Compare commits

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Author SHA1 Message Date
adminandClaude Opus 4.5 b8e5346209 Fix sysroot .so plugins and registry auth
- Exclude GCC plugin .so files from sysroot (Bazel can't handle them)
- Only copy GCC headers and static libs needed for cross-compilation
- Add tarball structure verification to build script
- Fix DO registry auth by setting DOCKER_CONFIG env var for Bazel

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Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-23 08:50:44 -08:00
adminandClaude Opus 4.5 c128531662 Update sysroot sha256 for v2 with GCC directories
The v2 sysroot includes GCC installation directories that clang needs
to find libstdc++ headers for cross-compilation.

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Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-23 08:34:47 -08:00
ee6189a9d7 Fix AWS CLI and use correct bucket for sysroot upload (#4780)
- Skip AWS CLI install if already present
- Use eagle0-windows bucket (same as other workflows, credentials have access)

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-23 08:30:55 -08:00
e0304125b8 Add ledFactionName field to Hero for faction renaming (#4781)
Add a new field to the Hero proto and Scala models to store the name of the
faction that a hero would lead, if they became a faction leader. This is
populated from the "faction_name" column in the heroes TSV for "great person"
heroes, and is empty (or None in Scala) for other heroes.

This will be used in the future to rename factions when a great person
becomes the leader of a different faction.

Changes:
- Add led_faction_name (string) to Hero proto
- Add ledFactionName: Option[String] to HeroT trait and HeroC case class
- Add ledFactionName to LoadedHero intermediate type
- Update HeroConverter, LoadedHeroConversion, and FixedHeroes to handle the new field
- Update FixedHeroesTest to include the new field

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-23 08:23:04 -08:00
11eac42e30 Fix sysroot workflow secret names (#4779)
Use existing ACCESS_KEY_ID and SECRET_KEY secrets instead of
non-existent DO_SPACES_KEY and DO_SPACES_SECRET.

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-23 08:12:19 -08:00
d0a63f1c61 Fix sysroot for cross-compilation (#4778)
Issues fixed:
1. Sysroot hosted on GitHub releases but repo is private, causing 404s
2. Sysroot missing GCC directories that clang needs to find libstdc++ headers

Changes:
- Add GCC installation directories to sysroot (clang uses these to locate C++ headers)
- Update workflow to upload sysroot to DO Spaces instead of GitHub releases
- Versioned sysroot paths (v2, v3, etc.) for easier updates

NOTE: After merging, run the "Build Linux Sysroot" workflow with version "v2",
then update MODULE.bazel with the sha256 from the workflow output.

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-23 07:34:02 -08:00
97df984189 Add BLUF section to changelog emails (#4777)
- Add a "Bottom Line Up Front" section after the title with a short prose
  paragraph highlighting the most important changes and what to look for
  when testing
- Wrap HTML output in proper document with UTF-8 charset declaration to
  fix Unicode character rendering (em-dashes, etc.)

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-23 07:30:20 -08:00
6c771df84f Add PR links section to changelog emails (#4776)
Update the Claude prompt to generate a "PR Details" section after the synopsis,
with the same thematic groupings but listing actual PR numbers, titles, and
clickable GitHub links.

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-23 07:23:32 -08:00
7e40420fe1 Update changelog script to use Fastmail JMAP API for HTML emails (#4774)
- Switch from Mac Mail AppleScript to Fastmail JMAP API
- Generate HTML synopsis instead of plain text for better formatting
- Auto-fetch account ID, identity ID, and drafts mailbox from API
- Support config files in ~/.config/eagle0/:
  - fastmail_token: API token (required)
  - changelog_recipient: Email recipients, one per line (optional)
- Support multiple recipients (one email address per line, # for comments)
- Fall back to FASTMAIL_API_TOKEN environment variable for token
- Only require token when not in --dry-run mode

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-23 07:16:22 -08:00
2ed6ad3c4c Enable Shardok cross-compilation with sysroot (#4775)
* Enable Shardok cross-compilation with sysroot

- Update sha256 with actual value from sysroot release
- Re-enable build-shardok job in docker_build.yml

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

* Add DigitalOcean registry authentication for image push

The oci_push rule needs credentials to push to the registry.
Creates ~/.docker/config.json with the auth token before pushing.

Requires DO_REGISTRY_TOKEN_BASE64 secret to be configured:
  echo -n "username:token" | base64

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

* Use existing DO_REGISTRY_TOKEN secret for registry auth

Base64 encode the token on the fly instead of requiring a
separate pre-encoded secret.

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

---------

Co-authored-by: Claude <noreply@anthropic.com>
2025-12-23 07:09:59 -08:00
844e2b0407 Add cross-compilation support for Shardok Docker builds (#4772)
* Add cross-compilation support for Shardok Docker builds

This enables building Shardok on the self-hosted Mac runner while
targeting Linux x86_64, avoiding the need for slow GitHub-hosted
Ubuntu runners.

Changes:
- Add Ubuntu 24.04 (Noble) sysroot generation scripts
- Add GitHub Actions workflow to build and release the sysroot
- Configure toolchains_llvm for cross-compilation with sysroot
- Update docker_build.yml to use cross-compilation
- Add linux_x86_64 platform definition

The sysroot contains libstdc++-13 which provides C++23 support
needed by the codebase.

To complete setup:
1. Run the "Build Linux Sysroot" workflow to create the sysroot
2. Update MODULE.bazel with the actual sha256 from the release

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

* Temporarily disable Shardok build until sysroot is ready

The cross-compilation sysroot needs to be built and uploaded before
Shardok can be built. Steps to re-enable:
1. Run "Build Linux Sysroot" workflow
2. Update sha256 in MODULE.bazel
3. Uncomment build-shardok job

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

---------

Co-authored-by: Claude <noreply@anthropic.com>
2025-12-23 06:58:23 -08:00
1617867c60 Add Scala withdrawnFromProvinceView overload, making EndBattleAftermathPhaseAction fully protoless (#4773)
- Add withdrawnFromProvinceView(ProvinceT, ScalaGameState, FactionId) Scala overload
- Add supporting helpers: myIncomingArmiesScala, incomingArmyInfoScala
- Add BattalionViewFilter.limitedBattalionView for Scala BattalionT
- Update EndBattleAftermathPhaseAction to use Scala overload
- Remove unused proto converter imports and BUILD deps

Progress: 46/52 action files (88%) are now fully protoless

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-23 06:43:58 -08:00
7c49746c37 Add weekly changelog generator script (#4771)
Creates scripts/generate_changelog.sh that:
- Fetches merged PRs since last run (tracked via git tag) or previous Friday 4pm
- Uses Claude CLI to generate a themed synopsis of changes
- Opens an email draft in Mac Mail with the synopsis
- Updates the changelog-last-run tag for next run

Usage: ./scripts/generate_changelog.sh [--dry-run]

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-22 22:24:52 -08:00
711c6606bb Fix Docker build workflow: use direct OCI push, build Shardok on Linux (#4770)
- Remove Docker dependency by using `bazel run //ci:*_push` instead of
  oci_load + docker tag + docker push
- Build Shardok on ubuntu-latest to produce Linux binary for container
- Add Bazel caching for GitHub-hosted runner

The self-hosted Mac runner doesn't have Docker running, and even if it
did, the Shardok binary would be macOS, not Linux.

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Co-authored-by: Claude <noreply@anthropic.com>
2025-12-22 21:47:32 -08:00
e142da7c57 Fix InvalidTokenException in custom battles (#4767)
* Fix custom battle shardokGameId collision

Previously, all custom battles for the same eagleGameId used the same
shardokGameId ("${eagleGameId}_1"), causing token mismatch exceptions
when starting a second custom battle while another was running.

The Shardok server would return the OLD game's controller (with its
higher token count), while the Eagle client had a fresh controller
(token=0), resulting in InvalidTokenException.

Fix: Add a counter to generate unique shardokGameIds for each custom
battle: "custom_${eagleGameId}_${counter}".

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

* Fix duplicate streaming updates causing InvalidTokenException

The SubscribeToGame RPC was sending results twice:
1. Initial response sent results from known_result_count onwards
2. WaitForUpdatesAndPush started from known_result_count, immediately
   satisfying the wait condition and re-sending the same results

This caused Eagle to receive duplicate results, inflating its count
above Shardok's actual count, leading to token > expectedToken.

Fix: Track total_action_result_count from the initial response and
use that as the starting point for WaitForUpdatesAndPush.

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

---------

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-22 21:40:22 -08:00
c8906b1c04 Migrate reconnedProvinces to Scala ProvinceView, making PerformReconResolutionAction fully protoless (#4769)
- Change FactionT.reconnedProvinces from proto ProvinceView to Scala ProvinceView
- Change FactionC.reconnedProvinces from proto ProvinceView to Scala ProvinceView
- Change ChangedFactionC.updatedReconnedProvinces from proto to Scala ProvinceView
- Update FactionConverter and ChangedFactionConverter to convert at boundary
- Remove ProvinceViewConverter.toProto calls from PerformReconResolutionAction
  and EndBattleAftermathPhaseAction
- Update GameStateFactionExtensions import to use Scala ProvinceView
- Update test assertions to use Scala Date type

Progress: 45/52 action files (87%) are now fully protoless

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-22 21:33:42 -08:00
1c8f328c58 Add Docker image builds for Eagle and Shardok servers (#4768)
- Add rules_oci to MODULE.bazel for OCI container support
- Create ci/BUILD.bazel with oci_image targets for both servers
- Add docker-compose.prod.yml for local testing
- Add GitHub Actions workflow for building and pushing images
- Update resource BUILD files with //ci visibility

Build images: bazel build //ci:eagle_server_image //ci:shardok_server_image
Load locally: bazel run //ci:eagle_server_load && bazel run //ci:shardok_server_load
Push to DO: bazel run //ci:eagle_server_push && bazel run //ci:shardok_server_push

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-22 19:00:16 -08:00
7ebca60863 Add exponential backoff to stream reconnection (#4763)
When the streaming connection to Shardok fails, Eagle now uses
exponential backoff for reconnection attempts, starting at 1 second
and doubling up to 10 seconds max. This is more robust for handling
transient network issues.

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-22 18:13:59 -08:00
ce22b59a8a Exclude pre-existing font files from LFS tracking (#4765)
These font files were committed as regular blobs before LFS tracking
was set up for *.ttf files. Adding explicit exclusions prevents the
"files that should have been pointers" warning.

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-22 17:15:41 -08:00
1fe062baaa Add productionization plan for cloud deployment (#4764)
Documents the architecture and migration plan to move Eagle and Shardok
servers from home Mac to DigitalOcean cloud infrastructure:

- On-demand Shardok with Eagle lifecycle management
- Docker containerization strategy
- GitHub Actions CI/CD pipeline
- Cost estimates and scaling options
- Migration phases and rollback procedures

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-22 17:08:39 -08:00
6b2ab53574 Remove dead proto code: UnaffiliatedHeroMovedAction and fromGameState (#4762)
- Delete UnaffiliatedHeroMovedAction: was never called from production code;
  PerformUnaffiliatedHeroesAction.heroMovedResult constructs ActionResultC directly
- Delete HeroBackstoryUpdateActionGenerator.fromGameState: dead method that
  converted proto to Scala; only apply(GameState) is used
- Update DEPROTO_PLAN.md: now 44/52 (85%) action files are fully protoless

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-22 17:04:35 -08:00
6208d2cf10 Include province name in profession gained notification for player's heroes (#4755)
Shows "Your vassal {name} in {province} became a {profession}" instead
of just "Your vassal {name} became a {profession}".

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-21 22:43:15 -08:00
e105461692 Use Scala ProvinceViewFilter overloads in actions (#4754)
Update PerformReconResolutionAction and EndBattleAftermathPhaseAction
to use the new Scala ProvinceViewFilter.filteredProvinceView overload,
eliminating the need for lazy proto conversion.

- PerformReconResolutionAction: Remove proto GameState conversion entirely
- EndBattleAftermathPhaseAction: Use Scala overload for DidBattle case
  (Withdrew case still needs proto for withdrawnFromProvinceView)
- Remove unused deps from BUILD.bazel

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-21 22:33:19 -08:00
2e03352dea Replace Eagle polling with streaming subscription (#4756)
Replaces the polling-based gameStatusRunner with server-side streaming via
SubscribeToGame. Updates are now pushed immediately by Shardok instead of
being polled, reducing latency and eliminating polling overhead.

- Replace gameStatusRunner with subscribeToGame using StreamObserver
- Add handleStreamingResponse to process pushed updates
- Add scheduleReconnect for automatic reconnection on stream errors
- Update postCommand/postPlacementCommands to not handle responses
  (updates come via stream)
- Remove dead code: handleBattleResponse, waitingForHumanPlayer

Requires: PR #4753 (server-side streaming implementation)

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-21 22:31:00 -08:00
8c19a93f3c Fix deadlock and missing eagle_faction_id in streaming (#4757)
Two issues fixed:

1. Deadlock: WaitForUpdatesAndPush was calling GetUpdates while holding
   masterLock, but GetUpdates also tries to acquire masterLock.
   Fix: Release lock before calling GetUpdates.

2. Missing eagle_faction_id: Streaming OnUpdate wasn't setting the faction
   ID on filtered responses, so clients couldn't route updates correctly.
   Fix: Move OnePlayerUpdates struct before StreamSubscriber, update OnUpdate
   to take vector<OnePlayerUpdates>, and properly iterate to set faction IDs.

Also added currentGameState to AllUpdates struct.

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-21 22:30:26 -08:00
9b2bce6537 Add server-side streaming RPC for game updates (#4753)
Adds SubscribeToGame streaming RPC to Shardok server, replacing the need for
Eagle to poll via GetGameStatus. Updates are pushed to subscribers when the
game state changes, reducing latency and eliminating continuous polling.

- Add GameSubscriptionRequest message and SubscribeToGame streaming RPC
- Add StreamSubscriber interface for push-based update delivery
- Implement subscriber registration in ShardokGameController
- Add WaitForUpdatesAndPush loop that blocks until updates are available
- Implement GrpcStreamSubscriber to write updates to gRPC stream
- Use separate subscriberLock to avoid deadlock with masterLock

Eagle client-side changes will be in a follow-up PR.

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-21 16:43:07 -08:00
ee4914dcc8 Add Scala overloads for ProvinceViewFilter and dependencies (#4752)
* Add Scala overloads for ProvinceViewFilter and dependencies

Enable ProvinceViewFilter to accept Scala ProvinceT and GameState types
instead of proto types, supporting the ongoing deproto migration for
internal logic. This unblocks dependent actions like EndBattleAftermathPhaseAction.

Changes:
- Add pure Scala filterArmy overload to ArmyFilter
- Add filteredProvinceView(ProvinceT, ScalaGameState) to ProvinceViewFilter
- Add monthlyFoodConsumption Scala overload to ProvinceUtils
- Update BUILD.bazel files with required deps, exports, and visibility

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

* Update DEPROTO_PLAN with ProvinceViewFilter progress

- Mark ProvinceViewFilter server-side overload as complete (PR #4752)
- Update View Filters section to show partial completion status
- Mark EndBattleAftermathPhaseAction and PerformReconResolutionAction as unblocked
- Add validation checkbox for server-side ProvinceViewFilter
- Update estimated remaining effort

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---------

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-21 16:36:31 -08:00
1e019c533a Add force reconnect button when server is down (#4748)
- Adds a "Retry" button next to connection status that appears when:
  - Circuit breaker is in Open state (server down)
  - Connection is counting down to a retry attempt
- Clicking the button forces an immediate reconnection attempt,
  bypassing timeouts
- Button is hidden when connected or actively connecting

The button must be wired up in the Unity scene to the ConnectionStatusUI
component's retryButton field.

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-21 15:14:06 -08:00
3d092e580f Fix lock contention by releasing lock during AI thinking (#4749)
The AI thread was holding the master lock for the entire duration of
AI decision-making (which can take seconds). This blocked all polls
from getting updates, causing batching.

New architecture with three phases:
1. Phase 1 (brief lock): Get copies of game state, settings, commands
2. Phase 2 (NO LOCK): AI thinks on the copies - polls can get through
3. Phase 3 (brief lock): Verify state unchanged, post command

If the state changed while thinking (e.g., human posted a command),
we discard the AI decision and re-evaluate with fresh data.

This reduces lock hold time from seconds to milliseconds.

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-21 15:01:36 -08:00
85e530c5a4 Improve profession gained notification for player's own heroes (#4751)
- For faction leaders: "Your sworn {sibling} {name} became a {profession}"
- For vassals: "Your vassal {name} became a {profession}"
- For other factions: "{name} of {faction} became a {profession}" (unchanged)
- Only highlights the province where the hero is located (falls back to
  all faction provinces if hero not found)

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-21 15:00:19 -08:00
486960a6aa Fix unit action indicators not refreshing until clicked (#4750)
- Added UpdateAction?.Invoke() to HandleAvailableCommands so the UI
  refreshes when available commands are updated
- Initialize AvailableCommands to empty list to prevent null reference
  when UpdateAction triggers before first HandleAvailableCommands call

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-21 14:50:56 -08:00
1cb2dd7b6a Fix GetGameId race condition by caching immutable game_id (#4747)
The previous fix (PR #4732) added mutex protection to GetGameId() and
GetHexMap(), but this caused stalls because GetUpdates() holds the lock
for extended periods while waiting for AI updates.

This fix takes a different approach: since game_id never changes after
game creation, we cache it at construction time. This eliminates the
race condition without any locking overhead.

Also removes the unused GetHexMap() method which had the same thread
safety issue.

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-21 11:13:23 -08:00
5483c732cc Add exception handling to Shardok polling to prevent client freeze (#4745)
* Add exception handling to Shardok polling to prevent client freeze

When handleBattleResponse throws an exception, the polling loop would
stop completely, causing both clients to freeze at the same point.
Exceptions were silently swallowed by the async Future callback.

This fix:
- Wraps the processing in try-catch
- Logs exception details to console for debugging
- Continues polling even on error to prevent freeze

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

* Improve comments explaining Shardok polling logic

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---------

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-21 10:39:04 -08:00
6402a8c283 Remove OnApplicationPause debug logging (#4744)
Also includes UI layout adjustments in Gameplay.unity.

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-21 10:38:34 -08:00
adminandGitHub eb762e1bae Revert "Fix additional race conditions in ShardokGameController (#4732)" (#4746)
This reverts commit f3e44fb9cf.
2025-12-21 10:38:16 -08:00
be31464e99 Fix ransom paid notification payer/payee swap (#4743)
The server was setting ransomPaidByFactionId and ransomPaidToFactionId
backwards in ResolveRansomOfferCommand. The acting faction (captor)
should receive the payment, and the originating faction (offering)
should pay.

Also added missing notification for the accepting faction (captor)
in the client, matching the pattern from RansomRejected.

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-20 21:07:16 -08:00
e6f9d4e4ac Fix autoscroll showing blank space past end of text (#4742)
The content RectTransform was only grown to fit text, never shrunk.
If a previous text was longer, scrolling to the bottom would show
blank space past where the text ends. Now the content height is
synced in both directions.

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-20 20:23:56 -08:00
4d3b2ddb36 Cap retry countdown display at 10 seconds (#4740)
The actual retry timeout remains 60 seconds, but the UI now shows
a maximum of "10s" to avoid overwhelming users with long countdowns.

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-20 20:10:01 -08:00
6edb4de0dc Fix Shardok updates batching by only checking human player commands (#4741)
The hasHumanPlayerCommands method was checking if ANY player (human or AI)
had available Shardok commands. When an AI player had commands that Shardok
handles internally, this would return true, causing Eagle to stop polling
Shardok for updates until a human posted a command.

This caused Shardok battle updates to batch up and arrive all at once
instead of streaming in real-time.

Fix: Only check human faction IDs when determining if we should wait for
a command to be posted.

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-20 20:09:50 -08:00
72a0f84105 Update ProvinceViewFilter to return Scala types instead of proto (#4728)
* Update ProvinceViewFilter to return Scala types instead of proto

- ProvinceViewFilter now returns Scala ProvinceView instead of proto
- Added Scala helper methods in ArmyFilter, LegacyBattalionViewFilter, StatWithConditionUtils
- Updated callers (EndBattleAftermathPhaseAction, PerformReconResolutionAction,
  GameStateViewFilter) to convert back to proto using ProvinceViewConverter.toProto()
- Added default values to Scala case classes (ProvinceView, FullProvinceInfo,
  IncomingArmyView, UnaffiliatedHeroBasics)
- Fixed recruitmentInfo handling to use fold/getOrElse with RecruitmentInfo.Unknown
- Updated ProvinceViewFilterTest to use proto type aliases for Faction.reconnedProvinces
- Added tests for view converters

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

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

* Add lastCommand field to ProvinceT/ProvinceC

Add the lastCommand field that was present in province.proto but missing
from the Scala types. Uses the proto SelectedCommand type directly.

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

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

* Fix ProvinceConverter to use typed lastCommand

Update ProvinceConverter to use Option[SelectedCommand] instead of Any,
and properly convert Empty to None in fromProto.

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

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

* Remove unnecessary default arguments from view case classes

Defaults can mask missing fields at compile time. Removed defaults from
FullProvinceInfo, ProvinceView, and UnaffiliatedHeroBasics. Updated tests
to explicitly provide all required fields.

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

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

* Add lastCommandTypeForActingProvince to ActionResultT and apply in ActionResultApplierImpl

This adds the equivalent of applyLastCommand from ActionResultProtoApplierImpl
to the Scala-based action result applier, ensuring lastCommand is properly
persisted when using Scala GameState types.

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

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

* Fix ActionResultProtoConverter to include lastCommandTypeForActingProvince

Added the new field to the pattern match and proto conversion.

🤖 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>
2025-12-20 20:04:11 -08:00
f73798ae6e Register ErrorHandler in Awake to catch startup exceptions (#4739)
Move Application.logMessageReceivedThreaded registration from Start()
to Awake() so exceptions during initialization are captured.

Also add fallback for when MainQueue isn't ready yet - errors are
queued and displayed in Update() once the UI is available.

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

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-20 18:57:08 -08:00
19691682e0 Add grace period before sync mismatch triggers reconnect (#4736)
When subscribing with count=0 (fresh start), the server sends thousands of
historical results. Before the client can process them all, heartbeat runs
and detects a sync mismatch, triggering reconnect. This creates an endless
loop where the client never catches up.

Added a 60-second grace period after successful connect during which sync
mismatches are logged but don't trigger reconnects. This allows time to
receive and process historical results.

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

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-20 18:52:52 -08:00
0e51bece68 Remove unnecessary MainQueue enqueues in ShardokGameController (#4738)
ModelUpdated() and SetModifiers() were wrapping their work in
MainQueue.Q.Enqueue(), but they're already called from the MainQueue
via the update processing chain:

  MainQueue → ReceiveGameUpdate → HandleUpdates → UpdateAction → ModelUpdated

This double/triple-enqueuing caused UI updates to be pushed to the end
of the queue during rapid updates (like AI turns), making moves appear
delayed or batched instead of in real-time.

By removing the unnecessary enqueues, UI updates now happen immediately
when the update is processed, restoring real-time display of moves.

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

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-20 18:51:36 -08:00
a89f740b3b Make ShardokGameModels thread-safe for heartbeat access (#4737)
ShardokViewStatuses was accessed from the heartbeat timer thread while
ShardokGameModels (a regular Dictionary) could be modified on the
MainQueue thread. This race condition could cause enumeration errors
or incorrect sync status being reported.

Changes:
- Convert ShardokGameModels from Dictionary to ConcurrentDictionary
- Replace Remove() calls with TryRemove() for ConcurrentDictionary API
- Remove non-thread-safe History.Count fallback in ShardokViewStatuses,
  now falls back to 0 if count not yet tracked

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

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-20 18:43:46 -08:00
7959da0a5a Fix index out of range in MovingArmiesTableController.ProvinceHovered (#4735)
ProvinceHovered iterated over MovingArmies and accessed table rows by
index. If the data changed after the table was built (e.g., due to a
game update), this could throw ArgumentOutOfRangeException.

Now checks RowCount before accessing to skip stale indices.

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

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-20 18:13:02 -08:00
bc119b2aab Request full Shardok state for battles discovered in StartingState (#4734)
On fresh client start with an ongoing battle:
1. Client subscribes with no ShardokViewStatuses (doesn't know about battles)
2. Server sends StartingState with OutstandingBattles
3. Server sends ShardokActionResultResponses but may start from recent point
4. Client has partial battle history

The fix:
- After receiving StartingState, check for battles not in ShardokGameModels
- Create ShardokGameModel for each new battle
- Mark for resync (requestFullResync=true)
- Re-subscribe to request full state with the correct ShardokViewStatuses

This ensures fresh clients get complete Shardok state for ongoing battles.

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

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-20 18:11:59 -08:00
25c7788254 Fix race condition where subscriber could be lost on app pause/resume (#4733)
OnApplicationPause had an asymmetry:
- Pause: StopListeningForUpdates() synchronously removed the subscriber
- Resume: StartListeningForUpdates() was fire-and-forget async

If the app paused again before the async subscribe completed, or if the
subscribe failed, the subscriber was permanently lost. This caused
"heartbeat with 0 games" even though data was still being received on
the stream.

The fix is to not unsubscribe on pause at all. With MainQueue rate-limiting
(from #4659), keeping the subscription during pause is safe - updates will
queue up and be processed on resume. Reconnects will continue to work
since the subscriber stays in the dictionary.

Added logging to track pause/resume events for debugging.

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

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-20 18:11:33 -08:00
1246f8bcf6 Fix notification showing raw {placeholder} text when hero names load partially (#4731)
When UpdateText() was called after a listener fired for one hero name,
it would start from the raw template and only replace placeholders that
were in placeholderValues. Other placeholders that hadn't loaded yet
would appear as literal "{HeroName}" text.

Now UpdateText() applies fallback values for any placeholder that hasn't
been loaded yet, ensuring the notification always shows either the actual
hero name or a readable fallback like "the hero".

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

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-20 18:00:05 -08:00
f3e44fb9cf Fix additional race conditions in ShardokGameController (#4732)
Make masterLock mutable and add lock protection to GetGameId() and
GetHexMap() which were accessing the engine without synchronization.

This fixes crashes where the game state buffer was being read while
another thread was modifying it, resulting in invalid memory access
(address 0x9a0 = offset from null pointer).

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

Co-authored-by: Claude <noreply@anthropic.com>
2025-12-20 17:59:55 -08:00
50aa61b77c Fix race condition in unfiltered result count tracking (#4730)
When MainQueue has a backlog (e.g., after resuming from background),
the main thread could overwrite the gRPC thread's accurate result count
with a stale value from an older queued action. This caused sync
mismatches where the client's reported count was behind the server's,
triggering repeated reconnection loops.

The count is already updated on the gRPC thread in UpdateResultCounts()
before enqueueing, so the redundant update in ReceiveGameUpdate() is
removed.

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

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-20 17:41:48 -08:00
facfcf9ac9 Fix race condition in GetCurrentGameStateBytes (#4729)
GetCurrentGameStateBytes was reading from the game engine without
acquiring masterLock, causing crashes when the AI thread was
simultaneously modifying the game state through PostCommand.

The fix adds scoped_lock protection to prevent concurrent access.

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

Co-authored-by: Claude <noreply@anthropic.com>
2025-12-20 17:30:13 -08:00
4c21368f96 Add hold-shift-to-pause for autoscroll (#4727)
Hold either Shift key to pause auto-scrolling, letting the user
read at their own pace. Releasing Shift resumes from current position.

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

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-20 17:07:00 -08:00
7eccd69a01 Re-enable settings panel in Gameplay scene (#4726)
Accidentally disabled in previous layout adjustments.

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

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-20 16:59:55 -08:00
8e2575be50 Add soft cap for hero backstory word count (#4723)
Backstories now grow at a normal rate (+30 words) until they reach 225
words (~1350 characters), then slow to +8 words per update. This
encourages the LLM to tell the hero's story more efficiently once it
reaches a reasonable length, rather than growing indefinitely.

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

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-20 15:27:12 -08:00
913d927902 Adjust UI layout anchors and positions (#4725)
* Adjust UI layout anchors and positions

Various RectTransform adjustments in the Gameplay scene.

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

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

* Fix race condition in streaming text with proper lock

ConcurrentDictionary doesn't make the read-modify-write in
HandleNewStreamingText atomic. Two concurrent updates for the same
text ID could interleave and corrupt the text.

Changed to use a lock around the dictionary to ensure atomicity.
Listener notifications happen outside the lock to avoid deadlocks.

🤖 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>
2025-12-20 15:27:01 -08:00
066381e24e Add view converters for ProvinceView and related types (#4724)
Create converters to translate between proto and Scala view types:
- StatWithConditionConverter
- ArmyViewConverter
- IncomingArmyViewConverter
- UnaffiliatedHeroBasicsConverter
- FullProvinceInfoConverter
- ProvinceViewConverter

Also updates:
- StatWithCondition enum to include all proto condition values
- UnaffiliatedHeroBasics to use Scala Profession type
- Various visibility settings to allow cross-package access
- Make recruitmentInfoFromProto public in UnaffiliatedHeroConverter

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

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-20 15:26:40 -08:00
ced52b0195 Batch streaming text updates to once per frame per text ID (#4722)
When receiving 100s of streaming text updates at once, this was causing
performance issues by notifying listeners for every single update.

Changes:
- Make ClientTextProvider thread-safe with ConcurrentDictionary
- Handle StreamingTextResponse directly on gRPC thread (no MainQueue)
- Track pending text IDs and batch listener notifications
- ProcessPendingUpdates() called once per frame from EagleGameController

This ensures each listener is only notified once per frame per text ID,
regardless of how many updates arrive between frames.

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

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-20 12:40:47 -08:00
262ba36436 Add auto-scroll speed setting to Settings panel (#4721)
* Add auto-scroll speed setting to Settings panel

- Add GlobalScrollSpeedMultiplier static property to AutoScrollingText
  that persists via PlayerPrefs
- Add slider and label fields to SettingsPanelController
- Speed range: 0.0 (paused) to 2.0 (double speed), default 1.0

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

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

* Add scroll speed slider to Gameplay scene

Wire up the auto-scroll speed slider and label in the Settings panel.

🤖 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>
2025-12-20 12:32:51 -08:00
d16aa63c00 Add Scala view models and update DEPROTO_PLAN.md (#4718)
Foundation for converting ProvinceViewFilter to use Scala types.

New Scala view models:
- StatWithCondition - condition enum (Low/Medium/High) with stat value
- ArmyView - faction army with units
- IncomingArmyView - incoming army details with optional unit info
- UnaffiliatedHeroBasics - unaffiliated hero info for province views
- FullProvinceInfo - detailed province information
- ProvinceView - top-level province view combining all the above

DEPROTO_PLAN.md updates:
- Mark Phase 6 Part 1 (ActionResultApplier) as complete
- Update ActionResultProto Consumer Inventory with current status
- Add table of remaining proto usage in actions with blockers
- Update estimated effort and validation checkboxes

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

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-20 12:30:09 -08:00
636bf8f9f3 Add AutoScrollingText component for hero description overflow (#4717)
* Add AutoScrollingText component for overflow text in tooltips

A reusable component that automatically scrolls text content that
overflows its container. Features:
- Detects content overflow via ScrollRect
- Shows optional fade gradient at bottom when content overflows
- Waits configurable delay (default 1.5s) before starting to scroll
- Scrolls at configurable speed (default 0.15 normalized units/sec)
- Pauses at bottom, then resets to top and repeats
- Automatically resets when enabled/disabled (e.g., when tooltip opens)

To use on the hero description popup:
1. Ensure the backstory text is inside a ScrollRect
2. Add AutoScrollingText component to the popup panel
3. Assign the ScrollRect reference
4. Optionally create a gradient image for the fade effect

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

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

* Add dynamic height sizing to AutoScrollingText

The component now supports dynamic sizing:
- ScrollRect grows to fit content height
- Caps at available screen space (bottom of panel to top of screen)
- Only scrolls when content exceeds available space

New configuration:
- dynamicHeight: Enable/disable dynamic sizing (default true)
- topMargin: Margin from top of screen in pixels
- layoutElement: LayoutElement to adjust (usually on ScrollRect)

Also fix for text starting partway down: ensure Content pivot is (0.5, 1).

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

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

* Fix dynamic height calculation and add debug logging

* Use TMP_Text.preferredHeight for accurate content measurement

The Content RectTransform's rect.height wasn't reflecting the actual
text size, causing the panel to be too small. Now we measure the
TMP_Text's preferredHeight directly and resize the Content to match,
ensuring the ScrollRect can scroll properly.

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

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

* Hide panel during layout to prevent visual jump

- Reset scroll position immediately on enable (both horizontal and vertical)
- Reset content's anchored position to prevent slide-in from right
- Use CanvasGroup to hide panel until layout is complete, preventing
  jumpy resize when hovering

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

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

* Configure AutoScrollingText in Gameplay scene

Set up the hero description popup with AutoScrollingText component,
including ScrollRect, LayoutElement, otherContent, and CanvasGroup
references for dynamic height and smooth appearance.

🤖 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>
2025-12-20 12:07:15 -08:00
adminandGitHub b84df05953 Revert "Configure AutoScrollingText in Gameplay scene (#4719)" (#4720)
This reverts commit dcf0261ac3.
2025-12-20 12:03:59 -08:00
dcf0261ac3 Configure AutoScrollingText in Gameplay scene (#4719)
Set up the hero description popup with AutoScrollingText component,
including ScrollRect, LayoutElement, otherContent, and CanvasGroup
references for dynamic height and smooth appearance.

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

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-20 12:02:12 -08:00
7afe4e788a Add OpenAI Responses API implementation (#4714)
The Responses API is OpenAI's newer API that offers:
- Better performance with reasoning models (3% improvement on SWE-bench)
- Lower costs through improved cache utilization (40-80% improvement)
- Semantic streaming events with clear lifecycle events
- Built-in tools support (web search, file search, etc.)

Changes:
- Create OpenAIResponsesServiceImpl that implements ExternalTextGenerationServiceImpl
- Handle semantic streaming events (response.output_text.delta, response.output_text.done, etc.)
- Add to chat_gpt_binary for testing
- Update ExternalTextGenerationCallerApp with option to select Responses API

The implementation uses the /v1/responses endpoint and parses the new
event-based streaming format with typed events like response.output_text.delta.

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

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-20 10:10:51 -08:00
2e4fc0d230 Optimize OrganizeTroopsCommandSelector for better responsiveness (#4716)
* Optimize OrganizeTroopsCommandSelector for better responsiveness

Performance improvements:
- Remove redundant Update() calls in PlusClickedImpl methods - the caller
  (UpdateTable or MaxClickedImpl) calls Update() when needed
- Remove unused Update() call in MinusClicked (result was never used)
- Cache extraTroops counts by type to avoid repeated LINQ queries on each
  battalion row
- Fix somethingChanged check to inspect fields directly instead of calling
  expensive Update() method inside Exists()
- Remove duplicate maxAllButton.SetActive(false) call

These changes reduce the number of object allocations and iterations
performed on each button click, improving UI responsiveness.

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

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

* Use array instead of Dictionary for extraTroopsByType

Since BattalionTypeId is an enum with sequential values, an array
provides O(1) access without hashing overhead. The array size is
determined dynamically from Enum.GetValues to support future
battalion types.

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

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

* Reuse table rows instead of destroying/recreating them

Instead of setting RowCount=0 (which destroys all rows) then adding
new rows, we now:
1. Calculate total rows needed
2. Set RowCount to target (adds/removes only as needed)
3. Update existing rows in place with ComponentAt<T>()

This avoids expensive GameObject destruction and instantiation
on every button click, significantly improving responsiveness
with 8+ battalions.

🤖 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>
2025-12-20 09:52:35 -08:00
a5b608d18a Switch to OkHttp for LLM streaming with read timeout support (#4713)
Java HttpClient lacks read timeout support for streaming connections.
If the server stops sending data without closing the connection, the
client waits forever. This is a known limitation with no workaround.

OkHttp supports read timeouts via `readTimeout()` on the client builder.
If no data is received for the configured timeout (60s by default), the
connection will timeout with an IOException, allowing proper error
handling and retry.

Changes:
- Add OkHttp and okhttp-sse dependencies to MODULE.bazel
- Create OkHttpSseListener to handle SSE events with CompletableFuture
- Convert ExternalTextGenerationCaller to use OkHttp instead of Java HttpClient
- Add toOkHttpRequest helper to convert Java HttpRequest to OkHttp Request

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

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-20 09:37:50 -08:00
e6519fef20 Add try-catch to LlmUpdateQueuingProxy consumer thread (#4712)
The consumer thread had no exception handling. If any exception was
thrown while processing LLM updates (e.g., game not found, null pointer),
the thread would die and ALL future LLM streaming updates would queue
but never be processed - causing every incomplete text to stall.

Now exceptions are caught, logged with the affected update IDs, and the
consumer continues processing. This prevents a single bad update from
killing the entire LLM processing pipeline.

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

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-20 09:24:22 -08:00
94d49e61d7 Fix Shardok resync flag cleared before updates received (#4715)
* Fix Shardok resync flag cleared before updates received

The resync flag was being cleared immediately after subscription
acknowledgment, but BEFORE the Shardok updates actually arrived.
If the connection dropped between acknowledgment and update delivery,
the flag would already be cleared, so the next reconnect wouldn't
request a resync, leaving the client with stale Shardok state.

The fix removes the premature flag clearing - flags are now only
cleared in EagleGameModel.HandleOneGameUpdate after updates are
actually received.

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

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

* Optimize MainQueue: skip Stopwatch when queue is empty

Added a fast path to avoid Stopwatch creation when the action queue
is empty, reducing per-frame overhead during normal gameplay. Also
removed unused actionsProcessed variable.

🤖 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>
2025-12-20 09:23:46 -08:00
f3e2873f34 Fix stalled incomplete texts not being retried (#4710)
When incomplete texts can't resume due to unsatisfied dependencies
(e.g., the prompt generator needs another text that's also incomplete),
they would get stuck forever. The code detected stalled texts and
logged a warning, but never actually fixed them.

Now, stalled incomplete texts (waiting > 3 minutes) that return
LlmResolverDependencyNotSatisfied are moved back to unrequested state.
This breaks dependency cycles and allows the system to recover by
regenerating prompts with fresh dependency resolution.

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

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-19 21:28:47 -08:00
c74ddb8983 Convert PerformProvinceMoveResolutionAction to use Scala types (#4707)
* Convert PerformProvinceMoveResolutionAction to use Scala types

- Extend ProtolessRandomSequentialResultsAction instead of TRandomSequentialResultsAction
- Accept ActionResultApplier as constructor parameter
- Use RandomStateSequencer for state tracking with Scala types
- Remove proto conversions (GameStateConverter, ArmyConverter, etc.)
- Update RoundPhaseAdvancer to pass applier to constructor
- Remove unused ActionResultTApplierImpl from RoundPhaseAdvancer

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

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

* Update test to assert on ActionResultT directly

Remove proto conversion from test - now tests ActionResultC/ChangedProvinceC
directly instead of converting to proto format.

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

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

* Use Scala types for test game state instead of proto

Remove all proto dependencies from test - now uses:
- GameState (Scala case class)
- FactionC, HeroC, ProvinceC (Scala concrete types)
- MovingArmy, Army, CombatUnit, Supplies (Scala types)
- RoundPhase, ProvinceOrderType, Date (Scala enums/types)

🤖 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>
2025-12-19 19:39:42 -08:00
c05e5f7f37 Use time-based limit for MainQueue processing (#4709)
Instead of a fixed 10 actions per frame, process actions for up to 8ms
per frame. This allows much faster catch-up when there's a large backlog
while still leaving time for rendering within the 16ms frame budget.

Also increased the logging threshold from 10 to 100 to reduce log noise.

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

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-19 16:59:35 -08:00
9d3967c58d Fix NullReferenceException when clicking reserve unit (#4708)
RedrawCommandOverlays was called with null grid indices when selecting
a reserve unit, but MapCoordsToGridIndex was still called with the
resulting null mapMouseCoords.

Add null check before calling MapCoordsToGridIndex.

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

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-19 13:22:27 -08:00
07f27ea0ff Delete unused legacy classes from deproto migration (#4706)
Remove classes that are no longer used after the protoless migration:
- Command.scala - legacy base trait for proto-based commands
- RandomSingleResultCommand.scala - no subclasses remaining
- SimpleActionWrapper.scala - replaced by protoless patterns
- DeterministicSequentialResultsAction.scala - no subclasses remaining
- RandomStateProtoSequencer.scala - replaced by RandomStateSequencer

Also removes Command from CommandFactory's makeCommandInternal return type.

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2025-12-19 11:54:47 -08:00
b73d834fab Delete LegacyRandomStateTSequencer and migrate ProtolessSequentialResultsActionWrapper (#4705)
* Delete LegacyRandomStateTSequencer and migrate ProtolessSequentialResultsActionWrapper

- Migrate ProtolessSequentialResultsActionWrapper to use protoless RandomStateSequencer
- Delete LegacyRandomStateTSequencer.scala (no longer used)
- Remove legacy_random_state_trait_sequencer target from BUILD.bazel
- Clean up unnecessary proto dependencies

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* Migrate postCommand to protoless flow and delete wrapper classes

- Add withTCommand and protoless action methods to RandomStateSequencer
- Migrate EngineImpl.postCommand to use protoless RandomStateSequencer
- Delete CommandFactory.makeCommand (no longer used)
- Delete ProtolessSequentialResultsActionWrapper (no longer used)
- Delete ProtolessSimpleActionWrapper (no longer used)
- Delete ProtolessRandomSimpleActionWrapper (no longer used)

The postCommand flow now uses:
1. RandomStateSequencer (protoless) instead of RandomStateProtoSequencer
2. makeTCommand instead of makeCommand
3. withTCommand to execute commands without proto wrapping
4. appliedResultsScala to process results

Proto conversion now only happens at the very end via appliedResultsScala.

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---------

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-19 11:37:10 -08:00
deecd5a9ca Migrate EngineImpl.recursiveTransformT to protoless RandomStateSequencer (#4704)
* Migrate EngineImpl.recursiveTransformT to use protoless RandomStateSequencer

This removes the proto conversion roundtrip in recursiveTransformT by using
the new RandomStateSequencer which works with Scala GameState throughout.

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* Update DEPROTO_PLAN.md with EngineImpl.recursiveTransformT migration

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---------

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-19 10:36:07 -08:00
314ff83d24 Migrate EndDiplomacyResolutionPhaseAction and PerformUnaffiliatedHeroesAction to protoless RandomStateSequencer (#4702)
* Migrate EndDiplomacyResolutionPhaseAction to protoless RandomStateSequencer

- Use ActionResultApplier instead of ActionResultTApplier
- Use RandomStateSequencer instead of LegacyRandomStateTSequencer
- All helper methods now accept GameState instead of GameStateProto
- Removed all proto converter calls
- Updated test to use ActionResultApplierImpl and provide a date

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* Convert PerformUnaffiliatedHeroesAction to use protoless RandomStateSequencer

- Migrated from LegacyRandomStateTSequencer to RandomStateSequencer
- Changed from ActionResultTApplier to ActionResultApplier
- Updated RoundPhaseAdvancer to pass actionResultApplier
- Updated test to call .results() directly and convert to proto (matching other migrated action tests)
- Updated DEPROTO_PLAN.md to mark action as migrated

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* Update PerformUnaffiliatedHeroesActionTest to use Scala types directly

- Use .results(SeededRandom(...)) instead of resultsOfExecute()
- Assert on ActionResultT types (HeroChangedResultType, ChangedHeroC, ChangedProvinceC)
- Use inside() pattern for safe type matching instead of asInstanceOf
- Add Scala testing patterns guidance to CLAUDE.md

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* Refactor PerformUnaffiliatedHeroesActionTest to use Scala GameState directly

Instead of constructing proto GameState and converting to Scala,
the test now creates Scala GameState directly with all required fields.

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---------

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-19 09:57:23 -08:00
9adfd84498 Fix flash of stale text when streaming text panel appears (#4703)
When TextId was set but the text entry hadn't arrived yet, the
TMP_Text component still displayed whatever was previously there.
This caused a brief flash of old text before the new streaming
text started appearing.

Now UpdateView() is called immediately when TextId changes,
clearing any stale content even if the new text hasn't arrived yet.

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2025-12-19 07:34:49 -08:00
63901e24e5 Add timeout detection for stalled LLM text generation (#4701)
Add tracking and detection for incomplete texts that have been waiting
for LLM responses for longer than 3 minutes:

- Add `requestedAtMillis` field to `IncompleteClientText` to track when
  the LLM request was submitted
- Add `requested_at_millis` field to proto message for persistence
- Add `stalledIncompleteTexts` method to `ClientTextStore` to find texts
  that have exceeded the threshold
- Log warnings in `clientTextStoreWithHandledIncompleteTexts` when
  stalled texts are detected, showing text ID, wait time, and partial
  content

This helps diagnose issues where LLM responses are not being received
or processed properly.

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2025-12-18 19:17:54 -08:00
a4a128fe34 Fix incomplete text resumption when too many requests in flight (#4700)
When clientTextStoreWithHandledIncompleteTexts is called at startup to
resume incomplete texts, if LlmResolverTooManyRequestsInFlight is
returned for any text, those texts were silently dropped and never
retried. This happened because:
1. They stayed in "incomplete" state (not picked up by unrequested handler)
2. The method only runs once at startup
3. No callback would ever come since the LLM was never called

Fix: Move texts that couldn't be submitted back to unrequested state
so they get retried via the normal handler loop.

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2025-12-18 18:44:21 -08:00
9cee497886 Migrate EndBattleAftermathPhaseAction to protoless RandomStateSequencer (#4699)
* Migrate EndBattleAftermathPhaseAction to protoless RandomStateSequencer

- Replace LegacyRandomStateTSequencer with RandomStateSequencer
- Convert deferredChangeAR to use Scala DeferredChangeT types instead of proto
- Update allDeferredChanges and convertToUnaffiliated to take Scala GameState
- Replace ActionResultTApplier with ActionResultApplier
- Keep lazy proto conversion for ProvinceViewFilter calls in revelationChange
- Remove unused proto converter imports and dependencies
- Update tests to use ActionResultApplierImpl and Scala GameState

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* Update DEPROTO_PLAN with migration progress and ProvinceView needs

- Add NewRoundAction and EndBattleAftermathPhaseAction to completed migrations
- Add EndDiplomacyResolutionPhaseAction and PerformUnaffiliatedHeroesAction as pending
- Add View Filters section documenting ProvinceViewFilter blocking full deproto
- Document need for Scala ProvinceViewT model
- Update Open Questions about view generation

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---------

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-18 17:31:33 -08:00
42294da2f6 Migrate NewRoundAction to protoless RandomStateSequencer (#4698)
* Migrate EndPlayerCommandsPhaseAction to protoless RandomStateSequencer

- Use Scala DeferredChangeT types instead of proto DeferredChange
- Accept ActionResultApplier instead of ActionResultTApplier
- Use RandomStateSequencer which passes Scala GameState to callbacks
- Update test to use ActionResultApplierImpl

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* Migrate NewRoundAction to protoless RandomStateSequencer

- Changed NewRoundAction to extend ProtolessRandomSequentialResultsAction
- Added actionResultApplier parameter to NewRoundAction constructor
- Updated RoundPhaseAdvancer to pass actionResultApplier to NewRoundAction
- Updated test to use new API with helper to convert results to proto for assertions

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* Replace isInstanceOf with pattern matching in EndPlayerCommandsPhaseAction

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---------

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-18 16:59:38 -08:00
75a129fb4c Fix ChronicleCanvasController crash and start at last entry (#4697)
OnEnable() calls AddListener() which calls TextId(), and SetUp() accesses
CurrentEntry - both throw IndexOutOfRangeException when _entries is empty.

Add guards to return early/null when there are no entries.

Also fix the logic for jumping to the last entry - previously it only
checked if gameObject was inactive, but now that OnEnable doesn't crash,
the object is active before entries are populated. Check if entries were
previously empty as well.

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-18 06:44:49 -08:00
71a1858168 Switch AI algorithm from MCTS to Iterative Deepening (#4695)
Revert to using the proven iterative deepening AI algorithm instead of
MCTS for tactical combat decisions.

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2025-12-18 06:28:07 -08:00
52f0cbe180 Migrate EndVassalCommandsPhaseAction and PerformReconResolutionAction to protoless RandomStateSequencer (#4696)
* Migrate EndVassalCommandsPhaseAction to protoless RandomStateSequencer

- Change from TRandomSequentialResultsAction to ProtolessRandomSequentialResultsAction
- Use ActionResultApplier instead of ActionResultTApplier
- Use RandomStateSequencer instead of LegacyRandomStateTSequencer
- Update RoundPhaseAdvancer to pass ActionResultApplier directly
- Add BattalionTypeConverter for proto conversion of battalionTypes parameter

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

* Migrate PerformReconResolutionAction to protoless RandomStateSequencer

- Change from TRandomSequentialResultsAction to ProtolessRandomSequentialResultsAction
- Use ActionResultApplier instead of ActionResultTApplier
- Use RandomStateSequencer instead of LegacyRandomStateTSequencer
- Convert from proto IncomingEndTurnAction to Scala IncomingEndTurnAction
- Update RoundPhaseAdvancer to pass ActionResultApplier directly
- Keep lazy proto GameState conversion only for ProvinceViewFilter.filteredProvinceView
- Update test to use ActionResultApplierImpl and Scala types

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---------

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-17 22:28:49 -08:00
31dc53cc9e Remove spurious warning when Shardok update arrives after battle end (#4694)
The warning was logged when a Shardok update arrived for a battle that
Eagle had already removed via RemovedBattleIds. This is expected behavior
and handled correctly - the UI shows "Back to Eagle" via MarkBattleEnded().

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2025-12-17 21:37:14 -08:00
2a0654f884 Migrate PerformVassalCommandsPhaseAction and PerformVassalDefenseDecisionsAction to protoless RandomStateSequencer (#4692)
- Change both actions to use RandomStateSequencer instead of LegacyRandomStateTSequencer
- Use ActionResultApplier instead of ActionResultTApplier
- Use TCommandFactory instead of CommandFactory
- Use Scala ProvinceUtils instead of LegacyProvinceUtils
- Update RoundPhaseAdvancer callers to use new parameter names
- Update PerformVassalCommandsPhaseActionTest to use new types and chooseCommand signature
- Update BUILD.bazel dependencies for both actions and test
- Mark both actions as migrated in DEPROTO_PLAN.md

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-17 21:35:25 -08:00
1dd6eabc15 Fix HexMesh null reference when Update runs before SetUp (#4693)
Add null check in Triangulate() to guard against HexGrid.Update()
calling overlayMesh.Triangulate() before SetUp() has initialized
the hexMesh field.

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-17 21:30:02 -08:00
fcdc7d80b8 Fix notification duplication in EndPlayerCommandsPhaseAction (#4690)
EndPlayerCommandsPhaseAction was using gameStateProto.deferredNotifications
(the initial state) instead of gs.deferredNotifications (the current state
from the sequencer). This caused notifications to not be properly removed
and accumulate across phases.

This is the same bug that was fixed in EndVassalCommandsPhaseAction in PR #4686.

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-17 20:59:55 -08:00
54db688c4e Fix: Dismiss All button now skips pending queued notifications (#4691)
When reconnecting after being backgrounded, many AddNote calls queue up
in MainQueue. If the user clicked Dismiss All, it would clear the current
notes but the queued AddNote calls would immediately add more.

Fix: Use a generation counter that increments on Dismiss All. Pending
AddNote calls capture the generation when enqueued and skip if it changed.

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-17 20:59:23 -08:00
792c4f2b53 Server sends ServerGameStatus in ActionResultResponse (#4657)
* Server sends ServerGameStatus in ActionResultResponse

Include server-reported game status in every ActionResultResponse:
- YOUR_TURN: when availableCommands is present with commands
- WAITING_FOR_PLAYERS: when no commands available

This allows the client to display accurate server state rather than
inferring it from local data. Detecting mismatches between server
status and client state can reveal desync issues.

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* Report YOUR_TURN or WAITING_FOR_PLAYERS status

Change from previous approach: now always report a status instead of
returning None when no commands. This gives the client useful information:
- YOUR_TURN when player has commands available
- WAITING_FOR_PLAYERS when player doesn't have commands

GENERATING_TEXT would require threading clientTextStore access through
to HumanPlayerClientConnectionState, which is a larger refactoring.
For now, WAITING_FOR_PLAYERS covers the common case.

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

* Calculate ServerGameStatus properly based on actual game state

GameController now calculates status based on what we actually know:
- YOUR_TURN: when this player has commands available
- GENERATING_TEXT: when there are incomplete LLM texts for this player
- WAITING_FOR_PLAYERS: when other human players have commands
- None: when we don't know (e.g., waiting for AI or battle resolution)

This is more accurate than always returning WAITING_FOR_PLAYERS when
the player has no commands.

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

* Add mock expectation for incompleteTexts in GameControllerTest

The test was failing because humanClientsAfterPostingResults now calls
clientTextStore.incompleteTexts to check for in-progress LLM text generation.

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---------

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-17 20:28:37 -08:00
5aad32f5d9 Fix Shardok sync mismatch: update counts on gRPC thread (#4689)
Same fix as Eagle counts - track Shardok result counts in a thread-safe
dictionary updated immediately on the gRPC thread before enqueueing to
MainQueue. This ensures heartbeats report accurate counts even when
MainQueue is blocked (e.g., Unity backgrounded).

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-17 20:21:40 -08:00
78a833c086 Adjust Shardok hex grid layout (#4688)
Move hex grid to accommodate wider right sidebar.

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-17 20:09:26 -08:00
f7c382446e Fix: Auto-return to Eagle when battle ends while backgrounded (#4687)
When Unity is backgrounded and a Shardok battle ends, there's a race
condition where the Eagle update (removing the battle from ShardokBattles)
may arrive before the Shardok Victory update. This caused the user to be
stuck on the Shardok canvas with no "Back to Eagle" button.

Fix: When processing RemovedBattleIds, check if there's an active
ShardokGameModel and call MarkBattleEnded() to trigger the controller's
return-to-Eagle logic.

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-17 19:28:04 -08:00
a380eca47e Fix: Use current game state for deferred notifications in end-phase actions (#4686)
EndHandleRiotsPhaseAction and EndVassalCommandsPhaseAction were using
the initial gameState's deferredNotifications instead of the current
state from the sequencer. This bug was introduced in PR #2679 (May 2023).

While this was a latent bug, it could cause issues if notifications were
added/removed during sequencer operations before the end-phase result.

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2025-12-17 19:10:09 -08:00
90f239c696 Migrate EndHandleRiotsPhaseAction to protoless RandomStateSequencer (#4684)
* Migrate EndHandleRiotsPhaseAction to protoless RandomStateSequencer

- Use RandomStateSequencer instead of LegacyRandomStateTSequencer
- Use ActionResultApplier instead of ActionResultTApplier
- Use ProvinceUtils.hasImminentRiot instead of LegacyProvinceUtils
- Match on TCommand cases to execute commands properly
- Update test to include rulingFactionHeroIds and hero in game state
- Update DEPROTO_PLAN.md with migration progress

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* Extract TCommandFactory trait for lightweight mocking

- Create TCommandFactory trait with just makeTCommand method
- CommandFactory now extends TCommandFactory
- EndHandleRiotsPhaseAction accepts TCommandFactory instead of CommandFactory
- Test mocks TCommandFactory to avoid pulling in 40+ command dependencies
- Update DEPROTO_PLAN.md with migration progress

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

* Fix: Use current game state for deferred notifications

Was using initial gameState instead of current gs from sequencer,
causing deferred notifications to not be properly tracked.

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---------

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-17 19:05:40 -08:00
be393a4cdd Fix: applyNewNotifications should only add deferred notifications (#4685)
The Scala ActionResultApplierImpl.applyNewNotifications was incorrectly
adding ALL notifications to deferredNotifications, including ones with
deferred=false. This caused notifications to be delivered repeatedly.

The proto path handled this correctly by checking the deferred flag and
routing non-deferred notifications to notificationsToDeliver instead.

This regression was introduced in PR #4661 when ActionResultApplierImpl
was created, and became visible when actions started using the protoless
RandomStateSequencer.

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-17 17:54:09 -08:00
9e97f71bb9 Add hasImminentRiot to ProvinceUtils (#4683)
This function was missing from ProvinceUtils but present in
LegacyProvinceUtils. Adding it enables EndHandleRiotsPhaseAction
to be migrated away from proto dependencies.

Also updates DEPROTO_PLAN.md to document LegacyProvinceUtils
migration progress.

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-17 15:34:19 -08:00
113d54b936 Migrate TruceTurnBackPhaseAction to protoless RandomStateSequencer (#4680)
- Change base class from TRandomSequentialResultsAction to ProtolessRandomSequentialResultsAction
- Change constructor parameter from ActionResultTApplier to ActionResultApplier
- Use RandomStateSequencer instead of LegacyRandomStateTSequencer
- Update RoundPhaseAdvancer call site to pass ActionResultApplier
- Rewrite test to use pure Scala types (ProvinceC, FactionC, GameState) instead of proto types

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-17 15:08:48 -08:00
5d6c2fef90 Fix Xcode version caching in bazel builds (#4678)
Add DEVELOPER_DIR repo_env to .bazelrc so bazel always uses the current
Xcode installation rather than caching the version. This avoids the need
for `bazel clean --expunge` after Xcode updates.

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Co-authored-by: Claude <noreply@anthropic.com>
2025-12-17 15:07:24 -08:00
5e2e7a454c Introduce protoless RandomStateSequencer, rename old to Legacy (#4679)
- Rename RandomStateTSequencer to LegacyRandomStateTSequencer
- Create new fully protoless RandomStateSequencer in its own package
- Update all 13 action usages to import LegacyRandomStateTSequencer
- The new sequencer uses Scala GameState throughout (no proto conversions)

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-17 13:31:42 -08:00
914141aed1 Convert RoundPhaseAdvancer to accept Scala GameState instead of proto (#4677)
* Convert RoundPhaseAdvancer to accept Scala GameState instead of proto

This eliminates unnecessary proto conversions since EngineImpl already has
Scala GameState. Previously it converted to proto just to call
checkForPhaseAdvancement, and inside that method most actions immediately
converted back to Scala.

Changes:
- RoundPhaseAdvancer.checkForPhaseAdvancement now takes Scala GameState and
  ActionResultApplier (returns ActionResultWithResultingState)
- Added lazy proto conversion only for AvailableCommandsFactory calls
- Updated match cases to use Scala RoundPhase values (NewRound, etc.)
- Added EngineImpl.appliedResultsScala and recursiveTransformScala helpers
- Added GameHistory.withNewResultsScala default method

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

* Use Scala RoundPhase instead of proto for timing map

- Added RoundPhase.allValues to enumerate all round phases
- Removed RoundPhaseProto import from RoundPhaseAdvancer
- Updated times map to use Scala RoundPhase

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* Delete recursiveTransform, have recursiveTransformT use RandomStateTSequencer

- recursiveTransform was only called by recursiveTransformT
- recursiveTransformT now uses recursiveTransformScala with RandomStateTSequencer
- Converts ActionResultTWithResultingState (proto GameState) to
  ActionResultWithResultingState (Scala GameState) at the boundary

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---------

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-17 12:01:53 -08:00
2ae235e933 Convert EndDiplomacyResolutionPhaseAction to use Scala types (#4675)
- Accept Scala GameState in constructor instead of proto
- Use RandomStateTSequencer.apply() which takes Scala GameState
- Update helper methods to use GameStateProto type alias for clarity
- Update test to construct Scala GameState directly
- Update DEPROTO_PLAN.md with Phase 5c progress and sequencer migration plan

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-17 07:28:13 -08:00
14d83def79 Convert EndPlayerCommandsPhaseAction to use Scala types (#4674)
- Change action to accept Scala GameState, convert to proto internally
- Update internal methods to use GameStateProto explicitly
- Add game_state_converter dependency to BUILD files
- Update tests to use GameStateConverter.fromProto and randomResults

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-17 07:11:52 -08:00
170e998324 Convert RequestFreeForAllBattlesAction to use Scala types (#4673)
Changes:
- Rewrote RequestFreeForAllBattlesAction to take Scala GameState
- Extends ProtolessSequentialResultsAction instead of DeterministicSequentialResultsAction
- Uses Scala types: ShardokBattle, ShardokPlayer, HostileArmyGroup, BattleType, VictoryCondition
- Uses BattalionUtils instead of LegacyBattalionUtils for food calculation
- Updated RoundPhaseAdvancer to use the protoless action

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-17 06:45:52 -08:00
0dcdac1719 Convert PerformHeroDeparturesAction to use Scala types (#4672)
* Convert PerformHeroDeparturesAction to use Scala types

Changes:
- Rewrote PerformHeroDeparturesAction to take Scala GameState and return ActionResultT
- Added effectiveLoyalty method to HeroUtils (Scala version)
- Added afterHeroDeparture method to ProvinceUtils
- Updated RoundPhaseAdvancer to use the protoless action
- Rewrote tests to use pure Scala types

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* Use inside() pattern instead of asInstanceOf in tests

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---------

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-17 06:41:00 -08:00
164933dbdd Convert PerformForcedTurnBackAction to use Scala types (#4671)
- Change action to take Scala GameState instead of proto
- Implement ProtolessSequentialResultsAction trait
- Update internal logic to use Scala model types (Army, MovingArmy, MovingSupplies, etc.)
- Rewrite tests to use pure Scala model objects
- RoundPhaseAdvancer converts to/from proto at the boundary

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-17 06:27:53 -08:00
bf4db493ab Convert PrisonerExchangeAction to use Scala types (#4670)
- Replace proto GameState with Scala GameState
- Replace proto ActionResult with ActionResultT/ActionResultC
- Replace proto ChangedHero/ChangedProvince with Scala versions
- Use NotificationDetails.PrisonerExchange for notifications
- Implement ProtolessSequentialResultsAction trait
- Rewrite test to use pure Scala model objects

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-16 21:59:58 -08:00
89cabe9d17 Include client and server counts in heartbeat sync mismatch logs (#4664)
The previous log only showed whether eagle/shardok were in sync (true/false).
Now it shows the actual counts from both client and server, making it easier
to diagnose the cause of sync mismatches.

Example output:
[HEARTBEAT] Detected sync mismatches for user: game 123: eagle: client=50 server=52

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-16 17:17:26 -08:00
dde7a58b44 Convert HeroBackstoryUpdateActionGenerator to use Scala types internally (#4669)
- Add `apply(gameState: GameState)` method as the preferred entry point
- Use FactionUtils.alliedFactions instead of LegacyFactionUtils
- Thread Scala GameState through the generator
- Maintain fromGameState(GameStateProto) for backwards compatibility

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-16 17:16:45 -08:00
486e99a02d Convert TruceTurnBackPhaseAction to use Scala types internally (#4668)
- Replace LegacyFactionUtils.hasTruceOrAlliance with FactionUtils.hasTruceOrAlliance
- Use Scala FactionT and ProvinceT instead of proto types
- Remove GameStateConverter.toProto() call (was converting Scala to proto unnecessarily)
- Update BUILD.bazel deps: remove legacy_faction_utils and proto_converters/game_state,
  add faction_utils and state/faction

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2025-12-16 16:37:56 -08:00
2982927200 Convert three more actions to take Scala GameState (#4667)
* Convert three more actions to take Scala GameState

- EndFreeForAllDecisionPhaseAction: now takes Scala GameState directly
- EndBattleRequestPhaseAction: renamed fromProtoState to apply, takes Scala GameState
- EndDefenseDecisionPhaseAction: renamed fromProtoState to apply, takes Scala GameState

Updated RoundPhaseAdvancer callers to use GameStateConverter.fromProto().

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

* Document Scala 3 compiler crash blocker for EndPleaseRecruitMePhaseAction

When attempting to convert EndPleaseRecruitMePhaseAction to take Scala GameState,
the Scala 3.7.2 compiler crashes during the lambdaLift phase.

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

* Convert EndPleaseRecruitMePhaseAction to Scala GameState and fix test

- Convert EndPleaseRecruitMePhaseAction to take Scala GameState directly
- Rewrite EndDefenseDecisionPhaseActionTest to use pure Scala model objects
  (instead of creating proto GameState and converting)
- Fix test to expect correct phase transition (TruceTurnBack, not BattleRequest)
- Update BUILD.bazel deps for both action and test

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* Update DEPROTO_PLAN.md - mark EndPleaseRecruitMePhaseAction complete

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---------

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-16 16:30:09 -08:00
0551453536 Convert EndBattleAftermathPhaseAction to take Scala GameState (#4666)
- Update EndBattleAftermathPhaseAction case class to take Scala GameState
- Add private gameStateProto field for internal proto conversion
- Rename companion object method parameters to clarify proto vs Scala types
- Update RoundPhaseAdvancer caller to convert proto to Scala
- Update tests to use GameStateConverter.fromProto()

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-16 14:28:10 -08:00
ce357c612e Phase 6 deproto: Migrate LegacyUnaffiliatedHeroUtils callers and delete (#4665)
* Migrate callers from LegacyUnaffiliatedHeroUtils to UnaffiliatedHeroUtils

This is Phase 6 of the deproto migration, cleaning up legacy utility files.

Changes:
- Add willPleaseRecruitMe convenience method to UnaffiliatedHeroUtils
- Add updatedForQuest and maybeUpdatedForQuest methods to UnaffiliatedHeroUtils
- Convert EndBattleAftermathPhaseAction to use Scala types
- Convert UnaffiliatedHeroMovedAction to use Scala types
- Convert AvailablePleaseRecruitMeCommandFactory to use Scala types
- Delete LegacyUnaffiliatedHeroUtils (no more callers)
- Update test fixtures to include required roundPhase/currentPhase
- Update BUILD.bazel visibility and deps

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

* Simplify AvailablePleaseRecruitMeCommandFactory to avoid dual GameState params

Remove the pattern of passing both proto and Scala GameState to internal
methods. Now forOneProvince takes only proto GameState and converts to
Scala internally where needed for willPleaseRecruitMe.

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

* Convert AvailablePleaseRecruitMeCommandFactory to use Scala GameState

Changed the factory to accept Scala GameState instead of proto GameState,
moving toward the deproto goal. The conversion flow is now:
- Caller passes Scala GameState
- Factory works with Scala types directly
- Only converts to proto for ExpandedUnaffiliatedHeroUtils (still proto-based)

Updated:
- AvailablePleaseRecruitMeCommandFactory to take Scala types
- AvailableCommandsFactory to convert proto->Scala before calling
- Test to pass Scala GameState
- BUILD.bazel files with required deps and visibility

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

---------

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-16 13:35:36 -08:00
f9e69b6f75 Change ActionResultTApplierImpl to use Scala-based ActionResultApplierImpl (#4662)
* Make validator optional in ActionResultApplierImpl with type class generics

- Change ActionResultApplierImpl to take Option[ScalaValidator]
- Use Scala 3 type classes (Validatable, ValidatableWithGameState) for generic validation
- Single generic validate[T] method handles HeroT, GameState, ActionResultT
- Single generic validate[T](value, gs) method handles BattalionT with GameState context
- Update ActionResultTApplierImpl to wrap validator in Some()

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

* Fix ProtolessSequentialResultsActionWrapper to use ScalaRuntimeValidator

- Update to use ActionResultTApplierImpl with ScalaRuntimeValidator
- Export action_result_applier from action_result_trait_applier_impl
- Remove unused ActionResultApplierImpl import

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

* Fix test failures after ActionResultTApplierImpl changes

- Create TestingNoopScalaValidator for tests that don't need real validation
- Update tests to use TestingNoopScalaValidator instead of ScalaRuntimeValidator
- Add currentPhase to test GameState objects to fix proto-to-Scala conversion
- Add valid date fields to BackstoryVersion in test data
- Update BUILD.bazel files with correct dependencies
- Export game_state from action_result_trait_applier_impl

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

* Use no-validation applier in TRandomSequentialResultsAction for tests

- Change TRandomSequentialResultsAction.execute() to use ActionResultTApplierImpl()
  instead of ActionResultTApplierImpl(ScalaRuntimeValidator) to avoid validation
  errors on synthetic test data
- Add apply() factory method to ActionResultTApplierImpl that creates an applier
  with no validation (Option[ScalaValidator] = None)
- Export scala_validator from action_result_trait_applier_impl so the type is
  visible to dependents
- Update test files to use ActionResultTApplierImpl() instead of
  ActionResultTApplierImpl(TestingNoopScalaValidator)

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

* Remove unused TestingNoopScalaValidator

Use None instead of TestingNoopScalaValidator for tests that don't need validation.

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

* Add required date field to BackstoryVersion in test

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

---------

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-16 10:00:34 -08:00
f43e914720 Add ScalaValidator and use in ActionResultApplierImpl (#4663)
* Add ScalaValidator and use in ActionResultApplierImpl

Introduce a Scala-native validation interface (ScalaValidator) and its
implementation (ScalaRuntimeValidator) for validating game state during
action result application.

Changes:
- Add ScalaValidator trait with methods to validate heroes, battalions,
  provinces, and action results using Scala types
- Add ScalaRuntimeValidator implementing validation logic
- Update ActionResultApplierImpl to accept an optional ScalaValidator
- Add visibility rules for validations package to access required types
- Add ScalaRuntimeValidatorTest

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

* Remove stale testing_noop_scala_validator target

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

* Fix ActionResultApplierImplTest to pass None for validator

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

---------

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-16 07:02:18 -08:00
6c50c0da24 Add ActionResultApplier for direct Scala GameState manipulation (#4661)
* Add ActionResultApplier for direct Scala GameState manipulation

Phase 6 of deproto migration: Create ActionResultApplier infrastructure
that applies ActionResultT directly to Scala GameState without proto
conversion.

New components:
- ActionResultApplier trait - interface for applying action results
- ActionResultApplierImpl - implementation using extension methods
- GameState extension methods split across multiple files:
  - GameStateProvinceExtensions - province operations
  - GameStateBattalionExtensions - battalion operations
  - GameStateHeroExtensions - hero operations
  - GameStateFactionExtensions - faction operations
  - GameStateBattleExtensions - battle operations
  - GameStateMiscExtensions - notifications, seed, chronicle, etc.
  - GameStateExtensions - aggregator that re-exports all extensions
- ProvinceUpdateHelpers/2 - complex province update logic

Note: ActionResultProtoApplier is still used throughout the codebase
(EngineImpl, RoundPhaseAdvancer, Actions, Commands). This new applier
is infrastructure for future migration when we switch to Scala GameState.

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

* Add ActionResultApplierImplTest for Scala GameState ActionResultApplier

Adds comprehensive test coverage for ActionResultApplierImpl that matches
the proto-based ActionResultProtoApplierImplTest:

- Basic state updates (round id, phase, date, seed, game ended, victor)
- Battalion operations (changed, zero size/destroy, new, removed)
- Hero operations (vigor delta/absolute, new, removed, stat deltas, XP)
- Faction operations (new, changed head, trust levels, removed, outgoing offers)
- Battle operations (new battle)
- XP for stat bump calculations
- Multiple results in sequence

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

---------

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-14 06:35:58 -08:00
d265b76607 Client displays server-reported game status (#4658)
Update client to use ServerGameStatus from ActionResultResponse:
- IGameStateProvider now has ServerStatus instead of inferring state
- GameModelUpdater stores ServerStatus when receiving ActionResultResponse
- ConnectionStatusUI displays server-reported status:
  - YOUR_TURN -> "Your turn"
  - WAITING_FOR_PLAYERS -> "Waiting for other players"
  - GENERATING_TEXT -> "Generating..."
  - PROCESSING_ACTION -> "Processing..."

Client-side IsProcessingCommand still takes priority (for responsive
feedback when submitting commands, before server responds).

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-13 19:09:29 -08:00
09a51e4280 Update DEPROTO_PLAN: consolidate completed phases, focus on Phase 6 (#4660)
Completed phases (1-5b) are now summarized in a table. The plan now
focuses on Phase 6: migrating from ActionResultProto consumers to
ActionResultT consumers throughout the engine.

Key finding: No code directly produces ActionResultProto anymore - all
production goes through ActionResultProtoConverter.toProto() from
ActionResultT. The next step is eliminating internal consumption.

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-13 19:06:47 -08:00
5593effe69 Rate-limit MainQueue to prevent blocking when resuming from background (#4659)
* Rate-limit MainQueue to prevent blocking when resuming from background

When Unity is backgrounded during a Shardok game, the gRPC stream
continues receiving updates which queue up in MainQueue. Previously,
Update() would process all queued actions in a single frame, causing
the UI to freeze/spin when resuming.

This change limits processing to 10 actions per frame, spreading the
work across multiple frames and keeping the UI responsive. Also adds
logging when the queue has built up, to help diagnose similar issues.

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

* Fix duplicate updates when reconnecting while Unity is backgrounded

Root cause: When Unity is backgrounded, MainQueue.Update() doesn't run,
so ReceiveGameUpdate() never processes updates and _lastUnfilteredResultCount
never advances. When the connection times out and reconnects, it sends the
stale count, causing the server to re-send all the same updates. This
repeats with each reconnect, accumulating duplicates.

Fix: Call UpdateResultCounts() immediately on the gRPC thread when updates
arrive, BEFORE enqueueing to MainQueue. This ensures reconnects always use
accurate counts regardless of MainQueue state.

Also adds duplicate detection in Notification.Append() as a defense-in-depth
measure to prevent the same text from being appended multiple times.

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

* Implement UpdateResultCounts in CustomBattleHandler

CustomBattleHandler only handles Shardok updates, so the implementation
is a no-op.

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---------

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-13 19:04:09 -08:00
44c268de93 Convert PerformProvinceEventsAction to pure Scala types and delete RandomSequentialResultsAction (#4654)
* Convert PerformProvinceEventsAction to pure Scala types and delete RandomSequentialResultsAction

- Convert PerformProvinceEventsAction to use ProtolessRandomSequentialResultsAction
  with pure Scala types (zero proto dependencies in action logic)
- Add BeastUtils.beastInfosT for T-type BeastInfo access
- Update RoundPhaseAdvancer to pass both GameStateProto and applier to execute()
- Delete RandomSequentialResultsAction base class (no longer used)
- Update PerformProvinceEventsActionTest to use T-types with proper casting
- Move Actions and ActionResultT to "What's Done" in DEPROTO_PLAN.md

All 10 RandomSequentialResultsAction subclasses are now converted to T-type base classes.

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

* Remove proto BeastInfo from BeastUtils and update tests to use T-types

- BeastUtils.beastInfos now returns T-type BeastInfo (removed proto version)
- SuppressBeastsPromptGenerator updated to use T-type BeastInfo
- PerformProvinceEventsAction: replace isInstanceOf with pattern matching
- PerformProvinceEventsActionTest: construct T-type test data directly
  instead of proto data that gets converted

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

* Move province utility methods to ProvinceUtils

- Move effectiveEconomy and effectiveInfrastructure usage from local methods
  to existing ProvinceUtils implementations
- Add hasBlizzard, hasDrought, hasFlood, hasFestival, hasEpidemic, hasBeasts
  predicates to ProvinceUtils
- Remove duplicate local methods from PerformProvinceEventsAction

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

---------

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-13 18:57:28 -08:00
0a40acb84d Add ServerGameStatus proto for server-reported game state (#4656)
* Add game state to connection status indicator

When connected, the status indicator now shows game-specific state:
- "Generating..." - LLM text generation in progress (highest priority)
- "Processing..." - Command submitted, awaiting response (only if > 500ms)
- "Your turn" - Player has available commands
- "Waiting for other players" - No commands, waiting for opponents

Implementation:
- Add IGameStateProvider interface in ConnectionStatusUI.cs
- Implement interface in GameModelUpdater with:
  - HasAvailableCommands: check AvailableCommandsByProvince and CommandToken
  - IsStreamingTextInProgress: check ClientTextProvider for incomplete entries
  - IsProcessingCommand: track command submission time (500ms delay to avoid flash)
- Wire up in EagleGameController when entering/leaving game

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

* Add ServerGameStatus proto for server-reported game state

Add ServerGameStatus message to ActionResultResponse:
- YOUR_TURN: Player has commands available
- WAITING_FOR_PLAYERS: Waiting for other player(s) to act
- GENERATING_TEXT: LLM text generation in progress
- PROCESSING_ACTION: Server is processing an action

Includes waiting_for_faction_ids and generating_llm_id for additional context.

This allows the client to display accurate server state rather than
inferring it from local data, which enables detecting desync issues.

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---------

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-13 16:27:59 -08:00
9603b497d2 Server verifies sync status in heartbeat and reports mismatches (#4652)
- handleHeartbeat now checks client's reported counts against server's
- Compares Eagle unfiltered_result_count and Shardok filtered counts
- Returns GameSyncResult/ShardokSyncResult only for mismatched games
- Logs detected mismatches for debugging

Backwards compatible: old client sends HeartbeatRequest without
GameSyncStatuses, server handles empty list (no sync checks).

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-13 09:04:58 -08:00
0551dd0f13 Convert vassal command Actions to use T-type commands via TCommand sealed trait (#4636)
* Convert remaining RandomSequentialResultsAction subclasses to TRandomSequentialResultsAction

- Convert EndHandleRiotsPhaseAction to TRandomSequentialResultsAction
- Convert PerformVassalCommandsPhaseAction to TRandomSequentialResultsAction
- Convert PerformVassalDefenseDecisionsAction to TRandomSequentialResultsAction
- Add withRandomAction and withOptionalRandomAction to RandomStateTSequencer
- Create ActionResultProtoWrapper to wrap proto ActionResult as ActionResultT
- Update VigorXPApplier to skip proto-wrapped results
- Expose protoApplier on ActionResultTApplierImpl for sequencer access

This enables executing proto Actions from CommandFactory.makeCommand() within
the T-based sequencer by wrapping results in ActionResultProtoWrapper.

