commands in the live run were:
- Top up the existing light infantry battalion.
- Create a new longbow battalion. The text-client payload that worked used numeric enum value `4` for Longbowmen.
- Do not assume existing heavy battalions can be reinforced just because they already exist in the province.
- Marching rule:
- Do not march Sadar in the first expansion army. Leave him in Onmaa and send the non-leader army instead.
- The live run sent Elena, John, Agamemnon, and Old Marek from Onmaa to Nikemi, then on to Kojaria.
- Send supplies forward after the army reaches Nikemi; do not strand the field army without food.
### Failed Hedrick Attack
- Target: Kojaria, held by Hedrick the Hedge-Merchant's faction.
- Army: four non-Sadar heroes, about 1954 troops, including the new untrained longbow battalion.
- Strategic safety result:
- This was better than marching Sadar alone. A reset here did not immediately imply player defeat because Sadar
stayed home.
- It still appears to be a losing tactical plan.
- Tactical setup:
- Placed the army on the west edge and advanced toward Hedrick's single 1000-troop stack.
- A first attempt surrounded Hedrick and used repeated melee. It reset after an infantry melee, likely a loss.
- A second attempt used more spacing:
- Move John/engineer to the firing lane first.
- Use archery whenever it appears.
- Move cavalry into contact only after ranged damage is available.
- Avoid actor 0 infantry melee and avoid making Reduce/Holy Wave the core plan.
- What worked better:
- The stable pattern was archery from actor 0 when available, archery from the new longbows when available, and
cavalry melee from Old Marek.
- Extinguishing fire with the longbows was useful when the enemy lit the cavalry contact square.
- What failed:
- Even with repeated archery and cavalry melee, the battle dragged to day 12 and then reset after another cavalry
melee.
- A single late Reduce did not visibly break the stalemate.
- The new longbow battalion had `0.0` training and `0.0` armament in the stale strategic snapshot, so it may have
contributed much less than its troop count suggested.
- Practical conclusion:
- Do not attack Hedrick immediately after creating a raw longbow battalion.
- Build a stronger army first: train and arm the new longbows, improve the economy/agriculture enough to support
better reinforcements, and consider taking easier provinces or waiting until the army has more developed units.
- If attacking Hedrick, treat his 1000-stack as a boss fight. The current safe-looking four-hero army was not enough
to finish it reliably.
+2 -2
View File
@@ -287,8 +287,8 @@ You play **Sadar Rakon**, formerly Ikhaan Tarn's most trusted lieutenant. Tarn's
| 5 | `tutorial_support_deadline` | December nag if support < 40: have Elena give alms now |
| 6 | `guidance_expand` (script `tutorial_expansion`) | Once support is stable: keep developing, taxes coming in January |
| 7 | `tutorial_taxes_collected` | January: gold/food collected. Now expand — March your warlord + most heroes to a neighbor, leave 12 behind |
| 8 | `tutorial_ready_to_join` | A free hero in `{provinceName}` is ready to recruit → Travel + Recruit |
| 9 | `tutorial_in_town` | When you Travel: explains Trade / Arm Troops / Divine / Recruit / Manage Prisoners; *Return* ends the turn |
| 8 | `tutorial_ready_to_join` | A free hero in `{provinceName}` is ready to recruit → Visit Town + Recruit |
| 9 | `tutorial_in_town` | When you Visit Town: explains Trade / Arm Troops / Divine / Recruit / Manage Prisoners; *Return* ends the turn |
| 10 | `tutorial_faction_appears` | **The twist**: Fracture Covenant lands at Ingia and Soria. *The Eagle* commands them. Tarn may be with them |
| 11 | `tutorial_hero_departed` | First King's hero abandons service — "something deeper is at work" |
| 12 | `tutorial_hero_departed_again` | Second one in a different month — "something is wrong, I can feel it" (foreshadowing) |
+1 -1
View File
@@ -78,7 +78,7 @@ This section lists quests with direct `QuestCommandChooser` handlers in `Fulfill
|-------|---------|-------|
| `GrandArmyQuest` | `GrandArmyQuestCommandChooser` | Uses OrganizeTroops to top off existing battalions and hire Light Infantry. Only executes if resources are sufficient to fully meet the troop target. |
| `BattalionDiversityQuest` | `BattalionDiversityQuestCommandChooser` | Hires one battalion of a missing type to reach 3+ distinct types. Only attempts if the province already has 2+ existing types, has sufficient development (`meetsRequirements`), and gold/food surplus. |
| `UpgradeBattalionQuest` | `UpgradeBattalionQuestCommandChooser` | Walks a priority tree per turn: arm-completes (with optional travel and/or food sale setup) → train-completes → march in a pre-qualified neighbor battalion → organize/top-off of the target type → march in an unqualified neighbor battalion → develop Economy/Agriculture → train progress → develop Infrastructure → arm progress. Only toggles Travel when it directly enables an arm-completes finisher. |
| `UpgradeBattalionQuest` | `UpgradeBattalionQuestCommandChooser` | Walks a priority tree per turn: arm-completes (with optional Visit Town and/or food sale setup) → train-completes → march in a pre-qualified neighbor battalion → organize/top-off of the target type → march in an unqualified neighbor battalion → develop Economy/Agriculture → train progress → develop Infrastructure → arm progress. Only chooses Visit Town when it directly enables an arm-completes finisher. |
### Reconnaissance Quests
+6
View File
@@ -20,9 +20,14 @@ export default defineConfig({
label: "Concepts",
items: [
{ label: "Game Concepts", slug: "concepts" },
{ label: "Victory and Defeat", slug: "concepts/victory-and-defeat" },
{ label: "Who You Command", slug: "concepts/command-authority" },
{ label: "Eagle Round Flow", slug: "concepts/eagle-round-flow" },
{ label: "March and Battle Timeline", slug: "concepts/march-timeline" },
{ label: "Information and Recon", slug: "concepts/information-and-recon" },
{ label: "From Eagle to Shardok", slug: "concepts/eagle-to-shardok" },
{ label: "Shardok Battles", slug: "concepts/shardok-battles" },
{ label: "Shardok Combat Fundamentals", slug: "concepts/shardok-combat" },
{
label: "Shardok Victory Conditions",
slug: "concepts/shardok-victory-conditions",
@@ -32,6 +37,7 @@ export default defineConfig({
{ label: "Eagle Commands", slug: "commands" },
{ label: "Shardok Commands", slug: "shardok-commands" },
{ label: "Heroes", slug: "heroes" },
{ label: "Battalions", slug: "battalions" },
{ label: "Factions", slug: "factions" },
{ label: "Provinces", slug: "provinces" },
{ label: "Integration Notes", slug: "integration" },
@@ -0,0 +1,74 @@
---
title: Battalions
description: Troop count, type, training, armament, morale, heroes, and the battalion lifecycle.
---
Battalions are Eagle's organized troop formations and become units in [Shardok battles](/concepts/shardok-battles/) when attached to heroes.
## Reading a battalion
- **Troops** are its current soldiers. Casualties and starvation reduce this number; reaching zero destroys the battalion.
- **Type** determines movement, damage, battlefield limits, and whether an attached hero can cast or use stealth.
- **TRN (training)** increases the damage the battalion delivers. It is raised with [Train](/commands/#train).
- **ARM (armament)** reduces normal damage the battalion takes. It is raised with [Arm Troops](/commands/#arm-troops) and cannot exceed the province's effective infrastructure.
- **Morale** affects combat performance and gates many tactical actions. It changes through battle effects.
## How the combat factors work
These values do different jobs; they are not interchangeable ratings that simply add into one combat score.
- **Training** scales the battalion type's melee and missile damage bonuses. Higher training therefore means more damage per troop. It also affects some command-specific odds, including the chance to stun on a [Charge](/shardok-commands/#charge).
- **Armament** scales the battalion type's resistances and reduces incoming normal damage. Each type and damage category has its own resistance profile, so the same ARM value does not protect every battalion equally. Penetrating damage bypasses this normal armament reduction. If the unit can use [Archery](/shardok-commands/#archery), armament also determines its starting volleys: currently one volley per 10 ARM, rounded down, plus any bonus from its battalion type.
- **Morale** changes the battalion's damage swing. Most units also need at least 10 morale to use normal tactical commands.
- **Hero vigor** is an action constraint and current energy reserve, not battalion armor. It affects maximum AP and command access; at zero vigor, the hero-led unit is captured and removed from active battle. See [Vigor](/heroes/#vigor).
- **Troop count** multiplies battalion damage: more surviving troops deliver more total battalion damage. It also determines how many soldiers remain available to absorb casualties.
- **Battalion type** supplies the base damage, training bonus, resistance profile, armament benefit, movement costs, charge multiplier, and special capabilities.
- **Hero stats** contribute separately. Charisma and bravery affect battalion combat swings, while a hero also contributes personal damage and enables stat- or profession-based commands.
Exact enemy training, armament, hero stats, or other details may be hidden. Use only the information your faction has revealed; the game does not promise that an unknown value is zero.
## Battalion types
### Light Infantry
The basic flexible foot formation. It is inexpensive, has the largest normal infantry capacity, can carry casting heroes, and allows [Ranger](/heroes/#ranger) stealth. Its protection gains from ARM are useful but lower than those of heavy formations.
### Heavy Infantry
Slower and more expensive to train and equip, with fewer troops per full battalion. Heavy Infantry starts with substantial physical resistance and generally gains more protection from ARM than light formations. It also delivers heavier melee damage, but cannot cast or hide.
### Light Cavalry
Fast on open terrain and especially effective when charging: its charge deals 1.2 times normal unit damage. A charge spends only the terrain-entry cost, so Light Cavalry may move or use another available command afterward when it retains AP.
### Heavy Cavalry
The most expensive normal formation, with the smallest capacity and highest food cost. It combines strong built-in resistance and armament scaling with the largest charge multiplier, 1.5. Like Light Cavalry, it can sometimes act again after charging if AP remains.
### Longbowmen
A ranged specialist that is always [archery](/shardok-commands/#archery)-capable and receives two bonus volleys in addition to those provided by ARM. It can also support casting and stealth-capable heroes. Longbow attacks include penetrating missile damage. Because penetrating damage bypasses normal armament reduction, trained Longbowmen can inflict heavy casualties even on well-armed troops. They are comparatively poorly protected by their own ARM.
### Undead
An exceptional formation created through necromantic effects rather than ordinary recruitment. Undead have high capacity, do not consume food or use normal morale, can cross ocean terrain, and are vulnerable to [Holy Wave](/shardok-commands/#holy-wave). Their combat and movement rules differ enough that they should not be evaluated like a normal recruitable battalion.
## Heroes and units
A Shardok unit normally combines one hero and one battalion. The hero supplies stats, [vigor](/heroes/#vigor), profession commands, personal damage, and special capabilities; the battalion supplies troops, type, training, armament, movement, morale, and its damage profile. The hero's Charisma and Bravery also affect the battalion's combat swing. A profession alone may not be enough: casting requires a casting-capable battalion, and Ranger stealth requires a stealth-capable one.
The two parts remain one tactical unit. If the battalion reaches zero troops, it is destroyed. If the attached hero reaches zero vigor, the hero-led unit is captured and removed from active battle; the surviving battalion does not detach and continue fighting independently.
## Creating and changing battalions
[**Organize Troops**](/commands/#organize-troops) creates, resizes, merges, transfers, or dismisses battalions. New troops cost gold and begin without training or armament. Transfers preserve weighted training and armament. Empty battalions are removed.
Use [**Train**](/commands/#train) to improve eligible battalions in the province and [**Arm Troops**](/commands/#arm-troops) while visiting town to buy higher armament. Province economy and agriculture affect which types can be raised; effective infrastructure limits equipment.
## Movement, food, and battle
[March](/commands/#march) moves selected battalions with their heroes and supplies. Stationed and moving battalions consume food. A shortage spends the remaining food and can reduce battalions by up to 20 percent in one consumption event.
Battle results return surviving troop counts and statuses to Eagle. Battalions may survive with casualties, be destroyed, flee with their heroes, be captured/secured, or become the new garrison after conquest.
See [Organize Troops](/commands/#organize-troops), [Train](/commands/#train), [Arm Troops](/commands/#arm-troops), and [Shardok Battles](/concepts/shardok-battles/#units).
@@ -72,7 +72,9 @@ Most command phase actions spend the acting province's turn.
<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>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 and cost the messenger vigor.
For truce, invitation, alliance, and break-alliance missions, the envoy leaves the acting province immediately and is unavailable for the rest of the current round, including its battles. The envoy normally returns during **Diplomacy Resolution** near the end of that same round and can act again next round. If the origin province has been lost, the envoy returns elsewhere in the faction when possible. An imprisoned envoy does not return.
<b>Selection:</b> choose the diplomacy option, target faction, and sent hero.
@@ -94,7 +96,9 @@ Most command phase actions spend the acting province's turn.
<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>Gold cost:</b> 20 gold for each ruling-faction hero in the province, multiplied by the province [price index](/provinces/#price-index) and rounded up. For example, a province with 3 ruling-faction heroes and a 1.25 price index pays 75 gold.
<b>Available when:</b> the acting province can pay the full feast cost.
<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.
@@ -162,7 +166,7 @@ Look for growth or attack opportunities. The vassal first tries to march into ne
<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.
<b>Effect:</b> Move heroes, battalions, gold, and food from one province to another. March is inter-province movement and always has a destination; [Visit Town](#visit-town) is only a local visit within the current province. 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.
@@ -277,21 +281,23 @@ Shipments arrive during the next round's Province Move Resolution phase, before
<b>Selection:</b> choose the acting hero.
### Travel
### Visit Town
<b>Hero requirements:</b> None.
<b>Hero requirements:</b> None. The acting province's ruling hero makes the visit.
<b>Vigor cost:</b> 15.
<b>Available when:</b> the acting province can enter the traveling command state.
<b>Available when:</b> the acting province's ruling hero has at least 40 vigor, the hero is not already visiting town, and there is no blizzard.
<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>Effect:</b> Have the ruling hero leave camp to visit the town inside the acting province. Visit Town does not move any hero, battalion, or supplies to another province, so it has no destination; use [March](#march) for inter-province movement.
<b>Selection:</b> no additional choices.
Visit Town spends the ruling hero's vigor and unlocks whichever town commands below are currently eligible. You can use as many eligible town commands as you want in the same round before using Return to go back to camp. If no town activity currently qualifies, Return may be the only command available.
## Traveling Commands
<b>Selection:</b> no additional choices. Visit Town always uses the current province and never asks you to select a destination.
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.
## Town Commands
You must use Visit Town before these local commands appear. The ruling hero remains in the current province; only the available command set changes from camp duties to town activities. While visiting town, you can use as many eligible town commands as you want in one round before using Return to come back to camp.
### Arm Troops
@@ -299,7 +305,7 @@ You must use Travel before these commands appear. Once you are traveling, you ca
<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>Available when:</b> the ruling hero is visiting town, 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.
@@ -311,7 +317,7 @@ You must use Travel before these commands appear. Once you are traveling, you ca
<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>Available when:</b> the ruling hero is visiting town 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.
@@ -323,9 +329,11 @@ You must use Travel before these commands appear. Once you are traveling, you ca
<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>Gold cost:</b> 100 gold per selected hero, multiplied by the province [price index](/provinces/#price-index) and rounded to the nearest whole gold for each hero. The total cost is that per-hero cost multiplied by the number of selected heroes. For example, divining 3 heroes at a 1.25 price index costs 375 gold.
<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>Available when:</b> the ruling hero is visiting town, the province can pay the cost for at least one hero, 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. The province spends gold, and the price index may change.
<b>Selection:</b> choose the heroes to divine.
@@ -335,7 +343,7 @@ You must use Travel before these commands appear. Once you are traveling, you ca
<b>Vigor cost:</b> None.
<b>Available when:</b> you are traveling and the province has prisoner heroes with available management options.
<b>Available when:</b> the ruling hero is visiting town 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.
@@ -379,21 +387,23 @@ Ordinary prisoners cannot be returned this way. Faction leader prisoners cannot
<b>Vigor cost:</b> None.
<b>Available when:</b> you are traveling and unaffiliated heroes in the province are willing to join.
<b>Available when:</b> the province is ruled by one of the acting faction's faction leaders, that ruling faction leader is visiting town, and at least one unaffiliated hero in the province currently qualifies to join that faction. The visitor may be any faction leader; it does not have to be the faction head. Vassals cannot use this command.
<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.
See [**What `WOULD_JOIN` Means**](/factions/#what-would_join-means) for the recruitment status, traveler exception, and separate **Please Recruit Me** behavior in vassal-ruled provinces.
### Return
<b>Hero requirements:</b> None.
<b>Vigor cost:</b> None.
<b>Available when:</b> you are traveling.
<b>Available when:</b> the ruling hero is visiting town.
<b>Effect:</b> Return from the traveling command state to the normal strategic flow.
<b>Effect:</b> Return the ruling hero from the current province's town to camp and end that province's turn.
<b>Selection:</b> no additional choices.
@@ -403,7 +413,7 @@ Ordinary prisoners cannot be returned this way. Faction leader prisoners cannot
<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>Available when:</b> the ruling hero is visiting town 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.
@@ -421,7 +431,7 @@ These commands appear only when the game is resolving a special situation, respo
<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>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. **Advance** commits the army to the attack. **Withdraw** sends it back without fighting. **Demand Tribute** lets you request a specific amount of the province's gold and food, up to the displayed maximum; the demand cannot be zero. The defender later chooses whether to pay the full demand or refuse it. See [Attack and Defense Decisions](/concepts/eagle-to-shardok/#attack-and-defense-decisions) and [Resolving a tribute demand](/concepts/march-timeline/#resolving-a-tribute-demand).
<b>Selection:</b> choose one available attack decision.
@@ -563,7 +573,9 @@ Gift success is probabilistic. The chance is based on the province leader's Char
<b>Available when:</b> another faction tries to break an alliance.
<b>Effect:</b> Respond to a faction attempting to break an alliance.
<b>Effect:</b> Respond to a faction attempting to break an alliance. Accepting the break replaces the alliance with a 12-month truce; it does not make the factions immediately hostile. The truce remains active through its reset month and changes to **Hostile** when a later **New Round** advances the date past that month. For example, a break accepted in January has a January reset date the following year and becomes hostile when February begins.
Imprisoning the envoy ends the alliance without a truce and makes both relationships **Hostile**. See [Diplomacy Outcomes](/factions/#diplomacy-outcomes) for the other imprisonment consequences.
<b>Selection:</b> choose the originating faction and the resolution.
@@ -611,7 +623,7 @@ Gift success is probabilistic. The chance is based on the province leader's Char
<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>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. A demand must be accepted or refused in full; partial payment and counteroffers are not available. Paying requires the province to have the full requested amount, creates a 12-month truce between the factions, and turns back the demanding faction's hostile armies against the payer's provinces. Refusing transfers no resources and returns that faction's army to **Attacking**, after which normal defense selection and battle resolution continue. Neither response changes prestige directly, although a battle caused by refusal can later affect prestige. See [Resolving a tribute demand](/concepts/march-timeline/#resolving-a-tribute-demand).
<b>Selection:</b> choose the demanding faction and whether tribute is paid.
@@ -0,0 +1,62 @@
---
title: Who You Command
description: Faction leaders, vassals, province turns, and direct control.
---
Eagle commands are issued through provinces, but who chooses a province's action depends on its ruling hero. The key distinction is between **faction leaders**, whom the player commands directly, and **vassals**, who govern automatically.
## Leadership roles
| Role | Directly commanded? | Main purpose |
| --- | --- | --- |
| Faction head | Yes | Defines the faction and provides its original leadership |
| Other faction leader | Yes | Gives the player another directly controlled leader and a successor |
| Vassal | No | Rules a province according to standing orders and local needs |
| Unaffiliated hero | No | May be recruited, divined, apprehended, or otherwise interacted with |
The faction head is also a faction leader. **Swear Kinship** can promote a loyal faction hero into an additional faction leader. A faction leader who rules a province lets the player choose that province's normal command directly.
## Province turns
Most strategic actions belong to the province currently acting. During **Player Commands**, provinces led by faction leaders present their available commands to the player. A normal command such as Train, Improve, March, or Rest spends that province's turn.
The hero selected for a command is its actor, but selecting a different hero does not create another province turn. Several heroes may be eligible to perform the same province action; the player chooses which hero pays vigor and receives the associated experience.
Some commands explicitly do not take the turn. For example, **Issue Orders** changes standing instructions without consuming the acting province's normal action. The command reference labels these exceptions.
## Vassal-led provinces
A vassal-led province acts during **Vassal Commands**, before the main Player Commands phase. The vassal chooses an action using:
- the province's standing order: Entrust, Develop, Mobilize, or Expand;
- the faction's focus province;
- urgent local needs such as defense, riots, fatigue, low support, or beasts; and
- the commands actually available in the province.
Standing orders guide a vassal; they do not guarantee one exact command. A vassal may address a crisis before following a long-term development or expansion preference.
## Multiple leaders and provinces
Gaining more faction leaders does not give one province several normal actions. It expands direct control:
- A leader can directly rule a province instead of leaving it to a vassal.
- Leaders in different provinces can make those provinces player-controlled.
- Leaders provide succession if the faction head dies.
Heroes who are present but do not rule the province can still be selected for eligible commands. Province leadership determines who chooses the action, not which local hero must perform it.
## A simple example
Suppose your faction controls three provinces:
1. Your faction head rules the capital. You choose its action during Player Commands.
2. A second faction leader rules the frontier. You choose that province's action too.
3. A vassal rules a farming province with Develop orders. The vassal chooses its own action during Vassal Commands.
The result is two direct player decisions and one automatic vassal decision, assuming no riot, diplomacy offer, battle decision, or other special phase adds another required choice.
## Special decisions
Attack decisions, defense decisions, diplomacy responses, prisoner handling, riots, and battle aftermath are conditional decisions rather than extra normal province turns. They appear only when the current game state requires them and can pause the shared phase until every required faction responds.
See [Eagle Round Flow](/concepts/eagle-round-flow/) for phase timing and [Eagle Commands](/commands/) for which actions consume a turn.
@@ -30,6 +30,56 @@ Most rounds follow this broad rhythm:
Some phases are player-facing. Others are bookkeeping phases that advance automatically unless a special decision is needed.
## One Round Is One Month
The strategic date advances once per complete Eagle round, not once per command. A
command submitted during Player Commands belongs to the current month's round. The
server then continues through the remaining phases and starts the next round, whose
New Round processing advances the date by one month.
In a one-player game, the automatic phases may finish so quickly that it looks as
though the command itself advanced the month. If a decision or battle is pending,
the game remains in the same round and month until that work is complete.
## Phase Diagram
This diagram groups the detailed phases into their player-visible states:
```text
New Round and upkeep
|
v
Province movement and events
|
+----> Riot or recruitment decision? ----> wait for commands
|
v
Vassal Commands -> Player Commands --------------> wait for every required faction
|
v
Conquest setup -> Attack Decision -> Defense Decision
|
v
Battle Request and food use
|
v
Battle Resolution ----------> wait for all Shardok battles
|
v
Battle Aftermath -----------> wait for pending choices
|
v
Diplomacy Resolution -------> wait for pending replies
|
v
Recon Resolution
|
+-----------------> next month's New Round
```
"Wait" means the phase does not advance yet. The server may be waiting for your
choice, another faction's choice, or an external Shardok battle result.
## Automatic Upkeep
These phases usually advance without direct player input:
@@ -56,7 +106,7 @@ Moving armies arrive at their destinations, supplies move, and incoming hostile
### Hero Departures
Heroes who are ready to leave unaffiliated states or temporary situations may depart.
The game checks affiliated heroes for [low-loyalty departure](/heroes/#loyalty-departure). Any hero with loyalty below 50 may leave at any time, and lower loyalty means a greater risk. A departing hero becomes an unaffiliated traveler in the same province and does not take the province's supplies.
### Unaffiliated Hero Actions
@@ -130,6 +180,8 @@ Diplomatic offers are resolved after players choose how to answer them. Offers c
## Simultaneous Information
For a focused explanation of public, hidden, and potentially stale observations, see [Information and Recon](/concepts/information-and-recon/).
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.
@@ -19,6 +19,8 @@ Eagle is the strategic layer. Shardok is the tactical layer. The two connect whe
## Strategic Movement
For a compact round-by-round view of the entire process, see [March and Battle Timeline](/concepts/march-timeline/).
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.
@@ -7,10 +7,15 @@ These pages explain how Eagle0's major systems fit together. Use them when you w
## Eagle
- [Victory and defeat](victory-and-defeat/) explains the strategic objective, leadership succession, faction destruction, and how the game ends.
- [Who you command](command-authority/) explains faction heads, faction leaders, vassals, province turns, and direct control.
- [Eagle round flow](eagle-round-flow/) explains how a strategic round advances, why actions are simultaneous, and when players see results.
- [Information and recon](information-and-recon/) explains public, hidden, scouted, and potentially stale knowledge.
- [From Eagle to Shardok](eagle-to-shardok/) explains how strategic movement turns into tactical battles and how battle results return to Eagle.
- [March and battle timeline](march-timeline/) follows one army from order submission through arrival, battle, and aftermath.
## Shardok
- [Shardok combat fundamentals](shardok-combat/) explains turns, rounds, AP, movement, attacks, terrain, morale, and vigor.
- [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 +1,46 @@
---
title: Information and Recon
description: Public, private, stale, and scouted information in simultaneous Eagle rounds.
---
Eagle does not give every faction a current view of the whole world. Results are filtered by province control, faction knowledge, scouting, diplomacy, alliances, and battle participation.
