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Author SHA1 Message Date
adminandClaude Opus 4.5 96566f9322 Convert EndPleaseRecruitMePhaseAction to Scala GameState and fix test
- Convert EndPleaseRecruitMePhaseAction to take Scala GameState directly
- Rewrite EndDefenseDecisionPhaseActionTest to use pure Scala model objects
  (instead of creating proto GameState and converting)
- Fix test to expect correct phase transition (TruceTurnBack, not BattleRequest)
- Update BUILD.bazel deps for both action and test

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Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-16 15:45:20 -08:00
adminandClaude Opus 4.5 0b5146f5b1 Document Scala 3 compiler crash blocker for EndPleaseRecruitMePhaseAction
When attempting to convert EndPleaseRecruitMePhaseAction to take Scala GameState,
the Scala 3.7.2 compiler crashes during the lambdaLift phase.

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2025-12-16 15:05:04 -08:00
adminandClaude Opus 4.5 8cd2548f07 Convert three more actions to take Scala GameState
- EndFreeForAllDecisionPhaseAction: now takes Scala GameState directly
- EndBattleRequestPhaseAction: renamed fromProtoState to apply, takes Scala GameState
- EndDefenseDecisionPhaseAction: renamed fromProtoState to apply, takes Scala GameState

Updated RoundPhaseAdvancer callers to use GameStateConverter.fromProto().

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Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-16 14:59:18 -08:00
0551453536 Convert EndBattleAftermathPhaseAction to take Scala GameState (#4666)
- Update EndBattleAftermathPhaseAction case class to take Scala GameState
- Add private gameStateProto field for internal proto conversion
- Rename companion object method parameters to clarify proto vs Scala types
- Update RoundPhaseAdvancer caller to convert proto to Scala
- Update tests to use GameStateConverter.fromProto()

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

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

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

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

* Simplify AvailablePleaseRecruitMeCommandFactory to avoid dual GameState params

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

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* Convert AvailablePleaseRecruitMeCommandFactory to use Scala GameState

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

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

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---------

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

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

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* Fix ProtolessSequentialResultsActionWrapper to use ScalaRuntimeValidator

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

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* Fix test failures after ActionResultTApplierImpl changes

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

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

* Use no-validation applier in TRandomSequentialResultsAction for tests

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

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

* Remove unused TestingNoopScalaValidator

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

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* Add required date field to BackstoryVersion in test

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---------

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

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

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

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

* Remove stale testing_noop_scala_validator target

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

* Fix ActionResultApplierImplTest to pass None for validator

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---------

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

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

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

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

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

* Add ActionResultApplierImplTest for Scala GameState ActionResultApplier

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

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

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---------

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

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

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

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

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

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

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

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

* Fix duplicate updates when reconnecting while Unity is backgrounded

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

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

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

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

* Implement UpdateResultCounts in CustomBattleHandler

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

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---------

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

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

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

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

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

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

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

* Move province utility methods to ProvinceUtils

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

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---------

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

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

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

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

* Add ServerGameStatus proto for server-reported game state

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

Includes waiting_for_faction_ids and generating_llm_id for additional context.

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

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---------

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

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

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

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

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

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

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

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

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

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

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

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

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

* Remove actionResultProtoApplier from TRandomSequentialResultsAction.randomResults

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

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* Add execute method to ProtolessRandomSequentialResultsAction

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

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* Add troubleshooting guidance for Scala MissingType errors

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

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---------

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

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

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

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

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

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

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

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-13 08:26:30 -08:00
dffd569ed7 Reconnect on subscription failure instead of silently proceeding (#4647)
* Reconnect on subscription failure instead of silently proceeding

Previously, when StreamOneGameAsync() failed (timeout or server rejection),
we logged "subscribe_partial_failure" but still set state to Connected.
This left users with a green status light but no game updates - a silent
failure that's confusing and unrecoverable without manual intervention.

Now when subscription fails:
- Log "subscribe_failed" (clearer than "partial_failure")
- Record circuit breaker failure
- Schedule reconnect with exponential backoff
- Do NOT proceed to Connected state

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

* Add resource cleanup before reconnect on subscription failure

Copilot correctly identified that returning early without cleanup
could leave the streaming call and background thread running. When
Connect() later disposes the streaming call, HandleStreamingCall
would catch an exception and schedule its own reconnect - causing
a race condition.

Now we clean up consistently with other failure paths:
- Dispose streaming call and cancel thread token
- Mark Shardok games for resync
- Cancel pending subscription acks

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---------

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-13 07:45:49 -08:00
a1ffae91a8 Rename RandomStateTSequencer.apply(initialStateProto:...) to fromProto (#4648)
Clarifies the method name to indicate it accepts a proto GameState directly,
distinguishing it from the other apply() that takes a T-type GameState.

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-13 07:26:40 -08:00
45a32af435 Client waits for SubscriptionAck before confirming subscription (#4645)
Client changes:
- Added SubscriptionPending state shown as "Subscribing..." in status UI
- Subscribe() now returns Task<bool> to indicate success/failure
- Wait for server ack with 10-second timeout using CancellationTokenSource
- Handle OperationCanceledException separately from other errors
- Move TrySetResult outside lock to avoid potential deadlock
- Clear resync flags only after successful acknowledgment
- Cancel pending acks on connection drop

API changes:
- Subscribe() returns Task<bool> instead of Task
- StartListeningForUpdates() returns Task<bool> instead of Task
- Callers using fire-and-forget pattern still work (failures logged)

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Co-authored-by: Claude <noreply@anthropic.com>
2025-12-12 13:00:31 -08:00
1df8ec68e8 Wrap subscription ack sending in try-catch to prevent cascading failures (#4646)
If responseObserver.onNext() throws when trying to send a failure ack
(e.g., because the observer is already closed), we don't want that
exception to propagate and potentially cause duplicate ack attempts.

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Co-authored-by: Claude <noreply@anthropic.com>
2025-12-12 12:59:12 -08:00
53d6e6f63d Add SubscriptionAck message for server to confirm subscriptions (#4644)
* Add SubscriptionAck message for server to confirm subscriptions

Server now sends SubscriptionAck after processing StreamGameRequest:
- Success=true with confirmedResultCount on successful subscription
- Success=false with error message on failure

This is backward compatible - existing clients will ignore the new message.
Client-side handling will be added in a follow-up PR.

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

* Address Copilot review comments

- Remove errorMessage from success case (per proto contract)
- Handle null getMessage() with Option().getOrElse("")
- Remove confirmedResultCount from error cases (not needed)

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---------

Co-authored-by: Claude <noreply@anthropic.com>
2025-12-12 08:28:58 -08:00
bc84cf6871 Ignore Unity dedicated server package settings (#4643)
Auto-generated by Unity 6, not needed for version control.

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Co-authored-by: Claude <noreply@anthropic.com>
2025-12-12 06:57:48 -08:00
865a34d00a Await subscription writes to fix silent connection failures (#4641)
Previously, StreamOneGame used fire-and-forget for subscription writes,
meaning if the write failed (network issue, server not ready), the client
would never know and would wait forever for updates that never arrive.

Changes:
- Convert StreamOneGame to StreamOneGameAsync that returns Task<bool>
- Restructure Connect() to collect subscribers under lock, then await
  subscription writes outside the lock
- Make Subscribe() async and await the subscription write
- Move resync flag clearing to AFTER successful send (if send fails,
  flags remain set for next reconnect attempt)
- Add diagnostic logging for subscription success/failure

This addresses the root cause of connection instability where clients
would "connect" successfully but never receive data because the
subscription write silently failed.

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2025-12-06 10:59:32 -08:00
1a751cea6d Improve gazelle pre-commit hook to fail if BUILD files are modified (#4640)
The previous hook ran gazelle but didn't check if it modified any files.
This meant commits could go through with non-canonical BUILD files, causing
gazelle_test to fail in CI.

The new wrapper script:
1. Runs gazelle
2. Checks if any BUILD files were modified
3. Fails with a helpful message if they were, instructing the user to stage changes

Also adds a Pre-Commit Checklist section to CLAUDE.md documenting this behavior.

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2025-12-06 08:58:07 -08:00
5a8a343bcc Fix gRPC stream cancelled error in SyncResponseObserver (#4639)
Check if the stream is cancelled before calling onNext/onError/onCompleted
to prevent IllegalStateException when client disconnects while server is
sending messages.

The ServerCallStreamObserver.isCancelled() method detects when the client
has cancelled the stream, allowing us to silently skip sends rather than
throwing an exception.

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2025-12-05 20:59:54 -08:00
5979dc7372 Cancel pending reconnect timer when connection succeeds (#4637)
When ScheduleReconnect schedules a Connect() call in 2 seconds, but then
a connection succeeds before that timer fires (e.g., through immediate
retry), the scheduled reconnect would still fire and dispose the working
connection, causing:

1. connect_success (connection works)
2. 2 seconds later: scheduled Connect() fires
3. Connect() disposes the working streaming call
4. Working thread catches Cancelled, calls ScheduleReconnect
5. But new connection also succeeds immediately
6. 2 seconds later, repeat forever...

The fix cancels and disposes the retry timer when a connection succeeds,
preventing stale scheduled reconnects from killing working connections.

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2025-12-05 20:44:19 -08:00
87474888f9 Fix duplicate notifications by comparing hero IDs instead of references (#4635)
The notification deduplication logic used SequenceEqual on HeroView objects,
but HeroView is a protobuf-generated class that uses reference equality.
Each time an ActionResultView is processed, new HeroView instances are created,
so even notifications about the same heroes were treated as different.

Changed to compare hero lists by their Id field instead of by object reference.

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2025-12-05 19:53:53 -08:00
1b3697a40c Fix NullReferenceException in MapController on reconnect (#4634)
During reconnection, PopupPanelController.Start() or SetUpPanel() runs
before MapController.Model has been set. When clearing OverrideTargetedProvinces,
SetDefaultProvinceColor tries to access Model.Provinces which is null.

Added null check in SetDefaultProvinceColor to handle the case where Model
hasn't been initialized yet during reconnection.

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2025-12-05 19:46:37 -08:00
a45b5dadd8 Fix reconnect loop failing due to stale idle timer baseline (#4633)
When a connection drops (e.g., DeadlineExceeded after 300s), the reconnect
logic would create a new connection but immediately kill it:

1. Old connection times out, _lastResponseReceived is ~5 minutes old
2. ScheduleReconnect() schedules Connect() with backoff
3. Connect() creates new streaming call, logs connect_success
4. Connect() calls StartIdleCheckTimer()
5. IdleCheckTimer fires within 5s, checks _lastResponseReceived
6. idleTime > MaxIdleSeconds (30s) because timestamp is from OLD connection
7. CheckForIdleTimeout() disposes the NEW connection
8. Triggers "Cancelled" exception, ScheduleReconnect again
9. Loop repeats forever

The fix resets _lastResponseReceived to DateTime.UtcNow when a new
connection is established, before starting the idle check timer.

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2025-12-05 19:40:41 -08:00
9f910bf849 Send Shardok results before Eagle results to fix client resync spam (#4632)
When the server sends Eagle results containing a date change before Shardok
results, the client clears its ShardokGameModels on the date change, then
receives Shardok updates for battles that no longer have models. This causes
the client to create fresh models with empty history and trigger unnecessary
resyncs.

Fix by sending Shardok results first, so they land in existing models before
the Eagle date change clears them.

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2025-12-05 19:38:51 -08:00
c5466e38a8 Convert NewRoundAction to TRandomSequentialResultsAction (#4631)
- Change base class from RandomSequentialResultsAction to TRandomSequentialResultsAction
- Use T-based types: ActionResultC, ChangedProvinceC, ChangedHeroC, ChangedFactionC
- Use LlmRequestT.ChronicleUpdateMessage for chronicle requests
- Use ChronicleEventConverter.fromProto to convert proto events to T-types
- Use UnaffiliatedHeroConverter.fromProto for unaffiliated hero updates
- Add newChronicleEntry field to ActionResultT/ActionResultC
- Update BUILD.bazel dependencies and visibility for chronicle_entry, unaffiliated_hero, quest

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2025-12-05 17:03:04 -08:00
958104b238 Upgrade to Unity 6.3 (6000.3.0f1) (#4629)
Unity 6.3 adds HTTP/2 support on Windows, Mac, Linux, and Android,
which may allow us to remove the YetAnotherHttpHandler dependency
in a future PR.

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2025-12-05 09:27:09 -08:00
95e1d80e78 Convert PerformReconResolutionAction to TRandomSequentialResultsAction (#4628)
- Change base class from RandomSequentialResultsAction to TRandomSequentialResultsAction
- Replace proto ActionResult with ActionResultC
- Replace proto ChangedProvince/ChangedFaction/ClientTextVisibilityExtension with T-based equivalents
- Update test to use T-based types
- Update DEPROTO_PLAN.md: 5/10 actions now converted

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2025-12-05 08:54:25 -08:00
0dce9f47b0 Phase 5b: Convert more RandomSequentialResultsAction subclasses to TRandomSequentialResultsAction (#4627)
* Add Phase 8: Create Scala-Native Sequencer to deproto plan

Documents the future goal of creating a ScalaOnlySequencer that operates
entirely on Scala GameState, eliminating per-callback proto conversions.

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* Convert PerformUnaffiliatedHeroesAction and PerformProvinceMoveResolutionAction to TRandomSequentialResultsAction

- PerformUnaffiliatedHeroesAction: Was already mostly T-based internally,
  now extends TRandomSequentialResultsAction and uses RandomStateTSequencer
- PerformProvinceMoveResolutionAction: Uses T-based sub-actions
  (FriendlyMoveAction, ShipmentArrivedAction), converted to use
  ActionResultTApplier and ActionResultTWithResultingState
- Updated BUILD.bazel dependencies for both actions
- Updated DEPROTO_PLAN.md with progress (4/10 actions converted)

Phase 5b progress: 4/10 RandomSequentialResultsAction subclasses converted.
Remaining 6 actions blocked on CommandFactory or direct proto construction.

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

---------

Co-authored-by: Claude <noreply@anthropic.com>
2025-12-05 06:58:39 -08:00
6e788f4388 Add TRandomSequentialResultsAction base class (Phase 5b) (#4626)
* Add TRandomSequentialResultsAction and convert first two actions

- Create TRandomSequentialResultsAction base class for actions that:
  - Take Scala GameState as constructor parameter
  - Extend Action trait (provides execute())
  - Use ActionResultTApplier for applying results
  - Use RandomStateTSequencer for sequencing operations

- Convert EndVassalCommandsPhaseAction to TRandomSequentialResultsAction
- Convert TruceTurnBackPhaseAction to TRandomSequentialResultsAction

Both converted actions now return ActionResultT instead of proto ActionResult,
eliminating proto usage in their result construction.

Part of Phase 5b: deleting RandomSequentialResultsAction base class.
8 more actions remain to be converted.

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

* Sort BUILD.bazel deps alphabetically

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---------

Co-authored-by: Claude <noreply@anthropic.com>
2025-12-04 14:02:41 -08:00
90d0918233 Fix headshot fetching: only send auth header to eagle0.net (#4625)
The Authorization header was being sent to S3 signed URLs after redirect,
causing HTTP 400 errors. Now the auth header is only added to requests
going to eagle0.net hosts.

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2025-12-04 07:10:05 -08:00
e6038927f1 Convert RandomSequentialResultsAction subclasses to Scala GameState (#4624)
* Convert EndVassalCommandsPhaseAction to use Scala GameState

- Change constructor to take Scala GameState instead of proto
- Pass GameStateConverter.toProto() to parent RandomSequentialResultsAction
- Use ActionResultC with EndVassalCommandsPhaseResultType for final result
- Handle notifications with Scala types (withDeferred for delivery)
- Update RoundPhaseAdvancer to convert proto to Scala GameState
- Add required BUILD.bazel dependencies

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* Convert EndHandleRiotsPhaseAction to use Scala GameState

- Change constructor to take Scala GameState instead of proto
- Pass GameStateConverter.toProto(gameState) to parent class
- Use withActionResultT with ActionResultC for endPhaseResult
- Update RoundPhaseAdvancer to convert proto to Scala GameState
- Add generated_text_request dependency to BUILD.bazel
- Update test to pass converted Scala GameState

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

* Convert more RandomSequentialResultsAction subclasses to Scala GameState

- PerformProvinceMoveResolutionAction: takes Scala GameState, converts to proto internally
- PerformProvinceEventsAction: takes Scala GameState, converts to proto internally
- TruceTurnBackPhaseAction: takes Scala GameState, uses RandomStateProtoSequencer with initialState
- PerformVassalCommandsPhaseAction: takes Scala GameState, uses gameStateProto for internal proto operations

Updated RoundPhaseAdvancer to convert proto to Scala GameState for each action.
Fixed tests to use GameStateConverter.fromProto().

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

* Convert PerformVassalDefenseDecisionsAction to Scala GameState

Also updates related tests to use GameStateConverter.fromProto() where needed.

Note: PerformProvinceEventsActionTest has 10 failing tests that need
their expectations updated to account for complete beast data.

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

* Convert NewRoundAction and PerformReconResolutionAction to Scala GameState

Continue the deproto conversion of RandomSequentialResultsAction subclasses:
- Convert PerformReconResolutionAction to use Scala GameState
- Convert NewRoundAction to use Scala GameState
- Fix test fixtures to provide required fields for proto-to-Scala conversion

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---------

Co-authored-by: Claude <noreply@anthropic.com>
2025-12-04 07:08:38 -08:00
acad796662 Document Shardok resync mechanism and unused request_full_resync field (#4623)
The request_full_resync field exists in eagle.proto but is not read by the server.
The actual resync mechanism uses filteredResultCount = 0 instead.

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2025-12-03 20:45:58 -08:00
83c4ac7d38 Request resync instead of crashing on missing Shardok results (#4622)
* Request resync instead of crashing on missing Shardok results

When HandleUpdates detects missing results (expected > existing + new),
likely due to dropped packets on bad network, request a full resync
instead of throwing an exception.

Changes:
- ShardokGameModel.HandleUpdates now returns bool (true=ok, false=need resync)
- EagleGameModel marks game for resync and clears history on mismatch
- CustomBattleHandler clears history and continues on mismatch

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* Add missing UnityEngine using statement for Debug.Log

Fixes build error: error CS0103: The name 'Debug' does not exist in the current context

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---------

Co-authored-by: Claude <noreply@anthropic.com>
2025-12-03 20:45:41 -08:00
7db07dc371 Reduce headshot fetch timeout and retry delays (#4621)
- Add 10-second timeout (was 100s default) - fail fast on bad network
- Reduce retry delays from [1s, 2s, 4s, 8s, 16s] to [500ms, 1s, 2s, 3s, 5s]
- Total retry delay reduced from 31s to 11.5s per hop

On bad networks, this should significantly improve responsiveness by
failing fast and retrying sooner rather than waiting for long timeouts.

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Co-authored-by: Claude <noreply@anthropic.com>
2025-12-03 20:35:32 -08:00
f1b843873a Change ResourceFetcher logging from Warning to Log (#4620)
Debug.LogWarning shows as popups in Unity which is too intrusive for
routine retry messages. Use Debug.Log instead for informational
messages about network retries.

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Co-authored-by: Claude <noreply@anthropic.com>
2025-12-03 20:27:50 -08:00
e8aefbb6ee Refactor headshot fetch to follow redirects transparently (#4618)
- Replace two-phase fetch with generic hop-following loop
- Each hop (whether redirect or content) gets its own 5 retry attempts
- Works regardless of backend implementation:
  - Direct content response: works
  - Single redirect: works
  - Multiple redirects: works (up to 5 hops)
- Remove unused _httpClient field
- Add MaxRedirectHops constant (5) to prevent infinite redirect loops

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2025-12-03 20:16:55 -08:00
1c51cc080f Handle missing battle gracefully in MakeGameModel (#4617)
- Use FirstOrDefault instead of First to avoid InvalidOperationException
- Return null and skip processing if battle was already removed
- Remove model from ShardokGameModels when:
  - Battle not found (can't create model)
  - Game state transitions out of Running/SetUp (battle ended)
- This ensures the UI properly reflects that the battle is over

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2025-12-03 20:14:11 -08:00
3946f2eb2d Split headshot fetch into two phases with independent retries (#4616)
- Disable auto-redirect and manually handle the eagle0.net -> signed URL redirect
- Each phase (redirect + image fetch) gets its own 5 retry attempts
- If phase 1 succeeds, we don't waste it when phase 2 fails
- Increase retry count from 3 to 5 with delays: 1s, 2s, 4s, 8s, 16s
- Add catch blocks for WebException and IOException (covers "Remote prematurely closed connection")

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2025-12-03 19:59:53 -08:00
49bbdb1d2c Delete unused DeterministicSingleResultAction base class (#4614)
All actions that previously extended DeterministicSingleResultAction have
been converted to ProtolessSimpleAction. The base class is no longer used.

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2025-12-03 19:28:20 -08:00
bbdc30a4af Add retry logic with exponential backoff for headshot fetching (#4615)
- Add 3 retry attempts with 1s, 2s, 4s exponential backoff delays
- Check HTTP status codes before processing responses
- Handle HttpRequestException, TaskCanceledException, and unexpected exceptions
- Track failed paths and retry them every 30 seconds via Timer
- Skip 4xx client errors (except 408/429) since retrying won't help
- Fix Prefetch to skip empty paths and avoid duplicate fetches

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2025-12-03 19:27:15 -08:00
19f5cf9e89 Complete DeterministicSingleResultAction deproto conversions (#4611)
Convert the final 3 DeterministicSingleResultAction classes to ProtolessSimpleAction:
- PerformFoodConsumptionPhaseAction
- PerformHostileArmySetupAction
- NewYearAction

All actions now use Scala GameState internally and return ActionResultT.
RoundPhaseAdvancer updated to convert via GameStateConverter at boundaries.

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Co-authored-by: Claude <noreply@anthropic.com>
2025-12-03 19:09:37 -08:00
9033571110 Fix outlawed defenders being incorrectly marked as captured (#4613)
When an attacker wins an assault province battle, outlawed defenders
were being added to both unaffiliatedHeroes (as outlaws) AND to
capturedDefenderIds (as prisoners). This caused a validation error
because the same hero appeared in multiple province hero lists.

The fix filters outlawed defenders from notFledDefenders, matching
the existing behavior for attackers (line 368). Semantically, an
outlawed hero deserted during battle and is not present to be captured.

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2025-12-03 17:37:28 -08:00
e9e557f8f6 Add early warning logs for idle connection detection (#4612)
Logs warnings at 10s and 20s thresholds before the 30s idle timeout
triggers. This helps diagnose whether connection issues are gradual
slowdowns or sudden drops during testing.

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2025-12-03 09:51:26 -08:00
b32d252df3 Allow clicking Free Heroes panel to select hero in RecruitHeroesCommand (#4610)
* Allow clicking Free Heroes panel to select hero in RecruitHeroesCommand

## Summary
Enable clicking on recruitable heroes in the Free Heroes panel to directly
select them, eliminating the need to cycle through heroes using the "Next Hero"
button.

## Problem
RecruitHeroesCommandSelector was the only command selector with hero selection
that didn't support clicking heroes in the Free Heroes panel. Users had to:
- Click "Next Hero" button repeatedly to cycle through all available heroes
- No way to directly select a specific hero they wanted to recruit
- Inconsistent UX compared to other command selectors

## Solution
Implement the missing `AddTargetedHero()` method following the same pattern
used by all other command selectors (ManagePrisonersCommand, ImproveCommand,
DiplomacyCommand, etc.).

## Changes

### RecruitHeroesCommandSelector.cs
Added `AddTargetedHero(HeroId heroId)` override:
- Finds the hero in `RecruitHeroesCommand.AvailableHeroes` list
- Sets `_selectedHeroIndex` to that hero's index
- Calls `DisplayHero()` to update UI with hero details and backstory

Existing methods already supported Free Heroes integration:
-  `HeroIsTargetable()` - marks recruitable heroes as selectable
-  `TargetedHeroIds` - marks currently selected hero

## Behavior

**Before:**
- Recruitable heroes appeared in Free Heroes panel but weren't highlighted
- No indication which heroes were selectable
- Must use "Next Hero" button to cycle through sequentially
- Many clicks needed to find a specific hero

**After:**
- All recruitable heroes highlighted as selectable in Free Heroes panel
- Currently selected hero highlighted as selected
- Click any recruitable hero to instantly select them
- Hero details and backstory update immediately
- "Next Hero" button still works for sequential navigation

## User Experience
This completes the Free Heroes panel integration across ALL command selectors:
-  Consistent interaction pattern everywhere
-  Visual feedback about which heroes can be recruited
-  Faster selection - click the hero you want
-  Fewer clicks needed to recruit specific heroes

## Testing
Manual testing scenarios:
1. Select province with multiple recruitable heroes
2. Click RecruitHeroes command
3. Verify heroes appear highlighted in Free Heroes panel
4. Click different heroes, verify UI updates instantly
5. Verify backstory text updates correctly
6. Verify "Next Hero" button still works
7. Test with single recruitable hero (no "Next Hero" button)

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

* Add null safety check to HeroIsTargetable in RecruitHeroesCommandSelector

## Fix
Add null check before accessing _availableCommand.RecruitHeroesCommand to
prevent NullReferenceException when HeroIsTargetable() is called before
the command selector is fully initialized.

## Issue
HeroIsTargetable() is called by FreeHeroesTableController during table setup,
which can happen before _availableCommand is set. Without null checking:
- Throws NullReferenceException
- Prevents Free Heroes table from rendering
- Breaks the UI when switching commands

## Solution
Follow the same pattern used in ManagePrisonersCommandSelector (PR #4609):
- Check if _availableCommand is null
- Check if _availableCommand.RecruitHeroesCommand is null
- Return false instead of crashing
- Allow graceful handling when command data isn't ready yet

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

---------

Co-authored-by: Claude <noreply@anthropic.com>
2025-12-03 08:50:35 -08:00
d4723db2d1 Allow clicking Free Heroes panel to select prisoner in ManagePrisonersCommand (#4609)
* Allow clicking Free Heroes panel to select prisoner in ManagePrisonersCommand

## Changes
Enable clicking on a hero in the Free Heroes panel to directly select that
hero in the ManagePrisonersCommand selector, eliminating the need to cycle
through prisoners using the "Next Hero" button.

## Implementation
- Override `HeroIsTargetable()` to return true for any hero in the prisoners list
- Override `AddTargetedHero()` to find the prisoner by heroId and update `_selectedHeroIndex`
- Override `TargetedHeroIds` to return the currently selected hero's ID
- Call `DisplaySelectedHero()` after selection to update UI

## Behavior
**Before:**
- User must click "Next Hero" button to cycle through prisoners
- No visual indication in Free Heroes panel

**After:**
- Prisoners in Free Heroes panel are highlighted as selectable
- Currently selected prisoner is highlighted as selected
- Clicking any prisoner directly selects them in ManagePrisonersCommand
- UI immediately updates to show selected prisoner's details and options

## User Experience
This follows the existing pattern used by other command selectors
(ImproveCommand, DiplomacyCommand, etc.) where clicking a hero in the Free
Heroes panel selects that hero for the active command.

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

* Fix prisoner selection in Free Heroes panel

## Bug Fix
Prisoners in the Free Heroes panel were always grayed out and unclickable
because the Free Heroes table wasn't being updated after the command
selector was set.

## Root Causes
1. **Null reference**: HeroIsTargetable() was called before _availableCommand
   was initialized, causing it to crash or return false
2. **Missing update**: After SetAvailableCommandAndSelector(), the Free Heroes
   table wasn't notified to refresh its row selections

## Changes

### ManagePrisonersCommandSelector.cs
- Add null check in HeroIsTargetable() to handle early calls before
  _availableCommand is set
- Return false instead of crashing when command data isn't ready yet

### EagleGameController.cs
- Add freeHeroesTableController.UpdateUnaffiliatedHeroSelections() call
  after setting command selector
- This refreshes the Free Heroes table to show correct selectable/selected
  states for the new command

## How It Works Now
1. User selects ManagePrisonersCommand
2. Command selector is set up with prisoner data
3. **NEW**: Free Heroes table is notified to update
4. Table calls HeroIsTargetable() for each hero
5. **NEW**: Returns true for prisoners (with null check)
6. Prisoner rows become highlighted as selectable
7. Clicking a prisoner calls AddTargetedHero()
8. Selected prisoner's index is updated
9. UI refreshes to show that prisoner's details

## Result
 Prisoners appear as selectable (highlighted) in Free Heroes panel
 Currently selected prisoner appears as selected
 Clicking any prisoner immediately selects them
 ManagePrisonersCommand UI updates instantly

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

* Make UpdateUnaffiliatedHeroSelections public

Fix compilation error: UpdateUnaffiliatedHeroSelections() was private but
called from EagleGameController. Making it public allows the game controller
to refresh hero selection states when the command selector changes.