9/10 RandomSequentialResultsAction subclasses now converted. Only
PerformProvinceEventsAction remains (heavily proto-based internally).

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

* Convert vassal command Actions to use T-type commands via TCommand sealed trait

- Create TCommand sealed trait unifying Simple, RandomSimple, and Sequential T-type actions
- Add makeTCommand method to CommandFactory returning T-type actions directly
- Add withTCommand/withOptionalTCommand helpers to RandomStateTSequencer
- Convert PerformVassalCommandsPhaseAction, PerformVassalDefenseDecisionsAction,
  and EndHandleRiotsPhaseAction to use T-type commands
- Add executeProtolessAction helper in RoundPhaseAdvancer to bridge T-type actions
  with proto-based engine interface
- Delete ActionResultProtoWrapper (no longer needed after T-type conversion)
- Add exports to action_result_trait for interface types to support ScalaMock mocking

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

* Add VigorXPApplier.withVigorXp to test helper to match production behavior

Addresses Copilot review comment about test executeAction helper missing
vigor XP application that RoundPhaseAdvancer.executeProtolessAction does.

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

* Remove actionResultProtoApplier from TRandomSequentialResultsAction.randomResults

TRandomSequentialResultsAction subclasses should only use ActionResultTApplier,
not both appliers. The execute() method creates the T-type applier internally.

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

* Add execute method to ProtolessRandomSequentialResultsAction

Move the duplicate executeAction/executeProtolessAction helper code
into a proper execute() method on ProtolessRandomSequentialResultsAction.
This eliminates code duplication between tests and RoundPhaseAdvancer.

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

* Add troubleshooting guidance for Scala MissingType errors

Document that MissingType errors are BUILD.bazel dependency issues,
not compiler crashes. Also note to never run bazel clean without asking.

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

---------

Co-authored-by: Claude <noreply@anthropic.com>
2025-12-13 09:04:06 -08:00
45c4cf783d Client sends sync status in heartbeat and handles mismatch response (#4651)
Add heartbeat timer (10s interval) that sends HeartbeatRequest with:
- GameSyncStatus per subscribed game (unfiltered_result_count)
- ShardokSyncStatus per tactical battle (filtered_result_count)

Handle HeartbeatResponse with sync results:
- Log detailed mismatch information for debugging
- Trigger reconnect when server reports sync mismatch
- Reconnect will re-subscribe and server sends missing updates

Backwards compatible: old server ignores new request fields,
new client handles empty sync results (no reconnect triggered).

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-13 08:32:18 -08:00
72c52e0b0d Add sync verification fields to HeartbeatRequest/Response (#4650)
Extend heartbeat messages to support sync verification:

HeartbeatRequest now includes:
- GameSyncStatus per subscribed game with unfiltered_result_count
- ShardokSyncStatus per tactical battle with filtered_result_count

HeartbeatResponse now includes:
- GameSyncResult per game indicating if counts match
- ShardokSyncResult per battle with server's counts for comparison

This allows client to report its known action counts, and server to
detect desync and trigger resync if needed. Fields are optional so
this is backwards-compatible with existing clients/servers.

