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Author SHA1 Message Date
adminandClaude Opus 4.6 b7a3baedda Fix free heroes table crash and upsert unaffiliated heroes (#6404)
Two fixes:

1. FreeHeroesTableController: rebuild the table if the hero count has
   changed since it was last set up, before updating selections. The
   crash occurred because SelectButtonIndex called
   UpdateUnaffiliatedHeroSelections without first rebuilding the table,
   so a model update arriving between table setup and button click caused
   an index-out-of-range.

2. EagleGameModel: treat AddedUnaffiliatedHeroes as an upsert — replace
   the existing entry if one with the same HeroId already exists, rather
   than throwing. The server diff uses remove+add pairs for updates, but
   if a remove is missed (e.g. stale before-state after reconnect), the
   add should still converge to the correct state.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-06 21:51:46 -08:00
407d7701e8 Add post-Eagle tutorial events: Ranil & Elena depart and form factions (#6365)
* Add post-Eagle tutorial events: Ranil & Elena depart and form factions

After the Eagle appears, John Ranil departs the player's faction 2 rounds
later and Elena Fyar departs 4 rounds later. At 7 rounds after Eagle,
both form their own factions in isolated provinces.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>

* Add tests for TutorialHeroDepartureAction and TutorialHeroFactionsAction

Tests cover action result creation, province selection, hero changes,
battalion/faction creation, unaffiliated hero removal, and edge cases
(missing heroes, no suitable province, hero in different province).

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>

* Fix Eagle hero missing backstoryVersions causing validation failure

EagleAppearsAction.createEagleHero was creating the hero without
setting backstoryVersions, which defaults to Vector(). The runtime
validator requires backstoryVersions.nonEmpty for all heroes.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>

* Fix Eagle appearance crash: split entity creation from province changes

The action result applier processes changedProvinces before newHeroes,
so when EagleAppearsAction put both in a single ActionResultC, the
province change tried to look up the Eagle hero (via
ProvinceUpdateHelpers.applyRulingAndBattalions) before it existed in
the game state, causing a HashMap key-not-found exception.

Split into two sequential action results: first creates the faction,
hero, and battalions; second applies the province changes.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>

* Fix duplicate Eagle hero: only place in province 32, not both provinces

The Eagle hero was added to rulingFactionHeroIds for both provinces 32
and 6, violating the one-hero-per-province invariant and causing a
validation crash on game load. Province 6 now gets the Eagle's faction
and battalions but not the hero itself.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>

---------

Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-06 21:31:39 -08:00
cc49924af8 Throw on duplicate unaffiliated heroes instead of silently appending (#6402) (#6403)
Replace blind `Add(AddedUnaffiliatedHeroes)` with per-hero loop that
throws InvalidOperationException when a hero already exists in the
province's unaffiliated list.  This surfaces the root cause of duplicate
rows in the free heroes table instead of masking it.

Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-06 21:06:24 -08:00
f79b9d61f5 Fix multi-client eviction: allow simultaneous connections per faction (#6402)
When two clients connected for the same faction (e.g., iPad + Unity
editor), withHumanClient evicted all existing same-faction connections.
Now only cancelled connections are removed, allowing multiple active
clients to coexist with independent update streams.

Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-06 18:34:04 -08:00
a46dc40198 Fix province effects missing after CDN centroids change (#6401)
* Fix province effects missing when CDN centroids arrive after model

Since #6396 moved centroids.json to CDN, it loads asynchronously and
often arrives after MapController.Model is set. All province effect
controllers (festival, epidemic, blizzard, drought, flood, beasts)
silently skipped spawning because _provinceCentroids was empty.

Re-apply effects in OnProvinceMapLoaded when the model is already set.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>

* Fix province effects missing when CDN centroids arrive after model

Since #6396 moved centroids.json to CDN, it loads asynchronously and
often arrives after MapController.Model is set. All province effect
controllers silently skipped spawning because _provinceCentroids was
empty.

Add lazy centroid loading to each controller's update method so they
load centroids on-demand from ProvinceIDLoader.CentroidsJsonText. This
eliminates the callback ordering dependency with OnMapLoaded. Also
re-apply effects in OnProvinceMapLoaded when model is already set.

Remove defensive null checks on Inspector-wired controller references
in UpdateProvinceEffects — missing wiring should fail loudly.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>

---------

Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-06 16:21:19 -08:00
b93171528c Randomize firework burst colors instead of cycling sequentially (#6400)
Sequential _colorIndex caused all firework instances to show correlated
color sequences. Use Random.Range per launch for independent colors.

Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-06 16:02:47 -08:00
1508fce835 Faster connection recovery on flaky networks (#6399)
Reduce sync mismatch grace period (60s→5s), HTTP/2 keepalive interval
(15s→5s), and add per-command response timeout (10s) to dramatically
cut recovery time when the client misses a game update.

Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-06 15:55:22 -08:00
52cd8397c2 Make games.e0es S3 upload non-blocking with AsyncS3Persister (#6398)
GamesManager.save() writes games.e0es to S3 synchronously on the gRPC
executor thread via CompletableFuture.join(), blocking all user
operations for the duration of the upload. JFR profiling showed this
blocking for 28-65ms per command, with potential for much longer spikes.

Wrap the top-level S3Persister in AsyncS3Persister, matching what
per-game persisters already do in LocalGamePersisterCreation.

Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-06 15:54:21 -08:00
fd75833208 Use API key auth for iOS export to prevent Xcode-Token expiry failures (#6397)
The exportArchive step was relying on the Xcode-Token in the keychain
for App Store Connect authentication. This token expires periodically,
breaking headless CI builds. Pass the App Store Connect API key (already
used by the upload step) to the export step as well.

Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-06 15:17:14 -08:00
8aa3be6401 Fetch centroids.json from CDN via EagleMapInfo (#6396)
* Fetch centroids.json from CDN via EagleMapInfo instead of baked TextAsset

ProvinceIDLoader now fetches both the map data and centroids JSON from
CDN using SHA256 hashes from the server-provided EagleMapInfo. OnMapLoaded
fires only after both arrive and validate. All controllers subscribe to
OnMapLoaded for centroid data instead of loading in Awake().

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>

* Guard MapController.ProvinceFromPoint against null map bytes

OnMapLoaded now fires later (after both map + centroids arrive),
so Update() can run before _mapIdBytes is set.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>

---------

Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-06 14:27:56 -08:00
192aaf73c6 Remove unused map_name from EagleMapInfo (#6395)
The SHA256 hash is used as the content-addressable filename for CDN
fetches, making map_name redundant. Reserve field 1 in the proto to
prevent accidental reuse.

Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-06 14:27:31 -08:00
026d962ca6 Add centroids SHA256 to EagleMapInfo for CDN validation (#6394)
Extends EagleMapInfo with centroidsSha256 so the client can validate
centroids.json after CDN download, matching the existing rawGray pattern.
Bumps migration to v3 so existing saves get backfilled.

Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-06 14:13:33 -08:00
100700582e Centralize centroidsJson in ProvinceIDLoader (#6393)
* Centralize centroidsJson reference in ProvinceIDLoader

All 7 province controllers now read centroidsJson from ProvinceIDLoader
instead of each having their own Inspector-linked TextAsset field.
This prepares for making centroids server-driven in the future.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>

* Wire up provinceIDLoader references and remove stale centroidsJson links

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>

---------

Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-06 14:12:07 -08:00
ef683e939b Move rawGray.gz.bytes from Unity Assets to src/main/resources (#6392)
The province ID map is now fetched from CDN at runtime, so it no longer
needs to be a Unity TextAsset. Move it to the resources directory
alongside other game data files and delete the .meta file.

Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-06 13:59:37 -08:00
bd38b4ad5b Load province map from server-provided EagleMapInfo (#6388)
* Load province map dimensions and hash from server-provided EagleMapInfo

Replaces hardcoded map dimensions (3786x1834) across 8 Unity client files
with server-driven values from the EagleMapInfo proto added in #6381.

ProvinceIDLoader no longer auto-loads in Awake() — instead, EagleGameController
calls Initialize(EagleMapInfo) on first GameStateView, which looks up the map
asset by name, validates SHA256 integrity, and fires OnMapLoaded for dependents
(MapController, ProvinceBorderDistanceGenerator).

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>

* Keep rawGrayCompressed as direct Inspector field instead of map lookup

The server provides dimensions and SHA256 but the client only has one
map asset — no need for a name-based lookup table.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>

* Fetch province map from CDN instead of bundled TextAsset

ProvinceIDLoader now uses ResourceFetcher.mapFetcher to download the
map data at runtime rather than reading a baked-in TextAsset. The server
provides the map name, dimensions, and SHA256 via EagleMapInfo.

Also fixes:
- Duplicate `using Net.Eagle0.Eagle.Common` in EagleGameController
- ProvinceLabelsController timing: defers CreateLabels to OnMapLoaded
  to avoid division by zero when mapWidth/mapHeight are still 0

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>

* Use eagle0-assets CDN for map fetcher instead of headshots CDN

Make ResourceFetcher base URI an instance field so each fetcher can
point at a different CDN. Map data is at:
https://eagle0-assets.sfo3.digitaloceanspaces.com/strategic-maps/

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>

* Use SHA256 as CDN fetch path instead of map_name

Content-addressable: the SHA256 hash serves as both the CDN filename
and the integrity check, so map_name is not needed for fetching.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>

---------

Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-06 13:54:08 -08:00
5eba718632 Update eagle map hash and make migration read from config (#6391)
* new sha

* Update EagleMapInfoMigration to read from game_parameters.json

Replace hardcoded map info with GameParametersUtils.defaultExpandedGameParameters
so the migration stays in sync with the config file. Bump version to 2 to
re-migrate existing saved games with the new map hash.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>

---------

Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-06 13:43:27 -08:00
e1babbda41 Add error diagnostics to warmup tool for server-side failures (#6390)
When Eagle returns an error during command processing (e.g. battalion
over-capacity validation), the warmup tool now logs the server error
message and dumps its full state (game ID, province, hero, token,
command) instead of silently timing out.

Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-06 13:08:51 -08:00
e0dc941799 Update Gameplay scene: clean up stale serialized fields and adjust UI layout (#6389)
Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-06 13:08:15 -08:00
9aec075f51 Add smooth_boundaries.py for natural province boundary smoothing (#6382)
* Add smooth_boundaries.py for natural province boundary smoothing

Post-processing tool for rawGray.gz.bytes that replaces jagged
province boundaries with smooth, natural-looking ones using:
1. Majority-filter smoothing (iterative mode filter on boundary pixels)
2. Fragment cleanup (BFS expansion preserving ocean-separated islands)
3. Domain warping (Gaussian displacement for organic character)

Includes automated verification (province preservation, neighbor
adjacency, connectivity) and before/after visualization output.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>

* Apply boundary smoothing to province map

Run smooth_boundaries.py --seed 42 to smooth jagged province boundaries.
Uses pixel-based adjacency instead of TSV for neighbor verification.
Updates centroids.json with new label positions.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>

* Add targeted boundary smoothing for West Faluria borders

Adds --targeted-smooth mode to smooth_boundaries.py that applies a
bilateral majority filter to specific province border pairs. Smooths
the 40-37 (West Faluria/Yuetia) and 40-11 (West Faluria/Garholtia)
boundaries to reduce bubble protrusions.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>

* Redraw West Faluria borders via manual edit with roughened edges

Hand-edited province boundaries for West Faluria (40) expanding into
Usvol (33) and Hofolen (17), then applied localized domain warp to
roughen the new borders for a natural look. Added rawgray_editor.py
for PNG export/import workflow and roughen_borders.py for localized
border roughening.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>

---------

Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-06 12:05:18 -08:00
c461d5d04e Add git -C prohibition to CLAUDE.md (#6387)
Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-06 12:01:01 -08:00
087aeb3484 Add reusable game save migration system with EagleMapInfo backfill (#6385)
Old saved games predate the EagleMapInfo proto fields and will break
once the client stops hardcoding map info. This adds a migration
framework that patches saved game files at server startup, plus the
first migration (version 1) to backfill eagleMap on all existing games.

Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-06 11:26:40 -08:00
b3b57db0fa Move EagleMapInfo from hardcoded values to JSON game config via event sourcing (#6384)
EagleMapInfo (map name, dimensions, SHA256) was hardcoded in GameStateViewFilter.
Now it flows through the event-sourcing pipeline: JSON config → GameParameters proto
→ ActionResultC → ActionResultApplierImpl → GameState → GameStateViewFilter, matching
the existing gameType pattern. The proto definition moves from views/ to common/ so
both internal and views packages can reference it.

Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-06 10:25:13 -08:00
5317a3f8a2 Add EagleMapInfo to GameStateView proto and server (#6381)
Server now sends map metadata (name, dimensions, SHA256) to clients
via the EagleMapInfo field. Clients will initially ignore this unknown
field until a follow-up client PR adds CDN-based map fetching.

Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-06 10:09:15 -08:00
e5e636801c Fix stale Laufarvia-West Faluria neighbor entry in province_map.tsv (#6383)
Laufarvia (3) and West Faluria (40) are listed as neighbors in the TSV
but are 113 pixels apart on the actual map -- they haven't been adjacent
since an earlier map revision. Remove the stale adjacency from both
provinces' neighbor/neighborPositions/neighborNames fields.

Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-06 09:43:47 -08:00
e5d9dd00ca Centralize rawGray province ID map references to ProvinceIDLoader (#6379)
Weather effect controllers (flood, drought, blizzard) each independently
decompressed the same 6.9 MB rawGray texture. Replace with a shared
reference to ProvinceIDLoader, eliminating 3x duplicate decompression.

Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-06 09:09:25 -08:00
641f09fced Move combat sound effects to Addressables for CDN delivery (#6378)
* Move combat sound effects to Addressables for CDN delivery

All 41 SoundManager AudioClip serialized fields replaced with
Addressables loading via single "sfx-combat" label. Clips are loaded
asynchronously and matched by name to build the ActionType dictionary.
Sound effects gracefully degrade (no sound) if loading hasn't completed.

GauntletThrowAnimator.impactSound and WeatherEffectAnimator audio clips
retain their serialized Inspector references (separate from SoundManager).

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>

* Route weather and gauntlet sounds through SoundManager

Move WeatherEffectAnimator's rain/thunder/blizzard audio clips and
GauntletThrowAnimator's impact sound to load via SoundManager instead
of serialized Inspector fields. This routes all game audio through
Addressables for CDN delivery.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>

---------

Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-06 08:01:12 -08:00
7c27737fe9 Fix DivideByZeroException when hex tile Addressables return empty lists (#6377)
Some terrain labels may load successfully but return 0 textures (e.g.
when Addressable bundles haven't been built yet or CDN cache is stale).
Return null instead of crashing on images[random % 0].

Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-06 07:12:57 -08:00
161eba96b7 Move tactical combat assets to Addressables for CDN delivery (#6376)
* Move tactical combat assets to Addressables for CDN delivery

Fire effect prefab, permanent bridge models (5), and constructed bridge
models (4) are now loaded via Addressables instead of serialized Inspector
fields. TacticalAssetLoader singleton pre-loads in EagleGameController.Start()
so assets are cached before the first battle. Empty arrays as defaults
provide graceful degradation if loading hasn't completed.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>

* Fix HexGrid NRE when cells not yet initialized, re-render on late load

HexGrid.Update() could NRE when cells array was null (grid not yet set
up due to async asset loading). Added null guard matching the pattern
used in all other HexGrid methods.

Also added LoadTacticalAssetsAndRefresh coroutine so bridges and fire
effects re-render if tactical assets finish loading after the initial
grid draw.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>

* Fix IndexOutOfRange when tactical assets load before model setup

The LoadTacticalAssetsAndRefresh coroutine called SetModifiers() when
Model was non-null but _randomNumberForCellIndex was still empty. Guard
on the list being populated; the normal model-update paths will call
SetModifiers() once setup completes.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>

* Remove SetModifiers() call from asset loading coroutine

The coroutine's SetModifiers() crashes because _randomNumberForCellIndex
is populated in row-order but MapCoordsToGridIndex flips rows, so the
list indices don't match. This was a latent bug exposed by async loading.

SetModifiers() is already called from ModelUpdated() on every model
update, so modifiers will render correctly without the coroutine call.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>

* Wait for Addressables to load before setting up hex grid

SetUpGame() called GetImageForTerrain() immediately, but after moving
hex tiles to Addressables the textures load asynchronously. In custom
battles the shardok container activates and SetUpGame runs on the same
frame, before textures are ready — crashing with NullReferenceException
and leaving no hex grid visible.

Fix: split SetUpGame into a sync preamble + SetUpGameAfterLoad coroutine
that waits for IsLoaded. Also change _randomNumberForCellIndex from List
to int[] indexed via MapCoordsToGridIndex so indices match SetModifiers.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>

---------

Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-06 06:49:04 -08:00
24e4942d20 Move hex tile textures to Addressables for CDN delivery (#6375)
Move 118 hex tile PNGs from Assets/Resources/Hex Tiles to
Assets/Hex Tiles and register them as Addressables with 22
per-directory labels (hex-plains, hex-forest, hex-winter-hills,
etc.). This removes them from the app binary so they're hosted on
CDN and only redownloaded when content changes.

ImageForTerrainTracker is now a shared singleton that loads textures
via Addressables.LoadAssetsAsync instead of Resources.LoadAll. The
load kicks off in EagleGameController.Start() (strategic scene) so
textures are cached before the player's first tactical battle.
ShardokGameController and MapEditorController reuse the same instance
with a load guard that prevents double-loading.

Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-06 05:35:21 -08:00
84af6ceb61 Fix artifact retention-days to match repo maximum of 3 (#6374)
Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-05 21:41:13 -08:00
11c65ab063 Move beast effect prefabs to Addressables for CDN delivery (#6373)
Replace 33 serialized GameObject fields in ProvinceBeastsController with
Addressables.LoadAssetsAsync label-based loading ("beast-effects").
Prefabs stay in Assets/Eagle/Effects/ but are now delivered via CDN at
https://assets.eagle0.net/addressables/[BuildTarget] instead of being
bundled in the app binary. This removes ~80-100 MB of 3D models,
textures, and animations from the initial app download.

Loading strategy:
- Eager load in Start() (last priority — after music)
- Game state that arrives before loading completes is stashed and
  applied when ready
- If loading fails (offline, no cache), beasts simply don't render

Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-05 19:56:54 -08:00
fcb8758762 Show Tutorial and Tutorial Lite buttons for testers on all platforms (#6372)
Previously the Tutorial button was gated to nolen/tarn but the Tutorial
Lite (skip-battle) button was editor-only. Now both buttons appear for
testers on any platform (iOS, macOS, etc.), and Tutorial Lite also
remains visible in the editor.

Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-05 16:59:40 -08:00
046daa08a9 Remove standalone iOS Addressables build workflow (#6371)
The nightly iOS TestFlight build already builds and uploads iOS
addressables as part of its pipeline. The standalone workflow added
unnecessary complexity and forced platform switches on the unity-mac
runner. Manual TestFlight dispatches cover any need for immediate
addressable updates.

Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-05 16:59:21 -08:00
faadd91ceb Remove UIApplicationSceneManifest from iOS plist, don't quit on iOS (#6369)
Two fixes for iOS deep link handling:

1. CI: Remove UIApplicationSceneManifest from the generated Info.plist
   during archive. Unity 6 adds this key, which opts the app into the
   scene-based lifecycle. iOS then routes deep links through
   UISceneDelegate instead of UIApplicationDelegate, but Unity doesn't
   implement that path, so deep link URLs are silently dropped.

2. OAuthManager: Don't call Application.Quit() on iOS — it's documented
   as having no effect. Instead, let the app go to background when the
   browser opens and handle the deep link callback when iOS brings it
   back via OnDeepLinkActivated.

Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-05 16:31:56 -08:00
3d45938d33 Fix Mac/Windows builds using wrong platform for Addressables (#6370)
BuildMacPlayer and BuildWindowsPlayer called BuildAddressables() without
first switching the active build target. On self-hosted runners where
Unity state persists between runs, this caused Addressables to be built
for whatever platform ran last (e.g. iOS), resulting in incompatible
bundles at runtime.

Extract SwitchBuildTarget helper from BuildiOSAddressables and call it
in all three build methods before building Addressables.

Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-05 16:31:41 -08:00
adminandGitHub b66659f3c7 Register eagle0:// URL scheme via PlayerSettings, remove post-processor (#6368) 2026-03-05 12:59:53 -08:00
aacecfe1cb Auto re-auth when stored OAuth token expires (#6367)
When a stored account's token expires and refresh fails, automatically
initiate a fresh OAuth login with the same provider instead of just
showing a brief error. On startup, show "Session expired" message
instead of silently clearing the status text.

Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-05 10:16:01 -08:00
1bdd888886 UI layout tweaks in Gameplay scene (#6364)
Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-04 16:26:29 -08:00
971e632c22 Delay departures for king's low-loyalty outer-province heroes in tutorial (#6363)
Set roundIdJoined=1 for heroes with per-hero loyalty overrides, pushing
their earliest possible departure back by one month. This gives the
player more time before The Tumbler, Aldric the Overlooked, and similar
low-loyalty heroes leave.

Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-04 13:41:23 -08:00
0575ae865c Add catch-all exception handling to SubscribeToGame (#6362)
SubscribeToGame only caught NewGameException, so any other exception
(e.g. file-not-found during map loading) propagated uncaught through
gRPC as a generic "UNKNOWN" error with no logging. Now matches the
PostCommand/PostPlacementCommands pattern: catches ShardokClient,
ShardokInternal, and std::exception with stderr logging and proper
gRPC status codes.

Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-04 10:25:37 -08:00
370a2af356 Throw on failed file open in byte_vector::FromPath (#6361)
Previously, FromPath silently returned garbage data when a file didn't
exist (tellg() returns -1, leading to std::bad_alloc from size_t(-1)).
Now throws std::runtime_error with the file path for clear diagnostics.

Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-04 10:24:52 -08:00
437d417a93 Have Ranil and Elena explain Improve/Alms in tutorial (#6359)
* Have Ranil and Elena explain Improve/Alms instead of Marek

Replace Marek's combined Improve/Give Alms tutorial step with two
separate steps: John Ranil explains province improvement (highlighting
the Improve button) and Elena Fyar explains giving alms (highlighting
the Alms button). Each step notes that any hero can use the command
but the specialist gets a bonus.

Register each command button as a dynamic tutorial target in
CommandButtonPanelController so individual buttons can be highlighted.
Target IDs are derived from the button tooltip (e.g. "ImproveProvinceButton",
"GiveAlmsButton").

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>

* Fix speaker portraits, highlight visibility, and notification timing

- Resolve speaker headshots from the Eagle model (strategic map) when
  the Shardok model is unavailable, fixing blank portraits for Ranil
  and Elena in post-battle dialogue

- Add override sorting Canvas (sortingOrder 999) to dialogue highlights
  so they render above sibling UI elements like adjacent command buttons.
  Increase default thickness from 3 to 5 and minimum strobe alpha from
  0.2 to 0.5 for better visibility

- Delay tutorial_rebuild_support trigger until all notifications are
  dismissed, so the Marek/Ranil/Elena dialogue sequence starts cleanly

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>

* Use public GameModel accessor instead of private Model

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>

* Fix NRE: Canvas already adds RectTransform, use GetComponent

Adding a Canvas component automatically creates a RectTransform, so
AddComponent<RectTransform>() returned null. Use GetComponent instead.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>

* Re-check deferred tutorials when notifications are dismissed

CheckTutorialRebuildSupport only ran during OnModelUpdated, but after
dismissing notifications no model update occurs. Add OnAllDismissed
callback to NotificationPanel, and have TutorialTriggerRegistry
subscribe to it so deferred tutorials fire once notifications clear.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>

---------

Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-04 10:23:44 -08:00
e8e967fde2 Filter nightly iOS TestFlight by relevant paths (#6360)
* Filter nightly iOS TestFlight by relevant paths

Instead of rebuilding whenever any file changes, compare changed files
against paths that actually affect the iOS build (C#, protobuf, resources,
C++ plugins, scripts, CI config). Scala, Go, and test-only changes no
longer trigger unnecessary nightly builds.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>

* Remove src/main/cpp/ from iOS-relevant paths

Shardok C++ code is server-side only. Native Unity plugins come from an
external Bazel dep (@net_eagle0_unity_godice), not the in-repo C++ code.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>

---------

Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-04 10:16:20 -08:00
09d31630f8 Register AI client for factions created mid-game (#6357)
The Eagle faction is created mid-game via EagleAppearsAction but
withHandledEngineAndResults only removed AI clients for destroyed
factions — it never added AI clients for newly created ones. The
Eagle faction appeared on the map but never took any turns.

After filtering out removed AI clients, detect new factions from
action results and register AI clients for any that aren't already
human-controlled or AI-controlled.

Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-04 09:57:16 -08:00
e6acac9bd6 Skip nightly iOS TestFlight build when nothing changed (#6358)
Adds a check-changes job that compares HEAD against the last successful
scheduled run. If the SHA matches, the build is skipped. Manual
workflow_dispatch triggers always build regardless.

Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-04 09:55:26 -08:00
88a311094b Fix missing flee/retreat animations for untargeted commands (#6356)
Flee and retreat commands have no target in their protobuf (only actor),
so the Unity client treated them as untargeted and called
PerformUntargetedCommand without triggering any animation or sound.

Add PlayUntargetedCommandAnimation which looks up the animation type
for the command, finds the nearest enemy to use as the flee direction,
and calls PlayAnimationAndSound with the two-stage flow so both the
attempt and result animations play correctly.

Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-04 07:22:29 -08:00
503d92fc3c Fix Eagle Appears event never firing in tutorial (#6355)
The game type check compared GameType (non-optional) against
Some(GameType.Tutorial), which always evaluates to true in Scala,
causing checkForEvents to always return empty.

Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-03 22:03:47 -08:00
81179dc268 Add nightly schedule to iOS TestFlight workflow (#6354)
Runs at 9 PM Pacific (5 AM UTC) every night, alongside the existing
manual workflow_dispatch trigger.

Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-03 21:48:49 -08:00
68ded773ec Add per-hero initial faction biases for tutorial captured heroes (#6353)
Adds a JSON-configurable faction bias that gets applied when a tutorial
hero becomes unaffiliated (imprisoned/exiled). Currently used to give
Luke the Prank-tricker a +30 bias toward Sadar's faction, making him
more willing to join after capture.

Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-03 21:48:18 -08:00
5ff2639b84 Include province name in ready-to-join hero tutorial (#6352)
* Include province name in ready-to-join hero tutorial dialogue

Marek now says which province the recruitable hero is in, e.g.
"there's a hero in Onmaa who's ready to join our cause."

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>

* Advise taking most gold and food when expanding

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>

---------

Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-03 21:18:11 -08:00
16ffe21d46 Rework tutorial pacing: delay expansion, add town tutorials (#6348)
* Rework tutorial pacing: delay expansion until taxes, add town tutorials

- Change "support reached 40" dialogue to congratulate and encourage
  continued development until January instead of immediately pushing expansion
- Move expansion instructions to the "taxes collected" dialogue
- Add tutorial_ready_to_join: fires when a free hero with WouldJoin status
  appears in the player's province, instructs them to Travel and Recruit
- Add tutorial_in_town: fires when player enters town (ReturnCommand
  available), explains all town activities and that Return advances the month

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>

* Refine tutorial expansion advice and remove redundant Give Alms

Remove Give Alms from the support tutorial instructions (already covered
earlier). Update the expansion panel to advise taking most heroes
(especially those with professions) and leaving only one or two behind.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>

* Add second hero departure tutorial when King loses another follower

Fires tutorial_hero_departed_again on the second month a King's hero
departs (must be a different month than the first departure). Marek
reacts with alarm that the King is losing authority across the realm.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>

* Adjust second hero departure dialogue to hint at something strange

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>

* Rewrite second departure dialogue in Marek's voice

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>

---------

Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-03 21:01:30 -08:00
e76873515a Bump tutorial outer province hero loyalty by 5 (#6351)
Raise loyalty from 30 to 35 for distant provinces (15% departure
chance) and from 25 to 30 for Nikemi/Pieksa (20% departure chance).
Heroes were departing too early even with the roundIdJoined fix.

Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-03 20:52:10 -08:00
85f7ecbde9 Set roundIdJoined in LoadedHeroConversion so tutorial heroes are protected (#6350)
LoadedHeroConversion.toHeroC was not setting roundIdJoined, leaving it
as None. This meant hero.roundIdJoined.exists() returned false in
PerformHeroDeparturesAction, so the MinimumRoundsBeforeLoyaltyDegrades
check was silently skipped for all tutorial heroes. Move the
roundIdJoined = Some(0) assignment into toHeroC and remove the now-
redundant set in NewGameCreation.

Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-03 20:43:26 -08:00
bb93676bce Fix Polytope humanoid models rendering as solid white/black (#6349)
Polytope Studio characters (rebels, peasants, knights, etc.) use a
complex zone-coloring shader that can't be replaced by ClipRectMeshUnlit.
ShaderUtils.ReplaceWithClipRect now skips materials without _MainTex and
returns false.  When any material is skipped, the effect attaches a new
RendererViewportClipper component that clips by toggling renderer.enabled
based on the global _ViewportClipRect/_PopupClipRect each frame.

Also force vertex color alpha to 1 in ClipRectMeshUnlit to prevent 3D
mesh models with zero vertex alpha from becoming invisible.

Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-03 20:33:58 -08:00
b336594173 Prevent newly-joined heroes from departing and tune tutorial loyalty (#6347)
Add a roundIdJoined check to PerformHeroDeparturesAction so heroes
that joined within MinimumRoundsBeforeLoyaltyDegrades rounds cannot
depart. This mirrors the existing loyalty degradation gating in
NewYearAction.

Also raise tutorial hero loyalty from 25 to 30 for outer King's
provinces (20% departure chance), keeping 25 for Nikemi and Pieksa
which are adjacent to Onmaa (25% departure chance).

Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-03 20:20:33 -08:00
2fabbba081 Wire skip tutorial battle button and PopupClipper in Unity scenes (#6346)
Adds Inspector wiring for the skip_tutorial_battle button in lobby prefabs
and includes PopupClipper.cs.meta for the popup effect clipping component.

Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-03 19:21:16 -08:00
652cb7e732 Enable prebuilt protoc binaries via module extension (#6345)
The .bazelrc flags prefer_prebuilt_protoc and
incompatible_enable_proto_toolchain_resolution were set but the
prebuilt binary repos were never made available. Add the required
use_extension/use_repo calls so Bazel can actually find and use the
prebuilt protoc instead of compiling it from source.

Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-03 19:02:38 -08:00
30d1822981 Add skip_tutorial_battle client-side support (#6344)
Adds editor-only "Skip Battle Tutorial" button that creates a tutorial
game with skip_tutorial_battle=true. Fixes CheckTutorialBattleEnded to
detect server-side auto-resolved battles (no RunningShardokGameModels
were ever observed) and fire tutorial_battle_ended normally.

Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-03 18:54:45 -08:00
3ee8293794 Add skip_tutorial_battle server-side auto-resolution (#6343)
When skip_tutorial_battle is set in CreateGameRequest, the server
creates the tutorial game normally then immediately resolves the
opening battle with a synthetic BattleResolution — defender wins,
Tarn flees, other attackers captured, defender battalions at ~70%.
The existing ResolveBattleAction pipeline runs so all post-battle
logic executes authentically without Shardok involvement.

Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-03 18:12:25 -08:00
57c42d71f7 Clip map effects behind hero backstory popup (#6342)
* Render hero backstory popup above map effects

The hero popup panel was rendering behind 3D effects (dragons, animals,
monsters) because effects use sortingOrder=103 / renderQueue=4000 while
the popup was on the root Canvas at sortingOrder=0. Add an override
sorting Canvas (sortingOrder=200) to the popup panel at startup so it
draws above all map effects.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>

* Lower effect renderQueue so popup Canvas override can draw above them

The effects used renderQueue=4000 (Overlay), which draws after all
standard UI regardless of Canvas sortingOrder. Changed the
ClipRectMeshUnlit shader queue from Overlay to Transparent+100 and
removed explicit renderQueue=4000 from effect classes. The shader's
ZTest Always + ZWrite Off + sortingOrder=103 is sufficient to render
above the map without needing the Overlay queue.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>

* Use shader-based popup masking instead of Canvas override sorting

Canvas override sorting doesn't affect MeshRenderer draw order in
Screen Space - Overlay mode. Instead, use the same clip rect pattern
as viewport clipping: PopupClipper broadcasts the popup's screen-space
bounds as _PopupClipRect, and all effect shaders discard fragments
inside it. The popup rect is cleared on disable so effects render
normally when the popup is hidden.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>

* Add popup clip rect to weather shaders (drought/flood overlay)

The ProvinceWeatherShader and ProvinceWeatherMapShader render weather
overlays as UI elements using custom shaders, so they also need the
_PopupClipRect discard check to avoid rendering over the hero popup.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>

---------

Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-03 16:57:49 -08:00
40f379c206 Clip map effects to scroll view viewport using shader clip rect (#6341)
ViewportClipper broadcasts the viewport's screen-space bounds as a global
shader property (_ViewportClipRect). Each effect shader discards fragments
outside those bounds, preventing particles, 3D models, and sprites from
overflowing the map viewport during zoom/pan.

Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-03 13:47:37 -08:00
b0bcc5fd8d Fix PleaseRecruitMe appearing before quest completion notification (#6339)
When a quest grants a free hero, both the quest notification and
PleaseRecruitMe command arrive in the same batch. Both panels call
SetAsLastSibling() during setup, but PleaseRecruitMe was set up last,
hiding the notification behind it. After the blocking command switch,
re-raise the notification panel if it has pending info so the player
sees the quest completion first.

Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-02 19:23:01 -08:00
c310894fb0 Remove redundant LFS cache step from CI workflows (#6338)
Self-hosted runners persist .git/lfs/objects/ between runs, and LFS
objects are now served from a local Gitea mirror on the LAN. The
actions/cache step was downloading ~1.8 GB from GitHub on every run,
adding ~35s and consuming transfer quota unnecessarily.

Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-02 19:21:40 -08:00
4717423f8b Add Flee as two-stage animation with captured-while-fleeing variant (#6337)
* Add Flee as two-stage animation with captured-while-fleeing variant

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>

* Move TWO_STAGE_ANIMATIONS.md to docs/

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>

* Move TWO_STAGE_ANIMATIONS.md to repo root docs/

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>

* Wire up flee attempt and run away sound effects in Unity scene

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>

* Add Flee Captured test button to AnimationTestController

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>

* Split Flee into three distinct animations: attempt, success, captured

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>

* Fix test buttons to play full two-stage sequence for result animations

Result variant test buttons (Fear Success/Resisted, Flee Success/Captured,
Duel/Declined) now play the complete attempt→result sequence instead of
only the attempt sound.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>

* Make flee attempt animation more visible and cap two-stage delay at 0.5s

Flee attempt now uses full dust burst and multiple blur trail afterimages
instead of minimal dust and single blur. Two-stage delay between attempt
and result capped at 0.5s in both PlayTwoStageSequence and
PlayTwoStageSoundSequence (affects other players' actions and test buttons).

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>

* Tune flee animation parameters in Unity scene

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>

---------

Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-02 19:16:34 -08:00
5730873601 Add TrackedEffectAnimator base class to prevent effect leak on battle end (#6336)
When a battle ends mid-animation, coroutines stop but GameObjects parented
to the hex grid survive and leak. This extracts the Track/OnDestroy pattern
(originally fixed in FearAnimator for the skull persistence bug) into a
shared base class and applies it to all 22 Shardok animators.

Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-01 16:35:34 -08:00
858338307f Add Heavy Cavalry battalion to King's starting province (#6335)
The King was consistently getting overwhelmed in the early game. Add a
Royal Lancers heavy cavalry unit (800 troops) to province 37 to give
him a stronger opening position. Hero count already matches at 7.

Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-01 16:17:21 -08:00
93b7b723b9 Fix pregenerated hero names not delivered to client during gameplay (#6334)
HeroGenerator.getHero returned NoNameRequest for pregenerated heroes,
so no name text request was created when they appeared mid-game. The
name existed in the in-memory pregenerated store but was never written
to SQLite, and getCompleteTextsAccessibleTo only queries SQLite. The
client received the hero's nameTextId but never the actual text,
showing "Hero" as a fallback.

Now getHero assigns an hn_ nameTextId and returns FixedName, so the
name goes through the normal FixedHeroName pipeline: added to SQLite
by foldInLlmRequests, immediately resolved by UnrequestedTextHandler,
and delivered to the client like any other hero name.

Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-01 16:04:12 -08:00
c81ce990bc Fix fear animation sprites persisting after battle ends (#6333)
FearAnimator creates GameObjects (skull, tendrils, shield, etc.) as
children of the hex grid and only cleans them up at the end of each
coroutine. If the battle ends mid-animation, the coroutine is
interrupted and cleanup never runs, leaving orphaned sprites visible
in subsequent battles.

Track all created GameObjects and destroy them in OnDestroy().

Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-01 15:04:50 -08:00
08cca4c5f0 Fix Shardok battle replay after admin rewind (#6331)
When rewinding a game and replaying to the same battle, the Shardok
server returned cached results instead of fighting fresh. The C++ server
kept completed game controllers in runningControllers indefinitely, so
ControllerForGame returned the old controller and SubscribeToGame
immediately sent back game_over_response with stale results.

Fix: detect rewind by checking for an existing game + NewGameRequest +
knownResultCount == 0, then replace the old controller with a fresh one.
Also cancel pending Eagle-side battle subscriptions on rewind.

Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-01 14:54:03 -08:00
20fd177746 Fix border security quest offered when already fulfilled by alliances (#6332)
Quest creation only checked if neighbors were owned by a different faction,
ignoring alliances. Fulfillment logic counted allied neighbors as secured.
This mismatch caused quests to be offered and immediately fulfilled. Now
creation also checks for alliances, matching the fulfillment logic.

Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-01 14:45:58 -08:00
4aefe06683 Cap drawn beast count at actual ProvinceEvent beast count (#6330)
Take the lower of the Inspector-configured count and the actual beast
count from BeastsEvent.Count. Effect classes now initialize in Start()
instead of Awake() so SpawnBeastsEffect can cap the count field after
Instantiate but before creatures are spawned.

Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-01 14:32:41 -08:00
9eb954be65 Handle removed FFA proto values gracefully in converters (#6329)
RoundPhaseConverter maps Unrecognized(13|14|15) to UncontestedConquest
instead of throwing, allowing saved games from removed FFA phases to
load. CommandTypeConverter maps Unrecognized(12) to None.

Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-01 13:20:15 -08:00
a1c436b398 Remove Free-For-All battles, replace with sequential AttackDecision (#6328)
* Remove Free-For-All battles, replace with sequential AttackDecision

When multiple hostile factions march on the same province, instead of a
separate FFA decision/battle phase, the AttackDecision phase now handles
them sequentially: armies sorted by troop count (largest first), only
the largest undecided army gets the command. After someone advances,
allied armies can join while hostile armies are auto-bounced (occupied)
or can contest (unoccupied).

Phase flow: HostileArmySetup → UncontestedConquest → AttackDecision →
DefenseDecision → Battle (removed FreeForAllDecision,
FreeForAllBattleRequest, FreeForAllBattleResolution phases).

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>

* Remove FFA protos, simplify unoccupied province attack logic

- Remove FFA proto fields from available_command, selected_command,
  command_type, round_phase, and army protos (mark as reserved)
- Remove corresponding converter match arms (ArmyConverter,
  SelectedCommandConverter, CommandTypeConverter, RoundPhaseConverter)
- Simplify isMyTurnToDecide: hostile armies are always blocked when
  another army has advanced (no more unoccupied province special case)
- Replace preBattleConquestResults with uncontestedConquestResults:
  handles single/allied/hostile armies on unoccupied provinces with
  conquest + bounce of hostile AwaitingDecision armies
- Add 6 tests covering tiebreak, hostile blocking, allied joining,
  auto-bounce, and uncontested conquest scenarios

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>

* Remove FFA references from Unity C# client

Delete FreeForAllDecisionCommandSelector and its .meta file,
remove FFA tutorial entry from TutorialContentDefinitions.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>

* Fix alliance check and simplify uncontested conquest logic

Fix exists→forall bug in AvailableAttackDecisionCommandFactory: armies
must be allied with ALL advancing armies, not just any one. Move all
unoccupied province conquest into UncontestedConquest phase (largest army
always wins) and remove redundant logic from EndAttackDecisionPhaseAction.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>

* Improve army tiebreaking: troop count, then power, then pseudo-random

When choosing the "largest army" (for attack decision ordering and
uncontested conquest), tiebreak by total unit power after troop count,
then by factionId XOR randomSeed for a pseudo-random final tiebreak
that varies across games instead of always favoring lower factionIds.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>

---------

Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-01 13:01:02 -08:00
f38f638512 Fix analyzer warnings in ShardokGameController (#6327)
Materialize LINQ chain to avoid multiple enumeration in
HandleOverlays, simplify redundant return in HandleLongHover,
and replace always-matching UnitId type pattern with var.

Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-28 09:48:45 -08:00
96a1f0580e Remove debug logging and unused code from ShardokGameController (#6326)
Remove MeteorCast/MeteorTarget Debug.Log calls, unused HeroId alias,
and unused NoHistoryText constant.

Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-28 09:43:02 -08:00
675daa2424 Capture losing non-defender attackers' units after province conquest (#6325)
When a non-defender attacker lost a multi-faction battle, their surviving
units were silently dropped. ProvinceConqueredAction only processed the
winner's and defender's units, so a third-party loser's Normal units were
not returned (unitReturned=false for Loss), not captured (not a defender),
and not outlawed — they just vanished. Fixed by changing the filter from
defenders-only to all non-winning players.

Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-28 08:14:07 -08:00
24307445ed Fix AllyVictory never granted in Shardok battle resolution (#6324)
The AllyVictory check in PopulateGameOverResponse compared the current
player's own ID (shardokPid) against their own allies list — which is
always false since a player is never listed as their own ally. Fixed by
using the lambda's `pid` parameter (the winning player's ID, previously
unused) instead of `shardokPid`.

Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-28 08:11:55 -08:00
dcf9ce6a84 Fix leader cache crash when faction head is in killedHeroes (#6322)
GamesManager.leaderCache looked up faction heads with
gameState.heroes(faction.factionHeadId), which throws
NoSuchElementException if the hero died in battle and was moved to
killedHeroes. Use getOrElse fallback to killedHeroes, matching the
pattern used elsewhere (HeroInfoUtilities, ChronicleEventTextGenerator).

Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-27 22:04:25 -08:00
655e37e1f2 Shatter retreating armies arriving at conquered provinces (#6321)
When an army retreats from battle, its return destination is set at march
time. If that province is conquered while the army is fighting, the
retreating army arrives at a now-hostile province, causing a "Mismatched
factionIds" validation error. Fix by detecting these stranded armies in
PerformProvinceMoveResolutionAction and shattering them (heroes become
outlaws) instead of letting them fall through to hostile army processing.

Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-27 19:50:40 -08:00
f389053e33 Suppress UI status flicker during expected gRPC reconnects (#6320)
When reconnecting due to idle timeout, deadline exceeded, or normal
stream end, keep the displayed connection status unchanged instead of
briefly showing "Connecting..." or "Retry in Xs".

Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-27 19:25:44 -08:00
640a2e0269 Fix cross-wired fileIDs in ScorpionEffect prefab references (#6319)
The two animalPrefabs entries had their fileIDs swapped between the
scorpion_prefab and yellow_fattail_scorpion_prefab GUIDs, causing
MissingReferenceException at runtime.

Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-27 16:51:28 -08:00
c5b38f7adc Color Send Supplies held-back amounts red when over province capacity (#6318)
Matches the existing Trade command selector behavior where food/gold
amounts turn red when they exceed the province's storage cap.

Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-27 16:40:35 -08:00
2b29dc6b06 Fix opponent two-stage animations and sounds not sequencing properly (#6317)
Two-stage actions from the opponent were playing the attempt sound
sequenced correctly but only one animation immediately. The attempt and
result animations were not sequenced.

Fear and Duel exposed this most visibly since they have distinct result
animations (FearSuccess/FearResisted, Duel/DuelDeclined), but the
pattern was wrong for all two-stage actions.

Replace the separate PlayTwoStageSoundSequence + PlayAnimation calls with
a unified PlayTwoStageSequence coroutine that sequences both animations
and sounds: attempt animation+sound → wait → result animation+sound.

Add AttemptAnimationType() to map result animation types back to their
attempt type (FearSuccess/FearResisted → Fear, Duel/DuelDeclined →
DuelChallenge). For actions where attempt and result use the same
animation, the result animation phase is skipped.

Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-27 16:20:12 -08:00
79c5be3a54 Decouple non-Mac builds from Xcode dependency (#6316)
* Decouple non-Mac builds from Xcode via BAZEL_NO_APPLE_CPP_TOOLCHAIN

Set BAZEL_NO_APPLE_CPP_TOOLCHAIN=1 in .bazelrc so apple_support skips
Xcode detection (xcode-locator) entirely for Scala/C++/Go builds.
Only mactools builds (Mac/Sparkle) re-enable the Apple CC toolchain.

This means Xcode version changes no longer affect Eagle, Shardok, test,
auth, docker, or Unity Windows builds — no expunge, no cache invalidation,
no rebuild. The sync script and its expunge/cache-key logic are now scoped
to mactools only and removed from all non-Mac CI workflows.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>

* Revert BAZEL_NO_APPLE_CPP_TOOLCHAIN; keep Apple CC with stable environ

BAZEL_NO_APPLE_CPP_TOOLCHAIN=1 broke builds because apple_support
registers platforms (e.g. macos_x86_64) that require Apple CC toolchains
for resolution — even in non-Mac builds.

Instead, keep Apple CC enabled but ensure its repo rule never
re-evaluates on non-Mac builds by keeping DEVELOPER_DIR pinned in
common:macos. The sync script only runs for mactools builds and
overrides DEVELOPER_DIR there.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>

---------

Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-27 16:08:28 -08:00
e8780134ee Cache Git LFS objects in CI to reduce bandwidth usage (#6315)
Add actions/cache for .git/lfs in all workflows that fetch LFS objects
(unity_build, mac_build, ios_testflight, ios_addressables_build).
The cache key is based on .gitattributes so it updates when LFS tracking
rules change. Subsequent runs restore from cache and git lfs pull only
fetches new/changed objects, avoiding re-downloading the full 6+ GB.

Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-27 15:20:27 -08:00
be48f54f2c Update golang.org/x/sys from v0.28.0 to v0.30.0 (#6314)
Match the version that Gazelle's MVS already resolved transitively,
silencing the "implicitly updated to higher versions" debug warning.

Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-27 14:52:22 -08:00
f2487fc8ee Exclude slow MCTS basic test from default test suite (#6312)
Tag shardok_mcts_ai_basic_test as "manual" so it's skipped by
wildcard test patterns. MCTS is not in active use and this test
takes ~75s. It can still be run explicitly when needed.

Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-27 14:39:38 -08:00
93ad8c4ae1 Reintegrate SparklePlugin into main workspace (#6308) (#6311)
The grpc 1.78.0 upgrade eliminated the rules_swift version conflict
that required SparklePlugin to live in a separate Bazel workspace.
Move it back into the main workspace under src/main/objc/.

Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-27 13:16:02 -08:00
8cb75d48e2 Add giant beast type using 3x-scaled peasant (#6308)
* Add giant beast type using 3x-scaled peasant model

Reuse Polytope peasant prefabs at 3x scale (animalScale 45) with a single
wandering giant per province. Uses HumanMapAnims controller for idle/walk/
attack animations.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>

* Fix giant test method to use correct province name (Elekes)

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>

* Wire up GiantEffect prefab in Gameplay scene

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>

---------

Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-27 13:05:59 -08:00
97bf29d4a2 Fix Bazel Xcode version caching in CI (#6309)
* Fix Bazel Xcode version caching causing CI build failures

When Xcode updates on self-hosted runners, Bazel's cached
local_config_xcode still references the old version, causing
"xcode-locator <old_version> failed" errors.

Add sync_bazel_xcode.sh which detects Xcode version changes
and runs `bazel sync --configure` to refresh the config without
nuking the build cache. Added to all 8 CI workflows that use Bazel.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>

* Use rm of cached repo instead of bazel sync --configure

bazel sync --configure requires WORKSPACE mode and fails with
bzlmod. Instead, delete the stale local_config_xcode from the
output base directly — the next bazel build regenerates it.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>

* Use bazel clean --expunge instead of targeted repo deletion

Deleting just local_config_xcode is insufficient — the stale Xcode
version is also embedded in cached actions and other toolchain repos.
The only reliable fix is a full expunge. Since Xcode updates are
infrequent, the one-time rebuild cost is acceptable.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>

* Use action_env to bake Xcode version into cache keys

Instead of expunging the cache (which doesn't help with the remote
cache anyway), write the Xcode build version to .bazelrc.xcode via
--action_env. This makes the version part of every action's cache
key, so stale entries in both local and remote caches are naturally
ignored after an Xcode update — no deletion needed anywhere.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>

* Add expunge back alongside action_env for belt-and-suspenders fix

action_env alone isn't enough — local_config_xcode is a cached
repository rule that bakes in the old Xcode version before any
actions run. Need expunge to clear the local toolchain config,
plus action_env to prevent stale remote cache hits afterward.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>

* Add Xcode sync to mac_build build-and-sign job

The sync step was only in the deploy job, but build-and-sign calls
bazel via build_protos.sh before that. This runs on the unity-mac
runner which also has the stale Xcode cache.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>

---------

Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-27 12:43:14 -08:00
38c3fbd6bd Add psychopath to beast effects coverage doc (#6310)
It uses the Butcher 2D sprite via ButcherBeastNames HashSet,
but was missing from the documentation table.

Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-27 09:49:46 -08:00
47f936df05 Upgrade grpc from 1.74.1 to 1.78.0 (#6307)
grpc 1.78.0 dropped its rules_swift dependency, resolving the version
conflict (rules_swift 3.x vs 2.x) that forced SparklePlugin into a
separate workspace. This removes the rules_swift single_version_override.

Includes a patch for a known BCR bug (grpc/grpc#41438) where grpc 1.78.0
requests Python 3.14.0b2 but rules_python >= 1.6.0 replaced it with 3.14.
The patch backports the upstream fix (commit 459279b).

Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-27 09:27:13 -08:00
85a3f4bc39 Upgrade dragon beast to 3D model with full animation suite (#6306)
Replace the 2D PSD-based DragonRed sprite with a 3D FBX model from 3dFoin
Dragon. The dragon now alternates between flying (circling at altitude with
fly/flyAttack/flyBreathFire/flyFast/flyHit actions) and grounded (wandering
with walk/run/attack/breathFire/whipTail/hit/stand/idle actions) modes.

- Add DragonMapAnims.controller with 15 animation states
- Configure dragon_skin.FBX for Generic animation with avatar
- Rewrite DragonEffect.cs with 4-mode state machine
- Delete old 2D DungeonMonsters2D dragon assets
- Add Dragon/ to LFS rules and clang-format excludes

Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-27 09:25:37 -08:00
ce49304406 Add Polytope 3D character archetypes for human beast animations (#6304)
* Add 5 Polytope character archetypes for human beast animations

Replace the single Butcher sprite for all 34 human-type beasts with
5 thematic 3D archetypes using Polytope Studio Lowpoly Medieval
Characters: Knight (6 beasts), Soldier (8), Archer (3), Militia (8),
and Peasant (9). All share a HumanMapAnims controller that retargets
Clown animation clips via Unity's Humanoid system.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>

* Rename humanEffectPrefab to butcherEffectPrefab; route psychopath to it

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>

* Move butcherEffectPrefab under Human Effect Prefabs header

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>

* Wire up Polytope prefabs in scene; rename HumanEffect to ButcherEffect

Wire all 6 human effect prefabs (butcher, knight, soldier, archer,
militia, peasant) in Gameplay.unity scene. Rename HumanEffect.prefab
to ButcherEffect.prefab to match the field rename.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>

* Exclude third-party asset packs from clang-format hook

Skip DungeonMonsters2D, Polytope Studio, RRFreelance-Characters,
and Raccoon directories — these are vendor code that should not
be reformatted.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>

---------

Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-27 07:36:59 -08:00
c9afc4a6b8 Convert existing asset packs to Git LFS (#6303)
* LFS-track all files under third-party asset pack directories

Track all files under DungeonMonsters2D/, Raccoon/, Polytope Studio/,
and RRFreelance-Characters/ via Git LFS. These are imported third-party
assets that are never manually edited.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>

* Convert DungeonMonsters2D and Raccoon assets to Git LFS

Re-add all files under DungeonMonsters2D/ and Raccoon/ through
the LFS filter so they're stored as LFS objects going forward.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>

---------

Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-27 07:18:02 -08:00
90f20e25b2 Add psychopath beast type (#6301)
Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-27 06:58:27 -08:00
d6c3abd505 Reduce raccoon animal scale from 15 to 5 (#6300)
Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-26 21:05:46 -08:00
ee31265ff6 Clean up warmup-binary artifacts after deploy (#6299)
The warmup-binary artifacts from docker_build were accumulating and
exceeding the 500 MB storage threshold. GitHub's retention-days cleanup
wasn't keeping up with deploy frequency. Add explicit artifact deletion
after deploy, matching what mac_build already does.

Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-26 20:58:47 -08:00
e289913e18 Add raccoon beast animation (Sketchfab 3D model) (#6298)
* Add raccoon beast animation using Sketchfab 3D model

Adds Raccoon.fbx (WildMesh 3D, CC BY 4.0) with textures, wires up
raccoonEffectPrefab in ProvinceBeastsController, and updates both
attributions.json files and BEAST_EFFECTS.md.

Editor steps still needed: create RaccoonMapAnims controller, create
RaccoonEffect prefab (duplicate HoneyBadgerEffect), wire in Gameplay.unity.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>

* Wire up raccoon animation with Blender-converted FBX

Convert GLB to FBX via Blender (original FBX had no animation data).
Add RaccoonMapAnims controller, RaccoonEffect prefab, materials with
textures, scene wiring, and fix province name (Hella, ID 19).

Known issue: gray sphere artifact under each raccoon.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>

* Remove Icosphere/hair artifacts from raccoon FBX and update scene

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>

* Smooth 3D animal turning with Quaternion.Slerp

Animals now rotate smoothly toward their target instead of snapping.
UpdateFacing is called every frame during walking, and uses Slerp
with a configurable turnSpeed (default 5) for gradual rotation.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>

---------

Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-26 20:58:19 -08:00
62cba309d8 Replace Unity attributions.json with symlink to canonical copy (#6297)
Eliminates the duplicate attributions.json by making the Unity copy
a symlink to src/main/resources/net/eagle0/attributions.json, ensuring
a single source of truth that can never diverge.

Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-26 15:00:13 -08:00
25d1d2b268 Note controller override in honey badger doc entry (#6296)
Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-26 14:14:11 -08:00
cd7e21cfa4 Add honey badger beast animation (3D model) (#6293)
* Add honey badger 3D model and wire up AnimalEffect

Import HoneyBadger FBX (63 animations) and texture from Sketchfab.
Add honeyBadgerEffectPrefab field and switch case in
ProvinceBeastsController. Still needs Unity Editor setup: Animator
Controller, effect prefab, and scene wiring.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>

* Fix honey badger test province name (ID 1 is Shumal, not Onmaa)

Onmaa is province ID 14, already used by TestWildPig.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>

* Wire up HoneyBadgerEffect prefab and animator controller

- HoneyBadgerMapAnims controller with idle/walk/eat/attack states
  mapped to HoneyBadger FBX clips
- HoneyBadgerEffect prefab with AnimalEffect referencing the model
- Wired into Gameplay.unity ProvinceBeastsController
- Includes Unity-generated .meta files for imported assets

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>

* Fix HoneyBadger FBX avatar setup to enable animations

avatarSetup: 0 (No Avatar) prevented the Animator from driving the
skeleton. Changed to avatarSetup: 1 (Create From This Model) to match
how the Animal Pack Deluxe models are configured.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>

---------

Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-26 14:01:27 -08:00
5bb6b4ca9d Add attribution for new beast animation asset packs (#6294)
* Add attribution for recently added Unity asset packs

Add Animal pack deluxe (janpec), 2D Monster Pack Basic Bundle/PSB
(SP1/DungeonMonsters2D), and Honey Badger 3D model (WildMesh 3D) to
ASSET_AUDIT.md. Update 3D model count in summary table.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>

* Add 3D model attributions to in-app/website credits

Add Animal pack deluxe, 2D Monster Pack, and Honey Badger
to both server and Unity client attributions.json files.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>

---------

Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-26 13:33:55 -08:00
9030c455e0 Add no-chained-commands rule to CLAUDE.md (#6295)
Prevents Claude from combining bash commands with &&, ||, or ;.
Each command must be a separate tool call, which makes permission
rules work correctly per-command.

Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-26 11:41:27 -08:00
49c14be159 Add clown beast animation with both Clown Pack models (#6292)
* Add clown beast animation using both Clown Pack models

- Add per-prefab animator controller overrides to AnimalEffect
  (animatorControllers[] array, indexed to match animalPrefabs[])
- Create ClownMapAnims and FatClownMapAnims controllers mapping
  idle/walk/eat/attack states to each model's animation clips
- Create ClownEffect prefab using both Clown and Fat Clown models
- Add clown case to ProvinceBeastsController, remove from HumanBeastNames
- Wire up in Gameplay.unity scene
- Update BEAST_EFFECTS.md

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>

* Fix ClownEffect prefab (recreated via Unity editor)

The hand-written prefab YAML was rejected by Unity's PrefabImporter.
Recreated by duplicating the working OgreEffect prefab in the editor
and configuring the AnimalEffect fields there.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>

---------

Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-26 10:08:18 -08:00
e63735f428 Update beast effects doc for ogre/troll coverage (#6291)
* Update BEAST_EFFECTS.md: ogre/troll now have custom animation

Reflects the addition of the Orc-Ogre pack AnimalEffect for ogre and
troll beast types (PR #6287). Removes them from the "no custom
animation" list and adds them to the custom animations table.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>

* Add complete beast coverage details to BEAST_EFFECTS.md

- Add missing animal effect entries (crab, frog, rabbit, salamander,
  scorpion, stag, wild goat, wild pig) to custom animations table
- Add human-type beast breakdown by likelihood with thematic clusters
  for potential visual differentiation beyond the generic Butcher prefab

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>

---------

Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-26 08:48:57 -08:00
f4b9a9268c Refactor BeastUtils to use pattern matching instead of asInstanceOf (#6290)
Replace unsafe asInstanceOf casts with pattern matching via helper
methods. This is more idiomatic Scala and will give clearer error
messages if the map contains unexpected types.

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-02-26 08:39:22 -08:00
272badda47 Balance beast danger levels and add powerExponent (#6288)
Fixes two issues with beast balance:

1. Demons and vampires were impossible to defeat - reduced maxCountMultiplier
   from 0.5 to 0.15 so an elite battalion (1000 troops, 100/100 stats) can
   just barely defeat them.

2. Clowns had a 39% chance of being deadlier than demons due to their huge
   power variance (0.8-50). Added a powerExponent field to beasts.tsv that
   controls how the random roll translates to power. Default is 4 (quartic),
   clowns use 20 which reduces the chance of deadly clowns to ~10%.

The casualties formula is: casualties = beastsPower² / totalPower
Where beastsPower = count × relativePower

This means overwhelming force results in minimal casualties (intended),
but also means high beast power causes quadratically more damage.

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-02-26 08:34:46 -08:00
080329e369 Fix NullReferenceException when clicking map before model loads (#6289)
ProvinceWasSelected accessed Model.AvailableCommandsByProvince and
Model.Provinces without checking if Model was null. This caused a
crash when the user clicked a province before the game model was
received from the server on first load.

Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-26 08:32:31 -08:00
f9afcea9f7 Add ogre/troll beast animation using Orc-Ogre 3D asset pack (#6287)
- Add animatorController override field to AnimalEffect so it can swap
  the prefab's controller at runtime (needed because the Orc-Ogre pack
  uses state names like Ogre_Idle1 instead of the expected idle/walk/etc)
- Create OgreMapAnims.controller with idle/walk/eat/attack states mapped
  to Orc-Ogre FBX animation clips
- Create OgreEffect.prefab using AnimalEffect + controller override
- Add ogre/troll cases to ProvinceBeastsController.GetEffectPrefab()
- Wire OgreEffect in Gameplay.unity scene

Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-26 08:15:49 -08:00
cec058c369 Wire up animations for 8 new beast types (#6286)
* Wire up animations for 8 new beast types

Add effect prefabs and scene wiring for crab, frog, rabbit,
salamander, scorpion, stag, wild goat, and wild pig using
Animal Pack Deluxe 3D models with AnimalEffect controller.

Multi-variant prefabs: frog (3), scorpion (2), rabbit (2),
stag (2), wild goat (2), wild pig (2).

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>

* Fix ContextMenu test labels to use real province names

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>

* Fix animal effect prefab references to use root GameObjects

Each Animal Pack prefab contains many child objects (bones, meshes, etc).
The effect prefabs were incorrectly referencing the first child object
instead of the root prefab object (the one with m_Father: {fileID: 0}).

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>

* Tune animal effect scales per beast type

Adjusted animalScale values from the Unity editor after visual testing:
- Frog, salamander, scorpion, crab: 50 (small creatures need more zoom)
- Rabbit, stag, wild goat, wild pig: 20 (medium animals)

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>

---------

Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-26 07:35:57 -08:00
679b5ef1ce Add 8 new beast types with matching asset pack animations (#6285)
New beasts from Animal Pack Deluxe:
- crab (0.04): coastal swarm, low power, agriculture damage
- frog (0.10): plague swarm, very high count, minimal power
- rabbit (0.20): crop-destroying swarm, high agriculture damage
- salamander (0.02): rare, poisonous, moderate power
- scorpion (0.15): venomous swarm, like spiders
- stag (0.04): territorial wild deer, moderate power
- wild goat (0.10): mountain crop raiders, agriculture damage
- wild pig (0.10): aggressive crop destroyers

Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-26 07:07:36 -08:00
f44b7351b4 Add spawn likelihood to uncovered beast types in docs (#6284)
Order beasts without custom animations by how commonly they appear,
making it easier to prioritize which to add next.

Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-26 07:01:52 -08:00
03e82ae635 Update beast effects docs with full animation coverage (#6283)
Document all three effect types (MonsterEffect, AnimalEffect,
DragonEffect), list all beasts with custom animations vs vulture
fallbacks, and add 3D rendering tips.

Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-25 21:25:18 -08:00
3e4aa6d6d2 Update animal effect prefab scales from 20 to 15 (#6282)
Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-25 21:21:37 -08:00
6bfbf38fb4 Add animal wandering effects for bear, boar, crocodile, snake, wolf (#6281)
* Add animal wandering effect for bear, boar, crocodile, snake, wolf

New AnimalEffect.cs drives Animal Pack Deluxe 3D prefabs using their
lowercase state names (idle, walk, run, eat, attack) and Y-rotation
for facing direction. Wolverine reuses the wolf prefab.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>

* Add animal effect prefabs and scene wiring for bear, boar, crocodile, snake, wolf

Wire AnimalEffect prefabs to ProvinceBeastsController and include the
Animal Pack Deluxe asset pack. RatEffect now has both MonsterEffect
(2D sprites) and AnimalEffect (3D model) for a mixed group.
Add LFS tracking for .tga and .fbx files.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>

* Fix animal facing direction to use full angle rotation

3D models need to rotate Y by the actual movement angle, not just
0/180 degrees. Use atan2 of the XY direction vector so animals face
their actual travel direction.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>

* Fix animal rendering and remove die animation

Use sortingOrder=103 on 3D mesh renderers instead of Z offset hack
to render animals above the map. Guard against die animation state.
Default scale to 15. Remove unused run state.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>

* Disable depth test on animal renderers to prevent map clipping

When 3D animals rotate to face away, their geometry extends into
positive Z and clips behind the map plane. Setting ZTest=Always
ensures they always render on top regardless of orientation.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>

* Fix animal depth clipping with renderQueue and ZWrite/ZTest overrides

Use renderQueue=4000 (Overlay), disable ZWrite, and set ZTest=Always
via SetFloat (compatible with more shader types) to prevent 3D animal
meshes from clipping behind the map when rotated.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>

---------

Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-25 21:08:55 -08:00
28560940cb Add Old Marek commentary when King's heroes depart in tutorial (#6280)
The first hero departure notification in the tutorial has no narrative
context. Old Marek now comments when a non-player faction loses a hero,
noting that Bregos has always inspired loyalty and something deeper must
be at work after the upheaval with Tarn.

Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-25 20:40:20 -08:00
38d097461d Add wandering monster animations for beast events (#6279)
* Add wandering monster animations for beast events on Eagle map

Replace generic vulture effects with animated DungeonMonsters2D monsters
for skeleton, zombie, rat, spider, demon, orc, and human-type beasts.
Each MonsterEffect spawns a group of 3 monsters that wander randomly,
idle, and occasionally attack within a province.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>

* Add ContextMenu test actions for monster effects

MonsterEffect: Test All Idle/Move/Attack/SpecialAttack
ProvinceBeastsController: Test spawn for each beast type in Motcia

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>

* Spread test beast spawns across different provinces

Also add "Test All Beast Types" to spawn all 8 at once.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>

* Fix monster sprite facing direction

DungeonMonsters2D prefabs default to facing left, so invert the
X scale flip logic.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>

* Remove malformed AnimationEvents from SkeletonArcher anims

The asset pack shipped with empty functionName fields on these events,
causing "AnimationEvent has no function name specified" errors at runtime.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>

* Wire humanEffectPrefab in Gameplay scene

The HumanEffect prefab was created but never assigned to the
ProvinceBeastsController Inspector field, so human-type beasts
fell through to generic vultures.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>

* Add vampire beast type and remove unused DungeonMonsters2D assets

- Add VampireEffect prefab, code mapping, scene wiring, and test entry
- Remove Bat, Ghost, GhostKnight, and four Golem variants (animations,
  characters, PSBs) that aren't mapped to any beast type

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>

* Remove DragonEffect component from monster effect prefabs

These were created by duplicating the dragon prefab, which left a
DragonEffect component that spawned an extra dragon alongside the
intended monsters.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>

---------

Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-25 20:32:09 -08:00
ce6bc0b975 Update Eagle appearance trigger for Hedrick and Sadar (#6278)
* Update Eagle appearance trigger for Hedrick and Sadar expansion

Replace Bridget (faction 4) with Hedrick (faction 5) as the tutorial
antagonist, and add a second trigger path: Sadar controlling 4+ provinces.
The Eagle now appears when either Hedrick is eliminated OR the player
faction grows strong enough to warrant attention.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>

* Lower weak King province hero loyalty to 20

Makes the heroes in the King's weak provinces much more likely to
defect, as they barely have any loyalty to the King.

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

* Adjust weak King province hero loyalty to 25

Loyalty 20 was causing heroes to depart too quickly.

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

---------

Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-25 20:00:05 -08:00
8ce0a18d09 Fix horseshoe print orientation and duel accepted animation (#6277)
Horseshoe prints were facing forward (open end leading) instead of
trailing behind the horse. Added 180° rotation for mounted units.

Duel accepted animation was never playing because DuelAccepted wasn't
matched as a result of the pending DuelChallenge command. Added it to
IsResultVariant and cached source/target grid indices in
PendingCommandSound so the animation plays even when units have been
removed from the model by later duel combat results in the same batch.

Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-25 19:31:18 -08:00
2befe8b67f Add tutorial-specific initial chronicle text (#6276)
* Add tutorial-specific initial chronicle text

The tutorial was using the same initial chronicle text ID as regular
games, but the text content references "The Eagle" character which
doesn't exist in the tutorial scenario. When the LLM tries to generate
a chronicle update, it looks up the previous chronicle entry's text
as a dependency, causing "Unknown dependency for LLM request" errors.

This adds a tutorial-specific chronicle text that describes the
actual tutorial scenario: Sadar Rakon defending Onmaa against
King Bregos Fyar's army led by Ikhaan Tarn.

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

* Update tutorial chronicle text wording

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

---------

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-02-25 19:27:20 -08:00
76cf6f0624 Fix SupportField highlight in tutorial dialogue (#6272)
* Register SupportField dynamically for tutorial dialogue highlight

The SupportField highlight in the tutorial_rebuild_support and
tutorial_support_deadline dialogues wasn't appearing because the
static Inspector reference on TutorialTargetRegistry was not wired up.
Dynamically register the field from EagleGameController, matching the
pattern used for GoToBattleButton and CommandPanel.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>

* Fix Elena's reinforcement dialogue referencing Tarn incorrectly

Tarn and the King are still allies at this point, so "half of them
had already fled before Tarn's men even arrived" doesn't make sense.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>

* Vary Ranil's siege dialogue to avoid repeating Marek's phrasing

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>

* Fix highlight not rendering inside layout groups

The dialogue highlight was invisible when targeting UI elements inside
a layout group (e.g. SupportField). The highlight container was being
treated as a layout child, which collapsed its rendering. Adding
LayoutElement with ignoreLayout=true makes it overlay correctly.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>

* Make Reset Tutorials also reset dialogue and trigger state

ResetAllProgress previously only cleared the old tutorial system's
PlayerPrefs state. Now it also clears DialogueManager's completed
script IDs and TutorialTriggerRegistry's one-shot flags, so all
narrative dialogues can replay without restarting the game.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>

* Fix NRE: add RectTransform before LayoutElement

LayoutElement is a UI component that auto-creates a RectTransform,
so the subsequent AddComponent<RectTransform>() returned null.
Reorder so RectTransform is added first.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>

---------

Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-25 19:08:47 -08:00
b0c409d62c Fix support=0 not being applied to weak King provinces (#6275)
The conditional `if po.support > 0` prevented explicitly setting
support to 0. Now support always uses the JSON value directly.
Provinces 37 and 40 already have their support values specified.

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-02-25 19:01:34 -08:00
b23ee1485b Simplify tutorial battle: no attackers can flee (#6274)
Remove the special case that allowed Ikhaan Tarn to flee.
Now all units in the tutorial battle must fight to the end.

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-02-25 17:37:59 -08:00
03874da321 Add Hedrick's faction to tutorial AI controllers (#6273)
When we added Hedrick as an independent faction (ID 5), we didn't
add it to the aiFids list in createTutorialGameForUser. This caused
the game to get stuck waiting for commands from a faction that had
no AI controller.

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-02-25 17:30:05 -08:00
7ca5db5509 Guarantee duel acceptance in tutorial battles (#6271)
Override duel_base_accept_odds to 200 (max roll is 100) for tutorial
games so the player's first duel challenge is always accepted,
ensuring the tutorial can teach dueling mechanics reliably.

Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-25 17:07:45 -08:00
2364db42a7 Split reinforcement dialogue into per-hero events (#6268)
* Split reinforcement dialogue into per-hero events for staggered arrivals

Now that reinforcements arrive at different times (Elena round 5, Ranil
round 6), inspect the arriving unit's profession to fire hero-specific
dialogue triggers instead of one generic event for all reinforcements.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>

* Update tutorial dialogue and add capture/duel triggers

- Update Elena Fyar's reinforcement dialogue: escaped captivity in Pieska
- Update John Ranil's reinforcement dialogue: pushed through from Nikemi
- Add enemy hero captured dialogue trigger with dynamic hero name
- Add friendly hero captured dialogue with special cases for Marek/Sadar
- Prioritize duel tutorial over melee when target is not Ikhaan Tarn
- Add GetScriptForTrigger to DialogueManager for dynamic text injection
- Cache unit names for capture detection (units removed before processing)

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>

* Fix capture detection to scan removed units instead of action type

CapturedWhileFleeing only fires for flee-based captures. Heroes also
leave the battle via duels, destruction, etc. Now scans every action
result's GameStateViewDiff.RemovedUnits for hero units in the name
cache, catching all forms of hero removal.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>

---------

Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-25 16:59:38 -08:00
cb1391e417 Make Ranil reinforce from Tarn's direction (#6270)
* Make Ranil reinforce from Tarn's direction

Elena continues to reinforce from position 6, but John Ranil
now enters the battle from the same starting position as Tarn
and the other attackers.

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

* Delay Ranil's arrival to round 7

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

* Reduce Sadar's unit sizes by 10%

- Rakon's Loyalists: 511 → 460
- Onmaa Defenders: 300 → 270
- Hunters of the Steppe: 384 → 346

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

---------

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-02-25 16:04:08 -08:00
d940393f3f Refactor beast effect selection for extensibility (#6269)
* Refactor beast prefab selection to switch and add extensibility doc

Replace IsDragon boolean check with GetEffectPrefab switch on beast
name string, providing a clear extension point for adding new
beast-type-specific effects. Add docs/BEAST_EFFECTS.md explaining
the architecture and step-by-step process for adding new beast types.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>

* Use exact beast name matching from beasts.tsv

Switch from case-insensitive substring matching to exact string
matching on the canonical singularName from beasts.tsv. Update doc
with beasts.tsv reference and candidates for custom effects.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>

---------

Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-25 15:42:08 -08:00
6e484f14ca Add dragon beast animation on eagle map (#6267)
* Add dragon beast animation on eagle map

When a province has a dragon beast event, show an animated 2D dragon
(DungeonMonsters2D DragonRed) circling the province instead of generic
vultures. The dragon plays its Move animation while orbiting and
periodically triggers Attack with fire rain particles falling below.

- New DragonEffect.cs: instantiates animated dragon prefab, drives
  circular orbit with vertical bobbing, flips sprite to face travel
  direction, emits fire rain particle bursts on attack
- ProvinceBeastsController: extracts beast name from BeastsEvent,
  selects dragonEffectPrefab when name contains "dragon"
- Add DragonRed from DungeonMonsters2D asset pack (dragon-only files)
- Add .psb and .psb.meta to Git LFS tracking in .gitattributes
- Add 2D PSD Importer package dependency

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>

* Fix dragon animation and improve fire breath effect

Add com.unity.2d.animation package required for SpriteSkin bone
deformation at runtime. Rewrite fire breath as directional cone aimed
at province center using stretch render mode. Continuously enforce Move
animation state to prevent controller defaulting to Idle. Add context
menu test helpers for spawning dragon effects in editor.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>

* Add animation variety and disable fire breath for now

Dragon now cycles through Move, Jump, Attack, and SpecialAttack
animations with weighted random selection. Fix IsInTransition check
so action animations play fully before returning to Move. Update
defaults to match tuned Inspector values. Disable fire breath
particle system pending direction/sizing fixes.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>

---------

Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-25 15:30:43 -08:00
e421bac79c Add Hedrick faction in Kojaria, move Bridget to Alah (#6266)
* Add Hedrick faction in Kojaria, move Bridget to Alah

- Move Bridget's faction from Kojaria (39) to Alah (18)
- Create new faction for Hedrick the Hedge-Merchant in Kojaria (39)
  with 300 light infantry, 23 support, same development as Onmaa
- Remove Hedrick from battle reinforcements (now only Elena and
  John Ranil arrive as reinforcements at rounds 6 and 7)

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

* Fix reinforcement hero IDs and adjust timing

- Update TutorialReinforcementHeroIds to Set(100, 101) to match
  the two remaining reinforcement heroes (John Ranil and Elena)
- Change reinforcement timing: Elena arrives after round 5,
  John Ranil arrives after round 6

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

---------

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-02-25 13:40:03 -08:00
960344a9d6 Fix tutorial reinforcements all arriving at once (#6265)
ExecuteReinforcementsAction was placing ALL PENDING_REINFORCEMENT
units when any reinforcement event fired, instead of only the units
belonging to that specific event. Match pending units by eagle_hero_id
against the event's CommonUnit list so each event only activates its
own reinforcement.

Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-25 12:34:11 -08:00
5eb195188e Fix tutorial province stats not being applied from JSON (#6264)
The updateWith call was only setting gold and food, ignoring the
support, economy, agriculture, and infrastructure values from the
tutorial_parameters.json configuration. This caused Onmaa to have
default values (0 support, 20/20/20 development) instead of the
configured values (23 support, 45/41/42 development).

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-02-25 11:28:35 -08:00
454aa7edf6 Add weak King's provinces to show collapsing authority in tutorial (#6263)
Set up 12 King's provinces with single noProfession heroes, no troops,
no resources, and low loyalty to portray the realm falling apart:

- East Faluria, Regigia, Tegrot, Berkorszag, Oscasland, Wichel,
  Oriyslia, Mesh, Musland, Motcia: loyalty 50-55
- Nikemi, Pieska: loyalty ~40 (even weaker)

Also refactored the attacking army (Ikhaan Tarn's force) to be
created directly in TutorialGameCreation.scala rather than read
from JSON, since the army is already in transit when the game
starts - it's not actually stationed in Nikemi.

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-02-25 11:08:01 -08:00
aa3bcbb25d Fix fear animations and sound routing (#6262)
* Add fear success and fear resisted animations

Fear success: dark cloud engulfs the target, pulses ominously, then
slowly dissipates. Fear resisted: a white flash at the target deflects
the wave back toward the source where it shrinks and fades.

Split Fear into three animation types (Fear attempt, FearSuccess,
FearResisted) so the server result triggers a distinct visual. The
pending command handler now also plays result animations, not just
sounds. Rename IsFailureVariant to IsResultVariant to handle both
success and failure result matching.

Add test buttons for Fear Success and Fear Resisted in the animation
test controller.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>

* Refactor test controller to use real sound+animation flow and fix fear attempt sound

Route most animation tests through TestPlayAnimationAndSound to exercise
the real two-stage sound pipeline. Consolidate duplicate PlayAnimation
methods and remove ?? fear fallback that caused double-play.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>

* Fix fear sound routing and remove test debug logging

Add FearSuccess/FearResisted to ActionTypeForSound so they play the
correct result sounds. Pass isOwnCommand=true in test path so Fear
exercises the two-stage attempt sound.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>

* Improve fear success and fear resisted animations

Fear success: tendrils start 2x farther out with ease-in spiral, add
ghost skull at 40% opacity filling the hex. Fear resisted: shield sprite
pops up and bashes the skull back toward the source with spin and flash.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>

---------

Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-25 07:33:33 -08:00
05c1a49645 Balance tutorial battle difficulty and Onmaa resources (#6261)
- Cut defending unit sizes by 25% (681→511, 400→300, 512→384)
- Cut reinforcement unit sizes by 25% with battle-worn variation
  (450→443, 375→382, 450→446)
- Double food in Onmaa (2000→4000) to support larger army
- Set Onmaa development stats: 45 economy, 41 agriculture, 42 infrastructure

Reinforcements already arrive one at a time (rounds 5, 6, 7).

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-02-25 06:58:47 -08:00
665a4f1e04 Fix tutorial HeroGenerator crash when spawning unaffiliated heroes (#6260)
Tutorial game creation was passing an empty pregeneratedHeroes pool to
HeroGenerator, causing a crash when PerformUnaffiliatedHeroesAction
tried to spawn new heroes in provinces (e.g., when building support in
Onmaa).

Changed to use GameParametersUtils.pregeneratedOthers as the pool,
excluding hero names already used in the tutorial to avoid duplicates.

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-02-25 06:40:07 -08:00
8fe0779422 Add duel challenge/declined animations and programmatic test buttons (#6259)
* Add duel animations and programmatic test buttons

Add gauntlet throw animation for duel challenges (arcing projectile with
dust landing effect) and duel declined animation (dismissive sword sweep).
Wire duel challenge as a two-stage sound so the challenge clip plays on
command and accepted/declined plays on server response.

Refactor AnimationTestController to generate buttons programmatically
from a prefab instead of requiring manual wiring per animation. Remove
redundant private animator fields in favor of direct gameController
access.

Remove black background from Iron-Etched-Gloves sprite for use as the
gauntlet throw projectile.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>

* Make gauntlet throw more aggressive and play sound at impact

Change gauntlet animation from a gentle arc to a violent downward slam
from above the source hex to the lower half of the target hex with
cubic ease-in for an accelerating impact feel.

Move challenge sound into the animator so it plays at impact rather
than when the command is issued. The two-stage system still tracks the
pending command for the accepted/declined result sound.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>

---------

Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-24 21:30:34 -08:00
1456276710 Allow manual workflow_dispatch to deploy Unity builds (#6258)
Change deploy conditions from event_name == 'push' to
event_name != 'pull_request', matching the pattern already used by
the Upload Addressables step. This allows workflow_dispatch to
trigger a full deploy, which is needed for re-deploying without
a code change.

Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-24 21:12:54 -08:00
8ed3a168dc Replace gh CLI with curl in installer artifact cleanup (#6257)
The self-hosted runner doesn't have gh installed. Use curl + GitHub
REST API directly instead.

Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-24 21:12:20 -08:00
6f03ef86f0 Migrate client update system to SHA-addressed blob storage (#6253)
* Migrate client update system to SHA-addressed blob storage

Upload game files and installer to blobs/<sha256> with immutable cache
headers, serve manifests with Cache-Control: no-cache so CDN always
revalidates. This eliminates the need for CDN cache purges after builds.

During the transition period, files are also uploaded to their legacy
paths (unity3d/win/<path> and installer/Eagle0.exe) so existing
installers continue to work until users auto-update.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>

* Add blob cleanup workflow and fix installer manifest URL

- Add daily scheduled GitHub Action to garbage-collect unreferenced blobs
- Fix installer_build.yml manifest step to use blobs/<sha> URL instead
  of the legacy installer/Eagle0.exe path
- Add installer_sha256 to manifest for blob cleanup tool

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>

* Revert installer blob changes — installer staleness is benign

The installer self-updates on next launch, so CDN staleness for
installer/Eagle0.exe is harmless. Keep blob addressing only for
game files where manifest/file mismatch causes download failures.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>

* Use manifest comparison instead of HEAD requests for blob dedup

Fetch the previous manifest to determine which SHAs already exist as
blobs, avoiding N HEAD requests per build. Also only upload to legacy
unity3d/win/ paths when the file at that path actually changed, matching
the old behavior.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>

* Remove legacy unity3d/win/ uploads — installer self-updates first

Old installers fetch the manifest, see a new installer version, and
self-update before downloading game files. The new installer fetches
from blobs/<sha>, so there's no need to keep uploading to the legacy
unity3d/win/<path> paths.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>

* Set no-cache on installer and whats-new.json uploads

Both are mutable files at fixed CDN URLs that were relying on default
cache behavior. Setting no-cache ensures the CDN always revalidates,
so users get the latest installer on first download and see current
changelog entries immediately.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>

---------

Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-24 16:50:14 -08:00
d71ad680c5 Add Scala tests for TutorialStrategicEvents (#6256)
Add unit tests for the Eagle strategic tutorial event system:

- Game type tests: verify only Tutorial games trigger events
- Eagle appearance negative cases: events don't fire when:
  - Bridget still has provinces
  - Eagle faction already exists
- Idempotence tests: verify no re-trigger after Eagle appears

Also updates visibility in BUILD files to allow test access.

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-02-24 13:51:04 -08:00
a4c8c0670e Add comprehensive tests for TutorialBattleController (#6255)
Add C++ unit tests for the Shardok tutorial battle event system:

- RoundTrigger tests: fires at/after trigger round, multiple events
- UnitsLostTrigger tests: threshold, counts statuses, player filtering
- DamageTakenTrigger tests: threshold, sum across units, initial_sizes
- UnitKilledTrigger tests: by unit_id, by eagle_hero_id
- ReinforcementsAction tests: activates pending units, places directly
- FleeAction tests: generates results, specific units, by hero_id
- Fire-once semantics tests: events don't re-fire
- Controller state tests: disabled controller, default constructor

28 total tests covering all trigger types and action execution.

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-02-24 13:50:42 -08:00
8f219f1f56 Add unit tests for TutorialBattleConfig generation (#6254)
Tests verify the tutorial config structure including:
- 3 reinforcement events with correct IDs
- Round triggers at 5, 6, 7 for Hedrick, Elena, John Ranil
- Correct hero IDs in reinforcement units
- Tarn visibility configured for defender
- Reinforcement heroes and battalions in game state

Also fixes :engine BUILD target to export game_history and
battle_resolution which appear in the Engine interface.

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-02-24 13:14:02 -08:00
8ce2adfca9 Remove dead battalion backstory update code (#6252)
Battalion backstory updates were never generated - only initial backstories
are created. This removes the unused code:

- BattalionBackstoryUpdateAction.scala
- BattalionBackstoryUpdatePromptGenerator.scala
- BattalionBackstoryUpdateRequest from LlmRequestT sealed trait
- BattalionBackstoryUpdateRequest proto message (field 41 reserved)
- Related cases in LlmResolver and proto converter

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-02-24 09:09:39 -08:00
e2bc6df62e Extend unaffiliated hero backstory visibility to new province owner (#6251)
When a province is conquered, the new owner can now see the backstory
text of unaffiliated heroes in that province. This matches the behavior
of PerformReconResolutionAction which extends backstory visibility for
ruling heroes to the faction performing recon.

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-02-24 07:06:12 -08:00
dc5d342b17 Read What's New data from S3 instead of CDN URL (#6250)
The admin server was fetching whats-new.json from the public CDN URL
(assets.eagle0.net) which caches aggressively. After adding an entry,
the page reload would fetch the stale cached version, making it look
like the entry wasn't saved. Read directly from S3 so the admin server
sees its own writes immediately.

Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-24 07:02:46 -08:00
b0ba44c4d5 Add tutorial dialogue when January taxes are collected (#6241)
Detect NewRoundAction with month=1 after the tutorial battle has ended.
Old Marek explains what taxes provide (gold and food) and advises on
how to spend them wisely.

Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-24 06:49:51 -08:00
d3c3df7772 Replace GraphQL branch creation with plain REST API (#6249)
The GraphQL layer was a workaround for a token permissions issue that
has since been fixed. The REST /git/refs endpoint works correctly with
fine-grained PATs when contents:write is properly configured. This
removes ~90 lines of GraphQL code.

Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-24 06:48:40 -08:00
fb2fcf4497 Replace shift-click and Melee button with right-click to melee attack (#6246)
Right-click (or long-press on mobile) is a well-known RTS convention that
eliminates confusion from having two melee input methods. Left-click remains
the default action (move/archery); right-click triggers melee on adjacent
enemies.

Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-24 06:46:49 -08:00
3696 changed files with 163878 additions and 13358 deletions
+6 -1
View File
@@ -37,9 +37,14 @@ common:macos --host_linkopt=-Wl,-no_warn_duplicate_libraries
# See: https://github.com/grpc/grpc/issues/37619
common:macos --features=-module_maps
# Fix Xcode version caching issue - avoids need for `bazel clean --expunge` after Xcode updates
# Pin DEVELOPER_DIR so the apple_cc_autoconf repo rule doesn't re-evaluate
# when Xcode updates in-place. The sync script overrides this for mactools.
common:macos --repo_env=DEVELOPER_DIR=/Applications/Xcode.app/Contents/Developer
# Xcode config for mactools builds only. Generated by scripts/sync_bazel_xcode.sh.
# Bakes the Xcode build version into action cache keys and sets DEVELOPER_DIR.
try-import %workspace%/.bazelrc.xcode
common --java_language_version=25
common --java_runtime_version=remotejdk_25
common --tool_java_language_version=25
+13
View File
@@ -5,12 +5,25 @@
*.tif filter=lfs diff=lfs merge=lfs -text
*.bytes filter=lfs diff=lfs merge=lfs -text
*.psd filter=lfs diff=lfs merge=lfs -text
*.psb filter=lfs diff=lfs merge=lfs -text
# PSB meta files contain bone/sprite import data and can be very large
*.psb.meta 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
*.ogg filter=lfs diff=lfs merge=lfs -text
*.tga filter=lfs diff=lfs merge=lfs -text
*.fbx filter=lfs diff=lfs merge=lfs -text
*.FBX filter=lfs diff=lfs merge=lfs -text
*.pdf filter=lfs diff=lfs merge=lfs -text
# Third-party asset packs: track all files via LFS (never manually edited)
src/main/csharp/**/DungeonMonsters2D/** filter=lfs diff=lfs merge=lfs -text
src/main/csharp/**/Raccoon/** filter=lfs diff=lfs merge=lfs -text
src/main/csharp/**/Polytope[[:space:]]Studio/** filter=lfs diff=lfs merge=lfs -text
src/main/csharp/**/RRFreelance-Characters/** filter=lfs diff=lfs merge=lfs -text
src/main/csharp/**/Dragon/** filter=lfs diff=lfs merge=lfs -text
# Unity Smart Merge - use UnityYAMLMerge for Unity files
# Requires configuring unityyamlmerge in ~/.gitconfig:
+2 -2
View File
@@ -106,7 +106,7 @@ jobs:
with:
name: test.json
path: test.json
retention-days: 5
retention-days: 3
- name: Archive failed test logs
if: always()
uses: actions/upload-artifact@v4
@@ -114,4 +114,4 @@ jobs:
name: failed-test-logs
path: failed_test_logs/
if-no-files-found: ignore
retention-days: 5
retention-days: 3
+27
View File
@@ -0,0 +1,27 @@
name: Blob Cleanup
on:
schedule:
# Run daily at 04:00 UTC
- cron: '0 4 * * *'
workflow_dispatch: # Allow manual trigger
permissions:
contents: read
jobs:
cleanup:
runs-on: [self-hosted, bazel]
steps:
- uses: actions/checkout@v4
with:
lfs: false
clean: false
- name: Clean up unreferenced blobs
env:
ACCESS_KEY_ID: ${{ secrets.ACCESS_KEY_ID }}
SECRET_KEY: ${{ secrets.SECRET_KEY }}
run: |
bazel run //src/main/go/net/eagle0/build/blob_cleanup:blob_cleanup -- --min-age=1h
+17 -1
View File
@@ -40,7 +40,7 @@ concurrency:
permissions:
contents: read
actions: read
actions: write # Required to delete artifacts after deploy
jobs:
# Single consolidated build job - builds all images with one bazel invocation
@@ -471,3 +471,19 @@ jobs:
# Remove images older than 24h (keeps recent images for rollback)
docker image prune -a -f --filter "until=24h" || true
DEPLOY_SCRIPT
cleanup:
needs: [build-all, deploy]
if: always()
runs-on: ubuntu-latest
steps:
- name: Delete warmup-binary artifact
env:
GH_TOKEN: ${{ github.token }}
run: |
ARTIFACT_ID=$(gh api "repos/${{ github.repository }}/actions/runs/${{ github.run_id }}/artifacts" \
-q '.artifacts[] | select(.name == "warmup-binary") | .id')
if [ -n "$ARTIFACT_ID" ]; then
echo "Deleting warmup-binary artifact (ID: $ARTIFACT_ID)"
gh api -X DELETE "repos/${{ github.repository }}/actions/artifacts/$ARTIFACT_ID" || true
fi
+21 -6
View File
@@ -112,14 +112,29 @@ jobs:
- name: Delete all installer artifacts
if: success() && github.ref == 'refs/heads/main' && github.event_name == 'push'
env:
GH_TOKEN: ${{ github.token }}
GITHUB_TOKEN: ${{ github.token }}
run: |
# Delete ALL eagle-installer artifacts to free up storage
echo "Fetching all eagle-installer artifacts..."
artifact_ids=$(gh api "repos/${{ github.repository }}/actions/artifacts" \
--paginate -q '.artifacts[] | select(.name == "eagle-installer") | .id')
for id in $artifact_ids; do
echo "Deleting artifact ID: $id"
gh api -X DELETE "repos/${{ github.repository }}/actions/artifacts/$id" || true
page=1
while true; do
response=$(curl -s -H "Authorization: Bearer $GITHUB_TOKEN" \
"https://api.github.com/repos/${{ github.repository }}/actions/artifacts?per_page=100&page=$page")
ids=$(echo "$response" | python3 -c "
import json, sys
data = json.load(sys.stdin)
for a in data.get('artifacts', []):
if a['name'] == 'eagle-installer':
print(a['id'])
" 2>/dev/null)
if [ -z "$ids" ]; then
break
fi
for id in $ids; do
echo "Deleting artifact ID: $id"
curl -s -X DELETE -H "Authorization: Bearer $GITHUB_TOKEN" \
"https://api.github.com/repos/${{ github.repository }}/actions/artifacts/$id" || true
done
page=$((page + 1))
done
echo "Cleanup complete"
@@ -1,98 +0,0 @@
name: iOS Addressables Build
on:
push:
branches: [ "main" ]
paths:
- ".github/workflows/ios_addressables_build.yml"
- "src/main/csharp/net/eagle0/clients/unity/eagle0/Assets/AddressableAssetsData/**"
- "src/main/csharp/net/eagle0/clients/unity/eagle0/Assets/Music/**"
- "src/main/csharp/net/eagle0/clients/unity/eagle0/Assets/Editor/BuildScript.cs"
- "ci/github_actions/build_ios_addressables.sh"
- "ci/github_actions/upload_addressables.sh"
pull_request:
paths:
- ".github/workflows/ios_addressables_build.yml"
- "src/main/csharp/net/eagle0/clients/unity/eagle0/Assets/AddressableAssetsData/**"
- "src/main/csharp/net/eagle0/clients/unity/eagle0/Assets/Music/**"
- "src/main/csharp/net/eagle0/clients/unity/eagle0/Assets/Editor/BuildScript.cs"
- "ci/github_actions/build_ios_addressables.sh"
- "ci/github_actions/upload_addressables.sh"
workflow_dispatch:
concurrency:
group: ${{ github.workflow }}-${{ github.head_ref || github.ref }}
cancel-in-progress: ${{ github.event_name == 'pull_request' }}
permissions:
contents: read
env:
# Runner-specific build directory to allow parallel builds on multiple runners
EAGLE0_BUILD_DIR: /tmp/eagle0-${{ github.run_id }}
jobs:
build-ios-addressables:
runs-on: [self-hosted, macOS, unity-mac]
steps:
- name: Prune stale PR refs
run: |
# Self-hosted runners persist .git between runs. When a PR is updated,
# old local refs (refs/remotes/pull/*/merge) may point to commits whose
# objects were never fetched or have been pruned. Remove these stale refs
# before checkout to prevent "missing object" errors.
if [ -d ".git" ]; then
echo "Pruning stale PR refs..."
git for-each-ref --format='%(refname)' refs/remotes/pull/ 2>/dev/null | \
xargs -r git update-ref -d 2>/dev/null || true
fi
- uses: actions/checkout@v4
with:
lfs: false # Fetch LFS after checkout to avoid stale ref issues
clean: false # Library/ persists between runs on self-hosted runners
- name: Clean stale files
run: |
git clean -ffd
rm -rf src/main/csharp/net/eagle0/clients/unity/eagle0/Library/Bee/
- name: Fetch LFS files
run: |
git lfs install
git lfs pull
- name: Ensure Unity version installed
run: ./ci/github_actions/ensure_unity_installed.sh ios
- name: Build iOS Addressables
run: ./ci/github_actions/build_ios_addressables.sh "$EAGLE0_BUILD_DIR/editor_ios_addressables.log"
- name: Upload Addressables to CDN
if: success() && github.ref == 'refs/heads/main' && github.event_name != 'pull_request'
env:
ACCESS_KEY_ID: ${{ secrets.ACCESS_KEY_ID }}
SECRET_KEY: ${{ secrets.SECRET_KEY }}
run: ./ci/github_actions/upload_addressables.sh iOS
- name: Purge CDN cache for iOS addressables
if: success() && github.ref == 'refs/heads/main' && github.event_name != 'pull_request'
env:
DO_CDN_PAT: ${{ secrets.DO_CDN_PAT }}
run: |
curl -s -X DELETE "https://api.digitalocean.com/v2/cdn/endpoints/8c98df29-6f0c-4704-8e82-ca40a2b81aa8/cache" \
-H "Authorization: Bearer $DO_CDN_PAT" \
-H "Content-Type: application/json" \
-d '{"files": ["addressables/iOS/*"]}' \
--fail || echo "Warning: CDN purge failed (non-fatal)"
- name: Archive Build Log
if: success() || failure()
uses: actions/upload-artifact@v4
with:
name: editor_ios_addressables.log
path: ${{ env.EAGLE0_BUILD_DIR }}/editor_ios_addressables.log
retention-days: 5
- name: Cleanup build directory
if: always()
run: rm -rf "${{ env.EAGLE0_BUILD_DIR }}"
+103 -1
View File
@@ -1,6 +1,8 @@
name: iOS TestFlight
on:
schedule:
- cron: '0 5 * * *' # 9 PM Pacific (UTC-8) / 10 PM PDT (UTC-7)
workflow_dispatch:
inputs:
skip_upload:
@@ -11,6 +13,7 @@ on:
permissions:
contents: read
actions: read
env:
# Runner-specific build directory to allow parallel builds on multiple runners
@@ -19,7 +22,92 @@ env:
KEYCHAIN_NAME: ios-build-${{ github.run_id }}.keychain
jobs:
check-changes:
# Skip nightly builds when nothing has changed since the last successful
# scheduled run. Manual workflow_dispatch always builds.
runs-on: ubuntu-latest
outputs:
should_build: ${{ steps.check.outputs.should_build }}
steps:
- name: Check for relevant changes since last successful run
id: check
uses: actions/github-script@v7
with:
script: |
if (context.eventName === 'workflow_dispatch') {
core.setOutput('should_build', 'true');
console.log('Manual trigger — building');
return;
}
const { data: { workflow_runs: runs } } = await github.rest.actions.listWorkflowRuns({
owner: context.repo.owner,
repo: context.repo.repo,
workflow_id: 'ios_testflight.yml',
status: 'success',
event: 'schedule',
per_page: 1,
});
if (runs.length === 0) {
core.setOutput('should_build', 'true');
console.log('No previous successful scheduled run — building');
return;
}
const lastSha = runs[0].head_sha;
console.log(`Last successful scheduled run: ${lastSha}`);
console.log(`Current SHA: ${context.sha}`);
if (lastSha === context.sha) {
core.setOutput('should_build', 'false');
console.log('No changes since last successful run — skipping');
return;
}
// Paths that can affect the iOS Unity build.
const relevantPrefixes = [
'src/main/csharp/', // Unity project
'src/main/protobuf/', // Generates C# code
'src/main/resources/', // Game data & maps
'scripts/', // Build scripts
'ci/', // CI scripts & workflows
'.github/workflows/ios_testflight.yml',
'MODULE.bazel',
'.bazelrc',
];
const { data: comparison } = await github.rest.repos.compareCommitsWithBasehead({
owner: context.repo.owner,
repo: context.repo.repo,
basehead: `${lastSha}...${context.sha}`,
per_page: 1, // We only need the file list, not patches
});
// If the diff is too large, build to be safe
if (comparison.files === undefined) {
core.setOutput('should_build', 'true');
console.log('Could not retrieve file list — building to be safe');
return;
}
const relevant = comparison.files.filter(f =>
relevantPrefixes.some(p => f.filename.startsWith(p))
);
if (relevant.length > 0) {
core.setOutput('should_build', 'true');
console.log(`${relevant.length} relevant file(s) changed:`);
relevant.slice(0, 20).forEach(f => console.log(` ${f.filename}`));
if (relevant.length > 20) console.log(` ... and ${relevant.length - 20} more`);
} else {
core.setOutput('should_build', 'false');
console.log(`${comparison.files.length} file(s) changed, none in relevant paths — skipping`);
}
build-unity:
needs: check-changes
if: needs.check-changes.outputs.should_build == 'true'
runs-on: [self-hosted, macOS, testflight]
steps:
@@ -48,7 +136,11 @@ jobs:
- name: Fetch LFS files
run: |
git lfs install
echo "LFS objects before pull:"
git lfs ls-files | wc -l
git lfs pull
echo "LFS objects after pull:"
git lfs ls-files | wc -l
- name: Ensure Unity version installed
run: ./ci/github_actions/ensure_unity_installed.sh ios
@@ -82,7 +174,7 @@ jobs:
with:
name: editor_ios.log
path: ${{ env.EAGLE0_BUILD_DIR }}/editor_ios.log
retention-days: 5
retention-days: 3
archive-and-upload:
needs: build-unity
@@ -140,10 +232,20 @@ jobs:
- name: Archive and Export IPA
env:
APPLE_TEAM_ID: ${{ secrets.APPLE_TEAM_ID }}
APP_STORE_CONNECT_API_KEY_ID: ${{ secrets.APP_STORE_CONNECT_API_KEY_ID }}
APP_STORE_CONNECT_API_ISSUER_ID: ${{ secrets.APP_STORE_CONNECT_API_ISSUER_ID }}
APP_STORE_CONNECT_API_KEY: ${{ secrets.APP_STORE_CONNECT_API_KEY }}
run: |
# Write API key to file for xcodebuild
API_KEY_PATH=$(mktemp)
echo "$APP_STORE_CONNECT_API_KEY" > "$API_KEY_PATH"
export APP_STORE_CONNECT_API_KEY_PATH="$API_KEY_PATH"
chmod +x ./ci/github_actions/archive_ios.sh
./ci/github_actions/archive_ios.sh "$EAGLE0_BUILD_DIR/eagle0iOS" "$EAGLE0_BUILD_DIR/archive" "$APPLE_TEAM_ID" "$PROFILE_UUID"
rm -f "$API_KEY_PATH"
- name: Upload to TestFlight
if: ${{ github.event.inputs.skip_upload != 'true' }}
env:
+12 -1
View File
@@ -32,6 +32,7 @@ on:
- "src/main/go/net/eagle0/build/mac_build_handler/**"
- "scripts/build_mac_plugin.sh"
- "scripts/build_sparkle_plugin.sh"
- "src/main/objc/net/eagle0/clients/unity/sparkle/**"
- "scripts/inject_sparkle.sh"
- "scripts/codesign_mac_app.sh"
- "scripts/notarize_submit.sh"
@@ -110,11 +111,18 @@ jobs:
- name: Fetch LFS files
run: |
git lfs install
echo "LFS objects before pull:"
git lfs ls-files | wc -l
git lfs pull
echo "LFS objects after pull:"
git lfs ls-files | wc -l
- name: Ensure Unity version installed
run: ./ci/github_actions/ensure_unity_installed.sh mac
- name: Sync Bazel Xcode config
run: ./scripts/sync_bazel_xcode.sh
- name: Build Mac Unity
run: ./ci/github_actions/build_unity_mac.sh "${{ env.EAGLE0_BUILD_DIR }}/eagle0MAC"
@@ -237,7 +245,7 @@ jobs:
with:
name: editor_mac.log
path: ${{ env.EAGLE0_BUILD_DIR }}/editor_mac.log
retention-days: 5
retention-days: 3
- name: Cleanup build directory
if: always()
run: rm -rf "${{ env.EAGLE0_BUILD_DIR }}"
@@ -320,6 +328,9 @@ jobs:
ditto -x -k eagle0.app.zip .
rm eagle0.app.zip
- name: Sync Bazel Xcode config
run: ./scripts/sync_bazel_xcode.sh
- name: Deploy Mac Build
id: deploy-mac
env:
+9 -13
View File
@@ -98,7 +98,11 @@ jobs:
- name: Fetch LFS files
run: |
git lfs install
echo "LFS objects before pull:"
git lfs ls-files | wc -l
git lfs pull
echo "LFS objects after pull:"
git lfs ls-files | wc -l
- name: Ensure Unity version installed
run: ./ci/github_actions/ensure_unity_installed.sh windows
- name: Build Windows unity
@@ -115,14 +119,14 @@ jobs:
SECRET_KEY: ${{ secrets.SECRET_KEY }}
run: ./ci/github_actions/upload_addressables.sh StandaloneWindows64
- name: Deploy Windows unity
if: success() && github.ref == 'refs/heads/main' && github.event_name == 'push'
if: success() && github.ref == 'refs/heads/main' && github.event_name != 'pull_request'
env:
ACCESS_KEY_ID: ${{ secrets.ACCESS_KEY_ID }}
SECRET_KEY: ${{ secrets.SECRET_KEY }}
run: bazel run //src/main/go/net/eagle0/build/unity3d_windows_build_handler:unity3d_windows_build_handler -- "${{ env.EAGLE0_BUILD_DIR }}/eagle0WIN" "/tmp/unity_manifest.txt"
- name: Update unified manifest
if: success() && github.ref == 'refs/heads/main' && github.event_name == 'push'
if: success() && github.ref == 'refs/heads/main' && github.event_name != 'pull_request'
env:
ACCESS_KEY_ID: ${{ secrets.ACCESS_KEY_ID }}
SECRET_KEY: ${{ secrets.SECRET_KEY }}
@@ -147,7 +151,7 @@ jobs:
- name: Export deployed version
id: get-version
if: success() && github.ref == 'refs/heads/main' && github.event_name == 'push'
if: success() && github.ref == 'refs/heads/main' && github.event_name != 'pull_request'
run: |
VERSION=$(grep "^version=" /tmp/unity_manifest.txt | cut -d= -f2 || date +%Y.%m.%d)
echo "deployed_version=$VERSION" >> $GITHUB_OUTPUT
@@ -158,7 +162,7 @@ jobs:
with:
name: editor_win.log
path: ${{ env.EAGLE0_BUILD_DIR }}/editor_win.log
retention-days: 5
retention-days: 3
- name: Cleanup build directory
if: always()
run: rm -rf "${{ env.EAGLE0_BUILD_DIR }}"
@@ -168,18 +172,10 @@ jobs:
if: needs.windows-unity.outputs.deployed_version != ''
runs-on: ubuntu-latest
steps:
- name: Purge CDN cache and notify clients
- name: Notify clients of update
env:
NOTIFY_SECRET: ${{ secrets.EAGLE_NOTIFY_SECRET }}
DO_CDN_PAT: ${{ secrets.DO_CDN_PAT }}
run: |
# Purge CDN cache so clients get the latest files immediately
curl -s -X DELETE "https://api.digitalocean.com/v2/cdn/endpoints/8c98df29-6f0c-4704-8e82-ca40a2b81aa8/cache" \
-H "Authorization: Bearer $DO_CDN_PAT" \
-H "Content-Type: application/json" \
-d '{"files": ["windows/*", "addressables/StandaloneWindows64/*"]}' \
--fail || echo "Warning: CDN purge failed (non-fatal)"
curl -X POST "https://admin.eagle0.net/notify-update?platform=windows&version=${{ needs.windows-unity.outputs.deployed_version }}&required=false" \
-H "X-Notify-Secret: $NOTIFY_SECRET" \
--fail --silent --show-error || echo "Warning: Failed to notify clients (non-fatal)"
+1
View File
@@ -23,6 +23,7 @@ bazel-bin
bazel-eagle0*
bazel-out
bazel-testlogs
.bazelrc.xcode
.ijwb
.clwb
buildWin.sh
+9 -1
View File
@@ -14,7 +14,15 @@ repos:
- id: clang-format
args: [-i, --no-diff]
types_or: ["c++", "c#"]
exclude: ^src/main/csharp/net/eagle0/clients/unity/eagle0/Assets/Plugins
exclude: >-
(?x)^src/main/csharp/net/eagle0/clients/unity/eagle0/Assets/(
Plugins|
DungeonMonsters2D|
Dragon|
Polytope\ Studio|
RRFreelance-Characters|
Raccoon
)/
- repo: https://github.com/yoheimuta/protolint
rev: v0.42.2
hooks:
+6
View File
@@ -1,7 +1,13 @@
# CLAUDE.md
## CRITICAL BASH RULES (NEVER VIOLATE)
**NEVER chain bash commands.** Do not use `&&`, `||`, or `;` to combine commands. Each command must be a separate Bash tool call. Use parallel tool calls when commands are independent.
## CRITICAL GIT RULES (NEVER VIOLATE)
**NEVER use `git -C`.** Instead, cd to the repo root and run git commands from there.
**NEVER push directly to main/master.** No exceptions. Not for "small changes." Not for docs. Not ever.
**NEVER merge PRs.** You create PRs. The user merges them. No exceptions.
+47 -18
View File
@@ -149,38 +149,54 @@ use_repo(crate, "map_generator_crates")
#
# Platform Support - Apple/iOS
#
# Note: rules_apple is NOT included in the main workspace due to rules_swift
# version conflicts with grpc. SparklePlugin (which needs rules_apple) is built
# in a separate workspace at sparkle_workspace/ to isolate the conflict.
#
bazel_dep(name = "apple_support", version = "1.24.1", repo_name = "build_bazel_apple_support")