## Three kinds of uncertainty
- **Not present:** the game state confirms that something is absent.
- **Not visible:** it may exist, but your faction has not earned that information.
- **Known as of a date:** your faction observed it previously, but simultaneous actions may have changed it.
A blank enemy field can mean that the value is not visible; it does not necessarily mean the value is zero. An old observation describes the recorded date rather than guaranteeing the current state.
## Province information
Public province information can include identity, ruler, known events, known incoming armies, and an **as of** date. Full local information adds resources, caps, support, food consumption, battalions, heroes, orders, shipments, and events.
Controlling a province normally gives your faction its detailed state. Losing control does not mean every remembered fact remains current; the date tells you when the displayed knowledge was established.
## Simultaneous orders
Enemy factions choose during the same phase. Between an observation and a later arrival, a province may receive troops, change ruler, form a truce, or launch its own army. Observing a target does not reserve or freeze its state.
## Strategic Recon
Recon requires an eligible Ranger and targets a province not ruled by the acting faction. The command creates pending reconnaissance rather than instantly granting omniscience. Results are applied during **Recon Resolution**, after the relevant strategic activity.
Recon improves what your faction knows about the target at that point in the round. Later actions can make those details stale. The observation date records when that knowledge was established.
## Other ways information is earned
- Ruling a province exposes its local state.
- Battle participants learn information revealed by the tactical encounter and its result.
- Diplomacy reveals offers and relationship changes to the involved factions.
- Allied or nearby events may be visible when the game state permits it.
- Moving next to, scouting, or revealing hidden Shardok units affects tactical knowledge separately from strategic Recon.
Alliance does not make every hidden fact in the world public. Each faction can still have knowledge that the other does not.
## Example
In round 8, Recon reports an enemy frontier province with one battalion. You March toward it during round 9. The enemy simultaneously sends reinforcements. Your report was truthful as of round 8, but it did not promise that the round-9 defenders would be unchanged.
See [Eagle Round Flow](/concepts/eagle-round-flow/#simultaneous-information), [Recon](/commands/#recon), and [Provinces](/provinces/) for related rules.
@@ -0,0 +1,62 @@
---
title: March and Battle Timeline
description: Where an army is from order submission through arrival and battle aftermath.
---
March is a delayed strategic order. Selected heroes, battalions, gold, and food leave the origin immediately, but they do not enter the destination until later processing.
## The timeline
| When | State | What happens |
| --- | --- | --- |
| Player Commands, round N | March submitted | Forces and supplies leave the origin and form a moving army scheduled for round N+1. Each marching hero spends vigor. |
| Province Move Resolution, round N+1 | Arrival checked | An army already friendly to the destination enters it. A hostile arrival waits outside rather than entering. |
| After Player Commands, round N+1 | Hostile Army Setup | Hostile arrivals become attacking groups, one per faction, preserving their approach direction and carried supplies. |
| Uncontested Conquest | No tactical defense needed | An unruled destination can be claimed without Shardok. Competing groups are compared by size, power, and a deterministic tie-breaker. |
| Attack and Defense Decisions | A ruled province is contested | Attackers decide whether to press the attack or demand tribute; defenders answer tribute demands and may choose an army and fallback destination. Truces can turn armies back. |
| Battle Request and Resolution | Shardok battle | Eagle sends armies, map, limited battle food, and victory conditions to Shardok, then waits for a result. |
| Battle Aftermath | Consequences applied | Eagle resolves ownership, survivors, prisoners, supplies, devastation, prestige, and any allied-claimant decisions. |
## Friendly arrival
If your faction already rules the destination during Province Move Resolution, the army's heroes, battalions, and supplies enter the province. They are then present before later phases such as player commands and food consumption.
## Neutral or hostile arrival
A marching army does not occupy a neutral or enemy province during movement resolution. It remains a moving/hostile force until conquest or battle processing decides the outcome. This distinction matters for hero location, province leadership, and food.
An unruled province may be conquered without a tactical battle. A ruled and defended province can require attack and defense decisions followed by Shardok.
## Resolving a tribute demand
A tribute demand pauses that attacking faction during Defense Decision. The defender resolves each demand by either paying it in full or refusing it; there is no partial-payment or counteroffer option.
If the defender pays, the full requested gold and food are deducted from the province. The two factions enter a 12-month truce, and the demanding faction's hostile armies against any province ruled by the payer turn back. The returning armies arrive at their origin provinces in the next round.
If the defender refuses, no food or gold is transferred and the demanding army returns to **Attacking** status. The province remains in Defense Decision, so an eligible defender can then choose a defending army and fallback destination. Once the remaining attack and defense decisions are resolved, the ordinary battle-request rules apply: opposed armies proceed to battle, while an undefended attack may instead become an uncontested conquest.
Paying or refusing tribute has no direct prestige effect. If refusal leads to battle, the eventual battle result can change prestige normally.
## Food and gold
Carried supplies travel with the army. Moving armies consume their own food while incoming. If food is insufficient, their battalions can suffer starvation losses.
When a normal province battle is created, attackers bring at most one month of food consumption from their carried food. Defenders receive at most one month from province food, removed when the battle is created. Remaining attacking supplies are applied to the battle province during resolution; whoever ultimately controls the province may therefore inherit them.
## One attacker wins
One victorious attacking faction conquers the province. Its surviving, non-fled heroes and battalions become the new ruling force, support becomes 0, orders reset to Entrust, and eligible defenders can become prisoners.
## Allied attackers win together
Eagle cannot automatically choose which allied winner keeps the province. Claimants enter Battle Aftermath. One may keep it; the others withdraw to adjacent provinces with permitted shares of the supplies they brought. Those withdrawals become incoming armies for the next round.
## Before confirming March
- Confirm the destination and arrival delay.
- Leave enough heroes behind to retain the origin if necessary.
- Carry enough food for transit and the intended battle.
- Remember that the destination's ruler or diplomacy can change before arrival.
- Expect an additional attack, defense, or aftermath decision when the army arrives.
See [March](/commands/#march) for selection rules and [From Eagle to Shardok](/concepts/eagle-to-shardok/) for detailed battle consequences.
@@ -14,6 +14,8 @@ Source map:
Shardok is the tactical battle layer. Eagle decides that a battle should happen, sends armies into Shardok, and later receives the result back.
For the decision-making basics behind the command list, see [Shardok Combat Fundamentals](/concepts/shardok-combat/).
## 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.
@@ -22,6 +24,8 @@ The map comes from the province where the battle occurs. A province's Shardok ma
## Units
See [Battalions](/battalions/) for troop, type, training, armament, morale, and lifecycle fundamentals.
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.
@@ -0,0 +1,34 @@
---
title: Shardok Combat Fundamentals
description: Turns, rounds, Action Points, movement, attacks, terrain, morale, and vigor.
---
Shardok is an objective-based hex battle, not a direct comparison of troop totals. Position, terrain, heroes, hidden information, and command timing determine which force can satisfy its victory conditions.
## Turns, units, and rounds
Players act according to the tactical state. A unit spends **Action Points (AP)** to move or use commands. Ending the player turn sets that player's remaining unit AP to 0. After every required side has had its opportunity, the tactical round closes and end-of-round victory conditions are checked.
## Movement and position
Movement cost depends on terrain and battalion type. Water, mountains, bridges, ice, fire, castles, and cities can restrict paths or change their value. Enemy proximity can affect hiding and movement choices. Use the highlighted valid targets rather than assuming every adjacent hex is traversable.
## Attacks and special actions
Melee and ranged attacks require valid targets and battlefield geometry. Line of fire can be blocked. Damage and resistance depend on the units, heroes, damage profiles, and terrain involved.
Many major actions require a minimum AP and then consume all remaining AP. The command reference states the exact rule. Unless an entry says otherwise, a morale-using unit needs at least 10 morale, and a unit with a hero needs at least 10 [hero vigor](/heroes/#vigor). Current vigor also contributes to maximum AP. Reaching zero vigor resolves the entire hero-led unit as captured, even if troops remain.
## Heroes and battalions
The battalion provides troops, type, morale, training, armament, movement, and damage behavior. The attached hero provides stats, vigor, profession abilities, and special commands. Profession commands can also require a compatible battalion: casting and Ranger stealth are important examples.
## Terrain and objectives
Castles and cities may be defensive positions or critical objectives. Critical-tile victory normally requires a hero-bearing unit on every required tile at the end of the tactical round. Occupying an objective during your turn is therefore not always immediate victory; opponents may receive a chance to respond.
## Hidden units
Hidden units are not fully visible. Ranger scouting, adjacency, movement, and terrain can reveal them. Hidden units do not keep a player alive for Last Player Standing, although a capable hidden loser may flee when battle ends.
See [Shardok Commands](/shardok-commands/) for exact action requirements and [Shardok Victory Conditions](/concepts/shardok-victory-conditions/) for battle-ending checks.
@@ -14,6 +14,28 @@ Shardok battles end when one of the battle's victory conditions is satisfied. Ea
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**.
## When conditions are checked
A **turn** is one player's opportunity to act. A **round** includes the required turns before end-of-round processing. This distinction determines whether the opposing side gets a response.
| Condition | Typical holder | Check timing |
| --- | --- | --- |
| Last Player Standing | Attacker and defender | As soon as only one eligible player survives |
| Last Alliance Standing | Allied attackers | As soon as the only eligible survivors are mutually allied holders |
| Hold Critical Tiles | Attackers | End of the tactical round |
| Win After Max Rounds | Defender | End-of-round clock check |
| Most Troops Standing | Special battle types | At its configured ending check |
The battle display's assigned conditions and maximum-round value are authoritative for that battle; the normal-assault assignments above are defaults, not promises for every scenario.
### Critical-tile response example
An attacker occupies the final critical tile during their turn. The battle does not end at that movement step. The defender receives the remaining opportunity provided by the tactical round and can retake or contest an objective. If eligible allied attackers still occupy every critical tile when the round closes, Hold Critical Tiles succeeds.
### Defender-clock example
The defender does not need to eliminate every attacker when Win After Max Rounds is assigned. The attacker must satisfy an attacking victory condition before the displayed round limit expires. Surviving without taking the objectives can therefore be a loss for the attacker.
## Last Player Standing
A player wins if they are the only surviving player and they have this victory condition.
@@ -0,0 +1,62 @@
---
title: Victory and Defeat
description: How factions win, survive leadership losses, and leave the game.
---
Eagle0 is a struggle to become the last surviving faction. The game ends when only one faction remains; that faction wins. If no factions remain, the game ends without a winner.
## When a faction survives
A faction remains in the game while it has both:
- at least one faction leader; and
- at least one ruled province or moving army.
Losing a province is therefore serious, but it is not necessarily immediate defeat. An army already marching can keep a landless faction alive long enough to conquer somewhere else.
## Losing your faction head
The death of the faction head does not automatically destroy the faction. Another surviving faction leader succeeds them.
If no faction leader is available but the faction still has a province or moving army, the strongest surviving vassal can rise to become both faction leader and faction head. The faction is destroyed only if no vassal can succeed.
Creating additional leaders with **Swear Kinship** protects the faction against a sudden leadership loss. A candidate must belong to the faction, have at least 95 loyalty, and be with the faction head when the command is used.
## How a faction is destroyed
A faction is destroyed when either condition is true:
1. It rules no provinces and has no moving armies.
2. It has no faction leaders after the succession check.
When a faction is destroyed:
- its provinces become unruled;
- its incoming armies are removed and their supplies remain at their destinations;
- its heroes lose their faction assignment; and
- diplomacy and outstanding offers involving it are removed.
Those heroes are not necessarily killed. They may remain in the world in unaffiliated states and interact with surviving factions later.
## Strategic implications
- Keep a succession option by gaining another leader or maintaining a capable vassal.
- Preserve at least one province or viable moving army.
- Do not assume an enemy is eliminated merely because its last visible province falls; it may still have an army in motion.
- Remember that conquest can release, capture, or displace heroes without destroying their former faction immediately.
## Quick answers
**Do I win a battle by killing the enemy faction head?**
Not automatically. Leadership succession may keep the faction alive.
**Am I defeated as soon as I lose my last province?**
Not if your faction still has a moving army and a leader.
**Can a faction with provinces survive after all its leaders die?**
Only if a surviving vassal can rise during the succession check.
**How does the whole game end?**
The final surviving faction wins. If every faction is destroyed, there is no winner.
For tactical battle victory rules, see [Shardok Victory Conditions](/concepts/shardok-victory-conditions/). For leadership roles, see [Heroes](/heroes/#faction-leaders) and [Factions](/factions/#leaders).
@@ -60,6 +60,22 @@ The common states are:
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.
### What `WOULD_JOIN` Means
`WOULD_JOIN` means the hero meets the normal recruitment threshold for the faction that rules their current province. It is faction-specific: another faction may not qualify to recruit the same hero. The calculation uses the ruling faction's prestige, its faction head's charisma, the free hero's power and ambition, the hero's current state, and any personal bias toward or against that faction. A hero who is permanently unwilling to join that faction does not qualify.
The status means **willing, not recruited**. To recruit the hero with [**Recruit Heroes**](/commands/#recruit-heroes):
1. The province must be ruled by one of your faction leaders.
2. That ruling faction leader must personally use [**Visit Town**](/commands/#visit-town).
3. Use **Recruit Heroes** while the leader is visiting town and select the hero.
The faction head does not have to visit personally. Any of your faction leaders can recruit in a province they rule, although the willingness calculation still uses the faction head's charisma.
Vassals may visit town for their own purposes, but they cannot use **Recruit Heroes**, so they do not automatically recruit a hero marked `WOULD_JOIN`. However, an eligible free hero in a vassal-ruled province with enough support to provide taxes may independently ask to join during the **Please Recruit Me** phase. That is a separate faction-level decision: a human player accepts or declines the request rather than the vassal deciding. AI-controlled factions accept such requests automatically.
`WOULD_JOIN` is not the only status that can lead to recruitment. Travelers continue to display `TRAVELER` even when they would accept, because their willingness remains unknown until a faction leader visits town. Once the leader visits, the authoritative **Recruit Heroes** list shows which free heroes that faction can recruit under the current circumstances.
## Relationships
Faction relationships have a visible diplomatic state and an internal trust value.
@@ -82,12 +98,28 @@ Trust is a hidden number used by AI diplomacy. Higher trust makes a faction more
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.
## Diplomacy Outcomes
An envoy sent with a truce, invitation, alliance, or break-alliance proposal leaves the acting province during **Player Commands**. The hero is unavailable for the rest of that round, including any battles, and normally returns during **Diplomacy Resolution** after the battles are complete. If the origin province is still controlled, the envoy returns there; otherwise the game tries another faction province and then a moving faction army. If none exists, the envoy becomes an outlaw in the origin province.
Accepting another faction's alliance break replaces the alliance with a truce. Its reset date is 12 months after acceptance. The truce remains in force through that reset month, then becomes **Hostile** when **New Round** advances the date beyond it. Accepting a break therefore provides a protected transition instead of permitting immediate war.
Imprisoning a messenger has concrete consequences:
- The messenger does not return. They leave their original faction and become a prisoner held in the imprisoning faction's senior faction leader province.
- The messenger receives a -100 faction bias toward the imprisoning faction, making later recruitment much harder.
- The messenger's original faction loses 150 trust toward the imprisoning faction.
- Every third-party faction loses 40 trust toward the imprisoning faction.
- The incoming offer is removed. If the message was an alliance break, the alliance ends immediately, both sides become **Hostile**, and no transition truce is created.
## 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
For a player-oriented overview of winning, losing, and leadership succession, see [Victory and Defeat](/concepts/victory-and-defeat/).
A faction is destroyed if either of these is true:
- It has no ruled provinces and no moving armies.
@@ -28,12 +28,50 @@ 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.
Vigor is a hero's current energy reserve. **Constitution is the hero's normal strategic vigor cap**; vigor and Constitution are related, but they are not the same stat.
### Strategic vigor
Many Eagle commands require an acting hero and spend vigor. The command reference lists each cost. A hero with too little vigor is not offered as an actor for that command.
Vigor recovers over time and through deliberate recovery:
- Each new month restores 5 vigor.
- [Rest](/commands/#rest) restores up to 15 vigor to each faction hero in the province.
- [Feast](/commands/#feast) restores up to 10 vigor to each faction hero in the province.
- Recovery cannot raise strategic vigor above Constitution.
Strategic actions that spend vigor also grant Constitution XP. Constitution can rise through normal stat advancement, increasing the hero's future strategic vigor cap.
### Vigor in a Shardok battle
A hero enters battle with the vigor they currently have after strategic costs such as marching. That value becomes the hero's **battle-start vigor** and the recovery ceiling for that battle. A tired hero can therefore enter with a battle recovery ceiling below their Constitution. The ceiling does not fall as the battle proceeds; current vigor falls and rises beneath it.
Tactical vigor affects what a hero-led unit can do:
- Higher current vigor contributes to the unit's maximum Action Points. A normal unit's maximum is 5 plus rounded `vigor / 25` plus rounded `morale / 25`.
- Spending Action Points normally spends 0.5 vigor per AP, and some profession abilities have additional vigor costs.
- Combat damage and battlefield effects can reduce vigor.
- Ending an activation with unused AP, [Rest](/shardok-commands/#stop-or-rest), and effects such as [Holy Wave](/shardok-commands/#holy-wave) can restore vigor, but not above battle-start vigor.
- Below 10 vigor, most ordinary tactical commands are unavailable. A few cleanup or required commands are exceptions.
- At zero vigor, the hero-led unit is resolved as captured. Its surviving battalion does not remain on the map as an independently acting unit.
While the hero remains active, their stats affect the battalion's combat swing, they add personal damage, and their profession can unlock special commands. Low vigor does not directly scale those contributions down point by point; it reduces AP and command access, with the decisive removal occurring at zero.
When a tactical display shows `current / battle start`, the first number is current vigor and the second is the battle-start recovery ceiling—not Constitution. Enemy details may be hidden by battlefield knowledge. An absent or hidden enemy value must not be interpreted as an actual zero.
## Loyalty
Loyalty measures a hero's attachment to their faction. Feasts, events, captures, faction bias, and story consequences can move loyalty over time.
Loyalty is not faction bias. Loyalty describes an affiliated hero's current attachment; bias helps determine whether an unaffiliated or imprisoned hero will join a particular faction.
### Loyalty Departure
Any hero with low loyalty (below 50) may leave at any time. The game checks for departures automatically during the **Hero Departures** phase of each strategic round, before players and vassals issue commands. Lower loyalty means a greater chance of departure.
When a hero leaves, they stop belonging to the faction and become an unaffiliated traveler in the same province. They do not take gold or food with them. If other faction heroes remain, the province and its supplies remain with the faction. If every affiliated hero leaves, the province becomes unowned and its stored gold and food are lost.
## 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.
@@ -179,15 +217,31 @@ Heroes with no profession have no profession-specific command unlocks. They can
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.
- A stat must be at least **85 after the stat gains are applied** to qualify a profession.
- Eligible professions are based on all post-gain stats at or above 85, not only the stats that increased that round.
- Strength qualifies **Champion**.
- Agility qualifies **Engineer** and **Ranger**.
- Wisdom qualifies **Mage**.
- Charisma qualifies **Necromancer** and **Paladin**.
- Constitution qualifies **Warden**.
### Progression example
A NoProfession hero earns Agility-related XP from strategic actions. During end-of-round progression, enough XP may increase Agility. If the hero's Agility is at least 85 after that increase, Engineer and Ranger are eligible. The hero receives profession-gain rolls for stats that increased; the player does not directly choose between eligible professions.
If several stats increase together, each increase can create a roll and all post-gain qualifying stats participate in eligibility. A hero who already has a profession does not roll for a replacement.
### Planning progression
- Commands award XP in stats associated with the action.
- Stat increases and profession checks happen during end-of-round processing, not when XP is awarded.
- Reaching 85 in a qualifying stat makes its profession possible but does not guarantee a particular random result.
- Choosing which eligible hero performs a command influences who receives its XP.
## Faction Leaders
For a side-by-side explanation of direct control, province turns, and vassal automation, see [Who You Command](/concepts/command-authority/).
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.
@@ -7,6 +7,8 @@ Eagle0pedia is the in-game reference companion for Eagle0. The tutorial answers
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.
Your strategic goal is to become the last surviving faction. Start with [Victory and Defeat](concepts/victory-and-defeat/) to learn how factions win, survive leadership losses, and leave the game.
Use these pages when you want a quick reference for commands, hero professions, faction leadership, province stats, or tactical battle options.
## Sections
@@ -19,5 +21,6 @@ Use these pages when you want a quick reference for commands, hero professions,
- [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.
- [Battalions](battalions/) covers troop count, type, training, armament, morale, heroes, and battlefield outcomes.
- [Factions](factions/) covers faction heads, leaders, prestige, diplomacy, and focus provinces.
- [Provinces](provinces/) covers province stats, supplies, orders, armies, maps, castles, and unaffiliated heroes.
@@ -15,7 +15,7 @@ Source map for Shardok command requirements/costs:
- 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.
- Meteor: minimumVigorForMeteor=30, meteorStartActionPointCost=5, meteorTargetActionPointCost=0, meteorCancelActionPointCost=0, meteorCastActionPointCost=1, meteorCastVigorCost=20, meteorRange=3, meteorSplashFactor=0.4, and meteorCastWisdomXp=5; 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.
@@ -23,22 +23,22 @@ Source map for Shardok command requirements/costs:
- 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.
- Raise Dead: raiseDeadActionPointCost=5, raiseDeadRange=2, raiseDeadStartingSize=100, raiseDeadWisdomXp=1, and raiseDeadCharismaXp=2; src/main/cpp/net/eagle0/shardok/library/command_factories/RaiseDeadCommandFactory.cpp and src/main/cpp/net/eagle0/shardok/library/commands/RaiseDeadCommand.cpp.
- Dismiss Unit: dismissBaseOdds=60 and 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, holyWaveVigorCost=10, holyWaveInspireBonus=25, maxInspireOverBase=10, holyWaveVigorBuf=5, holyWaveDamagePercentage=0.7, and holyWaveCharismaXp=5; src/main/cpp/net/eagle0/shardok/library/command_factories/HolyWaveCommandFactory.cpp and src/main/cpp/net/eagle0/shardok/library/commands/HolyWaveCommand.cpp.
- Stop and Rest: stop posts no AP cost; actionCostToVigorCost=0.5 and rest zeroes AP in src/main/cpp/net/eagle0/shardok/library/commands/UnitRestCommand.cpp; availability and stop implementation are in ChargeCommandFactory.cpp and UnitStopCommand.cpp.
- Challenge Duel: challengeDuelActionPointCost=5, minimumVigorToAcceptDuel=30, duelDeclinedMoraleAdjustment=-15, duelWonMoraleBoost=15, and duelWinnerCharismaXp=20; 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, fearRange=3, fearDebuf=-25, fearFailedBuf=10, and fearCharismaXp=2; src/main/cpp/net/eagle0/shardok/library/command_factories/FearCommandFactory.cpp and src/main/cpp/net/eagle0/shardok/library/commands/FearCommand.cpp.
- Repair: repairActionPointCost=5 and repairBuf=25; src/main/cpp/net/eagle0/shardok/library/command_factories/RepairCommandFactory.cpp and src/main/cpp/net/eagle0/shardok/library/commands/RepairCommand.cpp.
- Reduce: reduceActionPointCost=5, reduceRange=3, and reduceForestBonus=50; src/main/cpp/net/eagle0/shardok/library/command_factories/ReduceCommandFactory.cpp and src/main/cpp/net/eagle0/shardok/library/commands/ReduceCommand.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.
- Brave Water: braveWaterActionPointCost=8, braveWaterRangerBonus=20, and braveWaterMaxLoss=0.2; 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.
- Fortify: fortifyActionPointCost=5 and fortifyDamageTakenMultiplier=0.9; src/main/cpp/net/eagle0/shardok/library/command_factories/FortifyCommandFactory.cpp, src/main/cpp/net/eagle0/shardok/library/commands/FortifyCommand.cpp, and the commands/actions that clear fortified status.
- 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.
-->
@@ -47,6 +47,18 @@ Source map for Shardok command requirements/costs:
Unless noted otherwise: **10 morale**, **10 hero vigor**, and the listed **Action Point cost**.
## Activations and follow-ups
A unit can keep acting while it has Action Points (AP) and at least one available command. Read each command's AP line as follows:
- **Consumes all remaining AP** or **sets the unit to 0 AP** means **ends activation**. The unit cannot act again this turn.
- A command with only an exact AP cost spends that amount. If the unit still has AP afterward, its activation can continue with whatever commands are then available.
- A command may also end the unit's useful activation because no legal commands remain, even if the display still shows AP.
Movement is the most important case. Each destination shows its movement cost and may show **follow-up available** icons. Those follow-ups are actions predicted to be legal *after reaching that destination*, such as Charge, Scout, Start Fire, Repair, Reduce, or Reinforce.
The follow-up list is a planning aid, not a complete list of everything the unit might do next. It does not include another Move, and battlefield information can change when the move resolves. A destination with no follow-up icons does not itself mean “ends activation”: compare the movement cost with the unit's remaining AP and check the commands offered after arrival.
## Tactical Commands
### Melee
@@ -79,6 +91,8 @@ Unless noted otherwise: **10 morale**, **10 hero vigor**, and the listed **Actio
<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>Activation:</b> ends activation for units that spend all remaining AP. Knights and Dragoons can continue when they retain AP and another command is available.
<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.