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-13 08:26:30 -08:00
263 changed files with 18114 additions and 8541 deletions
+3
View File
@@ -29,6 +29,9 @@ common --javacopt="-Xlint:-options"
common --linkopt=-Wl
common:macos --linkopt=-Wl,-no_warn_duplicate_libraries
# Fix Xcode version caching issue - avoids need for `bazel clean --expunge` after Xcode updates
common:macos --repo_env=DEVELOPER_DIR=/Applications/Xcode.app/Contents/Developer
common --java_language_version=17
common --java_runtime_version=remotejdk_17
common --tool_java_language_version=17
+3
View File
@@ -6,4 +6,7 @@
*.bytes filter=lfs diff=lfs merge=lfs -text
*.psd filter=lfs diff=lfs merge=lfs -text
*.ttf filter=lfs diff=lfs merge=lfs -text
# Exclude pre-existing font files that were committed as blobs (not LFS pointers)
src/main/csharp/**/GUI[[:space:]]Pro[[:space:]]Kit*/**/*.ttf !filter !diff !merge
src/main/csharp/**/Modern[[:space:]]UI[[:space:]]Pack/**/*.ttf !filter !diff !merge
*.herodata filter=lfs diff=lfs merge=lfs -text
+66
View File
@@ -0,0 +1,66 @@
name: Build Linux Sysroot
on:
workflow_dispatch:
inputs:
version:
description: 'Sysroot version (e.g., v2, v3)'
required: true
default: 'v2'
type: string
permissions:
contents: read
jobs:
build-sysroot:
runs-on: ubuntu-latest
steps:
- name: Checkout repository
uses: actions/checkout@v4
- name: Build sysroot
run: ./tools/sysroot/build_sysroot.sh
- name: Upload sysroot artifact
uses: actions/upload-artifact@v4
with:
name: ubuntu-noble-sysroot
path: tools/sysroot/output/
- name: Install AWS CLI
run: |
if ! command -v aws &> /dev/null; then
curl "https://awscli.amazonaws.com/awscli-exe-linux-x86_64.zip" -o "awscliv2.zip"
unzip -q awscliv2.zip
sudo ./aws/install
fi
- name: Upload to DigitalOcean Spaces
env:
AWS_ACCESS_KEY_ID: ${{ secrets.ACCESS_KEY_ID }}
AWS_SECRET_ACCESS_KEY: ${{ secrets.SECRET_KEY }}
run: |
# Upload sysroot tarball to DO Spaces (using eagle0-windows bucket, same as other workflows)
aws s3 cp tools/sysroot/output/ubuntu_noble_amd64_sysroot.tar.xz \
s3://eagle0-windows/sysroot/${{ 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/${{ inputs.version }}/ubuntu_noble_amd64_sysroot.sha256 \
--endpoint-url https://sfo3.digitaloceanspaces.com \
--acl public-read
echo ""
echo "=== Sysroot uploaded ==="
echo "URL: https://eagle0-windows.sfo3.digitaloceanspaces.com/sysroot/${{ 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 ")"
+82
View File
@@ -0,0 +1,82 @@
name: Docker Build and Push
on:
push:
branches: [ "main" ]
paths:
- 'src/main/cpp/**'
- 'src/main/scala/**'
- 'src/main/protobuf/**'
- 'src/main/resources/**'
- 'ci/BUILD.bazel'
- 'MODULE.bazel'
- '.github/workflows/docker_build.yml'
workflow_dispatch:
inputs:
push_images:
description: 'Push images to container registry'
required: true
default: 'false'
type: boolean
permissions:
contents: read
jobs:
build-eagle:
runs-on: self-hosted
steps:
- name: Checkout repository
uses: actions/checkout@v4
with:
lfs: false
- name: Build Eagle Docker image
run: bazel build //ci:eagle_server_image
- name: Login to DigitalOcean Container Registry
if: github.event_name == 'push' || (github.event_name == 'workflow_dispatch' && github.event.inputs.push_images == 'true')
env:
DO_TOKEN: ${{ secrets.DO_REGISTRY_TOKEN }}
run: |
mkdir -p ~/.docker
AUTH=$(echo -n "${DO_TOKEN}:${DO_TOKEN}" | base64)
echo "{\"auths\":{\"registry.digitalocean.com\":{\"auth\":\"${AUTH}\"}}}" > ~/.docker/config.json
# Also set for current directory in case Bazel uses different home
mkdir -p .docker
cp ~/.docker/config.json .docker/
- name: Push Eagle image to DO registry
if: github.event_name == 'push' || (github.event_name == 'workflow_dispatch' && github.event.inputs.push_images == 'true')
env:
DOCKER_CONFIG: ${{ github.workspace }}/.docker
run: bazel run //ci:eagle_server_push
build-shardok:
runs-on: self-hosted
steps:
- name: Checkout repository
uses: actions/checkout@v4
with:
lfs: false
- name: Build Shardok Docker image (cross-compile for Linux)
run: bazel build --platforms=//:linux_x86_64 //ci:shardok_server_image
- name: Login to DigitalOcean Container Registry
if: github.event_name == 'push' || (github.event_name == 'workflow_dispatch' && github.event.inputs.push_images == 'true')
env:
DO_TOKEN: ${{ secrets.DO_REGISTRY_TOKEN }}
run: |
mkdir -p ~/.docker
AUTH=$(echo -n "${DO_TOKEN}:${DO_TOKEN}" | base64)
echo "{\"auths\":{\"registry.digitalocean.com\":{\"auth\":\"${AUTH}\"}}}" > ~/.docker/config.json
# Also set for current directory in case Bazel uses different home
mkdir -p .docker
cp ~/.docker/config.json .docker/
- name: Push Shardok image to DO registry
if: github.event_name == 'push' || (github.event_name == 'workflow_dispatch' && github.event.inputs.push_images == 'true')
env:
DOCKER_CONFIG: ${{ github.workspace }}/.docker
run: bazel run --platforms=//:linux_x86_64 //ci:shardok_server_push
+9
View File
@@ -3,6 +3,15 @@ load("@io_bazel_rules_go//go:def.bzl", "nogo")
package(default_visibility = ["//visibility:public"])
# Platform for cross-compiling to Linux x86_64
platform(
name = "linux_x86_64",
constraint_values = [
"@platforms//os:linux",
"@platforms//cpu:x86_64",
],
)
gazelle(name = "gazelle")
# gazelle:proto file
+51
View File
@@ -216,6 +216,31 @@ to be used for different players or game situations within the same server proce
- Map validation tests ensure game content integrity
- Use `GameSettings_test_utils.cpp` and `ShardokEngineBasedTestData.cpp` for C++ test helpers
### Scala Testing Patterns
**Use `inside()` instead of `asInstanceOf` for type matching in tests:**
Never use `asInstanceOf` in tests. Instead, use ScalaTest's `inside()` pattern for safe type matching:
```scala
// BAD - don't do this
val changedHero = result.changedHeroes.head.asInstanceOf[ChangedHeroC]
changedHero.heroId shouldBe 19
// GOOD - use inside() pattern
import org.scalatest.Inside.inside
inside(result.changedHeroes.head) { case changedHero: ChangedHeroC =>
changedHero.heroId shouldBe 19
changedHero.vigorChange shouldBe StatDelta(17.2)
}
```
The `inside()` pattern:
- Provides better error messages when the type doesn't match
- Is idiomatic ScalaTest
- Works with pattern matching for more complex assertions
## Performance Testing
When making performance-related changes to the AI or engine:
@@ -254,6 +279,32 @@ done
- **Always test performance changes** - what seems like an optimization may sometimes have unexpected overhead or
behavior changes.
## Troubleshooting Scala Build Errors
### MissingType Errors
When you see errors like:
```
dotty.tools.dotc.core.MissingType: Cannot resolve reference to type net.eagle0.eagle.internal.game_state.type.GameState
```
**This is NOT a Scala compiler crash.** This is a missing dependency in BUILD.bazel.
**How to fix:**
1. Identify the missing type from the error message (e.g., `game_state.GameState`)
2. Find the Bazel target that provides this type (e.g., `//src/main/protobuf/net/eagle0/eagle/internal:game_state_scala_proto`)
3. Add it to the `deps` of the failing target
4. If the type appears in a public method signature, also add it to `exports` so downstream targets can see it
**Common pattern:** When adding a method to a class that takes or returns a proto type, the proto dependency often needs to be added to both `deps` AND `exports`.
### Bazel Clean
**NEVER run `bazel clean` without asking first.** It rarely fixes actual issues and wastes significant rebuild time. The issues that seem like they need `bazel clean` are usually:
- Missing imports in Scala code
- Missing dependencies in BUILD.bazel
- Missing exports for types used in public signatures
## Game Content
**Maps:** `.e0mj` files in `/src/main/resources/net/eagle0/shardok/maps/`
+64 -17
View File
@@ -26,50 +26,68 @@ scala_config = use_extension(
"@rules_scala//scala/extensions:config.bzl",
"scala_config",
)
scala_config.settings(scala_version = SCALA_VERSION)
scala_deps = use_extension(
"@rules_scala//scala/extensions:deps.bzl",
"scala_deps",
)
scala_deps.scala()
scala_deps.scalatest()
scala_deps.scala_proto()
#
# Language Support - C++
#
bazel_dep(name = "toolchains_llvm", version = "1.4.0")
bazel_dep(name = "toolchains_llvm", version = "1.6.0")
llvm = use_extension("@toolchains_llvm//toolchain/extensions:llvm.bzl", "llvm")
# Native toolchain (macOS -> macOS, Linux -> Linux)
llvm.toolchain(
name = "llvm_toolchain",
llvm_version = "20.1.2",
)
use_repo(llvm, "llvm_toolchain")
# Cross-compilation toolchain (macOS -> Linux x86_64)
# Uses the same LLVM distribution but with a Linux sysroot
llvm.toolchain(
name = "llvm_toolchain_linux",
llvm_version = "20.1.2",
)
# Linux sysroot for cross-compilation (Chromium's Debian sysroot)
llvm.sysroot(
name = "llvm_toolchain_linux",
label = "@linux_sysroot//sysroot",
targets = ["linux-x86_64"],
)
use_repo(llvm, "llvm_toolchain", "llvm_toolchain_linux")
# Download the Linux sysroot (Ubuntu 24.04 Noble for C++23 support)
# Built by: .github/workflows/build_sysroot.yml
# To rebuild: Run the "Build Linux Sysroot" workflow with a new version, then update sha256 and URL
sysroot = use_repo_rule("@toolchains_llvm//toolchain:sysroot.bzl", "sysroot")
sysroot(
name = "linux_sysroot",
sha256 = "aadb60a2e2c776ac000bb2e29f3039fd81b5b031500cf4a1651b365712819d1f",
urls = ["https://eagle0-windows.sfo3.digitaloceanspaces.com/sysroot/v2/ubuntu_noble_amd64_sysroot.tar.xz"],
)
#
# Language Support - Go
#
bazel_dep(name = "rules_go", repo_name = "io_bazel_rules_go", version = "0.56.1")
bazel_dep(name = "gazelle", repo_name = "bazel_gazelle", version = "0.45.0")
bazel_dep(name = "rules_go", version = "0.56.1", repo_name = "io_bazel_rules_go")
bazel_dep(name = "gazelle", version = "0.45.0", repo_name = "bazel_gazelle")
go_sdk = use_extension("@io_bazel_rules_go//go:extensions.bzl", "go_sdk")
go_sdk.download(version = "1.23.3")
go_deps = use_extension("@bazel_gazelle//:extensions.bzl", "go_deps")
go_deps.from_file(go_mod = "//:go.mod")
use_repo(
go_deps,
"com_github_aws_aws_sdk_go_v2",
@@ -84,15 +102,15 @@ use_repo(
# Platform Support - Apple/iOS
#
bazel_dep(name = "apple_support", repo_name = "build_bazel_apple_support", version = "1.21.1")
bazel_dep(name = "rules_apple", repo_name = "build_bazel_rules_apple", version = "3.16.1")
bazel_dep(name = "rules_swift", repo_name = "build_bazel_rules_swift", version = "2.3.1")
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")
#
# Protocol Buffers & RPC
#
bazel_dep(name = "protobuf", repo_name = "com_google_protobuf", version = "29.2")
bazel_dep(name = "protobuf", version = "29.2", repo_name = "com_google_protobuf")
bazel_dep(name = "grpc", version = "1.71.0")
bazel_dep(name = "grpc-java", version = "1.71.0")
bazel_dep(name = "flatbuffers", version = "25.2.10")
@@ -103,6 +121,32 @@ bazel_dep(name = "flatbuffers", version = "25.2.10")
bazel_dep(name = "googletest", version = "1.17.0")
#
# Container Images (OCI)
#
bazel_dep(name = "rules_oci", version = "2.2.6")
bazel_dep(name = "aspect_bazel_lib", version = "2.16.0")
oci = use_extension("@rules_oci//oci:extensions.bzl", "oci")
# Base image for Eagle (Java 17)
oci.pull(
name = "eclipse_temurin_17",
digest = "sha256:d286b5352d98777bbf727f54038b04f0145cd9b76ca83f38a67aa111d4303748",
image = "docker.io/library/eclipse-temurin",
platforms = ["linux/amd64"],
)
# Base image for Shardok (Ubuntu 24.04 for C++ runtime)
oci.pull(
name = "ubuntu_24_04",
image = "docker.io/library/ubuntu",
platforms = ["linux/amd64"],
tag = "24.04",
)
use_repo(oci, "eclipse_temurin_17", "eclipse_temurin_17_linux_amd64", "ubuntu_24_04", "ubuntu_24_04_linux_amd64")
#
# Java/Scala Dependencies
#
@@ -110,7 +154,6 @@ bazel_dep(name = "googletest", version = "1.17.0")
bazel_dep(name = "rules_jvm_external", version = "6.3")
maven = use_extension("@rules_jvm_external//:extensions.bzl", "maven")
maven.install(
artifacts = [
# Netty
@@ -161,6 +204,10 @@ maven.install(
# Other
"org.reactivestreams:reactive-streams:1.0.4",
"javax.xml.bind:jaxb-api:2.3.1",
# OkHttp (for SSE with read timeout support)
"com.squareup.okhttp3:okhttp:4.12.0",
"com.squareup.okhttp3:okhttp-sse:4.12.0",
],
duplicate_version_warning = "error",
fail_if_repin_required = True,
@@ -169,7 +216,6 @@ maven.install(
"https://repo1.maven.org/maven2",
],
)
use_repo(maven, "maven", "unpinned_maven")
#
@@ -217,5 +263,6 @@ register_toolchains(
# Set dev_dependency so we can turn this off for swift MacOS builds
register_toolchains(
"@llvm_toolchain//:all",
"@llvm_toolchain_linux//:all",
dev_dependency = True,
)
+275 -88
View File
@@ -26,7 +26,11 @@
"https://bcr.bazel.build/modules/aspect_bazel_lib/1.38.0/MODULE.bazel": "6307fec451ba9962c1c969eb516ebfe1e46528f7fa92e1c9ac8646bef4cdaa3f",
"https://bcr.bazel.build/modules/aspect_bazel_lib/1.40.3/MODULE.bazel": "668e6bcb4d957fc0e284316dba546b705c8d43c857f87119619ee83c4555b859",
"https://bcr.bazel.build/modules/aspect_bazel_lib/2.11.0/MODULE.bazel": "cb1ba9f9999ed0bc08600c221f532c1ddd8d217686b32ba7d45b0713b5131452",
"https://bcr.bazel.build/modules/aspect_bazel_lib/2.11.0/source.json": "92494d5aa43b96665397dd13ee16023097470fa85e276b93674d62a244de47ee",
"https://bcr.bazel.build/modules/aspect_bazel_lib/2.14.0/MODULE.bazel": "2b31ffcc9bdc8295b2167e07a757dbbc9ac8906e7028e5170a3708cecaac119f",
"https://bcr.bazel.build/modules/aspect_bazel_lib/2.16.0/MODULE.bazel": "852f9ebbda017572a7c113a2434592dd3b2f55cd9a0faea3d4be5a09a59e4900",
"https://bcr.bazel.build/modules/aspect_bazel_lib/2.19.3/MODULE.bazel": "253d739ba126f62a5767d832765b12b59e9f8d2bc88cc1572f4a73e46eb298ca",
"https://bcr.bazel.build/modules/aspect_bazel_lib/2.19.3/source.json": "ffab9254c65ba945f8369297ad97ca0dec213d3adc6e07877e23a48624a8b456",
"https://bcr.bazel.build/modules/aspect_bazel_lib/2.7.2/MODULE.bazel": "780d1a6522b28f5edb7ea09630748720721dfe27690d65a2d33aa7509de77e07",
"https://bcr.bazel.build/modules/aspect_bazel_lib/2.7.7/MODULE.bazel": "491f8681205e31bb57892d67442ce448cda4f472a8e6b3dc062865e29a64f89c",
"https://bcr.bazel.build/modules/aspect_bazel_lib/2.8.1/MODULE.bazel": "812d2dd42f65dca362152101fbec418029cc8fd34cbad1a2fde905383d705838",
"https://bcr.bazel.build/modules/aspect_bazel_lib/2.9.3/MODULE.bazel": "66baf724dbae7aff4787bf2245cc188d50cb08e07789769730151c0943587c14",
@@ -51,8 +55,11 @@
"https://bcr.bazel.build/modules/bazel_features/1.19.0/MODULE.bazel": "59adcdf28230d220f0067b1f435b8537dd033bfff8db21335ef9217919c7fb58",
"https://bcr.bazel.build/modules/bazel_features/1.21.0/MODULE.bazel": "675642261665d8eea09989aa3b8afb5c37627f1be178382c320d1b46afba5e3b",
"https://bcr.bazel.build/modules/bazel_features/1.27.0/MODULE.bazel": "621eeee06c4458a9121d1f104efb80f39d34deff4984e778359c60eaf1a8cb65",
"https://bcr.bazel.build/modules/bazel_features/1.27.0/source.json": "ed8cf0ef05c858dce3661689d0a2b110ff398e63994e178e4f1f7555a8067fed",
"https://bcr.bazel.build/modules/bazel_features/1.28.0/MODULE.bazel": "4b4200e6cbf8fa335b2c3f43e1d6ef3e240319c33d43d60cc0fbd4b87ece299d",
"https://bcr.bazel.build/modules/bazel_features/1.3.0/MODULE.bazel": "cdcafe83ec318cda34e02948e81d790aab8df7a929cec6f6969f13a489ccecd9",
"https://bcr.bazel.build/modules/bazel_features/1.34.0/MODULE.bazel": "e8475ad7c8965542e0c7aac8af68eb48c4af904be3d614b6aa6274c092c2ea1e",
"https://bcr.bazel.build/modules/bazel_features/1.38.0/MODULE.bazel": "f9b8a9c890ebd216b4049fd12a31d3c2602e3403c7af636b04fbbd7453edc9c9",
"https://bcr.bazel.build/modules/bazel_features/1.38.0/source.json": "31ba776c122b54a2885e23651642e32f087a87bf025465f8040751894b571277",
"https://bcr.bazel.build/modules/bazel_features/1.4.1/MODULE.bazel": "e45b6bb2350aff3e442ae1111c555e27eac1d915e77775f6fdc4b351b758b5d7",
"https://bcr.bazel.build/modules/bazel_features/1.9.0/MODULE.bazel": "885151d58d90d8d9c811eb75e3288c11f850e1d6b481a8c9f766adee4712358b",
"https://bcr.bazel.build/modules/bazel_features/1.9.1/MODULE.bazel": "8f679097876a9b609ad1f60249c49d68bfab783dd9be012faf9d82547b14815a",
@@ -69,7 +76,8 @@
"https://bcr.bazel.build/modules/bazel_skylib/1.7.0/MODULE.bazel": "0db596f4563de7938de764cc8deeabec291f55e8ec15299718b93c4423e9796d",
"https://bcr.bazel.build/modules/bazel_skylib/1.7.1/MODULE.bazel": "3120d80c5861aa616222ec015332e5f8d3171e062e3e804a2a0253e1be26e59b",
"https://bcr.bazel.build/modules/bazel_skylib/1.8.1/MODULE.bazel": "88ade7293becda963e0e3ea33e7d54d3425127e0a326e0d17da085a5f1f03ff6",
"https://bcr.bazel.build/modules/bazel_skylib/1.8.1/source.json": "7ebaefba0b03efe59cac88ed5bbc67bcf59a3eff33af937345ede2a38b2d368a",
"https://bcr.bazel.build/modules/bazel_skylib/1.8.2/MODULE.bazel": "69ad6927098316848b34a9142bcc975e018ba27f08c4ff403f50c1b6e646ca67",
"https://bcr.bazel.build/modules/bazel_skylib/1.8.2/source.json": "34a3c8bcf233b835eb74be9d628899bb32999d3e0eadef1947a0a562a2b16ffb",
"https://bcr.bazel.build/modules/bazel_worker_api/0.0.6/MODULE.bazel": "fd1f9432ca04c947e91b500df69ce7c5b6dbfe1bc45ab1820338205dae3383a6",
"https://bcr.bazel.build/modules/bazel_worker_api/0.0.6/source.json": "5d68545f224904745a3cabd35aea6bc2b6cc5a78b7f49f3f69660eab2eeeb273",
"https://bcr.bazel.build/modules/boringssl/0.0.0-20211025-d4f1ab9/MODULE.bazel": "6ee6353f8b1a701fe2178e1d925034294971350b6d3ac37e67e5a7d463267834",
@@ -98,6 +106,8 @@
"https://bcr.bazel.build/modules/envoy_api/0.0.0-20250128-4de3c74/source.json": "028519164a2e24563f4b43d810fdedc702daed90e71e7042d45ba82ad807b46f",
"https://bcr.bazel.build/modules/flatbuffers/25.2.10/MODULE.bazel": "dab15cafe8512d2c4a8daa44c2d7968c5c79f01e220d40076cdc260bf58605e2",
"https://bcr.bazel.build/modules/flatbuffers/25.2.10/source.json": "7eae7ea3eb913b9802426e4d5df11d6c6072a3573a548f8cabf1e965f5cca4d0",
"https://bcr.bazel.build/modules/gawk/5.3.2.bcr.1/MODULE.bazel": "cdf8cbe5ee750db04b78878c9633cc76e80dcf4416cbe982ac3a9222f80713c8",
"https://bcr.bazel.build/modules/gawk/5.3.2.bcr.1/source.json": "fa7b512dfcb5eafd90ce3959cf42a2a6fe96144ebbb4b3b3928054895f2afac2",
"https://bcr.bazel.build/modules/gazelle/0.27.0/MODULE.bazel": "3446abd608295de6d90b4a8a118ed64a9ce11dcb3dda2dc3290a22056bd20996",
"https://bcr.bazel.build/modules/gazelle/0.30.0/MODULE.bazel": "f888a1effe338491f35f0e0e85003b47bb9d8295ccba73c37e07702d8d31c65b",
"https://bcr.bazel.build/modules/gazelle/0.32.0/MODULE.bazel": "b499f58a5d0d3537f3cf5b76d8ada18242f64ec474d8391247438bf04f58c7b8",
@@ -137,6 +147,10 @@
"https://bcr.bazel.build/modules/grpc/1.70.1/MODULE.bazel": "b800cd8e3e7555c1e61cba2e02d3a2fcf0e91f66e800db286d965d3b7a6a721a",
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@@ -161,6 +175,7 @@
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@@ -225,12 +240,14 @@
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@@ -289,6 +306,8 @@
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@@ -321,7 +340,8 @@
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@@ -339,14 +359,19 @@
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@@ -388,7 +413,7 @@
},
"@@aspect_rules_esbuild~//esbuild:extensions.bzl%esbuild": {
"general": {
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"bzlTransitiveDigest": "8jv3p0xDR/oitFeH8y0+Y5xlyrUbfsTRlc9TSwYkwl8=",
"usagesDigest": "iDVoyPxUeADmfK8ssoyG3Ehq1bj6p7A43LpEiE266os=",
"recordedFileInputs": {},
"recordedDirentsInputs": {},
@@ -1265,6 +1290,247 @@
"recordedRepoMappingEntries": []
}
},
"@@rules_oci~//oci:extensions.bzl%oci": {
"general": {
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"usagesDigest": "BuciKSozbpJMD9EP+j0RG5ZgrYMeDPsQyiOnLUni2V8=",
"recordedFileInputs": {},
"recordedDirentsInputs": {},
"envVariables": {},
"generatedRepoSpecs": {
"eclipse_temurin_17_linux_amd64": {
"bzlFile": "@@rules_oci~//oci/private:pull.bzl",
"ruleClassName": "oci_pull",
"attributes": {
"www_authenticate_challenges": {},
"scheme": "https",
"registry": "index.docker.io",
"repository": "library/eclipse-temurin",
"identifier": "sha256:d286b5352d98777bbf727f54038b04f0145cd9b76ca83f38a67aa111d4303748",
"platform": "linux/amd64",
"target_name": "eclipse_temurin_17_linux_amd64",
"bazel_tags": []
}
},
"eclipse_temurin_17": {
"bzlFile": "@@rules_oci~//oci/private:pull.bzl",
"ruleClassName": "oci_alias",
"attributes": {
"target_name": "eclipse_temurin_17",
"www_authenticate_challenges": {},
"scheme": "https",
"registry": "index.docker.io",
"repository": "library/eclipse-temurin",
"identifier": "sha256:d286b5352d98777bbf727f54038b04f0145cd9b76ca83f38a67aa111d4303748",
"platforms": {
"@@platforms//cpu:x86_64": "@eclipse_temurin_17_linux_amd64"
},
"bzlmod_repository": "eclipse_temurin_17",
"reproducible": true
}
},
"ubuntu_24_04_linux_amd64": {
"bzlFile": "@@rules_oci~//oci/private:pull.bzl",
"ruleClassName": "oci_pull",
"attributes": {
"www_authenticate_challenges": {},
"scheme": "https",
"registry": "index.docker.io",
"repository": "library/ubuntu",
"identifier": "24.04",
"platform": "linux/amd64",
"target_name": "ubuntu_24_04_linux_amd64",
"bazel_tags": []
}
},
"ubuntu_24_04": {
"bzlFile": "@@rules_oci~//oci/private:pull.bzl",
"ruleClassName": "oci_alias",
"attributes": {
"target_name": "ubuntu_24_04",
"www_authenticate_challenges": {},
"scheme": "https",
"registry": "index.docker.io",
"repository": "library/ubuntu",
"identifier": "24.04",
"platforms": {
"@@platforms//cpu:x86_64": "@ubuntu_24_04_linux_amd64"
},
"bzlmod_repository": "ubuntu_24_04",
"reproducible": true
}
},
"oci_crane_darwin_amd64": {
"bzlFile": "@@rules_oci~//oci:repositories.bzl",
"ruleClassName": "crane_repositories",
"attributes": {
"platform": "darwin_amd64",
"crane_version": "v0.18.0"
}
},
"oci_crane_darwin_arm64": {
"bzlFile": "@@rules_oci~//oci:repositories.bzl",
"ruleClassName": "crane_repositories",
"attributes": {
"platform": "darwin_arm64",
"crane_version": "v0.18.0"
}
},
"oci_crane_linux_arm64": {
"bzlFile": "@@rules_oci~//oci:repositories.bzl",
"ruleClassName": "crane_repositories",
"attributes": {
"platform": "linux_arm64",
"crane_version": "v0.18.0"
}
},
"oci_crane_linux_armv6": {
"bzlFile": "@@rules_oci~//oci:repositories.bzl",
"ruleClassName": "crane_repositories",
"attributes": {
"platform": "linux_armv6",
"crane_version": "v0.18.0"
}
},
"oci_crane_linux_i386": {
"bzlFile": "@@rules_oci~//oci:repositories.bzl",
"ruleClassName": "crane_repositories",
"attributes": {
"platform": "linux_i386",
"crane_version": "v0.18.0"
}
},
"oci_crane_linux_s390x": {
"bzlFile": "@@rules_oci~//oci:repositories.bzl",
"ruleClassName": "crane_repositories",
"attributes": {
"platform": "linux_s390x",
"crane_version": "v0.18.0"
}
},
"oci_crane_linux_amd64": {
"bzlFile": "@@rules_oci~//oci:repositories.bzl",
"ruleClassName": "crane_repositories",
"attributes": {
"platform": "linux_amd64",
"crane_version": "v0.18.0"
}
},
"oci_crane_windows_armv6": {
"bzlFile": "@@rules_oci~//oci:repositories.bzl",
"ruleClassName": "crane_repositories",
"attributes": {
"platform": "windows_armv6",
"crane_version": "v0.18.0"
}
},
"oci_crane_windows_amd64": {
"bzlFile": "@@rules_oci~//oci:repositories.bzl",
"ruleClassName": "crane_repositories",
"attributes": {
"platform": "windows_amd64",
"crane_version": "v0.18.0"
}
},
"oci_crane_toolchains": {
"bzlFile": "@@rules_oci~//oci/private:toolchains_repo.bzl",
"ruleClassName": "toolchains_repo",
"attributes": {
"toolchain_type": "@rules_oci//oci:crane_toolchain_type",
"toolchain": "@oci_crane_{platform}//:crane_toolchain"
}
},
"oci_regctl_darwin_amd64": {
"bzlFile": "@@rules_oci~//oci:repositories.bzl",
"ruleClassName": "regctl_repositories",
"attributes": {
"platform": "darwin_amd64"
}
},
"oci_regctl_darwin_arm64": {
"bzlFile": "@@rules_oci~//oci:repositories.bzl",
"ruleClassName": "regctl_repositories",
"attributes": {
"platform": "darwin_arm64"
}
},
"oci_regctl_linux_arm64": {
"bzlFile": "@@rules_oci~//oci:repositories.bzl",
"ruleClassName": "regctl_repositories",
"attributes": {
"platform": "linux_arm64"
}
},
"oci_regctl_linux_s390x": {
"bzlFile": "@@rules_oci~//oci:repositories.bzl",
"ruleClassName": "regctl_repositories",
"attributes": {
"platform": "linux_s390x"
}
},
"oci_regctl_linux_amd64": {
"bzlFile": "@@rules_oci~//oci:repositories.bzl",
"ruleClassName": "regctl_repositories",
"attributes": {
"platform": "linux_amd64"
}
},
"oci_regctl_windows_amd64": {
"bzlFile": "@@rules_oci~//oci:repositories.bzl",
"ruleClassName": "regctl_repositories",
"attributes": {
"platform": "windows_amd64"
}
},
"oci_regctl_toolchains": {
"bzlFile": "@@rules_oci~//oci/private:toolchains_repo.bzl",
"ruleClassName": "toolchains_repo",
"attributes": {
"toolchain_type": "@rules_oci//oci:regctl_toolchain_type",
"toolchain": "@oci_regctl_{platform}//:regctl_toolchain"
}
}
},
"moduleExtensionMetadata": {
"explicitRootModuleDirectDeps": [
"eclipse_temurin_17",
"eclipse_temurin_17_linux_amd64",
"ubuntu_24_04",
"ubuntu_24_04_linux_amd64"
],
"explicitRootModuleDirectDevDeps": [],
"useAllRepos": "NO",
"reproducible": false
},
"recordedRepoMappingEntries": [
[
"aspect_bazel_lib~",
"bazel_tools",
"bazel_tools"
],
[
"bazel_features~",
"bazel_tools",
"bazel_tools"
],
[
"rules_oci~",
"aspect_bazel_lib",
"aspect_bazel_lib~"
],
[
"rules_oci~",
"bazel_features",
"bazel_features~"
],
[
"rules_oci~",
"bazel_skylib",
"bazel_skylib~"
]
]
}
},
"@@rules_scala~//scala/extensions:config.bzl%scala_config": {
"general": {
"bzlTransitiveDigest": "TdBxhkZTM7VU6teIFS+KoonKU7wmb5BL7leCWWx7yX8=",
@@ -1293,7 +1559,7 @@
},
"@@rules_scala~//scala/extensions:deps.bzl%scala_deps": {
"general": {
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@@ -4904,85 +5170,6 @@
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+128
View File
@@ -0,0 +1,128 @@
load("@rules_oci//oci:defs.bzl", "oci_image", "oci_load", "oci_push")
load("@rules_pkg//pkg:tar.bzl", "pkg_tar")
#
# Eagle Server Docker Image
#
# Build: bazel build //ci:eagle_server_image
# Load: bazel run //ci:eagle_server_load
# Push: bazel run //ci:eagle_server_push
#
# Package the deploy JAR
pkg_tar(
name = "eagle_server_jar_layer",
srcs = ["//src/main/scala/net/eagle0/eagle:eagle_server_deploy.jar"],
package_dir = "/app",
)
# Package the game resources needed at runtime
pkg_tar(
name = "eagle_resources_layer",
srcs = [
"//src/main/resources/net/eagle0/eagle:beasts",
"//src/main/resources/net/eagle0/eagle:game_parameters",
"//src/main/resources/net/eagle0/eagle:headshots",
"//src/main/resources/net/eagle0/eagle:heroes",
"//src/main/resources/net/eagle0/eagle:province_map",
"//src/main/resources/net/eagle0/eagle:settings",
],
package_dir = "/app/resources",
)
oci_image(
name = "eagle_server_image",
base = "@eclipse_temurin_17_linux_amd64",
entrypoint = [
"java",
"-Xmx4g",
"-XX:+UseG1GC",
"-jar",
"/app/eagle_server_deploy.jar",
],
env = {
"JAVA_OPTS": "-Xmx4g -XX:+UseG1GC",
},
exposed_ports = ["40032/tcp"],
tars = [
":eagle_server_jar_layer",
":eagle_resources_layer",
],
workdir = "/app",
)
# Load into Docker locally: bazel run //ci:eagle_server_load
oci_load(
name = "eagle_server_load",
image = ":eagle_server_image",
repo_tags = ["eagle0/eagle-server:latest"],
)
# Push to DigitalOcean Container Registry
oci_push(
name = "eagle_server_push",
image = ":eagle_server_image",
repository = "registry.digitalocean.com/eagle0/eagle-server",
)
#
# Shardok Server Docker Image
#
# Build: bazel build //ci:shardok_server_image
# Load: bazel run //ci:shardok_server_load
# Push: bazel run //ci:shardok_server_push
#
# Package the Shardok binary
pkg_tar(
name = "shardok_binary_layer",
srcs = ["//src/main/cpp/net/eagle0/shardok:shardok-server"],
package_dir = "/app",
)
# Package the Shardok resources (battalion types, settings)
pkg_tar(
name = "shardok_resources_layer",
srcs = [
"//src/main/resources/net/eagle0/shardok:battalion_types",
"//src/main/resources/net/eagle0/shardok:settings",
],
package_dir = "/app/resources",
)
# Package the converted maps
pkg_tar(
name = "shardok_maps_layer",
srcs = ["//src/main/resources/net/eagle0/shardok/maps"],
package_dir = "/app/resources/maps",
)
oci_image(
name = "shardok_server_image",
base = "@ubuntu_24_04_linux_amd64",
entrypoint = ["/app/shardok-server"],
exposed_ports = [
"40042/tcp",
"40052/tcp",
],
tars = [
":shardok_binary_layer",
":shardok_resources_layer",
":shardok_maps_layer",
],
workdir = "/app",
)
# Load into Docker locally: bazel run //ci:shardok_server_load
oci_load(
name = "shardok_server_load",
image = ":shardok_server_image",
repo_tags = ["eagle0/shardok-server:latest"],
)
# Push to DigitalOcean Container Registry
oci_push(
name = "shardok_server_push",
image = ":shardok_server_image",
repository = "registry.digitalocean.com/eagle0/shardok-server",
)
+47
View File
@@ -0,0 +1,47 @@
# Docker Compose for local testing of production images
# Build images: bazel run //ci:eagle_server_load && bazel run //ci:shardok_server_load
# Run: docker compose -f docker-compose.prod.yml up
services:
eagle:
image: eagle0/eagle-server:latest
container_name: eagle-server
ports:
- "40032:40032"
environment:
# Eagle server configuration
EAGLE_GRPC_PORT: "40032"
SHARDOK_HOST: "shardok"
SHARDOK_PORT: "40042"
# Resource paths (relative to /app in container)
EAGLE_RESOURCES_PATH: "/app/resources"
volumes:
# Mount saves directory for persistence
- ./saves:/app/saves
depends_on:
- shardok
restart: unless-stopped
healthcheck:
test: ["CMD", "nc", "-z", "localhost", "40032"]
interval: 30s
timeout: 10s
retries: 3
start_period: 30s
shardok:
image: eagle0/shardok-server:latest
container_name: shardok-server
ports:
- "40042:40042"
- "40052:40052"
environment:
# Shardok server configuration
SHARDOK_RESOURCES_PATH: "/app/resources"
SHARDOK_MAPS_PATH: "/app/resources/maps"
restart: unless-stopped
healthcheck:
test: ["CMD", "nc", "-z", "localhost", "40042"]
interval: 30s
timeout: 10s
retries: 3
start_period: 10s
+243 -639
View File
@@ -9,9 +9,9 @@
│ GRPC BOUNDARY │
│ EagleServiceImpl.scala ←→ Proto Messages ←→ Unity Client │
└─────────────────────────────────────────────────────────────────────┘
GameStateConverter
GameStateConverter
┌─────────────────────────────────────────────────────────────────────┐
│ SCALA ENGINE │
│ │
@@ -22,9 +22,9 @@
│ │
│ HeroC, FactionC, ProvinceC, BattalionC, ArmyC, etc. │
└─────────────────────────────────────────────────────────────────────┘
GameStateConverter
GameStateConverter
┌─────────────────────────────────────────────────────────────────────┐
│ PERSISTENCE BOUNDARY │
│ GameHistory.scala ←→ Proto Messages ←→ File/Database │
@@ -35,561 +35,288 @@
## Current State
### What's Done ✅
### Completed Phases
| Component | Status | Details |
|-----------|--------|---------|
| Commands | **100% Complete** | All 41 commands use Scala models only |
| Scala Models | **43 models** | GameState, Hero, Faction, Province, Battalion, Army, Supplies, Date, RoundPhase, etc. |
| Converters | **43 converters** | Bidirectional toProto/fromProto for all models including GameState |
| Protoless Base Classes | **Available** | `ProtolessSimpleAction`, `ProtolessSequentialResultsAction`, `ProtolessRandomSimpleAction` |
| **GameState** | **Complete** | `GameState.scala` with all 22 fields + `GameStateConverter` with full round-trip support |
| **EngineImpl** | **Complete** | Holds Scala `GameState` internally (PR #4563) |
| **GameHistory** | **Complete** | `stateAfter` returns Scala GameState, `sinceDate` uses Scala Date (PR #4576) |
| Phase | Status | Summary |
|-------|--------|---------|
| Phase 1: GameStateC | **Complete** | Scala `GameState` model with 22 fields |
| Phase 2: EngineImpl | **Complete** | Holds Scala `GameState` internally |
| Phase 3: GameHistory | **Complete** | `stateAfter` returns Scala GameState |
| Phase 4: ActionResultT | **Complete** | All 59 actions return `ActionResultT` |
| Phase 5: Action Base Classes | **Complete** | All `RandomSequentialResultsAction` and `DeterministicSingleResultAction` converted to T-type base classes |
| Phase 5b: Base Class Cleanup | **Complete** | `RandomSequentialResultsAction` and `DeterministicSingleResultAction` deleted |
| Phase 5c: RoundPhaseAdvancer Actions | **Complete** | All actions called by RoundPhaseAdvancer accept Scala GameState |
| Phase 5d: RoundPhaseAdvancer Itself | **Complete** | RoundPhaseAdvancer.checkForPhaseAdvancement takes Scala GameState |
### What's Partially Done ⚠️
### Phase 5c/5d Progress (Complete)
| Component | Status | Details |
|-----------|--------|---------|
| Actions | **~59/59 (100%)** | All actions return `ActionResultT`. DeterministicSingleResultAction conversions complete. |
| ActionResultT | **Trait complete** | Full concrete implementation with converters |
`RoundPhaseAdvancer.checkForPhaseAdvancement` now accepts Scala `GameState` and `ActionResultApplier` directly (PR #4677).
### What's Outstanding ❌
| Action | PR | Status |
|--------|-----|--------|
| `PrisonerExchangeAction` | #4670 | ✅ Merged |
| `PerformForcedTurnBackAction` | #4671 | ✅ Merged |
| `PerformHeroDeparturesAction` | #4672 | ✅ Merged |
| `RequestFreeForAllBattlesAction` | #4673 | ✅ Merged |
| `EndPlayerCommandsPhaseAction` | #4674 | ✅ Merged |
| `EndDiplomacyResolutionPhaseAction` | #4675 | ✅ Merged |
| `RoundPhaseAdvancer` itself | #4677 | ✅ Merged |
| Component | Priority | Details |
|-----------|----------|---------|
| ~~DeterministicSingleResultAction~~ | ~~High~~ | ✅ All converted to ProtolessSimpleAction |
| ~~RandomSequentialResultsAction~~ | ~~Medium~~ | ✅ All converted to use Scala GameState (PR #4624) |
| Legacy Utilities | **Low** | Direct proto imports in utility classes |
### EngineImpl Progress
| Change | PR | Status |
|--------|-----|--------|
| `recursiveTransform` deleted | #4677 | ✅ Merged |
| `recursiveTransformT` uses `RandomStateTSequencer` | #4677 | ✅ Merged |
### Current Architecture
**ActionResultT Production (100% Complete):**
- All actions produce `ActionResultT`
- Conversion to `ActionResultProto` happens via `ActionResultProtoConverter.toProto()`
- No direct `ActionResultProto` construction outside the converter
**ActionResultProto Consumption (Next Target):**
- `ActionResultProtoApplierImpl` - applies proto results to proto GameState
- `RoundPhaseAdvancer` - calls converter, passes protos to applier
- `InMemoryHistory` / `PersistedHistory` - stores proto results
- Service layer (`GameController`, `GamesManager`, etc.) - uses proto for client communication
---
## Phase 1: ~~Create GameStateC~~ ✅ COMPLETE
**Already done!** The Scala `GameState` model and converter exist:
- `src/main/scala/net/eagle0/eagle/model/state/game_state/GameState.scala` - Case class with 22 fields
- `src/main/scala/net/eagle0/eagle/model/proto_converters/game_state/GameStateConverter.scala` - Full bidirectional conversion
```scala
// GameState.scala - already exists with all fields:
case class GameState(
gameId: GameId,
currentRoundId: RoundId,
currentPhase: RoundPhase,
currentDate: Option[Date],
actionResultCount: Int,
provinces: Map[ProvinceId, ProvinceT],
heroes: Map[HeroId, HeroT],
battalions: Map[BattalionId, BattalionT],
destroyedBattalions: Map[BattalionId, BattalionT],
factions: Map[FactionId, FactionT],
factionCommandCounts: Map[FactionId, Int],
killedHeroes: Map[HeroId, HeroT],
destroyedFactions: Map[FactionId, FactionT],
outstandingBattles: Vector[ShardokBattle],
battleCounter: Int,
deferredNotifications: Vector[NotificationT],
runStatus: RunStatus,
victor: Option[FactionId],
battalionTypes: Vector[BattalionType],
randomSeed: Long,
chronicleEntries: Vector[ChronicleEntry]
)
```
---
## Phase 2: ~~Update EngineImpl~~ ✅ COMPLETE (PR #4563)
## Phase 6: Migrate to ActionResultT Consumers
### Objective
Change EngineImpl to hold `GameState` (Scala model) internally instead of `GameState` (proto).
### Completed Changes
Eliminate internal consumption of `ActionResultProto`. Everything inside the engine should work with `ActionResultT`.
- EngineImpl now uses `net.eagle0.eagle.model.state.game_state.GameState` (Scala)
- Engine trait updated to return Scala `GameState`
- GameController, GamesManager, and AIClient updated to use Scala models
- Converters called only at persistence/GRPC boundaries
### Validation
- [x] EngineImpl compiles with new types
- [x] Engine operations work correctly
- [x] All tests pass
---
## Phase 3: ~~Update GameHistory~~ ✅ COMPLETE (PR #4576)
### Objective
GameHistory should work with Scala models internally, converting to/from proto only for persistence.
### Completed Changes
- `GameHistory.stateAfter(count: Int)` now returns Scala `GameState`
- `GameHistory.sinceDate(date: Date)` now accepts Scala `Date`
- `InMemoryHistory` and `PersistedHistory` updated to use converters at boundaries
- Callers updated:
- `EngineImpl` - wraps with `GameStateConverter.toProto()` where proto needed
- `UnrequestedTextHandler` - same
- `HumanPlayerClientConnectionState` - imports converter
- `NewRoundAction` / `ChronicleEventGenerator` - uses Scala Date
### Validation
- [x] GameHistory compiles
- [x] Game state persistence/retrieval works
- [x] All 7 service tests pass
- [x] NewRoundActionTest passes
---
## Phase 4: ~~Complete ActionResultT Implementation~~ ✅ ESSENTIALLY COMPLETE
### Assessment Results (2024-11)
The ActionResultT infrastructure is **already 86% complete**:
| Component | Status | Details |
|-----------|--------|---------|
| **ActionResultT trait** | ✅ Complete | Full interface with 27 fields |
| **ActionResultC case class** | ✅ Complete | Concrete implementation |
| **ActionResultTApplier** | ✅ Exists | Wraps proto applier for gradual migration |
| **ActionResultProtoConverter** | ✅ Complete | Bidirectional toProto/fromProto |
| **Actions using ActionResultT** | ✅ 51/59 (86%) | Only ~10 actions still use proto |
### Remaining Proto Actions (4 DeterministicSingleResultAction)
**DeterministicSingleResultAction subclasses (0 remaining):**
- ~~EndBattleRequestPhaseAction~~ ✅ PR #4581
- ~~EndBattleResolutionPhaseAction~~ ✅ PR #4581
- ~~EndFreeForAllBattleResolutionPhaseAction~~ ✅ PR #4585
- ~~EndFreeForAllBattleRequestPhaseAction~~ ✅ PR #4585
- ~~EndPleaseRecruitMePhaseAction~~ ✅ PR #4586
- ~~EndDefenseDecisionPhaseAction~~ ✅ PR #4586
- ~~PerformFoodConsumptionPhaseAction~~ ✅
- ~~PerformHostileArmySetupAction~~ ✅
- ~~NewYearAction~~ ✅
**RandomSequentialResultsAction subclasses (all converted to use Scala GameState - PR #4624):**
- PerformProvinceMoveResolutionAction ✅, TruceTurnBackPhaseAction ✅
- PerformUnaffiliatedHeroesAction ✅ (internal deproto complete PR #4606 - uses Scala GameState, inlined move action)
- PerformVassalCommandsPhaseAction ✅
- PerformVassalDefenseDecisionsAction ✅, PerformReconResolutionAction ✅
- EndVassalCommandsPhaseAction ✅, EndHandleRiotsPhaseAction ✅
- PerformProvinceEventsAction ✅
- NewRoundAction ✅
**DeterministicSequentialResultsAction subclasses (already return ActionResultT via results()):**
- PrisonerExchangeAction, PerformForcedTurnBackAction, PerformHeroDeparturesAction
### Decision
These remaining actions will be converted as part of **Phase 5** alongside the GameState parameter migration. No separate Phase 4 work needed.
### Validation
- [x] All action result types have Scala models
- [x] Converter handles all cases
- [x] ActionResultTApplier exists for gradual migration
---
## Phase 5: Convert Actions & RoundPhaseAdvancer
### Objective
Convert actions to accept Scala `GameState`, then convert `RoundPhaseAdvancer` to orchestrate with Scala models throughout.
### Strategic Insight
`RoundPhaseAdvancer` is the central orchestrator that calls all phase-handling actions. Currently:
- It receives proto `GameState` (converted from Scala in EngineImpl)
- ~13 actions take proto `GameState` directly
- ~6 actions already take individual Scala model parameters (protoless)
- Inline conversions exist to bridge proto→Scala for protoless actions
**Key win**: Converting actions called by RoundPhaseAdvancer enables converting RoundPhaseAdvancer itself, eliminating all inline conversions.
### Recommended Tiers
**Tier 1 - RoundPhaseAdvancer Actions (HIGH PRIORITY):**
These 13 actions are called directly from RoundPhaseAdvancer with proto `GameState`:
### Current Flow (Proto-Heavy)
```
NewRoundAction
PrisonerExchangeAction
PerformProvinceEventsAction
PerformForcedTurnBackAction
PerformProvinceMoveResolutionAction
EndHandleRiotsPhaseAction
PerformHeroDeparturesAction
PerformUnaffiliatedHeroesAction
EndPleaseRecruitMePhaseAction
PerformVassalCommandsPhaseAction / EndVassalCommandsPhaseAction
PerformFoodConsumptionPhaseAction
EndDefenseDecisionPhaseAction
TruceTurnBackPhaseAction
PerformReconResolutionAction
EndBattleResolutionPhaseAction / EndFreeForAllBattleResolutionPhaseAction
RequestFreeForAllBattlesAction / EndFreeForAllBattleRequestPhaseAction
PerformHostileArmySetupAction
PerformVassalDefenseDecisionsAction
Action.execute()
→ ActionResultT
→ ActionResultProtoConverter.toProto()
→ ActionResultProto
→ ActionResultProtoApplierImpl.applyActionResults()
→ GameStateProto
→ GameStateConverter.fromProto()
→ GameStateC
```
Target: Convert each to accept Scala `GameState` parameter.
### Target Flow (T-Types Throughout)
```
Action.execute()
→ ActionResultT
→ ActionResultApplier.applyActionResults()
→ GameStateC
**Tier 2 - RoundPhaseAdvancer Itself:**
(Proto conversion only at boundaries)
```
Once Tier 1 is complete:
### Key Files to Convert
**Tier 1 - Core Applier:****Complete**
```
src/main/scala/net/eagle0/eagle/library/actions/applier/ActionResultApplierImpl.scala
```
`ActionResultApplier` applies `ActionResultT` directly to Scala `GameState`. The legacy `ActionResultTApplierImpl` wraps it and converts to/from proto for callers that still need proto types.
**Tier 2 - RoundPhaseAdvancer:****Complete**
```
src/main/scala/net/eagle0/eagle/library/RoundPhaseAdvancer.scala
```
Now accepts Scala `GameState` and `ActionResultApplier`. Only converts to proto lazily for `AvailableCommandsFactory` calls.
Changes:
1. Accept Scala `GameState` instead of proto
2. Pattern match on Scala `RoundPhase` sealed trait (cleaner than proto enum)
3. Remove all inline converter calls (no more `ProvinceConverter.fromProto`, etc.)
4. Convert to proto only when calling `ActionResultProtoApplier.applyActionResults`
**Tier 3 - Remaining Actions:**
Other actions not called from RoundPhaseAdvancer:
- Command actions, battle resolution, etc.
- Can be converted incrementally after Tier 2
### Pattern for Conversion
**Before (proto-dependent):**
```scala
class SomeAction(gameState: GameState) extends ProtolessSimpleAction {
def apply(): ActionResultT = {
val faction = gameState.factions(factionId) // proto access
// ...
}
}
**Tier 3 - Sequencers:**
```
src/main/scala/net/eagle0/eagle/library/actions/impl/common/RandomStateTSequencer.scala
src/main/scala/net/eagle0/eagle/library/actions/impl/common/RandomStateProtoSequencer.scala
```
Modify `RandomStateTSequencer` to thread Scala `GameState` throughout (currently converts to proto internally). Then evaluate whether `RandomStateProtoSequencer` is still needed at all.
**After (Scala GameState):**
```scala
class SomeAction(gameState: GameState) extends ProtolessSimpleAction {
// Now using: import net.eagle0.eagle.model.state.game_state.GameState
def apply(): ActionResultT = {
val faction = gameState.factions(factionId) // Scala model access
// ...
}
}
```
**Current State**: `RandomStateTSequencer` accepts Scala `GameState` via its `apply()` method but internally converts to proto. All callback methods (`withRandomActionResult`, `withActionResults`, etc.) pass `GameStateProto` to callers, forcing actions that use the sequencer to work with proto types internally.
### Files to Modify
**Target State**: Create a fully protoless sequencer where:
1. `lastState` returns Scala `GameState` (not `lastStateProto`)
2. All callback methods pass Scala `GameState` to callers
3. Actions using the sequencer can be fully protoless
**Migration Path**:
1. Add `lastState: GameState` method alongside `lastStateProto` (non-breaking)
2. Add parallel callback methods that pass Scala GameState (e.g., `withScalaActionResult`)
3. Migrate actions one by one to use the new Scala-based callbacks
4. Once all actions migrated, deprecate/remove proto-based callbacks
5. Remove `lastStateProto` once no longer used
**RandomStateSequencer Migration Progress** (PR #4679 introduced protoless `RandomStateSequencer`):
| Action | Status |
|--------|--------|
| `TruceTurnBackPhaseAction` | ✅ Migrated (PR #4680) |
| `EndHandleRiotsPhaseAction` | ✅ Migrated (PR #4684) |
| `PerformVassalCommandsPhaseAction` | ✅ Migrated |
| `PerformVassalDefenseDecisionsAction` | ✅ Migrated |
| `EndVassalCommandsPhaseAction` | ✅ Migrated |
| `PerformReconResolutionAction` | ✅ Migrated |
| `NewRoundAction` | ✅ Migrated (PR #4698) |
| `EndBattleAftermathPhaseAction` | ✅ Migrated (PR #4699) |
| `EndDiplomacyResolutionPhaseAction` | ✅ Migrated |
| `PerformUnaffiliatedHeroesAction` | ✅ Migrated |
| `EngineImpl.recursiveTransformT` | ✅ Migrated (PR #4704) |
| `ProtolessSequentialResultsActionWrapper` | ✅ Migrated (PR #4705) |
| `LegacyRandomStateTSequencer` | ✅ **Deleted** (PR #4705) |
**TCommandFactory Extraction** (PR #4684):
To enable lightweight mocking of command creation in tests, `TCommandFactory` trait was extracted from `CommandFactory`. This allows tests to mock just the `makeTCommand` method without pulling in all 40+ command dependencies that `CommandFactory` requires.
- `TCommandFactory` - lightweight trait with just `makeTCommand`
- `CommandFactory extends TCommandFactory` - maintains backward compatibility
- Actions accepting command factories now use `TCommandFactory` type for better testability
**Tier 4 - History APIs:**
```
src/main/scala/net/eagle0/eagle/library/RoundPhaseAdvancer.scala
src/main/scala/net/eagle0/eagle/library/actions/impl/action/*.scala
src/main/scala/net/eagle0/eagle/service/InMemoryHistory.scala
src/main/scala/net/eagle0/eagle/service/PersistedHistory.scala
```
Change APIs to vend Scala `GameState` and `ActionResultT` instead of proto versions. `PersistedHistory` converts to proto internally for disk persistence; `InMemoryHistory` doesn't need proto at all.
### ActionResultProto Consumer Inventory
| File | Usage | Status |
|------|-------|--------|
| `ActionResultApplierImpl.scala` | Applies ActionResultT to Scala GameState | ✅ **Complete** |
| `ActionResultTApplierImpl.scala` | Legacy wrapper - converts to/from proto | Keep until all callers migrated |
| `RoundPhaseAdvancer.scala` | Uses Scala GameState | ✅ **Complete** |
| `RandomStateSequencer.scala` | Threads Scala GameState | ✅ **Complete** |
| `VigorXPApplier.scala` | Has both proto and Scala methods | Scala method exists, delete proto method when unused |
| `PerformForcedTurnBackAction.scala` | Fully protoless | ✅ **Complete** |
| `ResolveBattleAction.scala` | Heavy proto usage | Blocked by proto dependencies |
| `InMemoryHistory.scala` | Stores proto results | Pending - vend Scala types |
| `PersistedHistory.scala` | Stores proto results | Pending - vend Scala types, convert for disk |
| `GameController.scala` | Uses proto for client communication | Keep proto (gRPC boundary) |
### Remaining Proto Usage in Actions
**Progress: 46 of 52 action files (88%) are fully protoless.**
The following 6 actions still have proto usage:
| Action | Proto Usages | Blocker | Effort |
|--------|--------------|---------|--------|
| `ResolveBattleAction` | 24 | Shardok interface, complex battle logic | High |
| `PerformVassalCommandsPhaseAction` | 3 | `CommandChoiceHelpers` takes proto GameState | Medium |
| `EndHandleRiotsPhaseAction` | 2 | `CommandChoiceHelpers` takes proto GameState | Medium |
| `PerformVassalDefenseDecisionsAction` | 2 | `CommandChoiceHelpers` takes proto GameState | Medium |
| `EndVassalCommandsPhaseAction` | 1 | `CommandChoiceHelpers` takes proto GameState | Medium |
| `NewRoundAction` | 1 | `ChronicleEventGenerator` returns proto | Medium |
**Deleted Dead Code:**
- `UnaffiliatedHeroMovedAction` - Was never called; `PerformUnaffiliatedHeroesAction.heroMovedResult` constructs `ActionResultC` directly
- `HeroBackstoryUpdateActionGenerator.fromGameState` - Dead method that converted proto to Scala; only `apply(GameState)` is used
**Note**: `PerformReconResolutionAction` and `EndBattleAftermathPhaseAction` are now fully protoless after:
1. Migrating `FactionT.reconnedProvinces` and `ChangedFactionC.updatedReconnedProvinces` to use Scala `ProvinceView`
2. Adding Scala overload of `ProvinceViewFilter.withdrawnFromProvinceView`
### Estimated Effort (Remaining)
| Component | Lines | Complexity | Blocks |
|-----------|-------|------------|--------|
| `CommandChoiceHelpers` to Scala | ~2000 | High | 4 vassal actions |
| `ResolveBattleAction` refactor | ~500 | High | 1 action (complex) |
| `ChronicleEventGenerator` to Scala | ~400 | Medium | 1 action |
| History API updates | ~100 | Low | - |
| **Total Remaining** | **~3000** | | |
### Progress Summary
| Metric | Value |
|--------|-------|
| Action files fully protoless | 46 / 52 (88%) |
| Proto usages in remaining actions | 33 total |
| Biggest blocker | `ResolveBattleAction` (24 usages) |
| Second biggest blocker | `CommandChoiceHelpers` (blocks 4 actions) |
### Validation
- [x] Each converted action compiles
- [x] Each converted action passes its tests
- [ ] RoundPhaseAdvancer works with Scala GameState
- [ ] No inline converter calls in RoundPhaseAdvancer
- [ ] EngineImpl no longer converts to proto before calling RoundPhaseAdvancer
---
## Phase 5b: Delete RandomSequentialResultsAction Base Class
### Objective
Migrate `RandomSequentialResultsAction` subclasses to a new `TRandomSequentialResultsAction` base class, enabling deletion of the proto-based base class.
### Progress (IN PROGRESS)
**Completed:**
- [x] Created `TRandomSequentialResultsAction` base class
- Takes Scala `GameState` as constructor parameter
- Extends `Action` trait (provides `execute()`)
- Uses `ActionResultTApplier` for applying results
- Uses `RandomStateTSequencer` for sequencing operations
- [x] Converted `EndVassalCommandsPhaseAction`
- [x] Converted `TruceTurnBackPhaseAction`
- [x] Converted `PerformUnaffiliatedHeroesAction` (was already mostly T-based internally)
- [x] Converted `PerformProvinceMoveResolutionAction` (uses T-based sub-actions)
- [x] Converted `PerformReconResolutionAction` (uses T-based types: `ChangedProvinceC`, `ChangedFactionC`, `ClientTextVisibilityExtensionC`)
- [x] Converted `NewRoundAction` (uses T-based types: `ChangedProvinceC`, `ChangedHeroC`, `ChangedFactionC`, `LlmRequestT.ChronicleUpdateMessage`, `ChronicleEntry`)
**Remaining - Blocked (4 actions):**
These actions cannot be easily converted because they use `CommandFactory.makeCommand()` which returns proto `Action`:
| Action | Blocker |
|--------|---------|
| `EndHandleRiotsPhaseAction` | Uses `CommandFactory.makeCommand()` |
| `PerformProvinceEventsAction` | Heavily proto-based throughout (builds `ChangedProvince`, `ChangedFaction`, etc.) |
| `PerformVassalCommandsPhaseAction` | Uses `CommandFactory.makeCommand()` |
| `PerformVassalDefenseDecisionsAction` | Uses `CommandFactory.makeCommand()` |
**Future work needed:**
- Create T-based `CommandFactory` that returns protoless actions (or add `withRandomAction` to T-sequencer)
- Convert the 4 remaining actions once infrastructure is in place
- Note: `ChangedProvinceC`, `ChangedFactionC` now have full field support (used by `PerformReconResolutionAction`)
### New Architecture
**TRandomSequentialResultsAction** (new base class):
- Location: `src/main/scala/net/eagle0/eagle/library/actions/impl/common/TRandomSequentialResultsAction.scala`
- Takes `GameState` (Scala) as constructor parameter
- Extends `Action` trait
- `randomResults(FunctionalRandom, ActionResultTApplier)` returns `RandomState[Vector[ActionResultT]]`
- `execute(ActionResultProtoApplier)` converts results to proto and applies them
**ProtolessRandomSequentialResultsAction** (kept unchanged):
- Used for sub-actions that don't need `execute()` (e.g., `CheckForFactionChangesAction`)
- Simpler interface: `randomResults(FunctionalRandom)` only
### Pattern for Conversion
**Before (proto ActionResult):**
```scala
case class SomeAction(gameState: GameState)
extends RandomSequentialResultsAction(GameStateConverter.toProto(gameState)) {
override def randomResults(
functionalRandom: FunctionalRandom,
actionResultProtoApplier: ActionResultProtoApplier
): RandomState[Vector[ActionResult]] = {
RandomStateProtoSequencer(...)
.withActionResult(_ => ActionResult(`type` = SOME_TYPE, ...))
.actionResults
}
}
```
**After (ActionResultT):**
```scala
case class SomeAction(gameState: GameState)
extends TRandomSequentialResultsAction(gameState) {
override protected def randomResults(
functionalRandom: FunctionalRandom,
actionResultTApplier: ActionResultTApplier
): RandomState[Vector[ActionResultT]] = {
RandomStateTSequencer(
initialState = gameState,
actionResultApplier = actionResultTApplier,
functionalRandom = functionalRandom
)
.withActionResultT(_ => ActionResultC(SomeResultType, ...))
.actionResults
}
}
```
### Key Changes in Conversion
1. **Base class**: `RandomSequentialResultsAction``TRandomSequentialResultsAction`
2. **Sequencer**: `RandomStateProtoSequencer``RandomStateTSequencer`
3. **Return type**: `RandomState[Vector[ActionResult]]``RandomState[Vector[ActionResultT]]`
4. **Applier**: `ActionResultProtoApplier``ActionResultTApplier`
5. **Result construction**: `ActionResult(...)``ActionResultC(...)`
6. **Field names**: Proto field names → Scala model field names (e.g., `player``actingFactionId`)
### Estimated Effort
- 8 remaining actions × ~50 lines each = ~400 lines to change
- Complexity: Medium-High (requires careful mapping of proto → Scala field names)
- Infrastructure complete: `TRandomSequentialResultsAction` base class created
### Validation
- [x] `TRandomSequentialResultsAction` base class created
- [x] 6/10 actions converted (`EndVassalCommandsPhaseAction`, `TruceTurnBackPhaseAction`, `PerformUnaffiliatedHeroesAction`, `PerformProvinceMoveResolutionAction`, `PerformReconResolutionAction`, `NewRoundAction`)
- [x] Converted action tests pass
- [ ] All 10 actions converted to `TRandomSequentialResultsAction` (4 blocked - see table above)
- [ ] All action tests pass
- [ ] `RandomSequentialResultsAction` base class deleted
- [ ] No proto `ActionResult` construction in converted actions
---
## Phase 6: Clean Up Legacy Utilities
### Objective
Remove direct proto imports from utility classes.
### Files to Modify
#### 6.1 LegacyFactionUtils.scala
```
src/main/scala/net/eagle0/eagle/library/LegacyFactionUtils.scala
```
- Replace `import net.eagle0.eagle.internal.faction.Faction` with `FactionT`
- Update method signatures
#### 6.2 LegacyUnaffiliatedHeroUtils.scala
```
src/main/scala/net/eagle0/eagle/library/LegacyUnaffiliatedHeroUtils.scala
```
- Replace proto imports with Scala model imports
- Update method signatures
#### 6.3 BattalionTypeLoader.scala
```
src/main/scala/net/eagle0/eagle/library/BattalionTypeLoader.scala
```
- Keep proto usage for file loading (persistence boundary)
- Convert immediately to Scala model after load
#### 6.4 BeastUtils.scala
```
src/main/scala/net/eagle0/eagle/library/BeastUtils.scala
```
- Replace proto BeastInfo with Scala model (if one exists, otherwise create)
### Validation
- [ ] No proto imports in utility files (except for persistence/serialization)
- [ ] All utilities work correctly with Scala models
---
## Phase 7: Verify GRPC Boundary
### Objective
Confirm that protos are used correctly at the GRPC boundary — and ONLY there.
---
## Phase 8: Create Scala-Native Sequencer (Future)
### Objective
Create a `ScalaOnlySequencer` that operates on Scala `GameState` throughout, eliminating proto conversions inside sequenced operations.
### Background
Currently `RandomStateTSequencer` internally:
1. Takes Scala `GameState` as input
2. Converts to proto `GameStateProto` immediately
3. Threads proto state through all operations
4. Callbacks receive `GameStateProto`, requiring converter calls at every step:
```scala
.withRandomActionResults { (gs, fr) =>
CheckForFactionChangesAction(
factions = gs.factions.values.toVector.map(FactionConverter.fromProto), // conversion!
provinces = gs.provinces.values.toVector.map(ProvinceConverter.fromProto), // conversion!
...
).randomResults(fr)
}
```
### Proposed Design
**ScalaOnlySequencer:**
- Takes Scala `GameState` as input
- Threads Scala `GameState` through all operations (no proto internally)
- Callbacks receive Scala `GameState` directly
- Uses a new `ActionResultScalaApplier` that applies `ActionResultT` to Scala `GameState`
- Converts to proto only at the final output boundary
**Usage after conversion:**
```scala
ScalaOnlySequencer(gameState, applier, random)
.withRandomActionResults { (gs, fr) =>
CheckForFactionChangesAction(
factions = gs.factions.values.toVector, // no conversion!
provinces = gs.provinces.values.toVector, // no conversion!
...
).randomResults(fr)
}
.actionResults
```
### Prerequisites
- Phase 5 complete (actions use `TRandomSequentialResultsAction`)
- Phase 6 complete (utilities work with Scala models)
- `ActionResultScalaApplier` created (applies `ActionResultT` directly to Scala `GameState`)
### Estimated Effort
- `ActionResultScalaApplier`: ~800-900 lines (port of `ActionResultProtoApplierImpl`)
- `ScalaOnlySequencer`: ~200 lines (similar to `RandomStateTSequencer`)
- Action updates: Remove converter calls from callbacks
### Benefits
- Eliminates per-callback proto conversions
- Cleaner code at usage sites
- Better type safety (no proto field access mistakes)
- Prepares for eventual removal of proto `GameState` from internal operations
### Validation
- [ ] `ActionResultScalaApplier` created and tested
- [ ] `ScalaOnlySequencer` created
- [ ] Actions migrated to use `ScalaOnlySequencer`
- [ ] No proto conversions inside sequenced operations
- [x] `ActionResultApplier` created and tested
- [x] `RandomStateSequencer` threads Scala GameState throughout
- [x] `RoundPhaseAdvancer` uses T-types internally
- [x] `ProvinceViewFilter` has Scala overload for server-side use (PR #4752)
- [x] `FactionT.reconnedProvinces` and `ChangedFactionC.updatedReconnedProvinces` use Scala `ProvinceView`
- [x] `ProvinceViewFilter.withdrawnFromProvinceView` has Scala overload
- [ ] `ProvinceViewFilter` faction-filtered views use Scala types
- [ ] `CommandChoiceHelpers` uses Scala types
- [ ] History APIs vend Scala types
- [ ] No `ActionResultProtoConverter.toProto()` calls except at persistence/gRPC boundaries
- [ ] All tests pass
### Files to Review
---
#### 7.1 EagleServiceImpl.scala
```
src/main/scala/net/eagle0/eagle/service/EagleServiceImpl.scala
```
## Phase 7: Clean Up Legacy Utilities
**Correct Pattern:**
```scala
// Receive proto from client
def postCommand(request: PostCommandRequest): Future[PostCommandResponse] = {
// Convert to Scala model
val command = CommandConverter.fromProto(request.command)
### Objective
Remove remaining direct proto imports from utility classes.
// Process with Scala models
val result = engine.processCommand(command)
### Files to Modify
// Convert back to proto for response
PostCommandResponse(ActionResultConverter.toProto(result))
}
```
| File | Status |
|------|--------|
| `CommandChoiceHelpers.scala` | Accepts proto `GameState`; blocks full deproto of `PerformVassalCommandsPhaseAction` and `PerformVassalDefenseDecisionsAction` |
| `LegacyProvinceUtils.scala` | Replace with `ProvinceUtils.scala` - `hasImminentRiot` added (PR #4683) |
| `LegacyFactionUtils.scala` | Replace proto imports with `FactionT` |
| `LegacyUnaffiliatedHeroUtils.scala` | Replace proto imports with Scala models |
| `BattalionTypeLoader.scala` | Keep proto for file loading, convert immediately after |
| `BeastUtils.scala` | **Complete** - now uses Scala `BeastInfo` only |
**This file SHOULD have proto imports** — it's the boundary.
### View Filters (Partially Complete)
### Validation
- [ ] GRPC service converts proto ↔ Scala at the boundary
- [ ] No proto types leak into engine internals
- [ ] No Scala model types leak into GRPC responses
The view filter utilities now have Scala overloads for server-side use:
| File | Status | Notes |
|------|--------|-------|
| `ProvinceViewFilter.scala` | **Partial** | `filteredProvinceView(ProvinceT, ScalaGameState)` added (PR #4752) |
| `ArmyFilter.scala` | **Partial** | `filterArmy(ScalaArmy, Map[BattalionId, BattalionT], Option[FactionId])` added |
| `BattalionViewFilter.scala` | **Complete** | Uses Scala `BattalionT` throughout |
| `GameStateViewFilter.scala` | Pending | Uses proto types throughout |
| `GameStateViewDiffer.scala` | Pending | Works with view protos |
**Unblocked Actions** (PR #4752):
- `EndBattleAftermathPhaseAction` - can now use `filteredProvinceView(province, scalaGameState)`
- `PerformReconResolutionAction` - can now use Scala overload
- `GameStateFactionExtensions` - can now use `updatedReconnedProvinces` with Scala types
**Remaining Work**:
- Faction-filtered `filteredProvinceView(Province, GameState, FactionId)` still uses proto types
- `withdrawnFromProvinceView` still uses proto types
- These are needed for client-facing views with visibility restrictions
---
## Rollout Strategy
## Phase 8: Verify Boundaries
### Approach: Incremental, Always-Green
### Objective
Confirm protos are used correctly at boundaries — and ONLY there.
Each phase should result in a **buildable, testable** state. Never have a broken build.
### Expected Proto Usage (Keep)
- `EagleServiceImpl.scala` - gRPC boundary
- `InMemoryHistory.scala` / `PersistedHistory.scala` - Persistence boundary
- `*Converter.scala` - Explicit conversion utilities
- `*Loader.scala` - File loading utilities
```
Phase 1 (GameStateC) ──→ PR ──→ Merge ✅ (already existed)
Phase 2 (EngineImpl) ──→ PR #4563 ──→ Merge ✅
Phase 3 (GameHistory) ──→ PR #4576 ──→ Merge ✅
Phase 4 (ActionResult) ──→ ✅ Already complete (86% of actions use ActionResultT)
Phase 5 (Actions - batched) ──→ PRs ──→ Merge ← NEXT
Phase 6 (Utilities) ──→ PR ──→ Merge
Phase 7 (Verification) ──→ PR ──→ Merge
```
### Expected No Proto Usage (Verify)
- `/library/actions/impl/` - Pure Scala models
- `/library/util/` - Pure Scala models (except loaders)
- `/model/state/` - Pure Scala models
### Testing Strategy
---
1. **Unit Tests**: Each converter should have round-trip tests
2. **Integration Tests**: Engine operations should produce correct results
3. **Regression Tests**: Existing game scenarios should work identically
## Open Questions
### Rollback Plan
1. **Persistence Format**: Currently game state is persisted as proto. Should we keep proto for persistence (good for schema evolution) or switch to a different format?
If issues arise:
- Each phase is a separate PR
- Can revert individual PRs without affecting others
- Converters provide backward compatibility during transition
2. **Shardok Integration**: `ResolveBattleAction` communicates with Shardok. Should the Shardok interface use protos (external service) or Scala models?
3. **View Generation**: `GameStateViewDiffer` works with view protos for client updates. Views need Scala models (`ProvinceViewT`, etc.) to allow actions like `EndBattleAftermathPhaseAction` to be fully protoless. The Scala views would be converted to proto only at the gRPC boundary when sending updates to clients.
---
@@ -599,132 +326,9 @@ If issues arise:
- [ ] Zero proto imports in `/library/actions/` (except boundaries)
- [ ] Zero proto imports in `/library/` utilities (except loaders)
- [ ] `GameStateT` used throughout engine internals
- [ ] Proto usage limited to: `EagleServiceImpl`, loaders, converters
### Functionality
- [ ] All existing tests pass
- [ ] Game behavior unchanged
- [ ] Performance within acceptable bounds
- [ ] Proto usage limited to: `EagleServiceImpl`, loaders, converters, persistence
### Architecture
- [ ] Clear separation: Scala models (internal) vs Proto (boundaries)
- [ ] Converters as the only bridge between domains
- [ ] No "proto creep" into business logic
---
## Appendix A: File Inventory
### Proto Files (Keep - for serialization)
```
src/main/protobuf/net/eagle0/eagle/internal/game_state.proto
src/main/protobuf/net/eagle0/eagle/internal/action_result.proto
src/main/protobuf/net/eagle0/eagle/internal/hero.proto
... (all .proto files)
```
### Scala Models (Complete)
```
src/main/scala/net/eagle0/eagle/model/state/
├── army/Army.scala ✅
├── battalion/BattalionT.scala ✅
├── faction/FactionT.scala ✅
├── hero/HeroT.scala ✅
├── province/ProvinceT.scala ✅
├── game_state/GameState.scala ✅
└── ... (43 total)
```
### Converters (Complete)
```
src/main/scala/net/eagle0/eagle/model/proto_converters/
├── army/ArmyConverter.scala ✅
├── battalion/BattalionConverter.scala ✅
├── game_state/GameStateConverter.scala ✅
└── ... (43 total)
```
### Actions (Convert)
```
src/main/scala/net/eagle0/eagle/library/actions/
├── ProvinceConqueredAction.scala ✅ (converted)
├── HeroBackstoryUpdateAction.scala ✅ (converted)
├── NewRoundAction.scala ✅ (converted - PR #4624)
├── ResolveBattleAction.scala ❌ (needs conversion)
└── ... (All RandomSequentialResultsAction subclasses converted)
```
---
## Appendix B: Estimated Effort
| Phase | Files | Lines Changed | Complexity | Status |
|-------|-------|---------------|------------|--------|
| Phase 1 | ✅ | 0 | Complete | **DONE** |
| Phase 2 | 10 | ~200 | High | **DONE** (PR #4563) |
| Phase 3 | 18 | ~200 | Medium | **DONE** (PR #4576) |
| Phase 4 | ✅ | 0 | Already complete | **DONE** (93% of actions use ActionResultT) |
| Phase 5 | ~10 | ~500 | Medium | **DONE** (All action base classes converted) |
| Phase 6 | 4-6 | ~300 | Low | |
| Phase 7 | 1-2 | ~50 | Low | |
| **Total** | **~35** | **~1250** | | **~85% complete** |
### Phase 5 Progress
**DeterministicSingleResultAction → ProtolessSimpleAction:**
- PR #4581: EndBattleRequestPhaseAction, EndBattleResolutionPhaseAction ✅
- PR #4585: EndFreeForAllBattleRequestPhaseAction, EndFreeForAllBattleResolutionPhaseAction ✅
- PR #4586: EndPleaseRecruitMePhaseAction, EndDefenseDecisionPhaseAction ✅
- PR #4606: PerformUnaffiliatedHeroesAction internal deproto (uses Scala GameState, inlined UnaffiliatedHeroMovedAction) ✅
- PR #4611: PerformFoodConsumptionPhaseAction, PerformHostileArmySetupAction, NewYearAction ✅
**All DeterministicSingleResultAction conversions complete!** The `DeterministicSingleResultAction` base class has been deleted.
**RandomSequentialResultsAction → Scala GameState:**
- PR #4624: EndVassalCommandsPhaseAction, EndHandleRiotsPhaseAction, PerformProvinceMoveResolutionAction, PerformProvinceEventsAction, TruceTurnBackPhaseAction, PerformVassalCommandsPhaseAction, PerformVassalDefenseDecisionsAction, PerformReconResolutionAction, NewRoundAction ✅
**All RandomSequentialResultsAction conversions complete!** All now accept Scala GameState.
Next: Phase 6 (Legacy Utilities) or Phase 7 (GRPC Boundary verification).
---
## Appendix C: Open Questions
1. ~~**GameState size**: Already resolved - using single case class with 22 fields.~~
2. **Mutable vs Immutable**: Currently using immutable case classes with `copy`. Is this performant enough for game state updates?
3. **Shardok Integration**: `ResolveBattleAction` communicates with Shardok. Should the Shardok interface use protos (external service) or Scala models?
4. **View Generation**: `GameStateViewDiffer` works with view protos for client updates. Should views also have Scala models, or is proto acceptable for client-facing projections?
5. **Persistence Format**: Currently game state is persisted as proto. Should we keep proto for persistence (good for schema evolution) or switch to a different format?
---
## Appendix D: Lessons Learned (from Phases 2-3)
### What Worked Well
1. **Incremental approach** - Each phase produces a working build. Tests catch issues immediately.
2. **Converter pattern** - Having `GameStateConverter.toProto()`/`fromProto()` allows gradual migration. Callers can convert at their boundaries without changing everything at once.
3. **Type aliases help readability** - Using `import ... as DateProto` and `import ... as ScalaDate` makes the code clearer when both types coexist during migration.
### Challenges Encountered
1. **Test mock expectations need updating** - When a method's return type changes (e.g., `stateAfter` returning Scala GameState instead of proto), all mock expectations need to match the new type. This can cascade through many test files.
2. **ActionWithResultingState still uses proto internally** - The `ActionWithResultingState` case class contains proto `GameState` and `ActionResult`. This means callers sometimes need to convert even when we'd prefer not to. Consider converting this class in a future phase.
3. **Build file dependencies** - Each source file change may require BUILD.bazel updates for new imports. Running `bazel run gazelle` helps but manual review is sometimes needed.
### Recommendations for Future Phases
1. **Run tests early and often** - Build failures reveal type mismatches quickly. Fix one file at a time rather than trying to change everything before testing.
2. **Update tests alongside source** - When changing a trait's return type, update the tests for that trait's implementations in the same PR.
3. **Consider deferring ActionWithResultingState conversion** - This is used in the event-sourcing history and may be better left as proto until we're ready to migrate persistence format.
+940
View File
@@ -0,0 +1,940 @@
# Eagle0 Productionization Plan
## Executive Summary
This document outlines a plan to move Eagle0's Eagle and Shardok servers from a home Mac to cloud infrastructure while maintaining a QA environment on the Mac. The architecture uses DigitalOcean (already integrated via Spaces) with containerized deployments and GitHub Actions CI/CD.
## Current Architecture
```
Unity Client
│ gRPC/TLS (eagle0.net:443)
nginx (home Mac, via router port forward)
├─► Eagle Server (Scala/JVM, port 40032)
│ │
│ │ internal gRPC (port 40042)
│ ▼
└─► Shardok Server (C++, port 40042/40052)
Storage: DigitalOcean Spaces (sfo3.digitaloceanspaces.com)
DNS: eagle0.net → home IP
```
**Key observations:**
- Already using DigitalOcean Spaces for S3-compatible storage
- Eagle server is a deployable JAR (`eagle_server_deploy.jar`)
- Shardok server is a native C++ binary
- nginx handles TLS termination and gRPC routing
- Self-hosted GitHub Actions runner on Mac
---
## Target Architecture
### Production Environment (DigitalOcean)
```
Unity Client
├─► eagle0.net (Production)
│ │
│ ▼
│ DigitalOcean Load Balancer (TLS termination)
│ │
│ ▼
│ ┌─────────────────────────────────────┐
│ │ DigitalOcean Droplet(s) │
│ │ ┌─────────────┬─────────────────┐ │
│ │ │ Eagle │ Shardok │ │
│ │ │ (Docker) │ (Docker) │ │
│ │ │ :40032 │ :40042 │ │
│ │ └─────────────┴─────────────────┘ │
│ └─────────────────────────────────────┘
└─► qa.eagle0.net (QA - home Mac, unchanged)
nginx → Eagle/Shardok (current setup)
```
### Environment Switching
The Unity client already supports configurable server URLs via the connection screen:
- **Production:** `eagle0.net` (default)
- **QA:** `qa.eagle0.net`
No client code changes needed - users can simply type the desired URL.
---
## Cloud Provider: DigitalOcean
### Why DigitalOcean
1. **Already integrated** - S3 Spaces storage at `sfo3.digitaloceanspaces.com` with credentials configured
2. **Simple pricing** - Predictable monthly costs, no surprise bills
3. **Good performance** - SFO3 datacenter is geographically close
4. **Managed services** - Load balancers, managed databases if needed later
5. **Not AWS/GCP** - Per your requirements
### Alternative Considered: Hetzner
- Cheaper for compute ($3.29/mo for 2 vCPU/4GB vs DO's $24/mo)
- Good EU presence but less US coverage
- No managed load balancer (need to run HAProxy/nginx yourself)
- **Recommendation:** Start with DigitalOcean for simplicity; migrate to Hetzner later if cost becomes a concern
---
## Infrastructure Components
### 1. Compute: DigitalOcean Droplets
#### Resource Characteristics
- **Eagle server:** CPU-light, possibly RAM-heavy (JVM). Should be always available.
- **Shardok server:** Very CPU-heavy (AI algorithms). Only needed during tactical battles. Startup time <1 second.
#### Recommended: On-Demand Shardok (Same Droplet)
For current low player count, optimize for cost while maintaining availability:
| Component | Config | Monthly Cost |
|-----------|--------|--------------|
| Droplet | s-2vcpu-4gb | $24/mo |
| Eagle | Always running | - |
| Shardok | Started on-demand by Eagle, stopped after idle | - |
**How it works:**
1. Eagle server runs 24/7 - game is always available
2. When battle starts, Eagle launches Shardok container/process (<1s startup)
3. After battle ends, idle timer starts (e.g., 5 minutes)
4. On timeout, Eagle stops Shardok to free CPU
5. If new battle starts during idle period, Shardok is already warm
**Shardok lifecycle management** (implement in Eagle):
```scala
// Pseudocode for Eagle's Shardok management
object ShardokManager {
private var process: Option[Process] = None
private var idleTimer: Option[Timer] = None
def ensureRunning(): Unit = {
cancelIdleTimer()
if (process.isEmpty) {
process = Some(startShardokProcess())
waitForHealthCheck()
}
}
def onBattleEnd(): Unit = {
idleTimer = Some(scheduleShutdown(5.minutes))
}
private def shutdown(): Unit = {
process.foreach(_.destroy())
process = None
}
}
```
#### Future Scaling Options
As player count grows and Shardok needs more CPU:
**Option A: Upgrade Droplet (Simplest)**
| Droplet | vCPU | RAM | Cost | Use Case |
|---------|------|-----|------|----------|
| s-2vcpu-4gb | 2 shared | 4 GB | $24/mo | Current (few players) |
| s-4vcpu-8gb | 4 shared | 8 GB | $48/mo | Moderate usage |
| c-4 | 4 dedicated | 8 GB | $84/mo | CPU-intensive battles |
| c-8 | 8 dedicated | 16 GB | $168/mo | Multiple concurrent battles |
**Option B: Separate Shardok Droplet (API-driven)**
For heavy Shardok usage with cost optimization:
- **Eagle droplet:** s-1vcpu-2gb ($12/mo) - always on
- **Shardok droplet:** Created on-demand via DigitalOcean API
- c-4 CPU-optimized: $0.125/hour
- c-8 CPU-optimized: $0.25/hour
- Created when battle starts, destroyed after idle
- 30-60s droplet creation time (acceptable if battles are requested in advance)
**Option C: Fly.io for Shardok (Scale-to-Zero)**
For true pay-per-use with fast cold starts:
- **Eagle:** DigitalOcean or Fly.io (~$10/mo)
- **Shardok:** Fly.io with auto-scaling
- Performance VMs: ~$0.0000022/second when running
- Cold start: 2-5 seconds
- Scales to zero when idle
Requires learning Fly.io but offers best cost efficiency for sporadic usage.
**Option D: Multiple Shardok Instances (High Scale)**
For many concurrent battles:
- **Eagle:** Dedicated droplet with more RAM
- **Shardok pool:** Multiple Shardok containers/droplets
- Eagle routes battles to available Shardok instances
- Could use Kubernetes or Docker Swarm for orchestration
This is overkill for now but documented for future reference.
### 2. Load Balancer
**DigitalOcean Load Balancer:** $12/mo
- TLS termination with Let's Encrypt
- Health checks
- Sticky sessions (if needed)
- Can add more droplets later for HA
**Alternative:** Run nginx on the droplet for $0 extra, but lose automatic failover.
### 3. Storage
**Already configured:** DigitalOcean Spaces
- Bucket: `eagle0`
- Region: `sfo3`
- Used for game saves and assets
- Cost: $5/mo base + $0.02/GB storage + $0.01/GB transfer
### 4. DNS
**Option A: DigitalOcean DNS (Recommended)**
- Free with droplets
- Easy integration
- API for automated updates
**Option B: Keep current DNS provider**
- Update A records manually or via script
**DNS Records:**
```
eagle0.net A <DO Load Balancer IP>
qa.eagle0.net A <Home IP> (unchanged)
*.eagle0.net A <DO Load Balancer IP> (wildcard for future)
```
### 5. Firewall
**DigitalOcean Cloud Firewall:** Free
```
Inbound Rules:
- TCP 443 (HTTPS/gRPC) from anywhere → Load Balancer
- TCP 22 (SSH) from your IP only → Droplets
- TCP 40032 (Eagle) from Load Balancer only
- TCP 40042 (Shardok) from Load Balancer only
Outbound Rules:
- All traffic allowed (for external APIs, Spaces, etc.)
```
---
## Container Strategy
### Dockerfiles
**Eagle Server** (`ci/eagle_run.Dockerfile` - already exists, needs enhancement):
```dockerfile
FROM eclipse-temurin:17-jre-alpine
# Add non-root user
RUN addgroup -S eagle && adduser -S eagle -G eagle
WORKDIR /app
# Copy the deploy JAR
COPY --chown=eagle:eagle deploy/eagle_server_deploy.jar ./
# Copy game resources
COPY --chown=eagle:eagle src/main/resources/net/eagle0/eagle/ ./resources/
USER eagle
# Health check
HEALTHCHECK --interval=30s --timeout=10s --retries=3 \
CMD wget -q --spider http://localhost:40032/health || exit 1
EXPOSE 40032
ENTRYPOINT ["java", "-Xmx4g", "-jar", "eagle_server_deploy.jar"]
CMD ["--eagle-grpc-port", "40032", "--shardok-interface-remote-address", "shardok:40042", "--gpt-model-name", "gpt-4"]
```
**Shardok Server** (new: `ci/shardok_run.Dockerfile`):
```dockerfile
FROM ubuntu:22.04
# Install runtime dependencies
RUN apt-get update && apt-get install -y \
libstdc++6 \
ca-certificates \
&& rm -rf /var/lib/apt/lists/*
# Add non-root user
RUN useradd -r -s /bin/false shardok
WORKDIR /app
# Copy the Shardok binary and dependencies
COPY --chown=shardok:shardok bazel-bin/src/main/cpp/net/eagle0/shardok/shardok-server ./
COPY --chown=shardok:shardok src/main/resources/net/eagle0/shardok/maps/ ./maps/
USER shardok
# Health check (need to implement gRPC health endpoint)
HEALTHCHECK --interval=30s --timeout=10s --retries=3 \
CMD ./shardok-server --health-check || exit 1
EXPOSE 40042 40052
ENTRYPOINT ["./shardok-server"]
```
**Docker Compose** (new: `docker-compose.prod.yml`):
```yaml
version: '3.8'
services:
eagle:
build:
context: .
dockerfile: ci/eagle_run.Dockerfile
image: eagle0/eagle-server:${VERSION:-latest}
ports:
- "40032:40032"
environment:
- SHARDOK_ADDRESS=shardok:40042
- GPT_MODEL_NAME=${GPT_MODEL_NAME:-gpt-4}
- JAVA_OPTS=-Xmx4g -XX:+UseG1GC
depends_on:
- shardok
restart: unless-stopped
logging:
driver: "json-file"
options:
max-size: "100m"
max-file: "5"
shardok:
build:
context: .
dockerfile: ci/shardok_run.Dockerfile
image: eagle0/shardok-server:${VERSION:-latest}
ports:
- "40042:40042"
- "40052:40052"
restart: unless-stopped
logging:
driver: "json-file"
options:
max-size: "100m"
max-file: "5"
```
---
## Build Pipeline
### Build Artifacts
The build process produces:
1. **Eagle JAR:** `bazel-bin/src/main/scala/net/eagle0/eagle/eagle_server_deploy.jar`
2. **Shardok binary:** `bazel-bin/src/main/cpp/net/eagle0/shardok/shardok-server`
### Cross-Compilation for Linux
Current builds target macOS (self-hosted runner). For production Linux deployment:
**Option A: Build in Docker (Recommended)**
```bash
# Build Eagle (JVM - platform independent)
bazel build //src/main/scala/net/eagle0/eagle:eagle_server_deploy.jar
# Build Shardok in Linux container
docker run --rm -v $(pwd):/workspace -w /workspace \
ubuntu:22.04 \
bash -c "apt-get update && apt-get install -y build-essential && bazel build -c opt //src/main/cpp/net/eagle0/shardok:shardok-server"
```
**Option B: Use GitHub-hosted Linux runner**
- Add `runs-on: ubuntu-latest` workflow
- Builds directly on Linux
- May need to cache Bazel to avoid long build times
**Option C: Cross-compile on Mac**
- Configure Bazel for Linux cross-compilation
- More complex setup but faster iteration
**Recommendation:** Option A (Docker build) for Shardok, since Eagle's JAR is platform-independent.
---
## CI/CD Pipeline
### GitHub Actions Workflows
**New workflow:** `.github/workflows/deploy_production.yml`
```yaml
name: Deploy to Production
on:
push:
branches: [main]
paths:
- 'src/main/scala/**'
- 'src/main/cpp/**'
- 'src/main/protobuf/**'
- 'ci/*.Dockerfile'
- 'docker-compose.prod.yml'
workflow_dispatch:
inputs:
environment:
description: 'Deployment environment'
required: true
default: 'production'
type: choice
options:
- production
- staging
env:
REGISTRY: registry.digitalocean.com
EAGLE_IMAGE: eagle0/eagle-server
SHARDOK_IMAGE: eagle0/shardok-server
jobs:
build-eagle:
runs-on: self-hosted
outputs:
version: ${{ steps.version.outputs.version }}
steps:
- uses: actions/checkout@v4
with:
lfs: false
- name: Set version
id: version
run: echo "version=$(git rev-parse --short HEAD)" >> $GITHUB_OUTPUT
- name: Build Eagle server JAR
run: bazel build //src/main/scala/net/eagle0/eagle:eagle_server_deploy.jar
- name: Copy artifacts
run: |
mkdir -p deploy
cp bazel-bin/src/main/scala/net/eagle0/eagle/eagle_server_deploy.jar deploy/
- name: Build Docker image
run: |
docker build -f ci/eagle_run.Dockerfile -t ${{ env.REGISTRY }}/${{ env.EAGLE_IMAGE }}:${{ steps.version.outputs.version }} .
docker tag ${{ env.REGISTRY }}/${{ env.EAGLE_IMAGE }}:${{ steps.version.outputs.version }} ${{ env.REGISTRY }}/${{ env.EAGLE_IMAGE }}:latest
- name: Push to registry
run: |
echo "${{ secrets.DO_REGISTRY_TOKEN }}" | docker login ${{ env.REGISTRY }} -u ${{ secrets.DO_REGISTRY_TOKEN }} --password-stdin
