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Author SHA1 Message Date
adminandClaude Opus 4.5 e7b92ae927 Add toScala conversion to CommandSelection
Adds a toScala() method to CommandSelection that converts proto-based
command selections to ScalaCommandSelection with proper Scala types.
This encapsulates the proto→Scala conversion logic that was previously
duplicated in each caller.

Updates the three action classes in library/ that use CommandSelection:
- EndHandleRiotsPhaseAction
- PerformVassalCommandsPhaseAction
- PerformVassalDefenseDecisionsAction

These now use cs.toScala(opac.commands) instead of manually converting
the selected command and finding the matching available command.

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-12 07:35:31 -08:00
23ab715ffc Add GitHub mirror for busybox binary to fix CI download failures (#5210)
The busybox.net server is frequently unavailable or slow, causing CI
builds to fail with download timeouts. This adds a GitHub release
mirror as the primary download source with busybox.net as fallback.

The binary is hosted at:
https://github.com/nolen777/eagle0/releases/tag/busybox-1.35.0

SHA256 verified: 6e123e7f3202a8c1e9b1f94d8941580a25135382b99e8d3e34fb858bba311348

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-12 07:17:08 -08:00
73f42d5b51 Add Mac download support to invitation landing page (#5207)
* Allow Mac signing/notarization/deploy on manual workflow triggers

The signing, notarization, and deploy steps were only running on
push events. Now they also run on workflow_dispatch (manual triggers)
when targeting main branch.

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Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Add Mac download support to invitation landing page

- Detect Mac vs Windows from User-Agent header
- Add /invite/{code}/install.sh endpoint for Mac shell installer
- Shell script creates invitation.json, downloads app ZIP, extracts to /Applications
- Update HTML template with platform-specific instructions
- Add MAC_INSTALLER_URL environment variable (default: assets.eagle0.net/mac/builds/eagle0-latest.zip)
- Show link to other platform at bottom of page

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Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

---------

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-12 07:03:28 -08:00
3cb61f69f4 Make CommandFactory use Scala types instead of proto types (#5205)
Update TCommandFactory and CommandFactory to accept Scala AvailableCommand
and SelectedCommand types directly, eliminating proto dependencies from
the command execution path.

Key changes:
- TCommandFactory.makeTCommand now takes Scala command types
- CommandFactory pattern matching updated for all ~40 command types
- Helper methods updated (attackDecision, improvementTypeMap, etc.)
- Removed proto converter imports from CommandFactory
- Updated vassal/riot phase actions to convert proto→Scala at call sites
- Added exports for Scala command types from t_command_factory

All 175 library tests pass.

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-12 06:58:05 -08:00
62fff3c0ea Fix warmup authentication for Docker bridge network connections (#5206)
The warmup tool sends X-Warmup-User header for authentication during
blue/green deployments. This only worked when connecting from true
localhost (127.0.0.1), but when running warmup from the host machine
to a Docker container, the connection appears to come from the Docker
bridge network (172.17.x.x), causing the warmup header to be ignored.

The CreateGameRequest then fails because the user is unauthenticated
(null username), causing the warmup to timeout.

Fix: Expand the localhost check to also accept Docker bridge network
addresses (10.x.x.x, 172.16-31.x.x, 192.168.x.x) using Java's
isSiteLocalAddress(). These are all private network addresses that
can only come from the same machine or local network.

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-12 06:47:23 -08:00
ca86926a25 Fix AI to chase scattering defenders instead of holding empty castles (#5203)
When defenders scatter (flee from castles), the attacker AI was still
using HOLD_CASTLES strategy. This caused the AI to park units on
empty castles instead of chasing fleeing defenders, even though
eliminating all defenders wins via LAST_PLAYER_STANDING.

The fix adds a new condition to the strategy selector: if defenders
exist but none are on castles, use ATTACK_UNITS strategy to chase
them down.

New strategy selection flow:
1. Consider fleeing (if combat odds are bad)
2. Consider crossing rivers (if needed)
3. If attacker can't hold all castles → ATTACK_UNITS
4. If any defender is on a castle → ATTACK_CASTLES
5. NEW: If defenders exist but none on castles → ATTACK_UNITS
6. If no defenders remain → HOLD_CASTLES

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-12 06:34:47 -08:00
1d334c91ae Allow Mac signing/notarization/deploy on manual workflow triggers (#5204)
The signing, notarization, and deploy steps were only running on
push events. Now they also run on workflow_dispatch (manual triggers)
when targeting main branch.

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-12 06:32:24 -08:00
64e1e46e0a Fix crane installation and use crane in blue-green deploys (#5202)
1. Fix crane installation - don't try to mv crane to itself
   (tar extracts to cwd which is already /opt/eagle0)
2. Keep crane binary after deploy for blue-green script to use
3. Update blue-green deploy to use crane instead of docker pull
   (fixes OCI/Docker digest mismatch issue)

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-11 23:09:04 -08:00
4722a40384 Fix crane binary disappearing during Docker deploy (#5201)
Use absolute path for crane binary and add verification that it
was installed correctly. Also add ls -la output for debugging.

The crane binary was mysteriously disappearing between the Eagle
and Shardok image pulls.

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-11 23:02:20 -08:00
6653a14660 Use Scala types for command matching in EngineImpl (#5200)
Refactors postCommand to:
- Get Scala commands directly from AvailableCommandsFactory
- Convert proto SelectedCommand to Scala for matching
- Use CommandType-based matching (no more proto dependency in AvailableCommandTypeMap)
- Convert back to proto for CommandFactory (temporary until full migration)

AvailableCommandTypeMap now uses only Scala types - matching is simply:
  availableCommands.find(_.commandType == selectedCommand.commandType)

Also adds:
- ScalaCommandSelection case class for future migration of command selectors
- Improved visibility for command converter targets

This is an incremental step toward eliminating proto commands from library/.

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-11 22:59:01 -08:00
056571651e Upgrade rules_apple to 4.3.3 and rules_swift to 2.4.0 (#5198)
* Upgrade rules_apple to 4.3.3 and rules_swift to 2.4.0

These are the latest compatible versions (rules_apple 4.3.3 depends
on rules_swift 2.4.0 with compatibility level 2).

Note: rules_swift 3.x uses compatibility level 3 and is not
compatible with current rules_apple versions.

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Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Fix zipApp to handle symlinks in Sparkle.framework

Sparkle.framework contains symlinks like Headers -> Versions/Current/Headers.
The previous code used filepath.Walk which follows symlinks, causing it to
try to read a directory as a file.

Now uses filepath.WalkDir with os.Lstat to detect symlinks and store them
properly in the zip archive.

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Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Revert "Fix zipApp to handle symlinks in Sparkle.framework"

This reverts commit ad2f2e40d4562ced1b4001e13abc95d8901c8f0e.

---------

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-11 22:48:57 -08:00
d8224e7886 Fix zipApp to handle symlinks in Sparkle.framework (#5199)
Sparkle.framework contains symlinks like Headers -> Versions/Current/Headers.
The previous code used filepath.Walk which follows symlinks, causing it to
try to read a directory as a file.

Now uses filepath.WalkDir with os.Lstat to detect symlinks and store them
properly in the zip archive.

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-11 22:48:29 -08:00
9cc9a65e4a Fix codesign script to sign all Sparkle framework components (#5195)
* Fix codesign script to sign all Sparkle framework components

Sign XPC services, nested apps (Updater.app), and standalone
executables (Autoupdate) before signing the framework itself.
Apple notarization requires all nested binaries to be signed
with Developer ID certificate and secure timestamp.

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Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Add missing path triggers for pull_request in Mac build workflow

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Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Re-add rules_swift for Mac GoDice plugin build

The DarwinGodiceBundle requires rules_swift to build.
This was inadvertently removed in #5194.

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Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

---------

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-11 22:24:55 -08:00
025563b607 Add retry logic to docker pull in blue-green deploy (#5197)
Handles intermittent Docker registry digest mismatch errors like:
"failed commit on ref: unexpected commit digest"

This is a known Docker/containerd issue that can occur due to:
- Registry caching
- Network/proxy issues
- Race conditions during push

Now retries up to 3 times with 5 second delays.

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-11 22:23:18 -08:00
030f6b2c2e Fix warmup tool and PostCommandResponse status (#5196)
Warmup tool fixes:
- Process GameUpdates while waiting for PostCommandResponse (action
  results arrive BEFORE PostCommandResponse, not after)
- Don't wait for SubscriptionAck before ActionResultResponse (they
  arrive in reverse order)
- Use recommended_hero_id from ImproveAvailableCommand instead of
  hardcoding 0 (which doesn't exist)
- Verify we receive new AvailableCommands after posting command
- Add detailed logging for debugging

Server fix:
- Return PostCommandResponse.Status.SUCCESS instead of default UNKNOWN

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-11 14:54:41 -08:00
1d5dd7b971 Remove swift_proto_library targets and rules_swift dependency (#5194)
The Mac history editor that used these targets was previously removed.
Cleaning up the unused Swift proto infrastructure.

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-11 14:24:54 -08:00
649e80c4ac Add Mac build pipeline with Sparkle auto-updates (#5193)
- Unity Mac build scripts (build_mac.sh, build_unity_mac.sh)
- Code signing with Developer ID certificate
- Apple notarization for Gatekeeper compliance
- Sparkle framework injection for delta auto-updates
- Go build handler for S3 upload and appcast.xml generation
- Update InvitationCodeManager.cs for Mac platform paths
- GitHub Actions workflow triggered on main branch pushes

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-11 14:22:52 -08:00
a1b4e41553 Add CommandType enum to replace SelectedCommand in ActionResult and Province (#5191)
* Add CommandType enum to replace SelectedCommand in ActionResult and Province

Create a compile-time safe CommandType enum that provides exhaustive matching
when adding new command types. This replaces SelectedCommand in:
- ActionResult.lastCommandTypeForActingProvince
- Province.lastCommand

Key changes:
- New CommandType.scala enum with exhaustive converters from SelectedCommand
  and AvailableCommand
- New command_type.proto with 40 command types + UNKNOWN
- CommandTypeConverter for proto<->Scala conversion
- Simplified shouldFollow in AvailableCommandsFactory to compare CommandType
  values directly
- Updated RandomStateSequencer.withTCommandAndLastCommand to use CommandType

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Add backwards compatibility for CommandType in saved games

Preserve the deprecated SelectedCommand field (field 28) alongside the
new CommandType field (field 43) in action_result.proto. When loading
saved games, first check the new CommandType field; if not set, fall
back to the deprecated SelectedCommand and convert it.

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Use parameterized enums for SelectedCommand/AvailableCommand to CommandType mapping

Refactors the dependency direction: instead of CommandType.from(SelectedCommand),
each enum case now has a built-in `val commandType: CommandType` parameter.

Benefits:
- Compile-time safety: can't add a new command without specifying its CommandType
- Simpler access: just call .commandType instead of a converter method
- Better dependency direction: richer types depend on simpler types, not vice versa

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

---------

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-11 13:58:34 -08:00
1c24474a0b Add critical git rules to top of CLAUDE.md (#5192)
Prevent future accidental pushes directly to main by putting
explicit rules at the very top of the file.

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-11 13:31:36 -08:00
adminandClaude Opus 4.5 26eec6cabc Add tutorial system plan document
Documents current implementation status, architecture, and remaining work.

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Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-11 13:15:27 -08:00
d134f40438 Add tutorial test setup with IMGUI fallback UI (#5173)
* Add tutorial test setup with IMGUI fallback UI

Create TutorialTestSetup component that:
- Registers test tutorials programmatically on startup
- Triggers on first province selection, battle entry, and command issued
- Allows testing without Unity Editor asset creation

Add fallback IMGUI modal in TutorialUIManager:
- Renders when no ModalPanel prefab is assigned
- Shows title, description, progress, and action buttons
- Enables end-to-end testing without UI prefab setup

To test:
1. Add TutorialTestSetup component to TutorialManager GameObject
2. Ensure TutorialManager has UIManager reference
3. Play game and select a province to see test tutorial

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Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Silence missing onboarding sequence warning

Change LogWarning to debug log when no onboarding sequence is assigned.
This is a valid configuration state, not an error.

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Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Improve IMGUI fallback modal styling

- Add FallbackFont field (assign Stoke-Regular.ttf in Unity)
- Increase font sizes: title 24, description 20, buttons 18
- Make modal window larger (600x300)
- Make buttons taller (40px height)

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Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Double IMGUI modal size and font sizes

- Window: 1200x600 (was 600x300)
- Title: 48pt, Description: 40pt, Progress: 32pt, Buttons: 36pt
- Buttons: 200-240x80 (was 100-120x40)
- Add TutorialManager GameObject to Gameplay scene

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Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Add Reset Tutorials button to Settings panel

- Add resetTutorialsButton field to SettingsPanelController
- Add OnResetTutorialsClick() handler that calls TutorialManager.ResetAllProgress()

To wire up in Unity:
1. Add a Button to the Settings panel
2. Assign it to resetTutorialsButton field
3. Set OnClick to SettingsPanelController.OnResetTutorialsClick

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Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Fix ambiguous Debug reference

Use UnityEngine.Debug.Log to resolve conflict with System.Diagnostics.Debug

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Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Apply window style to IMGUI modal title

Pass windowStyle to GUI.Window so title uses 48pt font

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Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Add more spacing between title and description

Increase top spacing from 30 to 60 pixels

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Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

---------

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-11 11:38:21 -08:00
a638dd26ca Fix deploy: remove warmup before scp, safer container cleanup (#5190)
Three fixes:
1. Remove existing warmup binary before scp - Bazel outputs it with
   read-only permissions (r-xr-xr-x), causing scp to fail on overwrite.

2. Remove the `docker compose up -d --remove-orphans` step which was
   causing "container name already in use by service {}" errors due to
   Docker Compose state conflicts.

3. Add `docker container prune -f` as a safer alternative - removes
   stopped containers without trying to reconcile compose state.

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-11 07:46:29 -08:00
5e93b0eaa0 Add null safety to RunningGamePlayerInfo in admin console (#5189)
Prevent NPE when listing games with corrupt faction/leader data.
This defensive fix handles three cases:
- Hero might not exist for the faction head ID
- Faction name might be null
- Leader nameTextId might be null

The warmup tool created games with unexpected null values, causing
the admin console to crash when listing running games.

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-11 07:22:12 -08:00
6940312d3f Add /invite/ route to nginx config (#5188)
The invitation landing page is served by the auth service on port 8080,
but nginx wasn't configured to proxy requests to it, resulting in 404.

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-11 07:18:26 -08:00
243f0d43e7 Fix scp to preserve directory structure for deploy scripts (#5187)
scp flattens paths - it was copying scripts/bin/warmup to /opt/eagle0/warmup
instead of /opt/eagle0/scripts/bin/warmup. Fixed by:
1. Creating directory structure on remote first
2. Copying files to their correct locations

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-10 22:44:25 -08:00
1ddd015449 Unify .env management across workflows with shared update script (#5186)
Both docker_build.yml and auth_build.yml now use a shared update-env.sh
script that updates only the variables each workflow is responsible for,
without overwriting values set by other workflows.

Changes:
- Add deploy/env.template with all environment variables
- Add deploy/update-env.sh to safely update individual env vars
- Update docker_build.yml to use update-env.sh instead of rm/recreate
- Update auth_build.yml to use update-env.sh instead of grep/sed chain
- Add FASTMAIL_* vars to docker_build.yml deploy job

This fixes the bug where docker_build.yml was overwriting FASTMAIL env
vars set by auth_build.yml because it recreated .env from scratch.

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-10 22:42:08 -08:00
da85d0983a Fix deploy order: start jfr-sidecar after eagle-blue (#5185)
jfr-sidecar has `pid: "service:eagle-blue"` to share PID namespace for
JFR profiling. It must be started after eagle-blue exists, not before.

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-10 22:31:12 -08:00
ae574e6ff5 Add delete user and delete invitation functionality to admin panel (#5181)
- Add DeleteUser and DeleteInvitation RPCs to admin.proto
- Add Delete methods to UserService and InvitationService
- Add delete handlers in admin_handlers.go and admin_server.go
- Add delete buttons to users and invitations admin UI templates
- Users can be deleted permanently (with self-deletion prevention)
- Only non-pending invitations (revoked, expired, redeemed) can be deleted

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-10 22:23:03 -08:00
c1ac57b929 Build warmup tool in deploy job before scp (#5183)
The warmup binary was being built in build-eagle but each job has its
own checkout, so the binary wasn't available in the deploy job when
we tried to scp it to the droplet.

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-10 22:22:21 -08:00
be51daa148 Remove EagleGameHistoryViewer Mac app (#5182)
This Swift/SwiftUI app for viewing game history is no longer needed.

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-10 22:21:25 -08:00
97605d0a63 Remove mac history editor build workflow (#5180)
The mac history editor is no longer needed now that we have the Admin
console for game management.

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-10 22:17:48 -08:00
9cca922b70 Add blue-green deployment infrastructure for Eagle server (#5162)
* Add blue-green deployment infrastructure for Eagle server

- Add ReloadGames RPC to eagle.proto for reloading game state from disk
- Implement reloadAllGames() and flushToDisk() in GamesManager.scala
- Add reloadGames() handler to EagleServiceImpl.scala
- Update docker-compose.prod.yml with eagle-blue/green services
- Update nginx.conf for switchable upstream
- Create scripts/deploy-blue-green.sh for zero-downtime deployment
- Create Go warmup tool (src/main/go/net/eagle0/warmup) that:
  - Uses bidirectional streaming to create test games
  - Posts Improve command and verifies ActionResults
  - Cleans up test game after warmup
- Create scripts/warmup-eagle.sh wrapper that uses Go tool or falls back to grpcurl
- Update docker_build.yml to build and deploy warmup binary

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Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Add X-Warmup-User header support with localhost restriction

- AuthorizationInterceptor: Accept X-Warmup-User header for warmup authentication
- Only allow X-Warmup-User from localhost connections (security)
- Go warmup tool: Send x-warmup-user metadata header
- Add grpc/metadata dependency to warmup BUILD

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Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

---------

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-10 22:13:15 -08:00
6eab9ffc3c Add invitation landing page with one-click installer (#5165)
Instead of asking users to copy/paste a PowerShell command, emails now
link to a landing page at /invite/{code} that:
- Shows a branded "Accept Invitation" page
- Offers a "Download & Install" button that downloads a .bat file
- The .bat file downloads the installer and runs it with --code=XXX
- Shows clear instructions for running the .bat file
- Displays error messages for invalid/expired/redeemed codes
- Falls back to showing the invitation code for manual entry

Changes:
- Add invitation_handlers.go with landing page and .bat download routes
- Update main.go to register the new HTTP routes
- Simplify email template to just link to the landing page

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-10 22:10:09 -08:00
08eaffb927 Remove debug logging from combat animators (#5172)
Remove Debug.Log calls from ArrowVolleyAnimator and MeleeAnimator.
Keep Debug.LogWarning calls that indicate configuration issues.

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-10 21:51:28 -08:00
a2bc55e0f5 Remove debug logging from MeleeAnimator (#5179)
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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-10 21:51:05 -08:00
19861377a6 Use hex center for animation positions (#5178)
Changed all animators to use GetCellCenterPosition instead of
GetCellLocalPosition so animations start and end at the actual
hex center rather than offset towards the top.

- MoveAnimator: footprints centered
- MeleeAnimator: weapon animations centered
- CatapultAnimator: projectile source now also centered (target already was)

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-10 21:21:14 -08:00
cc70087efc Fix captured hero visibility in AvailableCommandConverter (#5177)
The converter was using factionId = Some(viewingFactionId) which
applied visibility restrictions to captured heroes. The old proto-based
factory used factionId = None (with comment "can see unaffiliated
heroes") which always showed full hero info.

When handling captured heroes, the player needs to see all hero stats
to make informed decisions about recruiting, imprisoning, etc.

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-10 21:14:33 -08:00
b2383c8384 Fix Move animation direction for observed battles (#5176)
When observing battles, Move animations were playing backwards because
the model is fully updated before animations play. The animation code
was using the unit's current location (post-move) as the source, but
for multi-step moves this caused animations to go from the final
position back to intermediate positions.

Fix: Track source coordinates in ShardokGameModel.MoveSourceCoords
before applying each diff, then use these stored coordinates for
animation source positions.

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-10 20:33:58 -08:00
03958b6914 Fix ArmyStats missing hostility and originProvinceId fields (#5175)
Add hostility and originProvinceId fields to Scala ArmyStats that were
present in the proto definition but missing from the Scala model. This
fixes the AttackDecisionCommandChooser which uses hostility to determine
friendly vs enemy armies.

Unlike #5174, this uses required fields instead of defaults, ensuring
all call sites explicitly provide the values rather than relying on
potentially incorrect defaults.

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-10 20:03:49 -08:00
4cbf3ea39f Integrate tutorial system hooks into game controllers (#5171)
Add tutorial trigger hooks to both strategic (EagleGameController) and
tactical (ShardokGameController) layers to enable the tutorial system
to respond to game events.

Strategic layer hooks:
- TutorialManager initialization with auto-start onboarding
- OnModelUpdated for game state changes
- OnProvinceSelected for province selection
- OnCommandIssued for command submission

Tactical layer hooks:
- TutorialManager initialization on battle entry
- OnBattleEntered when entering combat
- OnBattleAction for each action result
- OnUnitSelected for tile selection
- OnTurnEnded for turn completion

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-10 19:16:59 -08:00
3dbbe74830 Use self-hosted runner for deploy job (#5170)
Replace Docker-based appleboy/scp-action and appleboy/ssh-action with
native scp and ssh commands. This eliminates the Docker container build
overhead that was causing ~3 minute delays during each deploy.

Changes:
- deploy job now runs on self-hosted runner
- Use native scp to copy files to droplet
- Use native ssh with heredoc for deployment script
- Add DO_DROPLET_IP and DO_REGISTRY_TOKEN to env block

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-10 19:14:15 -08:00
dab4365f16 Fix race condition in ShardokGameController setup (#5169)
The UpdateAction callback was being set before hexGrid.SetUp() was called.
Since SetUp() is queued via MainQueue, game updates arriving in between
would call ModelUpdated() before cells were initialized.

Fixed by:
1. Moving Model.UpdateAction assignment inside the queued block, after SetUp()
2. Added defensive null checks in HexGrid.SetProfessionImage/SetUnitTypeImage

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-10 18:57:21 -08:00
0b3cd4f1c6 Fix melee animation weapons persisting after animation ends (#5167)
When a melee animation was cancelled (either by starting a new animation
or calling CancelAnimation), the weapon GameObjects were not destroyed
because they were local variables in the coroutine.

Fixed by storing weapons in class-level fields and adding a CleanupWeapons()
method that is called when animations are cancelled or complete normally.

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-10 18:52:27 -08:00
49d42a599a Fix missing eligibleStatuses in diplomacy resolve commands (#5168)
The Scala DiplomacyOfferInfo was missing the eligibleStatuses field,
causing the client to not know what actions are available when
resolving diplomacy offers (alliance, truce, ransom, invitation,
break alliance).

Changes:
- Add eligibleStatuses: Vector[Status] to DiplomacyOfferInfo
- Update all resolve command factories to populate eligibleStatuses
- Update AvailableCommandConverter to apply eligibleStatuses to proto

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-10 18:44:18 -08:00
5ae7d8a9cc Fix NullReferenceException in StopAll when ModelUpdater is null (#5166)
StopAll() could be called before a game was set up (ModelUpdater not
initialized) or called multiple times (second call after ModelUpdater
was set to null). Added null check to prevent the crash.

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-10 18:29:46 -08:00
ee47f7d6bc Switch from SMTP to Fastmail JMAP API for invitation emails (#5164)
DigitalOcean blocks SMTP ports (587, 465) by default. Switch to
Fastmail's JMAP API which uses HTTPS and is not blocked.

Changes:
- Rewrite sendgrid.go to use JMAP API (Email/set + EmailSubmission/set)
- Update docker-compose.prod.yml with FASTMAIL_* env vars
- Update auth_build.yml workflow with new secrets

Required GitHub secrets:
- FASTMAIL_API_TOKEN: API token with email submission scope
- FASTMAIL_FROM_EMAIL: Sender email (optional, uses identity default)
- FASTMAIL_FROM_NAME: Sender name (optional, defaults to "Eagle0 Game")

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-10 17:54:10 -08:00
fe3c2d3e79 Add SMTP env vars to auth service in docker-compose (#5163)
The workflow writes SMTP credentials to .env, but docker-compose only
passes explicitly listed environment variables to containers.

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-10 17:38:49 -08:00
de21646a37 Pass SMTP credentials to auth service container (#5161)
Add SMTP_USERNAME, SMTP_PASSWORD, SMTP_FROM_EMAIL, and SMTP_FROM_NAME
to the deploy job so the auth service can send invitation emails.

The credentials are now:
1. Mapped from GitHub secrets in the env section
2. Passed via SSH in the envs parameter
3. Written to .env file on the production server

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-10 17:34:08 -08:00
040f2d55b9 Replace SendGrid with standard SMTP for email sending (#5159)
Use Go's net/smtp package with STARTTLS instead of SendGrid API.
This allows using Fastmail (or any SMTP provider) without DNS changes.

Environment variables:
- SMTP_HOST (default: smtp.fastmail.com)
- SMTP_PORT (default: 587)
- SMTP_USERNAME
- SMTP_PASSWORD (app password)
- SMTP_FROM_EMAIL
- SMTP_FROM_NAME

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-10 16:40:00 -08:00
5b32712b0f Add invitation code support to installer and Unity client (#5158)
* Add invitation code capture to Windows installer

Support --code=XXXX command line argument to pass invitation codes.
The code is saved to invitation.json in the install directory for
the Unity client to read during OAuth.

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Add invitation code support to Unity client OAuth flow

- Add InvitationCodeManager to read codes from installer file or PlayerPrefs
- Pass invitation code in GetOAuthUrlRequest
- Handle OAUTH_STATUS_INVITATION_REQUIRED response
- Clear invitation code after successful new account creation
- Add OnInvitationRequired event for UI handling

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Add PowerShell install option and manual code entry UI

Email template:
- Add Option 1: PowerShell one-liner to download and run with code
- Add Option 2: Manual download with code entry instructions

Unity client:
- Add invitation code entry panel UI references
- Handle OnInvitationRequired event to show code entry
- OnSubmitInvitationCodeClicked saves code and returns to login

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

---------

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-10 15:54:11 -08:00
bdec4a0015 Tutorial system foundation (#5155)
* Add tutorial system foundation

Create the core architecture for a comprehensive tutorial system:

- TutorialState: PlayerPrefs-based persistence for tutorial progress
- TutorialStep/TutorialSequence: Data structures for tutorial content
- TutorialManager: Singleton coordinating state, triggers, and UI
- TutorialTriggerRegistry: Event-based trigger system for contextual tutorials
- TutorialUIManager: Coordinates modal, overlay, and hint UI components
- TutorialModalPanel: Full-screen modal dialogs for important tutorials
- TutorialOverlayController: Highlighting UI elements with tooltips
- TutorialHintIndicator: Subtle pulsing hints on UI elements

Supports:
- Guided onboarding sequences for new players
- Contextual tutorials triggered on first encounter/attempt
- Mixed UI: modals, overlays, and hint indicators
- Skip/dismiss functionality
- Progress persistence via PlayerPrefs

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Fix missing namespace imports in tutorial system

Add using statements for eagle and Shardok namespaces to resolve
compiler errors referencing EagleGameController, ShardokGameController,
and IGameModel.

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Add Unity meta files for tutorial system

Unity requires .meta files for all assets including scripts and
directories. These are needed for the Unity build to succeed.

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Rename namespace to Eagle0.Tutorial to avoid conflict

The Eagle namespace is used by generated protobuf code (Eagle.EagleClient).
Using Eagle.Tutorial was shadowing this, causing compilation errors.
Renamed to Eagle0.Tutorial to avoid the conflict.

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

---------

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-10 15:52:58 -08:00
c2c7b85da5 Make AvailableCommandsFactory return Scala types instead of proto (#5157)
* Make AvailableCommandsFactory return Scala types instead of proto

Convert AvailableCommandsFactory to work entirely with Scala types internally
and return Scala OneProvinceAvailableCommands. Proto conversion now happens at
API boundaries (EngineImpl) rather than inside the factory. This continues the
protoless migration by pushing proto dependencies to the edges of the system.

- Add Scala OneProvinceAvailableCommands case class
- Add OneProvinceAvailableCommandsConverter for proto conversion
- Update AvailableCommandsFactory to return Scala types
- Update callers (EngineImpl, RoundPhaseAdvancer, action classes)
- Remove proto overloads from diplomacy resolution factories
- Update tests to work with new Scala types

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Remove dead proto code from AvailablePleaseRecruitMeCommandFactory

Delete unused proto overload and ExpandedUnaffiliatedHeroUtils which
was only used by the proto code path.

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Fix missing DEVASTATION case in SelectedCommandConverter

Add missing case for ImprovementTypeProto.DEVASTATION in the
improvementTypeFromProto match expression.

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

---------

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-10 15:34:50 -08:00
9e287ba3bb Add invitation-based account creation system (#5156)
* Add invitation-based account creation system (Phase 1-2)

Implement invitation system to restrict new account creation to
invited users only. Existing users are grandfathered.

Proto definitions:
- Add Invitation, InvitationStatus, InvitationDatabase to user.proto
- Add invitation management RPCs to admin.proto (CreateInvitation,
  ListInvitations, RevokeInvitation, ResendInvitation)
- Add invitation_code field to GetOAuthUrlRequest
- Add OAUTH_STATUS_INVITATION_REQUIRED status

Go auth service:
- Add InvitationService for managing invitations with persistence
- Add EmailService for SendGrid integration (disabled if API key not set)
- Update OAuth flow to pass invitation code through state
- Validate invitation code for new users in CheckOAuthStatus
- Add admin handlers for invitation management

Environment variables:
- SENDGRID_API_KEY: Required for email sending
- SENDGRID_FROM_EMAIL: Sender email (default: noreply@eagle0.net)
- SENDGRID_FROM_NAME: Sender name (default: Eagle0 Game)
- INSTALLER_DOWNLOAD_URL: URL for installer download link

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Add invitation management UI to admin panel (Phase 3)

- Add "Invitations" link to navigation
- Create invitations.html and invitations_rows.html templates
- Add invitation management handlers:
  - handleInvitationsPage: List all invitations with filtering
  - handleInvitationsSearch: Search/filter invitations (htmx)
  - handleCreateInvitation: Create and send invitation
  - handleResendInvitation: Resend invitation email
  - handleRevokeInvitation: Revoke a pending invitation

Features:
- Status filtering (All/Pending/Redeemed/Expired/Revoked)
- Email search
- Create invitation modal with expiration days
- Resend and Revoke actions for pending invitations
- Copy invitation code to clipboard

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Add feature flag for invitation code requirement

Add REQUIRE_INVITATION_CODE environment variable to control whether
new users must provide invitation codes. Defaults to false, allowing
the invitation system to be deployed without immediately blocking
new signups.

- Add isInvitationRequired() function that checks env var
- Only validate invitation codes when feature flag is enabled
- Log feature flag status at startup

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

---------

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-10 15:19:19 -08:00
1a0cfe8578 Remove assets/ prefix from installer paths (#5154)
The old server had an assets/ prefix in its routing, but DO Spaces
CDN serves files directly from the bucket root.

- Old: https://eagle0.net/assets/installer/...
- New: https://assets.eagle0.net/installer/...

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-10 11:10:01 -08:00
a841720c75 Remove factory adapter infrastructure (#5152)
Now that all Available*CommandFactory classes use ScalaAvailableCommandsFactory,
remove the adapter infrastructure:
- Delete UnifiedCommandFactory trait
- Delete LegacyFactoryAdapter and ScalaFactoryAdapter
- Delete AvailableCommandsFactoryForType trait
- Update AvailableCommandsFactory to use ScalaAvailableCommandsFactory directly
- Update tests to mock ScalaAvailableCommandsFactory

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-10 11:02:07 -08:00
064a606d13 Hardcode CDN URL to fix auto-update from old installers (#5153)
Old installers saved eagle0.net to the registry. The new installer
(without auth) was reading that saved URL and failing with 401.

Now the URL is hardcoded to assets.eagle0.net with no registry storage.

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-10 10:58:45 -08:00
b84af5798b Migrate Windows installer to public CDN at assets.eagle0.net (#5145)
* Migrate Windows installer to public CDN at assets.eagle0.net

- Change default URL from eagle0.net to assets.eagle0.net
- Make Basic Auth optional (public CDN doesn't require credentials)
- Allow users to proceed without credentials for public CDN
- Retain credential validation for custom authenticated servers

This prepares the installer for the migration from the local Go
asset server to DigitalOcean Spaces CDN with public access.

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Add public ACL support for S3 uploads

Update Go AWS utilities and build handlers to upload files with
public-read ACL, enabling direct CDN access without presigned URLs.

- Add UploadFilePublic and UploadBytesPublic functions to s3.go
- Update unity3d_windows_build_handler to use public uploads
- Update manifest_manager to use public uploads
- Update installer_build_handler to use public uploads

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Remove HTTP Basic Auth and credentials UI from installer

With public CDN access at assets.eagle0.net, authentication is no longer
needed. This significantly simplifies the installer:

- Remove LoginDialog.cs entirely
- Simplify CredentialManager to only store server URL
- Remove auth headers and credential handling from EagleUpdater
- Remove login panel, credentials button from MainForm
- Remove credential-related CLI flags from Program.cs

The installer now just downloads from the public CDN without any
authentication prompts or credential storage.

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

---------

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-10 10:48:14 -08:00
440af18210 Convert AvailableHandleCapturedHeroCommandFactory to Scala types (#5150)
This is the final factory conversion. All Available*CommandFactory
classes now extend ScalaAvailableCommandsFactory instead of the
legacy AvailableCommandsFactoryForType.

Changes:
- Update CapturedHeroOption enum to add Exile and Return (previously
  only had Release which mapped to Exile)
- Update AvailableCommandConverter for new CapturedHeroOption cases
- Convert factory to use Scala GameState and return Scala AvailableCommand
- Update AvailableCommandsFactory to call the converted factory with
  Scala GameState and convert result to proto
- Rewrite test to construct Scala GameState directly without proto

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-10 09:43:45 -08:00
722e107d53 Migrate sysroot to dedicated eagle0-sysroot bucket (#5151)
- Update build_sysroot.yml to upload to eagle0-sysroot bucket
- Update MODULE.bazel sysroot URLs to new bucket location

Note: Before merging, copy existing sysroot files to new bucket:
  aws s3 cp s3://eagle0-windows/sysroot/v3/ s3://eagle0-sysroot/v3/ --recursive
  aws s3 cp s3://eagle0-windows/sysroot/v4/ s3://eagle0-sysroot/v4/ --recursive

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-10 09:41:20 -08:00
9cc83fa2f5 Make meteor animation more dramatic (#5149)
* Make meteor animation more dramatic

- Slower fall duration (0.4s -> 0.8s) with visible rock rotation
- Continuous fiery trail that follows behind the meteor with hot-to-cool
  color gradient
- Bigger explosion (endScale 50 -> 80) with initial flash effect
- Rock debris particles that fly outward with gravity arc and spin
- Trail particles wobble perpendicular to fall direction for more dynamic look

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Configure MeteorAnimator sprite references in scene

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

---------

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-10 09:18:34 -08:00
cd9db60b80 Convert AvailableAttackDecisionCommandFactory to Scala types (#5143)
* Convert AvailableAttackDecisionCommandFactory to Scala types

- Convert factory to extend ScalaAvailableCommandsFactory
- Use Scala GameState, Army, MovingArmy, HostileArmyGroup
- Use Scala AttackDecisionType, ArmyStats, ExpandedCombatUnit
- Use Scala FactionUtils.provinces instead of LegacyFactionUtils
- Update AvailableCommandsFactory to use ScalaFactoryAdapter

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Fix test to use Scala GameState directly instead of proto

Convert AvailableAttackDecisionCommandFactoryTest to construct Scala
GameState directly using concrete types (HeroC, ProvinceC, FactionC,
BattalionC, MovingArmy, HostileArmyGroup, FactionRelationship) instead
of proto types.

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

---------

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-10 09:10:54 -08:00
5c0be5e3a3 Convert AvailableFreeForAllDecisionCommandFactory to Scala types (#5142)
* Convert AvailableFreeForAllDecisionCommandFactory to Scala types

- Convert factory to extend ScalaAvailableCommandsFactory
- Use Scala GameState, Army, MovingArmy, HostileArmyGroupStatus
- Use Scala AttackDecisionType, ArmyStats, ExpandedCombatUnit
- Use Scala RoundPhase.FreeForAllDecision
- Update AvailableCommandsFactory to use ScalaFactoryAdapter

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Fix test to use Scala GameState directly instead of proto

Convert AvailableFreeForAllDecisionCommandFactoryTest to construct Scala
GameState directly using concrete types (HeroC, ProvinceC, FactionC,
BattalionC, MovingArmy, HostileArmyGroup) instead of proto types.

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

---------

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-10 09:00:04 -08:00
fdc6c7f8cf Convert AvailableManagePrisonersCommandFactory to Scala types (#5141)
* Convert AvailableManagePrisonersCommandFactory to Scala types

- Convert factory to extend ScalaAvailableCommandsFactory
- Use Scala GameState, UnaffiliatedHeroType, PrisonerManagementOption
- Expand PrisonerManagementOption enum with Exile, Move, Return cases
- Update AvailableCommandConverter and SelectedCommandConverter
- Update AvailableCommandsFactory to use ScalaFactoryAdapter
- Fix tests to use new enum cases

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Fix test to use Scala GameState directly instead of proto

Convert AvailableManagePrisonerCommandsFactoryTest to construct Scala
GameState directly using concrete types (HeroC, ProvinceC, FactionC,
UnaffiliatedHeroC) instead of converting from proto.

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

---------

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-10 08:49:36 -08:00
37ac0dd19f Convert AvailableDefendCommandsFactory to Scala types (#5144)
Convert AvailableDefendCommandsFactory from proto types to Scala types:
- Extend ScalaAvailableCommandsFactory trait
- Use Scala GameState, ProvinceT, HeroT, BattalionT types
- Use Scala Profession enum with scalaProfessionOrdering
- Use FactionUtils and BattalionUtils (not Legacy versions)
- Convert SuitableBattalions from util to AvailableCommand type
- Update BUILD.bazel deps for both factory and test
- Convert test to use Scala types (BattalionType, Neighbor, etc.)

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-10 08:48:24 -08:00
13037aec56 Convert AvailableMarchCommandFactory to Scala types (#5148)
- Extend ScalaAvailableCommandsFactory trait instead of
  AvailableCommandsFactoryForType
- Take Scala GameState as input, return Scala AvailableCommand
- Use ProvinceUtils, HeroUtils, BattalionUtils instead of Legacy versions
- Convert proto CombatUnit to Scala RecommendedCombatUnit
- Convert BattalionSuitability.SuitableBattalions to AvailableCommand.SuitableBattalions
- Update AvailableCommandsFactory to use ScalaFactoryAdapter
- Update tests to use GameStateConverter.fromProto for proto test setup

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-10 08:36:36 -08:00
2acfec76a9 Fix registry cleanup workflow parsing headers as data (#5146)
The doctl --no-header flag wasn't working reliably, causing the script to
treat column headers ("Name", "Manifest", "Digest") as actual repository
names and digests.

Fixes:
- Filter out "Name" from repository list
- Filter out "Digest" from manifest list
- Validate digests start with "sha256:" before attempting delete

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-10 08:20:23 -08:00
ad105d60d9 Convert AvailableDiplomacyCommandsFactory to Scala types (#5147)
- Extend ScalaAvailableCommandsFactory trait instead of
  AvailableCommandsFactoryForType
- Take Scala GameState as input, return Scala AvailableCommand
- Use FactionUtils, HeroUtils, ProvinceUtils instead of Legacy versions
- Group diplomacy options by targetFactionId using
  DiplomacyOption(targetFactionId, optionTypes: Vector[DiplomacyOptionType])
- Update AvailableCommandsFactory to use ScalaFactoryAdapter
- Update tests to use GameStateConverter.fromProto for proto test setup

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-10 08:19:36 -08:00
a8048fbef3 Convert AvailableResolveTributeCommandsFactory to Scala types (#5137)
* Convert AvailableResolveTributeCommandsFactory to Scala types

Updates AvailableResolveTributeCommandsFactory to:
- Extend ScalaAvailableCommandsFactory
- Take Scala GameState and ProvinceT input
- Return Scala ResolveTributeAvailable
- Use Scala HostileArmyGroup and HostileArmyGroupStatus types
- Inline hero/troop counting to avoid proto dependencies

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Convert ResolveTribute test to use Scala types

Update AvailableResolveTributeCommandsFactoryTest to use Scala GameState
and related types instead of proto types, matching the factory conversion.

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

---------

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-10 07:37:11 -08:00
ad72f11e29 Convert AvailableDivineCommandsFactory to Scala types (#5140)
- Change factory to extend ScalaAvailableCommandsFactory
- Use Scala GameState, ProvinceT, UnaffiliatedHeroT, RecruitmentInfo types
- Use Scala ProvinceUtils instead of LegacyProvinceUtils
- Return Scala DivineAvailable with ExpandedUnaffiliatedHero
- Simplify test to use makeGameState helper pattern

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-10 07:36:33 -08:00
14c03f34ef Convert AvailableRecruitHeroesCommandFactory to Scala types (#5138)
* Convert AvailableRecruitHeroesCommandFactory to Scala types

- Change factory to extend ScalaAvailableCommandsFactory
- Use Scala GameState, ProvinceT, UnaffiliatedHeroT, HeroT types
- Use Scala FactionUtils, ProvinceUtils, RecruitmentOdds instead of Legacy versions
- Return Scala RecruitHeroesAvailable with ExpandedUnaffiliatedHero
- Update BUILD.bazel with Scala dependencies

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Fix test to use Scala types instead of proto types

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

---------

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-10 07:05:56 -08:00
eb63977ca2 Convert AvailableDeclineQuestCommandsFactory to Scala types (#5139)
- Change factory to extend ScalaAvailableCommandsFactory
- Use Scala GameState, ProvinceT, UnaffiliatedHeroT, RecruitmentInfo types
- Use Scala ProvinceUtils instead of LegacyProvinceUtils
- Return Scala DeclineQuestAvailable with ExpandedUnaffiliatedHero
- Update test to use Scala types with makeGameState helper

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-10 06:56:46 -08:00
1cd23b566b Convert AvailableHandleRiotCrackDownCommandFactory to Scala types (#5131)
Convert the HandleRiotCrackDown factory to use Scala GameState and return
Scala AvailableCommand instead of proto types. Updates:
- Factory extends ScalaAvailableCommandsFactory
- Uses ProvinceUtils.hasImminentRiot instead of LegacyProvinceUtils
- Uses ProvinceT instead of proto Province
- Returns AvailableCommand.HandleRiotCrackDownAvailable
- Updated BUILD.bazel with Scala dependencies
- Updated AvailableCommandsFactory to use ScalaFactoryAdapter
- Converted test to use Scala types with makeGameState() pattern

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-10 06:55:47 -08:00
779e7eceec Convert AvailableIssueOrdersCommandFactory to Scala types (#5135)
Updates AvailableIssueOrdersCommandFactory to:
- Extend ScalaAvailableCommandsFactory
- Take Scala GameState input
- Return Scala IssueOrdersAvailable
- Use FactionUtils.provinceCount instead of LegacyFactionUtils
- Add toCommandOrderType converter between province and command ProvinceOrderType

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-10 06:54:21 -08:00
1ed5252d44 Convert AvailableHandleRiotCrackDownCommandFactory to Scala types (#5136)
Updates AvailableHandleRiotCrackDownCommandFactory to:
- Extend ScalaAvailableCommandsFactory
- Take Scala GameState and ProvinceT input
- Return Scala HandleRiotCrackDownAvailable
- Use ProvinceUtils.hasImminentRiot instead of LegacyProvinceUtils

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-10 05:54:53 -08:00
836c09c357 Convert AvailableOrganizeTroopsCommandsFactory to Scala types (#5134)
Changes factory to use Scala GameState and return Scala AvailableCommand.
Uses ProvinceUtils.effectiveAgriculture and effectiveEconomy for battalion
type availability checks. Returns OrganizeTroopsAvailable with proper
BattalionTypeId.value conversions.

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-10 05:54:07 -08:00
6f73ac71ab Convert AvailableArmTroopsCommandFactory to Scala types (#5133)
Changes factory to use Scala GameState and return Scala AvailableCommand.
Uses ProvinceUtils.effectiveInfrastructure instead of LegacyProvinceUtils,
BattalionTypeFinder for battalion type lookups, and proper BattalionTypeId
enum values with .value conversion for ArmamentCost integer fields.

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-10 05:53:26 -08:00
5e68fc344d Convert AvailableHandleRiotGiveCommandFactory to Scala types (#5132)
Updates AvailableHandleRiotGiveCommandFactory to:
- Extend ScalaAvailableCommandsFactory
- Take Scala GameState input
- Return Scala HandleRiotGiveAvailable
- Use ProvinceUtils.hasImminentRiot instead of LegacyProvinceUtils

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-10 05:52:51 -08:00
2690332b10 Animation improvements: Charge, Melee, and Meteor phases (#5130)
* Add separate animations for meteor phases

MeteorAnimator now supports distinct animations for each meteor phase:
- MeteorStart: Charging effect with growing glow and spiraling particles
- MeteorTarget: Pulsing target indicator with contracting ring
- MeteorCast: Falling meteor with trail and explosion (existing)
- MeteorCancel: Fizzle effect with dispersing particles

Update ShardokGameController to map each ActionType/CommandType to
the appropriate animation instead of using MeteorCast for all phases.

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Add meteor phase animation settings to scene

Configure MeteorAnimator with sprites and settings for:
- Charge phase (orange glow)
- Target phase (red indicator)
- Cancel phase (grey fizzle)

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Simplify Charge animation and add weapon orientation to Melee

ChargeAnimator:
- Remove defender weapon, show only attacker thrusting
- Accelerating thrust motion (slow start, fast finish)
- Add impact flash on each thrust
- Cleaner, less chaotic animation

MeleeAnimator:
- Add per-weapon rotation offset and flip settings
- Settings for sword, mace, small spear, large spear, dagger, bone
- Each weapon type can be independently oriented
- Follows same pattern as ToolAnimator

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Center Charge animation on hex centers

Use GetCellCenterPosition instead of GetCellLocalPosition to
position the weapon at the center of the hex.

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Make Melee animation slower with deliberate swings

- Increase clashDuration from 0.12s to 0.3s (slower, more visible)
- Reduce clashCount from 3 to 2 (fewer but deliberate)
- Increase swingArc from 60 to 90 degrees (more pronounced)
- Remove shake during swing motion (only at impact)
- Reduce shakeIntensity from 8 to 3
- Clean, smooth swing interpolation

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Change cavalry weapons from spears to swords in Melee

Light cavalry now uses falchion (was small spear)
Heavy cavalry now uses two-handed sword (was large spear)
Both cavalry types now swing instead of thrust.

Renamed sprite and orientation fields:
- smallSpearSprite -> falchionSprite
- largeSpearSprite -> twoHandedSwordSprite
- smallSpearRotationOffset -> falchionRotationOffset
- largeSpearRotationOffset -> twoHandedSwordRotationOffset
- (and corresponding flip settings)

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Fix remaining spear references in MeleeAnimator

Update sprite null check to use new weapon names.

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Update animator settings in Unity scene

MeleeAnimator:
- Rename spear sprites to falchion/twoHandedSword
- Add per-weapon rotation/flip settings

ChargeAnimator:
- Add flash settings
- Update thrust/pullback settings

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

---------

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-09 22:45:05 -08:00
99109e7e60 Convert AvailableHandleRiotDoNothingCommandFactory to Scala types (#5129)
Convert the HandleRiotDoNothing factory to use Scala GameState and return
Scala AvailableCommand instead of proto types. Updates:
- Factory extends ScalaAvailableCommandsFactory
- Uses ProvinceUtils.hasImminentRiot instead of LegacyProvinceUtils
- Returns AvailableCommand.HandleRiotDoNothingAvailable
- Updated BUILD.bazel with Scala dependencies
- Updated AvailableCommandsFactory to use ScalaFactoryAdapter
- Converted test to use Scala types with makeGameState() pattern

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-09 22:40:59 -08:00
bd9b850d45 Convert AvailableTradeCommandFactory to Scala types (#5128)
Convert the Trade factory to use Scala GameState and return
Scala AvailableCommand instead of proto types. Updates:
- Factory extends ScalaAvailableCommandsFactory
- Uses Scala ProvinceT for province access
- Returns AvailableCommand.TradeAvailable
- Updated BUILD.bazel with Scala dependencies
- Updated AvailableCommandsFactory to use ScalaFactoryAdapter
- Converted test to use Scala types with makeGameState() pattern

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-09 22:40:35 -08:00
867b4ac66e Convert AvailableSwearBrotherhoodCommandFactory to Scala types (#5127)
Update the SwearBrotherhood command factory to use Scala GameState and
return Scala AvailableCommand types instead of proto.

Key changes:
- Factory extends ScalaAvailableCommandsFactory
- Uses Scala types: GameState, FactionT, HeroT
- Returns SwearBrotherhoodAvailable (Scala enum case)
- Rewrote test to use Scala types with makeGameState() pattern

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-09 22:28:22 -08:00
752f078c74 Convert AvailableStartEpidemicCommandFactory to Scala types (#5126)
* Convert AvailableSuppressBeastsCommandFactory to Scala types

Update the SuppressBeasts command factory to use Scala GameState and
return Scala AvailableCommand types instead of proto.

Key changes:
- Factory extends ScalaAvailableCommandsFactory
- Uses Scala types: GameState, ProvinceT
- Uses ProvinceUtils.hasBeasts instead of LegacyProvinceUtils
- Returns SuppressBeastsAvailable (Scala enum case)

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Convert AvailableStartEpidemicCommandFactory to Scala types

Update the StartEpidemic command factory to use Scala GameState and
return Scala AvailableCommand types instead of proto.

Key changes:
- Factory extends ScalaAvailableCommandsFactory
- Uses Scala types: GameState, ProvinceT, Profession
- Uses ProvinceUtils.hasEpidemic instead of LegacyProvinceUtils
- Returns StartEpidemicAvailable (Scala enum case)
- Rewrote test to use Scala types with makeGameState() pattern

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

---------

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-09 22:14:43 -08:00
4348579000 Convert AvailableImproveCommandsFactory to Scala types (#5124)
Update the Improve command factory to use Scala GameState and return
Scala AvailableCommand types instead of proto.

Key changes:
- Factory extends ScalaAvailableCommandsFactory
- Uses Scala types: GameState, ProvinceT, HeroT, Profession
- Returns ImproveAvailable (Scala enum case)
- Added Devastation to ImprovementType enum in command/common
- Added conversion function between ImprovementType types
- Updated AvailableCommandConverter for Devastation handling
- Rewrote test to use Scala types with makeGameState() pattern

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-09 22:10:03 -08:00
a3dfaf6445 Convert HeroGift factory to Scala types (#5123)
Convert AvailableHeroGiftCommandFactory from proto types to Scala:
- Extends ScalaAvailableCommandsFactory instead of AvailableCommandsFactoryForType
- Uses Scala GameState, ProvinceT, FactionT instead of proto types
- Uses FactionUtils and HeroUtils instead of Legacy versions
- Returns HeroGiftAvailable with EligibleGift instead of proto types
- Update AvailableCommandsFactory to use ScalaFactoryAdapter
- Rewrite test to use Scala types with inside() pattern

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-09 21:54:26 -08:00
aadb517771 Convert ExileVassal factory to Scala types (#5122)
Convert AvailableExileVassalCommandFactory from proto types to Scala:
- Extends ScalaAvailableCommandsFactory instead of AvailableCommandsFactoryForType
- Uses Scala GameState, ProvinceT, FactionT instead of proto types
- Uses FactionUtils and ProvinceUtils instead of Legacy versions
- Returns ExileVassalAvailable instead of ExileVassalAvailableCommand proto
- Update AvailableCommandsFactory to use ScalaFactoryAdapter

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-09 21:53:49 -08:00
ff74504a26 Convert AvailableControlWeatherCommandsFactory to Scala types (#5121)
- Extend ScalaAvailableCommandsFactory instead of AvailableCommandsFactoryForType
- Use Scala GameState, ProvinceT types
- Use Scala ControlWeatherAvailable, TargetProvinceOptions, ControlWeatherType
- Use ProvinceUtils.hasBlizzard/hasDrought instead of LegacyProvinceUtils
- Use Profession.Mage instead of profession.isMage
- Update test to use HeroC, ProvinceC, Neighbor, makeGameState pattern
- Use inside() pattern for type matching in tests

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-09 21:53:18 -08:00
1e72e53f0e Convert AvailableApprehendOutlawCommandFactory to Scala types (#5120)
- Extend ScalaAvailableCommandsFactory instead of AvailableCommandsFactoryForType
- Use Scala GameState, ProvinceT, HeroT, UnaffiliatedHeroT types
- Use Scala AvailableCommand.ApprehendOutlawAvailable and ResidentOutlaw
- Update test to use HeroC, ProvinceC, UnaffiliatedHeroC, makeGameState pattern
- Use inside() pattern for type matching in tests
- Update BUILD.bazel deps to use Scala state types

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-09 20:45:15 -08:00
66419dee0b Convert AvailableTravelCommandsFactory to Scala types (#5118)
Update the factory to extend ScalaAvailableCommandsFactory and use
Scala GameState and ProvinceUtils instead of proto types.
Return Scala TravelAvailable instead of proto.