@@ -91,6 +105,8 @@ Unless noted otherwise: **10 morale**, **10 hero vigor**, and the listed **Actio
<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>Activation:</b> does not inherently end activation. The unit can continue if it has AP and a legal command after arriving. Follow-up icons on a destination preview eligible non-move actions there.
<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.
@@ -111,13 +127,13 @@ Unless noted otherwise: **10 morale**, **10 hero vigor**, and the listed **Actio
### 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>Unit requirements:</b> [Mage](/heroes/#mage) attached to Light Infantry, Light Cavalry, or Longbowmen, with at least 30 vigor. 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>Effect:</b> Begin a delayed meteor spell, then choose a target within 3 hexes on the following round. When the meteor resolves, a unit on the target hex takes a fire attack based on the Mage's Wisdom. Units on the six adjacent hexes take 40% as much. The impact damages castles, bridges, ice, and snow; may start fires on the target and adjacent hexes; and removes fortification from units it hits. Destroying supporting ice or a bridge can also drop a unit into the water. The Mage spends 20 vigor, gains 5 Wisdom XP, and is stunned for 2 rounds after the strike. 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.
@@ -213,21 +229,21 @@ Unless noted otherwise: **10 morale**, **10 hero vigor**, and the listed **Actio
<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>Effect:</b> Make the displayed success roll. On success, create a battalion of 100 Undead on the target hex, controlled by the Necromancer. The new battalion starts with 50 morale, 0 training, and 0 armament. On failure, no unit is created. Either result spends the action; the Necromancer gains 1 Wisdom XP and 2 Charisma XP.
<b>Selection:</b> choose the necromancer unit and target.
### Dismiss Unit
<b>Unit requirements:</b> a unit that is allowed to be dismissed.
<b>Unit requirements:</b> a hero who currently controls a summoned unit, such as Undead raised by a Necromancer.
<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>Available when:</b> the controlling hero has more than 0 AP and still has a controlled unit.
<b>Effect:</b> Remove the unit from the tactical battle.
<b>Effect:</b> Make the displayed success roll, based on the controlling hero's Charisma and Wisdom. Success disbands the controlled unit. Failure still ends the control relationship, but the unit remains on the battlefield uncontrolled and targets its former controller.
<b>Selection:</b> choose the unit to dismiss.
<b>Selection:</b> choose Dismiss Unit on the controlling hero; the controlled unit is the target.
### Holy Wave
@@ -235,33 +251,35 @@ Unless noted otherwise: **10 morale**, **10 hero vigor**, and the listed **Actio
<b>Action Point cost:</b> 5 AP; consumes all remaining AP.
<b>Available when:</b> the paladin has a valid holy-wave action.
<b>Vigor cost:</b> 10 from the Paladin under normal circumstances.
<b>Effect:</b> Use a holy-area effect from the capable unit.
<b>Available when:</b> the Paladin unit has enough AP and meets the shared morale and hero-vigor requirements.
<b>Selection:</b> choose the paladin unit and command target, if one is required.
<b>Effect:</b> Emit a wave centered on the Paladin. The Paladin and every adjacent non-Undead unit controlled by the same player gain 25 morale, capped at 10 above base morale and at 100 overall; attached heroes regain 5 vigor up to starting vigor; and stun is removed. Every adjacent Undead unit, regardless of allegiance, loses 70% of its troops, becomes visible, and targets the Paladin. The Paladin gains 5 Charisma XP. The effect does not make a success roll.
<b>Selection:</b> choose the Paladin unit. Holy Wave does not require a target.
### Stop and Rest
<b>Unit requirements:</b> a unit that can stop or rest.
<b>Unit requirements:</b> a unit with an available charge.
<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>Available when:</b> Stop is offered outside an enemy zone of control; Rest is offered inside an enemy zone of control.
<b>Effect:</b> `UNIT_STOP_COMMAND` stops a unit. `UNIT_REST_COMMAND` has a unit spend its action resting instead of acting aggressively.
<b>Effect:</b> Stop declines the available charge without spending the unit's remaining AP. Rest declines the charge, ends the activation, and restores an attached hero's vigor by half of the AP given up. For example, resting with 4 AP restores 2 vigor.
<b>Selection:</b> choose stop or rest for the acting unit.
### Challenge Duel
<b>Unit requirements:</b> [Champion](/heroes/#champion).
<b>Unit requirements:</b> [Champion](/heroes/#champion) challenging an adjacent known enemy unit with an attached hero. A challenge cannot enter a castle.
<b>Action Point cost:</b> 5 AP; consumes all remaining AP.
<b>Available when:</b> an opposing unit can be challenged.
<b>Available when:</b> the target hero has at least 30 vigor, or the Champion does not know enough about the target to know otherwise.
<b>Effect:</b> Challenge an opposing unit to a duel. The tactical action emits accepted or declined outcomes directly.
<b>Effect:</b> The target's chance to accept depends on Bravery and its assessment of the two battalions and heroes. A target that declines normally loses 15 morale; a target known to have less than 30 vigor declines without that penalty. If accepted, the heroes exchange attacks until one falls or 30 exchanges pass. A winner's battalion gains 15 morale and the winning hero gains 20 Charisma XP. Participating heroes can also gain Strength and Agility XP.
<b>Selection:</b> choose the champion unit and duel target.
@@ -273,7 +291,7 @@ Unless noted otherwise: **10 morale**, **10 hero vigor**, and the listed **Actio
<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>Effect:</b> Make the displayed success roll. The Necromancer's Charisma and Wisdom improve the chance, while a target hero's Charisma resists it. Success reduces the target battalion's morale by 25 and stuns it for 1 round. Failure instead increases its morale by 10. The Necromancer gains 2 Charisma XP either way.
<b>Selection:</b> choose the necromancer unit and target.
@@ -283,11 +301,11 @@ Unless noted otherwise: **10 morale**, **10 hero vigor**, and the listed **Actio
<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>Available when:</b> a damaged friendly or unoccupied bridge or castle is on the Engineer's hex or an adjacent hex. The Engineer cannot repair from water or repair a structure occupied by a known enemy.
<b>Effect:</b> Repair the damaged target.
<b>Effect:</b> Restore 25 integrity to the bridge or castle, up to its maximum of 100. Repair does not restore troops or hero vigor.
<b>Selection:</b> choose the engineer unit and repair target.
<b>Selection:</b> choose the Engineer unit and the bridge or castle to repair.
### Reduce
@@ -295,71 +313,83 @@ Unless noted otherwise: **10 morale**, **10 hero vigor**, and the listed **Actio
<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>Available when:</b> a known enemy unit or a castle with remaining integrity is within 3 hexes and the line is not blocked by mountains. Friendly-occupied hexes and the Engineer's own hex cannot be targeted.
<b>Effect:</b> Reduce the target's defensive or structural value.
<b>Effect:</b> Bombard the target. The damage roll improves with the Engineer's Agility, Strength, and Wisdom, and gains a bonus when friendly forces have access to a forest. The result reduces castle or bridge integrity on the hex, damages any occupying enemy unit, and removes that unit's fortified status.
<b>Selection:</b> choose the engineer unit and target.
### Flee and Retreat
### Flee
<b>Unit requirements:</b> a unit that is allowed to leave or withdraw.
<b>Unit requirements:</b> a unit with an attached hero that is allowed to flee.
<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>Available when:</b> the hero can leave the battle and has enough AP.
<b>Effect:</b> `FLEE_COMMAND` handles immediate flight from a tactical situation. `RETREAT_COMMAND` handles a more formal withdrawal command.
<b>Effect:</b> Attempt to withdraw from the province entirely. Make the displayed success roll: nearby visible friendly units improve the chance to escape, while nearby visible enemies and impassable terrain reduce it. Units 2 hexes away have half as much effect as adjacent units. VIP heroes escape automatically. On success, the unit leaves both the battle and the province and will escape even if the province is later captured. On failure, the unit is captured during the attempt.
<b>Selection:</b> choose the fleeing or retreating unit.
<b>Selection:</b> choose the fleeing unit.
### Retreat
<b>Unit requirements:</b> a defending unit with an attached hero.
<b>Action Point cost:</b> 5 AP; consumes all remaining AP.
<b>Available when:</b> the defending hero has enough AP. Attackers cannot use Retreat.
<b>Effect:</b> Withdraw the unit from the battle while remaining in the province. Retreat succeeds automatically and does not make the immediate capture roll used by Flee, but the hero will still be captured if their side loses the battle and the province is captured.
<b>Selection:</b> choose the retreating unit.
### Control
<b>Unit requirements:</b> a unit with access to a control effect.
<b>Unit requirements:</b> a hero who already has a controlled summoned unit, such as Undead raised by a Necromancer.
<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>Available when:</b> the controlling hero has more than 0 AP and still has a controlled unit.
<b>Effect:</b> Take control of the target when the command is available.
<b>Effect:</b> Spend the controlling hero's remaining AP to command the linked unit this round. Control does not create a new controlled unit; Raise Dead establishes that relationship.
<b>Selection:</b> choose the acting unit and control target.
<b>Selection:</b> choose Control on the controlling hero; the linked unit is the target.
### Reinforce
<b>Unit requirements:</b> reinforcements available to enter the battle.
<b>Unit requirements:</b> an on-map unit with enough AP and a friendly reserve unit 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>Available when:</b> fewer than 10 friendly on-map units have attached heroes, and the reserve unit has an empty, non-burning hex in its designated starting area.
<b>Effect:</b> Bring reinforcements into the battle.
<b>Effect:</b> Spend the acting unit's activation and move the selected reserve unit onto the chosen entry hex as a normal active unit.
<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>Unit requirements:</b> a unit with an attached hero whose battalion type permits Brave Water. The hero needs at least 10 vigor. [Ranger](/heroes/#ranger) is not required, but Rangers receive a 20-point 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>Available when:</b> the unit is on land and can reach a believed-empty, traversable land hex across water.
<b>Effect:</b> Move through water despite the usual danger or restriction.
<b>Effect:</b> Make the displayed crossing roll. Agility and Wisdom improve the chance; armament and bad weather reduce it. Success moves the unit across the water, unless a hidden occupant triggers an ambush on arrival. Failure leaves the unit in place. The attempt always stuns the unit for 1 round and can cost up to 20% of its troops, armament, and hero vigor; safer crossings reduce the possible losses.
<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>Unit requirements:</b> a hero who currently controls a summoned unit, such as Undead raised by a Necromancer.
<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>Available when:</b> the controlling hero has more than 0 AP and still has a controlled unit.
<b>Effect:</b> Release the constrained unit.
<b>Effect:</b> End the control relationship without a roll. The released unit becomes uncontrolled, targets its former controller, and remains on the battlefield. Both units end their activations.
<b>Selection:</b> choose the acting unit and unit to release.
<b>Selection:</b> choose Release Unit on the controlling hero; the controlled unit is the target.
### End Turn and Setup
@@ -391,21 +421,21 @@ Unless noted otherwise: **10 morale**, **10 hero vigor**, and the listed **Actio
<b>Action Point cost:</b> 5 AP; consumes all remaining AP.
<b>Available when:</b> the engineer can fortify its current position.
<b>Available when:</b> the Engineer is not already fortified, is standing on fortifiable terrain, and has enough AP.
<b>Effect:</b> Have the unit fortify its current position.
<b>Effect:</b> Mark the unit as fortified, reducing damage taken by 10%. Moving removes fortification; being hit by Reduce or Meteor also removes it, as does taking fire damage at the end of the unit's turn.
<b>Selection:</b> choose the engineer unit.
### Become Outlaw
<b>Unit requirements:</b> a unit or hero eligible for the outlaw consequence.
<b>Unit requirements:</b> a unit with an attached hero that is not allowed to flee normally.
<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>Available when:</b> the hero has enough AP, cannot flee, and the battle permits the outlaw outcome.
<b>Effect:</b> Mark the unit or hero as becoming an outlaw as a battle consequence.
<b>Effect:</b> Use the same displayed escape roll as Flee. Success removes the unit from battle and records the hero as an outlaw. Failure removes the unit as captured.
<b>Selection:</b> choose the outlaw command when offered.
@@ -415,8 +445,8 @@ Unless noted otherwise: **10 morale**, **10 hero vigor**, and the listed **Actio
<b>Action Point cost:</b> 5 AP; consumes all remaining AP.
<b>Available when:</b> prisoners can be moved out of danger.
<b>Available when:</b> at least one hostile hero has already been captured, and the Warden is allowed to flee and has enough AP.
<b>Effect:</b> Move prisoners out of danger when the battlefield state allows prisoner evacuation.
<b>Effect:</b> Remove the Warden's unit from battle as evacuated and secure every captured hostile hero for the Warden's player. The evacuation succeeds automatically.
<b>Selection:</b> choose the warden unit and evacuation command.
+7 -7
View File
@@ -2,18 +2,18 @@ module github.com/nolen777/eagle0
go 1.25.0
toolchain go1.26.4
toolchain go1.26.5
require (
github.com/aws/aws-sdk-go-v2 v1.42.0
github.com/aws/aws-sdk-go-v2/config v1.32.25
github.com/aws/aws-sdk-go-v2/credentials v1.19.24
github.com/aws/aws-sdk-go-v2/service/s3 v1.103.3
github.com/aws/aws-sdk-go-v2 v1.42.1
github.com/aws/aws-sdk-go-v2/config v1.32.30
github.com/aws/aws-sdk-go-v2/credentials v1.19.29
github.com/aws/aws-sdk-go-v2/service/s3 v1.105.1
github.com/golang-jwt/jwt/v5 v5.3.1
github.com/google/uuid v1.6.0
github.com/webview/webview_go v0.0.0-20240831120633-6173450d4dd6
golang.org/x/sys v0.46.0
google.golang.org/grpc v1.81.1
golang.org/x/sys v0.47.0
google.golang.org/grpc v1.82.0
google.golang.org/protobuf v1.36.11
)
+58
View File
@@ -4,34 +4,54 @@ cloud.google.com/go/compute/metadata v0.9.0 h1:pDUj4QMoPejqq20dK0Pg2N4yG9zIkYGdB
cloud.google.com/go/compute/metadata v0.9.0/go.mod h1:E0bWwX5wTnLPedCKqk3pJmVgCBSM6qQI1yTBdEb3C10=
github.com/GoogleCloudPlatform/opentelemetry-operations-go/detectors/gcp v1.31.0 h1:DHa2U07rk8syqvCge0QIGMCE1WxGj9njT44GH7zNJLQ=
github.com/GoogleCloudPlatform/opentelemetry-operations-go/detectors/gcp v1.31.0/go.mod h1:P4WPRUkOhJC13W//jWpyfJNDAIpvRbAUIYLX/4jtlE0=
github.com/GoogleCloudPlatform/opentelemetry-operations-go/detectors/gcp v1.32.0 h1:rIkQfkCOVKc1OiRCNcSDD8ml5RJlZbH/Xsq7lbpynwc=
github.com/GoogleCloudPlatform/opentelemetry-operations-go/detectors/gcp v1.32.0/go.mod h1:RD2SsorTmYhF6HkTmDw7KmPYQk8OBYwTkuasChwv7R4=
github.com/aws/aws-sdk-go-v2 v1.32.8 h1:cZV+NUS/eGxKXMtmyhtYPJ7Z4YLoI/V8bkTdRZfYhGo=
github.com/aws/aws-sdk-go-v2 v1.32.8/go.mod h1:P5WJBrYqqbWVaOxgH0X/FYYD47/nooaPOZPlQdmiN2U=
github.com/aws/aws-sdk-go-v2 v1.42.0 h1:XvXMJTkFQtpBKIWZnmr9ZEOc2InWM2yldjXEJ/bymhA=
github.com/aws/aws-sdk-go-v2 v1.42.0/go.mod h1:27+ACypSLljLAEKsCYOmrjKh83vuTRkuAe9Uv/3A4bg=
github.com/aws/aws-sdk-go-v2 v1.42.1 h1:9eOTgu1z/dVtYpNZ3/8/XbbaX0x/BqE3HUzAzs6K0ek=
github.com/aws/aws-sdk-go-v2 v1.42.1/go.mod h1:5pKeft2eJj+gElQ38Jqg4ibCqh+/AK33/0X3hip7IjM=
github.com/aws/aws-sdk-go-v2/aws/protocol/eventstream v1.6.7 h1:lL7IfaFzngfx0ZwUGOZdsFFnQ5uLvR0hWqqhyE7Q9M8=
github.com/aws/aws-sdk-go-v2/aws/protocol/eventstream v1.6.7/go.mod h1:QraP0UcVlQJsmHfioCrveWOC1nbiWUl3ej08h4mXWoc=
github.com/aws/aws-sdk-go-v2/aws/protocol/eventstream v1.7.13 h1:p1BBrg/Hhp6uK7zpejeI8QFXHJeC/mynzi04Sl03k9g=
github.com/aws/aws-sdk-go-v2/aws/protocol/eventstream v1.7.13/go.mod h1:8cIfkE9MDhkRZGpQ22aV6/lkYeYSozpz16Smrs5x4Ls=
github.com/aws/aws-sdk-go-v2/aws/protocol/eventstream v1.7.14 h1:3IZY0XAJquT3aHzbkHfPzy4ACPcEjVG0x87KOwtpqGY=
github.com/aws/aws-sdk-go-v2/aws/protocol/eventstream v1.7.14/go.mod h1:zwM6veDkhGgQFqkBy+uT28AAYpLu+uFMlPl+rCg/73E=
github.com/aws/aws-sdk-go-v2/config v1.28.10 h1:fKODZHfqQu06pCzR69KJ3GuttraRJkhlC8g80RZ0Dfg=
github.com/aws/aws-sdk-go-v2/config v1.28.10/go.mod h1:PvdxRYZ5Um9QMq9PQ0zHHNdtKK+he2NHtFCUFMXWXeg=
github.com/aws/aws-sdk-go-v2/config v1.32.25 h1:ACCejvStYoilgwrfegSt5ZntCbPrk52qfwyNcnl3omM=
github.com/aws/aws-sdk-go-v2/config v1.32.25/go.mod h1:LJyU8sDRbXUxFn8xMJIGP+v9QYYwveNLI8a/giAOiAs=
github.com/aws/aws-sdk-go-v2/config v1.32.29 h1:BcMHHnpiWKogf+gGfpj3K1w+Sktz29XDo/cPSAPO3FU=
github.com/aws/aws-sdk-go-v2/config v1.32.29/go.mod h1:+Kbhn8Es4kPUph3F/0W7avykytc+Jh2Ld9/msv9ljV4=
github.com/aws/aws-sdk-go-v2/config v1.32.30 h1:XwsEzpTJfQYJbFicz/QMLwAZdyeNVVoOEkbF7R3gPJk=
github.com/aws/aws-sdk-go-v2/config v1.32.30/go.mod h1:Ud32SuMc+/9BGxfpSVld7HrE2o05JwKmXY4M3jOQNZU=
github.com/aws/aws-sdk-go-v2/credentials v1.17.51 h1:F/9Sm6Y6k4LqDesZDPJCLxQGXNNHd/ZtJiWd0lCZKRk=
github.com/aws/aws-sdk-go-v2/credentials v1.17.51/go.mod h1:TKbzCHm43AoPyA+iLGGcruXd4AFhF8tOmLex2R9jWNQ=
github.com/aws/aws-sdk-go-v2/credentials v1.19.24 h1:2hQqYCV9yqyePQ9o6dCrZc/zO8U3TwPr9mIKlZnPu/I=
github.com/aws/aws-sdk-go-v2/credentials v1.19.24/go.mod h1:IDwpACtwqHLISdzfwUUNq4P9DsB/h5BLg4FwJPNfqFY=
github.com/aws/aws-sdk-go-v2/credentials v1.19.28 h1:zTXJSsNcoO91/mTXsZoYf0AK8dvNPiA58/VtyGXR+wM=
github.com/aws/aws-sdk-go-v2/credentials v1.19.28/go.mod h1:Kd9E0JzDBW/q1xbsHFrev/GnbAf5J0Ng8xoyc7HZ91Q=
github.com/aws/aws-sdk-go-v2/credentials v1.19.29 h1:WHZGssHH887cO0ox07SIQZsFx3MKD4ps6w0xUEmnKYQ=
github.com/aws/aws-sdk-go-v2/credentials v1.19.29/go.mod h1:Mhl0xR6zjguiuj00XRx2wMx22sAltk7oya39sT7fdg8=
github.com/aws/aws-sdk-go-v2/feature/ec2/imds v1.16.23 h1:IBAoD/1d8A8/1aA8g4MBVtTRHhXRiNAgwdbo/xRM2DI=
github.com/aws/aws-sdk-go-v2/feature/ec2/imds v1.16.23/go.mod h1:vfENuCM7dofkgKpYzuzf1VT1UKkA/YL3qanfBn7HCaA=
github.com/aws/aws-sdk-go-v2/feature/ec2/imds v1.18.29 h1:r6qZHbT+wxgWO/e9vYNUEtg7lv5+UN3pRqKhLXvnArg=
github.com/aws/aws-sdk-go-v2/feature/ec2/imds v1.18.29/go.mod h1:QRnaRcTVGKPGRy8w78HMQtKUGRYcnMZAANATkeVA6Mo=
github.com/aws/aws-sdk-go-v2/feature/ec2/imds v1.18.30 h1:/hi1JADLEW9YYryEz1w4GQu0EtP23pP553Cf9KgsDV4=
github.com/aws/aws-sdk-go-v2/feature/ec2/imds v1.18.30/go.mod h1:/3AOgy4K17Dm4ucMZVC/MJkzy5kmfKUcINRHZyo0koQ=
github.com/aws/aws-sdk-go-v2/internal/configsources v1.3.27 h1:jSJjSBzw8VDIbWv+mmvBSP8ezsztMYJGH+eKqi9AmNs=
github.com/aws/aws-sdk-go-v2/internal/configsources v1.3.27/go.mod h1:/DAhLbFRgwhmvJdOfSm+WwikZrCuUJiA4WgJG0fTNSw=
github.com/aws/aws-sdk-go-v2/internal/configsources v1.4.29 h1:f3vKqSo13fhTYb+JEcXwXefZQE26I1FB5eTSniU67ko=
github.com/aws/aws-sdk-go-v2/internal/configsources v1.4.29/go.mod h1:MzoLFUArKGpGD+ukmPiTPG1X5x4o6M2kq4v2dr1FiEc=