docker push ${{ env.REGISTRY }}/${{ env.EAGLE_IMAGE }}:${{ steps.version.outputs.version }}
docker push ${{ env.REGISTRY }}/${{ env.EAGLE_IMAGE }}:latest
build-shardok:
runs-on: ubuntu-latest
needs: []
steps:
- uses: actions/checkout@v4
with:
lfs: false
- name: Set version
id: version
run: echo "version=$(git rev-parse --short HEAD)" >> $GITHUB_OUTPUT
- name: Set up Bazel
uses: bazelbuild/setup-bazelisk@v2
- name: Cache Bazel
uses: actions/cache@v3
with:
path: ~/.cache/bazel
key: bazel-linux-${{ hashFiles('MODULE.bazel', 'WORKSPACE') }}
- name: Build Shardok server
run: bazel build -c opt //src/main/cpp/net/eagle0/shardok:shardok-server
- name: Build Docker image
run: |
mkdir -p bazel-bin/src/main/cpp/net/eagle0/shardok/
cp bazel-bin/src/main/cpp/net/eagle0/shardok/shardok-server bazel-bin/src/main/cpp/net/eagle0/shardok/
docker build -f ci/shardok_run.Dockerfile -t ${{ env.REGISTRY }}/${{ env.SHARDOK_IMAGE }}:${{ steps.version.outputs.version }} .
docker tag ${{ env.REGISTRY }}/${{ env.SHARDOK_IMAGE }}:${{ steps.version.outputs.version }} ${{ env.REGISTRY }}/${{ env.SHARDOK_IMAGE }}:latest
- name: Push to registry
run: |
echo "${{ secrets.DO_REGISTRY_TOKEN }}" | docker login ${{ env.REGISTRY }} -u ${{ secrets.DO_REGISTRY_TOKEN }} --password-stdin
docker push ${{ env.REGISTRY }}/${{ env.SHARDOK_IMAGE }}:${{ steps.version.outputs.version }}
docker push ${{ env.REGISTRY }}/${{ env.SHARDOK_IMAGE }}:latest
deploy:
runs-on: ubuntu-latest
needs: [build-eagle, build-shardok]
environment: production
steps:
- uses: actions/checkout@v4
- name: Deploy to DigitalOcean
uses: appleboy/ssh-action@v1.0.0
with:
host: ${{ secrets.DO_DROPLET_IP }}
username: deploy
key: ${{ secrets.DO_SSH_KEY }}
script: |
cd /opt/eagle0
# Pull latest images
docker-compose -f docker-compose.prod.yml pull
# Rolling restart (zero-downtime if load balancer configured)
docker-compose -f docker-compose.prod.yml up -d --remove-orphans
# Wait for health checks
sleep 30
docker-compose -f docker-compose.prod.yml ps
# Cleanup old images
docker image prune -f
- name: Verify deployment
run: |
# Health check endpoint
curl -f https://eagle0.net/health || exit 1
- name: Notify on failure
if: failure()
run: |
# Add Slack/Discord notification here
echo "Deployment failed!"
```
### Deployment Steps
1. **On push to main:**
- Build Eagle JAR (self-hosted Mac runner - for consistency)
- Build Shardok binary (GitHub-hosted Ubuntu runner)
- Build Docker images
- Push to DigitalOcean Container Registry
2. **Deploy to droplet:**
- SSH to production server
- Pull new images
- `docker-compose up -d` (rolling update)
- Verify health checks
3. **Rollback:**
```bash
# On server
docker-compose -f docker-compose.prod.yml down
docker-compose -f docker-compose.prod.yml pull eagle0/eagle-server:<previous-version>
docker-compose -f docker-compose.prod.yml up -d
```
---
## Server Setup
### Initial Droplet Setup
```bash
#!/bin/bash
# Run on fresh DigitalOcean droplet (Ubuntu 22.04)
# Update system
apt-get update && apt-get upgrade -y
# Install Docker
curl -fsSL https://get.docker.com | sh
systemctl enable docker
systemctl start docker
# Install Docker Compose
apt-get install -y docker-compose-plugin
# Create deploy user
useradd -m -s /bin/bash -G docker deploy
mkdir -p /home/deploy/.ssh
# Add your SSH public key to /home/deploy/.ssh/authorized_keys
# Create app directory
mkdir -p /opt/eagle0
chown deploy:deploy /opt/eagle0
# Configure Docker to use DigitalOcean Container Registry
docker login registry.digitalocean.com
# Create systemd service for auto-start
cat > /etc/systemd/system/eagle0.service << 'EOF'
[Unit]
Description=Eagle0 Game Servers
Requires=docker.service
After=docker.service
[Service]
Type=oneshot
RemainAfterExit=yes
WorkingDirectory=/opt/eagle0
ExecStart=/usr/bin/docker compose -f docker-compose.prod.yml up -d
ExecStop=/usr/bin/docker compose -f docker-compose.prod.yml down
User=deploy
Group=deploy
[Install]
WantedBy=multi-user.target
EOF
systemctl enable eagle0
```
### Load Balancer Configuration
**DigitalOcean Load Balancer settings:**
- **Forwarding Rules:**
- HTTPS 443 → HTTP 40032 (Eagle)
- gRPC is HTTP/2, handled automatically
- **Health Checks:**
- Protocol: HTTP
- Port: 40032
- Path: `/health` (need to implement)
- **SSL:**
- Let's Encrypt certificate for `eagle0.net`
- **Settings:**
- Sticky sessions: Disabled (gRPC streams handle this)
- Proxy protocol: Disabled
### nginx on Droplet (Alternative to LB)
If using nginx instead of managed LB:
```nginx
# /etc/nginx/sites-available/eagle0
upstream eagle_backend {
server 127.0.0.1:40032;
keepalive 100;
}
server {
listen 443 ssl http2;
server_name eagle0.net;
ssl_certificate /etc/letsencrypt/live/eagle0.net/fullchain.pem;
ssl_certificate_key /etc/letsencrypt/live/eagle0.net/privkey.pem;
# gRPC settings
location /net.eagle0.eagle.api.Eagle {
grpc_pass grpc://eagle_backend;
grpc_read_timeout 1200s;
grpc_send_timeout 1200s;
grpc_socket_keepalive on;
# Rate limiting
limit_req zone=eagle burst=50 nodelay;
}
# Health check endpoint
location /health {
proxy_pass http://127.0.0.1:40032/health;
}
}
# Rate limit zone
limit_req_zone $binary_remote_addr zone=eagle:10m rate=100r/s;
```
---
## Environment Configuration
### Secrets Management
**GitHub Secrets (for CI/CD):**
- `DO_REGISTRY_TOKEN` - DigitalOcean Container Registry token
- `DO_DROPLET_IP` - Production server IP
- `DO_SSH_KEY` - SSH private key for deployment
- `OPENAI_API_KEY` - For LLM integration (if used in production)
- `DO_SPACES_KEY` - Already exists for S3
**On Server (environment variables):**
```bash
# /opt/eagle0/.env
GPT_MODEL_NAME=gpt-4
OPENAI_API_KEY=sk-...
DO_SPACES_KEY=...
DO_SPACES_SECRET=...
JAVA_OPTS=-Xmx4g -XX:+UseG1GC -XX:MaxGCPauseMillis=200
```
### Configuration Files
**Production config** (`/opt/eagle0/config/eagle0.conf`):
```
monteCarloIterations = 150000
monteCarloThreads = 4
grpcAddress = 0.0.0.0:40042
```
---
## Monitoring & Observability
### Logging
**Docker logging driver:** json-file with rotation
- Logs stored in `/var/lib/docker/containers/<id>/`
- Max 5 files of 100MB each
**Log aggregation options:**
1. **DigitalOcean Logs** - $0 for basic, integrates with Droplets
2. **Papertrail** - $7/mo for 1GB, good search
3. **Self-hosted Loki** - Free, more complex
### Metrics
**Prometheus + Grafana** (optional, for advanced monitoring):
```yaml
# Add to docker-compose.prod.yml
prometheus:
image: prom/prometheus
volumes:
- ./prometheus.yml:/etc/prometheus/prometheus.yml
ports:
- "9090:9090"
grafana:
image: grafana/grafana
ports:
- "3000:3000"
environment:
- GF_SECURITY_ADMIN_PASSWORD=${GRAFANA_PASSWORD}
```
**Key metrics to track:**
- Connection count
- Request latency (p50, p95, p99)
- Error rate
- CPU/memory usage
- Shardok AI search depth/time
### Alerting
**DigitalOcean Monitoring Alerts:**
- CPU > 80% for 5 minutes
- Memory > 90%
- Disk > 85%
- Droplet unreachable
**Uptime monitoring:**
- Use UptimeRobot (free tier) or Better Uptime
- Check `https://eagle0.net/health` every minute
---
## Cost Estimate
### Recommended Starting Configuration
| Component | Monthly Cost | Notes |
|-----------|-------------|-------|
| Droplet (s-2vcpu-4gb) | $24 | Eagle always-on, Shardok on-demand |
| Spaces | ~$5 | Already paying |
| Container Registry | $5 | For Docker images |
| DNS | $0 | Included |
| Bandwidth | ~$0 | 1TB free, then $0.01/GB |
| **Total** | **~$34/mo** | |
### Optional Add-ons
| Component | Monthly Cost | Notes |
|-----------|-------------|-------|
| Load Balancer | +$12 | Only if need HA/failover |
| Monitoring (Papertrail) | +$7 | Better log search |
### Scaling Costs
| Scenario | Droplet | Monthly Cost |
|----------|---------|--------------|
| Current (few players) | s-2vcpu-4gb | $24 |
| Growing usage | s-4vcpu-8gb | $48 |
| CPU-intensive battles | c-4 (dedicated) | $84 |
| High concurrency | c-8 (dedicated) | $168 |
| Separate Shardok (on-demand) | s-1vcpu-2gb + c-4 hourly | $12 + usage |
---
## Migration Plan
### Phase 1: Infrastructure Setup (Day 1)
1. Create DigitalOcean resources:
- Droplet in SFO3 region
- Container Registry
- (Optional) Load Balancer
2. Configure DNS:
- Point `eagle0.net` to new infrastructure
- Keep `qa.eagle0.net` pointing to home IP
3. Set up server:
- Run initial setup script
- Configure Docker and docker-compose
- Test SSH access
### Phase 2: Build Pipeline (Day 2)
1. Create Dockerfiles:
- Enhance `ci/eagle_run.Dockerfile`
- Create `ci/shardok_run.Dockerfile`
2. Create `docker-compose.prod.yml`
3. Set up GitHub Actions:
- Add deployment workflow
- Configure secrets
- Test build pipeline
### Phase 3: Deployment (Day 3)
1. Deploy to production:
- Push first images
- Start containers
- Verify health checks
2. Configure TLS:
- Set up Let's Encrypt
- Update nginx/LB configuration
3. Update DNS:
- Switch `eagle0.net` to production
- Verify client can connect
### Phase 4: Validation (Day 4)
1. Test gameplay:
- Connect from Unity client
- Play through Eagle gameplay
- Test Shardok combat
2. Monitor:
- Check logs for errors
- Verify resource usage
- Test reconnection behavior
3. Document:
- Update runbooks
- Document rollback procedures
### Phase 5: QA Environment (Day 5)
1. Configure `qa.eagle0.net`:
- Keep pointing to home Mac
- Ensure nginx routes correctly
2. Test environment switching:
- Connect to production
- Switch to QA
- Verify different game states
---
## Rollback Procedure
### Quick Rollback (< 5 minutes)
```bash
# SSH to production server
ssh deploy@<droplet-ip>
# Roll back to previous version
cd /opt/eagle0
docker-compose -f docker-compose.prod.yml down
docker pull registry.digitalocean.com/eagle0/eagle-server:<previous-tag>
docker pull registry.digitalocean.com/eagle0/shardok-server:<previous-tag>
VERSION=<previous-tag> docker-compose -f docker-compose.prod.yml up -d
```
### Full Rollback to Home Mac
1. Update DNS: Point `eagle0.net` back to home IP
2. Ensure home Mac servers are running
3. Wait for DNS propagation (5-30 minutes)
---
## Security Checklist
- [ ] SSH key authentication only (disable password)
- [ ] Firewall configured (only 443, 22 from trusted IPs)
- [ ] TLS 1.3 enforced
- [ ] Secrets in environment variables, not in code
- [ ] Container runs as non-root user
- [ ] Rate limiting on gRPC endpoints
- [ ] Regular security updates (`unattended-upgrades`)
- [ ] Remove Shardok internal interface from public nginx (per CONNECTION_ARCHITECTURE.md)
---
## Resolved Questions
1. **Game state migration:** No migration needed. Saves are currently local only. The codebase has a `Persister` pattern (with existing AWS support) that could be adapted to save to DO Spaces in the future.
2. **LLM API keys:** Yes, OpenAI API keys are needed on the Eagle server. Add `OPENAI_API_KEY` to the `.env` file on the production droplet.
3. **Multiple regions:** Not needed for now. Single SFO3 region is sufficient.
## Remaining Open Questions
1. **Backup strategy:** Should we add automated backups for local persistence, or migrate to DO Spaces persistence first?
2. **Autoscaling:** Is traffic predictable enough to use fixed instance, or need autoscaling later?
---
## Next Steps
### Phase 1: Infrastructure
1. **Approve this plan** - Review and discuss any changes
2. **Create DigitalOcean resources** - Droplet (s-2vcpu-4gb), Container Registry
3. **Set up droplet** - Docker, deploy user, firewall, nginx with TLS
### Phase 2: Containerization
4. **Implement Dockerfiles** - Eagle and Shardok containers
5. **Implement Shardok lifecycle management** - Eagle starts/stops Shardok on-demand
- Add `ShardokProcessManager` to Eagle server
- Start Shardok when battle requested
- Stop after idle timeout (5 min)
- Health check before routing traffic
### Phase 3: CI/CD
6. **Set up GitHub Actions** - Build and push Docker images
7. **Add deployment workflow** - SSH deploy to droplet
### Phase 4: Migration
8. **Deploy to production** - Push images, start services
9. **Update DNS** - Point eagle0.net to droplet
10. **Validate** - Test gameplay, monitor logs
11. **Configure QA** - Ensure qa.eagle0.net still works (home Mac)
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"jar": "b1050081b14bb7a3a7e55a4d3ef01b5dcfabc453b4573a4fc019767191d5f4e0"
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"version": "4.12.0"
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"shasums": {
"jar": "a7112c9b3cefee418286c9c9372f7af992bd1e6e030691d52f60cb36dbec8320"
"jar": "cde3341ba18a2ba262b0b7cf6c55b20c90e8d434e42c9a13e6a3f770db965a88"
},
"version": "1.4.20"
"version": "1.9.10"
},
"org.jetbrains.kotlin:kotlin-stdlib-jdk7": {
"shasums": {
"jar": "ac6361bf9ad1ed382c2103d9712c47cdec166232b4903ed596e8876b0681c9b7"
},
"version": "1.9.10"
},
"org.jetbrains.kotlin:kotlin-stdlib-jdk8": {
"shasums": {
"jar": "a4c74d94d64ce1abe53760fe0389dd941f6fc558d0dab35e47c085a11ec80f28"
},
"version": "1.9.10"
},
"org.jetbrains:annotations": {
"shasums": {
@@ -779,12 +810,23 @@
"org.checkerframework:checker-qual",
"org.ow2.asm:asm"
],
"com.squareup.okhttp3:okhttp": [
"com.squareup.okio:okio",
"org.jetbrains.kotlin:kotlin-stdlib-jdk8"
],
"com.squareup.okhttp3:okhttp-sse": [
"com.squareup.okhttp3:okhttp",
"org.jetbrains.kotlin:kotlin-stdlib-jdk8"
],
"com.squareup.okhttp:okhttp": [
"com.squareup.okio:okio"
],
"com.squareup.okio:okio": [
"org.jetbrains.kotlin:kotlin-stdlib",
"org.jetbrains.kotlin:kotlin-stdlib-common"
"com.squareup.okio:okio-jvm"
],
"com.squareup.okio:okio-jvm": [
"org.jetbrains.kotlin:kotlin-stdlib-common",
"org.jetbrains.kotlin:kotlin-stdlib-jdk8"
],
"com.thesamet.scalapb:compilerplugin_3": [
"com.google.protobuf:protobuf-java",
@@ -992,6 +1034,13 @@
"org.jetbrains.kotlin:kotlin-stdlib-common",
"org.jetbrains:annotations"
],
"org.jetbrains.kotlin:kotlin-stdlib-jdk7": [
"org.jetbrains.kotlin:kotlin-stdlib"
],
"org.jetbrains.kotlin:kotlin-stdlib-jdk8": [
"org.jetbrains.kotlin:kotlin-stdlib",
"org.jetbrains.kotlin:kotlin-stdlib-jdk7"
],
"org.json4s:json4s-ast_3": [
"org.scala-lang:scala3-library_3"
],
@@ -1451,6 +1500,29 @@
"com.google.truth:truth": [
"com.google.common.truth"
],
"com.squareup.okhttp3:okhttp": [
"okhttp3",
"okhttp3.internal",
"okhttp3.internal.authenticator",
"okhttp3.internal.cache",
"okhttp3.internal.cache2",
"okhttp3.internal.concurrent",
"okhttp3.internal.connection",
"okhttp3.internal.http",
"okhttp3.internal.http1",
"okhttp3.internal.http2",
"okhttp3.internal.io",
"okhttp3.internal.platform",
"okhttp3.internal.platform.android",
"okhttp3.internal.proxy",
"okhttp3.internal.publicsuffix",
"okhttp3.internal.tls",
"okhttp3.internal.ws"
],
"com.squareup.okhttp3:okhttp-sse": [
"okhttp3.internal.sse",
"okhttp3.sse"
],
"com.squareup.okhttp:okhttp": [
"com.squareup.okhttp",
"com.squareup.okhttp.internal",
@@ -1459,7 +1531,7 @@
"com.squareup.okhttp.internal.io",
"com.squareup.okhttp.internal.tls"
],
"com.squareup.okio:okio": [
"com.squareup.okio:okio-jvm": [
"okio",
"okio.internal"
],
@@ -1814,6 +1886,7 @@
"kotlin.annotation",
"kotlin.collections",
"kotlin.collections.builders",
"kotlin.collections.jdk8",
"kotlin.collections.unsigned",
"kotlin.comparisons",
"kotlin.concurrent",
@@ -1822,24 +1895,36 @@
"kotlin.coroutines.cancellation",
"kotlin.coroutines.intrinsics",
"kotlin.coroutines.jvm.internal",
"kotlin.enums",
"kotlin.experimental",
"kotlin.internal",
"kotlin.internal.jdk7",
"kotlin.internal.jdk8",
"kotlin.io",
"kotlin.io.encoding",
"kotlin.io.path",
"kotlin.jdk7",
"kotlin.js",
"kotlin.jvm",
"kotlin.jvm.functions",
"kotlin.jvm.internal",
"kotlin.jvm.internal.markers",
"kotlin.jvm.internal.unsafe",
"kotlin.jvm.jdk8",
"kotlin.jvm.optionals",
"kotlin.math",
"kotlin.properties",
"kotlin.random",
"kotlin.random.jdk8",
"kotlin.ranges",
"kotlin.reflect",
"kotlin.sequences",
"kotlin.streams.jdk8",
"kotlin.system",
"kotlin.text",
"kotlin.time"
"kotlin.text.jdk8",
"kotlin.time",
"kotlin.time.jdk8"
],
"org.jetbrains:annotations": [
"org.intellij.lang.annotations",
@@ -2270,8 +2355,11 @@
"com.google.protobuf:protobuf-java",
"com.google.re2j:re2j",
"com.google.truth:truth",
"com.squareup.okhttp3:okhttp",
"com.squareup.okhttp3:okhttp-sse",
"com.squareup.okhttp:okhttp",
"com.squareup.okio:okio",
"com.squareup.okio:okio-jvm",
"com.thesamet.scalapb:compilerplugin_3",
"com.thesamet.scalapb:lenses_3",
"com.thesamet.scalapb:protoc-bridge_2.13",
@@ -2324,6 +2412,8 @@
"org.hamcrest:hamcrest-core",
"org.jetbrains.kotlin:kotlin-stdlib",
"org.jetbrains.kotlin:kotlin-stdlib-common",
"org.jetbrains.kotlin:kotlin-stdlib-jdk7",
"org.jetbrains.kotlin:kotlin-stdlib-jdk8",
"org.jetbrains:annotations",
"org.json4s:json4s-ast_3",
"org.json4s:json4s-core_3",
+473
View File
@@ -0,0 +1,473 @@
#!/bin/bash
#
# generate_changelog.sh
#
# Generates a weekly changelog from merged PRs, uses Claude to create a synopsis,
# and sends an HTML email via Fastmail JMAP API.
#
# Usage: ./scripts/generate_changelog.sh [--dry-run]
#
# Configuration files (in ~/.config/eagle0/):
# fastmail_token - API token (required)
# changelog_recipient - Email addresses, one per line (optional, defaults to sender)
#
# To set up:
# mkdir -p ~/.config/eagle0
# echo 'your-token' > ~/.config/eagle0/fastmail_token
# chmod 600 ~/.config/eagle0/fastmail_token
#
# # Optional: configure recipients (one per line, # for comments)
# cat > ~/.config/eagle0/changelog_recipient << EOF
# alice@example.com
# bob@example.com
# EOF
#
# The script tracks its last run using a git tag 'changelog-last-run'.
# On first run (no tag), it defaults to the previous Friday at 4pm.
set -euo pipefail
# Ensure homebrew binaries are in PATH
export PATH="/opt/homebrew/bin:$PATH"
SCRIPT_DIR="$(cd "$(dirname "${BASH_SOURCE[0]}")" && pwd)"
REPO_ROOT="$(cd "$SCRIPT_DIR/.." && pwd)"
TAG_NAME="changelog-last-run"
DRY_RUN=false
FASTMAIL_API="https://api.fastmail.com/jmap/api/"
CONFIG_DIR="$HOME/.config/eagle0"
TOKEN_FILE="$CONFIG_DIR/fastmail_token"
RECIPIENT_FILE="$CONFIG_DIR/changelog_recipient"
# Load API token from file or environment
load_api_token() {
# Environment variable takes precedence
if [[ -n "${FASTMAIL_API_TOKEN:-}" ]]; then
return 0
fi
# Try loading from config file
if [[ -f "$TOKEN_FILE" ]]; then
FASTMAIL_API_TOKEN=$(cat "$TOKEN_FILE" | tr -d '[:space:]')
if [[ -n "$FASTMAIL_API_TOKEN" ]]; then
echo "Loaded API token from $TOKEN_FILE"
export FASTMAIL_API_TOKEN
return 0
fi
fi
return 1
}
# Load recipient emails from config file (one per line)
# Returns JSON array fragment like: {"email": "a@b.com"}, {"email": "c@d.com"}
load_recipients_json() {
local recipients=""
if [[ -f "$RECIPIENT_FILE" ]]; then
while IFS= read -r line || [[ -n "$line" ]]; do
# Skip empty lines and comments
line=$(echo "$line" | tr -d '[:space:]')
[[ -z "$line" || "$line" == \#* ]] && continue
if [[ -n "$recipients" ]]; then
recipients="$recipients, "
fi
recipients="$recipients{\"email\": \"$line\"}"
done < "$RECIPIENT_FILE"
fi
echo "$recipients"
}
# Get human-readable list of recipients
load_recipients_display() {
if [[ -f "$RECIPIENT_FILE" ]]; then
grep -v '^#' "$RECIPIENT_FILE" | grep -v '^[[:space:]]*$' | tr '\n' ', ' | sed 's/, $//'
fi
}
# Parse arguments
while [[ $# -gt 0 ]]; do
case $1 in
--dry-run)
DRY_RUN=true
shift
;;
*)
echo "Unknown option: $1"
echo "Usage: $0 [--dry-run]"
exit 1
;;
esac
done
cd "$REPO_ROOT"
# Get the cutoff date - either from tag or previous Friday 4pm
get_cutoff_date() {
# Try to get the date from the tag
if git rev-parse "$TAG_NAME" >/dev/null 2>&1; then
# Get the commit date of the tagged commit
git log -1 --format="%aI" "$TAG_NAME"
else
# Calculate previous Friday at 4pm
# Get current day of week (1=Monday, 7=Sunday)
local dow=$(date +%u)
local days_since_friday
if [[ $dow -ge 5 ]]; then
# Friday (5), Saturday (6), or Sunday (7)
days_since_friday=$((dow - 5))
else
# Monday (1) through Thursday (4)
days_since_friday=$((dow + 2))
fi
# Get previous Friday at 4pm in ISO format
if [[ "$(uname)" == "Darwin" ]]; then
date -v-"${days_since_friday}d" -v16H -v0M -v0S +"%Y-%m-%dT%H:%M:%S%z"
else
date -d "$days_since_friday days ago 16:00:00" --iso-8601=seconds
fi
fi
}
# Fetch merged PRs since the cutoff date
fetch_merged_prs() {
local since_date="$1"
local output_file="$2"
echo "Fetching PRs merged since: $since_date"
# Use gh to search for merged PRs
gh pr list \
--state merged \
--base main \
--json number,title,body,mergedAt,author \
--jq ".[] | select(.mergedAt >= \"$since_date\")" \
> "$output_file.json"
# Format the output nicely
echo "# Merged PRs since $since_date" > "$output_file"
echo "" >> "$output_file"
# Process each PR
jq -r '
"## PR #\(.number): \(.title)\n" +
"Author: \(.author.login)\n" +
"Merged: \(.mergedAt)\n\n" +
"### Description\n" +
(.body // "(No description)") +
"\n\n---\n"
' "$output_file.json" >> "$output_file"
# Count PRs
local pr_count=$(jq -s 'length' "$output_file.json")
echo "Found $pr_count merged PRs"
rm -f "$output_file.json"
if [[ $pr_count -eq 0 ]]; then
echo "No PRs found since $since_date"
return 1
fi
return 0
}
# Generate synopsis using Claude
generate_synopsis() {
local input_file="$1"
local output_file="$2"
echo "Generating synopsis with Claude..."
# Create a prompt file to avoid shell escaping issues
local prompt_file="/tmp/eagle0_prompt_$$.txt"
# Get repo URL for PR links
local repo_url=$(gh repo view --json url -q '.url')
cat > "$prompt_file" <<PROMPT_HEADER
You are summarizing changes for a weekly engineering update email.
Read the following list of merged PRs and create a concise synopsis grouped by theme/feature/area of the codebase.
Structure:
1. <h1> title (e.g., "Eagle0 Weekly Update")
2. <h2>BLUF</h2> (Bottom Line Up Front) - A short prose paragraph (2-4 sentences) highlighting the 1-3 most important changes this week and what to look for when testing. This should be conversational and help readers quickly understand what matters most.
3. Synopsis sections (<h2> headings with bullet point summaries)
4. <hr> divider
5. <h2>PR Details</h2> with the same groupings, but smaller (<h3> headings) and listing PR links
- Format each PR as: <a href="${repo_url}/pull/NUMBER">#NUMBER</a>: Title
Guidelines for the SYNOPSIS sections:
- Group related changes together under clear headings (use <h2> tags)
- Use bullet points (<ul><li>) for individual changes
- Highlight any significant new features, breaking changes, or important fixes
- Keep the tone professional but accessible
- Don't include PR numbers in the synopsis - focus on what changed and why it matters
IMPORTANT: Output valid HTML that can be used directly in an email body. Do NOT wrap in \`\`\`html code blocks - just output the raw HTML.
Here are the merged PRs:
PROMPT_HEADER
cat "$input_file" >> "$prompt_file"
echo "" >> "$prompt_file"
echo "Generate the synopsis now:" >> "$prompt_file"
# Use Claude CLI to generate the synopsis, wrapped in proper HTML with charset
local raw_output="/tmp/eagle0_raw_$$.html"
cat "$prompt_file" | claude --print > "$raw_output"
# Wrap in HTML document with UTF-8 charset
cat > "$output_file" <<'HTML_HEAD'
<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
</head>
<body>
HTML_HEAD
cat "$raw_output" >> "$output_file"
echo "</body></html>" >> "$output_file"
rm -f "$prompt_file" "$raw_output"
echo "Synopsis generated at: $output_file"
}
# Get Fastmail session info (account ID, identity ID, drafts mailbox ID)
get_fastmail_session() {
echo "Fetching Fastmail session info..." >&2
# Get session
local session=$(curl -s \
-H "Authorization: Bearer $FASTMAIL_API_TOKEN" \
"https://api.fastmail.com/jmap/session")
# Extract account ID (first account)
FASTMAIL_ACCOUNT_ID=$(echo "$session" | jq -r '.primaryAccounts["urn:ietf:params:jmap:mail"]')
if [[ -z "$FASTMAIL_ACCOUNT_ID" || "$FASTMAIL_ACCOUNT_ID" == "null" ]]; then
echo "Error: Could not get Fastmail account ID. Check your API token." >&2
return 1
fi
echo "Account ID: $FASTMAIL_ACCOUNT_ID" >&2
# Get identity ID
local identity_response=$(curl -s \
-H "Authorization: Bearer $FASTMAIL_API_TOKEN" \
-H "Content-Type: application/json" \
-X POST \
-d "{
\"using\": [\"urn:ietf:params:jmap:core\", \"urn:ietf:params:jmap:mail\", \"urn:ietf:params:jmap:submission\"],
\"methodCalls\": [
[\"Identity/get\", {\"accountId\": \"$FASTMAIL_ACCOUNT_ID\"}, \"0\"]
]
}" \
"$FASTMAIL_API")
FASTMAIL_IDENTITY_ID=$(echo "$identity_response" | jq -r '.methodResponses[0][1].list[0].id')
FASTMAIL_FROM_EMAIL=$(echo "$identity_response" | jq -r '.methodResponses[0][1].list[0].email')
if [[ -z "$FASTMAIL_IDENTITY_ID" || "$FASTMAIL_IDENTITY_ID" == "null" ]]; then
echo "Error: Could not get Fastmail identity ID." >&2
return 1
fi
echo "Identity ID: $FASTMAIL_IDENTITY_ID (${FASTMAIL_FROM_EMAIL})" >&2
# Get drafts mailbox ID
local mailbox_response=$(curl -s \
-H "Authorization: Bearer $FASTMAIL_API_TOKEN" \
-H "Content-Type: application/json" \
-X POST \
-d "{
\"using\": [\"urn:ietf:params:jmap:core\", \"urn:ietf:params:jmap:mail\"],
\"methodCalls\": [
[\"Mailbox/query\", {\"accountId\": \"$FASTMAIL_ACCOUNT_ID\", \"filter\": {\"role\": \"drafts\"}}, \"0\"]
]
}" \
"$FASTMAIL_API")
FASTMAIL_DRAFTS_ID=$(echo "$mailbox_response" | jq -r '.methodResponses[0][1].ids[0]')
if [[ -z "$FASTMAIL_DRAFTS_ID" || "$FASTMAIL_DRAFTS_ID" == "null" ]]; then
echo "Error: Could not get Fastmail drafts mailbox ID." >&2
return 1
fi
echo "Drafts mailbox ID: $FASTMAIL_DRAFTS_ID" >&2
return 0
}
# Send email via Fastmail JMAP API
send_email_fastmail() {
local synopsis_file="$1"
local recipients_json="$2" # JSON array fragment: {"email": "a@b.com"}, {"email": "c@d.com"}
local subject="Eagle0 Weekly Changelog - $(date +%Y-%m-%d)"
local html_body=$(cat "$synopsis_file" | jq -Rs .)
echo "Sending email via Fastmail JMAP API..."
# Create the email and send it in one request
local response=$(curl -s \
-H "Authorization: Bearer $FASTMAIL_API_TOKEN" \
-H "Content-Type: application/json" \
-X POST \
-d "{
\"using\": [
\"urn:ietf:params:jmap:core\",
\"urn:ietf:params:jmap:mail\",
\"urn:ietf:params:jmap:submission\"
],
\"methodCalls\": [
[\"Email/set\", {
\"accountId\": \"$FASTMAIL_ACCOUNT_ID\",
\"create\": {
\"draft\": {
\"from\": [{\"email\": \"$FASTMAIL_FROM_EMAIL\"}],
\"to\": [$recipients_json],
\"subject\": \"$subject\",
\"mailboxIds\": {\"$FASTMAIL_DRAFTS_ID\": true},
\"keywords\": {\"\$draft\": true},
\"htmlBody\": [{\"partId\": \"body\", \"type\": \"text/html\"}],
\"bodyValues\": {
\"body\": {
\"charset\": \"utf-8\",
\"value\": $html_body
}
}
}
}
}, \"0\"],
[\"EmailSubmission/set\", {
\"accountId\": \"$FASTMAIL_ACCOUNT_ID\",
\"onSuccessDestroyEmail\": [\"#sendIt\"],
\"create\": {
\"sendIt\": {
\"emailId\": \"#draft\",
\"identityId\": \"$FASTMAIL_IDENTITY_ID\"
}
}
}, \"1\"]
]
}" \
"$FASTMAIL_API")
# Check for errors
local error=$(echo "$response" | jq -r '.methodResponses[0][1].notCreated.draft.description // empty')
if [[ -n "$error" ]]; then
echo "Error creating email: $error" >&2
echo "Full response: $response" >&2
return 1
fi
local send_error=$(echo "$response" | jq -r '.methodResponses[1][1].notCreated.sendIt.description // empty')
if [[ -n "$send_error" ]]; then
echo "Error sending email: $send_error" >&2
echo "Full response: $response" >&2
return 1
fi
echo "Email sent successfully"
}
# Update the tag to mark this run
update_tag() {
echo "Updating $TAG_NAME tag..."
# Delete existing tag if present
git tag -d "$TAG_NAME" 2>/dev/null || true
git push origin --delete "$TAG_NAME" 2>/dev/null || true
# Create new tag at HEAD
git tag "$TAG_NAME"
git push origin "$TAG_NAME"
echo "Tag updated to current HEAD"
}
# Main
main() {
echo "=== Eagle0 Weekly Changelog Generator ==="
echo ""
# Load API token (only required for actual send)
if [[ "$DRY_RUN" != "true" ]]; then
if ! load_api_token; then
echo "Error: No Fastmail API token found."
echo ""
echo "To create a token:"
echo "1. Go to Fastmail Settings -> Password & Security -> API tokens"
echo "2. Create a new token with 'Email submission' scope"
echo "3. Save it using one of these methods:"
echo ""
echo " Option A (recommended): Store in config file"
echo " mkdir -p ~/.config/eagle0"
echo " echo 'your-token' > ~/.config/eagle0/fastmail_token"
echo " chmod 600 ~/.config/eagle0/fastmail_token"
echo ""
echo " Option B: Set environment variable"
echo " export FASTMAIL_API_TOKEN='your-token'"
exit 1
fi
fi
# Get cutoff date
local cutoff_date=$(get_cutoff_date)
echo "Cutoff date: $cutoff_date"
# Create temp files
local pr_file="/tmp/eagle0_prs_$(date +%s).md"
local synopsis_file="/tmp/eagle0_synopsis_$(date +%s).html"
# Fetch PRs
if ! fetch_merged_prs "$cutoff_date" "$pr_file"; then
echo "No changes to report. Exiting."
exit 0
fi
echo ""
echo "PR details saved to: $pr_file"
# Generate synopsis
generate_synopsis "$pr_file" "$synopsis_file"
if [[ "$DRY_RUN" == "true" ]]; then
echo ""
echo "=== DRY RUN - Synopsis content ==="
cat "$synopsis_file"
echo ""
echo "=== DRY RUN - Skipping email send and tag update ==="
else
# Get Fastmail session info
if ! get_fastmail_session; then
echo "Failed to get Fastmail session info. Exiting."
exit 1
fi
# Determine recipients (from config file, or default to sender)
local recipients_json=$(load_recipients_json)
if [[ -z "$recipients_json" ]]; then
recipients_json="{\"email\": \"$FASTMAIL_FROM_EMAIL\"}"
echo "No recipients configured, sending to self ($FASTMAIL_FROM_EMAIL)"
else
local recipients_display=$(load_recipients_display)
echo "Sending to: $recipients_display"
fi
# Send email
send_email_fastmail "$synopsis_file" "$recipients_json"
# Update tag for next run
update_tag
fi
echo ""
echo "Done!"
echo "PR details: $pr_file"
echo "Synopsis: $synopsis_file"
}
main
@@ -65,11 +65,6 @@ private:
const GameStateW& guessedState,
const CommandListSPtr& realAvailableCommands) const -> CommandChoiceResults;
[[nodiscard]] auto ChooseCommandIndex(
const GameSettingsSPtr& settings,
const net::eagle0::shardok::api::GameStateView& gsv,
const CommandListSPtr& realAvailableCommands) const -> CommandChoiceResults;
public:
explicit ShardokAIClient(
PlayerId playerId,
@@ -86,6 +81,12 @@ public:
[[nodiscard]] auto ChooseCommandIndex(const ShardokEngine& engine) const
-> CommandChoiceResults;
// Overload that works on copies of state - allows caller to release lock during AI thinking
[[nodiscard]] auto ChooseCommandIndex(
const GameSettingsSPtr& settings,
const net::eagle0::shardok::api::GameStateView& gsv,
const CommandListSPtr& realAvailableCommands) const -> CommandChoiceResults;
// MCTS configuration methods (only relevant when using MCTS algorithm)
[[nodiscard]] auto GetMCTSConfig() const -> const mcts::MCTSConfig& { return mctsConfig; }
void SetMCTSConfig(const mcts::MCTSConfig& config) { mctsConfig = config; }
@@ -81,7 +81,7 @@ vector<shared_ptr<ShardokAIClient>> ShardokGameController::MakeAIClients(
pi.is_defender(),
e->GetCurrentGameState()->hex_map(),
e->GetGameSettings()->GetGetter(),
AIAlgorithmType::MCTS,
AIAlgorithmType::ITERATIVE_DEEPENING,
ScoringCalculatorType::MCTS_OPTIMIZED,
mctsConfig);
@@ -111,17 +111,67 @@ void ShardokGameController::DoAIThread() {
if (aiClients.empty()) { printf("No AI players, exiting AI thread.\n"); }
while (aiThreadKeepGoing) {
while (incomingRegistrations > 0) {
std::this_thread::sleep_for(std::chrono::milliseconds(1));
// Phase 1: Gather data for AI decision (brief lock)
shared_ptr<ShardokAIClient> aiClient;
PlayerId playerId;
GameSettingsSPtr settings;
net::eagle0::shardok::api::GameStateView gsv;
CommandListSPtr availableCommands;
size_t expectedHistoryCount;
{
unique_lock lk(masterLock);
if (engine->GameIsOver()) {
aiThreadKeepGoing = false;
continue;
}
playerId = engine->GetCurrentPlayerId();
aiClient = LockedAIClientForPid(playerId);
if (!aiClient) {
// Not an AI player's turn - wait for signal
aiCondition.wait(lk);
aiThreadKeepGoing = aiThreadKeepGoing && !engine->GameIsOver();
continue;
}
// Get copies of everything the AI needs
settings = engine->GetGameSettings();
gsv = engine->GetGameStateView(playerId);
availableCommands = engine->GetAvailableCommandsForAIPlayer(playerId);
expectedHistoryCount = engine->GetUnfilteredHistoryCount();
}
// Lock released - polls can now get through
if (availableCommands->empty()) {
printf("no commands for player %d\n", playerId);
continue;
}
unique_lock lk(masterLock);
if (LockedCheckOneAICommand()) {
// Phase 2: AI thinks (NO LOCK - this is the slow part)
const auto results = aiClient->ChooseCommandIndex(settings, gsv, availableCommands);
// Phase 3: Post the command (brief lock)
{
unique_lock lk(masterLock);
// Verify state hasn't changed while we were thinking
if (engine->GetUnfilteredHistoryCount() != expectedHistoryCount) {
// State changed (e.g., human posted command) - re-evaluate
printf("AI: State changed while thinking, re-evaluating\n");
continue;
}
if (engine->GameIsOver()) {
aiThreadKeepGoing = false;
continue;
}
engine->PostCommand(playerId, results.chosenIndex);
LockedNotifyClients();
aiThreadKeepGoing = aiThreadKeepGoing && !engine->GameIsOver();
} else {
aiCondition.wait(lk);
aiThreadKeepGoing = aiThreadKeepGoing && !engine->GameIsOver();
aiThreadKeepGoing = !engine->GameIsOver();
}
}
printf("Exiting AI thread.\n");
@@ -136,24 +186,6 @@ ShardokGameController::~ShardokGameController() {
aiThread.join();
}
auto ShardokGameController::LockedCheckOneAICommand() -> bool {
if (engine->GameIsOver()) {
printf("Game is over!\n");
return false;
}
const PlayerId currentPid = engine->GetCurrentPlayerId();
if (const shared_ptr<ShardokAIClient> currentPlayerClient = LockedAIClientForPid(currentPid)) {
const int index = currentPlayerClient->ChooseCommandIndex(*engine).chosenIndex;
engine->PostCommand(currentPid, index);
LockedNotifyClients();
return true;
}
return false;
}
void CheckFactionId(
const unique_ptr<ShardokEngine> &engine,
const PlayerId shardokPlayerId,
@@ -229,6 +261,7 @@ void ShardokGameController::PostPlacementCommands(
}
auto ShardokGameController::GetCurrentGameStateBytes() -> byte_vector {
scoped_lock<mutex> guard(masterLock);
return engine->GetCurrentGameStateBytes();
}
@@ -292,6 +325,9 @@ auto ShardokGameController::GetUpdates(const int64_t startingActionId) -> AllUpd
-1,
engine->FilterNewResults(-1, startingActionId),
nullptr);
auto gameStateBytes = engine->GetCurrentGameStateBytes();
updates.currentGameState.swap(gameStateBytes);
}
return updates;
@@ -321,4 +357,74 @@ auto ShardokGameController::ResolvedPlayerInfos()
return engine->GetPlayerInfos();
}
void ShardokGameController::RegisterSubscriber(std::shared_ptr<StreamSubscriber> subscriber) {
scoped_lock<mutex> guard(subscriberLock);
subscribers.push_back(subscriber);
}
void ShardokGameController::UnregisterSubscriber(const StreamSubscriber *subscriber) {
scoped_lock<mutex> guard(subscriberLock);
subscribers.erase(
std::remove_if(
subscribers.begin(),
subscribers.end(),
[subscriber](const std::weak_ptr<StreamSubscriber> &weakSub) {
auto sub = weakSub.lock();
return !sub || sub.get() == subscriber;
}),
subscribers.end());
}
auto ShardokGameController::WaitForUpdatesAndPush(
std::shared_ptr<StreamSubscriber> subscriber,
int64_t startingActionId) -> bool {
int64_t lastPushedActionId = startingActionId;
while (subscriber->IsActive()) {
bool gameOver = false;
GameOverInfo gameOverInfo{};
{
unique_lock<mutex> guard(masterLock);
// Wait for updates or game over
updateCondition.wait(guard, [this, lastPushedActionId] {
return engine->GetUnfilteredHistoryCount() >
static_cast<size_t>(lastPushedActionId) ||
engine->GameIsOver();
});
if (!subscriber->IsActive()) { return false; }
gameOver = engine->GameIsOver();
if (gameOver) {
gameOverInfo.gameStatus = fb::ToProto(engine->GetGameStatus());
gameOverInfo.playerInfos = engine->GetPlayerInfos();
gameOverInfo.endGameUnits = engine->EndGameUnits();
}
}
// Lock released - GetUpdates will acquire its own lock
if (gameOver) {
subscriber->OnGameOver(gameOverInfo);
return true;
}
// Get updates outside the lock (GetUpdates acquires masterLock internally)
AllUpdates updates = GetUpdates(lastPushedActionId);
lastPushedActionId = updates.newUnfilteredCount;
if (!updates.mainResults.empty()) {
subscriber->OnUpdate(
updates.mainResults,
updates.filteredResults,
updates.newUnfilteredCount,
updates.currentGameState);
}
}
return false; // Subscriber disconnected
}
} // namespace shardok
@@ -10,6 +10,7 @@
#define ShardokGameController_hpp
#include <functional>
#include <memory>
#include <mutex>
#include <utility>
#include <vector>
@@ -29,6 +30,50 @@ using std::shared_ptr;
using std::unique_ptr;
using std::weak_ptr;
// Forward declaration
class ShardokGameController;
/// Info about a game that has ended, for notifying subscribers
struct GameOverInfo {
vector<net::eagle0::shardok::common::PlayerInfo> playerInfos;
vector<net::eagle0::shardok::storage::ResolvedUnit> endGameUnits;
net::eagle0::shardok::common::GameStatus gameStatus;
};
/// Updates for a single player (includes faction ID for client routing)
struct OnePlayerUpdates {
int32_t eagleFactionId;
vector<ActionResultView> resultViews;
shared_ptr<AvailableCommands> availableCommands;
OnePlayerUpdates(
const int32_t fid,
const vector<ActionResultView>& arvs,
const shared_ptr<AvailableCommands>& acs)
: eagleFactionId(fid),
resultViews(arvs),
availableCommands(acs) {}
};
/// Interface for subscribers that receive streaming updates from a game
class StreamSubscriber {
public:
virtual ~StreamSubscriber() = default;
/// Called when new game updates are available
virtual void OnUpdate(
const vector<ActionResult>& mainResults,
const vector<OnePlayerUpdates>& filteredResults,
int32_t newUnfilteredCount,
const byte_vector& currentGameState) = 0;
/// Called when the game ends
virtual void OnGameOver(const GameOverInfo& info) = 0;
/// Returns true if this subscriber is still active and should receive updates
[[nodiscard]] virtual auto IsActive() const -> bool = 0;
};
class ShardokGameController {
private:
// This lock should be held any time we call into engine or modify clients.
@@ -39,10 +84,17 @@ private:
// Fires whenever there is a new game state update.
mutable std::condition_variable updateCondition{};
// Stream subscribers - protected by separate lock to avoid deadlock with masterLock
mutable std::mutex subscriberLock{};
std::vector<std::weak_ptr<StreamSubscriber>> subscribers{};
string serializedRequest;
unique_ptr<ShardokEngine> engine;
// Cached immutable data - safe to access without lock since it never changes after construction
const GameId cachedGameId;
std::atomic_int incomingRegistrations = 0;
const string mapName;
@@ -60,11 +112,9 @@ private:
void LockedNotifyClients() const;
auto LockedCheckOneAICommand() -> bool;
auto LockedAIClientForPid(PlayerId pid) const -> shared_ptr<ShardokAIClient>;
static vector<shared_ptr<ShardokAIClient>> MakeAIClients(const unique_ptr<ShardokEngine> &e);
static vector<shared_ptr<ShardokAIClient>> MakeAIClients(const unique_ptr<ShardokEngine>& e);
void DoAIThread();
@@ -75,6 +125,7 @@ public:
string serializedRequest = "")
: serializedRequest(std::move(serializedRequest)),
engine(std::move(e)),
cachedGameId(engine->GetGameId()),
mapName(std::move(mapName)),
logFilePath(MakeLogFilePath()),
aiClients(MakeAIClients(engine)),
@@ -98,26 +149,13 @@ public:
PlayerId shardokPlayerId,
int eagleFactionId,
int64_t token,
const vector<UnitPlacementInfo> &infos);
struct OnePlayerUpdates {
int32_t eagleFactionId;
vector<ActionResultView> resultViews;
shared_ptr<AvailableCommands> availableCommands;
OnePlayerUpdates(
const int32_t fid,
const vector<ActionResultView> &arvs,
const shared_ptr<AvailableCommands> &acs)
: eagleFactionId(fid),
resultViews(arvs),
availableCommands(acs) {}
};
const vector<UnitPlacementInfo>& infos);
struct AllUpdates {
vector<ActionResult> mainResults;
vector<OnePlayerUpdates> filteredResults;
int32_t newUnfilteredCount;
byte_vector currentGameState;
};
auto GetUpdates(int64_t startingActionId) -> AllUpdates;
auto GetCurrentGameStateBytes() -> byte_vector;
@@ -127,13 +165,23 @@ public:
auto ResolvedPlayerInfos() -> vector<net::eagle0::shardok::common::PlayerInfo>;
auto EndGameUnits() -> vector<net::eagle0::shardok::storage::ResolvedUnit>;
[[nodiscard]] auto GetGameId() const -> GameId { return engine->GetGameId(); }
[[nodiscard]] auto GetHexMap() const -> const HexMap * {
return engine->GetCurrentGameState()->hex_map();
}
[[nodiscard]] auto GetGameId() const -> GameId { return cachedGameId; }
[[nodiscard]] auto GetLogFilePath() const -> string { return logFilePath; }
/// Register a subscriber to receive streaming updates for this game.
/// The subscriber will receive updates until it becomes inactive or is unregistered.
void RegisterSubscriber(std::shared_ptr<StreamSubscriber> subscriber);
/// Unregister a subscriber. Safe to call even if the subscriber was never registered.
void UnregisterSubscriber(const StreamSubscriber* subscriber);
/// Wait for game updates, pushing them to the given subscriber.
/// Blocks until the game ends or the subscriber becomes inactive.
/// Returns true if the game ended normally, false if subscriber disconnected.
auto WaitForUpdatesAndPush(
std::shared_ptr<StreamSubscriber> subscriber,
int64_t startingActionId) -> bool;
};
} // namespace shardok
@@ -529,6 +529,130 @@ auto FromInternalStatus(
throw ShardokInternalErrorException("Bad unit status on resolved unit");
}
auto EagleInterfaceImpl::SubscribeToGame(
ServerContext *context,
const GameSubscriptionRequest *request,
grpc::ServerWriter<GameStatusResponse> *writer) -> Status {
shared_ptr<ShardokGameController> controller;
try {
controller = ControllerForGame(request->game_id(), request->game_setup_info());
} catch (NewGameException &e) { return e.GetStatus(); }
if (!controller) { return Status(StatusCode::NOT_FOUND, "Game not found"); }
// Send initial state
GameStatusResponse initialResponse;
PopulateGameStatusResponse(
controller,
request->game_setup_info().known_result_count(),
&initialResponse);
if (!writer->Write(initialResponse)) {
return Status::OK; // Client disconnected
}
// If game was already over, we're done
if (initialResponse.has_game_over_response()) { return Status::OK; }
// Track the actual count after initial response to avoid duplicate sends
const int64_t countAfterInitialResponse =
initialResponse.has_game_update_response()
? initialResponse.game_update_response().total_action_result_count()
: request->game_setup_info().known_result_count();
// Create a subscriber that writes to the gRPC stream
class GrpcStreamSubscriber : public StreamSubscriber {
private:
grpc::ServerWriter<GameStatusResponse> *writer_;
ServerContext *context_;
std::atomic<bool> active_{true};
std::string gameId_;
public:
GrpcStreamSubscriber(
grpc::ServerWriter<GameStatusResponse> *w,
ServerContext *ctx,
std::string gameId)
: writer_(w),
context_(ctx),
gameId_(std::move(gameId)) {}
void OnUpdate(
const vector<ActionResult> &mainResults,
const vector<OnePlayerUpdates> &filteredResults,
int32_t newUnfilteredCount,
const byte_vector &currentGameState) override {
if (!active_) return;
GameStatusResponse response;
response.set_game_id(gameId_);
response.mutable_game_update_response()->mutable_update_responses()->Add(
begin(mainResults),
end(mainResults));
// Add filtered results for each player with their faction IDs
for (const auto &playerUpdate : filteredResults) {
auto *filtered =
response.mutable_game_update_response()->add_filtered_update_responses();
filtered->set_eagle_faction_id(playerUpdate.eagleFactionId);
filtered->mutable_action_result_views()->Add(
begin(playerUpdate.resultViews),
end(playerUpdate.resultViews));
if (playerUpdate.availableCommands) {
*filtered->mutable_available_commands() = *playerUpdate.availableCommands;
}
}
response.mutable_game_update_response()->set_total_action_result_count(
newUnfilteredCount);
*response.mutable_game_update_response()->mutable_current_game_state() =
std::string(currentGameState.begin(), currentGameState.end());
if (!writer_->Write(response)) { active_ = false; }
}
void OnGameOver(const GameOverInfo &info) override {
if (!active_) return;
GameStatusResponse response;
response.set_game_id(gameId_);
PopulateGameOverResponse(
gameId_,
info.gameStatus,
info.playerInfos,
info.endGameUnits,
response.mutable_game_over_response());
writer_->Write(response);
active_ = false;
}
[[nodiscard]] auto IsActive() const -> bool override {
return active_ && !context_->IsCancelled();
}
};
auto subscriber =
std::make_shared<GrpcStreamSubscriber>(writer, context, controller->GetGameId());
controller->RegisterSubscriber(subscriber);
// Wait for updates and push them until game ends or subscriber disconnects
// Use countAfterInitialResponse to avoid re-sending results already in initial response
bool gameEnded = controller->WaitForUpdatesAndPush(subscriber, countAfterInitialResponse);
controller->UnregisterSubscriber(subscriber.get());
if (gameEnded) {
printf("SubscribeToGame: Game ended normally\n");
} else {
printf("SubscribeToGame: Subscriber disconnected\n");
}
return Status::OK;
}
} // namespace shardok
#ifndef NDEBUG
@@ -33,6 +33,7 @@ using grpc::Status;
using net::eagle0::common::GameSetupInfo;
using net::eagle0::common::GameStatusRequest;
using net::eagle0::common::GameStatusResponse;
using net::eagle0::common::GameSubscriptionRequest;
using net::eagle0::common::HexMapNamesRequest;
using net::eagle0::common::HexMapNamesResponse;
using net::eagle0::common::HexMapRequest;
@@ -78,6 +79,11 @@ public:
ServerContext* context,
const HexMapNamesRequest* request,
HexMapNamesResponse* response) -> Status override;
auto SubscribeToGame(
ServerContext* context,
const GameSubscriptionRequest* request,
grpc::ServerWriter<GameStatusResponse>* writer) -> Status override;
};
} // namespace shardok
@@ -149,6 +149,7 @@
<Compile Include="Assets/Eagle/Notifications/ARNNotifications/TruceRejectedDetailsNotificationGenerator.cs" />
<Compile Include="Assets/Eagle/Notifications/RiotSuppressedNotificationGenerator.cs" />
<Compile Include="Assets/Modern UI Pack/Scripts/Modal Window/ModalWindowManagerEditor.cs" />
<Compile Include="Assets/common/GUIUtils/AutoScrollingText.cs" />
<Compile Include="Assets/Bluetooth/NativeDiceInterfaceImports.cs" />
<Compile Include="Assets/Eagle/Notifications/ProvinceConqueredNotificationGenerator.cs" />
<Compile Include="Assets/Eagle/Table Rows/ExtraTroopsRowController.cs" />
@@ -449,4 +449,7 @@ public class CustomBattleHandler : MonoBehaviour, IClientConnectionSubscriber {
} };
public List<IClientConnectionSubscriber.StreamingTextStatus> StreamingTextStatuses => new();
// CustomBattleHandler only handles Shardok updates, not Eagle, so no count to update
public void UpdateResultCounts(GameUpdate update) {}
}
@@ -24,7 +24,7 @@ namespace eagle {
public void OnTextUpdate(string text, bool completed) { SetUp(); }
public string TextId() { return CurrentEntry.GeneratedTextId; }
public string TextId() { return _entries.Count > 0 ? CurrentEntry.GeneratedTextId : null; }
private void OnEnable() {
ClientTextProvider.Provider.AddListener(this);
@@ -41,11 +41,13 @@ namespace eagle {
public IList<ChronicleEntry> Entries {
get => _entries;
set {
var wasEmpty = _entries.Count == 0;
_entries = value != null ? value.ToList() : new List<ChronicleEntry>();
if (_entries.Count == 0) return;
if (!gameObject.activeSelf) {
// Jump to the last entry when first populating, or if not currently viewing
if (wasEmpty || !gameObject.activeSelf) {
_currentIndex = _entries.Count - 1;
ScrollToTop();
@@ -60,6 +62,8 @@ namespace eagle {
private const string TitleSplitPattern = @"\n\s*=====\s*\n";
private void SetUp() {
if (_entries.Count == 0) return;
previousButton.interactable = _currentIndex > 0;
nextButton.interactable = _currentIndex < _entries.Count - 1;
@@ -19,35 +19,86 @@ namespace eagle {
}
}
/// <summary>
/// Thread-safe provider for streaming LLM text content.
///
/// HandleNewStreamingText can be called from any thread (e.g., gRPC thread).
/// ProcessPendingUpdates must be called from the main thread (once per frame)
/// to notify listeners of changes.
/// </summary>
public class ClientTextProvider {
public static readonly ClientTextProvider Provider = new();
// Lock for thread-safe access to text dictionary
// Using a lock instead of ConcurrentDictionary because HandleNewStreamingText
// does a read-modify-write that must be atomic
private readonly object _lock = new();
private readonly Dictionary<String, TextEntry> _streamingTexts = new();
// Track which text IDs have pending updates
private readonly HashSet<String> _pendingUpdates = new();
// Listeners are only added/removed from main thread
private readonly HashSet<IClientTextListener> _listeners = new();
public void Clear() { _streamingTexts.Clear(); }
public Dictionary<String, TextEntry> All() {
return new Dictionary<string, TextEntry>(_streamingTexts);
public void Clear() {
lock (_lock) {
_streamingTexts.Clear();
_pendingUpdates.Clear();
}
}
public Dictionary<String, TextEntry> All() {
lock (_lock) { return new Dictionary<string, TextEntry>(_streamingTexts); }
}
/// <summary>
/// Updates the text dictionary. Thread-safe - can be called from any thread.
/// Listeners are NOT notified here; call ProcessPendingUpdates from main thread.
/// </summary>
public String
HandleNewStreamingText(String llmId, String newText, Int32 knownByteCount, bool completed) {
var currentText = "";
if (_streamingTexts.TryGetValue(llmId, out var entry)) { currentText = entry.Text; }
lock (_lock) {
var currentText = "";
if (_streamingTexts.TryGetValue(llmId, out var entry)) { currentText = entry.Text; }
var currentTextBytes = Encoding.UTF8.GetBytes(currentText);
var truncatedBytes = currentTextBytes.Take(knownByteCount).ToArray();
var currentTextBytes = Encoding.UTF8.GetBytes(currentText);
var truncatedBytes = currentTextBytes.Take(knownByteCount).ToArray();
var updatedText = Encoding.UTF8.GetString(truncatedBytes) + newText;
_streamingTexts[llmId] = new TextEntry(updatedText, completed);
var updatedText = Encoding.UTF8.GetString(truncatedBytes) + newText;
_streamingTexts[llmId] = new TextEntry(updatedText, completed);
_listeners.Where(x => x.TextId() == llmId)
.ToList()
.ForEach(x => x.OnTextUpdate(updatedText, completed));
// Mark this text ID as having pending updates
_pendingUpdates.Add(llmId);
return updatedText;
return updatedText;
}
}
/// <summary>
/// Process pending updates and notify listeners. Must be called from main thread.
/// This batches multiple updates to the same text ID into a single notification per frame.
/// </summary>
public void ProcessPendingUpdates() {
List<(String llmId, TextEntry entry)> updates;
lock (_lock) {
if (_pendingUpdates.Count == 0) return;
// Collect pending updates and their current values
updates = _pendingUpdates.Where(id => _streamingTexts.ContainsKey(id))
.Select(id => (id, _streamingTexts[id]))
.ToList();
_pendingUpdates.Clear();
}
// Notify listeners outside the lock to avoid potential deadlocks
foreach (var (llmId, textEntry) in updates) {
foreach (var listener in _listeners.Where(x => x.TextId() == llmId)) {
listener.OnTextUpdate(textEntry.Text, textEntry.Completed);
}
}
}
public TextEntry GetTextEntry(string streamId) {
@@ -57,7 +108,10 @@ namespace eagle {
return new TextEntry(text, true);
}
return _streamingTexts.GetValueOrDefault(streamId, null);
lock (_lock) {
_streamingTexts.TryGetValue(streamId, out var entry);
return entry;
}
}
public void AddListener(IClientTextListener listener) {
@@ -70,4 +124,4 @@ namespace eagle {
public void RemoveListener(IClientTextListener listener) { _listeners.Remove(listener); }
}
}
}
@@ -224,13 +224,14 @@ namespace eagle {
tp => tp.TypeId == battalionTypeId && tp.MeetsRequirements);
}
private void MaybeActivateRow(EventBasedTable table, BattalionTypeId battalionTypeId) {
private void MaybeActivateRow(
EventBasedTable table,
BattalionTypeId battalionTypeId,
int[] extraTroopsByType) {
var parent = table.gameObject.transform.parent;
var allowed = TypeIsAllowed(battalionTypeId) ||
extraTroops.Where(tfb => tfb.type == battalionTypeId)
.Select(tfb => tfb.count)
.Sum() > 0;
var allowed =
TypeIsAllowed(battalionTypeId) || extraTroopsByType[(int)battalionTypeId] > 0;
table.gameObject.GetComponent<OrganizeExtrasTable>().Set(
allowed,
@@ -251,12 +252,12 @@ namespace eagle {
parent.GetComponentInChildren<RawImage>().color = color;
}
private void MaybeActivateRows() {
MaybeActivateRow(lightInfantryTable, BattalionTypeId.LightInfantry);
MaybeActivateRow(heavyInfantryTable, BattalionTypeId.HeavyInfantry);
MaybeActivateRow(longbowmenTable, BattalionTypeId.Longbowmen);
MaybeActivateRow(dragoonsTable, BattalionTypeId.LightCavalry);
MaybeActivateRow(knightsTable, BattalionTypeId.HeavyCavalry);
private void MaybeActivateRows(int[] extraTroopsByType) {
MaybeActivateRow(lightInfantryTable, BattalionTypeId.LightInfantry, extraTroopsByType);
MaybeActivateRow(heavyInfantryTable, BattalionTypeId.HeavyInfantry, extraTroopsByType);
MaybeActivateRow(longbowmenTable, BattalionTypeId.Longbowmen, extraTroopsByType);
MaybeActivateRow(dragoonsTable, BattalionTypeId.LightCavalry, extraTroopsByType);
MaybeActivateRow(knightsTable, BattalionTypeId.HeavyCavalry, extraTroopsByType);
}
protected override void SetUpUI() {
@@ -330,7 +331,8 @@ namespace eagle {
} else
return false;
eb.Update(existingBattalions);
// Note: We don't call Update() here - the caller (UpdateTable or MaxClickedImpl)
// will call it when needed. This avoids redundant recalculations.
return true;
}
@@ -367,7 +369,6 @@ namespace eagle {
}
// Remove original troops
else {
var updated = eb.Update(existingBattalions);
var availableToRemove = eb.Original.Size - eb.troopsRemoved;
var newlyRemovedCount = Math.Min(KeyModifiedAmount.Amount(), availableToRemove);
@@ -464,7 +465,8 @@ namespace eagle {
} else
return false;
newB.Update(existingBattalions);
// Note: We don't call Update() here - the caller (UpdateTable or MaxClickedImpl)
// will call it when needed. This avoids redundant recalculations.
return true;
}
@@ -639,8 +641,6 @@ namespace eagle {
}
public void UpdateTable() {
battalionsTable.RowCount = 0;
maxAllButton.gameObject.SetActive(false);
mergeButton.gameObject.SetActive(false);
@@ -653,23 +653,30 @@ namespace eagle {
{ BattalionTypeId.Longbowmen, 0 }
};
maxAllButton.gameObject.SetActive(false);
foreach (var eb in existingBattalions) {
if (eb.dismissed) continue;
// Cache extra troop counts by type to avoid repeated LINQ queries
// Use array indexed by enum value for O(1) access without hashing
var battalionTypeCount = Enum.GetValues(typeof(BattalionTypeId)).Length;
var extraTroopsByType = new int[battalionTypeCount];
foreach (var et in extraTroops) { extraTroopsByType[(int)et.type] += et.count; }
var newRow = battalionsTable.AddRowWithComponent<OrganizeTroopsTableRow>();
// Count total rows needed and set RowCount to reuse existing rows
var activeExisting = existingBattalions.Where(eb => !eb.dismissed).ToList();
var totalRows = activeExisting.Count + newBattalions.Count;
battalionsTable.RowCount = totalRows;
int rowIndex = 0;
foreach (var eb in activeExisting) {
var row = battalionsTable.ComponentAt<OrganizeTroopsTableRow>(rowIndex);
eb.Update(existingBattalions);
newRow.BattalionInfo = eb;
row.BattalionInfo = eb;
newRow.PlusButtonClickedCallback = () => PlusClicked(eb);
newRow.MinusButtonClickedCallback = () => MinusClicked(eb);
newRow.MaxButtonClickedCallback = () => MaxClicked(eb);
newRow.DismissButtonClickedCallback = () => DismissClicked(eb);
row.PlusButtonClickedCallback = () => PlusClicked(eb);
row.MinusButtonClickedCallback = () => MinusClicked(eb);
row.MaxButtonClickedCallback = () => MaxClicked(eb);
row.DismissButtonClickedCallback = () => DismissClicked(eb);
bool canAugment =
TypeIsAllowed(eb.TypeId) ||
extraTroops.Where(tfb => tfb.type == eb.TypeId).Sum(tfb => tfb.count) > 0;
newRow.CanAugment = canAugment;
bool canAugment = TypeIsAllowed(eb.TypeId) || extraTroopsByType[(int)eb.TypeId] > 0;
row.CanAugment = canAugment;
if (eb.Count < eb.Capacity) {
// Enable MaxAll button if we could add new troops to this battalion type
@@ -681,18 +688,19 @@ namespace eagle {
mergeButton.gameObject.SetActive(true);
}
}
rowIndex++;
}
foreach (var newB in newBattalions) {
var newRow = battalionsTable.AddRowWithComponent<OrganizeTroopsTableRow>();
var row = battalionsTable.ComponentAt<OrganizeTroopsTableRow>(rowIndex);
newB.Update(existingBattalions);
newRow.BattalionInfo = newB;
row.BattalionInfo = newB;
newRow.PlusButtonClickedCallback = () => PlusClicked(newB);
newRow.MinusButtonClickedCallback = () => MinusClicked(newB);
newRow.MaxButtonClickedCallback = () => MaxClicked(newB);
newRow.DismissButtonClickedCallback = () => DismissClicked(newB);
row.PlusButtonClickedCallback = () => PlusClicked(newB);
row.MinusButtonClickedCallback = () => MinusClicked(newB);
row.MaxButtonClickedCallback = () => MaxClicked(newB);
row.DismissButtonClickedCallback = () => DismissClicked(newB);
if (newB.Count < newB.Capacity) {
maxAllButton.gameObject.SetActive(true);
@@ -701,6 +709,7 @@ namespace eagle {
mergeButton.gameObject.SetActive(true);
}
}
rowIndex++;
}
lightInfantryTable.RowCount = 0;
@@ -739,15 +748,18 @@ namespace eagle {
if (!sufficient) { _disabledReason = "Not enough gold"; }
// Also check that something has changed
// Check newBattalion fields directly instead of calling Update() which is expensive
bool somethingChanged =
(newBattalions.Exists(b => b.Update(existingBattalions).Size > 0) ||
(newBattalions.Exists(
b => b.newBattalion.NewTroops > 0 ||
b.newBattalion.TroopsFromOtherBattalion.Count > 0) ||
existingBattalions.Exists(eb => eb.changed != null || eb.troopsRemoved > 0));
if (!somethingChanged) { _disabledReason = "No battalions have changed"; }
_enableCommit = sufficient && somethingChanged;
resetAllButton.gameObject.SetActive(somethingChanged);
MaybeActivateRows();
MaybeActivateRows(extraTroopsByType);
}
public override AvailableCommand.SealedValueOneofCase CommandType =>
@@ -120,6 +120,19 @@ namespace eagle {
}
}
/// <summary>
/// Force the circuit breaker to allow an immediate reconnect attempt.
/// Resets the state to HalfOpen so the next connection will be a test.
/// </summary>
public void ForceReconnect() {
lock (this) {
if (_state == State.Open) {
_state = State.HalfOpen;
_logger.LogLine("[CIRCUIT] OPEN → HALF_OPEN (forced by user)");
}
}
}
/// <summary>
/// Get human-readable status for UI display.
/// </summary>
@@ -138,7 +151,7 @@ namespace eagle {
var timeUntilTest = OpenTimeoutSeconds -
(DateTime.UtcNow - _openedAt.Value).TotalSeconds;
if (timeUntilTest > 0) {
return $"Server unavailable. Retrying in {(int)timeUntilTest}s";
return $"Server unavailable. Retrying in {Math.Min(10, (int)timeUntilTest)}s";
}
}
return "Server unavailable. Testing...";
@@ -1,8 +1,23 @@
using System;
using Net.Eagle0.Eagle.Api;
using TMPro;
using UnityEngine;
using UnityEngine.UI;
namespace eagle {
/// <summary>
/// Provides game state information for the connection status UI.
/// Implement this interface to show game-specific status when connected.
/// </summary>
public interface IGameStateProvider {
/// <summary>Server-reported game status. Null if no status received yet.</summary>
ServerGameStatus ServerStatus { get; }
/// <summary>True if a command was submitted and we're awaiting response (for >
/// 500ms).</summary>
bool IsProcessingCommand { get; }
}
/// <summary>
/// Simple UI component to display connection status and reconnection countdown.
/// Attach to a TextMeshProUGUI component to display status.
@@ -10,6 +25,10 @@ namespace eagle {
public class ConnectionStatusUI : MonoBehaviour {
private TextMeshProUGUI _textComponent;
private PersistentClientConnection _connection;
private IGameStateProvider _gameStateProvider;
[Tooltip("Optional button to force immediate reconnection when server is down")]
public Button retryButton;
// Update interval in seconds
private const float UpdateInterval = 0.5f;
@@ -24,9 +43,10 @@ namespace eagle {
return;
}
// Find the PersistentClientConnection - this assumes it's accessible
// In production, this would need proper dependency injection
// For now, the connection will be set externally or found via another method
if (retryButton != null) {
retryButton.onClick.AddListener(OnRetryClicked);
retryButton.gameObject.SetActive(false);
}
}
/// <summary>
@@ -36,6 +56,14 @@ namespace eagle {
_connection = connection;
}
/// <summary>
/// Set the game state provider for showing game-specific status.
/// Call this when entering a game, clear it when leaving.
/// </summary>
public void SetGameStateProvider(IGameStateProvider provider) {
_gameStateProvider = provider;
}
void Update() {
if (_connection == null || _textComponent == null) { return; }
@@ -50,11 +78,12 @@ namespace eagle {
// Check circuit breaker state first - it takes precedence
var circuitState = _connection.CircuitBreaker.CurrentState;
if (circuitState == ConnectionCircuitBreaker.State.Open) {
SetRetryButtonVisible(true);
var nextTest = _connection.CircuitBreaker.NextTestAttempt;
if (nextTest.HasValue) {
var timeUntilTest = nextTest.Value - DateTime.UtcNow;
if (timeUntilTest.TotalSeconds > 0) {
int seconds = (int)Math.Ceiling(timeUntilTest.TotalSeconds);
int seconds = Math.Min(10, (int)Math.Ceiling(timeUntilTest.TotalSeconds));
_textComponent.text =
$"<color=red>●</color> Server down. Retry in {seconds}s";
return;
@@ -63,6 +92,7 @@ namespace eagle {
_textComponent.text = "<color=red>●</color> Server unavailable";
return;
} else if (circuitState == ConnectionCircuitBreaker.State.HalfOpen) {
SetRetryButtonVisible(false);
_textComponent.text = "<color=yellow>●</color> Testing connection...";
return;
}
@@ -71,8 +101,13 @@ namespace eagle {
var state = _connection.CurrentState;
var nextAttempt = _connection.NextReconnectAttempt;
// Show retry button if we're counting down to a reconnect attempt
bool isCountingDown = state == ConnectionState.Reconnecting && nextAttempt.HasValue &&
(nextAttempt.Value - DateTime.UtcNow).TotalSeconds > 0;
SetRetryButtonVisible(isCountingDown);
string statusText = state switch {
ConnectionState.Connected => "<color=green>●</color> Connected",
ConnectionState.Connected => GetConnectedStatusText(),
ConnectionState.Connecting => "<color=yellow>●</color> Connecting...",
ConnectionState.Disconnected => "<color=red>●</color> Disconnected",
ConnectionState.Reconnecting => GetReconnectingText(nextAttempt),
@@ -83,6 +118,34 @@ namespace eagle {
_textComponent.text = statusText;
}
private string GetConnectedStatusText() {
// If no game state provider, just show "Connected"
if (_gameStateProvider == null) { return "<color=green>●</color> Connected"; }
// Processing takes priority (client knows it submitted a command)
if (_gameStateProvider.IsProcessingCommand) {
return "<color=green>●</color> Processing...";
}
// Use server-reported status
var serverStatus = _gameStateProvider.ServerStatus;
if (serverStatus == null) {
// No server status yet - waiting for first response
return "<color=green>●</color> Connected";
}
return serverStatus.Status switch {
ServerGameStatus.Types.Status.YourTurn => "<color=green>●</color> Your turn",
ServerGameStatus.Types.Status.WaitingForPlayers =>
"<color=green>●</color> Waiting for other players",
ServerGameStatus.Types.Status.GeneratingText =>
"<color=green>●</color> Generating...",
ServerGameStatus.Types.Status.ProcessingAction =>
"<color=green>●</color> Processing...",
_ => "<color=green>●</color> Connected"
};
}
private string GetReconnectingText(DateTime? nextAttempt) {
if (!nextAttempt.HasValue) { return "<color=yellow>●</color> Reconnecting..."; }
@@ -91,8 +154,16 @@ namespace eagle {
return "<color=yellow>●</color> Reconnecting...";
}
int secondsRemaining = (int)Math.Ceiling(timeUntilRetry.TotalSeconds);
int secondsRemaining = Math.Min(10, (int)Math.Ceiling(timeUntilRetry.TotalSeconds));
return $"<color=orange>●</color> Retry in {secondsRemaining}s";
}
private void SetRetryButtonVisible(bool visible) {
if (retryButton != null) { retryButton.gameObject.SetActive(visible); }
}
private void OnRetryClicked() {
if (_connection != null) { _connection.ForceReconnect(); }
}
}
}
@@ -165,6 +165,10 @@ namespace eagle {
Model = null;
chronicleCanvasController.Entries = new List<ChronicleEntry>();
SetMusic();
// Clear game state provider when leaving game
var statusUI = connectionStatusLabel.GetComponent<ConnectionStatusUI>();
if (statusUI != null) { statusUI.SetGameStateProvider(null); }
}
void MapControllerChangedTarget(List<ProvinceId> newTarget) {
@@ -184,6 +188,9 @@ namespace eagle {
}
void Update() {
// Process batched streaming text updates (thread-safe, once per frame)
ClientTextProvider.Provider.ProcessPendingUpdates();
ArrangeLayout();
if (_newModel != null) { SwapModel(); }
@@ -222,12 +229,11 @@ namespace eagle {
void OnApplicationPause(bool pause) {
if (ModelUpdater == null) { return; }
if (pause) {
ModelUpdater.StopListeningForUpdates();
} else {
// Fire-and-forget - subscription is awaited internally and failures are logged
_ = ModelUpdater.StartListeningForUpdates();
}
// Don't unsubscribe on pause - this caused a race condition where the subscriber
// could be lost if pause happened before the async StartListeningForUpdates completed.
// With MainQueue rate-limiting, keeping the subscription during pause is safe.
// Reconnects will continue to work, and updates will queue up and be processed on
// resume.
}
#if UNITY_EDITOR
@@ -263,6 +269,10 @@ namespace eagle {
ModelUpdater.ErrorHandler = errorHandler;
// Set up game state provider for connection status UI
var statusUI = connectionStatusLabel.GetComponent<ConnectionStatusUI>();
if (statusUI != null) { statusUI.SetGameStateProvider(ModelUpdater); }
// Fire-and-forget - subscription is awaited internally and failures are logged
MainQueue.Q.EnqueueForNextUpdate(
() => { _ = ModelUpdater.StartListeningForUpdates(); });
@@ -43,7 +43,7 @@ namespace eagle {
TokenId? CommandToken { get; }
TokenId LastPostedToken { get; }
Dictionary<String, ShardokGameModel> ShardokGameModels { get; }
ConcurrentDictionary<String, ShardokGameModel> ShardokGameModels { get; }
private bool ShardokGameModelIsRunning(ShardokGameModel sgm) =>
sgm.GameStatus.State == GameStatus.Types.State.GameRunning
@@ -62,7 +62,7 @@ namespace eagle {
RollFetcher RollFetcher { get; }
}
public class GameModelUpdater : IClientConnectionSubscriber {
public class GameModelUpdater : IClientConnectionSubscriber, IGameStateProvider {
private FactionId? PlayerId => _currentModel.PlayerId;
public Int64? CurrentEagleToken => _currentModel.CommandToken;
public Int64? CurrentShardokToken(string shardokGameId) {
@@ -95,15 +95,22 @@ namespace eagle {
public long GameId { get; }
public int LastUnfilteredResultCount => _lastUnfilteredResultCount;
public int LastUnfilteredResultCount {
get {
lock (_resultCountLock) { return _lastUnfilteredResultCount; }
}
}
public List<IClientConnectionSubscriber.ShardokViewStatus> ShardokViewStatuses =>
_currentModel.ShardokGameModels
.Select(sgm => {
var needsResync = _shardokNeedsResync.GetValueOrDefault(sgm.Key, false);
// Use thread-safe count from gRPC thread updates. Fall back to 0 if
// not yet tracked (avoids accessing non-thread-safe History.Count).
var count = _shardokResultCounts.GetValueOrDefault(sgm.Key, 0);
return new IClientConnectionSubscriber.ShardokViewStatus {
shardokGameId = sgm.Key,
filteredResultCount = needsResync ? 0 : sgm.Value.History.Count(),
filteredResultCount = needsResync ? 0 : count,
requestFullResync = needsResync
};
})
@@ -122,15 +129,27 @@ namespace eagle {
public ErrorHandler ErrorHandler;
// Thread-safe: updated from gRPC thread via UpdateResultCounts, read from main thread
private int _lastUnfilteredResultCount = 0;
private readonly object _resultCountLock = new();
private readonly Logger _connectionLogger = Logger.GetLogger("ConnectionLogger");
// Track when a command was submitted for "Processing..." display
// Only show "Processing..." if command has been pending for > 500ms
private DateTime? _commandSubmittedTime;
private const double ProcessingDisplayDelayMs = 500.0;
// Track which Shardok games need full state resync after connection drop
// Thread-safe: accessed from both connection thread and Unity main thread
private readonly ConcurrentDictionary<string, bool> _shardokNeedsResync =
new ConcurrentDictionary<string, bool>();
// Thread-safe Shardok result counts: updated from gRPC thread via UpdateResultCounts
// Used by ShardokViewStatuses to report accurate counts even when MainQueue is blocked
private readonly ConcurrentDictionary<string, int> _shardokResultCounts =
new ConcurrentDictionary<string, int>();
private readonly RollFetcher _rollFetcher;
// State synced with server
@@ -179,7 +198,8 @@ namespace eagle {
return new List<AvailableCommand>();
}
public Dictionary<String, ShardokGameModel> ShardokGameModels { get; set; }
// Thread-safe: accessed from heartbeat timer thread via ShardokViewStatuses
public ConcurrentDictionary<String, ShardokGameModel> ShardokGameModels { get; set; }
public FactionView MaybeDestroyedFaction(FactionId factionId) {
if (ActiveFactions.TryGetValue(factionId, out var factionView)) {
@@ -221,7 +241,8 @@ namespace eagle {
new Dictionary<ProvinceId, OneProvinceAvailableCommands>();
_currentModel.GsView = new GameStateView();
_currentModel.ShardokGameModels = new Dictionary<ShardokGameId, ShardokGameModel>();
_currentModel.ShardokGameModels =
new ConcurrentDictionary<ShardokGameId, ShardokGameModel>();
_currentModel.BattalionTypes = new Dictionary<BattalionTypeId, BattalionType>();
@@ -234,9 +255,9 @@ namespace eagle {
if (battleView == null) {
// Battle was removed (e.g., it ended) before we could create the model.
// This can happen due to race conditions between Eagle and Shardok updates.
Debug.LogWarning(
$"Cannot create ShardokGameModel for {shardokGameId}: battle not found in ShardokBattles (likely already ended)");
// This is expected when Eagle's RemovedBattleIds update arrives before a
// pending Shardok update - the UI already shows "Back to Eagle" via
// MarkBattleEnded(), so we just skip this stale update.
return null;
}
@@ -284,8 +305,18 @@ namespace eagle {
switch (updateItem.GameUpdateDetailsCase) {
case GameUpdate.GameUpdateDetailsOneofCase.ActionResultResponse:
_lastUnfilteredResultCount =
updateItem.ActionResultResponse.UnfilteredResultCountAfter;
// Clear processing state - we received a response from the server
_commandSubmittedTime = null;
// Store server-reported game status for UI
if (updateItem.ActionResultResponse.ServerGameStatus != null) {
ServerStatus = updateItem.ActionResultResponse.ServerGameStatus;
}
// Note: _lastUnfilteredResultCount is updated on the gRPC thread in
// UpdateResultCounts() before enqueueing. We don't update it here to avoid
// race conditions where a backlogged MainQueue update overwrites a newer count.
if (updateItem.ActionResultResponse.ActionResultViews.Any() ||
updateItem.ActionResultResponse.AvailableCommands == null ||
updateItem.ActionResultResponse.AvailableCommands.Token !=
@@ -311,7 +342,10 @@ namespace eagle {
// Battle may have ended before we could create the model - remove
// any stale reference and skip this update
if (shardokGameModel == null) {
_currentModel.ShardokGameModels.Remove(oneResponse.ShardokGameId);
_currentModel.ShardokGameModels.TryRemove(
oneResponse.ShardokGameId,
out _);
_shardokResultCounts.TryRemove(oneResponse.ShardokGameId, out _);
continue;
}
}
@@ -339,7 +373,10 @@ namespace eagle {
shardokGameModel;
} else {
// Game ended - remove from active models so UI knows battle is over
_currentModel.ShardokGameModels.Remove(oneResponse.ShardokGameId);
_currentModel.ShardokGameModels.TryRemove(
oneResponse.ShardokGameId,
out _);
_shardokResultCounts.TryRemove(oneResponse.ShardokGameId, out _);
}
}
if (UpdateAction != null) UpdateAction.Invoke(_currentModel);
@@ -360,6 +397,29 @@ namespace eagle {
}
}
/// <summary>
/// Update result counts immediately when an update is received from the server.
/// Called from the gRPC thread BEFORE enqueueing to MainQueue, to ensure
/// reconnects use accurate counts even when MainQueue is blocked (e.g., backgrounded).
/// </summary>
public void UpdateResultCounts(GameUpdate update) {
switch (update.GameUpdateDetailsCase) {
case GameUpdate.GameUpdateDetailsOneofCase.ActionResultResponse:
lock (_resultCountLock) {
_lastUnfilteredResultCount =
update.ActionResultResponse.UnfilteredResultCountAfter;
}
break;
case GameUpdate.GameUpdateDetailsOneofCase.ShardokActionResultResponse:
foreach (var response in update.ShardokActionResultResponse
.ShardokGameResponses) {
_shardokResultCounts[response.ShardokGameId] = response.NewResultViewCount;
}
break;
}
}
/// <summary>
/// Subscribe to game updates. Returns true if subscription was acknowledged by server.
/// </summary>
@@ -405,6 +465,7 @@ namespace eagle {
_currentModel.AvailableCommandsByProvince.Clear();
_currentModel.CommandToken = null;
_currentModel.LastPostedToken = token;
_commandSubmittedTime = DateTime.UtcNow;
return PersistentConnection.PostEagleCommand(
gameId: GameId,
token: token,
@@ -424,6 +485,31 @@ namespace eagle {
_currentModel.BattalionTypes =
startingState.BattalionTypes.ToDictionary(bt => bt.TypeId, bt => bt);
_currentModel.ChronicleEntries = startingState.ChronicleEntries.ToList();
// For any outstanding battles not in ShardokGameModels, create models and mark for
// resync. This ensures fresh clients get Shardok state for ongoing battles.
bool needsResubscribe = false;
foreach (var battle in _currentModel.ShardokBattles) {
if (!_currentModel.ShardokGameModels.ContainsKey(battle.ShardokGameId)) {
var model = MakeGameModel(battle.ShardokGameId);
if (model != null) {
_currentModel.ShardokGameModels[battle.ShardokGameId] = model;
MarkShardokForResync(battle.ShardokGameId);
_connectionLogger.LogLine(
$"[STATE_RESYNC] Created ShardokGameModel for outstanding battle {battle.ShardokGameId}");
needsResubscribe = true;
}
}
}
// If we created new ShardokGameModels, re-subscribe to request their full state.
// The original subscribe didn't include these battles since we didn't know about them
// yet.
if (needsResubscribe) {
_connectionLogger.LogLine(
"[STATE_RESYNC] Re-subscribing to request full Shardok state for new battles");
_ = StartListeningForUpdates();
}
}
private void HandleUpdates(List<ActionResultView> results) {
@@ -721,6 +807,15 @@ namespace eagle {
foreach (ShardokBattleView bv in entry.NewBattles) _currentModel.ShardokBattles.Add(bv);
foreach (string rb in entry.RemovedBattleIds) {
// If there's an active ShardokGameModel for this battle, mark it as ended
// so the UI knows to return to Eagle. This handles the race condition where
// the Eagle update removing the battle arrives before the Shardok Victory update.
if (_currentModel.ShardokGameModels.TryGetValue(rb, out var sgm)) {
sgm.MarkBattleEnded("Battle has ended.");
_currentModel.ShardokGameModels.TryRemove(rb, out _);
}
_shardokResultCounts.TryRemove(rb, out _);
for (int i = 0; i < _currentModel.ShardokBattles.Count; i++) {
if (_currentModel.ShardokBattles[i].ShardokGameId == rb) {
_currentModel.ShardokBattles.RemoveAt(i);
@@ -766,5 +861,21 @@ namespace eagle {
Notify(result);
}
}
#region IGameStateProvider implementation
/// <summary>Server-reported game status from the last ActionResultResponse.</summary>
public ServerGameStatus ServerStatus { get; private set; }
/// <summary>
/// True if a command was submitted and we're awaiting response.
/// Only returns true if processing for > 500ms to avoid flashing.
/// </summary>
public bool IsProcessingCommand =>
_commandSubmittedTime.HasValue &&
(DateTime.UtcNow - _commandSubmittedTime.Value).TotalMilliseconds >
ProcessingDisplayDelayMs;
#endregion
}
}
@@ -18,10 +18,11 @@ namespace eagle {
if (scrollRect) { scrollRect.normalizedPosition = new Vector2(0, 1); }
}
// Always update the view when TextId changes to clear any stale text
if (!String.IsNullOrEmpty(_textId)) {
// If the text ID is set, we want to update the view immediately
// to reflect any existing text.
OnTextUpdate(ClientTextProvider.Provider.GetTextEntry(TextId));
} else {
UpdateView();
}
}
}
@@ -59,7 +60,14 @@ namespace eagle {
}
private void OnTextUpdate(TextEntry entry) {
if (entry != null) OnTextUpdate(entry.Text, entry.Completed);
if (entry != null) {
OnTextUpdate(entry.Text, entry.Completed);
} else {
// Entry doesn't exist yet - clear text and update view to avoid stale content
_currentText = "";
_currentCompleted = false;
UpdateView();
}
}
public void OnTextUpdate(string text, bool completed) {
@@ -11,6 +11,13 @@ namespace eagle {
public void ReceiveGameUpdate(GameUpdate update);
/// <summary>
/// Update the known result counts immediately when an update is received.
/// Called from the gRPC thread BEFORE enqueueing to MainQueue, to ensure
/// reconnects don't request stale data while MainQueue is blocked.
/// </summary>
public void UpdateResultCounts(GameUpdate update);
// Used for registering for stream updates
struct ShardokViewStatus {
public string shardokGameId;
@@ -132,7 +132,10 @@ namespace eagle {
public void ProvinceHovered(ProvinceId? pid) {
// Highlight moving armies table
// Check row count to avoid index out of range if data changed after table was built
var rowCount = movingArmiesTable.RowCount;
MovingArmies.Each((army, i) => {
if (i >= rowCount) return;
var row = movingArmiesTable.ComponentAt<MovingArmyTableRow>(i);
if (army.DestinationProvinceId == pid || army.OriginProvinceId == pid) {
row.ShadeOn();
@@ -17,6 +17,10 @@ namespace eagle {
private readonly Queue<Notification> _notes = new();
// Incremented when DismissAll is clicked; pending AddNote calls check this
// to skip adding if a dismiss happened since they were enqueued
private int _dismissGeneration = 0;
private void SetPopupInfos() {
PopupInfos = _notes.Select(note => new PopupInfo {
titleText = note.Title,
@@ -54,7 +58,13 @@ namespace eagle {
string llmId,
List<ProvinceId> provinceIds,
List<HeroView> displayedHeroes) {
// Capture current generation - if DismissAll is clicked before this executes,
// we'll skip adding the note
var capturedGeneration = _dismissGeneration;
MainQueue.Q.Enqueue(() => {
// Skip if DismissAll was clicked since this was enqueued
if (capturedGeneration != _dismissGeneration) return;
var existingNote = _notes.FirstOrDefault(
n => n.Title == title &&
HeroListsMatch(n.DisplayedHeroes, displayedHeroes));
@@ -79,6 +89,8 @@ namespace eagle {
}
public void DismissAllClicked() {
// Increment generation immediately so pending AddNote calls will skip
_dismissGeneration++;
_notes.Clear();
SetPopupInfos();
}
@@ -1,30 +1,106 @@
using System;
using System.Collections.Generic;
using Net.Eagle0.Eagle.Common;
using Net.Eagle0.Eagle.Views;
namespace eagle.Notifications.ARNNotifications {
using ProvinceId = Int32;
using HeroId = Int32;
public static class ProfessionGainedDetailsNotificationGenerator {
public static readonly ARNNotificationGenerator Generator = GenerateNotifications;
private static readonly Dictionary<Profession, string> ProfessionNames =
new Dictionary<Profession, string> {
{ Profession.Mage, "Mage" },
{ Profession.Necromancer, "Necromancer" },
{ Profession.Engineer, "Engineer" },
{ Profession.Paladin, "Paladin" },
{ Profession.Ranger, "Ranger" },
{ Profession.Champion, "Champion" }
};
private static readonly Random Random = new();
private static readonly Dictionary<Profession, string> ProfessionTitles =
new Dictionary<Profession, string> {
{ Profession.Mage, "Arcane Awakening" },
{ Profession.Necromancer, "Dark Pact Sealed" },
{ Profession.Engineer, "Genius Unleashed" },
{ Profession.Paladin, "Divine Calling" },
{ Profession.Ranger, "One with the Wild" },
{ Profession.Champion, "Born for Battle" }
};
private static readonly Dictionary<Profession, string> ProfessionNames = new() {
{ Profession.Mage, "Mage" },
{ Profession.Necromancer, "Necromancer" },
{ Profession.Engineer, "Engineer" },
{ Profession.Paladin, "Paladin" },
{ Profession.Ranger, "Ranger" },
{ Profession.Champion, "Champion" }
};
private static readonly Dictionary<Profession, List<string>> ProfessionTitles = new() {
{ Profession.Mage,
new List<string> {
"Arcane Awakening",
"The Gift Revealed",
"Touched by Magic",
"Mystical Ascension",
"Power Unbound",
"The Arcane Path",
"Secrets of the Weave",
"Spellborn",
"Wielder of the Unseen",
"Flames of Knowledge"
} },
{ Profession.Necromancer,
new List<string> {
"Dark Pact Sealed",
"Beyond the Veil",
"Death's Apprentice",
"Whispers from Beyond",
"The Forbidden Art",
"Shadow Covenant",
"Secrets of the Grave",
"Communion with Darkness",
"The Deathless Path",
"Embrace of Shadow"
} },
{ Profession.Engineer,
new List<string> {
"Genius Unleashed",
"Master of Mechanisms",
"The Inventor's Spark",
"Gears of Progress",
"Mind of Innovation",
"Builder of Wonders",
"The Tinkerer's Art",
"Siege Mastery",
"Architect of War",
"Mechanical Brilliance"
} },