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

---------

Co-authored-by: Claude <noreply@anthropic.com>
2025-12-03 08:24:26 -08:00
7ce3cca731 Phase 4: Implement Shardok state resync mechanism (#4608)
* Phase 4: Implement Shardok state resync mechanism

## Summary
Add full state resync mechanism for Shardok games to prevent state inconsistencies after connection drops. When a connection is lost during Shardok gameplay, the client may have partially processed updates leading to desynced state. This change ensures full state consistency on reconnect.

## Changes

### 1. Protocol Extension
- **eagle.proto**: Add `request_full_resync` field to `ShardokViewStatus` message
- Allows client to request full state instead of delta updates

### 2. Client-Side Tracking
- **IClientConnectionSubscriber.cs**: Add `requestFullResync` field to struct
- **EagleGameModel.cs**:
  - Add `_shardokNeedsResync` dictionary to track games requiring resync
  - Add `MarkShardokForResync()` to flag individual games
  - Add `MarkAllShardokForResync()` to flag all active games (on disconnect)
  - Add `ClearShardokResyncFlag()` to clear flag after successful update
  - Update `ShardokViewStatuses` property to set `requestFullResync` flag and `filteredResultCount = 0` when resync needed

### 3. Connection Integration
- **PersistentClientConnection.cs**:
  - Add `MarkAllShardokGamesForResync()` helper method
  - Call on disconnect in both RpcException and ObjectDisposedException handlers
  - Update `StreamGameRequest` building to include `RequestFullResync` field

### 4. Auto-Clear on Success
- **EagleGameModel.cs**: Clear resync flag after successfully receiving and processing Shardok updates

## Behavior

**On Connection Drop:**
1. All active Shardok games are marked for resync
2. Client logs: `[RESYNC] Marked Shardok game {id} for full state resync`

**On Reconnect:**
1. Client sends `StreamGameRequest` with `request_full_resync = true` and `filtered_result_count = 0`
2. Server sends full current state instead of delta
3. Client processes full state update
4. Resync flag is cleared
5. Client logs: `[RESYNC] Cleared resync flag for Shardok game {id}`

**Subsequent Updates:**
- Normal delta updates resume with correct result counts
- State guaranteed to be consistent with server

## Testing
- Manual: Force disconnect during Shardok combat, verify state consistency after reconnect
- Manual: Multiple simultaneous Shardok games, verify all marked for resync
- Manual: Check logs for [RESYNC] messages during disconnect/reconnect cycles

## Related
- Implements Priority 2.1 from connection resilience plan (docs/CONNECTION_ARCHITECTURE.md)
- Complements Phase 2 exponential backoff and Phase 3 circuit breaker
- Addresses risk of state corruption from partial delta updates

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

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

* CRITICAL FIX: Clear resync flag immediately after sending request

## Bug
Units were randomly moving around during Shardok placement because:
1. Resync flag was only cleared AFTER receiving server response
2. Multiple StreamGameRequests sent BEFORE first response arrived
3. Each request sent filtered_result_count=0 with resync=true
4. Server sent full state multiple times
5. Client replayed all placement actions repeatedly

## Root Cause
The `ShardokViewStatuses` property is called every time a `StreamGameRequest`
is built. If the resync flag is set, EVERY request sends filtered_result_count=0
until a response clears the flag. This creates a window where multiple requests
can ask for full state.

## Fix
Clear resync flags immediately AFTER building the request, BEFORE sending it.
This ensures only the FIRST request after disconnect has resync=true.

Sequence now:
1. Disconnect → mark games for resync
2. First StreamGameRequest reads flags → builds request with resync=true
3. **Immediately clear flags** ← THE FIX
4. Send request
5. Subsequent requests have resync=false (flags already cleared)
6. Server only sends full state once

## Changes
- PersistentClientConnection.StreamOneGame(): Clear resync flags after reading
  but before sending request
- Keep defensive clear in EagleGameModel.ReceiveGameUpdate() as safety net

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

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

* Address Copilot review: Thread safety and code style improvements

## Changes

### 1. Thread Safety Fix (Critical)
**Issue**: _shardokNeedsResync dictionary accessed from multiple threads:
- Connection thread marks games for resync on disconnect
- Unity main thread reads/clears flags when building requests
- No synchronization → race conditions and potential exceptions

**Fix**: Replace Dictionary<string, bool> with ConcurrentDictionary<string, bool>
- Thread-safe for concurrent reads and writes
- Use TryRemove() instead of Remove() for atomic removal
- Add comment documenting thread-safety requirement

### 2. Code Style Improvements
**Issue**: Implicit filtering in foreach loops (Copilot warnings)

**Fixes**:
- Use `.Where(s => s.requestFullResync)` to explicitly filter resync statuses
- Use `.OfType<GameModelUpdater>()` instead of foreach with type checking
- Both changes improve readability and make intent explicit

### 3. Timing Clarification
**Copilot concern**: Clearing resync flag before request is sent/confirmed

**Resolution**: Current implementation is correct
- Flag cleared after reading but before sending ensures only ONE request has resync=true
- If send fails, connection drops again → MarkAllShardokForResync() called again
- Added comment explaining this reasoning to prevent future confusion

## Testing
- No functional changes, only thread safety and style improvements
- Existing behavior preserved: flag clearing still prevents duplicate resync requests
- ConcurrentDictionary is drop-in replacement for Dictionary in this use case

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

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

---------

Co-authored-by: Claude <noreply@anthropic.com>
2025-12-03 08:03:14 -08:00
24d21d402d Deproto PerformUnaffiliatedHeroesAction (#4606)
* Convert PerformUnaffiliatedHeroesAction to accept Scala GameState

This is part of the Phase 5 deproto plan. Changes:
- PerformUnaffiliatedHeroesAction now accepts Scala GameState instead of proto
- Internally converts to proto for legacy utilities and base class
- Updated RoundPhaseAdvancer to convert proto to Scala before calling
- Updated tests to use GameStateConverter and add currentPhase to test fixtures

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

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

* Use Scala types internally in PerformUnaffiliatedHeroesAction

- Add hasBlizzard method to ProvinceUtils that takes ProvinceT
- Add closestNeighborToFaction overload to ProvinceDistances for Scala Map
- Refactor PerformUnaffiliatedHeroesAction to use Scala provinces/factions
  internally rather than converting from proto for each operation
- Update test to use Scala types directly for blizzard event fixture

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

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

* Complete deproto of PerformUnaffiliatedHeroesAction internal logic

- Use Scala types (ActionResultT, ChangedHeroC, ChangedProvinceC, UnaffiliatedHeroT)
  internally throughout the action
- Add ChangedHeroConverter.fromProto for boundary conversion
- Replace proto .update() with Scala .copy()
- Only remaining proto usage is at boundaries:
  - RandomSequentialResultsAction base class returns ActionResultProto
  - UnaffiliatedHeroMovedAction still uses proto (requires separate deproto)
- All 10 tests pass

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

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

* Inline UnaffiliatedHeroMovedAction and use Scala-typed utilities

- Replace LegacyUnaffiliatedHeroUtils with UnaffiliatedHeroUtils (Scala types)
- Add heroMovedResult method using Scala types instead of proto-based
  UnaffiliatedHeroMovedAction
- Remove unused proto converter deps (changed_hero_converter,
  notification_converter, unaffiliated_hero_converter)
- Add notification_concrete and free_hero_move_vigor_cost deps

Remaining proto deps are structural (RandomSequentialResultsAction,
RandomStateProtoSequencer) and would require architectural changes to remove.

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

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

* Fix HasQuest comparison - use pattern matching instead of companion object

The comparison `recruitmentInfo == RecruitmentInfo.HasQuest` always
returned false because HasQuest is a case class and we were comparing
an instance like HasQuest(quest) to the companion object.

Use pattern matching to correctly check if recruitmentInfo is an
instance of HasQuest, preserving the quest data.

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

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

* Remove unnecessary asInstanceOf and isInstanceOf usage

- Use explicit Vector[ActionResultT] type parameter instead of asInstanceOf cast
- Use collectFirst pattern match instead of isInstanceOf in hasBlizzard

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

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

* Refactor newRecruitmentInfo to use tuple pattern matching

Replace cascading if-else chain with cleaner tuple match on
(isFactionLeader, unaffiliatedHeroType, recruitmentInfo) with guards
for odds-based conditions.

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

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

---------

Co-authored-by: Claude <noreply@anthropic.com>
2025-12-03 06:49:10 -08:00
e9fb1c5a87 Phase 3: Consolidate heartbeat and add circuit breaker pattern (#4607)
## Changes

### 1. Heartbeat Consolidation
- Remove redundant application-level heartbeat (10s timer)
- Rely on HTTP/2 PING keepalive (15s interval) for connection health
- Add idle timeout detection (30s = 2x keepalive interval)
- Detect stale connections when no messages received for >30s

### 2. Circuit Breaker Pattern
- New `ConnectionCircuitBreaker.cs` with three states:
  - Closed: Normal operation, allowing connections
  - Open: Too many failures (≥5), blocking connection attempts
  - HalfOpen: Testing if service recovered after 60s timeout
- Prevents cascading failures during server outages
- Structured logging with [CIRCUIT] prefix for state transitions
- Thread-safe state management with locking

### 3. Integration
- `PersistentClientConnection`: Check circuit breaker before connect attempts
- Record success/failure to update circuit breaker state
- New log event: "connect_blocked" when circuit prevents attempt

### 4. UI Enhancement
- `ConnectionStatusUI`: Display circuit breaker state with priority
  - Open: "Server down. Retry in Xs" with countdown
  - HalfOpen: "Testing connection..."
  - Closed: Normal connection status display

## Technical Details
- Removed: `HeartbeatTimerSeconds`, `_timer`, `SetUpTimer()`, `SendHeartbeatRequest()`, `TimerFired()`
- Added: `MaxIdleSeconds=30.0`, `_idleCheckTimer`, idle timeout monitoring
- Circuit breaker constants: FailureThreshold=5, OpenTimeoutSeconds=60, SuccessResetThreshold=3

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Co-authored-by: Claude <noreply@anthropic.com>
2025-12-02 07:20:16 -08:00
b8b7d3a980 Phase 2: Add exponential backoff, state resync logging, and connection health UI (#4603)
* Phase 2: Add exponential backoff, state resync logging, and connection health UI

Implements Priority 2 (State Consistency & Recovery) from the connection resilience plan.

## Changes

### 1. Exponential Backoff for Reconnection (`PersistentClientConnection.cs`)

Replaced fixed-delay and immediate reconnection with intelligent exponential backoff.

**Implementation:**
- `_consecutiveFailures`: Tracks sequential connection failures
- `GetBackoffSeconds()`: Calculates backoff with exponential growth
- `ScheduleReconnect()`: Unified retry scheduler for all disconnect scenarios

**Backoff Sequence:**
```
Attempt 1: 2.0s delay
Attempt 2: 4.0s delay
Attempt 3: 8.0s delay
Attempt 4: 16.0s delay
Attempt 5+: 32.0s delay (capped)
```

**Applied to all disconnect scenarios:**
- `Cancelled`: Now uses backoff (was immediate retry)
- `Internal`: Now uses backoff (was immediate retry)
- `DeadlineExceeded`: Now uses backoff (was immediate retry)
- `Unavailable`: Now uses backoff (was fixed 5s retry)
- `ObjectDisposed`: Now uses backoff (was immediate retry)
- `Unknown`: Now uses backoff (was no retry)

**Benefits:**
- Reduces server load during outages (no immediate retry storm)
- Prevents client-side reconnection thrashing
- Progressive backoff gives transient issues time to resolve
- Resets to 2s on successful connection

**Logging:**
```
[CONNECTION] ... event=schedule_reconnect details="Unavailable, backoff=4.0s, attempt=2"
```

### 2. State Resync Logging (`EagleGameModel.cs`)

Added structured logging for state resynchronization events.

**Note:** State resync mechanism was already fully implemented in the protocol!
- Protocol field: `GameUpdate.starting_state` (eagle.proto line 151)
- Client handling: `HandleStartingState()` fully functional since original implementation
- This PR only adds observability

**New Logging:**
```
[STATE_RESYNC] timestamp=YYYY-MM-DD HH:mm:ss.fff round=<n> actions=<count> factions=<count>
```

Logs when server sends full state snapshot after reconnection, allowing diagnosis of:
- How often resyncs occur
- Game state at resync time (round, action count)
- Whether resync is triggered appropriately

### 3. Connection Health Monitoring (`ConnectionStatusUI.cs`)

NEW FILE: Simple Unity UI component for visual connection status display.

**Features:**
- Real-time connection state display
- Countdown timer during reconnection backoff
- Color-coded status indicator
- Low-overhead polling (0.5s update interval)

**Connection States:**
- `Connected`: Green indicator, normal operation
- `Connecting`: Yellow indicator, initial connection
- `Reconnecting`: Orange indicator with countdown "Retry in Xs"
- `Disconnected`: Red indicator, connection lost

**Usage:**
```csharp
// Attach ConnectionStatusUI to a TextMeshProUGUI GameObject
var statusUI = gameObject.AddComponent<ConnectionStatusUI>();
statusUI.SetConnection(persistentConnection);
```

**Display Examples:**
```
● Connected                    (green)
● Connecting...                (yellow)
● Retry in 8s                  (orange)
● Disconnected                 (red)
```

**Implementation Details:**
- `ConnectionState` enum: Tracks current connection phase
- `NextReconnectAttempt`: DateTime for countdown calculation
- `CurrentState` property: Public accessor for UI monitoring
- Non-intrusive: Updates via polling, no event subscriptions

### 4. Connection State Tracking (`PersistentClientConnection.cs`)

Added public API for connection health monitoring:

**New Public API:**
```csharp
public enum ConnectionState { Disconnected, Connecting, Connected, Reconnecting }
public ConnectionState CurrentState { get; }
public DateTime? NextReconnectAttempt { get; }
```

**State Transitions:**
- `Disconnected` → `Connecting`: Initial connection or first reconnect
- `Connecting` → `Connected`: Connection established
- `Connected` → `Reconnecting`: Connection lost, scheduling retry
- `Reconnecting` → `Connecting`: Retry timer fired, attempting connection
- `Connecting` → `Reconnecting`: Connection failed, scheduling next retry

## Testing Strategy

### Exponential Backoff Verification

**Monitor logs for backoff progression:**
```bash
grep 'schedule_reconnect' logfile.txt
```

Expected output:
```
... event=schedule_reconnect details="Unavailable, backoff=2.0s, attempt=1"
... event=schedule_reconnect details="Unavailable, backoff=4.0s, attempt=2"
... event=schedule_reconnect details="Unavailable, backoff=8.0s, attempt=3"
```

**Test scenarios:**
1. Kill server during active session → observe progressive backoff
2. Successful reconnect → verify backoff resets to 2s on next failure
3. Server unavailable for 2+ minutes → verify cap at 32s

### State Resync Logging

**Trigger resync:**
1. Start game and play several rounds
2. Kill client (not server) to lose connection
3. Restart client and reconnect
4. Check logs for `[STATE_RESYNC]` event

**Verify:**
- Round number matches current game state
- Action count is non-zero and reasonable
- Faction count matches game setup

### Connection Status UI

**Manual testing:**
1. Add ConnectionStatusUI component to Unity scene
2. Observe status during: connection, gameplay, disconnect, reconnect
3. Verify countdown timer accuracy during backoff
4. Confirm color coding matches connection state

## Success Criteria

-  Exponential backoff applied to all reconnection scenarios
-  Backoff resets to 2s on successful connection
-  State resync events logged with game state details
-  Connection status UI displays current state accurately
-  Retry countdown shows correct time remaining
-  No performance degradation from status polling

## Known Limitations

**Not addressed in this PR:**
-  Server-side state tracking (not needed - protocol already handles this!)
-  Circuit breaker pattern (Priority 3)
-  Server-side metrics (Priority 3)
-  Adaptive parameters (Priority 4)

**State Resync Note:**
The protocol already has full state resync support via `GameUpdate.starting_state`. The server decides when to send a full snapshot (typically after reconnection). This PR only adds logging for observability - no protocol or logic changes were needed.

## Rollback Plan

If issues arise:
1. Revert exponential backoff: Replace `ScheduleReconnect()` calls with `Task.Run(() => Connect())`
2. Remove state resync logging if it impacts performance (unlikely)
3. Disable ConnectionStatusUI component via Unity inspector
4. All changes are backward compatible and independently revertible

## Related Documentation

- Connection Architecture Analysis: `docs/CONNECTION_ARCHITECTURE.md`
- Implementation Plan (Priority 2): PR #4599
- Phase 1 (Diagnostics): PR #4601

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

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

* Fix GameStateView field names for state resync logging

Corrected field names to match actual protobuf definition:
- RoundId → CurrentRoundId
- ActionCount → removed (not present in GameStateView)
- ActiveFactions → Factions
- Added Heroes.Count for additional context

Fixes Unity build error:
CS1061: 'GameStateView' does not contain a definition for 'RoundId'/'ActionCount'/'ActiveFactions'

* Add Unity metadata files for new C# files

Unity auto-generated files:
- Assembly-CSharp.csproj: Updated to include ConnectionStatusUI.cs
- .meta files: Unity asset metadata for ConnectionStatusUI and prisoner notifications

* Integrate ConnectionStatusUI into EagleGameController

Wire up the ConnectionStatusUI component to display connection status in the game UI.

Implementation:
- Added ConnectionStatusUI component to connectionStatusLabel
- Initializes once when PersistentClientConnection is available
- Accesses connection through errorHandler.PersistentClientConnection
- Only initializes once using _connectionStatusUIInitialized flag

The status UI will now automatically display:
- ● Connected (green)
- ● Connecting... (yellow)
- ● Retry in Xs (orange) during backoff
- ● Disconnected (red)

* Use GetComponent instead of AddComponent for ConnectionStatusUI

Changed to use GetComponent to find the existing ConnectionStatusUI component
that was already added in the Unity editor, rather than creating it in code.

This follows proper Unity patterns: configure components in the editor, wire
them up in code.

* Add ConnectionStatusUI support to Shardok canvas

Integrated connection status display into the Shardok battle UI.

Changes to ShardokGameController.cs:
- Added connectionStatusLabel field for TextMeshProUGUI
- Added _connectionStatusUIInitialized flag
- Added SetConnection() method to wire up ConnectionStatusUI component

Changes to EagleGameController.cs:
- Call SetConnection() when activating Shardok canvas
- Passes PersistentClientConnection from errorHandler

Both Eagle and Shardok canvases now display real-time connection status.

---------

Co-authored-by: Claude <noreply@anthropic.com>
2025-12-01 22:02:40 -08:00
e503a8af9d Fix fresh client connection by starting from state after first action (#4605)
When unfilteredCount == 0 (fresh client), start from position 1 instead
of 0 to avoid diffing against the invalid initial state which has
UNKNOWN_PHASE. Send stateAfter(1) as the starting state to the client
and filter results from position 1 onwards.

This replaces the previous fix (#4604) which used an empty GameStateProto
but still caused issues when GameStateViewDiffer tried to diff against it.

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

Co-authored-by: Claude <noreply@anthropic.com>
2025-12-01 19:56:10 -08:00
9c4f46b6ca Refactor PerformUnaffiliatedHeroesAction to batch HERO_CHANGED results (#4602)
Instead of emitting one ActionResult per hero, batch all status changes
into a single HERO_CHANGED ActionResult per round. This significantly
reduces the number of actions in game history.

Changes:
- Add BatchedHeroChanges and HeroProcessingResult helper classes
- Refactor prisonerChanges, residentChanges, travelerChanges, outlawChanges
  to return HeroProcessingResult instead of calling UnaffiliatedHeroesChangedAction
- Remove UnaffiliatedHeroesChangedAction (now unused)
- Add tests for batching behavior, resident→traveler, and traveler→resident transitions

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Co-authored-by: Claude <noreply@anthropic.com>
2025-12-01 19:40:22 -08:00
da453bb353 Fix fresh client connection by using empty state for filtering (#4604)
When unfilteredCountBefore is 0 (fresh client), use an empty GameStateProto
for filtering action results instead of calling stateAfter(0), which returns
an invalid state with UNKNOWN_PHASE.

This allows fresh clients to receive the full history of action results
from an empty starting state, letting the diffs build up the complete
game state.

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

Co-authored-by: Claude <noreply@anthropic.com>
2025-12-01 19:25:02 -08:00
618cd18f44 Phase 1: Add connection diagnostics and improve NAT traversal (#4601)
Implements Priority 1 (Critical Fixes & Diagnostics) from the connection resilience plan.

## Changes

### Comprehensive Connection Logging (PersistentClientConnection.cs)

Added structured logging to track complete connection lifecycle:

**New metrics tracked:**
- `_lastConnectAttempt`: Timestamp of last connection attempt
- `_lastSuccessfulConnect`: Timestamp of last successful connection
- `_lastDisconnect`: Timestamp of last disconnection
- `_lastDisconnectReason`: StatusCode of last disconnect (if from RpcException)

**New helper methods:**
- `GetTotalShardokGames()`: Counts active Shardok games across all subscribers
- `LogConnectionEvent()`: Structured logging with key-value pairs for easy parsing

**Structured log format:**
```
[CONNECTION] timestamp=YYYY-MM-DD HH:mm:ss.fff event=<event_type> shardok_games=<count> status=<StatusCode> details="<details>" seconds_since_connect=<seconds>
```

**Events logged:**
- `connect_attempt`: When Connect() is called
- `connect_success`: When connection is established and streaming thread started
- `connect_failed`: When connection setup fails with exception type
- `disconnect_explicit`: When Disconnect() is explicitly called
- `disconnect`: When connection drops with StatusCode (Cancelled, Internal, DeadlineExceeded, Unavailable, ObjectDisposed, Unknown)

**Key insights this enables:**
- Correlate disconnections with Shardok gameplay (shardok_games counter)
- Measure connection lifetime (seconds_since_connect)
- Identify disconnect patterns by StatusCode
- Track connection stability over time

### HTTP/2 Keepalive Reduction (EagleConnection.cs)

Reduced HTTP/2 keepalive interval from 45s to 15s for better NAT/firewall traversal.

**Rationale:**
- Typical NAT/firewall timeout: 60-120 seconds
- Previous 45s keepalive was insufficient to prevent timeouts
- 15s keepalive provides 4x safety margin below 60s timeout
- Minimal bandwidth overhead (~4 bytes every 15s)

**Expected impact:**
- Prevents connection drops during idle periods (e.g., thinking during Shardok battles)
- Maintains connection through home routers and ISP NAT devices
- Should significantly reduce ~2-minute disconnection issues

## Testing Strategy

**Logging verification:**
- Monitor ConnectionLogger output for structured [CONNECTION] events
- Verify all event types appear in appropriate scenarios
- Confirm shardok_games counter tracks active battles

**Keepalive verification:**
- Test connection stability during 5+ minute Shardok battles
- Monitor network traffic to confirm 15s PING intervals
- Verify no disconnections during idle periods with remote players

## Success Criteria

- Structured connection logs appear for all lifecycle events
- Shardok game count accurately reflects active battles
- Connection remains stable during 5-minute idle periods
- Disconnect events include clear StatusCode and timing information

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Co-authored-by: Claude <noreply@anthropic.com>
2025-11-30 20:01:04 -08:00
429725c4e1 Add comprehensive connection resilience implementation plan (#4599)
Added detailed multi-week implementation plan to CONNECTION_ARCHITECTURE.md with specific code implementations and prioritized roadmap for improving client-server connection reliability.

## Implementation Plan Overview

**Priority 1 (Week 1):** Critical fixes and diagnostics
- Fix Shardok security vulnerability (remove unauthenticated public access)
- Add comprehensive connection logging with structured metrics
- Reduce HTTP/2 keepalive to 15s for NAT traversal

**Priority 2 (Week 2):** State consistency and recovery
- Implement state resync mechanism with sequence numbers
- Add exponential backoff for reconnection attempts
- Create health monitoring UI for connection status visibility

**Priority 3 (Week 3):** Architecture improvements
- Consolidate heartbeat mechanisms (application-level + HTTP/2)
- Add circuit breaker pattern for cascading failure prevention
- Implement server-side metrics and monitoring

**Priority 4 (Week 4+):** Advanced features
- Adaptive keepalive parameters based on network conditions
- WebSocket fallback for environments with HTTP/2 issues
- Client-side prediction for improved UX during disconnections

## Includes
- Specific code implementations in C#, Scala, nginx, Python
- Complete testing strategy (unit, integration, load, manual)
- Success criteria with quantifiable metrics
- Monitoring & observability recommendations
- Security, performance, and rollback considerations

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Co-authored-by: Claude <noreply@anthropic.com>
2025-11-30 19:24:06 -08:00
54bdefd75c Add Go admin server for Eagle game management (#4600)
* Add Go admin server for Eagle game management

- Add GetRunningGames and GetGameHistory RPC endpoints to eagle.proto
- Implement admin methods in EagleServiceImpl.scala
- Create Go HTTP admin server at src/main/go/net/eagle0/admin_server/
- Add gRPC dependency to go.mod and MODULE.bazel
- Fix Go proto compilation with gazelle-compatible '# keep' directives:
  - api_go_proto uses go_grpc (not go_grpc_v2) to generate message types
  - common_go_proto uses go_proto and excludes shardok_internal_interface_proto
  - admin_server_lib keeps proto dependency that gazelle doesn't detect

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

* Use hex format for game IDs in admin server

- /games endpoint returns game_id in hex format
- /games/{id}/history expects game ID in hex format

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

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

* Fix hex game ID format and restore full game info

- Use unsigned hex format (uint64 cast) to avoid negative values
- Restore all RunningGameInfo fields: current_round, action_count, players, run_status
- Include full player info: faction_id, faction_name, leader_name, is_human, user_name

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

* Fix hex game ID parsing for large unsigned values

Use ParseUint instead of ParseInt to handle game IDs that exceed
max signed int64 when represented as unsigned hex.

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

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

---------

Co-authored-by: Claude <noreply@anthropic.com>
2025-11-30 19:19:00 -08:00
98baf7ec66 Organize documentation into docs/ folder (#4598)
Create docs/ folder at repo root and move documentation files:
- CONNECTION_ARCHITECTURE.md (new comprehensive connection docs)
- COMMAND_PROTO_USAGE_ANALYSIS.md
- DEPROTO_PLAN.md
- SCALA3_MODERNIZATION.md
- actions-model-usage-analysis.md
- occupants-optimization-report.md
- scala3-reflection-issues.md

CLAUDE.md remains at root (project instructions for Claude Code).

Connection architecture documentation includes:
- gRPC bidirectional streaming protocol details
- Client-side connection management (PersistentClientConnection)
- Server-side implementation (EagleServiceImpl)
- nginx proxy configuration and timeouts
- Timeout settings across all layers (client, nginx, server)
- Eagle ↔ Shardok communication flow

Critical findings:
- 🔴 SECURITY: Shardok internal interface exposed without auth in nginx config
- Mystery "2-minute timeout" doesn't exist in code (all timeouts are 5-20 minutes)
- No state resync mechanism after connection drops during Shardok
- Inefficient dual-layer heartbeat (HTTP/2 + application level)

Hypotheses for remote player connection issues:
- Most likely: NAT/firewall timeout at player's router/ISP (60-120s)
- HTTP/2 keepalive (45s) may not be frequent enough to keep NAT alive
- Shardok's bursty traffic pattern may appear "idle" at transport layer

Recommendations:
1. Fix Shardok internal interface security vulnerability
2. Add precise connection drop logging with timestamps
3. Reduce HTTP/2 keepalive from 45s to 15s
4. Get network diagnostics from affected remote player
5. Implement state resync mechanism for Shardok

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Co-authored-by: Claude <noreply@anthropic.com>
2025-11-30 14:11:51 -08:00
fe4332c107 Fix heartbeat timer not recreating after sending heartbeat (#4597)
The client would fail to detect dead connections because the heartbeat timer was never recreated after sending a heartbeat.