github.com/aws/aws-sdk-go-v2/internal/configsources v1.4.30 h1:xM/Is9cKMHa8Jj8zkvWhvrFkZsXJV9E+BB4g0HW0duQ=
github.com/aws/aws-sdk-go-v2/internal/configsources v1.4.30/go.mod h1:WueJeNDZvK1fMYEWJIkcivBfEzUkTpBhzlrUKKY8EuA=
github.com/aws/aws-sdk-go-v2/internal/endpoints/v2 v2.6.27 h1:l+X4K77Dui85pIj5foXDhPlnqcNRG2QUyvca300lXh8=
github.com/aws/aws-sdk-go-v2/internal/endpoints/v2 v2.6.27/go.mod h1:KvZXSFEXm6x84yE8qffKvT3x8J5clWnVFXphpohhzJ8=
github.com/aws/aws-sdk-go-v2/internal/endpoints/v2 v2.7.29 h1:RdwIf/CuUsvJX3RgJagbOyotl/cxoLY4xviKuE7p2GY=
github.com/aws/aws-sdk-go-v2/internal/endpoints/v2 v2.7.29/go.mod h1:71wt8W2EgswdZy9Mf9KNnzxZ3TiZlv4caKghPktDOkA=
github.com/aws/aws-sdk-go-v2/internal/endpoints/v2 v2.7.30 h1:jn46zC9LdsVR/ZpMIJqMqb8hHv31BlLx3ulVqNspUOk=
github.com/aws/aws-sdk-go-v2/internal/endpoints/v2 v2.7.30/go.mod h1:1hTMsAgbdS/AtUi4bw8+gUuh1pceo+eXRLfpSuSQj3M=
github.com/aws/aws-sdk-go-v2/internal/ini v1.8.1 h1:VaRN3TlFdd6KxX1x3ILT5ynH6HvKgqdiXoTxAF4HQcQ=
github.com/aws/aws-sdk-go-v2/internal/ini v1.8.1/go.mod h1:FbtygfRFze9usAadmnGJNc8KsP346kEe+y2/oyhGAGc=
github.com/aws/aws-sdk-go-v2/internal/ini v1.8.6 h1:qYQ4pzQ2Oz6WpQ8T3HvGHnZydA72MnLuFK9tJwmrbHw=
@@ -40,46 +60,78 @@ github.com/aws/aws-sdk-go-v2/internal/v4a v1.3.27 h1:AmB5QxnD+fBFrg9LcqzkgF/CaYv
github.com/aws/aws-sdk-go-v2/internal/v4a v1.3.27/go.mod h1:Sai7P3xTiyv9ZUYO3IFxMnmiIP759/67iQbU4kdmkyU=
github.com/aws/aws-sdk-go-v2/internal/v4a v1.4.30 h1:VTGy885W5DKBxWRUJbym9hytNaYzsyaPkCHGRRMAOhU=
github.com/aws/aws-sdk-go-v2/internal/v4a v1.4.30/go.mod h1:AS0HycUvJRFvTt613AYDOgO2jzw+00cVSMny8XB3yMY=
github.com/aws/aws-sdk-go-v2/internal/v4a v1.4.31 h1:3GUprIsfmGcC5SACIyB0e7E0BM1O1b3Erl5CePYIAeQ=
github.com/aws/aws-sdk-go-v2/internal/v4a v1.4.31/go.mod h1:7PuV1yl5e2xnUbm+RqvVg5i2iBM8EyijZNoI9wsOoOc=
github.com/aws/aws-sdk-go-v2/service/internal/accept-encoding v1.12.1 h1:iXtILhvDxB6kPvEXgsDhGaZCSC6LQET5ZHSdJozeI0Y=
github.com/aws/aws-sdk-go-v2/service/internal/accept-encoding v1.12.1/go.mod h1:9nu0fVANtYiAePIBh2/pFUSwtJ402hLnp854CNoDOeE=
github.com/aws/aws-sdk-go-v2/service/internal/accept-encoding v1.13.12 h1:ZD2+BSw9vFsNlKYIasSNt3uDbjqqXIBcM13UJv/Lx2k=
github.com/aws/aws-sdk-go-v2/service/internal/accept-encoding v1.13.12/go.mod h1:Ms4zlcVBbXbiP7EVLhl+lgjvA/a7YphqQ3Ih3174EmI=
github.com/aws/aws-sdk-go-v2/service/internal/accept-encoding v1.13.13 h1:mbRIur/BiHK6SKPjoBIXSE/hJ6g6JGRLuxQy1jGjlN4=
github.com/aws/aws-sdk-go-v2/service/internal/accept-encoding v1.13.13/go.mod h1:ITg9em2KbJx1s0y4aqRX5OYWG6HBZ5TVR//OdpEZ2CQ=
github.com/aws/aws-sdk-go-v2/service/internal/checksum v1.4.8 h1:iwYS40JnrBeA9e9aI5S6KKN4EB2zR4iUVYN0nwVivz4=
github.com/aws/aws-sdk-go-v2/service/internal/checksum v1.4.8/go.mod h1:Fm9Mi+ApqmFiknZtGpohVcBGvpTu542VC4XO9YudRi0=
github.com/aws/aws-sdk-go-v2/service/internal/checksum v1.9.22 h1:V51LGlOq/1VsDsHUdoklAQi7rMmx4qQubvFYAlP2254=
github.com/aws/aws-sdk-go-v2/service/internal/checksum v1.9.22/go.mod h1:4Pzhyz8hJOm2bepgl+NjvRx8vlUFAIIvJnZ/MkcNPpU=
github.com/aws/aws-sdk-go-v2/service/internal/checksum v1.9.23 h1:9Fjh6fi/U5JEStVZijmaMpUwE/gvBJj7x2B/PjbO9To=
github.com/aws/aws-sdk-go-v2/service/internal/checksum v1.9.23/go.mod h1:iMoT2f1tClxrWAAnKCXjZQ6LOmfLrMG14wmnWpM+F14=
github.com/aws/aws-sdk-go-v2/service/internal/presigned-url v1.12.8 h1:cWno7lefSH6Pp+mSznagKCgfDGeZRin66UvYUqAkyeA=
github.com/aws/aws-sdk-go-v2/service/internal/presigned-url v1.12.8/go.mod h1:tPD+VjU3ABTBoEJ3nctu5Nyg4P4yjqSH5bJGGkY4+XE=
github.com/aws/aws-sdk-go-v2/service/internal/presigned-url v1.13.29 h1:DRebniUGZ2MqiiIVmQJ04vIXr918hubdHMnarSLEWyU=
github.com/aws/aws-sdk-go-v2/service/internal/presigned-url v1.13.29/go.mod h1:LfRkPCD8YHDM2E5eTkos2UpwYeZnBcVarTa8L59bJHA=
github.com/aws/aws-sdk-go-v2/service/internal/presigned-url v1.13.30 h1:/Z5jmNrKsSD7EmDjzAPsm/3L9IuOkzaynklJZ1qX7S4=
github.com/aws/aws-sdk-go-v2/service/internal/presigned-url v1.13.30/go.mod h1:lEzEZnOosE7zi8Z6royW1cFJTD9fpab4Ul1SBrllewk=
github.com/aws/aws-sdk-go-v2/service/internal/s3shared v1.18.8 h1:/Mn7gTedG86nbpjT4QEKsN1D/fThiYe1qvq7WsBGNHg=
github.com/aws/aws-sdk-go-v2/service/internal/s3shared v1.18.8/go.mod h1:Ae3va9LPmvjj231ukHB6UeT8nS7wTPfC3tMZSZMwNYg=
github.com/aws/aws-sdk-go-v2/service/internal/s3shared v1.19.29 h1:hiME6pBzC7OTl9LMtlyTWBuEl1f4QBcUmFDKC7MLXtc=
github.com/aws/aws-sdk-go-v2/service/internal/s3shared v1.19.29/go.mod h1:G7RP+uhagpKtKhd1BM9N6JQqjCcGEU47K5lBVZQyRQw=
github.com/aws/aws-sdk-go-v2/service/internal/s3shared v1.19.31 h1:uao4A3QZ5UmB326V6KF+qRpv9Tjz7IlnlnTbbANntlU=
github.com/aws/aws-sdk-go-v2/service/internal/s3shared v1.19.31/go.mod h1:I/1+z0VwL1GhQyLgkoHDlygpUZ+iTAwOQ/NsftiUL2I=
github.com/aws/aws-sdk-go-v2/service/s3 v1.72.2 h1:a7aQ3RW+ug4IbhoQp29NZdc7vqrzKZZfWZSaQAXOZvQ=
github.com/aws/aws-sdk-go-v2/service/s3 v1.72.2/go.mod h1:xMekrnhmJ5aqmyxtmALs7mlvXw5xRh+eYjOjvrIIFJ4=
github.com/aws/aws-sdk-go-v2/service/s3 v1.103.3 h1:JRseEu/vIDMaWis4bSw0QbXL+cvIGc1XnX076H5ZXLE=
github.com/aws/aws-sdk-go-v2/service/s3 v1.103.3/go.mod h1:77ZAgynvx1txMvDG8gGWoWkO1augYDxkp9JElWFgjQU=
github.com/aws/aws-sdk-go-v2/service/s3 v1.105.0 h1:XptwLL+UHXgafYMIHTy59IRovLbhz3znkxY2uS/pbXU=
github.com/aws/aws-sdk-go-v2/service/s3 v1.105.0/go.mod h1:zdmCoFO/dSI7GlrwsPqFJI+WlFnSU4Tc8TJnlXrM1Do=
github.com/aws/aws-sdk-go-v2/service/s3 v1.105.1 h1:LkBKxAOE5WXjlFuFZqPG1rREnl6I6QCMElcXFDEidos=
github.com/aws/aws-sdk-go-v2/service/s3 v1.105.1/go.mod h1:zdmCoFO/dSI7GlrwsPqFJI+WlFnSU4Tc8TJnlXrM1Do=
github.com/aws/aws-sdk-go-v2/service/signin v1.2.0 h1:3nXpRcFwRCW8n7HgO2QGy0Dc20eQNfBuUemGQhpF8m8=
github.com/aws/aws-sdk-go-v2/service/signin v1.2.0/go.mod h1:LxYujSTLPRlp2vTtcUO/+1ilrew8ytt6SvQyOgejzFQ=
github.com/aws/aws-sdk-go-v2/service/signin v1.4.0 h1:sLzmJGCMv+C8KqiJgEqDLB6vxaJGmobRh4rr//ZpA3w=
github.com/aws/aws-sdk-go-v2/service/signin v1.4.0/go.mod h1:mxC0nT/C8wMMS97DemZPzvUZxvIt+2Iq+eS3JdFZGgg=
github.com/aws/aws-sdk-go-v2/service/signin v1.4.1 h1:V7ZZ300WPXGjvkyore5DGe0ljVPOxCXie/thWdtSBXE=
github.com/aws/aws-sdk-go-v2/service/signin v1.4.1/go.mod h1:mxC0nT/C8wMMS97DemZPzvUZxvIt+2Iq+eS3JdFZGgg=
github.com/aws/aws-sdk-go-v2/service/sso v1.24.9 h1:YqtxripbjWb2QLyzRK9pByfEDvgg95gpC2AyDq4hFE8=
github.com/aws/aws-sdk-go-v2/service/sso v1.24.9/go.mod h1:lV8iQpg6OLOfBnqbGMBKYjilBlf633qwHnBEiMSPoHY=
github.com/aws/aws-sdk-go-v2/service/sso v1.31.3 h1:ey1XLTYXb9PcLt4535632o5kCGXNXEhNb620Dqwuylo=
github.com/aws/aws-sdk-go-v2/service/sso v1.31.3/go.mod h1:Lk7PlmoTYryQmyBG0EXqj5BcUbj3whXdU2s3yGI3EAc=
github.com/aws/aws-sdk-go-v2/service/sso v1.32.0 h1:qjMmry/cBDee1E/2gyvel0uRYCi3mwRZ2hf6N+GAodo=
github.com/aws/aws-sdk-go-v2/service/sso v1.32.0/go.mod h1:u8af9Nqkmqnr96f7v9nHqzZT9XBwbXEkTiqT4ROuJSE=
github.com/aws/aws-sdk-go-v2/service/sso v1.32.1 h1:gYFYh4iLLcAOJRLNPY2aD2g9DIhKn4eof8UkIrr1rTk=
github.com/aws/aws-sdk-go-v2/service/sso v1.32.1/go.mod h1:u8af9Nqkmqnr96f7v9nHqzZT9XBwbXEkTiqT4ROuJSE=
github.com/aws/aws-sdk-go-v2/service/ssooidc v1.28.8 h1:6dBT1Lz8fK11m22R+AqfRsFn8320K0T5DTGxxOQBSMw=
github.com/aws/aws-sdk-go-v2/service/ssooidc v1.28.8/go.mod h1:/kiBvRQXBc6xeJTYzhSdGvJ5vm1tjaDEjH+MSeRJnlY=
github.com/aws/aws-sdk-go-v2/service/ssooidc v1.36.6 h1:yLr03zQE/5Eu5l3QU0Si+xMbLMbSDF2YXsigqXngs6g=
github.com/aws/aws-sdk-go-v2/service/ssooidc v1.36.6/go.mod h1:Q5N6icH+KJZDLh+ESNwzdv6cZ6vLFF/egy3IOxWhmz4=
github.com/aws/aws-sdk-go-v2/service/ssooidc v1.37.0 h1:fpOlDPI55HdszaxapEGk6HsGosOUaM2YPWJpjMgp8UI=
github.com/aws/aws-sdk-go-v2/service/ssooidc v1.37.0/go.mod h1:DMPWJBjYs6+3+f/qhBFEFPPlQ6NlhWjai3dJNvipJ84=
github.com/aws/aws-sdk-go-v2/service/ssooidc v1.37.1 h1:arjT9Cm3/WYbGmD5TUZHk4UQn4Lle1fUNZs5FC6CtF0=
github.com/aws/aws-sdk-go-v2/service/ssooidc v1.37.1/go.mod h1:DMPWJBjYs6+3+f/qhBFEFPPlQ6NlhWjai3dJNvipJ84=
github.com/aws/aws-sdk-go-v2/service/sts v1.33.6 h1:VwhTrsTuVn52an4mXx29PqRzs2Dvu921NpGk7y43tAM=
github.com/aws/aws-sdk-go-v2/service/sts v1.33.6/go.mod h1:+8h7PZb3yY5ftmVLD7ocEoE98hdc8PoKS0H3wfx1dlc=
github.com/aws/aws-sdk-go-v2/service/sts v1.43.3 h1:VrIhKRCSK1umelSgB9RghvA9RTUYeQffyAS5ApXehNI=
github.com/aws/aws-sdk-go-v2/service/sts v1.43.3/go.mod h1:r8wkDOuLaaMFqFiYAb8dGY2A3gJCOujMc6CFOVC4Zhc=
github.com/aws/aws-sdk-go-v2/service/sts v1.44.0 h1:bLZ0PolJ8J+HkJHztcXORUpHXBye2U8298lCEMi6ZCU=
github.com/aws/aws-sdk-go-v2/service/sts v1.44.0/go.mod h1:9gdl4RrflIdpDb2TlXshWgR1F9TeCkvqDx77Vpr4Z/Q=
github.com/aws/aws-sdk-go-v2/service/sts v1.44.1 h1:RvfHDg+xvAeZ+5741vUEjpOVtYSIm93W2zhx10Xtydw=
github.com/aws/aws-sdk-go-v2/service/sts v1.44.1/go.mod h1:9gdl4RrflIdpDb2TlXshWgR1F9TeCkvqDx77Vpr4Z/Q=
github.com/aws/smithy-go v1.22.1 h1:/HPHZQ0g7f4eUeK6HKglFz8uwVfZKgoI25rb/J+dnro=
github.com/aws/smithy-go v1.22.1/go.mod h1:irrKGvNn1InZwb2d7fkIRNucdfwR8R+Ts3wxYa/cJHg=
github.com/aws/smithy-go v1.27.1 h1:4T340VFndXtADGF52gYa1POyL7s9E4Z1OeZ1hCscIw8=
github.com/aws/smithy-go v1.27.1/go.mod h1:YE2RhdIuDbA5E5bTdciG9KrW3+TiEONeUWCqxX9i1Fc=
github.com/aws/smithy-go v1.27.2 h1:y9NPmSE6am6LjEFPfqHqG/jJk7AauQvhCJONKh7kpzk=
github.com/aws/smithy-go v1.27.2/go.mod h1:YE2RhdIuDbA5E5bTdciG9KrW3+TiEONeUWCqxX9i1Fc=
github.com/aws/smithy-go v1.27.3 h1:F3Zb497UhhskkfpJmfkXswyo+t0sh9OTBnIHjogWbVY=
github.com/aws/smithy-go v1.27.3/go.mod h1:YE2RhdIuDbA5E5bTdciG9KrW3+TiEONeUWCqxX9i1Fc=
github.com/cespare/xxhash/v2 v2.3.0 h1:UL815xU9SqsFlibzuggzjXhog7bL6oX9BbNZnL2UFvs=
github.com/cespare/xxhash/v2 v2.3.0/go.mod h1:VGX0DQ3Q6kWi7AoAeZDth3/j3BFtOZR5XLFGgcrjCOs=
github.com/cncf/xds/go v0.0.0-20260202195803-dba9d589def2 h1:aBangftG7EVZoUb69Os8IaYg++6uMOdKK83QtkkvJik=
@@ -121,6 +173,8 @@ go.opentelemetry.io/auto/sdk v1.2.1 h1:jXsnJ4Lmnqd11kwkBV2LgLoFMZKizbCi5fNZ/ipaZ
go.opentelemetry.io/auto/sdk v1.2.1/go.mod h1:KRTj+aOaElaLi+wW1kO/DZRXwkF4C5xPbEe3ZiIhN7Y=
go.opentelemetry.io/contrib/detectors/gcp v1.42.0 h1:kpt2PEJuOuqYkPcktfJqWWDjTEd/FNgrxcniL7kQrXQ=
go.opentelemetry.io/contrib/detectors/gcp v1.42.0/go.mod h1:W9zQ439utxymRrXsUOzZbFX4JhLxXU4+ZnCt8GG7yA8=
go.opentelemetry.io/contrib/detectors/gcp v1.43.0 h1:62yY3dT7/ShwOxzA0RsKRgshBmfElKI4d/Myu2OxDFU=
go.opentelemetry.io/contrib/detectors/gcp v1.43.0/go.mod h1:RyaZMFY7yi1kAs45S6mbFGz8O8rqB0dTY14uzvG4LCs=
go.opentelemetry.io/otel v1.43.0 h1:mYIM03dnh5zfN7HautFE4ieIig9amkNANT+xcVxAj9I=
go.opentelemetry.io/otel v1.43.0/go.mod h1:JuG+u74mvjvcm8vj8pI5XiHy1zDeoCS2LB1spIq7Ay0=
go.opentelemetry.io/otel/metric v1.43.0 h1:d7638QeInOnuwOONPp4JAOGfbCEpYb+K6DVWvdxGzgM=
@@ -149,6 +203,8 @@ golang.org/x/sys v0.33.0 h1:q3i8TbbEz+JRD9ywIRlyRAQbM0qF7hu24q3teo2hbuw=
golang.org/x/sys v0.33.0/go.mod h1:BJP2sWEmIv4KK5OTEluFJCKSidICx8ciO85XgH3Ak8k=
golang.org/x/sys v0.46.0 h1:noSf2Fq6F8DBgS+LysIkx7rIExoNHJsxOAtPp4rthXw=
golang.org/x/sys v0.46.0/go.mod h1:4GL1E5IUh+htKOUEOaiffhrAeqysfVGipDYzABqnCmw=
golang.org/x/sys v0.47.0 h1:o7XGOvZQCADBQQ4Y7VNq2dRWQR7JmOUW8Kxx4ZsNgWs=
golang.org/x/sys v0.47.0/go.mod h1:4GL1E5IUh+htKOUEOaiffhrAeqysfVGipDYzABqnCmw=
golang.org/x/term v0.44.0 h1:0rLvDRCtNj0gZkyIXhCyOb2OAzEhLVqc4B+hrsBhrmc=
golang.org/x/term v0.44.0/go.mod h1:7ze4MdzUzLXpSAoFP1H0bOI9aXDqveSvatT5vKcFh2Y=
golang.org/x/text v0.25.0 h1:qVyWApTSYLk/drJRO5mDlNYskwQznZmkpV2c8q9zls4=
@@ -174,6 +230,8 @@ google.golang.org/grpc v1.71.0 h1:kF77BGdPTQ4/JZWMlb9VpJ5pa25aqvVqogsxNHHdeBg=
google.golang.org/grpc v1.71.0/go.mod h1:H0GRtasmQOh9LkFoCPDu3ZrwUtD1YGE+b2vYBYd/8Ec=
google.golang.org/grpc v1.81.1 h1:VnnIIZ88UzOOKLukQi+ImGz8O1Wdp8nAGGnvOfEIWQQ=
google.golang.org/grpc v1.81.1/go.mod h1:xGH9GfzOyMTGIOXBJmXt+BX/V0kcdQbdcuwQ/zNw42I=
google.golang.org/grpc v1.82.0 h1:vguDnZUPjE26w09A63VoxZPnvPjB5Riyc0mkXPFmAIU=
google.golang.org/grpc v1.82.0/go.mod h1:yzTZ1TB1Z3SG+LIYaI+WiE8D5+PZ3ArnrSp8zF3+/ZA=
google.golang.org/protobuf v1.26.0-rc.1 h1:7QnIQpGRHE5RnLKnESfDoxm2dTapTZua5a0kS0A+VXQ=
google.golang.org/protobuf v1.26.0-rc.1/go.mod h1:jlhhOSvTdKEhbULTjvd4ARK9grFBp09yW+WbY/TyQbw=
google.golang.org/protobuf v1.36.3 h1:82DV7MYdb8anAVi3qge1wSnMDrnKK7ebr+I0hHRN1BU=
+292 -130
View File
@@ -4,9 +4,9 @@
"com.amazonaws:aws-lambda-java-core": -179547809,
"com.amazonaws:aws-lambda-java-events": -1998571449,
"com.google.android:annotations": 1910180409,
"com.google.api.grpc:proto-google-common-protos": -2106826238,
"com.google.auth:google-auth-library-credentials": 1149797254,
"com.google.auth:google-auth-library-oauth2-http": -2102758232,
"com.google.api.grpc:proto-google-common-protos": 391189699,
"com.google.auth:google-auth-library-credentials": 43407369,
"com.google.auth:google-auth-library-oauth2-http": 1085819179,
"com.google.auto.value:auto-value": 1146221104,
"com.google.auto.value:auto-value-annotations": -1101276935,
"com.google.code.findbugs:jsr305": 495355163,
@@ -25,11 +25,11 @@
"com.squareup.okio:okio": 795722926,
"com.thesamet.scalapb:compilerplugin_3": 603908795,
"com.thesamet.scalapb:lenses_3": -1873974815,
"com.thesamet.scalapb:protoc-bridge_3": -1260006911,
"com.thesamet.scalapb:protoc-bridge_3": -1482619205,
"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,
"com.zaxxer:HikariCP": 1991920386,
"io.netty:netty-buffer": 732437843,
"io.netty:netty-codec": -1199307927,
"io.netty:netty-codec-http": -1456497900,
@@ -39,26 +39,27 @@
"io.netty:netty-handler": -1970529483,
"io.netty:netty-handler-proxy": -195328652,
"io.netty:netty-resolver": -548277043,
"io.netty:netty-tcnative-boringssl-static": 2033070843,
"io.netty:netty-tcnative-classes": 2023773715,
"io.netty:netty-tcnative-boringssl-static": -754344644,
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@@ -85,8 +86,8 @@
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@@ -95,8 +96,8 @@
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@@ -110,15 +111,15 @@
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@@ -149,28 +150,30 @@
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@@ -181,7 +184,7 @@
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@@ -194,45 +197,47 @@
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@@ -274,12 +279,11 @@
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@@ -356,15 +360,15 @@
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@@ -416,15 +420,15 @@
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@@ -518,9 +522,9 @@
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@@ -548,15 +552,15 @@
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@@ -740,20 +744,20 @@
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@@ -769,9 +773,9 @@
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@@ -805,9 +809,9 @@
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@@ -845,6 +849,18 @@
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@@ -907,9 +923,9 @@
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@@ -1019,6 +1035,18 @@
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@@ -1027,9 +1055,9 @@
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"org.postgresql:postgresql": {
"shasums": {
"jar": "1981b31d3993c58702783c1cddf10a34e48c1f413d70ff1cb6def0a143484647"
"jar": "6e0e4cc2d8cae902084f8a2b18728b073a6fd9d1f87c9d8bff8f298c18185b93"
},
"version": "42.7.11"
"version": "42.7.13"
},
"org.reactivestreams:reactive-streams": {
"shasums": {
@@ -1075,9 +1103,9 @@
},
"org.scala-lang:scala3-library_3": {
"shasums": {
"jar": "a16e046f4a9df9e0d0e0bc54bf6298c94d7d867457f7b3b68291a88c568b92d0"
"jar": "2c6eace9158df8ee4485a06128a479d968c1ebfc83ae9b1a394b58429f0d1492"
},
"version": "3.3.7"
"version": "3.3.8"
},
"org.scala-lang:scala3-staging_3": {
"shasums": {
@@ -1087,21 +1115,21 @@
},
"org.scalameta:common2_2.13": {
"shasums": {
"jar": "42a4fae02d82dc7450dddd69ce1d8b8f159119132898af56169f77b8c9a623bd"
"jar": "dc17dfd2a4923f49c85bd69be85f820ba5d57f50a4425b27a8635b592a0c1471"
},
"version": "4.17.0"
"version": "4.17.2"
},
"org.scalameta:common_2.13": {
"shasums": {
"jar": "3b5b1f67809daf6044113737af8aa4cc5c3b36f071950cfcf7d02f4fe6b1d19a"
"jar": "70fd266cd4e6ab3909d329ef051264865fbadeeb86b598672a65439e51cdadd6"
},
"version": "4.17.0"
"version": "4.17.2"
},
"org.scalameta:io_2.13": {
"shasums": {
"jar": "d09dac9887efb0aaf7bbcc5b5e20f7e7e4947800592a44359e2f31b2b6c9699d"
"jar": "5e6edc6b5aa96a595382ffb9e4cd55a6cb302064d388db7fa2168334fd1cb90e"
},
"version": "4.17.0"
"version": "4.17.2"
},
"org.scalameta:mdoc-parser_2.13": {
"shasums": {
@@ -1129,69 +1157,69 @@
},
"org.scalameta:munit-diff_2.13": {
"shasums": {
"jar": "789f02dfc17e62626560d48522d16bc550990a4d722d27b38d215a39dd8c9a5d"
"jar": "79d52c3007ae90ee2c6e156e3b2a5c0cfeb5a0dd67e570a36cb9a9e84f6e1521"
},
"version": "1.3.0"
"version": "1.3.4"
},
"org.scalameta:parsers_2.13": {
"shasums": {
"jar": "c0669f252bf96db52ac32c92bf54f2853b8f192287a827626c3efe51b20f94b3"
"jar": "c789f3cb81b93ddc8d46cf8b36dfd40715d52fe3c1ef2cb4f14bd4b1fc8543be"
},
"version": "4.17.0"
"version": "4.17.2"
},
"org.scalameta:scalafmt-cli_2.13": {
"shasums": {
"jar": "1da5a56393f5fcf01d65c86ca91adc5f8d5448447a75bf9d8b229db5a0a84009"
"jar": "da5379c790d39a52e4c059eba04fdb0e97402d6eb9b5318b9370c7b2f9c08318"
},
"version": "3.11.1"
"version": "3.11.3"
},
"org.scalameta:scalafmt-config_2.13": {
"shasums": {
"jar": "c058aefc9f874c78072fca15a25e72a4d3ab31bc2872266c42cc6e2651f6cbf1"
"jar": "4cb7fd5ac2768203e5ea09e7670d3a5012f5176a573ccf6a92114fcb79f55ab5"
},
"version": "3.11.1"
"version": "3.11.3"
},
"org.scalameta:scalafmt-core_2.13": {
"shasums": {
"jar": "f5f0e48927f0d5a32763f6b82a8427b40231db65a908c48b4438b000562c32d2"
"jar": "dd176a03c2716223977e8c0cd29cef4b7b7dc0a4e3102a8a9bc70bae6e917751"
},
"version": "3.11.1"
"version": "3.11.3"
},
"org.scalameta:scalafmt-dynamic-core_2.13": {
"shasums": {
"jar": "d4efc029f83f7c3ac6f3374b33636c3d38ef24bbb4d04ba300996d0e63991f2b"
"jar": "3c38c49a717f1be67757d1192707ec38442fc84014408010bde746db94bca92a"
},
"version": "3.11.1"
"version": "3.11.3"
},
"org.scalameta:scalafmt-dynamic_2.13": {
"shasums": {
"jar": "101275030c12c0cc8baa9b6b015b93a4500915990a088d964f41fe482366b890"
"jar": "f78b5eb890132266ae0ab0ff05f57caaf07d53d206b6528e9a5a868d14917591"
},
"version": "3.11.1"
"version": "3.11.3"
},
"org.scalameta:scalafmt-interfaces": {
"shasums": {
"jar": "ec8ac6769c5960e8ee04d4fee15a4b82ba6032b3df3f4d725221ef94dd1dad90"
"jar": "e217de8cbc3324f5e2dea7015a25c91f1b155f665a2a8c3e9c981a0a0f8735b0"
},
"version": "3.11.1"
"version": "3.11.3"
},
"org.scalameta:scalafmt-macros_2.13": {
"shasums": {
"jar": "49a4ab5745cc0b54acdb74b3fd6017451d5699d5d327ca1bea0747bc622edc9f"
"jar": "90f69e31e837e393b252f07504f240c142449876f1444e01c727625f1b63acdd"
},
"version": "3.11.1"
"version": "3.11.3"
},
"org.scalameta:scalafmt-sysops_2.13": {
"shasums": {
"jar": "a862c2bd21ba6b83d403a8aca33af541de356f7d39e88c1656bd2cf6a3b28a80"
"jar": "8bdf5ef43760eaba9e7ef5023db7a9714af2e136899e19cb8cf1ecf0355fef0c"
},
"version": "3.11.1"
"version": "3.11.3"
},
"org.scalameta:scalameta_2.13": {
"shasums": {
"jar": "7606f691512cac7e52e1c28146cc95001212aeb3737b44d5ea6f4ec51b9a454c"
"jar": "38123610b842b10010ab3a62cff36f9c1f197a8ace3d84903258580aca4acd55"
},
"version": "4.17.0"
"version": "4.17.2"
},
"org.scalameta:svm-subs": {
"shasums": {
@@ -1201,15 +1229,15 @@
},
"org.scalameta:trees2_2.13": {
"shasums": {
"jar": "c1ad0ac4c5617ee25ad97b72fb2d03c48d5ee89770e7cc70b0e3e984689296ce"
"jar": "0e75bfede5171c07f8a0d8f0ef581a7af27c9b5f6953182783553aa67fe0fb83"
},
"version": "4.17.0"
"version": "4.17.2"
},
"org.scalameta:trees_2.13": {
"shasums": {
"jar": "b45d46d995e166889cbda015f541ca79afd94ada860513438e6c0ab5f4f84591"
"jar": "638b5500b8815094a25936b57188fc616358add563a9337f525522eac16ddf24"
},
"version": "4.17.0"
"version": "4.17.2"
},
"org.scalamock:scalamock_3": {
"shasums": {
@@ -1850,6 +1878,14 @@
"org.json4s:json4s-native-core_3",
"org.scala-lang:scala3-library_3"
],
"org.mockito:mockito-core": [
"net.bytebuddy:byte-buddy",
"net.bytebuddy:byte-buddy-agent",
"org.objenesis:objenesis"
],
"org.postgresql:postgresql": [
"org.checkerframework:checker-qual"
],
"org.scala-lang.modules:scala-collection-compat_2.13": [