{ Profession.Paladin,
new List<string> {
"Divine Calling",
"Holy Vows Taken",
"Blessed Champion",
"The Righteous Path",
"Shield of the Faith",
"Anointed Warrior",
"Oath of Light",
"Heaven's Chosen",
"Sacred Duty",
"Defender of the Realm"
} },
{ Profession.Ranger,
new List<string> {
"One with the Wild",
"Voice of the Forest",
"The Untamed Path",
"Nature's Guardian",
"Shadow of the Woods",
"Hunter's Instinct",
"Wild Heart",
"The Wanderer's Way",
"Beast Companion",
"Eyes of the Hawk"
} },
{ Profession.Champion,
new List<string> {
"Born for Battle",
"Blade Mastery",
"The Warrior's Edge",
"Forged in Combat",
"Unmatched Prowess",
"Heart of Steel",
"The Victor's Path",
"Legend in the Making",
"Master of Arms",
"Glory Awaits"
} }
};
private static string GetProfessionName(Profession profession) {
return ProfessionNames.TryGetValue(profession, out var name) ? name : "Unknown";
@@ -40,8 +116,19 @@ namespace eagle.Notifications.ARNNotifications {
}
private static string GetProfessionTitle(Profession profession) {
return ProfessionTitles.TryGetValue(profession, out var title) ? title
: "Profession Gained";
if (ProfessionTitles.TryGetValue(profession, out var titles) && titles.Count > 0) {
return titles[Random.Next(titles.Count)];
}
return "Profession Gained";
}
private static ProvinceId? FindProvinceForHero(HeroId heroId, IGameModel model) {
foreach (var province in model.Provinces.Values) {
if (province.FullInfo?.RulingFactionHeroIds.Contains(heroId) == true) {
return province.Id;
}
}
return null;
}
private static IEnumerable<Notification> GenerateNotifications(
@@ -49,14 +136,38 @@ namespace eagle.Notifications.ARNNotifications {
IGameModel currentModel) {
var details = notification.Details.ProfessionGainedDetails;
var hero = currentModel.Heroes[details.HeroId];
var factionName = currentModel.FactionName(details.FactionId);
var professionName = GetProfessionName(details.NewProfession);
var article = GetArticle(professionName);
var affectedProvinces = currentModel.ProvincesForFaction(details.FactionId);
string textTemplate;
List<ProvinceId> affectedProvinces;
string textTemplate =
$"{{Hero}} of {factionName} became {article} {professionName}.\n\n";
if (details.FactionId == currentModel.PlayerId) {
// Player's own hero - vary text based on faction leader status
string heroDescription;
if (hero.IsFactionLeader) {
heroDescription =
$"Your sworn {DisplayNames.SiblingDescription(hero.PronounGender)}";
} else {
heroDescription = "Your vassal";
}
var heroProvinceId = FindProvinceForHero(details.HeroId, currentModel);
if (heroProvinceId.HasValue) {
var provinceName = currentModel.Provinces[heroProvinceId.Value].Name;
textTemplate =
$"{heroDescription} {{Hero}} in {provinceName} became {article} {professionName}.\n\n";
affectedProvinces = new List<ProvinceId> { heroProvinceId.Value };
} else {
textTemplate =
$"{heroDescription} {{Hero}} became {article} {professionName}.\n\n";
affectedProvinces = currentModel.ProvincesForFaction(details.FactionId);
}
} else {
// Another faction's hero
var factionName = currentModel.FactionName(details.FactionId);
textTemplate = $"{{Hero}} of {factionName} became {article} {professionName}.\n\n";
affectedProvinces = currentModel.ProvincesForFaction(details.FactionId);
}
var heroPlaceholders = new Dictionary<string, (string nameTextId, string fallback)> {
{ "Hero", (hero.NameTextId, "A hero") }
@@ -31,7 +31,13 @@ namespace eagle.Notifications.ARNNotifications {
};
if (playerId.HasValue && playerId.Value == paidToFactionId) {
// no notification
yield return DynamicTextNotification.StreamingDynamicNotification(
title: "Ransom Accepted",
textTemplate: $"We have accepted the ransom from {currentModel.FactionName(paidByFactionId)} for {{RansomedHero}}.\n\n",
heroPlaceholders: heroPlaceholders,
llmId: notification.LlmId,
provinceIds: new List<ProvinceId>(),
displayedHeroes: new List<HeroView> { ransomedHero, offeringFactionHead });
} else if (playerId.HasValue && playerId.Value == paidByFactionId) {
yield return DynamicTextNotification.StreamingDynamicNotification(
title: "Ransom Accepted",
@@ -9,6 +9,7 @@ namespace eagle.Notifications {
private List<GeneratedTextListener> textListeners = new();
private string textTemplate;
private Dictionary<string, string> placeholderValues = new();
private Dictionary<string, string> fallbackValues = new();
public DynamicTextNotification(
string title,
@@ -72,6 +73,9 @@ namespace eagle.Notifications {
string nameTextId = kvp.Value.nameTextId;
string fallback = kvp.Value.fallback;
// Store fallback so UpdateText can use it for missing placeholders
fallbackValues[placeholder] = fallback;
if (!string.IsNullOrEmpty(nameTextId)) {
var listener = new GeneratedTextListener(
nameTextId,
@@ -95,6 +99,15 @@ namespace eagle.Notifications {
private void UpdateText() {
string result = textTemplate;
// First apply fallbacks for any placeholder without a loaded value
foreach (var kvp in fallbackValues) {
if (!placeholderValues.ContainsKey(kvp.Key)) {
result = result.Replace($"{{{kvp.Key}}}", kvp.Value);
}
}
// Then apply actual loaded values
foreach (var kvp in placeholderValues) {
result = result.Replace($"{{{kvp.Key}}}", kvp.Value);
}
@@ -102,6 +102,11 @@ namespace eagle.Notifications {
}
public void Append(string text, List<ProvinceId> provinceIds) {
// Skip if this exact text is already in the notification (prevents duplicates
// when the same update is processed multiple times, e.g., after resuming from
// background)
if (Text.Contains(text)) { return; }
if (ShouldAppend) {
Text += "\n" + text;
ProvinceIds.AddRange(provinceIds);
@@ -46,6 +46,8 @@ namespace eagle {
private readonly Logger _timingsLogger = Logger.GetLogger("ConnectionLogger");
private volatile bool _isConnecting = false;
private Timer _idleCheckTimer = null;
private Timer _heartbeatTimer = null;
private const double HeartbeatIntervalSeconds = 10.0;
// Connection metrics for diagnostics
private DateTime? _lastConnectAttempt = null;
@@ -67,6 +69,17 @@ namespace eagle {
private ConnectionCircuitBreaker _circuitBreaker = new ConnectionCircuitBreaker();
public ConnectionCircuitBreaker CircuitBreaker => _circuitBreaker;
/// <summary>
/// Force an immediate reconnection attempt, bypassing the circuit breaker timeout.
/// </summary>
public void ForceReconnect() {
_circuitBreaker.ForceReconnect();
_retryTimer?.Dispose();
NextReconnectAttempt = null;
LogConnectionEvent("force_reconnect", "User requested immediate reconnect");
Task.Run(() => Connect());
}
private DateTime? GetDeadlineFromNow() {
return DateTime.UtcNow.AddSeconds(TimeoutSeconds);
}
@@ -224,12 +237,10 @@ namespace eagle {
$"[SUBSCRIBE] Subscription confirmed for game {gameId}, " +
$"confirmedResultCount={ack.ConfirmedResultCount}");
// Clear resync flags ONLY after successful acknowledgment
if (subscriber is GameModelUpdater updater) {
foreach (var status in shardokStatuses.Where(s => s.requestFullResync)) {
updater.ClearShardokResyncFlag(status.shardokGameId);
}
}
// Note: Shardok resync flags are cleared in EagleGameModel.HandleOneGameUpdate
// AFTER updates are actually received, not here. This ensures that if the
// connection drops between acknowledgment and update delivery, the resync
// will be requested again on the next reconnect.
return true;
} else {
@@ -363,6 +374,9 @@ namespace eagle {
// Start monitoring for idle timeout (relies on HTTP/2 keepalive)
StartIdleCheckTimer();
// Start sending heartbeats with sync status
StartHeartbeatTimer();
await TryPendingCommands();
} catch (Exception e) {
_circuitBreaker.RecordFailure();
@@ -482,6 +496,7 @@ namespace eagle {
_lastDisconnect = DateTime.UtcNow;
LogConnectionEvent("disconnect_explicit");
StopIdleCheckTimer();
StopHeartbeatTimer();
_streamingCall?.Dispose();
_streamingCall = null;
}
@@ -491,6 +506,7 @@ namespace eagle {
lock (this) {
// Dispose timers first to stop any pending callbacks
StopIdleCheckTimer();
StopHeartbeatTimer();
if (_retryTimer != null) {
_retryTimer.Enabled = false;
@@ -696,9 +712,32 @@ namespace eagle {
});
break;
case GameUpdate.GameUpdateDetailsOneofCase.StreamingTextResponse:
// Handle streaming text directly on gRPC thread - dictionary is thread-safe.
// Listeners are notified later via ProcessPendingUpdates() on main thread.
var str = gameUpdate.StreamingTextResponse;
if (str != null) {
ClientTextProvider.Provider.HandleNewStreamingText(
str.LlmIdentifier,
str.NewText,
str.StartingByteCount,
str.Completed);
}
// No MainQueue enqueue needed - ProcessPendingUpdates handles listener
// notification
break;
case GameUpdate.GameUpdateDetailsOneofCase.ActionResultResponse:
case GameUpdate.GameUpdateDetailsOneofCase.ShardokActionResultResponse:
case GameUpdate.GameUpdateDetailsOneofCase.StreamingTextResponse:
// Update result counts IMMEDIATELY on the gRPC thread, before enqueueing.
// This ensures reconnects use accurate counts even when MainQueue is blocked
// (e.g., when Unity is backgrounded).
lock (this) {
if (_subscribers.TryGetValue(gameUpdate.GameId, out var sub)) {
sub.UpdateResultCounts(gameUpdate);
}
}
MainQueue.Q.Enqueue(async () => {
IClientConnectionSubscriber subscriber;
lock (this) {
@@ -743,7 +782,7 @@ namespace eagle {
switch (current.ResponseDetailsCase) {
case UpdateStreamResponse.ResponseDetailsOneofCase.HeartbeatResponse:
_remoteEagleClientLogger.LogLine("Got a heartbeat response!");
HandleHeartbeatResponse(current.HeartbeatResponse);
break;
case UpdateStreamResponse.ResponseDetailsOneofCase.GameUpdate:
@@ -978,5 +1017,123 @@ namespace eagle {
}
}
}
private void StartHeartbeatTimer() {
StopHeartbeatTimer();
_heartbeatTimer =
new Timer { AutoReset = true, Interval = HeartbeatIntervalSeconds * 1000 };
_heartbeatTimer.Elapsed += (sender, args) => Task.Run(() => SendHeartbeat());
_heartbeatTimer.Enabled = true;
}
private void StopHeartbeatTimer() {
if (_heartbeatTimer != null) {
_heartbeatTimer.Enabled = false;
_heartbeatTimer.Dispose();
_heartbeatTimer = null;
}
}
private async Task SendHeartbeat() {
if (_cancellationToken.IsCancellationRequested) { return; }
if (_currentState != ConnectionState.Connected) { return; }
// Build sync status for all subscribed games
var heartbeatRequest = new HeartbeatRequest {
ClientTimestamp = DateTimeOffset.UtcNow.ToUnixTimeMilliseconds()
};
List<IClientConnectionSubscriber> subscribers;
lock (this) { subscribers = _subscribers.Values.ToList(); }
foreach (var subscriber in subscribers) {
var gameSyncStatus = new GameSyncStatus {
GameId = subscriber.GameId,
UnfilteredResultCount = subscriber.LastUnfilteredResultCount
};
foreach (var shardokStatus in subscriber.ShardokViewStatuses) {
gameSyncStatus.ShardokSyncStatuses.Add(new ShardokSyncStatus {
ShardokGameId = shardokStatus.shardokGameId,
FilteredResultCount = shardokStatus.filteredResultCount
});
}
heartbeatRequest.GameSyncStatuses.Add(gameSyncStatus);
}
var request = new UpdateStreamRequest { HeartbeatRequest = heartbeatRequest };
var sent = await SendUpdateStreamRequestAsync(request);
if (sent) {
_remoteEagleClientLogger.LogLine(
$"[HEARTBEAT] Sent heartbeat with {heartbeatRequest.GameSyncStatuses.Count} games");
}
}
// Grace period after connect before sync mismatch triggers reconnect.
// Allows time to receive and process historical results after fresh subscribe.
private const double SyncMismatchGracePeriodSeconds = 60.0;
private void HandleHeartbeatResponse(HeartbeatResponse response) {
_remoteEagleClientLogger.LogLine(
$"[HEARTBEAT] Got response, server_timestamp={response.ServerTimestamp}");
// Check for sync mismatches reported by server
bool hasMismatch = false;
foreach (var syncResult in response.GameSyncResults) {
if (!syncResult.EagleInSync) {
_remoteEagleClientLogger.LogLine(
$"[SYNC_MISMATCH] Game {syncResult.GameId}: Eagle out of sync, " +
$"server has {syncResult.ServerUnfilteredResultCount} results");
LogConnectionEvent(
"sync_mismatch_eagle",
$"game={syncResult.GameId}, server_count={syncResult.ServerUnfilteredResultCount}");
hasMismatch = true;
}
foreach (var shardokResult in syncResult.ShardokSyncResults) {
if (!shardokResult.InSync) {
_remoteEagleClientLogger.LogLine(
$"[SYNC_MISMATCH] Game {syncResult.GameId}, Shardok {shardokResult.ShardokGameId}: " +
$"out of sync, server has {shardokResult.ServerFilteredResultCount} results");
LogConnectionEvent(
"sync_mismatch_shardok",
$"game={syncResult.GameId}, shardok={shardokResult.ShardokGameId}, " +
$"server_count={shardokResult.ServerFilteredResultCount}");
hasMismatch = true;
}
}
}
if (!hasMismatch) return;
// Grace period after connect - allow time to receive historical results
if (_lastSuccessfulConnect.HasValue) {
var timeSinceConnect =
(DateTime.UtcNow - _lastSuccessfulConnect.Value).TotalSeconds;
if (timeSinceConnect < SyncMismatchGracePeriodSeconds) {
_remoteEagleClientLogger.LogLine(
$"[SYNC_MISMATCH] Ignoring mismatch during grace period ({timeSinceConnect:F1}s < {SyncMismatchGracePeriodSeconds}s)");
return;
}
}
// Trigger resync by reconnecting - this will re-subscribe with current counts
// and the server will send missing updates
_remoteEagleClientLogger.LogLine(
"[SYNC_MISMATCH] Detected sync mismatch, triggering reconnect to resync");
LogConnectionEvent("sync_mismatch_reconnect", "Triggering reconnect to resync");
// Schedule reconnect to resync
lock (this) {
_streamingCall?.Dispose();
_streamingCall = null;
_threadCancellationTokenSource?.Cancel();
}
MarkAllShardokGamesForResync();
CancelAllPendingSubscriptionAcks();
ScheduleReconnect("SyncMismatch");
}
}
}
File diff suppressed because it is too large Load Diff
@@ -1,12 +1,21 @@
using System;
using System.Collections.Generic;
using System.Diagnostics;
using UnityEngine;
using Debug = UnityEngine.Debug;
public class MainQueue : MonoBehaviour {
static MainQueue __singletonInstance;
private readonly Queue<Action> _actionQueue = new();
private readonly Queue<Action> _nextUpdateQueue = new();
// Time budget per frame to prevent blocking when resuming from background
// 8ms leaves room for rendering within a 16ms (60fps) frame budget
private const long MaxMillisecondsPerFrame = 8;
// Track queue depth for logging
private int _lastLoggedQueueDepth = 0;
private MainQueue() {}
void Awake() {
@@ -15,6 +24,29 @@ public class MainQueue : MonoBehaviour {
// Update is called once per frame
void Update() {
int queueDepthBefore;
lock (_actionQueue) { queueDepthBefore = _actionQueue.Count; }
// Fast path: skip processing if queue is empty
if (queueDepthBefore == 0) {
lock (_nextUpdateQueue) {
if (_nextUpdateQueue.Count > 0) {
foreach (Action action in _nextUpdateQueue) { Enqueue(action); }
_nextUpdateQueue.Clear();
}
}
return;
}
// Log when queue has built up (e.g., after resuming from background)
if (queueDepthBefore > 100 && queueDepthBefore != _lastLoggedQueueDepth) {
Debug.Log($"[MainQueue] Processing backlog: {queueDepthBefore} actions queued");
_lastLoggedQueueDepth = queueDepthBefore;
} else if (queueDepthBefore <= 100) {
_lastLoggedQueueDepth = 0;
}
var stopwatch = Stopwatch.StartNew();
Action possibleAction;
do {
possibleAction = null;
@@ -23,7 +55,7 @@ public class MainQueue : MonoBehaviour {
}
if (possibleAction != null) { possibleAction.Invoke(); }
} while (possibleAction != null);
} while (possibleAction != null && stopwatch.ElapsedMilliseconds < MaxMillisecondsPerFrame);
lock (_nextUpdateQueue) {
foreach (Action action in _nextUpdateQueue) { Enqueue(action); }
@@ -1,6 +1,7 @@
using System;
using System.Diagnostics;
using System.IO;
using common;
using eagle;
using Net.Eagle0.Shardok.Api;
using TMPro;
@@ -27,6 +28,9 @@ public class SettingsPanelController : MonoBehaviour {
public Toggle tooltipHugsCursorToggle;
public HoveringTooltip hoveringTooltip;
public Slider autoScrollSpeedSlider;
public TMP_Text autoScrollSpeedLabel;
public HexGrid hexGrid;
private bool _active = false;
@@ -54,6 +58,11 @@ public class SettingsPanelController : MonoBehaviour {
tooltipHugsCursorToggle.isOn = PlayerPrefs.GetInt(TooltipHugsCursorKey, 0) == 1;
hoveringTooltip.HugsCursor = tooltipHugsCursorToggle.isOn;
if (autoScrollSpeedSlider != null) {
autoScrollSpeedSlider.value = AutoScrollingText.GlobalScrollSpeedMultiplier;
UpdateAutoScrollSpeedLabel(autoScrollSpeedSlider.value);
}
}
// Update is called once per frame
@@ -107,6 +116,21 @@ public class SettingsPanelController : MonoBehaviour {
hoveringTooltip.HugsCursor = val;
}
public void OnAutoScrollSpeedSliderChange(float val) {
AutoScrollingText.GlobalScrollSpeedMultiplier = val;
UpdateAutoScrollSpeedLabel(val);
}
private void UpdateAutoScrollSpeedLabel(float val) {
if (autoScrollSpeedLabel != null) {
if (val < 0.01f) {
autoScrollSpeedLabel.text = "Paused";
} else {
autoScrollSpeedLabel.text = $"{val:F2}x";
}
}
}
public void OnResourcesFolderClick() {
Process.Start(Path.Combine(Application.persistentDataPath, "eagle0", "Resources"));
}
@@ -22,6 +22,9 @@ public class HexMesh : MonoBehaviour {
}
public void Triangulate(IEnumerable<HexCell> cells) {
// Guard against Update() being called before SetUp() initializes hexMesh
if (hexMesh == null) return;
hexMesh.Clear();
vertices.Clear();
triangles.Clear();
@@ -385,98 +385,99 @@ namespace Shardok {
Model.MyUncommittedUnits.Where(uv => uv.Location.Row == -1).ToList();
}
/// <summary>
/// Called when the ShardokGameModel is updated. This is invoked from UpdateAction,
/// which is called from ShardokGameModel.HandleUpdates, which runs on MainQueue.
/// No need to re-enqueue - we're already on the main thread.
/// </summary>
void ModelUpdated() {
MainQueue.Q.Enqueue(() => {
if (Model == null) { return; }
SetHeroLabels();
SetModifiers();
UpdateReserves();
if (Model == null) { return; }
SetHeroLabels();
SetModifiers();
UpdateReserves();
HandleEnemyStartingPositionOverlays();
HandleEnemyStartingPositionOverlays();
endTurnButton.interactable = false;
endTurnButton.interactable = false;
if (Model.GameStatus != null &&
(Model.GameStatus.State == GameStatus.Types.State.Victory)) {
turnStatusLabel.text = "Game Over!";
if (Model.GameStatus != null &&
(Model.GameStatus.State == GameStatus.Types.State.Victory)) {
turnStatusLabel.text = "Game Over!";
gameOverText.text = Model.GameStatus.Description;
gameOverCanvas.gameObject.SetActive(true);
gameOverText.text = Model.GameStatus.Description;
gameOverCanvas.gameObject.SetActive(true);
endTurnButton.GetComponentInChildren<TMP_Text>().text = "Back to Eagle";
endTurnButton.interactable = true;
} else if (Model.GameStatus != null && Model.MyTurn) {
gameOverCanvas.gameObject.SetActive(false);
turnStatusLabel.text = "Your Turn";
endTurnButton.GetComponentInChildren<TMP_Text>().text = "Back to Eagle";
endTurnButton.interactable = true;
} else if (Model.GameStatus != null && Model.MyTurn) {
gameOverCanvas.gameObject.SetActive(false);
turnStatusLabel.text = "Your Turn";
if (Model.InSetUp) {
endTurnButton.GetComponentInChildren<TMP_Text>().text = "Commit";
if (Model.InSetUp) {
endTurnButton.GetComponentInChildren<TMP_Text>().text = "Commit";
var unplacedUnitsWithLocations =
Model.MyUncommittedUnits
.Where(u => u.Location.Row >= 0 && u.Location.Column >= 0)
.ToList();
var unplacedUnitsWithLocations =
Model.MyUncommittedUnits
.Where(u => u.Location.Row >= 0 && u.Location.Column >= 0)
.ToList();
if (!Model.MyTurn) {
endTurnButton.interactable = false;
} else if (unplacedUnitsWithLocations.Count() < 1) {
endTurnButton.GetComponentInChildren<TMP_Text>().text =
"No units placed";
endTurnButton.interactable = false;
} else if (unplacedUnitsWithLocations.Count() > 10) {
endTurnButton.GetComponentInChildren<TMP_Text>().text =
"Too many units";
endTurnButton.interactable = false;
} else {
endTurnButton.interactable = true;
}
SetDisplayedCommandGroup(0);
if (!Model.MyTurn) {
endTurnButton.interactable = false;
} else if (unplacedUnitsWithLocations.Count() < 1) {
endTurnButton.GetComponentInChildren<TMP_Text>().text = "No units placed";
endTurnButton.interactable = false;
} else if (unplacedUnitsWithLocations.Count() > 10) {
endTurnButton.GetComponentInChildren<TMP_Text>().text = "Too many units";
endTurnButton.interactable = false;
} else {
endTurnButton.GetComponentInChildren<TMP_Text>().text = "End Turn";
}
if (Model.HasAvailableCommandWhere(
command => commandTypeUIManager.CommandGroupForType(command.Type) ==
CommandTypeUIManager.EndTurnCommandGroup)) {
endTurnButton.interactable = true;
}
SelectAppropriateDefaultCommand();
SetDisplayedCommandGroup(0);
} else {
turnStatusLabel.text = $"{Model.CurrentPlayerName}'s Turn";
endTurnButton.GetComponentInChildren<TMP_Text>().text = "End Turn";
}
locationNameText.text = Model.LocationName;
if (Model.History.Count > 0) {
string monthString = new DateTime(777, Model.Month, 1)
.ToString("MMMM", CultureInfo.InvariantCulture);
roundInfoText.text = $"{monthString} {Model.CurrentRound}";
Weather weather = Model.Weather;
if (weather != null) {
roundInfoText.text += ", " + ProtoExtensions.WeatherToString(weather);
}
if (Model.HasAvailableCommandWhere(
command => commandTypeUIManager.CommandGroupForType(command.Type) ==
CommandTypeUIManager.EndTurnCommandGroup)) {
endTurnButton.interactable = true;
}
if (Model.History.Count == 0) {
turnHistoryButtonText.text = NoHistoryText;
} else if (Model.History.Count > _lastRetrievedHistoryCount) {
for (int i = _lastRetrievedHistoryCount; i < Model.History.Count; i++) {
var historyEntry = Model.History[i];
turnHistoryPanel.AddLine(GetActionResultDescription(historyEntry));
SelectAppropriateDefaultCommand();
} else {
turnStatusLabel.text = $"{Model.CurrentPlayerName}'s Turn";
}
ActionType type = historyEntry.Type;
var thisSound = soundManager.SoundForType(type);
if (thisSound != null) { audioClipSource.PlayOneShot(thisSound, 1.0f); }
}
_lastRetrievedHistoryCount = Model.History.Count;
turnHistoryButtonText.text = GetActionResultDescription(Model.History.Last());
SetModifiers();
locationNameText.text = Model.LocationName;
if (Model.History.Count > 0) {
string monthString = new DateTime(777, Model.Month, 1)
.ToString("MMMM", CultureInfo.InvariantCulture);
roundInfoText.text = $"{monthString} {Model.CurrentRound}";
Weather weather = Model.Weather;
if (weather != null) {
roundInfoText.text += ", " + ProtoExtensions.WeatherToString(weather);
}
}
SetupArmiesTable();
});
if (Model.History.Count == 0) {
turnHistoryButtonText.text = NoHistoryText;
} else if (Model.History.Count > _lastRetrievedHistoryCount) {
for (int i = _lastRetrievedHistoryCount; i < Model.History.Count; i++) {
var historyEntry = Model.History[i];
turnHistoryPanel.AddLine(GetActionResultDescription(historyEntry));
ActionType type = historyEntry.Type;
var thisSound = soundManager.SoundForType(type);
if (thisSound != null) { audioClipSource.PlayOneShot(thisSound, 1.0f); }
}
_lastRetrievedHistoryCount = Model.History.Count;
turnHistoryButtonText.text = GetActionResultDescription(Model.History.Last());
SetModifiers();
}
SetupArmiesTable();
}
private void SetupArmiesTable() {
@@ -707,34 +708,33 @@ namespace Shardok {
}
void SetModifiers() {
MainQueue.Q.Enqueue(() => {
hexGrid.ClearCellModifierImages();
// Called from ModelUpdated which runs on MainQueue - no need to re-enqueue
hexGrid.ClearCellModifierImages();
for (byte row = 0; row < Model.Map.RowCount; row++) {
for (byte column = 0; column < Model.Map.ColumnCount; column++) {
Coords coords = new Coords();
coords.Row = row;
coords.Column = column;
for (byte row = 0; row < Model.Map.RowCount; row++) {
for (byte column = 0; column < Model.Map.ColumnCount; column++) {
Coords coords = new Coords();
coords.Row = row;
coords.Column = column;
var terrain = Model.Map.TerrainAt(coords);
int cellIndex = MapCoordsToGridIndex(coords);
int numberForCell = _randomNumberForCellIndex[cellIndex];
hexGrid.SetCellTerrainImage(
cellIndex,
_imageForTerrainTracker
.GetImageForTerrain(terrain, numberForCell, Model.Month));
if (terrain.Modifier?.Fire != null) {
hexGrid.SetCellModifierEffect(cellIndex, fireEffectPrefab);
} else {
hexGrid.SetCellModifierEffect(cellIndex, null);
}
var terrain = Model.Map.TerrainAt(coords);
int cellIndex = MapCoordsToGridIndex(coords);
int numberForCell = _randomNumberForCellIndex[cellIndex];
hexGrid.SetCellTerrainImage(
cellIndex,
_imageForTerrainTracker
.GetImageForTerrain(terrain, numberForCell, Model.Month));
if (terrain.Modifier?.Fire != null) {
hexGrid.SetCellModifierEffect(cellIndex, fireEffectPrefab);
} else {
hexGrid.SetCellModifierEffect(cellIndex, null);
}
if (terrain.Modifier?.Bridge != null) {
hexGrid.SetCellModifierImage(cellIndex, bridgeImage);
}
if (terrain.Modifier?.Bridge != null) {
hexGrid.SetCellModifierImage(cellIndex, bridgeImage);
}
}
});
}
}
void HandleButton() {
@@ -961,7 +961,7 @@ namespace Shardok {
commandTypeUIManager.CommandGroupForType(command.Type));
}
if (allCommands.Any()) {
if (allCommands.Any() && mapMouseCoords != null) {
var meleeCommands = allCommands.Where(
command => CommandTypeUIManager.MeleeAttackGroup ==
commandTypeUIManager.CommandGroupForType(command.Type));
@@ -82,7 +82,7 @@ public class ShardokGameModel {
public int Month { get; private set; }
private List<PlayerTotals> PlayerTotals { get; set; }
public List<CommandDescriptor> AvailableCommands { get; private set; }
public List<CommandDescriptor> AvailableCommands { get; private set; } = new();
public Action UpdateAction { get; set; }
public List<PlayerWithHostility> players;
public String GetPlayerName(PlayerId playerId) {
@@ -111,6 +111,17 @@ public class ShardokGameModel {
public bool InSetUp => GameStatus != null && GameStatus.State == GameStatus.Types.State.SetUp;
/// <summary>
/// Mark this battle as ended (called when battle is removed from Eagle before
/// we receive the final Shardok update, e.g., due to race conditions when
/// Unity was backgrounded).
/// </summary>
public void MarkBattleEnded(string reason) {
GameStatus =
new GameStatus { State = GameStatus.Types.State.Victory, Description = reason };
UpdateAction?.Invoke();
}
private readonly PersistentClientConnection _persistentClientConnection;
private const int StartingHistoryCapacity = 100;
@@ -206,6 +217,8 @@ public class ShardokGameModel {
? newCommands.CurrentCommand.ToList()
: newCommands.PreviewCommand.ToList();
}
// Trigger UI refresh after commands are updated so unit action indicators reflect new state
UpdateAction?.Invoke();
}
public bool HasTargetedCommand(Coords start, Coords target, List<CommandType> possibleTypes) {
@@ -0,0 +1,278 @@
using TMPro;
using UnityEngine;
using UnityEngine.UI;
namespace common {
/// <summary>
/// Automatically scrolls text content that overflows its container.
/// Shows a fade gradient at the bottom when content overflows, then begins
/// auto-scrolling after a delay. Useful for tooltips where the user can't
/// manually scroll.
///
/// Also supports dynamic height sizing: the ScrollRect will grow to fit its
/// content up to available screen space, only enabling scrolling when needed.
/// </summary>
public class AutoScrollingText : MonoBehaviour {
/// <summary>
/// Global scroll speed multiplier controlled by Settings.
/// Default is 1.0 (use instance scrollSpeed as-is).
/// Range: 0.0 (paused) to 2.0 (double speed).
/// </summary>
public static float GlobalScrollSpeedMultiplier {
get => PlayerPrefs.GetFloat(ScrollSpeedKey, 1.0f);
set => PlayerPrefs.SetFloat(ScrollSpeedKey, Mathf.Clamp(value, 0f, 2f));
}
private const string ScrollSpeedKey = "autoScrollSpeedMultiplier";
[Header("Scroll Rect")]
[Tooltip("The ScrollRect containing the text content")]
public ScrollRect scrollRect;
[Tooltip("Optional gradient image to show when content overflows (fades at bottom)")]
public GameObject fadeGradient;
[Header("Auto-Scroll Timing")]
[Tooltip("Seconds to wait before starting to scroll")]
public float scrollDelaySeconds = 1.5f;
[Tooltip("Scroll speed in normalized units per second (0-1 range)")]
public float scrollSpeed = 0.15f;
[Tooltip("Seconds to pause at the bottom before resetting")]
public float pauseAtBottomSeconds = 1.0f;
[Header("Dynamic Sizing")]
[Tooltip("If true, resize the ScrollRect to fit content up to available space")]
public bool dynamicHeight = true;
[Tooltip("Margin from top of screen in pixels")]
public float topMargin = 20f;
[Tooltip("LayoutElement to adjust for dynamic height (usually on ScrollRect)")]
public LayoutElement layoutElement;
[Tooltip("Other content in the panel (e.g., hero details). Height will be preserved.")]
public RectTransform otherContent;
[Tooltip("Optional: Panel to hide until layout is complete (prevents jumpy resize)")]
public CanvasGroup panelCanvasGroup;
private float _visibleTime = 0f;
private bool _isScrolling = false;
private bool _isPausedAtBottom = false;
private float _pauseTimer = 0f;
private RectTransform _scrollRectTransform;
private Canvas _rootCanvas;
private void OnEnable() {
// Hide panel until layout is complete to prevent jumpy resize
if (panelCanvasGroup != null) { panelCanvasGroup.alpha = 0f; }
if (scrollRect != null) {
_scrollRectTransform = scrollRect.GetComponent<RectTransform>();
_rootCanvas = scrollRect.GetComponentInParent<Canvas>()?.rootCanvas;
// Immediately reset scroll position to prevent visual jump on first frame
// Use normalizedPosition to reset both horizontal and vertical
scrollRect.normalizedPosition = new Vector2(0f, 1f);
// Also reset the content's anchored position to prevent any offset
if (scrollRect.content != null) {
var contentRect = scrollRect.content;
contentRect.anchoredPosition = new Vector2(0f, contentRect.anchoredPosition.y);
}
}
// Delay layout update to next frame so content has time to rebuild
StartCoroutine(DelayedInitialize());
}
private System.Collections.IEnumerator DelayedInitialize() {
yield return null; // Wait one frame for layout to rebuild
yield return null; // Extra frame for ContentSizeFitter
UpdateDynamicHeight();
ResetScroll();
// Show panel now that layout is complete
if (panelCanvasGroup != null) { panelCanvasGroup.alpha = 1f; }
}
private void OnDisable() { ResetScroll(); }
/// <summary>
/// Resets scroll position to top and restarts the delay timer.
/// Call this when the text content changes.
/// </summary>
public void ResetScroll() {
_visibleTime = 0f;
_isScrolling = false;
_isPausedAtBottom = false;
_pauseTimer = 0f;
if (scrollRect != null) {
scrollRect.verticalNormalizedPosition = 1f; // Top
}
UpdateFadeGradient();
}
[Header("Debug")]
[Tooltip("Enable debug logging to console")]
public bool debugLogging = false;
/// <summary>
/// Updates the ScrollRect height to fit content, up to available screen space.
/// </summary>
private void UpdateDynamicHeight() {
if (!dynamicHeight || layoutElement == null || scrollRect == null) return;
if (_scrollRectTransform == null || _rootCanvas == null) return;
// Get content height - prefer TMP_Text.preferredHeight over rect.height
// because rect.height may not reflect actual text size without ContentSizeFitter
float contentHeight = 0f;
float rectHeight = scrollRect.content != null ? scrollRect.content.rect.height : 0f;
var tmpText = scrollRect.content?.GetComponentInChildren<TMP_Text>();
if (tmpText != null) {
// Use TMP's calculated preferred height - this is the actual text size
contentHeight = tmpText.preferredHeight;
// Sync Content RectTransform height with actual text size.
// Must both grow AND shrink to prevent blank space when scrolling to bottom.
if (Mathf.Abs(scrollRect.content.rect.height - contentHeight) > 1f) {
scrollRect.content.SetSizeWithCurrentAnchors(
RectTransform.Axis.Vertical,
contentHeight);
}
} else {
contentHeight = rectHeight;
}
// Get the bottom of the ScrollRect in screen space
Vector3[] corners = new Vector3[4];
_scrollRectTransform.GetWorldCorners(corners);
Camera cam = _rootCanvas.renderMode == RenderMode.ScreenSpaceOverlay
? null
: _rootCanvas.worldCamera;
Vector2 scrollRectBottomScreen =
RectTransformUtility.WorldToScreenPoint(cam, corners[0]);
// Calculate how much space we have from ScrollRect bottom to top of screen
float spaceToTop = Screen.height - scrollRectBottomScreen.y - topMargin;
// Account for canvas scaling
float scaleFactor = _rootCanvas.scaleFactor;
if (scaleFactor > 0) { spaceToTop /= scaleFactor; }
// Get height of other content (hero details) if specified
float otherContentHeight = 0f;
if (otherContent != null) { otherContentHeight = otherContent.rect.height; }
// Max height for ScrollRect = space to top minus other content
float maxScrollRectHeight = spaceToTop - otherContentHeight;
// Clamp to reasonable bounds
maxScrollRectHeight = Mathf.Max(maxScrollRectHeight, 50f);
// Set preferred height to content or max, whichever is smaller
float targetHeight = Mathf.Min(contentHeight, maxScrollRectHeight);
layoutElement.preferredHeight = targetHeight;
if (debugLogging) {
Debug.Log(
$"[AutoScrollingText] contentHeight={contentHeight:F0} (rectHeight={rectHeight:F0}), " +
$"spaceToTop={spaceToTop:F0}, otherContent={otherContentHeight:F0}, " +
$"maxHeight={maxScrollRectHeight:F0}, targetHeight={targetHeight:F0}");
}
// Force layout rebuild
RectTransform parentRect = _scrollRectTransform.parent as RectTransform;
if (parentRect != null) { LayoutRebuilder.ForceRebuildLayoutImmediate(parentRect); }
}
private void Update() {
if (scrollRect == null) return;
bool hasOverflow = HasContentOverflow();
UpdateFadeGradient();
if (!hasOverflow) {
_isScrolling = false;
return;
}
// Hold Shift to pause scrolling (lets user read at their own pace)
bool isPausedByUser =
Input.GetKey(KeyCode.LeftShift) || Input.GetKey(KeyCode.RightShift);
if (isPausedByUser) return;
// Handle pause at bottom
if (_isPausedAtBottom) {
_pauseTimer += Time.deltaTime;
if (_pauseTimer >= pauseAtBottomSeconds) {
// Reset to top and start over
scrollRect.verticalNormalizedPosition = 1f;
_isPausedAtBottom = false;
_pauseTimer = 0f;
_visibleTime = 0f;
_isScrolling = false;
}
return;
}
// Track time visible
_visibleTime += Time.deltaTime;
// Start scrolling after delay
if (!_isScrolling && _visibleTime >= scrollDelaySeconds) { _isScrolling = true; }
// Perform scrolling (apply global speed multiplier from settings)
if (_isScrolling) {
float effectiveSpeed = scrollSpeed * GlobalScrollSpeedMultiplier;
float newPosition =
scrollRect.verticalNormalizedPosition - (effectiveSpeed * Time.deltaTime);
if (newPosition <= 0f) {
// Reached bottom
scrollRect.verticalNormalizedPosition = 0f;
_isScrolling = false;
_isPausedAtBottom = true;
_pauseTimer = 0f;
} else {
scrollRect.verticalNormalizedPosition = newPosition;
}
}
}
private bool HasContentOverflow() {
if (scrollRect == null || scrollRect.content == null) return false;
// Use TMP_Text.preferredHeight for accurate content measurement
float contentHeight;
var tmpText = scrollRect.content.GetComponentInChildren<TMP_Text>();
if (tmpText != null) {
contentHeight = tmpText.preferredHeight;
} else {
contentHeight = scrollRect.content.rect.height;
}
float viewportHeight = scrollRect.viewport != null
? scrollRect.viewport.rect.height
: scrollRect.GetComponent<RectTransform>().rect.height;
return contentHeight > viewportHeight + 1f; // Small buffer for floating point
}
private void UpdateFadeGradient() {
if (fadeGradient == null) return;
bool hasOverflow = HasContentOverflow();
bool notAtBottom = scrollRect != null && scrollRect.verticalNormalizedPosition > 0.01f;
// Show gradient when there's overflow and we're not at the bottom
fadeGradient.SetActive(hasOverflow && notAtBottom);
}
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: ac5d868c54ceb4893b1c95894cd4ec6f
@@ -54,18 +54,43 @@ namespace common.GUIUtils {
Type = type,
Time = DateTime.UtcNow
});
MainQueue.Q.Enqueue(() => {
errorTextField.text = AllMessageText;
panel.gameObject.SetActive(true);
});
// Try to display immediately if possible, otherwise queue for later
try {
if (MainQueue.Q != null) {
MainQueue.Q.Enqueue(ShowErrorPanel);
} else {
_pendingShow = true;
}
} catch {
// MainQueue not ready yet - will show in Update
_pendingShow = true;
}
}
}
private bool _pendingShow = false;
private void ShowErrorPanel() {
if (errorTextField != null && panel != null) {
errorTextField.text = AllMessageText;
panel.gameObject.SetActive(true);
}
}
// Register for log messages as early as possible
void Awake() { Application.logMessageReceivedThreaded += HandleLog; }
void Update() {
// Handle errors that occurred before MainQueue was ready
if (_pendingShow) {
_pendingShow = false;
ShowErrorPanel();
}
}
// Use this for initialization
void Start() {
panel.gameObject.SetActive(false);
Application.logMessageReceivedThreaded += HandleLog;
}
void Start() { panel.gameObject.SetActive(false); }
public void DismissClicked() {
lock (_messages) {
@@ -21,14 +21,24 @@ option java_outer_classname = "EagleInterface";
option objc_class_prefix = "E0G";
service ShardokInternalInterface {
// Server-side streaming for game updates - replaces polling via GetGameStatus
rpc SubscribeToGame(GameSubscriptionRequest) returns (stream GameStatusResponse) {}
rpc PostCommand(PostCommandRequest) returns (GameStatusResponse) {}
rpc PostPlacementCommands(PlacementCommandsRequest) returns (GameStatusResponse) {}
// Deprecated: Use SubscribeToGame for streaming updates instead
rpc GetGameStatus(GameStatusRequest) returns (GameStatusResponse) {}
rpc GetHexMap(HexMapRequest) returns (HexMapResponse) {}
rpc GetHexMapNames(HexMapNamesRequest) returns (HexMapNamesResponse) {}
}
message GameSubscriptionRequest {
string game_id = 1;
GameSetupInfo game_setup_info = 2;
}
message PostCommandRequest {
string game_id = 1;
int32 player_id = 2;
@@ -171,10 +171,43 @@ message GameUpdate {
message HeartbeatRequest {
int64 client_timestamp = 1;
// Sync verification: client reports its known action counts per game
repeated GameSyncStatus game_sync_statuses = 2;
}
// Client's known sync state for a single game
message GameSyncStatus {
int64 game_id = 1;
// Eagle action count (matches ActionResultResponse.unfiltered_result_count_after)
int32 unfiltered_result_count = 2;
// Shardok action counts per tactical battle
repeated ShardokSyncStatus shardok_sync_statuses = 3;
}
message ShardokSyncStatus {
string shardok_game_id = 1;
// Matches ShardokActionResultResponse.filtered_result_count_after
int32 filtered_result_count = 2;
}
message HeartbeatResponse {
int64 server_timestamp = 1;
// Sync verification results - only included if there are mismatches
repeated GameSyncResult game_sync_results = 2;
}
// Server's sync verification result for a single game
message GameSyncResult {
int64 game_id = 1;
bool eagle_in_sync = 2;
int32 server_unfiltered_result_count = 3; // Server's count for comparison
repeated ShardokSyncResult shardok_sync_results = 4;
}
message ShardokSyncResult {
string shardok_game_id = 1;
bool in_sync = 2;
int32 server_filtered_result_count = 3; // Server's count for comparison
}
message NewGameOptions {
@@ -256,6 +289,25 @@ message ActionResultResponse {
int32 unfiltered_result_count_after = 1;
repeated .net.eagle0.eagle.views.ActionResultView action_result_views = 2;
AvailableCommands available_commands = 3;
// Server-reported game status for connection status UI
ServerGameStatus server_game_status = 4;
}
// Server-reported game status for the connection status indicator.
// Tells the client what the server is doing/waiting for.
message ServerGameStatus {
enum Status {
UNKNOWN = 0;
YOUR_TURN = 1; // Player has commands available
WAITING_FOR_PLAYERS = 2; // Waiting for other player(s) to act
GENERATING_TEXT = 3; // LLM text generation in progress
PROCESSING_ACTION = 4; // Server is processing an action
}
Status status = 1;
// For WAITING_FOR_PLAYERS: which faction(s) we're waiting for
repeated int32 waiting_for_faction_ids = 2;
// For GENERATING_TEXT: which LLM stream is being generated
string generating_llm_id = 3;
}
message ShardokActionResultResponse {
@@ -23,6 +23,7 @@ message IncompleteText {
string partial_text = 2;
.net.eagle0.eagle.internal.GeneratedTextRequest llm_request = 3;
int32 requested_after_history_count = 4;
int64 requested_at_millis = 5;
}
message UnrequestedText {
@@ -58,4 +58,8 @@ message Hero {
repeated EventForHeroBackstory new_backstory_events = 29;
.net.eagle0.eagle.common.Gender pronoun_gender = 27;
// The name of the faction this hero would lead, if they led one.
// Populated for "great person" heroes from the heroes TSV; empty for others.
string led_faction_name = 30;
}
@@ -4,6 +4,7 @@ filegroup(
name = "settings",
srcs = ["settings.tsv"],
visibility = [
"//ci:__pkg__",
"//src/main/scala/net/eagle0/eagle:__pkg__",
"//src/main/scala/net/eagle0/eagle/service:__pkg__",
],
@@ -13,6 +14,7 @@ filegroup(
name = "game_parameters",
srcs = ["game_parameters.json"],
visibility = [
"//ci:__pkg__",
"//src/main/scala/net/eagle0:__subpackages__",
"//src/test:__subpackages__",
],
@@ -22,6 +24,7 @@ filegroup(
name = "beasts",
srcs = ["beasts.tsv"],
visibility = [
"//ci:__pkg__",
"//src/main/scala/net/eagle0/eagle/library/util:__pkg__",
"//src/main/scala/net/eagle0/util:__pkg__",
"//src/test:__subpackages__",
@@ -32,6 +35,7 @@ filegroup(
name = "headshots",
srcs = ["headshots.tsv"],
visibility = [
"//ci:__pkg__",
"//src/main/scala/net/eagle0/eagle/library/util/hero_generator/image_paths:__pkg__",
"//src/main/scala/net/eagle0/eagle/library/util/hero_generator/random_hero_generator:__pkg__",
"//src/main/scala/net/eagle0/util:__pkg__",
@@ -46,6 +50,7 @@ filegroup(
"heroes.tsv",
],
visibility = [
"//ci:__pkg__",
"//src/main/scala/net/eagle0/eagle/service/new_game_creation:__pkg__",
"//src/main/scala/net/eagle0/util:__pkg__",
"//src/test:__subpackages__",
@@ -56,6 +61,7 @@ filegroup(
name = "province_map",
srcs = ["province_map.tsv"],
visibility = [
"//ci:__pkg__",
"//src/main/scala/net/eagle0:__subpackages__",
"//src/test:__subpackages__",
],
@@ -5,6 +5,7 @@ filegroup(
name = "settings",
srcs = ["settings.tsv"],
visibility = [
"//ci:__pkg__",
"//src/main/cpp/net/eagle0/shardok:__subpackages__",
"//src/test/cpp/net/eagle0/shardok:__subpackages__",
],
@@ -44,6 +45,7 @@ filegroup(
name = "battalion_types",
srcs = ["battalionTypes.tsv"],
visibility = [
"//ci:__pkg__",
"//src/main/cpp/net/eagle0/shardok:__subpackages__",
"//src/main/scala/net/eagle0/eagle/service:__pkg__",
"//src/main/scala/net/eagle0/util:__pkg__",
@@ -21,6 +21,7 @@ scala_binary(
":external_text_generation_caller",
":external_text_generation_service_impl",
":open_ai_chat_completions_service_impl",
":open_ai_responses_service_impl",
":streaming_text_results",
],
)
@@ -52,7 +53,10 @@ scala_library(
":external_text_generation_service_impl",
":rate_limits",
":streaming_text_results",
"//src/main/scala/net/eagle0/common/sse:sse_subscriber",
"//src/main/scala/net/eagle0/common/sse:okhttp_sse_listener",
"@maven//:com_squareup_okhttp3_okhttp",
"@maven//:com_squareup_okhttp3_okhttp_sse",
"@maven//:com_squareup_okio_okio_jvm",
],
)
@@ -86,6 +90,24 @@ scala_library(
],
)
scala_library(
name = "open_ai_responses_service_impl",
srcs = ["OpenAIResponsesServiceImpl.scala"],
visibility = [
"//visibility:public",
],
deps = [
":api_keys",
":external_text_generation_service_impl",
":open_ai_duration_parser",
":rate_limits",
":streaming_text_results",
"@maven//:org_json4s_json4s_ast_3",
"@maven//:org_json4s_json4s_core_3",
"@maven//:org_json4s_json4s_native_3",
],
)
scala_library(
name = "open_ai_duration_parser",
srcs = ["OpenAiDurationParser.scala"],
@@ -1,21 +1,23 @@
package net.eagle0.common.llm_integration
import java.net.http.{HttpClient, HttpRequest, HttpResponse, HttpTimeoutException}
import java.net.http.HttpClient.{Redirect, Version}
import java.net.http.HttpResponse.ResponseInfo
import java.io.IOException
import java.net.http.HttpRequest
import java.net.HttpURLConnection
import java.net.SocketTimeoutException
import java.time.{Duration, ZonedDateTime}
import java.time.temporal.ChronoUnit
import java.util.{Timer, TimerTask}
import java.util.concurrent.CompletionException
import java.util.concurrent.TimeUnit
import java.util.function.Consumer
import scala.concurrent.{ExecutionContext, Future, Promise}
import scala.jdk.CollectionConverters.{CollectionHasAsScala, MapHasAsScala}
import scala.jdk.CollectionConverters.{CollectionHasAsScala, IterableHasAsScala}
import scala.jdk.FutureConverters.CompletionStageOps
import scala.util.{Failure, Success}
import net.eagle0.common.sse.SseSubscriber
import net.eagle0.common.sse.OkHttpSseListener
import okhttp3.{MediaType, OkHttpClient, Request, RequestBody, Response}
import okhttp3.sse.{EventSource, EventSources}
enum ExternalTextGenerationError extends Error:
case RateLimit(code: Int, msg: String)
@@ -35,10 +37,51 @@ object ExternalTextGenerationCaller {
private def nextBackoff(backoffSeconds: Double): Double =
Math.min(backoffSeconds * backoffMultiplier, maxBackoffSeconds)
/** Convert a Java HttpRequest to an OkHttp Request */
private def toOkHttpRequest(javaRequest: HttpRequest): Request = {
val builder = new Request.Builder()
.url(javaRequest.uri().toString)
// Copy headers
javaRequest.headers().map().forEach { (name, values) =>
values.forEach(value => builder.addHeader(name, value))
}
// Handle request body
javaRequest.method() match {
case "GET" => builder.get()
case "POST" =>
val bodyPublisher = javaRequest.bodyPublisher().orElse(null)
if bodyPublisher != null then {
// Extract body content - for BodyPublishers.ofString, we can get the content
val bodyContent = new StringBuilder()
val subscriber = new java.util.concurrent.Flow.Subscriber[java.nio.ByteBuffer] {
override def onSubscribe(subscription: java.util.concurrent.Flow.Subscription): Unit =
subscription.request(Long.MaxValue)
override def onNext(item: java.nio.ByteBuffer): Unit =
bodyContent.append(java.nio.charset.StandardCharsets.UTF_8.decode(item).toString)
override def onError(throwable: Throwable): Unit = ()
override def onComplete(): Unit = ()
}
bodyPublisher.subscribe(subscriber)
val contentType =
javaRequest.headers().firstValue("Content-Type").orElse("application/json")
val mediaType = MediaType.parse(contentType)
builder.post(RequestBody.create(bodyContent.toString, mediaType))
} else {
builder.post(RequestBody.create("", null))
}
case other => throw new UnsupportedOperationException(s"HTTP method $other not supported")
}
builder.build()
}
}
final class ExternalTextGenerationCaller(
val timeoutSeconds: Int = 10,
val readTimeoutSeconds: Int = 60,
serviceImpl: ExternalTextGenerationServiceImpl
) {
private var inProgressCount = 0
@@ -57,13 +100,17 @@ final class ExternalTextGenerationCaller(
implicit val ec: ExecutionContext = ExecutionContext.global
private val httpClient = HttpClient
.newBuilder()
.version(Version.HTTP_2)
.followRedirects(Redirect.NORMAL)
.connectTimeout(Duration.ofSeconds(timeoutSeconds))
// OkHttp client with read timeout - the key benefit over Java HttpClient
// If no data is received for readTimeoutSeconds, the connection will timeout
private val okHttpClient = new OkHttpClient.Builder()
.connectTimeout(timeoutSeconds.toLong, TimeUnit.SECONDS)
.readTimeout(readTimeoutSeconds.toLong, TimeUnit.SECONDS)
.writeTimeout(timeoutSeconds.toLong, TimeUnit.SECONDS)
.retryOnConnectionFailure(true)
.build()
private val eventSourceFactory = EventSources.createFactory(okHttpClient)
private var successDurations =
new scala.collection.mutable.ArrayBuffer[Long]()
@@ -72,7 +119,7 @@ final class ExternalTextGenerationCaller(
partialCompletion: Option[String],
streamingConsumer: Consumer[StreamingTextResults],
backoffSeconds: Double = ExternalTextGenerationCaller.initialBackoffSeconds
): Future[HttpResponse[Unit]] =
): Future[Unit] =
streamCompletion(
inputText = inputText,
request = serviceImpl.makeRequest(
@@ -88,13 +135,13 @@ final class ExternalTextGenerationCaller(
request: HttpRequest,
backoffSeconds: Double,
streamingConsumer: Consumer[StreamingTextResults]
): Future[HttpResponse[Unit]] = {
): Future[Unit] = {
val startTime = System.currentTimeMillis()
def tryAgain: () => Future[HttpResponse[Unit]] = () => {
def tryAgain: () => Future[Unit] = () => {
println(s"Trying again after $backoffSeconds seconds...")
val promise = Promise[HttpResponse[Unit]]()
val promise = Promise[Unit]()
val t = new Timer()
t.schedule(
new TimerTask {
@@ -113,104 +160,63 @@ final class ExternalTextGenerationCaller(
promise.future
}
val okHttpRequest = ExternalTextGenerationCaller.toOkHttpRequest(request)
val sseListener = new OkHttpSseListener(serviceImpl.stringConsumer(streamingConsumer))
inProgressCount += 1
httpClient
.sendAsync(
request,
(respInfo: ResponseInfo) =>
if respInfo.statusCode() == HttpURLConnection.HTTP_OK then
new SseSubscriber(serviceImpl.stringConsumer(streamingConsumer))
else
// For error responses, read the body to get error details
HttpResponse.BodySubscribers.mapping(
HttpResponse.BodySubscribers.ofString(java.nio.charset.StandardCharsets.UTF_8),
(body: String) => {
val code = respInfo.statusCode()
println(s"Error response ($code): $body")
// 4xx errors (except 429) are client errors - don't retry
if code >= 400 && code < 500 && code != 429 then
throw ExternalTextGenerationError.Http(
code,
s"Client error $code: $body"
)
else
throw new RuntimeException(
s"Server error $code: $body"
)
}
)
)
.asScala
.andThen {
case x =>
inProgressCount -= 1
x
}
.transform {
case Success(httpResponse) =>
val rateLimits = serviceImpl.rateLimitsFrom(
headers = httpResponse
.headers()
.map()
.asScala
.map { case (k, v) => (k, v.asScala.toVector) }
.toMap
// Start the SSE connection
val eventSource = eventSourceFactory.newEventSource(okHttpRequest, sseListener)
// Convert the CompletableFuture to a Scala Future
sseListener.getFuture.asScala.andThen {
case _ =>
inProgressCount -= 1
}.transform {
case Success(_) =>
val duration = System.currentTimeMillis() - startTime
this.synchronized {
successDurations.addOne(duration)
if successDurations.size % 100 == 0 then {
successDurations = successDurations.sorted
val p99pos =
successDurations.size - successDurations.size / 100
println(s"p99 duration: ${successDurations(p99pos)}ms")
}
}
Success(())
case Failure(e: SocketTimeoutException) =>
println(s"Read timeout after ${readTimeoutSeconds}s: ${e.getMessage}")
Failure(
ExternalTextGenerationError.Timeout(
s"Read timeout after ${readTimeoutSeconds}s: ${e.getMessage}"
)
currentRateLimits = rateLimits
currentRateLimitTime = ZonedDateTime.now()
)
val responseCode = httpResponse.statusCode()
if responseCode < HttpURLConnection.HTTP_BAD_REQUEST then {
val duration = System.currentTimeMillis() - startTime
this.synchronized {
successDurations.addOne(duration)
if successDurations.size % 100 == 0 then {
successDurations = successDurations.sorted
val p99pos =
successDurations.size - successDurations.size / 100
println(s"p99 duration: ${successDurations(p99pos)}ms")
}
Success(httpResponse)
}
} else if responseCode == 429 then
Failure(
ExternalTextGenerationError.RateLimit(
responseCode,
httpResponse.toString
)
)
else
Failure(
ExternalTextGenerationError.Http(
responseCode,
"An error occurred while generating a response.\n" + httpResponse
)
)
case Failure(timeoutException: HttpTimeoutException) =>
Failure(
ExternalTextGenerationError.Timeout(
s"Timed out: ${timeoutException.getMessage}"
)
case Failure(e: IOException) if e.getMessage != null && e.getMessage.contains("timeout") =>
println(s"Timeout: ${e.getMessage}")
Failure(
ExternalTextGenerationError.Timeout(
s"Timeout: ${e.getMessage}"
)
)
case Failure(exception) => Failure(exception)
}
.recoverWith {
// Don't retry 4xx client errors - they won't succeed
case e: CompletionException if e.getCause.isInstanceOf[ExternalTextGenerationError.Http] =>
Future.failed(e.getCause)
case e: ExternalTextGenerationError.Http =>
Future.failed(e)
// Retry transient errors (5xx, timeouts, network issues)
case e: CompletionException =>
println(s"CompletionException error $e - retrying")
tryAgain()
case e: Throwable =>
println(s"error $e - retrying")
tryAgain()
}
case Failure(exception) => Failure(exception)
}.recoverWith {
// Don't retry 4xx client errors - they won't succeed
case e: ExternalTextGenerationError.Http =>
Future.failed(e)
// Retry transient errors (timeouts, network issues)
case e: ExternalTextGenerationError.Timeout =>
println(s"Timeout error - retrying: ${e.message}")
tryAgain()
case e: IOException =>
println(s"IOException - retrying: ${e.getMessage}")
tryAgain()
case e: Throwable =>
println(s"error $e - retrying")
tryAgain()
}
}
}
@@ -4,6 +4,9 @@ import scala.concurrent.duration.{Duration, SECONDS}
import scala.concurrent.Await
//import scala.util.Random
enum LlmProvider:
case Claude, OpenAIChatCompletions, OpenAIResponses
object ExternalTextGenerationCallerApp {
def main(args: Array[String]): Unit = {
// val personalityWords = Vector(
@@ -30,8 +33,16 @@ object ExternalTextGenerationCallerApp {
val chatGptImpl: ExternalTextGenerationServiceImpl =
new OpenAIChatCompletionsServiceImpl()
val caller = new ExternalTextGenerationCaller(
serviceImpl = if true then claudeImpl else chatGptImpl
val openAiResponsesImpl: ExternalTextGenerationServiceImpl =
new OpenAIResponsesServiceImpl()
val selectedProvider = LlmProvider.OpenAIResponses
val caller = new ExternalTextGenerationCaller(
serviceImpl = selectedProvider match {
case LlmProvider.Claude => claudeImpl
case LlmProvider.OpenAIChatCompletions => chatGptImpl
case LlmProvider.OpenAIResponses => openAiResponsesImpl
}
)
(0 to 0).foreach { _ =>
@@ -0,0 +1,200 @@
package net.eagle0.common.llm_integration
import java.net.{URI, URL}
import java.net.http.HttpRequest
import java.net.http.HttpRequest.BodyPublishers
import java.time.{Duration, ZonedDateTime}
import java.util.function.Consumer
import org.json4s.{DefaultFormats, JString}
import org.json4s.jvalue2extractable
import org.json4s.jvalue2monadic
import org.json4s.native.{Json, Serialization}
/**
* OpenAI Responses API implementation.
*
* The Responses API is OpenAI's newer API primitive that offers: - Better performance with reasoning models (3%
* improvement in SWE-bench) - Lower costs through improved cache utilization (40-80% improvement) - Semantic streaming
* events with clear lifecycle (response.created, response.output_text.delta, response.completed) - Built-in tools (web
* search, file search, computer use, code interpreter)
*
* @see
* https://platform.openai.com/docs/api-reference/responses
*/
object OpenAIResponsesServiceImpl {
val gpt5: String = "gpt-5.1"
private val apiKey = ApiKeys.openAI
private val baseURL = new URL("https://api.openai.com/v1/responses")
private val temperature: Double = 1.0
private def baseRequest(timeoutSeconds: Int): HttpRequest.Builder =
HttpRequest
.newBuilder()
.uri(URI.create(baseURL.toString))
.timeout(Duration.ofSeconds(timeoutSeconds))
.header(
"Authorization",
s"Bearer ${OpenAIResponsesServiceImpl.apiKey}"
)
}
class OpenAIResponsesServiceImpl(
timeoutSeconds: Int = 10,
val defaultModelName: String = "gpt-5.1"
) extends ExternalTextGenerationServiceImpl {
implicit val jsonFormats: DefaultFormats.type = DefaultFormats
private def requestDictionary(
inputText: String,
partialCompletion: Option[String]
): Map[String, Any] = {
// For partial completions, we need to format as an array of input items
// The Responses API uses "input" instead of "messages"
val input = partialCompletion match {
case Some(partial) =>
// When we have a partial completion, send as array of items
Vector(
Map("type" -> "message", "role" -> "user", "content" -> inputText),
Map("type" -> "message", "role" -> "assistant", "content" -> partial)
)
case None =>
// Simple text input when no partial completion
inputText
}
Map(
"model" -> defaultModelName,
"temperature" -> OpenAIResponsesServiceImpl.temperature,
"stream" -> true,
"input" -> input
)
}
override def makeRequest(
inputText: String,
partialCompletion: Option[String]
): HttpRequest =
OpenAIResponsesServiceImpl
.baseRequest(timeoutSeconds = timeoutSeconds)
.header("Content-Type", "application/json")
.POST(
BodyPublishers.ofString(
Serialization.write(
requestDictionary(
inputText = inputText,
partialCompletion = partialCompletion
)
)
)
)
.build()
override def stringConsumer(
streamingConsumer: Consumer[StreamingTextResults]
): Consumer[String] = (t: String) => {
val json = new Json(DefaultFormats)
val parsedJson =
try
json.parse(t)
catch {
case pe: org.json4s.ParserUtil.ParseException =>
println(s"Failed to parse JSON: $t")
throw pe
}
val eventType = (parsedJson \ "type").extractOpt[String]
eventType match {
case Some("response.output_text.delta") =>
// Text delta event - extract the delta and stream ID
val delta = (parsedJson \ "delta").extract[String]
val itemId = (parsedJson \ "item_id").extractOpt[String].getOrElse("unknown")
val streamId = itemId
streamingConsumer.accept(
StreamingTextResults(
streamId = streamId,
value = delta,
completed = false
)
)
case Some("response.output_text.done") =>
// Text is complete for this output item
val itemId = (parsedJson \ "item_id").extractOpt[String].getOrElse("unknown")
val streamId = itemId
streamingConsumer.accept(
StreamingTextResults(
streamId = streamId,
value = "",
completed = true
)
)
case Some("response.completed") =>
// Response is fully complete - extract the response ID as streamId
val responseId = (parsedJson \ "response" \ "id").extractOpt[String].getOrElse("unknown")
streamingConsumer.accept(
StreamingTextResults(
streamId = responseId,
value = "",
completed = true
)
)
case Some("response.created") | Some("response.in_progress") | Some("response.output_item.added") | Some(
"response.content_part.added"
) =>
// Lifecycle events - ignore, no content to stream
()
case Some("error") =>
// Error event
val errorMsg = (parsedJson \ "error" \ "message").extractOpt[String].getOrElse("Unknown error")
throw new RuntimeException(s"OpenAI Responses API error: $errorMsg")
case Some(other) =>
// Unknown event type - log but continue
println(s"OpenAI Responses API: ignoring unknown event type: $other")
case None =>
// No event type - might be malformed, log it
println(s"OpenAI Responses API: received message without event type: $t")
}
}
override def rateLimitsFrom(
headers: Map[String, Vector[String]]
): Option[RateLimits] =
// The Responses API uses the same rate limit headers as Chat Completions
for {
requestLimit <- headers.get("x-ratelimit-limit-requests")
tokenLimit <- headers.get("x-ratelimit-limit-tokens")
requestsRemaining <- headers.get("x-ratelimit-remaining-requests")
tokensRemaining <- headers.get("x-ratelimit-remaining-tokens")
requestResetTime <- headers.get("x-ratelimit-reset-requests")
tokenResetTime <- headers.get("x-ratelimit-reset-tokens")
} yield RateLimits(
requestLimit = requestLimit.head.toInt,
tokenLimit = tokenLimit.head.toInt,
requestsRemaining = requestsRemaining.head.toInt,
tokensRemaining = tokensRemaining.head.toInt,
requestResetTime = ZonedDateTime
.now()
.plus(
OpenAiDurationParser
.parseDuration(requestResetTime.head)
.getOrElse(Duration.ZERO)
),
tokenResetTime = ZonedDateTime
.now()
.plus(
OpenAiDurationParser
.parseDuration(tokenResetTime.head)
.getOrElse(Duration.ZERO)
)
)
}
@@ -18,3 +18,13 @@ scala_library(
"@maven//:org_json4s_json4s_core_3",
],
)
scala_library(
name = "okhttp_sse_listener",
srcs = ["OkHttpSseListener.scala"],
visibility = ["//visibility:public"],
deps = [
"@maven//:com_squareup_okhttp3_okhttp",
"@maven//:com_squareup_okhttp3_okhttp_sse",
],
)
@@ -0,0 +1,62 @@
package net.eagle0.common.sse
import java.util.concurrent.CompletableFuture
import java.util.function.Consumer
import okhttp3.sse.{EventSource, EventSourceListener}
import okhttp3.Response
/**
* OkHttp-based SSE listener that wraps our existing SseEventReader logic.
*
* Key benefit over Java HttpClient: OkHttp supports read timeouts, so if the server stops sending data without properly
* closing the connection, we'll get a timeout error instead of waiting forever.
*/
class OkHttpSseListener(messageDataConsumer: Consumer[String]) extends EventSourceListener {
private val future: CompletableFuture[Unit] = new CompletableFuture[Unit]
private val DoneToken = "[DONE]"
def getFuture: CompletableFuture[Unit] = future
override def onOpen(eventSource: EventSource, response: Response): Unit = {
// Connection established, nothing to do
}
override def onEvent(
eventSource: EventSource,
id: String,
`type`: String,
data: String
): Unit =
try
if data != DoneToken then {
messageDataConsumer.accept(data)
}
// If it's [DONE], just ignore - onClosed will be called
catch {
case e: Exception =>
val _ = future.completeExceptionally(e)
eventSource.cancel()
}
override def onClosed(eventSource: EventSource): Unit =
if !future.isDone then {
val _ = future.complete(())
}
override def onFailure(
eventSource: EventSource,
t: Throwable,
response: Response
): Unit =
if !future.isDone then {
if response != null then {
println(s"SSE failure with response code ${response.code()}: ${t.getMessage}")
} else {
println(s"SSE failure: ${t.getMessage}")
}
val _ = future.completeExceptionally(t)
}
}
@@ -21,7 +21,8 @@ case class IncompleteClientText(
id: ClientTextId,
partialText: String,
requestedAfterHistoryCount: Int,
llmRequest: GeneratedTextRequest
llmRequest: GeneratedTextRequest,
requestedAtMillis: Long
) extends ClientText {
def append(newText: String): IncompleteClientText =
copy(partialText = partialText + newText)
@@ -17,6 +17,15 @@ trait ClientTextStore {
def unrequestedTexts: Map[ClientTextId, UnrequestedClientText]
def accessibleTo: Map[ClientTextId, Vector[FactionId]]
/** Returns incomplete texts that have been waiting longer than the threshold */
def stalledIncompleteTexts(
thresholdMillis: Long,
currentTimeMillis: Long = System.currentTimeMillis()
): Vector[IncompleteClientText] =
incompleteTexts.values
.filter(ict => currentTimeMillis - ict.requestedAtMillis > thresholdMillis)
.toVector
def saved: ClientTextStore
def withAddedTextRequest(
@@ -69,7 +69,8 @@ case class ClientTextStoreImpl(
id = id,
partialText = "",
llmRequest = unrequested.llmRequest,
requestedAfterHistoryCount = unrequested.requestedAfterHistoryCount
requestedAfterHistoryCount = unrequested.requestedAfterHistoryCount,
requestedAtMillis = System.currentTimeMillis()
)),
unrequestedTexts = unrequestedTexts - id,
incompleteTextsAreSaved = false
@@ -238,7 +239,8 @@ object ClientTextStoreImpl {
id = ict.id,
partialText = ict.text,
llmRequest = Some(ict.llmRequest),
requestedAfterHistoryCount = ict.requestedAfterHistoryCount
requestedAfterHistoryCount = ict.requestedAfterHistoryCount,
requestedAtMillis = ict.requestedAtMillis
)
}.toVector,
unrequestedTexts = completeSaved.unrequestedTexts.map {
@@ -330,7 +332,12 @@ object ClientTextStoreImpl {
id = it.id,
partialText = it.partialText,
llmRequest = it.llmRequest.get,
requestedAfterHistoryCount = it.requestedAfterHistoryCount
requestedAfterHistoryCount = it.requestedAfterHistoryCount,
// Use persisted timestamp if available, otherwise use current time
// (for backwards compatibility with old persisted data)
requestedAtMillis =
if it.requestedAtMillis > 0 then it.requestedAtMillis
else System.currentTimeMillis()
)
}.toVector,
icts.unrequestedTexts.map { it =>
@@ -48,7 +48,9 @@ scala_library(
"//src/main/protobuf/net/eagle0/eagle/views:action_result_view_scala_proto",
"//src/main/scala/net/eagle0/common:functional_random",
"//src/main/scala/net/eagle0/eagle:eagle_pkg",
"//src/main/scala/net/eagle0/eagle/library/actions/applier:action_result_applier_impl",
"//src/main/scala/net/eagle0/eagle/library/actions/applier:action_result_proto_applier_impl",
"//src/main/scala/net/eagle0/eagle/library/actions/applier:action_result_trait_applier_impl",
"//src/main/scala/net/eagle0/eagle/library/actions/availability",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/action:check_for_fulfilled_quests_action",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/action:hero_backstory_update_action_generator",
@@ -57,18 +59,19 @@ scala_library(
"//src/main/scala/net/eagle0/eagle/library/actions/impl/command:command_factory",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:action",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:action_with_resulting_state",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:random_state_proto_sequencer",
"//src/main/scala/net/eagle0/eagle/library/actions/random_state_sequencer",
"//src/main/scala/net/eagle0/eagle/library/util:eagle_require",
"//src/main/scala/net/eagle0/eagle/library/util/hero_generator",
"//src/main/scala/net/eagle0/eagle/library/util/validations:runtime_validator",
"//src/main/scala/net/eagle0/eagle/library/util/validations:scala_runtime_validator",
"//src/main/scala/net/eagle0/eagle/model/action_result:action_result_trait",
"//src/main/scala/net/eagle0/eagle/model/action_result:changed_battalion_trait",
"//src/main/scala/net/eagle0/eagle/model/action_result:changed_faction_trait",
"//src/main/scala/net/eagle0/eagle/model/action_result:changed_hero_trait",
"//src/main/scala/net/eagle0/eagle/model/action_result:notification_trait",
"//src/main/scala/net/eagle0/eagle/model/action_result/changed_province/concrete",
"//src/main/scala/net/eagle0/eagle/model/action_result/generated_text_request",
"//src/main/scala/net/eagle0/eagle/model/action_result/types/base:action_result_type",
"//src/main/scala/net/eagle0/eagle/model/proto_converters:action_result_proto_converter",
"//src/main/scala/net/eagle0/eagle/model/proto_converters:battalion_converter",
"//src/main/scala/net/eagle0/eagle/model/proto_converters:battalion_type_converter",
"//src/main/scala/net/eagle0/eagle/model/proto_converters/game_state",
@@ -149,11 +152,16 @@ scala_library(
"//src/main/scala/net/eagle0/eagle/model/state/game_state",
],
deps = [
"//src/main/protobuf/net/eagle0/eagle/internal:action_result_scala_proto",
"//src/main/protobuf/net/eagle0/eagle/internal:game_state_scala_proto",
"//src/main/protobuf/net/eagle0/shardok/api:action_result_view_scala_proto",
"//src/main/protobuf/net/eagle0/shardok/api:command_descriptor_scala_proto",
"//src/main/protobuf/net/eagle0/shardok/storage:action_result_scala_proto",
"//src/main/scala/net/eagle0/eagle:eagle_pkg",
"//src/main/scala/net/eagle0/eagle/library/actions/applier:action_result_applier",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:action_with_resulting_state",
"//src/main/scala/net/eagle0/eagle/model/proto_converters:action_result_proto_converter",
"//src/main/scala/net/eagle0/eagle/model/proto_converters/game_state",
"//src/main/scala/net/eagle0/eagle/model/state/date",
"//src/main/scala/net/eagle0/eagle/model/state/game_state",
],
@@ -203,7 +211,7 @@ scala_library(
"//src/main/scala/net/eagle0/eagle/library/actions/impl/command:command_factory",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:action",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:action_with_resulting_state",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:deterministic_sequential_results_action",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:vigor_xp_applier",
"//src/main/scala/net/eagle0/eagle/library/util:eagle_require",
"//src/main/scala/net/eagle0/eagle/library/util/hero_generator",
"//src/main/scala/net/eagle0/eagle/model/action_result:action_result_trait",
@@ -211,17 +219,13 @@ scala_library(
"//src/main/scala/net/eagle0/eagle/model/action_result:changed_faction_trait",
"//src/main/scala/net/eagle0/eagle/model/action_result:changed_hero_trait",
"//src/main/scala/net/eagle0/eagle/model/action_result:notification_trait",
"//src/main/scala/net/eagle0/eagle/model/action_result/changed_province/concrete",
"//src/main/scala/net/eagle0/eagle/model/action_result/generated_text_request",
"//src/main/scala/net/eagle0/eagle/model/action_result/types/base:action_result_type",
"//src/main/scala/net/eagle0/eagle/model/proto_converters:action_result_proto_converter",
"//src/main/scala/net/eagle0/eagle/model/proto_converters:battalion_converter",
"//src/main/scala/net/eagle0/eagle/model/proto_converters:battalion_type_converter",
"//src/main/scala/net/eagle0/eagle/model/proto_converters/date",
"//src/main/scala/net/eagle0/eagle/model/proto_converters/faction",
"//src/main/scala/net/eagle0/eagle/model/proto_converters/game_state",
"//src/main/scala/net/eagle0/eagle/model/proto_converters/hero",
"//src/main/scala/net/eagle0/eagle/model/proto_converters/province",
"//src/main/scala/net/eagle0/eagle/model/state:battalion_type",
"//src/main/scala/net/eagle0/eagle/model/state:battalion_type_id",
"//src/main/scala/net/eagle0/eagle/model/state/battalion",
@@ -7,7 +7,12 @@ import net.eagle0.eagle.{FactionId, GameId, ProvinceId}
import net.eagle0.eagle.api.command.AvailableCommands
import net.eagle0.eagle.api.selected_command.SelectedCommand
import net.eagle0.eagle.internal.action_result.ActionResult
import net.eagle0.eagle.library.actions.applier.{ActionResultProtoApplier, ActionResultProtoApplierImpl}
import net.eagle0.eagle.library.actions.applier.{
ActionResultApplierImpl,
ActionResultProtoApplier,
ActionResultProtoApplierImpl,
ActionResultWithResultingState
}
import net.eagle0.eagle.library.actions.availability.AvailableCommandsFactory
import net.eagle0.eagle.library.actions.impl.action.{
CheckForFulfilledQuestsAction,
@@ -15,11 +20,12 @@ import net.eagle0.eagle.library.actions.impl.action.{
ResolveBattleAction
}
import net.eagle0.eagle.library.actions.impl.command.{AvailableCommandTypeMap, CommandFactory}
import net.eagle0.eagle.library.actions.impl.common.{ActionWithResultingState, RandomStateProtoSequencer}
import net.eagle0.eagle.library.actions.impl.common.ActionWithResultingState
import net.eagle0.eagle.library.actions.random_state_sequencer.RandomStateSequencer
import net.eagle0.eagle.library.util.hero_generator.HeroGenerator
import net.eagle0.eagle.library.util.validations.RuntimeValidator
import net.eagle0.eagle.library.util.validations.{RuntimeValidator, ScalaRuntimeValidator}
import net.eagle0.eagle.library.util.EagleRequire.internalRequire
import net.eagle0.eagle.library.EngineImpl.{appliedResults, withUpdateChecks}
import net.eagle0.eagle.library.EngineImpl.{appliedResults, appliedResultsScala, withUpdateChecks}
import net.eagle0.eagle.model.action_result.ActionResultT
import net.eagle0.eagle.model.proto_converters.game_state.GameStateConverter
import net.eagle0.eagle.model.proto_converters.BattalionTypeConverter
@@ -43,10 +49,10 @@ object EngineImpl {
private def withPhaseAdvancement(
engineAndResultsImpl: EngineAndResultsImpl
): EngineAndResultsImpl =
engineAndResultsImpl.recursiveTransform(eng =>
engineAndResultsImpl.recursiveTransformScala(eng =>
RoundPhaseAdvancer.checkForPhaseAdvancement(
currentState = GameStateConverter.toProto(eng.currentState),
actionResultProtoApplier = eng.actionResultProtoApplier,
currentState = eng.currentState,
actionResultApplier = ActionResultApplierImpl(Some(ScalaRuntimeValidator)),
history = eng.history,
availableCommandsFactory = eng.availableCommandsFactory,
heroGenerator = eng.heroGenerator,
@@ -97,14 +103,31 @@ object EngineImpl {
results = results.map(_.actionResult)
)
)
def appliedResultsScala(
engine: EngineImpl,
results: Vector[ActionResultWithResultingState]
): EngineAndResults = withUpdateChecks(
EngineAndResultsImpl(
engine = engine.copy(
currentState = results.lastOption
.map(_.resultingState)
.getOrElse(engine.currentState),
history = engine.history.withNewResultsScala(results)
),
results = results.map(awrs =>
net.eagle0.eagle.model.proto_converters.ActionResultProtoConverter.toProto(awrs.actionResult)
)
)
)
}
final case class EngineAndResultsImpl(
engine: EngineImpl,
results: Vector[ActionResult]
) extends EngineAndResults {
def recursiveTransform(
f: EngineImpl => Vector[ActionWithResultingState]
def recursiveTransformScala(
f: EngineImpl => Vector[ActionResultWithResultingState]
): EngineAndResultsImpl = {
@tailrec
def go(
@@ -115,7 +138,7 @@ final case class EngineAndResultsImpl(
if goResults.isEmpty then EngineAndResultsImpl(eng, acc)
else
appliedResults(eng, goResults) match {
appliedResultsScala(eng, goResults) match {
case EngineAndResultsImpl(eng2, res) =>
go(eng2, acc ++ res)
}
@@ -126,13 +149,13 @@ final case class EngineAndResultsImpl(
def recursiveTransformT(
f: EngineImpl => Vector[ActionResultT]
): EngineAndResultsImpl = recursiveTransform { eng =>
val results = f(eng)
RandomStateProtoSequencer(
): EngineAndResultsImpl = recursiveTransformScala { eng =>
val actionResultApplier = ActionResultApplierImpl(Some(ScalaRuntimeValidator))
RandomStateSequencer(
initialState = eng.currentState,
actionResultProtoApplier = eng.actionResultProtoApplier,
actionResultApplier = actionResultApplier,
functionalRandom = SeededRandom(eng.currentState.randomSeed)
).withActionResultTs(_ => results).results.newValue
).withActionResults(_ => f(eng)).resultsWithStates.newValue
}
def saveNow: EngineAndResultsImpl =
@@ -282,37 +305,34 @@ case class EngineImpl(
)
val availableCommand = availableCommandOpt.get
val sequencer = RandomStateProtoSequencer(
val sequencer = RandomStateSequencer(
initialState = this.currentState,
actionResultProtoApplier = actionResultProtoApplier,
actionResultApplier = ActionResultApplierImpl(Some(ScalaRuntimeValidator)),
functionalRandom = SeededRandom(this.currentState.randomSeed)
).withActionResults { gs =>
val results = commandFactory
.makeCommand(
actingFactionId = factionId,
gameState = GameStateConverter.fromProto(gs),
availableCommand = availableCommand,
selectedCommand = selectedCommand
)
.execute(actionResultProtoApplier)
.map(_.actionResult)
if !results.headOption.forall(_.player.isDefined) then {
print(
"Result with type " + results.head.`type` + " did not have a player set"
)
}
internalRequire(
results.headOption.forall(_.player.isDefined),
s"Result with type ${results.head.`type`} did not have a player set"
).withTCommand { gs =>
commandFactory.makeTCommand(
actingFactionId = factionId,
gameState = gs,
availableCommand = availableCommand,
selectedCommand = selectedCommand
)
}.withProtolessSequentialResultsAction(gs => HeroBackstoryUpdateActionGenerator(gs))
results
}.withProtolessSequentialResultsAction(gs => HeroBackstoryUpdateActionGenerator.fromGameState(gs))
// Validate that the first result has an acting faction set (required for player commands)
val firstResult = sequencer.actionResults.newValue.headOption
if !firstResult.forall(_.actingFactionId.isDefined) then {
print(
"Result with type " + firstResult.map(_.actionResultType).getOrElse("unknown") + " did not have a player set"
)
}
internalRequire(
firstResult.forall(_.actingFactionId.isDefined),
s"Result with type ${firstResult.map(_.actionResultType).getOrElse("unknown")} did not have a player set"
)
appliedResults(
appliedResultsScala(
engine = this,
results = sequencer.results.newValue
results = sequencer.resultsWithStates.newValue
)
}
}
@@ -1,7 +1,10 @@
package net.eagle0.eagle.library
import net.eagle0.eagle.{FactionId, RoundId, ShardokGameId}
import net.eagle0.eagle.library.actions.applier.ActionResultWithResultingState
import net.eagle0.eagle.library.actions.impl.common.ActionWithResultingState
import net.eagle0.eagle.model.proto_converters.game_state.GameStateConverter
import net.eagle0.eagle.model.proto_converters.ActionResultProtoConverter
import net.eagle0.eagle.model.state.date.Date
import net.eagle0.eagle.model.state.game_state.GameState
import net.eagle0.shardok.api.action_result_view.ActionResultView as ShardokActionResultView
@@ -37,6 +40,14 @@ trait GameHistory {
def withNewResults(newResults: Vector[ActionWithResultingState]): GameHistory
def withNewResultsScala(newResults: Vector[ActionResultWithResultingState]): GameHistory =
withNewResults(newResults.map { awrs =>
ActionWithResultingState(
actionResult = ActionResultProtoConverter.toProto(awrs.actionResult),
gameState = GameStateConverter.toProto(awrs.resultingState)
)
})
def shardokCount(shardokGameId: ShardokGameId): Int
def shardokGameState(
@@ -3,37 +3,30 @@ package net.eagle0.eagle.library
import scala.collection.mutable
import net.eagle0.common.SeededRandom
import net.eagle0.eagle.common.round_phase.RoundPhase
import net.eagle0.eagle.common.round_phase.RoundPhase.*
import net.eagle0.eagle.internal.game_state.GameState
import net.eagle0.eagle.library.actions.applier.{ActionResultProtoApplier, ActionResultTApplierImpl}
import net.eagle0.eagle.internal.game_state.GameState as GameStateProto
import net.eagle0.eagle.library.actions.applier.{ActionResultApplier, ActionResultWithResultingState}
import net.eagle0.eagle.library.actions.availability.AvailableCommandsFactory
import net.eagle0.eagle.library.actions.impl.action.*
import net.eagle0.eagle.library.actions.impl.command.CommandFactory
import net.eagle0.eagle.library.actions.impl.common.ActionWithResultingState
import net.eagle0.eagle.library.actions.impl.common.VigorXPApplier
import net.eagle0.eagle.library.util.hero_generator.HeroGenerator
import net.eagle0.eagle.library.util.EagleRequire.internalValidated
import net.eagle0.eagle.model.proto_converters.date.DateConverter
import net.eagle0.eagle.model.proto_converters.faction.FactionConverter
import net.eagle0.eagle.model.proto_converters.game_state.GameStateConverter
import net.eagle0.eagle.model.proto_converters.hero.HeroConverter
import net.eagle0.eagle.model.proto_converters.province.ProvinceConverter
import net.eagle0.eagle.model.proto_converters.ActionResultProtoConverter
import net.eagle0.eagle.model.proto_converters.BattalionConverter
import net.eagle0.eagle.model.proto_converters.BattalionTypeConverter
import net.eagle0.eagle.model.state.battalion.BattalionT
import net.eagle0.eagle.model.state.game_state.GameState
import net.eagle0.eagle.model.state.RoundPhase
import net.eagle0.eagle.model.state.RoundPhase.*
import net.eagle0.eagle.RoundId
object RoundPhaseAdvancer {
private val times: mutable.Map[RoundPhase, Long] =
mutable.Map(RoundPhase.values.map(_ -> 0L)*)
mutable.Map(RoundPhase.allValues.map(_ -> 0L)*)
private val print = false
private val roundsBetweenPrint = 100
private def printTimings(roundId: RoundId): Unit = {
val totalTime = times.values.sum.toDouble / 1000.0
times.toVector.sortBy(_._2)(Ordering.Long.reverse).foreach {
times.toVector.sortBy(_._2)(using Ordering.Long.reverse).foreach {
case (phase, time) =>
val timeInSecs = time.toDouble / 1000.0
val msPerRound = time.toDouble / roundId.toDouble
@@ -47,360 +40,338 @@ object RoundPhaseAdvancer {
def checkForPhaseAdvancement(
currentState: GameState,
actionResultProtoApplier: ActionResultProtoApplier,
actionResultApplier: ActionResultApplier,
history: GameHistory,
availableCommandsFactory: AvailableCommandsFactory,
heroGenerator: HeroGenerator,
commandFactory: CommandFactory
): Vector[ActionWithResultingState] = {
): Vector[ActionResultWithResultingState] = {
// Lazy conversion to proto for AvailableCommandsFactory calls
lazy val currentStateProto: GameStateProto = GameStateConverter.toProto(currentState)
val currentPhase = currentState.currentPhase
val startTime = System.currentTimeMillis
if print && currentPhase == NEW_ROUND && currentState.currentRoundId % roundsBetweenPrint == 0
if print && currentPhase == NewRound && currentState.currentRoundId % roundsBetweenPrint == 0
then {
printTimings(currentState.currentRoundId)
}
val results: Vector[ActionWithResultingState] = currentPhase match {
case UNKNOWN_PHASE =>
throw new IllegalStateException(
"Somehow we're in game state UNKNOWN_PHASE"
val results: Vector[ActionResultWithResultingState] = currentPhase match {
case NewRound =>
val actionResults = NewRoundAction(currentState, history, actionResultApplier)
.randomResults(SeededRandom(currentState.randomSeed))
.newValue
.map(VigorXPApplier.withVigorXp)
actionResultApplier.applyActionResults(currentState, actionResults)
case PrisonerExchange =>
actionResultApplier.applyActionResults(
currentState,
PrisonerExchangeAction(currentState).results
)
case NEW_ROUND =>
NewRoundAction(GameStateConverter.fromProto(currentState), history).execute(actionResultProtoApplier)
case PRISONER_EXCHANGE =>
PrisonerExchangeAction(currentState).execute(actionResultProtoApplier)
case PROVINCE_EVENTS =>
PerformProvinceEventsAction(
GameStateConverter.fromProto(currentState)
).execute(actionResultProtoApplier)
case FORCED_TURN_BACK =>
PerformForcedTurnBackAction(currentState).execute(
actionResultProtoApplier
case ProvinceEvents =>
actionResultApplier.applyActionResults(
currentState,
PerformProvinceEventsAction(currentState)
.results(SeededRandom(currentState.randomSeed))
)
case PROVINCE_MOVE_RESOLUTION =>
PerformProvinceMoveResolutionAction(
GameStateConverter.fromProto(currentState)
).execute(actionResultProtoApplier)
case ForcedTurnBack =>
actionResultApplier.applyActionResults(
currentState,
PerformForcedTurnBackAction(currentState).results
)
case HANDLE_RIOT =>
case ProvinceMoveResolution =>
val actionResults = PerformProvinceMoveResolutionAction(currentState, actionResultApplier)
.results(SeededRandom(currentState.randomSeed))
.map(VigorXPApplier.withVigorXp)
actionResultApplier.applyActionResults(currentState, actionResults)
case HandleRiot =>