Update test to use HeroC, ProvinceC, and Scala GameState.

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-09 20:44:45 -08:00
0726c41609 Convert AvailableTrainCommandsFactory to Scala types (#5117)
Update the factory to extend ScalaAvailableCommandsFactory and use
Scala GameState, HeroT, and Profession instead of proto types.
Return Scala TrainAvailable instead of proto.

Update test to use HeroC, ProvinceC, BattalionC, and Scala GameState.

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-09 20:44:17 -08:00
472b33e8de Convert AvailableReconCommandFactory to Scala types (#5115)
- Change AvailableReconCommandFactory to extend ScalaAvailableCommandsFactory
- Use Scala GameState, ProvinceT, HeroT, Profession, IncomingRecon
- Returns Scala AvailableCommand.ReconAvailable instead of proto
- Wrap with ScalaFactoryAdapter in AvailableCommandsFactory
- Update test to use HeroC, ProvinceC, FactionC, and Scala GameState

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-09 20:43:55 -08:00
908716c8af Update ScoutAnimator settings in scene for redesigned animation (#5119)
Update serialized fields to match new Scout animation design:
- Add coneRotationOffset (90°)
- Replace scan fields with glow settings (glowSprite, glowColor, etc.)
- Configure extend/hold/fade durations

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-09 19:28:56 -08:00
1b52c48e5b Convert AvailableSendSuppliesCommandFactory to Scala types (#5116)
Update the factory to extend ScalaAvailableCommandsFactory and use
Scala GameState instead of proto. Return Scala SendSuppliesAvailable
instead of proto.

Update test to use HeroC, ProvinceC, and Scala GameState.

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-09 19:27:54 -08:00
f6e5235382 Convert AvailableAlmsCommandFactory to Scala types (#5114)
- Change AvailableAlmsCommandFactory to extend ScalaAvailableCommandsFactory
- Use Scala GameState, ProvinceT, HeroT, Profession instead of proto types
- Returns Scala AvailableCommand.AlmsAvailable instead of proto
- Wrap with ScalaFactoryAdapter in AvailableCommandsFactory
- Update test to use HeroC, ProvinceC, FactionC, and Scala GameState

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-09 19:26:35 -08:00
138a8a76cd Convert AvailableReturnCommandsFactory to Scala types (#5113)
Update the factory to extend ScalaAvailableCommandsFactory and use
Scala GameState instead of proto. Return Scala ReturnAvailable
instead of proto.

Update test to use HeroC, ProvinceC, and Scala GameState.

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-09 19:26:02 -08:00
ffd2b63397 Convert AvailableTravelCommandsFactory to Scala types (#5112)
- Change AvailableTravelCommandsFactory to extend ScalaAvailableCommandsFactory
- Use Scala GameState, ProvinceT, and return AvailableCommand.TravelAvailable
- Wrap with ScalaFactoryAdapter in AvailableCommandsFactory
- Update test to use HeroC, ProvinceC, and Scala GameState

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-09 19:25:29 -08:00
8400b44acd Animation fixes: centering, orientation, and Scout redesign (#5111)
* Adjust animation sprite settings in scene

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Fix Reduce animation to land in hex center

Use GetCellCenterPosition for the target position so the catapult
projectile lands in the center of the hex, consistent with RaiseDead.

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Fix hammer orientation in Repair animation

Add baseRotation offset (default 180 degrees) to flip the hammer
so the head strikes the target instead of the handle.

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Flip hammer horizontally to show striking face

Add flipHorizontal option (default true) to flip the hammer so the
striking face is forward instead of the claw.

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Separate rotation/flip settings for hammer vs alternate tool

- hammerBaseRotation, hammerFlipHorizontal for repair
- alternateBaseRotation, alternateFlipHorizontal for bridge building
- Allows axe to be oriented differently from hammer

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Center arrow volley on hex centers

Use GetCellCenterPosition for source and target so arrows start
and end centered on the hex cells, with spread applied around
the center points.

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Make Extinguish water effect larger and more chaotic

- Increase droplet count (12 → 25) and steam count (5 → 8)
- Increase fall height (60 → 100) and spread (25 → 40)
- Add variable droplet sizes (5-15 scale range)
- Add staggered launch spread for chaotic timing
- Add horizontal chaos movement during fall (sine wave pattern)
- Longer fall duration for more dramatic effect

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Fix Scout vision cone to extend outward from eye

Position the cone offset from source by half its length so the
base of the triangle stays at the eye while the tip extends
outward toward the target during the sweep.

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Redesign Scout animation with traveling glow effect

Replace sweep-based cone animation with straight extension:
- Eye appears at source hex with scale-up animation
- Cone extends directly toward target (no sweep rotation)
- Glow effect travels with cone tip, growing from small to 7-hex coverage
- Glow size calculated from hex radius for consistent area coverage
- Hold phase with pulsing glow at target before fade out

Add triangle sprite for vision cone effect.

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Add cone rotation offset for Scout animation

Triangle sprite with apex pointing up needs -90° offset to point
toward target. Default coneRotationOffset=-90 handles this case.

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Fix Scout cone scaling axis after rotation

After +90° rotation, the sprite's Y axis is the length direction.
Swap scale values so Y controls length and X controls width.
This keeps the cone base anchored at the eye while extending toward target.

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

---------

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-09 18:40:30 -08:00
06db8a9059 Convert AvailableRestCommandsFactory to Scala types (#5110)
- Takes Scala GameState instead of proto
- Returns Scala AvailableCommand.RestAvailable instead of proto
- Wrapped with ScalaFactoryAdapter in AvailableCommandsFactory

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-09 18:35:53 -08:00
0262aa5a87 Convert AvailableFeastCommandFactory to Scala types (#5109)
First factory to use the new ScalaAvailableCommandsFactory trait:
- Takes Scala GameState instead of proto
- Uses Scala ProvinceT and HeroUtils instead of proto/LegacyHeroUtils
- Returns Scala AvailableCommand.FeastAvailable instead of proto

Wrapped with ScalaFactoryAdapter in AvailableCommandsFactory, demonstrating
the incremental migration pattern where new Scala factories get zero
conversion overhead while legacy factories remain unchanged.

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-09 16:46:44 -08:00
60e0c8fc96 Add UnifiedCommandFactory adapter pattern for incremental Scala migration (#5108)
Introduces adapter pattern to allow incremental migration of Available*CommandFactory
classes from proto to Scala types:

- ScalaAvailableCommandsFactory: trait for new factories using Scala GameState
- UnifiedCommandFactory: unified interface taking both Scala and Proto GameState
- LegacyFactoryAdapter: wraps existing proto-based factories
- ScalaFactoryAdapter: wraps new Scala factories, converts output to proto

AvailableCommandsFactory now takes Scala GameState as input and converts to proto
internally, passing both states to factories. All existing factories wrapped with
LegacyFactoryAdapter. New Scala factories can be added using ScalaFactoryAdapter
with zero conversion overhead.

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-09 16:30:49 -08:00
d5a836db79 Implement footprint trail animation for unit movement (#5107)
* Implement footprint trail animation for unit movement

Replace single-sprite slide animation with footprint/hoofprint trail:
- Boot prints for infantry (alternating left/right with flip)
- Horseshoe prints for cavalry
- Prints appear sequentially along path
- FIFO fade out (first prints fade first)
- Configurable print count, timing, colors, and scale

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Test both boot and horseshoe animations in TestMove

Shows infantry boot prints first, waits 1.5s, then shows cavalry
horseshoe prints so both can be seen in sequence.

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Add missing System.Collections using for IEnumerator

* Improve footprint animation: smaller prints, more prints, lateral offset for hooves

- Reduce print scale from 3.0 to 1.5
- Increase prints per hex from 3 to 5
- Faster print interval (0.06s vs 0.08s)
- Add lateral offset to horse prints (front/rear hoof distinction)
- Make lateral offset configurable

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Increase lateral offset from 3 to 6 for more visible zigzag

* Add footprint sprites and wire up MoveAnimator in scene

Add sprites:
- leather_boot.png, armored_boot.png (infantry prints)
- light_horse.png, heavy_horse.png (cavalry prints)

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Update MoveAnimator settings in scene

---------

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-09 15:43:59 -08:00
20f3d14721 Add SelectedCommandConverter for Proto-to-Scala conversion (#5106)
Creates SelectedCommandConverter.fromProto() to convert proto
SelectedCommand messages to their Scala equivalents. This is the
inverse of AvailableCommandConverter which converts Scala to proto.

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-09 14:16:51 -08:00
4d7824656b Add AvailableCommandConverter for Scala-to-Proto conversion (#5104)
* Add AvailableCommandConverter for Scala-to-Proto conversion

Implements toProto conversion for AvailableCommand types, enabling
conversion from the Scala domain types to proto format. Key changes:

- Add AvailableCommandConverter with toProto method taking GameState context
- Fix SelectedCommand.scala enum types to match proto structure:
  - AttackDecisionType: Advance/Withdraw/DemandTribute/SafePassage
  - ControlWeatherType: StartBlizzard/EndBlizzard/StartDrought/EndDrought
  - ImprovementType: Agriculture/Economy/Infrastructure
  - ProvinceOrderType: Develop/Mobilize/Expand/Entrust
- Handle ScalaPB oneof patterns (use case classes directly, not SealedValue)
- Look up full data from GameState for simplified Scala types
- Add visibility for legacy_battalion_view_filter and hero_view_filter

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Add tests for AvailableCommandConverter

Comprehensive unit tests covering:
- Simple commands (AlmsAvailable, FeastAvailable, RestAvailable, etc.)
- Commands with enum conversions (ControlWeatherType, ImprovementType, ProvinceOrderType)
- Commands that expand multiple proto options (DiplomacyAvailable)
- Commands that require GameState lookups (ApprehendOutlawAvailable, DefendAvailable)
- Error cases for unsupported conversions (DemandTribute, SafePassage, Ransom)
- Complex nested structures (MarchAvailable, OrganizeTroopsAvailable)

Also adds test visibility to command/available BUILD.bazel.

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Refactor tests to use inside() pattern instead of asInstanceOf

Replace shouldBe a[] and asInstanceOf with ScalaTest's inside()
pattern for better error messages and idiomatic type matching.

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Add type annotations to pattern match destructuring

Adds explicit type annotations to all destructured case class parameters
in pattern matches for improved readability and type safety.

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Add data to AttackDecisionType and DiplomacyOptionType for full conversion

Changes AttackDecisionType and DiplomacyOptionType from simple enums to
sealed traits with case classes that carry the data needed for proper
proto conversion:

- AttackDecisionType.DemandTribute now takes gold and food amounts
- AttackDecisionType.SafePassage now takes destination province ID
- DiplomacyOptionType.Ransom now takes RansomOfferDetails

Also adds supporting case classes for ransom data:
- RansomOfferDetails
- PrisonerToBeRansomed
- PrisonerOfferedInExchange
- HostageOfferedInExchange

This removes the UnsupportedOperationException cases in the converter.

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Update converter to import from common package

- Changed imports from selected to common package for shared types
- Updated BUILD.bazel deps from selected to common

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

---------

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-09 12:57:13 -08:00
5b18e275af Extract shared command types to common package (#5105)
Moves shared enums and supporting types from SelectedCommand to a new
common package, breaking the dependency between AvailableCommand and
SelectedCommand.

Types moved to common:
- AttackDecisionType (with DemandTribute(gold, food) and SafePassage(provinceId))
- ControlWeatherType
- CapturedHeroOption
- DiplomacyOptionType (with Ransom(details))
- ImprovementType
- ProvinceOrderType
- PrisonerManagementOption
- RansomOfferDetails and related case classes

Uses Scala 3 enum syntax with parameterized cases where data is needed.
Enum values now match the proto definitions.

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-09 12:40:12 -08:00
ca39d16710 Reject Eagle connections from users without display name (#5103)
Users who haven't set a display name should not be able to interact
with the Eagle game server. This adds validation in AuthorizationInterceptor
to reject JWT-authenticated requests where displayName is null or empty.

Returns FAILED_PRECONDITION with message:
"Display name not set. Please set a display name before playing."

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-09 10:48:07 -08:00
6e47e836c2 Show display name panel if user has empty display name (#5102)
If a user completes OAuth but closes the app before setting their
display name, subsequent session restores or stored account connections
would bypass the display name panel. Now we check for empty display
names after validating the session and show the display name panel
if needed.

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-09 09:31:44 -08:00
75668cdc58 Add Scala SelectedCommand and AvailableCommand enum types (#5100)
Creates Scala 3 types for command deproto work:
- SelectedCommand enum with parameterized cases for all selected command variants
- AvailableCommand enum with parameterized cases for all available command variants
- Supporting case classes in AvailableCommand companion object to avoid namespace confusion
- Supporting enums shared between both (AttackDecisionType, ControlWeatherType, etc.)
  defined in SelectedCommand and imported by AvailableCommand

These types mirror the proto structure but use native Scala types.
Converters will be added in a follow-up PR.

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-09 09:15:12 -08:00
fad349bf35 Add environment dropdown to lobby for seamless switching (#5098)
* Add environment dropdown to lobby for seamless switching

Replace static lobbyEnvironmentText with lobbyEnvironmentDropdown.
Users can now switch between prod/qa environments while in the lobby
without logging out - the connection is automatically re-established.

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Fix lobby environment dropdown initialization

- Move dropdown setup to SetupLobbyUI() so it's ready at start
- Clear default Unity options before adding environment options
- Set initial value from PlayerPrefs
- UpdateLobbyStatusDisplays now only updates the selection

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Wire up lobby environment dropdown in Unity scene

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Remove environment dropdown from connection panel

Use PlayerPrefs (set by lobby dropdown) for environment selection.
The lobby dropdown now handles all environment switching, so the
connection panel dropdown is no longer needed.

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Remove environment dropdown reference from ConnectionHandler

Wire up the lobby environment dropdown and remove the old connection
panel dropdown reference in Unity.

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

---------

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-09 09:13:24 -08:00
956728670a Improve exception logging and Sentry reporting (#5101)
- Add global uncaught exception handler in Main.scala to catch and log
  exceptions from any thread, plus report to Sentry
- Add logging and Sentry reporting to LlmResolver.scala recover block
  so LLM processing failures are visible in logs
- Fix exception swallowing in GamesManager.scala game loading - was using
  Try().toOption which silently dropped exceptions. Now logs and reports
  to Sentry before returning None

This ensures exceptions during startup, game loading, and LLM processing
are properly logged to stdout and sent to Sentry for alerting.

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-09 08:57:33 -08:00
d6bb7a23f2 Fix type mismatch in UpgradeBattalionQuest causing NoSuchElementException (#5099)
* Fix type mismatch in UpgradeBattalionQuest causing NoSuchElementException

The UpgradeBattalionQuest pattern match was extracting battalionTypeId as
the proto enum type (net.eagle0.eagle.common.battalion_type.BattalionTypeId)
but comparing it against gameState.battalionTypes which uses the Scala
sealed class type (net.eagle0.eagle.model.state.BattalionTypeId).

This type mismatch caused the .find() to always return None, leading to
NoSuchElementException on .get when generating LLM prompts for quest
completion/failure.

Fix: Convert proto BattalionTypeId to Scala type using BattalionTypeIdConverter
before comparing.

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Convert BattalionTypeId to Scala 3 enum with CanEqual

Modernize BattalionTypeId to use Scala 3 enum syntax and add a CanEqual
instance. This enables type-safe equality checking when files opt in with
`import scala.language.strictEquality`, which would catch proto/model type
mismatches at compile time.

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

---------

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-09 08:33:38 -08:00
241426c0fa Multi-account OAuth token persistence (#5096)
* Multi-account OAuth token persistence

- TokenStorage now stores multiple accounts keyed by provider:userId
- Tokens are preserved on logout for quick re-login
- ConnectionHandler displays stored account buttons
- Clicking a stored account button connects (refreshing token if needed)
- Removed legacy/classic auth toggle - OAuth only
- Legacy single-account data is automatically migrated

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Add provider icon support to stored account buttons

- Added discordProviderIcon and googleProviderIcon sprite references
- Button prefab should have an Image child for the provider icon
- Icon is set based on account.Provider when creating buttons

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Fix provider icon to look for child named ProviderIcon

GetComponentInChildren<Image>() was finding the Button's own Image.
Now uses transform.Find("ProviderIcon") to find the specific child.

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Add Unity assets for stored account buttons

- Add Discord Blurple symbol sprite for provider icons
- Add StoredAccountButton prefab with ProviderIcon child
- Wire up stored accounts container and prefab in Gameplay scene
- Update OAuth button sprite import settings

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

---------

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-09 07:35:35 -08:00
69923e12b9 Remove classic login flow - require OAuth authentication (#5095)
Remove Basic Auth (username in header) support from the Eagle server.
Users must now authenticate via OAuth (Discord or Google) to play.

Changes:
- Remove parseBasicAuth method from AuthorizationInterceptor
- Remove Basic Auth fallback in interceptCall (now goes straight to unauthenticated)
- Remove contextWithUserName helper from AuthorizationUtils
- Update documentation and comments to reflect JWT-only auth

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-09 07:33:43 -08:00
3f921c663f Update deproto plan: add DiplomacyOfferStatus and next candidates (#5097)
- Document completed DiplomacyOfferStatus enum migration (PR #5093)
- Add Enum Type Migrations section tracking proto enum conversions
- Add Next Candidates section with priority items for future work

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-09 06:31:05 -08:00
adminandGitHub d49b402988 Remove classic login mode and add a setting for animation testing (#5094)
* remove classic login and add a show animation tests toggle

* fix
2026-01-09 05:31:48 -08:00
898af3b858 Fix Hetzner SSH deployment (#5092)
* Fix Hetzner SSH: remove invalid protocol param, add explicit port

The appleboy/ssh-action doesn't support the 'protocol' parameter.
Adding explicit port: 22 helps with IPv6 address parsing.

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Use self-hosted runner for Hetzner deploy (IPv6 connectivity)

* Use native SSH instead of container action for macOS runner

* Fix: Stop containers by port/name filter before starting new one

* Set SHARDOK_RESOURCES_PATH and SHARDOK_MAPS_PATH env vars for Docker

* Set SHARDOK_EAGLE_INTERFACE_ADDRESS=0.0.0.0:40042 to listen on all interfaces

* Mount TLS certs and config file into Shardok container

---------

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-08 22:18:02 -08:00
043302ed6a Deproto: Use Scala Status in EligibleDiplomacyStatuses (#5093)
Convert EligibleDiplomacyStatuses to use Scala Status types internally,
with conversion to proto at the call sites where needed for building
AvailableCommand proto messages.

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-08 21:42:27 -08:00
c010206094 Add animations for all command types to hide latency (#5091)
* Add animations for all command types to hide latency

Adds 12 new animator classes to provide visual feedback for all
command types, reducing perceived latency when issuing commands:

- ChargeAnimator: Cavalry charge with lance sprites
- ToolAnimator: Hammer strikes for Repair and BuildBridge
- FearAnimator: Dark wave effect from source to target
- ControlAnimator: Mind control beam with spiraling particles
- FireEffectAnimator: Rising flames for StartFire and FireDamage
- ExtinguishAnimator: Water spray with steam for fire extinguishing
- FreezeAnimator: Ice crystal formation for FreezeWater
- WaterEffectAnimator: Splash and ripples for BraveWater/WaterDamage
- ScoutAnimator: Scanning eye with vision cone sweep
- DismissAnimator: Dissolve particles drifting away
- FleeAnimator: Motion blur trail and dust clouds
- DuelAnimator: Crossed swords clashing with sparks

All animators auto-discover HexGrid and use GetCellCenterPosition
for proper hex centering. Integrated into ShardokGameController
with switch cases in PlayAnimationAndSound and PlayAnimation.

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Update ChargeAnimator to support all battalion types

- Add separate sprite fields for each battalion type:
  - swordSprite for light infantry
  - maceSprite for heavy infantry
  - smallSpearSprite for light cavalry
  - largeLanceSprite for heavy cavalry
  - daggerSprite for longbowmen
  - boneSprite for undead
- Rename internal types from Lance* to Weapon* for clarity
- Keep charge-specific animation behavior (more dramatic motion)

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Update LightningAnimator with multiple bolts and hex centering

- Use GetCellCenterPosition for proper hex center alignment
- Add boltCount field to control number of lightning bolts
- All bolts start from same source hex center
- Each bolt ends at a random point within the target hex
- Add targetSpread field to control endpoint spread within target hex
- Reduce default thicknessMultiplier to 1f for thinner bolts

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Add test methods for all new animators to AnimationTestController

Adds test buttons for Charge, Repair, BuildBridge, Fear, Control,
Fire, Extinguish, Freeze, WaterSplash, Scout, Dismiss, Flee, and Duel
animations. Updates TestAllSequence to include all new animations.

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Fix test method calls to match animator signatures

- AnimateFire instead of AnimateStartFire
- AnimateScout takes source and target cell indices

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Wire up all animator components in Unity scene

Connects all new animator references in the Gameplay scene so
test buttons can trigger animations.

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Unity scene adjustments

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

---------

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-08 21:30:04 -08:00
ecbca95051 Add CD step to deploy Shardok ARM64 to Hetzner (#5090)
* Add CD step to deploy Shardok ARM64 to Hetzner

After building and pushing the ARM64 image, automatically deploy it to
the Hetzner server by SSHing in, pulling the new image, and restarting
the container.

Requires secrets: HETZNER_IP, HETZNER_SSH_KEY

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Use tcp6 protocol for IPv6 Hetzner connection

---------

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-08 20:53:24 -08:00
ac92f4c112 Use STANDARD scoring calculator instead of MCTS_OPTIMIZED (#5089)
Switch back to the standard AI scoring calculator for iterative deepening.

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-08 20:38:52 -08:00
0a8f43f548 Fix SetUserAdmin to parse multipart form data (#5088)
The SetUserAdmin endpoint was using ParseForm() which doesn't handle
multipart/form-data (what JavaScript FormData sends). This caused the
is_admin field to be empty, defaulting to false even when checked.

Applied the same fix as SetDisplayName - try ParseMultipartForm first,
fall back to ParseForm for compatibility.

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-08 20:30:02 -08:00
3722c120a7 Remove unused MANAGE_PRISONER command type from Shardok (#5087)
This command type was only used by Eagle (which uses oneof, not this enum)
and had dead code in AIHeuristicWeighting.cpp.

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-08 20:26:49 -08:00
841ebd8ae4 Add test for applyResolvedBattle in ActionResultApplierImpl (#5086)
* Add test for applyResolvedBattle in ActionResultApplierImpl

This adds test coverage for the resolvedBattle functionality that was
fixed in #5075. The test verifies that when an ActionResult contains a
resolvedBattle field, the corresponding battle is removed from the
game state's outstandingBattles vector.

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Remove dead applyAccumulatedDetails and add notification tests

- Remove unused applyAccumulatedDetails from GameStateMiscExtensions
  (replaced by applyNewNotifications which correctly filters by .deferred)
- Add tests for notification filtering behavior:
  - Deferred notifications are added to deferredNotifications
  - Non-deferred notifications are NOT added to deferredNotifications
  - Mixed notifications are correctly filtered

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

---------

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-08 20:26:19 -08:00
be83fc882e Add Holy Wave animation and fix animator hex centering (#5081)
* Add Holy Wave animation for InspiredTroops action

Implements an expanding white glow animation that spreads from the
acting unit's hex outward. When the wave reaches hexes containing
undead units, it triggers a violent damage effect with flashing
and burst animations.

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Fix hex distance calculation to use Row/Column coordinates

The Coords struct uses Row and Column properties, not Q and R.
Added HexDistance helper that converts offset coordinates to cube
coordinates for accurate hex distance calculation.

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Make HexGrid auto-discovered in animators, fix HolyWave bugs

- Changed all 8 animators to auto-find HexGrid at runtime instead of
  requiring manual inspector hookup
- Fixed MissingReferenceException in HolyWaveAnimator by having damage
  effects manage their own cleanup lifecycle
- Added glowVerticalOffset parameter to adjust holy wave positioning

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Use true hex center and scale glow based on hex size

- Added GetCellCenterPosition() to HexGrid for true hex center
  (GetCellLocalPosition returns terrain image position which is offset)
- Added GetHexInnerRadius() to HexGrid for hex size reference
- HolyWaveAnimator now uses true hex center for positioning
- Glow scale now computed from hex radius (glowEndRadii=2.5 means
  the glow extends 2.5 hex radii from center, into neighbors)

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Fix naming convention for hexGrid field, add gradient circle sprite

Renamed _hexGrid to __hexGrid per linter naming rules.
Added Gradient Circle sprite for holy wave animation.

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Center Meteor explosion and RaiseDead glow on hex

Use GetCellCenterPosition instead of GetCellLocalPosition for
proper hex centering.

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Update Unity scene with HolyWaveAnimator configuration

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Fix: Remove non-existent DuelChallenged and DuelDeclined ActionTypes

Only ActionType.DuelAccepted exists in the proto definition.

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

---------

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-08 20:22:05 -08:00
425fa082ab Add debug logging for admin console edit form issue (#5085)
The admin console edit form is sending empty values even when the user
enters data. This adds debugging to identify the root cause:

- Add type="button" to modal buttons to prevent default submit behavior
- Add console.log in JavaScript to show what values are being read
- Add server-side logging to show Content-Type and parsed form values

This is temporary debugging to diagnose why displayName="" and
isAdmin=false are being received when the user enters values.

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-08 20:11:41 -08:00
268f28e755 Remove unused DUEL_CHALLENGED action type (#5084)
The DUEL_CHALLENGED action type was defined but never used in any code.
The ChallengeDuelCommand implementation skips directly to emitting
DUEL_ACCEPTED or DUEL_DECLINED without an intermediate challenge step.