Root cause:
In TimerFired() (lines 666-690), the timer is always disposed when it fires (lines 666-668). If no response has been received for 10-20 seconds, the code sends a heartbeat (line 685) but then returns WITHOUT creating a new timer. This means if the server never responds to the heartbeat (dead connection), the client waits forever because there's no timer to detect the timeout.

The timer only gets recreated when SetUpTimer() is called in HandleStreamingCall after receiving a response (line 482). But if the connection is dead, no response ever comes, so SetUpTimer() is never called again.

Timeline of the bug:
1. No response for 10 seconds → timer fires
2. Code sends heartbeat, disposes timer, returns
3. Timer is gone, no response ever comes
4. Client waits forever, never detects dead connection
5. No automatic reconnection happens

Fix:
Call SetUpTimer() after sending a heartbeat (line 688):
- Creates new 10-second timer after heartbeat is sent
- If still no response after another 10 seconds (20 seconds total), next timer fires
- Detects > 20 seconds since last response, forces reconnection via Connect()

This was more noticeable during Shardok gameplay because dead connections are more disruptive to fast-paced tactical combat.

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2025-11-29 19:39:02 -08:00
dfa18cef70 Fix connection reconnection race condition during Shardok gameplay (#4596)
The client wasn't automatically reconnecting when dropped during Shardok gameplay due to a race condition in PersistentClientConnection.

Root causes:
1. Connect() was being called without await from multiple places (exception handlers, timers), dropping the returned Task
2. Multiple concurrent Connect() calls could happen simultaneously, creating conflicting state
3. The old HandleStreamingCall thread would check _currentThreadToken.IsCancellationRequested and return without reconnecting, even though that token gets cancelled during normal reconnection

Fixes:
- Add _isConnecting flag to prevent concurrent connection attempts
- Wrap Connect() body in try/finally to always reset the flag
- Change all Connect() calls to use Task.Run(() => Connect()) to properly handle the async method
- Only check _cancellationToken (not _currentThreadToken) in StatusCode.Cancelled handler
- Move Connect() call outside the lock in TimerFired to prevent blocking

This was more noticeable in Shardok because of more frequent updates and timing-sensitive gameplay.

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2025-11-29 19:16:38 -08:00
7845a54b5e Add LLM-generated text notifications for prisoner release, exile, and return (#4595)
Create notification generators for three prisoner management actions that now have LLM-generated narrative text:
- PrisonerReleasedDetailsNotificationGenerator
- PrisonerExiledDetailsNotificationGenerator
- PrisonerReturnedDetailsNotificationGenerator

Each follows the established pattern using StreamingDynamicNotification to display LLM-generated text as it arrives via llmId.

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2025-11-29 18:28:41 -08:00
3106fd9a40 Fix MCTS robustness issues with terminal nodes and empty children (#4587)
This commit fixes two related issues in the MCTS implementation:

1. Initial expansion guarantee: Ensures at least one child is expanded
   before entering the time-bounded loop. Previously, if the deadline
   had already passed (e.g., debugger pause, system load), we might
   enter the loop with zero children and crash when selecting the best.

2. Terminal node expansion fix: Changes the order of checks in selection
   and expansion to allow expanding terminal nodes that still have untried
   actions (e.g., final round where we need to pick an action). Previously,
   the isTerminal check would prevent expansion even when actions remained.

Also stubs two broken integration tests that manually constructed incomplete
FlatBuffer game states - proper testing is done in shardok_mcts_ai_basic_test.

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2025-11-29 18:27:56 -08:00
19a14174c5 Add LLM-generated text for prisoner release, exile, and return (#4594)
- Add proto messages for PrisonerReleasedMessage, PrisonerExiledMessage,
  PrisonerReturnedMessage in generated_text_request.proto
- Add notification details for the three new prisoner management types
- Create prompt generators for release, exile, and return actions
- Update ManagePrisonersCommand to emit LLM requests and notifications
  for Release, Exile, and Return options (matching Execute behavior)
- Update LlmResolver to handle the new prompt generators

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2025-11-29 18:21:29 -08:00
1f460a2777 Fix outlawed defenders not removed from rulingFactionHeroIds (#4593)
When a defending hero becomes outlawed during battle:
- They were correctly added to newUnaffiliatedHeroes via newOutlaws()
- But they were NOT removed from rulingFactionHeroIds because
  unitReturned() returns false for Outlawed status

This caused the same hero to appear in both rulingFactionHeroIds and
unaffiliatedHeroes, failing RuntimeValidator.scala:206 validation.

Fix: Also remove outlawed heroes from removedRulingPlayerHeroIds and
their battalions from removedBattalionIds.

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2025-11-29 08:39:21 -08:00
12244fb1d4 Display streaming LLM text for prisoner executed notifications (#4592)
Update PrisonerExecutedDetailsNotificationGenerator to use StreamingDynamicNotification instead of static DynamicTextNotification, enabling LLM-generated "last words" text to appear as it arrives.

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2025-11-29 08:31:03 -08:00
b87910dcf5 Add LLM-generated text for prisoner execution notifications (#4591)
Implement LLM-generated "last words" for prisoners when they are executed
via ManagePrisonersCommand, following the same pattern as CapturedHeroExecuted.

Changes:
- Add PrisonerExecutedMessage to proto and LlmRequestT enum
- Create PrisonerExecutedPromptGenerator for generating prompts
- Update ManagePrisonersCommand to create LLM request when executing
- Link notification to LLM request via NotificationT.Llm.Id
- Add test verifying LLM request creation and notification linking

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2025-11-29 08:18:43 -08:00
214790c5e8 Add profession-specific notification titles (#4590)
* Add profession-specific notification titles

Replace generic 'Profession Gained' with evocative titles per profession:
- Mage: 'Arcane Awakening'
- Necromancer: 'Dark Pact Sealed'
- Engineer: 'Genius Unleashed'
- Paladin: 'Divine Calling'
- Ranger: 'One with the Wild'
- Champion: 'Born for Battle'

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

* Refactor to use static dictionaries instead of switch expressions

Replace switch expressions with static readonly dictionaries for:
- ProfessionNames mapping
- ProfessionTitles mapping

Benefits:
- Single allocation at class initialization
- More maintainable and extensible
- Cleaner code organization

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

---------

Co-authored-by: Claude <noreply@anthropic.com>
2025-11-29 08:07:42 -08:00
ffd4ff29d3 Clamp fire damage to prevent negative casualties (#4589)
* Clamp fire damage to prevent negative casualties

Extreme negative open-ended percentile rolls (as low as -475) could
produce negative damage values in GetFireDamage, leading to negative
casualties in MutatingInternalTakeDamage.

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

* Add tests for fire damage with extreme negative rolls

Tests verify that GetFireDamage produces non-negative damage values
even with extreme negative open-ended percentile rolls (as low as -475).

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

---------

Co-authored-by: Claude <noreply@anthropic.com>
2025-11-29 07:27:10 -08:00
63e0334ef8 Deproto Phase 5: Complete all DeterministicSingleResultAction conversions (#4586)
* Convert EndPleaseRecruitMePhaseAction to ActionResultT

- Add fromProtoState factory to convert proto deferredNotifications
- Use NotificationConverter to convert notifications to Scala model
- Update call site in RoundPhaseAdvancer to use ActionResultProtoConverter

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

* Convert EndDefenseDecisionPhaseAction to ActionResultT

- Migrate from DeterministicSingleResultAction to ProtolessSimpleAction
- Add fromProtoState factory method to convert proto GameState to Scala models
- Use ArmyConverter for MovingArmy conversion
- Extract PayingProvinceResolution data class for tribute-paid army tracking
- Update call site in RoundPhaseAdvancer
- Update test to use new API pattern

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

* Update DEPROTO_PLAN.md with Phase 5 progress

- Mark 6 DeterministicSingleResultAction conversions as complete
- Update overall progress to ~75% complete
- Document remaining 4 actions to convert:
  - PerformFoodConsumptionPhaseAction
  - PerformHostileArmySetupAction
  - UnaffiliatedHeroesChangedAction
  - NewYearAction

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---------

Co-authored-by: Claude <noreply@anthropic.com>
2025-11-29 07:15:22 -08:00
4aae50d72c Add defensive exception for negative casualties in damage calculation (#4588)
Throws ShardokInternalErrorException if MutatingInternalTakeDamage
calculates negative casualties, which would indicate a bug in damage
calculation logic.

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Co-authored-by: Claude <noreply@anthropic.com>
2025-11-29 06:49:41 -08:00
0bd6e5b5d2 Convert EndFreeForAllBattle*PhaseAction to ActionResultT (#4585)
- Convert EndFreeForAllBattleRequestPhaseAction to case object with ProtolessSimpleAction
- Convert EndFreeForAllBattleResolutionPhaseAction to case object with ProtolessSimpleAction
- Update call sites in RoundPhaseAdvancer to use ActionResultProtoConverter

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Co-authored-by: Claude <noreply@anthropic.com>
2025-11-28 15:46:18 -08:00
0560f15d1c Add chance nodes for combat commands (MELEE, ARCHERY, CHARGE, DUEL, REDUCE) (#4583)
Combat commands use OpenEndedPercentile rolls that affect damage dealt.
Without chance nodes, MCTS only sees one possible outcome, which can
lead to suboptimal decisions when roll variance significantly affects
combat results.

Commands now treated as multi-outcome chance nodes:
- MELEE_COMMAND: attacker roll affects damage
- ARCHERY_COMMAND: attacker roll affects damage
- CHARGE_COMMAND: attacker roll affects damage
- CHALLENGE_DUEL_COMMAND: multiple rolls affect duel outcome
- REDUCE_COMMAND: roll affects structure/unit damage

Each uses 5 fixed-seed outcomes (rolls: 10, 30, 50, 70, 90) to sample
the distribution of possible results.

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2025-11-28 15:35:31 -08:00
428b91f337 Phase 5: Convert EndBattleRequestPhaseAction and EndBattleResolutionPhaseAction to ActionResultT (#4581)
* Update DEPROTO_PLAN.md: Phase 4 is already complete

Assessment shows ActionResultT infrastructure is 86% complete:
- ActionResultT trait and ActionResultC implementation exist
- ActionResultTApplier exists for gradual migration
- ActionResultProtoConverter is complete
- 51/59 actions already use ActionResultT
- Only ~10 actions still use proto ActionResult

Phase 5 will cover:
- Converting remaining proto actions to ActionResultT
- Converting RoundPhaseAdvancer to use Scala GameState
- Converting action parameters to Scala GameState

Updated effort estimates: ~40% complete (was 10%)

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

* Convert EndBattleRequestPhaseAction to ActionResultT

- Convert EndBattleRequestPhaseAction to use ProtolessSimpleAction
- Return ActionResultT instead of proto ActionResult
- Use Scala model types (RoundPhase.FoodConsumption, ChangedProvinceC)
- Add factory method fromProtoState() for call sites using proto GameState
- Update RoundPhaseAdvancer call site to use ActionResultProtoConverter

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

* Convert EndBattleResolutionPhaseAction to ActionResultT

- Convert from case class with GameState to case object extending ProtolessSimpleAction
- Update call site in RoundPhaseAdvancer to use ActionResultProtoConverter
- Update test to use Scala model types instead of proto types

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

---------

Co-authored-by: Claude <noreply@anthropic.com>
2025-11-28 15:33:28 -08:00
d489857692 Include starting_position_index in UnknownUnit view (#4584)
The starting_position_index field was not being included in the
UnitView for hidden/unplaced enemy units, causing GameStateGuesser
to default it to -1. This caused crashes in PlayerSetupCommandFactory
when the AI tried to generate setup commands for attacker units.

starting_position_index is public information (defenders know which
direction attackers will spawn from), so it should always be visible.

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Co-authored-by: Claude <noreply@anthropic.com>
2025-11-28 15:30:35 -08:00
93e6771ded Allow clicking Free Heroes panel to select hero for divining (#4582)
Implement AddTargetedHero() in DivineCommandSelector to allow direct
selection of heroes from the Free Heroes panel. When a hero is clicked,
find their index in the divinable heroes list and update the selection.

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Co-authored-by: Claude <noreply@anthropic.com>
2025-11-28 14:54:38 -08:00
430b16bc86 Treat END_TURN as chance node in MCTS to handle random effects (#4579)
END_TURN has random effects (fire spread/extinguish, weather changes)
that caused MCTS to sometimes prefer START_FIRE over END_TURN because
the random outcomes created inconsistent scoring.

This change:
- Generalizes BinaryOutcomeInfo to ChanceOutcomeInfo supporting N outcomes
- Adds multiOutcome(int) factory for END_TURN with 5 fixed-seed outcomes
- Updates ShardokAction::requiresChanceNode() to return true for END_TURN
- Adds test verifying AI doesn't prefer START_FIRE when not beneficial

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Co-authored-by: Claude <noreply@anthropic.com>
2025-11-28 14:37:18 -08:00
8fb518ccad Fix MCTS chance node evaluation bugs (#4580)
Two bugs in chance node handling:

1. lookaheadScore not updated for binary outcomes: The code only updated
   lookaheadScore when children.size() == 1, which never happened for
   binary outcomes (2 children). Chance nodes kept their initial score
   from the parent state, giving them unfair UCB advantage.

2. Simulation ran on wrong state: When creating a chance node, we returned
   it for simulation. But chance nodes store the parent state, so simulation
   ran on the pre-action state instead of an outcome state. Now we recursively
   expand the first outcome and return that instead.

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Co-authored-by: Claude <noreply@anthropic.com>
2025-11-28 14:18:49 -08:00
bfd4fcebbf Add variable beast power with min/max range (#4578)
* Add variable beast power with min/max range

- Split relativePower into minRelativePower and maxRelativePower
- SuppressBeastsCommand now randomly selects power within range
- CommandChoiceHelpers uses average power for AI decisions
- Fix CRLF line endings in TSV download scripts

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

* clown variance

* Fix SuppressBeastsCommandTest for min/max relativePower

Update test BeastInfo instances to use minRelativePower and
maxRelativePower instead of the old relativePower field.

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

* Use worst-case beast power for AI decision-making

The AI should assume max relativePower when deciding whether to
suppress beasts, to be cautious about high-variance beasts like clowns.

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

* Extract relativePower method and add tests

Create a public SuppressBeastsCommand.relativePower method that takes
BeastInfo and FunctionalRandom, returning RandomState[Double]. This
makes the random power calculation reusable and testable.

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

* Use cubic distribution for beast relativePower

Change from uniform to cubic distribution (roll^3) so that most
encounters are closer to minRelativePower, while still allowing
rare high-power encounters up to maxRelativePower.

For clowns (5-50 power range):
- Median outcome: ~10.6 (vs 27.5 with uniform)
- 75th percentile: ~24 (vs 38.75 with uniform)

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

* Use quartic distribution and P90 for AI decisions

- Change from cubic (roll^3) to quartic (roll^4) distribution for
  even more skew toward minRelativePower
- AI now uses P90 (0.9^4 = 0.6561) instead of worst-case when
  deciding whether to suppress beasts

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

---------

Co-authored-by: Claude <noreply@anthropic.com>
2025-11-28 13:02:06 -08:00
7c312eb2ef Phase 3: Update GameHistory to return Scala models (#4576)
* Phase 3: Update GameHistory to return Scala models

- GameHistory.stateAfter now returns Scala GameState instead of proto
- GameHistory.sinceDate now accepts Scala Date instead of proto Date
- Updated InMemoryHistory and PersistedHistory implementations
- Updated callers (EngineImpl, UnrequestedTextHandler, HumanPlayerClientConnectionState)
  to convert to proto only at boundaries where needed
- Updated tests to use Scala models for mock expectations

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

* Update DEPROTO_PLAN with Phase 3 completion and RoundPhaseAdvancer strategy

- Mark Phase 2 and Phase 3 as complete (PRs #4563 and #4576)
- Update rollout diagram to show progress
- Restructure Phase 5 to prioritize RoundPhaseAdvancer actions
- Add strategic insight about RoundPhaseAdvancer as central orchestrator
- Add Lessons Learned appendix from Phases 2-3

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

---------

Co-authored-by: Claude <noreply@anthropic.com>
2025-11-28 11:40:04 -08:00
209fab050b Strip CRLF line endings from Google Sheets TSV exports (#4577)
Google Sheets exports TSV files with Windows-style CRLF line endings.
This causes spurious git diffs when the download scripts are run.
Pipe curl output through `tr -d '\r'` to strip carriage returns.

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Co-authored-by: Claude <noreply@anthropic.com>
2025-11-28 11:38:51 -08:00
0bc0cbc738 Phase 2: Update EngineImpl to use Scala GameState internally (#4563)
* Phase 2: Update EngineImpl to use Scala GameState internally

This is part of the deproto migration plan to limit proto usage to the
edges (network/disk) in the Eagle game engine.

Key changes:
- Engine.currentState now returns Scala GameState instead of proto
- EngineImpl uses Scala GameState internally, converting to/from proto
  at boundaries when calling proto-expecting functions
- Updated AIClient, GameController, and GamesManager to use
  GameStateConverter at boundaries
- Added necessary transitive exports in BUILD files for Scala model types
- Updated GamesManagerTest to use GameStateConverter for test mocks

Known issue: GamesManagerTest has 2 failing test cases due to incomplete
mock hero data (heroes lack factionId). This is a test data issue, not
a code issue - the test mocks need to be updated with proper hero setup.

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

* Use Scala GameState directly in tests instead of converting from proto

Update GameControllerTest and GamesManagerTest to create GameState objects
directly using the Scala model types, rather than creating GameStateProto
and converting. This simplifies the tests and removes unnecessary proto
dependencies.

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

---------

Co-authored-by: Claude <noreply@anthropic.com>
2025-11-27 22:54:03 -08:00
48b561a999 Improve ProfessionGained notification wording (#4575)
* Improve ProfessionGained notification wording

Change from 'gained the {profession} profession' to 'became a {profession}'
for more natural and concise text.

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

* Fix article grammar for profession names

Add GetArticle() helper to use 'an' for vowel-starting professions
(Engineer) and 'a' for consonant-starting ones.