"org.scala-lang:scala-library"
],
@@ -2932,6 +2968,50 @@
"org.junit.runners.parameterized",
"org.junit.validator"
],
"net.bytebuddy:byte-buddy": [
"net.bytebuddy",
"net.bytebuddy.agent.builder",
"net.bytebuddy.asm",
"net.bytebuddy.build",
"net.bytebuddy.description",
"net.bytebuddy.description.annotation",
"net.bytebuddy.description.enumeration",
"net.bytebuddy.description.field",
"net.bytebuddy.description.method",
"net.bytebuddy.description.modifier",
"net.bytebuddy.description.type",
"net.bytebuddy.dynamic",
"net.bytebuddy.dynamic.loading",
"net.bytebuddy.dynamic.scaffold",
"net.bytebuddy.dynamic.scaffold.inline",
"net.bytebuddy.dynamic.scaffold.subclass",
"net.bytebuddy.implementation",
"net.bytebuddy.implementation.attribute",
"net.bytebuddy.implementation.auxiliary",
"net.bytebuddy.implementation.bind",
"net.bytebuddy.implementation.bind.annotation",
"net.bytebuddy.implementation.bytecode",
"net.bytebuddy.implementation.bytecode.assign",
"net.bytebuddy.implementation.bytecode.assign.primitive",
"net.bytebuddy.implementation.bytecode.assign.reference",
"net.bytebuddy.implementation.bytecode.collection",
"net.bytebuddy.implementation.bytecode.constant",
"net.bytebuddy.implementation.bytecode.member",
"net.bytebuddy.jar.asm",
"net.bytebuddy.jar.asm.commons",
"net.bytebuddy.jar.asm.signature",
"net.bytebuddy.matcher",
"net.bytebuddy.pool",
"net.bytebuddy.utility",
"net.bytebuddy.utility.dispatcher",
"net.bytebuddy.utility.nullability",
"net.bytebuddy.utility.privilege",
"net.bytebuddy.utility.visitor"
],
"net.bytebuddy:byte-buddy-agent": [
"net.bytebuddy.agent",
"net.bytebuddy.agent.utility.nullability"
],
"net.java.dev.jna:jna": [
"com.sun.jna",
"com.sun.jna.ptr",
@@ -3385,6 +3465,84 @@
"org.jspecify:jspecify": [
"org.jspecify.annotations"
],
"org.mockito:mockito-core": [
"org.mockito",
"org.mockito.codegen",
"org.mockito.configuration",
"org.mockito.creation.instance",
"org.mockito.exceptions.base",
"org.mockito.exceptions.misusing",
"org.mockito.exceptions.stacktrace",
"org.mockito.exceptions.verification",
"org.mockito.exceptions.verification.junit",
"org.mockito.exceptions.verification.opentest4j",
"org.mockito.hamcrest",
"org.mockito.internal",
"org.mockito.internal.configuration",
"org.mockito.internal.configuration.injection",
"org.mockito.internal.configuration.injection.filter",
"org.mockito.internal.configuration.injection.scanner",
"org.mockito.internal.configuration.plugins",
"org.mockito.internal.creation",
"org.mockito.internal.creation.bytebuddy",
"org.mockito.internal.creation.instance",
"org.mockito.internal.creation.proxy",
"org.mockito.internal.creation.settings",
"org.mockito.internal.creation.util",
"org.mockito.internal.debugging",
"org.mockito.internal.exceptions",
"org.mockito.internal.exceptions.stacktrace",
"org.mockito.internal.exceptions.util",
"org.mockito.internal.framework",
"org.mockito.internal.hamcrest",
"org.mockito.internal.handler",
"org.mockito.internal.invocation",
"org.mockito.internal.invocation.finder",
"org.mockito.internal.invocation.mockref",
"org.mockito.internal.junit",
"org.mockito.internal.listeners",
"org.mockito.internal.matchers",
"org.mockito.internal.matchers.apachecommons",
"org.mockito.internal.matchers.text",
"org.mockito.internal.progress",
"org.mockito.internal.reporting",
"org.mockito.internal.runners",
"org.mockito.internal.runners.util",
"org.mockito.internal.session",
"org.mockito.internal.stubbing",
"org.mockito.internal.stubbing.answers",
"org.mockito.internal.stubbing.defaultanswers",
"org.mockito.internal.util",
"org.mockito.internal.util.collections",
"org.mockito.internal.util.concurrent",
"org.mockito.internal.util.io",
"org.mockito.internal.util.reflection",
"org.mockito.internal.verification",
"org.mockito.internal.verification.api",
"org.mockito.internal.verification.argumentmatching",
"org.mockito.internal.verification.checkers",
"org.mockito.invocation",
"org.mockito.junit",
"org.mockito.listeners",
"org.mockito.mock",
"org.mockito.plugins",
"org.mockito.quality",
"org.mockito.session",
"org.mockito.stubbing",
"org.mockito.verification"
],
"org.objenesis:objenesis": [
"org.objenesis",
"org.objenesis.instantiator",
"org.objenesis.instantiator.android",
"org.objenesis.instantiator.annotations",
"org.objenesis.instantiator.basic",
"org.objenesis.instantiator.gcj",
"org.objenesis.instantiator.perc",
"org.objenesis.instantiator.sun",
"org.objenesis.instantiator.util",
"org.objenesis.strategy"
],
"org.ow2.asm:asm": [
"org.objectweb.asm",
"org.objectweb.asm.signature"
@@ -4174,6 +4332,8 @@
"javax.xml.bind:jaxb-api",
"joda-time:joda-time",
"junit:junit",
"net.bytebuddy:byte-buddy",
"net.bytebuddy:byte-buddy-agent",
"net.java.dev.jna:jna",
"net.java.dev.jna:jna-platform",
"org.apache.commons:commons-compress",
@@ -4203,6 +4363,8 @@
"org.json4s:json4s-native-core_3",
"org.json4s:json4s-native_3",
"org.jspecify:jspecify",
"org.mockito:mockito-core",
"org.objenesis:objenesis",
"org.ow2.asm:asm",
"org.postgresql:postgresql",
"org.reactivestreams:reactive-streams",
+24 -4
View File
@@ -6,7 +6,9 @@
"dependencyDashboard": true,
"enabledManagers": [
"bazel-module",
"bazelisk",
"cargo",
"custom.regex",
"github-actions",
"gomod",
"swift"
@@ -18,7 +20,9 @@
{
"description": "Bazel module artifact updates run in GitHub Actions so hosted Renovate does not need unsafe bazel mod deps execution",
"matchManagers": [
"bazel-module"
"bazel-module",
"bazelisk",
"custom.regex"
],
"skipArtifactsUpdate": true
},
@@ -30,17 +34,33 @@
"skipArtifactsUpdate": true
}
],
"customManagers": [
{
"customType": "regex",
"description": "Update the LLVM and Clang toolchain release",
"managerFilePatterns": [
"/^MODULE\\.bazel$/"
],
"matchStrings": [
"LLVM_VERSION = \"(?<currentValue>\\d+\\.\\d+\\.\\d+)\""
],
"depNameTemplate": "llvm/llvm-project",
"datasourceTemplate": "github-releases",
"extractVersionTemplate": "^llvmorg-(?<version>\\d+\\.\\d+\\.\\d+)$",
"versioningTemplate": "semver"
}
],
"lockFileMaintenance": {
"enabled": true,
"schedule": [
"before 6am on monday"
"* * * * 1"
]
},
"prConcurrentLimit": 3,
"prHourlyLimit": 1,
"prHourlyLimit": 3,
"rebaseWhen": "behind-base-branch",
"schedule": [
"before 6am on monday"
"* * * * 1"
],
"separateMajorMinor": true,
"timezone": "America/Los_Angeles"
+102 -25
View File
@@ -4,41 +4,118 @@
# Reads the active instance from /opt/eagle0/.active-instance (set by deploy-blue-green.sh).
#
# Usage:
# eagle-logs # Tail logs (follow mode)
# eagle-logs -n 100 # Show last 100 lines and follow
# eagle-logs --no-follow -n 50 # Show last 50 lines without following
# eagle-logs # Show existing logs and keep following
# eagle-logs -n 100 # Show the last 100 lines and keep following
# eagle-logs --no-follow -n 50 # Show the last 50 lines and exit
#
# To create an alias, add to ~/.bashrc:
# alias eagle-logs='/opt/eagle0/scripts/eagle-logs.sh'
#
set -euo pipefail
set -uo pipefail
APP_DIR="${APP_DIR:-/opt/eagle0}"
ACTIVE_FILE="${APP_DIR}/.active-instance"
RETRY_INTERVAL_SECONDS="${EAGLE_LOGS_RETRY_INTERVAL_SECONDS:-2}"
# Read active instance from file, with fallback
if [ -f "$ACTIVE_FILE" ]; then
ACTIVE=$(cat "$ACTIVE_FILE")
else
# Fallback: check which container is actually running
if docker inspect --format='{{.State.Running}}' eagle-blue 2>/dev/null | grep -q true; then
ACTIVE="eagle-blue"
elif docker inspect --format='{{.State.Running}}' eagle-green 2>/dev/null | grep -q true; then
ACTIVE="eagle-green"
else
ACTIVE=""
trap 'exit 130' INT
trap 'exit 143' TERM
FOLLOW=true
DOCKER_LOG_ARGS=()
for arg in "$@"; do
case "$arg" in
--no-follow)
FOLLOW=false
;;
-f | --follow)
FOLLOW=true
;;
*)
DOCKER_LOG_ARGS+=("$arg")
;;
esac
done
container_is_running() {
[ "$(docker inspect --format='{{.State.Running}}' "$1" 2>/dev/null)" = "true" ]
}
resolve_active_instance() {
local recorded_active=""
if [ -f "$ACTIVE_FILE" ]; then
IFS= read -r recorded_active < "$ACTIVE_FILE" || true
fi
if [ -n "$recorded_active" ] && container_is_running "$recorded_active"; then
printf '%s\n' "$recorded_active"
elif container_is_running eagle-blue; then
printf '%s\n' "eagle-blue"
elif container_is_running eagle-green; then
printf '%s\n' "eagle-green"
else
return 1
fi
}
print_disconnect_marker() {
local stopped_instance=${1:-unknown}
printf '\n' >&2
printf '%s\n' '================================================================================' >&2
printf '%s\n' '==================== EAGLE LOG STREAM DISCONNECTED ============================' >&2
printf ' Server unavailable at %s (last instance: %s)\n' "$(date -u '+%Y-%m-%dT%H:%M:%SZ')" "$stopped_instance" >&2
printf '%s\n' ' Waiting for the deployment or server restart; log following will resume.' >&2
printf '%s\n' '================================================================================' >&2
}
print_resume_marker() {
local active_instance=$1
printf '\n' >&2
printf '%s\n' '================================================================================' >&2
printf '%s\n' '======================= EAGLE LOG STREAM RESUMED ==============================' >&2
printf ' Attached to %s at %s\n' "$active_instance" "$(date -u '+%Y-%m-%dT%H:%M:%SZ')" >&2
printf '%s\n' '================================================================================' >&2
}
if [ "$FOLLOW" = false ]; then
if ! ACTIVE=$(resolve_active_instance); then
echo "Error: No active Eagle instance found" >&2
exit 1
fi
exec docker logs "${DOCKER_LOG_ARGS[@]}" "$ACTIVE"
fi
if [ -z "$ACTIVE" ]; then
echo "Error: No active Eagle instance found" >&2
exit 1
fi
ACTIVE=""
DISCONNECTED=false
RECONNECT_SINCE=""
# Default to follow mode if no args provided
if [ $# -eq 0 ]; then
exec docker logs -f "$ACTIVE"
else
exec docker logs "$@" "$ACTIVE"
fi
while true; do
if NEXT_ACTIVE=$(resolve_active_instance); then
if [ "$DISCONNECTED" = true ]; then
print_resume_marker "$NEXT_ACTIVE"
fi
ACTIVE="$NEXT_ACTIVE"
DISCONNECTED=false
if [ -n "$RECONNECT_SINCE" ]; then
docker logs --follow "${DOCKER_LOG_ARGS[@]}" --since "$RECONNECT_SINCE" "$ACTIVE" || true
else
docker logs --follow "${DOCKER_LOG_ARGS[@]}" "$ACTIVE" || true
fi
RECONNECT_SINCE=$(date +%s)
fi
if [ "$DISCONNECTED" = false ]; then
print_disconnect_marker "$ACTIVE"
DISCONNECTED=true
fi
sleep "$RETRY_INTERVAL_SECONDS"
done
+85
View File
@@ -0,0 +1,85 @@
#!/bin/bash
set -euo pipefail
SCRIPT_DIR="$(cd "$(dirname "${BASH_SOURCE[0]}")" && pwd)"
TEST_DIR=$(mktemp -d)
trap 'rm -rf "$TEST_DIR"' EXIT
FAKE_BIN="${TEST_DIR}/bin"
APP_DIR="${TEST_DIR}/app"
STATE_FILE="${TEST_DIR}/state"
CALLS_FILE="${TEST_DIR}/calls"
OUTPUT_FILE="${TEST_DIR}/output"
mkdir -p "$FAKE_BIN" "$APP_DIR"
cat > "${FAKE_BIN}/docker" <<'EOF'
#!/bin/bash
set -euo pipefail
case "$1" in
inspect)
container=${@: -1}
state=$(cat "$EAGLE_LOGS_TEST_STATE_FILE")
if { [ "$state" = "blue" ] && [ "$container" = "eagle-blue" ]; } ||
{ [ "$state" = "green" ] && [ "$container" = "eagle-green" ]; }; then
echo true
else
echo false
fi
;;
logs)
container=${@: -1}
printf '%s\n' "$*" >> "$EAGLE_LOGS_TEST_CALLS_FILE"
if [ "$container" = "eagle-blue" ]; then
echo "last blue log"
echo "eagle-green" > "$EAGLE_LOGS_TEST_ACTIVE_FILE"
echo "green" > "$EAGLE_LOGS_TEST_STATE_FILE"
else
echo "first green log"
fi
;;
*)
echo "Unexpected docker command: $*" >&2
exit 1
;;
esac
EOF
chmod +x "${FAKE_BIN}/docker"
export EAGLE_LOGS_TEST_STATE_FILE="$STATE_FILE"
export EAGLE_LOGS_TEST_CALLS_FILE="$CALLS_FILE"
export EAGLE_LOGS_TEST_ACTIVE_FILE="${APP_DIR}/.active-instance"
echo "blue" > "$STATE_FILE"
echo "eagle-blue" > "${APP_DIR}/.active-instance"
PATH="${FAKE_BIN}:$PATH" APP_DIR="$APP_DIR" "${SCRIPT_DIR}/eagle-logs.sh" --no-follow -n 25
grep -q '^logs -n 25 eagle-blue$' "$CALLS_FILE"
: > "$CALLS_FILE"
echo "blue" > "$STATE_FILE"
echo "eagle-blue" > "${APP_DIR}/.active-instance"
PATH="${FAKE_BIN}:$PATH" APP_DIR="$APP_DIR" EAGLE_LOGS_RETRY_INTERVAL_SECONDS=0.01 \
"${SCRIPT_DIR}/eagle-logs.sh" -n 10 > "$OUTPUT_FILE" 2>&1 &
FOLLOW_PID=$!
for _ in $(seq 1 100); do
if grep -q 'first green log' "$OUTPUT_FILE"; then
break
fi
sleep 0.01
done
kill "$FOLLOW_PID" 2>/dev/null || true
wait "$FOLLOW_PID" 2>/dev/null || true
grep -q 'EAGLE LOG STREAM DISCONNECTED' "$OUTPUT_FILE"
grep -q 'EAGLE LOG STREAM RESUMED' "$OUTPUT_FILE"
grep -q 'last blue log' "$OUTPUT_FILE"
grep -q 'first green log' "$OUTPUT_FILE"
grep -q '^logs --follow -n 10 eagle-blue$' "$CALLS_FILE"
grep -Eq '^logs --follow -n 10 --since [0-9]+ eagle-green$' "$CALLS_FILE"
echo "eagle-logs tests passed"
@@ -4,6 +4,8 @@
#include "AIWaterCrossingCalculator.hpp"
#include <algorithm>
#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"
@@ -12,11 +14,27 @@
namespace shardok {
namespace {
constexpr int kMaxWaterCrossingDistance = 1000;
constexpr double kCrossingCreatorDistanceMultiplier = 100.0;
auto RecomputeModifierHash(HexMap *hexMap) -> MapId {
hexMap->mutate_modifier_hash(GetModifierHash(hexMap));
return ActionPointDistancesCache::GetMapId(hexMap);
}
auto CanCreateWaterCrossing(
const net::eagle0::shardok::storage::fb::Unit *unit,
const BattalionTypeGetter &battalionTypeGetter) -> bool {
if (!unit->has_attached_hero()) return false;
const auto profession = unit->attached_hero().profession_info().profession();
const auto &battalionType = battalionTypeGetter(unit->battalion().type());
return profession == net::eagle0::shardok::storage::fb::Profession_ENGINEER ||
(profession == net::eagle0::shardok::storage::fb::Profession_MAGE &&
battalionType->allowsCasting);
}
} // namespace
auto UnitIdsRequiringWaterCrossing(
@@ -94,14 +112,8 @@ auto UnitIdsToCreateWaterCrossing(
if (unit->status() != net::eagle0::shardok::storage::fb::UnitStatus_NORMAL_UNIT &&
unit->status() != net::eagle0::shardok::storage::fb::UnitStatus_RESERVE_UNIT)
continue;
if (!unit->has_attached_hero()) continue;
const auto profession = unit->attached_hero().profession_info().profession();
const auto &battalionType = battalionTypeGetter(unit->battalion().type());
if (profession == net::eagle0::shardok::storage::fb::Profession_ENGINEER ||
(profession == net::eagle0::shardok::storage::fb::Profession_MAGE &&
battalionType->allowsCasting)) {
if (CanCreateWaterCrossing(unit, battalionTypeGetter)) {
unitIds.push_back(unit->unit_id());
}
}
@@ -314,6 +326,31 @@ auto WaterCrossingScore(
const auto mapId = ActionPointDistancesCache::GetMapId(gameState->hex_map());
// Put a big penalty on the distance for every unit that could create a crossing, on a single
// saturating scale: unavailable (fled/captured/destroyed) and unplaced creators sit at the
// maximum, and live distances (including IMPOSSIBLE) are clamped to it. Losing a crossing
// creator therefore never scores better than any placed position.
for (const auto *unit : *gameState->units()) {
if (unit->player_id() != playerId) continue;
if (!CanCreateWaterCrossing(unit, battalionTypeGetter)) continue;
const auto status = unit->status();
const bool available =
status == net::eagle0::shardok::storage::fb::UnitStatus_NORMAL_UNIT ||
status == net::eagle0::shardok::storage::fb::UnitStatus_RESERVE_UNIT;
int thisDistance = kMaxWaterCrossingDistance;
if (available && unit->location().row() >= 0) {
const auto &battalionType = battalionTypeGetter(unit->battalion().type());
const auto *apd = apdCache->GetRaw(gameState->hex_map(), mapId, battalionType, false);
thisDistance = std::min(
MinimumDistance(apd, unit->location(), startCrossingFrom),
kMaxWaterCrossingDistance);
}
totalScore -= thisDistance * kCrossingCreatorDistanceMultiplier;
}
if (unitIdsCreatingCrossing.empty()) {
for (const UnitId uid : unitIdsRequiringCrossing) {
const Unit *unit = gameState->units()->Get(uid);
@@ -321,31 +358,15 @@ auto WaterCrossingScore(
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);
const int thisDistance = location.row() < 0
? kMaxWaterCrossingDistance
: 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);
const auto &battalionType = battalionTypeGetter(unit->battalion().type());
Coords location = unit->location();
int thisDistance;
if (location.row() < 0) thisDistance = 1000;
else {
const auto *apd = apdCache->GetRaw(gameState->hex_map(), mapId, battalionType, false);
thisDistance = MinimumDistance(apd, location, startCrossingFrom);
}
totalScore -= thisDistance * 100.0;
}
// Now a smaller penalty for distance for units that need to cross, except if they block -- then
// a large penalty
for (const UnitId uid : unitIdsRequiringCrossing) {
@@ -358,7 +379,7 @@ auto WaterCrossingScore(
const auto *apd = apdCache->GetRaw(gameState->hex_map(), mapId, battalionType, false);
int thisDistance;
if (location.row() < 0) thisDistance = 1000;
if (location.row() < 0) thisDistance = kMaxWaterCrossingDistance;
else { thisDistance = MinimumDistance(apd, location, startCrossingFrom); }
bool targetBlocks = false;
@@ -4,132 +4,12 @@
#include "AIWaterCrossingCommandChooser.hpp"
#include <algorithm>
#include <ranges>
#include "AIMinimumDistanceAndTarget.hpp"
#include "src/main/cpp/net/eagle0/shardok/ai/AIWaterCrossingCalculator.hpp"
namespace shardok {
using Unit = net::eagle0::shardok::storage::fb::Unit;
constexpr ScoreValue kNoRequiredCrossingScore = std::numeric_limits<ScoreValue>::max();
[[nodiscard]] auto AIWaterCrossingCommandChooser::WaterCrossingScore(
const BattalionTypeGetter &battalionTypeGetter,
const GameStateW &gameState,
const CoordsSet &castleCoords,
const CoordsSet &startCrossingFrom) const -> ScoreValue {
uint32_t castleClaimCount = 0;
for (const auto *unit : *gameState->units()) {
if (unit->player_id() != playerId) continue;
const auto status = unit->status();
if (status != net::eagle0::shardok::storage::fb::UnitStatus_NORMAL_UNIT &&
status != net::eagle0::shardok::storage::fb::UnitStatus_RESERVE_UNIT)
continue;
if (!unit->has_attached_hero()) continue;
++castleClaimCount;
}
CoordsSet destinations = castleCoords;
if (castleClaimCount < castleCoords.size()) {
destinations = CoordsSet(gameState->hex_map());
for (const auto *enemyUnit : *gameState->units()) {
if (enemyUnit->player_id() == playerId) continue;
const auto status = enemyUnit->status();
if (status != net::eagle0::shardok::storage::fb::UnitStatus_NORMAL_UNIT) continue;
AssertValid(enemyUnit->location(), gameState->hex_map());
destinations.Add(enemyUnit->location());
}
}
const auto unitIdsRequiringCrossing = UnitIdsRequiringWaterCrossing(
gameState,
playerId,
castleCoords,
apdCache,
battalionTypeGetter);
if (unitIdsRequiringCrossing.empty()) return kNoRequiredCrossingScore;
const auto unitIdsCreatingCrossing =
UnitIdsToCreateWaterCrossing(gameState, playerId, battalionTypeGetter);
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);
const auto &battalionType = battalionTypeGetter(unit->battalion().type());
Coords location = unit->location();
int thisDistance;
if (location.row() < 0) thisDistance = 1000;
else {
const auto *apd = apdCache->GetRaw(gameState->hex_map(), mapId, battalionType, false);
thisDistance = MinimumDistance(apd, location, startCrossingFrom);
}
totalScore -= thisDistance * 100.0;
}
// Now a smaller penalty for distance for units that need to cross, except if they block -- then
// a large penalty
for (const UnitId uid : unitIdsRequiringCrossing) {
// If this unit ID can also create a crossing, we already handled it
if (std::ranges::contains(unitIdsCreatingCrossing, uid)) continue;
const Unit *unit = gameState->units()->Get(uid);
const auto &battalionType = battalionTypeGetter(unit->battalion().type());
Coords location = unit->location();
const auto *apd = apdCache->GetRaw(gameState->hex_map(), mapId, battalionType, false);
int thisDistance;
if (location.row() < 0) thisDistance = 1000;
else { thisDistance = MinimumDistance(apd, location, startCrossingFrom); }
bool targetBlocks = false;
// If we're not capable of creating a crossing, don't get in the way of somebody that is.