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-08 20:10:09 -08:00
444 changed files with 33870 additions and 64445 deletions
+26 -24
View File
@@ -105,10 +105,23 @@ jobs:
GOOGLE_CLIENT_ID: ${{ secrets.GOOGLE_CLIENT_ID }}
GOOGLE_CLIENT_SECRET: ${{ secrets.GOOGLE_CLIENT_SECRET }}
JWT_PRIVATE_KEY: ${{ secrets.JWT_PRIVATE_KEY }}
FASTMAIL_API_TOKEN: ${{ secrets.FASTMAIL_API_TOKEN }}
FASTMAIL_FROM_EMAIL: ${{ secrets.FASTMAIL_FROM_EMAIL }}
FASTMAIL_FROM_NAME: ${{ secrets.FASTMAIL_FROM_NAME }}
steps:
- name: Checkout repository
uses: actions/checkout@v4
- name: Copy update-env script to server
uses: appleboy/scp-action@v0.1.7
with:
host: ${{ secrets.DO_DROPLET_IP }}
username: deploy
key: ${{ secrets.DO_SSH_KEY }}
source: "deploy/update-env.sh,deploy/env.template"
target: /opt/eagle0/
strip_components: 1
- name: Deploy auth service to production
uses: appleboy/ssh-action@v1.0.3
with:
@@ -116,34 +129,23 @@ jobs:
username: deploy
key: ${{ secrets.DO_SSH_KEY }}
script_stop: true
envs: AUTH_IMAGE,DISCORD_CLIENT_ID,DISCORD_CLIENT_SECRET,GOOGLE_CLIENT_ID,GOOGLE_CLIENT_SECRET,JWT_PRIVATE_KEY
envs: AUTH_IMAGE,DISCORD_CLIENT_ID,DISCORD_CLIENT_SECRET,GOOGLE_CLIENT_ID,GOOGLE_CLIENT_SECRET,JWT_PRIVATE_KEY,FASTMAIL_API_TOKEN,FASTMAIL_FROM_EMAIL,FASTMAIL_FROM_NAME
script: |
set -x
cd /opt/eagle0
# Update AUTH_IMAGE in .env file (preserve other vars)
if [ -f .env ]; then
# Remove old AUTH_IMAGE line and add new one
grep -v '^AUTH_IMAGE=' .env > .env.tmp || true
echo "AUTH_IMAGE=${AUTH_IMAGE}" >> .env.tmp
# Also update OAuth credentials
grep -v '^DISCORD_CLIENT_ID=' .env.tmp > .env.tmp2 || true
echo "DISCORD_CLIENT_ID=${DISCORD_CLIENT_ID:-}" >> .env.tmp2
grep -v '^DISCORD_CLIENT_SECRET=' .env.tmp2 > .env.tmp3 || true
echo "DISCORD_CLIENT_SECRET=${DISCORD_CLIENT_SECRET:-}" >> .env.tmp3
grep -v '^GOOGLE_CLIENT_ID=' .env.tmp3 > .env.tmp4 || true
echo "GOOGLE_CLIENT_ID=${GOOGLE_CLIENT_ID:-}" >> .env.tmp4
grep -v '^GOOGLE_CLIENT_SECRET=' .env.tmp4 > .env.tmp5 || true
echo "GOOGLE_CLIENT_SECRET=${GOOGLE_CLIENT_SECRET:-}" >> .env.tmp5
# Update JWT private key (JWK format for auth service bootstrap)
grep -v '^JWT_PRIVATE_KEY=' .env.tmp5 > .env || true
echo "JWT_PRIVATE_KEY=${JWT_PRIVATE_KEY:-}" >> .env
rm -f .env.tmp .env.tmp2 .env.tmp3 .env.tmp4 .env.tmp5
chmod 600 .env
else
echo "ERROR: .env file not found. Run main deploy first."
exit 1
fi
# Update env vars using shared script (preserves vars set by other workflows)
chmod +x update-env.sh
./update-env.sh \
"AUTH_IMAGE=${AUTH_IMAGE}" \
"DISCORD_CLIENT_ID=${DISCORD_CLIENT_ID}" \
"DISCORD_CLIENT_SECRET=${DISCORD_CLIENT_SECRET}" \
"GOOGLE_CLIENT_ID=${GOOGLE_CLIENT_ID}" \
"GOOGLE_CLIENT_SECRET=${GOOGLE_CLIENT_SECRET}" \
"JWT_PRIVATE_KEY=${JWT_PRIVATE_KEY}" \
"FASTMAIL_API_TOKEN=${FASTMAIL_API_TOKEN}" \
"FASTMAIL_FROM_EMAIL=${FASTMAIL_FROM_EMAIL}" \
"FASTMAIL_FROM_NAME=${FASTMAIL_FROM_NAME}"
# Login to registry
echo "${{ secrets.DO_REGISTRY_TOKEN }}" | docker login registry.digitalocean.com -u "${{ secrets.DO_REGISTRY_TOKEN }}" --password-stdin
+8 -8
View File
@@ -53,26 +53,26 @@ jobs:
run: |
# Upload sysroot tarball to DO Spaces
aws s3 cp tools/sysroot/output/ubuntu_noble_amd64_sysroot.tar.xz \
s3://eagle0-windows/sysroot/${{ inputs.version }}/ubuntu_noble_amd64_sysroot.tar.xz \
s3://eagle0-sysroot/${{ inputs.version }}/ubuntu_noble_amd64_sysroot.tar.xz \
--endpoint-url https://sfo3.digitaloceanspaces.com \
--acl public-read
# Upload sha256 file
aws s3 cp tools/sysroot/output/ubuntu_noble_amd64_sysroot.sha256 \
s3://eagle0-windows/sysroot/${{ inputs.version }}/ubuntu_noble_amd64_sysroot.sha256 \
s3://eagle0-sysroot/${{ inputs.version }}/ubuntu_noble_amd64_sysroot.sha256 \
--endpoint-url https://sfo3.digitaloceanspaces.com \
--acl public-read
echo ""
echo "=== AMD64 Sysroot uploaded ==="
echo "URL: https://eagle0-windows.sfo3.digitaloceanspaces.com/sysroot/${{ inputs.version }}/ubuntu_noble_amd64_sysroot.tar.xz"
echo "URL: https://eagle0-sysroot.sfo3.digitaloceanspaces.com/${{ inputs.version }}/ubuntu_noble_amd64_sysroot.tar.xz"
echo "SHA256: $(cat tools/sysroot/output/ubuntu_noble_amd64_sysroot.sha256)"
echo ""
echo "Update MODULE.bazel with:"
echo "sysroot("
echo " name = \"linux_sysroot\","
echo " sha256 = \"$(cat tools/sysroot/output/ubuntu_noble_amd64_sysroot.sha256)\","
echo " urls = [\"https://eagle0-windows.sfo3.digitaloceanspaces.com/sysroot/${{ inputs.version }}/ubuntu_noble_amd64_sysroot.tar.xz\"],"
echo " urls = [\"https://eagle0-sysroot.sfo3.digitaloceanspaces.com/${{ inputs.version }}/ubuntu_noble_amd64_sysroot.tar.xz\"],"
echo ")"
build-sysroot-arm64:
@@ -114,24 +114,24 @@ jobs:
run: |
# Upload sysroot tarball to DO Spaces
aws s3 cp tools/sysroot/output/ubuntu_noble_arm64_sysroot.tar.xz \
s3://eagle0-windows/sysroot/${{ inputs.version }}/ubuntu_noble_arm64_sysroot.tar.xz \
s3://eagle0-sysroot/${{ inputs.version }}/ubuntu_noble_arm64_sysroot.tar.xz \
--endpoint-url https://sfo3.digitaloceanspaces.com \
--acl public-read
# Upload sha256 file
aws s3 cp tools/sysroot/output/ubuntu_noble_arm64_sysroot.sha256 \
s3://eagle0-windows/sysroot/${{ inputs.version }}/ubuntu_noble_arm64_sysroot.sha256 \
s3://eagle0-sysroot/${{ inputs.version }}/ubuntu_noble_arm64_sysroot.sha256 \
--endpoint-url https://sfo3.digitaloceanspaces.com \
--acl public-read
echo ""
echo "=== ARM64 Sysroot uploaded ==="
echo "URL: https://eagle0-windows.sfo3.digitaloceanspaces.com/sysroot/${{ inputs.version }}/ubuntu_noble_arm64_sysroot.tar.xz"
echo "URL: https://eagle0-sysroot.sfo3.digitaloceanspaces.com/${{ inputs.version }}/ubuntu_noble_arm64_sysroot.tar.xz"
echo "SHA256: $(cat tools/sysroot/output/ubuntu_noble_arm64_sysroot.sha256)"
echo ""
echo "Update MODULE.bazel with:"
echo "sysroot("
echo " name = \"linux_sysroot_arm64\","
echo " sha256 = \"$(cat tools/sysroot/output/ubuntu_noble_arm64_sysroot.sha256)\","
echo " urls = [\"https://eagle0-windows.sfo3.digitaloceanspaces.com/sysroot/${{ inputs.version }}/ubuntu_noble_arm64_sysroot.tar.xz\"],"
echo " urls = [\"https://eagle0-sysroot.sfo3.digitaloceanspaces.com/${{ inputs.version }}/ubuntu_noble_arm64_sysroot.tar.xz\"],"
echo ")"
+193 -118
View File
@@ -42,6 +42,13 @@ jobs:
set -ex
bazel build --platforms=//:linux_x86_64 //ci:eagle_server_image
# Also build the warmup tool for Linux
bazel build //src/main/go/net/eagle0/warmup:warmup_linux_amd64
# Copy warmup binary to scripts/ so it gets deployed with other scripts
mkdir -p scripts/bin
cp bazel-bin/src/main/go/net/eagle0/warmup/warmup_linux_amd64_/warmup_linux_amd64 scripts/bin/warmup
# Save the resolved path before any other bazel command changes bazel-bin symlink
IMAGE_PATH=$(readlink -f bazel-bin/ci/eagle_server_image)
echo "Image path: $IMAGE_PATH"
@@ -421,7 +428,7 @@ jobs:
$CRANE copy "$IMAGE_TAG" "registry.digitalocean.com/eagle0/jfr-sidecar:latest"
deploy:
runs-on: ubuntu-latest
runs-on: self-hosted
needs: [build-eagle, build-shardok, build-admin, build-jfr-sidecar]
if: github.event_name == 'push' || (github.event_name == 'workflow_dispatch' && github.event.inputs.push_images == 'true')
environment: production
@@ -443,135 +450,203 @@ jobs:
SHARDOK_ADDRESS: ${{ secrets.SHARDOK_ADDRESS }}
SHARDOK_AUTH_TOKEN: ${{ secrets.SHARDOK_AUTH_TOKEN }}
SENTRY_DSN: ${{ secrets.SENTRY_DSN }}
FASTMAIL_API_TOKEN: ${{ secrets.FASTMAIL_API_TOKEN }}
FASTMAIL_FROM_EMAIL: ${{ secrets.FASTMAIL_FROM_EMAIL }}
FASTMAIL_FROM_NAME: ${{ secrets.FASTMAIL_FROM_NAME }}
DO_DROPLET_IP: ${{ secrets.DO_DROPLET_IP }}
DO_REGISTRY_TOKEN: ${{ secrets.DO_REGISTRY_TOKEN }}
steps:
- name: Checkout repository
uses: actions/checkout@v4
- name: Setup SSH key
run: |
mkdir -p ~/.ssh
echo "${{ secrets.DO_SSH_KEY }}" > ~/.ssh/deploy_key
chmod 600 ~/.ssh/deploy_key
ssh-keyscan -H "$DO_DROPLET_IP" >> ~/.ssh/known_hosts 2>/dev/null || true
- name: Build warmup tool
run: |
bazel build //src/main/go/net/eagle0/warmup:warmup_linux_amd64
mkdir -p scripts/bin
cp bazel-bin/src/main/go/net/eagle0/warmup/warmup_linux_amd64_/warmup_linux_amd64 scripts/bin/warmup
- name: Copy config files to droplet
uses: appleboy/scp-action@v0.1.7
with:
host: ${{ secrets.DO_DROPLET_IP }}
username: deploy
key: ${{ secrets.DO_SSH_KEY }}
source: "docker-compose.prod.yml,nginx/nginx.conf"
target: "/opt/eagle0"
run: |
# Create directory structure on remote
# Use -p to create parents, and test write access before copying
ssh -i ~/.ssh/deploy_key deploy@"$DO_DROPLET_IP" bash -s << 'SETUP_DIRS'
set -e
mkdir -p /opt/eagle0/scripts/bin /opt/eagle0/nginx /opt/eagle0/deploy
# Remove existing warmup binary (it may have read-only permissions from bazel)
rm -f /opt/eagle0/scripts/bin/warmup
SETUP_DIRS
# Copy files preserving structure
scp -i ~/.ssh/deploy_key docker-compose.prod.yml deploy@"$DO_DROPLET_IP":/opt/eagle0/
scp -i ~/.ssh/deploy_key nginx/nginx.conf deploy@"$DO_DROPLET_IP":/opt/eagle0/nginx/
scp -i ~/.ssh/deploy_key scripts/deploy-blue-green.sh scripts/warmup-eagle.sh deploy@"$DO_DROPLET_IP":/opt/eagle0/scripts/
scp -i ~/.ssh/deploy_key scripts/bin/warmup deploy@"$DO_DROPLET_IP":/opt/eagle0/scripts/bin/
scp -i ~/.ssh/deploy_key deploy/env.template deploy/update-env.sh deploy@"$DO_DROPLET_IP":/opt/eagle0/deploy/
- name: Deploy to production droplet
uses: appleboy/ssh-action@v1.0.3
with:
host: ${{ secrets.DO_DROPLET_IP }}
username: deploy
key: ${{ secrets.DO_SSH_KEY }}
script_stop: true
envs: EAGLE_IMAGE,SHARDOK_IMAGE,ADMIN_IMAGE,JFR_SIDECAR_IMAGE,OPENAI_API_KEY,GPT_MODEL_NAME,EAGLE_ENABLE_S3,DO_SPACES_ACCESS_KEY,DO_SPACES_SECRET_KEY,JWT_PRIVATE_KEY,DISCORD_CLIENT_ID,DISCORD_CLIENT_SECRET,GOOGLE_CLIENT_ID,GOOGLE_CLIENT_SECRET,SHARDOK_ADDRESS,SHARDOK_AUTH_TOKEN,SENTRY_DSN
script: |
set -x
cd /opt/eagle0
run: |
ssh -i ~/.ssh/deploy_key deploy@"$DO_DROPLET_IP" bash -s << DEPLOY_SCRIPT
set -ex
cd /opt/eagle0
# Check Docker has IPv6 support for connecting to Hetzner Shardok
# (One-time setup: sudo tee /etc/docker/daemon.json <<< '{"ipv6": true, "ip6tables": true, "experimental": true, "fixed-cidr-v6": "fd00::/80"}' && sudo systemctl restart docker)
if ! cat /etc/docker/daemon.json 2>/dev/null | grep -q '"ip6tables"'; then
echo "WARNING: Docker IPv6 not configured. Eagle may not reach Hetzner Shardok."
echo "Run: sudo tee /etc/docker/daemon.json <<< '{\"ipv6\": true, \"ip6tables\": true, \"experimental\": true, \"fixed-cidr-v6\": \"fd00::/80\"}' && sudo systemctl restart docker"
# Environment variables passed via heredoc
EAGLE_IMAGE="${EAGLE_IMAGE}"
SHARDOK_IMAGE="${SHARDOK_IMAGE}"
ADMIN_IMAGE="${ADMIN_IMAGE}"
JFR_SIDECAR_IMAGE="${JFR_SIDECAR_IMAGE}"
OPENAI_API_KEY="${OPENAI_API_KEY}"
GPT_MODEL_NAME="${GPT_MODEL_NAME}"
EAGLE_ENABLE_S3="${EAGLE_ENABLE_S3}"
DO_SPACES_ACCESS_KEY="${DO_SPACES_ACCESS_KEY}"
DO_SPACES_SECRET_KEY="${DO_SPACES_SECRET_KEY}"
JWT_PRIVATE_KEY="${JWT_PRIVATE_KEY}"
DISCORD_CLIENT_ID="${DISCORD_CLIENT_ID}"
DISCORD_CLIENT_SECRET="${DISCORD_CLIENT_SECRET}"
GOOGLE_CLIENT_ID="${GOOGLE_CLIENT_ID}"
GOOGLE_CLIENT_SECRET="${GOOGLE_CLIENT_SECRET}"
SHARDOK_ADDRESS="${SHARDOK_ADDRESS}"
SHARDOK_AUTH_TOKEN="${SHARDOK_AUTH_TOKEN}"
SENTRY_DSN="${SENTRY_DSN}"
FASTMAIL_API_TOKEN="${FASTMAIL_API_TOKEN}"
FASTMAIL_FROM_EMAIL="${FASTMAIL_FROM_EMAIL}"
FASTMAIL_FROM_NAME="${FASTMAIL_FROM_NAME}"
DO_REGISTRY_TOKEN="${DO_REGISTRY_TOKEN}"
# Check Docker has IPv6 support for connecting to Hetzner Shardok
# (One-time setup: sudo tee /etc/docker/daemon.json <<< '{"ipv6": true, "ip6tables": true, "experimental": true, "fixed-cidr-v6": "fd00::/80"}' && sudo systemctl restart docker)
if ! cat /etc/docker/daemon.json 2>/dev/null | grep -q '"ip6tables"'; then
echo "WARNING: Docker IPv6 not configured. Eagle may not reach Hetzner Shardok."
echo "Run: sudo tee /etc/docker/daemon.json <<< '{\"ipv6\": true, \"ip6tables\": true, \"experimental\": true, \"fixed-cidr-v6\": \"fd00::/80\"}' && sudo systemctl restart docker"
fi
# Update env vars using shared script (preserves vars set by other workflows)
chmod +x update-env.sh
./update-env.sh \
"EAGLE_IMAGE=\${EAGLE_IMAGE}" \
"SHARDOK_IMAGE=\${SHARDOK_IMAGE}" \
"ADMIN_IMAGE=\${ADMIN_IMAGE}" \
"JFR_SIDECAR_IMAGE=\${JFR_SIDECAR_IMAGE}" \
"OPENAI_API_KEY=\${OPENAI_API_KEY}" \
"GPT_MODEL_NAME=\${GPT_MODEL_NAME:-gpt-4o}" \
"EAGLE_ENABLE_S3=\${EAGLE_ENABLE_S3:-false}" \
"DO_SPACES_ACCESS_KEY=\${DO_SPACES_ACCESS_KEY}" \
"DO_SPACES_SECRET_KEY=\${DO_SPACES_SECRET_KEY}" \
"JWT_PRIVATE_KEY=\${JWT_PRIVATE_KEY}" \
"DISCORD_CLIENT_ID=\${DISCORD_CLIENT_ID}" \
"DISCORD_CLIENT_SECRET=\${DISCORD_CLIENT_SECRET}" \
"GOOGLE_CLIENT_ID=\${GOOGLE_CLIENT_ID}" \
"GOOGLE_CLIENT_SECRET=\${GOOGLE_CLIENT_SECRET}" \
"SHARDOK_ADDRESS=\${SHARDOK_ADDRESS:-shardok:40042}" \
"SHARDOK_AUTH_TOKEN=\${SHARDOK_AUTH_TOKEN}" \
"SENTRY_DSN=\${SENTRY_DSN}" \
"FASTMAIL_API_TOKEN=\${FASTMAIL_API_TOKEN}" \
"FASTMAIL_FROM_EMAIL=\${FASTMAIL_FROM_EMAIL}" \
"FASTMAIL_FROM_NAME=\${FASTMAIL_FROM_NAME}"
# Login to registry
echo "\$DO_REGISTRY_TOKEN" | docker login registry.digitalocean.com -u "\$DO_REGISTRY_TOKEN" --password-stdin
# Use exact image tags passed from build jobs (no :latest fallback)
# Note: AUTH_IMAGE is managed separately by auth_build.yml
echo "Using images: \$EAGLE_IMAGE, \$SHARDOK_IMAGE, \$ADMIN_IMAGE, \$JFR_SIDECAR_IMAGE"
# Use crane to pull images (handles OCI format correctly) then load into Docker
# This avoids digest mismatch from DO registry's OCI->Docker format conversion
echo "Installing crane..."
rm -f crane
curl -sL https://github.com/google/go-containerregistry/releases/download/v0.20.2/go-containerregistry_Linux_x86_64.tar.gz | tar xzf - crane
chmod +x crane
if [ ! -x crane ]; then
echo "ERROR: Failed to install crane"
ls -la crane || true
exit 1
fi
echo "Crane installed"
ls -la crane
# crane uses Docker config for auth
echo "Pulling Eagle image with crane..."
./crane pull "\${EAGLE_IMAGE}" eagle.tar || { echo "ERROR: Failed to pull eagle image"; exit 1; }
echo "Loading Eagle image into Docker..."
docker load -i eagle.tar
rm eagle.tar
echo "Pulling Shardok image with crane..."
./crane pull "\${SHARDOK_IMAGE}" shardok.tar || { echo "ERROR: Failed to pull shardok image"; exit 1; }
echo "Loading Shardok image into Docker..."
docker load -i shardok.tar
rm shardok.tar
echo "Pulling Admin image with crane..."
./crane pull "\${ADMIN_IMAGE}" admin.tar || { echo "ERROR: Failed to pull admin image"; exit 1; }
echo "Loading Admin image into Docker..."
docker load -i admin.tar
rm admin.tar
echo "Pulling JFR Sidecar image with crane..."
./crane pull "\${JFR_SIDECAR_IMAGE}" jfr-sidecar.tar || { echo "ERROR: Failed to pull jfr-sidecar image"; exit 1; }
echo "Loading JFR Sidecar image into Docker..."
docker load -i jfr-sidecar.tar
rm jfr-sidecar.tar
# Keep crane for blue-green deploys (don't delete it)
echo "Crane kept at ./crane for future blue-green deploys"
# Also pull other compose images
docker pull nginx:alpine || true
docker pull certbot/certbot || true
echo "All images pulled successfully"
# Recreate non-Eagle services (not auth - managed by auth_build.yml)
# Note: jfr-sidecar must start after eagle-blue due to PID namespace sharing
docker compose -f docker-compose.prod.yml up -d --no-deps --force-recreate shardok admin
# Deploy Eagle with blue-green (zero-downtime) if scripts are available
if [ -x "/opt/eagle0/scripts/deploy-blue-green.sh" ]; then
echo "Using blue-green deployment for Eagle..."
chmod +x /opt/eagle0/scripts/*.sh
# Make warmup binary executable if present
if [ -f "/opt/eagle0/scripts/bin/warmup" ]; then
chmod +x /opt/eagle0/scripts/bin/warmup
fi
GIT_SHA=\$(echo "\${EAGLE_IMAGE}" | sed 's/.*://')
/opt/eagle0/scripts/deploy-blue-green.sh "\${GIT_SHA}" || {
echo "Blue-green deployment failed, falling back to direct restart"
docker compose -f docker-compose.prod.yml up -d --no-deps --force-recreate eagle-blue
}
else
echo "Blue-green scripts not found, using direct restart..."
docker compose -f docker-compose.prod.yml up -d --no-deps --force-recreate eagle-blue
fi
# Write env vars to .env file for docker-compose
# Preserve AUTH_IMAGE if it exists (managed by auth_build.yml)
EXISTING_AUTH_IMAGE=""
if [ -f .env ]; then
EXISTING_AUTH_IMAGE=$(grep '^AUTH_IMAGE=' .env | cut -d= -f2- || true)
fi
# Start jfr-sidecar after eagle-blue (shares PID namespace with eagle-blue)
docker compose -f docker-compose.prod.yml up -d --no-deps --force-recreate jfr-sidecar
rm -f .env 2>/dev/null || true
cat > .env << EOF
EAGLE_IMAGE=${EAGLE_IMAGE}
SHARDOK_IMAGE=${SHARDOK_IMAGE}
ADMIN_IMAGE=${ADMIN_IMAGE}
JFR_SIDECAR_IMAGE=${JFR_SIDECAR_IMAGE}
AUTH_IMAGE=${EXISTING_AUTH_IMAGE:-registry.digitalocean.com/eagle0/auth-server:latest}
OPENAI_API_KEY=${OPENAI_API_KEY:-}
GPT_MODEL_NAME=${GPT_MODEL_NAME:-gpt-4o}
EAGLE_ENABLE_S3=${EAGLE_ENABLE_S3:-false}
DO_SPACES_ACCESS_KEY=${DO_SPACES_ACCESS_KEY:-}
DO_SPACES_SECRET_KEY=${DO_SPACES_SECRET_KEY:-}
JWT_PRIVATE_KEY=${JWT_PRIVATE_KEY:-}
DISCORD_CLIENT_ID=${DISCORD_CLIENT_ID:-}
DISCORD_CLIENT_SECRET=${DISCORD_CLIENT_SECRET:-}
GOOGLE_CLIENT_ID=${GOOGLE_CLIENT_ID:-}
GOOGLE_CLIENT_SECRET=${GOOGLE_CLIENT_SECRET:-}
SHARDOK_ADDRESS=${SHARDOK_ADDRESS:-shardok:40042}
SHARDOK_AUTH_TOKEN=${SHARDOK_AUTH_TOKEN:-}
SENTRY_DSN=${SENTRY_DSN:-}
EOF
chmod 600 .env
# Ensure auth is running (but don't force-recreate it)
docker compose -f docker-compose.prod.yml up -d auth
# Login to registry
echo "${{ secrets.DO_REGISTRY_TOKEN }}" | docker login registry.digitalocean.com -u "${{ secrets.DO_REGISTRY_TOKEN }}" --password-stdin
# Restart nginx to pick up new container IPs
# (nginx caches DNS at startup, so it needs restart after eagle/shardok)
docker compose -f docker-compose.prod.yml up -d --force-recreate nginx
# Use exact image tags passed from build jobs (no :latest fallback)
# Note: AUTH_IMAGE is managed separately by auth_build.yml
echo "Using images: $EAGLE_IMAGE, $SHARDOK_IMAGE, $ADMIN_IMAGE, $JFR_SIDECAR_IMAGE"
# Wait for health checks
sleep 10
docker compose -f docker-compose.prod.yml ps
# Use crane to pull images (handles OCI format correctly) then load into Docker
# This avoids digest mismatch from DO registry's OCI->Docker format conversion
echo "Installing crane..."
curl -sL https://github.com/google/go-containerregistry/releases/download/v0.20.2/go-containerregistry_Linux_x86_64.tar.gz | tar xzf - crane
chmod +x crane
# Verify containers are using correct images
echo "=== Verifying container image tags ==="
docker compose -f docker-compose.prod.yml images
# crane uses Docker config for auth
echo "Pulling Eagle image with crane..."
./crane pull "${EAGLE_IMAGE}" eagle.tar || { echo "ERROR: Failed to pull eagle image"; exit 1; }
echo "Loading Eagle image into Docker..."
docker load -i eagle.tar
rm eagle.tar
echo "Pulling Shardok image with crane..."
./crane pull "${SHARDOK_IMAGE}" shardok.tar || { echo "ERROR: Failed to pull shardok image"; exit 1; }
echo "Loading Shardok image into Docker..."
docker load -i shardok.tar
rm shardok.tar
echo "Pulling Admin image with crane..."
./crane pull "${ADMIN_IMAGE}" admin.tar || { echo "ERROR: Failed to pull admin image"; exit 1; }
echo "Loading Admin image into Docker..."
docker load -i admin.tar
rm admin.tar
echo "Pulling JFR Sidecar image with crane..."
./crane pull "${JFR_SIDECAR_IMAGE}" jfr-sidecar.tar || { echo "ERROR: Failed to pull jfr-sidecar image"; exit 1; }
echo "Loading JFR Sidecar image into Docker..."
docker load -i jfr-sidecar.tar
rm jfr-sidecar.tar
rm ./crane
# Also pull other compose images
docker pull nginx:alpine || true
docker pull certbot/certbot || true
echo "All images pulled successfully"
# Recreate only the services we're updating (not auth - managed by auth_build.yml)
# This prevents restarting auth service during every Eagle deploy
docker compose -f docker-compose.prod.yml up -d --no-deps --force-recreate eagle shardok admin jfr-sidecar
# Ensure auth is running (but don't force-recreate it)
docker compose -f docker-compose.prod.yml up -d auth
# Restart nginx to pick up new container IPs
# (nginx caches DNS at startup, so it needs restart after eagle/shardok)
docker compose -f docker-compose.prod.yml up -d --force-recreate nginx
# Cleanup orphaned containers
docker compose -f docker-compose.prod.yml up -d --remove-orphans
# Wait for health checks
sleep 10
docker compose -f docker-compose.prod.yml ps
# Verify containers are using correct images
echo "=== Verifying container image tags ==="
docker compose -f docker-compose.prod.yml images
# Cleanup old images
docker image prune -f
# Cleanup stopped containers and old images
docker container prune -f
docker image prune -f
DEPLOY_SCRIPT
+149
View File
@@ -0,0 +1,149 @@
name: Mac Build
on:
push:
branches: [ "main" ]
paths:
- ".github/workflows/mac_build.yml"
- "src/main/csharp/net/eagle0/clients/unity/**"
- "src/main/proto/**"
- "scripts/build_protos.sh"
- "scripts/build_mac_plugin.sh"
- "scripts/inject_sparkle.sh"
- "scripts/codesign_mac_app.sh"
- "scripts/notarize_mac_app.sh"
- "ci/github_actions/build_mac.sh"
- "ci/github_actions/build_unity_mac.sh"
- "ci/mac/**"
pull_request:
paths:
- ".github/workflows/mac_build.yml"
- "src/main/csharp/net/eagle0/clients/unity/**"
- "scripts/build_mac_plugin.sh"
- "scripts/inject_sparkle.sh"
- "scripts/codesign_mac_app.sh"
- "scripts/notarize_mac_app.sh"
- "ci/github_actions/build_mac.sh"
- "ci/github_actions/build_unity_mac.sh"
- "ci/mac/**"
workflow_dispatch:
inputs:
skip_notarization:
description: 'Skip notarization (for testing)'
required: false
default: 'false'
type: boolean
permissions:
contents: read
jobs:
mac-unity:
runs-on: self-hosted
steps:
- uses: actions/checkout@v4
with:
lfs: true
clean: false
fetch-depth: 0 # For version numbering from git history
- name: Pull LFS files
run: git lfs pull
- name: Restore Library/
run: ./ci/github_actions/restore_library.sh
- name: Build Mac Unity
run: ./ci/github_actions/build_unity_mac.sh "/tmp/eagle0/eagle0MAC"
- name: Persist Library/
run: ./ci/github_actions/persist_library.sh
- name: Inject Sparkle Framework
if: success()
env:
SPARKLE_EDDSA_PUBLIC_KEY: ${{ secrets.SPARKLE_EDDSA_PUBLIC_KEY }}
run: |
chmod +x ./scripts/inject_sparkle.sh
./scripts/inject_sparkle.sh "/tmp/eagle0/eagle0MAC/eagle0.app"
- name: Import Code Signing Certificate
if: success() && github.ref == 'refs/heads/main' && (github.event_name == 'push' || github.event_name == 'workflow_dispatch')
env:
MACOS_CERTIFICATE: ${{ secrets.MACOS_CERTIFICATE }}
MACOS_CERTIFICATE_PWD: ${{ secrets.MACOS_CERTIFICATE_PWD }}
run: |
# Generate random keychain password (only used within this workflow run)
KEYCHAIN_PASSWORD=$(openssl rand -base64 32)
echo "KEYCHAIN_PASSWORD=$KEYCHAIN_PASSWORD" >> $GITHUB_ENV
# Decode certificate
echo "$MACOS_CERTIFICATE" | base64 --decode > certificate.p12
# Create temporary keychain
security create-keychain -p "$KEYCHAIN_PASSWORD" build.keychain || true
security default-keychain -s build.keychain
security unlock-keychain -p "$KEYCHAIN_PASSWORD" build.keychain
# Import certificate
security import certificate.p12 -k build.keychain -P "$MACOS_CERTIFICATE_PWD" -T /usr/bin/codesign
# Allow codesign to access keychain
security set-key-partition-list -S apple-tool:,apple:,codesign: -s -k "$KEYCHAIN_PASSWORD" build.keychain
# Clean up
rm certificate.p12
- name: Code Sign App
if: success() && github.ref == 'refs/heads/main' && (github.event_name == 'push' || github.event_name == 'workflow_dispatch')
env:
SIGNING_IDENTITY: ${{ secrets.SIGNING_IDENTITY }}
run: |
chmod +x ./scripts/codesign_mac_app.sh
./scripts/codesign_mac_app.sh "/tmp/eagle0/eagle0MAC/eagle0.app" "ci/mac/eagle0.entitlements"
- name: Notarize App
if: success() && github.ref == 'refs/heads/main' && (github.event_name == 'push' || github.event_name == 'workflow_dispatch') && github.event.inputs.skip_notarization != 'true'
env:
APPLE_ID: ${{ secrets.APPLE_ID }}
APP_SPECIFIC_PASSWORD: ${{ secrets.APP_SPECIFIC_PASSWORD }}
TEAM_ID: ${{ secrets.APPLE_TEAM_ID }}
run: |
chmod +x ./scripts/notarize_mac_app.sh
./scripts/notarize_mac_app.sh "/tmp/eagle0/eagle0MAC/eagle0.app"
- name: Deploy Mac Build
if: success() && github.ref == 'refs/heads/main' && (github.event_name == 'push' || github.event_name == 'workflow_dispatch')
env:
ACCESS_KEY_ID: ${{ secrets.ACCESS_KEY_ID }}
SECRET_KEY: ${{ secrets.SECRET_KEY }}
SPARKLE_EDDSA_PRIVATE_KEY: ${{ secrets.SPARKLE_EDDSA_PRIVATE_KEY }}
run: |
# Write private key to temp file for signing
SPARKLE_PRIVATE_KEY_PATH="/tmp/sparkle_private_key"
echo "$SPARKLE_EDDSA_PRIVATE_KEY" > "$SPARKLE_PRIVATE_KEY_PATH"
chmod 600 "$SPARKLE_PRIVATE_KEY_PATH"
VERSION=$(git describe --tags --always)
BUILD_NUMBER=$(git rev-list --count HEAD)
bazel run //src/main/go/net/eagle0/build/mac_build_handler:mac_build_handler -- \
"/tmp/eagle0/eagle0MAC/eagle0.app" \
"$VERSION" \
"$BUILD_NUMBER" \
"$SPARKLE_PRIVATE_KEY_PATH"
rm "$SPARKLE_PRIVATE_KEY_PATH"
- name: Cleanup Keychain
if: always()
run: |
security delete-keychain build.keychain 2>/dev/null || true
- name: Archive Build Log
if: success() || failure()
uses: actions/upload-artifact@v4
with:
name: editor_mac.log
path: /tmp/eagle0/editor_mac.log
-29
View File
@@ -1,29 +0,0 @@
name: Mac History Editor Build
on:
push:
branches: [ "main" ]
paths:
- ".github/workflows/mac_history_build.yml"
- "src/main/swift/net/eagle0/EagleGameHistoryViewer/**"
- "src/main/protobuf/net/eagle0/eagle/**"
pull_request:
paths:
- ".github/workflows/mac_history_build.yml"
- "src/main/swift/net/eagle0/EagleGameHistoryViewer/**"
- "src/main/protobuf/net/eagle0/eagle/**"
permissions:
contents: read
jobs:
mac-history-build:
runs-on: self-hosted
steps:
- uses: actions/checkout@v4
with:
lfs: false
clean: false
- name: Build the mac history
run: ./ci/github_actions/build_mac_history.sh
+6 -4
View File
@@ -40,13 +40,15 @@ jobs:
echo ""
# List of repositories to clean
REPOS=$(doctl registry repository list-v2 --format Name --no-header)
# Use tail to skip header row in case --no-header doesn't work
REPOS=$(doctl registry repository list-v2 --format Name --no-header | grep -v '^Name$' | grep -v '^$')
for REPO in $REPOS; do
echo "=== Processing repository: ${REPO} ==="
# Get all manifests with their tags and dates
MANIFESTS=$(doctl registry repository list-manifests "${REPO}" --format Digest,UpdatedAt,Tags --no-header 2>/dev/null || echo "")
# Filter out header row and empty lines
MANIFESTS=$(doctl registry repository list-manifests "${REPO}" --format Digest,UpdatedAt,Tags --no-header 2>/dev/null | grep -v '^Digest' | grep -v '^$' || echo "")
if [ -z "$MANIFESTS" ]; then
echo " No manifests found"
@@ -54,8 +56,8 @@ jobs:
fi
echo "$MANIFESTS" | while read -r DIGEST UPDATED_AT TAGS; do
# Skip if no digest
if [ -z "$DIGEST" ]; then
# Skip if no digest or if it doesn't look like a valid digest (sha256:...)
if [ -z "$DIGEST" ] || ! echo "$DIGEST" | grep -q '^sha256:'; then
continue
fi
+62
View File
@@ -157,3 +157,65 @@ jobs:
echo "=== Push complete ==="
echo "Image: $IMAGE_TAG"
echo "Also tagged as: registry.digitalocean.com/eagle0/shardok-server:arm64-latest"
deploy-hetzner:
runs-on: self-hosted
needs: [build-shardok-arm64]
if: github.event_name == 'push' || (github.event_name == 'workflow_dispatch' && github.event.inputs.push_images == 'true')
environment: production
env:
SHARDOK_IMAGE: ${{ needs.build-shardok-arm64.outputs.image_tag }}
steps:
- name: Setup SSH key
run: |
mkdir -p ~/.ssh
echo "${{ secrets.HETZNER_SSH_KEY }}" > ~/.ssh/hetzner_deploy
chmod 600 ~/.ssh/hetzner_deploy
# Add host key to known_hosts to avoid prompt
ssh-keyscan -H ${{ secrets.HETZNER_IP }} >> ~/.ssh/known_hosts 2>/dev/null || true
- name: Deploy to Hetzner
run: |
ssh -i ~/.ssh/hetzner_deploy -o StrictHostKeyChecking=accept-new deploy@${{ secrets.HETZNER_IP }} << 'ENDSSH'
set -ex
cd /opt/eagle0
# Login to registry
echo "${{ secrets.DO_REGISTRY_TOKEN }}" | docker login registry.digitalocean.com -u "${{ secrets.DO_REGISTRY_TOKEN }}" --password-stdin
echo "Deploying Shardok ARM64: ${{ needs.build-shardok-arm64.outputs.image_tag }}"
# Pull the new image
docker pull "${{ needs.build-shardok-arm64.outputs.image_tag }}"
# Stop and remove any container using port 40042 or named shardok*
docker ps -q --filter "publish=40042" | xargs -r docker stop
docker ps -aq --filter "name=shardok" | xargs -r docker rm -f
docker ps -aq --filter "publish=40042" | xargs -r docker rm -f
# Run new container
docker run -d \
--name shardok-ai \
--restart unless-stopped \
-p 40042:40042 \
-v /opt/eagle0/data:/data \
-v /etc/shardok:/etc/shardok:ro \
-v /etc/letsencrypt:/etc/letsencrypt:ro \
-v /usr/local/share/eagle0:/usr/local/share/eagle0:ro \
-e SHARDOK_RESOURCES_PATH=/app/resources \
-e SHARDOK_MAPS_PATH=/app/resources/maps \
"${{ needs.build-shardok-arm64.outputs.image_tag }}"
# Wait and verify
sleep 5
docker ps | grep shardok-ai
# Cleanup old images
docker image prune -f
echo "=== Hetzner deployment complete ==="
ENDSSH
- name: Cleanup SSH key
if: always()
run: rm -f ~/.ssh/hetzner_deploy
+14
View File
@@ -1,5 +1,19 @@
# CLAUDE.md
## CRITICAL GIT RULES (NEVER VIOLATE)
**NEVER push directly to main/master.** No exceptions. Not for "small changes." Not for docs. Not ever.
**ALWAYS use this workflow:**
1. Create a feature branch from origin/main
2. Commit to that branch
3. Create a PR with `gh pr create`
4. Wait for user to merge
If you catch yourself about to run `git push origin main` or `git push origin <branch>:main`, STOP. You are about to violate a critical rule. Create a PR instead.
---
This file provides guidance to Claude Code (claude.ai/code) when working with code in this repository.
## Project Overview
+14 -7
View File
@@ -88,14 +88,14 @@ sysroot = use_repo_rule("@toolchains_llvm//toolchain:sysroot.bzl", "sysroot")
sysroot(
name = "linux_sysroot",
sha256 = "a06475004fe8003ae7ccb4fe1d5511feb9b27cce4a8826eb1dfd686ed83f3dba",
urls = ["https://eagle0-windows.sfo3.digitaloceanspaces.com/sysroot/v3/ubuntu_noble_amd64_sysroot.tar.xz"],
urls = ["https://eagle0-sysroot.sfo3.digitaloceanspaces.com/v3/ubuntu_noble_amd64_sysroot.tar.xz"],
)
# ARM64 sysroot
sysroot(
name = "linux_sysroot_arm64",
sha256 = "87469137737e09bc73855007dab835477eb10a7b3ce3f725f93f64e25747f3f9",
urls = ["https://eagle0-windows.sfo3.digitaloceanspaces.com/sysroot/v4/ubuntu_noble_arm64_sysroot.tar.xz"],
urls = ["https://eagle0-sysroot.sfo3.digitaloceanspaces.com/v4/ubuntu_noble_arm64_sysroot.tar.xz"],
)
#
@@ -127,8 +127,8 @@ use_repo(
#
bazel_dep(name = "apple_support", version = "1.21.1", repo_name = "build_bazel_apple_support")
bazel_dep(name = "rules_apple", version = "3.16.1", repo_name = "build_bazel_rules_apple")
bazel_dep(name = "rules_swift", version = "2.3.1", repo_name = "build_bazel_rules_swift")
bazel_dep(name = "rules_apple", version = "4.3.3", repo_name = "build_bazel_rules_apple")
bazel_dep(name = "rules_swift", version = "2.4.0", repo_name = "build_bazel_rules_swift")
#
# Protocol Buffers & RPC
@@ -294,11 +294,15 @@ http_archive(
)
# Busybox static binary for Docker health checks (provides nc, wget, etc.)
# https://busybox.net/downloads/binaries/
# Primary: GitHub release mirror (reliable)
# Fallback: busybox.net (can be unreliable/slow)
http_file(
name = "busybox_x86_64",
sha256 = "6e123e7f3202a8c1e9b1f94d8941580a25135382b99e8d3e34fb858bba311348",
urls = ["https://busybox.net/downloads/binaries/1.35.0-x86_64-linux-musl/busybox"],
urls = [
"https://github.com/nolen777/eagle0/releases/download/busybox-1.35.0/busybox-1.35.0-x86_64-linux-musl",
"https://busybox.net/downloads/binaries/1.35.0-x86_64-linux-musl/busybox",
],
downloaded_file_path = "busybox",
executable = True,
)
@@ -306,7 +310,10 @@ http_file(
http_file(
name = "busybox_aarch64",
sha256 = "141adb1b625a6f44c4b114f76b4387b4ea4f7ab802b88eb40e0d2f6adcccb1c3",
urls = ["https://busybox.net/downloads/binaries/1.35.0-aarch64-linux-musl/busybox"],
urls = [
# TODO: Upload aarch64 binary to GitHub release when needed
"https://busybox.net/downloads/binaries/1.35.0-aarch64-linux-musl/busybox",
],
downloaded_file_path = "busybox",
executable = True,
)
+24
View File
@@ -0,0 +1,24 @@
#!/usr/bin/env bash
set -euxo pipefail
. ./ci/unity_version.sh
WORKSPACE=$(pwd)
UNITY_INSTALL_PATH="/Applications/Unity/Hub/Editor"
BUILD_DIR=$1
LOG_PATH=$2
echo "Building Mac in $BUILD_DIR"
echo "Cleaning up $BUILD_DIR"
/bin/rm -rf "$BUILD_DIR"
/bin/mkdir -p "$BUILD_DIR"
${UNITY_INSTALL_PATH}/${UNITY_VERSION}/Unity.app/Contents/MacOS/Unity \
-nographics \
-batchmode \
-quit \
-buildOSXUniversalPlayer "$BUILD_DIR/eagle0.app" \
-logFile "$LOG_PATH" \
-projectPath "$WORKSPACE/src/main/csharp/net/eagle0/clients/unity/eagle0"
+19
View File
@@ -0,0 +1,19 @@
#!/bin/bash
set -euxo pipefail
COMMIT=$(/usr/bin/git rev-parse --short HEAD)
/bin/echo "build protos"
./scripts/build_protos.sh
/bin/echo "build Mac plugin"
./scripts/build_mac_plugin.sh
git log -3
/bin/echo "build Mac"
LOG_PATH="/tmp/eagle0/editor_mac.log"
BUILD_DIR=$1
./ci/github_actions/build_mac.sh "$BUILD_DIR" "$LOG_PATH"
+18
View File
@@ -0,0 +1,18 @@
<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
<plist version="1.0">
<dict>
<!-- Allow JIT compilation (required for Mono/IL2CPP) -->
<key>com.apple.security.cs.allow-jit</key>
<true/>
<!-- Allow unsigned executable memory (required for Unity) -->
<key>com.apple.security.cs.allow-unsigned-executable-memory</key>
<true/>
<!-- Disable library validation (required for plugins) -->
<key>com.apple.security.cs.disable-library-validation</key>
<true/>
<!-- Allow outgoing network connections -->
<key>com.apple.security.network.client</key>
<true/>
</dict>
</plist>
+40
View File
@@ -0,0 +1,40 @@
# Environment template for production deployment
# This file defines all env vars used by docker-compose.prod.yml
# Workflows should update their specific vars without overwriting others
# Container images (managed by respective build workflows)
EAGLE_IMAGE=registry.digitalocean.com/eagle0/eagle-server:latest
SHARDOK_IMAGE=registry.digitalocean.com/eagle0/shardok-server:latest
ADMIN_IMAGE=registry.digitalocean.com/eagle0/admin-server:latest
JFR_SIDECAR_IMAGE=registry.digitalocean.com/eagle0/jfr-sidecar:latest
AUTH_IMAGE=registry.digitalocean.com/eagle0/auth-server:latest
# OpenAI / LLM
OPENAI_API_KEY=
GPT_MODEL_NAME=gpt-4o
# DigitalOcean Spaces (S3-compatible storage)
EAGLE_ENABLE_S3=false
DO_SPACES_ACCESS_KEY=
DO_SPACES_SECRET_KEY=
# JWT authentication
JWT_PRIVATE_KEY=
# OAuth providers
DISCORD_CLIENT_ID=
DISCORD_CLIENT_SECRET=
GOOGLE_CLIENT_ID=
GOOGLE_CLIENT_SECRET=
# Shardok connection
SHARDOK_ADDRESS=shardok:40042
SHARDOK_AUTH_TOKEN=
# Monitoring
SENTRY_DSN=
# Email (Fastmail JMAP)
FASTMAIL_API_TOKEN=
FASTMAIL_FROM_EMAIL=
FASTMAIL_FROM_NAME=
+59
View File
@@ -0,0 +1,59 @@
#!/bin/bash
# Update .env file without losing other variables
# Usage: ./update-env.sh KEY1=value1 KEY2=value2 ...
#
# This script:
# 1. Creates .env from template if it doesn't exist
# 2. Updates only the specified KEY=value pairs
# 3. Preserves all other existing values
set -e
SCRIPT_DIR="$(cd "$(dirname "$0")" && pwd)"
ENV_FILE="${ENV_FILE:-/opt/eagle0/.env}"
TEMPLATE_FILE="${TEMPLATE_FILE:-$SCRIPT_DIR/env.template}"
# Create .env from template if it doesn't exist
if [ ! -f "$ENV_FILE" ]; then
if [ -f "$TEMPLATE_FILE" ]; then
echo "Creating .env from template..."
grep -v '^#' "$TEMPLATE_FILE" | grep -v '^$' > "$ENV_FILE"
else
echo "Creating empty .env..."
touch "$ENV_FILE"
fi
chmod 600 "$ENV_FILE"
fi
# Process each KEY=VALUE argument
for arg in "$@"; do
# Skip empty args
[ -z "$arg" ] && continue
# Parse KEY=VALUE
KEY="${arg%%=*}"
VALUE="${arg#*=}"
# Skip if no key
[ -z "$KEY" ] && continue
# Skip setting empty values (keeps existing value)
if [ -z "$VALUE" ]; then
echo "Skipping $KEY (empty value)"
continue
fi
# Remove existing line for this key and add new one
if grep -q "^${KEY}=" "$ENV_FILE" 2>/dev/null; then
# Key exists, update it
sed -i "s|^${KEY}=.*|${KEY}=${VALUE}|" "$ENV_FILE"
echo "Updated $KEY"
else
# Key doesn't exist, add it
echo "${KEY}=${VALUE}" >> "$ENV_FILE"
echo "Added $KEY"
fi
done
chmod 600 "$ENV_FILE"
echo "Done updating $ENV_FILE"
+68 -8
View File
@@ -8,9 +8,13 @@
# Run: docker compose -f docker-compose.prod.yml up -d
services:
eagle:
# Blue-green deployment: eagle-blue is the primary (production) instance
# eagle-green is the staging instance for zero-downtime deployments
# See scripts/deploy-blue-green.sh for deployment workflow
eagle-blue:
image: ${EAGLE_IMAGE:-registry.digitalocean.com/eagle0/eagle-server:latest}
container_name: eagle-server
container_name: eagle-blue
command:
- "--gpt-model-name"
- "${GPT_MODEL_NAME:-gpt-5.1}"
@@ -39,7 +43,7 @@ services:
volumes:
- ./saves:/app/saves # Game saves and user database
- ./archived:/app/archived # Archived completed games
- ./jfr:/app/jfr # JFR recordings - dump with: docker exec eagle-server jcmd 1 JFR.dump filename=/app/jfr/profile.jfr
- ./jfr:/app/jfr # JFR recordings - dump with: docker exec eagle-blue jcmd 1 JFR.dump filename=/app/jfr/profile.jfr
- jvm-tmp:/tmp # Shared with jfr-sidecar for JVM attach socket files
- jwt-keys:/etc/eagle0/keys # Shared JWT keys with auth service
depends_on:
@@ -58,6 +62,58 @@ services:
retries: 3
start_period: 30s
eagle-green:
image: ${EAGLE_IMAGE_NEW:-registry.digitalocean.com/eagle0/eagle-server:latest}
container_name: eagle-green
profiles: ["blue-green"] # Only started during blue-green deployment
command:
- "--gpt-model-name"
- "${GPT_MODEL_NAME:-gpt-5.1}"
- "--shardok-interface-remote-address"
- "${SHARDOK_ADDRESS:-shardok:40042}"
- "--auth-service-url"
- "auth:40033"
ports:
- "40034:40032" # Different host port for staging
environment:
OPENAI_API_KEY: "${OPENAI_API_KEY:-}"
EAGLE_ENABLE_S3: "${EAGLE_ENABLE_S3:-false}"
DO_SPACES_ENDPOINT: "${DO_SPACES_ENDPOINT:-https://sfo3.digitaloceanspaces.com}"
DO_SPACES_ACCESS_KEY: "${DO_SPACES_ACCESS_KEY:-}"
DO_SPACES_SECRET_KEY: "${DO_SPACES_SECRET_KEY:-}"
JWT_PRIVATE_KEY: "${JWT_PRIVATE_KEY:-}"
DISCORD_CLIENT_ID: "${DISCORD_CLIENT_ID:-}"
DISCORD_CLIENT_SECRET: "${DISCORD_CLIENT_SECRET:-}"
SHARDOK_AUTH_TOKEN: "${SHARDOK_AUTH_TOKEN:-}"
EAGLE_SAVE_DIR: "/app/saves"
EAGLE_ARCHIVE_DIR: "/app/archived"
SENTRY_DSN: "${SENTRY_DSN:-}"
SENTRY_ENVIRONMENT: "production"
volumes:
- ./saves:/app/saves # Same save directory as blue
- ./archived:/app/archived # Same archive directory as blue
- jwt-keys:/etc/eagle0/keys # Shared JWT keys with auth service
depends_on:
- shardok
- auth
restart: "no" # Don't auto-restart during deployment
logging:
driver: "json-file"
options:
max-size: "100m"
max-file: "5"
healthcheck:
test: ["CMD-SHELL", "nc -z localhost 40032 || exit 1"]
interval: 10s
timeout: 5s
retries: 6
start_period: 60s
# Backward compatibility alias - for scripts that reference 'eagle' service
eagle:
extends:
service: eagle-blue
auth:
image: ${AUTH_IMAGE:-registry.digitalocean.com/eagle0/auth-server:latest}
container_name: auth-server
@@ -80,6 +136,10 @@ services:
# JWT keys - PEM files in volume, bootstrapped from JWK on first run
JWT_KEYS_PATH: "/etc/eagle0/keys"
JWT_PRIVATE_KEY: "${JWT_PRIVATE_KEY:-}"
# Fastmail JMAP API for sending invitation emails
FASTMAIL_API_TOKEN: "${FASTMAIL_API_TOKEN:-}"
FASTMAIL_FROM_EMAIL: "${FASTMAIL_FROM_EMAIL:-}"
FASTMAIL_FROM_NAME: "${FASTMAIL_FROM_NAME:-}"
# Note: port 40033 is exposed via nginx, not directly
volumes:
- jwt-keys:/etc/eagle0/keys # Shared JWT keys with Eagle
@@ -136,7 +196,7 @@ services:
- ./certbot/www:/var/www/certbot:ro
- ./auth:/etc/nginx/auth:ro
depends_on:
- eagle
- eagle-blue
- admin
restart: unless-stopped
logging:
@@ -150,7 +210,7 @@ services:
container_name: admin-server
command:
- "--eagle-addr"
- "eagle:40032"
- "${EAGLE_ADDR:-eagle-blue:40032}" # Can be switched for blue-green
- "--auth-addr"
- "auth:40033"
- "--jfr-sidecar-addr"
@@ -159,7 +219,7 @@ services:
- "8080"
# No external port - accessed via nginx at admin.eagle0.net
depends_on:
- eagle
- eagle-blue
- auth
- jfr-sidecar
restart: unless-stopped
@@ -179,11 +239,11 @@ services:
image: ${JFR_SIDECAR_IMAGE:-registry.digitalocean.com/eagle0/jfr-sidecar:latest}
container_name: jfr-sidecar
# Share PID namespace with Eagle to access its JVM via jcmd
pid: "service:eagle"
pid: "service:eagle-blue"
volumes:
- jvm-tmp:/tmp # Shared with Eagle for JVM attach socket files
depends_on:
- eagle
- eagle-blue
restart: unless-stopped
logging:
driver: "json-file"
+32 -1
View File
@@ -231,6 +231,21 @@ All action files have been migrated to use Scala types:
-`CommandChoiceHelpers` migrated to Scala types
-`ResolveBattleAction` refactored to use Scala GameState and ActionResultApplier (PR #5048)
### Enum Type Migrations
Proto enums are being converted to Scala sealed traits with converters at boundaries:
| Enum | Scala Type | Status | Notes |
|------|------------|--------|-------|
| `DiplomacyOfferStatus` | `Status` sealed trait | ✅ **Complete** | PR #5093 - `EligibleDiplomacyStatuses` uses Scala types internally |
| `RoundPhase` | `RoundPhase` sealed trait | Partial | Some usages converted |
| `BattalionType` | `BattalionType` sealed trait | Partial | Some usages converted |
**DiplomacyOfferStatus Migration (PR #5093):**
- `EligibleDiplomacyStatuses.scala` now returns `Vector[Status]` instead of `Vector[DiplomacyOfferStatus]`
- Call sites in `AvailableResolve*CommandFactory` files convert to proto via `StatusConverter.toProto` at the boundary
- This pattern should be applied to other proto enums
### CommandChoiceHelpers Migration Status
Several command selectors have already been converted to use Scala types:
@@ -257,7 +272,23 @@ Several command selectors have already been converted to use Scala types:
|--------|-------|
| Action files fully protoless | 52 / 52 (100%) ✅ |
| Proto usages in remaining actions | 0 |
| Next target | History APIs (InMemoryHistory, PersistedHistory) |
| Next target | See "Next Candidates" section below |
### Next Candidates
Priority candidates for further deproto work:
1. **More Enum Migrations** - Apply the `DiplomacyOfferStatus` pattern to other proto enums:
- Files importing `net.eagle0.eagle.common.round_phase.RoundPhase` (proto) could use Scala `RoundPhase`
- Files importing `net.eagle0.eagle.common.battalion_type.BattalionType` (proto) could use Scala `BattalionType`
2. **AvailableCommandsFactory Files** - Many still use proto `GameState` internally:
- These files build proto `AvailableCommand` messages but could use Scala types for internal logic
- Convert to accept Scala `GameState`, only convert fields to proto when building the response
3. **History APIs** - `InMemoryHistory` and `PersistedHistory`:
- Change to vend Scala `GameState` and `ActionResultT` instead of proto versions
- `PersistedHistory` converts to proto internally for disk persistence
### Validation
- [x] `ActionResultApplier` created and tested
+10 -1
View File
@@ -25,8 +25,10 @@ http {
resolver 127.0.0.11 valid=10s ipv6=off;
# Upstream for Eagle gRPC server
# For blue-green deployments, this is switched between eagle-blue:40032 and eagle-green:40032
# by scripts/deploy-blue-green.sh, then nginx is reloaded with 'nginx -s reload'
upstream eagle_grpc {
server eagle:40032;
server eagle-blue:40032;
keepalive 100;
}
@@ -106,6 +108,13 @@ http {
proxy_set_header X-Real-IP $remote_addr;
}
# Invitation landing page (proxied to Go auth service)
location /invite/ {
proxy_pass http://auth:8080;
proxy_set_header Host $host;
proxy_set_header X-Real-IP $remote_addr;
}
# Health check endpoint
location /health {
access_log off;
+88
View File
@@ -0,0 +1,88 @@
#!/usr/bin/env bash
#
# Code sign a macOS .app bundle for distribution
# Usage: codesign_mac_app.sh <app_path> [entitlements_path]
#
# Environment variables:
# SIGNING_IDENTITY - The signing identity (default: "Developer ID Application")
# KEYCHAIN_PASSWORD - Password to unlock the build keychain (optional)
set -euxo pipefail
APP_PATH="$1"
ENTITLEMENTS_PATH="${2:-}"
SIGNING_IDENTITY="${SIGNING_IDENTITY:-Developer ID Application}"
if [ ! -d "$APP_PATH" ]; then
echo "ERROR: App not found at $APP_PATH"
exit 1
fi
# Unlock keychain if password provided
if [ -n "${KEYCHAIN_PASSWORD:-}" ]; then
security unlock-keychain -p "$KEYCHAIN_PASSWORD" build.keychain || true
fi
echo "=== Signing nested components first ==="
# Sign all dylibs
find "$APP_PATH" -name "*.dylib" -print0 | while IFS= read -r -d '' item; do
echo "Signing dylib: $item"
codesign --force --verify --verbose --timestamp --options runtime \
--sign "$SIGNING_IDENTITY" "$item"
done
# Sign all bundles (plugins)
find "$APP_PATH" -name "*.bundle" -print0 | while IFS= read -r -d '' item; do
echo "Signing bundle: $item"
codesign --force --verify --verbose --timestamp --options runtime \
--sign "$SIGNING_IDENTITY" "$item"
done
# Sign XPC services (inside Sparkle framework)
find "$APP_PATH" -name "*.xpc" -print0 | while IFS= read -r -d '' item; do
echo "Signing XPC service: $item"
codesign --force --verify --verbose --timestamp --options runtime \
--sign "$SIGNING_IDENTITY" "$item"
done
# Sign nested apps (like Sparkle's Updater.app)
find "$APP_PATH" -path "*/Frameworks/*.app" -print0 | while IFS= read -r -d '' item; do
echo "Signing nested app: $item"
codesign --force --verify --verbose --timestamp --options runtime \
--sign "$SIGNING_IDENTITY" "$item"
done
# Sign standalone executables inside frameworks (like Autoupdate)
find "$APP_PATH" -path "*/Frameworks/*/Versions/*/Autoupdate" -type f -print0 | while IFS= read -r -d '' item; do
echo "Signing executable: $item"
codesign --force --verify --verbose --timestamp --options runtime \
--sign "$SIGNING_IDENTITY" "$item"
done
# Sign all frameworks (after their contents are signed)
find "$APP_PATH" -name "*.framework" -print0 | while IFS= read -r -d '' item; do
echo "Signing framework: $item"
codesign --force --verify --verbose --timestamp --options runtime \
--sign "$SIGNING_IDENTITY" "$item"
done
echo "=== Signing main app bundle ==="
if [ -n "$ENTITLEMENTS_PATH" ] && [ -f "$ENTITLEMENTS_PATH" ]; then
echo "Using entitlements: $ENTITLEMENTS_PATH"
codesign --force --verify --verbose --timestamp --options runtime \
--entitlements "$ENTITLEMENTS_PATH" \
--sign "$SIGNING_IDENTITY" "$APP_PATH"
else
codesign --force --verify --verbose --timestamp --options runtime \
--sign "$SIGNING_IDENTITY" "$APP_PATH"
fi
echo "=== Verifying signature ==="
codesign --verify --verbose=4 "$APP_PATH"
echo "=== Checking Gatekeeper assessment ==="
spctl --assess --type exec -v "$APP_PATH" || echo "Note: Gatekeeper may reject until notarized"
echo "Code signing complete: $APP_PATH"
+247
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@@ -0,0 +1,247 @@
#!/bin/bash
#
# Blue-Green Deployment Script for Eagle Server
#
# This script performs a zero-downtime deployment by:
# 1. Starting the new version on a staging port (green)
# 2. Waiting for it to become healthy
# 3. Running warmup traffic to pre-heat the JIT
# 4. Stopping the old version (blue) - which flushes state to disk
# 5. Telling green to reload games from disk
# 6. Switching nginx to route traffic to green
# 7. Cleaning up
#
# Usage: ./deploy-blue-green.sh [NEW_IMAGE_TAG]
#
# Example:
# ./deploy-blue-green.sh latest
# ./deploy-blue-green.sh sha-abc123
#
set -euo pipefail
SCRIPT_DIR="$(cd "$(dirname "${BASH_SOURCE[0]}")" && pwd)"
APP_DIR="${APP_DIR:-/opt/eagle0}"
NGINX_CONF="${APP_DIR}/nginx/nginx.conf"
COMPOSE_FILE="${APP_DIR}/docker-compose.prod.yml"
WARMUP_SCRIPT="${SCRIPT_DIR}/warmup-eagle.sh"
# Colors for output
RED='\033[0;31m'
GREEN='\033[0;32m'
YELLOW='\033[1;33m'
NC='\033[0m' # No Color
log_info() { echo -e "${GREEN}[INFO]${NC} $1"; }
log_warn() { echo -e "${YELLOW}[WARN]${NC} $1"; }
log_error() { echo -e "${RED}[ERROR]${NC} $1"; }
# Determine which instance is currently active
get_active_instance() {
if grep -q "eagle-blue:40032" "${NGINX_CONF}"; then
echo "blue"
elif grep -q "eagle-green:40032" "${NGINX_CONF}"; then
echo "green"
else
log_error "Cannot determine active instance from nginx config"
exit 1
fi
}
# Pull image with retry using crane (handles OCI/Docker digest mismatch)
pull_with_retry() {
local image=$1
local max_attempts=${2:-3}
local attempt=1
# Use crane if available (handles OCI format correctly)
if [ -x "${APP_DIR}/crane" ]; then
while [ $attempt -le $max_attempts ]; do
log_info "Pulling image with crane (attempt ${attempt}/${max_attempts})..."
if "${APP_DIR}/crane" pull "${image}" /tmp/image.tar && docker load -i /tmp/image.tar; then
rm -f /tmp/image.tar
log_info "Image pulled and loaded successfully"
return 0
fi
rm -f /tmp/image.tar
log_warn "Pull failed, retrying in 5 seconds..."
sleep 5
attempt=$((attempt + 1))
done
else
# Fallback to docker pull if crane not available
log_warn "crane not found at ${APP_DIR}/crane, falling back to docker pull"
while [ $attempt -le $max_attempts ]; do
log_info "Pulling image (attempt ${attempt}/${max_attempts})..."
if docker pull "${image}"; then
log_info "Image pulled successfully"
return 0
fi
log_warn "Pull failed, retrying in 5 seconds..."
sleep 5
attempt=$((attempt + 1))
done
fi
log_error "Failed to pull image after ${max_attempts} attempts"
return 1
}
# Wait for a container to be healthy
wait_for_healthy() {
local container=$1
local max_attempts=${2:-60}
local attempt=1
log_info "Waiting for ${container} to become healthy..."
while [ $attempt -le $max_attempts ]; do
health=$(docker inspect --format='{{.State.Health.Status}}' "${container}" 2>/dev/null || echo "unknown")
if [ "$health" = "healthy" ]; then
log_info "${container} is healthy"
return 0
fi
echo -n "."
sleep 2
attempt=$((attempt + 1))
done
echo ""
log_error "${container} did not become healthy after $((max_attempts * 2)) seconds"
return 1
}
# Main deployment logic
main() {
local new_tag="${1:-latest}"
local registry="registry.digitalocean.com/eagle0/eagle-server"
local new_image="${registry}:${new_tag}"
log_info "Starting blue-green deployment"
log_info "New image: ${new_image}"
cd "${APP_DIR}"
# Determine current active instance
local active=$(get_active_instance)
local staging