if availableCommandsFactory
.hasAvailableHandleRiotPhaseCommands(currentState)
.hasAvailableHandleRiotPhaseCommands(currentStateProto)
then Vector.empty
else
EndHandleRiotsPhaseAction(
gameState = GameStateConverter.fromProto(currentState),
val actionResults = EndHandleRiotsPhaseAction(
gameState = currentState,
commandsForProvince = pid =>
availableCommandsFactory
.handleRiotPhaseCommandsForOneProvince(
currentState,
currentState.provinces(pid)
currentStateProto,
currentStateProto.provinces(pid)
),
commandFactory = commandFactory
).execute(actionResultProtoApplier)
commandFactory = commandFactory,
actionResultApplier = actionResultApplier
).results(SeededRandom(currentState.randomSeed))
.map(VigorXPApplier.withVigorXp)
actionResultApplier.applyActionResults(currentState, actionResults)
case HERO_DEPARTURES =>
PerformHeroDeparturesAction(
startingState = currentState,
functionalRandom = SeededRandom(currentState.randomSeed)
).execute(actionResultProtoApplier)
case HeroDepartures =>
val actionResults = PerformHeroDeparturesAction(gameState = currentState)
.results(SeededRandom(currentState.randomSeed))
actionResultApplier.applyActionResults(currentState, actionResults)
case UNAFFILIATED_HERO_ACTIONS =>
PerformUnaffiliatedHeroesAction(
gameState = GameStateConverter.fromProto(currentState),
heroGenerator = heroGenerator
).execute(actionResultProtoApplier)
case UnaffiliatedHeroActions =>
val actionResults = PerformUnaffiliatedHeroesAction(
gameState = currentState,
heroGenerator = heroGenerator,
actionResultApplier = actionResultApplier
).results(SeededRandom(currentState.randomSeed))
.map(VigorXPApplier.withVigorXp)
actionResultApplier.applyActionResults(currentState, actionResults)
case PLEASE_RECRUIT_ME =>
case PleaseRecruitMe =>
if availableCommandsFactory
.hasAvailablePleaseRecruitMePhaseCommands(currentState)
.hasAvailablePleaseRecruitMePhaseCommands(currentStateProto)
then Vector.empty
else
Vector(
actionResultProtoApplier.applyActionResult(
actionResultApplier.applyActionResult(
currentState,
ActionResultProtoConverter.toProto(
EndPleaseRecruitMePhaseAction.fromProtoState(currentState).immediateExecute
)
EndPleaseRecruitMePhaseAction(currentState).immediateExecute
)
)
case VASSAL_COMMANDS =>
case VassalCommands =>
val vassalCommandResults = PerformVassalCommandsPhaseAction(
gameState = GameStateConverter.fromProto(currentState),
gameState = currentState,
commandsForProvince = availableCommandsFactory
.commandPhaseCommandsForProvince(currentState, _),
commandFactory = commandFactory
).execute(actionResultProtoApplier)
.commandPhaseCommandsForProvince(currentStateProto, _),
commandFactory = commandFactory,
actionResultApplier = actionResultApplier
).results(SeededRandom(currentState.randomSeed))
.map(VigorXPApplier.withVigorXp)
val appliedResults = actionResultApplier.applyActionResults(currentState, vassalCommandResults)
if vassalCommandResults.nonEmpty then vassalCommandResults
if appliedResults.nonEmpty then appliedResults
else
EndVassalCommandsPhaseAction(GameStateConverter.fromProto(currentState)).execute(
actionResultProtoApplier
)
val endResults = EndVassalCommandsPhaseAction(currentState, actionResultApplier)
.results(SeededRandom(currentState.randomSeed))
.map(VigorXPApplier.withVigorXp)
actionResultApplier.applyActionResults(currentState, endResults)
case PLAYER_COMMANDS =>
case PlayerCommands =>
if availableCommandsFactory
.hasAvailablePlayerCommandsPhaseCommands(
currentState
currentStateProto
)
then Vector.empty
else
actionResultProtoApplier.applyActionResults(
actionResultApplier.applyActionResults(
currentState,
EndPlayerCommandsPhaseAction(
currentState,
ActionResultTApplierImpl(actionResultProtoApplier)
).results(functionalRandom = SeededRandom(currentState.randomSeed))
.map(
ActionResultProtoConverter.toProto(_)
)
actionResultApplier
).randomResults(functionalRandom = SeededRandom(currentState.randomSeed)).newValue
)
case HOSTILE_ARMY_SETUP =>
case HostileArmySetup =>
Vector(
actionResultProtoApplier.applyActionResult(
actionResultApplier.applyActionResult(
currentState,
ActionResultProtoConverter.toProto(
PerformHostileArmySetupAction(
GameStateConverter.fromProto(currentState)
).immediateExecute
)
PerformHostileArmySetupAction(currentState).immediateExecute
)
)
case FREE_FOR_ALL_DECISION =>
case FreeForAllDecision =>
if availableCommandsFactory
.hasAvailableFreeForAllDecisionPhaseCommands(
currentState
currentStateProto
)
then Vector.empty
else
// There may eventually be VassalAttackDecisions, but for now we're leaving that on the player
actionResultProtoApplier.applyActionResults(
actionResultApplier.applyActionResults(
currentState,
EndFreeForAllDecisionPhaseAction(currentState).results.map(
ActionResultProtoConverter.toProto(_)
)
EndFreeForAllDecisionPhaseAction(currentState).results
)
case FREE_FOR_ALL_BATTLE_REQUEST =>
val requestResults = RequestFreeForAllBattlesAction(
currentState
).execute(actionResultProtoApplier)
val latestState = requestResults.lastOption.map(_.gameState).getOrElse(currentState)
requestResults :+ actionResultProtoApplier.applyActionResult(
case FreeForAllBattleRequest =>
val requestResults = actionResultApplier.applyActionResults(
currentState,
RequestFreeForAllBattlesAction(currentState).results
)
val latestState = requestResults.lastOption.map(_.resultingState).getOrElse(currentState)
requestResults :+ actionResultApplier.applyActionResult(
latestState,
ActionResultProtoConverter.toProto(EndFreeForAllBattleRequestPhaseAction.immediateExecute)
EndFreeForAllBattleRequestPhaseAction.immediateExecute
)
case FREE_FOR_ALL_BATTLE_RESOLUTION =>
case FreeForAllBattleResolution =>
if currentState.outstandingBattles.isEmpty then
Vector(
actionResultProtoApplier.applyActionResult(
actionResultApplier.applyActionResult(
currentState,
ActionResultProtoConverter.toProto(EndFreeForAllBattleResolutionPhaseAction.immediateExecute)
EndFreeForAllBattleResolutionPhaseAction.immediateExecute
)
)
else Vector.empty // wait for battles to resolve
case UNCONTESTED_CONQUEST =>
actionResultProtoApplier.applyActionResults(
case UncontestedConquest =>
actionResultApplier.applyActionResults(
currentState,
PerformUncontestedConquestAction(
gameId = currentState.gameId,
currentRoundId = currentState.currentRoundId,
currentDate = DateConverter.fromProto(currentState.currentDate),
provinces = currentState.provinces.values
.map(ProvinceConverter.fromProto)
.map(p => p.id -> p)
.toMap,
factions = currentState.factions.values
.map(FactionConverter.fromProto)
.map(f => f.id -> f)
.toMap,
heroes = currentState.heroes.values
.map(HeroConverter.fromProto)
.map(h => h.id -> h)
.toMap,
battalions = currentState.battalions.values
.map(BattalionConverter.fromProto)
.map(b => (b.id, b))
.toMap
currentDate = currentState.currentDate.get,
provinces = currentState.provinces,
factions = currentState.factions,
heroes = currentState.heroes,
battalions = currentState.battalions
).results
.map(ActionResultProtoConverter.toProto)
)
case ATTACK_DECISION =>
case AttackDecision =>
if availableCommandsFactory.hasAvailableAttackDecisionPhaseCommands(
currentState
currentStateProto
)
then Vector.empty
else {
// There may eventually be VassalAttackDecisions, but for now we're leaving that on the player
actionResultProtoApplier.applyActionResults(
actionResultApplier.applyActionResults(
currentState,
EndAttackDecisionPhaseAction(
gameId = currentState.gameId,
currentRoundId = currentState.currentRoundId,
currentDate = DateConverter.fromProto(currentState.currentDate),
provinces = currentState.provinces.values
.map(ProvinceConverter.fromProto)
.toVector
).results.map(ActionResultProtoConverter.toProto)
currentDate = currentState.currentDate.get,
provinces = currentState.provinces.values.toVector
).results
)
}
case DEFENSE_DECISION =>
case DefenseDecision =>
if availableCommandsFactory.hasAvailablePlayerDefenseCommands(
currentState
currentStateProto
)
then Vector.empty
else {
val vassalCommandResults = PerformVassalDefenseDecisionsAction(
gameState = GameStateConverter.fromProto(currentState),
gameState = currentState,
commandsForProvince = availableCommandsFactory
.defensePhaseCommandsForProvince(currentState, _),
commandFactory = commandFactory
).execute(actionResultProtoApplier)
.defensePhaseCommandsForProvince(currentStateProto, _),
commandFactory = commandFactory,
actionResultApplier = actionResultApplier
).results(SeededRandom(currentState.randomSeed))
.map(VigorXPApplier.withVigorXp)
val appliedResults = actionResultApplier.applyActionResults(currentState, vassalCommandResults)
if vassalCommandResults.nonEmpty then vassalCommandResults
if appliedResults.nonEmpty then appliedResults
else
Vector(
actionResultProtoApplier.applyActionResult(
actionResultApplier.applyActionResult(
currentState,
ActionResultProtoConverter.toProto(
EndDefenseDecisionPhaseAction.fromProtoState(currentState).immediateExecute
)
EndDefenseDecisionPhaseAction(currentState).immediateExecute
)
)
}
case TRUCE_TURN_BACK =>
TruceTurnBackPhaseAction(GameStateConverter.fromProto(currentState)).execute(actionResultProtoApplier)
case TruceTurnBack =>
val actionResults = TruceTurnBackPhaseAction(currentState, actionResultApplier)
.results(SeededRandom(currentState.randomSeed))
.map(VigorXPApplier.withVigorXp)
actionResultApplier.applyActionResults(currentState, actionResults)
case BATTLE_REQUEST =>
case BattleRequest =>
val requestBattlesAction = RequestBattlesAction(
gameId = currentState.gameId,
currentRoundId = currentState.currentRoundId,
currentDate = DateConverter.fromProto(currentState.currentDate),
currentDate = currentState.currentDate.get,
battleCounter = currentState.battleCounter,
heroes = currentState.heroes.view.mapValues(HeroConverter.fromProto).toMap,
battalions = currentState.battalions.view
.mapValues(BattalionConverter.fromProto)
.toMap,
provinces = currentState.provinces.view
.mapValues(ProvinceConverter.fromProto)
.toMap,
factions = currentState.factions.view
.mapValues(FactionConverter.fromProto)
.toMap,
battalionTypes = currentState.battalionTypes.map { bt =>
val converted = BattalionTypeConverter.fromProto(bt)
converted.typeId -> converted
}.toMap
heroes = currentState.heroes,
battalions = currentState.battalions,
provinces = currentState.provinces,
factions = currentState.factions,
battalionTypes = currentState.battalionTypes.map(bt => bt.typeId -> bt).toMap
)
val requestResults = actionResultProtoApplier.applyActionResults(
val requestResults = actionResultApplier.applyActionResults(
currentState,
requestBattlesAction.results.map(
ActionResultProtoConverter.toProto(_)
)
requestBattlesAction.results
)
val latestState = requestResults.lastOption.map(_.gameState).getOrElse(currentState)
requestResults :+ actionResultProtoApplier.applyActionResult(
val latestState = requestResults.lastOption.map(_.resultingState).getOrElse(currentState)
requestResults :+ actionResultApplier.applyActionResult(
latestState,
ActionResultProtoConverter.toProto(
EndBattleRequestPhaseAction.fromProtoState(latestState).immediateExecute
)
EndBattleRequestPhaseAction(latestState).immediateExecute
)
case FOOD_CONSUMPTION =>
case FoodConsumption =>
Vector(
actionResultProtoApplier.applyActionResult(
actionResultApplier.applyActionResult(
currentState,
ActionResultProtoConverter.toProto(
PerformFoodConsumptionPhaseAction(GameStateConverter.fromProto(currentState)).immediateExecute
)
PerformFoodConsumptionPhaseAction(currentState).immediateExecute
)
)
case BATTLE_RESOLUTION =>
case BattleResolution =>
if currentState.outstandingBattles.isEmpty then
Vector(
actionResultProtoApplier.applyActionResult(
actionResultApplier.applyActionResult(
currentState,
ActionResultProtoConverter.toProto(EndBattleResolutionPhaseAction.immediateExecute)
EndBattleResolutionPhaseAction.immediateExecute
)
)
else Vector.empty // wait for battles to resolve
case BATTLE_AFTERMATH =>
case BattleAftermath =>
if currentState.provinces.values
.flatMap(_.capturedHeroes)
.isEmpty
then
actionResultProtoApplier.applyActionResults(
actionResultApplier.applyActionResults(
currentState,
EndBattleAftermathPhaseAction(
currentState,
ActionResultTApplierImpl(actionResultProtoApplier)
actionResultApplier
)
.randomResults(
SeededRandom(currentState.randomSeed)
)
.newValue
.map(ActionResultProtoConverter.toProto)
)
else Vector.empty
case DIPLOMACY_RESOLUTION =>
case DiplomacyResolution =>
if availableCommandsFactory.hasAvailablePlayerCommands(
currentState
currentStateProto
)
then Vector.empty
else
actionResultProtoApplier.applyActionResults(
actionResultApplier.applyActionResults(
currentState,
EndDiplomacyResolutionPhaseAction(
currentState,
actionResultTApplier = ActionResultTApplierImpl(actionResultProtoApplier)
).randomResults(SeededRandom(currentState.randomSeed))
.newValue
.map(ActionResultProtoConverter.toProto)
actionResultApplier = actionResultApplier
).randomResults(SeededRandom(currentState.randomSeed)).newValue
)
case RECON_RESOLUTION =>
PerformReconResolutionAction(GameStateConverter.fromProto(currentState)).execute(
actionResultProtoApplier
)
case Unrecognized(x) =>
throw new IllegalStateException(s"Unknown round phase $x")
case ReconResolution =>
val actionResults = PerformReconResolutionAction(currentState, actionResultApplier)
.results(SeededRandom(currentState.randomSeed))
.map(VigorXPApplier.withVigorXp)
actionResultApplier.applyActionResults(currentState, actionResults)
}
val timeSpent = System.currentTimeMillis - startTime
val timeSpent = System.currentTimeMillis - startTime
times(currentPhase) = times(currentPhase) + timeSpent
validateResults(results, currentState, availableCommandsFactory)
validateResults(results, currentState, currentStateProto, availableCommandsFactory)
}
// We should always either return results, be waiting for an LLM request or battle to resolve,
// or have available player commands
private def validateResults(
results: Vector[ActionWithResultingState],
results: Vector[ActionResultWithResultingState],
startingState: GameState,
startingStateProto: GameStateProto,
availableCommandsFactory: AvailableCommandsFactory
): Vector[ActionWithResultingState] =
): Vector[ActionResultWithResultingState] =
internalValidated(
results,
(r: Vector[ActionWithResultingState]) =>
(r: Vector[ActionResultWithResultingState]) =>
r.nonEmpty ||
startingState.outstandingBattles.nonEmpty ||
availableCommandsFactory.hasAvailablePlayerCommands(startingState),
availableCommandsFactory.hasAvailablePlayerCommands(startingStateProto),
"No results were found, but we also don't seem to be waiting for anything"
)
}
@@ -0,0 +1,23 @@
package net.eagle0.eagle.library.actions.applier
import net.eagle0.eagle.model.action_result.ActionResultT
import net.eagle0.eagle.model.state.game_state.GameState
case class ActionResultWithResultingState(
actionResult: ActionResultT,
resultingState: GameState
)
trait ActionResultApplier {
def xpForStatBump(stat: Int): Int
def applyActionResults(
startingState: GameState,
results: Iterable[ActionResultT]
): Vector[ActionResultWithResultingState]
def applyActionResult(
startingState: GameState,
result: ActionResultT
): ActionResultWithResultingState
}
@@ -0,0 +1,165 @@
package net.eagle0.eagle.library.actions.applier
import net.eagle0.eagle.library.util.validations.ScalaValidator
import net.eagle0.eagle.model.action_result.ActionResultT
import net.eagle0.eagle.model.state.battalion.BattalionT
import net.eagle0.eagle.model.state.date.Date
import net.eagle0.eagle.model.state.game_state.GameState
import net.eagle0.eagle.model.state.hero.HeroT
import net.eagle0.eagle.model.state.province.ProvinceT
import net.eagle0.eagle.model.state.run_status.RunStatus
import net.eagle0.eagle.model.state.RoundPhase
// Import extension methods
import GameStateExtensions.*
/**
* Implementation of ActionResultApplier that applies ActionResultT directly to Scala GameState.
*
* This uses extension methods on GameState to apply each type of change.
*/
object ActionResultApplierImpl {
def apply(validator: Option[ScalaValidator]): ActionResultApplierImpl = new ActionResultApplierImpl(validator)
// Type class for single-argument validation
trait Validatable[T]:
def validate(v: ScalaValidator, value: T): T
given Validatable[HeroT] with
def validate(v: ScalaValidator, value: HeroT): HeroT = v.validate(value)
given Validatable[GameState] with
def validate(v: ScalaValidator, value: GameState): GameState = v.validate(value)
given Validatable[ActionResultT] with
def validate(v: ScalaValidator, value: ActionResultT): ActionResultT = v.validate(value)
// Type class for validation with GameState context
trait ValidatableWithGameState[T]:
def validate(v: ScalaValidator, value: T, gs: GameState): T
given ValidatableWithGameState[BattalionT] with
def validate(v: ScalaValidator, value: BattalionT, gs: GameState): BattalionT = v.validate(value, gs)
}
class ActionResultApplierImpl(validator: Option[ScalaValidator]) extends ActionResultApplier {
import ActionResultApplierImpl.{Validatable, ValidatableWithGameState, given}
// Generic single-argument validate
def validate[T: Validatable](value: T): T =
validator.fold(value)(v => summon[Validatable[T]].validate(v, value))
// Generic validate with GameState context
def validate[T: ValidatableWithGameState](value: T, gs: GameState): T =
validator.fold(value)(v => summon[ValidatableWithGameState[T]].validate(v, value, gs))
// Province validation with RoundPhase (unique signature, no type class needed)
def validate(province: ProvinceT, roundPhase: RoundPhase): ProvinceT =
validator.fold(province)(_.validate(province, roundPhase))
override def xpForStatBump(stat: Int): Int = GameStateExtensions.xpForStatBump(stat)
override def applyActionResults(
startingState: GameState,
results: Iterable[ActionResultT]
): Vector[ActionResultWithResultingState] =
results
.foldLeft((startingState, Vector.empty[ActionResultWithResultingState])) {
case ((gameState, acc), result) =>
val awrs = applyActionResult(gameState, result)
(awrs.resultingState, acc :+ awrs)
}
._2
override def applyActionResult(
startingState: GameState,
result: ActionResultT
): ActionResultWithResultingState = {
// Validate the action result
validate(result)
// Get date for applying hero changes - use newDate if present, otherwise current date from state
val date: Date = result.newDate
.orElse(startingState.currentDate)
.getOrElse(
throw new IllegalStateException("No date available for applying action result")
)
// Validate new heroes before applying
result.newHeroes.foreach(validate)
// Apply basic state updates
val stateAfterBasics = applyBasicStateUpdates(startingState, result)
// Apply new provinces with validation
val stateAfterNewProvinces = result.newProvinces.foldLeft(stateAfterBasics) { (gs, np) =>
validate(np, gs.currentPhase)
gs.applyNewProvinces(Vector(np))
}
// Apply changed provinces with validation
val stateAfterChangedProvinces = result.changedProvinces.foldLeft(stateAfterNewProvinces) { (gs, cp) =>
val after = gs.applyChangedProvinces(Vector(cp))
validate(after.provinces(cp.provinceId), gs.currentPhase)
after
}
// Apply changed battalions with validation
val stateAfterChangedBattalions = stateAfterChangedProvinces.applyChangedBattalions(result.changedBattalions)
result.changedBattalions.foreach { cb =>
stateAfterChangedBattalions.battalions.get(cb.battalionId).foreach { b =>
validate(b, stateAfterChangedBattalions)
}
}
// Apply all remaining entity changes using extension methods
val finalState = stateAfterChangedBattalions
.applyProvinceActed(result.provinceIdActed)
.applyLastCommand(result.provinceId, result.lastCommandTypeForActingProvince)
.applyNewBattalions(result.newBattalions, result.provinceId)
.applyDestroyedBattalionIds(result.destroyedBattalionIds)
.applyNewHeroes(result.newHeroes)
.applyChangedHeroes(result.changedHeroes, date)
.applyRemovedHeroes(result.removedHeroIds.toSet)
.applyChangedFactions(result.changedFactions)
.applyRemovedFactions(result.removedFactionIds.toSet)
.applyNewFactions(result.newFactions)
.applyNewBattle(result.newBattle)
.applyNewNotifications(result.newNotifications)
.applyRemovedNotifications(result.removedNotifications)
.applyNewSeed(result.newRandomSeed)
.applyChronicleEntry(result.newChronicleEntry)
.applyCommandCountUpdate(result.actingFactionId)
// Validate final game state
validate(finalState)
ActionResultWithResultingState(
actionResult = result,
resultingState = finalState
)
}
private def applyBasicStateUpdates(state: GameState, result: ActionResultT): GameState = {
val afterRoundId = result.newRoundId
.map(rid => state.copy(currentRoundId = rid))
.getOrElse(state)
val afterPhase = result.newRoundPhase
.map(phase => afterRoundId.copy(currentPhase = phase))
.getOrElse(afterRoundId)
val afterDate = result.newDate
.map(date => afterPhase.copy(currentDate = Some(date)))
.getOrElse(afterPhase)
val afterRunStatus =
if result.gameEnded.contains(true) then afterDate.copy(runStatus = RunStatus.Over)
else afterDate
val afterVictor = result.newVictorFactionId
.map(factionId => afterRunStatus.copy(victor = Some(factionId)))
.getOrElse(afterRunStatus)
afterVictor.copy(actionResultCount = afterVictor.actionResultCount + 1)
}
}
@@ -1,35 +1,39 @@
package net.eagle0.eagle.library.actions.applier
import net.eagle0.eagle.internal.game_state.GameState
import net.eagle0.eagle.library.util.validations.Validator
import net.eagle0.eagle.library.util.validations.ScalaValidator
import net.eagle0.eagle.model.action_result.ActionResultT
import net.eagle0.eagle.model.proto_converters.ActionResultProtoConverter
import net.eagle0.eagle.model.proto_converters.game_state.GameStateConverter
object ActionResultTApplierImpl {
def apply(validator: Validator): ActionResultTApplierImpl =
new ActionResultTApplierImpl(new ActionResultProtoApplierImpl(validator))
/** Creates an ActionResultTApplierImpl with no validation (for tests) */
def apply(): ActionResultTApplierImpl =
new ActionResultTApplierImpl(new ActionResultApplierImpl(None))
def apply(protoApplier: ActionResultProtoApplier): ActionResultTApplierImpl =
new ActionResultTApplierImpl(protoApplier)
def apply(validator: ScalaValidator): ActionResultTApplierImpl =
new ActionResultTApplierImpl(new ActionResultApplierImpl(Some(validator)))
def apply(baseApplier: ActionResultApplier): ActionResultTApplierImpl =
new ActionResultTApplierImpl(baseApplier)
}
class ActionResultTApplierImpl(protoApplier: ActionResultProtoApplier) extends ActionResultTApplier {
override def xpForStatBump(stat: Int): Int = protoApplier.xpForStatBump(stat)
class ActionResultTApplierImpl(baseApplier: ActionResultApplier) extends ActionResultTApplier {
override def xpForStatBump(stat: Int): Int = baseApplier.xpForStatBump(stat)
override def applyActionResults(
startingState: GameState,
results: Iterable[ActionResultT]
): Vector[ActionResultTWithResultingState] = protoApplier
): Vector[ActionResultTWithResultingState] = baseApplier
.applyActionResults(
startingState,
results.map(ActionResultProtoConverter.toProto)
GameStateConverter.fromProto(startingState),
results
)
.zip(results)
.map {
case (actionWithResultingState, actionResult) =>
ActionResultTWithResultingState(
actionResult = actionResult,
resultingState = actionWithResultingState.gameState
resultingState = GameStateConverter.toProto(actionWithResultingState.resultingState)
)
}
@@ -1,5 +1,211 @@
load("@rules_scala//scala:scala.bzl", "scala_library")
scala_library(
name = "action_result_applier",
srcs = ["ActionResultApplier.scala"],
visibility = [
"//src/main/scala/net/eagle0/eagle:__subpackages__",
"//src/test/scala/net/eagle0/eagle/library:__pkg__",
"//src/test/scala/net/eagle0/eagle/library/actions:__subpackages__",
],
deps = [
"//src/main/scala/net/eagle0/eagle:eagle_pkg",
"//src/main/scala/net/eagle0/eagle/model/action_result:action_result_trait",
"//src/main/scala/net/eagle0/eagle/model/state/game_state",
],
)
scala_library(
name = "province_update_helpers",
srcs = ["ProvinceUpdateHelpers.scala"],
visibility = ["//visibility:private"],
deps = [
"//src/main/scala/net/eagle0/eagle:eagle_pkg",
"//src/main/scala/net/eagle0/eagle/library/util:eagle_require",
"//src/main/scala/net/eagle0/eagle/library/util/hero:hero_utils",
"//src/main/scala/net/eagle0/eagle/model/action_result/changed_province/concrete",
"//src/main/scala/net/eagle0/eagle/model/state:army",
"//src/main/scala/net/eagle0/eagle/model/state/game_state",
"//src/main/scala/net/eagle0/eagle/model/state/province/concrete",
],
)
scala_library(
name = "province_update_helpers2",
srcs = ["ProvinceUpdateHelpers2.scala"],
visibility = ["//visibility:private"],
deps = [
"//src/main/scala/net/eagle0/eagle:eagle_pkg",
"//src/main/scala/net/eagle0/eagle/library:eagle_internal_exception",
"//src/main/scala/net/eagle0/eagle/model/action_result/changed_province/concrete",
"//src/main/scala/net/eagle0/eagle/model/state:round_phase",
"//src/main/scala/net/eagle0/eagle/model/state/game_state",
"//src/main/scala/net/eagle0/eagle/model/state/province",
"//src/main/scala/net/eagle0/eagle/model/state/province/concrete",
"//src/main/scala/net/eagle0/eagle/model/state/quest",
"//src/main/scala/net/eagle0/eagle/model/state/unaffiliated_hero",
],
)
scala_library(
name = "game_state_province_extensions",
srcs = ["GameStateProvinceExtensions.scala"],
visibility = ["//visibility:private"],
deps = [
":province_update_helpers",
":province_update_helpers2",
"//src/main/protobuf/net/eagle0/eagle/api:selected_command_scala_proto",
"//src/main/scala/net/eagle0/eagle:eagle_pkg",
"//src/main/scala/net/eagle0/eagle/library:eagle_internal_exception",
"//src/main/scala/net/eagle0/eagle/library/util:eagle_require",
"//src/main/scala/net/eagle0/eagle/model/action_result/changed_province",
"//src/main/scala/net/eagle0/eagle/model/action_result/changed_province/concrete",
"//src/main/scala/net/eagle0/eagle/model/state/game_state",
"//src/main/scala/net/eagle0/eagle/model/state/province",
"//src/main/scala/net/eagle0/eagle/model/state/province/concrete",
],
)
scala_library(
name = "game_state_battalion_extensions",
srcs = ["GameStateBattalionExtensions.scala"],
visibility = ["//visibility:private"],
deps = [
"//src/main/scala/net/eagle0/eagle:eagle_pkg",
"//src/main/scala/net/eagle0/eagle/library:eagle_internal_exception",
"//src/main/scala/net/eagle0/eagle/model/action_result:changed_battalion_trait",
"//src/main/scala/net/eagle0/eagle/model/action_result/concrete:changed_battalion_concrete",
"//src/main/scala/net/eagle0/eagle/model/state:army",
"//src/main/scala/net/eagle0/eagle/model/state:combat_unit",
"//src/main/scala/net/eagle0/eagle/model/state/battalion",
"//src/main/scala/net/eagle0/eagle/model/state/battalion/concrete",
"//src/main/scala/net/eagle0/eagle/model/state/game_state",
"//src/main/scala/net/eagle0/eagle/model/state/province/concrete",
],
)
scala_library(
name = "game_state_hero_extensions",
srcs = ["GameStateHeroExtensions.scala"],
visibility = ["//visibility:private"],
deps = [
"//src/main/scala/net/eagle0/eagle:eagle_pkg",
"//src/main/scala/net/eagle0/eagle/library:eagle_internal_exception",
"//src/main/scala/net/eagle0/eagle/library/util:eagle_require",
"//src/main/scala/net/eagle0/eagle/model/action_result:changed_hero_trait",
"//src/main/scala/net/eagle0/eagle/model/action_result/concrete:changed_hero_concrete",
"//src/main/scala/net/eagle0/eagle/model/state/date",
"//src/main/scala/net/eagle0/eagle/model/state/game_state",
"//src/main/scala/net/eagle0/eagle/model/state/hero",
"//src/main/scala/net/eagle0/eagle/model/state/hero/backstory_version",
"//src/main/scala/net/eagle0/eagle/model/state/hero/concrete",
],
)
scala_library(
name = "game_state_faction_extensions",
srcs = ["GameStateFactionExtensions.scala"],
visibility = ["//visibility:private"],
deps = [
"//src/main/scala/net/eagle0/eagle:eagle_pkg",
"//src/main/scala/net/eagle0/eagle/library:eagle_internal_exception",
"//src/main/scala/net/eagle0/eagle/model/action_result:changed_faction_trait",
"//src/main/scala/net/eagle0/eagle/model/action_result/concrete:changed_faction_concrete",
"//src/main/scala/net/eagle0/eagle/model/state/faction",
"//src/main/scala/net/eagle0/eagle/model/state/faction/concrete",
"//src/main/scala/net/eagle0/eagle/model/state/game_state",
"//src/main/scala/net/eagle0/eagle/model/view/province:province_view",
],
)
scala_library(
name = "game_state_battle_extensions",
srcs = ["GameStateBattleExtensions.scala"],
visibility = ["//visibility:private"],
deps = [
"//src/main/scala/net/eagle0/eagle:eagle_pkg",
"//src/main/scala/net/eagle0/eagle/model/state/game_state",
"//src/main/scala/net/eagle0/eagle/model/state/shardok_battle",
],
)
scala_library(
name = "game_state_misc_extensions",
srcs = ["GameStateMiscExtensions.scala"],
visibility = ["//visibility:private"],
deps = [
"//src/main/scala/net/eagle0/eagle:eagle_pkg",
"//src/main/scala/net/eagle0/eagle/model/action_result:notification_trait",
"//src/main/scala/net/eagle0/eagle/model/state/chronicle_entry",
"//src/main/scala/net/eagle0/eagle/model/state/game_state",
],
)
scala_library(
name = "game_state_extensions",
srcs = ["GameStateExtensions.scala"],
visibility = [
"//src/main/scala/net/eagle0/eagle:__subpackages__",
"//src/test/scala/net/eagle0/eagle/library/actions:__subpackages__",
],
exports = [
":game_state_battalion_extensions",
":game_state_battle_extensions",
":game_state_faction_extensions",
":game_state_hero_extensions",
":game_state_misc_extensions",
":game_state_province_extensions",
"//src/main/protobuf/net/eagle0/eagle/api:selected_command_scala_proto",
"//src/main/scala/net/eagle0/eagle:eagle_pkg",
"//src/main/scala/net/eagle0/eagle/model/action_result:changed_battalion_trait",
"//src/main/scala/net/eagle0/eagle/model/action_result:changed_faction_trait",
"//src/main/scala/net/eagle0/eagle/model/action_result:changed_hero_trait",
"//src/main/scala/net/eagle0/eagle/model/action_result:notification_trait",
"//src/main/scala/net/eagle0/eagle/model/action_result/changed_province",
"//src/main/scala/net/eagle0/eagle/model/state/game_state",
],
deps = [
":game_state_battalion_extensions",
":game_state_battle_extensions",
":game_state_faction_extensions",
":game_state_hero_extensions",
":game_state_misc_extensions",
":game_state_province_extensions",
"//src/main/protobuf/net/eagle0/eagle/api:selected_command_scala_proto",
"//src/main/scala/net/eagle0/eagle:eagle_pkg",
"//src/main/scala/net/eagle0/eagle/library/settings:extra_xp_for_stat_bump_over100",
"//src/main/scala/net/eagle0/eagle/library/settings:xp_for_stat_bump",
"//src/main/scala/net/eagle0/eagle/model/action_result:changed_battalion_trait",
"//src/main/scala/net/eagle0/eagle/model/action_result:changed_faction_trait",
"//src/main/scala/net/eagle0/eagle/model/action_result:changed_hero_trait",
"//src/main/scala/net/eagle0/eagle/model/action_result:notification_trait",
"//src/main/scala/net/eagle0/eagle/model/action_result/changed_province",
"//src/main/scala/net/eagle0/eagle/model/state/game_state",
],
)
scala_library(
name = "action_result_applier_impl",
srcs = ["ActionResultApplierImpl.scala"],
visibility = [
"//src/main/scala/net/eagle0/eagle:__subpackages__",
"//src/test/scala/net/eagle0/eagle/library/actions:__subpackages__",
],
exports = [
":action_result_applier",
":game_state_extensions",
],
deps = [
":action_result_applier",
":game_state_extensions",
"//src/main/scala/net/eagle0/eagle/library/util/validations:scala_validator",
"//src/main/scala/net/eagle0/eagle/model/action_result:action_result_trait",
"//src/main/scala/net/eagle0/eagle/model/state/date",
"//src/main/scala/net/eagle0/eagle/model/state/game_state",
"//src/main/scala/net/eagle0/eagle/model/state/run_status",
],
)
scala_library(
name = "action_result_proto_applier",
srcs = ["ActionResultProtoApplier.scala"],
@@ -9,11 +215,10 @@ scala_library(
"//src/test/scala/net/eagle0/eagle/library/actions:__subpackages__",
],
deps = [
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:action_with_resulting_state",
"//src/main/protobuf/net/eagle0/eagle/internal:game_state_scala_proto",
"//src/main/scala/net/eagle0/eagle:eagle_pkg",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:action_with_resulting_state",
"//src/main/scala/net/eagle0/eagle/library/util/hero:legacy_hero_utils",
# "@maven//:com_thesamet_scalapb_lenses_3",
],
)
@@ -27,23 +232,22 @@ scala_library(
exports = [":action_result_proto_applier"],
deps = [
":action_result_proto_applier",
"//src/main/scala/net/eagle0/common:functional_random",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:action_with_resulting_state",
"//src/main/protobuf/net/eagle0/eagle/common:profession_scala_proto",
"//src/main/protobuf/net/eagle0/eagle/internal:action_result_scala_proto",
"//src/main/protobuf/net/eagle0/eagle/internal:faction_relationship_scala_proto",
"//src/main/protobuf/net/eagle0/eagle/internal:game_state_scala_proto",
"//src/main/protobuf/net/eagle0/eagle/internal:run_status_scala_proto",
"//src/main/protobuf/net/eagle0/eagle/internal:llm_request_scala_proto",
"//src/main/protobuf/net/eagle0/eagle/internal:run_status_scala_proto",
"//src/main/scala/net/eagle0/common:functional_random",
"//src/main/scala/net/eagle0/eagle:eagle_pkg",
"//src/main/scala/net/eagle0/eagle/library/settings:xp_for_stat_bump",
"//src/main/scala/net/eagle0/eagle/library/settings:extra_xp_for_stat_bump_over100",
"//src/main/scala/net/eagle0/eagle/library:eagle_internal_exception",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:action_with_resulting_state",
"//src/main/scala/net/eagle0/eagle/library/settings:extra_xp_for_stat_bump_over100",
"//src/main/scala/net/eagle0/eagle/library/settings:xp_for_stat_bump",
"//src/main/scala/net/eagle0/eagle/library/util:eagle_require",
"//src/main/scala/net/eagle0/eagle/library/util/hero:legacy_hero_utils",
"//src/main/scala/net/eagle0/eagle/library/util:province_event_utils",
"//src/main/scala/net/eagle0/eagle/library/util/hero:legacy_hero_utils",
"//src/main/scala/net/eagle0/eagle/library/util/validations:runtime_validator",
# "@maven//:com_thesamet_scalapb_lenses_3",
],
)
@@ -66,7 +270,6 @@ scala_library(
"//src/main/scala/net/eagle0/eagle/model/action_result/generated_text_request",
"//src/main/scala/net/eagle0/eagle/model/action_result/types/base:action_result_type",
"//src/main/scala/net/eagle0/eagle/model/state/hero:gender",
# "@maven//:com_thesamet_scalapb_lenses_3",
],
)
@@ -78,25 +281,28 @@ scala_library(
"//src/test/scala/net/eagle0/eagle/library/actions:__subpackages__",
],
exports = [
":action_result_applier",
":action_result_trait_applier",
"//src/main/scala/net/eagle0/eagle/library/util/validations:runtime_validator",
"//src/main/scala/net/eagle0/eagle/library/util/validations:scala_validator",
"//src/main/scala/net/eagle0/eagle/model/state/game_state",
],
deps = [
":action_result_proto_applier_impl",
":action_result_applier",
":action_result_applier_impl",
":action_result_trait_applier",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:action_with_resulting_state",
"//src/main/protobuf/net/eagle0/eagle/internal:game_state_scala_proto",
"//src/main/scala/net/eagle0/eagle/model/action_result/changed_province/concrete",
"//src/main/scala/net/eagle0/eagle/model/action_result/generated_text_request",
"//src/main/scala/net/eagle0/eagle/model/action_result/types/base:action_result_type",
"//src/main/scala/net/eagle0/eagle:eagle_pkg",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:action_with_resulting_state",
"//src/main/scala/net/eagle0/eagle/library/util/validations:scala_validator",
"//src/main/scala/net/eagle0/eagle/model/action_result:action_result_trait",
"//src/main/scala/net/eagle0/eagle/model/action_result:changed_battalion_trait",
"//src/main/scala/net/eagle0/eagle/model/action_result:changed_faction_trait",
"//src/main/scala/net/eagle0/eagle/model/action_result:changed_hero_trait",
"//src/main/scala/net/eagle0/eagle/model/action_result:notification_trait",
"//src/main/scala/net/eagle0/eagle:eagle_pkg",
"//src/main/scala/net/eagle0/eagle/library/util/validations:runtime_validator",
"//src/main/scala/net/eagle0/eagle/model/action_result:action_result_trait",
"//src/main/scala/net/eagle0/eagle/model/proto_converters:action_result_proto_converter",
# "@maven//:com_thesamet_scalapb_lenses_3",
"//src/main/scala/net/eagle0/eagle/model/action_result/generated_text_request",
"//src/main/scala/net/eagle0/eagle/model/action_result/types/base:action_result_type",
"//src/main/scala/net/eagle0/eagle/model/proto_converters/game_state",
"//src/main/scala/net/eagle0/eagle/model/state/game_state",
],
)
@@ -0,0 +1,134 @@
package net.eagle0.eagle.library.actions.applier
import net.eagle0.eagle.*
import net.eagle0.eagle.library.EagleInternalException
import net.eagle0.eagle.model.action_result.concrete.ChangedBattalionC
import net.eagle0.eagle.model.action_result.ChangedBattalionT
import net.eagle0.eagle.model.state.{Army, CombatUnit, MovingArmy}
import net.eagle0.eagle.model.state.battalion.concrete.BattalionC
import net.eagle0.eagle.model.state.battalion.BattalionT
import net.eagle0.eagle.model.state.game_state.GameState
import net.eagle0.eagle.model.state.province.concrete.ProvinceC
object GameStateBattalionExtensions {
extension (gameState: GameState) {
def applyNewBattalions(
newBattalions: Vector[BattalionT],
provinceId: Option[ProvinceId]
): GameState =
if newBattalions.isEmpty then gameState
else
provinceId.map { pid =>
val maxCurrentId =
if gameState.battalions.isEmpty then 0
else gameState.battalions.keys.max
val newIds = (maxCurrentId + 1) to (maxCurrentId + newBattalions.size)
val newBattalionsWithIds = newIds
.zip(newBattalions)
.map {
case (id, batt) =>
id -> assignBattalionId(batt, id)
}
.toMap
val province = gameState.provinces(pid) match {
case p: ProvinceC => p
case p => throw new EagleInternalException(s"Unknown ProvinceT type: ${p.getClass}")
}
gameState.copy(
battalions = gameState.battalions ++ newBattalionsWithIds,
provinces = gameState.provinces.updated(
pid,
province.copy(battalionIds = province.battalionIds ++ newIds)
)
)
}
.getOrElse(
gameState.copy(
battalions = gameState.battalions ++ newBattalions.map(b => b.id -> b)
)
)
def applyChangedBattalions(changedBattalions: Vector[ChangedBattalionT]): GameState =
if changedBattalions.isEmpty then gameState
else {
// Partition based on whether the target battalion has size 0
val (zero, nonzero) = changedBattalions.partition {
case cb: ChangedBattalionC => cb.to.size == 0
case _ => false
}
val afterDestroyed = applyDestroyedBattalionIds(zero.map(_.battalionId))
val updatedBattalions = nonzero.collect {
case cb: ChangedBattalionC =>
val existingName = afterDestroyed.battalions.get(cb.battalionId).map(_.name)
cb.battalionId -> preserveName(cb.to, existingName)
}.toMap
afterDestroyed.copy(
battalions = afterDestroyed.battalions ++ updatedBattalions
)
}
def applyDestroyedBattalionIds(destroyedBattalionIds: Vector[BattalionId]): GameState =
if destroyedBattalionIds.isEmpty then gameState
else {
val destroyedBattalions = destroyedBattalionIds
.filterNot(_ == -1)
.flatMap(bid => gameState.battalions.get(bid).map(bid -> _))
.toMap
val updatedProvinces = gameState.provinces.map {
case (pid, province) =>
province match {
case p: ProvinceC =>
pid -> p.copy(
battalionIds = p.battalionIds.filterNot(destroyedBattalionIds.contains),
incomingArmies = p.incomingArmies.map(a => movingArmyWithoutBattalions(a, destroyedBattalionIds))
)
case p => pid -> p
}
}
gameState.copy(
battalions = gameState.battalions -- destroyedBattalionIds,
destroyedBattalions = gameState.destroyedBattalions ++ destroyedBattalions,
provinces = updatedProvinces
)
}
}
private def assignBattalionId(batt: BattalionT, id: BattalionId): BattalionT = batt match {
case b: BattalionC => b.copy(id = id)
case b => throw new EagleInternalException(s"Unknown BattalionT type: ${b.getClass}")
}
private def preserveName(batt: BattalionT, existingName: Option[String]): BattalionT =
existingName match {
case Some(name) =>
batt match {
case b: BattalionC => b.copy(name = name)
case b => b
}
case None => batt
}
private def movingArmyWithoutBattalions(
movingArmy: MovingArmy,
removedBattalionIds: Vector[BattalionId]
): MovingArmy = {
val newUnits = movingArmy.army.units.map(unitWithRemovedBattalions(_, removedBattalionIds))
if newUnits.isEmpty then movingArmy.copy(army = movingArmy.army.copy(units = Vector.empty))
else movingArmy.copy(army = movingArmy.army.copy(units = newUnits))
}
private def unitWithRemovedBattalions(
u: CombatUnit,
removedBattalionIds: Vector[BattalionId]
): CombatUnit =
u.battalionId match {
case Some(bid) if removedBattalionIds.contains(bid) => u.copy(battalionId = None)
case _ => u
}
}
@@ -0,0 +1,25 @@
package net.eagle0.eagle.library.actions.applier
import net.eagle0.eagle.*
import net.eagle0.eagle.model.state.game_state.GameState
import net.eagle0.eagle.model.state.shardok_battle.ShardokBattle
object GameStateBattleExtensions {
extension (gameState: GameState) {
def applyNewBattle(battle: Option[ShardokBattle]): GameState =
battle.map { b =>
gameState.copy(
outstandingBattles = gameState.outstandingBattles :+ b,
battleCounter = gameState.battleCounter.max(b.battleIndex)
)
}
.getOrElse(gameState)
def applyResolvedBattle(shardokGameId: Option[ShardokGameId]): GameState =
gameState.copy(
outstandingBattles = gameState.outstandingBattles.filterNot(batt => shardokGameId.contains(batt.shardokGameId))
)
}
}
@@ -0,0 +1,17 @@
package net.eagle0.eagle.library.actions.applier
import net.eagle0.eagle.library.settings.{ExtraXpForStatBumpOver100, XpForStatBump}
export GameStateBattalionExtensions.*
export GameStateBattleExtensions.*
export GameStateFactionExtensions.*
export GameStateHeroExtensions.*
export GameStateMiscExtensions.*
// Re-export all extension imports for convenient single import
export GameStateProvinceExtensions.*
object GameStateExtensions {
def xpForStatBump(stat: Int): Int =
if stat <= 99 then XpForStatBump.intValue
else XpForStatBump.intValue + ExtraXpForStatBumpOver100.intValue * (stat - 99)
}
@@ -0,0 +1,149 @@
package net.eagle0.eagle.library.actions.applier
import net.eagle0.eagle.*
import net.eagle0.eagle.library.EagleInternalException
import net.eagle0.eagle.model.action_result.concrete.ChangedFactionC
import net.eagle0.eagle.model.action_result.ChangedFactionT
import net.eagle0.eagle.model.state.faction.concrete.FactionC
import net.eagle0.eagle.model.state.faction.FactionRelationship
import net.eagle0.eagle.model.state.faction.FactionT
import net.eagle0.eagle.model.state.faction.FactionT.OutgoingOfferRound
import net.eagle0.eagle.model.state.game_state.GameState
import net.eagle0.eagle.model.view.province.ProvinceView
object GameStateFactionExtensions {
private val trustMax: Int = 100
extension (gameState: GameState) {
def applyChangedFactions(changedFactions: Vector[ChangedFactionT]): GameState =
if changedFactions.isEmpty then gameState
else
changedFactions.foldLeft(gameState) {
case (gs, cf) =>
gs.applyChangedFaction(cf)
}
def applyChangedFaction(cf: ChangedFactionT): GameState = cf match {
case cfc: ChangedFactionC => applyChangedFactionC(cfc)
case _ => throw new EagleInternalException(s"Unknown ChangedFactionT type: ${cf.getClass}")
}
private def applyChangedFactionC(cf: ChangedFactionC): GameState =
if !gameState.factions.contains(cf.factionId) then gameState
else {
val existingFaction = gameState.factions(cf.factionId) match {
case f: FactionC => f
case f => throw new EagleInternalException(s"Unknown FactionT type: ${f.getClass}")
}
val newFocusProvinceId =
if cf.clearFocusProvinceId then None
else cf.newFocusProvinceId.orElse(existingFaction.focusProvinceId)
val newLastActedProvinceIdThisRound =
if cf.clearLastActedProvinceId then 0
else cf.newLastActedProvinceId.getOrElse(existingFaction.lastActedProvinceIdThisRound)
// Update relationships with trust level changes
val relationshipsAfterChanges = cf.changedFactionRelationships
.foldLeft(
existingFaction.factionRelationships
.filterNot(fr =>
cf.changedFactionRelationships.map(_.targetFactionId).contains(fr.targetFactionId) ||
cf.removedFactionRelationshipFactionIds.contains(fr.targetFactionId)
) ++ cf.changedFactionRelationships
) { (relationships, _) =>
relationships
}
// Apply trust level updates
val relationshipsAfterTrust = cf.trustLevelUpdates.foldLeft(relationshipsAfterChanges) {
case (relationships, update) =>
val existingRelationship = relationships
.find(_.targetFactionId == update.targetFactionId)
.getOrElse(
FactionRelationship(
targetFactionId = update.targetFactionId,
relationshipLevel = FactionRelationship.RelationshipLevel.Hostile,
trustValue = 0
)
)
val newValue = Math.min(trustMax, update.delta + existingRelationship.trustValue)
relationships.filterNot(_.targetFactionId == update.targetFactionId) :+
existingRelationship.copy(trustValue = newValue)
}
// Update reconned provinces
val newReconnedProvinces = existingFaction.reconnedProvinces
.filterNot(pv =>
cf.updatedReconnedProvinces.map(_.id).contains(pv.id) ||
cf.removedReconnedProvinceIds.contains(pv.id)
) ++ cf.updatedReconnedProvinces
// Update outgoing offer rounds
val newLastOutgoingTruceOfferRounds = existingFaction.lastOutgoingTruceOfferRounds
.filterNot(oor => cf.newOutgoingTruceOfferFactionIds.map(_.fid).contains(oor.toFactionId)) ++
cf.newOutgoingTruceOfferFactionIds.map(wrapper =>
OutgoingOfferRound(toFactionId = wrapper.fid, roundId = gameState.currentRoundId)
)
val newLastOutgoingAllianceOfferRounds = existingFaction.lastOutgoingAllianceOfferRounds
.filterNot(oor => cf.newOutgoingAllianceOfferFactionIds.map(_.fid).contains(oor.toFactionId)) ++
cf.newOutgoingAllianceOfferFactionIds.map(wrapper =>
OutgoingOfferRound(toFactionId = wrapper.fid, roundId = gameState.currentRoundId)
)
val newLastOutgoingInvitationRounds = existingFaction.lastOutgoingInvitationRounds
.filterNot(oor => cf.newOutgoingInvitationFactionIds.map(_.fid).contains(oor.toFactionId)) ++
cf.newOutgoingInvitationFactionIds.map(wrapper =>
OutgoingOfferRound(toFactionId = wrapper.fid, roundId = gameState.currentRoundId)
)
val newLastOutgoingRansomOfferRounds = existingFaction.lastOutgoingRansomOfferRounds
.filterNot(oor => cf.newOutgoingRansomOfferFactionIds.map(_.fid).contains(oor.toFactionId)) ++
cf.newOutgoingRansomOfferFactionIds.map(wrapper =>
OutgoingOfferRound(toFactionId = wrapper.fid, roundId = gameState.currentRoundId)
)
val updatedFaction = existingFaction.copy(
factionHeadId = cf.newFactionHeadHeroId.getOrElse(existingFaction.factionHeadId),
leaderIds = existingFaction.leaderIds.diff(cf.removedLeaderHeroIds) ++ cf.newLeaderHeroIds,
prestigeModifiers =
existingFaction.prestigeModifiers.diff(cf.removedPrestigeModifiers) ++ cf.newPrestigeModifiers,
factionRelationships = relationshipsAfterTrust,
incomingDiplomacyOffers = existingFaction.incomingDiplomacyOffers
.filterNot(offer => cf.removedIncomingDiplomacyOfferFactionIds.contains(offer.originatingFactionId)) ++
cf.newIncomingDiplomacyOffers,
focusProvinceId = newFocusProvinceId,
reconnedProvinces = newReconnedProvinces,
lastActedProvinceIdThisRound = newLastActedProvinceIdThisRound,
lastOutgoingTruceOfferRounds = newLastOutgoingTruceOfferRounds,
lastOutgoingAllianceOfferRounds = newLastOutgoingAllianceOfferRounds,
lastOutgoingInvitationRounds = newLastOutgoingInvitationRounds,
lastOutgoingRansomOfferRounds = newLastOutgoingRansomOfferRounds
)
gameState.copy(
factions = gameState.factions.updated(cf.factionId, updatedFaction)
)
}
def applyRemovedFactions(removedFactionIds: Set[FactionId]): GameState = {
val (removed, remaining) = gameState.factions.partition {
case (fid, _) =>
removedFactionIds.contains(fid)
}
gameState.copy(
destroyedFactions = gameState.destroyedFactions ++ removed,
factions = remaining
)
}
def applyNewFactions(newFactions: Vector[FactionT]): GameState =
gameState.copy(
factions = gameState.factions ++ newFactions.map(f => f.id -> f)
)
}
}
@@ -0,0 +1,134 @@
package net.eagle0.eagle.library.actions.applier
import net.eagle0.eagle.*
import net.eagle0.eagle.library.util.EagleRequire.internalRequire
import net.eagle0.eagle.library.EagleInternalException
import net.eagle0.eagle.model.action_result.concrete.{ChangedHeroC, StatAbsolute, StatDelta, StatNoChange}
import net.eagle0.eagle.model.action_result.ChangedHeroT
import net.eagle0.eagle.model.state.date.Date
import net.eagle0.eagle.model.state.game_state.GameState
import net.eagle0.eagle.model.state.hero.backstory_version.BackstoryVersion
import net.eagle0.eagle.model.state.hero.concrete.HeroC
import net.eagle0.eagle.model.state.hero.HeroT
object GameStateHeroExtensions {
extension (gameState: GameState) {
def applyNewHeroes(newHeroes: Vector[HeroT]): GameState =
if newHeroes.isEmpty then gameState
else {
newHeroes.foreach(h =>
internalRequire(
!gameState.heroes.contains(h.id),
s"Got a new hero update for existing hero ${h.id}"
)
)
gameState.copy(
heroes = gameState.heroes ++ newHeroes.map(h => h.id -> h)
)
}
def applyChangedHeroes(changedHeroes: Vector[ChangedHeroT], date: Date): GameState =
if changedHeroes.isEmpty then gameState
else
changedHeroes.foldLeft(gameState) {
case (gs, ch) =>
gs.applyChangedHero(ch, date)
}
def applyChangedHero(ch: ChangedHeroT, date: Date): GameState = ch match {
case chc: ChangedHeroC => applyChangedHeroC(chc, date)
case _ => throw new EagleInternalException(s"Unknown ChangedHeroT type: ${ch.getClass}")
}
private def applyChangedHeroC(ch: ChangedHeroC, date: Date): GameState = {
val existingHero = gameState.heroes(ch.heroId) match {
case h: HeroC => h
case h => throw new EagleInternalException(s"Unknown HeroT type: ${h.getClass}")
}
val newFactionId = ch.newFactionId.orElse(
if ch.clearFactionId then None else existingHero.factionId
)
val newRoundIdJoined =
if ch.newFactionId.isDefined then Some(gameState.currentRoundId)
else if ch.clearFactionId then None
else existingHero.roundIdJoined
val newVigor = ch.vigorChange match {
case StatDelta(d) =>
(existingHero.vigor + d).max(0.0).min(existingHero.constitution)
case StatAbsolute(va) =>
internalRequire(va >= 0, s"Got a negative new vigor of $va")
internalRequire(
va <= existingHero.constitution,
s"Got a new vigor of $va with ${existingHero.constitution} constitution"
)
va
case StatNoChange => existingHero.vigor
}
val newLoyalty = ch.loyaltyChange match {
case StatDelta(ld) =>
Math.min(100.0, Math.max(0, existingHero.loyalty + ld))
case StatAbsolute(la) =>
internalRequire(la >= 0, s"Got a negative absolute loyalty of $la")
internalRequire(la <= 100.0, s"Got an absolute loyalty of $la")
la
case StatNoChange => existingHero.loyalty
}
val newBackstoryVersions = existingHero.backstoryVersions ++ ch.newBackstoryTextId.map { textId =>
BackstoryVersion(textId = textId, date = date)
}
val newBackstoryEvents =
if ch.clearEventsForHeroBackstory then Vector.empty
else existingHero.backstoryEvents ++ ch.newEventsForHeroBackstory
val updatedHero = existingHero.copy(
factionId = newFactionId,
roundIdJoined = newRoundIdJoined,
vigor = newVigor,
loyalty = newLoyalty,
strengthXp = existingHero.strengthXp + ch.strengthXpDelta.getOrElse(0),
agilityXp = existingHero.agilityXp + ch.agilityXpDelta.getOrElse(0),
wisdomXp = existingHero.wisdomXp + ch.wisdomXpDelta.getOrElse(0),
charismaXp = existingHero.charismaXp + ch.charismaXpDelta.getOrElse(0),
constitutionXp = existingHero.constitutionXp + ch.constitutionXpDelta.getOrElse(0),
strength = existingHero.strength + ch.strengthDelta.getOrElse(0),
agility = existingHero.agility + ch.agilityDelta.getOrElse(0),
wisdom = existingHero.wisdom + ch.wisdomDelta.getOrElse(0),
charisma = existingHero.charisma + ch.charismaDelta.getOrElse(0),
constitution = existingHero.constitution + ch.constitutionDelta.getOrElse(0),
profession = ch.newProfession.getOrElse(existingHero.profession),
backstoryVersions = newBackstoryVersions,
backstoryEvents = newBackstoryEvents
)
gameState.copy(
heroes = gameState.heroes.updated(ch.heroId, updatedHero)
)
}
def applyRemovedHeroes(removedHeroIds: Set[HeroId]): GameState = {
val (removed, remaining) = gameState.heroes.partition {
case (k, _) =>
removedHeroIds.contains(k)
}
val killedHeroes = removed.map {
case (hid, hero) =>
hero match {
case h: HeroC => hid -> h.copy(factionId = None)
case h => hid -> h
}
}
gameState.copy(
killedHeroes = gameState.killedHeroes ++ killedHeroes,
heroes = remaining
)
}
}
}
@@ -0,0 +1,54 @@
package net.eagle0.eagle.library.actions.applier
import net.eagle0.eagle.*
import net.eagle0.eagle.model.action_result.NotificationT
import net.eagle0.eagle.model.state.chronicle_entry.ChronicleEntry
import net.eagle0.eagle.model.state.game_state.GameState
object GameStateMiscExtensions {
extension (gameState: GameState) {
def applyAccumulatedDetails(notification: Option[NotificationT]): GameState =
notification
.map(note => gameState.copy(deferredNotifications = gameState.deferredNotifications :+ note))
.getOrElse(gameState)
def applyNewNotifications(notifications: Vector[NotificationT]): GameState =
if notifications.isEmpty then gameState
else {
// Only add deferred notifications to the deferred list.
// Non-deferred notifications are for immediate delivery and don't affect game state.
val deferredOnly = notifications.filter(_.deferred)
if deferredOnly.isEmpty then gameState
else gameState.copy(deferredNotifications = gameState.deferredNotifications ++ deferredOnly)
}
def applyRemovedNotifications(notifications: Vector[NotificationT]): GameState =
gameState.copy(
deferredNotifications = gameState.deferredNotifications.diff(notifications)
)
def applyNewSeed(newSeed: Option[Long]): GameState =
newSeed.map(s => gameState.copy(randomSeed = s)).getOrElse(gameState)
def applyChronicleEntry(chronicleEntry: Option[ChronicleEntry]): GameState =
chronicleEntry.map { ce =>
val updatedEntries = gameState.chronicleEntries.indexWhere(_.date == ce.date) match {
case -1 => gameState.chronicleEntries :+ ce
case idx => gameState.chronicleEntries.updated(idx, ce)
}
gameState.copy(chronicleEntries = updatedEntries)
}
.getOrElse(gameState)
def applyCommandCountUpdate(actingFactionId: Option[FactionId]): GameState =
actingFactionId.map { factionId =>
val existingCount = gameState.factionCommandCounts.getOrElse(factionId, 0)
gameState.copy(
factionCommandCounts = gameState.factionCommandCounts.updated(factionId, existingCount + 1)
)
}
.getOrElse(gameState)
}
}
@@ -0,0 +1,97 @@
package net.eagle0.eagle.library.actions.applier
import net.eagle0.eagle.*
import net.eagle0.eagle.api.selected_command.SelectedCommand
import net.eagle0.eagle.library.util.EagleRequire.internalRequire
import net.eagle0.eagle.library.EagleInternalException
import net.eagle0.eagle.model.action_result.changed_province.concrete.ChangedProvinceC
import net.eagle0.eagle.model.action_result.changed_province.ChangedProvinceT
import net.eagle0.eagle.model.state.game_state.GameState
import net.eagle0.eagle.model.state.province.concrete.ProvinceC
import net.eagle0.eagle.model.state.province.ProvinceT
object GameStateProvinceExtensions {
extension (gameState: GameState) {
def applyNewProvinces(newProvinces: Vector[ProvinceT]): GameState =
if newProvinces.isEmpty then gameState
else {
newProvinces.foreach(p =>
internalRequire(
!gameState.provinces.contains(p.id),
s"Got a new province update for existing province ${p.id}"
)
)
gameState.copy(
provinces = gameState.provinces ++ newProvinces.map(p => p.id -> p)
)
}
def applyChangedProvinces(changedProvinces: Vector[ChangedProvinceT]): GameState =
if changedProvinces.isEmpty then gameState
else
changedProvinces.foldLeft(gameState) {
case (gs, cp) =>
gs.applyChangedProvince(cp)
}
def applyChangedProvince(cp: ChangedProvinceT): GameState = cp match {
case cpc: ChangedProvinceC => applyChangedProvinceC(cpc)
case _ =>
throw new EagleInternalException(s"Unknown ChangedProvinceT type: ${cp.getClass}")
}
private def applyChangedProvinceC(cp: ChangedProvinceC): GameState = {
val provinceBefore = gameState.provinces(cp.provinceId) match {
case p: ProvinceC => p
case p => throw new EagleInternalException(s"Unknown ProvinceT type: ${p.getClass}")
}
val factionLeaderIds = gameState.factions.values.flatMap(_.leaderIds).toVector
// Use helper files to avoid compiler crash
val p1 = ProvinceUpdateHelpers.applyRulingAndBattalions(gameState, provinceBefore, cp, factionLeaderIds)
val p2 = ProvinceUpdateHelpers.applyArmiesAndResources(p1, cp)
val p3 = ProvinceUpdateHelpers2.applyHeroesAndEvents(p2, cp)
val provinceApplied = ProvinceUpdateHelpers2.applyMiscFields(gameState, p3, cp)
val provinceFixedForRuler = ProvinceUpdateHelpers2.fixRulerIfNeeded(gameState, provinceApplied)
gameState.copy(
provinces = gameState.provinces.updated(cp.provinceId, provinceFixedForRuler)
)
}
def applyProvinceActed(actedProvince: Option[ProvinceId]): GameState = {
internalRequire(!actedProvince.contains(0), "Province acted has id 0")
actedProvince.map { id =>
val province = gameState.provinces(id) match {
case p: ProvinceC => p
case p => throw new EagleInternalException(s"Unknown ProvinceT type: ${p.getClass}")
}
gameState.copy(
provinces = gameState.provinces.updated(id, province.copy(hasActed = true))
)
}
.getOrElse(gameState)
}
def applyLastCommand(
provinceId: Option[ProvinceId],
lastCommand: Option[SelectedCommand]
): GameState =
provinceId
.filter(_ => lastCommand.exists(!_.isEmpty))
.map { pid =>
val province = gameState.provinces(pid) match {
case p: ProvinceC => p
case p => throw new EagleInternalException(s"Unknown ProvinceT type: ${p.getClass}")
}
gameState.copy(
provinces = gameState.provinces.updated(pid, province.copy(lastCommand = lastCommand))
)
}
.getOrElse(gameState)
}
}
@@ -0,0 +1,122 @@
package net.eagle0.eagle.library.actions.applier
import net.eagle0.eagle.*
import net.eagle0.eagle.library.util.hero.HeroUtils
import net.eagle0.eagle.library.util.EagleRequire.internalRequire
import net.eagle0.eagle.model.action_result.changed_province.concrete.{ChangedProvinceC, HostileArmyStatusChange}
import net.eagle0.eagle.model.state.{HostileArmyGroup, MovingArmy}
import net.eagle0.eagle.model.state.game_state.GameState
import net.eagle0.eagle.model.state.province.concrete.ProvinceC
// Helper object 1 for province updates - split to avoid compiler crash
object ProvinceUpdateHelpers {
def applyRulingAndBattalions(
gameState: GameState,
p: ProvinceC,
cp: ChangedProvinceC,
factionLeaderIds: Vector[HeroId]
): ProvinceC =
p.copy(
rulingFactionId =
if cp.clearRulingFactionId then None
else cp.newRulingFactionId.orElse(p.rulingFactionId),
rulingFactionHeroIds = (p.rulingFactionHeroIds
.diff(cp.removedRulingFactionHeroIds) ++ cp.newRulingFactionHeroIds)
.map(hid => gameState.heroes(hid))
.sorted(using HeroUtils.sortOrdering(factionLeaderIds))
.map(_.id),
battalionIds = p.battalionIds.diff(cp.removedBattalionIds) ++ cp.newBattalionIds,
incomingArmies = modifyArmySet(
existingArmies = p.incomingArmies,
removedIds = cp.removedIncomingArmyIds,
addedArmies = cp.newIncomingArmies
),
hostileArmies = modifyArmyGroupSet(
existingGroups = p.hostileArmies,
removedFactionIds = cp.removedHostileArmyFactionIds,
addedArmies = cp.newHostileArmies,
statusChanges = cp.hostileArmyStatusChanges
)
)
def applyArmiesAndResources(
p: ProvinceC,
cp: ChangedProvinceC
): ProvinceC = {
val incomingShipments = {
val holdovers = p.incomingShipments
.filterNot(sh => cp.removedIncomingShipmentIds.contains(sh.id))
val nextId = holdovers.map(_.id).maxOption.getOrElse(0) + 1
holdovers ++ cp.newIncomingShipments.zipWithIndex.map {
case (ship, index) =>
ship.copy(id = index + nextId)
}
}
val defendingArmy =
if cp.clearDefendingArmy then None
else
cp.newDefendingArmy.orElse(
p.defendingArmy.map { da =>
val newUnits = da.units
.filterNot(u => cp.removedRulingFactionHeroIds.contains(u.heroId))
.map { u =>
u.copy(battalionId = u.battalionId.filterNot(cp.removedBattalionIds.contains))
}
da.copy(units = newUnits)
}
)
val newGold = p.gold + cp.goldDelta.getOrElse(0)
internalRequire(newGold >= 0, s"Got a goldDelta of ${cp.goldDelta} but only ${p.gold} available")
val newFood = p.food + cp.foodDelta.getOrElse(0)
internalRequire(newFood >= 0, s"Got a foodDelta of ${cp.foodDelta} but only ${p.food} available")
p.copy(
incomingShipments = incomingShipments,
defendingArmy = defendingArmy,
gold = newGold,
food = newFood,
priceIndex = cp.newPriceIndex.getOrElse(p.priceIndex),
economy = (p.economy + cp.economyDelta.getOrElse(0.0)).max(0.0).min(100.0),
agriculture = (p.agriculture + cp.agricultureDelta.getOrElse(0.0)).max(0.0).min(100.0),
infrastructure = (p.infrastructure + cp.infrastructureDelta.getOrElse(0.0)).max(0.0).min(100.0),
economyDevastation = (p.economyDevastation + cp.economyDevastationDelta.getOrElse(0.0)).max(0.0).min(p.economy),
agricultureDevastation =
(p.agricultureDevastation + cp.agricultureDevastationDelta.getOrElse(0.0)).max(0.0).min(p.agriculture),
infrastructureDevastation =
(p.infrastructureDevastation + cp.infrastructureDevastationDelta.getOrElse(0.0)).max(0.0).min(p.infrastructure),
support = (p.support + cp.supportDelta.getOrElse(0.0)).max(0.0).min(100.0)
)
}
private def modifyArmySet(
existingArmies: Vector[MovingArmy],
removedIds: Vector[Int],
addedArmies: Vector[MovingArmy]
): Vector[MovingArmy] = {
val holdovers = existingArmies.filterNot(ma => removedIds.contains(ma.id))
val nextId = holdovers.map(_.id).maxOption.getOrElse(0) + 1
holdovers ++ addedArmies.zipWithIndex.map {
case (army, index) =>
army.copy(id = index + nextId)
}
}
private def modifyArmyGroupSet(
existingGroups: Vector[HostileArmyGroup],
removedFactionIds: Vector[FactionId],
addedArmies: Vector[HostileArmyGroup],
statusChanges: Vector[HostileArmyStatusChange]
): Vector[HostileArmyGroup] =
statusChanges
.foldLeft(existingGroups.filterNot(g => removedFactionIds.contains(g.factionId))) {
case (groups, HostileArmyStatusChange(factionId, newStatus)) =>
groups.indexWhere(_.factionId == factionId) match {
case -1 => groups
case index => groups.updated(index, groups(index).copy(status = newStatus))
}
} ++ addedArmies
}
@@ -0,0 +1,103 @@
package net.eagle0.eagle.library.actions.applier
import net.eagle0.eagle.library.EagleInternalException
import net.eagle0.eagle.model.action_result.changed_province.concrete.ChangedProvinceC
import net.eagle0.eagle.model.state.game_state.GameState
import net.eagle0.eagle.model.state.province.{BeastsEvent, ImminentRiotEvent, ProvinceOrderType}
import net.eagle0.eagle.model.state.province.concrete.ProvinceC
import net.eagle0.eagle.model.state.unaffiliated_hero.{RecruitmentInfo, UnaffiliatedHeroType}
import net.eagle0.eagle.model.state.RoundPhase
// Helper object 2 for province updates - split to avoid compiler crash
object ProvinceUpdateHelpers2 {
def applyHeroesAndEvents(
p: ProvinceC,
cp: ChangedProvinceC
): ProvinceC = {
val unaffiliatedHeroes =
p.unaffiliatedHeroes
.filterNot(uh => cp.removedUnaffiliatedHeroIds.contains(uh.heroId))
.filterNot(uh => cp.changedUnaffiliatedHeroes.map(_.heroId).contains(uh.heroId))
++ cp.changedUnaffiliatedHeroes ++ cp.newUnaffiliatedHeroes
val capturedHeroes =
p.capturedHeroes
.filterNot(ch => cp.removedCapturedHeroIds.contains(ch.heroId))
.map(ch =>
if cp.recruitmentAtteptedCapturedHeroIds.contains(ch.heroId)
then ch.copy(recruitmentAttempted = true)
else ch
) ++ cp.newCapturedHeroes
val lockedImprovementType = cp.newLockedImprovementType match {
case Some(net.eagle0.eagle.model.action_result.changed_province.concrete.NewLockedImprovementType.None) =>
None
case Some(net.eagle0.eagle.model.action_result.changed_province.concrete.NewLockedImprovementType.New(v)) =>
Some(v)
case None => p.lockedImprovementType
}
p.copy(
hasActed = cp.setHasActed.getOrElse(p.hasActed),
rulerIsTraveling = cp.setRulerIsTraveling.getOrElse(p.rulerIsTraveling),
unaffiliatedHeroes = unaffiliatedHeroes,
capturedHeroes = capturedHeroes,
provinceOrders = cp.newProvinceOrders.getOrElse(p.provinceOrders),
activeEvents = cp.newProvinceEvents.getOrElse(p.activeEvents),
lockedImprovementType = lockedImprovementType
)
}
def applyMiscFields(
gameState: GameState,
p: ProvinceC,
cp: ChangedProvinceC
): ProvinceC =
p.copy(
lastBeastsDate =
if cp.newProvinceEvents.exists(_.exists(_.isInstanceOf[BeastsEvent]))
then gameState.currentDate
else p.lastBeastsDate,
lastRiotDate =
if cp.newProvinceEvents.exists(_.exists(_.isInstanceOf[ImminentRiotEvent]))
then gameState.currentDate
else p.lastRiotDate,
incomingEndTurnActions = (p.incomingEndTurnActions ++ cp.newIncomingEndTurnActions)
.diff(cp.removedIncomingEndTurnActions),
deferredChanges = cp.removedDeferredChangeIndex
.map(idx => p.deferredChanges.patch(idx, Nil, 1))
.getOrElse(p.deferredChanges) ++ cp.newDeferredChange.toVector,
battleRevelations = p.battleRevelations.diff(cp.removedBattleRevelations) ++ cp.newBattleRevelations
)
def fixRulerIfNeeded(gameState: GameState, p: ProvinceC): ProvinceC =
if gameState.currentPhase != RoundPhase.PlayerCommands &&
(p.rulingFactionId.isEmpty || p.rulingFactionHeroIds.isEmpty)
then
p.copy(
rulingFactionId = None,
rulingHeroId = None,
rulingFactionHeroIds = Vector.empty,
support = 0,
provinceOrders = ProvinceOrderType.UnknownOrderType,
unaffiliatedHeroes = p.unaffiliatedHeroes.map(uh =>
uh.copy(
recruitmentInfo = uh.unaffiliatedHeroType match {
case UnaffiliatedHeroType.Prisoner => RecruitmentInfo.Prisoner
case UnaffiliatedHeroType.MovingPrisoner => RecruitmentInfo.MovingPrisoner
case UnaffiliatedHeroType.ReturningPrisoner => RecruitmentInfo.NoRulerInProvince
case UnaffiliatedHeroType.Outlaw => RecruitmentInfo.Outlaw
case UnaffiliatedHeroType.Traveler => RecruitmentInfo.Traveler
case UnaffiliatedHeroType.Resident => RecruitmentInfo.NoRulerInProvince
case UnaffiliatedHeroType.Unknown =>
throw new EagleInternalException("Unknown unaffiliated hero type")
}
)
)
)
else
p.copy(
rulingHeroId = p.rulingFactionHeroIds.headOption
)
}
@@ -24,6 +24,7 @@ import net.eagle0.eagle.library.actions.impl.command.AvailableCommandTypeMap
import net.eagle0.eagle.library.util.faction_utils.LegacyFactionUtils
import net.eagle0.eagle.library.util.province.LegacyProvinceUtils
import net.eagle0.eagle.library.util.IncomingArmyUtils
import net.eagle0.eagle.model.proto_converters.game_state.GameStateConverter
object AvailableCommandsFactory {
def shouldFollow(
@@ -492,7 +493,7 @@ class AvailableCommandsFactory(
for {
faction <- gs.factions.get(fid)
pleaseRecruitMeCommand <- AvailablePleaseRecruitMeCommandFactory
.availableCommand(gs, faction.id)
.availableCommand(GameStateConverter.fromProto(gs), faction.id)
oneProvinceAvailableCommand <- optionalOneProvinceAvailableCommands(
gs = gs,
0,
@@ -1,22 +1,26 @@
package net.eagle0.eagle.library.actions.availability
import net.eagle0.eagle.api.available_command.{OneProvincePleaseRecruitMe, PleaseRecruitMeAvailableCommand}
import net.eagle0.eagle.internal.game_state.GameState
import net.eagle0.eagle.internal.province.Province
import net.eagle0.eagle.library.settings.MinSupportForTaxes
import net.eagle0.eagle.library.util.unaffiliated_hero.LegacyUnaffiliatedHeroUtils
import net.eagle0.eagle.library.util.unaffiliated_hero.UnaffiliatedHeroUtils
import net.eagle0.eagle.model.proto_converters.game_state.GameStateConverter
import net.eagle0.eagle.model.proto_converters.UnaffiliatedHeroConverter
import net.eagle0.eagle.model.state.game_state.GameState
import net.eagle0.eagle.model.state.province.ProvinceT
import net.eagle0.eagle.FactionId
object AvailablePleaseRecruitMeCommandFactory {
private def forOneProvince(
p: Province,
p: ProvinceT,
fid: FactionId,
gs: GameState
): Option[OneProvincePleaseRecruitMe] = {
// Convert to proto only for ExpandedUnaffiliatedHeroUtils which still requires proto types
val gsProto = GameStateConverter.toProto(gs)
val availableHeroes = for {
targetUH <- p.unaffiliatedHeroes.filter(uh =>
LegacyUnaffiliatedHeroUtils.willPleaseRecruitMe(
UnaffiliatedHeroUtils.willPleaseRecruitMe(
gameState = gs,
factionId = fid,
unaffiliatedHero = uh
@@ -26,8 +30,8 @@ object AvailablePleaseRecruitMeCommandFactory {
// FIXME: We should be generating the LLM request and its textID here instead of earlier in the round
ExpandedUnaffiliatedHeroUtils
.expandedUnaffiliatedHero(
gs = gs,
uh = targetUH
gs = gsProto,
uh = UnaffiliatedHeroConverter.toProto(targetUH)
)
Option.when(availableHeroes.nonEmpty)(
@@ -63,6 +63,8 @@ scala_library(
"//src/main/scala/net/eagle0/eagle/library/util:incoming_army_utils",
"//src/main/scala/net/eagle0/eagle/library/util/faction_utils:legacy_faction_utils",
"//src/main/scala/net/eagle0/eagle/library/util/province:legacy_province_utils",
"//src/main/scala/net/eagle0/eagle/model/proto_converters/game_state",
"//src/main/scala/net/eagle0/eagle/model/state/game_state",
],
)
@@ -499,7 +501,13 @@ scala_library(
"//src/main/protobuf/net/eagle0/eagle/internal:game_state_scala_proto",
"//src/main/scala/net/eagle0/eagle:eagle_pkg",
"//src/main/scala/net/eagle0/eagle/library/settings:min_support_for_taxes",
"//src/main/scala/net/eagle0/eagle/library/util/unaffiliated_hero:legacy_unaffiliated_hero_utils",
"//src/main/scala/net/eagle0/eagle/library/util/unaffiliated_hero",
"//src/main/scala/net/eagle0/eagle/model/proto_converters:unaffiliated_hero_converter",
"//src/main/scala/net/eagle0/eagle/model/proto_converters/game_state",
"//src/main/scala/net/eagle0/eagle/model/state/game_state",
"//src/main/scala/net/eagle0/eagle/model/state/province",
"//src/main/scala/net/eagle0/eagle/model/state/quest",
"//src/main/scala/net/eagle0/eagle/model/state/unaffiliated_hero",
],
)
@@ -172,32 +172,26 @@ scala_library(
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:action",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:action_with_resulting_state",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:protoless_random_sequential_results_action",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:random_state_proto_sequencer",
"//src/main/scala/net/eagle0/eagle/library/actions/random_state_sequencer",
],
deps = [
":check_for_faction_changes_action",
":hero_backstory_update_action_generator",
"//src/main/protobuf/net/eagle0/eagle/internal:action_result_scala_proto",
"//src/main/protobuf/net/eagle0/eagle/internal:battle_revelation_scala_proto",
"//src/main/protobuf/net/eagle0/eagle/internal:faction_scala_proto",
"//src/main/protobuf/net/eagle0/eagle/internal:game_state_scala_proto",
"//src/main/scala/net/eagle0/common:functional_random",
"//src/main/scala/net/eagle0/eagle:eagle_pkg",
"//src/main/scala/net/eagle0/eagle/library:eagle_internal_exception",
"//src/main/scala/net/eagle0/eagle/library/actions/applier:action_result_trait_applier",
"//src/main/scala/net/eagle0/eagle/library/actions/applier:action_result_trait_applier_impl",
"//src/main/scala/net/eagle0/eagle/library/actions/applier:action_result_applier",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:action",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:protoless_random_sequential_results_action",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:random_state_proto_sequencer",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:random_state_trait_sequencer",
"//src/main/scala/net/eagle0/eagle/library/actions/llm_request_generators/captured_hero_helpers:captured_hero_plea_generator",
"//src/main/scala/net/eagle0/eagle/library/actions/random_state_sequencer",
"//src/main/scala/net/eagle0/eagle/library/settings:faction_bias_against_former_on_exile",
"//src/main/scala/net/eagle0/eagle/library/settings:faction_bias_from_exile",
"//src/main/scala/net/eagle0/eagle/library/settings:faction_bias_from_imprisonment",
"//src/main/scala/net/eagle0/eagle/library/settings:truce_months_from_returning_leader",
"//src/main/scala/net/eagle0/eagle/library/util:eagle_require",
"//src/main/scala/net/eagle0/eagle/library/util/faction_utils",
"//src/main/scala/net/eagle0/eagle/library/util/unaffiliated_hero:legacy_unaffiliated_hero_utils",
"//src/main/scala/net/eagle0/eagle/library/util/unaffiliated_hero",
"//src/main/scala/net/eagle0/eagle/library/util/view_filters:province_view_filter",
"//src/main/scala/net/eagle0/eagle/model/action_result:action_result_trait",
"//src/main/scala/net/eagle0/eagle/model/action_result:changed_battalion_trait",
@@ -213,21 +207,18 @@ scala_library(
"//src/main/scala/net/eagle0/eagle/model/action_result/generated_text_request",
"//src/main/scala/net/eagle0/eagle/model/action_result/types:captured_hero_resolved_result_type",
"//src/main/scala/net/eagle0/eagle/model/action_result/types:end_aftermath_phase_result_type",
"//src/main/scala/net/eagle0/eagle/model/proto_converters:battle_revelation_converter",
"//src/main/scala/net/eagle0/eagle/model/proto_converters:notification_converter",
"//src/main/scala/net/eagle0/eagle/model/proto_converters:unaffiliated_hero_converter",
"//src/main/scala/net/eagle0/eagle/model/proto_converters/date",
"//src/main/scala/net/eagle0/eagle/model/proto_converters/faction",
"//src/main/scala/net/eagle0/eagle/model/proto_converters/hero",
"//src/main/scala/net/eagle0/eagle/model/proto_converters/llm_request",
"//src/main/scala/net/eagle0/eagle/model/proto_converters/province",
"//src/main/scala/net/eagle0/eagle/model/state:battle_revelation",
"//src/main/scala/net/eagle0/eagle/model/state:round_phase",
"//src/main/scala/net/eagle0/eagle/model/state/faction:faction_relationship",
"//src/main/scala/net/eagle0/eagle/model/state/game_state",
"//src/main/scala/net/eagle0/eagle/model/state/hero",
"//src/main/scala/net/eagle0/eagle/model/state/hero:gender",
"//src/main/scala/net/eagle0/eagle/model/state/province:deferred_change_trait",
"//src/main/scala/net/eagle0/eagle/model/state/quest",
"//src/main/scala/net/eagle0/eagle/model/state/quest/concrete",
"//src/main/scala/net/eagle0/eagle/model/state/unaffiliated_hero",
"//src/main/scala/net/eagle0/eagle/model/state/unaffiliated_hero/concrete",
],
)
@@ -280,21 +271,15 @@ scala_library(
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:protoless_simple_action",
],
deps = [
"//src/main/protobuf/net/eagle0/eagle/internal:game_state_scala_proto",
"//src/main/scala/net/eagle0/eagle:eagle_pkg",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:protoless_simple_action",
"//src/main/scala/net/eagle0/eagle/library/util:eagle_require",
"//src/main/scala/net/eagle0/eagle/model/action_result:action_result_trait",
"//src/main/scala/net/eagle0/eagle/model/action_result:changed_battalion_trait",
"//src/main/scala/net/eagle0/eagle/model/action_result:changed_faction_trait",
"//src/main/scala/net/eagle0/eagle/model/action_result:changed_hero_trait",
"//src/main/scala/net/eagle0/eagle/model/action_result:notification_trait",
"//src/main/scala/net/eagle0/eagle/model/action_result/changed_province",
"//src/main/scala/net/eagle0/eagle/model/action_result/changed_province/concrete",
"//src/main/scala/net/eagle0/eagle/model/action_result/concrete:action_result_concrete",
"//src/main/scala/net/eagle0/eagle/model/action_result/generated_text_request",
"//src/main/scala/net/eagle0/eagle/model/action_result/types:end_battle_request_phase_result_type",
"//src/main/scala/net/eagle0/eagle/model/state:round_phase",
"//src/main/scala/net/eagle0/eagle/model/state/game_state",
],
)
@@ -332,6 +317,7 @@ scala_library(
"//src/test/scala/net/eagle0/eagle/library/actions/impl:__subpackages__",
],
exports = [
"//src/main/scala/net/eagle0/eagle/library/actions/applier:action_result_applier",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:action",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:action_with_resulting_state",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:protoless_random_sequential_results_action",
@@ -340,20 +326,17 @@ scala_library(
":check_for_faction_changes_action",
":hero_backstory_update_action",
":hero_backstory_update_action_generator",
"//src/main/protobuf/net/eagle0/eagle/common:diplomacy_offer_status_scala_proto",
"//src/main/protobuf/net/eagle0/eagle/internal:faction_scala_proto",
"//src/main/protobuf/net/eagle0/eagle/internal:game_state_scala_proto",
"//src/main/scala/net/eagle0/common:functional_random",
"//src/main/scala/net/eagle0/eagle:eagle_pkg",
"//src/main/scala/net/eagle0/eagle/library:eagle_internal_exception",
"//src/main/scala/net/eagle0/eagle/library/actions/applier:action_result_trait_applier",
"//src/main/scala/net/eagle0/eagle/library/actions/applier:action_result_applier",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/action/diplomacy_helpers:alliance_resolution_helpers",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/action/diplomacy_helpers:break_alliance_resolution_helpers",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/action/diplomacy_helpers:invitation_resolution_helpers",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/action/diplomacy_helpers:ransom_resolution_helpers",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/action/diplomacy_helpers:truce_resolution_helpers",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:action",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:random_state_trait_sequencer",
"//src/main/scala/net/eagle0/eagle/library/actions/random_state_sequencer",
"//src/main/scala/net/eagle0/eagle/library/util/faction_utils",
"//src/main/scala/net/eagle0/eagle/library/util/quest_fulfillment:quest_fulfillment_utils",
"//src/main/scala/net/eagle0/eagle/library/util/ransom_validity",
@@ -366,20 +349,17 @@ scala_library(
"//src/main/scala/net/eagle0/eagle/model/action_result/concrete:changed_battalion_concrete",
"//src/main/scala/net/eagle0/eagle/model/action_result/concrete:changed_faction_concrete",
"//src/main/scala/net/eagle0/eagle/model/action_result/concrete:changed_hero_concrete",
"//src/main/scala/net/eagle0/eagle/model/action_result/generated_text_request",
"//src/main/scala/net/eagle0/eagle/model/action_result/types:end_diplomacy_resolution_phase_result_type",
"//src/main/scala/net/eagle0/eagle/model/action_result/types:ransom_invalidated_result_type",
"//src/main/scala/net/eagle0/eagle/model/proto_converters:battalion_converter",
"//src/main/scala/net/eagle0/eagle/model/proto_converters:notification_converter",
"//src/main/scala/net/eagle0/eagle/model/proto_converters/date",
"//src/main/scala/net/eagle0/eagle/model/proto_converters/faction",
"//src/main/scala/net/eagle0/eagle/model/proto_converters/hero",
"//src/main/scala/net/eagle0/eagle/model/proto_converters/province",
"//src/main/scala/net/eagle0/eagle/model/state:round_phase",
"//src/main/scala/net/eagle0/eagle/model/state/battalion",
"//src/main/scala/net/eagle0/eagle/model/state/date",
"//src/main/scala/net/eagle0/eagle/model/state/diplomacy_offer",
"//src/main/scala/net/eagle0/eagle/model/state/faction",
"//src/main/scala/net/eagle0/eagle/model/state/game_state",
"//src/main/scala/net/eagle0/eagle/model/state/hero",
"//src/main/scala/net/eagle0/eagle/model/state/hero:gender",
"//src/main/scala/net/eagle0/eagle/model/state/hero/backstory_version",
"//src/main/scala/net/eagle0/eagle/model/state/province",
"//src/main/scala/net/eagle0/eagle/model/state/quest",
"//src/main/scala/net/eagle0/eagle/model/state/quest/concrete",
@@ -402,21 +382,15 @@ scala_library(
deps = [
":check_for_faction_changes_action",
":hero_backstory_update_action_generator",
"//src/main/protobuf/net/eagle0/eagle/internal:action_result_scala_proto",
"//src/main/protobuf/net/eagle0/eagle/internal:faction_scala_proto",
"//src/main/protobuf/net/eagle0/eagle/internal:game_state_scala_proto",
"//src/main/scala/net/eagle0/common:functional_random",
"//src/main/scala/net/eagle0/eagle:eagle_pkg",
"//src/main/scala/net/eagle0/eagle/library:eagle_internal_exception",
"//src/main/scala/net/eagle0/eagle/library/actions/applier:action_result_trait_applier",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:action",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:action_with_resulting_state",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:random_sequential_results_action",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:random_state_trait_sequencer",
"//src/main/scala/net/eagle0/eagle/library/actions/applier:action_result_applier",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:protoless_random_sequential_results_action",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:vigor_xp_applier",
"//src/main/scala/net/eagle0/eagle/library/actions/random_state_sequencer",
"//src/main/scala/net/eagle0/eagle/library/settings:prisoner_escape_chance",
"//src/main/scala/net/eagle0/eagle/library/util:eagle_require",
"//src/main/scala/net/eagle0/eagle/library/util:province_event_utils",
"//src/main/scala/net/eagle0/eagle/library/util/province",
"//src/main/scala/net/eagle0/eagle/model/action_result:action_result_trait",
"//src/main/scala/net/eagle0/eagle/model/action_result:changed_battalion_trait",
@@ -434,18 +408,11 @@ scala_library(
"//src/main/scala/net/eagle0/eagle/model/action_result/types:prisoner_escaped_result_type",