for (const UnitId crossingUid : unitIdsCreatingCrossing) {
const auto *crossingCapableUnit = gameState->units()->Get(crossingUid);
// Don't check for units that aren't yet placed
if (crossingCapableUnit->location().row() < 0) continue;
AssertValid(crossingCapableUnit->location(), gameState->hex_map());
if (thisDistance <
MinimumDistance(apd, crossingCapableUnit->location(), startCrossingFrom)) {
targetBlocks = true;
break;
}
}
if (targetBlocks) continue;
totalScore -= thisDistance;
}
return totalScore;
}
auto AIWaterCrossingCommandChooser::StartCrossingFrom(
const BattalionTypeGetter &battalionTypeGetter,
const GameStateW &gameState,
@@ -18,7 +18,6 @@ namespace shardok {
using GameState = net::eagle0::shardok::storage::fb::GameState;
using Unit = net::eagle0::shardok::storage::fb::Unit;
using ScoreValue = double;
class AIWaterCrossingCommandChooser {
private:
@@ -34,12 +33,6 @@ public:
const BattalionTypeGetter &battalionTypeGetter,
const GameStateW &gameState,
const CoordsSet &castleCoords) const -> CoordsSet;
[[nodiscard]] auto WaterCrossingScore(
const BattalionTypeGetter &battalionTypeGetter,
const GameStateW &gameState,
const CoordsSet &castleCoords,
const CoordsSet &startCrossingFrom) const -> ScoreValue;
};
} // namespace shardok
@@ -404,3 +404,19 @@ cc_library(
"@com_google_protobuf//:protobuf",
],
)
cc_library(
name = "starting_position_recommender",
srcs = ["StartingPositionRecommender.cpp"],
hdrs = ["StartingPositionRecommender.hpp"],
copts = COPTS,
visibility = ["//visibility:public"],
deps = [
":ai_config",
":shardok_ai_client",
"//src/main/cpp/net/eagle0/shardok/library:engine",
"//src/main/cpp/net/eagle0/shardok/library:shardok_c_types",
"//src/main/protobuf/net/eagle0/shardok/api:placement_command_cc_proto",
"//src/main/protobuf/net/eagle0/shardok/common:command_type_cc_proto",
],
)
@@ -137,15 +137,20 @@ void CheckCommand(const CommandSPtr &realCommand, const CommandSPtr &guessedComm
auto ShardokAIClient::StandardChooseCommandIndex(
const GameSettingsSPtr &settings,
const GameStateW &guessedState,
const CommandListSPtr &realAvailableCommands) const -> CommandChoiceResults {
const CommandListSPtr &realAvailableCommands,
const std::optional<std::chrono::milliseconds> timeLimit) const -> CommandChoiceResults {
const auto settingsGetter = settings->GetGetter();
const auto guessedEngine = ShardokEngine(settings, guessedState);
const auto guessedCommands = guessedEngine.GetAvailableCommandsForAIPlayer(playerId);
const auto commandCount = guessedCommands->size();
// Calculate time budget based on game situation using new dynamic per-command settings
const auto timeBudget =
auto timeBudget =
CalculateTimeBudget(playerId, settings, guessedState, commandCount, isAllAiBattle);
if (timeLimit.has_value()) {
timeBudget.remainingBudget = *timeLimit;
timeBudget.minDepthRequired = 1;
}
// Configure MCTS based on proximity to enemy
// When far from enemy: use AVERAGING with maxPlayerFlips=0 (single-player lookahead)
@@ -398,7 +403,8 @@ auto ShardokAIClient::StandardChooseCommandIndex(
auto ShardokAIClient::LateRoundAttackerChooseCommandIndex(
const GameSettingsSPtr &settings,
const GameStateW &guessedState,
const CommandListSPtr &realAvailableCommands) const -> CommandChoiceResults {
const CommandListSPtr &realAvailableCommands,
const std::optional<std::chrono::milliseconds> timeLimit) const -> CommandChoiceResults {
if (const auto dismissCommand = std::ranges::find_if(
*realAvailableCommands,
[](const CommandSPtr &cmd) {
@@ -406,7 +412,7 @@ auto ShardokAIClient::LateRoundAttackerChooseCommandIndex(
net::eagle0::shardok::common::DISMISS_UNIT_COMMAND;
});
dismissCommand == realAvailableCommands->end()) {
return StandardChooseCommandIndex(settings, guessedState, realAvailableCommands);
return StandardChooseCommandIndex(settings, guessedState, realAvailableCommands, timeLimit);
} else {
CommandChoiceResults results{};
results.chosenIndex =
@@ -423,14 +429,19 @@ auto ShardokAIClient::LateRoundAttackerChooseCommandIndex(
auto ShardokAIClient::FinalRoundAttackerChooseCommandIndex(
const GameSettingsSPtr &settings,
const GameStateW &guessedState,
const CommandListSPtr &realAvailableCommands) const -> CommandChoiceResults {
const CommandListSPtr &realAvailableCommands,
const std::optional<std::chrono::milliseconds> timeLimit) const -> CommandChoiceResults {
const auto fleeCommand =
std::ranges::find_if(*realAvailableCommands, [](const CommandSPtr &cmd) {
return cmd->GetCommandType() == net::eagle0::shardok::common::FLEE_COMMAND;
});
if (fleeCommand == realAvailableCommands->end()) {
return LateRoundAttackerChooseCommandIndex(settings, guessedState, realAvailableCommands);
return LateRoundAttackerChooseCommandIndex(
settings,
guessedState,
realAvailableCommands,
timeLimit);
}
// Extract values directly from settings for flee decision evaluation
@@ -460,14 +471,15 @@ auto ShardokAIClient::FinalRoundAttackerChooseCommandIndex(
return results;
} else {
// Fight instead of flee
return StandardChooseCommandIndex(settings, guessedState, realAvailableCommands);
return StandardChooseCommandIndex(settings, guessedState, realAvailableCommands, timeLimit);
}
}
auto ShardokAIClient::ChooseCommandIndex(
const GameSettingsSPtr &settings,
const GameStateView &gsv,
const CommandListSPtr &realAvailableCommands) const -> CommandChoiceResults {
const CommandListSPtr &realAvailableCommands,
const std::optional<std::chrono::milliseconds> timeLimit) const -> CommandChoiceResults {
static std::array<std::atomic<int>, net::eagle0::shardok::common::CommandType_MAX + 1>
typeChosenCount;
static std::atomic<int> totalChoices = 0;
@@ -479,13 +491,23 @@ auto ShardokAIClient::ChooseCommandIndex(
if (const int roundsRemaining = RoundsRemaining(settings, gsv);
!isDefender && roundsRemaining <= 1) {
results =
FinalRoundAttackerChooseCommandIndex(settings, guessedState, realAvailableCommands);
results = FinalRoundAttackerChooseCommandIndex(
settings,
guessedState,
realAvailableCommands,
timeLimit);
} else if (!isDefender && roundsRemaining <= 3) {
results =
LateRoundAttackerChooseCommandIndex(settings, guessedState, realAvailableCommands);
results = LateRoundAttackerChooseCommandIndex(
settings,
guessedState,
realAvailableCommands,
timeLimit);
} else {
results = StandardChooseCommandIndex(settings, guessedState, realAvailableCommands);
results = StandardChooseCommandIndex(
settings,
guessedState,
realAvailableCommands,
timeLimit);
}
const auto chosenType = (*realAvailableCommands)[results.chosenIndex]->GetCommandType();
@@ -526,7 +548,7 @@ auto ShardokAIClient::ChooseCommandIndex(const ShardokEngine &engine) const
const auto &settings = engine.GetGameSettings();
const auto &gsv = engine.GetGameStateView(GetPlayerId());
const auto results = ChooseCommandIndex(settings, gsv, availableCommands);
const auto results = ChooseCommandIndex(settings, gsv, availableCommands, std::nullopt);
apdCache->ConsolidateThreadLocalCache_Racy();
return results;
}
@@ -9,6 +9,8 @@
#ifndef EAGLE0_SHARDOK_AI_SHARDOK_AI_CLIENT_HPP
#define EAGLE0_SHARDOK_AI_SHARDOK_AI_CLIENT_HPP
#include <chrono>
#include <optional>
#include <vector>
#include "src/main/cpp/net/eagle0/common/RandomGenerator.hpp"
@@ -56,15 +58,18 @@ private:
[[nodiscard]] auto StandardChooseCommandIndex(
const GameSettingsSPtr& settings,
const GameStateW& guessedState,
const CommandListSPtr& realAvailableCommands) const -> CommandChoiceResults;
const CommandListSPtr& realAvailableCommands,
std::optional<std::chrono::milliseconds> timeLimit) const -> CommandChoiceResults;
[[nodiscard]] auto LateRoundAttackerChooseCommandIndex(
const GameSettingsSPtr& settings,
const GameStateW& guessedState,
const CommandListSPtr& realAvailableCommands) const -> CommandChoiceResults;
const CommandListSPtr& realAvailableCommands,
std::optional<std::chrono::milliseconds> timeLimit) const -> CommandChoiceResults;
[[nodiscard]] auto FinalRoundAttackerChooseCommandIndex(
const GameSettingsSPtr& settings,
const GameStateW& guessedState,
const CommandListSPtr& realAvailableCommands) const -> CommandChoiceResults;
const CommandListSPtr& realAvailableCommands,
std::optional<std::chrono::milliseconds> timeLimit) const -> CommandChoiceResults;
public:
explicit ShardokAIClient(
@@ -87,7 +92,8 @@ public:
[[nodiscard]] auto ChooseCommandIndex(
const GameSettingsSPtr& settings,
const net::eagle0::shardok::api::GameStateView& gsv,
const CommandListSPtr& realAvailableCommands) const -> CommandChoiceResults;
const CommandListSPtr& realAvailableCommands,
std::optional<std::chrono::milliseconds> timeLimit) const -> CommandChoiceResults;
// MCTS configuration methods (only relevant when using MCTS algorithm)
[[nodiscard]] auto GetMCTSConfig() const -> const mcts::MCTSConfig& { return mctsConfig; }
@@ -0,0 +1,174 @@
//
// Created by Codex on 7/14/26.
//
#include "StartingPositionRecommender.hpp"
#include <algorithm>
#include <array>
#include <optional>
#include <ranges>
#include "AIConfig.hpp"
#include "ShardokAIClient.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/ShardokEngine.hpp"
#include "src/main/protobuf/net/eagle0/shardok/common/command_type.pb.h"
namespace shardok {
using net::eagle0::shardok::api::PlacementCommand;
using net::eagle0::shardok::common::CommandType;
namespace {
struct TutorialPlacement {
UnitId unitId;
int row;
int column;
};
auto RecommendTutorialStartingPositions(const ShardokEngine& engine, const PlayerId playerId)
-> std::optional<std::vector<PlacementCommand>> {
const auto* units = engine.GetCurrentGameState()->units();
const auto isUnplacedPlayerUnit = [playerId](const auto* unit) {
return unit->player_id() == playerId &&
unit->status() == net::eagle0::shardok::storage::fb::UnitStatus_RESERVE_UNIT;
};
if (std::ranges::count_if(*units, isUnplacedPlayerUnit) != 3) return std::nullopt;
const auto longbowmen = std::ranges::find_if(*units, [playerId](const auto* unit) {
return unit->player_id() == playerId &&
unit->status() == net::eagle0::shardok::storage::fb::UnitStatus_RESERVE_UNIT &&
unit->battalion().type() ==
net::eagle0::shardok::storage::fb::BattalionTypeId_LONGBOWMEN;
});
const auto sadar = std::ranges::find_if(*units, [playerId](const auto* unit) {
return unit->player_id() == playerId &&
unit->status() == net::eagle0::shardok::storage::fb::UnitStatus_RESERVE_UNIT &&
unit->attached_hero().profession_info().profession() ==
net::eagle0::shardok::storage::fb::Profession_CHAMPION;
});
const auto marek =
std::ranges::find_if(*units, [playerId, &units, &longbowmen, &sadar](const auto* unit) {
return unit->player_id() == playerId &&
unit->status() ==
net::eagle0::shardok::storage::fb::UnitStatus_RESERVE_UNIT &&
(longbowmen == units->end() ||
unit->unit_id() != (*longbowmen)->unit_id()) &&
(sadar == units->end() || unit->unit_id() != (*sadar)->unit_id());
});
if (longbowmen == units->end() || sadar == units->end() || marek == units->end()) {
return std::nullopt;
}
if ((*longbowmen)->unit_id() == (*sadar)->unit_id()) return std::nullopt;
const std::array desiredPlacements{
TutorialPlacement{(*longbowmen)->unit_id(), 6, 12},
TutorialPlacement{(*sadar)->unit_id(), 8, 11},
TutorialPlacement{(*marek)->unit_id(), 10, 11}};
ShardokEngine simulatedEngine(engine, false);
std::vector<PlacementCommand> recommendations;
recommendations.reserve(desiredPlacements.size());
for (const auto& placement : desiredPlacements) {
const auto commands = simulatedEngine.GetAvailableCommandsForAIPlayer(playerId);
const auto command = std::ranges::find_if(*commands, [&placement](const auto& candidate) {
return candidate->GetActorUnitId() == placement.unitId &&
candidate->GetTargetRow() == placement.row &&
candidate->GetTargetColumn() == placement.column &&
(candidate->GetCommandType() ==
net::eagle0::shardok::common::PLACE_UNIT_COMMAND ||
candidate->GetCommandType() ==
net::eagle0::shardok::common::PLACE_HIDDEN_UNIT_COMMAND);
});
if (command == commands->end()) return std::nullopt;
PlacementCommand recommendation;
recommendation.set_unit_id(placement.unitId);
recommendation.set_row(placement.row);
recommendation.set_column(placement.column);
recommendations.push_back(recommendation);
simulatedEngine.PostCommand(playerId, std::distance(commands->begin(), command));
}
return recommendations;
}
} // namespace
auto RecommendStartingPositions(
const ShardokEngine& engine,
const PlayerId playerId,
const std::chrono::milliseconds timePerChoice) -> std::vector<PlacementCommand> {
if (engine.GetGameStatus()->state() !=
net::eagle0::shardok::storage::fb::GameStatus_::State_SET_UP ||
engine.GetCurrentPlayerId() != playerId) {
return {};
}
const auto playerInfos = engine.GetPlayerInfos();
const auto playerInfo = std::ranges::find_if(playerInfos, [playerId](const auto& info) {
return info.player_id() == playerId;
});
if (playerInfo == playerInfos.end()) return {};
if (engine.IsTutorialBattleEnabled() && playerInfo->is_defender()) {
if (const auto tutorialRecommendations =
RecommendTutorialStartingPositions(engine, playerId)) {
return *tutorialRecommendations;
}
}
ShardokEngine simulatedEngine(engine, false);
mcts::MCTSConfig mctsConfig;
mctsConfig.backpropagationPolicy = mcts::MCTSBackpropagationPolicy::MINIMAX;
mctsConfig.maxPlayerFlips = 1;
mctsConfig.maxSimulationFlips = 1;
mctsConfig.simulationPolicy = mcts::MCTSSimulationPolicy::WEIGHTED_HEURISTIC;
ShardokAIClient ai(
playerId,
playerInfo->is_defender(),
false,
simulatedEngine.GetCurrentGameState()->hex_map(),
simulatedEngine.GetGameSettings()->GetGetter(),
AIAlgorithmType::ITERATIVE_DEEPENING,
ScoringCalculatorType::STANDARD,
mctsConfig);
std::vector<PlacementCommand> recommendations;
while (simulatedEngine.GetGameStatus()->state() ==
net::eagle0::shardok::storage::fb::GameStatus_::State_SET_UP &&
simulatedEngine.GetCurrentPlayerId() == playerId) {
const auto commands = simulatedEngine.GetAvailableCommandsForAIPlayer(playerId);
if (commands->empty()) break;
const auto gameStateView = simulatedEngine.GetGameStateView(playerId);
const auto choice = ai.ChooseCommandIndex(
simulatedEngine.GetGameSettings(),
gameStateView,
commands,
timePerChoice);
const auto& command = (*commands)[choice.chosenIndex];
const auto commandType = command->GetCommandType();
if (commandType == net::eagle0::shardok::common::END_PLAYER_SETUP_COMMAND) break;
if (commandType != net::eagle0::shardok::common::PLACE_UNIT_COMMAND &&
commandType != net::eagle0::shardok::common::PLACE_HIDDEN_UNIT_COMMAND) {
break;
}
PlacementCommand recommendation;
recommendation.set_unit_id(command->GetActorUnitId());
recommendation.set_row(command->GetTargetRow());
recommendation.set_column(command->GetTargetColumn());
recommendations.push_back(recommendation);
simulatedEngine.PostCommand(playerId, static_cast<int64_t>(choice.chosenIndex));
}
return recommendations;
}
} // namespace shardok
@@ -0,0 +1,26 @@
//
// Created by Codex on 7/14/26.
//
#ifndef EAGLE0_SHARDOK_AI_STARTING_POSITION_RECOMMENDER_HPP
#define EAGLE0_SHARDOK_AI_STARTING_POSITION_RECOMMENDER_HPP
#include <chrono>
#include <vector>
#include "src/main/cpp/net/eagle0/shardok/library/ShardokCTypes.h"
#include "src/main/protobuf/net/eagle0/shardok/api/placement_command.pb.h"
namespace shardok {
class ShardokEngine;
[[nodiscard]] auto RecommendStartingPositions(
const ShardokEngine& engine,
PlayerId playerId,
std::chrono::milliseconds timePerChoice = std::chrono::milliseconds(500))
-> std::vector<net::eagle0::shardok::api::PlacementCommand>;
} // namespace shardok
#endif // EAGLE0_SHARDOK_AI_STARTING_POSITION_RECOMMENDER_HPP
@@ -15,6 +15,7 @@ cc_library(
":game_update_receiver",
"//src/main/cpp/net/eagle0/common:shardok_latency_trace",
"//src/main/cpp/net/eagle0/shardok/ai:shardok_ai_client",
"//src/main/cpp/net/eagle0/shardok/ai:starting_position_recommender",
"//src/main/cpp/net/eagle0/shardok/library:engine",
"//src/main/cpp/net/eagle0/shardok/library:shardok_c_types",
"//src/main/cpp/net/eagle0/shardok/library:unit_placement_info",
@@ -20,10 +20,37 @@
#include "src/main/cpp/net/eagle0/common/ShardokLatencyTrace.hpp"
#include "src/main/cpp/net/eagle0/shardok/ai/ShardokAIClient.hpp"
#include "src/main/cpp/net/eagle0/shardok/ai/StartingPositionRecommender.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/ShardokEngine.hpp"
#include "src/main/protobuf/net/eagle0/shardok/api/game_state_view.pb.h"
namespace shardok {
auto PlayerBattleProgressFrom(const net::eagle0::shardok::storage::fb::GameState &gameState)
-> std::vector<PlayerBattleProgress> {
std::vector<PlayerBattleProgress> progress;
progress.reserve(gameState.player_infos()->size());
for (const auto *player : *gameState.player_infos()) {
int32_t troopCount = 0;
bool isRetreating = false;
for (const auto *unit : *gameState.units()) {
if (unit->player_id() != player->player_id()) continue;
switch (unit->status()) {
case net::eagle0::shardok::storage::fb::UnitStatus_NORMAL_UNIT:
case net::eagle0::shardok::storage::fb::UnitStatus_RESERVE_UNIT:
case net::eagle0::shardok::storage::fb::UnitStatus_NEVER_ENTERED_UNIT:
troopCount += unit->battalion().size();
break;
case net::eagle0::shardok::storage::fb::UnitStatus_FLED_UNIT:
isRetreating = true;
break;
default: break;
}
}
progress.push_back(PlayerBattleProgress{player->player_id(), troopCount, isRetreating});
}
return progress;
}
using net::eagle0::common::ScopedShardokLatencyTrace;
using net::eagle0::shardok::common::GameStatus;
@@ -237,7 +264,7 @@ void ShardokGameController::DoAIThread() {
{{"player_id", std::to_string(playerId)},
{"round", std::to_string(gsv.current_round())},
{"available_command_count", std::to_string(availableCommands->size())}});
return aiClient->ChooseCommandIndex(settings, gsv, availableCommands);
return aiClient->ChooseCommandIndex(settings, gsv, availableCommands, std::nullopt);
}();
chosenIndex = results.chosenIndex;
@@ -455,6 +482,10 @@ auto ShardokGameController::GetUpdates(const int64_t startingActionId) -> AllUpd
cachedGameId,
{{"starting_action_id", std::to_string(startingActionId)}});
AllUpdates updates{};
std::unique_ptr<ShardokEngine> recommendationEngine;
std::shared_ptr<AvailableCommands> recommendationCommands;
PlayerId recommendationPlayerId = -1;
std::pair<int64_t, PlayerId> recommendationCacheKey;
incomingRegistrations++;
std::vector<net::eagle0::shardok::storage::ShardokActionWithResultingState> awrs;
@@ -527,6 +558,15 @@ auto ShardokGameController::GetUpdates(const int64_t startingActionId) -> AllUpd
*acs->mutable_preview_command() = {
std::begin(previewCommands),
std::end(previewCommands)};
if (engine->GetGameStatus()->state() ==
net::eagle0::shardok::storage::fb::GameStatus_::State_SET_UP &&
engine->GetCurrentPlayerId() == pi.player_id() && !availableCommands.empty()) {
recommendationEngine = std::make_unique<ShardokEngine>(*engine, false);
recommendationCommands = acs;
recommendationPlayerId = pi.player_id();
recommendationCacheKey = {updates.newUnfilteredCount, recommendationPlayerId};
}
}
updates.filteredResults.emplace_back(fid, actionResultViews, acs);
@@ -574,22 +614,26 @@ auto ShardokGameController::GetUpdates(const int64_t startingActionId) -> AllUpd
// Extract battle progress data from the FlatBuffer game state
const auto *gs = engine->GetCurrentGameState().Get();
updates.currentRound = gs->current_round();
updates.playerTroopCounts.reserve(gs->player_infos()->size());
for (const auto *player : *gs->player_infos()) {
int32_t troopCount = 0;
for (const auto *unit : *gs->units()) {
if (unit->player_id() != player->player_id()) continue;
switch (unit->status()) {
case net::eagle0::shardok::storage::fb::UnitStatus_NORMAL_UNIT:
case net::eagle0::shardok::storage::fb::UnitStatus_RESERVE_UNIT:
case net::eagle0::shardok::storage::fb::UnitStatus_NEVER_ENTERED_UNIT:
troopCount += unit->battalion().size();
break;
default: break;
}
}
updates.playerTroopCounts.emplace_back(player->player_id(), troopCount);
updates.playerBattleProgress = PlayerBattleProgressFrom(*gs);
}
if (recommendationEngine) {
std::scoped_lock<std::mutex> recommendationGuard(recommendationLock);
auto cached = recommendedStartingPositionsCache.find(recommendationCacheKey);
if (cached == recommendedStartingPositionsCache.end()) {
cached = recommendedStartingPositionsCache
.emplace(
recommendationCacheKey,
RecommendStartingPositions(
*recommendationEngine,
recommendationPlayerId))
.first;
}
recommendationCommands->mutable_recommended_starting_positions()->Reserve(
cached->second.size());
*recommendationCommands->mutable_recommended_starting_positions() = {
cached->second.begin(),
cached->second.end()};
}
return updates;
@@ -691,7 +735,7 @@ auto ShardokGameController::WaitForUpdatesAndPush(
updates.newUnfilteredCount,
updates.currentGameState,
updates.currentRound,
updates.playerTroopCounts);
updates.playerBattleProgress);
}
// Tutorial battle reset: defender lost, signal reset instead of game over
@@ -13,6 +13,7 @@
#include <condition_variable>
#include <ctime>
#include <functional>
#include <map>
#include <memory>
#include <mutex>
#include <optional>
@@ -27,6 +28,7 @@
#include "src/main/cpp/net/eagle0/shardok/library/UnitPlacementInfo.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/fb_helpers/GameStateHelpers.hpp"
#include "src/main/protobuf/net/eagle0/shardok/api/game_state_view.pb.h"
#include "src/main/protobuf/net/eagle0/shardok/api/placement_command.pb.h"
namespace shardok {
using net::eagle0::shardok::api::ActionResultView;
@@ -57,6 +59,16 @@ struct OnePlayerUpdates {
availableCommands(acs) {}
};
struct PlayerBattleProgress {
int32_t playerId;
int32_t troopCount;
bool isRetreating;
};
[[nodiscard]] auto PlayerBattleProgressFrom(
const net::eagle0::shardok::storage::fb::GameState& gameState)
-> std::vector<PlayerBattleProgress>;
/// Result of WaitForUpdatesAndPush indicating how the wait ended
enum class WaitResult {
GAME_OVER, // Game ended normally
@@ -76,7 +88,7 @@ public:
int32_t newUnfilteredCount,
const byte_vector& currentGameState,
int32_t currentRound,
const std::vector<std::pair<int32_t, int32_t>>& playerTroopCounts) = 0;
const std::vector<PlayerBattleProgress>& playerBattleProgress) = 0;
/// Called when the game ends
virtual void OnGameOver(const GameOverInfo& info) = 0;
@@ -121,6 +133,10 @@ private:
std::vector<std::shared_ptr<ShardokAIClient>> aiClients;
std::thread aiThread;
std::mutex recommendationLock{};
std::map<std::pair<int64_t, PlayerId>, std::vector<net::eagle0::shardok::api::PlacementCommand>>
recommendedStartingPositionsCache;
// Each entry maps an Eagle faction id of a non-participant watcher to the
// Shardok pids of participants whose allies list named this watcher. Used
// when generating per-watcher filtered views in GetUpdates.