if [ "$active" = "blue" ]; then
staging="green"
else
staging="blue"
fi
log_info "Active instance: eagle-${active}"
log_info "Staging instance: eagle-${staging}"
# Pull the new image (with retry for intermittent registry issues)
if ! pull_with_retry "${new_image}" 3; then
log_error "Failed to pull new image, aborting deployment"
exit 1
fi
# Start staging instance with new image
log_info "Starting eagle-${staging} with new image..."
if [ "$staging" = "green" ]; then
EAGLE_IMAGE_NEW="${new_image}" docker compose -f "${COMPOSE_FILE}" --profile blue-green up -d eagle-green
else
EAGLE_IMAGE="${new_image}" docker compose -f "${COMPOSE_FILE}" up -d eagle-blue
fi
# Wait for staging to be healthy
if ! wait_for_healthy "eagle-${staging}" 90; then
log_error "Staging instance failed health check, aborting deployment"
docker compose -f "${COMPOSE_FILE}" stop "eagle-${staging}"
docker compose -f "${COMPOSE_FILE}" rm -f "eagle-${staging}"
exit 1
fi
# Run warmup/smoke test
local staging_port
if [ "$staging" = "green" ]; then
staging_port=40034
else
staging_port=40032
fi
log_info "Running warmup against eagle-${staging}..."
if [ -x "${WARMUP_SCRIPT}" ]; then
if ! "${WARMUP_SCRIPT}" "localhost:${staging_port}"; then
log_error "Warmup/smoke test failed, aborting deployment"
docker compose -f "${COMPOSE_FILE}" stop "eagle-${staging}"
docker compose -f "${COMPOSE_FILE}" rm -f "eagle-${staging}"
exit 1
fi
else
log_warn "Warmup script not found at ${WARMUP_SCRIPT}, skipping warmup"
log_warn "JIT will be cold on first requests"
fi
# Stop the active instance (this flushes state to disk)
log_info "Stopping eagle-${active} (flushing state to disk)..."
docker compose -f "${COMPOSE_FILE}" stop "eagle-${active}"
# Tell staging to reload games from disk
log_info "Telling eagle-${staging} to reload games from disk..."
if command -v grpcurl &> /dev/null; then
grpcurl -plaintext -d '{}' "localhost:${staging_port}" net.eagle0.eagle.api.Eagle/ReloadGames || true
else
log_warn "grpcurl not installed, skipping game reload"
log_warn "New instance will use games loaded at startup"
fi
# Switch nginx upstream
log_info "Switching nginx upstream to eagle-${staging}..."
if [ "$staging" = "green" ]; then
sed -i.bak 's/eagle-blue:40032/eagle-green:40032/g' "${NGINX_CONF}"
else
sed -i.bak 's/eagle-green:40032/eagle-blue:40032/g' "${NGINX_CONF}"
fi
# Reload nginx
log_info "Reloading nginx..."
docker compose -f "${COMPOSE_FILE}" exec nginx nginx -s reload
# Clean up old instance
log_info "Removing old eagle-${active} container..."
docker compose -f "${COMPOSE_FILE}" rm -f "eagle-${active}"
# Update the staging instance's restart policy and image var
# For blue, we need to update EAGLE_IMAGE; for green, update EAGLE_IMAGE_NEW
if [ "$staging" = "blue" ]; then
log_info "Updating EAGLE_IMAGE to ${new_image} for future restarts"
# User should update their .env file
else
log_info "Green is now active. Consider switching to blue on next deployment."
fi
log_info "Deployment complete!"
log_info "Active instance: eagle-${staging}"
log_info ""
log_info "Note: Update your .env file with EAGLE_IMAGE=${new_image}"
log_info " if you want future 'docker compose up' to use this version."
}
# Check for required tools
check_requirements() {
if ! command -v docker &> /dev/null; then
log_error "docker is required but not installed"
exit 1
fi
if ! command -v sed &> /dev/null; then
log_error "sed is required but not installed"
exit 1
fi
if [ ! -f "${NGINX_CONF}" ]; then
log_error "nginx config not found at ${NGINX_CONF}"
exit 1
fi
if [ ! -f "${COMPOSE_FILE}" ]; then
log_error "docker-compose file not found at ${COMPOSE_FILE}"
exit 1
fi
}
# Run
check_requirements
main "$@"
+93
View File
@@ -0,0 +1,93 @@
#!/usr/bin/env bash
#
# Inject Sparkle framework into a macOS .app bundle for auto-updates
# Usage: inject_sparkle.sh <app_path>
#
# Environment variables (required):
# SPARKLE_EDDSA_PUBLIC_KEY - EdDSA public key for verifying updates
#
# Optional environment variables:
# SPARKLE_FEED_URL - Appcast URL (default: https://assets.eagle0.net/mac/appcast.xml)
# SPARKLE_VERSION - Sparkle version to use (default: 2.6.4)
set -euxo pipefail
APP_PATH="$1"
SPARKLE_VERSION="${SPARKLE_VERSION:-2.6.4}"
SPARKLE_FEED_URL="${SPARKLE_FEED_URL:-https://assets.eagle0.net/mac/appcast.xml}"
SPARKLE_CACHE_DIR="/tmp/sparkle-cache"
if [ ! -d "$APP_PATH" ]; then
echo "ERROR: App not found at $APP_PATH"
exit 1
fi
if [ -z "${SPARKLE_EDDSA_PUBLIC_KEY:-}" ]; then
echo "ERROR: SPARKLE_EDDSA_PUBLIC_KEY environment variable not set"
exit 1
fi
# Download Sparkle if not cached
SPARKLE_DIR="$SPARKLE_CACHE_DIR/Sparkle-$SPARKLE_VERSION"
if [ ! -d "$SPARKLE_DIR/Sparkle.framework" ]; then
echo "=== Downloading Sparkle $SPARKLE_VERSION ==="
mkdir -p "$SPARKLE_CACHE_DIR"
SPARKLE_URL="https://github.com/sparkle-project/Sparkle/releases/download/${SPARKLE_VERSION}/Sparkle-${SPARKLE_VERSION}.tar.xz"
curl -L "$SPARKLE_URL" | tar -xJ -C "$SPARKLE_CACHE_DIR"
mv "$SPARKLE_CACHE_DIR/Sparkle-$SPARKLE_VERSION" "$SPARKLE_DIR" 2>/dev/null || true
# If the extracted directory doesn't match version pattern, it may just be "Sparkle"
if [ ! -d "$SPARKLE_DIR" ]; then
mkdir -p "$SPARKLE_DIR"
mv "$SPARKLE_CACHE_DIR/Sparkle.framework" "$SPARKLE_DIR/" 2>/dev/null || true
mv "$SPARKLE_CACHE_DIR/bin" "$SPARKLE_DIR/" 2>/dev/null || true
fi
fi
echo "=== Injecting Sparkle framework ==="
FRAMEWORKS_DIR="$APP_PATH/Contents/Frameworks"
mkdir -p "$FRAMEWORKS_DIR"
# Copy Sparkle framework
cp -R "$SPARKLE_DIR/Sparkle.framework" "$FRAMEWORKS_DIR/"
# Also copy the XPC services if present
if [ -d "$SPARKLE_DIR/Sparkle.framework/Versions/B/XPCServices" ]; then
echo "Sparkle XPC services present"
fi
echo "=== Updating Info.plist ==="
PLIST_PATH="$APP_PATH/Contents/Info.plist"
# Add Sparkle configuration to Info.plist
/usr/libexec/PlistBuddy -c "Delete :SUFeedURL" "$PLIST_PATH" 2>/dev/null || true
/usr/libexec/PlistBuddy -c "Add :SUFeedURL string '$SPARKLE_FEED_URL'" "$PLIST_PATH"
/usr/libexec/PlistBuddy -c "Delete :SUPublicEDKey" "$PLIST_PATH" 2>/dev/null || true
/usr/libexec/PlistBuddy -c "Add :SUPublicEDKey string '$SPARKLE_EDDSA_PUBLIC_KEY'" "$PLIST_PATH"
/usr/libexec/PlistBuddy -c "Delete :SUEnableAutomaticChecks" "$PLIST_PATH" 2>/dev/null || true
/usr/libexec/PlistBuddy -c "Add :SUEnableAutomaticChecks bool true" "$PLIST_PATH"
# Set bundle version from git for Sparkle version comparison
VERSION=$(git describe --tags --always 2>/dev/null || echo "1.0.0")
BUILD_NUMBER=$(git rev-list --count HEAD 2>/dev/null || echo "1")
echo "Setting version: $VERSION (build $BUILD_NUMBER)"
/usr/libexec/PlistBuddy -c "Set :CFBundleShortVersionString $VERSION" "$PLIST_PATH" 2>/dev/null || \
/usr/libexec/PlistBuddy -c "Add :CFBundleShortVersionString string '$VERSION'" "$PLIST_PATH"
/usr/libexec/PlistBuddy -c "Set :CFBundleVersion $BUILD_NUMBER" "$PLIST_PATH" 2>/dev/null || \
/usr/libexec/PlistBuddy -c "Add :CFBundleVersion string '$BUILD_NUMBER'" "$PLIST_PATH"
# Add URL scheme for invitation codes (eagle0://invite?code=XXXX)
echo "=== Adding URL scheme for invitation codes ==="
/usr/libexec/PlistBuddy -c "Delete :CFBundleURLTypes" "$PLIST_PATH" 2>/dev/null || true
/usr/libexec/PlistBuddy -c "Add :CFBundleURLTypes array" "$PLIST_PATH"
/usr/libexec/PlistBuddy -c "Add :CFBundleURLTypes:0 dict" "$PLIST_PATH"
/usr/libexec/PlistBuddy -c "Add :CFBundleURLTypes:0:CFBundleURLName string 'com.Shardok-Games.eagle0'" "$PLIST_PATH"
/usr/libexec/PlistBuddy -c "Add :CFBundleURLTypes:0:CFBundleURLSchemes array" "$PLIST_PATH"
/usr/libexec/PlistBuddy -c "Add :CFBundleURLTypes:0:CFBundleURLSchemes:0 string 'eagle0'" "$PLIST_PATH"
echo "=== Sparkle injection complete ==="
echo "App: $APP_PATH"
echo "Feed URL: $SPARKLE_FEED_URL"
echo "Version: $VERSION (build $BUILD_NUMBER)"
+50
View File
@@ -0,0 +1,50 @@
#!/usr/bin/env bash
#
# Notarize a macOS .app bundle with Apple
# Usage: notarize_mac_app.sh <app_path>
#
# Environment variables (required):
# APPLE_ID - Apple Developer account email
# APP_SPECIFIC_PASSWORD - App-specific password for notarytool
# TEAM_ID - Apple Developer Team ID
set -euxo pipefail
APP_PATH="$1"
if [ ! -d "$APP_PATH" ]; then
echo "ERROR: App not found at $APP_PATH"
exit 1
fi
if [ -z "${APPLE_ID:-}" ] || [ -z "${APP_SPECIFIC_PASSWORD:-}" ] || [ -z "${TEAM_ID:-}" ]; then
echo "ERROR: Required environment variables not set"
echo " APPLE_ID: ${APPLE_ID:-<not set>}"
echo " APP_SPECIFIC_PASSWORD: ${APP_SPECIFIC_PASSWORD:+<set>}"
echo " TEAM_ID: ${TEAM_ID:-<not set>}"
exit 1
fi
# Create ZIP for notarization submission
ZIP_PATH="${APP_PATH%.app}.zip"
echo "=== Creating ZIP for notarization: $ZIP_PATH ==="
ditto -c -k --keepParent "$APP_PATH" "$ZIP_PATH"
echo "=== Submitting to Apple for notarization ==="
xcrun notarytool submit "$ZIP_PATH" \
--apple-id "$APPLE_ID" \
--password "$APP_SPECIFIC_PASSWORD" \
--team-id "$TEAM_ID" \
--wait
# Clean up the zip
rm "$ZIP_PATH"
echo "=== Stapling notarization ticket to app ==="
xcrun stapler staple "$APP_PATH"
echo "=== Verifying notarization ==="
xcrun stapler validate "$APP_PATH"
spctl --assess --type exec -v "$APP_PATH"
echo "Notarization complete: $APP_PATH"
+142
View File
@@ -0,0 +1,142 @@
#!/bin/bash
#
# Warmup Script for Eagle Server
#
# This script warms up the JIT compiler before switching traffic to a new instance.
# It uses the Go warmup tool which:
# 1. Creates a test game via bidirectional streaming
# 2. Posts an Improve command
# 3. Verifies action results and new commands
# 4. Cleans up the test game
#
# Usage: ./warmup-eagle.sh HOST:PORT
#
# Example:
# ./warmup-eagle.sh localhost:40032
# ./warmup-eagle.sh localhost:40034
#
set -euo pipefail
SCRIPT_DIR="$(cd "$(dirname "${BASH_SOURCE[0]}")" && pwd)"
PROJECT_ROOT="$(cd "${SCRIPT_DIR}/.." && pwd)"
# Colors for output
RED='\033[0;31m'
GREEN='\033[0;32m'
YELLOW='\033[1;33m'
NC='\033[0m'
log_info() { echo -e "${GREEN}[INFO]${NC} $1"; }
log_warn() { echo -e "${YELLOW}[WARN]${NC} $1"; }
log_error() { echo -e "${RED}[ERROR]${NC} $1"; }
HOST="${1:-localhost:40032}"
log_info "Warming up Eagle server at ${HOST}..."
# Try to find the Go warmup tool
WARMUP_TOOL=""
# Check if we're in the project directory with bazel
if [ -f "${PROJECT_ROOT}/WORKSPACE" ] || [ -f "${PROJECT_ROOT}/WORKSPACE.bazel" ]; then
# Try to find the pre-built binary
BAZEL_BIN="${PROJECT_ROOT}/bazel-bin/src/main/go/net/eagle0/warmup/warmup_/warmup"
if [ -x "${BAZEL_BIN}" ]; then
WARMUP_TOOL="${BAZEL_BIN}"
fi
fi
# Check for the warmup tool in common locations (for deployed environments)
if [ -z "${WARMUP_TOOL}" ]; then
for path in \
"${SCRIPT_DIR}/bin/warmup" \
"/opt/eagle0/scripts/bin/warmup" \
"/opt/eagle0/bin/warmup" \
"/usr/local/bin/eagle-warmup" \
"${SCRIPT_DIR}/warmup"; do
if [ -x "${path}" ]; then
WARMUP_TOOL="${path}"
break
fi
done
fi
# If we found the Go tool, use it
if [ -n "${WARMUP_TOOL}" ]; then
log_info "Using Go warmup tool: ${WARMUP_TOOL}"
if "${WARMUP_TOOL}" --address="${HOST}" --timeout=60s; then
log_info "Warmup complete!"
exit 0
else
log_error "Go warmup tool failed"
exit 1
fi
fi
# Fallback to grpcurl-based warmup
log_warn "Go warmup tool not found, falling back to grpcurl"
# Check for grpcurl
if ! command -v grpcurl &> /dev/null; then
log_error "Neither Go warmup tool nor grpcurl is available"
log_error "Build the warmup tool with: bazel build //src/main/go/net/eagle0/warmup"
log_error "Or install grpcurl: brew install grpcurl (macOS)"
exit 1
fi
# Warmup iterations
WARMUP_ITERATIONS=3
# 1. Call GetRunningGames multiple times - this exercises the gRPC layer and basic game access
log_info "Warming up GetRunningGames..."
for i in $(seq 1 ${WARMUP_ITERATIONS}); do
RESULT=$(grpcurl -plaintext -d '{}' "${HOST}" net.eagle0.eagle.api.Eagle/GetRunningGames 2>&1) || true
if echo "$RESULT" | grep -q "games\|{}"; then
echo -n "."
else
log_error "GetRunningGames failed on iteration $i"
exit 1
fi
done
echo " done"
# 2. Call GetSettings - exercises settings loading
log_info "Warming up GetSettings..."
for i in $(seq 1 ${WARMUP_ITERATIONS}); do
if grpcurl -plaintext -d '{}' "${HOST}" net.eagle0.eagle.api.Eagle/GetSettings > /dev/null 2>&1; then
echo -n "."
else
log_warn "GetSettings failed on iteration $i (non-fatal)"
fi
done
echo " done"
# 3. Call AddSettings with empty list - exercises settings path
log_info "Warming up AddSettings..."
for i in $(seq 1 ${WARMUP_ITERATIONS}); do
if grpcurl -plaintext -d '{"settings": []}' "${HOST}" net.eagle0.eagle.api.Eagle/AddSettings > /dev/null 2>&1; then
echo -n "."
else
log_warn "AddSettings failed on iteration $i (non-fatal)"
fi
done
echo " done"
# Final health check
log_info "Verifying server health..."
if grpcurl -plaintext -d '{}' "${HOST}" net.eagle0.eagle.api.Eagle/GetRunningGames > /dev/null 2>&1; then
log_info "Health check passed"
else
log_error "Health check failed"
exit 1
fi
log_info ""
log_info "Warmup complete (basic mode - bidirectional streaming warmup not available)!"
log_info "The JIT should be warmed for:"
log_info " - gRPC layer and protobuf parsing"
log_info " - Settings loading and management"
log_info ""
log_warn "Note: For full warmup including game creation and command processing,"
log_warn " build and use the Go warmup tool: bazel build //src/main/go/net/eagle0/warmup"
@@ -107,6 +107,23 @@ auto AIAttackerStrategySelector::BestAttackerStrategy(
alCache,
battalionTypeGetter,
braveWaterCost));
} else if (!defenderPositions.empty()) {
// Defenders exist but none are on castles - they're scattering/fleeing.
// Chase them down rather than holding empty castles, since eliminating
// all defenders also wins the battle via LAST_PLAYER_STANDING.
chosenStrategy = AttackUnitsStrategy(GenerateTargetPriorities(
Occupants(
*gameState->units(),
gameState->hex_map()->row_count(),
gameState->hex_map()->column_count()),
gameState->hex_map(),
defenderPositions,
attackerPid,
attackerUnits,
apdCache,
alCache,
battalionTypeGetter,
braveWaterCost));
} else {
chosenStrategy = HoldCastlesStrategy;
}
@@ -222,7 +222,6 @@ double AIHeuristicWeighting::GetCommandWeight(
case CommandType::RELEASE_UNIT_COMMAND: return 0.0;
case CommandType::REINFORCE_COMMAND: return 10.0;
case CommandType::MANAGE_PRISONER: return 1.0;
// === ZERO WEIGHT - NEVER SELECT (0.0) ===
// Explicitly bad actions
@@ -85,7 +85,7 @@ vector<shared_ptr<ShardokAIClient>> ShardokGameController::MakeAIClients(
e->GetCurrentGameState()->hex_map(),
e->GetGameSettings()->GetGetter(),
AIAlgorithmType::ITERATIVE_DEEPENING,
ScoringCalculatorType::MCTS_OPTIMIZED,
ScoringCalculatorType::STANDARD,
mctsConfig);
// MCTS config is dynamically adjusted in ShardokAIClient based on proximity:
@@ -93,6 +93,7 @@
<Compile Include="Assets/Eagle/ConnectionStatusUI.cs" />
<Compile Include="Assets/Modern UI Pack/Scripts/Button/ButtonManagerIconEditor.cs" />
<Compile Include="Assets/Eagle/NotificationPanel.cs" />
<Compile Include="Assets/Shardok/FreezeAnimator.cs" />
<Compile Include="Assets/Modern UI Pack/Scripts/Demo/DemoListShadow.cs" />
<Compile Include="Assets/HoveringTooltipTextProvider.cs" />
<Compile Include="Assets/Eagle/CommandSelectors/util/KeyModifiedAmount.cs" />
@@ -107,6 +108,7 @@
<Compile Include="Assets/Eagle/CommandSelectors/FreeForAllDecisionCommandSelector.cs" />
<Compile Include="Assets/Modern UI Pack/Scripts/UI Manager/UIManagerButtonEditor.cs" />
<Compile Include="Assets/Eagle/CommandWarningPanelController.cs" />
<Compile Include="Assets/Tutorial/UI/TutorialModalPanel.cs" />
<Compile Include="Assets/Modern UI Pack/Scripts/Context Menu/ContextMenuManager.cs" />
<Compile Include="Assets/Modern UI Pack/Scripts/UI Manager/UIManagerProgressBarLoopEditor.cs" />
<Compile Include="Assets/Eagle/BattalionUtils.cs" />
@@ -134,7 +136,9 @@
<Compile Include="Assets/Eagle/TextureList.cs" />
<Compile Include="Assets/Modern UI Pack/Scripts/Modal Window/ModalWindowManager.cs" />
<Compile Include="Assets/Eagle/Table Rows/BattalionRowController.cs" />
<Compile Include="Assets/Shardok/DismissAnimator.cs" />
<Compile Include="Assets/Modern UI Pack/Scripts/Toggle/ToggleAnim.cs" />
<Compile Include="Assets/Shardok/HolyWaveAnimator.cs" />
<Compile Include="Assets/Modern UI Pack/Scripts/UI Manager/UIManagerInputField.cs" />
<Compile Include="Assets/Shardok/ActionResultTypeManager.cs" />
<Compile Include="Assets/MainQueue.cs" />
@@ -151,6 +155,7 @@
<Compile Include="Assets/Eagle/Notifications/ARNNotifications/ProvinceHeldDetailsNotificationGenerator.cs" />
<Compile Include="Assets/Bluetooth/DieInfo.cs" />
<Compile Include="Assets/common/ResourceFetcher.cs" />
<Compile Include="Assets/Tutorial/Content/TutorialStep.cs" />
<Compile Include="Assets/Auth/AuthClient.cs" />
<Compile Include="Assets/Eagle/Notifications/ARNNotifications/TruceRejectedDetailsNotificationGenerator.cs" />
<Compile Include="Assets/Eagle/Notifications/RiotSuppressedNotificationGenerator.cs" />
@@ -197,10 +202,12 @@
<Compile Include="Assets/Eagle/Notifications/ARNNotifications/TruceAcceptedDetailsNotificationGenerator.cs" />
<Compile Include="Assets/Modern UI Pack/Scripts/Progress Bar/ProgressBarEditor.cs" />
<Compile Include="Assets/Modern UI Pack/Scripts/Dropdown/CustomDropdownEditor.cs" />
<Compile Include="Assets/Shardok/WaterEffectAnimator.cs" />
<Compile Include="Assets/Eagle/Notifications/ARNNotifications/RansomRejectedDetailsNotificationGenerator.cs" />
<Compile Include="Assets/Eagle/FactionsTableController.cs" />
<Compile Include="Assets/Modern UI Pack/Scripts/Slider/RangeSlider.cs" />
<Compile Include="Assets/Eagle/CommandSelectors/ExileVassalCommandSelector.cs" />
<Compile Include="Assets/Tutorial/TutorialState.cs" />
<Compile Include="Assets/Modern UI Pack/Scripts/Button/ButtonManagerBasicWithIconEditor.cs" />
<Compile Include="Assets/Bluetooth/DiceVectors.cs" />
<Compile Include="Assets/Modern UI Pack/Scripts/UI Manager/UIManagerProgressBarLoop.cs" />
@@ -218,8 +225,10 @@
<Compile Include="Assets/GUI Pro Kit Fantasy RPG/Extensions/UIParticle/UIParticleSystem.cs" />
<Compile Include="Assets/Shardok/SoundManager.cs" />
<Compile Include="Assets/Shardok/HexMesh.cs" />
<Compile Include="Assets/Tutorial/Content/TutorialSequence.cs" />
<Compile Include="Assets/Eagle/Notifications/ARNNotifications/InvitationRejectedDetailsNotificationGenerator.cs" />
<Compile Include="Assets/Eagle/CommandSelectors/DiplomacyCommandSelector.cs" />
<Compile Include="Assets/Tutorial/Triggers/TutorialTriggerRegistry.cs" />
<Compile Include="Assets/Eagle/CommandSelectors/ResolveBreakAllianceCommandSelector.cs" />
<Compile Include="Assets/Eagle/CommandSelectors/ResolveAllianceCommandSelector.cs" />
<Compile Include="Assets/Eagle/Notifications/ARNNotifications/WithdrewForTruceDetailsNotificationGenerator.cs" />
@@ -228,6 +237,7 @@
<Compile Include="Assets/Eagle/CustomFileLogger.cs" />
<Compile Include="Assets/Eagle/Notifications/ARNNotifications/InvitationAcceptedDetailsNotificationGenerator.cs" />
<Compile Include="Assets/Eagle/Notifications/ProvinceEventsNotificationGenerator.cs" />
<Compile Include="Assets/Tutorial/TutorialManager.cs" />
<Compile Include="Assets/Eagle/CommandSelectors/FeastCommandSelector.cs" />
<Compile Include="Assets/Modern UI Pack/Scripts/Animated Icon/AnimatedIconHandler.cs" />
<Compile Include="Assets/Eagle/Notifications/ARNNotifications/GenericNotificationGenerator.cs" />
@@ -236,6 +246,7 @@
<Compile Include="Assets/ConnectionKiller.cs" />
<Compile Include="Assets/Modern UI Pack/Scripts/Slider/RadialSliderEditor.cs" />
<Compile Include="Assets/Eagle/Table Rows/MovingArmyPopupRowController.cs" />
<Compile Include="Assets/Shardok/DuelAnimator.cs" />
<Compile Include="Assets/Modern UI Pack/Scripts/Dropdown/CustomDropdown.cs" />
<Compile Include="Assets/Eagle/Notifications/NotificationDispatcher.cs" />
<Compile Include="Assets/Modern UI Pack/Scripts/Demo/DemoTopButton.cs" />
@@ -256,6 +267,7 @@
<Compile Include="Assets/Eagle/CommandSelectors/TradeCommandSelector.cs" />
<Compile Include="Assets/Eagle/Table Rows/DominionTableRowController.cs" />
<Compile Include="Assets/Bluetooth/RollPanelController.cs" />
<Compile Include="Assets/Shardok/ChargeAnimator.cs" />
<Compile Include="Assets/Eagle/ClientTextProvider.cs" />
<Compile Include="Assets/Modern UI Pack/Scripts/UI Manager/UIManager.cs" />
<Compile Include="Assets/Modern UI Pack/Scripts/Progress Bar/ProgressBar.cs" />
@@ -277,6 +289,8 @@
<Compile Include="Assets/Modern UI Pack/Scripts/Fixes/LayoutGroupPositionFix.cs" />
<Compile Include="Assets/common/Logger.cs" />
<Compile Include="Assets/Eagle/Notifications/ARNNotifications/AllianceAcceptedNotificationGenerator.cs" />
<Compile Include="Assets/Shardok/ToolAnimator.cs" />
<Compile Include="Assets/Shardok/ScoutAnimator.cs" />
<Compile Include="Assets/Modern UI Pack/Scripts/UI Manager/UIManagerModalWindow.cs" />
<Compile Include="Assets/Eagle/HeroDetailsController.cs" />
<Compile Include="Assets/Modern UI Pack/Scripts/Button/ButtonManagerEditor.cs" />
@@ -284,6 +298,7 @@
<Compile Include="Assets/Eagle/Table Rows/UnitSelectorHeroRowController.cs" />
<Compile Include="Assets/ConnectionHandler/CustomBattleHandler.cs" />
<Compile Include="Assets/Eagle/Notifications/ARNNotifications/RansomPaidDetailsNotificationGenerator.cs" />
<Compile Include="Assets/Shardok/ControlAnimator.cs" />
<Compile Include="Assets/Modern UI Pack/Scripts/Horizontal Selector/HorizontalSelector.cs" />
<Compile Include="Assets/Eagle/Table Rows/OrganizeTroopsResultRow.cs" />
<Compile Include="Assets/Modern UI Pack/Scripts/Slider/SliderManagerEditor.cs" />
@@ -299,14 +314,17 @@
<Compile Include="Assets/Eagle/Notifications/ARNNotifications/CapturedHeroReturnedDetailsNotificationGenerator.cs" />
<Compile Include="Assets/Eagle/CommandSelectors/DivineCommandSelector.cs" />
<Compile Include="Assets/Shardok/Unit.cs" />
<Compile Include="Assets/Shardok/FearAnimator.cs" />
<Compile Include="Assets/Eagle/ProvinceInfoPanelController.cs" />
<Compile Include="Assets/Shardok/ShardokGameModel.cs" />
<Compile Include="Assets/common/GUIUtils/GeneralClickDetector.cs" />
<Compile Include="Assets/Modern UI Pack/Scripts/UI Manager/UIManagerContextMenu.cs" />
<Compile Include="Assets/Eagle/Notifications/ARNNotifications/TruceAmbassadorImprisonedDetailsNotificationGenerator.cs" />
<Compile Include="Assets/Modern UI Pack/Scripts/Button/ButtonManagerBasicWithIcon.cs" />
<Compile Include="Assets/Tutorial/UI/TutorialHintIndicator.cs" />
<Compile Include="Assets/Bluetooth/UnityDieColors.cs" />
<Compile Include="Assets/Eagle/CommandSelectors/OrganizeTroopsCommandSelector.cs" />
<Compile Include="Assets/Shardok/ExtinguishAnimator.cs" />
<Compile Include="Assets/Eagle/PanelPositions.cs" />
<Compile Include="Assets/Eagle/Notifications/NotificationGenerator.cs" />
<Compile Include="Assets/Eagle/Notifications/DynamicTextNotification.cs" />
@@ -342,6 +360,7 @@
<Compile Include="Assets/Eagle/IClientConnectionSubscriber.cs" />
<Compile Include="Assets/Eagle/CommandSelectors/AlmsCommandSelector.cs" />
<Compile Include="Assets/Eagle/CommandSelectors/ResolveDiplomacyCommandSelector.cs" />
<Compile Include="Assets/Shardok/FleeAnimator.cs" />
<Compile Include="Assets/Modern UI Pack/Scripts/Button/ButtonManagerWithIcon.cs" />
<Compile Include="Assets/Modern UI Pack/Scripts/Horizontal Selector/HorizontalSelectorEditor.cs" />
<Compile Include="Assets/Eagle/PopupPanelController.cs" />
@@ -351,7 +370,9 @@
<Compile Include="Assets/Terrain Hexes/Example Scene/BasicHexArranger.cs" />
<Compile Include="Assets/Eagle/CommandSelectors/ManagePrisonersCommandSelector.cs" />
<Compile Include="Assets/Eagle/CommandSelectors/SendSuppliesCommandSelector.cs" />
<Compile Include="Assets/Tutorial/UI/TutorialUIManager.cs" />
<Compile Include="Assets/Modern UI Pack/Scripts/Window/WindowManager.cs" />
<Compile Include="Assets/Auth/InvitationCodeManager.cs" />
<Compile Include="Assets/Eagle/Notifications/ARNNotifications/CapturedHeroExiledDetailsNotificationGenerator.cs" />
<Compile Include="Assets/Eagle/Notifications/ARNNotifications/SuppressBeastsSucceededNotificationGenerator.cs" />
<Compile Include="Assets/Shardok/ReservesTableController.cs" />
@@ -365,11 +386,13 @@
<Compile Include="Assets/ConnectionHandler/CreateGameItem.cs" />
<Compile Include="Assets/Eagle/EagleGameController.cs" />
<Compile Include="Assets/Eagle/Notifications/FailedSwearBrotherhoodNotificationGenerator.cs" />
<Compile Include="Assets/Shardok/FireEffectAnimator.cs" />
<Compile Include="Assets/common/GUIUtils/EventBasedTable.cs" />
<Compile Include="Assets/Modern UI Pack/Scripts/Window/WindowManagerEditor.cs" />
<Compile Include="Assets/Eagle/Notifications/FactionDestroyedNotificationGenerator.cs" />
<Compile Include="Assets/Modern UI Pack/Scripts/UI Manager/UIManagerNotification.cs" />
<Compile Include="Assets/Eagle/CommandSelectors/HandleCapturedHeroesCommandSelector.cs" />
<Compile Include="Assets/Tutorial/UI/TutorialOverlayController.cs" />
<Compile Include="Assets/Eagle/Notifications/ARNNotifications/ARNNotificationGenerator.cs" />
<Compile Include="Assets/Eagle/CommandSelectors/AttackDecisionCommandSelector.cs" />
<Compile Include="Assets/Eagle/Table Rows/AvailableHeroTableRow.cs" />
@@ -58,10 +58,19 @@ namespace Auth {
/// Routed to Go auth service.
/// </summary>
/// <param name="provider">Discord or Google</param>
/// <returns>Tuple of (URL to open in browser, state token for polling)</returns>
public async Task<(string authUrl, string state)> GetOAuthUrlAsync(OAuthProvider provider) {
/// <param name="invitationCode">Optional invitation code for new account
/// registration</param> <returns>Tuple of (URL to open in browser, state token for
/// polling)</returns>
public async Task<(string authUrl, string state)> GetOAuthUrlAsync(
OAuthProvider provider,
string invitationCode = null) {
var request = new GetOAuthUrlRequest { Provider = provider };
if (!string.IsNullOrEmpty(invitationCode)) {
request.InvitationCode = invitationCode;
Debug.Log("[AuthClient] Including invitation code in OAuth request");
}
var response = await _authServiceClient.GetOAuthUrlAsync(request);
Debug.Log($"[AuthClient] Got OAuth URL for {provider}, state={response.State}");
@@ -94,6 +103,10 @@ namespace Auth {
case OAuthStatus.Expired:
throw new Exception("OAuth session expired. Please try again.");
case OAuthStatus.InvitationRequired:
Debug.Log("[AuthClient] Server requires invitation code for new account");
return response; // Return so OAuthManager can handle this
case OAuthStatus.Pending:
// Check timeout
if ((DateTime.UtcNow - startTime).TotalMilliseconds > PollTimeoutMs) {
@@ -170,18 +183,16 @@ namespace Auth {
/// <summary>
/// Logout - invalidates refresh token on server.
/// Does NOT clear local tokens (OAuthManager handles that decision).
/// Routed to Eagle.
/// </summary>
public async Task LogoutAsync() {
try {
await _eagleClient.LogoutAsync(new LogoutRequest());
Debug.Log("[AuthClient] Server logout successful");
} catch (Exception ex) {
Debug.LogWarning($"[AuthClient] Logout RPC failed (may be expected): {ex.Message}");
}
// Clear local tokens regardless of server response
TokenStorage.Clear();
Debug.Log("[AuthClient] Logged out, tokens cleared");
}
public void Dispose() {
@@ -0,0 +1,141 @@
using System;
using System.IO;
using UnityEngine;
namespace Auth {
/// <summary>
/// Manages invitation codes for new account registration.
/// Reads codes from installer-provided file or allows manual entry.
/// </summary>
public static class InvitationCodeManager {
private const string InvitationFileName = "invitation.json";
private const string PlayerPrefsKey = "InvitationCode";
// Cache the code to avoid repeated file reads
private static string _cachedCode;
private static bool _cacheInitialized;
/// <summary>
/// Get the invitation code, if available.
/// Checks: 1) Cached value, 2) PlayerPrefs, 3) File from installer
/// </summary>
public static string GetInvitationCode() {
if (_cacheInitialized) { return _cachedCode; }
// Check PlayerPrefs first (manual entry takes priority)
string prefsCode = PlayerPrefs.GetString(PlayerPrefsKey, null);
if (!string.IsNullOrEmpty(prefsCode)) {
_cachedCode = prefsCode;
_cacheInitialized = true;
Debug.Log("[InvitationCodeManager] Using invitation code from PlayerPrefs");
return _cachedCode;
}
// Try to read from installer file
string fileCode = ReadFromFile();
if (!string.IsNullOrEmpty(fileCode)) {
_cachedCode = fileCode;
_cacheInitialized = true;
Debug.Log("[InvitationCodeManager] Using invitation code from installer file");
return _cachedCode;
}
_cacheInitialized = true;
return null;
}
/// <summary>
/// Set invitation code manually (e.g., from UI input).
/// </summary>
public static void SetInvitationCode(string code) {
if (string.IsNullOrEmpty(code)) {
PlayerPrefs.DeleteKey(PlayerPrefsKey);
_cachedCode = null;
} else {
PlayerPrefs.SetString(PlayerPrefsKey, code);
_cachedCode = code;
}
_cacheInitialized = true;
PlayerPrefs.Save();
Debug.Log(
$"[InvitationCodeManager] Invitation code {(string.IsNullOrEmpty(code) ? "cleared" : "set")}");
}
/// <summary>
/// Clear the invitation code after successful account creation.
/// </summary>
public static void ClearInvitationCode() {
PlayerPrefs.DeleteKey(PlayerPrefsKey);
_cachedCode = null;
_cacheInitialized = true;
PlayerPrefs.Save();
// Also delete the installer file if it exists
DeleteInstallerFile();
Debug.Log("[InvitationCodeManager] Invitation code cleared");
}
/// <summary>
/// Check if an invitation code is available.
/// </summary>
public static bool HasInvitationCode => !string.IsNullOrEmpty(GetInvitationCode());
private static string ReadFromFile() {
try {
string installDir = GetInstallDirectory();
if (string.IsNullOrEmpty(installDir)) { return null; }
string filePath = Path.Combine(installDir, InvitationFileName);
if (!File.Exists(filePath)) { return null; }
string json = File.ReadAllText(filePath);
// Simple JSON parsing for {"invitation_code":"XXXX"}
var parsed = JsonUtility.FromJson<InvitationFile>(json);
return parsed?.invitation_code;
} catch (Exception ex) {
Debug.LogWarning(
$"[InvitationCodeManager] Failed to read invitation file: {ex.Message}");
return null;
}
}
private static void DeleteInstallerFile() {
try {
string installDir = GetInstallDirectory();
if (string.IsNullOrEmpty(installDir)) { return; }
string filePath = Path.Combine(installDir, InvitationFileName);
if (File.Exists(filePath)) {
File.Delete(filePath);
Debug.Log("[InvitationCodeManager] Deleted installer invitation file");
}
} catch (Exception ex) {
Debug.LogWarning(
$"[InvitationCodeManager] Failed to delete invitation file: {ex.Message}");
}
}
private static string GetInstallDirectory() {
#if UNITY_STANDALONE_WIN || UNITY_EDITOR_WIN
// Windows: %LOCALAPPDATA%\eagle0
string localAppData =
Environment.GetFolderPath(Environment.SpecialFolder.LocalApplicationData);
return Path.Combine(localAppData, "eagle0");
#elif UNITY_STANDALONE_OSX || UNITY_EDITOR_OSX
// Mac: ~/Library/Application Support/eagle0
string appSupport =
Environment.GetFolderPath(Environment.SpecialFolder.ApplicationData);
return Path.Combine(appSupport, "eagle0");
#else
// Other platforms not yet supported
return null;
#endif
}
[Serializable]
private class InvitationFile {
public string invitation_code;
}
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: a2a19f11d1f82412e8e2811b366113ac
@@ -1,4 +1,5 @@
using System;
using System.Collections.Generic;
using System.Threading.Tasks;
using Net.Eagle0.Eagle.Api.Auth;
using UnityEngine;
@@ -9,6 +10,7 @@ namespace Auth {
/// - Opens system browser for OAuth consent
/// - Polls server for OAuth completion (no deep links needed)
/// - Token storage and refresh
/// - Multi-account support
/// </summary>
public class OAuthManager : MonoBehaviour {
public static OAuthManager Instance { get; private set; }
@@ -16,12 +18,14 @@ namespace Auth {
private AuthClient _authClient;
private string _currentAuthServiceUrl;
private string _currentEagleUrl;
private OAuthProvider _currentLoginProvider; // Track provider during login
// Events for UI updates
public event Action<UserInfo> OnLoginSuccess;
public event Action<string> OnLoginFailed;
public event Action OnLogout;
public event Action<bool> OnNewUserNeedsDisplayName; // true if new user
public event Action OnInvitationRequired; // new user needs invitation code
public bool IsAuthenticated => TokenStorage.HasValidToken;
public string DisplayName => TokenStorage.DisplayName;
@@ -80,9 +84,14 @@ namespace Auth {
/// </summary>
public async Task<CheckOAuthStatusResponse> LoginAsync(OAuthProvider provider) {
EnsureConfigured();
_currentLoginProvider = provider; // Track for later storage
try {
// Get invitation code if available (for new account registration)
string invitationCode = InvitationCodeManager.GetInvitationCode();
// Get OAuth URL and state from server
var (authUrl, state) = await _authClient.GetOAuthUrlAsync(provider);
var (authUrl, state) = await _authClient.GetOAuthUrlAsync(provider, invitationCode);
// Open system browser
Debug.Log($"[OAuthManager] Opening browser: {authUrl}");
@@ -91,16 +100,26 @@ namespace Auth {
// Poll for OAuth completion (server handles the callback)
var response = await _authClient.PollForOAuthCompletionAsync(state);
// Store tokens
// Handle invitation required status
if (response.Status == OAuthStatus.InvitationRequired) {
Debug.Log("[OAuthManager] Server requires invitation code for new account");
OnInvitationRequired?.Invoke();
throw new Exception("An invitation code is required to create a new account");
}
// Store tokens with provider info
var providerName = provider.ToString().ToLowerInvariant();
TokenStorage.StoreTokens(
response.AccessToken,
response.RefreshToken,
response.ExpiresAt,
response.User.UserId,
response.User.DisplayName ?? "");
response.User.DisplayName ?? "",
providerName);
// Notify listeners
// Clear invitation code after successful new account creation
if (response.IsNewUser) {
InvitationCodeManager.ClearInvitationCode();
OnNewUserNeedsDisplayName?.Invoke(true);
} else {
OnLoginSuccess?.Invoke(response.User);
@@ -156,6 +175,15 @@ namespace Auth {
// Validate session with server
try {
var response = await _authClient.GetCurrentUserAsync();
// Check if user still needs to set display name (e.g., closed app before setting
// it)
if (string.IsNullOrEmpty(response.User.DisplayName)) {
Debug.Log("[OAuthManager] Session restored but user needs display name");
OnNewUserNeedsDisplayName?.Invoke(false); // false = not a brand new user
return true;
}
Debug.Log($"[OAuthManager] Session restored for {response.User.DisplayName}");
OnLoginSuccess?.Invoke(response.User);
return true;
@@ -178,16 +206,89 @@ namespace Auth {
}
/// <summary>
/// Logout and clear stored tokens.
/// Logout - clears current session but preserves stored tokens for quick re-login.
/// </summary>
public async Task LogoutAsync() {
// LogoutAsync can work even without server connection - just clear local tokens
// Notify server of logout if connected
if (_authClient != null) {
await _authClient.LogoutAsync();
} else {
TokenStorage.Clear();
try {
await _authClient.LogoutAsync();
} catch (Exception ex) {
Debug.LogWarning($"[OAuthManager] Server logout failed: {ex.Message}");
}
}
// Clear current account selection but keep tokens stored
TokenStorage.ClearCurrentAccount();
OnLogout?.Invoke();
}
/// <summary>
/// Get all stored accounts for display in UI.
/// </summary>
public IReadOnlyList<StoredAccount> GetStoredAccounts() {
return TokenStorage.GetAllAccounts();
}
/// <summary>
/// Select and connect with a stored account.
/// If token is expired or about to expire, refreshes it first.
/// </summary>
public async Task<bool> ConnectWithStoredAccountAsync(StoredAccount account) {
EnsureConfigured();
// Select this account as current
TokenStorage.SelectAccount(account.AccountKey);
// Check if token needs refresh
if (!account.HasValidToken || account.NeedsRefresh) {
if (account.HasRefreshToken) {
try {
await _authClient.RefreshTokenAsync();
Debug.Log($"[OAuthManager] Refreshed token for {account.DisplayName}");
} catch (Exception ex) {
Debug.LogWarning($"[OAuthManager] Token refresh failed: {ex.Message}");
// Token refresh failed - need to re-authenticate
// Parse provider from account key
var provider = account.Provider.ToLowerInvariant() == "google"
? OAuthProvider.Google
: OAuthProvider.Discord;
OnLoginFailed?.Invoke("Session expired. Please sign in again.");
return false;
}
} else {
OnLoginFailed?.Invoke("Session expired. Please sign in again.");
return false;
}
}
// Validate session with server
try {
var response = await _authClient.GetCurrentUserAsync();
// Check if user still needs to set display name
if (string.IsNullOrEmpty(response.User.DisplayName)) {
Debug.Log("[OAuthManager] Stored account needs display name");
OnNewUserNeedsDisplayName?.Invoke(false);
return true;
}
Debug.Log(
$"[OAuthManager] Connected with stored account: {response.User.DisplayName}");
OnLoginSuccess?.Invoke(response.User);
return true;
} catch (Exception ex) {
Debug.LogWarning($"[OAuthManager] Session validation failed: {ex.Message}");
OnLoginFailed?.Invoke("Session invalid. Please sign in again.");
return false;
}
}
/// <summary>
/// Remove a stored account permanently.
/// </summary>
public void RemoveStoredAccount(StoredAccount account) {
TokenStorage.RemoveAccount(account.AccountKey);
}
}
}
@@ -1,27 +1,63 @@
using System;
using System.Collections.Generic;
using UnityEngine;
namespace Auth {
/// <summary>
/// Represents a stored OAuth account with tokens.
/// </summary>
[Serializable]
public class StoredAccount {
public string Provider; // "discord" or "google"
public string UserId; // OAuth provider user ID
public string DisplayName; // User's display name
public string AccessToken;
public string RefreshToken;
public long ExpiresAt; // Unix timestamp
public string AccountKey => $"{Provider}:{UserId}";
public bool HasValidToken => !string.IsNullOrEmpty(AccessToken) &&
ExpiresAt > DateTimeOffset.UtcNow.ToUnixTimeSeconds();
public bool HasRefreshToken => !string.IsNullOrEmpty(RefreshToken);
public bool NeedsRefresh {
get {
var now = DateTimeOffset.UtcNow.ToUnixTimeSeconds();
return ExpiresAt > 0 && ExpiresAt - now < 300; // 5 minutes
}
}
}
/// <summary>
/// Container for all stored accounts, serialized to JSON.
/// </summary>
[Serializable]
public class StoredAccountsData {
public List<StoredAccount> Accounts = new();
public string CurrentAccountKey; // Provider:UserId of active account
}
/// <summary>
/// Secure storage for OAuth tokens using Unity's PlayerPrefs.
/// Supports multiple accounts - tokens are preserved on logout.
/// Values are cached in memory to allow access from background threads.
/// In production, consider using platform-specific secure storage
/// (Keychain on iOS, Keystore on Android).
/// </summary>
public static class TokenStorage {
private const string AccessTokenKey = "eagle0_access_token";
private const string RefreshTokenKey = "eagle0_refresh_token";
private const string ExpiresAtKey = "eagle0_expires_at";
private const string UserIdKey = "eagle0_user_id";
private const string DisplayNameKey = "eagle0_display_name";
private const string AccountsDataKey = "eagle0_accounts_data";
// In-memory cache for thread-safe access from background threads
// PlayerPrefs can only be accessed from the main thread
private static string _cachedAccessToken;
private static string _cachedRefreshToken;
private static long _cachedExpiresAt;
private static string _cachedUserId;
private static string _cachedDisplayName;
// Legacy keys for migration
private const string LegacyAccessTokenKey = "eagle0_access_token";
private const string LegacyRefreshTokenKey = "eagle0_refresh_token";
private const string LegacyExpiresAtKey = "eagle0_expires_at";
private const string LegacyUserIdKey = "eagle0_user_id";
private const string LegacyDisplayNameKey = "eagle0_display_name";
// In-memory cache
private static StoredAccountsData _accountsData;
private static bool _cacheInitialized = false;
/// <summary>
@@ -29,147 +65,245 @@ namespace Auth {
/// Call this early in app startup (e.g., in Awake or Start).
/// </summary>
public static void InitializeCache() {
_cachedAccessToken = PlayerPrefs.GetString(AccessTokenKey, null);
_cachedRefreshToken = PlayerPrefs.GetString(RefreshTokenKey, null);
_cachedExpiresAt =
long.TryParse(PlayerPrefs.GetString(ExpiresAtKey, "0"), out var val) ? val : 0;
_cachedUserId = PlayerPrefs.GetString(UserIdKey, null);
_cachedDisplayName = PlayerPrefs.GetString(DisplayNameKey, null);
_cacheInitialized = true;
var json = PlayerPrefs.GetString(AccountsDataKey, "");
Debug.Log(
$"[TokenStorage] Cache initialized, hasToken={!string.IsNullOrEmpty(_cachedAccessToken)}");
}
public static bool HasValidToken {
get {
var token = AccessToken;
var expiresAt = ExpiresAt;
return !string.IsNullOrEmpty(token) &&
expiresAt > DateTimeOffset.UtcNow.ToUnixTimeSeconds();
}
}
public static bool HasRefreshToken => !string.IsNullOrEmpty(RefreshToken);
public static string AccessToken {
get {
if (!_cacheInitialized) {
Debug.LogWarning(
"[TokenStorage] Cache not initialized, returning cached value anyway");
if (!string.IsNullOrEmpty(json)) {
try {
_accountsData = JsonUtility.FromJson<StoredAccountsData>(json);
} catch (Exception ex) {
Debug.LogWarning($"[TokenStorage] Failed to parse accounts data: {ex.Message}");
_accountsData = new StoredAccountsData();
}
return _cachedAccessToken;
} else {
_accountsData = new StoredAccountsData();
// Try to migrate legacy single-account data
MigrateLegacyData();
}
private
set {
_cachedAccessToken = value;
PlayerPrefs.SetString(AccessTokenKey, value ?? "");
_cacheInitialized = true;
Debug.Log(
$"[TokenStorage] Cache initialized, {_accountsData.Accounts.Count} accounts stored");
}
private static void MigrateLegacyData() {
var legacyAccessToken = PlayerPrefs.GetString(LegacyAccessTokenKey, "");
if (string.IsNullOrEmpty(legacyAccessToken)) return;
var legacyRefreshToken = PlayerPrefs.GetString(LegacyRefreshTokenKey, "");
var legacyExpiresAt =
long.TryParse(PlayerPrefs.GetString(LegacyExpiresAtKey, "0"), out var val) ? val
: 0;
var legacyUserId = PlayerPrefs.GetString(LegacyUserIdKey, "");
var legacyDisplayName = PlayerPrefs.GetString(LegacyDisplayNameKey, "");
if (!string.IsNullOrEmpty(legacyUserId)) {
// Assume discord for legacy data (most common)
var account = new StoredAccount {
Provider = "discord",
UserId = legacyUserId,
DisplayName = legacyDisplayName,
AccessToken = legacyAccessToken,
RefreshToken = legacyRefreshToken,
ExpiresAt = legacyExpiresAt
};
_accountsData.Accounts.Add(account);
_accountsData.CurrentAccountKey = account.AccountKey;
SaveAccountsData();
// Clear legacy keys
PlayerPrefs.DeleteKey(LegacyAccessTokenKey);
PlayerPrefs.DeleteKey(LegacyRefreshTokenKey);
PlayerPrefs.DeleteKey(LegacyExpiresAtKey);
PlayerPrefs.DeleteKey(LegacyUserIdKey);
PlayerPrefs.DeleteKey(LegacyDisplayNameKey);
PlayerPrefs.Save();
Debug.Log($"[TokenStorage] Migrated legacy account: {account.DisplayName}");
}
}
public static string RefreshToken {
get => _cachedRefreshToken;
private
set {
_cachedRefreshToken = value;
PlayerPrefs.SetString(RefreshTokenKey, value ?? "");
}
private static void SaveAccountsData() {
var json = JsonUtility.ToJson(_accountsData);
PlayerPrefs.SetString(AccountsDataKey, json);
PlayerPrefs.Save();
}
public static long ExpiresAt {
get => _cachedExpiresAt;
private
set {
_cachedExpiresAt = value;
PlayerPrefs.SetString(ExpiresAtKey, value.ToString());
}
/// <summary>
/// Get all stored accounts.
/// </summary>
public static IReadOnlyList<StoredAccount> GetAllAccounts() {
EnsureInitialized();
return _accountsData.Accounts.AsReadOnly();
}
public static string UserId {
get => _cachedUserId;
private
set {
_cachedUserId = value;
PlayerPrefs.SetString(UserIdKey, value ?? "");
}
}
public static string DisplayName {
get => _cachedDisplayName;
private
set {
_cachedDisplayName = value;
PlayerPrefs.SetString(DisplayNameKey, value ?? "");
/// <summary>
/// Get the currently active account, or null if none selected.
/// </summary>
public static StoredAccount CurrentAccount {
get {
EnsureInitialized();
if (string.IsNullOrEmpty(_accountsData.CurrentAccountKey)) return null;
return _accountsData.Accounts.Find(
a => a.AccountKey == _accountsData.CurrentAccountKey);
}
}
/// <summary>
/// Store tokens received from OAuth exchange.
/// Select an account as the current active account.
/// </summary>
public static void SelectAccount(string accountKey) {
EnsureInitialized();
var account = _accountsData.Accounts.Find(a => a.AccountKey == accountKey);
if (account != null) {
_accountsData.CurrentAccountKey = accountKey;
SaveAccountsData();
Debug.Log($"[TokenStorage] Selected account: {account.DisplayName}");
}
}
/// <summary>
/// Clear the current account selection (logout without deleting tokens).
/// </summary>
public static void ClearCurrentAccount() {
EnsureInitialized();
_accountsData.CurrentAccountKey = null;
SaveAccountsData();
Debug.Log("[TokenStorage] Cleared current account selection");
}
/// <summary>
/// Remove a specific account and its tokens.
/// </summary>
public static void RemoveAccount(string accountKey) {
EnsureInitialized();
var removed = _accountsData.Accounts.RemoveAll(a => a.AccountKey == accountKey);
if (_accountsData.CurrentAccountKey == accountKey) {
_accountsData.CurrentAccountKey = null;
}
if (removed > 0) {
SaveAccountsData();
Debug.Log($"[TokenStorage] Removed account: {accountKey}");
}
}
// Compatibility properties that reference the current account
public static bool HasValidToken => CurrentAccount?.HasValidToken ?? false;
public static bool HasRefreshToken => CurrentAccount?.HasRefreshToken ?? false;
public static string AccessToken => CurrentAccount?.AccessToken;
public static string RefreshToken => CurrentAccount?.RefreshToken;
public static long ExpiresAt => CurrentAccount?.ExpiresAt ?? 0;
public static string UserId => CurrentAccount?.UserId;
public static string DisplayName => CurrentAccount?.DisplayName;
public static bool NeedsRefresh => CurrentAccount?.NeedsRefresh ?? false;
/// <summary>
/// Store tokens for an account. Creates new or updates existing.
/// </summary>
public static void StoreTokens(
string accessToken,
string refreshToken,
long expiresAt,
string userId,
string displayName) {
AccessToken = accessToken;
RefreshToken = refreshToken;
ExpiresAt = expiresAt;
UserId = userId;
DisplayName = displayName;
PlayerPrefs.Save();
string displayName,
string provider = "discord") {
EnsureInitialized();
Debug.Log(
$"[TokenStorage] Stored tokens for user {displayName} (expires at {expiresAt})");
var accountKey = $"{provider}:{userId}";
var existingAccount = _accountsData.Accounts.Find(a => a.AccountKey == accountKey);
if (existingAccount != null) {
existingAccount.AccessToken = accessToken;
existingAccount.RefreshToken = refreshToken;
existingAccount.ExpiresAt = expiresAt;
existingAccount.DisplayName = displayName;
} else {
var newAccount = new StoredAccount {
Provider = provider,
UserId = userId,
DisplayName = displayName,
AccessToken = accessToken,
RefreshToken = refreshToken,
ExpiresAt = expiresAt
};
_accountsData.Accounts.Add(newAccount);
}
// Set as current account
_accountsData.CurrentAccountKey = accountKey;
SaveAccountsData();
Debug.Log($"[TokenStorage] Stored tokens for {displayName} ({provider})");
}
/// <summary>
/// Update access token after refresh.
/// Update access token after refresh for the current account.
/// </summary>
public static void UpdateAccessToken(string accessToken, long expiresAt) {
AccessToken = accessToken;
ExpiresAt = expiresAt;
PlayerPrefs.Save();
Debug.Log($"[TokenStorage] Updated access token (expires at {expiresAt})");
EnsureInitialized();
var account = CurrentAccount;
if (account != null) {
account.AccessToken = accessToken;
account.ExpiresAt = expiresAt;
SaveAccountsData();
Debug.Log($"[TokenStorage] Updated access token (expires at {expiresAt})");
}
}
/// <summary>
/// Update display name after user sets it.
/// Update access token for a specific account (by key).
/// </summary>
public static void
UpdateAccessTokenForAccount(string accountKey, string accessToken, long expiresAt) {
EnsureInitialized();
var account = _accountsData.Accounts.Find(a => a.AccountKey == accountKey);
if (account != null) {
account.AccessToken = accessToken;
account.ExpiresAt = expiresAt;
SaveAccountsData();
Debug.Log(
$"[TokenStorage] Updated access token for {account.DisplayName} (expires at {expiresAt})");
}
}
/// <summary>
/// Update display name for the current account.
/// </summary>
public static void UpdateDisplayName(string displayName) {
DisplayName = displayName;
PlayerPrefs.Save();
EnsureInitialized();
var account = CurrentAccount;
if (account != null) {
account.DisplayName = displayName;
SaveAccountsData();
}
}
/// <summary>
/// Clear all stored tokens (logout).
/// Clear all stored accounts (full reset).
/// </summary>
public static void Clear() {
_cachedAccessToken = null;
_cachedRefreshToken = null;
_cachedExpiresAt = 0;
_cachedUserId = null;
_cachedDisplayName = null;
PlayerPrefs.DeleteKey(AccessTokenKey);
PlayerPrefs.DeleteKey(RefreshTokenKey);
PlayerPrefs.DeleteKey(ExpiresAtKey);
PlayerPrefs.DeleteKey(UserIdKey);
PlayerPrefs.DeleteKey(DisplayNameKey);
public static void ClearAll() {
_accountsData = new StoredAccountsData();
PlayerPrefs.DeleteKey(AccountsDataKey);
PlayerPrefs.Save();
Debug.Log("[TokenStorage] Cleared all tokens");
Debug.Log("[TokenStorage] Cleared all accounts");
}
/// <summary>
/// Check if token needs refresh (expires within 5 minutes).
/// Legacy Clear method - now just clears current selection, not tokens.
/// </summary>
public static bool NeedsRefresh {
get {
var expiresAt = ExpiresAt;
var now = DateTimeOffset.UtcNow.ToUnixTimeSeconds();
return expiresAt > 0 && expiresAt - now < 300; // 5 minutes
public static void Clear() { ClearCurrentAccount(); }