"//src/main/scala/net/eagle0/eagle/model/action_result/types:prisoner_move_took_effect_result_type",
"//src/main/scala/net/eagle0/eagle/model/action_result/types:weather_took_effect_result_type",
"//src/main/scala/net/eagle0/eagle/model/proto_converters:notification_converter",
"//src/main/scala/net/eagle0/eagle/model/proto_converters:unaffiliated_hero_converter",
"//src/main/scala/net/eagle0/eagle/model/proto_converters/date",
"//src/main/scala/net/eagle0/eagle/model/proto_converters/faction",
"//src/main/scala/net/eagle0/eagle/model/proto_converters/hero",
"//src/main/scala/net/eagle0/eagle/model/proto_converters/province",
"//src/main/scala/net/eagle0/eagle/model/proto_converters/province:event",
"//src/main/scala/net/eagle0/eagle/model/state:round_phase",
"//src/main/scala/net/eagle0/eagle/model/state/hero",
"//src/main/scala/net/eagle0/eagle/model/state/hero:gender",
"//src/main/scala/net/eagle0/eagle/model/state/game_state",
"//src/main/scala/net/eagle0/eagle/model/state/province:deferred_change_trait",
"//src/main/scala/net/eagle0/eagle/model/state/province:event",
"//src/main/scala/net/eagle0/eagle/model/state/quest",
"//src/main/scala/net/eagle0/eagle/model/state/quest/concrete",
"//src/main/scala/net/eagle0/eagle/model/state/unaffiliated_hero",
],
)
@@ -461,22 +428,15 @@ scala_library(
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:protoless_simple_action",
],
deps = [
"//src/main/protobuf/net/eagle0/eagle/internal:game_state_scala_proto",
"//src/main/scala/net/eagle0/eagle:eagle_pkg",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:protoless_simple_action",
"//src/main/scala/net/eagle0/eagle/model/action_result:action_result_trait",
"//src/main/scala/net/eagle0/eagle/model/action_result:changed_battalion_trait",
"//src/main/scala/net/eagle0/eagle/model/action_result:changed_faction_trait",
"//src/main/scala/net/eagle0/eagle/model/action_result:changed_hero_trait",
"//src/main/scala/net/eagle0/eagle/model/action_result:notification_trait",
"//src/main/scala/net/eagle0/eagle/model/action_result/changed_province",
"//src/main/scala/net/eagle0/eagle/model/action_result/changed_province/concrete",
"//src/main/scala/net/eagle0/eagle/model/action_result/concrete:action_result_concrete",
"//src/main/scala/net/eagle0/eagle/model/action_result/generated_text_request",
"//src/main/scala/net/eagle0/eagle/model/action_result/types:end_defense_decision_phase_result_type",
"//src/main/scala/net/eagle0/eagle/model/proto_converters:army_converter",
"//src/main/scala/net/eagle0/eagle/model/state:army",
"//src/main/scala/net/eagle0/eagle/model/state:round_phase",
"//src/main/scala/net/eagle0/eagle/model/state/game_state",
],
)
@@ -494,28 +454,13 @@ scala_library(
],
deps = [
":withdrawn_army_returns_home_action",
"//src/main/protobuf/net/eagle0/eagle/internal:action_result_scala_proto",
"//src/main/protobuf/net/eagle0/eagle/internal:faction_scala_proto",
"//src/main/protobuf/net/eagle0/eagle/internal:game_state_scala_proto",
"//src/main/scala/net/eagle0/eagle:eagle_pkg",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:action",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:action_with_resulting_state",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:deterministic_sequential_results_action",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:protoless_sequential_results_action",
"//src/main/scala/net/eagle0/eagle/model/action_result:action_result_trait",
"//src/main/scala/net/eagle0/eagle/model/action_result:changed_battalion_trait",
"//src/main/scala/net/eagle0/eagle/model/action_result:changed_hero_trait",
"//src/main/scala/net/eagle0/eagle/model/action_result:notification_trait",
"//src/main/scala/net/eagle0/eagle/model/action_result/changed_province",
"//src/main/scala/net/eagle0/eagle/model/action_result/concrete:action_result_concrete",
"//src/main/scala/net/eagle0/eagle/model/action_result/concrete:changed_battalion_concrete",
"//src/main/scala/net/eagle0/eagle/model/action_result/concrete:changed_hero_concrete",
"//src/main/scala/net/eagle0/eagle/model/action_result/generated_text_request",
"//src/main/scala/net/eagle0/eagle/model/action_result/types:end_free_for_all_decision_phase_result_type",
"//src/main/scala/net/eagle0/eagle/model/proto_converters/province",
"//src/main/scala/net/eagle0/eagle/model/state:round_phase",
"//src/main/scala/net/eagle0/eagle/model/state/hero:gender",
"//src/main/scala/net/eagle0/eagle/model/state/province",
"//src/main/scala/net/eagle0/eagle/model/state/game_state",
],
)
@@ -529,36 +474,29 @@ scala_library(
exports = [
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:action",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:action_with_resulting_state",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:random_sequential_results_action",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:protoless_random_sequential_results_action",
],
deps = [
"//src/main/protobuf/net/eagle0/eagle/api:available_command_scala_proto",
"//src/main/protobuf/net/eagle0/eagle/api:command_scala_proto",
"//src/main/protobuf/net/eagle0/eagle/common:round_phase_scala_proto",
"//src/main/protobuf/net/eagle0/eagle/internal:action_result_scala_proto",
"//src/main/protobuf/net/eagle0/eagle/internal:game_state_scala_proto",
"//src/main/scala/net/eagle0/common:functional_random",
"//src/main/scala/net/eagle0/eagle:eagle_pkg",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/command:command_factory",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/command:legacy_handle_riot_utils",
"//src/main/scala/net/eagle0/eagle/library/actions/applier:action_result_applier",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/command:handle_riot_utils",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/command:t_command_factory",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:action",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:action_with_resulting_state",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:random_sequential_results_action",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:random_state_proto_sequencer",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:protoless_random_sequential_results_action",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:t_command",
"//src/main/scala/net/eagle0/eagle/library/actions/random_state_sequencer",
"//src/main/scala/net/eagle0/eagle/library/util/command_choice_helpers",
"//src/main/scala/net/eagle0/eagle/library/util/province:legacy_province_utils",
"//src/main/scala/net/eagle0/eagle/library/util/province",
"//src/main/scala/net/eagle0/eagle/model/action_result:action_result_trait",
"//src/main/scala/net/eagle0/eagle/model/action_result:changed_battalion_trait",
"//src/main/scala/net/eagle0/eagle/model/action_result:changed_hero_trait",
"//src/main/scala/net/eagle0/eagle/model/action_result:notification_trait",
"//src/main/scala/net/eagle0/eagle/model/action_result/changed_province/concrete",
"//src/main/scala/net/eagle0/eagle/model/action_result/concrete:action_result_concrete",
"//src/main/scala/net/eagle0/eagle/model/action_result/concrete:changed_battalion_concrete",
"//src/main/scala/net/eagle0/eagle/model/action_result/concrete:changed_hero_concrete",
"//src/main/scala/net/eagle0/eagle/model/action_result/generated_text_request",
"//src/main/scala/net/eagle0/eagle/model/action_result/types:end_handle_riots_phase_result_type",
"//src/main/scala/net/eagle0/eagle/model/proto_converters:notification_converter",
"//src/main/scala/net/eagle0/eagle/model/proto_converters/game_state",
"//src/main/scala/net/eagle0/eagle/model/proto_converters/province",
"//src/main/scala/net/eagle0/eagle/model/state:round_phase",
"//src/main/scala/net/eagle0/eagle/model/state/game_state",
"//src/main/scala/net/eagle0/eagle/model/state/province",
@@ -628,7 +566,6 @@ scala_library(
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:protoless_simple_action",
],
deps = [
"//src/main/protobuf/net/eagle0/eagle/internal:game_state_scala_proto",
"//src/main/scala/net/eagle0/eagle:eagle_pkg",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:protoless_simple_action",
"//src/main/scala/net/eagle0/eagle/model/action_result:action_result_trait",
@@ -641,8 +578,8 @@ scala_library(
"//src/main/scala/net/eagle0/eagle/model/action_result/concrete:notification_concrete",
"//src/main/scala/net/eagle0/eagle/model/action_result/generated_text_request",
"//src/main/scala/net/eagle0/eagle/model/action_result/types:end_please_recruit_me_phase_result_type",
"//src/main/scala/net/eagle0/eagle/model/proto_converters:notification_converter",
"//src/main/scala/net/eagle0/eagle/model/state:round_phase",
"//src/main/scala/net/eagle0/eagle/model/state/game_state",
],
)
@@ -714,6 +651,7 @@ scala_library(
"//src/main/scala/net/eagle0/eagle/model/state:round_phase",
"//src/main/scala/net/eagle0/eagle/model/state/date",
"//src/main/scala/net/eagle0/eagle/model/state/faction",
"//src/main/scala/net/eagle0/eagle/model/state/game_state",
"//src/main/scala/net/eagle0/eagle/model/state/hero",
"//src/main/scala/net/eagle0/eagle/model/state/hero:gender",
"//src/main/scala/net/eagle0/eagle/model/state/province",
@@ -733,7 +671,7 @@ scala_library(
exports = [
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:action",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:action_with_resulting_state",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:t_random_sequential_results_action",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:protoless_random_sequential_results_action",
],
deps = [
":check_for_faction_changes_action",
@@ -742,9 +680,9 @@ scala_library(
":hero_backstory_update_action_generator",
"//src/main/scala/net/eagle0/common:functional_random",
"//src/main/scala/net/eagle0/eagle:eagle_pkg",
"//src/main/scala/net/eagle0/eagle/library/actions/applier:action_result_trait_applier",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:random_state_trait_sequencer",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:t_random_sequential_results_action",
"//src/main/scala/net/eagle0/eagle/library/actions/applier:action_result_applier",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:protoless_random_sequential_results_action",
"//src/main/scala/net/eagle0/eagle/library/actions/random_state_sequencer",
"//src/main/scala/net/eagle0/eagle/library/util:eagle_require",
"//src/main/scala/net/eagle0/eagle/model/action_result:action_result_trait",
"//src/main/scala/net/eagle0/eagle/model/action_result:changed_battalion_trait",
@@ -756,11 +694,7 @@ scala_library(
"//src/main/scala/net/eagle0/eagle/model/action_result/concrete:changed_hero_concrete",
"//src/main/scala/net/eagle0/eagle/model/action_result/generated_text_request",
"//src/main/scala/net/eagle0/eagle/model/action_result/types:end_vassal_commands_phase_result_type",
"//src/main/scala/net/eagle0/eagle/model/proto_converters:battalion_converter",
"//src/main/scala/net/eagle0/eagle/model/proto_converters/date",
"//src/main/scala/net/eagle0/eagle/model/proto_converters/faction",
"//src/main/scala/net/eagle0/eagle/model/proto_converters/hero",
"//src/main/scala/net/eagle0/eagle/model/proto_converters/province",
"//src/main/scala/net/eagle0/eagle/model/proto_converters:battalion_type_converter",
"//src/main/scala/net/eagle0/eagle/model/state:round_phase",
"//src/main/scala/net/eagle0/eagle/model/state/battalion",
"//src/main/scala/net/eagle0/eagle/model/state/date",
@@ -858,7 +792,7 @@ scala_library(
"//src/main/protobuf/net/eagle0/eagle/internal:game_state_scala_proto",
"//src/main/scala/net/eagle0/eagle:eagle_pkg",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:protoless_sequential_results_action",
"//src/main/scala/net/eagle0/eagle/library/util/faction_utils:legacy_faction_utils",
"//src/main/scala/net/eagle0/eagle/library/util/faction_utils",
"//src/main/scala/net/eagle0/eagle/model/action_result:action_result_trait",
"//src/main/scala/net/eagle0/eagle/model/action_result:changed_battalion_trait",
"//src/main/scala/net/eagle0/eagle/model/action_result:changed_hero_trait",
@@ -866,9 +800,11 @@ scala_library(
"//src/main/scala/net/eagle0/eagle/model/action_result/concrete:action_result_concrete",
"//src/main/scala/net/eagle0/eagle/model/action_result/concrete:changed_battalion_concrete",
"//src/main/scala/net/eagle0/eagle/model/action_result/concrete:changed_hero_concrete",
"//src/main/scala/net/eagle0/eagle/model/proto_converters/hero",
"//src/main/scala/net/eagle0/eagle/model/state/game_state",
"//src/main/scala/net/eagle0/eagle/model/state/hero",
"//src/main/scala/net/eagle0/eagle/model/state/hero:gender",
"//src/main/scala/net/eagle0/eagle/model/state/quest",
"//src/main/scala/net/eagle0/eagle/model/state/unaffiliated_hero",
],
)
@@ -915,23 +851,18 @@ scala_library(
exports = [
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:action",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:action_with_resulting_state",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:t_random_sequential_results_action",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:protoless_random_sequential_results_action",
],
deps = [
":chronicle_event_generator",
":hero_stat_gain_action",
":new_year_action",
"//src/main/protobuf/net/eagle0/eagle/common:date_scala_proto",
"//src/main/protobuf/net/eagle0/eagle/common:profession_scala_proto",
"//src/main/protobuf/net/eagle0/eagle/internal:action_result_scala_proto",
"//src/main/protobuf/net/eagle0/eagle/internal:faction_scala_proto",
"//src/main/protobuf/net/eagle0/eagle/internal:game_state_scala_proto",
"//src/main/scala/net/eagle0/common:functional_random",
"//src/main/scala/net/eagle0/eagle:eagle_pkg",
"//src/main/scala/net/eagle0/eagle/library:game_history",
"//src/main/scala/net/eagle0/eagle/library/actions/applier:action_result_trait_applier",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:random_state_trait_sequencer",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:t_random_sequential_results_action",
"//src/main/scala/net/eagle0/eagle/library/actions/applier:action_result_applier",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:protoless_random_sequential_results_action",
"//src/main/scala/net/eagle0/eagle/library/actions/random_state_sequencer",
"//src/main/scala/net/eagle0/eagle/library/settings:empty_province_monthly_devastation_delta",
"//src/main/scala/net/eagle0/eagle/library/settings:faction_bias_minimum_adjustment_per_round",
"//src/main/scala/net/eagle0/eagle/library/settings:faction_bias_multiplier_per_round",
@@ -940,10 +871,9 @@ scala_library(
"//src/main/scala/net/eagle0/eagle/library/settings:over_hero_cap_loyalty_delta",
"//src/main/scala/net/eagle0/eagle/library/settings:over_resource_limit_loss",
"//src/main/scala/net/eagle0/eagle/library/settings:trust_delta_per_round",
"//src/main/scala/net/eagle0/eagle/library/util:date_utils",
"//src/main/scala/net/eagle0/eagle/library/util:eagle_require",
"//src/main/scala/net/eagle0/eagle/library/util:price_index_utils",
"//src/main/scala/net/eagle0/eagle/library/util/province:legacy_province_utils",
"//src/main/scala/net/eagle0/eagle/library/util/province",
"//src/main/scala/net/eagle0/eagle/model/action_result:action_result_trait",
"//src/main/scala/net/eagle0/eagle/model/action_result:changed_battalion_trait",
"//src/main/scala/net/eagle0/eagle/model/action_result:changed_faction_trait",
@@ -956,18 +886,13 @@ scala_library(
"//src/main/scala/net/eagle0/eagle/model/action_result/generated_text_request",
"//src/main/scala/net/eagle0/eagle/model/action_result/generated_text_request/chronicle_event",
"//src/main/scala/net/eagle0/eagle/model/action_result/types:new_round_action_result_type",
"//src/main/scala/net/eagle0/eagle/model/action_result/types/base:action_result_type",
"//src/main/scala/net/eagle0/eagle/model/proto_converters:action_result_proto_converter",
"//src/main/scala/net/eagle0/eagle/model/proto_converters:unaffiliated_hero_converter",
"//src/main/scala/net/eagle0/eagle/model/proto_converters/date",
"//src/main/scala/net/eagle0/eagle/model/proto_converters/game_state",
"//src/main/scala/net/eagle0/eagle/model/proto_converters/hero",
"//src/main/scala/net/eagle0/eagle/model/proto_converters/llm_request/chronicle_event",
"//src/main/scala/net/eagle0/eagle/model/state:round_phase",
"//src/main/scala/net/eagle0/eagle/model/state/chronicle_entry",
"//src/main/scala/net/eagle0/eagle/model/state/date",
"//src/main/scala/net/eagle0/eagle/model/state/faction",
"//src/main/scala/net/eagle0/eagle/model/state/game_state",
"//src/main/scala/net/eagle0/eagle/model/state/province",
"//src/main/scala/net/eagle0/eagle/model/state/quest",
"//src/main/scala/net/eagle0/eagle/model/state/unaffiliated_hero",
],
@@ -1052,34 +977,26 @@ scala_library(
"//src/test/scala/net/eagle0/eagle/library/actions/impl:__subpackages__",
],
exports = [
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:action",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:action_with_resulting_state",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:deterministic_sequential_results_action",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:protoless_sequential_results_action",
],
deps = [
"//src/main/protobuf/net/eagle0/eagle/internal:action_result_scala_proto",
"//src/main/protobuf/net/eagle0/eagle/internal:game_state_scala_proto",
"//src/main/protobuf/net/eagle0/eagle/internal:province_scala_proto",
"//src/main/scala/net/eagle0/eagle:eagle_pkg",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:action",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:deterministic_sequential_results_action",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:protoless_sequential_results_action",
"//src/main/scala/net/eagle0/eagle/library/actions/util:shattered_army_utils",
"//src/main/scala/net/eagle0/eagle/library/settings:winter_supplies_loss",
"//src/main/scala/net/eagle0/eagle/library/util/province:legacy_province_utils",
"//src/main/scala/net/eagle0/eagle/library/util/province",
"//src/main/scala/net/eagle0/eagle/model/action_result:action_result_trait",
"//src/main/scala/net/eagle0/eagle/model/action_result:changed_battalion_trait",
"//src/main/scala/net/eagle0/eagle/model/action_result:changed_hero_trait",
"//src/main/scala/net/eagle0/eagle/model/action_result:notification_trait",
"//src/main/scala/net/eagle0/eagle/model/action_result/changed_province",
"//src/main/scala/net/eagle0/eagle/model/action_result/changed_province/concrete",
"//src/main/scala/net/eagle0/eagle/model/action_result/concrete:action_result_concrete",
"//src/main/scala/net/eagle0/eagle/model/action_result/concrete:changed_battalion_concrete",
"//src/main/scala/net/eagle0/eagle/model/action_result/concrete:changed_hero_concrete",
"//src/main/scala/net/eagle0/eagle/model/action_result/generated_text_request",
"//src/main/scala/net/eagle0/eagle/model/proto_converters:action_result_proto_converter",
"//src/main/scala/net/eagle0/eagle/model/proto_converters:army_converter",
"//src/main/scala/net/eagle0/eagle/model/proto_converters/province",
"//src/main/scala/net/eagle0/eagle/model/action_result/types:end_forced_turn_back_phase_result_type",
"//src/main/scala/net/eagle0/eagle/model/action_result/types:weather_forced_supplies_back_result_type",
"//src/main/scala/net/eagle0/eagle/model/action_result/types:weather_forced_supplies_lost_result_type",
"//src/main/scala/net/eagle0/eagle/model/action_result/types:weather_forced_turn_back_result_type",
"//src/main/scala/net/eagle0/eagle/model/state:army",
"//src/main/scala/net/eagle0/eagle/model/state/hero:gender",
"//src/main/scala/net/eagle0/eagle/model/state:round_phase",
"//src/main/scala/net/eagle0/eagle/model/state:supplies",
"//src/main/scala/net/eagle0/eagle/model/state/game_state",
"//src/main/scala/net/eagle0/eagle/model/state/province",
],
)
@@ -1092,22 +1009,35 @@ scala_library(
"//src/test/scala/net/eagle0/eagle/library/actions/impl:__subpackages__",
],
exports = [
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:action",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:action_with_resulting_state",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:deterministic_sequential_results_action",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:protoless_random_sequential_results_action",
],
deps = [
"//src/main/protobuf/net/eagle0/eagle/internal:action_result_scala_proto",
"//src/main/protobuf/net/eagle0/eagle/internal:faction_scala_proto",
"//src/main/protobuf/net/eagle0/eagle/internal:game_state_scala_proto",
"//src/main/scala/net/eagle0/common:functional_random",
"//src/main/scala/net/eagle0/eagle:eagle_pkg",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:action",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:deterministic_sequential_results_action",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:protoless_random_sequential_results_action",
"//src/main/scala/net/eagle0/eagle/library/settings:faction_bias_from_departure",
"//src/main/scala/net/eagle0/eagle/library/settings:loyalty_threshold",
"//src/main/scala/net/eagle0/eagle/library/util/hero:legacy_hero_utils",
"//src/main/scala/net/eagle0/eagle/library/util/province:legacy_province_utils",
"//src/main/scala/net/eagle0/eagle/library/util/hero:hero_utils",
"//src/main/scala/net/eagle0/eagle/library/util/province",
"//src/main/scala/net/eagle0/eagle/model/action_result:action_result_trait",
"//src/main/scala/net/eagle0/eagle/model/action_result:notification_trait",
"//src/main/scala/net/eagle0/eagle/model/action_result/changed_province",
"//src/main/scala/net/eagle0/eagle/model/action_result/changed_province/concrete",
"//src/main/scala/net/eagle0/eagle/model/action_result/concrete:action_result_concrete",
"//src/main/scala/net/eagle0/eagle/model/action_result/concrete:changed_hero_concrete",
"//src/main/scala/net/eagle0/eagle/model/action_result/concrete:notification_concrete",
"//src/main/scala/net/eagle0/eagle/model/action_result/generated_text_request",
"//src/main/scala/net/eagle0/eagle/model/action_result/types:end_hero_departure_phase_result_type",
"//src/main/scala/net/eagle0/eagle/model/action_result/types:heroes_departed_result_type",
"//src/main/scala/net/eagle0/eagle/model/state:round_phase",
"//src/main/scala/net/eagle0/eagle/model/state/date",
"//src/main/scala/net/eagle0/eagle/model/state/game_state",
"//src/main/scala/net/eagle0/eagle/model/state/hero",
"//src/main/scala/net/eagle0/eagle/model/state/hero:event_for_hero_backstory_trait",
"//src/main/scala/net/eagle0/eagle/model/state/province",
"//src/main/scala/net/eagle0/eagle/model/state/quest",
"//src/main/scala/net/eagle0/eagle/model/state/unaffiliated_hero",
"//src/main/scala/net/eagle0/eagle/model/state/unaffiliated_hero/concrete",
],
)
@@ -1197,16 +1127,12 @@ scala_library(
exports = [
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:action",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:action_with_resulting_state",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:random_sequential_results_action",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:protoless_random_sequential_results_action",
],
deps = [
"//src/main/protobuf/net/eagle0/eagle/common:province_event_scala_proto",
"//src/main/protobuf/net/eagle0/eagle/common:round_phase_scala_proto",
"//src/main/protobuf/net/eagle0/eagle/internal:action_result_scala_proto",
"//src/main/protobuf/net/eagle0/eagle/internal:game_state_scala_proto",
"//src/main/scala/net/eagle0/common:functional_random",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:action",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:random_sequential_results_action",
"//src/main/scala/net/eagle0/eagle:eagle_pkg",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:protoless_random_sequential_results_action",
"//src/main/scala/net/eagle0/eagle/library/settings:base_beasts_count",
"//src/main/scala/net/eagle0/eagle/library/settings:beasts_duration_months",
"//src/main/scala/net/eagle0/eagle/library/settings:beasts_event_chance",
@@ -1241,12 +1167,23 @@ scala_library(
"//src/main/scala/net/eagle0/eagle/library/settings:months_between_riots_support_multiplier",
"//src/main/scala/net/eagle0/eagle/library/settings:riot_event_chance",
"//src/main/scala/net/eagle0/eagle/library/util:beast_utils",
"//src/main/scala/net/eagle0/eagle/library/util:date_utils",
"//src/main/scala/net/eagle0/eagle/library/util:incoming_army_utils",
"//src/main/scala/net/eagle0/eagle/library/util:province_event_utils",
"//src/main/scala/net/eagle0/eagle/library/util/province:legacy_province_utils",
"//src/main/scala/net/eagle0/eagle/model/proto_converters/game_state",
"//src/main/scala/net/eagle0/eagle/library/util/province",
"//src/main/scala/net/eagle0/eagle/model/action_result:action_result_trait",
"//src/main/scala/net/eagle0/eagle/model/action_result/changed_province/concrete",
"//src/main/scala/net/eagle0/eagle/model/action_result/concrete:action_result_concrete",
"//src/main/scala/net/eagle0/eagle/model/action_result/concrete:changed_battalion_concrete",
"//src/main/scala/net/eagle0/eagle/model/action_result/concrete:changed_faction_concrete",
"//src/main/scala/net/eagle0/eagle/model/action_result/concrete:changed_hero_concrete",
"//src/main/scala/net/eagle0/eagle/model/action_result/types:province_events_changed_result_type",
"//src/main/scala/net/eagle0/eagle/model/state:beast_info",
"//src/main/scala/net/eagle0/eagle/model/state:round_phase",
"//src/main/scala/net/eagle0/eagle/model/state/battalion",
"//src/main/scala/net/eagle0/eagle/model/state/date",
"//src/main/scala/net/eagle0/eagle/model/state/faction",
"//src/main/scala/net/eagle0/eagle/model/state/game_state",
"//src/main/scala/net/eagle0/eagle/model/state/province",
"//src/main/scala/net/eagle0/eagle/model/state/quest",
"//src/main/scala/net/eagle0/eagle/model/state/unaffiliated_hero",
],
)
@@ -1258,41 +1195,21 @@ scala_library(
"//src/test/scala/net/eagle0/eagle/library/actions/impl:__subpackages__",
],
exports = [
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:action",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:action_with_resulting_state",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:t_random_sequential_results_action",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:protoless_random_sequential_results_action",
],
deps = [
":end_province_move_resolution_phase_action",
":friendly_move_action",
":shipment_arrived_action",
"//src/main/protobuf/net/eagle0/eagle/common:round_phase_scala_proto",
"//src/main/protobuf/net/eagle0/eagle/internal:game_state_scala_proto",
"//src/main/scala/net/eagle0/common:functional_random",
"//src/main/scala/net/eagle0/eagle:eagle_pkg",
"//src/main/scala/net/eagle0/eagle/library/actions/applier:action_result_trait_applier",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:action",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:action_with_resulting_state",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:t_random_sequential_results_action",
"//src/main/scala/net/eagle0/eagle/library/actions/applier:action_result_applier",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:protoless_random_sequential_results_action",
"//src/main/scala/net/eagle0/eagle/library/actions/random_state_sequencer",
"//src/main/scala/net/eagle0/eagle/model/action_result:action_result_trait",
"//src/main/scala/net/eagle0/eagle/model/action_result:changed_battalion_trait",
"//src/main/scala/net/eagle0/eagle/model/action_result:changed_hero_trait",
"//src/main/scala/net/eagle0/eagle/model/action_result:notification_trait",
"//src/main/scala/net/eagle0/eagle/model/action_result/changed_province",
"//src/main/scala/net/eagle0/eagle/model/action_result/concrete:action_result_concrete",
"//src/main/scala/net/eagle0/eagle/model/action_result/concrete:changed_battalion_concrete",
"//src/main/scala/net/eagle0/eagle/model/action_result/concrete:changed_hero_concrete",
"//src/main/scala/net/eagle0/eagle/model/action_result/generated_text_request",
"//src/main/scala/net/eagle0/eagle/model/proto_converters:army_converter",
"//src/main/scala/net/eagle0/eagle/model/proto_converters:supplies_converter",
"//src/main/scala/net/eagle0/eagle/model/proto_converters/faction",
"//src/main/scala/net/eagle0/eagle/model/proto_converters/game_state",
"//src/main/scala/net/eagle0/eagle/model/proto_converters/hero",
"//src/main/scala/net/eagle0/eagle/model/proto_converters/province",
"//src/main/scala/net/eagle0/eagle/model/state:army",
"//src/main/scala/net/eagle0/eagle/model/state/game_state",
"//src/main/scala/net/eagle0/eagle/model/state/hero",
"//src/main/scala/net/eagle0/eagle/model/state/hero:gender",
"//src/main/scala/net/eagle0/eagle/model/state/province",
],
)
@@ -1343,15 +1260,15 @@ scala_library(
exports = [
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:action",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:action_with_resulting_state",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:t_random_sequential_results_action",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:protoless_random_sequential_results_action",
],
deps = [
"//src/main/protobuf/net/eagle0/eagle/internal:game_state_scala_proto",
"//src/main/protobuf/net/eagle0/eagle/internal:province_scala_proto",
"//src/main/scala/net/eagle0/common:functional_random",
"//src/main/scala/net/eagle0/eagle:eagle_pkg",
"//src/main/scala/net/eagle0/eagle/library/actions/applier:action_result_trait_applier",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:random_state_trait_sequencer",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:t_random_sequential_results_action",
"//src/main/scala/net/eagle0/eagle/library/actions/applier:action_result_applier",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:protoless_random_sequential_results_action",
"//src/main/scala/net/eagle0/eagle/library/actions/random_state_sequencer",
"//src/main/scala/net/eagle0/eagle/library/util:returning_heroes",
"//src/main/scala/net/eagle0/eagle/library/util/view_filters:province_view_filter",
"//src/main/scala/net/eagle0/eagle/model/action_result:action_result_trait",
@@ -1360,18 +1277,16 @@ scala_library(
"//src/main/scala/net/eagle0/eagle/model/action_result:changed_hero_trait",
"//src/main/scala/net/eagle0/eagle/model/action_result:notification_trait",
"//src/main/scala/net/eagle0/eagle/model/action_result/changed_province",
"//src/main/scala/net/eagle0/eagle/model/action_result/generated_text_request",
"//src/main/scala/net/eagle0/eagle/model/action_result/changed_province/concrete",
"//src/main/scala/net/eagle0/eagle/model/action_result/concrete:action_result_concrete",
"//src/main/scala/net/eagle0/eagle/model/action_result/concrete:changed_faction_concrete",
"//src/main/scala/net/eagle0/eagle/model/action_result/concrete:client_text_visibility_extension_concrete",
"//src/main/scala/net/eagle0/eagle/model/action_result/generated_text_request",
"//src/main/scala/net/eagle0/eagle/model/action_result/types:end_recon_resolution_phase_result_type",
"//src/main/scala/net/eagle0/eagle/model/action_result/types:recon_succeeded_result_type",
"//src/main/scala/net/eagle0/eagle/model/proto_converters:incoming_end_turn_action_converter",
"//src/main/scala/net/eagle0/eagle/model/proto_converters/game_state",
"//src/main/scala/net/eagle0/eagle/model/proto_converters/province",
"//src/main/scala/net/eagle0/eagle/model/state:round_phase",
"//src/main/scala/net/eagle0/eagle/model/state/game_state",
"//src/main/scala/net/eagle0/eagle/model/state/province:incoming_end_turn_action",
],
)
@@ -1383,26 +1298,20 @@ scala_library(
"//src/test/scala/net/eagle0/eagle/library/actions/impl:__subpackages__",
],
exports = [
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:action",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:action_with_resulting_state",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:t_random_sequential_results_action",
"//src/main/scala/net/eagle0/eagle/library/actions/applier:action_result_applier",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:protoless_random_sequential_results_action",
"//src/main/scala/net/eagle0/eagle/library/util/hero_generator",
],
deps = [
":end_unaffiliated_hero_actions_phase_action",
":unaffiliated_hero_appeared_action",
":unaffiliated_hero_rejoined_action",
"//src/main/protobuf/net/eagle0/eagle/common:round_phase_scala_proto",
"//src/main/protobuf/net/eagle0/eagle/common:unaffiliated_hero_quest_scala_proto",
"//src/main/protobuf/net/eagle0/eagle/internal:game_state_scala_proto",
"//src/main/scala/net/eagle0/common:functional_random",
"//src/main/scala/net/eagle0/eagle:eagle_pkg",
"//src/main/scala/net/eagle0/eagle/library/actions/applier:action_result_trait_applier",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:action",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:action_with_resulting_state",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:random_state_trait_sequencer",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:t_random_sequential_results_action",
"//src/main/scala/net/eagle0/eagle/library/actions/applier:action_result_applier",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:protoless_random_sequential_results_action",
"//src/main/scala/net/eagle0/eagle/library/actions/name_generation_request",
"//src/main/scala/net/eagle0/eagle/library/actions/random_state_sequencer",
"//src/main/scala/net/eagle0/eagle/library/settings:free_hero_move_vigor_cost",
"//src/main/scala/net/eagle0/eagle/library/settings:min_vigor_for_free_hero_move",
"//src/main/scala/net/eagle0/eagle/library/settings:new_hero_chance",
@@ -1433,10 +1342,6 @@ scala_library(
"//src/main/scala/net/eagle0/eagle/model/action_result/types:hero_changed_result_type",
"//src/main/scala/net/eagle0/eagle/model/action_result/types:hero_moved_result_type",
"//src/main/scala/net/eagle0/eagle/model/action_result/types:new_quests_result_type",
"//src/main/scala/net/eagle0/eagle/model/proto_converters/faction",
"//src/main/scala/net/eagle0/eagle/model/proto_converters/game_state",
"//src/main/scala/net/eagle0/eagle/model/proto_converters/hero",
"//src/main/scala/net/eagle0/eagle/model/proto_converters/province",
"//src/main/scala/net/eagle0/eagle/model/state/game_state",
"//src/main/scala/net/eagle0/eagle/model/state/hero",
"//src/main/scala/net/eagle0/eagle/model/state/hero:gender",
@@ -1456,37 +1361,31 @@ scala_library(
"//src/test/scala/net/eagle0/eagle/library/actions/impl:__subpackages__",
],
exports = [
"//src/main/scala/net/eagle0/eagle/library/actions/impl/command:command_factory",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:action",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:action_with_resulting_state",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:random_sequential_results_action",
"//src/main/scala/net/eagle0/eagle/library/actions/applier:action_result_applier",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/command:t_command_factory",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:protoless_random_sequential_results_action",
],
deps = [
"//src/main/protobuf/net/eagle0/eagle/api:available_command_scala_proto",
"//src/main/protobuf/net/eagle0/eagle/api:command_scala_proto",
"//src/main/protobuf/net/eagle0/eagle/common:round_phase_scala_proto",
"//src/main/protobuf/net/eagle0/eagle/internal:action_result_scala_proto",
"//src/main/protobuf/net/eagle0/eagle/common:province_order_type_scala_proto",
"//src/main/protobuf/net/eagle0/eagle/internal:game_state_scala_proto",
"//src/main/scala/net/eagle0/common:functional_random",
"//src/main/scala/net/eagle0/common:more_option",
"//src/main/scala/net/eagle0/eagle:eagle_pkg",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/command:command_factory",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:action",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:action_with_resulting_state",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:random_sequential_results_action",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:random_state_proto_sequencer",
"//src/main/scala/net/eagle0/eagle/library/actions/applier:action_result_applier",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/command:t_command_factory",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:protoless_random_sequential_results_action",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:t_command",
"//src/main/scala/net/eagle0/eagle/library/actions/random_state_sequencer",
"//src/main/scala/net/eagle0/eagle/library/util:command_selection",
"//src/main/scala/net/eagle0/eagle/library/util/command_choice_helpers",
"//src/main/scala/net/eagle0/eagle/library/util/command_choice_helpers:command_chooser",
"//src/main/scala/net/eagle0/eagle/library/util/province:legacy_province_utils",
"//src/main/scala/net/eagle0/eagle/library/util/province",
"//src/main/scala/net/eagle0/eagle/model/action_result:action_result_trait",
"//src/main/scala/net/eagle0/eagle/model/action_result:changed_battalion_trait",
"//src/main/scala/net/eagle0/eagle/model/action_result:changed_hero_trait",
"//src/main/scala/net/eagle0/eagle/model/action_result:notification_trait",
"//src/main/scala/net/eagle0/eagle/model/action_result/concrete:action_result_concrete",
"//src/main/scala/net/eagle0/eagle/model/action_result/concrete:changed_battalion_concrete",
"//src/main/scala/net/eagle0/eagle/model/action_result/concrete:changed_hero_concrete",
"//src/main/scala/net/eagle0/eagle/model/proto_converters/game_state",
"//src/main/scala/net/eagle0/eagle/model/state/game_state",
"//src/main/scala/net/eagle0/eagle/model/state/province",
],
)
@@ -1498,26 +1397,27 @@ scala_library(
"//src/test/scala/net/eagle0/eagle/library/actions/impl:__subpackages__",
],
exports = [
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:action",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:action_with_resulting_state",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:random_sequential_results_action",
"//src/main/scala/net/eagle0/eagle/library/actions/applier:action_result_applier",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/command:t_command_factory",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:protoless_random_sequential_results_action",
],
deps = [
"//src/main/protobuf/net/eagle0/eagle/api:available_command_scala_proto",
"//src/main/protobuf/net/eagle0/eagle/api:command_scala_proto",
"//src/main/protobuf/net/eagle0/eagle/common:round_phase_scala_proto",
"//src/main/protobuf/net/eagle0/eagle/internal:action_result_scala_proto",
"//src/main/protobuf/net/eagle0/eagle/internal:game_state_scala_proto",
"//src/main/scala/net/eagle0/common:functional_random",
"//src/main/scala/net/eagle0/eagle:eagle_pkg",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/command:command_factory",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:action",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:action_with_resulting_state",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:random_sequential_results_action",
"//src/main/scala/net/eagle0/eagle/library/actions/applier:action_result_applier",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/command:t_command_factory",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:protoless_random_sequential_results_action",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:t_command",
"//src/main/scala/net/eagle0/eagle/library/actions/random_state_sequencer",
"//src/main/scala/net/eagle0/eagle/library/util:command_selection",
"//src/main/scala/net/eagle0/eagle/library/util/command_choice_helpers",
"//src/main/scala/net/eagle0/eagle/library/util/province:legacy_province_utils",
"//src/main/scala/net/eagle0/eagle/library/util/province",
"//src/main/scala/net/eagle0/eagle/model/action_result:action_result_trait",
"//src/main/scala/net/eagle0/eagle/model/proto_converters/game_state",
"//src/main/scala/net/eagle0/eagle/model/state/game_state",
"//src/main/scala/net/eagle0/eagle/model/state/province",
],
)
@@ -1529,16 +1429,23 @@ scala_library(
"//src/test/scala/net/eagle0/eagle/library/actions/impl:__subpackages__",
],
exports = [
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:action",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:action_with_resulting_state",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:deterministic_sequential_results_action",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:protoless_sequential_results_action",
],
deps = [
"//src/main/protobuf/net/eagle0/eagle/internal:game_state_scala_proto",
"//src/main/scala/net/eagle0/eagle:eagle_pkg",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:action_with_resulting_state",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:deterministic_sequential_results_action",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:protoless_sequential_results_action",
"//src/main/scala/net/eagle0/eagle/library/util:eagle_require",
"//src/main/scala/net/eagle0/eagle/model/action_result:action_result_trait",
"//src/main/scala/net/eagle0/eagle/model/action_result/changed_province/concrete",
"//src/main/scala/net/eagle0/eagle/model/action_result/concrete:action_result_concrete",
"//src/main/scala/net/eagle0/eagle/model/action_result/concrete:changed_hero_concrete",
"//src/main/scala/net/eagle0/eagle/model/action_result/concrete:notification_concrete",
"//src/main/scala/net/eagle0/eagle/model/action_result/types:end_prisoner_exchange_phase_result_type",
"//src/main/scala/net/eagle0/eagle/model/action_result/types:prisoners_exchanged_result_type",
"//src/main/scala/net/eagle0/eagle/model/state:round_phase",
"//src/main/scala/net/eagle0/eagle/model/state/game_state",
"//src/main/scala/net/eagle0/eagle/model/state/quest",
"//src/main/scala/net/eagle0/eagle/model/state/unaffiliated_hero",
],
)
@@ -1702,20 +1609,21 @@ scala_library(
"//src/test/scala/net/eagle0/eagle/library/actions/impl:__subpackages__",
],
exports = [
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:action",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:action_with_resulting_state",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:deterministic_sequential_results_action",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:protoless_sequential_results_action",
],
deps = [
"//src/main/protobuf/net/eagle0/eagle/common:round_phase_scala_proto",
"//src/main/protobuf/net/eagle0/eagle/internal:action_result_scala_proto",
"//src/main/protobuf/net/eagle0/eagle/internal:faction_relationship_scala_proto",
"//src/main/protobuf/net/eagle0/eagle/internal:game_state_scala_proto",
"//src/main/scala/net/eagle0/eagle:eagle_pkg",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:action",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:deterministic_sequential_results_action",
"//src/main/scala/net/eagle0/eagle/library/util:legacy_battalion_utils",
"//src/main/scala/net/eagle0/eagle/shardok_interface:eagle_unit",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:protoless_sequential_results_action",
"//src/main/scala/net/eagle0/eagle/library/util:battalion_utils",
"//src/main/scala/net/eagle0/eagle/model/action_result:action_result_trait",
"//src/main/scala/net/eagle0/eagle/model/action_result/changed_province/concrete",
"//src/main/scala/net/eagle0/eagle/model/action_result/concrete:action_result_concrete",
"//src/main/scala/net/eagle0/eagle/model/action_result/types:start_battle_result_type",
"//src/main/scala/net/eagle0/eagle/model/state:army",
"//src/main/scala/net/eagle0/eagle/model/state:battalion_type",
"//src/main/scala/net/eagle0/eagle/model/state/game_state",
"//src/main/scala/net/eagle0/eagle/model/state/province",
"//src/main/scala/net/eagle0/eagle/model/state/shardok_battle",
],
)
@@ -1758,8 +1666,6 @@ scala_library(
"//src/main/scala/net/eagle0/eagle/model/action_result:notification_trait",
"//src/main/scala/net/eagle0/eagle/model/action_result/changed_province",
"//src/main/scala/net/eagle0/eagle/model/action_result/changed_province/concrete",
"//src/main/scala/net/eagle0/eagle/model/action_result/concrete:action_result_concrete",
"//src/main/scala/net/eagle0/eagle/model/action_result/concrete:changed_battalion_concrete",
"//src/main/scala/net/eagle0/eagle/model/action_result/concrete:changed_hero_concrete",
"//src/main/scala/net/eagle0/eagle/model/action_result/generated_text_request",
"//src/main/scala/net/eagle0/eagle/model/proto_converters:action_result_proto_converter",
@@ -1860,17 +1766,17 @@ scala_library(
exports = [
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:action",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:action_with_resulting_state",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:t_random_sequential_results_action",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:protoless_random_sequential_results_action",
],
deps = [
":withdrawn_army_returns_home_action",
"//src/main/scala/net/eagle0/common:functional_random",
"//src/main/scala/net/eagle0/eagle:eagle_pkg",
"//src/main/scala/net/eagle0/eagle/library/actions/applier:action_result_trait_applier",
"//src/main/scala/net/eagle0/eagle/library/actions/applier:action_result_applier",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:protoless_random_sequential_results_action",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:protoless_sequential_results_action",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:random_state_trait_sequencer",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:t_random_sequential_results_action",
"//src/main/scala/net/eagle0/eagle/library/util/faction_utils:legacy_faction_utils",
"//src/main/scala/net/eagle0/eagle/library/actions/random_state_sequencer",
"//src/main/scala/net/eagle0/eagle/library/util/faction_utils",
"//src/main/scala/net/eagle0/eagle/model/action_result:action_result_trait",
"//src/main/scala/net/eagle0/eagle/model/action_result:changed_battalion_trait",
"//src/main/scala/net/eagle0/eagle/model/action_result:changed_hero_trait",
@@ -1882,10 +1788,9 @@ scala_library(
"//src/main/scala/net/eagle0/eagle/model/action_result/generated_text_request",
"//src/main/scala/net/eagle0/eagle/model/action_result/types:end_truce_turn_back_phase_result_type",
"//src/main/scala/net/eagle0/eagle/model/action_result/types:withdrawal_for_truce_result_type",
"//src/main/scala/net/eagle0/eagle/model/proto_converters/game_state",
"//src/main/scala/net/eagle0/eagle/model/proto_converters/province",
"//src/main/scala/net/eagle0/eagle/model/state:army",
"//src/main/scala/net/eagle0/eagle/model/state:round_phase",
"//src/main/scala/net/eagle0/eagle/model/state/faction",
"//src/main/scala/net/eagle0/eagle/model/state/game_state",
"//src/main/scala/net/eagle0/eagle/model/state/province",
],
@@ -1927,30 +1832,6 @@ scala_library(
],
)
scala_library(
name = "unaffiliated_hero_moved_action",
srcs = ["UnaffiliatedHeroMovedAction.scala"],
visibility = [
"//src/main/scala/net/eagle0/eagle/library:__subpackages__",
"//src/test/scala/net/eagle0/eagle/library/actions/impl:__subpackages__",
],
exports = [
"//src/main/scala/net/eagle0/common:functional_random",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:action",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:action_with_resulting_state",
],
deps = [
"//src/main/protobuf/net/eagle0/eagle/common:round_phase_scala_proto",
"//src/main/protobuf/net/eagle0/eagle/internal:action_result_scala_proto",
"//src/main/protobuf/net/eagle0/eagle/internal:game_state_scala_proto",
"//src/main/scala/net/eagle0/common:functional_random",
"//src/main/scala/net/eagle0/eagle:eagle_pkg",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:action",
"//src/main/scala/net/eagle0/eagle/library/settings:free_hero_move_vigor_cost",
"//src/main/scala/net/eagle0/eagle/library/util/unaffiliated_hero:legacy_unaffiliated_hero_utils",
],
)
scala_library(
name = "unaffiliated_hero_rejoined_action",
srcs = ["UnaffiliatedHeroRejoinedAction.scala"],
@@ -2,31 +2,11 @@ package net.eagle0.eagle.library.actions.impl.action
import net.eagle0.common.{FunctionalRandom, RandomState}
import net.eagle0.eagle.{FactionId, HeroId, ProvinceId}
import net.eagle0.eagle.common.unaffiliated_hero_type.UnaffiliatedHeroType
import net.eagle0.eagle.common.unaffiliated_hero_type.UnaffiliatedHeroType.{
UNAFFILIATED_HERO_OUTLAW,
UNAFFILIATED_HERO_PRISONER
}
import net.eagle0.eagle.internal.deferred_change.{
BlizzardEnded,
BlizzardStarted,
CapturedHeroExecuted,
CapturedHeroExiled,
CapturedHeroImprisoned,
CapturedHeroReturned,
DeferredChange,
DroughtEnded,
DroughtStarted,
EpidemicStarted,
PrisonerMoved,
PrisonerReturned
}
import net.eagle0.eagle.internal.game_state.GameState
import net.eagle0.eagle.internal.unaffiliated_hero.UnaffiliatedHero
import net.eagle0.eagle.library.actions.applier.ActionResultTApplier
import net.eagle0.eagle.library.actions.applier.ActionResultApplier
import net.eagle0.eagle.library.actions.generated_text_request_generators.captured_hero_helpers.CapturedHeroPleaGenerator
import net.eagle0.eagle.library.actions.impl.action.EndBattleAftermathPhaseAction.RevelationChange
import net.eagle0.eagle.library.actions.impl.common.{ProtolessRandomSequentialResultsAction, RandomStateTSequencer}
import net.eagle0.eagle.library.actions.impl.common.ProtolessRandomSequentialResultsAction
import net.eagle0.eagle.library.actions.random_state_sequencer.RandomStateSequencer
import net.eagle0.eagle.library.settings.{
FactionBiasAgainstFormerOnExile,
FactionBiasFromExile,
@@ -34,7 +14,7 @@ import net.eagle0.eagle.library.settings.{
TruceMonthsFromReturningLeader
}
import net.eagle0.eagle.library.util.faction_utils.FactionUtils
import net.eagle0.eagle.library.util.unaffiliated_hero.LegacyUnaffiliatedHeroUtils
import net.eagle0.eagle.library.util.unaffiliated_hero.UnaffiliatedHeroUtils
import net.eagle0.eagle.library.util.view_filters.ProvinceViewFilter
import net.eagle0.eagle.library.util.EagleRequire.internalRequire
import net.eagle0.eagle.library.EagleInternalException
@@ -42,23 +22,18 @@ import net.eagle0.eagle.model.action_result.{ActionResultT, NotificationDetails,
import net.eagle0.eagle.model.action_result.changed_province.concrete.ChangedProvinceC
import net.eagle0.eagle.model.action_result.concrete.{ActionResultC, ChangedFactionC, ChangedHeroC, NotificationC}
import net.eagle0.eagle.model.action_result.types.{CapturedHeroResolvedResultType, EndAftermathPhaseResultType}
import net.eagle0.eagle.model.proto_converters.{
BattleRevelationConverter,
NotificationConverter,
UnaffiliatedHeroConverter
}
import net.eagle0.eagle.model.proto_converters.date.DateConverter
import net.eagle0.eagle.model.proto_converters.faction.FactionConverter
import net.eagle0.eagle.model.proto_converters.hero.HeroConverter
import net.eagle0.eagle.model.proto_converters.province.ProvinceConverter
import net.eagle0.eagle.model.state.{BattleRevelation, RoundPhase}
import net.eagle0.eagle.model.state.faction.FactionRelationship
import net.eagle0.eagle.model.state.game_state.GameState
import net.eagle0.eagle.model.state.hero.{
CapturedHeroExiledBackstoryEvent,
CapturedHeroImprisonedBackstoryEvent,
CapturedHeroReturnedBackstoryEvent,
EventForHeroBackstoryT
}
import net.eagle0.eagle.model.state.province.{DeferredChange, DeferredChangeT}
import net.eagle0.eagle.model.state.unaffiliated_hero.concrete.UnaffiliatedHeroC
import net.eagle0.eagle.model.state.unaffiliated_hero.UnaffiliatedHeroType
import net.eagle0.eagle.model.state.BattleRevelationType.{DidBattle, Unknown, Withdrew}
object EndBattleAftermathPhaseAction {
@@ -67,7 +42,7 @@ object EndBattleAftermathPhaseAction {
changedProvince: ChangedProvinceC
)
def allDeferredChanges(gameState: GameState): Vector[DeferredChange] =
def allDeferredChanges(gameState: GameState): Vector[DeferredChangeT] =
gameState.provinces.values
.flatMap(_.deferredChanges)
.toVector
@@ -83,23 +58,25 @@ object EndBattleAftermathPhaseAction {
gameState: GameState,
functionalRandom: FunctionalRandom,
newEventForHeroBackstoryDetails: EventForHeroBackstoryT
): RandomState[ActionResultT] =
LegacyUnaffiliatedHeroUtils
): RandomState[ActionResultT] = {
val hero = gameState.heroes(capturedHeroId)
val initialUh = UnaffiliatedHeroC(
heroId = capturedHeroId,
unaffiliatedHeroType = uhType,
lastFactionId = hero.factionId,
factionBiases = (
newFactionBias.map(b => actingFactionId -> b) ++ oldFactionBias.map(b => capturedHeroFactionId -> b)
).toMap
)
UnaffiliatedHeroUtils
.updatedForQuest(
gs = gameState,
pid = provinceId,
uh = UnaffiliatedHero(
heroId = capturedHeroId,
`type` = uhType,
lastFaction = gameState.heroes(capturedHeroId).factionId,
factionBiases = (
newFactionBias.map(b => actingFactionId -> b) ++ oldFactionBias.map(b => capturedHeroFactionId -> b)
).toMap
),
hero = gameState.heroes(capturedHeroId),
uh = initialUh,
hero = hero,
functionalRandom = functionalRandom
)
.map(UnaffiliatedHeroConverter.fromProto)
.map { uh =>
ActionResultC(
actionResultType = CapturedHeroResolvedResultType,
@@ -121,20 +98,20 @@ object EndBattleAftermathPhaseAction {
)
)
}
}
def deferredChangeAR(
deferredChange: DeferredChange,
deferredChange: DeferredChangeT,
gameState: GameState,
functionalRandom: FunctionalRandom
): RandomState[ActionResultT] =
deferredChange match {
case CapturedHeroExiled(
case DeferredChange.CapturedHeroExiled(
exiledHeroId,
provinceId,
exilingHeroId,
exilingFactionId,
prisonerFactionId,
_ /* unknownFieldSet */
prisonerFactionId
) =>
val notificationLlmRequest =
CapturedHeroPleaGenerator.exiledNotification(
@@ -147,7 +124,7 @@ object EndBattleAftermathPhaseAction {
provinceId = provinceId
)
convertToUnaffiliated(
uhType = UNAFFILIATED_HERO_OUTLAW,
uhType = UnaffiliatedHeroType.Outlaw,
actingFactionId = exilingFactionId,
provinceId = provinceId,
capturedHeroId = exiledHeroId,
@@ -157,7 +134,7 @@ object EndBattleAftermathPhaseAction {
gameState = gameState,
functionalRandom = functionalRandom,
newEventForHeroBackstoryDetails = CapturedHeroExiledBackstoryEvent(
date = DateConverter.fromProto(gameState.currentDate),
date = gameState.currentDate.get,
capturingFactionId = exilingFactionId,
capturingHeroId = exilingHeroId,
provinceId = provinceId
@@ -177,13 +154,12 @@ object EndBattleAftermathPhaseAction {
)
)
}
case CapturedHeroExecuted(
case DeferredChange.CapturedHeroExecuted(
capturedHeroId,
provinceId,
executingHeroId,
executingFactionId,
prisonerFactionId,
_ /* unknownFieldSet */
prisonerFactionId
) =>
val notificationLlmRequest =
CapturedHeroPleaGenerator.executedNotification(
@@ -224,13 +200,12 @@ object EndBattleAftermathPhaseAction {
),
functionalRandom
)
case CapturedHeroImprisoned(
case DeferredChange.CapturedHeroImprisoned(
capturedHeroId,
provinceId,
imprisoningHeroId,
imprisoningFactionId,
prisonerFactionId,
_ /* unknownFieldSet */
prisonerFactionId
) =>
val notificationLlmRequest =
CapturedHeroPleaGenerator.imprisonedNotification(
@@ -243,7 +218,7 @@ object EndBattleAftermathPhaseAction {
provinceId = provinceId
)
convertToUnaffiliated(
uhType = UNAFFILIATED_HERO_PRISONER,
uhType = UnaffiliatedHeroType.Prisoner,
actingFactionId = imprisoningFactionId,
provinceId = provinceId,
capturedHeroId = capturedHeroId,
@@ -253,7 +228,7 @@ object EndBattleAftermathPhaseAction {
gameState = gameState,
functionalRandom = functionalRandom,
newEventForHeroBackstoryDetails = CapturedHeroImprisonedBackstoryEvent(
date = DateConverter.fromProto(gameState.currentDate),
date = gameState.currentDate.get,
capturingFactionId = imprisoningFactionId,
capturingHeroId = imprisoningHeroId,
provinceId = provinceId
@@ -273,22 +248,16 @@ object EndBattleAftermathPhaseAction {
)
)
}
case CapturedHeroReturned(
case DeferredChange.CapturedHeroReturned(
returnedHeroId,
actingHeroId,
fromProvinceId,
fromFactionId,
toProvinceId,
toFactionId,
_ /* unknownFieldSet */
toFactionId
) =>
val allFactionTs =
gameState.factions.values.map(FactionConverter.fromProto)
val truceEndDate = DateConverter
.fromProto(gameState.currentDate)
.addMonths(
TruceMonthsFromReturningLeader.intValue
)
val allFactions = gameState.factions.values
val truceEndDate = gameState.currentDate.get.addMonths(TruceMonthsFromReturningLeader.intValue)
RandomState(
ActionResultC(
actionResultType = CapturedHeroResolvedResultType,
@@ -299,7 +268,7 @@ object EndBattleAftermathPhaseAction {
heroId = returnedHeroId,
newEventsForHeroBackstory = Vector(
CapturedHeroReturnedBackstoryEvent(
date = DateConverter.fromProto(gameState.currentDate),
date = gameState.currentDate.get,
capturingFactionId = fromFactionId,
capturingHeroId = actingHeroId,
provinceId = fromProvinceId
@@ -326,7 +295,7 @@ object EndBattleAftermathPhaseAction {
.factionRelationship(
by = fromFactionId,
of = toFactionId,
factions = allFactionTs
factions = allFactions
)
.copy(
relationshipLevel = FactionRelationship.RelationshipLevel.Truce,
@@ -341,7 +310,7 @@ object EndBattleAftermathPhaseAction {
.factionRelationship(
by = toFactionId,
of = fromFactionId,
factions = allFactionTs
factions = allFactions
)
.copy(
relationshipLevel = FactionRelationship.RelationshipLevel.Truce,
@@ -365,12 +334,10 @@ object EndBattleAftermathPhaseAction {
functionalRandom
)
case DeferredChange.Empty =>
throw new EagleInternalException("Empty deferred change")
// the rest are not for this phase
case _: EpidemicStarted | _: DroughtStarted | _: DroughtEnded | _: PrisonerMoved | _: PrisonerReturned |
_: BlizzardStarted | _: BlizzardEnded =>
case _: DeferredChange.EpidemicStarted | _: DeferredChange.DroughtStarted | _: DeferredChange.DroughtEnded |
_: DeferredChange.PrisonerMoved | _: DeferredChange.PrisonerReturned | _: DeferredChange.BlizzardStarted |
_: DeferredChange.BlizzardEnded =>
throw new EagleInternalException(
"Event should not be present in EndBattleAftermathPhaseAction"
)
@@ -379,10 +346,12 @@ object EndBattleAftermathPhaseAction {
case class EndBattleAftermathPhaseAction(
gameState: GameState,
actionResultApplier: ActionResultTApplier
actionResultApplier: ActionResultApplier
) extends ProtolessRandomSequentialResultsAction {
private def revelationChange(
battleRevelation: BattleRevelation
battleRevelation: BattleRevelation,
gs: GameState
): RevelationChange =
RevelationChange(
changedFaction = battleRevelation.revelationType match {
@@ -394,25 +363,21 @@ case class EndBattleAftermathPhaseAction(
updatedReconnedProvinces = Vector(
ProvinceViewFilter
.withdrawnFromProvinceView(
province = gameState.provinces(battleRevelation.provinceId),
gs = gameState,
province = gs.provinces(battleRevelation.provinceId),
gs = gs,
factionId = battleRevelation.revealedToFactionId
)
.withAsOf(gameState.currentDate.get)
.copy(asOf = gs.currentDate)
)
)
case DidBattle =>
ChangedFactionC(
factionId = battleRevelation.revealedToFactionId,
updatedReconnedProvinces = Vector(
ProvinceViewFilter
.filteredProvinceView(
gameState.provinces(battleRevelation.provinceId),
gameState
// FIXME: setting factionId to None right now to grab the full info. This
// probably isn't exactly what we want.
)
.withAsOf(gameState.currentDate.get)
ProvinceViewFilter.filteredProvinceView(
gs.provinces(battleRevelation.provinceId),
gs
)
)
)
},
@@ -427,22 +392,19 @@ case class EndBattleAftermathPhaseAction(
province <- gs.provinces.values.toVector
revelation <- province.battleRevelations
if gs.factions.contains(revelation.revealedToFactionId)
} yield revelationChange(BattleRevelationConverter.fromProto(revelation))
} yield revelationChange(revelation, gs)
def sequencerWithDeferredChanges(
initialState: GameState,
actionResultApplier: ActionResultTApplier,
actionResultApplier: ActionResultApplier,
functionalRandom: FunctionalRandom
): RandomStateTSequencer =
RandomStateTSequencer
.fromProto(
initialStateProto = initialState,
actionResultApplier = actionResultApplier,
functionalRandom = functionalRandom
)
.foldIn(
EndBattleAftermathPhaseAction.allDeferredChanges(gameState = initialState)
)(
): RandomStateSequencer =
RandomStateSequencer(
initialState = initialState,
actionResultApplier = actionResultApplier,
functionalRandom = functionalRandom
)
.foldIn(EndBattleAftermathPhaseAction.allDeferredChanges(initialState))(
EndBattleAftermathPhaseAction.deferredChangeAR
)
@@ -468,30 +430,25 @@ case class EndBattleAftermathPhaseAction(
.withRandomActionResults((gs, fr) =>
CheckForFactionChangesAction(
gameId = gs.gameId,
factions = gs.factions.values.toVector.map(FactionConverter.fromProto),
provinces = gs.provinces.values.toVector.map(ProvinceConverter.fromProto),
heroes = gs.heroes.values.toVector.map(HeroConverter.fromProto),
factions = gs.factions.values.toVector,
provinces = gs.provinces.values.toVector,
heroes = gs.heroes.values.toVector,
killedHeroIds = gs.killedHeroes.keys.toVector
).randomResults(fr)
)
.withProtolessSequentialResultsAction(gs => HeroBackstoryUpdateActionGenerator.fromGameState(gs))
.withRandomActionResult {
case (gs, fr) =>
RandomState(
ActionResultC(
actionResultType = EndAftermathPhaseResultType,
changedFactions = revelationChanges(gs).map(_.changedFaction),
changedProvinces = revelationChanges(gs).map(_.changedProvince),
newRoundPhase = Some(RoundPhase.DiplomacyResolution),
removedNotifications = gs.deferredNotifications
.map(note => NotificationConverter.fromProto(note, deferred = true))
.toVector,
newNotifications = gs.deferredNotifications
.map(note => NotificationConverter.fromProto(note, deferred = false))
.toVector
),
fr
)
.withActionResults(gs => HeroBackstoryUpdateActionGenerator(gs).results)
.withRandomActionResult { (gs, fr) =>
RandomState(
ActionResultC(
actionResultType = EndAftermathPhaseResultType,
changedFactions = revelationChanges(gs).map(_.changedFaction),
changedProvinces = revelationChanges(gs).map(_.changedProvince),
newRoundPhase = Some(RoundPhase.DiplomacyResolution),
removedNotifications = gs.deferredNotifications.map(_.withDeferred(true)),
newNotifications = gs.deferredNotifications.map(_.withDeferred(false))
),
fr
)
}
.actionResults
}
@@ -1,12 +1,12 @@
package net.eagle0.eagle.library.actions.impl.action
import net.eagle0.eagle.internal.game_state.GameState
import net.eagle0.eagle.library.actions.impl.common.ProtolessSimpleAction
import net.eagle0.eagle.library.util.EagleRequire.internalRequire
import net.eagle0.eagle.model.action_result.changed_province.concrete.ChangedProvinceC
import net.eagle0.eagle.model.action_result.concrete.ActionResultC
import net.eagle0.eagle.model.action_result.types.EndBattleRequestPhaseResultType
import net.eagle0.eagle.model.action_result.ActionResultT
import net.eagle0.eagle.model.state.game_state.GameState
import net.eagle0.eagle.model.state.RoundPhase
import net.eagle0.eagle.ProvinceId
@@ -23,7 +23,7 @@ case class EndBattleRequestPhaseAction(
}
object EndBattleRequestPhaseAction {
def fromProtoState(gameState: GameState): EndBattleRequestPhaseAction = {
def apply(gameState: GameState): EndBattleRequestPhaseAction = {
internalRequire(
gameState.provinces.forall {
case (_, province) =>
@@ -1,14 +1,13 @@
package net.eagle0.eagle.library.actions.impl.action
import net.eagle0.eagle.{FactionId, ProvinceId}
import net.eagle0.eagle.internal.game_state.GameState
import net.eagle0.eagle.library.actions.impl.common.ProtolessSimpleAction
import net.eagle0.eagle.model.action_result.changed_province.concrete.ChangedProvinceC
import net.eagle0.eagle.model.action_result.concrete.ActionResultC
import net.eagle0.eagle.model.action_result.types.EndDefenseDecisionPhaseResultType
import net.eagle0.eagle.model.action_result.ActionResultT
import net.eagle0.eagle.model.proto_converters.ArmyConverter
import net.eagle0.eagle.model.state.{MovingArmy, RoundPhase}
import net.eagle0.eagle.model.state.{HostileArmyGroupStatus, MovingArmy, RoundPhase}
import net.eagle0.eagle.model.state.game_state.GameState
/** Resolution for a single province that paid tribute to hostile armies */
case class PayingProvinceResolution(
@@ -52,19 +51,21 @@ case class EndDefenseDecisionPhaseAction(
}
object EndDefenseDecisionPhaseAction {
def fromProtoState(gameState: GameState): EndDefenseDecisionPhaseAction = {
def apply(gameState: GameState): EndDefenseDecisionPhaseAction = {
val resolutions = gameState.provinces.values.flatMap { province =>
val tributePaidArmyGroups = province.hostileArmies.filter(
_.status.asMessage.sealedValue.isTributePaid
)
val tributePaidArmyGroups = province.hostileArmies.filter { ag =>
ag.status match {
case _: HostileArmyGroupStatus.TributePaid => true
case _ => false
}
}
if tributePaidArmyGroups.isEmpty then None
else {
val returningArmies = for {
ag <- tributePaidArmyGroups
armyProto <- ag.armies
} yield {
val army = ArmyConverter.fromProto(armyProto)
ag <- tributePaidArmyGroups
army <- ag.armies
} yield
// Swap destination/origin, clear flee province, set arrival to next round
MovingArmy(
id = army.id,
@@ -76,7 +77,6 @@ object EndDefenseDecisionPhaseAction {
suppliesLoss = army.suppliesLoss,
startingPositionIndex = army.startingPositionIndex
)
}
Some(
PayingProvinceResolution(
@@ -1,8 +1,7 @@
package net.eagle0.eagle.library.actions.impl.action
import net.eagle0.common.{FunctionalRandom, RandomState}
import net.eagle0.eagle.internal.game_state.GameState
import net.eagle0.eagle.library.actions.applier.ActionResultTApplier
import net.eagle0.eagle.library.actions.applier.ActionResultApplier
import net.eagle0.eagle.library.actions.impl.action.diplomacy_helpers.{
AllianceResolutionHelpers,
BreakAllianceResolutionHelpers,
@@ -10,7 +9,8 @@ import net.eagle0.eagle.library.actions.impl.action.diplomacy_helpers.{
RansomResolutionHelpers,
TruceResolutionHelpers
}
import net.eagle0.eagle.library.actions.impl.common.{ProtolessRandomSequentialResultsAction, RandomStateTSequencer}
import net.eagle0.eagle.library.actions.impl.common.ProtolessRandomSequentialResultsAction
import net.eagle0.eagle.library.actions.random_state_sequencer.RandomStateSequencer
import net.eagle0.eagle.library.util.faction_utils.FactionUtils
import net.eagle0.eagle.library.util.quest_fulfillment.QuestFulfillmentChecker
import net.eagle0.eagle.library.util.ransom_validity.RansomValidity
@@ -18,35 +18,30 @@ import net.eagle0.eagle.library.EagleInternalException
import net.eagle0.eagle.model.action_result.concrete.{ActionResultC, ChangedFactionC}
import net.eagle0.eagle.model.action_result.types.{EndDiplomacyResolutionPhaseResultType, RansomInvalidatedResultType}
import net.eagle0.eagle.model.action_result.ActionResultT
import net.eagle0.eagle.model.proto_converters.{BattalionConverter, NotificationConverter}
import net.eagle0.eagle.model.proto_converters.date.DateConverter
import net.eagle0.eagle.model.proto_converters.faction.FactionConverter
import net.eagle0.eagle.model.proto_converters.hero.HeroConverter
import net.eagle0.eagle.model.proto_converters.province.ProvinceConverter
import net.eagle0.eagle.model.state.battalion.BattalionT
import net.eagle0.eagle.model.state.date.Date
import net.eagle0.eagle.model.state.diplomacy_offer.{AllianceOffer, BreakAlliance, Invitation, RansomOffer, TruceOffer}
import net.eagle0.eagle.model.state.diplomacy_offer.status.{Accepted, Imprisoned, Invalidated, Rejected, Unresolved}
import net.eagle0.eagle.model.state.faction.FactionT
import net.eagle0.eagle.model.state.game_state.GameState
import net.eagle0.eagle.model.state.hero.HeroT
import net.eagle0.eagle.model.state.province.ProvinceT
import net.eagle0.eagle.model.state.RoundPhase.ReconResolution
case class EndDiplomacyResolutionPhaseAction(
gameState: GameState,
actionResultTApplier: ActionResultTApplier
actionResultApplier: ActionResultApplier
) extends ProtolessRandomSequentialResultsAction {
override def randomResults(
functionalRandom: FunctionalRandom
): RandomState[Vector[ActionResultT]] = {
import EndDiplomacyResolutionPhaseActionHelpers.*
RandomStateTSequencer
.fromProto(
initialStateProto = gameState,
actionResultApplier = actionResultTApplier,
functionalRandom = functionalRandom
)
RandomStateSequencer(
initialState = gameState,
actionResultApplier = actionResultApplier,
functionalRandom = functionalRandom
)
.withActionResults(invalidationResultsForState)
.withActionResults(ransomResolutionsForState)
.withRandomActionResults(truceResolutionsForState)
@@ -56,15 +51,9 @@ case class EndDiplomacyResolutionPhaseAction(
.withRandomActionResults { (currentGameState, fr) =>
CheckForFactionChangesAction(
gameId = currentGameState.gameId,
factions = currentGameState.factions.values.toVector.map(
FactionConverter.fromProto
),
provinces = currentGameState.provinces.values.toVector.map(
ProvinceConverter.fromProto
),
heroes = currentGameState.heroes.values.toVector.map(
HeroConverter.fromProto
),
factions = currentGameState.factions.values.toVector,
provinces = currentGameState.provinces.values.toVector,
heroes = currentGameState.heroes.values.toVector,
killedHeroIds = currentGameState.killedHeroes.keys.toVector
).randomResults(fr)
}
@@ -72,20 +61,14 @@ case class EndDiplomacyResolutionPhaseAction(
HeroBackstoryUpdateAction(
gameId = currentGameState.gameId,
roundId = currentGameState.currentRoundId,
heroes = currentGameState.heroes.values
.map(HeroConverter.fromProto)
.toVector,
heroes = currentGameState.heroes.values.toVector,
visibleToFactionIds = toFid =>
FactionUtils.alliedFactions(
toFid,
currentGameState.factions.values
.map(FactionConverter.fromProto)
.toVector
currentGameState.factions.values.toVector
),
heroInProvinceOwnedBy = heroId => {
val provinces = currentGameState.provinces.values
.map(ProvinceConverter.fromProto)
.toVector
val provinces = currentGameState.provinces.values.toVector
provinces
.find(province =>
province.rulingFactionHeroIds.contains(heroId) ||
@@ -109,7 +92,7 @@ case class EndDiplomacyResolutionPhaseAction(
* compiler can become confused about which one is being referenced during imports.
*
* All helper methods take explicit parameters for game state components to ensure they always operate on the current
* state as provided by RandomStateTSequencer, preventing use of stale data from the initial game state.
* state as provided by RandomStateSequencer, preventing use of stale data from the initial game state.
*/
private object EndDiplomacyResolutionPhaseActionHelpers {
@@ -117,11 +100,8 @@ private object EndDiplomacyResolutionPhaseActionHelpers {
def invalidationResultsForState(
currentGameState: GameState
): Vector[ActionResultT] = {
val factions =
currentGameState.factions.values.map(FactionConverter.fromProto).toVector
val provinces = currentGameState.provinces.values
.map(ProvinceConverter.fromProto)
.toVector
val factions = currentGameState.factions.values.toVector
val provinces = currentGameState.provinces.values.toVector
for {
faction <- factions
@@ -152,8 +132,6 @@ private object EndDiplomacyResolutionPhaseActionHelpers {
currentGameState: GameState
): ActionResultT = {
val deferredNotifications = currentGameState.deferredNotifications
.map(n => NotificationConverter.fromProto(n, deferred = true))
.toVector
ActionResultC(
actionResultType = EndDiplomacyResolutionPhaseResultType,
@@ -163,9 +141,6 @@ private object EndDiplomacyResolutionPhaseActionHelpers {
)
}
private def factionTs(gs: GameState): Vector[FactionT] =
gs.factions.values.map(FactionConverter.fromProto).toVector
private def resolutionsForType[A](
getter: FactionT => Vector[A],
resolver: A => Vector[ActionResultT]
@@ -192,14 +167,12 @@ private object EndDiplomacyResolutionPhaseActionHelpers {
currentGameState: GameState,
functionalRandom: FunctionalRandom
): RandomState[Vector[ActionResultT]] = {
val factions = factionTs(currentGameState)
val factions = currentGameState.factions.values.toVector
randomResolutionsForType(
_.incomingDiplomacyOffers.collect { case to: TruceOffer => to },
(to: TruceOffer, fr: FunctionalRandom) => {
val provinces = currentGameState.provinces.values
.map(ProvinceConverter.fromProto)
.toVector
val currentDate = DateConverter.fromProto(currentGameState.currentDate)
val provinces = currentGameState.provinces.values.toVector
val currentDate = currentGameState.currentDate.get
resultsForTruceOffer(
to,
fr,
@@ -217,16 +190,13 @@ private object EndDiplomacyResolutionPhaseActionHelpers {
currentGameState: GameState,
functionalRandom: FunctionalRandom
): RandomState[Vector[ActionResultT]] = {
val factions = factionTs(currentGameState)
val factions = currentGameState.factions.values.toVector
randomResolutionsForType(
_.incomingDiplomacyOffers.collect { case ao: AllianceOffer => ao },
(ao: AllianceOffer, fr: FunctionalRandom) => {
val provinces = currentGameState.provinces.values
.map(ProvinceConverter.fromProto)
.toVector
val heroes =
currentGameState.heroes.values.map(HeroConverter.fromProto).toVector
val currentDate = DateConverter.fromProto(currentGameState.currentDate)
val provinces = currentGameState.provinces.values.toVector
val heroes = currentGameState.heroes.values.toVector
val currentDate = currentGameState.currentDate.get
resultsForAllianceOffer(
ao,
fr,
@@ -244,14 +214,12 @@ private object EndDiplomacyResolutionPhaseActionHelpers {
currentGameState: GameState,
functionalRandom: FunctionalRandom
): RandomState[Vector[ActionResultT]] = {
val factions = factionTs(currentGameState)
val factions = currentGameState.factions.values.toVector
randomResolutionsForType(
_.incomingDiplomacyOffers.collect { case ba: BreakAlliance => ba },
(ba: BreakAlliance, fr: FunctionalRandom) => {
val provinces = currentGameState.provinces.values
.map(ProvinceConverter.fromProto)
.toVector
val currentDate = DateConverter.fromProto(currentGameState.currentDate)
val provinces = currentGameState.provinces.values.toVector
val currentDate = currentGameState.currentDate.get
resultsForBreakAlliance(ba, fr, provinces, factions, currentDate)
},
functionalRandom
@@ -262,17 +230,13 @@ private object EndDiplomacyResolutionPhaseActionHelpers {
currentGameState: GameState,
functionalRandom: FunctionalRandom
): RandomState[Vector[ActionResultT]] = {
val factions = factionTs(currentGameState)
val factions = currentGameState.factions.values.toVector
randomResolutionsForType(
_.incomingDiplomacyOffers.collect { case id: Invitation => id },
(id: Invitation, fr: FunctionalRandom) => {
val provinces = currentGameState.provinces.values
.map(ProvinceConverter.fromProto)
.toVector
val battalions = currentGameState.battalions.values
.map(BattalionConverter.fromProto)
.toVector
val currentDate = DateConverter.fromProto(currentGameState.currentDate)
val provinces = currentGameState.provinces.values.toVector
val battalions = currentGameState.battalions.values.toVector
val currentDate = currentGameState.currentDate.get
resultsForInvitation(
id,
fr,
@@ -289,16 +253,14 @@ private object EndDiplomacyResolutionPhaseActionHelpers {
def ransomResolutionsForState(
currentGameState: GameState
): Vector[ActionResultT] = {
val factions = factionTs(currentGameState)
val factions = currentGameState.factions.values.toVector
resolutionsForType(
_.incomingDiplomacyOffers.collect { case ro: RansomOffer => ro },
(ro: RansomOffer) => {
val provinces = currentGameState.provinces.values
.map(ProvinceConverter.fromProto)
.toVector
val provinces = currentGameState.provinces.values.toVector
resultsForRansomOffer(
ro,
DateConverter.fromProto(currentGameState.currentDate),
currentGameState.currentDate.get,
provinces,
currentGameState
)
@@ -321,7 +283,7 @@ private object EndDiplomacyResolutionPhaseActionHelpers {
gameId = gameState.gameId,
currentDate = currentDate,
currentRoundId = gameState.currentRoundId,
previousBackstoryTextIdLookup = hid => gameState.heroes(hid).backstoryVersions.toVector.last.textId
previousBackstoryTextIdLookup = hid => gameState.heroes(hid).backstoryVersions.last.textId
)
)
case Rejected =>
@@ -1,11 +1,10 @@
package net.eagle0.eagle.library.actions.impl.action
import net.eagle0.eagle.internal.game_state.GameState
import net.eagle0.eagle.library.actions.impl.common.ProtolessSequentialResultsAction
import net.eagle0.eagle.model.action_result.concrete.ActionResultC
import net.eagle0.eagle.model.action_result.types.EndFreeForAllDecisionPhaseResultType
import net.eagle0.eagle.model.action_result.ActionResultT
import net.eagle0.eagle.model.proto_converters.province.ProvinceConverter
import net.eagle0.eagle.model.state.game_state.GameState
import net.eagle0.eagle.model.state.RoundPhase
case class EndFreeForAllDecisionPhaseAction(gameState: GameState) extends ProtolessSequentialResultsAction {
@@ -13,7 +12,7 @@ case class EndFreeForAllDecisionPhaseAction(gameState: GameState) extends Protol
override def results: Vector[ActionResultT] =
WithdrawnArmiesReturnHomeAction(
gameState.currentRoundId,
gameState.provinces.values.map(ProvinceConverter.fromProto).toVector
gameState.provinces.values.toVector
).results :+ ActionResultC(
actionResultType = EndFreeForAllDecisionPhaseResultType,
newRoundPhase = Some(RoundPhase.FreeForAllBattleRequest)
@@ -2,79 +2,93 @@ package net.eagle0.eagle.library.actions.impl.action
import net.eagle0.common.{FunctionalRandom, RandomState}
import net.eagle0.eagle.api.command.OneProvinceAvailableCommands
import net.eagle0.eagle.internal.action_result.ActionResult as ActionResultProto
import net.eagle0.eagle.library.actions.applier.ActionResultProtoApplier
import net.eagle0.eagle.library.actions.impl.command.{CommandFactory, LegacyHandleRiotUtils}
import net.eagle0.eagle.library.actions.impl.common.{RandomSequentialResultsAction, RandomStateProtoSequencer}
import net.eagle0.eagle.library.actions.applier.ActionResultApplier
import net.eagle0.eagle.library.actions.impl.command.{HandleRiotUtils, TCommandFactory}
import net.eagle0.eagle.library.actions.impl.common.{ProtolessRandomSequentialResultsAction, TCommand}
import net.eagle0.eagle.library.actions.random_state_sequencer.RandomStateSequencer
import net.eagle0.eagle.library.util.command_choice_helpers.CommandChoiceHelpers
import net.eagle0.eagle.library.util.province.LegacyProvinceUtils
import net.eagle0.eagle.library.util.province.ProvinceUtils
import net.eagle0.eagle.model.action_result.changed_province.concrete.ChangedProvinceC
import net.eagle0.eagle.model.action_result.concrete.ActionResultC
import net.eagle0.eagle.model.action_result.types.EndHandleRiotsPhaseResultType
import net.eagle0.eagle.model.action_result.ActionResultT
import net.eagle0.eagle.model.proto_converters.game_state.GameStateConverter
import net.eagle0.eagle.model.proto_converters.province.ProvinceConverter
import net.eagle0.eagle.model.state.game_state.GameState
import net.eagle0.eagle.model.state.province.ProvinceT
import net.eagle0.eagle.model.state.RoundPhase
import net.eagle0.eagle.ProvinceId
case class EndHandleRiotsPhaseAction(
gameState: GameState,
commandsForProvince: ProvinceId => Option[OneProvinceAvailableCommands],
commandFactory: CommandFactory
) extends RandomSequentialResultsAction(GameStateConverter.toProto(gameState)) {
def vassalCommandResults(
ars: RandomStateProtoSequencer
): RandomStateProtoSequencer =
ars.lastStateProto.provinces.values
.filter(LegacyProvinceUtils.hasImminentRiot)
commandFactory: TCommandFactory,
actionResultApplier: ActionResultApplier
) extends ProtolessRandomSequentialResultsAction {
private def provincesWithImminentRiot(gs: GameState): Vector[ProvinceT] =
gs.provinces.values.filter(ProvinceUtils.hasImminentRiot).toVector
private def vassalCommandResults(
sequencer: RandomStateSequencer
): RandomStateSequencer = {
val provincesToProcess = provincesWithImminentRiot(sequencer.lastState)
.filterNot(_.hasActed)
.foldLeft(ars) {
case (sequencer, p) =>
commandsForProvince(p.id).map { opac =>
sequencer.withRandomAction {
case (gs, fr) =>
CommandChoiceHelpers
.handleRiotSelectedCommand(
actingFactionId = p.getRulingFactionId,
provincesToProcess.foldLeft(sequencer) {
case (seq, province) =>
commandsForProvince(province.id).map { opac =>
seq.withRandomActionResults { (gs, fr) =>
// Convert to proto for CommandChoiceHelpers which expects proto GameState
val gsProto = GameStateConverter.toProto(gs)
CommandChoiceHelpers
.handleRiotSelectedCommand(
actingFactionId = province.rulingFactionId.get,
gameState = gsProto,
availableCommands = opac.commands.toVector,
functionalRandom = fr
)
.continue {
case (Some(cs), nextFr) =>
val cmd = commandFactory.makeTCommand(
actingFactionId = province.rulingFactionId.get,
gameState = gs,
availableCommands = opac.commands.toVector,
functionalRandom = fr
availableCommand = cs.available,
selectedCommand = cs.selected
)
.map { optCS =>
optCS.map { cs =>
commandFactory
.makeCommand(
actingFactionId = p.getRulingFactionId,
gameState = GameStateConverter.fromProto(gs),
availableCommand = cs.available,
selectedCommand = cs.selected
)
}.get
cmd match {
case TCommand.Simple(action) =>
RandomState(Vector(action.immediateExecute), nextFr)
case TCommand.RandomSimple(action) =>
action.immediateExecute(nextFr).map(ar => Vector(ar))
case TCommand.Sequential(action) =>
RandomState(action.results, nextFr)
}
}
}.get