@@ -183,7 +199,7 @@ public:
int32_t newUnfilteredCount;
byte_vector currentGameState;
int32_t currentRound = 0;
std::vector<std::pair<int32_t, int32_t>> playerTroopCounts; // (playerId, troopCount)
std::vector<PlayerBattleProgress> playerBattleProgress;
};
auto GetUpdates(int64_t startingActionId) -> AllUpdates;
auto GetCurrentGameStateBytes() -> byte_vector;
@@ -12,6 +12,7 @@
#include <optional>
#include <ranges>
#include <unordered_map>
#include <unordered_set>
#include <utility>
#include <vector>
@@ -566,9 +567,81 @@ void ShardokEngine::PostCommand(
const CommandSPtr command = (*cachedAvailableCommands)[commandIndex];
cachedAvailableCommands = nullptr;
if (MaybeInterceptTutorialEndTurn(command)) { return; }
PostActionUnchecked(command, randomGenerator, roll);
}
auto ShardokEngine::MaybeInterceptTutorialEndTurn(const CommandSPtr &command) -> bool {
using net::eagle0::shardok::common::ActionType;
using net::eagle0::shardok::common::CommandType;
if (command->GetCommandType() != CommandType::END_TURN_COMMAND ||
!tutorialController_.IsEnabled()) {
return false;
}
const auto configuredHeroIds = tutorialController_.EndTurnWarningEagleHeroIds();
if (configuredHeroIds.empty()) { return false; }
std::unordered_set<int32_t> warnedHeroIds;
for (const auto &entry : actionHistory) {
const auto &result = entry.action_result();
if (result.type() != ActionType::TUTORIAL_UNUSED_HERO_WARNING) { continue; }
warnedHeroIds.insert(
result.tutorial_warning_eagle_hero_ids().begin(),
result.tutorial_warning_eagle_hero_ids().end());
}
std::unordered_set<UnitId> actedUnitIds;
for (auto entry = actionHistory.rbegin(); entry != actionHistory.rend(); ++entry) {
const auto &result = entry->action_result();
if (result.type() == ActionType::PLAYER_TURN_START && result.has_next_player() &&
result.next_player().value() == command->GetPlayerId()) {
break;
}
if (result.has_actor()) { actedUnitIds.insert(result.actor().value()); }
}
const auto availableCommands = availableCommandsFactory->GetAvailableCommands(
gameState,
command->GetPlayerId(),
/* includeFollowUps=*/true);
std::unordered_set<UnitId> unitsAbleToAct;
for (const auto &availableCommand : *availableCommands) {
const auto proto = availableCommand->GetCommandProto();
if (proto.has_actor()) { unitsAbleToAct.insert(proto.actor().value()); }
}
const std::unordered_set<int32_t> configuredHeroIdSet(
configuredHeroIds.begin(),
configuredHeroIds.end());
std::vector<int32_t> newlyWarnedHeroIds;
for (const auto *unit : *gameState->units()) {
if (unit->player_id() != command->GetPlayerId() || !unit->has_attached_hero() ||
unit->status() != net::eagle0::shardok::storage::fb::UnitStatus_NORMAL_UNIT ||
actedUnitIds.contains(unit->unit_id()) || !unitsAbleToAct.contains(unit->unit_id())) {
continue;
}
const auto eagleHeroId = unit->attached_hero().eagle_hero_id();
if (configuredHeroIdSet.contains(eagleHeroId) && !warnedHeroIds.contains(eagleHeroId)) {
newlyWarnedHeroIds.push_back(eagleHeroId);
}
}
if (newlyWarnedHeroIds.empty()) { return false; }
ActionResultProto warningResult;
warningResult.set_type(ActionType::TUTORIAL_UNUSED_HERO_WARNING);
warningResult.mutable_player()->set_value(command->GetPlayerId());
warningResult.mutable_tutorial_warning_eagle_hero_ids()->Add(
newlyWarnedHeroIds.begin(),
newlyWarnedHeroIds.end());
ApplyAndAddActionResult(warningResult);
return true;
}
void ShardokEngine::PostActionUnchecked(
const CommandSPtr &command,
const std::shared_ptr<RandomGenerator> &randomGenerator,
@@ -82,6 +82,8 @@ private:
const std::shared_ptr<RandomGenerator> &randomGenerator,
std::optional<int32_t> roll);
[[nodiscard]] auto MaybeInterceptTutorialEndTurn(const CommandSPtr &command) -> bool;
public:
// Constructor using existing game state
ShardokEngine(
@@ -56,6 +56,11 @@ public:
/// Returns true if the controller is enabled for this battle.
[[nodiscard]] auto IsEnabled() const -> bool { return enabled_; }
[[nodiscard]] auto EndTurnWarningEagleHeroIds() const -> std::vector<int32_t> {
return {config_.end_turn_warning_eagle_hero_ids().begin(),
config_.end_turn_warning_eagle_hero_ids().end()};
}
/// Check all events at end of round, return actions for triggered events.
/// Events fire in config order - first triggered event executes, then next.
/// Each event fires at most once.
@@ -131,6 +131,12 @@ auto TargetIsHiddenFromOpponents(const ActionResultType type) -> bool {
resultView.clear_target_unit();
}
if (actorIsSelfOrAlly) {
resultView.mutable_tutorial_warning_eagle_hero_ids()->Add(
result.tutorial_warning_eagle_hero_ids().begin(),
result.tutorial_warning_eagle_hero_ids().end());
}
if (result.has_target_coords() &&
(actorIsSelfOrAlly || !TargetIsHiddenFromOpponents(result.type()))) {
*resultView.mutable_target_coords() = result.target_coords();
@@ -590,7 +590,10 @@ auto GuessedHero(const HeroViewProto &hv) -> net::eagle0::shardok::storage::fb::
hero.mutate_bravery(stats.bravery());
hero.mutate_vigor(stats.vigor());
hero.mutate_starting_vigor(stats.starting_vigor());
// The battle-start recovery ceiling is internal state and is not part of HeroView.
// Use the visible current vigor as a conservative ceiling rather than inventing
// recovery capacity that the player cannot observe.
hero.mutate_starting_vigor(stats.vigor());
hero.mutate_spent_vigor(kGuessedHeroStat);
} else {
// Don't believe it's destroyed
@@ -67,8 +67,6 @@ using net::eagle0::shardok::api::HeroView;
stats->set_vigor(hero.vigor());
if (belongsToAsker) {
stats->set_starting_vigor(hero.vigor());
HeroView::StatXp *statXp = filtered.mutable_stat_xp();
statXp->set_strength_xp(hero.strength_xp());
statXp->set_agility_xp(hero.agility_xp());
@@ -80,4 +78,4 @@ using net::eagle0::shardok::api::HeroView;
return filtered;
}
} // namespace shardok
} // namespace shardok
@@ -420,10 +420,11 @@ void EagleInterfaceImpl::PopulateGameStatusResponse(
string(controller->GetCurrentGameStateBytes());
response->mutable_game_update_response()->set_current_round(results.currentRound);
for (const auto &[playerId, troopCount] : results.playerTroopCounts) {
for (const auto &[playerId, troopCount, isRetreating] : results.playerBattleProgress) {
auto *ptc = response->mutable_game_update_response()->add_player_troop_counts();
ptc->set_player_id(playerId);
ptc->set_troop_count(troopCount);
ptc->set_is_retreating(isRetreating);
}
}
}
@@ -539,7 +540,7 @@ auto EagleInterfaceImpl::SubscribeToGame(
int32_t newUnfilteredCount,
const byte_vector &currentGameState,
int32_t currentRound,
const vector<std::pair<int32_t, int32_t>> &playerTroopCounts) override {
const vector<PlayerBattleProgress> &playerBattleProgress) override {
if (!active_) return;
GameStatusResponse response;
@@ -568,10 +569,11 @@ auto EagleInterfaceImpl::SubscribeToGame(
std::string(currentGameState.begin(), currentGameState.end());
response.mutable_game_update_response()->set_current_round(currentRound);
for (const auto &[playerId, troopCount] : playerTroopCounts) {
for (const auto &[playerId, troopCount, isRetreating] : playerBattleProgress) {
auto *ptc = response.mutable_game_update_response()->add_player_troop_counts();
ptc->set_player_id(playerId);
ptc->set_troop_count(troopCount);
ptc->set_is_retreating(isRetreating);
}
ScopedShardokLatencyTrace trace(
@@ -56,9 +56,13 @@ namespace Auth {
/// Routed to Go auth service.
/// </summary>
/// <param name="provider">OAuth provider (Discord, Google, GitHub, Apple)</param>
/// <returns>Tuple of (URL to open in browser, state token for polling)</returns>
public async Task<(string authUrl, string state)> GetOAuthUrlAsync(OAuthProvider provider) {
var request = new GetOAuthUrlRequest { Provider = provider };
/// <param name="pollOnly">Whether the client will poll instead of accepting a deep
/// link</param> <returns>Tuple of (URL to open in browser, state token for
/// polling)</returns>
public async Task<(string authUrl, string state)> GetOAuthUrlAsync(
OAuthProvider provider,
bool pollOnly = false) {
var request = new GetOAuthUrlRequest { Provider = provider, PollOnly = pollOnly };
var response = await _authServiceClient.GetOAuthUrlAsync(request);
Debug.Log($"[AuthClient] Got OAuth URL for {provider}, state={response.State}");
@@ -1,5 +1,6 @@
using System;
using System.Collections.Generic;
using System.Threading;
using System.Threading.Tasks;
using common;
using Grpc.Core;
@@ -26,6 +27,10 @@ namespace Auth {
private string _pendingOAuthState; // Queued if OAuth result arrives before auth
// client ready
private const float TokenRefreshCheckIntervalSeconds = 5 * 60f;
private float _nextTokenRefreshCheckTime;
private readonly SemaphoreSlim _tokenRefreshSemaphore = new(1, 1);
// Events for UI updates
public event Action<UserInfo> OnLoginSuccess;
public event Action<string> OnLoginFailed;
@@ -66,6 +71,40 @@ namespace Auth {
CheckCommandLineForDeepLink();
}
private void Update() {
if (Time.unscaledTime < _nextTokenRefreshCheckTime) return;
_nextTokenRefreshCheckTime = Time.unscaledTime + TokenRefreshCheckIntervalSeconds;
TryProactiveTokenRefresh();
}
private void OnApplicationFocus(bool hasFocus) {
if (hasFocus) { TryProactiveTokenRefresh(); }
}
private void OnApplicationPause(bool pauseStatus) {
if (!pauseStatus) { TryProactiveTokenRefresh(); }
}
private void TryProactiveTokenRefresh() {
if (_authClient == null || !TokenStorage.NeedsRefresh ||
!TokenStorage.HasRefreshToken) {
return;
}
_ = RefreshTokenProactivelyAsync();
}
private async Task RefreshTokenProactivelyAsync() {
try {
await EnsureValidTokenAsync();
} catch (Exception ex) {
// A reconnect will make one final refresh attempt and surface an explicit
// authentication error if the refresh token is no longer usable.
Debug.LogWarning($"[OAuthManager] Proactive token refresh failed: {ex.Message}");
}
}
private void CheckCommandLineForDeepLink() {
var args = System.Environment.GetCommandLineArgs();
// Args[0] is the executable path, check remaining args for eagle0:// URLs
@@ -281,8 +320,13 @@ namespace Auth {
_currentLoginProvider = provider; // Track for later storage
try {
#if UNITY_EDITOR
const bool pollOnly = true;
#else
const bool pollOnly = false;
#endif
// Get OAuth URL and state from server
var (authUrl, state) = await _authClient.GetOAuthUrlAsync(provider);
var (authUrl, state) = await _authClient.GetOAuthUrlAsync(provider, pollOnly);
// Open system browser
Debug.Log($"[OAuthManager] Opening browser for OAuth: {authUrl}");
@@ -410,9 +454,15 @@ namespace Auth {
/// </summary>
public async Task EnsureValidTokenAsync() {
EnsureConfigured();
if (TokenStorage.NeedsRefresh && TokenStorage.HasRefreshToken) {
await _authClient.RefreshTokenAsync();
}
await _tokenRefreshSemaphore.WaitAsync();
try {
// Re-check after acquiring the semaphore because another caller may have
// completed the refresh while this caller was waiting.
if (TokenStorage.NeedsRefresh && TokenStorage.HasRefreshToken) {
await _authClient.RefreshTokenAsync();
}
} finally { _tokenRefreshSemaphore.Release(); }
}
/// <summary>
@@ -8,6 +8,8 @@ namespace Auth {
/// </summary>
[Serializable]
public class StoredAccount {
private const long RefreshEarlySeconds = 30 * 60;
public string Provider; // "discord" or "google"
public string UserId; // OAuth provider user ID
public string DisplayName; // User's display name
@@ -26,7 +28,7 @@ namespace Auth {
public bool NeedsRefresh {
get {
var now = DateTimeOffset.UtcNow.ToUnixTimeSeconds();
return ExpiresAt > 0 && ExpiresAt - now < 300; // 5 minutes
return ExpiresAt > 0 && ExpiresAt - now < RefreshEarlySeconds;
}
}
}
@@ -2,7 +2,6 @@
using System.Collections.Generic;
using System.Linq;
using eagle;
using Eagle0.Tutorial;
using Net.Eagle0.Eagle.Api;
using Net.Eagle0.Eagle.Common;
using Net.Eagle0.Eagle.Views;
@@ -38,11 +37,7 @@ public class AvailableGameItem : MonoBehaviour {
}
}
public void JoinClicked() {
// Track multiplayer status for tutorial system
TutorialManager.IsMultiplayerGame = maxHumanPlayerCount > 1;
JoinCallback(gameId, SelectedLeaderTextId);
}
public void JoinClicked() { JoinCallback(gameId, SelectedLeaderTextId); }
public void DropClicked() { DropCallback?.Invoke(gameId); }
@@ -12,7 +12,6 @@ using common;
using common.GUIUtils;
using common.WhatsNew;
using eagle;
using Eagle0.Tutorial;
using Grpc.Core;
using Grpc.Core.Interceptors;
using Net.Eagle0.Eagle.Api;
@@ -144,6 +143,8 @@ public class ConnectionHandler : MonoBehaviour, ILobbySubscriber, IDisposable {
List<GameInfo> fetchedRunningGames;
List<AvailableLeader> fetchedNewGameLeaders;
private Task<EagleGameController> _eagleScenePreloadTask;
private long _acceptedGameId;
private EagleConnection eagleConnection;
private PersistentClientConnection _persistentClientConnection;
private HttpClient _httpClient;
@@ -301,10 +302,9 @@ public class ConnectionHandler : MonoBehaviour, ILobbySubscriber, IDisposable {
// Refresh stored account buttons
RefreshStoredAccountButtons();
// Show sign-in tutorial for new users who have no stored accounts
// Show a sign-in hint for new users who have no stored accounts.
var accounts = OAuthManager.Instance?.GetStoredAccounts();
if (accounts == null || accounts.Count == 0) {
TutorialManager.Instance?.OnGameEvent("auth_panel_shown");
// Show hint for users coming from invitation flow
SetOAuthStatusText(InvitationSignInHint);
// Exit fullscreen so user can see browser with the sign-in link
@@ -854,9 +854,6 @@ public class ConnectionHandler : MonoBehaviour, ILobbySubscriber, IDisposable {
// Clear loading indicator now that lobby is populated
if (lobbyStatusText != null) { lobbyStatusText.text = ""; }
// Trigger lobby tutorial for users who haven't seen it
TutorialManager.Instance?.OnGameEvent("lobby_entered");
});
}
@@ -897,7 +894,8 @@ public class ConnectionHandler : MonoBehaviour, ILobbySubscriber, IDisposable {
_persistentClientConnection = new PersistentClientConnection(
eagleConnection.EagleGrpcClient,
eagleConnection.credentials,
EagleConnection.EagleCancellationToken);
EagleConnection.EagleCancellationToken,
TryRefreshAuthenticationOnMainThreadAsync);
_persistentClientConnection.OnChannelDead = () => {
// Queue to main thread to avoid threading issues
MainQueue.Q.Enqueue(() => {
@@ -918,6 +916,28 @@ public class ConnectionHandler : MonoBehaviour, ILobbySubscriber, IDisposable {
ResourceFetcher.SetUpConnection(_httpClient);
}
private Task<bool> TryRefreshAuthenticationOnMainThreadAsync() {
var completion =
new TaskCompletionSource<bool>(TaskCreationOptions.RunContinuationsAsynchronously);
MainQueue.Q.Enqueue(async () => {
try {
if (OAuthManager.Instance == null) {
completion.TrySetResult(false);
return;
}
await OAuthManager.Instance.EnsureValidTokenAsync();
completion.TrySetResult(TokenStorage.HasValidToken);
} catch (Exception ex) {
Debug.LogWarning($"[ConnectionHandler] Session refresh failed: {ex.Message}");
completion.TrySetResult(false);
}
});
return completion.Task;
}
private void _internalCustomBattle() {
// Connection already exists when called from lobby
_persistentClientConnection.SetLobbySubscriber(this);
@@ -984,9 +1004,6 @@ public class ConnectionHandler : MonoBehaviour, ILobbySubscriber, IDisposable {
private void ConfirmDropGame(long gameId) { _ = _internalDropGame(gameId); }
private void CreateGame(string leaderNameTextId, int humanPlayerCount, int totalPlayerCount) {
// Track multiplayer status for tutorial system
TutorialManager.IsMultiplayerGame = humanPlayerCount > 1;
TutorialManager.IsTutorialGame = false;
var game = _internalCreateGame(leaderNameTextId, humanPlayerCount, totalPlayerCount);
}
@@ -998,8 +1015,6 @@ public class ConnectionHandler : MonoBehaviour, ILobbySubscriber, IDisposable {
}
public void CreateTutorialGame(TutorialPhase startPhase) {
TutorialManager.IsMultiplayerGame = false;
TutorialManager.IsTutorialGame = true;
var game = _internalCreateGame(
desiredLeaderTextId: "",
humanPlayerCount: 1,
@@ -1026,11 +1041,20 @@ public class ConnectionHandler : MonoBehaviour, ILobbySubscriber, IDisposable {
switch (response.Result) {
case JoinGameResult.SuccessJoinGameResult: SelectEagleGame(response.GameId); break;
default: Debug.LogError($"Game creation failed: {response.Result}"); break;
default:
Debug.LogError($"Game creation failed: {response.Result}");
_ = ResetGameCreation();
break;
}
} catch (Exception e) { Console.WriteLine(e.ToString()); }
}
public void HandleCreateGameAcceptedResponse(CreateGameAcceptedResponse response) {
_acceptedGameId = response.GameId;
createGameItem.SetCreating(true);
if (_eagleScenePreloadTask == null) { _eagleScenePreloadTask = PreloadEagleScene(); }
}
public void HandleCustomBattleResponse(CustomBattleResponse response) {
try {
customBattleHandler.HandleCustomBattleResponse(response);
@@ -1164,9 +1188,13 @@ public class ConnectionHandler : MonoBehaviour, ILobbySubscriber, IDisposable {
SetLobbyActive(false);
var selectedPersistentConnection = _persistentClientConnection;
var selectedEnvironmentName = ConnectedEnvironmentName;
var eagleController = GameSceneManager.Instance == null
var eagleController = _acceptedGameId == gameId && _eagleScenePreloadTask != null
? await _eagleScenePreloadTask
: GameSceneManager.Instance == null
? eagleCanvas?.GetComponent<EagleGameController>()
: await GameSceneManager.Instance.TransitionToEagle();
_eagleScenePreloadTask = null;
_acceptedGameId = 0;
if (eagleController == null) {
Debug.LogError(
"Cannot select Eagle game because the Eagle scene did not provide an " +
@@ -1192,6 +1220,31 @@ public class ConnectionHandler : MonoBehaviour, ILobbySubscriber, IDisposable {
selectedPersistentConnection,
selectedEnvironmentName);
ShowEaglePanel(eagleCanvas);
createGameItem.SetCreating(false);
}
}
private async Task<EagleGameController> PreloadEagleScene() {
var eagleController = GameSceneManager.Instance == null
? eagleCanvas?.GetComponent<EagleGameController>()
: await GameSceneManager.Instance.TransitionToEagle();
var loadedCanvas = eagleController?.GetComponent<Canvas>();
if (loadedCanvas != null) { loadedCanvas.gameObject.SetActive(false); }
return eagleController;
}
private async Task ResetGameCreation() {
createGameItem.SetCreating(false);
_acceptedGameId = 0;
var preloadTask = _eagleScenePreloadTask;
_eagleScenePreloadTask = null;
if (preloadTask != null) {
try {
await preloadTask;
} catch (Exception e) { Debug.LogException(e); }
}
if (GameSceneManager.Instance != null) {
await GameSceneManager.Instance.UnloadEagleScene();
}
}
}
@@ -22,6 +22,8 @@ public class CreateGameItem : MonoBehaviour {
private List<AvailableLeader> availableLeaders;
private void Awake() { SetCreating(false); }
public string SelectedLeaderTextId {
get {
if (heroDropdownController.SelectedHeroId == 0) {
@@ -37,6 +39,11 @@ public class CreateGameItem : MonoBehaviour {
CreateCallback(SelectedLeaderTextId, totalHumansDropdown.value + 1, TotalPlayerCount);
}
public void SetCreating(bool creating) {
createButton.interactable = !creating;
buttonText.text = creating ? "CREATING…" : "CREATE";
}
public void SetHumanPlayersDropdown() {
var currentValue = totalHumansDropdown.value;
totalHumansDropdown.ClearOptions();
@@ -49,8 +56,6 @@ public class CreateGameItem : MonoBehaviour {
public void SetCreationOptions(List<AvailableLeader> leaders) {
this.availableLeaders = leaders;
buttonText.text = "CREATE";
List<HeroView> heroOptions =
new List<HeroView> { new() { Id = 0, Profession = Profession.NoProfession } };
for (int i = 0; i < leaders.Count; i++) {
@@ -9,8 +9,6 @@ public class DropGameConfirmationPanel : MonoBehaviour {
private long _pendingGameId;
void Awake() { gameObject.SetActive(false); }
public void Show(long gameId, string message) {
_pendingGameId = gameId;
if (messageText != null) { messageText.text = message; }
@@ -24,9 +24,11 @@ namespace eagle {
public void
Populate(ShardokBattleView battle, IGameModel model, Action<string> goToBattleAction) {
model.Provinces.TryGetValue(battle.DefenderProvince, out var pv);
provinceLabel.text = AttackerOriginsText(battle, model);
defenderProvinceLabel.text =
pv != null ? pv.Name : $"Province {battle.DefenderProvince}";
provinceLabel.text =
RetreatingLabel(AttackerOriginsText(battle, model), battle.AttackerRetreating);
defenderProvinceLabel.text = RetreatingLabel(
pv != null ? pv.Name : $"Province {battle.DefenderProvince}",
battle.DefenderRetreating);
bool isSelf = battle.PlayerInfos.Any(pi => pi.Hostility == Hostility.SelfHostility);
bool isAllied = isSelf ||
@@ -61,6 +63,8 @@ namespace eagle {
thermometer.defenderLabel.text = battle.DefenderTroopCount.Value.ToString();
} else {
thermometer.UpdateBalance(battle.DefenderRatio, defColor, atkColors);
thermometer.attackerLabel.text = "???";
thermometer.defenderLabel.text = "???";
}
actionButton.onClick.RemoveAllListeners();
@@ -134,6 +138,11 @@ namespace eagle {
return $"Province {provinceId}";
}
private static string RetreatingLabel(string label, bool isRetreating) {
if (!isRetreating) return label;
return string.IsNullOrEmpty(label) ? "Retreating" : $"{label} (Retreating)";
}
private void SetFightButtonTutorialRegistration(bool shouldRegister) {
var registry = TutorialManager.Instance?.TargetRegistry;
if (registry == null) return;
@@ -37,7 +37,7 @@ RectTransform:
m_AnchorMin: {x: 0, y: 0}
m_AnchorMax: {x: 0, y: 0}
m_AnchoredPosition: {x: 60, y: 35}
m_SizeDelta: {x: 80, y: 30}
m_SizeDelta: {x: 80, y: 48}
m_Pivot: {x: 0.5, y: 0.5}
--- !u!114 &42355368
MonoBehaviour:
@@ -618,7 +618,7 @@ RectTransform:
m_AnchorMin: {x: 0, y: 0}
m_AnchorMax: {x: 0, y: 0}
m_AnchoredPosition: {x: 160, y: 35}
m_SizeDelta: {x: 80, y: 30}
m_SizeDelta: {x: 80, y: 48}
m_Pivot: {x: 0.5, y: 0.5}
--- !u!1 &710430062
GameObject:
@@ -1618,7 +1618,7 @@ RectTransform:
m_AnchorMin: {x: 1, y: 0}
m_AnchorMax: {x: 1, y: 0}
m_AnchoredPosition: {x: -100, y: 35}
m_SizeDelta: {x: 160, y: 30}
m_SizeDelta: {x: 160, y: 48}
m_Pivot: {x: 0.5, y: 0.5}
--- !u!114 &1531553116
MonoBehaviour:
@@ -22,10 +22,6 @@ namespace eagle {
private ChronicleEntry CurrentEntry => _entries[_currentIndex];
private void Awake() {
TouchTargetUtils.EnsureMinimumTouchTargets(previousButton, nextButton);
}
public void OnTextUpdate(string text, bool completed) { SetUp(); }
public string TextId() { return _entries.Count > 0 ? CurrentEntry.GeneratedTextId : null; }
@@ -41,7 +41,7 @@ namespace eagle {
}
public static void SaveCompletedText(long gameId, string llmId, string text) {
if (String.IsNullOrEmpty(llmId)) { return; }
if (String.IsNullOrEmpty(llmId) || String.IsNullOrEmpty(text)) { return; }
lock (Lock) {
if (_cacheDirectory == null) {
@@ -97,8 +97,8 @@ namespace eagle {
if (cache?.entries == null) { return; }
foreach (var entry in cache.entries) {
if (!String.IsNullOrEmpty(entry.llmId)) {
gameCache.entries[entry.llmId] = entry.text ?? "";
if (!String.IsNullOrEmpty(entry.llmId) && !String.IsNullOrEmpty(entry.text)) {
gameCache.entries[entry.llmId] = entry.text;
}
}
} catch (Exception e) {
@@ -12,10 +12,13 @@ namespace eagle {
public class TextEntry {
public string Text { get; }
public bool Completed { get; }
public string StreamAttemptId { get; }
public TextEntry(string text, bool completed) {
public TextEntry(string text, bool completed, string streamAttemptId = "") {
Text = text ?? throw new ArgumentNullException(nameof(text));
Completed = completed;
StreamAttemptId =
streamAttemptId ?? throw new ArgumentNullException(nameof(streamAttemptId));
}
}
@@ -60,8 +63,11 @@ namespace eagle {
_pendingUpdates.Clear();
foreach (var (llmId, text) in completedTexts) {
if (String.IsNullOrEmpty(llmId)) { continue; }
_streamingTexts[llmId] = new TextEntry(text ?? "", true);
// A completed entry with no content was produced by an invalid empty LLM
// stream. Do not tell the server that this legacy cache entry is complete;
// omitting it lets the repaired server request regenerate and resend it.
if (String.IsNullOrEmpty(llmId) || String.IsNullOrEmpty(text)) { continue; }
_streamingTexts[llmId] = new TextEntry(text, true);
_pendingUpdates.Add(llmId);
}
}
@@ -71,20 +77,33 @@ namespace eagle {
/// Updates the text dictionary. Thread-safe - can be called from any thread.