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

---------

Co-authored-by: Claude <noreply@anthropic.com>
2025-11-27 16:56:25 -08:00
238 changed files with 15332 additions and 5535 deletions
+1
View File
@@ -37,3 +37,4 @@ scripts/refresh_name_layers/refresh_name_layers.zip
.metals
api_keys.txt
src/main/csharp/net/eagle0/clients/unity/eagle0/ProjectSettings/Packages/com.unity.dedicated-server/
+2 -1
View File
@@ -32,8 +32,9 @@ repos:
- id: gazelle
name: gazelle
language: system
entry: bazel run //:gazelle
entry: ./scripts/pre-commit-gazelle.sh
files: '(\.go|\.proto|BUILD\.bazel|BUILD|WORKSPACE|WORKSPACE\.bazel|\.bzl)$'
pass_filenames: false
- repo: local
hooks:
- id: update-action-result-types
+36
View File
@@ -85,6 +85,16 @@ bazel run gazelle # Update Go build files
./scripts/updateActionResultTypes.sh # Update protocol buffer mappings
```
### Pre-Commit Checklist
**MANDATORY: Before running `git commit`, verify:**
1. **If you modified any BUILD.bazel file:** Run `bazel run gazelle` and stage any changes it makes
2. **If you modified C++ or C# files:** Run `clang-format -i` on the modified files
3. **If you modified Scala files:** scalafmt will run automatically via pre-commit hook
The pre-commit hook runs gazelle but only checks if it succeeds - it does NOT verify the BUILD files are in canonical format. The `gazelle_test` will fail if deps are not alphabetically sorted. **Always run gazelle manually after BUILD file changes.**
### Code Formatting
```bash
@@ -244,6 +254,32 @@ done
- **Always test performance changes** - what seems like an optimization may sometimes have unexpected overhead or
behavior changes.
## Troubleshooting Scala Build Errors
### MissingType Errors
When you see errors like:
```
dotty.tools.dotc.core.MissingType: Cannot resolve reference to type net.eagle0.eagle.internal.game_state.type.GameState
```
**This is NOT a Scala compiler crash.** This is a missing dependency in BUILD.bazel.
**How to fix:**
1. Identify the missing type from the error message (e.g., `game_state.GameState`)
2. Find the Bazel target that provides this type (e.g., `//src/main/protobuf/net/eagle0/eagle/internal:game_state_scala_proto`)
3. Add it to the `deps` of the failing target
4. If the type appears in a public method signature, also add it to `exports` so downstream targets can see it
**Common pattern:** When adding a method to a class that takes or returns a proto type, the proto dependency often needs to be added to both `deps` AND `exports`.
### Bazel Clean
**NEVER run `bazel clean` without asking first.** It rarely fixes actual issues and wastes significant rebuild time. The issues that seem like they need `bazel clean` are usually:
- Missing imports in Scala code
- Missing dependencies in BUILD.bazel
- Missing exports for types used in public signatures
## Game Content
**Maps:** `.e0mj` files in `/src/main/resources/net/eagle0/shardok/maps/`
+1
View File
@@ -76,6 +76,7 @@ use_repo(
"com_github_aws_aws_sdk_go_v2_config",
"com_github_aws_aws_sdk_go_v2_credentials",
"com_github_aws_aws_sdk_go_v2_service_s3",
"org_golang_google_grpc",
"org_golang_google_protobuf",
)
+1 -2
View File
@@ -1,2 +1 @@
UNITY_VERSION='6000.2.7f2'
UNITY_VERSION='6000.3.0f1'
File diff suppressed because it is too large Load Diff
+215
View File
@@ -0,0 +1,215 @@
# Deproto Migration Plan
## Vision
**Protocol buffers should only be used at the edges** — for network serialization (gRPC) and disk persistence. Inside the Eagle game engine, all logic should operate on native Scala models.
```
┌─────────────────────────────────────────────────────────────────────┐
│ GRPC BOUNDARY │
│ EagleServiceImpl.scala ←→ Proto Messages ←→ Unity Client │
└─────────────────────────────────────────────────────────────────────┘
GameStateConverter
┌─────────────────────────────────────────────────────────────────────┐
│ SCALA ENGINE │
│ │
│ GameStateC ───→ Actions ───→ ActionResultT ───→ New GameStateC │
│ ↑ │ │
│ │ (Pure Scala models) │ │
│ └───────────────────────────────────────────────────┘ │
│ │
│ HeroC, FactionC, ProvinceC, BattalionC, ArmyC, etc. │
└─────────────────────────────────────────────────────────────────────┘
GameStateConverter
┌─────────────────────────────────────────────────────────────────────┐
│ PERSISTENCE BOUNDARY │
│ GameHistory.scala ←→ Proto Messages ←→ File/Database │
└─────────────────────────────────────────────────────────────────────┘
```
---
## Current State
### Completed Phases
| Phase | Status | Summary |
|-------|--------|---------|
| Phase 1: GameStateC | **Complete** | Scala `GameState` model with 22 fields |
| Phase 2: EngineImpl | **Complete** | Holds Scala `GameState` internally |
| Phase 3: GameHistory | **Complete** | `stateAfter` returns Scala GameState |
| Phase 4: ActionResultT | **Complete** | All 59 actions return `ActionResultT` |
| Phase 5: Action Base Classes | **Complete** | All `RandomSequentialResultsAction` and `DeterministicSingleResultAction` converted to T-type base classes |
| Phase 5b: Base Class Cleanup | **Complete** | `RandomSequentialResultsAction` and `DeterministicSingleResultAction` deleted |
### Current Architecture
**ActionResultT Production (100% Complete):**
- All actions produce `ActionResultT`
- Conversion to `ActionResultProto` happens via `ActionResultProtoConverter.toProto()`
- No direct `ActionResultProto` construction outside the converter
**ActionResultProto Consumption (Next Target):**
- `ActionResultProtoApplierImpl` - applies proto results to proto GameState
- `RoundPhaseAdvancer` - calls converter, passes protos to applier
- `InMemoryHistory` / `PersistedHistory` - stores proto results
- Service layer (`GameController`, `GamesManager`, etc.) - uses proto for client communication
---
## Phase 6: Migrate to ActionResultT Consumers
### Objective
Eliminate internal consumption of `ActionResultProto`. Everything inside the engine should work with `ActionResultT`.
### Current Flow (Proto-Heavy)
```
Action.execute()
→ ActionResultT
→ ActionResultProtoConverter.toProto()
→ ActionResultProto
→ ActionResultProtoApplierImpl.applyActionResults()
→ GameStateProto
→ GameStateConverter.fromProto()
→ GameStateC
```
### Target Flow (T-Types Throughout)
```
Action.execute()
→ ActionResultT
→ ActionResultTApplier.applyActionResults()
→ GameStateC
(Proto conversion only at boundaries)
```
### Key Files to Convert
**Tier 1 - Core Applier:**
```
src/main/scala/net/eagle0/eagle/library/actions/applier/ActionResultProtoApplierImpl.scala
```
Create `ActionResultApplier` that applies `ActionResultT` directly to Scala `GameState`.
**Tier 2 - RoundPhaseAdvancer:**
```
src/main/scala/net/eagle0/eagle/library/RoundPhaseAdvancer.scala
```
Currently has ~20 calls to `ActionResultProtoConverter.toProto()`. After Tier 1, these become unnecessary.
**Tier 3 - Sequencers:**
```
src/main/scala/net/eagle0/eagle/library/actions/impl/common/RandomStateTSequencer.scala
src/main/scala/net/eagle0/eagle/library/actions/impl/common/RandomStateProtoSequencer.scala
```
Modify `RandomStateTSequencer` to thread Scala `GameState` throughout (currently converts to proto internally). Then evaluate whether `RandomStateProtoSequencer` is still needed at all.
**Tier 4 - History APIs:**
```
src/main/scala/net/eagle0/eagle/service/InMemoryHistory.scala
src/main/scala/net/eagle0/eagle/service/PersistedHistory.scala
```
Change APIs to vend Scala `GameState` and `ActionResultT` instead of proto versions. `PersistedHistory` converts to proto internally for disk persistence; `InMemoryHistory` doesn't need proto at all.
### ActionResultProto Consumer Inventory
| File | Usage | Target |
|------|-------|--------|
| `ActionResultTApplierImpl.scala` | Converts T→Proto, delegates to proto applier | Replace with `ActionResultApplier` |
| `RoundPhaseAdvancer.scala` | ~20 converter calls | Eliminate after applier conversion |
| `RandomStateTSequencer.scala` | Converts T→Proto internally | Thread Scala GameState throughout |
| `RandomStateProtoSequencer.scala` | Returns `Vector[ActionResultProto]` | Evaluate if still needed |
| `VigorXPApplier.scala` | Wraps proto results | Convert to work with T |
| `ResolveBattleAction.scala` | 2 converter calls | Convert after dependencies |
| `PerformForcedTurnBackAction.scala` | 1 converter call | Convert after dependencies |
| `EndFreeForAllDecisionPhaseAction.scala` | ~~fromProtoState~~ | **Complete** - now takes Scala GameState |
| `EndBattleRequestPhaseAction.scala` | ~~fromProtoState~~ | **Complete** - now takes Scala GameState |
| `EndDefenseDecisionPhaseAction.scala` | ~~fromProtoState~~ | **Complete** - now takes Scala GameState |
| `EndPleaseRecruitMePhaseAction.scala` | `fromProtoState` | **BLOCKED** - Scala 3.7.2 compiler crash (lambdaLift phase) |
| `InMemoryHistory.scala` | Stores proto results | Vend Scala types, remove proto entirely |
| `PersistedHistory.scala` | Stores proto results | Vend Scala types, convert internally for disk |
| `GameController.scala` | Uses proto for client communication | Keep proto (gRPC boundary) |
### Estimated Effort
| Component | Lines | Complexity |
|-----------|-------|------------|
| `ActionResultApplier` | ~900 | High (port of proto applier) |
| `RandomStateTSequencer` refactor | ~150 | Medium |
| `RoundPhaseAdvancer` updates | ~100 | Medium |
| History API updates | ~100 | Low |
| Action/utility updates | ~200 | Low |
| **Total** | **~1450** | |
### Validation
- [ ] `ActionResultApplier` created and tested
- [ ] `RandomStateTSequencer` threads Scala GameState throughout
- [ ] `RoundPhaseAdvancer` uses T-types internally
- [ ] History APIs vend Scala types
- [ ] No `ActionResultProtoConverter.toProto()` calls except at persistence/gRPC boundaries
- [ ] All tests pass
---
## Phase 7: Clean Up Legacy Utilities
### Objective
Remove remaining direct proto imports from utility classes.
### Files to Modify
| File | Status |
|------|--------|
| `LegacyFactionUtils.scala` | Replace proto imports with `FactionT` |
| `LegacyUnaffiliatedHeroUtils.scala` | Replace proto imports with Scala models |
| `BattalionTypeLoader.scala` | Keep proto for file loading, convert immediately after |
| `BeastUtils.scala` | **Complete** - now uses Scala `BeastInfo` only |
---
## Phase 8: Verify Boundaries
### Objective
Confirm protos are used correctly at boundaries — and ONLY there.
### Expected Proto Usage (Keep)
- `EagleServiceImpl.scala` - gRPC boundary
- `InMemoryHistory.scala` / `PersistedHistory.scala` - Persistence boundary
- `*Converter.scala` - Explicit conversion utilities
- `*Loader.scala` - File loading utilities
### Expected No Proto Usage (Verify)
- `/library/actions/impl/` - Pure Scala models
- `/library/util/` - Pure Scala models (except loaders)
- `/model/state/` - Pure Scala models
---
## Open Questions
1. **Persistence Format**: Currently game state is persisted as proto. Should we keep proto for persistence (good for schema evolution) or switch to a different format?
2. **Shardok Integration**: `ResolveBattleAction` communicates with Shardok. Should the Shardok interface use protos (external service) or Scala models?
3. **View Generation**: `GameStateViewDiffer` works with view protos for client updates. Should views also have Scala models, or is proto acceptable for client-facing projections?
---
## Success Criteria
### Code Quality
- [ ] Zero proto imports in `/library/actions/` (except boundaries)
- [ ] Zero proto imports in `/library/` utilities (except loaders)
- [ ] `GameStateT` used throughout engine internals
- [ ] Proto usage limited to: `EagleServiceImpl`, loaders, converters, persistence
### Architecture
- [ ] Clear separation: Scala models (internal) vs Proto (boundaries)
- [ ] Converters as the only bridge between domains
- [ ] No "proto creep" into business logic
Binary file not shown.
+1
View File
@@ -9,6 +9,7 @@ require (
github.com/aws/aws-sdk-go-v2/config v1.28.10
github.com/aws/aws-sdk-go-v2/credentials v1.17.51
github.com/aws/aws-sdk-go-v2/service/s3 v1.72.2
google.golang.org/grpc v1.68.0
google.golang.org/protobuf v1.36.3
)
+2
View File
@@ -40,6 +40,8 @@ github.com/google/go-cmp v0.5.5/go.mod h1:v8dTdLbMG2kIc/vJvl+f65V22dbkXbowE6jgT/
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=
google.golang.org/grpc v1.68.0 h1:aHQeeJbo8zAkAa3pRzrVjZlbz6uSfeOXlJNQM0RAbz0=
google.golang.org/grpc v1.68.0/go.mod h1:fmSPC5AsjSBCK54MyHRx48kpOti1/jRfOlwEWywNjWA=
google.golang.org/protobuf v1.26.0-rc.1 h1:7QnIQpGRHE5RnLKnESfDoxm2dTapTZua5a0kS0A+VXQ=
google.golang.org/protobuf v1.26.0-rc.1/go.mod h1:jlhhOSvTdKEhbULTjvd4ARK9grFBp09yW+WbY/TyQbw=
google.golang.org/protobuf v1.36.3 h1:82DV7MYdb8anAVi3qge1wSnMDrnKK7ebr+I0hHRN1BU=
+2 -2
View File
@@ -1,7 +1,7 @@
#!/usr/bin/env bash
curl -L "https://docs.google.com/spreadsheets/d/1pv-WMXReccddPwev_YG9IXEGznuGHrYjNNEZ0Rb-ZhM/export?gid=0&format=tsv" > src/main/resources/net/eagle0/shardok/settings.tsv
curl -L "https://docs.google.com/spreadsheets/d/1p6I5nUMcoAPHIcqikVgbBCFVnqN9dpOEVClbS_wOI7M/export?gid=0&format=tsv" > src/main/resources/net/eagle0/eagle/settings.tsv
curl -L "https://docs.google.com/spreadsheets/d/1pv-WMXReccddPwev_YG9IXEGznuGHrYjNNEZ0Rb-ZhM/export?gid=0&format=tsv" | tr -d '\r' > src/main/resources/net/eagle0/shardok/settings.tsv
curl -L "https://docs.google.com/spreadsheets/d/1p6I5nUMcoAPHIcqikVgbBCFVnqN9dpOEVClbS_wOI7M/export?gid=0&format=tsv" | tr -d '\r' > src/main/resources/net/eagle0/eagle/settings.tsv
bazel run //src/main/go/net/eagle0/build/settings_generator:settings_generator -- \
${PWD}/src/main/resources/net/eagle0/eagle/settings.tsv \
+4 -4
View File
@@ -1,11 +1,11 @@
#!/usr/bin/env bash
curl -L "https://docs.google.com/spreadsheets/d/1DHEsiv4cY4gE6AX3sVH82K__mpBD1aznIYCQwQxA_F0/export?gid=0&format=tsv" > /tmp/names.tsv
curl -L "https://docs.google.com/spreadsheets/d/1DHEsiv4cY4gE6AX3sVH82K__mpBD1aznIYCQwQxA_F0/export?gid=0&format=tsv" | tr -d '\r' > /tmp/names.tsv
bazel run //src/main/scala/net/eagle0/util:name_list_checker -- /tmp/names.tsv > src/main/resources/net/eagle0/names.tsv
bazel run //src/main/scala/net/eagle0/util:name_list_json_maker -- /tmp/names.tsv > src/main/resources/net/eagle0/names.json
curl -L "https://docs.google.com/spreadsheets/d/1NhvG73HKyVE36yGpkV2oJiSIXoNqQOYTr5ArLnucYL0/export?gid=0&format=tsv" > src/main/resources/net/eagle0/shardok/battalionTypes.tsv
curl -L "https://docs.google.com/spreadsheets/d/1pNWiyxIks2wJ1v7jRLFD24zrKHG2AfhC-nkWmQKQGN4/export?gid=0&format=tsv" > src/main/resources/net/eagle0/eagle/heroes.tsv
curl -L "https://docs.google.com/spreadsheets/d/1RUguq5eAQprsZwOOqiCc-1dg4Urc_6iJ6awZsFU4MeI/export?gid=0&format=tsv" > src/main/resources/net/eagle0/eagle/beasts.tsv
curl -L "https://docs.google.com/spreadsheets/d/1NhvG73HKyVE36yGpkV2oJiSIXoNqQOYTr5ArLnucYL0/export?gid=0&format=tsv" | tr -d '\r' > src/main/resources/net/eagle0/shardok/battalionTypes.tsv
curl -L "https://docs.google.com/spreadsheets/d/1pNWiyxIks2wJ1v7jRLFD24zrKHG2AfhC-nkWmQKQGN4/export?gid=0&format=tsv" | tr -d '\r' > src/main/resources/net/eagle0/eagle/heroes.tsv
curl -L "https://docs.google.com/spreadsheets/d/1RUguq5eAQprsZwOOqiCc-1dg4Urc_6iJ6awZsFU4MeI/export?gid=0&format=tsv" | tr -d '\r' > src/main/resources/net/eagle0/eagle/beasts.tsv
#curl -L "https://docs.google.com/spreadsheets/d/1Z-60cJ_N1IasvqpVb5awKEkIYznEeR2IZSdli47oW88/export?gid=0&format=tsv" > src/main/resources/net/eagle0/eagle/province_map.tsv
${PWD}/scripts/dlSettings.sh
+19
View File
@@ -0,0 +1,19 @@
#!/bin/bash
# Pre-commit hook wrapper for gazelle that fails if files are modified.
# This ensures BUILD files are in canonical format before committing.
set -e
# Run gazelle
bazel run //:gazelle 2>/dev/null
# Check if any BUILD files were modified
if ! git diff --quiet -- '*.bazel' '**/BUILD' 'WORKSPACE*'; then
echo ""
echo "ERROR: gazelle modified BUILD files. Please stage the changes and retry:"
echo ""
git diff --name-only -- '*.bazel' '**/BUILD' 'WORKSPACE*'
echo ""
echo "Run: git add -u && git commit"
exit 1
fi
@@ -5,6 +5,7 @@
#include "AbstractMCTSAI.hpp"
#include <algorithm>
#include <chrono>
#include <fstream>
#include <future>
#include <iomanip>
@@ -84,7 +85,7 @@ auto AbstractMCTSAI::Search(
LogSearchResults(rootNode.get(), bestChild, result);
}
// Dump tree if requested
// Dump tree if explicitly requested via config
if (!config_.debugDumpPath.empty()) { DumpTreeToFile(rootNode.get(), config_.debugDumpPath); }
return result;
@@ -129,6 +130,37 @@ auto AbstractMCTSAI::BuildMCTSTree(
// Initialize action counter
root->totalActions = rootActions.size();
// CRITICAL: Do at least one expansion before entering the time-bounded loop.
// This ensures we always have at least one child to return, even if the deadline
// has already passed (e.g., due to debugger pause, system load, etc.)
{
auto* selected = MCTSSelection(root.get());
const bool selectedIsRoot = (selected == root.get());
const size_t childrenBeforeExpansion = root->children.size();
if (selected) {
auto* expanded = MCTSExpansion(selected, engine);
const double reward =
MCTSSimulation(engine, *expanded->gameState, playerId_, expanded->playerFlips);
MCTSBackpropagation(expanded, reward, config_.backpropagationPolicy);
}
// Verify we actually have at least one child after the initial expansion
if (root->children.empty()) {
throw MCTSInternalError(
"MCTS BuildMCTSTree: Initial expansion failed to produce any children. "
"totalActions=" +
std::to_string(root->totalActions) +
", selected=" + (selected ? "non-null" : "null") +
", selectedIsRoot=" + (selectedIsRoot ? "true" : "false") +
", childrenBefore=" + std::to_string(childrenBeforeExpansion) +
", childrenAfter=" + std::to_string(root->children.size()) +
", root->CanExpand()=" + (root->CanExpand() ? "true" : "false") +
", root->nextUntriedActionIndex=" +
std::to_string(root->nextUntriedActionIndex));
}
}
std::atomic<int> iterations{0};
if (config_.useMultithreading && config_.numThreads > 1) {
@@ -205,10 +237,19 @@ auto AbstractMCTSAI::BuildMCTSTree(
auto AbstractMCTSAI::MCTSSelection(MCTSNode* root) const -> MCTSNode* {
MCTSNode* current = root;
while (!current->isTerminal && current->depth < config_.maxTreeDepth) {
while (current->depth < config_.maxTreeDepth) {
// Check expansion FIRST - allows expanding "terminal" nodes that still have
// untried actions (e.g., final round where we need to pick an action)
if (current->CanExpand()) {
return current; // Node has untried actions/outcomes
} else if (!current->children.empty()) {
}
// Only after expansion check: stop if terminal and fully expanded
if (current->isTerminal) {
break; // Terminal and no more actions to try
}
if (!current->children.empty()) {
// Choose child based on node type
if (current->IsChanceNode()) {
// Chance nodes: select outcome proportional to probability
@@ -228,7 +269,9 @@ auto AbstractMCTSAI::MCTSSelection(MCTSNode* root) const -> MCTSNode* {
auto AbstractMCTSAI::MCTSExpansion(MCTSNode* node, const MCTSGameEngine& engine) const
-> MCTSNode* {
if (!node->CanExpand() || node->isTerminal) {
// Only skip if we truly can't expand. Allow expansion even if "terminal" as long as
// there are untried actions (e.g., final round where we need to pick an action).
if (!node->CanExpand()) {
return node; // Nothing to expand
}
@@ -317,8 +360,11 @@ auto AbstractMCTSAI::MCTSExpansion(MCTSNode* node, const MCTSGameEngine& engine)
// Normalize by total probability of expanded outcomes
if (totalProbability > 0.0) {
node->immediateScore = expectedImmediate / totalProbability;
// Also update lookaheadScore if this is a fresh expansion
if (node->children.size() == 1) { node->lookaheadScore = node->immediateScore; }
// CRITICAL: Always update lookaheadScore to the expected value.
// Without this, chance nodes keep their initial lookaheadScore from the parent
// state (before the action), while regular actions use the child state (after).
// This gives chance nodes an unfair initial UCB advantage.
node->lookaheadScore = node->immediateScore;
}
}
@@ -385,8 +431,14 @@ auto AbstractMCTSAI::MCTSExpansion(MCTSNode* node, const MCTSGameEngine& engine)
chanceNode->parent = node;
node->children.push_back(std::move(chanceNode));
// Return the chance node for further expansion
return node->children.back().get();
// CRITICAL: Immediately expand the first outcome and return that instead.
// If we returned the chance node itself, MCTSSimulation would run on the parent state
// (since chance nodes have parent's gameState), which is wrong. We need to simulate
// from an actual outcome state.
//
// Note: This recursion is bounded because outcome children are decision nodes,
// not chance nodes, so the recursion goes exactly one level deep.
return MCTSExpansion(node->children.back().get(), engine);
}
// Regular (non-chance) action: create decision node directly
@@ -16,28 +16,39 @@
namespace shardok {
namespace mcts {
// Information about binary chance outcomes (success/failure)
struct BinaryOutcomeInfo {
double successProbability; // Probability of success (0.0 to 1.0)
// Information about chance outcomes (supports both binary and multi-outcome)
struct ChanceOutcomeInfo {
std::vector<double> probabilities; // Probability of each outcome (must sum to 1.0)
std::vector<double> rolls; // Roll values for each outcome
// Returns extreme roll values that guarantee success/failure against any threshold.
//
// NOTE: These are not truly "representative" rolls - they guarantee outcomes rather
// than simulating typical rolls. Some commands have variance beyond success/failure
// (e.g., BUILD_BRIDGE quality depends on roll margin). This simplification ignores
// that variance. If outcome quality matters for AI decisions, we may need to revisit
// this approach with actual representative rolls based on the command's threshold.
[[nodiscard]] static std::vector<double> getRepresentativeRolls() {
// Factory for binary success/failure outcomes (e.g., START_FIRE)
[[nodiscard]] static ChanceOutcomeInfo binary(double successProbability) {
// -100: triggers open-ended low sequence, succeeds against any threshold
// 150: triggers open-ended high sequence, fails against any threshold
return {-100.0, 150.0};
return {{successProbability, 1.0 - successProbability}, {-100.0, 150.0}};
}
[[nodiscard]] std::vector<double> getProbabilities() const {
return {successProbability, 1.0 - successProbability};
// Factory for multi-outcome with fixed seeds (e.g., END_TURN)
// Uses uniformly distributed roll values to sample different random outcomes
[[nodiscard]] static ChanceOutcomeInfo multiOutcome(int numOutcomes) {
std::vector<double> probs(numOutcomes, 1.0 / numOutcomes);
std::vector<double> rollValues;
rollValues.reserve(numOutcomes);
// Spread rolls across the percentile range: 10, 30, 50, 70, 90 for 5 outcomes
for (int i = 0; i < numOutcomes; ++i) {
rollValues.push_back(10.0 + (80.0 * i) / (numOutcomes - 1));
}
return {probs, rollValues};
}
[[nodiscard]] const std::vector<double>& getRepresentativeRolls() const { return rolls; }
[[nodiscard]] const std::vector<double>& getProbabilities() const { return probabilities; }
};
// Backward compatibility alias
using BinaryOutcomeInfo = ChanceOutcomeInfo;
// Abstract interface for game engines
class MCTSGameEngine {
public:
@@ -32,6 +32,7 @@ cc_library(
"//src/main/cpp/net/eagle0/shardok/library:engine",
"//src/main/cpp/net/eagle0/shardok/library:game_state_w",
"//src/main/cpp/net/eagle0/shardok/library/settings:game_settings",
"//src/main/protobuf/net/eagle0/shardok/common:command_type_cc_proto",
],
)
@@ -67,8 +67,22 @@ bool ShardokAction::equals(const MCTSAction& other) const {
}
bool ShardokAction::requiresChanceNode() const {
// Actions with probabilistic outcomes require chance nodes
return hasOdds_;
// Actions with probabilistic outcomes require chance nodes:
// 1. Binary success/failure actions (hasOdds_): START_FIRE, FEAR, etc.
// 2. END_TURN: random effects (fire spread, weather changes)
// 3. Combat actions: roll affects damage dealt (MELEE, ARCHERY, CHARGE, DUEL)
if (hasOdds_) { return true; }
using namespace net::eagle0::shardok::common;
switch (type_) {
case END_TURN_COMMAND:
case MELEE_COMMAND:
case ARCHERY_COMMAND:
case CHARGE_COMMAND:
case CHALLENGE_DUEL_COMMAND:
case REDUCE_COMMAND: return true;
default: return false;
}
}
} // namespace shardok::mcts
@@ -140,7 +140,7 @@ std::unique_ptr<MCTSGameState> ShardokGameEngine::applyAction(
engine->PostCommand(currentPlayer, shardokAction->getIndex(), randomGen);
// Create and return the new state (don't cache the mutated engine)
// Create and return the new state
auto newState = std::make_unique<ShardokGameState>(
engine->GetCurrentGameState(),
scoreCalculator_,
@@ -152,6 +152,11 @@ std::unique_ptr<MCTSGameState> ShardokGameEngine::applyAction(
*alCache_,
criticalTileCoords_);
// Cache the engine on the new state so score() can use it for END_TURN normalization
// The engine's command list may be stale after the action was applied, but that's OK -
// we'll refresh it when we call GetAvailableCommandsForAIPlayer() in score()
newState->setCachedEngine(engine);
// Don't pre-compute hash - let it be computed lazily on first use
// Many states (especially in simulation) never need their hash computed
return newState;
@@ -538,7 +543,7 @@ void ShardokGameEngine::resetCacheStatistics() {
timeInLegalActionsComputation_.store(0, std::memory_order_relaxed);
}
BinaryOutcomeInfo ShardokGameEngine::getBinaryOutcomeInfo(
ChanceOutcomeInfo ShardokGameEngine::getBinaryOutcomeInfo(
const MCTSGameState& state,
const MCTSAction& action) const {
const auto* shardokState = dynamic_cast<const ShardokGameState*>(&state);
@@ -548,6 +553,33 @@ BinaryOutcomeInfo ShardokGameEngine::getBinaryOutcomeInfo(
throw ShardokInternalErrorException("Invalid state or action type in getBinaryOutcomeInfo");
}
// Check for multi-outcome commands (roll affects outcome quality, not just success/failure)
// These use multiOutcome() with fixed seeds to sample the range of possible results
using namespace net::eagle0::shardok::common;
const auto commandType = static_cast<CommandType>(shardokAction->getType());
switch (commandType) {
case END_TURN_COMMAND:
// END_TURN has random effects (fire spread, weather changes)
return ChanceOutcomeInfo::multiOutcome(5);
case MELEE_COMMAND:
case ARCHERY_COMMAND:
case CHARGE_COMMAND:
case REDUCE_COMMAND:
// Combat/siege commands: OpenEndedPercentile roll affects damage dealt
// Use 5 outcomes to sample the roll distribution