private static void EnsureInitialized() {
if (!_cacheInitialized) {
Debug.LogWarning("[TokenStorage] Cache not initialized, initializing now");
InitializeCache();
}
}
}
@@ -80,9 +80,6 @@ public class AuthInterceptor : Interceptor {
};
public class ConnectionHandler : MonoBehaviour, ILobbySubscriber, IDisposable {
public TMP_Dropdown environmentDropdown;
public TMP_InputField nameField;
public TMP_InputField passwordField;
public TMP_Dropdown resolutionDropdown;
[Header("OAuth UI")]
@@ -91,16 +88,23 @@ public class ConnectionHandler : MonoBehaviour, ILobbySubscriber, IDisposable {
public Button googleLoginButton;
public TextMeshProUGUI oauthStatusText;
[Header("Stored Accounts")]
public GameObject storedAccountsContainer;
public GameObject storedAccountButtonPrefab;
public Sprite discordProviderIcon;
public Sprite googleProviderIcon;
[Header("Display Name Setup")]
public GameObject displayNamePanel;
public TMP_InputField displayNameField;
public Button setDisplayNameButton;
public TextMeshProUGUI displayNameErrorText;
[Header("Legacy Auth (for testing)")]
public GameObject legacyAuthPanel;
public Button useLegacyAuthButton;
public TextMeshProUGUI useLegacyAuthButtonText;
[Header("Invitation Code Entry")]
public GameObject invitationCodePanel;
public TMP_InputField invitationCodeField;
public Button submitInvitationCodeButton;
public TextMeshProUGUI invitationCodeErrorText;
[Header("Status Display")]
public TextMeshProUGUI connectionStatusText;
@@ -114,7 +118,7 @@ public class ConnectionHandler : MonoBehaviour, ILobbySubscriber, IDisposable {
public Button logoutButton;
public Button customBattleButton;
public Button cancelCustomBattleButton;
public TextMeshProUGUI lobbyEnvironmentText;
public TMP_Dropdown lobbyEnvironmentDropdown;
public TextMeshProUGUI lobbyUserText;
public GameObject runningGamesListArea;
@@ -142,7 +146,7 @@ public class ConnectionHandler : MonoBehaviour, ILobbySubscriber, IDisposable {
private CancellationTokenSource _cancellationTokenSource;
private readonly Object pendingReplyLock = new Object();
private int _connectedEnvironmentIndex = -1; // -1 means not connected
private bool _useOAuth = false; // Default to legacy until server-side OAuth is ready
private List<GameObject> _storedAccountButtons = new List<GameObject>();
public ClientPregeneratedText clientPregeneratedText;
@@ -166,7 +170,7 @@ public class ConnectionHandler : MonoBehaviour, ILobbySubscriber, IDisposable {
: null;
private string GetUrlFromEnvironment() {
int envIndex = environmentDropdown.value;
int envIndex = PlayerPrefs.GetInt(EnvironmentKey, 0);
string prefix = EnvironmentOptions[envIndex];
return prefix + BaseDomain;
}
@@ -199,14 +203,6 @@ public class ConnectionHandler : MonoBehaviour, ILobbySubscriber, IDisposable {
resolutionDropdown.AddOptions(resolutions.Select(r => $"{r.width} x {r.height}").ToList());
resolutionDropdown.value = resolutions.ToList().IndexOf(currentResolution);
// Set up environment dropdown
environmentDropdown.ClearOptions();
environmentDropdown.AddOptions(EnvironmentDisplayNames);
environmentDropdown.value = PlayerPrefs.GetInt(EnvironmentKey, 0);
nameField.text = PlayerPrefs.GetString(NameKey, "sample_name");
passwordField.text = PlayerPrefs.GetString(PasswordKey, "sample_password");
connectionCanvas.gameObject.SetActive(true);
eagleCanvas.gameObject.SetActive(false);
shardokCanvas.gameObject.SetActive(false);
@@ -232,7 +228,7 @@ public class ConnectionHandler : MonoBehaviour, ILobbySubscriber, IDisposable {
}
private void SetupOAuthUI() {
// Set up OAuth button click handlers
// Set up OAuth button click handlers for new sign-ins
if (discordLoginButton != null) {
discordLoginButton.onClick.AddListener(
() => OnOAuthLoginClicked(OAuthProvider.Discord));
@@ -243,8 +239,8 @@ public class ConnectionHandler : MonoBehaviour, ILobbySubscriber, IDisposable {
if (setDisplayNameButton != null) {
setDisplayNameButton.onClick.AddListener(OnSetDisplayNameClicked);
}
if (useLegacyAuthButton != null) {
useLegacyAuthButton.onClick.AddListener(OnUseLegacyAuthClicked);
if (submitInvitationCodeButton != null) {
submitInvitationCodeButton.onClick.AddListener(OnSubmitInvitationCodeClicked);
}
// Subscribe to OAuthManager events
@@ -253,26 +249,83 @@ public class ConnectionHandler : MonoBehaviour, ILobbySubscriber, IDisposable {
OAuthManager.Instance.OnLoginFailed += OnOAuthLoginFailed;
OAuthManager.Instance.OnNewUserNeedsDisplayName += OnNewUserNeedsDisplayName;
OAuthManager.Instance.OnLogout += OnOAuthLogout;
OAuthManager.Instance.OnInvitationRequired += OnInvitationRequired;
}
// Show appropriate panel based on auth state
// Show auth panel with stored accounts
ShowAuthPanel();
}
private void ShowAuthPanel() {
// Hide all auth panels first
if (oauthPanel != null) oauthPanel.SetActive(false);
// Hide other panels
if (displayNamePanel != null) displayNamePanel.SetActive(false);
if (legacyAuthPanel != null) legacyAuthPanel.SetActive(false);
if (invitationCodePanel != null) invitationCodePanel.SetActive(false);
// Show appropriate panel based on _useOAuth
if (_useOAuth) {
if (oauthPanel != null) oauthPanel.SetActive(true);
if (useLegacyAuthButtonText != null)
useLegacyAuthButtonText.text = "Use Classic Sign-in";
// Show OAuth panel
if (oauthPanel != null) oauthPanel.SetActive(true);
// Refresh stored account buttons
RefreshStoredAccountButtons();
}
private void RefreshStoredAccountButtons() {
// Clear existing buttons
foreach (var btn in _storedAccountButtons) {
if (btn != null) Destroy(btn);
}
_storedAccountButtons.Clear();
if (storedAccountsContainer == null || storedAccountButtonPrefab == null) return;
// Get stored accounts
var accounts = OAuthManager.Instance?.GetStoredAccounts();
if (accounts == null || accounts.Count == 0) return;
// Create button for each stored account
foreach (var account in accounts) {
var buttonObj =
Instantiate(storedAccountButtonPrefab, storedAccountsContainer.transform);
buttonObj.transform.localScale = Vector3.one;
// Set button text (just display name, icon shows provider)
var buttonText = buttonObj.GetComponentInChildren<TextMeshProUGUI>();
if (buttonText != null) { buttonText.text = account.DisplayName; }
// Set provider icon (look for child named "ProviderIcon")
var providerIconTransform = buttonObj.transform.Find("ProviderIcon");
if (providerIconTransform != null) {
var providerImage = providerIconTransform.GetComponent<Image>();
if (providerImage != null) {
var isGoogle = account.Provider.ToLowerInvariant() == "google";
providerImage.sprite = isGoogle ? googleProviderIcon : discordProviderIcon;
}
}
// Set click handler
var button = buttonObj.GetComponent<Button>();
if (button != null) {
var accountCopy = account; // Capture for lambda
button.onClick.AddListener(() => OnStoredAccountClicked(accountCopy));
}
_storedAccountButtons.Add(buttonObj);
}
}
private async void OnStoredAccountClicked(StoredAccount account) {
// Configure OAuthManager with URLs
OAuthManager.Instance.SetServerUrls(GetAuthServiceUrl(), GetEagleUrl());
if (oauthStatusText != null) {
oauthStatusText.text = $"Connecting as {account.DisplayName}...";
}
var success = await OAuthManager.Instance.ConnectWithStoredAccountAsync(account);
if (success) {
// OnLoginSuccess will handle connection to lobby
} else {
if (legacyAuthPanel != null) legacyAuthPanel.SetActive(true);
if (useLegacyAuthButtonText != null) useLegacyAuthButtonText.text = "Use OAuth Sign-in";
// Failed - might need re-auth, refresh the buttons
RefreshStoredAccountButtons();
}
}
@@ -282,22 +335,56 @@ public class ConnectionHandler : MonoBehaviour, ILobbySubscriber, IDisposable {
if (cancelCustomBattleButton != null) {
cancelCustomBattleButton.onClick.AddListener(CancelCustomBattle);
}
// Set up environment dropdown
if (lobbyEnvironmentDropdown != null) {
lobbyEnvironmentDropdown.ClearOptions();
lobbyEnvironmentDropdown.AddOptions(EnvironmentDisplayNames);
lobbyEnvironmentDropdown.value = PlayerPrefs.GetInt(EnvironmentKey, 0);
lobbyEnvironmentDropdown.onValueChanged.AddListener(OnLobbyEnvironmentChanged);
}
}
private void UpdateLobbyStatusDisplays() {
// Show environment (prod/qa)
if (lobbyEnvironmentText != null) {
lobbyEnvironmentText.text = ConnectedEnvironmentName ?? "";
// Update environment dropdown selection
if (lobbyEnvironmentDropdown != null && _connectedEnvironmentIndex >= 0) {
// Temporarily remove listener to avoid triggering reconnect
lobbyEnvironmentDropdown.onValueChanged.RemoveListener(OnLobbyEnvironmentChanged);
lobbyEnvironmentDropdown.value = _connectedEnvironmentIndex;
lobbyEnvironmentDropdown.onValueChanged.AddListener(OnLobbyEnvironmentChanged);
}
// Show current user - prefer OAuth display name, fall back to classic login name
if (lobbyUserText != null) {
if (_useOAuth && !string.IsNullOrEmpty(TokenStorage.DisplayName)) {
lobbyUserText.text = TokenStorage.DisplayName;
} else {
lobbyUserText.text = nameField.text;
}
}
// Show current user from OAuth
if (lobbyUserText != null) { lobbyUserText.text = TokenStorage.DisplayName ?? ""; }
}
private void OnLobbyEnvironmentChanged(int newEnvironmentIndex) {
if (newEnvironmentIndex == _connectedEnvironmentIndex) return;
Debug.Log(
$"[ConnectionHandler] Switching environment from {ConnectedEnvironmentName} to {EnvironmentDisplayNames[newEnvironmentIndex]}");
// Disconnect from current environment
_persistentClientConnection?.Dispose();
eagleConnection?.Dispose();
_httpClient?.Dispose();
_persistentClientConnection = null;
eagleConnection = null;
_httpClient = null;
// Update environment index and reconnect
_connectedEnvironmentIndex = newEnvironmentIndex;
PlayerPrefs.SetInt(EnvironmentKey, newEnvironmentIndex);
// Clear current game lists while reconnecting
foreach (Transform row in runningGamesListArea.transform) { Destroy(row.gameObject); }
foreach (Transform row in availableGamesListArea.transform) { Destroy(row.gameObject); }
// Reconnect to new environment
_createConnection();
RequestMaps();
StartListeningForLobbyUpdates();
}
private async void OnLogoutClicked() {
@@ -378,11 +465,53 @@ public class ConnectionHandler : MonoBehaviour, ILobbySubscriber, IDisposable {
MainQueue.Q.Enqueue(() => {
// Show display name panel
if (oauthPanel != null) oauthPanel.SetActive(false);
if (invitationCodePanel != null) invitationCodePanel.SetActive(false);
if (displayNamePanel != null) displayNamePanel.SetActive(true);
if (displayNameErrorText != null) displayNameErrorText.text = "";
});
}
private void OnInvitationRequired() {
MainQueue.Q.Enqueue(() => {
// Show invitation code entry panel
if (oauthPanel != null) oauthPanel.SetActive(false);
if (displayNamePanel != null) displayNamePanel.SetActive(false);
if (invitationCodePanel != null) invitationCodePanel.SetActive(true);
if (invitationCodeErrorText != null) {
invitationCodeErrorText.text =
"An invitation code is required to create a new account.";
}
if (invitationCodeField != null) invitationCodeField.text = "";
});
}
private void OnSubmitInvitationCodeClicked() {
if (invitationCodeField == null) return;
var code = invitationCodeField.text.Trim();
if (string.IsNullOrEmpty(code)) {
if (invitationCodeErrorText != null) {
invitationCodeErrorText.text = "Please enter an invitation code";
}
return;
}
// Save the code and return to login screen to retry
InvitationCodeManager.SetInvitationCode(code);
if (invitationCodeErrorText != null) {
invitationCodeErrorText.text = "Code saved. Please sign in again.";
}
// Return to auth panel after a short delay
MainQueue.Q.Enqueue(() => {
if (oauthStatusText != null) {
oauthStatusText.text = "Invitation code saved. Please sign in to continue.";
}
ShowAuthPanel();
});
}
private async void OnSetDisplayNameClicked() {
if (displayNameField == null || OAuthManager.Instance == null) return;
@@ -410,27 +539,7 @@ public class ConnectionHandler : MonoBehaviour, ILobbySubscriber, IDisposable {
});
}
private void OnUseLegacyAuthClicked() {
_useOAuth = !_useOAuth; // Toggle instead of just setting false
if (_useOAuth) {
// Show OAuth panel
if (oauthPanel != null) oauthPanel.SetActive(true);
if (legacyAuthPanel != null) legacyAuthPanel.SetActive(false);
if (useLegacyAuthButtonText != null)
useLegacyAuthButtonText.text = "Use Classic Sign-in";
} else {
// Show legacy panel
if (oauthPanel != null) oauthPanel.SetActive(false);
if (legacyAuthPanel != null) legacyAuthPanel.SetActive(true);
if (useLegacyAuthButtonText != null) useLegacyAuthButtonText.text = "Use OAuth Sign-in";
}
}
private void ConnectWithOAuth() {
_useOAuth = true;
_internalConnectEagle();
}
private void ConnectWithOAuth() { _internalConnectEagle(); }
private float _statusUpdateTimer = 0f;
private const float StatusUpdateInterval = 0.5f;
@@ -634,10 +743,7 @@ public class ConnectionHandler : MonoBehaviour, ILobbySubscriber, IDisposable {
}
private void _createConnection() {
_connectedEnvironmentIndex = environmentDropdown.value;
PlayerPrefs.SetInt(EnvironmentKey, _connectedEnvironmentIndex);
PlayerPrefs.SetString(NameKey, nameField.text);
PlayerPrefs.SetString(PasswordKey, passwordField.text);
_connectedEnvironmentIndex = PlayerPrefs.GetInt(EnvironmentKey, 0);
// Dispose existing connections before creating new ones
_httpClient?.Dispose();
@@ -650,25 +756,18 @@ public class ConnectionHandler : MonoBehaviour, ILobbySubscriber, IDisposable {
string url = GetUrlFromEnvironment();
if (_useOAuth && TokenStorage.HasValidToken) {
// Use JWT-based connection
eagleConnection = EagleConnection.CreateWithJwt(url);
_httpClient = new HttpClient();
_httpClient.DefaultRequestHeaders.Authorization =
new AuthenticationHeaderValue("Bearer", TokenStorage.AccessToken);
} else {
// Legacy Basic Auth connection
PlayerPrefs.SetString(NameKey, nameField.text);
PlayerPrefs.SetString(PasswordKey, passwordField.text);
eagleConnection = new EagleConnection(nameField.text, passwordField.text, url);
_httpClient = new HttpClient();
_httpClient.DefaultRequestHeaders.Authorization =
new AuthenticationHeaderValue("Basic", eagleConnection.authHeader);
// OAuth JWT-based connection
if (!TokenStorage.HasValidToken) {
Debug.LogError("[ConnectionHandler] No valid token available for connection");
return;
}
eagleConnection = EagleConnection.CreateWithJwt(url);
_httpClient = new HttpClient();
_httpClient.DefaultRequestHeaders.Authorization =
new AuthenticationHeaderValue("Bearer", TokenStorage.AccessToken);
_persistentClientConnection = new PersistentClientConnection(
eagleConnection.EagleGrpcClient,
eagleConnection.credentials,
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@@ -3,6 +3,7 @@ using System.Collections.Generic;
using System.Linq;
using common;
using common.GUIUtils;
using Eagle0.Tutorial;
using Net.Eagle0.Eagle.Api;
using Net.Eagle0.Eagle.Common;
using Net.Eagle0.Eagle.Views;
@@ -158,9 +159,11 @@ namespace eagle {
public void StopAll() {
_newModel = null;
ModelUpdater.StopListeningForUpdates();
ModelUpdater.UpdateAction = null;
ModelUpdater = null;
if (ModelUpdater != null) {
ModelUpdater.StopListeningForUpdates();
ModelUpdater.UpdateAction = null;
ModelUpdater = null;
}
SwapModel();
Model = null;
chronicleCanvasController.Entries = new List<ChronicleEntry>();
@@ -281,6 +284,13 @@ namespace eagle {
MainQueue.Q.EnqueueForNextUpdate(
() => { _ = ModelUpdater.StartListeningForUpdates(); });
// Initialize tutorial system
TutorialManager.Instance?.Initialize(this, null);
if (TutorialManager.Instance != null &&
!TutorialManager.Instance.State.OnboardingCompleted) {
TutorialManager.Instance.StartOnboarding();
}
#if UNITY_EDITOR
EditorApplication.playModeStateChanged += (state) => OnPlayModeStateChanged(state);
#endif
@@ -362,6 +372,12 @@ namespace eagle {
SetNextActiveProvinceButton();
_dominionPanelController.ForceUpdate();
SetMusic();
// Notify tutorial system of province selection
if (pid.HasValue) {
TutorialManager.Instance?.TriggerRegistry?.OnProvinceSelected(
Model.Provinces[pid.Value]);
}
}
private void PrefetchHeadshotForHeroes(List<HeroView> heroViews) {
@@ -477,6 +493,9 @@ namespace eagle {
var oldModel = Model;
Model = _newModel;
// Notify tutorial system of model change
TutorialManager.Instance?.TriggerRegistry?.OnModelUpdated(Model, oldModel);
provinceInfoPanelController.Model = _newModel;
freeHeroesTableController.Model = _newModel;
movingArmiesTableController.Model = _newModel;
@@ -625,6 +644,9 @@ namespace eagle {
}
private void PostCommittedCommand(ProvinceId provinceId, SelectedCommand selectedCommand) {
// Notify tutorial system of command
TutorialManager.Instance?.TriggerRegistry?.OnCommandIssued(selectedCommand);
ModelUpdater.PostCommand(provinceId: provinceId, command: selectedCommand)
.ContinueWith(response => {
if (response.IsFaulted) { errorHandler.Add(response.Exception); }
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@@ -3,7 +3,9 @@ using System.Diagnostics;
using System.IO;
using common;
using eagle;
using Eagle0.Tutorial;
using Net.Eagle0.Shardok.Api;
using Shardok;
using TMPro;
using UnityEditor;
using UnityEngine;
@@ -28,6 +30,9 @@ public class SettingsPanelController : MonoBehaviour {
public Toggle tooltipHugsCursorToggle;
public HoveringTooltip hoveringTooltip;
public Toggle showAnimationTestsToggle;
public AnimationTestController animationTestController;
public Slider autoScrollSpeedSlider;
public TMP_Text autoScrollSpeedLabel;
@@ -39,11 +44,14 @@ public class SettingsPanelController : MonoBehaviour {
private const string MusicVolumeKey = "musicVolume";
public const string UseGoDiceKey = "useGoDice";
private const string TooltipHugsCursorKey = "tooltipHugsCursor";
private const string AnimationToggleKey = "animationToggle";
public EagleGameController eagleGameController;
public GameObject ShardokCanvas;
public ConnectionHandler connectionHandler;
public Button resetTutorialsButton;
void Start() {
_active = false;
panel.SetActive(false);
@@ -59,6 +67,9 @@ public class SettingsPanelController : MonoBehaviour {
tooltipHugsCursorToggle.isOn = PlayerPrefs.GetInt(TooltipHugsCursorKey, 0) == 1;
hoveringTooltip.HugsCursor = tooltipHugsCursorToggle.isOn;
showAnimationTestsToggle.isOn = PlayerPrefs.GetInt(AnimationToggleKey, 0) == 1;
animationTestController.gameObject.SetActive(showAnimationTestsToggle.isOn);
if (autoScrollSpeedSlider != null) {
autoScrollSpeedSlider.value = AutoScrollingText.GlobalScrollSpeedMultiplier;
UpdateAutoScrollSpeedLabel(autoScrollSpeedSlider.value);
@@ -116,6 +127,11 @@ public class SettingsPanelController : MonoBehaviour {
hoveringTooltip.HugsCursor = val;
}
public void OnAnimationTestToggleChange(bool val) {
PlayerPrefs.SetInt(AnimationToggleKey, val ? 1 : 0);
animationTestController.gameObject.SetActive(val);
}
public void OnAutoScrollSpeedSliderChange(float val) {
AutoScrollingText.GlobalScrollSpeedMultiplier = val;
UpdateAutoScrollSpeedLabel(val);
@@ -135,6 +151,11 @@ public class SettingsPanelController : MonoBehaviour {
Process.Start(Path.Combine(Application.persistentDataPath, "eagle0", "Resources"));
}
public void OnResetTutorialsClick() {
TutorialManager.Instance?.ResetAllProgress();
UnityEngine.Debug.Log("Tutorial progress reset");
}
private void HandleLobby() {
eagleGameController.StopAll();
eagleGameController.gameObject.SetActive(false);
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using System.Collections;
using UnityEngine;
namespace Shardok {
@@ -24,6 +25,19 @@ namespace Shardok {
private CatapultAnimator _catapultAnimator;
private RaiseDeadAnimator _raiseDeadAnimator;
private MeteorAnimator _meteorAnimator;
private HolyWaveAnimator _holyWaveAnimator;
private ChargeAnimator _chargeAnimator;
private ToolAnimator _toolAnimator;
private FearAnimator _fearAnimator;
private ControlAnimator _controlAnimator;
private FireEffectAnimator _fireEffectAnimator;
private ExtinguishAnimator _extinguishAnimator;
private FreezeAnimator _freezeAnimator;
private WaterEffectAnimator _waterEffectAnimator;
private ScoutAnimator _scoutAnimator;
private DismissAnimator _dismissAnimator;
private FleeAnimator _fleeAnimator;
private DuelAnimator _duelAnimator;
private AudioSource _audioSource;
private SoundManager _soundManager;
@@ -40,6 +54,19 @@ namespace Shardok {
_catapultAnimator = gameController.catapultAnimator;
_raiseDeadAnimator = gameController.raiseDeadAnimator;
_meteorAnimator = gameController.meteorAnimator;
_holyWaveAnimator = gameController.holyWaveAnimator;
_chargeAnimator = gameController.chargeAnimator;
_toolAnimator = gameController.toolAnimator;
_fearAnimator = gameController.fearAnimator;
_controlAnimator = gameController.controlAnimator;
_fireEffectAnimator = gameController.fireEffectAnimator;
_extinguishAnimator = gameController.extinguishAnimator;
_freezeAnimator = gameController.freezeAnimator;
_waterEffectAnimator = gameController.waterEffectAnimator;
_scoutAnimator = gameController.scoutAnimator;
_dismissAnimator = gameController.dismissAnimator;
_fleeAnimator = gameController.fleeAnimator;
_duelAnimator = gameController.duelAnimator;
_audioSource = gameController.audioClipSource;
_soundManager = gameController.soundManager;
} else {
@@ -99,13 +126,30 @@ namespace Shardok {
Debug.Log("Melee sequence complete!");
}
public void TestMove() {
Debug.Log($"Testing Move: {sourceCell} -> {targetCell}");
public void TestMove() { StartCoroutine(TestMoveSequence()); }
private IEnumerator TestMoveSequence() {
Debug.Log($"Testing Move (Infantry): {sourceCell} -> {targetCell}");
if (_moveAnimator != null) {
_moveAnimator.AnimateMove(sourceCell, targetCell);
_moveAnimator.AnimateMove(
sourceCell,
targetCell,
Net.Eagle0.Shardok.Api.BattalionView.Types.BattalionTypeId.LightInfantry);
PlaySound(Net.Eagle0.Shardok.Common.ActionType.Move);
} else {
Debug.LogWarning("MoveAnimator not available");
yield break;
}
yield return new WaitForSeconds(1.5f);
Debug.Log($"Testing Move (Cavalry): {sourceCell} -> {targetCell}");
if (_moveAnimator != null) {
_moveAnimator.AnimateMove(
sourceCell,
targetCell,
Net.Eagle0.Shardok.Api.BattalionView.Types.BattalionTypeId.LightCavalry);
PlaySound(Net.Eagle0.Shardok.Common.ActionType.Move);
}
}
@@ -149,6 +193,152 @@ namespace Shardok {
}
}
public void TestHolyWave() {
Debug.Log($"Testing Holy Wave from: {sourceCell}");
if (_holyWaveAnimator != null) {
// Test with some simulated undead positions nearby
var undeadCells = new System.Collections.Generic.List<int> { targetCell };
_holyWaveAnimator.AnimateHolyWave(sourceCell, undeadCells);
PlaySound(Net.Eagle0.Shardok.Common.ActionType.InspiredTroops);
} else {
Debug.LogWarning("HolyWaveAnimator not available");
}
}
public void TestCharge() {
Debug.Log($"Testing Charge: {sourceCell} -> {targetCell}");
if (_chargeAnimator != null) {
_chargeAnimator.AnimateCharge(
sourceCell,
targetCell,
Net.Eagle0.Shardok.Api.BattalionView.Types.BattalionTypeId.HeavyCavalry,
Net.Eagle0.Shardok.Api.BattalionView.Types.BattalionTypeId.HeavyInfantry);
PlaySound(Net.Eagle0.Shardok.Common.ActionType.ChargeAttack);
} else {
Debug.LogWarning("ChargeAnimator not available");
}
}
public void TestRepair() {
Debug.Log($"Testing Repair at: {targetCell}");
if (_toolAnimator != null) {
_toolAnimator.AnimateRepair(targetCell);
PlaySound(Net.Eagle0.Shardok.Common.ActionType.Repair);
} else {
Debug.LogWarning("ToolAnimator not available");
}
}
public void TestBuildBridge() {
Debug.Log($"Testing BuildBridge at: {targetCell}");
if (_toolAnimator != null) {
_toolAnimator.AnimateBuildBridge(targetCell);
PlaySound(Net.Eagle0.Shardok.Common.ActionType.BuildBridge);
} else {
Debug.LogWarning("ToolAnimator not available");
}
}
public void TestFear() {
Debug.Log($"Testing Fear: {sourceCell} -> {targetCell}");
if (_fearAnimator != null) {
_fearAnimator.AnimateFear(sourceCell, targetCell);
PlaySound(Net.Eagle0.Shardok.Common.ActionType.FearAttack);
} else {
Debug.LogWarning("FearAnimator not available");
}
}
public void TestControl() {
Debug.Log($"Testing Control: {sourceCell} -> {targetCell}");
if (_controlAnimator != null) {
_controlAnimator.AnimateControl(sourceCell, targetCell);
PlaySound(Net.Eagle0.Shardok.Common.ActionType.Controlled);
} else {
Debug.LogWarning("ControlAnimator not available");
}
}
public void TestFire() {
Debug.Log($"Testing Fire at: {targetCell}");
if (_fireEffectAnimator != null) {
_fireEffectAnimator.AnimateFire(targetCell);
PlaySound(Net.Eagle0.Shardok.Common.ActionType.StartFire);
} else {
Debug.LogWarning("FireEffectAnimator not available");
}
}
public void TestExtinguish() {
Debug.Log($"Testing Extinguish at: {targetCell}");
if (_extinguishAnimator != null) {
_extinguishAnimator.AnimateExtinguish(targetCell);
PlaySound(Net.Eagle0.Shardok.Common.ActionType.ExtinguishFire);
} else {
Debug.LogWarning("ExtinguishAnimator not available");
}
}
public void TestFreeze() {
Debug.Log($"Testing Freeze at: {targetCell}");
if (_freezeAnimator != null) {
_freezeAnimator.AnimateFreeze(targetCell);
PlaySound(Net.Eagle0.Shardok.Common.ActionType.FreezeWater);
} else {
Debug.LogWarning("FreezeAnimator not available");
}
}
public void TestWaterSplash() {
Debug.Log($"Testing Water Splash at: {targetCell}");
if (_waterEffectAnimator != null) {
_waterEffectAnimator.AnimateWaterSplash(targetCell);
PlaySound(Net.Eagle0.Shardok.Common.ActionType.CrossedWater);
} else {
Debug.LogWarning("WaterEffectAnimator not available");
}
}
public void TestScout() {
Debug.Log($"Testing Scout: {sourceCell} -> {targetCell}");
if (_scoutAnimator != null) {
_scoutAnimator.AnimateScout(sourceCell, targetCell);
PlaySound(Net.Eagle0.Shardok.Common.ActionType.Scouted);
} else {
Debug.LogWarning("ScoutAnimator not available");
}
}
public void TestDismiss() {
Debug.Log($"Testing Dismiss at: {targetCell}");
if (_dismissAnimator != null) {
_dismissAnimator.AnimateDismiss(targetCell);
PlaySound(Net.Eagle0.Shardok.Common.ActionType.DismissUnit);
} else {
Debug.LogWarning("DismissAnimator not available");
}
}
public void TestFlee() {
Debug.Log($"Testing Flee: {sourceCell} -> {targetCell}");
if (_fleeAnimator != null) {
_fleeAnimator.AnimateFlee(sourceCell, targetCell);
PlaySound(Net.Eagle0.Shardok.Common.ActionType.Move);
} else {
Debug.LogWarning("FleeAnimator not available");
}
}
public void TestDuel() {
Debug.Log($"Testing Duel: {sourceCell} -> {targetCell}");
if (_duelAnimator != null) {
_duelAnimator.AnimateDuel(sourceCell, targetCell);
PlaySound(Net.Eagle0.Shardok.Common.ActionType.MeleeAttack);
} else {
Debug.LogWarning("DuelAnimator not available");
}
}
public void TestAll() {
Debug.Log("Testing all animations in sequence...");
StartCoroutine(TestAllSequence());
@@ -174,6 +364,48 @@ namespace Shardok {
yield return new WaitForSeconds(2.0f);
TestMeteor();
yield return new WaitForSeconds(1.5f);
TestHolyWave();
yield return new WaitForSeconds(1.5f);
TestCharge();
yield return new WaitForSeconds(1.0f);
TestRepair();
yield return new WaitForSeconds(1.0f);
TestBuildBridge();
yield return new WaitForSeconds(1.0f);
TestFear();
yield return new WaitForSeconds(1.0f);
TestControl();
yield return new WaitForSeconds(1.5f);
TestFire();
yield return new WaitForSeconds(1.5f);
TestExtinguish();
yield return new WaitForSeconds(1.0f);
TestFreeze();
yield return new WaitForSeconds(1.0f);
TestWaterSplash();
yield return new WaitForSeconds(1.0f);
TestScout();
yield return new WaitForSeconds(1.5f);
TestDismiss();
yield return new WaitForSeconds(1.5f);
TestFlee();
yield return new WaitForSeconds(1.0f);
TestDuel();
Debug.Log("All animations tested!");
}
@@ -38,15 +38,10 @@ namespace Shardok {
[Tooltip("Time spread for staggered launch")]
public float launchSpread = 0.1f;
[Header("References")]
[Tooltip("HexGrid to get canvas reference from (auto-found if not set)")]
public HexGrid hexGrid;
private HexGrid __hexGrid;
private readonly List<Coroutine> _activeCoroutines = new List<Coroutine>();
private void Start() {
if (hexGrid == null) { hexGrid = FindObjectOfType<HexGrid>(); }
}
private void Start() { __hexGrid = FindObjectOfType<HexGrid>(); }
/// <summary>
/// Starts an arrow volley animation between two hex cells.
@@ -59,13 +54,13 @@ namespace Shardok {
return;
}
if (hexGrid == null || hexGrid.gridCanvas == null) {
Debug.LogWarning("ArrowVolleyAnimator: No hexGrid or gridCanvas available");
if (__hexGrid == null || __hexGrid.gridCanvas == null) {
Debug.LogWarning("ArrowVolleyAnimator: No _hexGrid or gridCanvas available");
return;
}
Vector2? sourcePos = hexGrid.GetCellLocalPosition(sourceCellIndex);
Vector2? targetPos = hexGrid.GetCellLocalPosition(targetCellIndex);
Vector2? sourcePos = __hexGrid.GetCellCenterPosition(sourceCellIndex);
Vector2? targetPos = __hexGrid.GetCellCenterPosition(targetCellIndex);
if (sourcePos == null || targetPos == null) {
Debug.LogWarning(
@@ -73,14 +68,10 @@ namespace Shardok {
return;
}
Debug.Log(
$"ArrowVolleyAnimator: Starting volley from cell {sourceCellIndex} to {targetCellIndex}");
StartCoroutine(SpawnArrowVolley(sourcePos.Value, targetPos.Value));
}
private IEnumerator SpawnArrowVolley(Vector2 sourcePosition, Vector2 targetPosition) {
Debug.Log(
$"ArrowVolleyAnimator: Spawning {arrowCount} arrows from {sourcePosition} to {targetPosition}");
var arrows = new List<GameObject>();
for (int i = 0; i < arrowCount; i++) {
@@ -122,7 +113,7 @@ namespace Shardok {
// Create arrow as child of gridCanvas, using SpriteRenderer for world-space rendering
// This matches how particle effects work on the rotated canvas
GameObject arrow = new GameObject("Arrow");
arrow.transform.SetParent(hexGrid.gridCanvas.transform, false);
arrow.transform.SetParent(__hexGrid.gridCanvas.transform, false);
// Use SpriteRenderer instead of UI Image
SpriteRenderer renderer = arrow.AddComponent<SpriteRenderer>();
@@ -40,13 +40,9 @@ namespace Shardok {
[Tooltip("Duration of impact explosion in seconds")]
public float impactDuration = 0.3f;
[Header("References")]
[Tooltip("HexGrid to get canvas reference from (auto-found if not set)")]
public HexGrid hexGrid;
private HexGrid __hexGrid;
private void Start() {
if (hexGrid == null) { hexGrid = FindObjectOfType<HexGrid>(); }
}
private void Start() { __hexGrid = FindObjectOfType<HexGrid>(); }
/// <summary>
/// Starts a catapult animation between two hex cells.
@@ -58,13 +54,13 @@ namespace Shardok {
return;
}
if (hexGrid == null || hexGrid.gridCanvas == null) {
Debug.LogWarning("CatapultAnimator: No hexGrid or gridCanvas available");
if (__hexGrid == null || __hexGrid.gridCanvas == null) {
Debug.LogWarning("CatapultAnimator: No _hexGrid or gridCanvas available");
return;
}
Vector2? sourcePos = hexGrid.GetCellLocalPosition(sourceCellIndex);
Vector2? targetPos = hexGrid.GetCellLocalPosition(targetCellIndex);
Vector2? sourcePos = __hexGrid.GetCellCenterPosition(sourceCellIndex);
Vector2? targetPos = __hexGrid.GetCellCenterPosition(targetCellIndex);
if (sourcePos == null || targetPos == null) {
Debug.LogWarning(
@@ -78,7 +74,7 @@ namespace Shardok {
private IEnumerator AnimateProjectile(Vector2 source, Vector2 target) {
// Create rock projectile
GameObject rock = new GameObject("CatapultRock");
rock.transform.SetParent(hexGrid.gridCanvas.transform, false);
rock.transform.SetParent(__hexGrid.gridCanvas.transform, false);
SpriteRenderer rockRenderer = rock.AddComponent<SpriteRenderer>();
rockRenderer.sprite = rockSprite;
@@ -115,7 +111,7 @@ namespace Shardok {
// Impact explosion
if (explosionSprite != null) {
GameObject explosion = new GameObject("CatapultExplosion");
explosion.transform.SetParent(hexGrid.gridCanvas.transform, false);
explosion.transform.SetParent(__hexGrid.gridCanvas.transform, false);
explosion.transform.localPosition = new Vector3(target.x, target.y, 5f);
SpriteRenderer explosionRenderer = explosion.AddComponent<SpriteRenderer>();
@@ -0,0 +1,257 @@
using System.Collections;
using Net.Eagle0.Shardok.Api;
using UnityEngine;
using static Net.Eagle0.Shardok.Api.BattalionView.Types;
namespace Shardok {
/// <summary>
/// Animates charge attacks between two hexes.
/// Shows attacker's weapon thrusting toward defender with accelerating motion
/// and a violent flash on impact.
/// </summary>
public class ChargeAnimator : MonoBehaviour {
[Header("Weapon Sprites")]
[Tooltip("Sword sprite for light infantry charge")]
public Sprite swordSprite;
[Tooltip("Mace/hammer sprite for heavy infantry charge")]
public Sprite maceSprite;
[Tooltip("Small spear sprite for light cavalry charge")]
public Sprite smallSpearSprite;
[Tooltip("Large lance sprite for heavy cavalry charge")]
public Sprite largeLanceSprite;
[Tooltip("Dagger sprite for longbowmen charge")]
public Sprite daggerSprite;
[Tooltip("Bone/claw sprite for undead charge")]
public Sprite boneSprite;
[Header("Impact Flash Settings")]
[Tooltip("Sprite for impact flash")]
public Sprite flashSprite;
[Tooltip("Color of impact flash")]
public Color flashColor = new Color(1f, 1f, 0.8f, 0.9f);
[Tooltip("Scale of impact flash")]
public float flashScale = 35f;
[Tooltip("Duration of flash")]
public float flashDuration = 0.1f;
[Header("Animation Settings")]
[Tooltip("Base scale of weapon sprites")]
public float weaponScale = 25.0f;
[Tooltip("Number of thrusts")]
public int thrustCount = 2;
[Tooltip("Duration of each thrust (slow to fast)")]
public float thrustDuration = 0.25f;
[Tooltip("Duration of pullback between thrusts")]
public float pullbackDuration = 0.15f;
[Tooltip("Starting position offset from midpoint (in local units)")]
public float startOffset = 60f;
[Tooltip("End position offset from midpoint (in local units)")]
public float endOffset = 15f;
[Tooltip("Base rotation offset for diagonal sprites (degrees)")]
public float baseRotationOffset = -45f;
private HexGrid __hexGrid;
private Coroutine _activeAnimation;
private void Start() { __hexGrid = FindObjectOfType<HexGrid>(); }
/// <summary>
/// Starts a charge animation between two hex cells.
/// </summary>
public void AnimateCharge(
int attackerCellIndex,
int defenderCellIndex,
BattalionTypeId attackerType,
BattalionTypeId defenderType) {
if (swordSprite == null && maceSprite == null && smallSpearSprite == null &&
largeLanceSprite == null && daggerSprite == null && boneSprite == null) {
Debug.LogWarning("ChargeAnimator: No weapon sprites assigned");
return;
}
if (__hexGrid == null || __hexGrid.gridCanvas == null) {
Debug.LogWarning("ChargeAnimator: No _hexGrid or gridCanvas available");
return;
}
Vector2? attackerPos = __hexGrid.GetCellCenterPosition(attackerCellIndex);
Vector2? defenderPos = __hexGrid.GetCellCenterPosition(defenderCellIndex);
if (attackerPos == null || defenderPos == null) {
Debug.LogWarning(
$"ChargeAnimator: Invalid cell indices {attackerCellIndex} or {defenderCellIndex}");
return;
}
if (_activeAnimation != null) { StopCoroutine(_activeAnimation); }
_activeAnimation = StartCoroutine(
AnimateChargeThrusts(attackerPos.Value, defenderPos.Value, attackerType));
}
private Sprite GetWeaponSprite(BattalionTypeId type) {
switch (type) {
case BattalionTypeId.LightInfantry: return swordSprite;
case BattalionTypeId.HeavyInfantry: return maceSprite ?? swordSprite;
case BattalionTypeId.LightCavalry:
return smallSpearSprite ?? largeLanceSprite ?? swordSprite;
case BattalionTypeId.HeavyCavalry:
return largeLanceSprite ?? smallSpearSprite ?? swordSprite;
case BattalionTypeId.Longbowmen: return daggerSprite ?? swordSprite;
case BattalionTypeId.Undead: return boneSprite ?? swordSprite;
default: return swordSprite;
}
}
private float GetScaleMultiplier(BattalionTypeId type) {
switch (type) {
case BattalionTypeId.HeavyInfantry: return 1.2f;
case BattalionTypeId.LightCavalry: return 1.1f;
case BattalionTypeId.HeavyCavalry: return 1.4f;
case BattalionTypeId.Longbowmen: return 0.8f;
default: return 1.0f;
}
}
private IEnumerator AnimateChargeThrusts(
Vector2 attackerPos,
Vector2 defenderPos,
BattalionTypeId attackerType) {
// Calculate direction toward defender
Vector2 midpoint = (attackerPos + defenderPos) / 2f;
Vector2 direction = (defenderPos - attackerPos).normalized;
float baseAngle = Mathf.Atan2(direction.y, direction.x) * Mathf.Rad2Deg;
// Create attacker weapon
Sprite weaponSprite = GetWeaponSprite(attackerType);
float scale = weaponScale * GetScaleMultiplier(attackerType);
GameObject weapon = new GameObject("ChargeWeapon");
weapon.transform.SetParent(__hexGrid.gridCanvas.transform, false);
SpriteRenderer renderer = weapon.AddComponent<SpriteRenderer>();
renderer.sprite = weaponSprite;
renderer.sortingLayerName = "Effects";
weapon.transform.localRotation = Quaternion.Euler(0, 0, baseAngle + baseRotationOffset);
weapon.transform.localScale = new Vector3(scale, scale, scale);
// Calculate positions
Vector3 startPos = new Vector3(
midpoint.x - direction.x * startOffset,
midpoint.y - direction.y * startOffset,
10f);
Vector3 endPos = new Vector3(
midpoint.x + direction.x * endOffset,
midpoint.y + direction.y * endOffset,
10f);
weapon.transform.localPosition = startPos;
// Animate thrusts
for (int i = 0; i < thrustCount; i++) {
// Thrust forward - starts slow, accelerates
float elapsed = 0f;
while (elapsed < thrustDuration) {
if (weapon == null) yield break;
float t = elapsed / thrustDuration;
// Cubic ease-in for accelerating thrust
float easeT = t * t * t;
weapon.transform.localPosition = Vector3.Lerp(startPos, endPos, easeT);
elapsed += Time.deltaTime;
yield return null;
}
weapon.transform.localPosition = endPos;
// Impact flash
if (flashSprite != null) {
yield return StartCoroutine(ShowImpactFlash(endPos, direction));
}
// Pullback - smooth ease out
elapsed = 0f;
while (elapsed < pullbackDuration) {
if (weapon == null) yield break;
float t = elapsed / pullbackDuration;
// Ease out for smooth pullback
float easeT = t * (2f - t);
weapon.transform.localPosition = Vector3.Lerp(endPos, startPos, easeT);
elapsed += Time.deltaTime;
yield return null;
}
weapon.transform.localPosition = startPos;
// Brief pause between thrusts
if (i < thrustCount - 1) { yield return new WaitForSeconds(0.05f); }
}
// Cleanup
if (weapon != null) { Destroy(weapon); }
_activeAnimation = null;
}
private IEnumerator ShowImpactFlash(Vector3 position, Vector2 direction) {
GameObject flash = new GameObject("ChargeFlash");
flash.transform.SetParent(__hexGrid.gridCanvas.transform, false);
flash.transform.localPosition = position;
SpriteRenderer renderer = flash.AddComponent<SpriteRenderer>();
renderer.sprite = flashSprite;
renderer.sortingLayerName = "Effects";
renderer.color = flashColor;
float elapsed = 0f;
while (elapsed < flashDuration) {
float t = elapsed / flashDuration;
// Quick expand then fade
float expandT = t < 0.3f ? t / 0.3f : 1f;
float scale = flashScale * (0.5f + 0.5f * expandT);
flash.transform.localScale = Vector3.one * scale;
// Fade out
Color c = flashColor;
c.a = flashColor.a * (1f - t);
renderer.color = c;
elapsed += Time.deltaTime;
yield return null;
}
Destroy(flash);
}
/// <summary>
/// Cancels any active charge animation.
/// </summary>
public void CancelAnimation() {
if (_activeAnimation != null) {
StopCoroutine(_activeAnimation);
_activeAnimation = null;
}
}
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 52d8c0b9135074d4eaa11cb4457185e3
@@ -0,0 +1,274 @@
using System.Collections;
using UnityEngine;
namespace Shardok {
/// <summary>
/// Animates mind control with a pulsing beam from source to target.
/// Creates a mystical connection effect with spiraling particles.
/// </summary>
public class ControlAnimator : MonoBehaviour {
[Header("Beam Settings")]
[Tooltip("Sprite for the beam (elongated gradient works well)")]
public Sprite beamSprite;
[Tooltip("Color of the control beam")]
public Color beamColor = new Color(0.8f, 0.2f, 0.9f, 0.7f);
[Tooltip("Width of the beam")]
public float beamWidth = 8f;
[Header("Particle Settings")]
[Tooltip("Sprite for spiraling particles")]
public Sprite particleSprite;
[Tooltip("Number of particles along the beam")]
public int particleCount = 6;
[Tooltip("Color of particles")]
public Color particleColor = new Color(1f, 0.5f, 1f, 0.9f);
[Header("Impact Settings")]
[Tooltip("Sprite for impact ring at target")]
public Sprite impactSprite;
[Tooltip("Color of impact")]
public Color impactColor = new Color(0.9f, 0.3f, 1f, 0.8f);
[Header("Animation Settings")]
[Tooltip("Duration of the beam formation")]
public float beamDuration = 0.4f;
[Tooltip("Duration of the pulse effect")]
public float pulseDuration = 0.3f;
[Tooltip("Number of pulse waves")]
public int pulseCount = 2;
private HexGrid __hexGrid;
private void Start() { __hexGrid = FindObjectOfType<HexGrid>(); }
/// <summary>
/// Starts a mind control animation from source to target hex.
/// </summary>
public void AnimateControl(int sourceCellIndex, int targetCellIndex) {
if (beamSprite == null && particleSprite == null) {
Debug.LogWarning("ControlAnimator: No sprites assigned");
return;
}
if (__hexGrid == null || __hexGrid.gridCanvas == null) {
Debug.LogWarning("ControlAnimator: No _hexGrid or gridCanvas available");
return;
}
Vector2? sourcePos = __hexGrid.GetCellCenterPosition(sourceCellIndex);
Vector2? targetPos = __hexGrid.GetCellCenterPosition(targetCellIndex);
if (sourcePos == null || targetPos == null) {
Debug.LogWarning(
$"ControlAnimator: Invalid cell indices {sourceCellIndex} or {targetCellIndex}");
return;
}
StartCoroutine(AnimateControlBeam(sourcePos.Value, targetPos.Value));
}
private IEnumerator AnimateControlBeam(Vector2 source, Vector2 target) {
Vector2 direction = (target - source).normalized;
float distance = Vector2.Distance(source, target);
float angle = Mathf.Atan2(direction.y, direction.x) * Mathf.Rad2Deg;
// Create beam
GameObject beam = null;
SpriteRenderer beamRenderer = null;
if (beamSprite != null) {
beam = new GameObject("ControlBeam");
beam.transform.SetParent(__hexGrid.gridCanvas.transform, false);
beamRenderer = beam.AddComponent<SpriteRenderer>();
beamRenderer.sprite = beamSprite;
beamRenderer.sortingLayerName = "Effects";
beamRenderer.color = beamColor;
// Position at midpoint, rotate toward target
Vector2 midpoint = (source + target) / 2f;
beam.transform.localPosition = new Vector3(midpoint.x, midpoint.y, 6f);
beam.transform.localRotation = Quaternion.Euler(0, 0, angle);
beam.transform.localScale = new Vector3(0f, beamWidth, 1f);
}
// Create spiraling particles
GameObject[] particles = new GameObject[particleCount];
float[] particlePhases = new float[particleCount];
for (int i = 0; i < particleCount; i++) {
if (particleSprite == null) break;
GameObject particle = new GameObject($"ControlParticle_{i}");
particle.transform.SetParent(__hexGrid.gridCanvas.transform, false);
SpriteRenderer renderer = particle.AddComponent<SpriteRenderer>();
renderer.sprite = particleSprite;
renderer.sortingLayerName = "Effects";
renderer.color = particleColor;
particle.transform.localScale = Vector3.one * 6f;
particlePhases[i] = (float)i / particleCount * Mathf.PI * 2f;
particles[i] = particle;
}
// Beam formation phase
float elapsed = 0f;
while (elapsed < beamDuration) {
float t = elapsed / beamDuration;
float easeT = t * t * (3f - 2f * t);
// Extend beam
if (beam != null) {
float beamLength = distance * easeT;
beam.transform.localScale = new Vector3(beamLength, beamWidth, 1f);
// Slight pulse in width
float pulse = 1f + Mathf.Sin(t * Mathf.PI * 4) * 0.1f;
beam.transform.localScale = new Vector3(beamLength, beamWidth * pulse, 1f);
}
// Animate particles spiraling along beam
for (int i = 0; i < particles.Length; i++) {
if (particles[i] == null) continue;
float particleT = (float)i / particleCount * easeT;
Vector2 pos = Vector2.Lerp(source, target, particleT);
// Spiral offset
float spiralAngle = particlePhases[i] + elapsed * 15f;
float spiralRadius = 10f * (1f - Mathf.Abs(particleT - 0.5f) * 2f);
pos += new Vector2(
Mathf.Cos(spiralAngle) * spiralRadius * -direction.y +
Mathf.Sin(spiralAngle) * spiralRadius * direction.x,
Mathf.Cos(spiralAngle) * spiralRadius * direction.x +
Mathf.Sin(spiralAngle) * spiralRadius * direction.y);
particles[i].transform.localPosition = new Vector3(pos.x, pos.y, 5f);
// Fade based on position
var renderer = particles[i].GetComponent<SpriteRenderer>();
if (renderer != null) {
Color c = particleColor;
c.a = particleColor.a * easeT;
renderer.color = c;
}
}
elapsed += Time.deltaTime;
yield return null;
}
// Create impact effect at target
GameObject impact = null;
SpriteRenderer impactRenderer = null;
if (impactSprite != null) {
impact = new GameObject("ControlImpact");
impact.transform.SetParent(__hexGrid.gridCanvas.transform, false);
impact.transform.localPosition = new Vector3(target.x, target.y, 5f);
impactRenderer = impact.AddComponent<SpriteRenderer>();
impactRenderer.sprite = impactSprite;
impactRenderer.sortingLayerName = "Effects";
impactRenderer.color = impactColor;
impact.transform.localScale = Vector3.one * 10f;
}
// Pulse phase
for (int p = 0; p < pulseCount; p++) {
elapsed = 0f;
while (elapsed < pulseDuration) {
float t = elapsed / pulseDuration;
// Beam pulsing
if (beam != null) {
float pulse = 1f + Mathf.Sin(t * Mathf.PI * 2) * 0.3f;
beam.transform.localScale = new Vector3(distance, beamWidth * pulse, 1f);
Color c = beamColor;
c.a = beamColor.a * (0.7f + Mathf.Sin(t * Mathf.PI * 2) * 0.3f);
beamRenderer.color = c;
}
// Impact pulsing
if (impact != null) {
float impactPulse = 10f + Mathf.Sin(t * Mathf.PI * 2) * 5f;
impact.transform.localScale = Vector3.one * impactPulse;
}
// Continue particle spiral
for (int i = 0; i < particles.Length; i++) {
if (particles[i] == null) continue;
float particleT = (float)i / particleCount;
Vector2 pos = Vector2.Lerp(source, target, particleT);
float spiralAngle = particlePhases[i] +
(beamDuration + p * pulseDuration + elapsed) * 15f;
float spiralRadius = 10f * (1f - Mathf.Abs(particleT - 0.5f) * 2f);
pos += new Vector2(
Mathf.Cos(spiralAngle) * spiralRadius * -direction.y +
Mathf.Sin(spiralAngle) * spiralRadius * direction.x,
Mathf.Cos(spiralAngle) * spiralRadius * direction.x +
Mathf.Sin(spiralAngle) * spiralRadius * direction.y);
particles[i].transform.localPosition = new Vector3(pos.x, pos.y, 5f);
}
elapsed += Time.deltaTime;
yield return null;
}
}
// Fade out
float fadeDuration = 0.2f;
elapsed = 0f;
while (elapsed < fadeDuration) {
float t = elapsed / fadeDuration;
if (beam != null) {
Color c = beamColor;
c.a = beamColor.a * (1f - t);
beamRenderer.color = c;
}
if (impact != null) {
Color c = impactColor;
c.a = impactColor.a * (1f - t);
impactRenderer.color = c;
}
for (int i = 0; i < particles.Length; i++) {
if (particles[i] == null) continue;
var renderer = particles[i].GetComponent<SpriteRenderer>();
if (renderer != null) {
Color c = particleColor;
c.a = particleColor.a * (1f - t);
renderer.color = c;
}
}
elapsed += Time.deltaTime;
yield return null;
}
// Cleanup
if (beam != null) { Destroy(beam); }
if (impact != null) { Destroy(impact); }
foreach (var particle in particles) {
if (particle != null) { Destroy(particle); }
}
}
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 25a8c1a83921d4859b6bd40fd9a8b6e4
@@ -0,0 +1,166 @@
using System.Collections;
using UnityEngine;
namespace Shardok {
/// <summary>
/// Animates unit dismissal with a fade-out and dissolve effect.
/// Creates particles that drift away as the unit disappears.
/// </summary>
public class DismissAnimator : MonoBehaviour {
[Header("Dissolve Settings")]
[Tooltip("Sprite for dissolve particles")]
public Sprite dissolveSprite;
[Tooltip("Number of dissolve particles")]
public int particleCount = 12;
[Tooltip("Color of dissolve particles")]
public Color dissolveColor = new Color(0.8f, 0.8f, 0.8f, 0.7f);
[Header("Glow Settings")]
[Tooltip("Sprite for fading glow")]
public Sprite glowSprite;
[Tooltip("Color of the glow")]
public Color glowColor = new Color(1f, 1f, 0.9f, 0.5f);
[Tooltip("Scale of the glow")]
public float glowScale = 30f;
[Header("Animation Settings")]
[Tooltip("Duration of the dissolve")]
public float dissolveDuration = 0.6f;
[Tooltip("Spread distance of particles")]
public float dissolveSpread = 40f;
[Tooltip("Rise height of particles")]
public float riseHeight = 30f;
private HexGrid __hexGrid;
private void Start() { __hexGrid = FindObjectOfType<HexGrid>(); }
/// <summary>
/// Starts a dismiss animation at the target hex.
/// </summary>
public void AnimateDismiss(int targetCellIndex) {
if (dissolveSprite == null && glowSprite == null) {
Debug.LogWarning("DismissAnimator: No sprites assigned");
return;
}
if (__hexGrid == null || __hexGrid.gridCanvas == null) {
Debug.LogWarning("DismissAnimator: No _hexGrid or gridCanvas available");
return;
}
Vector2? targetPos = __hexGrid.GetCellCenterPosition(targetCellIndex);
if (targetPos == null) {
Debug.LogWarning($"DismissAnimator: Invalid cell index {targetCellIndex}");
return;
}
StartCoroutine(AnimateDismissEffect(targetPos.Value));
}
private IEnumerator AnimateDismissEffect(Vector2 target) {
// Create glow
GameObject glow = null;
SpriteRenderer glowRenderer = null;
if (glowSprite != null) {
glow = new GameObject("DismissGlow");
glow.transform.SetParent(__hexGrid.gridCanvas.transform, false);
glow.transform.localPosition = new Vector3(target.x, target.y, 6f);
glow.transform.localScale = Vector3.one * glowScale;
glowRenderer = glow.AddComponent<SpriteRenderer>();
glowRenderer.sprite = glowSprite;
glowRenderer.sortingLayerName = "Effects";
glowRenderer.color = glowColor;
}
// Create dissolve particles
GameObject[] particles = new GameObject[particleCount];
Vector2[] particleDirections = new Vector2[particleCount];
float[] particleSpeeds = new float[particleCount];
float[] particleDelays = new float[particleCount];
for (int i = 0; i < particleCount; i++) {
if (dissolveSprite == null) break;
GameObject particle = new GameObject($"Dissolve_{i}");
particle.transform.SetParent(__hexGrid.gridCanvas.transform, false);
particle.transform.localPosition = new Vector3(target.x, target.y, 5f);
particle.transform.localScale = Vector3.one * Random.Range(4f, 8f);
SpriteRenderer renderer = particle.AddComponent<SpriteRenderer>();
renderer.sprite = dissolveSprite;