# rules_swift is a transitive dep of grpc and flatbuffers with conflicting versions:
# - grpc 1.76.0.bcr.1 requires rules_swift 3.x (compatibility level 3)
# - flatbuffers requires rules_swift 2.x (compatibility level 2)
# We don't use Swift directly, but we need to force a single version.
# Force 3.x since grpc is more complex and harder to downgrade.
single_version_override(
module_name = "rules_swift",
version = "3.1.2",
)
bazel_dep(name = "rules_apple", version = "4.3.3", repo_name = "build_bazel_rules_apple")
# Register Apple CC toolchain for Objective-C compilation
apple_cc_configure = use_extension(
"@build_bazel_apple_support//crosstool:setup.bzl",
"apple_cc_configure_extension",
)
use_repo(apple_cc_configure, "local_config_apple_cc")
use_repo(apple_cc_configure, "local_config_apple_cc", "local_config_apple_cc_toolchains")
#
# Protocol Buffers & RPC
#
bazel_dep(name = "protobuf", version = "33.5", repo_name = "com_google_protobuf")
# Use pre-built protoc binaries instead of compiling from source.
# See: https://protobuf.dev/reference/cpp/cpp-generated/#invocation
prebuilt_protoc = use_extension("@com_google_protobuf//bazel/private:prebuilt_protoc_extension.bzl", "protoc")
use_repo(
prebuilt_protoc,
"prebuilt_protoc.linux_aarch_64",
"prebuilt_protoc.linux_ppcle_64",
"prebuilt_protoc.linux_s390_64",
"prebuilt_protoc.linux_x86_32",
"prebuilt_protoc.linux_x86_64",
"prebuilt_protoc.osx_aarch_64",
"prebuilt_protoc.osx_x86_64",
"prebuilt_protoc.win32",
"prebuilt_protoc.win64",
)
bazel_dep(name = "rules_proto", version = "7.1.0")
bazel_dep(name = "rules_cc", version = "0.2.14")
bazel_dep(name = "grpc", version = "1.74.1")
bazel_dep(name = "grpc", version = "1.78.0")
# Patch grpc 1.78.0 to fix rules_python incompatibility: grpc requests Python
# 3.14.0b2 toolchain but rules_python >= 1.6.0 removed it in favor of 3.14.
# Upstream fix: https://github.com/grpc/grpc/commit/459279b
# TODO: Remove this override once a fixed grpc version is published to BCR.
single_version_override(
module_name = "grpc",
patch_strip = 1,
patches = ["//third_party/patches:grpc_fix_python_version.patch"],
version = "1.78.0",
)
bazel_dep(name = "grpc-java", version = "1.78.0")
bazel_dep(name = "rules_proto_grpc_csharp", version = "5.8.0")
bazel_dep(name = "flatbuffers", version = "25.12.19")
@@ -384,8 +400,16 @@ http_archive(
],
)
# Note: Sparkle framework is defined in sparkle_workspace/MODULE.bazel
# (not in main workspace due to rules_swift version conflicts)
# Sparkle framework for macOS auto-updates
SPARKLE_VERSION = "2.6.4"
http_archive(
name = "sparkle",
build_file = "//src/main/objc/net/eagle0/clients/unity/sparkle/external:BUILD.sparkle",
sha256 = "50612a06038abc931f16011d7903b8326a362c1074dabccb718404ce8e585f0b",
strip_prefix = "",
url = "https://github.com/sparkle-project/Sparkle/releases/download/%s/Sparkle-%s.tar.xz" % (SPARKLE_VERSION, SPARKLE_VERSION),
)
# Busybox static binary for Docker health checks (provides nc, wget, etc.)
# Primary: DigitalOcean Spaces (public, reliable)
@@ -475,6 +499,11 @@ register_toolchains(
"@rules_scala//testing:scalatest_toolchain",
)
# Apple CC toolchain for Objective-C compilation (SparklePlugin).
# Registered before LLVM so it has higher priority; Apple constraint matching
# ensures it's only used for Apple-platform targets (objc_library, macos_bundle).
register_toolchains("@local_config_apple_cc_toolchains//:all")
# Set dev_dependency so we can turn this off for swift MacOS builds
register_toolchains(
"@llvm_toolchain//:all",
+185 -236
View File
@@ -4,15 +4,12 @@
"https://bcr.bazel.build/bazel_registry.json": "8a28e4aff06ee60aed2a8c281907fb8bcbf3b753c91fb5a5c57da3215d5b3497",
"https://bcr.bazel.build/modules/abseil-cpp/20210324.2/MODULE.bazel": "7cd0312e064fde87c8d1cd79ba06c876bd23630c83466e9500321be55c96ace2",
"https://bcr.bazel.build/modules/abseil-cpp/20211102.0/MODULE.bazel": "70390338f7a5106231d20620712f7cccb659cd0e9d073d1991c038eb9fc57589",
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@@ -1159,168 +1138,12 @@
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@@ -2398,7 +2193,7 @@
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+28 -2
View File
@@ -40,6 +40,19 @@ if [ -f "$INFO_PLIST" ]; then
/usr/libexec/PlistBuddy -c "Set :ITSAppUsesNonExemptEncryption false" "$INFO_PLIST" 2>/dev/null \
|| /usr/libexec/PlistBuddy -c "Add :ITSAppUsesNonExemptEncryption bool false" "$INFO_PLIST"
echo "Set ITSAppUsesNonExemptEncryption=false in Info.plist"
# Remove UIApplicationSceneManifest if present.
# Unity 6 generates this key, which opts the app into the iOS scene-based
# lifecycle. This breaks Application.deepLinkActivated because iOS routes
# deep link URLs through UISceneDelegate instead of UIApplicationDelegate,
# and Unity doesn't implement the scene delegate path.
# See: https://issuetracker.unity3d.com/issues/in-135632
if /usr/libexec/PlistBuddy -c "Print :UIApplicationSceneManifest" "$INFO_PLIST" 2>/dev/null; then
echo "Found UIApplicationSceneManifest in Info.plist — removing to fix deep link handling"
/usr/libexec/PlistBuddy -c "Delete :UIApplicationSceneManifest" "$INFO_PLIST"
else
echo "No UIApplicationSceneManifest in Info.plist (deep links should work)"
fi
fi
# Unity always generates "Unity-iPhone" as the main app scheme
@@ -97,11 +110,24 @@ echo "=== Debug: Export options plist ==="
cat "$EXPORT_OPTIONS_PLIST"
echo "=== End debug ==="
# Export IPA (removed -allowProvisioningUpdates as we're using manual signing)
# Export IPA with App Store Connect API key authentication.
# Without the API key, xcodebuild falls back to the Xcode-Token in the
# keychain, which expires periodically and breaks headless CI builds.
EXPORT_AUTH_ARGS=()
if [ -n "${APP_STORE_CONNECT_API_KEY_PATH:-}" ] && [ -n "${APP_STORE_CONNECT_API_KEY_ID:-}" ] && [ -n "${APP_STORE_CONNECT_API_ISSUER_ID:-}" ]; then
echo "Using App Store Connect API key for export authentication"
EXPORT_AUTH_ARGS=(
-authenticationKeyPath "$APP_STORE_CONNECT_API_KEY_PATH"
-authenticationKeyID "$APP_STORE_CONNECT_API_KEY_ID"
-authenticationKeyIssuerID "$APP_STORE_CONNECT_API_ISSUER_ID"
)
fi
xcodebuild -exportArchive \
-archivePath "$ARCHIVE_PATH" \
-exportPath "$EXPORT_PATH" \
-exportOptionsPlist "$EXPORT_OPTIONS_PLIST"
-exportOptionsPlist "$EXPORT_OPTIONS_PLIST" \
"${EXPORT_AUTH_ARGS[@]}"
# Find and rename the IPA to a consistent name
IPA_FILE=$(find "$EXPORT_PATH" -name "*.ipa" | head -1)
@@ -1,49 +0,0 @@
#!/usr/bin/env bash
# Build iOS Addressables only (no player build)
# This switches Unity to iOS target and builds addressables for CDN upload
set -euxo pipefail
# Read Unity version from project file
UNITY_VERSION=$(grep "m_EditorVersion:" src/main/csharp/net/eagle0/clients/unity/eagle0/ProjectSettings/ProjectVersion.txt | head -1 | sed 's/m_EditorVersion: //')
# Use runner-specific build directory if EAGLE0_BUILD_DIR is set, otherwise default
BUILD_BASE="${EAGLE0_BUILD_DIR:-/tmp/eagle0}"
WORKSPACE=$(pwd)
echo "Building protos"
./scripts/build_protos.sh
UNITY_INSTALL_PATH="/Applications/Unity/Hub/Editor"
LOG_PATH=${1:-"${BUILD_BASE}/editor_ios_addressables.log"}
echo "Building iOS Addressables"
mkdir -p "$(dirname "$LOG_PATH")"
# Build Addressables for iOS target
# Uses BuildiOSAddressables which explicitly switches build target
# Capture exit code to show log on failure
set +e
${UNITY_INSTALL_PATH}/${UNITY_VERSION}/Unity.app/Contents/MacOS/Unity \
-nographics \
-batchmode \
-quit \
-executeMethod BuildScript.BuildiOSAddressables \
-logFile "$LOG_PATH" \
-projectPath "$WORKSPACE/src/main/csharp/net/eagle0/clients/unity/eagle0"
UNITY_EXIT_CODE=$?
set -e
if [ $UNITY_EXIT_CODE -ne 0 ]; then
echo ""
echo "Unity build failed with exit code $UNITY_EXIT_CODE"
echo "=== Unity Editor Log (last 200 lines) ==="
tail -200 "$LOG_PATH" || echo "Could not read log file at $LOG_PATH"
echo "=== End of Unity Editor Log ==="
exit $UNITY_EXIT_CODE
fi
echo "iOS Addressables build complete"
echo "Bundles should be in: $WORKSPACE/src/main/csharp/net/eagle0/clients/unity/eagle0/ServerData/iOS/"
+25 -1
View File
@@ -12,7 +12,7 @@ This document catalogs all media assets in the Unity project for licensing revie
|----------|-------|-------|
| Images | 10,637 | Mostly PNG icons and UI sprites |
| Audio | 1,778 | 26 music tracks + 1,752 sound effects |
| 3D Models | 52 | Bridge pack only |
| 3D Models | 66+ | Bridge pack, Animal pack deluxe, Honey Badger |
| Fonts | 16 | TTF files |
---
@@ -55,6 +55,30 @@ These are commercial Unity Asset Store purchases tied to your account:
- **Contents:** Bridge construction pieces
- **License:** Unity Asset Store
### Animal pack deluxe
- **Location:** `Assets/Animal pack deluxe/`
- **Publisher:** janpec
- **Asset Store Link:** https://assetstore.unity.com/packages/3d/characters/animals/animal-pack-deluxe-99702
- **Contents:** 26 rigged and animated 3D animal models (bear, boar, crocodile, wolf, frog, crab, rabbit, scorpion, snake, stag, deer, rat, goat, pig, etc.) with idle, walk, run, eat, attack, and die animations
- **Used for:** Beast province effects on the strategic map (AnimalEffect)
- **License:** Unity Asset Store
### 2D Monster Pack: Basic Bundle (+PSB)
- **Location:** `Assets/DungeonMonsters2D/`
- **Publisher:** SP1
- **Asset Store Link:** https://assetstore.unity.com/packages/2d/characters/2d-monster-pack-basic-bundle-psb-328637
- **Contents:** 2D animated monster sprites with PSB (Photoshop) source files. Characters: SkeletonWarrior, SkeletonArcher, SkeletonMage, Zombie, ZombieWarrior, Demon, Succubus, Imp, Spider, Rat, Vampire, DragonRed, Butcher
- **Used for:** Beast province effects (MonsterEffect, DragonEffect) and human-type beast effects on the strategic map
- **License:** Unity Asset Store
### Honey Badger 3D Model
- **Location:** `Assets/HoneyBadger/`
- **Creator:** WildMesh 3D (@WildMesh_3D)
- **Source:** https://sketchfab.com/3d-models/realistic-honey-badger-3d-model-09751ed5383c4afb924cfb6485d313f1
- **Contents:** Rigged 3D honey badger model (FBX) with 63 animations and PBR texture
- **Used for:** Honey badger beast province effect (AnimalEffect)
- **License:** Purchased via Sketchfab/Patreon
### Fantasy Interface Sounds
- **Location:** `Assets/Fantasy Interface Sounds/`
- **Count:** 320 WAV files
+162
View File
@@ -0,0 +1,162 @@
# Adding Beast-Type-Specific Effects
When a province has a `BeastsEvent`, `ProvinceBeastsController` spawns a visual effect at the province centroid. By default this is the generic `BeastsEffect` (circling vultures/crows). Beast-specific effects can override this based on `BeastInfo.SingularName`.
## Architecture
```
ProvinceBeastsController
├── GetBeastName(province) → reads BeastsEvent.BeastInfo.SingularName
├── GetEffectPrefab(beastName) → switch on name → returns prefab
└── SpawnBeastsEffect(provinceId, beastName) → instantiates at centroid
```
**Key files:**
| File | Purpose |
|------|---------|
| `Assets/Eagle/ProvinceBeastsController.cs` | Routes beast names to prefabs, positions effects |
| `Assets/Eagle/BeastsEffect.cs` | Generic effect (circling birds via particle system) |
| `Assets/Eagle/DragonEffect.cs` | Dragon-specific effect (3D model with flying/ground modes) |
| `Assets/Eagle/MonsterEffect.cs` | Wandering 2D monster group (DungeonMonsters2D prefabs) |
| `Assets/Eagle/AnimalEffect.cs` | Wandering 3D animal group (Animal Pack Deluxe prefabs) |
| `Assets/Eagle/Effects/` | All effect prefabs |
## Adding a new beast type
### 1. Create the effect MonoBehaviour (or reuse an existing one)
Three effect scripts exist for different asset types:
**MonsterEffect** (2D sprites, DungeonMonsters2D): Spawns a group of wandering 2D monsters. Uses PascalCase animator states (`Idle`, `Move`) and triggers (`AttackTrigger`, `SpecialATrigger`). Flips sprite X scale for facing direction. Best for DungeonMonsters2D prefabs.
**AnimalEffect** (3D models, Animal Pack Deluxe): Spawns a group of wandering 3D animals. Uses lowercase animator states (`idle`, `walk`, `eat`, `attack`) with `Animator.Play()`. Rotates model on Y axis for facing. Sets `sortingOrder=103`, `renderQueue=4000`, and `ZTest=Always` to render above the map. Best for Animal Pack Deluxe prefabs.
**DragonEffect** (single animated 3D creature): Spawns a 3D dragon that alternates between flying (circling at altitude with fly actions) and grounded (wandering with ground actions) modes. Uses `Animator.Play()` with DragonMapAnims controller. Best for large creatures with flight capabilities.
**Particle-based** (like `BeastsEffect.cs`): Good for simple effects like swarms or atmospheric particles.
To create a new effect script, use `[RequireComponent(typeof(RectTransform))]` for UI canvas positioning and accept tuning parameters as public fields.
### 2. Create the prefab
1. Create an empty GameObject in `Assets/Eagle/Effects/`
2. Add a `RectTransform` component
3. Add your effect MonoBehaviour
4. Wire up any references (animated prefab, textures, materials)
5. Save as prefab
### 3. Register in ProvinceBeastsController
Add a prefab field and a case in `GetEffectPrefab()`:
```csharp
// In ProvinceBeastsController.cs
// Add inspector field alongside existing ones:
public GameObject wolfEffectPrefab;
// Add case in GetEffectPrefab(), keyed by singularName from beasts.tsv:
private GameObject GetEffectPrefab(string beastName) {
switch (beastName) {
case "dragon": return dragonEffectPrefab;
case "wolf": return wolfEffectPrefab;
default: return beastsEffectPrefab;
}
}
```
### 4. Wire up in the scene
In `Gameplay.unity`, find the `ProvinceBeastsController` component and assign your new prefab to the new field.
### 5. Test
Use `[ContextMenu]` methods on `ProvinceBeastsController` to test:
- "Test Dragon in Motcia (ID 2)" spawns a dragon effect
- Add similar methods for your beast type
- "Clear All Effects" removes all active effects
## Beast name matching
Beast names come from `BeastInfo.SingularName` in the proto, which uses the canonical `singularName` from `src/main/resources/net/eagle0/eagle/beasts.tsv`. The switch in `GetEffectPrefab` uses exact string matching on this canonical name (e.g. `"dragon"`, `"wolf"`, `"skeleton"`).
Human-type beasts (pirates, bandits, etc.) are matched via a `HumanBeastNames` HashSet in `ProvinceBeastsController` rather than individual switch cases.
## Beast animation coverage
### Custom animations
| Beast | Effect Type | Asset Pack | Prefabs Used |
|---|---|---|---|
| dragon | DragonEffect | 3dFoin Dragon | dragon_skin.FBX (w/ DragonMapAnims controller) |
| skeleton | MonsterEffect | DungeonMonsters2D | SkeletonWarrior, SkeletonArcher, SkeletonMage |
| zombie | MonsterEffect | DungeonMonsters2D | Zombie, ZombieWarrior |
| rat | MonsterEffect + AnimalEffect | DungeonMonsters2D + Animal Pack Deluxe | Rat (2D), Rat (3D) |
| spider | MonsterEffect | DungeonMonsters2D | Spider |
| demon | MonsterEffect | DungeonMonsters2D | Demon, Succubus |
| orc | MonsterEffect | DungeonMonsters2D | Imp |
| vampire | MonsterEffect | DungeonMonsters2D | Vampire |
| knight types (6 names) | AnimalEffect | Polytope Studio | PT_Male_Knight_01/02, PT_Female_Knight_01/02 (w/ HumanMapAnims controller) |
| soldier types (8 names) | AnimalEffect | Polytope Studio | PT_Male_Soldier_01/02, PT_Female_Soldier_01/02 (w/ HumanMapAnims controller) |
| archer types (3 names) | AnimalEffect | Polytope Studio | PT_Male_Archer_01/02, PT_Female_Archer_01/02 (w/ HumanMapAnims controller) |
| militia types (8 names) | AnimalEffect | Polytope Studio | PT_Male_Militia_01/02, PT_Female_Militia_01/02 (w/ HumanMapAnims controller) |
| peasant types (9 names) | AnimalEffect | Polytope Studio | PT_Male_Peasant_01, PT_Female_Peasant_01_a (w/ HumanMapAnims controller) |
| clown | AnimalEffect | Clown Pack | Clown, Fat Clown (w/ per-prefab controller overrides) |
| giant | AnimalEffect | Polytope Studio | PT_Male/Female_Peasant at 3x scale (w/ HumanMapAnims controller) |
| ogre, troll | AnimalEffect | Orc-Ogre Pack | OrcOgre_Animated (w/ OgreMapAnims controller) |
| bear | AnimalEffect | Animal Pack Deluxe | Brown_bear |
| boar | AnimalEffect | Animal Pack Deluxe | Wild_boar |
| crocodile | AnimalEffect | Animal Pack Deluxe | Crocodile |
| snake | AnimalEffect | Animal Pack Deluxe | Viper |
| crab | AnimalEffect | Animal Pack Deluxe | Crab |
| frog | AnimalEffect | Animal Pack Deluxe | Common_frog, Common_frog_v2, Common_frog_v3 |
| rabbit | AnimalEffect | Animal Pack Deluxe | Wild_rabbit, Wild_rabbit_v2 |
| salamander | AnimalEffect | Animal Pack Deluxe | Fire_salamander |
| scorpion | AnimalEffect | Animal Pack Deluxe | Scorpion, Yellow_fattail_scorpion |
| stag | AnimalEffect | Animal Pack Deluxe | Deer, Deer_male |
| wild goat | AnimalEffect | Animal Pack Deluxe | Goat, Ibex |
| wild pig | AnimalEffect | Animal Pack Deluxe | Iron_age_pig, Iron_age_pig_v2 |
| wolf, wolverine | AnimalEffect | Animal Pack Deluxe | Wolf |
| honey badger | AnimalEffect | HoneyBadger (Sketchfab) | HoneyBadger (w/ HoneyBadgerMapAnims controller) |
| raccoon | AnimalEffect | Raccoon (Sketchfab) | Raccoon (w/ RaccoonMapAnims controller) |
### Human-type beasts
34 human-type beast names use 3D Polytope Studio characters grouped into 5 archetypes. Each archetype uses a shared `HumanMapAnims.controller` that retargets Clown animation clips (idle, walk, attack, damage) via Unity's Humanoid system. One additional human type (psychopath) uses the 2D Butcher sprite from DungeonMonsters2D.
| Archetype | Polytope Type | Beast Names (count) |
|---|---|---|
| **Knight** (heavy armor) | Knight M/F x2 | cultist, heretic, cannibal, terrorist, cossack, desperado (6) |
| **Soldier** (medium armor) | Soldier M/F x2 | bandit, brigand, robber, highwayman, marauder, dacoit, freebooter, mobster (8) |
| **Archer** (light armor, ranged) | Archer M/F x2 | thief, pirate, buccaneer (3) |
| **Militia** (light armed) | Militia M/F x2 | hooligan, street tough, ruffian, scalawag, ne'er-do-well, crook, miscreant, asshole (8) |
| **Peasant** (unarmed) | Peasant M/F | agitator, instigator, rabble-rouser, separatist, particularist, nihilist, proud boy, rebel, traitor (9) |
Asset packs: Polytope Studio - Lowpoly Medieval Characters (Soldiers, Knights, Militia, Archers, Peasants)