return ChanceOutcomeInfo::multiOutcome(5);
case CHALLENGE_DUEL_COMMAND:
// Duels have multiple combat rounds with rolls, so outcomes vary significantly
return ChanceOutcomeInfo::multiOutcome(5);
default:
// Continue to binary outcome handling below
break;
}
const auto currentPlayer = static_cast<PlayerId>(state.currentPlayerId());
// Get or create the engine for this state
@@ -577,7 +609,7 @@ BinaryOutcomeInfo ShardokGameEngine::getBinaryOutcomeInfo(
const auto& descriptor = descriptors->at(actionIndex);
// Get success probability
// Get success probability for binary outcome actions
if (!descriptor->HasOdds()) {
throw ShardokInternalErrorException("Action does not have odds in getBinaryOutcomeInfo");
}
@@ -585,7 +617,7 @@ BinaryOutcomeInfo ShardokGameEngine::getBinaryOutcomeInfo(
const auto successChancePercentile = descriptor->GetOddsPercentile();
const double successProbability = static_cast<double>(successChancePercentile) / 100.0;
return BinaryOutcomeInfo{successProbability};
return ChanceOutcomeInfo::binary(successProbability);
}
void ShardokGameEngine::clearLegalActionsCache() { legalActionsCache_.clear(); }
@@ -64,7 +64,7 @@ double ShardokGameState::score(MCTSPlayerId playerId) const {
const bool scoreFromDefenderPerspective =
foundDefender ? requestedPlayerIsDefender : isDefender_;
// Call score calculator with correct perspective for the requested player
// Score the current state directly
return scoreCalculator_
->GuessedStateScore(scoreFromDefenderPerspective, state_, strategy_, castleCoords_);
}
@@ -8,6 +8,8 @@
#include "FireUtils.hpp"
#include <algorithm>
#include "src/main/cpp/net/eagle0/shardok/library/map/TileModifier.hpp"
namespace shardok {
@@ -71,10 +73,13 @@ auto GetFireDamage(
const double openEndedPercentileRoll1,
const double openEndedPercentileRoll2) -> CombatDamage {
double randomSwing = 1.0 + (2 * openEndedPercentileRoll1 - 100.0) * RANDOMNESS_FACTOR / 100.0;
const double basicDamage = BASE_FIRE_DAMAGE_PER_TROOP * randomSwing * troops;
// Clamp damage to minimum 0 to prevent negative damage from extreme open-ended rolls.
// Open-ended percentile rolls can theoretically go as low as -475 (with max roll depth).
const double basicDamage = std::max(0.0, BASE_FIRE_DAMAGE_PER_TROOP * randomSwing * troops);
randomSwing = 1.0 + (2 * openEndedPercentileRoll2 - 100.0) * RANDOMNESS_FACTOR / 100.0;
const double penetratingDamage = BASE_PENETRATING_FIRE_DAMAGE_PER_TROOP * randomSwing * troops;
const double penetratingDamage =
std::max(0.0, BASE_PENETRATING_FIRE_DAMAGE_PER_TROOP * randomSwing * troops);
return CombatDamage::Builder()
.SetFire(basicDamage)
@@ -10,6 +10,8 @@
#include <algorithm>
#include "src/main/cpp/net/eagle0/shardok/library/ShardokException.hpp"
namespace shardok {
auto MutatingMaybeSetMorale(Battalion *battalion, double newVal, const BattalionTypeSPtr &type)
@@ -147,6 +149,12 @@ int32_t MutatingInternalTakeDamage(
int32_t newNumber;
const int32_t casualties = (int32_t)(takenDamage * baseDeadliness);
if (casualties < 0) {
throw ShardokInternalErrorException(
"Negative casualties in MutatingInternalTakeDamage: " + std::to_string(casualties) +
" (takenDamage=" + std::to_string(takenDamage) + ")");
}
if (battalion->size() > casualties) {
newNumber = battalion->size() - casualties;
} else {
@@ -19,7 +19,13 @@ using net::eagle0::shardok::api::UnitView;
using net::eagle0::shardok::common::CommandType;
using std::vector;
auto UnknownUnit(UnitId uid, PlayerId pid, BattalionTypeId bt, int size, bool hidden) -> UnitView;
auto UnknownUnit(
UnitId uid,
PlayerId pid,
BattalionTypeId bt,
int size,
bool hidden,
int8_t startingPositionIndex) -> UnitView;
[[nodiscard]] auto UnitFilteredForPlayer(
const SettingsGetter &settings,
@@ -36,7 +42,8 @@ auto UnknownUnit(UnitId uid, PlayerId pid, BattalionTypeId bt, int size, bool hi
unit->player_id(),
unit->battalion().type(),
unit->battalion().size(),
true);
true,
unit->starting_position_index());
}
if (IsUnplaced(unit->location()) && !visibleToAsker) {
return UnknownUnit(
@@ -44,7 +51,8 @@ auto UnknownUnit(UnitId uid, PlayerId pid, BattalionTypeId bt, int size, bool hi
unit->player_id(),
unit->battalion().type(),
unit->battalion().size(),
false);
false,
unit->starting_position_index());
}
UnitView filtered{};
@@ -142,7 +150,8 @@ auto UnknownUnit(
const PlayerId pid,
BattalionTypeId bt,
const int size,
const bool hidden) -> UnitView {
const bool hidden,
const int8_t startingPositionIndex) -> UnitView {
UnitView uv;
uv.set_unit_id(uid);
uv.set_player_id(pid);
@@ -154,6 +163,11 @@ auto UnknownUnit(
uv.mutable_battalion()->set_size(size);
uv.set_hidden(hidden);
// starting_position_index is public info - defenders know attacker spawn directions
if (startingPositionIndex != -1) {
uv.mutable_starting_position_index()->set_value(startingPositionIndex);
}
uv.set_my_knowledge(0);
return uv;
File diff suppressed because it is too large Load Diff
@@ -174,7 +174,8 @@ public class CustomBattleHandler : MonoBehaviour, IClientConnectionSubscriber {
});
}
private void Register() { _persistentClientConnection.Subscribe(this); }
// Fire-and-forget - subscription is awaited internally and failures are logged
private void Register() { _ = _persistentClientConnection.Subscribe(this); }
public GameId? CurrentShardokToken(string shardokGameId) { return _shardokModel.History.Count; }
@@ -187,9 +188,14 @@ public class CustomBattleHandler : MonoBehaviour, IClientConnectionSubscriber {
case GameUpdate.GameUpdateDetailsOneofCase.ShardokActionResultResponse:
foreach (var resp in gameUpdate.ShardokActionResultResponse
.ShardokGameResponses) {
_shardokModel.HandleUpdates(
var updatesOk = _shardokModel.HandleUpdates(
resp.ActionResultViews,
resp.NewResultViewCount);
if (!updatesOk) {
// In custom battle mode, just clear and continue
_shardokModel.History.Clear();
continue;
}
_shardokModel.HandleAvailableCommands(resp.AvailableCommands);
}
@@ -443,4 +449,7 @@ public class CustomBattleHandler : MonoBehaviour, IClientConnectionSubscriber {
} };
public List<IClientConnectionSubscriber.StreamingTextStatus> StreamingTextStatuses => new();
// CustomBattleHandler only handles Shardok updates, not Eagle, so no count to update
public void UpdateResultCounts(GameUpdate update) {}
}
@@ -86,5 +86,17 @@ namespace eagle {
}
public void ToggleClicked(bool value) { SetCostLabel(); }
public override void AddTargetedHero(HeroId heroId) {
// Find the index of the clicked hero in the divinable heroes list
var divinableArray = DivineCommand.DivinableHeroes.ToArray();
for (int i = 0; i < divinableArray.Length; i++) {
if (divinableArray[i].Hero.Id == heroId) {
_selectedHeroIndex = i;
SetUpUI();
return;
}
}
}
}
}
@@ -1,4 +1,5 @@
using System;
using System.Collections.Generic;
using System.Linq;
using Net.Eagle0.Eagle.Api;
using Net.Eagle0.Eagle.Api.Command.Util;
@@ -9,6 +10,7 @@ using UnityEngine.UI;
namespace eagle {
using ProvinceId = Int32;
using HeroId = Int32;
public class ManagePrisonersCommandSelector : CommandSelector {
// Unity accessors
@@ -36,6 +38,26 @@ namespace eagle {
public override AvailableCommand.SealedValueOneofCase CommandType =>
AvailableCommand.SealedValueOneofCase.ManagePrisonerCommand;
public override List<HeroId> TargetedHeroIds => new() { SelectedHero.Id };
public override bool HeroIsTargetable(HeroId heroId) {
if (_availableCommand == null || _availableCommand.ManagePrisonerCommand == null) {
return false;
}
return ManagePrisonersCommand.Prisoners.Any(p => p.Prisoner.Hero.Id == heroId);
}
public override void AddTargetedHero(HeroId heroId) {
// Find the prisoner with this heroId and select it
for (int i = 0; i < ManagePrisonersCommand.Prisoners.Count; i++) {
if (ManagePrisonersCommand.Prisoners[i].Prisoner.Hero.Id == heroId) {
_selectedHeroIndex = i;
DisplaySelectedHero();
return;
}
}
}
public override string HeaderString => "Manage Prisoners";
public override string CommitButtonString =>
$"Commit {DisplayNames.PrisonerManagementTypeName(SelectedOption)}";
@@ -30,10 +30,26 @@ namespace eagle {
public override string HeaderString => "Recruit Heroes";
public override string CommitButtonString => "Commit Recruit";
public override bool HeroIsTargetable(HeroId heroId) =>
RecruitHeroesCommand.AvailableHeroes.Any(euh => euh.Hero.Id == heroId);
public override bool HeroIsTargetable(HeroId heroId) {
if (_availableCommand == null || _availableCommand.RecruitHeroesCommand == null) {
return false;
}
return RecruitHeroesCommand.AvailableHeroes.Any(euh => euh.Hero.Id == heroId);
}
public override List<HeroId> TargetedHeroIds => new List<HeroId> { SelectedHero.Hero.Id };
public override void AddTargetedHero(HeroId heroId) {
// Find the hero in available heroes and select it
var availableHeroes = RecruitHeroesCommand.AvailableHeroes.ToList();
for (int i = 0; i < availableHeroes.Count; i++) {
if (availableHeroes[i].Hero.Id == heroId) {
_selectedHeroIndex = i;
DisplayHero();
return;
}
}
}
void DisplayHero() {
heroDetails.SetHero(SelectedHero.Hero, _model);
statusText.text = DisplayNames.UnaffiliatedHeroStatus(SelectedHero.Type);
@@ -0,0 +1,151 @@
using System;
using common;
namespace eagle {
/// <summary>
/// Circuit breaker pattern for connection failures.
/// Prevents cascading failures by blocking connection attempts during server outages.
/// </summary>
public class ConnectionCircuitBreaker {
public enum State {
Closed, // Normal operation, allowing connections
Open, // Too many failures, blocking connections
HalfOpen // Testing if service recovered
}
private const int FailureThreshold = 5; // Open after 5 failures
private const double OpenTimeoutSeconds = 60.0; // Wait 60s before test
private const double SuccessResetThreshold = 3; // Close after 3 successes
private State _state = State.Closed;
private int _failureCount = 0;
private int _successCount = 0;
private DateTime? _openedAt = null;
private readonly Logger _logger = Logger.GetLogger("ConnectionLogger");
public State CurrentState {
get {
lock (this) { return _state; }
}
}
public DateTime? NextTestAttempt {
get {
lock (this) {
if (_state == State.Open && _openedAt.HasValue) {
return _openedAt.Value.AddSeconds(OpenTimeoutSeconds);
}
return null;
}
}
}
/// <summary>
/// Check if a connection attempt should be allowed.
/// </summary>
public bool ShouldAttemptConnection() {
lock (this) {
switch (_state) {
case State.Closed: return true; // Normal operation
case State.HalfOpen: return true; // Allow test attempt
case State.Open:
// Check if timeout has elapsed
if (_openedAt.HasValue) {
var elapsed = (DateTime.UtcNow - _openedAt.Value).TotalSeconds;
if (elapsed >= OpenTimeoutSeconds) {
// Transition to half-open for test
_state = State.HalfOpen;
_logger.LogLine(
$"[CIRCUIT] OPEN → HALF_OPEN (testing after {elapsed:F1}s)");
return true;
}
}
return false; // Still in open state, block connection
}
return false;
}
}
/// <summary>
/// Record a successful connection.
/// </summary>
public void RecordSuccess() {
lock (this) {
if (_state == State.HalfOpen) {
// Test succeeded, close circuit
_state = State.Closed;
_failureCount = 0;
_successCount = 0;
_openedAt = null;
_logger.LogLine($"[CIRCUIT] HALF_OPEN → CLOSED (test succeeded)");
} else if (_state == State.Closed) {
// Normal success, increment counter
_successCount++;
if (_failureCount > 0) {
_failureCount = Math.Max(0, _failureCount - 1); // Decay failures
}
if (_failureCount == 0 && _successCount >= SuccessResetThreshold) {
_successCount = 0; // Reset success counter
_logger.LogLine($"[CIRCUIT] CLOSED (connection stable)");
}
}
}
}
/// <summary>
/// Record a connection failure.
/// </summary>
public void RecordFailure() {
lock (this) {
_failureCount++;
_successCount = 0; // Reset success counter on any failure
if (_state == State.HalfOpen) {
// Test attempt failed, reopen circuit
_state = State.Open;
_openedAt = DateTime.UtcNow;
_logger.LogLine(
$"[CIRCUIT] HALF_OPEN → OPEN (test failed, failures={_failureCount})");
} else if (_failureCount >= FailureThreshold && _state == State.Closed) {
// Too many failures, open circuit
_state = State.Open;
_openedAt = DateTime.UtcNow;
_logger.LogLine(
$"[CIRCUIT] CLOSED → OPEN (failures={_failureCount}, threshold={FailureThreshold})");
}
}
}
/// <summary>
/// Get human-readable status for UI display.
/// </summary>
public string GetStatusMessage() {
lock (this) {
switch (_state) {
case State.Closed:
return _failureCount > 0
? $"Connection recovering ({_failureCount} recent failures)"
: "Connection healthy";
case State.HalfOpen: return "Testing connection...";
case State.Open:
if (_openedAt.HasValue) {
var timeUntilTest = OpenTimeoutSeconds -
(DateTime.UtcNow - _openedAt.Value).TotalSeconds;
if (timeUntilTest > 0) {
return $"Server unavailable. Retrying in {(int)timeUntilTest}s";
}
}
return "Server unavailable. Testing...";
default: return "Unknown state";
}
}
}
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 1c49d026769d746aeac2ceff7c1f5dc4
@@ -0,0 +1,149 @@
using System;
using Net.Eagle0.Eagle.Api;
using TMPro;
using UnityEngine;
namespace eagle {
/// <summary>
/// Provides game state information for the connection status UI.
/// Implement this interface to show game-specific status when connected.
/// </summary>
public interface IGameStateProvider {
/// <summary>Server-reported game status. Null if no status received yet.</summary>
ServerGameStatus ServerStatus { get; }
/// <summary>True if a command was submitted and we're awaiting response (for >
/// 500ms).</summary>
bool IsProcessingCommand { get; }
}
/// <summary>
/// Simple UI component to display connection status and reconnection countdown.
/// Attach to a TextMeshProUGUI component to display status.
/// </summary>
public class ConnectionStatusUI : MonoBehaviour {
private TextMeshProUGUI _textComponent;
private PersistentClientConnection _connection;
private IGameStateProvider _gameStateProvider;
// Update interval in seconds
private const float UpdateInterval = 0.5f;
private float _timeSinceLastUpdate = 0f;
void Start() {
_textComponent = GetComponent<TextMeshProUGUI>();
if (_textComponent == null) {
Debug.LogError(
"ConnectionStatusUI must be attached to a TextMeshProUGUI component");
enabled = false;
return;
}
// Find the PersistentClientConnection - this assumes it's accessible
// In production, this would need proper dependency injection
// For now, the connection will be set externally or found via another method
}
/// <summary>
/// Set the connection to monitor. Call this after creating the connection.
/// </summary>
public void SetConnection(PersistentClientConnection connection) {
_connection = connection;
}
/// <summary>
/// Set the game state provider for showing game-specific status.
/// Call this when entering a game, clear it when leaving.
/// </summary>
public void SetGameStateProvider(IGameStateProvider provider) {
_gameStateProvider = provider;
}
void Update() {
if (_connection == null || _textComponent == null) { return; }
_timeSinceLastUpdate += Time.deltaTime;
if (_timeSinceLastUpdate < UpdateInterval) { return; }
_timeSinceLastUpdate = 0f;
UpdateDisplay();
}
private void UpdateDisplay() {
// Check circuit breaker state first - it takes precedence
var circuitState = _connection.CircuitBreaker.CurrentState;
if (circuitState == ConnectionCircuitBreaker.State.Open) {
var nextTest = _connection.CircuitBreaker.NextTestAttempt;
if (nextTest.HasValue) {
var timeUntilTest = nextTest.Value - DateTime.UtcNow;
if (timeUntilTest.TotalSeconds > 0) {
int seconds = (int)Math.Ceiling(timeUntilTest.TotalSeconds);
_textComponent.text =
$"<color=red>●</color> Server down. Retry in {seconds}s";
return;
}
}
_textComponent.text = "<color=red>●</color> Server unavailable";
return;
} else if (circuitState == ConnectionCircuitBreaker.State.HalfOpen) {
_textComponent.text = "<color=yellow>●</color> Testing connection...";
return;
}
// Normal connection state display
var state = _connection.CurrentState;
var nextAttempt = _connection.NextReconnectAttempt;
string statusText = state switch {
ConnectionState.Connected => GetConnectedStatusText(),
ConnectionState.Connecting => "<color=yellow>●</color> Connecting...",
ConnectionState.Disconnected => "<color=red>●</color> Disconnected",
ConnectionState.Reconnecting => GetReconnectingText(nextAttempt),
ConnectionState.SubscriptionPending => "<color=yellow>●</color> Subscribing...",
_ => "<color=gray>●</color> Unknown"
};
_textComponent.text = statusText;
}
private string GetConnectedStatusText() {
// If no game state provider, just show "Connected"
if (_gameStateProvider == null) { return "<color=green>●</color> Connected"; }
// Processing takes priority (client knows it submitted a command)
if (_gameStateProvider.IsProcessingCommand) {
return "<color=green>●</color> Processing...";
}
// Use server-reported status
var serverStatus = _gameStateProvider.ServerStatus;
if (serverStatus == null) {
// No server status yet - waiting for first response
return "<color=green>●</color> Connected";
}
return serverStatus.Status switch {
ServerGameStatus.Types.Status.YourTurn => "<color=green>●</color> Your turn",
ServerGameStatus.Types.Status.WaitingForPlayers =>
"<color=green>●</color> Waiting for other players",
ServerGameStatus.Types.Status.GeneratingText =>
"<color=green>●</color> Generating...",
ServerGameStatus.Types.Status.ProcessingAction =>
"<color=green>●</color> Processing...",
_ => "<color=green>●</color> Connected"
};
}
private string GetReconnectingText(DateTime? nextAttempt) {
if (!nextAttempt.HasValue) { return "<color=yellow>●</color> Reconnecting..."; }
var timeUntilRetry = nextAttempt.Value - DateTime.UtcNow;
if (timeUntilRetry.TotalSeconds <= 0) {
return "<color=yellow>●</color> Reconnecting...";
}
int secondsRemaining = (int)Math.Ceiling(timeUntilRetry.TotalSeconds);
return $"<color=orange>●</color> Retry in {secondsRemaining}s";
}
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 727a520b2deac4a28ae9c6a00e54c2e7
@@ -24,8 +24,8 @@ namespace eagle {
public RollPanelController rollPanelController;
public TextMeshProUGUI roundStatusLabel;
public TextMeshProUGUI widthLabel;
public TextMeshProUGUI heightLabel;
public TextMeshProUGUI connectionStatusLabel;
private bool _connectionStatusUIInitialized = false;
public GameObject alwaysOnLeftColumn;
public GameObject factionsAndMovingArmiesRow;
@@ -110,8 +110,15 @@ namespace eagle {
if (newWidth == _lastWidth && newHeight == _lastHeight) { return; }
widthLabel.text = newWidth.ToString();
heightLabel.text = newHeight.ToString();
// Initialize ConnectionStatusUI component once when connection is available
if (!_connectionStatusUIInitialized &&
errorHandler.PersistentClientConnection != null) {
var statusUI = connectionStatusLabel.GetComponent<ConnectionStatusUI>();
if (statusUI != null) {
statusUI.SetConnection(errorHandler.PersistentClientConnection);
_connectionStatusUIInitialized = true;
}
}
_lastWidth = newWidth;
_lastHeight = newHeight;
@@ -158,6 +165,10 @@ namespace eagle {
Model = null;
chronicleCanvasController.Entries = new List<ChronicleEntry>();
SetMusic();
// Clear game state provider when leaving game
var statusUI = connectionStatusLabel.GetComponent<ConnectionStatusUI>();
if (statusUI != null) { statusUI.SetGameStateProvider(null); }
}
void MapControllerChangedTarget(List<ProvinceId> newTarget) {
@@ -218,7 +229,8 @@ namespace eagle {
if (pause) {
ModelUpdater.StopListeningForUpdates();
} else {
ModelUpdater.StartListeningForUpdates();
// Fire-and-forget - subscription is awaited internally and failures are logged
_ = ModelUpdater.StartListeningForUpdates();
}
}
@@ -255,7 +267,13 @@ namespace eagle {
ModelUpdater.ErrorHandler = errorHandler;
MainQueue.Q.EnqueueForNextUpdate(() => { ModelUpdater.StartListeningForUpdates(); });
// Set up game state provider for connection status UI
var statusUI = connectionStatusLabel.GetComponent<ConnectionStatusUI>();
if (statusUI != null) { statusUI.SetGameStateProvider(ModelUpdater); }
// Fire-and-forget - subscription is awaited internally and failures are logged
MainQueue.Q.EnqueueForNextUpdate(
() => { _ = ModelUpdater.StartListeningForUpdates(); });
#if UNITY_EDITOR
EditorApplication.playModeStateChanged += (state) => OnPlayModeStateChanged(state);
@@ -294,6 +312,7 @@ namespace eagle {
movingArmiesTableController.UpdateTables();
factionsTableController.UpdateTables();
heroesAndBattalionsPanelController.UpdateTables();
freeHeroesTableController.UpdateUnaffiliatedHeroSelections();
}
private void UpdateButtons() {
@@ -649,7 +668,9 @@ namespace eagle {
var shardokModel = Model.ShardokGameModels[selectedModel.ShardokGameId];
shardokCanvas.gameObject.SetActive(true);
shardokCanvas.GetComponent<ShardokGameController>().SetUpGame(shardokModel);
var shardokController = shardokCanvas.GetComponent<ShardokGameController>();
shardokController.SetUpGame(shardokModel);
shardokController.SetConnection(errorHandler.PersistentClientConnection);
gameObject.SetActive(false);
}
@@ -1,4 +1,5 @@
using System;
using System.Collections.Concurrent;
using System.Collections.Generic;
using System.Linq;
using System.Text;
@@ -61,7 +62,7 @@ namespace eagle {
RollFetcher RollFetcher { get; }
}
public class GameModelUpdater : IClientConnectionSubscriber {
public class GameModelUpdater : IClientConnectionSubscriber, IGameStateProvider {
private FactionId? PlayerId => _currentModel.PlayerId;
public Int64? CurrentEagleToken => _currentModel.CommandToken;
public Int64? CurrentShardokToken(string shardokGameId) {
@@ -94,13 +95,21 @@ namespace eagle {
public long GameId { get; }
public int LastUnfilteredResultCount => _lastUnfilteredResultCount;
public int LastUnfilteredResultCount {
get {
lock (_resultCountLock) { return _lastUnfilteredResultCount; }
}
}
public List<IClientConnectionSubscriber.ShardokViewStatus> ShardokViewStatuses =>
_currentModel.ShardokGameModels
.Select(sgm => new IClientConnectionSubscriber.ShardokViewStatus {
shardokGameId = sgm.Key,
filteredResultCount = sgm.Value.History.Count()
.Select(sgm => {
var needsResync = _shardokNeedsResync.GetValueOrDefault(sgm.Key, false);
return new IClientConnectionSubscriber.ShardokViewStatus {
shardokGameId = sgm.Key,
filteredResultCount = needsResync ? 0 : sgm.Value.History.Count(),
requestFullResync = needsResync
};
})
.ToList();
@@ -117,10 +126,22 @@ namespace eagle {
public ErrorHandler ErrorHandler;
// Thread-safe: updated from gRPC thread via UpdateResultCounts, read from main thread
private int _lastUnfilteredResultCount = 0;
private readonly object _resultCountLock = new();
private readonly Logger _connectionLogger = Logger.GetLogger("ConnectionLogger");
// Track when a command was submitted for "Processing..." display
// Only show "Processing..." if command has been pending for > 500ms
private DateTime? _commandSubmittedTime;
private const double ProcessingDisplayDelayMs = 500.0;
// Track which Shardok games need full state resync after connection drop
// Thread-safe: accessed from both connection thread and Unity main thread
private readonly ConcurrentDictionary<string, bool> _shardokNeedsResync =
new ConcurrentDictionary<string, bool>();
private readonly RollFetcher _rollFetcher;
// State synced with server
@@ -219,8 +240,16 @@ namespace eagle {
}
private ShardokGameModel MakeGameModel(ShardokGameId shardokGameId) {
var battleView =
_currentModel.ShardokBattles.First(b => b.ShardokGameId == shardokGameId);
var battleView = _currentModel.ShardokBattles.FirstOrDefault(
b => b.ShardokGameId == shardokGameId);
if (battleView == null) {
// Battle was removed (e.g., it ended) before we could create the model.
// This can happen due to race conditions between Eagle and Shardok updates.
Debug.LogWarning(
$"Cannot create ShardokGameModel for {shardokGameId}: battle not found in ShardokBattles (likely already ended)");
return null;
}
PlayerId playerId = battleView.MyPlayerId ?? -1;
@@ -266,6 +295,14 @@ namespace eagle {
switch (updateItem.GameUpdateDetailsCase) {
case GameUpdate.GameUpdateDetailsOneofCase.ActionResultResponse:
// Clear processing state - we received a response from the server
_commandSubmittedTime = null;
// Store server-reported game status for UI
if (updateItem.ActionResultResponse.ServerGameStatus != null) {
ServerStatus = updateItem.ActionResultResponse.ServerGameStatus;
}
_lastUnfilteredResultCount =
updateItem.ActionResultResponse.UnfilteredResultCountAfter;
if (updateItem.ActionResultResponse.ActionResultViews.Any() ||
@@ -289,18 +326,39 @@ namespace eagle {
out var shardokGameModel)) {
shardokGameModel =
MakeGameModel(shardokGameId: oneResponse.ShardokGameId);
// Battle may have ended before we could create the model - remove
// any stale reference and skip this update
if (shardokGameModel == null) {
_currentModel.ShardokGameModels.Remove(oneResponse.ShardokGameId);
continue;
}
}
shardokGameModel.HandleUpdates(
var updatesOk = shardokGameModel.HandleUpdates(
oneResponse.ActionResultViews,
oneResponse.NewResultViewCount);
if (!updatesOk) {
// Missing results - mark for resync and clear history
MarkShardokForResync(oneResponse.ShardokGameId);
shardokGameModel.History.Clear();
continue;
}
shardokGameModel.HandleAvailableCommands(oneResponse.AvailableCommands);
// Clear resync flag after successfully receiving updates
ClearShardokResyncFlag(oneResponse.ShardokGameId);
if (shardokGameModel.GameStatus.State ==
GameStatus.Types.State.GameRunning ||
shardokGameModel.GameStatus.State == GameStatus.Types.State.SetUp) {
_currentModel.ShardokGameModels[oneResponse.ShardokGameId] =
shardokGameModel;
} else {
// Game ended - remove from active models so UI knows battle is over
_currentModel.ShardokGameModels.Remove(oneResponse.ShardokGameId);
}
}
if (UpdateAction != null) UpdateAction.Invoke(_currentModel);
@@ -321,10 +379,65 @@ namespace eagle {
}
}
public void StartListeningForUpdates() { PersistentConnection.Subscribe(this); }
/// <summary>
/// Update result counts immediately when an update is received from the server.
/// Called from the gRPC thread BEFORE enqueueing to MainQueue, to ensure
/// reconnects use accurate counts even when MainQueue is blocked (e.g., backgrounded).
/// </summary>
public void UpdateResultCounts(GameUpdate update) {
switch (update.GameUpdateDetailsCase) {
case GameUpdate.GameUpdateDetailsOneofCase.ActionResultResponse:
lock (_resultCountLock) {
_lastUnfilteredResultCount =
update.ActionResultResponse.UnfilteredResultCountAfter;
}
break;
// Note: Shardok counts are tracked in ShardokGameModel.History.Count