}
case (None, nextFr) =>
RandomState(Vector.empty[ActionResultT], nextFr)
}
}
}
.getOrElse(seq)
}
}
private def riotOccurredResults(
ars: RandomStateProtoSequencer
): RandomStateProtoSequencer =
ars.lastStateProto.provinces.values
.filter(LegacyProvinceUtils.hasImminentRiot)
.foldLeft(ars) {
case (ars, p) =>
ars.withActionResult(_ =>
LegacyHandleRiotUtils
.riotOccurredAr(
p.getRulingFactionId,
ProvinceConverter.fromProto(p)
)
sequencer: RandomStateSequencer
): RandomStateSequencer =
provincesWithImminentRiot(sequencer.lastState).foldLeft(sequencer) {
case (seq, province) =>
seq.withActionResult(_ =>
HandleRiotUtils.riotOccurredAr(
province.rulingFactionId.get,
province
)
}
)
}
def endPhaseResult(
ars: RandomStateProtoSequencer
): RandomStateProtoSequencer =
ars.withActionResultT(gs =>
private def endPhaseResult(
sequencer: RandomStateSequencer
): RandomStateSequencer =
sequencer.withActionResult { gs =>
ActionResultC(
actionResultType = EndHandleRiotsPhaseResultType,
newRoundPhase = Some(RoundPhase.HeroDepartures),
@@ -82,18 +96,17 @@ case class EndHandleRiotsPhaseAction(
.filter(_.hasActed)
.map(p => ChangedProvinceC(provinceId = p.id, setHasActed = Some(false)))
.toVector,
removedNotifications = gameState.deferredNotifications,
newNotifications = gameState.deferredNotifications.map(_.withDeferred(false))
removedNotifications = gs.deferredNotifications,
newNotifications = gs.deferredNotifications.map(_.withDeferred(false))
)
)
}
override def randomResults(
functionalRandom: FunctionalRandom,
actionResultProtoApplier: ActionResultProtoApplier
): RandomState[Vector[ActionResultProto]] =
RandomStateProtoSequencer(
functionalRandom: FunctionalRandom
): RandomState[Vector[ActionResultT]] =
RandomStateSequencer(
initialState = gameState,
actionResultProtoApplier = actionResultProtoApplier,
actionResultApplier = actionResultApplier,
functionalRandom = functionalRandom
)
.withRandomContinuance(vassalCommandResults)
@@ -1,19 +1,12 @@
package net.eagle0.eagle.library.actions.impl.action
import net.eagle0.common.{FunctionalRandom, RandomState}
import net.eagle0.eagle.internal.deferred_change.*
import net.eagle0.eagle.internal.deferred_change.DeferredChange.Empty
import net.eagle0.eagle.internal.game_state.GameState
import net.eagle0.eagle.library.actions.applier.ActionResultTApplier
import net.eagle0.eagle.library.actions.impl.common.{
ProtolessRandomSequentialResultsAction,
RandomStateTSequencer,
VigorXPApplier
}
import net.eagle0.eagle.library.actions.applier.ActionResultApplier
import net.eagle0.eagle.library.actions.impl.common.{ProtolessRandomSequentialResultsAction, VigorXPApplier}
import net.eagle0.eagle.library.actions.random_state_sequencer.RandomStateSequencer
import net.eagle0.eagle.library.settings.PrisonerEscapeChance
import net.eagle0.eagle.library.util.province.ProvinceUtils
import net.eagle0.eagle.library.util.EagleRequire.internalRequire
import net.eagle0.eagle.library.util.ProvinceEventUtils
import net.eagle0.eagle.library.EagleInternalException
import net.eagle0.eagle.model.action_result.changed_province.concrete.ChangedProvinceC
import net.eagle0.eagle.model.action_result.changed_province.ChangedProvinceT
@@ -26,12 +19,14 @@ import net.eagle0.eagle.model.action_result.types.{
WeatherTookEffectResultType
}
import net.eagle0.eagle.model.action_result.ActionResultT
import net.eagle0.eagle.model.proto_converters.{NotificationConverter, UnaffiliatedHeroConverter}
import net.eagle0.eagle.model.proto_converters.date.DateConverter
import net.eagle0.eagle.model.proto_converters.faction.FactionConverter
import net.eagle0.eagle.model.proto_converters.hero.HeroConverter
import net.eagle0.eagle.model.proto_converters.province.{ProvinceConverter, ProvinceEventConverter}
import net.eagle0.eagle.model.state.province.{BlizzardEvent, DroughtEvent, EpidemicEvent}
import net.eagle0.eagle.model.state.game_state.GameState
import net.eagle0.eagle.model.state.province.{
BlizzardEvent,
DeferredChange,
DeferredChangeT,
DroughtEvent,
EpidemicEvent
}
import net.eagle0.eagle.model.state.unaffiliated_hero.RecruitmentInfo
import net.eagle0.eagle.model.state.unaffiliated_hero.UnaffiliatedHeroType.{Outlaw, Prisoner}
import net.eagle0.eagle.model.state.RoundPhase
@@ -39,11 +34,11 @@ import net.eagle0.eagle.ProvinceId
case class EndPlayerCommandsPhaseAction(
gameState: GameState,
applier: ActionResultTApplier
actionResultApplier: ActionResultApplier
) extends ProtolessRandomSequentialResultsAction {
private def endPhaseResult(gs: GameState): ActionResultT = {
val abandonedProvinces: Vector[ChangedProvinceT] = gs.provinces.values
.map(ProvinceConverter.fromProto)
.filter(_.rulingFactionId.isDefined)
.flatMap(ProvinceUtils.checkedForAbandonment)
.toVector
@@ -62,19 +57,15 @@ case class EndPlayerCommandsPhaseAction(
)
)
},
removedNotifications = gameState.deferredNotifications.map { note =>
NotificationConverter.fromProto(note, deferred = true)
}.toVector,
newNotifications = gameState.deferredNotifications.map { note =>
NotificationConverter.fromProto(note, deferred = false)
}.toVector
removedNotifications = gs.deferredNotifications.map(_.withDeferred(true)),
newNotifications = gs.deferredNotifications.map(_.withDeferred(false))
)
)
}
private def onePrisonerMovedChange(
pid: ProvinceId,
prisonerMoved: PrisonerMoved,
prisonerMoved: DeferredChange.PrisonerMoved,
gs: GameState,
fr: FunctionalRandom
): RandomState[ActionResultT] = {
@@ -82,7 +73,6 @@ case class EndPlayerCommandsPhaseAction(
.provinces(pid)
.unaffiliatedHeroes
.find(_.heroId == prisonerMoved.heroId)
.map(UnaffiliatedHeroConverter.fromProto)
fr.nextDouble.map { doubleValue =>
val escaped = doubleValue < PrisonerEscapeChance.doubleValue
@@ -122,7 +112,7 @@ case class EndPlayerCommandsPhaseAction(
private def onePrisonerReturnedChange(
pid: ProvinceId,
prisonerReturned: PrisonerReturned,
prisonerReturned: DeferredChange.PrisonerReturned,
gs: GameState,
fr: FunctionalRandom
): RandomState[ActionResultT] =
@@ -155,28 +145,28 @@ case class EndPlayerCommandsPhaseAction(
private def notPrisonerChange(
pid: ProvinceId,
deferredChange: DeferredChange,
deferredChange: DeferredChangeT,
gs: GameState,
fr: FunctionalRandom
): RandomState[ActionResultT] =
): RandomState[ActionResultT] = {
val currentDate = gs.currentDate.get
val province = gs.provinces(pid)
RandomState(
VigorXPApplier.withVigorXp(
ActionResultC(
actionResultType = deferredChange match {
case _: EpidemicStarted => EpidemicTookEffectResultType
case _: BlizzardEnded => WeatherTookEffectResultType
case _: BlizzardStarted => WeatherTookEffectResultType
case _: DroughtStarted => WeatherTookEffectResultType
case _: DroughtEnded => WeatherTookEffectResultType
case _: PrisonerMoved | _: PrisonerReturned | _: CapturedHeroImprisoned | _: CapturedHeroExecuted |
_: CapturedHeroExiled | _: CapturedHeroReturned =>
case _: DeferredChange.EpidemicStarted => EpidemicTookEffectResultType
case _: DeferredChange.BlizzardEnded => WeatherTookEffectResultType
case _: DeferredChange.BlizzardStarted => WeatherTookEffectResultType
case _: DeferredChange.DroughtStarted => WeatherTookEffectResultType
case _: DeferredChange.DroughtEnded => WeatherTookEffectResultType
case _: DeferredChange.PrisonerMoved | _: DeferredChange.PrisonerReturned |
_: DeferredChange.CapturedHeroImprisoned | _: DeferredChange.CapturedHeroExecuted |
_: DeferredChange.CapturedHeroExiled | _: DeferredChange.CapturedHeroReturned =>
throw new EagleInternalException(
"Prisoner management changes should not be here"
)
case DeferredChange.Empty =>
throw new EagleInternalException(
"Empty deferred change should not be here"
)
},
provinceId = Some(pid),
changedProvinces = Vector(
@@ -184,70 +174,31 @@ case class EndPlayerCommandsPhaseAction(
provinceId = pid,
newProvinceEvents = Some(
deferredChange match {
case BlizzardStarted(
_,
durationMonths,
_ /* unknownFieldSet */
) =>
gs.provinces(pid)
.activeEvents
.map(ProvinceEventConverter.fromProto)
.toVector :+ BlizzardEvent(
startDate = DateConverter.fromProto(gs.currentDate),
endDate = DateConverter
.fromProto(gs.currentDate)
.addMonths(
durationMonths
)
case DeferredChange.BlizzardStarted(_, durationMonths) =>
province.activeEvents :+ BlizzardEvent(
startDate = currentDate,
endDate = currentDate.addMonths(durationMonths)
)
case BlizzardEnded(_, _ /* unknownFieldSet */ ) =>
gs.provinces(pid)
.activeEvents
.filterNot(ProvinceEventUtils.isBlizzardEvent)
.map(ProvinceEventConverter.fromProto)
.toVector
case _: DeferredChange.BlizzardEnded =>
province.activeEvents.filter { case _: BlizzardEvent => false; case _ => true }
case DroughtStarted(
_,
durationMonths,
_ /* unknownFieldSet */
) =>
gs.provinces(pid)
.activeEvents
.map(ProvinceEventConverter.fromProto)
.toVector :+ DroughtEvent(
startDate = DateConverter.fromProto(gs.currentDate),
endDate = DateConverter
.fromProto(gs.currentDate)
.addMonths(durationMonths)
case DeferredChange.DroughtStarted(_, durationMonths) =>
province.activeEvents :+ DroughtEvent(
startDate = currentDate,
endDate = currentDate.addMonths(durationMonths)
)
case _: DeferredChange.DroughtEnded =>
province.activeEvents.filter { case _: DroughtEvent => false; case _ => true }
case DroughtEnded(_, _ /* unknownFieldSet */ ) =>
gs.provinces(pid)
.activeEvents
.filterNot(ProvinceEventUtils.isDroughtEvent)
.map(ProvinceEventConverter.fromProto)
.toVector
case _: DeferredChange.EpidemicStarted =>
province.activeEvents :+ EpidemicEvent(startDate = currentDate)
case EpidemicStarted(_, _ /* unknownFieldSet */ ) =>
gs.provinces(pid)
.activeEvents
.map(ProvinceEventConverter.fromProto)
.toVector :+ EpidemicEvent(
startDate = DateConverter.fromProto(gs.currentDate)
)
case _: PrisonerMoved => Vector()
case _: PrisonerReturned => Vector()
case _: CapturedHeroImprisoned => Vector()
case _: CapturedHeroExecuted => Vector()
case _: CapturedHeroExiled => Vector()
case _: CapturedHeroReturned => Vector()
case Empty =>
throw new EagleInternalException(
"Empty deferred change should not be here"
)
case _: DeferredChange.PrisonerMoved => Vector()
case _: DeferredChange.PrisonerReturned => Vector()
case _: DeferredChange.CapturedHeroImprisoned => Vector()
case _: DeferredChange.CapturedHeroExecuted => Vector()
case _: DeferredChange.CapturedHeroExiled => Vector()
case _: DeferredChange.CapturedHeroReturned => Vector()
}
),
removedDeferredChangeIndex = Some(0)
@@ -257,26 +208,27 @@ case class EndPlayerCommandsPhaseAction(
),
fr
)
}
private def oneDeferredProvinceChange(
pid: ProvinceId,
deferredChange: DeferredChange,
deferredChange: DeferredChangeT,
gs: GameState,
fr: FunctionalRandom
): RandomState[ActionResultT] =
deferredChange match {
case prisonerMoved: PrisonerMoved =>
case prisonerMoved: DeferredChange.PrisonerMoved =>
onePrisonerMovedChange(pid, prisonerMoved, gs, fr)
case prisonerReturned: PrisonerReturned =>
case prisonerReturned: DeferredChange.PrisonerReturned =>
onePrisonerReturnedChange(pid, prisonerReturned, gs, fr)
case _ => notPrisonerChange(pid, deferredChange, gs, fr)
case _ => notPrisonerChange(pid, deferredChange, gs, fr)
}
private def deferredProvinceChangesResultsForProvince(
pid: ProvinceId,
arsRS: RandomStateTSequencer
): RandomStateTSequencer =
arsRS.lastStateProto.provinces(pid).deferredChanges.foldLeft(arsRS) {
sequencer: RandomStateSequencer
): RandomStateSequencer =
sequencer.lastState.provinces(pid).deferredChanges.foldLeft(sequencer) {
case (acc, dc) =>
acc.withRandomActionResult {
case (gs, fr) =>
@@ -285,12 +237,12 @@ case class EndPlayerCommandsPhaseAction(
}
private def deferredProvinceChangesResults(
ars: RandomStateTSequencer
): RandomStateTSequencer =
ars.lastStateProto.provinces.keys
.foldLeft(ars) {
case (newArs, pid) =>
deferredProvinceChangesResultsForProvince(pid, newArs)
sequencer: RandomStateSequencer
): RandomStateSequencer =
sequencer.lastState.provinces.keys
.foldLeft(sequencer) {
case (newSequencer, pid) =>
deferredProvinceChangesResultsForProvince(pid, newSequencer)
}
override def randomResults(
@@ -303,23 +255,22 @@ case class EndPlayerCommandsPhaseAction(
)
}
RandomStateTSequencer
.fromProto(
initialStateProto = gameState,
actionResultApplier = applier,
functionalRandom = functionalRandom
)
RandomStateSequencer(
initialState = gameState,
actionResultApplier = actionResultApplier,
functionalRandom = functionalRandom
)
.withRandomActionResults((gs, fr) =>
CheckForFactionChangesAction(
gameId = gs.gameId,
factions = gs.factions.values.toVector.map(FactionConverter.fromProto),
provinces = gs.provinces.values.toVector.map(ProvinceConverter.fromProto),
heroes = gs.heroes.values.toVector.map(HeroConverter.fromProto),
factions = gs.factions.values.toVector,
provinces = gs.provinces.values.toVector,
heroes = gs.heroes.values.toVector,
killedHeroIds = gs.killedHeroes.keys.toVector
).randomResults(fr)
)
.withContinuance(deferredProvinceChangesResults)
.withProtolessSequentialResultsAction(gs => HeroBackstoryUpdateActionGenerator.fromGameState(gs))
.withActionResults(gs => HeroBackstoryUpdateActionGenerator(gs).results)
.withActionResult(endPhaseResult)
.actionResults
}
@@ -1,12 +1,11 @@
package net.eagle0.eagle.library.actions.impl.action
import net.eagle0.eagle.internal.game_state.GameState
import net.eagle0.eagle.library.actions.impl.common.ProtolessSimpleAction
import net.eagle0.eagle.model.action_result.concrete.ActionResultC
import net.eagle0.eagle.model.action_result.types.EndPleaseRecruitMePhaseResultType
import net.eagle0.eagle.model.action_result.ActionResultT
import net.eagle0.eagle.model.action_result.NotificationT
import net.eagle0.eagle.model.proto_converters.NotificationConverter
import net.eagle0.eagle.model.state.game_state.GameState
import net.eagle0.eagle.model.state.RoundPhase
case class EndPleaseRecruitMePhaseAction(
@@ -24,10 +23,8 @@ case class EndPleaseRecruitMePhaseAction(
}
object EndPleaseRecruitMePhaseAction {
def fromProtoState(gameState: GameState): EndPleaseRecruitMePhaseAction =
def apply(gameState: GameState): EndPleaseRecruitMePhaseAction =
EndPleaseRecruitMePhaseAction(
deferredNotifications = gameState.deferredNotifications
.map(n => NotificationConverter.fromProto(n, deferred = true))
.toVector
)
}
@@ -1,24 +1,23 @@
package net.eagle0.eagle.library.actions.impl.action
import net.eagle0.common.{FunctionalRandom, RandomState}
import net.eagle0.eagle.library.actions.applier.ActionResultTApplier
import net.eagle0.eagle.library.actions.impl.common.{RandomStateTSequencer, TRandomSequentialResultsAction}
import net.eagle0.eagle.library.actions.applier.ActionResultApplier
import net.eagle0.eagle.library.actions.impl.common.ProtolessRandomSequentialResultsAction
import net.eagle0.eagle.library.actions.random_state_sequencer.RandomStateSequencer
import net.eagle0.eagle.library.util.EagleRequire.internalRequire
import net.eagle0.eagle.model.action_result.concrete.ActionResultC
import net.eagle0.eagle.model.action_result.types.EndVassalCommandsPhaseResultType
import net.eagle0.eagle.model.action_result.ActionResultT
import net.eagle0.eagle.model.proto_converters.date.DateConverter
import net.eagle0.eagle.model.proto_converters.faction.FactionConverter
import net.eagle0.eagle.model.proto_converters.hero.HeroConverter
import net.eagle0.eagle.model.proto_converters.province.ProvinceConverter
import net.eagle0.eagle.model.proto_converters.BattalionConverter
import net.eagle0.eagle.model.proto_converters.BattalionTypeConverter
import net.eagle0.eagle.model.state.game_state.GameState
import net.eagle0.eagle.model.state.RoundPhase
case class EndVassalCommandsPhaseAction(gameState: GameState) extends TRandomSequentialResultsAction(gameState) {
case class EndVassalCommandsPhaseAction(
gameState: GameState,
actionResultApplier: ActionResultApplier
) extends ProtolessRandomSequentialResultsAction {
override protected def randomResults(
functionalRandom: FunctionalRandom,
actionResultTApplier: ActionResultTApplier
functionalRandom: FunctionalRandom
): RandomState[Vector[ActionResultT]] = {
gameState.provinces.values.foreach { p =>
internalRequire(
@@ -27,56 +26,53 @@ case class EndVassalCommandsPhaseAction(gameState: GameState) extends TRandomSeq
)
}
RandomStateTSequencer(
RandomStateSequencer(
initialState = gameState,
actionResultApplier = actionResultTApplier,
actionResultApplier = actionResultApplier,
functionalRandom = functionalRandom
)
.withProtolessSequentialResultsAction(gs =>
.withActionResults(gs =>
CheckForFulfilledQuestsAction(
gameId = gs.gameId,
currentDate = DateConverter.fromProto(gs.currentDate),
currentDate = gs.currentDate.get,
currentRoundId = gs.currentRoundId,
provinces = gs.provinces.values.map(ProvinceConverter.fromProto).toVector,
factions = gs.factions.values
.map(FactionConverter.fromProto)
.toVector,
battalions = gs.battalions.values.toVector.map(BattalionConverter.fromProto),
getHero = hid => gs.heroes.get(hid).map(HeroConverter.fromProto),
battalionTypes = gs.battalionTypes.toVector,
hid => gs.heroes(hid).backstoryVersions.last.textId
)
provinces = gs.provinces.values.toVector,
factions = gs.factions.values.toVector,
battalions = gs.battalions.values.toVector,
getHero = hid => gs.heroes.get(hid),
battalionTypes = gs.battalionTypes.map(BattalionTypeConverter.toProto),
hid => gs.heroes(hid).backstoryTextId
).results
)
.withProtolessSequentialResultsAction(gs =>
.withActionResults(gs =>
CheckForFailedQuestsAction(
gameId = gs.gameId,
currentDate = DateConverter.fromProto(gs.currentDate),
currentDate = gs.currentDate.get,
currentRoundId = gs.currentRoundId,
provinces = gs.provinces.values.map(ProvinceConverter.fromProto).toVector,
factions = gs.factions.values
.map(FactionConverter.fromProto)
.toVector,
hid => gs.heroes(hid).backstoryVersions.last.textId
)
provinces = gs.provinces.values.toVector,
factions = gs.factions.values.toVector,
hid => gs.heroes(hid).backstoryTextId
).results
)
.withRandomActionResults((gs, fr) =>
CheckForFactionChangesAction(
gameId = gs.gameId,
factions = gs.factions.values.map(FactionConverter.fromProto).toVector,
provinces = gs.provinces.values.map(ProvinceConverter.fromProto).toVector,
heroes = gs.heroes.values.map(HeroConverter.fromProto).toVector,
factions = gs.factions.values.toVector,
provinces = gs.provinces.values.toVector,
heroes = gs.heroes.values.toVector,
killedHeroIds = gs.killedHeroes.keys.toVector
).randomResults(fr)
)
.withProtolessSequentialResultsAction(gs => HeroBackstoryUpdateActionGenerator.fromGameState(gs))
.withActionResultT(_ =>
.withActionResults(gs => HeroBackstoryUpdateActionGenerator(gs).results)
.withActionResult { gs =>
// Use current state's deferred notifications, not the initial gameState
ActionResultC(
actionResultType = EndVassalCommandsPhaseResultType,
newRoundPhase = Some(RoundPhase.PlayerCommands),
removedNotifications = gameState.deferredNotifications,
newNotifications = gameState.deferredNotifications.map(_.withDeferred(false))
removedNotifications = gs.deferredNotifications.map(_.withDeferred(true)),
newNotifications = gs.deferredNotifications.map(_.withDeferred(false))
)
)
}
.actionResults
}
}
@@ -1,24 +1,25 @@
package net.eagle0.eagle.library.actions.impl.action
import net.eagle0.eagle.internal.game_state.GameState
import net.eagle0.eagle.library.actions.impl.common.ProtolessSequentialResultsAction
import net.eagle0.eagle.library.util.faction_utils.LegacyFactionUtils
import net.eagle0.eagle.model.proto_converters.hero.HeroConverter
import net.eagle0.eagle.library.util.faction_utils.FactionUtils
import net.eagle0.eagle.model.state.game_state.GameState
object HeroBackstoryUpdateActionGenerator {
def fromGameState(gameState: GameState): ProtolessSequentialResultsAction =
def apply(gameState: GameState): ProtolessSequentialResultsAction = {
val factions = gameState.factions.values.toVector
HeroBackstoryUpdateAction(
gameId = gameState.gameId,
roundId = gameState.currentRoundId,
heroes = gameState.heroes.values.map(HeroConverter.fromProto).toVector,
visibleToFactionIds = fid => LegacyFactionUtils.alliedFactions(fid, gameState),
heroes = gameState.heroes.values.toVector,
visibleToFactionIds = fid => FactionUtils.alliedFactions(fid, factions),
heroInProvinceOwnedBy = heroId =>
gameState.provinces.values
.find(province =>
province.rulingFactionHeroIds.contains(
heroId
) || province.unaffiliatedHeroes.exists(_.heroId == heroId)
province.rulingFactionHeroIds.contains(heroId) ||
province.unaffiliatedHeroes.exists(_.heroId == heroId)
)
.flatMap(_.rulingFactionId)
)
}
}
@@ -2,9 +2,9 @@ package net.eagle0.eagle.library.actions.impl.action
import net.eagle0.common.{FunctionalRandom, RandomState}
import net.eagle0.eagle.{HeroId, ProvinceId, RoundId}
import net.eagle0.eagle.internal.game_state.GameState as GameStateProto
import net.eagle0.eagle.library.actions.applier.ActionResultTApplier
import net.eagle0.eagle.library.actions.impl.common.{RandomStateTSequencer, TRandomSequentialResultsAction}
import net.eagle0.eagle.library.actions.applier.ActionResultApplier
import net.eagle0.eagle.library.actions.impl.common.ProtolessRandomSequentialResultsAction
import net.eagle0.eagle.library.actions.random_state_sequencer.RandomStateSequencer
import net.eagle0.eagle.library.settings.{
EmptyProvinceMonthlyDevastationDelta,
FactionBiasMinimumAdjustmentPerRound,
@@ -15,8 +15,7 @@ import net.eagle0.eagle.library.settings.{
OverResourceLimitLoss,
TrustDeltaPerRound
}
import net.eagle0.eagle.library.util.province.LegacyProvinceUtils
import net.eagle0.eagle.library.util.DateProtoUtils._Date
import net.eagle0.eagle.library.util.province.ProvinceUtils
import net.eagle0.eagle.library.util.EagleRequire.internalRequire
import net.eagle0.eagle.library.util.PriceIndexUtils
import net.eagle0.eagle.library.GameHistory
@@ -32,37 +31,34 @@ import net.eagle0.eagle.model.action_result.concrete.{
import net.eagle0.eagle.model.action_result.generated_text_request.{ChronicleUpdatePreviousEntry, LlmRequestT}
import net.eagle0.eagle.model.action_result.types.NewRoundActionResultType
import net.eagle0.eagle.model.action_result.ActionResultT
import net.eagle0.eagle.model.proto_converters.date.DateConverter
import net.eagle0.eagle.model.proto_converters.game_state.GameStateConverter
import net.eagle0.eagle.model.proto_converters.generated_text_request.chronicle_event.ChronicleEventConverter
import net.eagle0.eagle.model.proto_converters.hero.HeroConverter
import net.eagle0.eagle.model.proto_converters.UnaffiliatedHeroConverter
import net.eagle0.eagle.model.state.chronicle_entry.ChronicleEntry
import net.eagle0.eagle.model.state.date.Date
import net.eagle0.eagle.model.state.faction.FactionRelationship
import net.eagle0.eagle.model.state.faction.FactionRelationship.RelationshipLevel
import net.eagle0.eagle.model.state.game_state.GameState
import net.eagle0.eagle.model.state.province.ProvinceT
import net.eagle0.eagle.model.state.unaffiliated_hero.UnaffiliatedHeroT
import net.eagle0.eagle.model.state.RoundPhase
case class NewRoundAction(gameState: GameState, gameHistory: GameHistory)
extends TRandomSequentialResultsAction(gameState) {
private val startingState: GameStateProto = GameStateConverter.toProto(gameState)
case class NewRoundAction(
gameState: GameState,
gameHistory: GameHistory,
actionResultApplier: ActionResultApplier
) extends ProtolessRandomSequentialResultsAction {
private val chronicleMonths = Vector(11)
private def isChronicleMonth(newDate: Date): Boolean =
chronicleMonths.contains(newDate.month.value)
override protected def randomResults(
functionalRandom: FunctionalRandom,
actionResultTApplier: ActionResultTApplier
override def randomResults(
functionalRandom: FunctionalRandom
): RandomState[Vector[ActionResultT]] = {
val newRoundId = startingState.currentRoundId + 1
val newRoundId = gameState.currentRoundId + 1
// Verify no old incoming armies
startingState.provinces.foreach {
gameState.provinces.foreach {
case (pid, province) =>
internalRequire(
province.incomingArmies.forall(_.arrivalRound >= newRoundId),
@@ -74,28 +70,26 @@ case class NewRoundAction(gameState: GameState, gameHistory: GameHistory)
)
}
val oldDate = DateConverter.fromProto(startingState.currentDate)
val oldDate = gameState.currentDate.get
val newDate = oldDate.addMonths(1)
// Build sequencer starting from starting state
val initialSequencer = RandomStateTSequencer.fromProto(
initialStateProto = startingState,
actionResultApplier = actionResultTApplier,
val initialSequencer = RandomStateSequencer(
initialState = gameState,
actionResultApplier = actionResultApplier,
functionalRandom = functionalRandom
)
// Optionally add NewYearAction
val afterNewYearSequencer =
if newDate.month == Date.Month.January then
initialSequencer.withActionResultT(_ =>
NewYearAction(GameStateConverter.fromProto(startingState)).immediateExecute
)
initialSequencer.withActionResult(_ => NewYearAction(gameState).immediateExecute)
else initialSequencer
// Add the main new round result
val afterNewRoundSequencer = afterNewYearSequencer.withActionResultT { currentState =>
val afterNewRoundSequencer = afterNewYearSequencer.withActionResult { currentState =>
newRoundResult(
startingState = currentState,
gs = currentState,
newRoundId = newRoundId,
newDate = newDate
)
@@ -103,34 +97,31 @@ case class NewRoundAction(gameState: GameState, gameHistory: GameHistory)
// Add stat gain checks (and profession gain for stats that newly cross the threshold)
afterNewRoundSequencer.withRandomActionResults { (latestState, nextRandom) =>
val scalaHeroes = latestState.heroes.values.map(HeroConverter.fromProto)
val scalaDate = DateConverter.fromProto(Some(DateConverter.toProto(newDate)))
HeroStatGainAction(scalaHeroes, latestState.gameId, scalaDate).randomResultsWithState(nextRandom)
HeroStatGainAction(latestState.heroes.values, latestState.gameId, newDate).randomResultsWithState(nextRandom)
}.actionResults
}
private def chronicleLlmRequests(
newDate: Date,
startingState: GameStateProto
gs: GameState
): Vector[LlmRequestT] =
if isChronicleMonth(newDate) then
Vector(
LlmRequestT.ChronicleUpdateMessage(
requestId = s"chronicle_update_${newDate.year}_${newDate.month.value}",
eagleGameId = startingState.gameId,
eagleGameId = gs.gameId,
current_date = newDate,
previous_entries = startingState.chronicleEntries.map { entry =>
previous_entries = gs.chronicleEntries.map { entry =>
ChronicleUpdatePreviousEntry(
date = DateConverter.fromProto(entry.date),
date = entry.date,
generatedTextId = entry.generatedTextId
)
}.toVector,
},
new_entries = ChronicleEventGenerator
.eventTextEntries(
gameHistory = gameHistory,
since = startingState.chronicleEntries.lastOption
.flatMap(_.date)
.map(d => DateConverter.fromProto(Some(d)))
since = gs.chronicleEntries.lastOption
.map(_.date)
.getOrElse(Date(year = 0, month = Date.Month.January))
)
.map(ChronicleEventConverter.fromProto)
@@ -138,8 +129,11 @@ case class NewRoundAction(gameState: GameState, gameHistory: GameHistory)
)
else Vector()
private def dateBefore(a: Date, b: Date): Boolean =
a.year < b.year || (a.year == b.year && a.month.value < b.month.value)
private def newRoundResult(
startingState: GameStateProto,
gs: GameState,
newRoundId: RoundId,
newDate: Date
): ActionResultT = {
@@ -149,29 +143,28 @@ case class NewRoundAction(gameState: GameState, gameHistory: GameHistory)
)
val changes: Iterable[Changes] =
startingState.provinces.values.map { p =>
gs.provinces.values.map { p =>
val changedUHs: Vector[UnaffiliatedHeroT] =
p.unaffiliatedHeroes.map { uh =>
val tUh = UnaffiliatedHeroConverter.fromProto(uh)
tUh.copy(
uh.copy(
recruitmentAttempted = false,
roundsInType = tUh.roundsInType + 1,
factionBiases = tUh.factionBiases.map {
roundsInType = uh.roundsInType + 1,
factionBiases = uh.factionBiases.map {
case (fid, v) =>
fid -> modifiedFactionBiasValue(v)
}
)
}.toVector
val changedHeroes = changedHeroesAfterOverage(startingState, p.id)
}
val changedHeroes = changedHeroesAfterOverage(gs, p.id)
// apply caps
val capGoldLoss = (OverResourceLimitLoss.doubleValue * Math.max(
0,
p.gold - LegacyProvinceUtils.goldCap(p)
p.gold - ProvinceUtils.goldCap(p)
)).ceil.toInt
val capFoodLoss = (OverResourceLimitLoss.doubleValue * Math.max(
0,
p.food - LegacyProvinceUtils.foodCap(p)
p.food - ProvinceUtils.foodCap(p)
)).ceil.toInt
val newPriceIndex = PriceIndexUtils.shiftedTowardSteadyState(
@@ -228,7 +221,7 @@ case class NewRoundAction(gameState: GameState, gameHistory: GameHistory)
val heroesAfterStipend: Map[HeroId, ChangedHeroC] =
changes.flatMap(_.changedHeroes).map(h => h.heroId -> h).toMap
val uppedVigorHeroes: Iterable[ChangedHeroC] = startingState.heroes.map {
val uppedVigorHeroes: Iterable[ChangedHeroC] = gs.heroes.map {
case (hid, h) =>
val baseChange = heroesAfterStipend.getOrElse(hid, ChangedHeroC(heroId = hid))
if h.vigor >= h.constitution then baseChange
@@ -243,10 +236,9 @@ case class NewRoundAction(gameState: GameState, gameHistory: GameHistory)
val changedHeroes =
uppedVigorHeroes.filter(ch => ch.hasChanges).toVector
val newDateProto = DateConverter.toProto(newDate)
val changedFactions = startingState.factions.values.map { f =>
val changedFactions = gs.factions.values.map { f =>
val removedTruces =
f.factionRelationships.filter(fr => fr.resetDate.exists(_ < newDateProto))
f.factionRelationships.filter(fr => fr.resetDate.exists(dateBefore(_, newDate)))
ChangedFactionC(
factionId = f.id,
@@ -257,15 +249,15 @@ case class NewRoundAction(gameState: GameState, gameHistory: GameHistory)
resetDate = None,
trustValue = fr.trustValue
)
}.toVector,
trustLevelUpdates = startingState.factions.keys.filterNot(_ == f.id).toVector.map { targetFid =>
},
trustLevelUpdates = gs.factions.keys.filterNot(_ == f.id).toVector.map { targetFid =>
TrustLevelUpdate(targetFid, TrustDeltaPerRound.intValue)
},
clearLastActedProvinceId = true
)
}.toVector
val llmRequests = chronicleLlmRequests(newDate, startingState)
val llmRequests = chronicleLlmRequests(newDate, gs)
ActionResultC(
actionResultType = NewRoundActionResultType,
@@ -286,21 +278,21 @@ case class NewRoundAction(gameState: GameState, gameHistory: GameHistory)
}
private def changedHeroesAfterOverage(
gameState: GameStateProto,
gs: GameState,
provinceId: ProvinceId
): Vector[ChangedHeroC] = {
val province = gameState.provinces(provinceId)
val province = gs.provinces(provinceId)
val notRecentHeroCount = province.rulingFactionHeroIds
.map(gameState.heroes)
.map(gs.heroes)
.flatMap(_.roundIdJoined)
.count(roundId => gameState.currentRoundId - roundId > MinimumRoundsBeforeLoyaltyDegrades.intValue)
.count(roundId => gs.currentRoundId - roundId > MinimumRoundsBeforeLoyaltyDegrades.intValue)
if province.heroCap >= notRecentHeroCount then Vector.empty
else {
val loyaltyHit =
OverHeroCapLoyaltyDelta.doubleValue * (notRecentHeroCount - province.heroCap)
province.rulingFactionHeroIds
.map(gameState.heroes)
.map(gs.heroes)
.map(h =>
ChangedHeroC(
heroId = h.id,
@@ -309,7 +301,6 @@ case class NewRoundAction(gameState: GameState, gameHistory: GameHistory)
else StatDelta(loyaltyHit)
)
)
.toVector
}
end if
}
@@ -1,65 +1,50 @@
package net.eagle0.eagle.library.actions.impl.action
import net.eagle0.eagle.common.action_result_type.ActionResultType.{
END_FORCED_TURN_BACK_PHASE,
WEATHER_FORCED_SUPPLIES_BACK,
WEATHER_FORCED_SUPPLIES_LOST,
WEATHER_FORCED_TURN_BACK
}
import net.eagle0.eagle.common.round_phase.NewRoundPhase
import net.eagle0.eagle.common.round_phase.RoundPhase.PROVINCE_MOVE_RESOLUTION
import net.eagle0.eagle.internal.action_result.ActionResult
import net.eagle0.eagle.internal.army.MovingArmy
import net.eagle0.eagle.internal.changed_province.ChangedProvince
import net.eagle0.eagle.internal.game_state.GameState
import net.eagle0.eagle.internal.province.Province
import net.eagle0.eagle.internal.supplies.MovingSupplies
import net.eagle0.eagle.library.actions.applier.ActionResultProtoApplier
import net.eagle0.eagle.library.actions.impl.common.DeterministicSequentialResultsAction
import net.eagle0.eagle.library.actions.impl.common.ProtolessSequentialResultsAction
import net.eagle0.eagle.library.actions.util.ShatteredArmyUtils
import net.eagle0.eagle.library.settings.WinterSuppliesLoss
import net.eagle0.eagle.library.util.province.LegacyProvinceUtils
import net.eagle0.eagle.model.action_result.NotificationDetails.ShatteredArmy.Reason.Blizzard
import net.eagle0.eagle.model.proto_converters.{ActionResultProtoConverter, ArmyConverter}
import net.eagle0.eagle.model.proto_converters.province.ProvinceConverter
import net.eagle0.eagle.library.util.province.ProvinceUtils
import net.eagle0.eagle.model.action_result.{ActionResultT, NotificationDetails}
import net.eagle0.eagle.model.action_result.changed_province.concrete.ChangedProvinceC
import net.eagle0.eagle.model.action_result.concrete.ActionResultC
import net.eagle0.eagle.model.action_result.types.{
EndForcedTurnBackPhaseResultType,
WeatherForcedSuppliesBackResultType,
WeatherForcedSuppliesLostResultType,
WeatherForcedTurnBackResultType
}
import net.eagle0.eagle.model.state.{MovingArmy, MovingSupplies, RoundPhase, Supplies}
import net.eagle0.eagle.model.state.game_state.GameState
import net.eagle0.eagle.model.state.province.ProvinceT
import net.eagle0.eagle.RoundId
case class PerformForcedTurnBackAction(gs: GameState) extends DeterministicSequentialResultsAction(gs) {
case class PerformForcedTurnBackAction(gameState: GameState) extends ProtolessSequentialResultsAction {
val endPhaseResult: ActionResult = ActionResult(
`type` = END_FORCED_TURN_BACK_PHASE,
newRoundPhase = Some(NewRoundPhase(PROVINCE_MOVE_RESOLUTION))
val endPhaseResult: ActionResultT = ActionResultC(
actionResultType = EndForcedTurnBackPhaseResultType,
newRoundPhase = Some(RoundPhase.ProvinceMoveResolution)
)
private def oneTurnBackSuppliesResult(is: MovingSupplies, p: Province) =
private def oneTurnBackSuppliesResult(is: MovingSupplies, p: ProvinceT): ActionResultT =
is.originProvinceId.map { originPid =>
ActionResult(
`type` = WEATHER_FORCED_SUPPLIES_BACK,
player = Some(is.factionId),
province = Some(p.id),
ActionResultC(
actionResultType = WeatherForcedSuppliesBackResultType,
actingFactionId = Some(is.factionId),
provinceId = Some(p.id),
changedProvinces = Vector(
ChangedProvince(
id = p.id,
ChangedProvinceC(
provinceId = p.id,
removedIncomingShipmentIds = Vector(is.id)
),
ChangedProvince(
id = originPid,
addedIncomingShipments = Vector(
ChangedProvinceC(
provinceId = originPid,
newIncomingShipments = Vector(
MovingSupplies(
supplies = is.supplies.map {
_.update(
_.food.modify(f =>
Math
.floor((1.0 - WinterSuppliesLoss.doubleValue) * f)
.toInt
),
_.gold.modify(g =>
Math
.floor((1.0 - WinterSuppliesLoss.doubleValue) * g)
.toInt
)
)
},
arrivalRound = gs.currentRoundId + 1,
supplies = Supplies(
gold = Math.floor((1.0 - WinterSuppliesLoss.doubleValue) * is.supplies.gold).toInt,
food = Math.floor((1.0 - WinterSuppliesLoss.doubleValue) * is.supplies.food).toInt
),
arrivalRound = gameState.currentRoundId + 1,
destinationProvinceId = originPid,
originProvinceId = None,
factionId = is.factionId,
@@ -72,36 +57,36 @@ case class PerformForcedTurnBackAction(gs: GameState) extends DeterministicSeque
)
}
.getOrElse(
ActionResult(
`type` = WEATHER_FORCED_SUPPLIES_LOST,
player = Some(is.factionId),
province = Some(p.id),
ActionResultC(
actionResultType = WeatherForcedSuppliesLostResultType,
actingFactionId = Some(is.factionId),
provinceId = Some(p.id),
changedProvinces = Vector(
ChangedProvince(
id = p.id,
ChangedProvinceC(
provinceId = p.id,
removedIncomingShipmentIds = Vector(is.id)
)
)
)
)
private def oneTurnBackArmyResult(ia: MovingArmy, p: Province): ActionResult =
ia.getArmy.fleeProvinceId.map { fleePid =>
ActionResult(
`type` = WEATHER_FORCED_TURN_BACK,
player = Some(ia.getArmy.factionId),
province = Some(ia.destinationProvince),
affectedPlayers = (Vector(ia.getArmy.factionId) ++ p.rulingFactionId).distinct,
private def oneTurnBackArmyResult(ia: MovingArmy, p: ProvinceT): ActionResultT =
ia.army.fleeProvinceId.map { fleePid =>
ActionResultC(
actionResultType = WeatherForcedTurnBackResultType,
actingFactionId = Some(ia.army.factionId),
provinceId = Some(ia.destinationProvinceId),
affectedFactionIds = (Vector(ia.army.factionId) ++ p.rulingFactionId).distinct,
changedProvinces = Vector(
ChangedProvince(id = p.id, removedIncomingArmyIds = Vector(ia.id)),
ChangedProvince(
id = fleePid,
addedIncomingArmies = Vector(
ChangedProvinceC(provinceId = p.id, removedIncomingArmyIds = Vector(ia.id)),
ChangedProvinceC(
provinceId = fleePid,
newIncomingArmies = Vector(
MovingArmy(
army = ia.army.map(_.clearFleeProvinceId),
arrivalRound = gs.currentRoundId + 1,
destinationProvince = fleePid,
originProvince = p.id,
army = ia.army.copy(fleeProvinceId = None),
arrivalRound = gameState.currentRoundId + 1,
destinationProvinceId = fleePid,
originProvinceId = p.id,
supplies = ia.supplies,
suppliesLoss = ia.suppliesLoss,
id = ia.id,
@@ -113,35 +98,30 @@ case class PerformForcedTurnBackAction(gs: GameState) extends DeterministicSeque
)
}
.getOrElse(
ActionResultProtoConverter.toProto(
ShatteredArmyUtils
.shatteredArmyResult(
currentRoundId = gs.currentRoundId,
province = ProvinceConverter.fromProto(p),
ma = ArmyConverter.fromProto(ia),
reason = Blizzard
)
ShatteredArmyUtils.shatteredArmyResult(
currentRoundId = gameState.currentRoundId,
province = p,
ma = ia,
reason = NotificationDetails.ShatteredArmy.Reason.Blizzard
)
)
private def turnBackArmiesResults: Vector[ActionResult] =
private def turnBackArmiesResults: Vector[ActionResultT] =
(
for {
p <- gs.provinces.values.filter(LegacyProvinceUtils.hasBlizzard)
ia <- p.incomingArmies.filter(_.arrivalRound == gs.currentRoundId)
p <- gameState.provinces.values.filter(ProvinceUtils.hasBlizzard)
ia <- p.incomingArmies.filter(_.arrivalRound == gameState.currentRoundId)
} yield oneTurnBackArmyResult(ia, p)
).toVector
private def turnBackSuppliesResults: Vector[ActionResult] =
private def turnBackSuppliesResults: Vector[ActionResultT] =
(
for {
p <- gs.provinces.values.filter(LegacyProvinceUtils.hasBlizzard)
is <- p.incomingShipments.filter(_.arrivalRound == gs.currentRoundId)
p <- gameState.provinces.values.filter(ProvinceUtils.hasBlizzard)
is <- p.incomingShipments.filter(_.arrivalRound == gameState.currentRoundId)
} yield oneTurnBackSuppliesResult(is, p)
).toVector
override def results(
actionResultProtoApplier: ActionResultProtoApplier
): Vector[ActionResult] =
override def results: Vector[ActionResultT] =
turnBackArmiesResults ++ turnBackSuppliesResults :+ endPhaseResult
}
@@ -1,37 +1,32 @@
package net.eagle0.eagle.library.actions.impl.action
import net.eagle0.common.{FunctionalRandom, RandomState}
import net.eagle0.eagle.{HeroId, ProvinceId, RoundId}
import net.eagle0.eagle.common.action_result_notification_details.{HeroDepartureDetails, Notification}
import net.eagle0.eagle.common.action_result_notification_details.Notification.Llm
import net.eagle0.eagle.common.action_result_type.ActionResultType.{END_HERO_DEPARTURE_PHASE, HEROES_DEPARTED}
import net.eagle0.eagle.common.recruitment_info.RecruitmentInfo
import net.eagle0.eagle.common.recruitment_info.RecruitmentStatus.RECRUITMENT_STATUS_TRAVELER
import net.eagle0.eagle.common.round_phase.NewRoundPhase
import net.eagle0.eagle.common.round_phase.RoundPhase.UNAFFILIATED_HERO_ACTIONS
import net.eagle0.eagle.common.unaffiliated_hero_type.UnaffiliatedHeroType.UNAFFILIATED_HERO_TRAVELER
import net.eagle0.eagle.internal.action_result.ActionResult
import net.eagle0.eagle.internal.changed_hero.ChangedHero
import net.eagle0.eagle.internal.changed_province.ChangedProvince
import net.eagle0.eagle.internal.event_for_hero_backstory.{EventForHeroBackstory, HeroDepartedBackstoryEvent}
import net.eagle0.eagle.internal.game_state.GameState
import net.eagle0.eagle.internal.generated_text_request.{GeneratedTextRequest, HeroDepartureMessage}
import net.eagle0.eagle.internal.unaffiliated_hero.UnaffiliatedHero
import net.eagle0.eagle.library.actions.applier.ActionResultProtoApplier
import net.eagle0.eagle.library.actions.impl.common.DeterministicSequentialResultsAction
import net.eagle0.eagle.{FactionId, HeroId, ProvinceId, RoundId}
import net.eagle0.eagle.library.actions.impl.common.ProtolessRandomSequentialResultsAction
import net.eagle0.eagle.library.settings.{FactionBiasFromDeparture, LoyaltyThreshold}
import net.eagle0.eagle.library.util.hero.LegacyHeroUtils
import net.eagle0.eagle.library.util.province.LegacyProvinceUtils
import net.eagle0.eagle.library.util.hero.HeroUtils
import net.eagle0.eagle.library.util.province.ProvinceUtils
import net.eagle0.eagle.model.action_result.{ActionResultT, NotificationDetails, NotificationT}
import net.eagle0.eagle.model.action_result.changed_province.concrete.ChangedProvinceC
import net.eagle0.eagle.model.action_result.changed_province.ChangedProvinceT
import net.eagle0.eagle.model.action_result.concrete.{ActionResultC, ChangedHeroC, NotificationC}
import net.eagle0.eagle.model.action_result.generated_text_request.LlmRequestT
import net.eagle0.eagle.model.action_result.generated_text_request.LlmRequestT.HeroDepartureMessage
import net.eagle0.eagle.model.action_result.types.{EndHeroDeparturePhaseResultType, HeroesDepartedResultType}
import net.eagle0.eagle.model.state.game_state.GameState
import net.eagle0.eagle.model.state.hero.HeroDepartedBackstoryEvent
import net.eagle0.eagle.model.state.province.ProvinceT
import net.eagle0.eagle.model.state.unaffiliated_hero.{RecruitmentInfo, UnaffiliatedHeroType}
import net.eagle0.eagle.model.state.unaffiliated_hero.concrete.UnaffiliatedHeroC
import net.eagle0.eagle.model.state.RoundPhase
object PerformHeroDeparturesAction {
def provinceWithDepartedHeroes(
gameState: GameState,
provinceId: ProvinceId,
province: ProvinceT,
functionalRandom: FunctionalRandom
): RandomState[Option[(ChangedProvince, Vector[HeroId])]] =
gameState
.provinces(provinceId)
.rulingFactionHeroIds
): RandomState[Option[(ChangedProvinceT, Vector[HeroId])]] =
province.rulingFactionHeroIds
.foldLeft(RandomState(Vector.empty[HeroId], functionalRandom)) {
case (RandomState(acc, fr), hid) =>
heroWillDepart(gameState, hid, fr).map(departed =>
@@ -43,28 +38,23 @@ object PerformHeroDeparturesAction {
case items if items.isEmpty => None
case dh =>
Some(
LegacyProvinceUtils.afterHeroDeparture(
ChangedProvince(
id = provinceId,
removedRulingPlayerHeroIds = dh,
ProvinceUtils.afterHeroDeparture(
ChangedProvinceC(
provinceId = province.id,
removedRulingFactionHeroIds = dh,
newUnaffiliatedHeroes = dh.map(hid =>
UnaffiliatedHero(
UnaffiliatedHeroC(
heroId = hid,
`type` = UNAFFILIATED_HERO_TRAVELER,
unaffiliatedHeroType = UnaffiliatedHeroType.Traveler,
recruitmentAttempted = true,
factionBiases = Map(
gameState
.provinces(provinceId)
.rulingFactionId
.get -> FactionBiasFromDeparture.doubleValue
province.rulingFactionId.get -> FactionBiasFromDeparture.doubleValue
),
recruitmentInfo = Some(
RecruitmentInfo(status = RECRUITMENT_STATUS_TRAVELER)
)
recruitmentInfo = RecruitmentInfo.Traveler
)
)
),
gameState
province
),
dh
)
@@ -77,7 +67,10 @@ object PerformHeroDeparturesAction {
): RandomState[Boolean] =
functionalRandom.nextOddsChance(
departureOdds(
LegacyHeroUtils.effectiveLoyalty(heroId, gameState)
HeroUtils.effectiveLoyalty(
gameState.heroes(heroId),
gameState.factions.values.toVector
)
)
)
@@ -90,45 +83,47 @@ object PerformHeroDeparturesAction {
private def notificationForHero(
hid: HeroId,
pid: ProvinceId,
gameState: GameState
): Notification =
Notification(
details = HeroDepartureDetails(
rulingFactionId: FactionId,
currentRoundId: RoundId
): NotificationC =
NotificationC(
details = NotificationDetails.HeroDeparture(
departingHeroId = hid,
fromFactionId = gameState.provinces(pid).getRulingFactionId,
fromFactionId = rulingFactionId,
provinceId = pid
),
llm = Llm.LlmId(notificationLlmId(gameState.currentRoundId, hid))
llm = NotificationT.Llm.Id(notificationLlmId(currentRoundId, hid)),
deferred = false
)
private def notificationLlmRequestForHero(
hid: HeroId,
pid: ProvinceId,
gameState: GameState
): GeneratedTextRequest =
GeneratedTextRequest(
id = notificationLlmId(gameState.currentRoundId, hid),
eagleGameId = gameState.gameId,
details = HeroDepartureMessage(
departingHeroId = hid,
fromFactionId = gameState.provinces(pid).getRulingFactionId,
provinceId = pid
)
rulingFactionId: FactionId,
currentRoundId: RoundId,
gameId: Long
): LlmRequestT =
HeroDepartureMessage(
requestId = notificationLlmId(currentRoundId, hid),
eagleGameId = gameId,
departingHeroId = hid,
fromFactionId = rulingFactionId,
provinceId = pid
)
}
case class PerformHeroDeparturesAction(
startingState: GameState,
functionalRandom: FunctionalRandom
) extends DeterministicSequentialResultsAction(startingState = startingState) {
override def results(
actionResultProtoApplier: ActionResultProtoApplier
): Vector[ActionResult] =
startingState.provinces.values
gameState: GameState
) extends ProtolessRandomSequentialResultsAction {
override protected def randomResults(
functionalRandom: FunctionalRandom
): RandomState[Vector[ActionResultT]] =
gameState.provinces.values.toVector
.filter(_.rulingFactionId.isDefined)
.foldLeft(
RandomState(
Vector[Option[(ChangedProvince, Vector[HeroId])]](),
Vector[Option[(ChangedProvinceT, Vector[HeroId])]](),
functionalRandom
)
) {
@@ -137,61 +132,58 @@ case class PerformHeroDeparturesAction(
case (acc, fr) =>
PerformHeroDeparturesAction
.provinceWithDepartedHeroes(
startingState,
p.id,
gameState,
p,
fr
)
.map(tup => acc :+ tup)
}
}
.map(_.flatten)
.map {
_.map {
.map { items =>
items.map {
case (cp, hs) =>
ActionResult(
`type` = HEROES_DEPARTED,
province = Some(cp.id),
player = startingState.provinces(cp.id).rulingFactionId,
val provinceId = cp.provinceId
val rulingFactionId = gameState.provinces(provinceId).rulingFactionId.get
ActionResultC(
actionResultType = HeroesDepartedResultType,
provinceId = Some(provinceId),
actingFactionId = Some(rulingFactionId),
changedProvinces = Vector(cp),
changedHeroes = hs.map { hid =>
ChangedHero(
id = hid,
ChangedHeroC(
heroId = hid,
clearFactionId = true,
newBackstoryEvents = Vector(
EventForHeroBackstory(
date = startingState.currentDate,
details = HeroDepartedBackstoryEvent(
departedFromFactionId = startingState.provinces(cp.id).getRulingFactionId,
departedFromProvinceId = cp.id
)
newEventsForHeroBackstory = Vector(
HeroDepartedBackstoryEvent(
date = gameState.currentDate.get,
departedFromFactionId = rulingFactionId,
departedFromProvinceId = provinceId
)
)
)
},
notificationsToDeliver = hs.map { hid =>
newNotifications = hs.map { hid =>
PerformHeroDeparturesAction.notificationForHero(
hid = hid,
pid = cp.id,
gameState = startingState
pid = provinceId,
rulingFactionId = rulingFactionId,
currentRoundId = gameState.currentRoundId
)
},
newGeneratedTextRequests = hs.flatMap { hid =>
Vector(
PerformHeroDeparturesAction.notificationLlmRequestForHero(
hid = hid,
pid = cp.id,
gameState = startingState
)
newGeneratedTextRequests = hs.map { hid =>
PerformHeroDeparturesAction.notificationLlmRequestForHero(
hid = hid,
pid = provinceId,
rulingFactionId = rulingFactionId,
currentRoundId = gameState.currentRoundId,
gameId = gameState.gameId
)
}
)
}
} match {
case RandomState(ars, fr) =>
ars :+ ActionResult(
`type` = END_HERO_DEPARTURE_PHASE,
newRoundPhase = Some(NewRoundPhase(value = UNAFFILIATED_HERO_ACTIONS)),
newRandomSeed = Some(fr.seed)
} :+ ActionResultC(
actionResultType = EndHeroDeparturePhaseResultType,
newRoundPhase = Some(RoundPhase.UnaffiliatedHeroActions)
)
}
}
}
@@ -1,24 +1,7 @@
package net.eagle0.eagle.library.actions.impl.action
import net.eagle0.common.{FunctionalRandom, RandomState}
import net.eagle0.eagle.common.action_result_type.ActionResultType
import net.eagle0.eagle.common.beast_info.BeastInfo
import net.eagle0.eagle.common.date.Date
import net.eagle0.eagle.common.province_event.*
import net.eagle0.eagle.common.round_phase.NewRoundPhase
import net.eagle0.eagle.common.round_phase.RoundPhase.FORCED_TURN_BACK
import net.eagle0.eagle.internal.action_result.ActionResult as ActionResultProto
import net.eagle0.eagle.internal.battalion.Battalion
import net.eagle0.eagle.internal.changed_faction.ChangedFaction
import net.eagle0.eagle.internal.changed_hero.ChangedHero
import net.eagle0.eagle.internal.changed_hero.ChangedHero.Vigor.VigorDelta
import net.eagle0.eagle.internal.changed_province.ChangedProvince
import net.eagle0.eagle.internal.changed_province.ChangedProvince.ProvinceEventsReplacement
import net.eagle0.eagle.internal.faction.PrestigeModifier
import net.eagle0.eagle.internal.game_state.GameState as GameStateProto
import net.eagle0.eagle.internal.province.Province as ProvinceProto
import net.eagle0.eagle.library.actions.applier.ActionResultProtoApplier
import net.eagle0.eagle.library.actions.impl.common.RandomSequentialResultsAction
import net.eagle0.eagle.library.actions.impl.common.ProtolessRandomSequentialResultsAction
import net.eagle0.eagle.library.settings.{
BaseBeastsCount,
BeastsDurationMonths,
@@ -54,10 +37,33 @@ import net.eagle0.eagle.library.settings.{
MonthsBetweenRiotsSupportMultiplier,
RiotEventChance
}
import net.eagle0.eagle.library.util.*
import net.eagle0.eagle.library.util.province.LegacyProvinceUtils
import net.eagle0.eagle.model.proto_converters.game_state.GameStateConverter
import net.eagle0.eagle.library.util.province.ProvinceUtils
import net.eagle0.eagle.library.util.BeastUtils
import net.eagle0.eagle.model.action_result.changed_province.concrete.ChangedProvinceC
import net.eagle0.eagle.model.action_result.concrete.{
ActionResultC,
ChangedBattalionC,
ChangedFactionC,
ChangedHeroC,
StatDelta
}
import net.eagle0.eagle.model.action_result.types.ProvinceEventsChangedResultType
import net.eagle0.eagle.model.action_result.ActionResultT
import net.eagle0.eagle.model.state.{BeastInfo, RoundPhase}
import net.eagle0.eagle.model.state.date.Date
import net.eagle0.eagle.model.state.faction.PrestigeModifier
import net.eagle0.eagle.model.state.game_state.GameState
import net.eagle0.eagle.model.state.province.{
BeastsEvent,
BlizzardEvent,
DroughtEvent,
EpidemicEvent,
FestivalEvent,
FloodEvent,
ImminentRiotEvent,
ProvinceEvent
}
import net.eagle0.eagle.model.state.province.ProvinceT
import net.eagle0.eagle.FactionId
case class ProvinceEventRolls(
@@ -103,20 +109,18 @@ object PerformProvinceEventsAction {
}
def beastsCount(
p: ProvinceProto,
p: ProvinceT,
beastInfo: BeastInfo,
beastCountRoll: Double
): Int =
((BaseBeastsCount.intValue + LegacyProvinceUtils.effectiveEconomy(
p
) * MaxBeastsIncreasePerEconomy.doubleValue) * beastInfo.maxCountMultiplier * beastCountRoll).ceil.toInt
((BaseBeastsCount.intValue + ProvinceUtils.effectiveEconomy(p) * MaxBeastsIncreasePerEconomy.doubleValue) *
beastInfo.maxCountMultiplier * beastCountRoll).ceil.toInt
}
case class PerformProvinceEventsAction(
gameState: GameState
) extends RandomSequentialResultsAction(GameStateConverter.toProto(gameState)) {
private val startingState: GameStateProto = GameStateConverter.toProto(gameState)
import net.eagle0.eagle.library.util.DateProtoUtils.*
) extends ProtolessRandomSequentialResultsAction {
import PerformProvinceEventsAction.*
private val blizzardMonths = Set(12, 1, 2)
private val floodMonths = Set(6, 7, 8)
@@ -124,17 +128,23 @@ case class PerformProvinceEventsAction(
private val epidemicMonths = Set(3, 4, 5, 6, 7, 8, 9, 10)
private val droughtMonths = Set(6, 7, 8, 9)
override def randomResults(
functionalRandom: FunctionalRandom,
actionResultProtoApplier: ActionResultProtoApplier
): RandomState[Vector[ActionResultProto]] =
if startingState.currentRoundId <= MinimumMonthsBeforeFirstProvinceEvents.intValue
then
private def currentDate: Date = gameState.currentDate.get
private def currentMonth: Int = currentDate.month.value
private def isUnderAttack(p: ProvinceT): Boolean =
p.incomingArmies
.filter(_.arrivalRound == gameState.currentRoundId)
.exists(ma => p.rulingFactionId.forall(_ != ma.army.factionId))
override protected def randomResults(
functionalRandom: FunctionalRandom
): RandomState[Vector[ActionResultT]] =
if gameState.currentRoundId <= MinimumMonthsBeforeFirstProvinceEvents.intValue then
RandomState(
Vector(
ActionResultProto(
`type` = ActionResultType.PROVINCE_EVENTS_CHANGED,
newRoundPhase = Some(NewRoundPhase(value = FORCED_TURN_BACK))
ActionResultC(
actionResultType = ProvinceEventsChangedResultType,
newRoundPhase = Some(RoundPhase.ForcedTurnBack)
)
),
functionalRandom
@@ -142,14 +152,14 @@ case class PerformProvinceEventsAction(
else
changedProvinces(functionalRandom).map { cps =>
Vector(
ActionResultProto(
`type` = ActionResultType.PROVINCE_EVENTS_CHANGED,
newRoundPhase = Some(NewRoundPhase(value = FORCED_TURN_BACK)),
ActionResultC(
actionResultType = ProvinceEventsChangedResultType,
newRoundPhase = Some(RoundPhase.ForcedTurnBack),
changedProvinces = cps,
changedBattalions = changedBattalions,
changedHeroes = changedHeroes,
changedFactions = startingState.provinces.values
.foldLeft(Map[FactionId, ChangedFaction]()) {
changedFactions = gameState.provinces.values
.foldLeft(Map.empty[FactionId, ChangedFactionC]) {
case (acc, p) =>
changedFaction(acc, p)
}
@@ -159,229 +169,171 @@ case class PerformProvinceEventsAction(
)
}
def changedProvinces(
private def changedProvinces(
fr: FunctionalRandom
): RandomState[Vector[ChangedProvince]] =
startingState.provinces.values
.foldLeft(RandomState(Vector.empty[ChangedProvince], fr)) {
): RandomState[Vector[ChangedProvinceC]] =
gameState.provinces.values
.foldLeft(RandomState(Vector.empty[ChangedProvinceC], fr)) {
case (RandomState(acc, newR), province) =>
ProvinceEventRolls.nextRolls(newR).map { rolls =>
acc ++ changedProvince(province, rolls)
}
}
def changedProvinceFromEvents(
p: ProvinceProto,
cp: ChangedProvince,
private def changedProvinceFromEvents(
p: ProvinceT,
startingCp: ChangedProvinceC,
epidemicEndRoll: Double
): ChangedProvince =
p.activeEvents.foldLeft(cp) {
case (cp, event) =>
event match {
case _: BlizzardEvent =>
cp.update(
_.optionalEconomyDevastationDelta.modify(dd =>
Some(
dd.getOrElse(0.0) + BlizzardEconomyDevastationDelta.doubleValue
)
),
_.optionalAgricultureDevastationDelta.modify(dd =>
Some(
dd.getOrElse(
0.0
) + BlizzardAgricultureDevastationDelta.doubleValue
)
),
_.optionalInfrastructureDevastationDelta.modify(dd =>
Some(
dd.getOrElse(
0.0
) + BlizzardInfrastructureDevastationDelta.doubleValue
)
)
): ChangedProvinceC =
p.activeEvents.foldLeft(startingCp) { (cp: ChangedProvinceC, event: ProvinceEvent) =>
event match {
case _: BlizzardEvent =>
cp.copy(
economyDevastationDelta =
Some(cp.economyDevastationDelta.getOrElse(0.0) + BlizzardEconomyDevastationDelta.doubleValue),
agricultureDevastationDelta =
Some(cp.agricultureDevastationDelta.getOrElse(0.0) + BlizzardAgricultureDevastationDelta.doubleValue),
infrastructureDevastationDelta = Some(
cp.infrastructureDevastationDelta.getOrElse(0.0) + BlizzardInfrastructureDevastationDelta.doubleValue
)
case _: FloodEvent =>
cp.update(
_.optionalAgricultureDevastationDelta.modify(dd =>
Some(
dd.getOrElse(
0.0
) + (MaxFloodAgricultureDevastationDelta.doubleValue - p.infrastructure * FloodDevastationDeltaReductionPerInfrastructure.doubleValue)
.max(0.0)
)
),
_.optionalInfrastructureDevastationDelta.modify(dd =>
Some(
dd.getOrElse(
0.0
) + (MaxFloodInfrastructureDevastationDelta.doubleValue - p.infrastructure * FloodDevastationDeltaReductionPerInfrastructure.doubleValue)
.max(0.0)
)
)
)
case _: FloodEvent =>
cp.copy(
agricultureDevastationDelta = Some(
cp.agricultureDevastationDelta.getOrElse(0.0) +
(MaxFloodAgricultureDevastationDelta.doubleValue -
p.infrastructure * FloodDevastationDeltaReductionPerInfrastructure.doubleValue).max(0.0)
),
infrastructureDevastationDelta = Some(
cp.infrastructureDevastationDelta.getOrElse(0.0) +
(MaxFloodInfrastructureDevastationDelta.doubleValue -
p.infrastructure * FloodDevastationDeltaReductionPerInfrastructure.doubleValue).max(0.0)
)
case BeastsEvent(_, _, _, beastInfo, _ /* unknownFieldSet */ ) =>
beastInfo.map { beast =>
cp.update(
_.optionalEconomyDevastationDelta.modify(dd =>
Some(dd.getOrElse(0.0) + beast.economyDevastation)
.filterNot(_ == 0.0)
),
_.optionalAgricultureDevastationDelta.modify(dd =>
Some(dd.getOrElse(0.0) + beast.agricultureDevastation)
.filterNot(_ == 0.0)
),
_.optionalInfrastructureDevastationDelta.modify(dd =>
Some(dd.getOrElse(0.0) + beast.infrastructureDevastation)
.filterNot(_ == 0.0)
),
_.optionalSupportDelta.modify(sd => Some(sd.getOrElse(0.0) - BeastsSupportDamage.doubleValue))
)
}
.getOrElse(cp)
case _: FestivalEvent =>
cp.update(
_.optionalSupportDelta.modify(sd => Some(sd.getOrElse(0.0) + FestivalSupportDelta.doubleValue))
)
case _: EpidemicEvent =>
cp.update(
_.optionalEconomyDevastationDelta.modify(dd =>
Some(
dd.getOrElse(0.0) + EpidemicEconomyDevastationDelta.doubleValue
)
),
_.optionalNewProvinceEvents := Option.when(
!epidemicMonths.contains(startingState.currentDate.get.month) ||
epidemicEndRoll < EpidemicEndChance.doubleValue
) {
ProvinceEventsReplacement(
newEvents = cp.newProvinceEvents
.map(_.newEvents)
.getOrElse(p.activeEvents)
.filterNot(ProvinceEventUtils.isEpidemicEvent)
)
}
)
case _: DroughtEvent =>
cp.update(
_.optionalAgricultureDevastationDelta.modify(dd =>
Some(
dd.getOrElse(
0.0
) + DroughtAgricultureDevastationDelta.doubleValue
)
)
)
case _: ImminentRiotEvent => cp
case ProvinceEvent.Empty => cp
}
)
case BeastsEvent(_, _, _, beastInfo) =>
cp.copy(
economyDevastationDelta =
Some(cp.economyDevastationDelta.getOrElse(0.0) + beastInfo.economyDevastation).filterNot(_ == 0.0),
agricultureDevastationDelta = Some(
cp.agricultureDevastationDelta.getOrElse(0.0) + beastInfo.agricultureDevastation
).filterNot(_ == 0.0),
infrastructureDevastationDelta = Some(
cp.infrastructureDevastationDelta.getOrElse(0.0) + beastInfo.infrastructureDevastation
).filterNot(_ == 0.0),
supportDelta = Some(cp.supportDelta.getOrElse(0.0) - BeastsSupportDamage.doubleValue)
)
case _: FestivalEvent =>
cp.copy(
supportDelta = Some(cp.supportDelta.getOrElse(0.0) + FestivalSupportDelta.doubleValue)
)
case _: EpidemicEvent =>
val shouldEndEpidemic =
!epidemicMonths.contains(currentMonth) || epidemicEndRoll < EpidemicEndChance.doubleValue
cp.copy(
economyDevastationDelta =
Some(cp.economyDevastationDelta.getOrElse(0.0) + EpidemicEconomyDevastationDelta.doubleValue),
newProvinceEvents =
if shouldEndEpidemic then
Some(cp.newProvinceEvents.getOrElse(p.activeEvents).filterNot {
case _: EpidemicEvent => true; case _ => false
})
else cp.newProvinceEvents
)
case _: DroughtEvent =>
cp.copy(
agricultureDevastationDelta =
Some(cp.agricultureDevastationDelta.getOrElse(0.0) + DroughtAgricultureDevastationDelta.doubleValue)
)
case _: ImminentRiotEvent => cp
}
}
def blizzardDurationMonths(currentMonth: Int): FactionId =
private def blizzardDurationMonths(currentMonth: Int): Int =
(11 + MaxBlizzardDurationMonths.intValue - currentMonth) % 12
def newBlizzardEvent(
province: ProvinceProto,
private def newBlizzardEvent(
province: ProvinceT,
blizzardEventRoll: Double
): Option[ProvinceEvent] =
Option.when(
blizzardMonths
.contains(startingState.currentDate.get.month)
&& !LegacyProvinceUtils.hasBlizzard(province)
blizzardMonths.contains(currentMonth)
&& !ProvinceUtils.hasBlizzard(province)
&& blizzardEventRoll < BlizzardEventChance.doubleValue
) {
BlizzardEvent(
startDate = Some(startingState.currentDate.get),
endDate = Some(
startingState.currentDate.get.addMonths(
blizzardDurationMonths(startingState.currentDate.get.month)
)
)
startDate = currentDate,
endDate = currentDate.addMonths(blizzardDurationMonths(currentMonth))
)
}
def newDroughtEvent(
province: ProvinceProto,
private def newDroughtEvent(
province: ProvinceT,
droughtEventRoll: Double
): Option[ProvinceEvent] =
Option.when(
droughtMonths
.contains(startingState.currentDate.get.month)
&& !LegacyProvinceUtils.hasDrought(province)
&& !LegacyProvinceUtils.hasFlood(province)
droughtMonths.contains(currentMonth)
&& !ProvinceUtils.hasDrought(province)
&& !ProvinceUtils.hasFlood(province)
&& droughtEventRoll < DroughtEventChance.doubleValue
) {
DroughtEvent(
startDate = Some(startingState.currentDate.get),
endDate = Some(
startingState.currentDate.get.addMonths(
DroughtDurationMonths.intValue
)
)
startDate = currentDate,
endDate = currentDate.addMonths(DroughtDurationMonths.intValue)
)
}
def newFloodEvent(
province: ProvinceProto,
private def newFloodEvent(
province: ProvinceT,
floodEventRoll: Double
): Option[ProvinceEvent] =
Option.when(
floodMonths
.contains(startingState.currentDate.get.month)
&& !LegacyProvinceUtils.hasFlood(province)
&& !LegacyProvinceUtils.hasDrought(province)
floodMonths.contains(currentMonth)
&& !ProvinceUtils.hasFlood(province)
&& !ProvinceUtils.hasDrought(province)
&& floodEventRoll < FloodEventChance.doubleValue
) {
FloodEvent(
startDate = Some(startingState.currentDate.get),
endDate = Some(
startingState.currentDate.get.addMonths(FloodDurationMonths.intValue)
)
startDate = currentDate,
endDate = currentDate.addMonths(FloodDurationMonths.intValue)
)
}
def newFestivalEvent(
province: ProvinceProto,
private def newFestivalEvent(
province: ProvinceT,
festivalEventRoll: Double
): Option[ProvinceEvent] =
Option.when(
festivalMonths
.contains(startingState.currentDate.get.month)
&& !LegacyProvinceUtils.hasBlizzard(province)
&& !LegacyProvinceUtils.hasDrought(province)
&& !LegacyProvinceUtils.hasFestival(province)
festivalMonths.contains(currentMonth)
&& !ProvinceUtils.hasBlizzard(province)
&& !ProvinceUtils.hasDrought(province)
&& !ProvinceUtils.hasFestival(province)
&& festivalEventRoll < FestivalEventChance.doubleValue
) {
FestivalEvent(
startDate = Some(startingState.currentDate.get),
endDate = Some(
startingState.currentDate.get.addMonths(
MaxFestivalDurationMonths.intValue
)
)
startDate = currentDate,
endDate = currentDate.addMonths(MaxFestivalDurationMonths.intValue)
)
}
def newEpidemicEvent(
province: ProvinceProto,
private def newEpidemicEvent(
province: ProvinceT,
epidemicRoll: Double
): Option[ProvinceEvent] =
Option.when(
epidemicMonths
.contains(startingState.currentDate.get.month)
&& !LegacyProvinceUtils.hasEpidemic(province)
&& (epidemicRoll < EpidemicBreakoutChance.doubleValue || (province.neighbors
.map(_.provinceId)
.map(startingState.provinces)
.exists(
LegacyProvinceUtils.hasEpidemic
) && epidemicRoll < EpidemicSpreadChance.doubleValue))
epidemicMonths.contains(currentMonth)
&& !ProvinceUtils.hasEpidemic(province)
&& (epidemicRoll < EpidemicBreakoutChance.doubleValue ||
(province.neighbors
.map(_.provinceId)
.map(gameState.provinces)
.exists(ProvinceUtils.hasEpidemic)
&& epidemicRoll < EpidemicSpreadChance.doubleValue))
) {
EpidemicEvent(startDate = Some(startingState.currentDate.get))
EpidemicEvent(startDate = currentDate)
}
def newBeastsEvent(
province: ProvinceProto,
private def newBeastsEvent(
province: ProvinceT,
beastsEventRoll: Double,
beastTypeRoll: Double,
beastCountRoll: Double
@@ -390,71 +342,60 @@ case class PerformProvinceEventsAction(
province.lastBeastsDate.isEmpty ||
province.lastBeastsDate.exists(lbd =>
lbd.addMonths(
(MonthsBetweenBeastsInfrastructureMultiplier.doubleValue * LegacyProvinceUtils
.effectiveInfrastructure(province)).floor.toInt
) < startingState.currentDate.get
(MonthsBetweenBeastsInfrastructureMultiplier.doubleValue * ProvinceUtils.effectiveInfrastructure(
province
)).floor.toInt
) < currentDate
)
Option.when(
hasBeenLongEnough
&& beastsEventRoll < BeastsEventChance.doubleValue
&& !LegacyProvinceUtils.hasBeasts(province)
&& !LegacyProvinceUtils.hasFestival(province)
&& !ProvinceUtils.hasBeasts(province)
&& !ProvinceUtils.hasFestival(province)
&& province.rulingFactionId.isDefined
) {
val beastInfo = PerformProvinceEventsAction.beastType(beastTypeRoll)
BeastsEvent(
count = PerformProvinceEventsAction
.beastsCount(province, beastInfo, beastCountRoll),
startDate = Some(startingState.currentDate.get),
endDate = Some(
startingState.currentDate.get.addMonths(BeastsDurationMonths.intValue)
),
beastInfo = Some(beastInfo)
count = PerformProvinceEventsAction.beastsCount(province, beastInfo, beastCountRoll),
startDate = currentDate,
endDate = currentDate.addMonths(BeastsDurationMonths.intValue),
beastInfo = beastInfo
)
}
}
def newImminentRiotEvent(
province: ProvinceProto,
private def newImminentRiotEvent(
province: ProvinceT,
riotEventRoll: Double
): Option[ProvinceEvent] = {
val hasBeenLongEnough =
province.lastRiotDate.isEmpty ||
province.lastRiotDate.exists(lbd =>
lbd.addMonths(
province.lastRiotDate.exists(lrd =>
lrd.addMonths(
(MonthsBetweenRiotsSupportMultiplier.doubleValue * province.support).floor.toInt
) < startingState.currentDate.get
) < currentDate
)
val hasActiveBeastsWithFutureEnd = province.activeEvents.exists {
case BeastsEvent(_, _, endDate, _) => endDate > currentDate
case _ => false
}
Option.when(
hasBeenLongEnough &&
riotEventRoll < RiotEventChance.doubleValue
hasBeenLongEnough
&& riotEventRoll < RiotEventChance.doubleValue
&& province.support >= MinSupportForTaxes.doubleValue
&& !IncomingArmyUtils.isUnderAttack(province, startingState)
&& !LegacyProvinceUtils.hasEvent(
province,
{
case BeastsEvent(
_: Int,
_: Option[Date],
endDate: Option[Date],
_: Option[BeastInfo],
_ /* unknownFieldSet */
) =>
endDate.exists(_ > startingState.currentDate.get)
case _ => false
}
)
&& !LegacyProvinceUtils.hasFestival(province)
&& !isUnderAttack(province)
&& !hasActiveBeastsWithFutureEnd
&& !ProvinceUtils.hasFestival(province)
) {
ImminentRiotEvent()
}
}
// We won't riot while there are beasts or a festival
def newProvinceEvents(
province: ProvinceProto,
private def newProvinceEvents(
province: ProvinceT,
provinceEventRolls: ProvinceEventRolls
): Vector[ProvinceEvent] =
newBlizzardEvent(province, provinceEventRolls.blizzardRoll)
@@ -469,34 +410,28 @@ case class PerformProvinceEventsAction(
beastCountRoll = provinceEventRolls.beastCountRoll
)
)
.orElse(
newImminentRiotEvent(province, provinceEventRolls.riotRoll)
)
.orElse(
newEpidemicEvent(province, provinceEventRolls.epidemicStartRoll)
)
.orElse(newImminentRiotEvent(province, provinceEventRolls.riotRoll))
.orElse(newEpidemicEvent(province, provinceEventRolls.epidemicStartRoll))
.toVector
def changedFaction(
existingCFs: Map[FactionId, ChangedFaction],
province: ProvinceProto
): Map[FactionId, ChangedFaction] =
private def changedFaction(
existingCFs: Map[FactionId, ChangedFactionC],
province: ProvinceT
): Map[FactionId, ChangedFactionC] =
province.rulingFactionId.map { fid =>
val existingCf =
existingCFs.getOrElse(fid, ChangedFaction(id = fid))
val existingCf = existingCFs.getOrElse(fid, ChangedFactionC(factionId = fid))
val newCf = province.activeEvents.foldLeft(existingCf) {
case (cf, event) =>
event match {
case _: FestivalEvent =>
cf.update(
_.addedPrestigeModifiers :+= PrestigeModifier(
`type` = PrestigeModifier.Type.FESTIVAL,
value = FestivalPrestigeDelta.doubleValue
)
val newCf = province.activeEvents.foldLeft(existingCf) { (cf: ChangedFactionC, event: ProvinceEvent) =>
event match {
case _: FestivalEvent =>
cf.copy(
newPrestigeModifiers = cf.newPrestigeModifiers :+ PrestigeModifier(
prestigeModifierType = PrestigeModifier.Type.Festival,
value = FestivalPrestigeDelta.doubleValue
)
case _ => cf
}
)
case _ => cf
}
}
if newCf == existingCf then existingCFs
@@ -504,37 +439,37 @@ case class PerformProvinceEventsAction(
}
.getOrElse(existingCFs)
def changedHeroes: Vector[ChangedHero] =
startingState.provinces.values
.filter(LegacyProvinceUtils.hasEpidemic)
private def changedHeroes: Vector[ChangedHeroC] =
gameState.provinces.values
.filter(ProvinceUtils.hasEpidemic)
.flatMap(p => p.rulingFactionHeroIds ++ p.unaffiliatedHeroes.map(_.heroId))
.map(startingState.heroes)
.map(hero =>
ChangedHero(
id = hero.id,
vigor = VigorDelta(EpidemicVigorDelta.doubleValue)
.map(hid =>
ChangedHeroC(
heroId = hid,
vigorChange = StatDelta(EpidemicVigorDelta.doubleValue)
)
)
.toVector
def changedBattalions: Vector[Battalion] =
startingState.provinces.values
.filter(LegacyProvinceUtils.hasEpidemic)
private def changedBattalions: Vector[ChangedBattalionC] =
gameState.provinces.values
.filter(ProvinceUtils.hasEpidemic)
.flatMap(_.battalionIds)
.map(startingState.battalions)
.map(gameState.battalions)
.map(b =>
b.update(
_.size
.modify(s => (s * (1.0 - EpidemicBattalionLossPercentage.doubleValue)).toInt)
ChangedBattalionC(
to = b.updateWith(
size = (b.size * (1.0 - EpidemicBattalionLossPercentage.doubleValue)).toInt
)
)
)
.toVector
def changedProvince(
province: ProvinceProto,
private[action] def changedProvince(
province: ProvinceT,
provinceEventRolls: ProvinceEventRolls
): Option[ChangedProvince] = {
val startingCp = ChangedProvince(id = province.id)
): Option[ChangedProvinceC] = {
val startingCp = ChangedProvinceC(provinceId = province.id)
val fromProvinceEvents = changedProvinceFromEvents(
province,
@@ -543,36 +478,18 @@ case class PerformProvinceEventsAction(
)
val newProvinceEventSet = province.activeEvents.filter {
case ProvinceEvent.Empty => ???
case DroughtEvent(startDate, endDate, _ /* unknownFieldSet */ ) =>
endDate.exists(_ >= startingState.currentDate.get)
case BeastsEvent(
count,
startDate,
endDate,
beastInfo,
_ /* unknownFieldSet */
) =>
endDate.exists(_ >= startingState.currentDate.get)
case BlizzardEvent(startDate, endDate, _ /* unknownFieldSet */ ) =>
endDate.exists(_ >= startingState.currentDate.get)
case FestivalEvent(startDate, endDate, _ /* unknownFieldSet */ ) =>
endDate.exists(_ >= startingState.currentDate.get)
case FloodEvent(startDate, endDate, _ /* unknownFieldSet */ ) =>
endDate.exists(_ >= startingState.currentDate.get)
case EpidemicEvent(startDate, _ /* unknownFieldSet */ ) => true
case ImminentRiotEvent(_ /* unknownFieldSet */ ) => true
} ++ newProvinceEvents(
province,
provinceEventRolls
)
case DroughtEvent(_, endDate) => endDate >= currentDate
case BeastsEvent(_, _, endDate, _) => endDate >= currentDate
case BlizzardEvent(_, endDate) => endDate >= currentDate
case FestivalEvent(_, endDate) => endDate >= currentDate
case FloodEvent(_, endDate) => endDate >= currentDate
case _: EpidemicEvent => true
case _: ImminentRiotEvent => true
} ++ newProvinceEvents(province, provinceEventRolls)
val withEventsReplacement =
if newProvinceEventSet == province.activeEvents then fromProvinceEvents
else
fromProvinceEvents.withNewProvinceEvents(
ProvinceEventsReplacement(newProvinceEventSet)
)
else fromProvinceEvents.copy(newProvinceEvents = Some(newProvinceEventSet))
Option.when(withEventsReplacement != startingCp)(withEventsReplacement)
}
@@ -1,94 +1,64 @@
package net.eagle0.eagle.library.actions.impl.action
import net.eagle0.common.{FunctionalRandom, RandomState}
import net.eagle0.eagle.internal.army.MovingArmy
import net.eagle0.eagle.internal.game_state.GameState as GameStateProto
import net.eagle0.eagle.internal.province.Province as ProvinceProto
import net.eagle0.eagle.library.actions.applier.{ActionResultTApplier, ActionResultTWithResultingState}
import net.eagle0.eagle.library.actions.impl.common.TRandomSequentialResultsAction
import net.eagle0.eagle.library.actions.applier.ActionResultApplier
import net.eagle0.eagle.library.actions.impl.common.ProtolessRandomSequentialResultsAction
import net.eagle0.eagle.library.actions.random_state_sequencer.RandomStateSequencer
import net.eagle0.eagle.model.action_result.ActionResultT
import net.eagle0.eagle.model.proto_converters.{ArmyConverter, SuppliesConverter}
import net.eagle0.eagle.model.proto_converters.faction.FactionConverter
import net.eagle0.eagle.model.proto_converters.game_state.GameStateConverter
import net.eagle0.eagle.model.proto_converters.hero.HeroConverter
import net.eagle0.eagle.model.proto_converters.province.ProvinceConverter
import net.eagle0.eagle.model.state.game_state.GameState
import net.eagle0.eagle.model.state.province.ProvinceT
import net.eagle0.eagle.model.state.MovingArmy
case class PerformProvinceMoveResolutionAction(
gameState: GameState
) extends TRandomSequentialResultsAction(gameState) {
gameState: GameState,
actionResultApplier: ActionResultApplier
) extends ProtolessRandomSequentialResultsAction {
override protected def randomResults(
functionalRandom: FunctionalRandom,
actionResultTApplier: ActionResultTApplier
functionalRandom: FunctionalRandom
): RandomState[Vector[ActionResultT]] = {
val startingState = GameStateConverter.toProto(gameState)
val provincesWithIncomingFriendlies = startingState.provinces.values
val provincesWithIncomingFriendlies = gameState.provinces.values
.filter(_.rulingFactionId.isDefined)
.map(p =>
(
p,
p.incomingArmies.filter(ma =>
ma.arrivalRound == startingState.currentRoundId && isFriendlyMove(
ma,
p
)
)
)
)
.filter(_._2.nonEmpty)
val movingFriendliesStates = provincesWithIncomingFriendlies
.foldLeft(Vector(ActionResultTWithResultingState(null, startingState))) {
case (acc, (province, armies)) =>
armies.foldLeft(acc) {
case (acc2, army) =>
acc2 :+ actionResultTApplier.applyActionResult(
acc2.last.resultingState,
FriendlyMoveAction(
ArmyConverter.fromProto(army),
province.id
).immediateExecute
)
}
.flatMap { province =>
val friendlyArmies = province.incomingArmies.filter { ma =>
ma.arrivalRound == gameState.currentRoundId && isFriendlyMove(ma, province)
}
friendlyArmies.map(army => (province.id, army))
}
.toVector
val provincesWithIncomingShipments = startingState.provinces.values
.map(p =>
(
p,
p.incomingShipments
.filter(ma => ma.arrivalRound == startingState.currentRoundId)
)
)
.filter(_._2.nonEmpty)
val provincesWithIncomingShipments = gameState.provinces.values.flatMap { province =>
val arrivingShipments = province.incomingShipments
.filter(_.arrivalRound == gameState.currentRoundId)
arrivingShipments.map(shipment => (province.id, shipment))
}.toVector
val states = provincesWithIncomingShipments
.foldLeft(movingFriendliesStates) {
case (acc, (province, shipments)) =>
shipments.foldLeft(acc) {
case (acc2, supplies) =>
acc2 :+ actionResultTApplier.applyActionResult(
acc2.last.resultingState,
ShipmentArrivedAction(
SuppliesConverter.fromProto(supplies),
province.id
).immediateExecute
)
}
}
.drop(1)
val sequencer = RandomStateSequencer(
initialState = gameState,
actionResultApplier = actionResultApplier,
functionalRandom = functionalRandom
)
val lastState = states.lastOption.map(_.resultingState).getOrElse(startingState)
EndProvinceMoveResolutionPhaseAction(
gameId = lastState.gameId,
factions = lastState.factions.values.map(FactionConverter.fromProto).toVector,
provinces = lastState.provinces.values.toVector.map(ProvinceConverter.fromProto),
heroes = lastState.heroes.values.toVector.map(HeroConverter.fromProto)
).randomResults(functionalRandom)
.map(states.map(_.actionResult) ++ _)
val afterFriendlyMoves = provincesWithIncomingFriendlies.foldLeft(sequencer) {
case (seq, (provinceId, movingArmy)) =>
seq.withProtolessSimpleAction(_ => FriendlyMoveAction(movingArmy, provinceId))
}
val afterShipments = provincesWithIncomingShipments.foldLeft(afterFriendlyMoves) {
case (seq, (provinceId, movingSupplies)) =>
seq.withProtolessSimpleAction(_ => ShipmentArrivedAction(movingSupplies, provinceId))
}
afterShipments.withRandomActionResults { (gs, fr) =>
EndProvinceMoveResolutionPhaseAction(
gameId = gs.gameId,
factions = gs.factions.values.toVector,
provinces = gs.provinces.values.toVector,
heroes = gs.heroes.values.toVector
).randomResults(fr)
}.actionResults
}
private def isFriendlyMove(ma: MovingArmy, p: ProvinceProto): Boolean =
ma.army.forall(army => p.rulingFactionId.contains(army.factionId))
private def isFriendlyMove(ma: MovingArmy, province: ProvinceT): Boolean =
province.rulingFactionId.contains(ma.army.factionId)
}
@@ -1,44 +1,40 @@
package net.eagle0.eagle.library.actions.impl.action
import net.eagle0.common.{FunctionalRandom, RandomState}
import net.eagle0.eagle.internal.game_state.GameState as GameStateProto
import net.eagle0.eagle.internal.province.IncomingEndTurnAction as IncomingEndTurnActionProto
import net.eagle0.eagle.library.actions.applier.ActionResultTApplier
import net.eagle0.eagle.library.actions.impl.common.{RandomStateTSequencer, TRandomSequentialResultsAction}
import net.eagle0.eagle.library.actions.applier.ActionResultApplier
import net.eagle0.eagle.library.actions.impl.common.ProtolessRandomSequentialResultsAction
import net.eagle0.eagle.library.actions.random_state_sequencer.RandomStateSequencer
import net.eagle0.eagle.library.util.view_filters.ProvinceViewFilter
import net.eagle0.eagle.library.util.ReturningHeroes
import net.eagle0.eagle.model.action_result.changed_province.concrete.ChangedProvinceC
import net.eagle0.eagle.model.action_result.concrete.{ActionResultC, ChangedFactionC, ClientTextVisibilityExtensionC}
import net.eagle0.eagle.model.action_result.types.{EndReconResolutionPhaseResultType, ReconSucceededResultType}
import net.eagle0.eagle.model.action_result.ActionResultT
import net.eagle0.eagle.model.proto_converters.game_state.GameStateConverter
import net.eagle0.eagle.model.proto_converters.province.ProvinceConverter
import net.eagle0.eagle.model.proto_converters.IncomingEndTurnActionConverter
import net.eagle0.eagle.model.state.game_state.GameState
import net.eagle0.eagle.model.state.province.{IncomingEndTurnAction, IncomingRecon}
import net.eagle0.eagle.model.state.RoundPhase
import net.eagle0.eagle.ProvinceId
case class PerformReconResolutionAction(
gameState: GameState
) extends TRandomSequentialResultsAction(gameState) {
private val startingGameState: GameStateProto = GameStateConverter.toProto(gameState)
gameState: GameState,
actionResultApplier: ActionResultApplier
) extends ProtolessRandomSequentialResultsAction {
override protected def randomResults(
functionalRandom: FunctionalRandom,
actionResultTApplier: ActionResultTApplier
functionalRandom: FunctionalRandom
): RandomState[Vector[ActionResultT]] =
startingGameState.provinces.values
gameState.provinces.values
.foldLeft(
RandomStateTSequencer.fromProto(
initialStateProto = startingGameState,
actionResultApplier = actionResultTApplier,
RandomStateSequencer(
initialState = gameState,
actionResultApplier = actionResultApplier,
functionalRandom = functionalRandom
)
) {
case (sequencer, province) =>
province.incomingEndTurnActions
.filter(_.action.isRecon)
province.incomingEndTurnActions.collect {
case action @ IncomingEndTurnAction(_, _, _: IncomingRecon) => action
}
.foldLeft(sequencer) {
case (innerSequencer, action) =>
innerSequencer.withRandomActionResult {
@@ -55,26 +51,25 @@ case class PerformReconResolutionAction(
)
}
def oneResult(
// Package-private for testing
private[action] def oneResult(
provinceId: ProvinceId,
incomingEndTurnAction: IncomingEndTurnActionProto,
incomingEndTurnAction: IncomingEndTurnAction,
functionalRandom: FunctionalRandom
): RandomState[ActionResultT] = {
val originProvince =
startingGameState.provinces(incomingEndTurnAction.fromProvinceId)
val originProvince = gameState.provinces(incomingEndTurnAction.fromProvinceId)
val fromFactionId = incomingEndTurnAction.fromFactionId
val targetProvince = startingGameState.provinces(provinceId)
val targetProvince = gameState.provinces(provinceId)
val recon = incomingEndTurnAction.getRecon
// Extract heroId from the recon action details
val heroId = incomingEndTurnAction.details.asInstanceOf[IncomingRecon].heroId
ReturningHeroes
.heroesReturningToFaction(
hids = Vector(recon.heroId),
hids = Vector(heroId),
factionId = fromFactionId,
originProvince = ProvinceConverter.fromProto(originProvince),
provinces = startingGameState.provinces.values
.map(ProvinceConverter.fromProto)
.toVector,
originProvince = originProvince,
provinces = gameState.provinces.values.toVector,
functionalRandom = functionalRandom
)
.map { returningHeroes =>
@@ -85,35 +80,25 @@ case class PerformReconResolutionAction(
// the CP for the destination province
ChangedProvinceC(
provinceId = provinceId,
removedIncomingEndTurnActions = Vector(
IncomingEndTurnActionConverter.fromProto(incomingEndTurnAction)
)
removedIncomingEndTurnActions = Vector(incomingEndTurnAction)
),
// the CP for the acting hero returning
returningHeroes.changedProvince
),
changedFactions = Vector(
ChangedFactionC(
factionId = incomingEndTurnAction.fromFactionId,
factionId = fromFactionId,
updatedReconnedProvinces = Vector(
ProvinceViewFilter
.filteredProvinceView(
targetProvince,
startingGameState
// FIXME: setting factionId to None right now to grab the full info. This
// probably isn't exactly what we want.
)
.withAsOf(startingGameState.currentDate.get)
ProvinceViewFilter.filteredProvinceView(
gameState.provinces(provinceId),
gameState
)
)
)
),
clientTextVisibilityExtensions = targetProvince.rulingFactionHeroIds.map { hid =>
ClientTextVisibilityExtensionC(
textId = startingGameState
.heroes(hid)
.backstoryVersions
.last
.textId,
textId = gameState.heroes(hid).backstoryTextId,
recipientFactionIds = Vector(fromFactionId)
)
}.toVector

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