/// Listeners are NOT notified here; call ProcessPendingUpdates from main thread.
/// </summary>
public String
HandleNewStreamingText(String llmId, String newText, Int32 knownByteCount, bool completed) {
public String HandleNewStreamingText(
String llmId,
String newText,
Int32 knownByteCount,
bool completed,
String streamAttemptId = "") {
if (llmId == null) { throw new ArgumentNullException(nameof(llmId)); }
if (newText == null) { throw new ArgumentNullException(nameof(newText)); }
if (streamAttemptId == null) {
throw new ArgumentNullException(nameof(streamAttemptId));
}
lock (_lock) {
var currentText = "";
if (_streamingTexts.TryGetValue(llmId, out var entry)) { currentText = entry.Text; }
var retainedByteCount = 0;
if (_streamingTexts.TryGetValue(llmId, out var entry)) {
currentText = entry.Text;
if (entry.StreamAttemptId == streamAttemptId) {
retainedByteCount = knownByteCount;
}
}
var currentTextBytes = Encoding.UTF8.GetBytes(currentText);
var truncatedBytes = currentTextBytes.Take(knownByteCount).ToArray();
var truncatedBytes = currentTextBytes.Take(retainedByteCount).ToArray();
var updatedText = Encoding.UTF8.GetString(truncatedBytes) + newText;
_streamingTexts[llmId] = new TextEntry(updatedText, completed);
_streamingTexts[llmId] = new TextEntry(updatedText, completed, streamAttemptId);
// Mark this text ID as having pending updates
_pendingUpdates.Add(llmId);
@@ -137,8 +137,8 @@ MonoBehaviour:
m_Name:
m_EditorClassIdentifier:
m_IgnoreLayout: 0
m_MinWidth: -1
m_MinHeight: -1
m_MinWidth: 48
m_MinHeight: 48
m_PreferredWidth: 85
m_PreferredHeight: 85
m_FlexibleWidth: -1
@@ -21,7 +21,6 @@ namespace eagle {
for (int i = 0; i < contentsCount; i++) {
int buttonIndex = i;
var newButton = Instantiate(buttonPrefab, buttonsContainer.transform);
TouchTargetUtils.EnsureMinimumTouchTarget(newButton);
newButton.GetComponentInChildren<RawImage>().texture = contents[buttonIndex].image;
newButton.onClick.AddListener(() => gameController.SelectButtonIndex(buttonIndex));
File diff suppressed because it is too large Load Diff
@@ -63,7 +63,7 @@ namespace eagle {
{ AvailableCommand.SealedValueOneofCase.SwearBrotherhoodCommand, "swear-kinship" },
{ AvailableCommand.SealedValueOneofCase.TradeCommand, "trade" },
{ AvailableCommand.SealedValueOneofCase.TrainCommand, "train" },
{ AvailableCommand.SealedValueOneofCase.TravelCommand, "travel" },
{ AvailableCommand.SealedValueOneofCase.VisitTownCommand, "visit-town" },
};
private readonly struct CommandInfo {
@@ -219,8 +219,10 @@ namespace eagle {
"Exchange food and gold using the province's buy and sell prices.") },
{ AvailableCommand.SealedValueOneofCase.TrainCommand,
new CommandInfo("Train", "Have a hero train to improve their abilities.") },
{ AvailableCommand.SealedValueOneofCase.TravelCommand,
new CommandInfo("Travel", "Move a hero between provinces without moving an army.") },
{ AvailableCommand.SealedValueOneofCase.VisitTownCommand,
new CommandInfo(
"Visit Town",
"Have the ruling hero visit the current province's town to unlock local commands.") },
};
public EagleGameController mainController;
@@ -243,6 +245,8 @@ namespace eagle {
public Button commitCommandButton;
public TextMeshProUGUI commitButtonText;
public Button infoButton;
public TextMeshProUGUI underAttackText;
public Transform specializationLayout;
public IGameModel Model { get; set; }
public ErrorHandler errorHandler;
public CommandWarningPanelController commandWarningPanelController;
@@ -368,7 +372,7 @@ namespace eagle {
public void Awake() {
commandSelectors = new List<CommandSelector>();
foreach (Transform child in gameObject.transform) {
foreach (Transform child in specializationLayout) {
var sel = child.gameObject.GetComponent<CommandSelector>();
if (sel != null) { commandSelectors.Add(sel); }
}
@@ -381,8 +385,6 @@ namespace eagle {
public void Start() {
foreach (var kvp in commandSelectors) { kvp.gameObject.SetActive(false); }
TouchTargetUtils.EnsureMinimumTouchTarget(commitCommandButton);
TouchTargetUtils.EnsureMinimumTouchTarget(infoButton);
}
public void Update() {
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@@ -2963,10 +2963,10 @@ MonoBehaviour:
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@@ -3071,10 +3071,10 @@ MonoBehaviour:
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@@ -3998,10 +3998,10 @@ MonoBehaviour:
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@@ -5822,9 +5822,9 @@ MonoBehaviour:
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@@ -555,9 +555,9 @@ MonoBehaviour:
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@@ -2307,9 +2307,9 @@ MonoBehaviour:
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@@ -2576,10 +2576,10 @@ MonoBehaviour:
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@@ -3345,10 +3345,10 @@ MonoBehaviour:
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@@ -3917,9 +3917,9 @@ MonoBehaviour:
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@@ -5707,10 +5707,10 @@ MonoBehaviour:
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@@ -4402,10 +4402,10 @@ MonoBehaviour:
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@@ -572,6 +572,7 @@ GameObject:
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@@ -796,6 +797,7 @@ GameObject:
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@@ -1200,6 +1202,7 @@ GameObject:
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@@ -1945,6 +1948,7 @@ GameObject:
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m_TagString: Untagged
@@ -2535,6 +2539,7 @@ GameObject:
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- component: {fileID: 1624135427163740082}
- component: {fileID: 3649755510827586979}
- component: {fileID: 9100000000000000205}
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m_Name: Agriculture Toggle
m_TagString: Untagged
@@ -2729,6 +2734,7 @@ GameObject:
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@@ -2889,6 +2895,7 @@ GameObject:
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@@ -4497,3 +4505,163 @@ MonoBehaviour:
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@@ -407,7 +407,7 @@ RectTransform:
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m_AnchorMax: {x: 0, y: 1}
m_AnchoredPosition: {x: 338.31927, y: -12.923078}
m_SizeDelta: {x: 96.75219, y: 44}
m_SizeDelta: {x: 96.75219, y: 48}
m_Pivot: {x: 0.5, y: 0.5}
--- !u!114 &7706371227584479729
MonoBehaviour:
@@ -1294,7 +1294,7 @@ RectTransform:
m_AnchorMin: {x: 0, y: 1}
m_AnchorMax: {x: 0, y: 1}
m_AnchoredPosition: {x: 59.126343, y: -12.923078}
m_SizeDelta: {x: 118.25268, y: 44}
m_SizeDelta: {x: 118.25268, y: 48}
m_Pivot: {x: 0.5, y: 0.5}
--- !u!114 &3005629370892248399
MonoBehaviour:
@@ -2192,7 +2192,7 @@ RectTransform:
m_AnchorMin: {x: 0, y: 1}
m_AnchorMax: {x: 0, y: 1}
m_AnchoredPosition: {x: 204.09793, y: -12.923078}
m_SizeDelta: {x: 131.69049, y: 44}
m_SizeDelta: {x: 131.69049, y: 48}
m_Pivot: {x: 0.5, y: 0.5}
--- !u!114 &1248166195846916077
MonoBehaviour:
@@ -3622,7 +3622,7 @@ MonoBehaviour:
m_ChildForceExpandWidth: 0
m_ChildForceExpandHeight: 0
m_ChildControlWidth: 1
m_ChildControlHeight: 1
m_ChildControlHeight: 0
m_ChildScaleWidth: 0
m_ChildScaleHeight: 0
m_ReverseArrangement: 0
@@ -4258,7 +4258,7 @@ RectTransform:
m_AnchorMin: {x: 0, y: 1}
m_AnchorMax: {x: 0, y: 1}
m_AnchoredPosition: {x: 756.95197, y: -12.923078}
m_SizeDelta: {x: 107.50243, y: 44}
m_SizeDelta: {x: 107.50243, y: 48}
m_Pivot: {x: 0.5, y: 0.5}
--- !u!222 &50070872754773658
CanvasRenderer:
@@ -4476,7 +4476,7 @@ RectTransform:
m_AnchorMin: {x: 0, y: 1}
m_AnchorMax: {x: 0, y: 1}
m_AnchoredPosition: {x: 465.82172, y: -12.923078}
m_SizeDelta: {x: 118.25268, y: 44}
m_SizeDelta: {x: 118.25268, y: 48}
m_Pivot: {x: 0.5, y: 0.5}
--- !u!114 &6791613139375434283
MonoBehaviour:
@@ -5008,7 +5008,7 @@ RectTransform:
m_AnchorMin: {x: 0, y: 1}
m_AnchorMax: {x: 0, y: 1}
m_AnchoredPosition: {x: 604.0744, y: -12.923078}
m_SizeDelta: {x: 118.25268, y: 44}
m_SizeDelta: {x: 118.25268, y: 48}
m_Pivot: {x: 0.5, y: 0.5}
--- !u!114 &159881109546823439
MonoBehaviour:
@@ -1797,9 +1797,9 @@ MonoBehaviour:
m_EditorClassIdentifier: UnityEngine.UI::UnityEngine.UI.LayoutElement
m_IgnoreLayout: 0
m_MinWidth: 170
m_MinHeight: 40
m_MinHeight: 48
m_PreferredWidth: 170
m_PreferredHeight: 40
m_PreferredHeight: 48
m_FlexibleWidth: 0
m_FlexibleHeight: 0
m_LayoutPriority: 1
@@ -4191,10 +4191,10 @@ MonoBehaviour:
m_Name:
m_EditorClassIdentifier:
m_IgnoreLayout: 0
m_MinWidth: -1
m_MinHeight: -1
m_PreferredWidth: 18
m_PreferredHeight: 18
m_MinWidth: 48
m_MinHeight: 48
m_PreferredWidth: 48
m_PreferredHeight: 48
m_FlexibleWidth: 0
m_FlexibleHeight: 0
m_LayoutPriority: 1
@@ -4560,9 +4560,9 @@ MonoBehaviour:
m_EditorClassIdentifier: UnityEngine.UI::UnityEngine.UI.LayoutElement
m_IgnoreLayout: 0
m_MinWidth: -1
m_MinHeight: -1
m_MinHeight: 48
m_PreferredWidth: -1
m_PreferredHeight: 20
m_PreferredHeight: 48
m_FlexibleWidth: 1
m_FlexibleHeight: 0
m_LayoutPriority: 1
@@ -7825,8 +7825,8 @@ RectTransform:
m_Children: []
m_Father: {fileID: 906553694472734689}
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_AnchorMin: {x: 0, y: 0}
m_AnchorMax: {x: 0, y: 1}
m_AnchorMin: {x: 0, y: 0.5}
m_AnchorMax: {x: 0, y: 0.5}
m_AnchoredPosition: {x: 0, y: 0}
m_SizeDelta: {x: 32, y: 32}
m_Pivot: {x: 0.5, y: 0.5}
@@ -7860,7 +7860,7 @@ MonoBehaviour:
m_Calls: []
m_Sprite: {fileID: 10913, guid: 0000000000000000f000000000000000, type: 0}
m_Type: 0
m_PreserveAspect: 0
m_PreserveAspect: 1
m_FillCenter: 1
m_FillMethod: 4
m_FillAmount: 1
@@ -8631,9 +8631,9 @@ MonoBehaviour:
m_EditorClassIdentifier: UnityEngine.UI::UnityEngine.UI.LayoutElement
m_IgnoreLayout: 0
m_MinWidth: 100
m_MinHeight: 44
m_MinHeight: 48
m_PreferredWidth: 200
m_PreferredHeight: 44
m_PreferredHeight: 48
m_FlexibleWidth: 0
m_FlexibleHeight: 0
m_LayoutPriority: 1
@@ -9193,8 +9193,8 @@ RectTransform:
m_Children: []
m_Father: {fileID: 5006087206053140860}
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_AnchorMin: {x: 0, y: 0}
m_AnchorMax: {x: 0, y: 1}
m_AnchorMin: {x: 0, y: 0.5}
m_AnchorMax: {x: 0, y: 0.5}
m_AnchoredPosition: {x: 0, y: 0}
m_SizeDelta: {x: 32, y: 32}
m_Pivot: {x: 0.5, y: 0.5}
@@ -9228,7 +9228,7 @@ MonoBehaviour:
m_Calls: []
m_Sprite: {fileID: 10913, guid: 0000000000000000f000000000000000, type: 0}
m_Type: 0
m_PreserveAspect: 0
m_PreserveAspect: 1
m_FillCenter: 1
m_FillMethod: 4
m_FillAmount: 1
@@ -9383,10 +9383,10 @@ MonoBehaviour:
m_Name:
m_EditorClassIdentifier:
m_IgnoreLayout: 0
m_MinWidth: -1
m_MinHeight: -1
m_PreferredWidth: 18
m_PreferredHeight: 18
m_MinWidth: 48
m_MinHeight: 48
m_PreferredWidth: 48
m_PreferredHeight: 48
m_FlexibleWidth: 0
m_FlexibleHeight: 0
m_LayoutPriority: 1
@@ -9537,10 +9537,10 @@ MonoBehaviour:
m_Name:
m_EditorClassIdentifier:
m_IgnoreLayout: 0
m_MinWidth: -1
m_MinHeight: -1
m_PreferredWidth: 18
m_PreferredHeight: 18
m_MinWidth: 48
m_MinHeight: 48
m_PreferredWidth: 48
m_PreferredHeight: 48
m_FlexibleWidth: 0
m_FlexibleHeight: 0
m_LayoutPriority: 1
@@ -10282,9 +10282,9 @@ MonoBehaviour:
m_EditorClassIdentifier: UnityEngine.UI::UnityEngine.UI.LayoutElement
m_IgnoreLayout: 0
m_MinWidth: 100
m_MinHeight: 44
m_MinHeight: 48
m_PreferredWidth: 200
m_PreferredHeight: 44
m_PreferredHeight: 48
m_FlexibleWidth: 0
m_FlexibleHeight: 0
m_LayoutPriority: 1
@@ -10405,9 +10405,9 @@ MonoBehaviour:
m_EditorClassIdentifier: UnityEngine.UI::UnityEngine.UI.LayoutElement
m_IgnoreLayout: 0
m_MinWidth: -1
m_MinHeight: -1
m_MinHeight: 48
m_PreferredWidth: -1
m_PreferredHeight: 20
m_PreferredHeight: 48
m_FlexibleWidth: 1
m_FlexibleHeight: 0
m_LayoutPriority: 1
@@ -10670,10 +10670,10 @@ MonoBehaviour:
m_Name:
m_EditorClassIdentifier:
m_IgnoreLayout: 0
m_MinWidth: -1
m_MinHeight: -1
m_PreferredWidth: 18
m_PreferredHeight: 18
m_MinWidth: 48
m_MinHeight: 48
m_PreferredWidth: 48
m_PreferredHeight: 48
m_FlexibleWidth: 0
m_FlexibleHeight: 0
m_LayoutPriority: 1
@@ -1425,9 +1425,9 @@ MonoBehaviour:
m_EditorClassIdentifier: UnityEngine.UI::UnityEngine.UI.LayoutElement
m_IgnoreLayout: 0
m_MinWidth: 135
m_MinHeight: 44
m_MinHeight: 48
m_PreferredWidth: 150
m_PreferredHeight: 44
m_PreferredHeight: 48
m_FlexibleWidth: 0
m_FlexibleHeight: 0
m_LayoutPriority: 1
@@ -789,7 +789,7 @@ MonoBehaviour:
m_MinWidth: 0
m_MinHeight: -1
m_PreferredWidth: 80
m_PreferredHeight: 30
m_PreferredHeight: 48
m_FlexibleWidth: -1
m_FlexibleHeight: -1
m_LayoutPriority: 1
@@ -3986,10 +3986,10 @@ MonoBehaviour:
m_Name:
m_EditorClassIdentifier: UnityEngine.UI::UnityEngine.UI.LayoutElement
m_IgnoreLayout: 0
m_MinWidth: 0
m_MinHeight: -1
m_MinWidth: 48
m_MinHeight: 48
m_PreferredWidth: 80
m_PreferredHeight: 30
m_PreferredHeight: 48
m_FlexibleWidth: -1
m_FlexibleHeight: -1
m_LayoutPriority: 1
@@ -4749,7 +4749,7 @@ MonoBehaviour:
m_MinWidth: 0
m_MinHeight: -1
m_PreferredWidth: 80
m_PreferredHeight: 30
m_PreferredHeight: 48
m_FlexibleWidth: -1
m_FlexibleHeight: -1
m_LayoutPriority: 1
@@ -1102,10 +1102,10 @@ MonoBehaviour:
m_Name:
m_EditorClassIdentifier: UnityEngine.UI::UnityEngine.UI.LayoutElement
m_IgnoreLayout: 0
m_MinWidth: -1
m_MinHeight: 44
m_MinWidth: 48
m_MinHeight: 48
m_PreferredWidth: 120
m_PreferredHeight: 44
m_PreferredHeight: 48
m_FlexibleWidth: -1
m_FlexibleHeight: -1
m_LayoutPriority: 1
@@ -1120,7 +1120,7 @@ RectTransform:
m_AnchorMin: {x: 0, y: 1}
m_AnchorMax: {x: 0, y: 1}
m_AnchoredPosition: {x: 75, y: -15}
m_SizeDelta: {x: 150, y: 44}
m_SizeDelta: {x: 150, y: 48}
m_Pivot: {x: 0.5, y: 0.5}
--- !u!222 &7054265081857237224
CanvasRenderer:
@@ -1230,9 +1230,9 @@ MonoBehaviour:
m_EditorClassIdentifier:
m_IgnoreLayout: 0
m_MinWidth: -1
m_MinHeight: 44
m_MinHeight: 48
m_PreferredWidth: 150
m_PreferredHeight: 44
m_PreferredHeight: 48
m_FlexibleWidth: -1
m_FlexibleHeight: -1
m_LayoutPriority: 1
@@ -324,7 +324,7 @@ RectTransform:
m_AnchorMin: {x: 0.5, y: 0.5}
m_AnchorMax: {x: 0.5, y: 0.5}
m_AnchoredPosition: {x: 215, y: 24}
m_SizeDelta: {x: 250, y: 44}
m_SizeDelta: {x: 250, y: 48}
m_Pivot: {x: 0.5, y: 0.5}
--- !u!114 &1949439835697595086
MonoBehaviour:
@@ -1434,7 +1434,7 @@ RectTransform:
m_AnchorMin: {x: 0.5, y: 0.5}
m_AnchorMax: {x: 0.5, y: 0.5}
m_AnchoredPosition: {x: 194, y: -42}
m_SizeDelta: {x: 160, y: 44}
m_SizeDelta: {x: 160, y: 48}
m_Pivot: {x: 0.5, y: 0.5}
--- !u!222 &7346251710853780603
CanvasRenderer:
@@ -3907,10 +3907,10 @@ MonoBehaviour:
m_Name:
m_EditorClassIdentifier: UnityEngine.UI::UnityEngine.UI.LayoutElement
m_IgnoreLayout: 0
m_MinWidth: -1
m_MinHeight: -1
m_MinWidth: 48
m_MinHeight: 48
m_PreferredWidth: 125
m_PreferredHeight: 25
m_PreferredHeight: 48
m_FlexibleWidth: -1
m_FlexibleHeight: -1
m_LayoutPriority: 1
@@ -13,7 +13,7 @@ GameObject:
- component: {fileID: 6289363470016652304}
- component: {fileID: 1398189250911451454}
m_Layer: 0
m_Name: Travel Panel
m_Name: Visit Town Panel
m_TagString: Untagged
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
@@ -102,7 +102,7 @@ GameObject:
- component: {fileID: 7408366842504297803}
- component: {fileID: 2299640137554880340}
m_Layer: 0
m_Name: Travel command description
m_Name: Visit Town command description
m_TagString: Untagged
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
@@ -53,6 +53,8 @@ namespace eagle {
public TMP_Text goldLabel;
public TMP_Text foodLabel;
private ProvinceId _safePassageDestinationProvinceId;
private AttackDecisionAvailableCommand AttackDecisionCommand =>
_availableCommand.AttackDecisionCommand;
@@ -67,7 +69,12 @@ namespace eagle {
if (withdrawToggle.isOn)
return new AttackDecisionType { Withdraw = new WithdrawDecision() };
if (safePassageToggle.isOn)
return new AttackDecisionType { SafePassage = new SafePassageDecision() };
return new AttackDecisionType {
SafePassage =
new SafePassageDecision {
ToProvinceId = _safePassageDestinationProvinceId
}
};
throw new Exception("No decision selected");
}
@@ -86,17 +93,7 @@ namespace eagle {
new AttackDecisionSelectedCommand { Decision = SelectedDecision }
};
private void EnsureTouchTargets() {
TouchTargetUtils.EnsureMinimumTouchTargets(
advanceToggle,
demandTributeToggle,
withdrawToggle,
safePassageToggle);
TouchTargetUtils.EnsureMinimumTouchHeights(goldSlider, foodSlider);
}
protected override void SetUpUI() {
EnsureTouchTargets();
unitsTable.RowCount = AttackDecisionCommand.ActingUnits.Count;
AttackDecisionCommand.ActingUnits.Each((cu, idx) => {
@@ -141,6 +138,7 @@ namespace eagle {
break;
case AttackDecisionType.SealedValueOneofCase.SafePassage:
enableSafePassage = true;
_safePassageDestinationProvinceId = ad.SafePassage.ToProvinceId;
break;
}
}
@@ -235,7 +233,6 @@ namespace eagle {
private void ConfigureToggle(Toggle toggle, bool available) {
if (toggle == null) return;
TouchTargetUtils.EnsureMinimumTouchTarget(toggle);
toggle.gameObject.SetActive(true);
toggle.interactable = available;

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