renderer.sortingLayerName = "Effects";
renderer.color = dissolveColor;
float angle = (float)i / particleCount * Mathf.PI * 2f + Random.Range(-0.3f, 0.3f);
particleDirections[i] = new Vector2(Mathf.Cos(angle), Mathf.Sin(angle));
particleSpeeds[i] = dissolveSpread * Random.Range(0.5f, 1.2f);
particleDelays[i] = Random.Range(0f, dissolveDuration * 0.3f);
particles[i] = particle;
}
// Animate dissolve
float elapsed = 0f;
while (elapsed < dissolveDuration) {
float t = elapsed / dissolveDuration;
// Pulse and fade glow
if (glow != null) {
float pulse = 1f + Mathf.Sin(t * Mathf.PI * 3) * 0.2f;
glow.transform.localScale = Vector3.one * glowScale * pulse * (1f - t * 0.5f);
Color c = glowColor;
c.a = glowColor.a * (1f - t);
glowRenderer.color = c;
}
// Animate particles drifting outward and upward
for (int i = 0; i < particles.Length; i++) {
if (particles[i] == null) continue;
float particleT = Mathf.Clamp01(
(elapsed - particleDelays[i]) / (dissolveDuration - particleDelays[i]));
if (particleT <= 0) continue;
float easeT = particleT * (2f - particleT); // Ease out
Vector2 pos = target + particleDirections[i] * particleSpeeds[i] * easeT;
pos.y += riseHeight * particleT;
particles[i].transform.localPosition = new Vector3(pos.x, pos.y, 5f);
// Fade and shrink
var renderer = particles[i].GetComponent<SpriteRenderer>();
if (renderer != null) {
Color c = dissolveColor;
c.a = dissolveColor.a * (1f - particleT);
renderer.color = c;
}
float scale = Mathf.Lerp(Random.Range(4f, 8f), 0f, particleT);
particles[i].transform.localScale = Vector3.one * scale;
}
elapsed += Time.deltaTime;
yield return null;
}
// Cleanup
if (glow != null) { Destroy(glow); }
foreach (var particle in particles) {
if (particle != null) { Destroy(particle); }
}
}
}
}
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using System.Collections;
using UnityEngine;
namespace Shardok {
/// <summary>
/// Animates a duel with crossed weapons clashing dramatically.
/// Creates weapon sprites that meet in the middle with impact effects.
/// </summary>
public class DuelAnimator : MonoBehaviour {
[Header("Weapon Sprites")]
[Tooltip("Sword sprite for the duel")]
public Sprite swordSprite;
[Tooltip("Alternate weapon sprite")]
public Sprite alternateWeaponSprite;
[Header("Impact Settings")]
[Tooltip("Sprite for clash impact")]
public Sprite impactSprite;
[Tooltip("Color of impact flash")]
public Color impactColor = new Color(1f, 1f, 0.8f, 0.9f);
[Tooltip("Sprite for sparks")]
public Sprite sparkSprite;
[Tooltip("Number of sparks on clash")]
public int sparkCount = 4;
[Header("Animation Settings")]
[Tooltip("Scale of weapon sprites")]
public float weaponScale = 22f;
[Tooltip("Distance weapons start from clash point")]
public float startDistance = 45f;
[Tooltip("Duration of weapon swing")]
public float swingDuration = 0.2f;
[Tooltip("Number of clashes")]
public int clashCount = 3;
[Tooltip("Pause between clashes")]
public float clashPause = 0.1f;
private HexGrid __hexGrid;
private void Start() { __hexGrid = FindObjectOfType<HexGrid>(); }
/// <summary>
/// Starts a duel animation between two hex cells.
/// </summary>
public void AnimateDuel(int attackerCellIndex, int defenderCellIndex) {
if (swordSprite == null && alternateWeaponSprite == null) {
Debug.LogWarning("DuelAnimator: No weapon sprites assigned");
return;
}
if (__hexGrid == null || __hexGrid.gridCanvas == null) {
Debug.LogWarning("DuelAnimator: No _hexGrid or gridCanvas available");
return;
}
Vector2? attackerPos = __hexGrid.GetCellCenterPosition(attackerCellIndex);
Vector2? defenderPos = __hexGrid.GetCellCenterPosition(defenderCellIndex);
if (attackerPos == null || defenderPos == null) {
Debug.LogWarning(
$"DuelAnimator: Invalid cell indices {attackerCellIndex} or {defenderCellIndex}");
return;
}
StartCoroutine(AnimateDuelEffect(attackerPos.Value, defenderPos.Value));
}
private IEnumerator AnimateDuelEffect(Vector2 attacker, Vector2 defender) {
Vector2 midpoint = (attacker + defender) / 2f;
Vector2 direction = (defender - attacker).normalized;
float baseAngle = Mathf.Atan2(direction.y, direction.x) * Mathf.Rad2Deg;
Sprite weapon1Sprite = swordSprite ?? alternateWeaponSprite;
Sprite weapon2Sprite = alternateWeaponSprite ?? swordSprite;
// Create weapons
GameObject weapon1 = new GameObject("DuelWeapon1");
weapon1.transform.SetParent(__hexGrid.gridCanvas.transform, false);
SpriteRenderer weapon1Renderer = weapon1.AddComponent<SpriteRenderer>();
weapon1Renderer.sprite = weapon1Sprite;
weapon1Renderer.sortingLayerName = "Effects";
weapon1.transform.localScale = Vector3.one * weaponScale;
GameObject weapon2 = new GameObject("DuelWeapon2");
weapon2.transform.SetParent(__hexGrid.gridCanvas.transform, false);
SpriteRenderer weapon2Renderer = weapon2.AddComponent<SpriteRenderer>();
weapon2Renderer.sprite = weapon2Sprite;
weapon2Renderer.sortingLayerName = "Effects";
weapon2.transform.localScale = Vector3.one * weaponScale;
// Starting positions
Vector3 weapon1Start = new Vector3(
midpoint.x - direction.x * startDistance,
midpoint.y - direction.y * startDistance,
5f);
Vector3 weapon2Start = new Vector3(
midpoint.x + direction.x * startDistance,
midpoint.y + direction.y * startDistance,
5f);
Vector3 clashPoint = new Vector3(midpoint.x, midpoint.y, 5f);
// Duel clashes
for (int clash = 0; clash < clashCount; clash++) {
// Alternate swing direction
float swingOffset = (clash % 2 == 0) ? 1f : -1f;
// Swing in toward clash
weapon1.transform.localPosition = weapon1Start;
weapon2.transform.localPosition = weapon2Start;
// Crossed swords angle
float weapon1Angle = baseAngle + 45f * swingOffset;
float weapon2Angle = baseAngle + 180f - 45f * swingOffset;
weapon1.transform.localRotation = Quaternion.Euler(0, 0, weapon1Angle);
weapon2.transform.localRotation = Quaternion.Euler(0, 0, weapon2Angle);
float elapsed = 0f;
// Swing toward clash point
while (elapsed < swingDuration) {
float t = elapsed / swingDuration;
float easeT = t * t * (3f - 2f * t);
weapon1.transform.localPosition = Vector3.Lerp(weapon1Start, clashPoint, easeT);
weapon2.transform.localPosition = Vector3.Lerp(weapon2Start, clashPoint, easeT);
// Rotate during swing
float rot1 = Mathf.Lerp(weapon1Angle + 30f * swingOffset, weapon1Angle, easeT);
float rot2 = Mathf.Lerp(weapon2Angle - 30f * swingOffset, weapon2Angle, easeT);
weapon1.transform.localRotation = Quaternion.Euler(0, 0, rot1);
weapon2.transform.localRotation = Quaternion.Euler(0, 0, rot2);
elapsed += Time.deltaTime;
yield return null;
}
// Impact effect
yield return StartCoroutine(CreateClashImpact(midpoint));
// Brief shake
float shakeDuration = 0.05f;
elapsed = 0f;
while (elapsed < shakeDuration) {
Vector3 shake = new Vector3(Random.Range(-5f, 5f), Random.Range(-5f, 5f), 0f);
weapon1.transform.localPosition = clashPoint + shake;
weapon2.transform.localPosition = clashPoint - shake;
elapsed += Time.deltaTime;
yield return null;
}
// Pull back
elapsed = 0f;
while (elapsed < swingDuration * 0.5f) {
float t = elapsed / (swingDuration * 0.5f);
float easeT = t * (2f - t);
weapon1.transform.localPosition = Vector3.Lerp(clashPoint, weapon1Start, easeT);
weapon2.transform.localPosition = Vector3.Lerp(clashPoint, weapon2Start, easeT);
elapsed += Time.deltaTime;
yield return null;
}
if (clash < clashCount - 1) { yield return new WaitForSeconds(clashPause); }
}
// Final fade out
float fadeDuration = 0.15f;
float fadeElapsed = 0f;
while (fadeElapsed < fadeDuration) {
float t = fadeElapsed / fadeDuration;
Color c1 = weapon1Renderer.color;
c1.a = 1f - t;
weapon1Renderer.color = c1;
Color c2 = weapon2Renderer.color;
c2.a = 1f - t;
weapon2Renderer.color = c2;
fadeElapsed += Time.deltaTime;
yield return null;
}
// Cleanup
Destroy(weapon1);
Destroy(weapon2);
}
private IEnumerator CreateClashImpact(Vector2 position) {
// Create impact flash
GameObject impact = null;
SpriteRenderer impactRenderer = null;
if (impactSprite != null) {
impact = new GameObject("DuelImpact");
impact.transform.SetParent(__hexGrid.gridCanvas.transform, false);
impact.transform.localPosition = new Vector3(position.x, position.y, 4f);
impact.transform.localScale = Vector3.one * 8f;
impactRenderer = impact.AddComponent<SpriteRenderer>();
impactRenderer.sprite = impactSprite;
impactRenderer.sortingLayerName = "Effects";
impactRenderer.color = impactColor;
}
// Create sparks
GameObject[] sparks = new GameObject[sparkCount];
Vector2[] sparkDirections = new Vector2[sparkCount];
float[] sparkSpeeds = new float[sparkCount];
for (int i = 0; i < sparkCount; i++) {
if (sparkSprite == null) break;
GameObject spark = new GameObject($"DuelSpark_{i}");
spark.transform.SetParent(__hexGrid.gridCanvas.transform, false);
spark.transform.localPosition = new Vector3(position.x, position.y, 3f);
spark.transform.localScale = Vector3.one * 4f;
SpriteRenderer renderer = spark.AddComponent<SpriteRenderer>();
renderer.sprite = sparkSprite;
renderer.sortingLayerName = "Effects";
renderer.color = impactColor;
float angle = (float)i / sparkCount * Mathf.PI * 2f + Random.Range(-0.5f, 0.5f);
sparkDirections[i] = new Vector2(Mathf.Cos(angle), Mathf.Sin(angle));
sparkSpeeds[i] = Random.Range(20f, 40f);
sparks[i] = spark;
}
// Animate impact and sparks
float impactDuration = 0.15f;
float elapsed = 0f;
while (elapsed < impactDuration) {
float t = elapsed / impactDuration;
// Flash expand and fade
if (impact != null) {
float scale = 8f + t * 12f;
impact.transform.localScale = Vector3.one * scale;
Color c = impactColor;
c.a = impactColor.a * (1f - t);
impactRenderer.color = c;
}
// Sparks fly out
for (int i = 0; i < sparks.Length; i++) {
if (sparks[i] == null) continue;
Vector2 pos = position + sparkDirections[i] * sparkSpeeds[i] * t;
sparks[i].transform.localPosition = new Vector3(pos.x, pos.y, 3f);
var renderer = sparks[i].GetComponent<SpriteRenderer>();
if (renderer != null) {
Color c = impactColor;
c.a = impactColor.a * (1f - t);
renderer.color = c;
}
}
elapsed += Time.deltaTime;
yield return null;
}
// Cleanup
if (impact != null) { Destroy(impact); }
foreach (var spark in sparks) {
if (spark != null) { Destroy(spark); }
}
}
}
}
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using System.Collections;
using UnityEngine;
namespace Shardok {
/// <summary>
/// Animates extinguishing fire with water spray/splash effect.
/// Creates a burst of water droplets descending on the target.
/// </summary>
public class ExtinguishAnimator : MonoBehaviour {
[Header("Water Settings")]
[Tooltip("Sprite for water droplets")]
public Sprite dropletSprite;
[Tooltip("Number of droplets")]
public int dropletCount = 25;
[Tooltip("Minimum droplet scale")]
public float dropletScaleMin = 5f;
[Tooltip("Maximum droplet scale")]
public float dropletScaleMax = 15f;
[Tooltip("Color of water")]
public Color waterColor = new Color(0.3f, 0.6f, 0.9f, 0.8f);
[Header("Steam Settings")]
[Tooltip("Sprite for steam puffs")]
public Sprite steamSprite;
[Tooltip("Number of steam puffs")]
public int steamCount = 8;
[Tooltip("Color of steam")]
public Color steamColor = new Color(0.9f, 0.9f, 0.9f, 0.6f);
[Header("Animation Settings")]
[Tooltip("Height water falls from")]
public float fallHeight = 100f;
[Tooltip("Spread radius of the water")]
public float waterSpread = 40f;
[Tooltip("Duration of the water fall")]
public float fallDuration = 0.5f;
[Tooltip("Time spread for staggered droplet launch")]
public float launchSpread = 0.25f;
[Tooltip("Horizontal chaos during fall")]
public float fallChaos = 15f;
[Tooltip("Duration of the steam effect")]
public float steamDuration = 0.5f;
private HexGrid __hexGrid;
private void Start() { __hexGrid = FindObjectOfType<HexGrid>(); }
/// <summary>
/// Starts an extinguish animation at the target hex.
/// </summary>
public void AnimateExtinguish(int targetCellIndex) {
if (dropletSprite == null && steamSprite == null) {
Debug.LogWarning("ExtinguishAnimator: No sprites assigned");
return;
}
if (__hexGrid == null || __hexGrid.gridCanvas == null) {
Debug.LogWarning("ExtinguishAnimator: No _hexGrid or gridCanvas available");
return;
}
Vector2? targetPos = __hexGrid.GetCellCenterPosition(targetCellIndex);
if (targetPos == null) {
Debug.LogWarning($"ExtinguishAnimator: Invalid cell index {targetCellIndex}");
return;
}
StartCoroutine(AnimateExtinguishEffect(targetPos.Value));
}
private IEnumerator AnimateExtinguishEffect(Vector2 target) {
// Create droplets
GameObject[] droplets = new GameObject[dropletCount];
Vector2[] dropletOffsets = new Vector2[dropletCount];
Vector2[] dropletChaos = new Vector2[dropletCount];
float[] dropletDelays = new float[dropletCount];
for (int i = 0; i < dropletCount; i++) {
if (dropletSprite == null) break;
GameObject droplet = new GameObject($"Droplet_{i}");
droplet.transform.SetParent(__hexGrid.gridCanvas.transform, false);
SpriteRenderer renderer = droplet.AddComponent<SpriteRenderer>();
renderer.sprite = dropletSprite;
renderer.sortingLayerName = "Effects";
renderer.color = waterColor;
droplet.transform.localScale =
Vector3.one * Random.Range(dropletScaleMin, dropletScaleMax);
float angle = Random.Range(0f, Mathf.PI * 2f);
float radius = waterSpread * Random.Range(0f, 1f);
dropletOffsets[i] = new Vector2(Mathf.Cos(angle), Mathf.Sin(angle)) * radius;
dropletDelays[i] = Random.Range(0f, launchSpread);
// Random horizontal chaos direction for each droplet
float chaosAngle = Random.Range(0f, Mathf.PI * 2f);
dropletChaos[i] =
new Vector2(Mathf.Cos(chaosAngle), Mathf.Sin(chaosAngle)) * fallChaos;
// Start above with some horizontal spread
droplet.transform.localPosition = new Vector3(
target.x + dropletOffsets[i].x * 0.3f,
target.y + fallHeight + Random.Range(-10f, 10f),
5f);
droplets[i] = droplet;
}
// Animate falling water
float elapsed = 0f;
float totalDuration = fallDuration + launchSpread;
while (elapsed < totalDuration) {
for (int i = 0; i < droplets.Length; i++) {
if (droplets[i] == null) continue;
float dropletT = Mathf.Clamp01(
(elapsed - dropletDelays[i]) /
(fallDuration - dropletDelays[i] * 0.5f));
if (dropletT <= 0) continue;
// Accelerating fall
float fallT = dropletT * dropletT;
// Add chaotic horizontal movement (sine wave pattern)
float chaosT = Mathf.Sin(dropletT * Mathf.PI * 2f) * (1f - dropletT);
Vector2 chaos = dropletChaos[i] * chaosT;
float x = target.x + dropletOffsets[i].x + chaos.x;
float y = target.y + fallHeight * (1f - fallT);
droplets[i].transform.localPosition = new Vector3(x, y, 5f);
}
elapsed += Time.deltaTime;
yield return null;
}
// Splash effect - droplets spread out
float splashDuration = 0.15f;
elapsed = 0f;
while (elapsed < splashDuration) {
float t = elapsed / splashDuration;
for (int i = 0; i < droplets.Length; i++) {
if (droplets[i] == null) continue;
Vector2 splashOffset = dropletOffsets[i] * (1f + t * 0.5f);
droplets[i].transform.localPosition =
new Vector3(target.x + splashOffset.x, target.y + t * 5f, 5f);
var renderer = droplets[i].GetComponent<SpriteRenderer>();
if (renderer != null) {
Color c = waterColor;
c.a = waterColor.a * (1f - t);
renderer.color = c;
}
}
elapsed += Time.deltaTime;
yield return null;
}
// Cleanup droplets
foreach (var droplet in droplets) {
if (droplet != null) { Destroy(droplet); }
}
// Create steam
GameObject[] steams = new GameObject[steamCount];
Vector2[] steamOffsets = new Vector2[steamCount];
for (int i = 0; i < steamCount; i++) {
if (steamSprite == null) break;
GameObject steam = new GameObject($"Steam_{i}");
steam.transform.SetParent(__hexGrid.gridCanvas.transform, false);
steam.transform.localPosition = new Vector3(target.x, target.y, 4f);
SpriteRenderer renderer = steam.AddComponent<SpriteRenderer>();
renderer.sprite = steamSprite;
renderer.sortingLayerName = "Effects";
renderer.color = steamColor;
steam.transform.localScale = Vector3.one * 10f;
float angle = (float)i / steamCount * Mathf.PI * 2f;
steamOffsets[i] =
new Vector2(Mathf.Cos(angle), Mathf.Sin(angle)) * waterSpread * 0.5f;
steams[i] = steam;
}
// Animate rising steam
elapsed = 0f;
while (elapsed < steamDuration) {
float t = elapsed / steamDuration;
for (int i = 0; i < steams.Length; i++) {
if (steams[i] == null) continue;
float riseT = t * (2f - t); // Ease out
Vector2 pos = target + steamOffsets[i] * (1f + t * 0.3f);
pos.y += fallHeight * 0.8f * riseT;
steams[i].transform.localPosition = new Vector3(pos.x, pos.y, 4f);
// Expand and fade
float scale = 10f * (1f + t * 2f);
steams[i].transform.localScale = Vector3.one * scale;
var renderer = steams[i].GetComponent<SpriteRenderer>();
if (renderer != null) {
Color c = steamColor;
c.a = steamColor.a * (1f - t);
renderer.color = c;
}
}
elapsed += Time.deltaTime;
yield return null;
}
// Cleanup steam
foreach (var steam in steams) {
if (steam != null) { Destroy(steam); }
}
}
}
}
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using System.Collections;
using UnityEngine;
namespace Shardok {
/// <summary>
/// Animates a fear attack with a dark wave emanating from source toward target.
/// Creates an ominous expanding dark pulse effect.
/// </summary>
public class FearAnimator : MonoBehaviour {
[Header("Wave Settings")]
[Tooltip("Sprite for the fear wave (circular gradient works well)")]
public Sprite waveSprite;
[Tooltip("Color of the fear wave")]
public Color waveColor = new Color(0.3f, 0.1f, 0.4f, 0.8f);
[Tooltip("Starting scale of the wave")]
public float waveStartScale = 5f;
[Tooltip("Ending scale of the wave")]
public float waveEndScale = 40f;
[Header("Tendril Settings")]
[Tooltip("Sprite for dark tendrils")]
public Sprite tendrilSprite;
[Tooltip("Number of tendrils in the wave")]
public int tendrilCount = 5;
[Tooltip("Color of tendrils")]
public Color tendrilColor = new Color(0.2f, 0f, 0.3f, 0.9f);
[Header("Animation Settings")]
[Tooltip("Duration of the fear wave animation")]
public float waveDuration = 0.5f;
[Tooltip("Duration of the impact effect on target")]
public float impactDuration = 0.3f;
private HexGrid __hexGrid;
private void Start() { __hexGrid = FindObjectOfType<HexGrid>(); }
/// <summary>
/// Starts a fear animation from source to target hex.
/// </summary>
public void AnimateFear(int sourceCellIndex, int targetCellIndex) {
if (waveSprite == null && tendrilSprite == null) {
Debug.LogWarning("FearAnimator: No sprites assigned");
return;
}
if (__hexGrid == null || __hexGrid.gridCanvas == null) {
Debug.LogWarning("FearAnimator: No _hexGrid or gridCanvas available");
return;
}
Vector2? sourcePos = __hexGrid.GetCellCenterPosition(sourceCellIndex);
Vector2? targetPos = __hexGrid.GetCellCenterPosition(targetCellIndex);
if (sourcePos == null || targetPos == null) {
Debug.LogWarning(
$"FearAnimator: Invalid cell indices {sourceCellIndex} or {targetCellIndex}");
return;
}
StartCoroutine(AnimateFearWave(sourcePos.Value, targetPos.Value));
}
private IEnumerator AnimateFearWave(Vector2 source, Vector2 target) {
Vector2 direction = (target - source).normalized;
float distance = Vector2.Distance(source, target);
// Create main wave
GameObject wave = null;
SpriteRenderer waveRenderer = null;
if (waveSprite != null) {
wave = new GameObject("FearWave");
wave.transform.SetParent(__hexGrid.gridCanvas.transform, false);
wave.transform.localPosition = new Vector3(source.x, source.y, 6f);
wave.transform.localScale = Vector3.one * waveStartScale;
waveRenderer = wave.AddComponent<SpriteRenderer>();
waveRenderer.sprite = waveSprite;
waveRenderer.sortingLayerName = "Effects";
waveRenderer.color = waveColor;
}
// Create tendrils
GameObject[] tendrils = new GameObject[tendrilCount];
float[] tendrilAngles = new float[tendrilCount];
float[] tendrilSpeeds = new float[tendrilCount];
float baseAngle = Mathf.Atan2(direction.y, direction.x);
for (int i = 0; i < tendrilCount; i++) {
if (tendrilSprite == null) break;
GameObject tendril = new GameObject($"FearTendril_{i}");
tendril.transform.SetParent(__hexGrid.gridCanvas.transform, false);
tendril.transform.localPosition = new Vector3(source.x, source.y, 5f);
SpriteRenderer renderer = tendril.AddComponent<SpriteRenderer>();
renderer.sprite = tendrilSprite;
renderer.sortingLayerName = "Effects";
renderer.color = tendrilColor;
tendril.transform.localScale = Vector3.one * 8f;
// Fan out from center toward target direction
float spreadAngle = (i - (tendrilCount - 1) / 2f) * 0.3f;
tendrilAngles[i] = baseAngle + spreadAngle;
tendrilSpeeds[i] = 1f + Random.Range(-0.2f, 0.2f);
tendrils[i] = tendril;
}
// Animate wave traveling toward target
float elapsed = 0f;
while (elapsed < waveDuration) {
float t = elapsed / waveDuration;
float easeT = t * t * (3f - 2f * t); // Smooth step
// Move and expand wave
if (wave != null) {
Vector2 wavePos = Vector2.Lerp(source, target, easeT);
wave.transform.localPosition = new Vector3(wavePos.x, wavePos.y, 6f);
float scale = Mathf.Lerp(waveStartScale, waveEndScale, easeT);
wave.transform.localScale = Vector3.one * scale;
// Fade as it expands
Color c = waveColor;
c.a = waveColor.a * (1f - t * 0.5f);
waveRenderer.color = c;
}
// Animate tendrils
for (int i = 0; i < tendrils.Length; i++) {
if (tendrils[i] == null) continue;
float tendrilT = Mathf.Clamp01(t * tendrilSpeeds[i]);
float tendrilDist = distance * tendrilT;
Vector2 tendrilPos =
source +
new Vector2(Mathf.Cos(tendrilAngles[i]), Mathf.Sin(tendrilAngles[i])) *
tendrilDist;
// Add waviness
float wave_offset = Mathf.Sin(t * 10f + i) * 5f;
tendrilPos += new Vector2(-direction.y, direction.x) * wave_offset;
tendrils[i].transform.localPosition =
new Vector3(tendrilPos.x, tendrilPos.y, 5f);
// Rotate to face direction
tendrils[i].transform.localRotation =
Quaternion.Euler(0, 0, tendrilAngles[i] * Mathf.Rad2Deg - 90f);
// Scale and fade
var renderer = tendrils[i].GetComponent<SpriteRenderer>();
if (renderer != null) {
Color c = tendrilColor;
c.a = tendrilColor.a * (1f - tendrilT * 0.7f);
renderer.color = c;
float tendrilScale = 8f * (1f + tendrilT * 0.5f);
tendrils[i].transform.localScale = Vector3.one * tendrilScale;
}
}
elapsed += Time.deltaTime;
yield return null;
}
// Impact effect at target
GameObject impact = null;
if (waveSprite != null) {
impact = new GameObject("FearImpact");
impact.transform.SetParent(__hexGrid.gridCanvas.transform, false);
impact.transform.localPosition = new Vector3(target.x, target.y, 6f);
SpriteRenderer impactRenderer = impact.AddComponent<SpriteRenderer>();
impactRenderer.sprite = waveSprite;
impactRenderer.sortingLayerName = "Effects";
impactRenderer.color = waveColor;
impact.transform.localScale = Vector3.one * waveEndScale;
// Pulse and fade impact
elapsed = 0f;
while (elapsed < impactDuration) {
float t = elapsed / impactDuration;
float pulseScale = waveEndScale * (1f + Mathf.Sin(t * Mathf.PI * 3) * 0.1f);
impact.transform.localScale = Vector3.one * pulseScale;
Color c = waveColor;
c.a = waveColor.a * (1f - t);
impactRenderer.color = c;
elapsed += Time.deltaTime;
yield return null;
}
Destroy(impact);
}
// Cleanup
if (wave != null) { Destroy(wave); }
foreach (var tendril in tendrils) {
if (tendril != null) { Destroy(tendril); }
}
}
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 3af84325bf53c44c48b14a508d38c14e
@@ -0,0 +1,191 @@
using System.Collections;
using UnityEngine;
namespace Shardok {
/// <summary>
/// Animates fire effects for StartFire and FireDamage actions.
/// Creates rising flames with flickering particles.
/// </summary>
public class FireEffectAnimator : MonoBehaviour {
[Header("Flame Settings")]
[Tooltip("Sprite for flame particles")]
public Sprite flameSprite;
[Tooltip("Number of flame particles")]
public int flameCount = 5;
[Tooltip("Base color of flames")]
public Color flameColor = new Color(1f, 0.5f, 0.1f, 0.9f);
[Tooltip("Hot color for inner flames")]
public Color hotColor = new Color(1f, 0.9f, 0.3f, 1f);
[Header("Ember Settings")]
[Tooltip("Sprite for rising embers")]
public Sprite emberSprite;
[Tooltip("Number of embers")]
public int emberCount = 8;
[Tooltip("Color of embers")]
public Color emberColor = new Color(1f, 0.6f, 0.2f, 0.8f);
[Header("Animation Settings")]
[Tooltip("Scale of flame sprites")]
public float flameScale = 15f;
[Tooltip("Height flames rise")]
public float flameHeight = 40f;
[Tooltip("Duration of the fire effect")]
public float fireDuration = 0.8f;
[Tooltip("Spread radius of the fire")]
public float fireSpread = 20f;
private HexGrid __hexGrid;
private void Start() { __hexGrid = FindObjectOfType<HexGrid>(); }
/// <summary>
/// Starts a fire animation at the target hex.
/// </summary>
public void AnimateFire(int targetCellIndex) {
if (flameSprite == null && emberSprite == null) {
Debug.LogWarning("FireEffectAnimator: No sprites assigned");
return;
}
if (__hexGrid == null || __hexGrid.gridCanvas == null) {
Debug.LogWarning("FireEffectAnimator: No _hexGrid or gridCanvas available");
return;
}
Vector2? targetPos = __hexGrid.GetCellCenterPosition(targetCellIndex);
if (targetPos == null) {
Debug.LogWarning($"FireEffectAnimator: Invalid cell index {targetCellIndex}");
return;
}
StartCoroutine(AnimateFireEffect(targetPos.Value));
}
private IEnumerator AnimateFireEffect(Vector2 target) {
// Create flames
GameObject[] flames = new GameObject[flameCount];
Vector2[] flameOffsets = new Vector2[flameCount];
float[] flamePhases = new float[flameCount];
for (int i = 0; i < flameCount; i++) {
if (flameSprite == null) break;
GameObject flame = new GameObject($"Flame_{i}");
flame.transform.SetParent(__hexGrid.gridCanvas.transform, false);
SpriteRenderer renderer = flame.AddComponent<SpriteRenderer>();
renderer.sprite = flameSprite;
renderer.sortingLayerName = "Effects";
renderer.color = i < flameCount / 2 ? hotColor : flameColor;
flame.transform.localScale = Vector3.one * flameScale * Random.Range(0.8f, 1.2f);
float angle = (float)i / flameCount * Mathf.PI * 2f;
float radius = fireSpread * Random.Range(0.3f, 0.8f);
flameOffsets[i] = new Vector2(Mathf.Cos(angle), Mathf.Sin(angle)) * radius;
flamePhases[i] = Random.Range(0f, Mathf.PI * 2f);
flames[i] = flame;
}
// Create embers
GameObject[] embers = new GameObject[emberCount];
Vector2[] emberOffsets = new Vector2[emberCount];
float[] emberSpeeds = new float[emberCount];
float[] emberPhases = new float[emberCount];
for (int i = 0; i < emberCount; i++) {
if (emberSprite == null) break;
GameObject ember = new GameObject($"Ember_{i}");
ember.transform.SetParent(__hexGrid.gridCanvas.transform, false);
SpriteRenderer renderer = ember.AddComponent<SpriteRenderer>();
renderer.sprite = emberSprite;
renderer.sortingLayerName = "Effects";
renderer.color = emberColor;
ember.transform.localScale = Vector3.one * 4f;
float angle = Random.Range(0f, Mathf.PI * 2f);
emberOffsets[i] =
new Vector2(Mathf.Cos(angle), Mathf.Sin(angle)) * fireSpread * 0.5f;
emberSpeeds[i] = Random.Range(0.5f, 1.5f);
emberPhases[i] = Random.Range(0f, Mathf.PI * 2f);
embers[i] = ember;
}
// Animate
float elapsed = 0f;
while (elapsed < fireDuration) {
float t = elapsed / fireDuration;
// Animate flames (rise and flicker)
for (int i = 0; i < flames.Length; i++) {
if (flames[i] == null) continue;
float flicker = Mathf.Sin(elapsed * 20f + flamePhases[i]) * 0.3f + 0.7f;
float rise = Mathf.Sin(elapsed * 8f + flamePhases[i]) * 5f;
Vector2 pos = target + flameOffsets[i];
pos.y += rise + flameHeight * Mathf.Sin(t * Mathf.PI);
flames[i].transform.localPosition = new Vector3(pos.x, pos.y, 5f);
flames[i].transform.localScale =
Vector3.one * flameScale * flicker * (1f - t * 0.3f);
var renderer = flames[i].GetComponent<SpriteRenderer>();
if (renderer != null) {
Color baseColor = i < flameCount / 2 ? hotColor : flameColor;
Color c = baseColor;
c.a = baseColor.a * flicker * (1f - t * 0.5f);
renderer.color = c;
}
}
// Animate embers (rise and drift)
for (int i = 0; i < embers.Length; i++) {
if (embers[i] == null) continue;
float emberT = t * emberSpeeds[i];
float drift = Mathf.Sin(elapsed * 5f + emberPhases[i]) * 10f;
Vector2 pos = target + emberOffsets[i];
pos.x += drift;
pos.y += flameHeight * 1.5f * emberT;
embers[i].transform.localPosition = new Vector3(pos.x, pos.y, 4f);
var renderer = embers[i].GetComponent<SpriteRenderer>();
if (renderer != null) {
Color c = emberColor;
c.a = emberColor.a * (1f - emberT);
renderer.color = c;
embers[i].transform.localScale = Vector3.one * 4f * (1f - emberT * 0.5f);
}
}
elapsed += Time.deltaTime;
yield return null;
}
// Cleanup
foreach (var flame in flames) {
if (flame != null) { Destroy(flame); }
}
foreach (var ember in embers) {
if (ember != null) { Destroy(ember); }
}
}
}
}
@@ -0,0 +1,10 @@
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MonoImporter:
serializedVersion: 2
defaultReferences: []
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icon: {instanceID: 0}
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@@ -0,0 +1,198 @@
using System.Collections;
using UnityEngine;
namespace Shardok {
/// <summary>
/// Animates unit fleeing with a quick dash away effect.
/// Creates dust clouds and motion blur trailing behind.
/// </summary>
public class FleeAnimator : MonoBehaviour {
[Header("Dust Settings")]
[Tooltip("Sprite for dust cloud")]
public Sprite dustSprite;
[Tooltip("Number of dust puffs")]
public int dustCount = 4;
[Tooltip("Color of dust")]
public Color dustColor = new Color(0.8f, 0.7f, 0.5f, 0.6f);
[Header("Motion Blur Settings")]
[Tooltip("Sprite for motion blur/afterimage")]
public Sprite blurSprite;
[Tooltip("Number of blur images")]
public int blurCount = 3;
[Tooltip("Color of blur (typically unit-colored)")]
public Color blurColor = new Color(0.5f, 0.5f, 0.5f, 0.5f);
[Header("Animation Settings")]
[Tooltip("Distance of the flee movement")]
public float fleeDistance = 50f;
[Tooltip("Duration of the flee animation")]
public float fleeDuration = 0.3f;
[Tooltip("Duration of dust settling")]
public float dustDuration = 0.4f;
[Tooltip("Scale of dust sprites")]
public float dustScale = 12f;
private HexGrid __hexGrid;
private void Start() { __hexGrid = FindObjectOfType<HexGrid>(); }
/// <summary>
/// Starts a flee animation from source away from threat.
/// </summary>
public void AnimateFlee(int sourceCellIndex, int threatCellIndex) {
if (dustSprite == null && blurSprite == null) {
Debug.LogWarning("FleeAnimator: No sprites assigned");
return;
}
if (__hexGrid == null || __hexGrid.gridCanvas == null) {
Debug.LogWarning("FleeAnimator: No _hexGrid or gridCanvas available");
return;
}
Vector2? sourcePos = __hexGrid.GetCellCenterPosition(sourceCellIndex);
Vector2? threatPos = __hexGrid.GetCellCenterPosition(threatCellIndex);
if (sourcePos == null || threatPos == null) {
Debug.LogWarning(
$"FleeAnimator: Invalid cell indices {sourceCellIndex} or {threatCellIndex}");
return;
}
StartCoroutine(AnimateFleeEffect(sourcePos.Value, threatPos.Value));
}
private IEnumerator AnimateFleeEffect(Vector2 source, Vector2 threat) {
// Direction is AWAY from threat
Vector2 fleeDirection = (source - threat).normalized;
Vector2 fleeTarget = source + fleeDirection * fleeDistance;
// Create motion blur afterimages
GameObject[] blurs = new GameObject[blurCount];
for (int i = 0; i < blurCount; i++) {
if (blurSprite == null) break;
GameObject blur = new GameObject($"FleeBlur_{i}");
blur.transform.SetParent(__hexGrid.gridCanvas.transform, false);
blur.transform.localPosition = new Vector3(source.x, source.y, 5f);
blur.transform.localScale = Vector3.one * 15f;
SpriteRenderer renderer = blur.AddComponent<SpriteRenderer>();
renderer.sprite = blurSprite;
renderer.sortingLayerName = "Effects";
Color c = blurColor;
c.a = blurColor.a * (1f - (float)i / blurCount * 0.5f);
renderer.color = c;
blurs[i] = blur;
}
// Animate flee movement with blur trail
float elapsed = 0f;
while (elapsed < fleeDuration) {
float t = elapsed / fleeDuration;
float easeT = 1f - (1f - t) * (1f - t); // Ease out
Vector2 currentPos = Vector2.Lerp(source, fleeTarget, easeT);
// Update blur trail positions (staggered behind)
for (int i = 0; i < blurs.Length; i++) {
if (blurs[i] == null) continue;
float blurT = Mathf.Max(0f, easeT - (float)(i + 1) / blurCount * 0.3f);
Vector2 blurPos = Vector2.Lerp(source, fleeTarget, blurT);
blurs[i].transform.localPosition =
new Vector3(blurPos.x, blurPos.y, 5f + i * 0.1f);
// Fade as they get further behind
var renderer = blurs[i].GetComponent<SpriteRenderer>();
if (renderer != null) {
Color c = blurColor;
c.a = blurColor.a * (1f - t) * (1f - (float)i / blurCount * 0.5f);
renderer.color = c;
}
}
elapsed += Time.deltaTime;
yield return null;
}
// Cleanup blurs
foreach (var blur in blurs) {
if (blur != null) { Destroy(blur); }
}
// Create dust clouds at flee destination
GameObject[] dusts = new GameObject[dustCount];
Vector2[] dustOffsets = new Vector2[dustCount];
for (int i = 0; i < dustCount; i++) {
if (dustSprite == null) break;
GameObject dust = new GameObject($"FleeDust_{i}");
dust.transform.SetParent(__hexGrid.gridCanvas.transform, false);
SpriteRenderer renderer = dust.AddComponent<SpriteRenderer>();
renderer.sprite = dustSprite;
renderer.sortingLayerName = "Effects";
renderer.color = dustColor;
dust.transform.localScale = Vector3.one * dustScale * 0.5f;
// Position dust behind the flee path
float offset = (float)i / dustCount * fleeDistance * 0.8f;
Vector2 dustPos = fleeTarget - fleeDirection * offset;
dustPos += new Vector2(Random.Range(-10f, 10f), Random.Range(-5f, 5f));
dustOffsets[i] = new Vector2(Random.Range(-5f, 5f), Random.Range(5f, 15f));
dust.transform.localPosition = new Vector3(dustPos.x, dustPos.y, 6f);
dusts[i] = dust;
}
// Animate dust settling
elapsed = 0f;
while (elapsed < dustDuration) {
float t = elapsed / dustDuration;
for (int i = 0; i < dusts.Length; i++) {
if (dusts[i] == null) continue;
// Expand and rise
float scale = dustScale * (0.5f + t * 1.5f);
dusts[i].transform.localScale = Vector3.one * scale;
Vector3 pos = dusts[i].transform.localPosition;
pos.x += dustOffsets[i].x * Time.deltaTime;
pos.y += dustOffsets[i].y * Time.deltaTime * (1f - t);
dusts[i].transform.localPosition = pos;
// Fade
var renderer = dusts[i].GetComponent<SpriteRenderer>();
if (renderer != null) {
Color c = dustColor;
c.a = dustColor.a * (1f - t);
renderer.color = c;
}
}
elapsed += Time.deltaTime;
yield return null;
}
// Cleanup dust
foreach (var dust in dusts) {
if (dust != null) { Destroy(dust); }
}
}
}
}
@@ -0,0 +1,10 @@
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icon: {instanceID: 0}
userData:
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@@ -0,0 +1,221 @@
using System.Collections;
using UnityEngine;
namespace Shardok {
/// <summary>
/// Animates freezing water with ice crystal formation effect.
/// Creates expanding ice crystals with frost particles.
/// </summary>
public class FreezeAnimator : MonoBehaviour {
[Header("Ice Crystal Settings")]
[Tooltip("Sprite for ice crystals")]
public Sprite crystalSprite;
[Tooltip("Number of crystals")]
public int crystalCount = 6;
[Tooltip("Color of ice")]
public Color iceColor = new Color(0.7f, 0.9f, 1f, 0.9f);
[Header("Frost Settings")]
[Tooltip("Sprite for frost particles")]
public Sprite frostSprite;
[Tooltip("Number of frost particles")]
public int frostCount = 10;
[Tooltip("Color of frost")]
public Color frostColor = new Color(0.9f, 0.95f, 1f, 0.7f);
[Header("Animation Settings")]
[Tooltip("Scale of crystal sprites")]
public float crystalScale = 12f;
[Tooltip("Spread radius of ice effect")]
public float iceSpread = 25f;
[Tooltip("Duration of crystal formation")]
public float formDuration = 0.4f;
[Tooltip("Duration of shimmer effect")]
public float shimmerDuration = 0.3f;
private HexGrid __hexGrid;
private void Start() { __hexGrid = FindObjectOfType<HexGrid>(); }
/// <summary>
/// Starts a freeze animation at the target hex.
/// </summary>
public void AnimateFreeze(int targetCellIndex) {
if (crystalSprite == null && frostSprite == null) {
Debug.LogWarning("FreezeAnimator: No sprites assigned");
return;
}
if (__hexGrid == null || __hexGrid.gridCanvas == null) {
Debug.LogWarning("FreezeAnimator: No _hexGrid or gridCanvas available");
return;
}
Vector2? targetPos = __hexGrid.GetCellCenterPosition(targetCellIndex);
if (targetPos == null) {
Debug.LogWarning($"FreezeAnimator: Invalid cell index {targetCellIndex}");
return;
}
StartCoroutine(AnimateFreezeEffect(targetPos.Value));
}
private IEnumerator AnimateFreezeEffect(Vector2 target) {
// Create crystals
GameObject[] crystals = new GameObject[crystalCount];
Vector2[] crystalOffsets = new Vector2[crystalCount];
float[] crystalAngles = new float[crystalCount];
for (int i = 0; i < crystalCount; i++) {
if (crystalSprite == null) break;
GameObject crystal = new GameObject($"IceCrystal_{i}");
crystal.transform.SetParent(__hexGrid.gridCanvas.transform, false);
crystal.transform.localPosition = new Vector3(target.x, target.y, 5f);
crystal.transform.localScale = Vector3.zero;
SpriteRenderer renderer = crystal.AddComponent<SpriteRenderer>();
renderer.sprite = crystalSprite;
renderer.sortingLayerName = "Effects";
renderer.color = iceColor;
float angle = (float)i / crystalCount * Mathf.PI * 2f;
crystalAngles[i] = angle * Mathf.Rad2Deg;
float radius = iceSpread * Random.Range(0.5f, 1f);
crystalOffsets[i] = new Vector2(Mathf.Cos(angle), Mathf.Sin(angle)) * radius;
crystal.transform.localRotation = Quaternion.Euler(0, 0, crystalAngles[i] + 90f);
crystals[i] = crystal;
}
// Create frost particles
GameObject[] frosts = new GameObject[frostCount];
Vector2[] frostOffsets = new Vector2[frostCount];
for (int i = 0; i < frostCount; i++) {
if (frostSprite == null) break;
GameObject frost = new GameObject($"Frost_{i}");
frost.transform.SetParent(__hexGrid.gridCanvas.transform, false);
frost.transform.localPosition = new Vector3(target.x, target.y, 4f);
frost.transform.localScale = Vector3.one * 3f;
SpriteRenderer renderer = frost.AddComponent<SpriteRenderer>();
renderer.sprite = frostSprite;
renderer.sortingLayerName = "Effects";
renderer.color = frostColor;
float angle = Random.Range(0f, Mathf.PI * 2f);
float radius = iceSpread * Random.Range(0.2f, 1.2f);
frostOffsets[i] = new Vector2(Mathf.Cos(angle), Mathf.Sin(angle)) * radius;
frosts[i] = frost;
}
// Crystal formation phase
float elapsed = 0f;
while (elapsed < formDuration) {
float t = elapsed / formDuration;
float easeT = t * t * (3f - 2f * t);
// Grow crystals outward
for (int i = 0; i < crystals.Length; i++) {
if (crystals[i] == null) continue;
Vector2 pos = target + crystalOffsets[i] * easeT;
crystals[i].transform.localPosition = new Vector3(pos.x, pos.y, 5f);
crystals[i].transform.localScale = Vector3.one * crystalScale * easeT;
var renderer = crystals[i].GetComponent<SpriteRenderer>();
if (renderer != null) {
Color c = iceColor;
c.a = iceColor.a * easeT;
renderer.color = c;
}
}
// Spread frost
for (int i = 0; i < frosts.Length; i++) {
if (frosts[i] == null) continue;
float frostT = Mathf.Clamp01(t * 1.5f);
Vector2 pos = target + frostOffsets[i] * frostT;
frosts[i].transform.localPosition = new Vector3(pos.x, pos.y, 4f);
var renderer = frosts[i].GetComponent<SpriteRenderer>();
if (renderer != null) {
Color c = frostColor;
c.a = frostColor.a * Mathf.Sin(frostT * Mathf.PI);
renderer.color = c;
}
}
elapsed += Time.deltaTime;
yield return null;
}
// Shimmer phase
elapsed = 0f;
while (elapsed < shimmerDuration) {
float t = elapsed / shimmerDuration;
// Crystal shimmer
for (int i = 0; i < crystals.Length; i++) {
if (crystals[i] == null) continue;
var renderer = crystals[i].GetComponent<SpriteRenderer>();
if (renderer != null) {
float shimmer = 0.8f + Mathf.Sin(t * Mathf.PI * 4f + i) * 0.2f;
Color c = iceColor;
c.a = iceColor.a * shimmer * (1f - t * 0.3f);
renderer.color = c;
}
}
elapsed += Time.deltaTime;
yield return null;
}
// Fade out
float fadeDuration = 0.2f;
elapsed = 0f;
while (elapsed < fadeDuration) {
float t = elapsed / fadeDuration;
for (int i = 0; i < crystals.Length; i++) {
if (crystals[i] == null) continue;
var renderer = crystals[i].GetComponent<SpriteRenderer>();
if (renderer != null) {
Color c = iceColor;
c.a = iceColor.a * (1f - t);
renderer.color = c;
}
}
elapsed += Time.deltaTime;
yield return null;
}
// Cleanup
foreach (var crystal in crystals) {
if (crystal != null) { Destroy(crystal); }
}
foreach (var frost in frosts) {
if (frost != null) { Destroy(frost); }
}
}
}
}
@@ -0,0 +1,10 @@
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@@ -357,12 +357,29 @@ public class HexGrid : MonoBehaviour {
/// <summary>
/// Gets the local position of a cell for use with effects (arrows, particles).
/// Returns the anchoredPosition which maps to localPosition in the rotated canvas.
/// Note: This returns the terrain image position, which is offset from the true hex center.
/// For the actual hex center, use GetCellCenterPosition.
/// </summary>
public Vector2? GetCellLocalPosition(int cellIndex) {
if (cells == null || cellIndex < 0 || cellIndex >= cells.Length) { return null; }
return cells[cellIndex].TerrainImage.rectTransform.anchoredPosition;
}
/// <summary>
/// Gets the true center position of a hex cell.
/// Unlike GetCellLocalPosition, this returns the actual geometric center of the hex.
/// </summary>
public Vector2? GetCellCenterPosition(int cellIndex) {
if (cells == null || cellIndex < 0 || cellIndex >= cells.Length) { return null; }
return cells[cellIndex].Geometry.AnchoredPosition;
}
/// <summary>
/// Gets the inner radius of a hex (distance from center to edge midpoint).
/// Useful for scaling effects relative to hex size.
/// </summary>
public float GetHexInnerRadius() { return metrics?.InnerRadius ?? 0f; }
public void OverlayCell(
int cellIndex,
Color mainColor,
@@ -445,11 +462,14 @@ public class HexGrid : MonoBehaviour {
}
public void SetProfessionImage(int cellIndex, Texture image) {
var professionImage = cells[cellIndex].ProfessionImage;
if (professionImage == null) return;
if (image == null) {
cells[cellIndex].ProfessionImage.gameObject.SetActive(value: false);
professionImage.gameObject.SetActive(value: false);
} else {
cells[cellIndex].ProfessionImage.texture = image;
cells[cellIndex].ProfessionImage.gameObject.SetActive(value: true);
professionImage.texture = image;
professionImage.gameObject.SetActive(value: true);
}
}
@@ -458,11 +478,14 @@ public class HexGrid : MonoBehaviour {
}
public void SetUnitTypeImage(int cellIndex, Texture image) {
var unitTypeImage = cells[cellIndex].UnitTypeImage;
if (unitTypeImage == null) return;
if (image == null) {
cells[cellIndex].UnitTypeImage.gameObject.SetActive(value: false);
unitTypeImage.gameObject.SetActive(value: false);
} else {
cells[cellIndex].UnitTypeImage.texture = image;
cells[cellIndex].UnitTypeImage.gameObject.SetActive(value: true);
unitTypeImage.texture = image;
unitTypeImage.gameObject.SetActive(value: true);
}
}
@@ -0,0 +1,224 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace Shardok {
/// <summary>
/// Animates a holy wave expanding from the source hex outward.
/// Creates a white glow that spreads to surrounding hexes, with violent
/// damage effects on hexes containing undead units.
/// </summary>
public class HolyWaveAnimator : MonoBehaviour {
[Header("Glow Settings")]
[Tooltip("Sprite for the expanding glow")]
public Sprite glowSprite;
[Tooltip("Color of the holy glow")]
public Color glowColor = new Color(1f, 1f, 0.9f, 0.7f);
[Tooltip("Initial scale as fraction of hex radius")]
public float glowStartRadii = 0.1f;
[Tooltip("Final scale as number of hex radii (2.5 = extends well into neighbors)")]
public float glowEndRadii = 2.5f;
[Header("Damage Effect Settings")]
[Tooltip("Sprite for damage effect on undead")]
public Sprite damageSprite;
[Tooltip("Color of the damage effect")]
public Color damageColor = new Color(1f, 1f, 0.5f, 1f);
[Tooltip("Scale of damage effect")]
public float damageScale = 25f;
[Tooltip("Number of damage flashes")]
public int damageFlashCount = 3;
[Header("Animation Settings")]
[Tooltip("Duration of the wave expansion")]
public float expansionDuration = 0.8f;
[Tooltip("Duration the wave holds at full size")]
public float holdDuration = 0.3f;
[Tooltip("Duration of fade out")]
public float fadeOutDuration = 0.3f;
private HexGrid __hexGrid;
private void Start() { __hexGrid = FindObjectOfType<HexGrid>(); }
/// <summary>
/// Starts a holy wave animation from the source hex.
/// </summary>
/// <param name="sourceCellIndex">The hex where the wave originates</param>
/// <param name="undeadCellIndices">Cells containing undead that will show damage
/// effects</param>
public void AnimateHolyWave(int sourceCellIndex, List<int> undeadCellIndices = null) {
if (__hexGrid == null || __hexGrid.gridCanvas == null) {
Debug.LogWarning("HolyWaveAnimator: No _hexGrid or gridCanvas available");
return;
}
// Use GetCellCenterPosition for the true hex center
Vector2? sourcePos = __hexGrid.GetCellCenterPosition(sourceCellIndex);
if (sourcePos == null) {
Debug.LogWarning($"HolyWaveAnimator: Invalid cell index {sourceCellIndex}");
return;
}
// Get positions of undead cells (use center positions)
List<Vector2> undeadPositions = new List<Vector2>();
if (undeadCellIndices != null) {
foreach (int cellIndex in undeadCellIndices) {
Vector2? pos = __hexGrid.GetCellCenterPosition(cellIndex);
if (pos != null) { undeadPositions.Add(pos.Value); }
}
}
// Compute scale based on hex size
float hexRadius = __hexGrid.GetHexInnerRadius();
float startScale = hexRadius * glowStartRadii;
float endScale = hexRadius * glowEndRadii * 2f; // diameter = 2 * radius
StartCoroutine(AnimateWave(sourcePos.Value, undeadPositions, startScale, endScale));
}
private IEnumerator AnimateWave(
Vector2 source,
List<Vector2> undeadPositions,
float startScale,
float endScale) {
List<GameObject> objects = new List<GameObject>();
// Create main glow
GameObject glow = null;
SpriteRenderer glowRenderer = null;
if (glowSprite != null) {
glow = new GameObject("HolyWaveGlow");
glow.transform.SetParent(__hexGrid.gridCanvas.transform, false);
glow.transform.localPosition = new Vector3(source.x, source.y, 6f);
glow.transform.localScale = Vector3.one * startScale;
glowRenderer = glow.AddComponent<SpriteRenderer>();
glowRenderer.sprite = glowSprite;
glowRenderer.sortingLayerName = "Effects";
glowRenderer.color = glowColor;
objects.Add(glow);
}
// Track which undead have been hit (for triggering damage effects)
HashSet<int> hitUndead = new HashSet<int>();
// Expansion phase
float elapsed = 0f;
while (elapsed < expansionDuration) {
float t = elapsed / expansionDuration;
float easeT = t * (2f - t); // Ease out
if (glow != null) {
float scale = Mathf.Lerp(startScale, endScale, easeT);
glow.transform.localScale = Vector3.one * scale;
// Pulse the alpha slightly for ethereal effect
Color c = glowColor;
c.a = glowColor.a * (0.8f + 0.2f * Mathf.Sin(elapsed * 10f));
glowRenderer.color = c;
}
// Check if wave has reached any undead positions
float currentRadius = Mathf.Lerp(startScale, endScale, easeT) * 0.5f;
for (int i = 0; i < undeadPositions.Count; i++) {
if (hitUndead.Contains(i)) continue;
float distance = Vector2.Distance(source, undeadPositions[i]);
if (distance <= currentRadius) {
hitUndead.Add(i);
// Start damage effect coroutine (manages its own cleanup)
StartCoroutine(PlayDamageEffect(undeadPositions[i]));
}
}
elapsed += Time.deltaTime;
yield return null;
}
// Ensure all undead are hit
for (int i = 0; i < undeadPositions.Count; i++) {
if (!hitUndead.Contains(i)) {
StartCoroutine(PlayDamageEffect(undeadPositions[i]));
}
}
// Hold at full size
if (glow != null) { glow.transform.localScale = Vector3.one * endScale; }
yield return new WaitForSeconds(holdDuration);
// Fade out
elapsed = 0f;
while (elapsed < fadeOutDuration) {
float t = elapsed / fadeOutDuration;
if (glowRenderer != null) {
Color c = glowColor;
c.a = glowColor.a * (1f - t);
glowRenderer.color = c;
}
elapsed += Time.deltaTime;
yield return null;
}
// Cleanup
foreach (var obj in objects) {
if (obj != null) { Destroy(obj); }
}
}
private IEnumerator PlayDamageEffect(Vector2 position) {
if (damageSprite == null) yield break;
GameObject damageEffect = new GameObject("HolyWaveDamage");
damageEffect.transform.SetParent(__hexGrid.gridCanvas.transform, false);
damageEffect.transform.localPosition = new Vector3(position.x, position.y, 5f);
SpriteRenderer renderer = damageEffect.AddComponent<SpriteRenderer>();
renderer.sprite = damageSprite;
renderer.sortingLayerName = "Effects";
// Flash effect
float flashDuration = 0.15f;
for (int i = 0; i < damageFlashCount; i++) {
// Flash on
renderer.color = damageColor;
damageEffect.transform.localScale = Vector3.one * damageScale;
yield return new WaitForSeconds(flashDuration * 0.6f);
// Flash off
renderer.color = new Color(damageColor.r, damageColor.g, damageColor.b, 0.3f);
damageEffect.transform.localScale = Vector3.one * damageScale * 0.8f;
yield return new WaitForSeconds(flashDuration * 0.4f);
}
// Final burst
float burstDuration = 0.2f;
float burstElapsed = 0f;
while (burstElapsed < burstDuration) {
float t = burstElapsed / burstDuration;
damageEffect.transform.localScale = Vector3.one * damageScale * (1f + t * 0.5f);
Color c = damageColor;
c.a = 1f - t;
renderer.color = c;
burstElapsed += Time.deltaTime;
yield return null;
}
Destroy(damageEffect);
}
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: d7925cd01f3b44fb1a3048f9fb5bfa6c
@@ -4,15 +4,19 @@ using UnityEngine;
namespace Shardok {
/// <summary>
/// Animates a lightning bolt striking from source to target hex.
/// Creates a jagged electric arc with multiple segments and flicker effect.
/// Animates lightning bolts striking from source to target hex.
/// Creates multiple jagged electric arcs that all start at source center
/// but end at random points within the target hex.
/// </summary>
public class LightningAnimator : MonoBehaviour {
[Header("Lightning Settings")]
[Tooltip("Sprite for lightning bolt segment")]
public Sprite boltSegmentSprite;
[Tooltip("Number of segments in the bolt")]
[Tooltip("Number of lightning bolts")]
public int boltCount = 3;