// which is updated in ReceiveGameUpdate on the main thread.
// For now, Shardok reconnects may still get duplicate data, but
// the primary issue (Eagle duplicates) is fixed here.
}
}
/// <summary>
/// Subscribe to game updates. Returns true if subscription was acknowledged by server.
/// </summary>
public async Task<bool> StartListeningForUpdates() {
return await PersistentConnection.Subscribe(this);
}
public void StopListeningForUpdates() { PersistentConnection.Unsubscribe(this); }
/// <summary>
/// Mark a Shardok game for full state resync on next connection.
/// Used after connection drops to ensure state consistency.
/// </summary>
public void MarkShardokForResync(string shardokGameId) {
_shardokNeedsResync[shardokGameId] = true;
_connectionLogger.LogLine(
$"[RESYNC] Marked Shardok game {shardokGameId} for full state resync");
}
/// <summary>
/// Clear resync flag after successfully receiving full state.
/// </summary>
public void ClearShardokResyncFlag(string shardokGameId) {
if (_shardokNeedsResync.TryRemove(shardokGameId, out _)) {
_connectionLogger.LogLine(
$"[RESYNC] Cleared resync flag for Shardok game {shardokGameId}");
}
}
/// <summary>
/// Mark all active Shardok games for resync (called on disconnect).
/// </summary>
public void MarkAllShardokForResync() {
foreach (var shardokGameId in _currentModel.ShardokGameModels.Keys) {
MarkShardokForResync(shardokGameId);
}
}
public Task PostCommand(ProvinceId provinceId, SelectedCommand command) {
_connectionLogger.LogLine(
$"Posting command with token {_currentModel.CommandTokenString}");
@@ -332,6 +445,7 @@ namespace eagle {
_currentModel.AvailableCommandsByProvince.Clear();
_currentModel.CommandToken = null;
_currentModel.LastPostedToken = token;
_commandSubmittedTime = DateTime.UtcNow;
return PersistentConnection.PostEagleCommand(
gameId: GameId,
token: token,
@@ -343,6 +457,10 @@ namespace eagle {
}
private void HandleStartingState(GameStateView startingState) {
var timestamp = DateTime.UtcNow.ToString("yyyy-MM-dd HH:mm:ss.fff");
_connectionLogger.LogLine(
$"[STATE_RESYNC] timestamp={timestamp} round={startingState.CurrentRoundId} factions={startingState.Factions.Count} heroes={startingState.Heroes.Count}");
_currentModel.GsView = startingState;
_currentModel.BattalionTypes =
startingState.BattalionTypes.ToDictionary(bt => bt.TypeId, bt => bt);
@@ -689,5 +807,21 @@ namespace eagle {
Notify(result);
}
}
#region IGameStateProvider implementation
/// <summary>Server-reported game status from the last ActionResultResponse.</summary>
public ServerGameStatus ServerStatus { get; private set; }
/// <summary>
/// True if a command was submitted and we're awaiting response.
/// Only returns true if processing for > 500ms to avoid flashing.
/// </summary>
public bool IsProcessingCommand =>
_commandSubmittedTime.HasValue &&
(DateTime.UtcNow - _commandSubmittedTime.Value).TotalMilliseconds >
ProcessingDisplayDelayMs;
#endregion
}
}
@@ -59,7 +59,7 @@ namespace eagle {
}
}
private void UpdateUnaffiliatedHeroSelections() {
public void UpdateUnaffiliatedHeroSelections() {
UnaffiliatedHeroes.Each(
(uh, i) => SetUnaffiliatedHeroRowSelections(
unaffiliatedHeroesTable.ComponentAt<UnaffiliatedHeroRowController>(i),
@@ -11,10 +11,18 @@ namespace eagle {
public void ReceiveGameUpdate(GameUpdate update);
/// <summary>
/// Update the known result counts immediately when an update is received.
/// Called from the gRPC thread BEFORE enqueueing to MainQueue, to ensure
/// reconnects don't request stale data while MainQueue is blocked.
/// </summary>
public void UpdateResultCounts(GameUpdate update);
// Used for registering for stream updates
struct ShardokViewStatus {
public string shardokGameId;
public Int32 filteredResultCount;
public bool requestFullResync; // Request full state instead of delta
}
struct StreamingTextStatus {
@@ -21,6 +21,8 @@ namespace eagle {
public bool Enabled { get; set; }
private void SetDefaultProvinceColor(ProvinceId provinceId) {
// Model may be null during reconnection when UI is being reset
if (Model?.Provinces == null || !Model.Provinces.ContainsKey(provinceId)) { return; }
SetProvinceColor(provinceId, ColorForProvince(Model.Provinces[provinceId]));
}
@@ -40,6 +40,14 @@ namespace eagle {
}
}
// Compare hero lists by ID since HeroView is a protobuf message with reference equality
private static bool HeroListsMatch(List<HeroView> a, List<HeroView> b) {
if (a == null && b == null) return true;
if (a == null || b == null) return false;
if (a.Count != b.Count) return false;
return a.Select(h => h.Id).SequenceEqual(b.Select(h => h.Id));
}
public void AddNote(
string title,
string text,
@@ -48,7 +56,8 @@ namespace eagle {
List<HeroView> displayedHeroes) {
MainQueue.Q.Enqueue(() => {
var existingNote = _notes.FirstOrDefault(
n => n.Title == title && n.DisplayedHeroes.SequenceEqual(displayedHeroes));
n => n.Title == title &&
HeroListsMatch(n.DisplayedHeroes, displayedHeroes));
if (existingNote == null) {
_notes.Enqueue(new Notification(
@@ -37,6 +37,9 @@ namespace eagle.Notifications {
{ OutlawSpottedDetails, OutlawSpottedDetailsNotificationGenerator.Generator },
{ PrisonerExchangeDetails, PrisonerExchangeDetailsNotificationGenerator.Generator },
{ PrisonerExecutedDetails, PrisonerExecutedDetailsNotificationGenerator.Generator },
{ PrisonerReleasedDetails, PrisonerReleasedDetailsNotificationGenerator.Generator },
{ PrisonerExiledDetails, PrisonerExiledDetailsNotificationGenerator.Generator },
{ PrisonerReturnedDetails, PrisonerReturnedDetailsNotificationGenerator.Generator },
{ ProvinceHeldDetails, ProvinceHeldDetailsNotificationGenerator.Generator },
{ QuestFailed, QuestFailedDetailsNotificationGenerator.Generator },
{ QuestFulfilled, QuestFulfilledDetailsNotificationGenerator.Generator },
@@ -43,11 +43,12 @@ namespace eagle.Notifications.ARNNotifications {
heroPlaceholders["ExecutedHero"] = (hero.NameTextId, "the prisoner");
}
yield return new DynamicTextNotification(
yield return DynamicTextNotification.StreamingDynamicNotification(
title: noteTitle,
textTemplate: textTemplate,
heroPlaceholders: heroPlaceholders,
singleProvinceId: note.ProvinceId,
llmId: notification.LlmId,
provinceIds: new List<int> { note.ProvinceId },
displayedHeroes: new List<HeroView> { factionLeader, hero });
}
}
@@ -0,0 +1,55 @@
using System.Collections.Generic;
using Net.Eagle0.Eagle.Views;
namespace eagle.Notifications.ARNNotifications {
public static class PrisonerExiledDetailsNotificationGenerator {
public static readonly ARNNotificationGenerator Generator = GenerateNotifications;
private static IEnumerable<Notification> GenerateNotifications(
Net.Eagle0.Eagle.Common.Notification notification,
IGameModel currentModel) {
var note = notification.Details.PrisonerExiledDetails;
var hero = currentModel.Heroes[note.ExiledHeroId];
var exilingFactionName = currentModel.FactionName(note.ExilingFactionId);
var factionLeader =
currentModel.Heroes[currentModel.ActiveFactions[note.ExilingFactionId]
.FactionHeadId];
string noteTitle = "Prisoner Exiled";
string textTemplate;
var heroPlaceholders = new Dictionary<string, (string nameTextId, string fallback)>();
if (note.LastFactionId is {} lastFactionId) {
var lastFaction = currentModel.MaybeDestroyedFaction(lastFactionId);
string victimDescription;
if (lastFaction.FactionHeadId == hero.Id) {
victimDescription = "faction leader {HeroName}";
} else if (lastFaction.Leaders.Contains(hero.Id)) {
victimDescription =
$"{DisplayNames.ResolvedFactionString(lastFaction, currentModel)}'s sworn {DisplayNames.SiblingDescription(hero.PronounGender)} {{HeroName}}";
} else {
victimDescription =
$"{DisplayNames.ResolvedFactionString(lastFaction, currentModel)}'s hero {{HeroName}}";
}
textTemplate = $"{exilingFactionName} has exiled {victimDescription}!\n\n";
heroPlaceholders["HeroName"] = (hero.NameTextId, "the hero");
} else {
textTemplate = $"{exilingFactionName} has exiled {{ExiledHero}}!\n\n";
heroPlaceholders["ExiledHero"] = (hero.NameTextId, "the prisoner");
}
yield return DynamicTextNotification.StreamingDynamicNotification(
title: noteTitle,
textTemplate: textTemplate,
heroPlaceholders: heroPlaceholders,
llmId: notification.LlmId,
provinceIds: new List<int> { note.ProvinceId },
displayedHeroes: new List<HeroView> { factionLeader, hero });
}
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: be877c33ab14e4b37b6402ca0826efa1
@@ -0,0 +1,55 @@
using System.Collections.Generic;
using Net.Eagle0.Eagle.Views;
namespace eagle.Notifications.ARNNotifications {
public static class PrisonerReleasedDetailsNotificationGenerator {
public static readonly ARNNotificationGenerator Generator = GenerateNotifications;
private static IEnumerable<Notification> GenerateNotifications(
Net.Eagle0.Eagle.Common.Notification notification,
IGameModel currentModel) {
var note = notification.Details.PrisonerReleasedDetails;
var hero = currentModel.Heroes[note.ReleasedHeroId];
var releasingFactionName = currentModel.FactionName(note.ReleasingFactionId);
var factionLeader =
currentModel.Heroes[currentModel.ActiveFactions[note.ReleasingFactionId]
.FactionHeadId];
string noteTitle = "Prisoner Released";
string textTemplate;
var heroPlaceholders = new Dictionary<string, (string nameTextId, string fallback)>();
if (note.LastFactionId is {} lastFactionId) {
var lastFaction = currentModel.MaybeDestroyedFaction(lastFactionId);
string victimDescription;
if (lastFaction.FactionHeadId == hero.Id) {
victimDescription = "faction leader {HeroName}";
} else if (lastFaction.Leaders.Contains(hero.Id)) {
victimDescription =
$"{DisplayNames.ResolvedFactionString(lastFaction, currentModel)}'s sworn {DisplayNames.SiblingDescription(hero.PronounGender)} {{HeroName}}";
} else {
victimDescription =
$"{DisplayNames.ResolvedFactionString(lastFaction, currentModel)}'s hero {{HeroName}}";
}
textTemplate = $"{releasingFactionName} has released {victimDescription}!\n\n";
heroPlaceholders["HeroName"] = (hero.NameTextId, "the hero");
} else {
textTemplate = $"{releasingFactionName} has released {{ReleasedHero}}!\n\n";
heroPlaceholders["ReleasedHero"] = (hero.NameTextId, "the prisoner");
}
yield return DynamicTextNotification.StreamingDynamicNotification(
title: noteTitle,
textTemplate: textTemplate,
heroPlaceholders: heroPlaceholders,
llmId: notification.LlmId,
provinceIds: new List<int> { note.ProvinceId },
displayedHeroes: new List<HeroView> { factionLeader, hero });
}
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 21603b7e9604d459ea6141801d820f2e
@@ -0,0 +1,58 @@
using System.Collections.Generic;
using Net.Eagle0.Eagle.Views;
namespace eagle.Notifications.ARNNotifications {
public static class PrisonerReturnedDetailsNotificationGenerator {
public static readonly ARNNotificationGenerator Generator = GenerateNotifications;
private static IEnumerable<Notification> GenerateNotifications(
Net.Eagle0.Eagle.Common.Notification notification,
IGameModel currentModel) {
var note = notification.Details.PrisonerReturnedDetails;
var hero = currentModel.Heroes[note.ReturnedHeroId];
var returningFactionName = currentModel.FactionName(note.ReturningFactionId);
var toFactionName = currentModel.FactionName(note.ToFactionId);
var factionLeader =
currentModel.Heroes[currentModel.ActiveFactions[note.ReturningFactionId]
.FactionHeadId];
string noteTitle = "Prisoner Returned";
string textTemplate;
var heroPlaceholders = new Dictionary<string, (string nameTextId, string fallback)>();
if (note.LastFactionId is {} lastFactionId) {
var lastFaction = currentModel.MaybeDestroyedFaction(lastFactionId);
string victimDescription;
if (lastFaction.FactionHeadId == hero.Id) {
victimDescription = "faction leader {HeroName}";
} else if (lastFaction.Leaders.Contains(hero.Id)) {
victimDescription =
$"{DisplayNames.ResolvedFactionString(lastFaction, currentModel)}'s sworn {DisplayNames.SiblingDescription(hero.PronounGender)} {{HeroName}}";
} else {
victimDescription =
$"{DisplayNames.ResolvedFactionString(lastFaction, currentModel)}'s hero {{HeroName}}";
}
textTemplate =
$"{returningFactionName} has returned {victimDescription} to {toFactionName}!\n\n";
heroPlaceholders["HeroName"] = (hero.NameTextId, "the hero");
} else {
textTemplate =
$"{returningFactionName} has returned {{ReturnedHero}} to {toFactionName}!\n\n";
heroPlaceholders["ReturnedHero"] = (hero.NameTextId, "the prisoner");
}
yield return DynamicTextNotification.StreamingDynamicNotification(
title: noteTitle,
textTemplate: textTemplate,
heroPlaceholders: heroPlaceholders,
llmId: notification.LlmId,
provinceIds: new List<int> { note.ProvinceId },
displayedHeroes: new List<HeroView> { factionLeader, hero });
}
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 9c378d55ca4214d53b63c2bb14a614a4
@@ -6,14 +6,42 @@ namespace eagle.Notifications.ARNNotifications {
public static class ProfessionGainedDetailsNotificationGenerator {
public static readonly ARNNotificationGenerator Generator = GenerateNotifications;
private static readonly Dictionary<Profession, string> ProfessionNames =
new Dictionary<Profession, string> {
{ Profession.Mage, "Mage" },
{ Profession.Necromancer, "Necromancer" },
{ Profession.Engineer, "Engineer" },
{ Profession.Paladin, "Paladin" },
{ Profession.Ranger, "Ranger" },
{ Profession.Champion, "Champion" }
};
private static readonly Dictionary<Profession, string> ProfessionTitles =
new Dictionary<Profession, string> {
{ Profession.Mage, "Arcane Awakening" },
{ Profession.Necromancer, "Dark Pact Sealed" },
{ Profession.Engineer, "Genius Unleashed" },
{ Profession.Paladin, "Divine Calling" },
{ Profession.Ranger, "One with the Wild" },
{ Profession.Champion, "Born for Battle" }
};
private static string GetProfessionName(Profession profession) {
return profession switch { Profession.Mage => "Mage",
Profession.Necromancer => "Necromancer",
Profession.Engineer => "Engineer",
Profession.Paladin => "Paladin",
Profession.Ranger => "Ranger",
Profession.Champion => "Champion",
_ => "Unknown" };
return ProfessionNames.TryGetValue(profession, out var name) ? name : "Unknown";
}
private static string GetArticle(string word) {
if (string.IsNullOrEmpty(word)) return "a";
char firstChar = char.ToLower(word[0]);
return (firstChar == 'a' || firstChar == 'e' || firstChar == 'i' || firstChar == 'o' ||
firstChar == 'u')
? "an"
: "a";
}
private static string GetProfessionTitle(Profession profession) {
return ProfessionTitles.TryGetValue(profession, out var title) ? title
: "Profession Gained";
}
private static IEnumerable<Notification> GenerateNotifications(
@@ -23,18 +51,19 @@ namespace eagle.Notifications.ARNNotifications {
var hero = currentModel.Heroes[details.HeroId];
var factionName = currentModel.FactionName(details.FactionId);
var professionName = GetProfessionName(details.NewProfession);
var article = GetArticle(professionName);
var affectedProvinces = currentModel.ProvincesForFaction(details.FactionId);
string textTemplate =
$"{{Hero}} of {factionName} gained the {professionName} profession.\n\n";
$"{{Hero}} of {factionName} became {article} {professionName}.\n\n";
var heroPlaceholders = new Dictionary<string, (string nameTextId, string fallback)> {
{ "Hero", (hero.NameTextId, "A hero") }
};
yield return DynamicTextNotification.StreamingDynamicNotification(
title: "Profession Gained",
title: GetProfessionTitle(details.NewProfession),
textTemplate: textTemplate,
heroPlaceholders: heroPlaceholders,
llmId: notification.LlmId,
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 11e2f9347861144c8983e71df3abef74
@@ -102,6 +102,11 @@ namespace eagle.Notifications {
}
public void Append(string text, List<ProvinceId> provinceIds) {
// Skip if this exact text is already in the notification (prevents duplicates
// when the same update is processed multiple times, e.g., after resuming from
// background)
if (Text.Contains(text)) { return; }
if (ShouldAppend) {
Text += "\n" + text;
ProvinceIds.AddRange(provinceIds);
@@ -16,6 +16,14 @@ namespace eagle {
using ShardokGameId = String;
using ProvinceId = Int32;
public enum ConnectionState {
Disconnected,
Connecting,
Connected,
Reconnecting,
SubscriptionPending // Connected but waiting for subscription acknowledgment
}
public interface ILobbySubscriber {
void ReceiveLobbyUpdate(LobbyResponse lobbyResponse);
void ReceivePregeneratedTextUpdate(PregeneratedTextResponse response);
@@ -26,20 +34,95 @@ namespace eagle {
public class PersistentClientConnection : IDisposable {
private const double TimeoutSeconds = 300.0;
private const double HeartbeatTimerSeconds = 10.0;
// Idle timeout = 2x HTTP/2 keepalive interval (15s * 2 = 30s)
private const double MaxIdleSeconds = 30.0;
private DateTime _lastResponseReceived = DateTime.UtcNow;
private int _lastIdleWarningLevel = 0; // 0=none, 1=10s warning, 2=20s warning
private readonly Metadata _credentials;
private readonly CancellationToken _cancellationToken;
private readonly Logger _remoteEagleClientLogger = Logger.GetLogger("ConnectionLogger");
private readonly Logger _timingsLogger = Logger.GetLogger("ConnectionLogger");
private Timer _timer = null;
private volatile bool _isConnecting = false;
private Timer _idleCheckTimer = null;
private Timer _heartbeatTimer = null;
private const double HeartbeatIntervalSeconds = 10.0;
// Connection metrics for diagnostics
private DateTime? _lastConnectAttempt = null;
private DateTime? _lastSuccessfulConnect = null;
private DateTime? _lastDisconnect = null;
private StatusCode? _lastDisconnectReason = null;
// Exponential backoff for reconnection
private int _consecutiveFailures = 0;
private const double MinBackoffSeconds = 2.0;
private const double MaxBackoffSeconds = 32.0;
// Connection state for UI monitoring
private ConnectionState _currentState = ConnectionState.Disconnected;
public ConnectionState CurrentState => _currentState;
public DateTime? NextReconnectAttempt { get; private set; } = null;
// Circuit breaker for preventing cascading failures
private ConnectionCircuitBreaker _circuitBreaker = new ConnectionCircuitBreaker();
public ConnectionCircuitBreaker CircuitBreaker => _circuitBreaker;
private DateTime? GetDeadlineFromNow() {
return DateTime.UtcNow.AddSeconds(TimeoutSeconds);
}
private int GetTotalShardokGames() {
int total = 0;
lock (this) {
foreach (var sub in _subscribers.Values) { total += sub.ShardokViewStatuses.Count; }
}
return total;
}
private void
LogConnectionEvent(string eventType, string details = null, StatusCode? statusCode = null) {
var timestamp = DateTime.UtcNow.ToString("yyyy-MM-dd HH:mm:ss.fff");
var shardokCount = GetTotalShardokGames();
var shardokInfo = shardokCount > 0 ? $" shardok_games={shardokCount}" : "";
var statusInfo = statusCode.HasValue ? $" status={statusCode.Value}" : "";
var detailsInfo = !string.IsNullOrEmpty(details) ? $" details=\"{details}\"" : "";
var timeSinceLastConnect =
_lastSuccessfulConnect.HasValue
? $" seconds_since_connect={(DateTime.UtcNow - _lastSuccessfulConnect.Value).TotalSeconds:F1}"
: "";
_remoteEagleClientLogger.LogLine(
$"[CONNECTION] timestamp={timestamp} event={eventType}{shardokInfo}{statusInfo}{detailsInfo}{timeSinceLastConnect}");
}
private double GetBackoffSeconds() {
if (_consecutiveFailures == 0) { return MinBackoffSeconds; }
// Exponential backoff: 2, 4, 8, 16, 32 (capped)
double backoff = MinBackoffSeconds * Math.Pow(2, _consecutiveFailures);
return Math.Min(backoff, MaxBackoffSeconds);
}
private void ScheduleReconnect(string reason) {
double backoffSeconds = GetBackoffSeconds();
_consecutiveFailures++;
_currentState = ConnectionState.Reconnecting;
NextReconnectAttempt = DateTime.UtcNow.AddSeconds(backoffSeconds);
LogConnectionEvent(
"schedule_reconnect",
$"{reason}, backoff={backoffSeconds:F1}s, attempt={_consecutiveFailures}");
_retryTimer?.Dispose();
_retryTimer = new Timer();
_retryTimer.AutoReset = false;
_retryTimer.Interval = backoffSeconds * 1000;
_retryTimer.Elapsed += (sender, args) => Task.Run(() => Connect());
_retryTimer.Enabled = true;
}
private readonly Eagle.EagleClient _grpcClient;
private AsyncDuplexStreamingCall<UpdateStreamRequest, UpdateStreamResponse> _streamingCall;
@@ -51,6 +134,11 @@ namespace eagle {
private List<PostCommandRequest> _pendingCommands = new();
// Pending subscription acknowledgments - used to wait for server confirmation
private readonly Dictionary<EagleGameId, TaskCompletionSource<SubscriptionAck>>
_pendingSubscriptionAcks = new();
private const int SubscriptionAckTimeoutMs = 10000; // 10 seconds
public PersistentClientConnection(
Eagle.EagleClient grpcClient,
Metadata credentials,
@@ -60,17 +148,27 @@ namespace eagle {
_cancellationToken = cancellationToken;
}
private void StreamOneGame(IClientConnectionSubscriber subscriber) {
/// <summary>
/// Sends a subscription request for a game and awaits server acknowledgment.
/// Returns true if the subscription was acknowledged successfully, false otherwise.
/// IMPORTANT: Must be called outside of lock(this) to allow awaiting.
/// </summary>
private async Task<bool> StreamOneGameAsync(IClientConnectionSubscriber subscriber) {
var gameId = subscriber.GameId;
var streamGameRequest = new StreamGameRequest {
GameId = subscriber.GameId,
GameId = gameId,
UnfilteredResultCount = subscriber.LastUnfilteredResultCount
};
streamGameRequest.ShardokViewStatuses.AddRange(subscriber.ShardokViewStatuses.Select(
// Get Shardok statuses (may include resync flags)
var shardokStatuses = subscriber.ShardokViewStatuses;
streamGameRequest.ShardokViewStatuses.AddRange(shardokStatuses.Select(
status => new StreamGameRequest.Types.ShardokViewStatus {
FilteredResultCount = status.filteredResultCount,
ShardokGameId = status.shardokGameId
ShardokGameId = status.shardokGameId,
RequestFullResync = status.requestFullResync
}));
streamGameRequest.StreamingTextStatuses.AddRange(
subscriber.StreamingTextStatuses.Select(
status => new StreamGameRequest.Types.StreamingTextStatus {
@@ -81,50 +179,207 @@ namespace eagle {
var request = new UpdateStreamRequest { StreamGameRequest = streamGameRequest };
DoWithStreamingCall(async (sc) => {
// Create a TaskCompletionSource to wait for the server's acknowledgment
var ackTcs = new TaskCompletionSource<SubscriptionAck>();
lock (_pendingSubscriptionAcks) { _pendingSubscriptionAcks[gameId] = ackTcs; }
_remoteEagleClientLogger.LogLine(
$"[SUBSCRIBE] Sending StreamGameRequest for game {gameId}, " +
$"unfilteredCount={subscriber.LastUnfilteredResultCount}");
var sendSuccess = await DoWithStreamingCall(async (sc) => {
await sc.RequestStream.WriteAsync(request);
_remoteEagleClientLogger.LogLine(
$"[SUBSCRIBE] StreamGameRequest sent successfully for game {gameId}");
return true;
});
if (!sendSuccess) {
// Write failed - clean up and return
lock (_pendingSubscriptionAcks) { _pendingSubscriptionAcks.Remove(gameId); }
LogConnectionEvent("subscribe_send_failed", $"game={gameId}");
return false;
}
// Wait for server acknowledgment with timeout
using var timeoutCts = new CancellationTokenSource();
try {
var ackTask = ackTcs.Task;
var timeoutTask = Task.Delay(SubscriptionAckTimeoutMs, timeoutCts.Token);
var completedTask = await Task.WhenAny(ackTask, timeoutTask);
if (completedTask == timeoutTask) {
// Timeout waiting for ack
lock (_pendingSubscriptionAcks) { _pendingSubscriptionAcks.Remove(gameId); }
LogConnectionEvent("subscribe_ack_timeout", $"game={gameId}");
_remoteEagleClientLogger.LogLine(
$"[SUBSCRIBE] Timeout waiting for SubscriptionAck for game {gameId}");
return false;
}
// Cancel the timeout task since ack was received
timeoutCts.Cancel();
var ack = await ackTask;
if (ack.Success) {
_remoteEagleClientLogger.LogLine(
$"[SUBSCRIBE] Subscription confirmed for game {gameId}, " +
$"confirmedResultCount={ack.ConfirmedResultCount}");
// Clear resync flags ONLY after successful acknowledgment
if (subscriber is GameModelUpdater updater) {
foreach (var status in shardokStatuses.Where(s => s.requestFullResync)) {
updater.ClearShardokResyncFlag(status.shardokGameId);
}
}
return true;
} else {
LogConnectionEvent(
"subscribe_ack_failed",
$"game={gameId}, error={ack.ErrorMessage}");
_remoteEagleClientLogger.LogLine(
$"[SUBSCRIBE] Server rejected subscription for game {gameId}: {ack.ErrorMessage}");
return false;
}
} catch (OperationCanceledException) {
// Task was cancelled (e.g., connection drop) - not an error
lock (_pendingSubscriptionAcks) { _pendingSubscriptionAcks.Remove(gameId); }
_remoteEagleClientLogger.LogLine(
$"[SUBSCRIBE] Cancelled waiting for ack for game {gameId}");
return false;
} catch (Exception e) {
lock (_pendingSubscriptionAcks) { _pendingSubscriptionAcks.Remove(gameId); }
_remoteEagleClientLogger.LogLine(
$"[SUBSCRIBE] Exception waiting for ack for game {gameId}: {e.Message}");
return false;
}
}
public async Task Connect() {
_remoteEagleClientLogger.LogLine($"Connect() called");
// Dispose existing streaming call before creating new one
lock (this) {
_streamingCall?.Dispose();
_streamingCall = null;
// Cancel and dispose existing thread cancellation token
_threadCancellationTokenSource?.Cancel();
_threadCancellationTokenSource?.Dispose();
_threadCancellationTokenSource = new CancellationTokenSource();
_currentThreadToken = _threadCancellationTokenSource.Token;
// Prevent concurrent connection attempts
if (_isConnecting) {
_remoteEagleClientLogger.LogLine($"Connect() skipped - already connecting");
return;
}
var call = _grpcClient.StreamUpdates(
headers: _credentials,
deadline: GetDeadlineFromNow(),
cancellationToken: _cancellationToken);
Queue<PostCommandRequest> pendingCommands = new Queue<PostCommandRequest>();
try {
lock (this) {
_streamingCall = call;
_streamingCallThread = new Thread(HandleStreamingCall);
_streamingCallThread.Start();
// Check circuit breaker
if (!_circuitBreaker.ShouldAttemptConnection()) {
_remoteEagleClientLogger.LogLine(
$"[CIRCUIT] Connection attempt blocked - circuit {_circuitBreaker.CurrentState}");
LogConnectionEvent("connect_blocked", $"circuit={_circuitBreaker.CurrentState}");
return;
}
foreach (var kv in _subscribers) { StreamOneGame(kv.Value); }
_isConnecting = true;
try {
_lastConnectAttempt = DateTime.UtcNow;
_currentState = _consecutiveFailures > 0 ? ConnectionState.Reconnecting
: ConnectionState.Connecting;
NextReconnectAttempt = null;
LogConnectionEvent("connect_attempt");
// Dispose existing streaming call before creating new one
lock (this) {
_streamingCall?.Dispose();
_streamingCall = null;
// Cancel and dispose existing thread cancellation token