| **Butcher** (armed loner) | DungeonMonsters2D Butcher | psychopath (1) |
### No custom animation (falls back to generic vultures)
Ordered by spawn likelihood (most common first):
| Beast | Likelihood | Notes |
|---|---|---|
| mammoth | 0.10 | Fantasy/prehistoric |
| tiger | 0.10 | Big cat |
| elephant | 0.04 | Large animal |
| hippogryph | 0.04 | Fantasy creature |
| hippopotamus | 0.04 | Large animal |
| lion | 0.04 | Big cat |
| chimpanzee | 0.04 | Primate |
| velociraptor | 0.02 | Dinosaur |
| unknown | 0.00 | Intentional fallback |
## Tips
- Keep effects lightweight; multiple provinces may have beasts simultaneously
- Use `ParticleSystemScalingMode.Hierarchy` so effects scale with the map zoom
- Set appropriate `sortingOrder` on renderers (existing effects use 102-104)
- For animated prefabs, set `AnimatorCullingMode.AlwaysAnimate` since UI elements may be considered offscreen by the culling system
- For 3D models (AnimalEffect), set `renderQueue=4000` and `ZTest=Always` on materials to prevent clipping behind the map
+76
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@@ -0,0 +1,76 @@
# Two-Stage Animation Status
Actions with server-determined success/failure outcomes use a two-stage system:
1. **Attempt phase**: Animation + sound plays immediately when the command is issued
2. **Result phase**: A distinct success or failure animation + sound plays when the server responds
## Status Key
- **Distinct**: Separate animations for attempt, success, and failure
- **Shared**: Same animation for attempt and result (only sound differs)
- **None**: No failure animation exists (failure has no visual feedback)
## Two-Stage Actions
| Action | Command | Success ActionType | Failure ActionType | Animation Status | Animator |
|--------|---------|-------------------|-------------------|-----------------|----------|
| Fear | FearCommand | FearAttack | FearAttackFailed | **Distinct** | FearAnimator |
| Flee | FleeCommand | Fled | CapturedWhileFleeing | **Distinct** | FleeAnimator |
| Duel | ChallengeDuelCommand | DuelAccepted | DuelDeclined | **Distinct** | GauntletThrowAnimator / DuelAnimator |
| ExtinguishFire | ExtinguishFireCommand | ExtinguishFire | ExtinguishFireFailed | Shared | ExtinguishAnimator |
| StartFire | StartFireCommand | StartFire | StartFireFailed | Shared | FireEffectAnimator |
| FreezeWater | FreezeWaterCommand | FreezeWater | FreezeWaterFailed | Shared | FreezeAnimator |
| Scout | ScoutCommand | Scouted | ScoutFailed | Shared | ScoutAnimator |
| RaiseDead | RaiseDeadCommand | RaisedUndead | FailedRaiseUndead | Shared | RaiseDeadAnimator |
| DismissUnit | DismissUnitCommand | DismissUnit | FailedDismissUnit | Shared | DismissAnimator |
| Repair | RepairCommand | Repair | RepairFailed | Shared | ToolAnimator |
| BraveWater | BraveWaterCommand | CrossedWater | CrossWaterFailed | Shared | WaterEffectAnimator |
| Control | ControlCommand | Controlled | *(none)* | None | ControlAnimator |
## Distinct Animation Details
### Fear (FearAnimator)
- **Attempt** (`AnimateFear`): Dark wave from source toward target
- **Success** (`AnimateFearSuccess`): Skull impact at target, target flees
- **Failure** (`AnimateFearResisted`): Shield flash at target, wave dissipates
### Flee (FleeAnimator)
- **Attempt** (`AnimateFleeAttempt`): Quick dust kick-up and short blur dash
- **Success** (`AnimateFleeSuccess`): Full motion blur dash away from threat + dust trail
- **Failure** (`AnimateFleeCaptured`): Partial flee, abrupt stop, snap back, capture marker
### Duel (GauntletThrowAnimator + DuelAnimator)
- **Attempt** (`AnimateGauntletThrow`): Gauntlet arcs from challenger to target
- **Accepted** (`AnimateDuel`): Weapons clash between combatants
- **Declined** (`AnimateDuelDeclined`): Dismissive visual at target
## Actions Needing Distinct Failure Animations
The following actions use the same animation for both success and failure.
Adding distinct failure animations would improve player feedback.
| Action | Suggested Failure Animation |
|--------|---------------------------|
| ExtinguishFire | Flames resist / flare back up |
| StartFire | Sparks fizzle out |
| FreezeWater | Ice cracks / water resists freezing |
| Scout | Vision cone blocked / eye closes |
| RaiseDead | Ground glows but nothing rises, glow fades |
| DismissUnit | Unit resists / dismissal rejected flash |
| Repair | Tool bounces off / repair sparks fizzle |
| BraveWater | Unit stumbles at water's edge, splashes back |
| Control | Mind control beam broken / resisted |
## Implementation Pattern
To add a distinct failure animation for an action (e.g., `ExtinguishFire`):
1. **AnimationType enum** (`ShardokGameController.cs`): Add `ExtinguishFireFailed`
2. **AnimationTypeForAction()**: Map `ActionType.ExtinguishFireFailed` to new type
3. **AttemptAnimationType()**: Map `ExtinguishFireFailed` back to `ExtinguishFire`
4. **ActionTypeForSound()**: Map new type to `ActionType.ExtinguishFireFailed`
5. **PlayAnimation()**: Add dispatch case calling the new animator method
6. **Animator**: Add `AnimateExtinguishFailed()` method
7. **SoundManager**: Ensure result sound is mapped (usually already done)
See FearAnimator and FleeAnimator for reference implementations.
+1 -1
View File
@@ -12,7 +12,7 @@ require (
github.com/golang-jwt/jwt/v5 v5.2.1
github.com/google/uuid v1.6.0
github.com/webview/webview_go v0.0.0-20240831120633-6173450d4dd6
golang.org/x/sys v0.28.0
golang.org/x/sys v0.30.0
google.golang.org/grpc v1.68.0
google.golang.org/protobuf v1.36.3
)
+2 -2
View File
@@ -43,8 +43,8 @@ github.com/google/uuid v1.6.0 h1:NIvaJDMOsjHA8n1jAhLSgzrAzy1Hgr+hNrb57e+94F0=
github.com/google/uuid v1.6.0/go.mod h1:TIyPZe4MgqvfeYDBFedMoGGpEw/LqOeaOT+nhxU+yHo=
github.com/webview/webview_go v0.0.0-20240831120633-6173450d4dd6 h1:VQpB2SpK88C6B5lPHTuSZKb2Qee1QWwiFlC5CKY4AW0=
github.com/webview/webview_go v0.0.0-20240831120633-6173450d4dd6/go.mod h1:yE65LFCeWf4kyWD5re+h4XNvOHJEXOCOuJZ4v8l5sgk=
golang.org/x/sys v0.28.0 h1:Fksou7UEQUWlKvIdsqzJmUmCX3cZuD2+P3XyyzwMhlA=
golang.org/x/sys v0.28.0/go.mod h1:/VUhepiaJMQUp4+oa/7Zr1D23ma6VTLIYjOOTFZPUcA=
golang.org/x/sys v0.30.0 h1:QjkSwP/36a20jFYWkSue1YwXzLmsV5Gfq7Eiy72C1uc=
golang.org/x/sys v0.30.0/go.mod h1:/VUhepiaJMQUp4+oa/7Zr1D23ma6VTLIYjOOTFZPUcA=
golang.org/x/text v0.25.0 h1:qVyWApTSYLk/drJRO5mDlNYskwQznZmkpV2c8q9zls4=
golang.org/x/text v0.25.0/go.mod h1:WEdwpYrmk1qmdHvhkSTNPm3app7v4rsT8F2UD6+VHIA=
golang.org/x/xerrors v0.0.0-20191204190536-9bdfabe68543/go.mod h1:I/5z698sn9Ka8TeJc9MKroUUfqBBauWjQqLJ2OPfmY0=
+4 -8
View File
@@ -2,9 +2,6 @@
#
# Build the SparklePlugin native library for Unity using Bazel
#
# The SparklePlugin is built in a separate Bazel workspace (sparkle_workspace/)
# to avoid rules_swift version conflicts between grpc and rules_apple.
#
# Usage: build_sparkle_plugin.sh [output_dir]
set -euo pipefail
@@ -14,14 +11,13 @@ PROJECT_ROOT="$(cd "$SCRIPT_DIR/.." && pwd)"
OUTPUT_DIR="${1:-$PROJECT_ROOT/src/main/csharp/net/eagle0/clients/unity/eagle0/Assets/Plugins/macOS}"
echo "=== Building SparklePlugin with Bazel (from sparkle_workspace) ==="
echo "=== Building SparklePlugin with Bazel ==="
# Build in the separate sparkle_workspace to avoid dependency conflicts
cd "$PROJECT_ROOT/sparkle_workspace"
bazel build //:SparklePlugin
cd "$PROJECT_ROOT"
bazel build //src/main/objc/net/eagle0/clients/unity/sparkle:SparklePlugin
# Get the zip path from bazel
ZIP_PATH=$(bazel cquery --output=files //:SparklePlugin 2>/dev/null)
ZIP_PATH=$(bazel cquery --output=files //src/main/objc/net/eagle0/clients/unity/sparkle:SparklePlugin 2>/dev/null)
echo "=== Extracting SparklePlugin.bundle ==="
mkdir -p "$OUTPUT_DIR"
+54
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@@ -0,0 +1,54 @@
#!/usr/bin/env bash
# Keeps Bazel mactools builds in sync with the installed Xcode version.
#
# Only needed on runners that do mactools builds (Mac/Sparkle). Non-Mac builds
# don't run this script; their apple_cc_autoconf stays cached because none of
# its environ vars change, so they're unaffected by Xcode version changes.
#
# 1. Writes .bazelrc.xcode with mactools-scoped flags:
# - action_env for remote cache key invalidation
# - DEVELOPER_DIR pointing to the active Xcode
#
# 2. Runs `bazel clean --expunge` when the version actually changes, because
# local_config_apple_cc (a cached repository rule) bakes in the old version
# and can only be refreshed by clearing the output base.
#
# .bazelrc imports the generated file via: try-import %workspace%/.bazelrc.xcode
set -euo pipefail
XCODE_BUILD_VERSION=$(xcodebuild -version 2>/dev/null | awk '/Build version/ {print $3}')
if [ -z "$XCODE_BUILD_VERSION" ]; then
echo "Warning: Could not detect Xcode build version, skipping"
exit 0
fi
DEVELOPER_DIR=$(xcode-select -p 2>/dev/null)
BAZELRC_XCODE=".bazelrc.xcode"
EXPECTED_LINE="common:mactools --action_env=XCODE_BUILD_VERSION=${XCODE_BUILD_VERSION}"
# Check if the file already has the right version (first line is the version marker)
if [ -f "$BAZELRC_XCODE" ]; then
CURRENT_FIRST_LINE=$(head -1 "$BAZELRC_XCODE")
if [ "$CURRENT_FIRST_LINE" = "$EXPECTED_LINE" ]; then
exit 0
fi
fi
# Xcode version changed (or first run) — expunge local cache to clear
# stale local_config_apple_cc, then write the new config
OLD_VERSION="unknown"
if [ -f "$BAZELRC_XCODE" ]; then
OLD_VERSION=$(sed -n 's/.*XCODE_BUILD_VERSION=//p' "$BAZELRC_XCODE" | head -1)
fi
echo "Xcode build version changed: ${OLD_VERSION} -> ${XCODE_BUILD_VERSION}"
echo "Running bazel clean --expunge to clear stale toolchain config..."
bazel clean --expunge 2>/dev/null || true
cat > "$BAZELRC_XCODE" << EOF
${EXPECTED_LINE}
common:mactools --repo_env=DEVELOPER_DIR=${DEVELOPER_DIR}
EOF
echo "Updated ${BAZELRC_XCODE} — next mactools build will rebuild with Xcode ${XCODE_BUILD_VERSION}"
-1
View File
@@ -1 +0,0 @@
7.7.1
-2
View File
@@ -1,2 +0,0 @@
# Bazel symlinks
bazel-*
-28
View File
@@ -1,28 +0,0 @@
module(name = "sparkle_workspace")
# Minimal dependencies for building SparklePlugin
# This workspace is isolated from the main workspace to avoid
# rules_swift version conflicts between grpc and rules_apple
bazel_dep(name = "apple_support", version = "1.21.1", repo_name = "build_bazel_apple_support")
bazel_dep(name = "rules_apple", version = "4.3.3", repo_name = "build_bazel_rules_apple")
# Register Apple CC toolchain for Objective-C compilation
apple_cc_configure = use_extension(
"@build_bazel_apple_support//crosstool:setup.bzl",
"apple_cc_configure_extension",
)
use_repo(apple_cc_configure, "local_config_apple_cc")
# Sparkle framework for macOS auto-updates
http_archive = use_repo_rule("@bazel_tools//tools/build_defs/repo:http.bzl", "http_archive")
SPARKLE_VERSION = "2.6.4"
http_archive(
name = "sparkle",
build_file = "//:external/BUILD.sparkle",
sha256 = "50612a06038abc931f16011d7903b8326a362c1074dabccb718404ce8e585f0b",
strip_prefix = "",
url = "https://github.com/sparkle-project/Sparkle/releases/download/%s/Sparkle-%s.tar.xz" % (SPARKLE_VERSION, SPARKLE_VERSION),
)
-451
View File
@@ -1,451 +0,0 @@
{
"lockFileVersion": 13,
"registryFileHashes": {
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"https://bcr.bazel.build/modules/abseil-cpp/20211102.0/MODULE.bazel": "70390338f7a5106231d20620712f7cccb659cd0e9d073d1991c038eb9fc57589",
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}
-3
View File
@@ -1,3 +0,0 @@
# This file marks sparkle_workspace as a separate Bazel workspace.
# It prevents Bazel from looking up to the parent directory's workspace.
# The actual dependencies are defined in MODULE.bazel (bzlmod).
@@ -13,6 +13,7 @@
#include <cstring>
#include <fstream>
#include <sstream>
#include <stdexcept>
#include <string>
#include <vector>
@@ -147,6 +148,9 @@ public:
static auto FromPath(const string& path) -> byte_vector {
std::ifstream inputFileStream(path, std::ios::binary | std::ios::ate);
if (!inputFileStream.is_open()) {
throw std::runtime_error("Failed to open file: " + path);
}
const std::streamsize size = inputFileStream.tellg();
inputFileStream.seekg(0, std::ios::beg);
byte_vector serializedGame((size_t(size)));
@@ -260,7 +260,13 @@ auto TutorialBattleController::ExecuteReinforcementsAction(
}
}
// Place PENDING_REINFORCEMENT units directly at available positions as NORMAL_UNIT
// Build set of eagle hero IDs for this specific reinforcement event
std::set<int32_t> expectedHeroIds;
for (const auto& commonUnit : reinforcementsAction.units()) {
if (commonUnit.has_hero()) { expectedHeroIds.insert(commonUnit.hero().eagle_hero_id()); }
}
// Place only the PENDING_REINFORCEMENT units that belong to this event
ActionResult reinforcementsResult{};
reinforcementsResult.set_type(ActionType::TUTORIAL_REINFORCEMENTS_ARRIVED);
reinforcementsResult.mutable_player()->set_value(playerId);
@@ -268,6 +274,10 @@ auto TutorialBattleController::ExecuteReinforcementsAction(
size_t posIndex = 0;
for (const auto* unit : *state->units()) {
if (unit->status() != UnitStatusFB::UnitStatus_PENDING_REINFORCEMENT) { continue; }
if (!unit->has_attached_hero() ||
!expectedHeroIds.contains(unit->attached_hero().eagle_hero_id())) {
continue;
}
if (posIndex >= availablePositions.size()) { break; }
net::eagle0::shardok::storage::fb::Unit changedUnit = *unit;
@@ -45,6 +45,16 @@ public:
auto EagleInterfaceImpl::ControllerForGame(const GameId &gameId, const GameSetupInfo &setupInfo)
-> std::shared_ptr<ShardokGameController> {
auto controller = gamesManager->GetController(gameId);
// If game exists but Eagle is requesting a fresh start with no prior history
// (happens after admin rewind), replace the old game
if (controller != nullptr && setupInfo.has_new_game_request() &&
setupInfo.known_result_count() == 0) {
printf("Replacing existing game %s with fresh game (rewind detected)\n", gameId.c_str());
gamesManager->RemoveController(gameId);
controller = nullptr;
}
if (controller == nullptr) {
if (setupInfo.current_game_state().empty()) {
StartGame(setupInfo.new_game_request());
@@ -383,12 +393,11 @@ auto PopulateGameOverResponse(
winningFactionId = eagleFactionId;
} else if (std::ranges::any_of(
gameStatus.winning_shardok_ids(),
[&rpi, shardokPid](const PlayerId /*pid*/) {
[&rpi](const PlayerId pid) {
return std::ranges::any_of(
rpi.allies(),
[shardokPid](const net::eagle0::shardok::common::AlliedPlayer
&ap) {
return ap.player_id() == shardokPid;
[pid](const net::eagle0::shardok::common::AlliedPlayer &ap) {
return ap.player_id() == pid;
});
})) {
// Allies of the winning player get an allied victory set
@@ -532,7 +541,16 @@ auto EagleInterfaceImpl::SubscribeToGame(
shared_ptr<ShardokGameController> controller;
try {
controller = ControllerForGame(request->game_id(), request->game_setup_info());
} catch (NewGameException &e) { return e.GetStatus(); }
} catch (NewGameException &e) { return e.GetStatus(); } catch (ShardokClientErrorException &e) {
std::cerr << "Bad request from client: " << e.what() << std::endl;
return Status(StatusCode::INVALID_ARGUMENT, e.what());
} catch (ShardokInternalErrorException &e) {
std::cerr << "Internal error: " << e.what() << std::endl;
return Status(StatusCode::INTERNAL, e.what());
} catch (std::exception &e) {
std::cerr << "Unknown exception in SubscribeToGame: " << e.what() << std::endl;
return Status(StatusCode::INTERNAL, e.what());
}
if (!controller) { return Status(StatusCode::NOT_FOUND, "Game not found"); }
@@ -57,6 +57,11 @@ auto ShardokGamesManager::GetController(const GameId &gameId)
return existing->second;
}
void ShardokGamesManager::RemoveController(const GameId &gameId) {
std::shared_lock<std::shared_mutex> lk(runningControllersLock);
runningControllers.erase(gameId);
}
auto ShardokGamesManager::UnlockedCreateFromGameStateBytes(
const byte_vector &gameStateBytes,
int32_t startingHistoryCount,
@@ -198,8 +203,15 @@ auto SetUpController(
}
}
// For tutorial battles, override settings so duels are always accepted
auto effectiveSettings = gameSettings;
if (tutorialConfig.enabled()) {
effectiveSettings = std::make_shared<GameSettings>(*gameSettings);
effectiveSettings->GetSetter().SetInt(kSettingsKeys.duelBaseAcceptOdds, 200);
}
unique_ptr<ShardokEngine> engine = std::make_unique<ShardokEngine>(
gameSettings,
effectiveSettings,
std::move(unplacedUnits),
customMapBytes.empty() ? LoadMap(mapName) : LoadMapFromBytes(customMapBytes),
month,
@@ -97,6 +97,8 @@ public:
auto GetController(const GameId &gameId) -> std::shared_ptr<ShardokGameController>;
void RemoveController(const GameId &gameId);
auto UnlockedCreateSpecifiedGame(
const GameId &gameId,
const vector<PlayerInfoWithUnits> &playerSetupInfos,
@@ -61,6 +61,10 @@ MonoBehaviour:
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m_GroupAssets:
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- {fileID: 11400000, guid: e1f2a3b4c5d6e7f8a9b0c1d2e3f4a5b6, type: 2}
- {fileID: 11400000, guid: f2a3b4c5d6e7f8a9b0c1d2e3f4a5b6c7, type: 2}
m_BuildSettings:
m_LogResourceManagerExceptions: 1
m_BundleBuildPath: Temp/com.unity.addressables/AssetBundles
@@ -100,6 +104,29 @@ MonoBehaviour:
m_LabelTable:
m_LabelNames:
- default
- beast-effects
- hex-castle
- hex-forest
- hex-forest-full-snow
- hex-forest-partial-snow
- hex-hills
- hex-hills-full-snow
- hex-hills-partial-snow
- hex-ice
- hex-mountain
- hex-mountain-snow
- hex-ocean
- hex-plains
- hex-plains-full-snow
- hex-plains-partial-snow
- hex-river
- hex-swamp
- hex-thawing-ice
- hex-winter-castle
- hex-winter-forest
- hex-winter-hills
- hex-winter-mountain
- hex-winter-plains
- music-autumn
- music-battle
- music-spring
@@ -107,6 +134,10 @@ MonoBehaviour:
- music-travel
- music-victory
- music-winter
- sfx-combat
- tactical-bridge-constructed
- tactical-bridge-permanent
- tactical-fire
m_SchemaTemplates: []
m_GroupTemplateObjects:
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@@ -0,0 +1,221 @@
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m_Script: {fileID: 11500000, guid: bbb281ee3bf0b054c82ac2347e9e782c, type: 3}
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m_EditorClassIdentifier: Unity.Addressables.Editor::UnityEditor.AddressableAssets.Settings.AddressableAssetGroup
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