[Tooltip("Number of segments per bolt")]
public int segmentCount = 8;
[Tooltip("Maximum perpendicular offset for jags")]
@@ -22,29 +26,28 @@ namespace Shardok {
public float segmentScale = 3f;
[Tooltip("Bolt segment thickness multiplier")]
public float thicknessMultiplier = 2f;
public float thicknessMultiplier = 1f;
[Tooltip("How far endpoints spread within target hex (0-1, fraction of hex radius)")]
public float targetSpread = 0.6f;
[Header("Animation Settings")]
[Tooltip("Total duration of lightning effect")]
public float duration = 0.25f;
[Tooltip("Number of times the bolt flickers")]
[Tooltip("Number of times the bolts flicker")]
public int flickerCount = 3;
[Tooltip("Color of the lightning")]
public Color boltColor = new Color(0.8f, 0.9f, 1f, 1f);
[Header("References")]
[Tooltip("HexGrid to get canvas reference from (auto-found if not set)")]
public HexGrid hexGrid;
private HexGrid __hexGrid;
private void Start() {
if (hexGrid == null) { hexGrid = FindObjectOfType<HexGrid>(); }
}
private void Start() { __hexGrid = FindObjectOfType<HexGrid>(); }
/// <summary>
/// Starts a lightning animation between two hex cells.
/// Multiple animations can run simultaneously.
/// Multiple bolts originate from source center and strike random points in target hex.
/// </summary>
public void AnimateLightning(int sourceCellIndex, int targetCellIndex) {
if (boltSegmentSprite == null) {
@@ -52,13 +55,13 @@ namespace Shardok {
return;
}
if (hexGrid == null || hexGrid.gridCanvas == null) {
Debug.LogWarning("LightningAnimator: No hexGrid or gridCanvas available");
if (__hexGrid == null || __hexGrid.gridCanvas == null) {
Debug.LogWarning("LightningAnimator: No _hexGrid or gridCanvas available");
return;
}
Vector2? sourcePos = hexGrid.GetCellLocalPosition(sourceCellIndex);
Vector2? targetPos = hexGrid.GetCellLocalPosition(targetCellIndex);
Vector2? sourcePos = __hexGrid.GetCellCenterPosition(sourceCellIndex);
Vector2? targetPos = __hexGrid.GetCellCenterPosition(targetCellIndex);
if (sourcePos == null || targetPos == null) {
Debug.LogWarning(
@@ -66,40 +69,52 @@ namespace Shardok {
return;
}
StartCoroutine(AnimateBolt(sourcePos.Value, targetPos.Value));
float hexRadius = __hexGrid.GetHexInnerRadius();
StartCoroutine(AnimateBolts(sourcePos.Value, targetPos.Value, hexRadius));
}
private IEnumerator AnimateBolt(Vector2 source, Vector2 target) {
List<GameObject> segments = new List<GameObject>();
private IEnumerator AnimateBolts(Vector2 source, Vector2 targetCenter, float hexRadius) {
List<GameObject> allSegments = new List<GameObject>();
// Generate random endpoints for each bolt within the target hex
Vector2[] boltEndpoints = new Vector2[boltCount];
for (int b = 0; b < boltCount; b++) {
float angle = Random.Range(0f, Mathf.PI * 2f);
float radius = Random.Range(0f, hexRadius * targetSpread);
boltEndpoints[b] =
targetCenter + new Vector2(Mathf.Cos(angle), Mathf.Sin(angle)) * radius;
}
for (int flicker = 0; flicker < flickerCount; flicker++) {
// Clear previous flicker segments
foreach (var seg in segments) {
foreach (var seg in allSegments) {
if (seg != null) { Destroy(seg); }
}
segments.Clear();
allSegments.Clear();
// Generate jagged path
List<Vector2> points = GenerateBoltPath(source, target);
// Generate and create all bolts
for (int b = 0; b < boltCount; b++) {
List<Vector2> points = GenerateBoltPath(source, boltEndpoints[b]);
// Create segment objects
for (int i = 0; i < points.Count - 1; i++) {
var segment = CreateBoltSegment(points[i], points[i + 1]);
segments.Add(segment);
// Create segment objects for this bolt
for (int i = 0; i < points.Count - 1; i++) {
var segment = CreateBoltSegment(points[i], points[i + 1]);
allSegments.Add(segment);
}
}
// Show briefly
yield return new WaitForSeconds(duration / flickerCount * 0.6f);
// Hide briefly (flicker effect)
foreach (var seg in segments) {
foreach (var seg in allSegments) {
if (seg != null) { seg.SetActive(false); }
}
yield return new WaitForSeconds(duration / flickerCount * 0.4f);
}
// Cleanup
foreach (var seg in segments) {
foreach (var seg in allSegments) {
if (seg != null) { Destroy(seg); }
}
}
@@ -128,7 +143,7 @@ namespace Shardok {
private GameObject CreateBoltSegment(Vector2 start, Vector2 end) {
GameObject segment = new GameObject("LightningSegment");
segment.transform.SetParent(hexGrid.gridCanvas.transform, false);
segment.transform.SetParent(__hexGrid.gridCanvas.transform, false);
SpriteRenderer renderer = segment.AddComponent<SpriteRenderer>();
renderer.sprite = boltSegmentSprite;
@@ -18,11 +18,11 @@ namespace Shardok {
[Tooltip("Mace/hammer sprite for heavy infantry")]
public Sprite maceSprite;
[Tooltip("Small spear sprite for light cavalry")]
public Sprite smallSpearSprite;
[Tooltip("Falchion sprite for light cavalry")]
public Sprite falchionSprite;
[Tooltip("Large spear/lance sprite for heavy cavalry")]
public Sprite largeSpearSprite;
[Tooltip("Two-handed sword sprite for heavy cavalry")]
public Sprite twoHandedSwordSprite;
[Tooltip("Dagger sprite for longbowmen")]
public Sprite daggerSprite;
@@ -30,15 +30,57 @@ namespace Shardok {
[Tooltip("Bone/fist sprite for undead")]
public Sprite boneSprite;
[Header("Weapon Orientation - Sword")]
[Tooltip("Base rotation offset for sword (degrees)")]
public float swordRotationOffset = -45f;
[Tooltip("Flip sword horizontally")]
public bool swordFlipHorizontal = false;
[Header("Weapon Orientation - Mace")]
[Tooltip("Base rotation offset for mace (degrees)")]
public float maceRotationOffset = -45f;
[Tooltip("Flip mace horizontally")]
public bool maceFlipHorizontal = false;
[Header("Weapon Orientation - Falchion")]
[Tooltip("Base rotation offset for falchion (degrees)")]
public float falchionRotationOffset = -45f;
[Tooltip("Flip falchion horizontally")]
public bool falchionFlipHorizontal = false;
[Header("Weapon Orientation - Two-Handed Sword")]
[Tooltip("Base rotation offset for two-handed sword (degrees)")]
public float twoHandedSwordRotationOffset = -45f;
[Tooltip("Flip two-handed sword horizontally")]
public bool twoHandedSwordFlipHorizontal = false;
[Header("Weapon Orientation - Dagger")]
[Tooltip("Base rotation offset for dagger (degrees)")]
public float daggerRotationOffset = -45f;
[Tooltip("Flip dagger horizontally")]
public bool daggerFlipHorizontal = false;
[Header("Weapon Orientation - Bone")]
[Tooltip("Base rotation offset for bone (degrees)")]
public float boneRotationOffset = -45f;
[Tooltip("Flip bone horizontally")]
public bool boneFlipHorizontal = false;
[Header("Animation Settings")]
[Tooltip("Base scale of weapon sprites")]
public float weaponScale = 20.0f;
[Tooltip("Duration of a single clash cycle in seconds")]
public float clashDuration = 0.12f;
[Tooltip("Duration of a single swing cycle in seconds")]
public float clashDuration = 0.3f;
[Tooltip("Number of clash cycles")]
public int clashCount = 3;
[Tooltip("Number of swing cycles")]
public int clashCount = 2;
[Tooltip("Distance weapons travel toward each other (in local units)")]
public float thrustDistance = 25f;
@@ -46,23 +88,28 @@ namespace Shardok {
[Tooltip("Offset from center point along attack axis (in local units)")]
public float weaponOffset = 40f;
[Tooltip("Base rotation offset for diagonal sprites (degrees)")]
public float baseRotationOffset = -45f;
[Tooltip("Swing arc angle for swinging weapons (degrees)")]
public float swingArc = 60f;
public float swingArc = 90f;
[Tooltip("Amount of random shake (in local units)")]
public float shakeIntensity = 8f;
[Header("References")]
[Tooltip("HexGrid to get canvas reference from (auto-found if not set)")]
public HexGrid hexGrid;
[Tooltip("Amount of shake at impact only (in local units)")]
public float shakeIntensity = 3f;
private HexGrid __hexGrid;
private Coroutine _activeAnimation;
private GameObject _attackerWeapon;
private GameObject _defenderWeapon;
private void Start() {
if (hexGrid == null) { hexGrid = FindObjectOfType<HexGrid>(); }
private void Start() { __hexGrid = FindObjectOfType<HexGrid>(); }
private void CleanupWeapons() {
if (_attackerWeapon != null) {
Destroy(_attackerWeapon);
_attackerWeapon = null;
}
if (_defenderWeapon != null) {
Destroy(_defenderWeapon);
_defenderWeapon = null;
}
}
/// <summary>
@@ -77,19 +124,19 @@ namespace Shardok {
int defenderCellIndex,
BattalionTypeId attackerType,
BattalionTypeId defenderType) {
if (swordSprite == null && maceSprite == null && smallSpearSprite == null &&
largeSpearSprite == null && daggerSprite == null && boneSprite == null) {
if (swordSprite == null && maceSprite == null && falchionSprite == null &&
twoHandedSwordSprite == null && daggerSprite == null && boneSprite == null) {
Debug.LogWarning("MeleeAnimator: No weapon sprites assigned");
return;
}
if (hexGrid == null || hexGrid.gridCanvas == null) {
Debug.LogWarning("MeleeAnimator: No hexGrid or gridCanvas available");
if (__hexGrid == null || __hexGrid.gridCanvas == null) {
Debug.LogWarning("MeleeAnimator: No _hexGrid or gridCanvas available");
return;
}
Vector2? attackerPos = hexGrid.GetCellLocalPosition(attackerCellIndex);
Vector2? defenderPos = hexGrid.GetCellLocalPosition(defenderCellIndex);
Vector2? attackerPos = __hexGrid.GetCellCenterPosition(attackerCellIndex);
Vector2? defenderPos = __hexGrid.GetCellCenterPosition(defenderCellIndex);
if (attackerPos == null || defenderPos == null) {
Debug.LogWarning(
@@ -97,10 +144,11 @@ namespace Shardok {
return;
}
if (_activeAnimation != null) { StopCoroutine(_activeAnimation); }
if (_activeAnimation != null) {
StopCoroutine(_activeAnimation);
CleanupWeapons();
}
Debug.Log(
$"MeleeAnimator: Starting melee from cell {attackerCellIndex} ({attackerType}) to {defenderCellIndex} ({defenderType})");
_activeAnimation = StartCoroutine(
AnimateClash(attackerPos.Value, defenderPos.Value, attackerType, defenderType));
}
@@ -109,7 +157,8 @@ namespace Shardok {
public Sprite sprite;
public bool swings; // true = swing arc, false = thrust
public float scaleMultiplier;
public float violenceMultiplier; // shake intensity multiplier
public float rotationOffset;
public bool flipHorizontal;
}
private WeaponConfig GetWeaponConfig(BattalionTypeId type) {
@@ -119,49 +168,66 @@ namespace Shardok {
sprite = swordSprite,
swings = true,
scaleMultiplier = 1.0f,
violenceMultiplier = 0.3f
rotationOffset = swordRotationOffset,
flipHorizontal = swordFlipHorizontal
};
case BattalionTypeId.HeavyInfantry:
return new WeaponConfig {
sprite = maceSprite ?? swordSprite,
swings = true,
scaleMultiplier = 1.2f,
violenceMultiplier = 0.4f
rotationOffset =
maceSprite != null ? maceRotationOffset : swordRotationOffset,
flipHorizontal =
maceSprite != null ? maceFlipHorizontal : swordFlipHorizontal
};
case BattalionTypeId.LightCavalry:
return new WeaponConfig {
sprite = smallSpearSprite ?? largeSpearSprite ?? swordSprite,
swings = false,
scaleMultiplier = 0.9f,
violenceMultiplier = 1.0f
sprite = falchionSprite ?? swordSprite,
swings = true,
scaleMultiplier = 1.0f,
rotationOffset = falchionSprite != null ? falchionRotationOffset
: swordRotationOffset,
flipHorizontal = falchionSprite != null ? falchionFlipHorizontal
: swordFlipHorizontal
};
case BattalionTypeId.HeavyCavalry:
return new WeaponConfig {
sprite = largeSpearSprite ?? smallSpearSprite ?? swordSprite,
swings = false,
sprite = twoHandedSwordSprite ?? swordSprite,
swings = true,
scaleMultiplier = 1.4f,
violenceMultiplier = 1.8f
rotationOffset = twoHandedSwordSprite != null ? twoHandedSwordRotationOffset
: swordRotationOffset,
flipHorizontal = twoHandedSwordSprite != null ? twoHandedSwordFlipHorizontal
: swordFlipHorizontal
};
case BattalionTypeId.Longbowmen:
return new WeaponConfig {
sprite = daggerSprite ?? swordSprite,
swings = false,
scaleMultiplier = 0.7f,
violenceMultiplier = 0.8f
rotationOffset =
daggerSprite != null ? daggerRotationOffset : swordRotationOffset,
flipHorizontal =
daggerSprite != null ? daggerFlipHorizontal : swordFlipHorizontal
};
case BattalionTypeId.Undead:
return new WeaponConfig {
sprite = boneSprite ?? swordSprite,
swings = true,
scaleMultiplier = 1.0f,
violenceMultiplier = 0.5f
rotationOffset =
boneSprite != null ? boneRotationOffset : swordRotationOffset,
flipHorizontal =
boneSprite != null ? boneFlipHorizontal : swordFlipHorizontal
};
default:
return new WeaponConfig {
sprite = swordSprite,
swings = true,
scaleMultiplier = 1.0f,
violenceMultiplier = 0.3f
rotationOffset = swordRotationOffset,
flipHorizontal = swordFlipHorizontal
};
}
}
@@ -180,14 +246,12 @@ namespace Shardok {
WeaponConfig attackerConfig = GetWeaponConfig(attackerType);
WeaponConfig defenderConfig = GetWeaponConfig(defenderType);
// Create weapons with type-specific scaling
GameObject attackerWeapon = CreateWeapon(attackerConfig, baseAngle);
GameObject defenderWeapon = CreateWeapon(defenderConfig, baseAngle + 180f);
// Create weapons with type-specific scaling (stored in class fields for cleanup)
_attackerWeapon = CreateWeapon(attackerConfig, baseAngle);
_defenderWeapon = CreateWeapon(defenderConfig, baseAngle + 180f);
bool attackerSwings = attackerConfig.swings;
bool defenderSwings = defenderConfig.swings;
float attackerViolence = shakeIntensity * attackerConfig.violenceMultiplier;
float defenderViolence = shakeIntensity * defenderConfig.violenceMultiplier;
// Starting positions offset from midpoint
Vector3 attackerStart = new Vector3(
@@ -209,91 +273,86 @@ namespace Shardok {
midpoint.y + direction.y * (weaponOffset - thrustDistance),
10f);
attackerWeapon.transform.localPosition = attackerStart;
defenderWeapon.transform.localPosition = defenderStart;
_attackerWeapon.transform.localPosition = attackerStart;
_defenderWeapon.transform.localPosition = defenderStart;
float attackerBaseAngle = baseAngle + baseRotationOffset;
float defenderBaseAngle = baseAngle + 180f + baseRotationOffset;
float attackerBaseAngle = baseAngle + attackerConfig.rotationOffset;
float defenderBaseAngle = baseAngle + 180f + defenderConfig.rotationOffset;
// Animate clash cycles with alternating swing directions
// Animate swing cycles with alternating swing directions
for (int i = 0; i < clashCount; i++) {
// Alternate swing direction each cycle
float swingDirection = (i % 2 == 0) ? 1f : -1f;
// Swing/thrust toward clash point
// Swing toward clash point
yield return StartCoroutine(AnimateWeaponSwing(
attackerWeapon,
_attackerWeapon,
attackerStart,
attackerClash,
attackerBaseAngle,
attackerSwings ? -swingArc * swingDirection : 0f,
attackerSwings ? 0f : 0f,
clashDuration / 2f,
true,
attackerViolence));
true));
yield return StartCoroutine(AnimateWeaponSwing(
defenderWeapon,
_defenderWeapon,
defenderStart,
defenderClash,
defenderBaseAngle,
defenderSwings ? swingArc * swingDirection : 0f,
defenderSwings ? 0f : 0f,
clashDuration / 2f,
true,
defenderViolence));
true));
// Brief violent shake at impact (use max violence of both)
float impactViolence = Mathf.Max(attackerViolence, defenderViolence);
// Brief shake at impact
yield return StartCoroutine(ImpactShake(
attackerWeapon,
defenderWeapon,
_attackerWeapon,
_defenderWeapon,
attackerClash,
defenderClash,
0.05f,
impactViolence));
shakeIntensity));
// Swing/pull back
// Swing back
yield return StartCoroutine(AnimateWeaponSwing(
attackerWeapon,
_attackerWeapon,
attackerClash,
attackerStart,
attackerBaseAngle,
0f,
attackerSwings ? -swingArc * swingDirection : 0f,
clashDuration / 2f,
false,
attackerViolence));
false));
yield return StartCoroutine(AnimateWeaponSwing(
defenderWeapon,
_defenderWeapon,
defenderClash,
defenderStart,
defenderBaseAngle,
0f,
defenderSwings ? swingArc * swingDirection : 0f,
clashDuration / 2f,
false,
defenderViolence));
false));
}
// Cleanup
if (attackerWeapon != null) { Destroy(attackerWeapon); }
if (defenderWeapon != null) { Destroy(defenderWeapon); }
CleanupWeapons();
_activeAnimation = null;
}
private GameObject CreateWeapon(WeaponConfig config, float angle) {
GameObject weapon = new GameObject("MeleeWeapon");
weapon.transform.SetParent(hexGrid.gridCanvas.transform, false);
weapon.transform.SetParent(__hexGrid.gridCanvas.transform, false);
SpriteRenderer renderer = weapon.AddComponent<SpriteRenderer>();
renderer.sprite = config.sprite;
renderer.sortingLayerName = "Effects";
weapon.transform.localRotation = Quaternion.Euler(0, 0, angle + baseRotationOffset);
weapon.transform.localRotation = Quaternion.Euler(0, 0, angle + config.rotationOffset);
float scale = weaponScale * config.scaleMultiplier;
weapon.transform.localScale = new Vector3(scale, scale, scale);
float xScale = config.flipHorizontal ? -scale : scale;
weapon.transform.localScale = new Vector3(xScale, scale, scale);
return weapon;
}
@@ -306,25 +365,20 @@ namespace Shardok {
float fromAngleOffset,
float toAngleOffset,
float duration,
bool isAttacking,
float violence) {
bool isAttacking) {
float elapsed = 0f;
while (elapsed < duration) {
if (weapon == null) { yield break; }
float t = elapsed / duration;
// Aggressive ease for attack, smoother for retreat
// Smooth ease for deliberate swing motion
float smoothT = isAttacking ? t * t * (3f - 2f * t) : t * (2f - t);
// Position with shake (scaled by violence)
Vector3 shake = new Vector3(
Random.Range(-violence, violence),
Random.Range(-violence, violence),
0f);
weapon.transform.localPosition = Vector3.Lerp(fromPos, toPos, smoothT) + shake;
// Clean position interpolation - no shake during swing
weapon.transform.localPosition = Vector3.Lerp(fromPos, toPos, smoothT);
// Rotation (for swinging weapons)
// Rotation arc for swinging weapons
float currentAngle =
Mathf.Lerp(baseAngle + fromAngleOffset, baseAngle + toAngleOffset, smoothT);
weapon.transform.localRotation = Quaternion.Euler(0, 0, currentAngle);
@@ -377,6 +431,7 @@ namespace Shardok {
StopCoroutine(_activeAnimation);
_activeAnimation = null;
}
CleanupWeapons();
}
}
}
@@ -28,60 +28,118 @@ namespace Shardok {
[Tooltip("Sprite for trail particles")]
public Sprite trailSprite;
[Tooltip("Number of trail particles")]
public int trailParticleCount = 8;
[Tooltip("Number of trail particles in continuous trail")]
public int trailParticleCount = 20;
[Tooltip("Scale of trail particles")]
public float trailScale = 8f;
public float trailScale = 50f;
[Tooltip("Color of trail")]
public Color trailColor = new Color(1f, 0.7f, 0.3f, 0.8f);
[Tooltip("Color of trail at front (hottest)")]
public Color trailColorHot = new Color(1f, 0.9f, 0.6f, 0.9f);
[Tooltip("Color of trail at back (cooler)")]
public Color trailColorCool = new Color(1f, 0.4f, 0.1f, 0.6f);
[Tooltip("Trail spread width")]
public float trailSpread = 12f;
[Header("Explosion Settings")]
[Tooltip("Sprite for explosion")]
public Sprite explosionSprite;
[Tooltip("Initial scale of explosion")]
public float explosionStartScale = 15f;
public float explosionStartScale = 20f;
[Tooltip("Final scale of explosion")]
public float explosionEndScale = 50f;
public float explosionEndScale = 250f;
[Tooltip("Color of explosion")]
public Color explosionColor = new Color(1f, 0.4f, 0.1f, 1f);
[Tooltip("Color of explosion core")]
public Color explosionColor = new Color(1f, 0.6f, 0.2f, 1f);
[Tooltip("Number of sparks")]
public int sparkCount = 6;
[Tooltip("Number of fire sparks")]
public int sparkCount = 8;
[Tooltip("Spark spread distance")]
public float sparkSpread = 40f;
public float sparkSpread = 50f;
[Header("Debris Settings")]
[Tooltip("Sprite for rock debris")]
public Sprite debrisSprite;
[Tooltip("Number of debris rocks")]
public int debrisCount = 6;
[Tooltip("Scale of debris rocks")]
public float debrisScale = 6f;
[Tooltip("Debris spread distance")]
public float debrisSpread = 60f;
[Tooltip("Color of debris")]
public Color debrisColor = new Color(0.4f, 0.3f, 0.2f, 1f);
[Header("Meteor Rotation")]
[Tooltip("Rotation speed in degrees per second")]
public float rotationSpeed = 360f;
[Header("Charging Settings (MeteorStart)")]
[Tooltip("Sprite for charging glow")]
public Sprite chargeSprite;
[Tooltip("Color of charging effect")]
public Color chargeColor = new Color(1f, 0.6f, 0.2f, 0.7f);
[Tooltip("Starting scale of charge glow")]
public float chargeStartScale = 5f;
[Tooltip("Ending scale of charge glow")]
public float chargeEndScale = 25f;
[Tooltip("Duration of charge animation")]
public float chargeDuration = 0.5f;
[Header("Targeting Settings (MeteorTarget)")]
[Tooltip("Sprite for target indicator")]
public Sprite targetSprite;
[Tooltip("Color of target indicator")]
public Color targetColor = new Color(1f, 0.3f, 0.1f, 0.6f);
[Tooltip("Scale of target indicator")]
public float targetScale = 30f;
[Tooltip("Duration of target animation")]
public float targetDuration = 0.4f;
[Header("Cancel Settings (MeteorCancel)")]
[Tooltip("Color of fizzle effect")]
public Color cancelColor = new Color(0.5f, 0.5f, 0.5f, 0.8f);
[Tooltip("Duration of cancel animation")]
public float cancelDuration = 0.3f;
[Header("Animation Settings")]
[Tooltip("Duration of meteor fall")]
public float fallDuration = 0.4f;
public float fallDuration = 0.8f;
[Tooltip("Duration of explosion")]
public float explosionDuration = 0.5f;
public float explosionDuration = 0.6f;
[Header("References")]
[Tooltip("HexGrid to get canvas reference from (auto-found if not set)")]
public HexGrid hexGrid;
private HexGrid __hexGrid;
private void Start() {
if (hexGrid == null) { hexGrid = FindObjectOfType<HexGrid>(); }
}
private void Start() { __hexGrid = FindObjectOfType<HexGrid>(); }
/// <summary>
/// Starts a meteor animation at the target hex cell.
/// Multiple animations can run simultaneously.
/// </summary>
public void AnimateMeteorCast(int targetCellIndex) {
if (hexGrid == null || hexGrid.gridCanvas == null) {
Debug.LogWarning("MeteorAnimator: No hexGrid or gridCanvas available");
if (__hexGrid == null || __hexGrid.gridCanvas == null) {
Debug.LogWarning("MeteorAnimator: No _hexGrid or gridCanvas available");
return;
}
Vector2? targetPos = hexGrid.GetCellLocalPosition(targetCellIndex);
Vector2? targetPos = __hexGrid.GetCellCenterPosition(targetCellIndex);
if (targetPos == null) {
Debug.LogWarning($"MeteorAnimator: Invalid cell index {targetCellIndex}");
@@ -91,6 +149,315 @@ namespace Shardok {
StartCoroutine(AnimateMeteor(targetPos.Value));
}
/// <summary>
/// Animates meteor charging effect at the caster's position.
/// Shows a growing fiery glow gathering energy.
/// </summary>
public void AnimateMeteorStart(int sourceCellIndex) {
if (__hexGrid == null || __hexGrid.gridCanvas == null) {
Debug.LogWarning("MeteorAnimator: No _hexGrid or gridCanvas available");
return;
}
Vector2? sourcePos = __hexGrid.GetCellCenterPosition(sourceCellIndex);
if (sourcePos == null) {
Debug.LogWarning($"MeteorAnimator: Invalid cell index {sourceCellIndex}");
return;
}
StartCoroutine(AnimateCharge(sourcePos.Value));
}
/// <summary>
/// Animates meteor targeting indicator at destination.
/// Shows a pulsing circle/crosshairs marking the target.
/// </summary>
public void AnimateMeteorTarget(int targetCellIndex) {
if (__hexGrid == null || __hexGrid.gridCanvas == null) {
Debug.LogWarning("MeteorAnimator: No _hexGrid or gridCanvas available");
return;
}
Vector2? targetPos = __hexGrid.GetCellCenterPosition(targetCellIndex);
if (targetPos == null) {
Debug.LogWarning($"MeteorAnimator: Invalid cell index {targetCellIndex}");
return;
}
StartCoroutine(AnimateTarget(targetPos.Value));
}
/// <summary>
/// Animates meteor cancel/fizzle effect at the caster's position.
/// Shows the charging energy dissipating.
/// </summary>
public void AnimateMeteorCancel(int sourceCellIndex) {
if (__hexGrid == null || __hexGrid.gridCanvas == null) {
Debug.LogWarning("MeteorAnimator: No _hexGrid or gridCanvas available");
return;
}
Vector2? sourcePos = __hexGrid.GetCellCenterPosition(sourceCellIndex);
if (sourcePos == null) {
Debug.LogWarning($"MeteorAnimator: Invalid cell index {sourceCellIndex}");
return;
}
StartCoroutine(AnimateCancel(sourcePos.Value));
}
private IEnumerator AnimateCharge(Vector2 source) {
Sprite sprite = chargeSprite ?? explosionSprite;
if (sprite == null) yield break;
// Create charging glow
GameObject glow = new GameObject("MeteorCharge");
glow.transform.SetParent(__hexGrid.gridCanvas.transform, false);
glow.transform.localPosition = new Vector3(source.x, source.y, 5f);
SpriteRenderer renderer = glow.AddComponent<SpriteRenderer>();
renderer.sprite = sprite;
renderer.sortingLayerName = "Effects";
renderer.color = chargeColor;
// Create rising particles
int particleCount = 5;
GameObject[] particles = new GameObject[particleCount];
Vector2[] particleOffsets = new Vector2[particleCount];
for (int i = 0; i < particleCount; i++) {
if (trailSprite == null) break;
GameObject particle = new GameObject($"ChargeParticle_{i}");
particle.transform.SetParent(__hexGrid.gridCanvas.transform, false);
SpriteRenderer pRenderer = particle.AddComponent<SpriteRenderer>();
pRenderer.sprite = trailSprite;
pRenderer.sortingLayerName = "Effects";
pRenderer.color = chargeColor;
particle.transform.localScale = Vector3.one * trailScale;
float angle = (float)i / particleCount * Mathf.PI * 2f;
particleOffsets[i] = new Vector2(Mathf.Cos(angle), Mathf.Sin(angle)) * 20f;
particles[i] = particle;
}
// Animation
float elapsed = 0f;
while (elapsed < chargeDuration) {
float t = elapsed / chargeDuration;
float easeT = t * (2f - t); // Ease out
// Grow glow
float scale = Mathf.Lerp(chargeStartScale, chargeEndScale, easeT);
glow.transform.localScale = Vector3.one * scale;
// Pulse alpha
Color c = chargeColor;
c.a = chargeColor.a * (0.7f + 0.3f * Mathf.Sin(elapsed * 12f));
renderer.color = c;
// Particles spiral inward and upward
for (int i = 0; i < particles.Length; i++) {
if (particles[i] == null) continue;
float particleT = (t + (float)i / particleCount) % 1f;
float radius = 20f * (1f - particleT);
float angle =
particleT * Mathf.PI * 4f + (float)i / particleCount * Mathf.PI * 2f;
Vector2 offset = new Vector2(Mathf.Cos(angle), Mathf.Sin(angle)) * radius;
particles[i].transform.localPosition = new Vector3(
source.x + offset.x,
source.y + offset.y + particleT * 15f,
4f);
var pRenderer = particles[i].GetComponent<SpriteRenderer>();
if (pRenderer != null) {
Color pc = chargeColor;
pc.a = chargeColor.a * (1f - particleT * 0.5f);
pRenderer.color = pc;
}
}
elapsed += Time.deltaTime;
yield return null;
}
// Brief flash at end
glow.transform.localScale = Vector3.one * chargeEndScale * 1.2f;
Color flashColor = chargeColor;
flashColor.a = 1f;
renderer.color = flashColor;
yield return new WaitForSeconds(0.05f);
// Cleanup
Destroy(glow);
foreach (var p in particles) {
if (p != null) Destroy(p);
}
}
private IEnumerator AnimateTarget(Vector2 target) {
Sprite sprite = targetSprite ?? explosionSprite;
if (sprite == null) yield break;
// Create target indicator
GameObject indicator = new GameObject("MeteorTarget");
indicator.transform.SetParent(__hexGrid.gridCanvas.transform, false);
indicator.transform.localPosition = new Vector3(target.x, target.y, 5f);
SpriteRenderer renderer = indicator.AddComponent<SpriteRenderer>();
renderer.sprite = sprite;
renderer.sortingLayerName = "Effects";
renderer.color = targetColor;
// Create outer ring that contracts
GameObject ring = null;
SpriteRenderer ringRenderer = null;
if (sprite != null) {
ring = new GameObject("TargetRing");
ring.transform.SetParent(__hexGrid.gridCanvas.transform, false);
ring.transform.localPosition = new Vector3(target.x, target.y, 6f);
ringRenderer = ring.AddComponent<SpriteRenderer>();
ringRenderer.sprite = sprite;
ringRenderer.sortingLayerName = "Effects";
Color ringColor = targetColor;
ringColor.a = targetColor.a * 0.5f;
ringRenderer.color = ringColor;
}
// Animation - indicator appears, ring contracts to it
float elapsed = 0f;
while (elapsed < targetDuration) {
float t = elapsed / targetDuration;
// Main indicator pulses
float pulse = 0.8f + 0.2f * Mathf.Sin(elapsed * 15f);
indicator.transform.localScale = Vector3.one * targetScale * pulse;
Color c = targetColor;
c.a = targetColor.a * pulse;
renderer.color = c;
// Ring contracts inward
if (ring != null) {
float ringScale = targetScale * (2f - t);
ring.transform.localScale = Vector3.one * ringScale;
Color rc = targetColor;
rc.a = targetColor.a * 0.5f * (1f - t);
ringRenderer.color = rc;
}
elapsed += Time.deltaTime;
yield return null;
}
// Final pulse and fade
float fadeDuration = 0.15f;
elapsed = 0f;
while (elapsed < fadeDuration) {
float t = elapsed / fadeDuration;
indicator.transform.localScale = Vector3.one * targetScale * (1f + t * 0.3f);
Color c = targetColor;
c.a = targetColor.a * (1f - t);
renderer.color = c;
elapsed += Time.deltaTime;
yield return null;
}
// Cleanup
Destroy(indicator);
if (ring != null) Destroy(ring);
}
private IEnumerator AnimateCancel(Vector2 source) {
Sprite sprite = chargeSprite ?? explosionSprite;
if (sprite == null) yield break;
// Create fizzling glow (starts at charge end size)
GameObject glow = new GameObject("MeteorCancel");
glow.transform.SetParent(__hexGrid.gridCanvas.transform, false);
glow.transform.localPosition = new Vector3(source.x, source.y, 5f);
glow.transform.localScale = Vector3.one * chargeEndScale;
SpriteRenderer renderer = glow.AddComponent<SpriteRenderer>();
renderer.sprite = sprite;
renderer.sortingLayerName = "Effects";
renderer.color = cancelColor;
// Create dispersing particles
int particleCount = 6;
GameObject[] particles = new GameObject[particleCount];
Vector2[] directions = new Vector2[particleCount];
for (int i = 0; i < particleCount; i++) {
if (trailSprite == null) break;
GameObject particle = new GameObject($"CancelParticle_{i}");
particle.transform.SetParent(__hexGrid.gridCanvas.transform, false);
particle.transform.localPosition = new Vector3(source.x, source.y, 4f);
SpriteRenderer pRenderer = particle.AddComponent<SpriteRenderer>();
pRenderer.sprite = trailSprite;
pRenderer.sortingLayerName = "Effects";
pRenderer.color = cancelColor;
particle.transform.localScale = Vector3.one * trailScale;
float angle = (float)i / particleCount * Mathf.PI * 2f + Random.Range(-0.2f, 0.2f);
directions[i] = new Vector2(Mathf.Cos(angle), Mathf.Sin(angle));
particles[i] = particle;
}
// Animation - shrink and fade while particles disperse
float elapsed = 0f;
while (elapsed < cancelDuration) {
float t = elapsed / cancelDuration;
// Shrink and fade glow
float scale = chargeEndScale * (1f - t * 0.7f);
glow.transform.localScale = Vector3.one * scale;
Color c = cancelColor;
c.a = cancelColor.a * (1f - t);
renderer.color = c;
// Particles drift outward and fade
for (int i = 0; i < particles.Length; i++) {
if (particles[i] == null) continue;
Vector2 pos = source + directions[i] * 30f * t;
particles[i].transform.localPosition = new Vector3(pos.x, pos.y, 4f);
var pRenderer = particles[i].GetComponent<SpriteRenderer>();
if (pRenderer != null) {
Color pc = cancelColor;
pc.a = cancelColor.a * (1f - t);
pRenderer.color = pc;
particles[i].transform.localScale =
Vector3.one * trailScale * (1f - t * 0.5f);
}
}
elapsed += Time.deltaTime;
yield return null;
}
// Cleanup
Destroy(glow);
foreach (var p in particles) {
if (p != null) Destroy(p);
}
}
private IEnumerator AnimateMeteor(Vector2 target) {
List<GameObject> objects = new List<GameObject>();
@@ -99,87 +466,103 @@ namespace Shardok {
Vector2 fallDirection = new Vector2(Mathf.Sin(angleRad), Mathf.Cos(angleRad));
Vector2 startPos = target + fallDirection * fallDistance;
// Create meteor
// Create meteor rock
GameObject meteor = null;
SpriteRenderer meteorRenderer = null;
float currentRotation = 0f;
if (meteorSprite != null) {
meteor = new GameObject("Meteor");
meteor.transform.SetParent(hexGrid.gridCanvas.transform, false);
meteor.transform.SetParent(__hexGrid.gridCanvas.transform, false);
SpriteRenderer meteorRenderer = meteor.AddComponent<SpriteRenderer>();
meteorRenderer = meteor.AddComponent<SpriteRenderer>();
meteorRenderer.sprite = meteorSprite;
meteorRenderer.sortingLayerName = "Effects";
meteorRenderer.color = meteorColor;
meteor.transform.localScale = Vector3.one * meteorScale;
// Rotate meteor to face direction of travel
float rotAngle = Mathf.Atan2(-fallDirection.x, -fallDirection.y) * Mathf.Rad2Deg;
meteor.transform.localRotation = Quaternion.Euler(0, 0, rotAngle);
meteor.transform.localPosition = new Vector3(startPos.x, startPos.y, 3f);
objects.Add(meteor);
}
// Trail particles
// Pre-create trail particles (continuous trail behind meteor)
List<TrailParticle> trailParticles = new List<TrailParticle>();
for (int i = 0; i < trailParticleCount; i++) {
if (trailSprite == null) break;
GameObject particle = new GameObject($"TrailParticle_{i}");
particle.transform.SetParent(hexGrid.gridCanvas.transform, false);
particle.transform.SetParent(__hexGrid.gridCanvas.transform, false);
SpriteRenderer renderer = particle.AddComponent<SpriteRenderer>();
renderer.sprite = trailSprite;
renderer.sortingLayerName = "Effects";
renderer.color = trailColor;
particle.transform.localScale = Vector3.one * trailScale;
particle.SetActive(false);
particle.transform.localPosition = new Vector3(startPos.x, startPos.y, 4f);
// Particles further back are smaller and cooler colored
float trailT = (float)i / trailParticleCount;
float particleScale = trailScale * (1f - trailT * 0.6f);
particle.transform.localScale = Vector3.one * particleScale;
Color particleColor = Color.Lerp(trailColorHot, trailColorCool, trailT);
renderer.color = particleColor;
// Random offset perpendicular to fall direction
float perpOffset = Random.Range(-trailSpread, trailSpread) * trailT;
trailParticles.Add(new TrailParticle {
gameObject = particle,
delay = (float)i / trailParticleCount * 0.15f,
offset = Random.Range(-5f, 5f)
delay = trailT * 0.3f, // How far behind the meteor this particle trails
offset = perpOffset
});
objects.Add(particle);
}
// Fall phase
// Fall phase with rotation and continuous trail
float elapsed = 0f;
int nextTrailIndex = 0;
while (elapsed < fallDuration) {
float t = elapsed / fallDuration;
float easeT = t * t; // Accelerating fall
// Ease-in for accelerating fall (starts slow, speeds up)
float easeT = t * t;
Vector2 currentPos = Vector2.Lerp(startPos, target, easeT);
// Update meteor position and rotation
if (meteor != null) {
meteor.transform.localPosition = new Vector3(currentPos.x, currentPos.y, 3f);
// Continuous rotation
currentRotation += rotationSpeed * Time.deltaTime;
meteor.transform.localRotation = Quaternion.Euler(0, 0, currentRotation);
// Slight glow intensification as it approaches
Color c = meteorColor;
c.r = Mathf.Min(1f, meteorColor.r + t * 0.2f);
c.g = Mathf.Min(1f, meteorColor.g + t * 0.1f);
meteorRenderer.color = c;
}
// Spawn trail particles
while (nextTrailIndex < trailParticles.Count &&
elapsed >= trailParticles[nextTrailIndex].delay) {
var tp = trailParticles[nextTrailIndex];
tp.gameObject.SetActive(true);
tp.spawnPosition =
currentPos + new Vector2(tp.offset, tp.offset * 0.5f) * fallDirection.x;
tp.gameObject.transform.localPosition =
new Vector3(tp.spawnPosition.x, tp.spawnPosition.y, 4f);
nextTrailIndex++;
}
// Update trail particles to follow behind meteor
Vector2 perpDir = new Vector2(-fallDirection.y, fallDirection.x);
for (int i = 0; i < trailParticles.Count; i++) {
var tp = trailParticles[i];
if (tp.gameObject == null) continue;
// Fade trail particles
foreach (var tp in trailParticles) {
if (!tp.gameObject.activeSelf) continue;
float age = elapsed - tp.delay;
if (age > 0) {
float fadeT = Mathf.Clamp01(age / 0.2f);
var renderer = tp.gameObject.GetComponent<SpriteRenderer>();
if (renderer != null) {
Color c = trailColor;
c.a = trailColor.a * (1f - fadeT);
renderer.color = c;
tp.gameObject.transform.localScale =
Vector3.one * trailScale * (1f - fadeT * 0.5f);
}
// Calculate position along the trail (behind the meteor)
float trailT = (float)i / trailParticleCount;
float trailDistance = trailT * 50f; // How far behind
// Position is behind meteor along fall direction
Vector2 trailPos = currentPos + fallDirection * trailDistance;
// Add perpendicular wobble
trailPos += perpDir * tp.offset * Mathf.Sin(elapsed * 8f + i);
tp.gameObject.transform.localPosition = new Vector3(trailPos.x, trailPos.y, 4f);
// Flicker effect
var renderer = tp.gameObject.GetComponent<SpriteRenderer>();
if (renderer != null) {
Color baseColor = Color.Lerp(trailColorHot, trailColorCool, trailT);
baseColor.a *= 0.8f + 0.2f * Mathf.Sin(elapsed * 15f + i * 0.5f);
renderer.color = baseColor;
}
}
@@ -194,29 +577,30 @@ namespace Shardok {
}
objects.Clear();
// Explosion phase
// Explosion phase - bigger and with debris
GameObject explosion = null;
SpriteRenderer explosionRenderer = null;
if (explosionSprite != null) {
explosion = new GameObject("MeteorExplosion");
explosion.transform.SetParent(hexGrid.gridCanvas.transform, false);
explosion.transform.SetParent(__hexGrid.gridCanvas.transform, false);
explosion.transform.localPosition = new Vector3(target.x, target.y, 5f);
explosionRenderer = explosion.AddComponent<SpriteRenderer>();
explosionRenderer.sprite = explosionSprite;
explosionRenderer.sortingLayerName = "Effects";
explosionRenderer.color = explosionColor;
explosion.transform.localScale = Vector3.one * explosionStartScale;
objects.Add(explosion);
}
// Sparks
// Fire sparks (fast moving, fiery)
List<SparkParticle> sparks = new List<SparkParticle>();
for (int i = 0; i < sparkCount; i++) {
if (trailSprite == null) break;
GameObject spark = new GameObject($"Spark_{i}");
spark.transform.SetParent(hexGrid.gridCanvas.transform, false);
spark.transform.SetParent(__hexGrid.gridCanvas.transform, false);
spark.transform.localPosition = new Vector3(target.x, target.y, 4f);
SpriteRenderer renderer = spark.AddComponent<SpriteRenderer>();
@@ -229,27 +613,61 @@ namespace Shardok {
sparks.Add(new SparkParticle {
gameObject = spark,
direction = new Vector2(Mathf.Cos(angle), Mathf.Sin(angle)),
speed = sparkSpread* Random.Range(0.7f, 1.3f)
speed = sparkSpread* Random.Range(0.8f, 1.4f)
});
objects.Add(spark);
}
// Rock debris (slower, with gravity arc, rotating)
List<DebrisParticle> debris = new List<DebrisParticle>();
Sprite actualDebrisSprite = debrisSprite ?? meteorSprite;
if (actualDebrisSprite != null) {
for (int i = 0; i < debrisCount; i++) {
GameObject rock = new GameObject($"Debris_{i}");
rock.transform.SetParent(__hexGrid.gridCanvas.transform, false);
rock.transform.localPosition = new Vector3(target.x, target.y, 3f);
SpriteRenderer renderer = rock.AddComponent<SpriteRenderer>();
renderer.sprite = actualDebrisSprite;
renderer.sortingLayerName = "Effects";
renderer.color = debrisColor;
float randomScale = debrisScale * Random.Range(0.6f, 1.4f);
rock.transform.localScale = Vector3.one * randomScale;
// Debris flies outward in all directions
float angle =
(float)i / debrisCount * Mathf.PI * 2f + Random.Range(-0.4f, 0.4f);
Vector2 dir = new Vector2(Mathf.Cos(angle), Mathf.Sin(angle));
debris.Add(new DebrisParticle {
gameObject = rock,
direction = dir,
speed = debrisSpread * Random.Range(0.6f, 1.2f),
rotationSpeed = Random.Range(-400f, 400f),
currentRotation = Random.Range(0f, 360f)
});
objects.Add(rock);
}
}
// Explosion animation
elapsed = 0f;
while (elapsed < explosionDuration) {
float t = elapsed / explosionDuration;
// Expand and fade explosion
// Expand and fade explosion with initial flash
if (explosion != null) {
float scale = Mathf.Lerp(explosionStartScale, explosionEndScale, t);
float flashT = t < 0.1f ? 1f + (0.1f - t) * 5f : 1f;
float scale = Mathf.Lerp(explosionStartScale, explosionEndScale, t) * flashT;
explosion.transform.localScale = Vector3.one * scale;
Color c = explosionColor;
c.a = 1f - t;
c.a = (1f - t * t); // Slower fade at start
explosionRenderer.color = c;
}
// Animate sparks
// Animate fire sparks (fast, straight lines)
foreach (var spark in sparks) {
if (spark.gameObject == null) continue;
@@ -262,7 +680,31 @@ namespace Shardok {
c.a = 1f - t;
renderer.color = c;
spark.gameObject.transform.localScale =
Vector3.one * trailScale * 1.5f * (1f - t * 0.5f);
Vector3.one * trailScale * 1.5f * (1f - t * 0.6f);
}
}
// Animate debris (flies outward in all directions, rotating)
for (int di = 0; di < debris.Count; di++) {
var d = debris[di];
if (d.gameObject == null) continue;
// Debris flies outward, slowing down over time
float easeT = t * (2f - t); // Ease out - fast start, slow end
Vector2 pos = target + d.direction * d.speed * easeT;
d.gameObject.transform.localPosition = new Vector3(pos.x, pos.y, 3f);
// Spin the debris
d.currentRotation += d.rotationSpeed * Time.deltaTime;
d.gameObject.transform.localRotation =
Quaternion.Euler(0, 0, d.currentRotation);
debris[di] = d; // Write back modified struct
var renderer = d.gameObject.GetComponent<SpriteRenderer>();
if (renderer != null) {
Color c = debrisColor;
c.a = 1f - t * 0.8f; // Debris fades slower
renderer.color = c;
}
}
@@ -288,5 +730,13 @@ namespace Shardok {
public Vector2 direction;
public float speed;
}
private struct DebrisParticle {
public GameObject gameObject;
public Vector2 direction;
public float speed;
public float rotationSpeed;
public float currentRotation;
}
}
}
@@ -1,45 +1,72 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using static Net.Eagle0.Shardok.Api.BattalionView.Types;
namespace Shardok {
/// <summary>
/// Animates unit movement from source to target hex with smooth interpolation.
/// Creates a temporary indicator that slides across the grid.
/// Animates unit movement between hex cells using a trail of footprints/hoofprints.
/// Boot prints for infantry, horseshoe prints for cavalry.
/// Prints appear sequentially then fade out FIFO.
/// </summary>
public class MoveAnimator : MonoBehaviour {
[Header("Print Sprites")]
[Tooltip("Boot print sprite (will be flipped for left/right)")]
public Sprite bootPrintSprite;
[Tooltip("Paired horseshoe prints sprite")]
public Sprite hoofPrintSprite;
[Header("Animation Settings")]
[Tooltip("Duration of the movement in seconds")]
public float moveDuration = 0.3f;
[Tooltip("Number of prints between hex centers")]
public int printsPerHex = 5;
[Tooltip("Optional sprite to show during movement")]
public Sprite moveIndicatorSprite;
[Tooltip("Time between each print appearing (seconds)")]
public float printInterval = 0.06f;
[Tooltip("Scale of the movement indicator")]
public float indicatorScale = 15f;
[Tooltip("How long each print stays fully visible before fading (seconds)")]
public float printLingerTime = 0.3f;
[Tooltip("Height offset for arc movement (0 = straight line)")]
public float arcHeight = 0.05f;
[Tooltip("Duration of each print's fade out (seconds)")]
public float fadeDuration = 0.4f;
[Header("References")]
[Tooltip("HexGrid to get canvas reference from (auto-found if not set)")]
public HexGrid hexGrid;
[Tooltip("Scale of print sprites")]
public float printScale = 1.5f;
private void Start() {
if (hexGrid == null) { hexGrid = FindObjectOfType<HexGrid>(); }
}
[Tooltip("Lateral offset for alternating prints")]
public float lateralOffset = 6f;
[Tooltip("Color tint for boot prints")]
public Color bootPrintColor = new Color(0.3f, 0.2f, 0.1f, 0.8f);
[Tooltip("Color tint for hoof prints")]
public Color hoofPrintColor = new Color(0.25f, 0.15f, 0.05f, 0.8f);
private HexGrid _hexGrid;
private readonly List<Coroutine> _activeCoroutines = new List<Coroutine>();
private void Start() { _hexGrid = FindObjectOfType<HexGrid>(); }
/// <summary>
/// Starts a move animation between two hex cells.
/// Multiple animations can run simultaneously.
/// Animate movement from source to target hex.
/// </summary>
public void AnimateMove(int sourceCellIndex, int targetCellIndex) {
if (hexGrid == null || hexGrid.gridCanvas == null) {
Debug.LogWarning("MoveAnimator: No hexGrid or gridCanvas available");
/// <param name="sourceCellIndex">Starting hex cell index</param>
/// <param name="targetCellIndex">Destination hex cell index</param>
/// <param name="unitType">Type of battalion (determines boot vs hoof prints)</param>
public void
AnimateMove(int sourceCellIndex, int targetCellIndex, BattalionTypeId unitType) {
if (bootPrintSprite == null && hoofPrintSprite == null) {
Debug.LogWarning("MoveAnimator: No print sprites assigned");
return;
}
Vector2? sourcePos = hexGrid.GetCellLocalPosition(sourceCellIndex);
Vector2? targetPos = hexGrid.GetCellLocalPosition(targetCellIndex);
if (_hexGrid == null || _hexGrid.gridCanvas == null) {
Debug.LogWarning("MoveAnimator: No HexGrid or gridCanvas available");
return;
}
Vector2? sourcePos = _hexGrid.GetCellCenterPosition(sourceCellIndex);
Vector2? targetPos = _hexGrid.GetCellCenterPosition(targetCellIndex);
if (sourcePos == null || targetPos == null) {
Debug.LogWarning(
@@ -47,45 +74,122 @@ namespace Shardok {
return;
}
StartCoroutine(AnimateMovement(sourcePos.Value, targetPos.Value));
bool isMounted = unitType == BattalionTypeId.LightCavalry ||
unitType == BattalionTypeId.HeavyCavalry;
StartCoroutine(SpawnPrintTrail(sourcePos.Value, targetPos.Value, isMounted));
}
private IEnumerator AnimateMovement(Vector2 source, Vector2 target) {
// Create movement indicator if sprite assigned
GameObject indicator = null;
if (moveIndicatorSprite != null) {
indicator = new GameObject("MoveIndicator");
indicator.transform.SetParent(hexGrid.gridCanvas.transform, false);
/// <summary>
/// Overload for when unit type is not available - defaults to boot prints.
/// </summary>
public void AnimateMove(int sourceCellIndex, int targetCellIndex) {
AnimateMove(sourceCellIndex, targetCellIndex, BattalionTypeId.LightInfantry);
}
var renderer = indicator.AddComponent<SpriteRenderer>();
renderer.sprite = moveIndicatorSprite;
renderer.sortingLayerName = "Effects";
indicator.transform.localScale = Vector3.one * indicatorScale;
private IEnumerator SpawnPrintTrail(Vector2 source, Vector2 target, bool isMounted) {
var prints = new List<GameObject>();
Vector2 direction = (target - source).normalized;
float totalDistance = Vector2.Distance(source, target);
// Calculate rotation angle for prints to face direction of travel
float angle = Mathf.Atan2(direction.y, direction.x) * Mathf.Rad2Deg - 90f;
Sprite printSprite = isMounted ? (hoofPrintSprite ?? bootPrintSprite)
: (bootPrintSprite ?? hoofPrintSprite);
Color printColor = isMounted ? hoofPrintColor : bootPrintColor;
// Spawn prints along the path
for (int i = 0; i < printsPerHex; i++) {
float t = (i + 1f) / (printsPerHex + 1f);
Vector2 position = Vector2.Lerp(source, target, t);
// Alternate left/right for boot prints (flip horizontally)
bool flipX = !isMounted && (i % 2 == 1);
// Lateral offset for alternating prints (feet or front/rear hooves)
Vector2 perpendicular = new Vector2(-direction.y, direction.x);
float offset = (i % 2 == 0) ? -lateralOffset : lateralOffset;
position += perpendicular * offset;
GameObject print = CreatePrint(position, angle, printSprite, printColor, flipX);
prints.Add(print);
// Start FIFO fade coroutine for this print
var fadeCoroutine =
StartCoroutine(FadePrintFIFO(print, printLingerTime + i * printInterval));
_activeCoroutines.Add(fadeCoroutine);
yield return new WaitForSeconds(printInterval);
}
// Wait for all fades to complete
float totalWaitTime = printLingerTime + fadeDuration + 0.1f;
yield return new WaitForSeconds(totalWaitTime);
// Cleanup any remaining prints
foreach (var print in prints) {
if (print != null) { Destroy(print); }
}
_activeCoroutines.Clear();
}
private GameObject
CreatePrint(Vector2 position, float angle, Sprite sprite, Color color, bool flipX) {
GameObject print = new GameObject("Footprint");
print.transform.SetParent(_hexGrid.gridCanvas.transform, false);
SpriteRenderer renderer = print.AddComponent<SpriteRenderer>();
renderer.sprite = sprite;
renderer.sortingLayerName = "Effects";
renderer.sortingOrder = -1; // Below other effects
renderer.color = color;
print.transform.localPosition = new Vector3(position.x, position.y, 0);
print.transform.localRotation = Quaternion.Euler(0, 0, angle);
Vector3 scale = new Vector3(flipX ? -printScale : printScale, printScale, printScale);
print.transform.localScale = scale;
return print;
}
private IEnumerator FadePrintFIFO(GameObject print, float delay) {
// Wait before starting fade (FIFO - earlier prints fade first)
yield return new WaitForSeconds(delay);
if (print == null) yield break;
SpriteRenderer renderer = print.GetComponent<SpriteRenderer>();
if (renderer == null) yield break;
Color startColor = renderer.color;
float elapsed = 0f;
float distance = Vector2.Distance(source, target);
while (elapsed < moveDuration) {
float t = elapsed / moveDuration;
float smoothT = t * t * (3f - 2f * t); // Smooth step
while (elapsed < fadeDuration) {
if (print == null || renderer == null) yield break;
Vector3 pos = Vector3.Lerp(
new Vector3(source.x, source.y, 5f),
new Vector3(target.x, target.y, 5f),
smoothT);
// Add slight arc on Y axis for visible height in top-down view
float arc = 4f * arcHeight * distance * t * (1f - t);
pos.y += arc;
if (indicator != null) { indicator.transform.localPosition = pos; }
float t = elapsed / fadeDuration;
Color newColor = startColor;
newColor.a = Mathf.Lerp(startColor.a, 0f, t);
renderer.color = newColor;
elapsed += Time.deltaTime;
yield return null;
}
if (indicator != null) { Destroy(indicator); }
if (print != null) { Destroy(print); }
}
/// <summary>
/// Cancels all active print animations.
/// </summary>
public void CancelAllAnimations() {
foreach (var coroutine in _activeCoroutines) {
if (coroutine != null) { StopCoroutine(coroutine); }
}
_activeCoroutines.Clear();
}
}
}
@@ -44,25 +44,21 @@ namespace Shardok {
[Tooltip("Duration of rising phase")]
public float riseDuration = 0.8f;
[Header("References")]
[Tooltip("HexGrid to get canvas reference from (auto-found if not set)")]
public HexGrid hexGrid;
private HexGrid __hexGrid;
private void Start() {
if (hexGrid == null) { hexGrid = FindObjectOfType<HexGrid>(); }
}
private void Start() { __hexGrid = FindObjectOfType<HexGrid>(); }
/// <summary>
/// Starts a raise dead animation at the target hex cell.