_threadCancellationTokenSource?.Cancel();
_threadCancellationTokenSource?.Dispose();
_threadCancellationTokenSource = new CancellationTokenSource();
_currentThreadToken = _threadCancellationTokenSource.Token;
}
await TryPendingCommands();
} catch (Exception e) {
_remoteEagleClientLogger.LogLine($"Got exception {e} in Connect()");
lock (this) {
while (pendingCommands.Any()) {
_pendingCommands.Add(pendingCommands.Dequeue());
var call = _grpcClient.StreamUpdates(
headers: _credentials,
deadline: GetDeadlineFromNow(),
cancellationToken: _cancellationToken);
Queue<PostCommandRequest> pendingCommands = new Queue<PostCommandRequest>();
try {
List<IClientConnectionSubscriber> subscribersToStream;
lock (this) {
_streamingCall = call;
_streamingCallThread = new Thread(HandleStreamingCall);
_streamingCallThread.Start();
// Collect subscribers under lock
subscribersToStream = _subscribers.Values.ToList();
}
// Stream subscriptions OUTSIDE lock (can await)
// Set state to SubscriptionPending while waiting for acks
if (subscribersToStream.Any()) {
_currentState = ConnectionState.SubscriptionPending;
}
bool allSucceeded = true;
foreach (var subscriber in subscribersToStream) {
if (!await StreamOneGameAsync(subscriber)) { allSucceeded = false; }
}
if (!allSucceeded) {
// Subscription failed - this is critical because the game won't receive
// updates. Trigger reconnect rather than proceeding to Connected state.
LogConnectionEvent(
"subscribe_failed",
"Subscription failed - triggering reconnect");
// Cleanup resources before reconnecting (consistent with other failure
// paths in HandleStreamingCall). This prevents the background thread from
// triggering its own reconnect when Connect() disposes the streaming call.
lock (this) {
_streamingCall?.Dispose();
_streamingCall = null;
_threadCancellationTokenSource?.Cancel();
}
MarkAllShardokGamesForResync();
CancelAllPendingSubscriptionAcks();
_circuitBreaker.RecordFailure();
ScheduleReconnect("SubscriptionFailed");
return;
}
_lastSuccessfulConnect = DateTime.UtcNow;
_consecutiveFailures = 0; // Reset backoff on successful connection
_currentState = ConnectionState.Connected;
_circuitBreaker.RecordSuccess();
LogConnectionEvent("connect_success");
// CRITICAL: Cancel any pending scheduled reconnect to prevent it from
// firing and killing this working connection
if (_retryTimer != null) {
_retryTimer.Enabled = false;
_retryTimer.Dispose();
_retryTimer = null;
}
// CRITICAL: Reset idle timer baseline before starting idle check
// Otherwise, on reconnect, _lastResponseReceived still has the old
// timestamp and CheckForIdleTimeout() will immediately kill this
// new connection thinking it's been idle for minutes
_lastResponseReceived = DateTime.UtcNow;
_lastIdleWarningLevel = 0;
// Start monitoring for idle timeout (relies on HTTP/2 keepalive)
StartIdleCheckTimer();
// Start sending heartbeats with sync status
StartHeartbeatTimer();
await TryPendingCommands();
} catch (Exception e) {
_circuitBreaker.RecordFailure();
LogConnectionEvent("connect_failed", e.GetType().Name);
_remoteEagleClientLogger.LogLine($"Got exception {e} in Connect()");
lock (this) {
while (pendingCommands.Any()) {
_pendingCommands.Add(pendingCommands.Dequeue());
}
}
}
}
} finally { _isConnecting = false; }
}
private async Task<bool> TryPendingCommands() {
@@ -229,6 +484,10 @@ namespace eagle {
public void Disconnect() {
lock (this) {
_lastDisconnect = DateTime.UtcNow;
LogConnectionEvent("disconnect_explicit");
StopIdleCheckTimer();
StopHeartbeatTimer();
_streamingCall?.Dispose();
_streamingCall = null;
}
@@ -237,11 +496,8 @@ namespace eagle {
public void Dispose() {
lock (this) {
// Dispose timers first to stop any pending callbacks
if (_timer != null) {
_timer.Enabled = false;
_timer.Dispose();
_timer = null;
}
StopIdleCheckTimer();
StopHeartbeatTimer();
if (_retryTimer != null) {
_retryTimer.Enabled = false;
@@ -280,11 +536,19 @@ namespace eagle {
_lobbySubscriber = subscriber;
}
public void Subscribe(IClientConnectionSubscriber subscriber) {
/// <summary>
/// Subscribe to a game and wait for server acknowledgment.
/// Returns true if subscription was acknowledged, false if it failed or timed out.
/// </summary>
public async Task<bool> Subscribe(IClientConnectionSubscriber subscriber) {
IClientConnectionSubscriber toStream;
lock (this) {
_subscribers[subscriber.GameId] = subscriber;
StreamOneGame(subscriber);
toStream = subscriber;
}
// Stream OUTSIDE lock (can await)
return await StreamOneGameAsync(toStream);
}
public async Task PostError(EagleGameId gameId, string errorMessage, string stackTrace) {
@@ -442,6 +706,15 @@ namespace eagle {
case GameUpdate.GameUpdateDetailsOneofCase.ActionResultResponse:
case GameUpdate.GameUpdateDetailsOneofCase.ShardokActionResultResponse:
case GameUpdate.GameUpdateDetailsOneofCase.StreamingTextResponse:
// Update result counts IMMEDIATELY on the gRPC thread, before enqueueing.
// This ensures reconnects use accurate counts even when MainQueue is blocked
// (e.g., when Unity is backgrounded).
lock (this) {
if (_subscribers.TryGetValue(gameUpdate.GameId, out var sub)) {
sub.UpdateResultCounts(gameUpdate);
}
}
MainQueue.Q.Enqueue(async () => {
IClientConnectionSubscriber subscriber;
lock (this) {
@@ -472,14 +745,12 @@ namespace eagle {
threadToken = _currentThreadToken;
}
SetUpTimer();
var waitStartTime = DateTime.UtcNow;
while (sc != null && !_currentThreadToken.IsCancellationRequested &&
await sc.ResponseStream.MoveNext(_cancellationToken)) {
var receivedTime = DateTime.UtcNow;
_lastResponseReceived = receivedTime;
SetUpTimer();
_lastIdleWarningLevel = 0; // Reset idle warnings on data received
var waitTime = (receivedTime - waitStartTime).TotalMilliseconds;
if (waitTime > 100.0) { _timingsLogger.LogLine($"WAIT {waitTime} ms"); }
@@ -488,7 +759,7 @@ namespace eagle {
switch (current.ResponseDetailsCase) {
case UpdateStreamResponse.ResponseDetailsOneofCase.HeartbeatResponse:
_remoteEagleClientLogger.LogLine("Got a heartbeat response!");
HandleHeartbeatResponse(current.HeartbeatResponse);
break;
case UpdateStreamResponse.ResponseDetailsOneofCase.GameUpdate:
@@ -553,6 +824,25 @@ namespace eagle {
mapInfo.Map);
}
break;
case UpdateStreamResponse.ResponseDetailsOneofCase.SubscriptionAck:
var ack = current.SubscriptionAck;
_remoteEagleClientLogger.LogLine(
$"[SUBSCRIBE] Received SubscriptionAck for game {ack.GameId}, " +
$"success={ack.Success}");
// Get TCS under lock, but call TrySetResult outside to avoid
// potential deadlock from synchronous continuations
TaskCompletionSource<SubscriptionAck> ackTcs = null;
lock (_pendingSubscriptionAcks) {
if (_pendingSubscriptionAcks.TryGetValue(
ack.GameId,
out ackTcs)) {
_pendingSubscriptionAcks.Remove(ack.GameId);
}
}
ackTcs?.TrySetResult(ack);
break;
}
@@ -566,113 +856,242 @@ namespace eagle {
"How did we get here? This is not my beautiful wife!");
} catch (RpcException e) {
lock (this) {
_lastDisconnect = DateTime.UtcNow;
_lastDisconnectReason = e.StatusCode;
// Mark all active Shardok games for full state resync
MarkAllShardokGamesForResync();
CancelAllPendingSubscriptionAcks();
switch (e.StatusCode) {
case StatusCode.Cancelled:
LogConnectionEvent("disconnect", "Cancelled", StatusCode.Cancelled);
_remoteEagleClientLogger.LogLine($"Got exception {e}");
if (_cancellationToken.IsCancellationRequested ||
_currentThreadToken.IsCancellationRequested) {
return;
}
// Only check the main cancellation token, not the thread-specific one
// The thread token gets cancelled during normal reconnection and
// shouldn't prevent it
if (_cancellationToken.IsCancellationRequested) { return; }
Connect();
ScheduleReconnect("Cancelled");
break;
case StatusCode.Internal:
LogConnectionEvent("disconnect", "Internal error", StatusCode.Internal);
_remoteEagleClientLogger.LogLine($"Got exception {e}");
Connect();
ScheduleReconnect("Internal");
break;
case StatusCode.DeadlineExceeded:
LogConnectionEvent(
"disconnect",
"Deadline exceeded",
StatusCode.DeadlineExceeded);
_remoteEagleClientLogger.LogLine("Got DeadlineExceeded");
Connect();
ScheduleReconnect("DeadlineExceeded");
break;
case StatusCode.Unavailable:
LogConnectionEvent("disconnect", "Unavailable", StatusCode.Unavailable);
_remoteEagleClientLogger.LogLine("Got Unavailable");
_retryTimer?.Dispose();
_retryTimer = new Timer();
_retryTimer.AutoReset = false;
_retryTimer.Interval = 5000;
_retryTimer.Elapsed += (sender, args) => Connect();
_retryTimer.Enabled = true;
ScheduleReconnect("Unavailable");
break;
default:
LogConnectionEvent(
"disconnect",
$"Unknown: {e.StatusCode}",
e.StatusCode);
_remoteEagleClientLogger.LogLine(
$"Something went very wrong, caught exception {e}");
ScheduleReconnect($"Unknown-{e.StatusCode}");
break;
}
}
} catch (ObjectDisposedException e) {
_lastDisconnect = DateTime.UtcNow;
LogConnectionEvent("disconnect", "ObjectDisposed");
_remoteEagleClientLogger.LogLine($"Got ObjectDisposedException {e}");
Connect();
// Mark all active Shardok games for full state resync
MarkAllShardokGamesForResync();
CancelAllPendingSubscriptionAcks();
ScheduleReconnect("ObjectDisposed");
}
return;
}
private void SetUpTimer() {
if (_timer != null) {
_timer.Enabled = false;
_timer.Dispose();
_timer = null;
/// <summary>
/// Mark all active Shardok games for resync across all subscribers.
/// Called when connection drops to ensure state consistency on reconnect.
/// </summary>
private void MarkAllShardokGamesForResync() {
foreach (var updater in _subscribers.Values.OfType<GameModelUpdater>()) {
updater.MarkAllShardokForResync();
}
_timer = new Timer { AutoReset = false, Interval = HeartbeatTimerSeconds * 1000 };
_timer.Elapsed += TimerFired;
_timer.Enabled = true;
}
private void SendHeartbeatRequest(
AsyncDuplexStreamingCall<UpdateStreamRequest, UpdateStreamResponse> sc) {
var heartbeatRequest = new UpdateStreamRequest {
HeartbeatRequest =
new HeartbeatRequest {
ClientTimestamp = DateTimeOffset.Now.ToUnixTimeMilliseconds()
}
/// <summary>
/// Cancel all pending subscription acknowledgments.
/// Called when connection drops to unblock any waiting subscription tasks.
/// </summary>
private void CancelAllPendingSubscriptionAcks() {
lock (_pendingSubscriptionAcks) {
foreach (var tcs in _pendingSubscriptionAcks.Values) { tcs.TrySetCanceled(); }
_pendingSubscriptionAcks.Clear();
}
}
private void StartIdleCheckTimer() {
StopIdleCheckTimer();
_idleCheckTimer = new Timer {
AutoReset = true,
Interval = 5000 // Check every 5 seconds
};
sc.RequestStream.WriteAsync(heartbeatRequest);
_idleCheckTimer.Elapsed += (sender, args) => CheckForIdleTimeout();
_idleCheckTimer.Enabled = true;
}
private void TimerFired(object sender, ElapsedEventArgs e) {
if (sender != _timer) {
// This timer was canceled; ignore
return;
private void StopIdleCheckTimer() {
if (_idleCheckTimer != null) {
_idleCheckTimer.Enabled = false;
_idleCheckTimer.Dispose();
_idleCheckTimer = null;
}
if (_cancellationToken.IsCancellationRequested ||
_currentThreadToken.IsCancellationRequested) {
return;
}
private void CheckForIdleTimeout() {
if (_cancellationToken.IsCancellationRequested) { return; }
var idleTime = (DateTime.UtcNow - _lastResponseReceived).TotalSeconds;
// Early warnings at 10s and 20s to help diagnose slow connections
if (idleTime > 20.0 && _lastIdleWarningLevel < 2) {
_lastIdleWarningLevel = 2;
_remoteEagleClientLogger.LogLine(
$"[IDLE_WARNING] No messages received in {idleTime:F1}s (timeout at {MaxIdleSeconds}s)");
LogConnectionEvent("idle_warning_20s", $"idle_time={idleTime:F1}s");
} else if (idleTime > 10.0 && _lastIdleWarningLevel < 1) {
_lastIdleWarningLevel = 1;
_remoteEagleClientLogger.LogLine(
$"[IDLE_WARNING] No messages received in {idleTime:F1}s (timeout at {MaxIdleSeconds}s)");
LogConnectionEvent("idle_warning_10s", $"idle_time={idleTime:F1}s");
}
AsyncDuplexStreamingCall<UpdateStreamRequest, UpdateStreamResponse> sc;
lock (this) { sc = _streamingCall; }
if (idleTime > MaxIdleSeconds) {
_remoteEagleClientLogger.LogLine(
$"[IDLE_TIMEOUT] No messages received in {idleTime:F1}s (max={MaxIdleSeconds}s), forcing reconnect");
LogConnectionEvent("idle_timeout", $"idle_time={idleTime:F1}s");
if (sc == null) {
// Already canceled
return;
}
_timer.Enabled = false;
_timer.Dispose();
_timer = null;
var now = DateTime.UtcNow;
var lastResponseReceived = _lastResponseReceived;
var secondsSinceResponse = (now - lastResponseReceived).TotalSeconds;
if (secondsSinceResponse > 2.0 * HeartbeatTimerSeconds) {
var toCancel = _streamingCall;
if (toCancel != null) {
toCancel.Dispose();
lock (this) {
_streamingCall = null;
Connect();
lock (this) { _streamingCall = null; }
Task.Run(() => Connect());
}
}
}
private void StartHeartbeatTimer() {
StopHeartbeatTimer();
_heartbeatTimer =
new Timer { AutoReset = true, Interval = HeartbeatIntervalSeconds * 1000 };
_heartbeatTimer.Elapsed += (sender, args) => Task.Run(() => SendHeartbeat());
_heartbeatTimer.Enabled = true;
}
private void StopHeartbeatTimer() {
if (_heartbeatTimer != null) {
_heartbeatTimer.Enabled = false;
_heartbeatTimer.Dispose();
_heartbeatTimer = null;
}
}
private async Task SendHeartbeat() {
if (_cancellationToken.IsCancellationRequested) { return; }
if (_currentState != ConnectionState.Connected) { return; }
// Build sync status for all subscribed games
var heartbeatRequest = new HeartbeatRequest {
ClientTimestamp = DateTimeOffset.UtcNow.ToUnixTimeMilliseconds()
};
List<IClientConnectionSubscriber> subscribers;
lock (this) { subscribers = _subscribers.Values.ToList(); }
foreach (var subscriber in subscribers) {
var gameSyncStatus = new GameSyncStatus {
GameId = subscriber.GameId,
UnfilteredResultCount = subscriber.LastUnfilteredResultCount
};
foreach (var shardokStatus in subscriber.ShardokViewStatuses) {
gameSyncStatus.ShardokSyncStatuses.Add(new ShardokSyncStatus {
ShardokGameId = shardokStatus.shardokGameId,
FilteredResultCount = shardokStatus.filteredResultCount
});
}
heartbeatRequest.GameSyncStatuses.Add(gameSyncStatus);
}
var request = new UpdateStreamRequest { HeartbeatRequest = heartbeatRequest };
var sent = await SendUpdateStreamRequestAsync(request);
if (sent) {
_remoteEagleClientLogger.LogLine(
$"[HEARTBEAT] Sent heartbeat with {heartbeatRequest.GameSyncStatuses.Count} games");
}
}
private void HandleHeartbeatResponse(HeartbeatResponse response) {
_remoteEagleClientLogger.LogLine(
$"[HEARTBEAT] Got response, server_timestamp={response.ServerTimestamp}");
// Check for sync mismatches reported by server
if (response.GameSyncResults.Count > 0) {
foreach (var syncResult in response.GameSyncResults) {
if (!syncResult.EagleInSync) {
_remoteEagleClientLogger.LogLine(
$"[SYNC_MISMATCH] Game {syncResult.GameId}: Eagle out of sync, " +
$"server has {syncResult.ServerUnfilteredResultCount} results");
LogConnectionEvent(
"sync_mismatch_eagle",
$"game={syncResult.GameId}, server_count={syncResult.ServerUnfilteredResultCount}");
}
foreach (var shardokResult in syncResult.ShardokSyncResults) {
if (!shardokResult.InSync) {
_remoteEagleClientLogger.LogLine(
$"[SYNC_MISMATCH] Game {syncResult.GameId}, Shardok {shardokResult.ShardokGameId}: " +
$"out of sync, server has {shardokResult.ServerFilteredResultCount} results");
LogConnectionEvent(
"sync_mismatch_shardok",
$"game={syncResult.GameId}, shardok={shardokResult.ShardokGameId}, " +
$"server_count={shardokResult.ServerFilteredResultCount}");
}
}
}
} else if (secondsSinceResponse > HeartbeatTimerSeconds) {
SendHeartbeatRequest(sc);
// Trigger resync by reconnecting - this will re-subscribe with current counts
// and the server will send missing updates
_remoteEagleClientLogger.LogLine(
"[SYNC_MISMATCH] Detected sync mismatch, triggering reconnect to resync");
LogConnectionEvent("sync_mismatch_reconnect", "Triggering reconnect to resync");
// Schedule reconnect to resync
lock (this) {
_streamingCall?.Dispose();
_streamingCall = null;
_threadCancellationTokenSource?.Cancel();
}
MarkAllShardokGamesForResync();
CancelAllPendingSubscriptionAcks();
ScheduleReconnect("SyncMismatch");
}
}
}
@@ -12,7 +12,8 @@ public class EagleConnection : IDisposable {
public readonly string playerName;
public readonly Metadata credentials;
public readonly string authHeader;
private const double KeepAliveSeconds = 45.0;
// Reduced from 45s to 15s for better NAT/firewall traversal
private const double KeepAliveSeconds = 15.0;
public static CancellationToken EagleCancellationToken =>
ConnectionKiller.EagleCancellationToken;
File diff suppressed because it is too large Load Diff
@@ -7,6 +7,12 @@ public class MainQueue : MonoBehaviour {
private readonly Queue<Action> _actionQueue = new();
private readonly Queue<Action> _nextUpdateQueue = new();
// Limit actions per frame to prevent blocking when resuming from background
private const int MaxActionsPerFrame = 10;
// Track queue depth for logging
private int _lastLoggedQueueDepth = 0;
private MainQueue() {}
void Awake() {
@@ -15,6 +21,19 @@ public class MainQueue : MonoBehaviour {
// Update is called once per frame
void Update() {
int actionsProcessed = 0;
int queueDepthBefore;
lock (_actionQueue) { queueDepthBefore = _actionQueue.Count; }
// Log when queue has built up (e.g., after resuming from background)
if (queueDepthBefore > MaxActionsPerFrame && queueDepthBefore != _lastLoggedQueueDepth) {
Debug.Log($"[MainQueue] Processing backlog: {queueDepthBefore} actions queued");
_lastLoggedQueueDepth = queueDepthBefore;
} else if (queueDepthBefore <= MaxActionsPerFrame) {
_lastLoggedQueueDepth = 0;
}
Action possibleAction;
do {
possibleAction = null;
@@ -22,8 +41,11 @@ public class MainQueue : MonoBehaviour {
if (_actionQueue.Count > 0) { possibleAction = _actionQueue.Dequeue(); }
}
if (possibleAction != null) { possibleAction.Invoke(); }
} while (possibleAction != null);
if (possibleAction != null) {
possibleAction.Invoke();
actionsProcessed++;
}
} while (possibleAction != null && actionsProcessed < MaxActionsPerFrame);
lock (_nextUpdateQueue) {
foreach (Action action in _nextUpdateQueue) { Enqueue(action); }
@@ -74,6 +74,8 @@ namespace Shardok {
public ActionResultTypeManager actionResultTypeManager;
public Canvas eagleCanvas;
public TMP_Text connectionStatusLabel;
private bool _connectionStatusUIInitialized = false;
public ShardokGameModel Model { get; private set; }
@@ -353,6 +355,17 @@ namespace Shardok {
});
}
public void SetConnection(eagle.PersistentClientConnection connection) {
if (!_connectionStatusUIInitialized && connectionStatusLabel != null &&
connection != null) {
var statusUI = connectionStatusLabel.GetComponent<eagle.ConnectionStatusUI>();
if (statusUI != null) {
statusUI.SetConnection(connection);
_connectionStatusUIInitialized = true;
}
}
}
private void UpdateReserves() {
reservesController.HeaderLabelText = "Reserves";
reservesController.AllowSelection = false;
@@ -3,6 +3,7 @@ using System.Collections.Generic;
using System.Linq;
using eagle;
using eagle0;
using UnityEngine;
using Net.Eagle0.Shardok.Api;
using Net.Eagle0.Shardok.Common;
using UnityGoDiceInterface;
@@ -173,7 +174,10 @@ public class ShardokGameModel {
return null;
}
public void HandleUpdates(
/// <summary>
/// Returns true if updates were handled successfully, false if a resync is needed.
/// </summary>
public bool HandleUpdates(
IEnumerable<ActionResultView> newHistory,
int expectedNewResultCount) {
var existingHistoryCount = History.Count();
@@ -182,12 +186,16 @@ public class ShardokGameModel {
var diff = existingHistoryCount + newHistoryCount - expectedNewResultCount;
History.RemoveRange(existingHistoryCount - diff, diff);
} else if (expectedNewResultCount > existingHistoryCount + newHistoryCount) {
throw new ArgumentException(
$"Should have {expectedNewResultCount} results but we have {existingHistoryCount + newHistoryCount}");
// Missing results - likely due to dropped packets on bad network.
// Request a full resync instead of crashing.
Debug.Log(
$"ShardokGameModel: Missing results (expected {expectedNewResultCount}, have {existingHistoryCount + newHistoryCount}). Requesting resync.");
return false;
}
foreach (ActionResultView entry in newHistory) { HandleNewHistoryEntry(entry); }
if (newHistoryCount > 0 && UpdateAction != null) { UpdateAction.Invoke(); }
return true;
}
public void HandleAvailableCommands(AvailableCommands newCommands) {
File diff suppressed because one or more lines are too long
@@ -328,9 +328,9 @@ Texture2D:
Hash: 00000000000000000000000000000000
m_IsAlphaChannelOptional: 0
serializedVersion: 4
m_Width: 0
m_Height: 0
m_CompleteImageSize: 0
m_Width: 1
m_Height: 1
m_CompleteImageSize: 1
m_MipsStripped: 0
m_TextureFormat: 1
m_MipCount: 1
@@ -355,8 +355,8 @@ Texture2D:
m_LightmapFormat: 0
m_ColorSpace: 0
m_PlatformBlob:
image data: 0
_typelessdata:
image data: 1
_typelessdata: 00
m_StreamData:
serializedVersion: 2
offset: 0
@@ -2,7 +2,9 @@
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Net;
using System.Net.Http;
using System.Threading;
using System.Threading.Tasks;
using eagle;
using Google.Protobuf;
@@ -18,10 +20,33 @@ namespace common {
public static void SetUpConnection(HttpClient httpClient) {
headshotFetcher = new("headshots", httpClient);
}
private readonly HttpClient _httpClient;
// Client that doesn't follow redirects, so we can retry each hop independently
private readonly HttpClient _noRedirectClient;
// Auth header to send only to eagle0.net (not to S3 signed URLs)
private readonly System.Net.Http.Headers.AuthenticationHeaderValue _authHeader;
private static readonly Uri BaseUri = new("https://eagle0.net/assets/headshots/");
private const int MaxRetryAttempts = 5;
private const int MaxRedirectHops = 5;
private const int RequestTimeoutSeconds = 10;
private static readonly int[] RetryDelaysMs = { 500, 1000, 2000, 3000, 5000 };
private const int PeriodicRetryIntervalMs = 30000; // 30 seconds
// Result of a single hop fetch attempt
private class HopResult {
public bool Success { get; set; }
public Uri RedirectUri { get; set; } // Non-null if this was a redirect
public bool GotContent { get; set; } // True if we received and saved content
public bool ShouldRetry { get; set; } // True if this failure is retryable
}
private readonly HashSet<string> _failedPaths = new();
private readonly object _failedPathsLock = new();
private Timer _periodicRetryTimer;
ResourceFetcher(string relativeLocalPath, HttpClient httpClient) {
_localPath = Path.Combine(
Application.persistentDataPath,
@@ -29,7 +54,22 @@ namespace common {
"Resources",
relativeLocalPath);
Directory.CreateDirectory(_localPath);
_httpClient = httpClient;
// Create a client that doesn't follow redirects automatically,
// so we can retry each hop independently
var handler = new HttpClientHandler { AllowAutoRedirect = false };
_noRedirectClient = new HttpClient(
handler) { Timeout = TimeSpan.FromSeconds(RequestTimeoutSeconds) };
// Store auth header to add per-request only for eagle0.net
// (sending it to S3 signed URLs causes HTTP 400)
_authHeader = httpClient.DefaultRequestHeaders.Authorization;
// Start periodic retry timer
_periodicRetryTimer = new Timer(
PeriodicRetryCallback,
null,
PeriodicRetryIntervalMs,
PeriodicRetryIntervalMs);
}
private readonly string _localPath;
@@ -63,13 +103,131 @@ namespace common {
}
private async Task<bool> FetchRemote(string path) {
// Send the request to the server to fetch the headshot
var response = await _httpClient.SendAsync(new HttpRequestMessage {
Method = HttpMethod.Get,
RequestUri = new Uri(BaseUri, path)
});
Uri currentUri = new Uri(BaseUri, path);
return await ReceiveHeadshot(response.Content, path);
for (int hop = 0; hop < MaxRedirectHops; hop++) {
var result = await FetchOneHopWithRetry(currentUri, path, hop);
if (result.GotContent) {
// Successfully received and saved content
ClearFailed(path);
return true;
}
if (result.RedirectUri != null) {
// Follow the redirect
currentUri = result.RedirectUri;
continue;
}
// Failed and not a redirect
MarkFailed(path);
return false;
}
// Too many redirects
Debug.Log($"ResourceFetcher: Too many redirects for {path}");
MarkFailed(path);
return false;
}
// Fetch a single hop with retries. Returns content, redirect, or failure.
private async Task<HopResult> FetchOneHopWithRetry(Uri uri, string path, int hopIndex) {
for (int attempt = 0; attempt < MaxRetryAttempts; attempt++) {
try {
var request =
new HttpRequestMessage { Method = HttpMethod.Get, RequestUri = uri };
// Only send auth header to eagle0.net, not to S3 signed URLs
if (_authHeader != null && uri.Host.EndsWith("eagle0.net")) {
request.Headers.Authorization = _authHeader;
}
var response = await _noRedirectClient.SendAsync(request);
var statusCode = (int)response.StatusCode;
// Success - got content
if (response.IsSuccessStatusCode) {
await ReceiveHeadshot(response.Content, path);
return new HopResult { Success = true, GotContent = true };
}
// Redirect - return the location to follow
if (statusCode >= 300 && statusCode < 400) {
var location = response.Headers.Location;
if (location != null) {
var redirectUri =
location.IsAbsoluteUri ? location : new Uri(uri, location);
return new HopResult { Success = true, RedirectUri = redirectUri };
}
Debug.Log(
$"ResourceFetcher: hop {hopIndex} got redirect but no Location header for {path}");
}
Debug.Log(
$"ResourceFetcher: hop {hopIndex} HTTP {statusCode} for {path} (attempt {attempt + 1}/{MaxRetryAttempts})");
// Don't retry on 4xx client errors (except 408, 429)
if (statusCode >= 400 && statusCode < 500 && statusCode != 408 &&
statusCode != 429) {
return new HopResult { Success = false, ShouldRetry = false };
}
if (attempt < MaxRetryAttempts - 1) {
await Task.Delay(RetryDelaysMs[attempt]);
}
} catch (HttpRequestException e) {
Debug.Log(
$"ResourceFetcher: hop {hopIndex} network error for {path} (attempt {attempt + 1}/{MaxRetryAttempts}): {e.Message}");
if (attempt < MaxRetryAttempts - 1) {
await Task.Delay(RetryDelaysMs[attempt]);
}
} catch (TaskCanceledException e) {
Debug.Log(
$"ResourceFetcher: hop {hopIndex} timeout for {path} (attempt {attempt + 1}/{MaxRetryAttempts}): {e.Message}");
if (attempt < MaxRetryAttempts - 1) {
await Task.Delay(RetryDelaysMs[attempt]);
}
} catch (WebException e) {
Debug.Log(
$"ResourceFetcher: hop {hopIndex} connection error for {path} (attempt {attempt + 1}/{MaxRetryAttempts}): {e.Message}");
if (attempt < MaxRetryAttempts - 1) {
await Task.Delay(RetryDelaysMs[attempt]);
}
} catch (IOException e) {
Debug.Log(
$"ResourceFetcher: hop {hopIndex} IO error for {path} (attempt {attempt + 1}/{MaxRetryAttempts}): {e.Message}");