/// Multiple animations can run simultaneously.
/// </summary>
public void AnimateRaiseDead(int targetCellIndex) {
if (hexGrid == null || hexGrid.gridCanvas == null) {
Debug.LogWarning("RaiseDeadAnimator: No hexGrid or gridCanvas available");
if (__hexGrid == null || __hexGrid.gridCanvas == null) {
Debug.LogWarning("RaiseDeadAnimator: No __hexGrid or gridCanvas available");
return;
}
Vector2? targetPos = hexGrid.GetCellLocalPosition(targetCellIndex);
Vector2? targetPos = __hexGrid.GetCellCenterPosition(targetCellIndex);
if (targetPos == null) {
Debug.LogWarning($"RaiseDeadAnimator: Invalid cell index {targetCellIndex}");
@@ -81,7 +77,7 @@ namespace Shardok {
if (glowSprite != null) {
glow = new GameObject("RaiseDeadGlow");
glow.transform.SetParent(hexGrid.gridCanvas.transform, false);
glow.transform.SetParent(__hexGrid.gridCanvas.transform, false);
glow.transform.localPosition = new Vector3(target.x, target.y, 8f);
glow.transform.localScale = Vector3.zero;
@@ -112,7 +108,7 @@ namespace Shardok {
if (figureSprite == null) break;
GameObject figure = new GameObject($"RisingUndead_{i}");
figure.transform.SetParent(hexGrid.gridCanvas.transform, false);
figure.transform.SetParent(__hexGrid.gridCanvas.transform, false);
SpriteRenderer figureRenderer = figure.AddComponent<SpriteRenderer>();
figureRenderer.sprite = figureSprite;
@@ -0,0 +1,251 @@
using System.Collections;
using UnityEngine;
namespace Shardok {
/// <summary>
/// Animates scouting action with an eye at source, a vision cone extending
/// toward target, and a glow that travels with the cone tip and grows to
/// cover the target hex and its neighbors.
/// </summary>
public class ScoutAnimator : MonoBehaviour {
[Header("Eye Settings")]
[Tooltip("Sprite for the eye/binoculars icon")]
public Sprite eyeSprite;
[Tooltip("Color of the eye")]
public Color eyeColor = new Color(0.9f, 0.9f, 0.3f, 0.9f);
[Tooltip("Scale of the eye sprite")]
public float eyeScale = 15f;
[Header("Vision Cone Settings")]
[Tooltip("Sprite for vision cone/beam (triangle pointing right)")]
public Sprite coneSprite;
[Tooltip("Color of the vision cone")]
public Color coneColor = new Color(1f, 1f, 0.5f, 0.3f);
[Tooltip("Width of the vision cone at base")]
public float coneWidth = 30f;
[Tooltip("Rotation offset for cone sprite (degrees). +90 for upward-pointing triangle")]
public float coneRotationOffset = 90f;
[Header("Glow Settings")]
[Tooltip("Sprite for the traveling glow (circle)")]
public Sprite glowSprite;
[Tooltip("Color of the glow")]
public Color glowColor = new Color(1f, 1f, 0.7f, 0.5f);
[Tooltip("Starting scale of glow (at source)")]
public float glowStartScale = 10f;
[Tooltip("Final scale of glow in hex radii (2.5 = covers 7-hex area)")]
public float glowEndRadii = 2.5f;
[Header("Animation Settings")]
[Tooltip("Duration of cone extension")]
public float extendDuration = 0.5f;
[Tooltip("Duration the glow holds at target")]
public float holdDuration = 0.4f;
[Tooltip("Duration of fade out")]
public float fadeDuration = 0.3f;
private HexGrid __hexGrid;
private void Start() { __hexGrid = FindObjectOfType<HexGrid>(); }
/// <summary>
/// Starts a scout animation from source toward target hex.
/// </summary>
public void AnimateScout(int sourceCellIndex, int targetCellIndex) {
if (__hexGrid == null || __hexGrid.gridCanvas == null) {
Debug.LogWarning("ScoutAnimator: No _hexGrid or gridCanvas available");
return;
}
Vector2? sourcePos = __hexGrid.GetCellCenterPosition(sourceCellIndex);
Vector2? targetPos = __hexGrid.GetCellCenterPosition(targetCellIndex);
if (sourcePos == null || targetPos == null) {
Debug.LogWarning(
$"ScoutAnimator: Invalid cell indices {sourceCellIndex} or {targetCellIndex}");
return;
}
float hexRadius = __hexGrid.GetHexInnerRadius();
float glowEndScale = hexRadius * glowEndRadii * 2f;
StartCoroutine(AnimateScoutEffect(sourcePos.Value, targetPos.Value, glowEndScale));
}
private IEnumerator AnimateScoutEffect(Vector2 source, Vector2 target, float glowEndScale) {
Vector2 direction = (target - source).normalized;
float baseAngle = Mathf.Atan2(direction.y, direction.x) * Mathf.Rad2Deg;
float distance = Vector2.Distance(source, target);
// Create eye at source
GameObject eye = null;
SpriteRenderer eyeRenderer = null;
if (eyeSprite != null) {
eye = new GameObject("ScoutEye");
eye.transform.SetParent(__hexGrid.gridCanvas.transform, false);
eye.transform.localPosition = new Vector3(source.x, source.y, 5f);
eye.transform.localScale = Vector3.zero;
eyeRenderer = eye.AddComponent<SpriteRenderer>();
eyeRenderer.sprite = eyeSprite;
eyeRenderer.sortingLayerName = "Effects";
eyeRenderer.color = eyeColor;
}
// Create vision cone
GameObject cone = null;
SpriteRenderer coneRenderer = null;
if (coneSprite != null) {
cone = new GameObject("VisionCone");
cone.transform.SetParent(__hexGrid.gridCanvas.transform, false);
cone.transform.localPosition = new Vector3(source.x, source.y, 6f);
cone.transform.localRotation =
Quaternion.Euler(0, 0, baseAngle + coneRotationOffset);
cone.transform.localScale = new Vector3(coneWidth, 0f, 1f);
coneRenderer = cone.AddComponent<SpriteRenderer>();
coneRenderer.sprite = coneSprite;
coneRenderer.sortingLayerName = "Effects";
coneRenderer.color = coneColor;
}
// Create traveling glow
GameObject glow = null;
SpriteRenderer glowRenderer = null;
if (glowSprite != null) {
glow = new GameObject("ScoutGlow");
glow.transform.SetParent(__hexGrid.gridCanvas.transform, false);
glow.transform.localPosition = new Vector3(source.x, source.y, 7f);
glow.transform.localScale = Vector3.one * glowStartScale;
glowRenderer = glow.AddComponent<SpriteRenderer>();
glowRenderer.sprite = glowSprite;
glowRenderer.sortingLayerName = "Effects";
glowRenderer.color = glowColor;
}
// Eye appearance phase
float appearDuration = 0.15f;
float elapsed = 0f;
while (elapsed < appearDuration) {
float t = elapsed / appearDuration;
if (eye != null) {
float scale = eyeScale * t * (2f - t);
eye.transform.localScale = Vector3.one * scale;
}
elapsed += Time.deltaTime;
yield return null;
}
if (eye != null) { eye.transform.localScale = Vector3.one * eyeScale; }
// Cone extension phase - cone extends, glow travels and grows
elapsed = 0f;
while (elapsed < extendDuration) {
float t = elapsed / extendDuration;
float easeT = t * (2f - t); // Ease out
// Extend cone - Y axis is length after rotation, X is width
if (cone != null) {
float length = distance * easeT;
Vector2 conePos = source + direction * (length * 0.5f);
cone.transform.localPosition = new Vector3(conePos.x, conePos.y, 6f);
cone.transform.localScale =
new Vector3(coneWidth * (1f - easeT * 0.3f), length, 1f);
Color c = coneColor;
c.a = coneColor.a * (0.8f + 0.2f * Mathf.Sin(elapsed * 15f));
coneRenderer.color = c;
}
// Move and grow glow at cone tip
if (glow != null) {
Vector2 glowPos = source + direction * distance * easeT;
glow.transform.localPosition = new Vector3(glowPos.x, glowPos.y, 7f);
float glowScale = Mathf.Lerp(glowStartScale, glowEndScale, easeT);
glow.transform.localScale = Vector3.one * glowScale;
Color c = glowColor;
c.a = glowColor.a * (0.7f + 0.3f * Mathf.Sin(elapsed * 12f));
glowRenderer.color = c;
}
elapsed += Time.deltaTime;
yield return null;
}
// Ensure final positions
if (cone != null) {
Vector2 conePos = source + direction * (distance * 0.5f);
cone.transform.localPosition = new Vector3(conePos.x, conePos.y, 6f);
cone.transform.localScale = new Vector3(coneWidth * 0.7f, distance, 1f);
}
if (glow != null) {
glow.transform.localPosition = new Vector3(target.x, target.y, 7f);
glow.transform.localScale = Vector3.one * glowEndScale;
}
// Hold phase - glow pulses at target
elapsed = 0f;
while (elapsed < holdDuration) {
float t = elapsed / holdDuration;
if (glowRenderer != null) {
Color c = glowColor;
c.a = glowColor.a * (0.8f + 0.2f * Mathf.Sin(elapsed * 10f));
glowRenderer.color = c;
}
elapsed += Time.deltaTime;
yield return null;
}
// Fade out phase
elapsed = 0f;
while (elapsed < fadeDuration) {
float t = elapsed / fadeDuration;
if (eyeRenderer != null) {
Color c = eyeColor;
c.a = eyeColor.a * (1f - t);
eyeRenderer.color = c;
}
if (coneRenderer != null) {
Color c = coneColor;
c.a = coneColor.a * (1f - t);
coneRenderer.color = c;
}
if (glowRenderer != null) {
Color c = glowColor;
c.a = glowColor.a * (1f - t);
glowRenderer.color = c;
}
elapsed += Time.deltaTime;
yield return null;
}
// Cleanup
if (eye != null) { Destroy(eye); }
if (cone != null) { Destroy(cone); }
if (glow != null) { Destroy(glow); }
}
}
}
@@ -0,0 +1,10 @@
fileFormatVersion: 2
guid: daed3cae2aa74ac2a50c1b70232beb33
MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
@@ -5,6 +5,7 @@ using System.Globalization;
using System.Linq;
using common;
using eagle0;
using Eagle0.Tutorial;
using Net.Eagle0.Shardok.Api;
using Net.Eagle0.Shardok.Common;
using TMPro;
@@ -35,7 +36,10 @@ namespace Shardok {
Fear,
// Magic
LightningBolt,
MeteorStart,
MeteorTarget,
MeteorCast,
MeteorCancel,
HolyWave,
RaiseDead,
Control,
@@ -115,6 +119,19 @@ namespace Shardok {
public CatapultAnimator catapultAnimator;
public RaiseDeadAnimator raiseDeadAnimator;
public MeteorAnimator meteorAnimator;
public HolyWaveAnimator holyWaveAnimator;
public ChargeAnimator chargeAnimator;
public ToolAnimator toolAnimator;
public FearAnimator fearAnimator;
public ControlAnimator controlAnimator;
public FireEffectAnimator fireEffectAnimator;
public ExtinguishAnimator extinguishAnimator;
public FreezeAnimator freezeAnimator;
public WaterEffectAnimator waterEffectAnimator;
public ScoutAnimator scoutAnimator;
public DismissAnimator dismissAnimator;
public FleeAnimator fleeAnimator;
public DuelAnimator duelAnimator;
public CommandTypeUIManager commandTypeUIManager;
public ActionResultTypeManager actionResultTypeManager;
@@ -228,6 +245,8 @@ namespace Shardok {
turnHistoryPanel.Clear();
this.gameObject.SetActive(false);
} else {
// Notify tutorial system of turn end
TutorialManager.Instance?.TriggerRegistry?.OnTurnEnded();
Model.EndTurn();
}
}
@@ -378,8 +397,6 @@ namespace Shardok {
Model = shardokGameModel;
Model.UpdateAction = ModelUpdated;
HexMap map = Model.Map;
Texture[] textures = new Texture[map.RowCount * map.ColumnCount];
Coords coords = new Coords();
@@ -405,10 +422,17 @@ namespace Shardok {
hexGrid.SetUp();
hexGrid.gameObject.SetActive(true);
// Set UpdateAction after hexGrid is ready to avoid race condition
Model.UpdateAction = ModelUpdated;
SetHeroLabels();
MainQueue.Q.EnqueueForNextUpdate(() => { ModelUpdated(); });
// Initialize tutorial system for tactical combat
TutorialManager.Instance?.Initialize(null, this);
TutorialManager.Instance?.TriggerRegistry?.OnBattleEntered(Model);
#if UNITY_EDITOR
EditorApplication.playModeStateChanged += (state) => OnPlayModeStateChanged(state);
#endif
@@ -528,6 +552,9 @@ namespace Shardok {
var historyEntry = Model.History[i];
turnHistoryPanel.AddLine(GetActionResultDescription(historyEntry));
// Notify tutorial system of battle action
TutorialManager.Instance?.TriggerRegistry?.OnBattleAction(historyEntry);
ActionType type = historyEntry.Type;
AnimationType animationType = AnimationTypeForAction(type);
@@ -552,7 +579,12 @@ namespace Shardok {
if (Model.UnitsById.TryGetValue(
historyEntry.Actor.Value,
out var actorUnit)) {
int sourceIndex = MapCoordsToGridIndex(actorUnit.Location);
// For Move actions, use stored source coords (unit's pre-move location)
// For other actions, use current unit location
int sourceIndex =
Model.MoveSourceCoords.TryGetValue(i, out var sourceCoords)
? MapCoordsToGridIndex(sourceCoords)
: MapCoordsToGridIndex(actorUnit.Location);
// Get target - either coords (archery) or unit location (melee)
int targetIndex = -1;
@@ -1165,6 +1197,9 @@ namespace Shardok {
}
_selectedGridIndex = selectedIndex;
RedrawCommandOverlays(selectedIndex, selectedIndex);
// Notify tutorial system of unit selection
TutorialManager.Instance?.TriggerRegistry?.OnUnitSelected(selectedIndex);
}
public void HandleActionClick(int clickedIndex) {
@@ -1330,8 +1365,8 @@ namespace Shardok {
case CommandType.MoveCommand: return AnimationType.Move;
// Magic
case CommandType.LightningBoltCommand: return AnimationType.LightningBolt;
case CommandType.MeteorStartCommand:
case CommandType.MeteorTargetCommand: return AnimationType.MeteorCast;
case CommandType.MeteorStartCommand: return AnimationType.MeteorStart;
case CommandType.MeteorTargetCommand: return AnimationType.MeteorTarget;
case CommandType.HolyWaveCommand: return AnimationType.HolyWave;
case CommandType.RaiseDeadCommand: return AnimationType.RaiseDead;
case CommandType.ControlCommand: return AnimationType.Control;
@@ -1370,9 +1405,10 @@ namespace Shardok {
case ActionType.FearAttack: return AnimationType.Fear;
// Magic
case ActionType.LightningBolt: return AnimationType.LightningBolt;
case ActionType.MeteorStart:
case ActionType.MeteorTarget:
case ActionType.MeteorStart: return AnimationType.MeteorStart;
case ActionType.MeteorTarget: return AnimationType.MeteorTarget;
case ActionType.MeteorCast: return AnimationType.MeteorCast;
case ActionType.MeteorCancel: return AnimationType.MeteorCancel;
case ActionType.HolyWave:
case ActionType.HolyWaveDamage: return AnimationType.HolyWave;
case ActionType.RaisedUndead: return AnimationType.RaiseDead;
@@ -1394,9 +1430,7 @@ namespace Shardok {
case ActionType.Reduce: return AnimationType.Reduce;
case ActionType.Fled: return AnimationType.Flee;
// Other
case ActionType.DuelChallenged:
case ActionType.DuelAccepted:
case ActionType.DuelDeclined: return AnimationType.Duel;
case ActionType.DuelAccepted: return AnimationType.Duel;
default: return AnimationType.None;
}
}
@@ -1414,7 +1448,10 @@ namespace Shardok {
case AnimationType.Fear: return ActionType.FearAttack;
// Magic
case AnimationType.LightningBolt: return ActionType.LightningBolt;
case AnimationType.MeteorStart: return ActionType.MeteorStart;
case AnimationType.MeteorTarget: return ActionType.MeteorTarget;
case AnimationType.MeteorCast: return ActionType.MeteorCast;
case AnimationType.MeteorCancel: return ActionType.MeteorCancel;
case AnimationType.HolyWave: return ActionType.HolyWave;
case AnimationType.RaiseDead: return ActionType.RaisedUndead;
case AnimationType.Control: return ActionType.Controlled;
@@ -1435,7 +1472,7 @@ namespace Shardok {
case AnimationType.Reduce: return ActionType.Reduce;
case AnimationType.Flee: return ActionType.Fled;
// Other
case AnimationType.Duel: return ActionType.DuelChallenged;
case AnimationType.Duel: return ActionType.DuelAccepted;
default: return ActionType.UnknownAction;
}
}
@@ -1538,8 +1575,11 @@ namespace Shardok {
}
break;
case AnimationType.Move:
if (moveAnimator != null) {
moveAnimator.AnimateMove(sourceGridIndex, targetGridIndex);
if (moveAnimator != null && attackerUnit != null) {
moveAnimator.AnimateMove(
sourceGridIndex,
targetGridIndex,
attackerUnit.Battalion.Type);
}
break;
case AnimationType.LightningBolt:
@@ -1557,11 +1597,97 @@ namespace Shardok {
raiseDeadAnimator.AnimateRaiseDead(targetGridIndex);
}
break;
case AnimationType.MeteorStart:
if (meteorAnimator != null) {
meteorAnimator.AnimateMeteorStart(sourceGridIndex);
}
break;
case AnimationType.MeteorTarget:
if (meteorAnimator != null) {
meteorAnimator.AnimateMeteorTarget(targetGridIndex);
}
break;
case AnimationType.MeteorCast:
if (meteorAnimator != null) {
meteorAnimator.AnimateMeteorCast(targetGridIndex);
}
break;
case AnimationType.MeteorCancel:
if (meteorAnimator != null) {
meteorAnimator.AnimateMeteorCancel(sourceGridIndex);
}
break;
case AnimationType.HolyWave:
if (holyWaveAnimator != null) {
var undeadCells = FindNearbyUndeadCells(sourceGridIndex, 2);
holyWaveAnimator.AnimateHolyWave(sourceGridIndex, undeadCells);
}
break;
case AnimationType.Charge:
if (chargeAnimator != null && attackerUnit != null && defenderUnit != null) {
chargeAnimator.AnimateCharge(
sourceGridIndex,
targetGridIndex,
attackerUnit.Battalion.Type,
defenderUnit.Battalion.Type);
}
break;
case AnimationType.Fear:
if (fearAnimator != null) {
fearAnimator.AnimateFear(sourceGridIndex, targetGridIndex);
}
break;
case AnimationType.Control:
if (controlAnimator != null) {
controlAnimator.AnimateControl(sourceGridIndex, targetGridIndex);
}
break;
case AnimationType.StartFire:
case AnimationType.FireDamage:
if (fireEffectAnimator != null) {
fireEffectAnimator.AnimateFire(targetGridIndex);
}
break;
case AnimationType.ExtinguishFire:
if (extinguishAnimator != null) {
extinguishAnimator.AnimateExtinguish(targetGridIndex);
}
break;
case AnimationType.FreezeWater:
if (freezeAnimator != null) { freezeAnimator.AnimateFreeze(targetGridIndex); }
break;
case AnimationType.BuildBridge:
if (toolAnimator != null) { toolAnimator.AnimateBuildBridge(targetGridIndex); }
break;
case AnimationType.Repair:
if (toolAnimator != null) { toolAnimator.AnimateRepair(targetGridIndex); }
break;
case AnimationType.BraveWater:
case AnimationType.WaterDamage:
if (waterEffectAnimator != null) {
waterEffectAnimator.AnimateWaterSplash(targetGridIndex);
}
break;
case AnimationType.Scout:
if (scoutAnimator != null) {
scoutAnimator.AnimateScout(sourceGridIndex, targetGridIndex);
}
break;
case AnimationType.DismissUnit:
if (dismissAnimator != null) {
dismissAnimator.AnimateDismiss(targetGridIndex);
}
break;
case AnimationType.Flee:
if (fleeAnimator != null) {
fleeAnimator.AnimateFlee(sourceGridIndex, targetGridIndex);
}
break;
case AnimationType.Duel:
if (duelAnimator != null) {
duelAnimator.AnimateDuel(sourceGridIndex, targetGridIndex);
}
break;
}
}
@@ -1612,8 +1738,11 @@ namespace Shardok {
}
break;
case AnimationType.Move:
if (moveAnimator != null) {
moveAnimator.AnimateMove(sourceGridIndex, targetGridIndex);
if (moveAnimator != null && attackerUnit != null) {
moveAnimator.AnimateMove(
sourceGridIndex,
targetGridIndex,
attackerUnit.Battalion.Type);
}
break;
case AnimationType.LightningBolt:
@@ -1631,14 +1760,138 @@ namespace Shardok {
raiseDeadAnimator.AnimateRaiseDead(targetGridIndex);
}
break;
case AnimationType.MeteorStart:
if (meteorAnimator != null) {
meteorAnimator.AnimateMeteorStart(sourceGridIndex);
}
break;
case AnimationType.MeteorTarget:
if (meteorAnimator != null) {
meteorAnimator.AnimateMeteorTarget(targetGridIndex);
}
break;
case AnimationType.MeteorCast:
if (meteorAnimator != null) {
meteorAnimator.AnimateMeteorCast(targetGridIndex);
}
break;
case AnimationType.MeteorCancel:
if (meteorAnimator != null) {
meteorAnimator.AnimateMeteorCancel(sourceGridIndex);
}
break;
case AnimationType.HolyWave:
if (holyWaveAnimator != null) {
var undeadCells = FindNearbyUndeadCells(sourceGridIndex, 2);
holyWaveAnimator.AnimateHolyWave(sourceGridIndex, undeadCells);
}
break;
case AnimationType.Charge:
if (chargeAnimator != null && attackerUnit != null && defenderUnit != null) {
chargeAnimator.AnimateCharge(
sourceGridIndex,
targetGridIndex,
attackerUnit.Battalion.Type,
defenderUnit.Battalion.Type);
}
break;
case AnimationType.Fear:
if (fearAnimator != null) {
fearAnimator.AnimateFear(sourceGridIndex, targetGridIndex);
}
break;
case AnimationType.Control:
if (controlAnimator != null) {
controlAnimator.AnimateControl(sourceGridIndex, targetGridIndex);
}
break;
case AnimationType.StartFire:
case AnimationType.FireDamage:
if (fireEffectAnimator != null) {
fireEffectAnimator.AnimateFire(targetGridIndex);
}
break;
case AnimationType.ExtinguishFire:
if (extinguishAnimator != null) {
extinguishAnimator.AnimateExtinguish(targetGridIndex);
}
break;
case AnimationType.FreezeWater:
if (freezeAnimator != null) { freezeAnimator.AnimateFreeze(targetGridIndex); }
break;
case AnimationType.BuildBridge:
if (toolAnimator != null) { toolAnimator.AnimateBuildBridge(targetGridIndex); }
break;
case AnimationType.Repair:
if (toolAnimator != null) { toolAnimator.AnimateRepair(targetGridIndex); }
break;
case AnimationType.BraveWater:
case AnimationType.WaterDamage:
if (waterEffectAnimator != null) {
waterEffectAnimator.AnimateWaterSplash(targetGridIndex);
}
break;
case AnimationType.Scout:
if (scoutAnimator != null) {
scoutAnimator.AnimateScout(sourceGridIndex, targetGridIndex);
}
break;
case AnimationType.DismissUnit:
if (dismissAnimator != null) {
dismissAnimator.AnimateDismiss(targetGridIndex);
}
break;
case AnimationType.Flee:
if (fleeAnimator != null) {
fleeAnimator.AnimateFlee(sourceGridIndex, targetGridIndex);
}
break;
case AnimationType.Duel:
if (duelAnimator != null) {
duelAnimator.AnimateDuel(sourceGridIndex, targetGridIndex);
}
break;
}
}
/// <summary>
/// Finds grid indices of cells containing undead units within a hex radius of the source.
/// </summary>
List<int> FindNearbyUndeadCells(int sourceCellIndex, int maxDistance) {
var result = new List<int>();
Coords sourceCoords = GridIndexToMapCoords(sourceCellIndex);
foreach (var unit in Model.Units) {
if (unit.Battalion.Type != BattalionTypeId.Undead) continue;
int distance = HexDistance(sourceCoords, unit.Location);
if (distance > 0 && distance <= maxDistance) {
result.Add(MapCoordsToGridIndex(unit.Location));
}
}
return result;
}
/// <summary>
/// Calculates hex distance between two offset coordinates.
/// Converts to cube coordinates for accurate hex distance calculation.
/// </summary>
static int HexDistance(Coords a, Coords b) {
// Convert offset coordinates to cube coordinates (odd-q vertical layout)
int ax = a.Column;
int az = a.Row - (a.Column - (a.Column & 1)) / 2;
int ay = -ax - az;
int bx = b.Column;
int bz = b.Row - (b.Column - (b.Column & 1)) / 2;
int by = -bx - bz;
// Cube distance
return (Math.Abs(ax - bx) + Math.Abs(ay - by) + Math.Abs(az - bz)) / 2;
}
void PerformAction(int startGridIndex, int finishGridIndex) {
Coords startCoords = GridIndexToMapCoords(startGridIndex);
Coords finishCoords = GridIndexToMapCoords(finishGridIndex);
@@ -75,6 +75,13 @@ public class ShardokGameModel {
ReserveUnitsById.Values.FirstOrDefault(u => u.Location.Equals(location));
public List<ActionResultView> History { get; private set; }
/// <summary>
/// Tracks the source coordinates for Move actions, keyed by history index.
/// Used for animations since the model is fully updated before animations play.
/// </summary>
public Dictionary<int, Coords> MoveSourceCoords { get; } = new();
public PlayerId PlayerId { get; private set; }
public GameStatus GameStatus { get; private set; }
public RoundId CurrentRound { get; private set; }
@@ -402,6 +409,14 @@ public class ShardokGameModel {
}
private void HandleNewHistoryEntry(ActionResultView entry) {
// For Move actions, record the source coordinates BEFORE applying the diff
// This is needed for animations since all diffs are applied before animations play
if (entry.Type == ActionType.Move && entry.Actor != null) {
if (UnitsById.TryGetValue(entry.Actor.Value, out var actorUnit)) {
MoveSourceCoords[History.Count] = actorUnit.Location;
}
}
History.Add(entry);
var gsvDiff = entry.GameStateViewDiff;
if (gsvDiff == null) {
@@ -0,0 +1,229 @@
using System.Collections;
using UnityEngine;
namespace Shardok {
/// <summary>
/// Animates construction/repair actions with a hammer/tool striking effect.
/// Used for Repair and BuildBridge commands.
/// </summary>
public class ToolAnimator : MonoBehaviour {
[Header("Tool Sprites")]
[Tooltip("Hammer sprite for repair actions")]
public Sprite hammerSprite;
[Tooltip("Alternate tool sprite (wrench, etc)")]
public Sprite alternateToolSprite;
[Header("Spark Settings")]
[Tooltip("Sprite for sparks on impact")]
public Sprite sparkSprite;
[Tooltip("Number of sparks per strike")]
public int sparkCount = 3;
[Tooltip("Spark spread distance")]
public float sparkSpread = 15f;
[Tooltip("Color of sparks")]
public Color sparkColor = new Color(1f, 0.9f, 0.3f, 1f);
[Header("Animation Settings")]
[Tooltip("Scale of the tool sprite")]
public float toolScale = 20f;
[Tooltip("Number of hammer strikes")]
public int strikeCount = 3;
[Tooltip("Duration of each strike cycle")]
public float strikeDuration = 0.2f;
[Tooltip("Height of tool swing arc")]
public float swingHeight = 30f;
[Tooltip("Rotation arc of the swing (degrees)")]
public float swingArc = 45f;
[Tooltip("Base rotation offset for hammer (degrees)")]
public float hammerBaseRotation = 180f;
[Tooltip("Flip hammer horizontally")]
public bool hammerFlipHorizontal = true;
[Tooltip("Base rotation offset for alternate tool (degrees)")]
public float alternateBaseRotation = 0f;
[Tooltip("Flip alternate tool horizontally")]
public bool alternateFlipHorizontal = false;
private HexGrid __hexGrid;
private void Start() { __hexGrid = FindObjectOfType<HexGrid>(); }
/// <summary>
/// Starts a repair/construction animation at the target hex.
/// </summary>
public void AnimateRepair(int targetCellIndex) { AnimateTool(targetCellIndex, false); }
/// <summary>
/// Starts a bridge building animation at the target hex.
/// </summary>
public void AnimateBuildBridge(int targetCellIndex) { AnimateTool(targetCellIndex, true); }
private void AnimateTool(int targetCellIndex, bool useBridgeStyle) {
if (hammerSprite == null && alternateToolSprite == null) {
Debug.LogWarning("ToolAnimator: No tool sprites assigned");
return;
}
if (__hexGrid == null || __hexGrid.gridCanvas == null) {
Debug.LogWarning("ToolAnimator: No _hexGrid or gridCanvas available");
return;
}
Vector2? targetPos = __hexGrid.GetCellCenterPosition(targetCellIndex);
if (targetPos == null) {
Debug.LogWarning($"ToolAnimator: Invalid cell index {targetCellIndex}");
return;
}
StartCoroutine(AnimateStrikes(targetPos.Value, useBridgeStyle));
}
private IEnumerator AnimateStrikes(Vector2 target, bool useBridgeStyle) {
bool useAlternate = useBridgeStyle && alternateToolSprite != null;
Sprite toolSprite =
useAlternate ? alternateToolSprite : hammerSprite ?? alternateToolSprite;
float baseRotation = useAlternate ? alternateBaseRotation : hammerBaseRotation;
bool flipHorizontal = useAlternate ? alternateFlipHorizontal : hammerFlipHorizontal;
// Create tool
GameObject tool = new GameObject("Tool");
tool.transform.SetParent(__hexGrid.gridCanvas.transform, false);
SpriteRenderer toolRenderer = tool.AddComponent<SpriteRenderer>();
toolRenderer.sprite = toolSprite;
toolRenderer.sortingLayerName = "Effects";
float xScale = flipHorizontal ? -toolScale : toolScale;
tool.transform.localScale = new Vector3(xScale, toolScale, toolScale);
// Starting position (raised above target)
Vector3 strikePoint = new Vector3(target.x, target.y, 5f);
Vector3 raisePoint = new Vector3(target.x, target.y + swingHeight, 5f);
// Animate strike cycles
for (int i = 0; i < strikeCount; i++) {
// Raise tool
tool.transform.localPosition = raisePoint;
tool.transform.localRotation = Quaternion.Euler(0, 0, baseRotation - swingArc);
float elapsed = 0f;
float downDuration = strikeDuration * 0.4f;
// Swing down
while (elapsed < downDuration) {
float t = elapsed / downDuration;
float easeT = t * t; // Accelerating
tool.transform.localPosition = Vector3.Lerp(raisePoint, strikePoint, easeT);
float angle = Mathf.Lerp(-swingArc, 0f, easeT);
tool.transform.localRotation = Quaternion.Euler(0, 0, baseRotation + angle);
elapsed += Time.deltaTime;
yield return null;
}
tool.transform.localPosition = strikePoint;
tool.transform.localRotation = Quaternion.Euler(0, 0, baseRotation);
// Spawn sparks on impact
yield return StartCoroutine(SpawnSparks(target));
// Brief pause at impact
yield return new WaitForSeconds(strikeDuration * 0.1f);
// Raise back up
elapsed = 0f;
float upDuration = strikeDuration * 0.5f;
while (elapsed < upDuration) {
float t = elapsed / upDuration;
float easeT = t * (2f - t); // Decelerating
tool.transform.localPosition = Vector3.Lerp(strikePoint, raisePoint, easeT);
float angle = Mathf.Lerp(0f, -swingArc, easeT);
tool.transform.localRotation = Quaternion.Euler(0, 0, baseRotation + angle);
elapsed += Time.deltaTime;
yield return null;
}
}
// Cleanup
if (tool != null) { Destroy(tool); }
}
private IEnumerator SpawnSparks(Vector2 target) {
if (sparkSprite == null) { yield break; }
GameObject[] sparks = new GameObject[sparkCount];
for (int i = 0; i < sparkCount; i++) {
GameObject spark = new GameObject($"Spark_{i}");
spark.transform.SetParent(__hexGrid.gridCanvas.transform, false);
spark.transform.localPosition = new Vector3(target.x, target.y, 4f);
SpriteRenderer renderer = spark.AddComponent<SpriteRenderer>();
renderer.sprite = sparkSprite;
renderer.sortingLayerName = "Effects";
renderer.color = sparkColor;
spark.transform.localScale = Vector3.one * 5f;
sparks[i] = spark;
}
// Animate sparks flying outward
float sparkDuration = 0.15f;
float elapsed = 0f;
Vector2[] directions = new Vector2[sparkCount];
float[] speeds = new float[sparkCount];
for (int i = 0; i < sparkCount; i++) {
float angle = Random.Range(0f, Mathf.PI * 2f);
directions[i] = new Vector2(Mathf.Cos(angle), Mathf.Sin(angle));
speeds[i] = sparkSpread * Random.Range(0.7f, 1.3f);
}
while (elapsed < sparkDuration) {
float t = elapsed / sparkDuration;
for (int i = 0; i < sparks.Length; i++) {
if (sparks[i] == null) continue;
Vector2 pos = target + directions[i] * speeds[i] * t;
// Sparks rise slightly as they spread
pos.y += t * 10f;
sparks[i].transform.localPosition = new Vector3(pos.x, pos.y, 4f);
// Fade out
var renderer = sparks[i].GetComponent<SpriteRenderer>();
if (renderer != null) {
Color c = sparkColor;
c.a = 1f - t;
renderer.color = c;
sparks[i].transform.localScale = Vector3.one * 5f * (1f - t * 0.5f);
}
}
elapsed += Time.deltaTime;
yield return null;
}
// Cleanup sparks
foreach (var spark in sparks) {
if (spark != null) { Destroy(spark); }
}
}
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: b131f94a99ad146afa8636a4f80c23b1
@@ -0,0 +1,186 @@
using System.Collections;
using UnityEngine;
namespace Shardok {
/// <summary>
/// Animates water splash effects for BraveWater and WaterDamage actions.
/// Creates splashing water with ripples.
/// </summary>
public class WaterEffectAnimator : MonoBehaviour {
[Header("Splash Settings")]
[Tooltip("Sprite for splash droplets")]
public Sprite splashSprite;
[Tooltip("Number of splash droplets")]
public int splashCount = 8;
[Tooltip("Color of water")]
public Color waterColor = new Color(0.2f, 0.5f, 0.9f, 0.8f);
[Header("Ripple Settings")]
[Tooltip("Sprite for ripple rings")]
public Sprite rippleSprite;
[Tooltip("Number of ripple rings")]
public int rippleCount = 3;
[Tooltip("Color of ripples")]
public Color rippleColor = new Color(0.4f, 0.7f, 1f, 0.6f);
[Header("Animation Settings")]
[Tooltip("Height of splash")]
public float splashHeight = 30f;
[Tooltip("Spread radius of splash")]
public float splashSpread = 25f;
[Tooltip("Duration of splash animation")]
public float splashDuration = 0.4f;
[Tooltip("Duration of ripple animation")]
public float rippleDuration = 0.5f;
private HexGrid __hexGrid;
private void Start() { __hexGrid = FindObjectOfType<HexGrid>(); }
/// <summary>
/// Starts a water splash animation at the target hex.
/// </summary>
public void AnimateWaterSplash(int targetCellIndex) {
if (splashSprite == null && rippleSprite == null) {
Debug.LogWarning("WaterEffectAnimator: No sprites assigned");
return;
}
if (__hexGrid == null || __hexGrid.gridCanvas == null) {
Debug.LogWarning("WaterEffectAnimator: No _hexGrid or gridCanvas available");
return;
}
Vector2? targetPos = __hexGrid.GetCellCenterPosition(targetCellIndex);
if (targetPos == null) {
Debug.LogWarning($"WaterEffectAnimator: Invalid cell index {targetCellIndex}");
return;
}
StartCoroutine(AnimateSplashEffect(targetPos.Value));
}
private IEnumerator AnimateSplashEffect(Vector2 target) {
// Create splash droplets
GameObject[] splashes = new GameObject[splashCount];
Vector2[] splashDirections = new Vector2[splashCount];
float[] splashSpeeds = new float[splashCount];
for (int i = 0; i < splashCount; i++) {
if (splashSprite == null) break;
GameObject splash = new GameObject($"Splash_{i}");
splash.transform.SetParent(__hexGrid.gridCanvas.transform, false);
splash.transform.localPosition = new Vector3(target.x, target.y, 5f);
SpriteRenderer renderer = splash.AddComponent<SpriteRenderer>();
renderer.sprite = splashSprite;
renderer.sortingLayerName = "Effects";
renderer.color = waterColor;
splash.transform.localScale = Vector3.one * Random.Range(5f, 10f);
float angle = (float)i / splashCount * Mathf.PI * 2f + Random.Range(-0.3f, 0.3f);
splashDirections[i] = new Vector2(Mathf.Cos(angle), Mathf.Sin(angle));
splashSpeeds[i] = splashSpread * Random.Range(0.7f, 1.3f);
splashes[i] = splash;
}
// Create ripples
GameObject[] ripples = new GameObject[rippleCount];
float[] rippleDelays = new float[rippleCount];
for (int i = 0; i < rippleCount; i++) {
if (rippleSprite == null) break;
GameObject ripple = new GameObject($"Ripple_{i}");
ripple.transform.SetParent(__hexGrid.gridCanvas.transform, false);
ripple.transform.localPosition = new Vector3(target.x, target.y, 6f);
ripple.transform.localScale = Vector3.zero;
SpriteRenderer renderer = ripple.AddComponent<SpriteRenderer>();
renderer.sprite = rippleSprite;
renderer.sortingLayerName = "Effects";
renderer.color = rippleColor;
rippleDelays[i] = (float)i / rippleCount * rippleDuration * 0.5f;
ripples[i] = ripple;
}
// Animate splash
float elapsed = 0f;
while (elapsed < splashDuration) {
float t = elapsed / splashDuration;
for (int i = 0; i < splashes.Length; i++) {
if (splashes[i] == null) continue;
// Parabolic arc
float x = splashDirections[i].x * splashSpeeds[i] * t;
float y = splashDirections[i].y * splashSpeeds[i] * 0.3f * t +
splashHeight * (t - t * t) * 4f; // Arc up then down
splashes[i].transform.localPosition =
new Vector3(target.x + x, target.y + y, 5f);
var renderer = splashes[i].GetComponent<SpriteRenderer>();
if (renderer != null) {
Color c = waterColor;
c.a = waterColor.a * (1f - t * 0.7f);
renderer.color = c;
}
}
elapsed += Time.deltaTime;
yield return null;
}
// Cleanup splashes
foreach (var splash in splashes) {
if (splash != null) { Destroy(splash); }
}
// Animate ripples
elapsed = 0f;
while (elapsed < rippleDuration) {
float t = elapsed / rippleDuration;
for (int i = 0; i < ripples.Length; i++) {
if (ripples[i] == null) continue;
float rippleT =
Mathf.Clamp01((elapsed - rippleDelays[i]) / (rippleDuration * 0.7f));
if (rippleT <= 0) continue;
float scale = splashSpread * 2f * rippleT;
ripples[i].transform.localScale = Vector3.one * scale;
var renderer = ripples[i].GetComponent<SpriteRenderer>();
if (renderer != null) {
Color c = rippleColor;
c.a = rippleColor.a * (1f - rippleT);
renderer.color = c;
}
}
elapsed += Time.deltaTime;
yield return null;
}
// Cleanup ripples
foreach (var ripple in ripples) {
if (ripple != null) { Destroy(ripple); }
}
}
}
}
@@ -0,0 +1,10 @@
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@@ -0,0 +1,102 @@
using System;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Events;
namespace Eagle0.Tutorial {
/// <summary>
/// Ordered collection of tutorial steps forming a complete tutorial.
/// Can be used for onboarding or contextual tutorials.
/// Create instances via Assets > Create > Eagle0 > Tutorial Sequence.
/// </summary>
[CreateAssetMenu(fileName = "TutorialSequence", menuName = "Eagle0/Tutorial Sequence")]
public class TutorialSequence : ScriptableObject {
[Header("Identity")]
[Tooltip("Unique identifier for this tutorial sequence")]
public string SequenceId;
[Tooltip("Display name shown to user")]
public string DisplayName;
[Tooltip("Whether this is the main onboarding sequence")]
public bool IsOnboarding;
[Header("Steps")]
[Tooltip("Ordered list of tutorial steps")]
public List<TutorialStep> Steps = new List<TutorialStep>();
[Header("Prerequisites")]
[Tooltip("Tutorial IDs that must be completed before this one can trigger")]
public List<string> RequiredCompletedTutorials = new List<string>();
[Header("Events")]
[Tooltip("Called when this sequence starts")]
public UnityEvent OnSequenceStart;
[Tooltip("Called when this sequence completes normally")]
public UnityEvent OnSequenceComplete;
[Tooltip("Called when user skips this sequence")]
public UnityEvent OnSequenceSkipped;
/// <summary>
/// Gets a step by index, or null if out of range.
/// </summary>
public TutorialStep GetStep(int index) {
if (index < 0 || index >= Steps.Count) return null;
return Steps[index];
}
/// <summary>
/// Gets the index of a step by its ID, or -1 if not found.
/// </summary>
public int IndexOfStep(string stepId) {
if (string.IsNullOrEmpty(stepId)) return -1;
for (int i = 0; i < Steps.Count; i++) {
if (Steps[i].StepId == stepId) return i;
}
return -1;
}
/// <summary>
/// Total number of steps in this sequence.
/// </summary>
public int StepCount => Steps?.Count ?? 0;
/// <summary>
/// Checks if all prerequisites are met.
/// </summary>
public bool ArePrerequisitesMet(TutorialState state) {
if (RequiredCompletedTutorials == null || RequiredCompletedTutorials.Count == 0) {
return true;
}
foreach (var reqId in RequiredCompletedTutorials) {
if (!state.HasCompletedTutorial(reqId)) { return false; }
}
return true;
}
#if UNITY_EDITOR
/// <summary>
/// Editor validation to catch common issues.
/// </summary>
private void OnValidate() {
// Ensure SequenceId is set
if (string.IsNullOrEmpty(SequenceId)) { SequenceId = name; }
// Check for duplicate step IDs
var seenIds = new HashSet<string>();
foreach (var step in Steps) {
if (!string.IsNullOrEmpty(step.StepId)) {
if (!seenIds.Add(step.StepId)) {
Debug.LogWarning(
$"TutorialSequence '{SequenceId}': Duplicate step ID '{step.StepId}'");
}
}
}
}
#endif
}
}
@@ -0,0 +1,11 @@
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@@ -0,0 +1,103 @@
using System;
using UnityEngine;
namespace Eagle0.Tutorial {
/// <summary>
/// How the tutorial step should be displayed to the user.
/// </summary>
public enum TutorialDisplayMode {
/// <summary>Full modal window blocking game interaction (for important concepts).</summary>
Modal,
/// <summary>Semi-transparent overlay highlighting a specific UI element.</summary>
Overlay,
/// <summary>Small tooltip positioned near target element.</summary>
Tooltip,
/// <summary>Subtle pulsing indicator only (no text popup).</summary>
Hint,
/// <summary>Invisible step for waiting on game events.</summary>
None
}
/// <summary>
/// How the tutorial step is completed/advanced.
/// </summary>
public enum TutorialCompletionType {
/// <summary>User clicks Continue/Got it button.</summary>
ButtonClick,
/// <summary>Specific game event triggers completion.</summary>
GameEvent,
/// <summary>User interacts with the highlighted UI element.</summary>
UIInteraction,
/// <summary>Auto-advances after a delay.</summary>
Timer,
/// <summary>Custom condition checked each frame.</summary>
Condition
}
/// <summary>
/// Single step within a tutorial sequence.
/// Supports multiple display modes and completion conditions.
/// </summary>
[Serializable]
public class TutorialStep {
[Header("Identity")]
[Tooltip("Unique identifier for this step")]
public string StepId;
[Header("Display Content")]
[Tooltip("Title shown in modal or tooltip")]
public string Title;
[Tooltip("Main description text")]
[TextArea(3, 10)]
public string Description;
[Tooltip("Optional icon/image to display")]
public Sprite Icon;
[Tooltip("How this step should be displayed")]
public TutorialDisplayMode DisplayMode = TutorialDisplayMode.Modal;
[Header("UI Targeting")]
[Tooltip("Path to GameObject to highlight (e.g., 'Canvas/CommandPanel/MarchButton')")]
public string TargetGameObjectPath;
[Tooltip("Offset from target element for tooltip/arrow positioning")]
public Vector2 HighlightOffset;
[Tooltip("Whether the highlight should pulse")]
public bool HighlightPulsing = true;
[Header("Completion")]
[Tooltip("How this step is completed")]
public TutorialCompletionType CompletionType = TutorialCompletionType.ButtonClick;
[Tooltip("Event ID to wait for (when CompletionType is GameEvent)")]
public string CompletionEventId;
[Tooltip("Delay in seconds before auto-advance (when CompletionType is Timer)")]
public float AutoAdvanceDelay;
[Header("Flow Control")]
[Tooltip("Whether user can skip this step")]
public bool AllowSkip = true;
[Tooltip("Jump to specific step ID instead of sequential (empty = next step)")]
public string NextStepOverride;
[Header("Audio")]
[Tooltip("Optional narration audio")]
public AudioClip NarrationClip;
[Tooltip("Optional sound effect when step appears")]
public AudioClip EffectClip;
}
}
@@ -0,0 +1,11 @@
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@@ -0,0 +1,139 @@
# Tutorial System for Eagle0
## Overview
A modular tutorial system for the Eagle0 Unity client supporting:
- **Onboarding**: Full guided playthrough of first several turns
- **Contextual tutorials**: First-encounter and first-attempt triggers with subtle hints
- **Mixed UI**: Modals for concepts, overlays for UI guidance, hint indicators
- **Local persistence**: PlayerPrefs-based state tracking
---
## Current Status
### Completed
- [x] **Phase 1: Foundation** - TutorialState, TutorialManager, TutorialStep/Sequence
- [x] **Phase 2: UI (partial)** - IMGUI fallback modal with Stoke font
- [x] **Phase 3: Triggers (partial)** - Basic trigger system with hooks in game controllers
- [x] **Test setup** - TutorialTestSetup for province selection, battle entry, command triggers
- [x] **Settings integration** - Reset Tutorials button in Settings panel
### Remaining
- [ ] **Canvas UI prefabs** - Replace IMGUI fallback with styled Canvas-based modal
- [ ] **Overlay system** - TutorialOverlayController for highlighting UI elements
- [ ] **Hint indicators** - TutorialHintIndicator for subtle pulsing dots
- [ ] **Real tutorial content** - Replace test tutorials with actual onboarding sequence
- [ ] **More contextual triggers** - Diplomacy, hero recruitment, spells, terrain, etc.
---
## Architecture
```
TutorialManager (Singleton, DontDestroyOnLoad)
├── TutorialState (PlayerPrefs persistence)
├── TutorialTriggerRegistry
│ ├── OnboardingTriggers
│ └── ContextualTriggers
└── TutorialUIManager
├── TutorialModalPanel (TODO)
├── TutorialOverlayController (TODO)
├── TutorialHintIndicator (TODO)
└── IMGUI Fallback (working)
```
---
## File Structure (Current)
```
Assets/Tutorial/
├── TutorialManager.cs ✓ Singleton, coordinates everything
├── TutorialState.cs ✓ PlayerPrefs persistence
├── TutorialTestSetup.cs ✓ Test component for validation
├── Content/
│ ├── TutorialStep.cs ✓ Step data structure
│ └── TutorialSequence.cs ✓ Sequence ScriptableObject
├── Triggers/
│ └── TutorialTriggerRegistry.cs ✓ Event routing
└── UI/
├── TutorialUIManager.cs ✓ UI coordination + IMGUI fallback
├── TutorialModalPanel.cs ✓ Stub (needs Canvas implementation)
├── TutorialOverlayController.cs ✓ Stub
└── TutorialHintIndicator.cs ✓ Stub
```
---
## Integration Points (Implemented)
### EagleGameController.cs
- `SetUpGame()`: Initializes TutorialManager, starts onboarding
- `SwapModel()`: Calls `OnModelUpdated()`
- `ProvinceWasSelected()`: Calls `OnProvinceSelected()`
- `PostCommittedCommand()`: Calls `OnCommandIssued()`
### ShardokGameController.cs
- `SetUpGame()`: Initializes TutorialManager for battle
- `ModelUpdated()`: Calls `OnBattleAction()`
- `OnTurnEnded()`: Calls `OnTurnEnded()`
- Unit selection: Calls `OnUnitSelected()`
### SettingsPanelController.cs
- Reset Tutorials button: Calls `TutorialManager.Instance.ResetAllProgress()`
---
## Onboarding Flow (Planned)
| Step | Type | Content | Completion |
|------|------|---------|------------|
| 1 | Modal | Welcome to Eagle0 | Button click |
| 2 | Overlay | Map overview - "Select a province" | Province selected |
| 3 | Overlay | Province info panel explanation | Button click |
| 4 | Overlay | Command buttons - "Try March" | March issued |
| 5 | Modal | Turn cycle explanation | Button click |
| 6 | Hidden | Wait for battle available | Model update |
| 7 | Modal | Battle introduction | Button click |
| 8 | Overlay | "Battle!" button highlight | Battle entered |
| 9 | Modal | Tactical combat overview | Button click |
| 10 | Overlay | Select and move a unit | Move issued |
| 11 | Overlay | Attack an enemy | Attack issued |
| 12 | Overlay | End Turn button | Turn ended |
| 13 | Modal | Onboarding complete! | Button click |
---
## Contextual Tutorials (Planned)
### Strategic (First Encounter)
| ID | Trigger | Display |
|----|---------|---------|
| `diplomacy_offer` | First diplomacy command available | Modal |
| `hero_recruitment` | First recruitment available | Modal |
| `province_riot` | First riot in owned province | Modal |
| `weather_control` | First weather command available | Overlay |
| `prisoner_capture` | First prisoner captured | Modal |
### Tactical (First Encounter/Attempt)
| ID | Trigger | Display |
|----|---------|---------|
| `spell_lightning` | Lightning spell available | Tooltip |
| `spell_meteor` | Meteor spell available | Modal |
| `spell_holywave` | Holy Wave available | Tooltip |
| `spell_raisedead` | Raise Dead available | Modal |
| `terrain_fire` | Fire hex encountered | Tooltip |
| `terrain_water` | Water adjacent to unit | Tooltip |
| `ability_charge` | Charge command available | Overlay |
| `flanking` | Flanking opportunity | Hint |
---
## Testing
1. Add `TutorialTestSetup` component to TutorialManager GameObject
2. Assign `Stoke-Regular.ttf` to `FallbackFont` on TutorialUIManager
3. Enable `Debug Logging` on TutorialManager for console output
4. Play game → select province → see test tutorial modal
5. Use Settings → Reset Tutorials to test again
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using System.Collections.Generic;
using eagle;
using Shardok;
using UnityEngine;
namespace Eagle0.Tutorial {
/// <summary>
/// Registry of tutorial triggers that respond to game events.
/// Integrates with game controllers to detect first-encounter situations.
/// </summary>
public class TutorialTriggerRegistry {
private readonly TutorialManager _manager;
private EagleGameController _eagleController;
private ShardokGameController _shardokController;
// Registered contextual tutorials by ID
private Dictionary<string, TutorialSequence> _tutorialSequences =
new Dictionary<string, TutorialSequence>();
// Event-to-tutorial mapping
private Dictionary<string, List<string>> _eventTriggers =
new Dictionary<string, List<string>>();
public TutorialTriggerRegistry(TutorialManager manager) { _manager = manager; }
/// <summary>
/// Initialize with game controller references.
/// </summary>
public void Initialize(EagleGameController eagle, ShardokGameController shardok) {
if (eagle != null) { _eagleController = eagle; }
if (shardok != null) { _shardokController = shardok; }
}
/// <summary>
/// Registers a tutorial sequence that can be triggered by events.
/// </summary>
public void RegisterTutorial(TutorialSequence sequence, params string[] triggerEvents) {
if (sequence == null || string.IsNullOrEmpty(sequence.SequenceId)) return;
_tutorialSequences[sequence.SequenceId] = sequence;
foreach (var eventId in triggerEvents) {
if (!_eventTriggers.ContainsKey(eventId)) {
_eventTriggers[eventId] = new List<string>();
}
_eventTriggers[eventId].Add(sequence.SequenceId);
}
Debug.Log(
$"TutorialTriggerRegistry: Registered '{sequence.SequenceId}' for events: {string.Join(", ", triggerEvents)}");
}
/// <summary>
/// Gets a tutorial sequence by ID.
/// </summary>
public TutorialSequence GetSequenceById(string tutorialId) {
_tutorialSequences.TryGetValue(tutorialId, out var sequence);
return sequence;
}
/// <summary>
/// Called when a game event occurs.
/// Checks for tutorials that should be triggered.
/// </summary>
public void OnGameEvent(string eventId, object context = null) {
if (!_eventTriggers.TryGetValue(eventId, out var tutorialIds)) return;
foreach (var tutorialId in tutorialIds) {
if (_manager.State.HasCompletedTutorial(tutorialId)) continue;
var sequence = GetSequenceById(tutorialId);
if (sequence != null && sequence.ArePrerequisitesMet(_manager.State)) {
_manager.TriggerContextualTutorial(tutorialId);
break; // Only trigger one tutorial per event
}
}
}
// ========== Strategic Layer Events ==========
/// <summary>
/// Called when the game model is updated.
/// </summary>
public void OnModelUpdated(IGameModel model, IGameModel previousModel) {
if (model == null) return;
// Check for first battle available
if (model.RunningShardokGameModels?.Count > 0) {
if (previousModel?.RunningShardokGameModels == null ||
previousModel.RunningShardokGameModels.Count == 0) {
OnGameEvent("first_battle_available");
}
}
// Check for diplomacy offers
// Check for riots
// Check for hero recruitment opportunities
// etc. - These would check model state changes
}
/// <summary>
/// Called when a province is selected.
/// </summary>
public void OnProvinceSelected(object province) {
// Track first province selection for onboarding
OnGameEvent("province_selected", province);
}
/// <summary>
/// Called when a command is issued.
/// </summary>
public void OnCommandIssued(object command) {
// Track first command for onboarding
OnGameEvent("command_issued", command);
// Could also check command type for specific tutorials
// e.g., first diplomacy command, first weather control, etc.
}
// ========== Tactical Layer Events ==========
/// <summary>
/// Called when entering a battle.
/// </summary>
public void OnBattleEntered(object battleModel) {
OnGameEvent("battle_entered", battleModel);
}
/// <summary>
/// Called when a battle action result is received.
/// </summary>
public void OnBattleAction(object actionResult) {
OnGameEvent("battle_action", actionResult);
// Check for specific action types that need tutorials
// e.g., first spell cast, first charge, etc.
}
/// <summary>
/// Called when a unit is selected in tactical view.
/// </summary>
public void OnUnitSelected(int cellIndex) { OnGameEvent("unit_selected", cellIndex); }
/// <summary>
/// Called when turn ends in tactical combat.
/// </summary>
public void OnTurnEnded() { OnGameEvent("turn_ended"); }
}
}
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