if (attempt < MaxRetryAttempts - 1) {
await Task.Delay(RetryDelaysMs[attempt]);
}
} catch (Exception e) {
Debug.LogError(
$"ResourceFetcher: hop {hopIndex} unexpected error for {path}: {e}");
return new HopResult { Success = false, ShouldRetry = false };
}
}
// All retries exhausted for this hop
return new HopResult { Success = false, ShouldRetry = false };
}
private void MarkFailed(string path) {
lock (_failedPathsLock) { _failedPaths.Add(path); }
}
private void ClearFailed(string path) {
lock (_failedPathsLock) { _failedPaths.Remove(path); }
}
private void PeriodicRetryCallback(object state) {
List<string> pathsToRetry;
lock (_failedPathsLock) {
if (_failedPaths.Count == 0) return;
pathsToRetry = _failedPaths.ToList();
_failedPaths.Clear();
}
Debug.Log($"ResourceFetcher: Retrying {pathsToRetry.Count} failed headshot(s)");
foreach (var path in pathsToRetry) { FetchRemote(path); }
}
private class ImageLoadQueueItem {
@@ -131,15 +289,15 @@ namespace common {
}
public void Prefetch(IEnumerable<string> paths) {
var toFetch = paths.Where(path => !File.Exists(FullLocalPath(path))).ToList();
foreach (var path in toFetch) {
if (string.IsNullOrEmpty(path)) {
Debug.LogWarning("ResourceFetcher: Attempted to prefetch an empty path.");
}
FetchRemote(path);
List<string> toFetch;
lock (_failedPathsLock) {
toFetch = paths.Where(path => !string.IsNullOrEmpty(path) &&
!File.Exists(FullLocalPath(path)) &&
!_failedPaths.Contains(path))
.ToList();
}
foreach (var path in toFetch) { FetchRemote(path); }
}
}
}
@@ -4,17 +4,18 @@
"com.unity.2d.sprite": "1.0.0",
"com.unity.2d.tilemap": "1.0.0",
"com.unity.ai.navigation": "2.0.9",
"com.unity.analytics": "3.8.1",
"com.unity.collab-proxy": "2.9.3",
"com.unity.analytics": "3.8.2",
"com.unity.collab-proxy": "2.10.2",
"com.unity.ext.nunit": "2.0.5",
"com.unity.ide.rider": "3.0.38",
"com.unity.ide.visualstudio": "2.0.23",
"com.unity.multiplayer.center": "1.0.0",
"com.unity.nuget.newtonsoft-json": "3.2.1",
"com.unity.ide.visualstudio": "2.0.25",
"com.unity.multiplayer.center": "1.0.1",
"com.unity.nuget.newtonsoft-json": "3.2.2",
"com.unity.test-framework": "1.6.0",
"com.unity.timeline": "1.8.9",
"com.unity.ugui": "2.0.0",
"com.unity.modules.accessibility": "1.0.0",
"com.unity.modules.adaptiveperformance": "1.0.0",
"com.unity.modules.ai": "1.0.0",
"com.unity.modules.androidjni": "1.0.0",
"com.unity.modules.animation": "1.0.0",
@@ -41,6 +42,7 @@
"com.unity.modules.unitywebrequestaudio": "1.0.0",
"com.unity.modules.unitywebrequesttexture": "1.0.0",
"com.unity.modules.unitywebrequestwww": "1.0.0",
"com.unity.modules.vectorgraphics": "1.0.0",
"com.unity.modules.vehicles": "1.0.0",
"com.unity.modules.video": "1.0.0",
"com.unity.modules.vr": "1.0.0",
@@ -32,7 +32,7 @@
"url": "https://packages.unity.com"
},
"com.unity.analytics": {
"version": "3.8.1",
"version": "3.8.2",
"depth": 0,
"source": "registry",
"dependencies": {
@@ -42,7 +42,7 @@
"url": "https://packages.unity.com"
},
"com.unity.collab-proxy": {
"version": "2.9.3",
"version": "2.10.2",
"depth": 0,
"source": "registry",
"dependencies": {},
@@ -64,16 +64,16 @@
"url": "https://packages.unity.com"
},
"com.unity.ide.visualstudio": {
"version": "2.0.23",
"version": "2.0.25",
"depth": 0,
"source": "registry",
"dependencies": {
"com.unity.test-framework": "1.1.9"
"com.unity.test-framework": "1.1.31"
},
"url": "https://packages.unity.com"
},
"com.unity.multiplayer.center": {
"version": "1.0.0",
"version": "1.0.1",
"depth": 0,
"source": "builtin",
"dependencies": {
@@ -81,14 +81,14 @@
}
},
"com.unity.nuget.newtonsoft-json": {
"version": "3.2.1",
"version": "3.2.2",
"depth": 0,
"source": "registry",
"dependencies": {},
"url": "https://packages.unity.com"
},
"com.unity.services.analytics": {
"version": "6.1.0",
"version": "6.1.1",
"depth": 1,
"source": "registry",
"dependencies": {
@@ -99,7 +99,7 @@
"url": "https://packages.unity.com"
},
"com.unity.services.core": {
"version": "1.14.0",
"version": "1.16.0",
"depth": 2,
"source": "registry",
"dependencies": {
@@ -146,6 +146,14 @@
"source": "builtin",
"dependencies": {}
},
"com.unity.modules.adaptiveperformance": {
"version": "1.0.0",
"depth": 0,
"source": "builtin",
"dependencies": {
"com.unity.modules.subsystems": "1.0.0"
}
},
"com.unity.modules.ai": {
"version": "1.0.0",
"depth": 0,
@@ -353,6 +361,16 @@
"com.unity.modules.imageconversion": "1.0.0"
}
},
"com.unity.modules.vectorgraphics": {
"version": "1.0.0",
"depth": 0,
"source": "builtin",
"dependencies": {
"com.unity.modules.uielements": "1.0.0",
"com.unity.modules.imageconversion": "1.0.0",
"com.unity.modules.imgui": "1.0.0"
}
},
"com.unity.modules.vehicles": {
"version": "1.0.0",
"depth": 0,
@@ -1,2 +1,2 @@
m_EditorVersion: 6000.2.7f2
m_EditorVersionWithRevision: 6000.2.7f2 (2b518236b676)
m_EditorVersion: 6000.3.0f1
m_EditorVersionWithRevision: 6000.3.0f1 (d1870ce95baf)
@@ -0,0 +1,19 @@
load("@io_bazel_rules_go//go:def.bzl", "go_binary", "go_library")
go_library(
name = "admin_server_lib",
srcs = ["admin_server.go"],
importpath = "github.com/nolen777/eagle0/src/main/go/net/eagle0/admin_server",
visibility = ["//visibility:private"],
deps = [
"//src/main/protobuf/net/eagle0/eagle/api:api_go_proto", # keep
"@org_golang_google_grpc//:grpc",
"@org_golang_google_grpc//credentials/insecure",
],
)
go_binary(
name = "admin_server",
embed = [":admin_server_lib"],
visibility = ["//visibility:public"],
)
@@ -0,0 +1,179 @@
// Package main provides an HTTP admin server for Eagle game management.
// It connects to the Eagle gRPC service and exposes REST endpoints.
package main
import (
"context"
"encoding/json"
"flag"
"fmt"
"log"
"net/http"
"strconv"
"strings"
"time"
eagle "github.com/nolen777/eagle0/src/main/protobuf/net/eagle0/eagle/api/eagle"
"google.golang.org/grpc"
"google.golang.org/grpc/credentials/insecure"
)
var (
eagleAddr = flag.String("eagle-addr", "localhost:40032", "Eagle gRPC server address")
httpPort = flag.Int("http-port", 8080, "HTTP server port")
grpcClient eagle.EagleClient
)
func main() {
flag.Parse()
// Connect to Eagle gRPC server
conn, err := grpc.NewClient(*eagleAddr,
grpc.WithTransportCredentials(insecure.NewCredentials()),
)
if err != nil {
log.Fatalf("Failed to connect to Eagle server: %v", err)
}
defer conn.Close()
grpcClient = eagle.NewEagleClient(conn)
// Set up HTTP routes
http.HandleFunc("/games", handleGames)
http.HandleFunc("/games/", handleGameHistory)
http.HandleFunc("/health", handleHealth)
addr := fmt.Sprintf(":%d", *httpPort)
log.Printf("Admin server starting on %s, connecting to Eagle at %s", addr, *eagleAddr)
if err := http.ListenAndServe(addr, nil); err != nil {
log.Fatalf("HTTP server failed: %v", err)
}
}
func handleHealth(w http.ResponseWriter, r *http.Request) {
w.Header().Set("Content-Type", "application/json")
json.NewEncoder(w).Encode(map[string]string{"status": "ok"})
}
// PlayerInfo represents a player in a running game
type PlayerInfo struct {
FactionID int32 `json:"faction_id"`
FactionName string `json:"faction_name"`
LeaderName string `json:"leader_name"`
IsHuman bool `json:"is_human"`
UserName string `json:"user_name,omitempty"`
}
// GameInfo represents a running game with hex-formatted ID
type GameInfo struct {
GameID string `json:"game_id"`
CurrentRound int32 `json:"current_round"`
ActionCount int32 `json:"action_count"`
Players []PlayerInfo `json:"players"`
RunStatus string `json:"run_status"`
}
// GamesResponse is the response for /games endpoint
type GamesResponse struct {
Games []GameInfo `json:"games"`
}
// formatGameID formats a game ID as unsigned hex
func formatGameID(id int64) string {
return fmt.Sprintf("%x", uint64(id))
}
func handleGames(w http.ResponseWriter, r *http.Request) {
if r.Method != http.MethodGet {
http.Error(w, "Method not allowed", http.StatusMethodNotAllowed)
return
}
ctx, cancel := context.WithTimeout(context.Background(), 10*time.Second)
defer cancel()
resp, err := grpcClient.GetRunningGames(ctx, &eagle.GetRunningGamesRequest{})
if err != nil {
log.Printf("Failed to get running games: %v", err)
http.Error(w, fmt.Sprintf("Failed to get running games: %v", err), http.StatusInternalServerError)
return
}
// Convert to JSON response with hex game IDs
games := make([]GameInfo, len(resp.Games))
for i, game := range resp.Games {
players := make([]PlayerInfo, len(game.Players))
for j, p := range game.Players {
players[j] = PlayerInfo{
FactionID: p.FactionId,
FactionName: p.FactionName,
LeaderName: p.LeaderName,
IsHuman: p.IsHuman,
UserName: p.UserName,
}
}
games[i] = GameInfo{
GameID: formatGameID(game.GameId),
CurrentRound: game.CurrentRound,
ActionCount: game.ActionCount,
Players: players,
RunStatus: game.RunStatus,
}
}
w.Header().Set("Content-Type", "application/json")
json.NewEncoder(w).Encode(GamesResponse{Games: games})
}
func handleGameHistory(w http.ResponseWriter, r *http.Request) {
if r.Method != http.MethodGet {
http.Error(w, "Method not allowed", http.StatusMethodNotAllowed)
return
}
// Parse game ID from URL: /games/{id}/history
path := strings.TrimPrefix(r.URL.Path, "/games/")
parts := strings.Split(path, "/")
if len(parts) < 2 || parts[1] != "history" {
http.Error(w, "Invalid path. Use /games/{id}/history", http.StatusBadRequest)
return
}
gameIDUint, err := strconv.ParseUint(parts[0], 16, 64)
if err != nil {
http.Error(w, "Invalid game ID (expected hex format)", http.StatusBadRequest)
return
}
gameID := int64(gameIDUint)
// Parse query parameters
startIndex := 0
limit := 100
if s := r.URL.Query().Get("start"); s != "" {
if v, err := strconv.Atoi(s); err == nil {
startIndex = v
}
}
if l := r.URL.Query().Get("limit"); l != "" {
if v, err := strconv.Atoi(l); err == nil {
limit = v
}
}
ctx, cancel := context.WithTimeout(context.Background(), 10*time.Second)
defer cancel()
resp, err := grpcClient.GetGameHistory(ctx, &eagle.GetGameHistoryRequest{
GameId: gameID,
StartIndex: int32(startIndex),
Limit: int32(limit),
})
if err != nil {
log.Printf("Failed to get game history for game %d: %v", gameID, err)
http.Error(w, fmt.Sprintf("Failed to get game history: %v", err), http.StatusInternalServerError)
return
}
w.Header().Set("Content-Type", "application/json")
json.NewEncoder(w).Encode(resp)
}
@@ -212,9 +212,11 @@ proto_library(
visibility = ["//src/main/protobuf/net/eagle0:__subpackages__"],
)
# keep: gazelle wants go_grpc_v2 and shardok_internal_interface_proto, but that breaks Go compilation
# (go_grpc_v2 only generates _grpc.pb.go, not message types; shardok_internal_interface needs separate target)
go_proto_library(
name = "common_go_proto",
compilers = ["@io_bazel_rules_go//proto:go_grpc_v2"],
compilers = ["@io_bazel_rules_go//proto:go_proto"], # keep
importpath = "github.com/nolen777/eagle0/src/main/protobuf/net/eagle0/common",
protos = [
":common_unit_proto",
@@ -222,11 +224,26 @@ go_proto_library(
":hostility_proto",
":player_info_proto",
":random_units_proto",
":shardok_internal_interface_proto",
":victory_condition_proto",
# keep: shardok_internal_interface_proto must NOT be here - it needs go_grpc compiler in separate target
],
visibility = ["//visibility:public"],
deps = [
"//src/main/protobuf/net/eagle0/shardok/common:common_go_proto",
# keep: other deps not needed for non-gRPC protos
],
)
# Separate target for shardok_internal_interface since it contains a gRPC service
# Uses go_grpc (v1) which generates both messages and gRPC code
go_proto_library(
name = "shardok_internal_interface_go_grpc",
compilers = ["@io_bazel_rules_go//proto:go_grpc"],
importpath = "github.com/nolen777/eagle0/src/main/protobuf/net/eagle0/common/shardok_internal_interface",
protos = [":shardok_internal_interface_proto"],
visibility = ["//visibility:public"],
deps = [
":common_go_proto",
"//src/main/protobuf/net/eagle0/shardok/api:api_go_proto",
"//src/main/protobuf/net/eagle0/shardok/common:common_go_proto",
"//src/main/protobuf/net/eagle0/shardok/storage:storage_go_proto",
@@ -212,10 +212,35 @@ proto_library(
],
)
# Non-gRPC message protos
go_proto_library(
name = "api_messages_go_proto",
compilers = ["@io_bazel_rules_go//proto:go_proto"],
importpath = "github.com/nolen777/eagle0/src/main/protobuf/net/eagle0/eagle/api",
protos = [
":available_command_proto",
":command_proto",
":pregenerated_text_proto",
":selected_command_proto",
":streaming_text_response_proto",
],
visibility = ["//visibility:public"],
deps = [
"//src/main/protobuf/net/eagle0/common:common_go_proto",
"//src/main/protobuf/net/eagle0/eagle/api/command/util:util_go_proto",
"//src/main/protobuf/net/eagle0/eagle/common:common_go_proto",
"//src/main/protobuf/net/eagle0/eagle/views:views_go_proto",
"//src/main/protobuf/net/eagle0/shardok/api:api_go_proto",
"//src/main/protobuf/net/eagle0/shardok/common:common_go_proto",
],
)
# Eagle gRPC service - uses go_grpc (v1) which generates both messages and gRPC code
# (go_grpc_v2 only generates gRPC code, not the message types like UpdateStreamRequest)
go_proto_library(
name = "api_go_proto",
compilers = ["@io_bazel_rules_go//proto:go_grpc_v2"],
importpath = "github.com/nolen777/eagle0/src/main/protobuf/net/eagle0/eagle/api",
compilers = ["@io_bazel_rules_go//proto:go_grpc"], # keep
importpath = "github.com/nolen777/eagle0/src/main/protobuf/net/eagle0/eagle/api/eagle", # keep
protos = [
":available_command_proto",
":command_proto",
@@ -28,6 +28,10 @@ service Eagle {
rpc StreamUpdates(stream UpdateStreamRequest) returns (stream UpdateStreamResponse) {}
rpc AddSettings (AddSettingsRequest) returns (AddSettingsResponse) {}
// Admin endpoints
rpc GetRunningGames(GetRunningGamesRequest) returns (GetRunningGamesResponse) {}
rpc GetGameHistory(GetGameHistoryRequest) returns (GetGameHistoryResponse) {}
}
message PostCommandRequest {
@@ -80,6 +84,8 @@ message UpdateStreamRequest {
message ShardokViewStatus {
string shardok_game_id = 1;
int32 filtered_result_count = 2;
// Request full state resync instead of delta update (used after connection drops)
bool request_full_resync = 3;
}
repeated ShardokViewStatus shardok_view_statuses = 3;
@@ -114,9 +120,18 @@ message UpdateStreamResponse {
CustomBattleResponse custom_battle_response = 7;
HexMapResponse hex_map_response = 8;
PostCommandResponse post_command_response = 9;
SubscriptionAck subscription_ack = 10;
}
}
// Acknowledgment sent by server after processing a StreamGameRequest
message SubscriptionAck {
int64 game_id = 1;
bool success = 2;
string error_message = 3; // Only set if success is false
int32 confirmed_result_count = 4; // Server confirms the starting point for updates
}
message HexMapsRequest {
message OneMapRequestInfo {
string map_name = 1;
@@ -156,10 +171,43 @@ message GameUpdate {
message HeartbeatRequest {
int64 client_timestamp = 1;
// Sync verification: client reports its known action counts per game
repeated GameSyncStatus game_sync_statuses = 2;
}
// Client's known sync state for a single game
message GameSyncStatus {
int64 game_id = 1;
// Eagle action count (matches ActionResultResponse.unfiltered_result_count_after)
int32 unfiltered_result_count = 2;
// Shardok action counts per tactical battle
repeated ShardokSyncStatus shardok_sync_statuses = 3;
}
message ShardokSyncStatus {
string shardok_game_id = 1;
// Matches ShardokActionResultResponse.filtered_result_count_after
int32 filtered_result_count = 2;
}
message HeartbeatResponse {
int64 server_timestamp = 1;
// Sync verification results - only included if there are mismatches
repeated GameSyncResult game_sync_results = 2;
}
// Server's sync verification result for a single game
message GameSyncResult {
int64 game_id = 1;
bool eagle_in_sync = 2;
int32 server_unfiltered_result_count = 3; // Server's count for comparison
repeated ShardokSyncResult shardok_sync_results = 4;
}
message ShardokSyncResult {
string shardok_game_id = 1;
bool in_sync = 2;
int32 server_filtered_result_count = 3; // Server's count for comparison
}
message NewGameOptions {
@@ -241,6 +289,25 @@ message ActionResultResponse {
int32 unfiltered_result_count_after = 1;
repeated .net.eagle0.eagle.views.ActionResultView action_result_views = 2;
AvailableCommands available_commands = 3;
// Server-reported game status for connection status UI
ServerGameStatus server_game_status = 4;
}
// Server-reported game status for the connection status indicator.
// Tells the client what the server is doing/waiting for.
message ServerGameStatus {
enum Status {
UNKNOWN = 0;
YOUR_TURN = 1; // Player has commands available
WAITING_FOR_PLAYERS = 2; // Waiting for other player(s) to act
GENERATING_TEXT = 3; // LLM text generation in progress
PROCESSING_ACTION = 4; // Server is processing an action
}
Status status = 1;
// For WAITING_FOR_PLAYERS: which faction(s) we're waiting for
repeated int32 waiting_for_faction_ids = 2;
// For GENERATING_TEXT: which LLM stream is being generated
string generating_llm_id = 3;
}
message ShardokActionResultResponse {
@@ -302,3 +369,47 @@ message AddSettingsKeyValue {
string key = 1;
string value = 2;
}
// Admin messages
message GetRunningGamesRequest {}
message GetRunningGamesResponse {
repeated RunningGameInfo games = 1;
}
message RunningGameInfo {
int64 game_id = 1;
int32 current_round = 2;
int32 action_count = 3;
repeated RunningGamePlayerInfo players = 4;
string run_status = 5;
}
message RunningGamePlayerInfo {
int32 faction_id = 1;
string faction_name = 2;
string leader_name = 3;
bool is_human = 4;
string user_name = 5;
}
message GetGameHistoryRequest {
int64 game_id = 1;
int32 start_index = 2; // optional: start from this action index
int32 limit = 3; // optional: max number of actions to return (0 = all)
}
message GetGameHistoryResponse {
int64 game_id = 1;
int32 total_action_count = 2;
repeated GameHistoryEntry entries = 3;
}
message GameHistoryEntry {
int32 index = 1;
string action_type = 2;
int32 round_id = 3;
.google.protobuf.Int32Value acting_faction_id = 4;
.google.protobuf.Int32Value province_id = 5;
string summary = 6; // human-readable summary of the action
}
@@ -195,6 +195,28 @@ message PrisonerExecutedDetails {
int32 executing_faction_id = 4;
}
message PrisonerReleasedDetails {
.google.protobuf.Int32Value last_faction_id = 1;
int32 province_id = 2;
int32 released_hero_id = 3;
int32 releasing_faction_id = 4;
}
message PrisonerExiledDetails {
.google.protobuf.Int32Value last_faction_id = 1;
int32 province_id = 2;
int32 exiled_hero_id = 3;
int32 exiling_faction_id = 4;
}
message PrisonerReturnedDetails {
.google.protobuf.Int32Value last_faction_id = 1;
int32 province_id = 2;
int32 returned_hero_id = 3;
int32 returning_faction_id = 4;
int32 to_faction_id = 5;
}
message ProvinceConqueredDetails {
int32 province_id = 1;
int32 conquering_faction_id = 2;
@@ -282,6 +304,9 @@ message NotificationDetails {
OutlawSpottedDetails outlaw_spotted_details = 10;
PrisonerExchangeDetails prisoner_exchange_details = 17;
PrisonerExecutedDetails prisoner_executed_details = 19;
PrisonerReleasedDetails prisoner_released_details = 36;
PrisonerExiledDetails prisoner_exiled_details = 37;
PrisonerReturnedDetails prisoner_returned_details = 38;
ProvinceConqueredDetails province_conquered_details = 2;
ProvinceExpansionDetails province_expansion_details = 1;
ProvinceHeldDetails province_held_details = 15;
@@ -17,7 +17,8 @@ message BeastInfo {
string plural_name = 3;
double likelihood = 4;
double max_count_multiplier = 5;
double relative_power = 6;
double min_relative_power = 6;
double max_relative_power = 12;
double economy_devastation = 7;
double agriculture_devastation = 8;
double infrastructure_devastation = 9;
@@ -805,7 +805,6 @@ go_proto_library(
],
deps = [
"//src/main/protobuf/net/eagle0/common:common_go_proto",
"//src/main/protobuf/net/eagle0/eagle/api:api_go_proto",
"//src/main/protobuf/net/eagle0/eagle/common:common_go_proto",
"//src/main/protobuf/net/eagle0/eagle/views:views_go_proto",
"//src/main/protobuf/net/eagle0/shardok/api:api_go_proto",
@@ -68,6 +68,10 @@ message GeneratedTextRequestDetails {
TruceOfferMessage truce_offer_message = 2;
TruceResolutionMessage truce_resolution_message = 8;
ProfessionGainedMessage profession_gained_message = 30;
PrisonerExecutedMessage prisoner_executed_message = 31;
PrisonerReleasedMessage prisoner_released_message = 32;
PrisonerExiledMessage prisoner_exiled_message = 33;
PrisonerReturnedMessage prisoner_returned_message = 34;
}
}
@@ -301,3 +305,32 @@ message ProfessionGainedMessage {
int32 faction_id = 2;
.net.eagle0.eagle.common.Profession new_profession = 3;
}
message PrisonerExecutedMessage {
int32 executed_hero_id = 1;
int32 last_faction_id = 2;
int32 executing_faction_id = 3;
int32 province_id = 4;
}
message PrisonerReleasedMessage {
int32 released_hero_id = 1;
int32 last_faction_id = 2;
int32 releasing_faction_id = 3;
int32 province_id = 4;
}
message PrisonerExiledMessage {
int32 exiled_hero_id = 1;
int32 last_faction_id = 2;
int32 exiling_faction_id = 3;
int32 province_id = 4;
}
message PrisonerReturnedMessage {
int32 returned_hero_id = 1;
int32 last_faction_id = 2;
int32 returning_faction_id = 3;
int32 to_faction_id = 4;
int32 province_id = 5;
}
+63 -63
View File
@@ -1,63 +1,63 @@
singularName pluralName likelihood maxCountMultiplier relativePower economyDevastation agricultureDevastation infrastructureDevastation averageGoldPer averageFoodPer
agitator agitators 0.1 1 1 5 0 0 1 0
asshole assholes 0.05 5 1 2 2 2 0.5 0
bandit bandits 0.2 1 1 5 0 0 1 0
bear bears 0.04 0.1 10 0 5 5 1 3
boar boars 0.04 0.2 5 0 5 5 0 10
brigand brigands 0.2 1 1 5 0 0 1 0
buccaneer buccaneers 0.05 1 2 5 0 0 2 0
cannibal cannibals 0.04 1 3 5 0 0 1 0
chimpanzee chimpanzees 0.04 3 1 0 0 5 0 0
clown clowns 0.04 1 5 5 0 0 1 0
cossack cossacks 0.04 1 5 5 0 0 1 0
crocodile crocodiles 0.04 0.04 10 0 5 0 0 1
crook crooks 0.1 1 1 5 0 0 1 0
cultist cultists 0.05 1 3 5 0 0 1 0
dacoit dacoits 0.05 1 1 5 0 0 1 0
demon demons 0.01 0.5 50 5 5 0 50 0
desperado desperadoes 0.1 1 1 5 0 0 1 0
dragon dragons 0.04 0.001 1000 10 10 10 5000 200
elephant elephants 0.04 0.1 15 0 5 5 0 8
freebooter freebooters 0.05 1 1 5 0 0 1 0
giant giants 0.01 0.01 100 10 10 10 50 3
heretic heretics 0.05 1 3 5 0 0 1 0
highwayman highwaymen 0.1 1 1.5 5 0 0 1 0
hippogryph hippogryphs 0.04 0.05 50 5 5 5 1000 100
hippopotamus hippopotamuses 0.04 0.1 10 0 0 5 0 5
honey badger honey badgers 0.3 3 0.3 0 5 0 0 0.5
hooligan hooligans 0.1 1 1 5 0 0 1 0
instigator instigators 0.1 1 1 5 0 0 1 0
lion lions 0.04 0.2 5 0 5 0 2 1.5
mammoth mammoths 0.1 1 1.5 5 0 0 1 0
marauder marauders 0.1 1 1.5 5 0 0 1 0
miscreant miscreants 0.01 1 1 5 0 0 1 0
mobster mobsters 0.05 1 2 5 0 0 2 0
ne'er-do-well ne'er-do-wells 0.1 1 0.8 5 0 0 1 0
nihilist nihilists 0.1 1 1 5 0 0 1 0
ogre ogres 0.02 0.05 20 10 5 5 20 3
orc orcs 0.1 1 1.5 5 0 0 1 0
particularist particularists 0.1 1 1 5 0 0 1 0
pirate pirates 0.05 1 2 5 0 0 2 0
proud boy proud boys 0.1 1 1 5 0 0 1 0
rabble-rouser rabble-rousers 0.1 1 1 5 0 0 1 0
raccoon raccoons 0.2 20 0.2 0 5 0 0 0.1
rebel rebels 0.04 2 1 5 0 0 1 0
robber robbers 0.1 1 1 5 0 0 1 0
ruffian ruffians 0.1 1 1 5 0 0 1 0
scalawag scalawags 0.1 1 0.7 5 0 0 0.5 0
separatist separatists 0.1 1 1 5 0 0 1 0
skeleton skeletons 0.01 1 1 5 0 0 1 0
snake snakes 0.2 20 0.2 0 5 0 0 0.1
spider spiders 0.1 500 0.01 0 5 0 0 0.001
street tough street toughs 0.1 1 1 5 0 0 1 0
terrorist terrorists 0.04 1 5 5 0 0 1 0
thief thieves 0.1 1 1 5 0 0 1 0
tiger tigers 0.1 0.2 3 0 5 0 1 1
traitor traitors 0.1 1 2 5 0 0 1 0
troll trolls 0.02 0.1 10 5 10 5 50 3
unknown unknown 0 0 0 5 0 0 0 0
vampire vampires 0.01 0.5 50 5 5 0 50 0
velociraptor velociraptors 0.02 0.15 20 10 5 5 20 3
wolf wolves 0.3 3 0.3 0 5 0 0 0.5
wolverine wolverines 0.4 3 0.3 0 5 0 0 0.5
zombie zombies 0.01 1 1 5 0 0 1 0
singularName pluralName likelihood maxCountMultiplier minRelativePower maxRelativePower economyDevastation agricultureDevastation infrastructureDevastation averageGoldPer averageFoodPer
agitator agitators 0.1 1 1 1 5 0 0 1 0
asshole assholes 0.05 5 1 1 2 2 2 0.5 0
bandit bandits 0.2 1 1 1 5 0 0 1 0
bear bears 0.04 0.1 10 10 0 5 5 1 3
boar boars 0.04 0.2 5 5 0 5 5 0 10
brigand brigands 0.2 1 1 1 5 0 0 1 0
buccaneer buccaneers 0.05 1 2 2 5 0 0 2 0
cannibal cannibals 0.04 1 3 3 5 0 0 1 0
chimpanzee chimpanzees 0.04 3 1 1 0 0 5 0 0
clown clowns 0.04 1 5 50 5 0 0 1 0
cossack cossacks 0.04 1 5 5 5 0 0 1 0
crocodile crocodiles 0.04 0.04 10 10 0 5 0 0 1
crook crooks 0.1 1 1 1 5 0 0 1 0
cultist cultists 0.05 1 3 3 5 0 0 1 0
dacoit dacoits 0.05 1 1 1 5 0 0 1 0
demon demons 0.01 0.5 50 50 5 5 0 50 0
desperado desperadoes 0.1 1 1 1 5 0 0 1 0
dragon dragons 0.04 0.001 1000 1000 10 10 10 5000 200
elephant elephants 0.04 0.1 15 15 0 5 5 0 8
freebooter freebooters 0.05 1 1 1 5 0 0 1 0
giant giants 0.01 0.01 100 100 10 10 10 50 3
heretic heretics 0.05 1 3 3 5 0 0 1 0
highwayman highwaymen 0.1 1 1.5 1.5 5 0 0 1 0
hippogryph hippogryphs 0.04 0.05 50 50 5 5 5 1000 100
hippopotamus hippopotamuses 0.04 0.1 10 10 0 0 5 0 5
honey badger honey badgers 0.3 3 0.3 0.3 0 5 0 0 0.5
hooligan hooligans 0.1 1 1 1 5 0 0 1 0
instigator instigators 0.1 1 1 1 5 0 0 1 0
lion lions 0.04 0.2 5 5 0 5 0 2 1.5
mammoth mammoths 0.1 1 1.5 1.5 5 0 0 1 0
marauder marauders 0.1 1 1.5 1.5 5 0 0 1 0
miscreant miscreants 0.01 1 1 1 5 0 0 1 0
mobster mobsters 0.05 1 2 2 5 0 0 2 0
ne'er-do-well ne'er-do-wells 0.1 1 0.8 0.8 5 0 0 1 0
nihilist nihilists 0.1 1 1 1 5 0 0 1 0
ogre ogres 0.02 0.05 20 20 10 5 5 20 3
orc orcs 0.1 1 1.5 1.5 5 0 0 1 0
particularist particularists 0.1 1 1 1 5 0 0 1 0
pirate pirates 0.05 1 2 2 5 0 0 2 0
proud boy proud boys 0.1 1 1 1 5 0 0 1 0
rabble-rouser rabble-rousers 0.1 1 1 1 5 0 0 1 0
raccoon raccoons 0.2 20 0.2 0.2 0 5 0 0 0.1
rebel rebels 0.04 2 1 1 5 0 0 1 0
robber robbers 0.1 1 1 1 5 0 0 1 0
ruffian ruffians 0.1 1 1 1 5 0 0 1 0
scalawag scalawags 0.1 1 0.7 0.7 5 0 0 0.5 0
separatist separatists 0.1 1 1 1 5 0 0 1 0
skeleton skeletons 0.01 1 1 1 5 0 0 1 0
snake snakes 0.2 20 0.2 0.2 0 5 0 0 0.1
spider spiders 0.1 500 0.01 0.01 0 5 0 0 0.001
street tough street toughs 0.1 1 1 1 5 0 0 1 0
terrorist terrorists 0.04 1 5 5 5 0 0 1 0
thief thieves 0.1 1 1 1 5 0 0 1 0
tiger tigers 0.1 0.2 3 3 0 5 0 1 1
traitor traitors 0.1 1 2 2 5 0 0 1 0
troll trolls 0.02 0.1 10 10 5 10 5 50 3
unknown unknown 0 0 0 0 5 0 0 0 0
vampire vampires 0.01 0.5 50 50 5 5 0 50 0
velociraptor velociraptors 0.02 0.15 20 20 10 5 5 20 3
wolf wolves 0.3 3 0.3 0.3 0 5 0 0 0.5
wolverine wolverines 0.4 3 0.3 0.3 0 5 0 0 0.5
zombie zombies 0.01 1 1 1 5 0 0 1 0
1 singularName pluralName likelihood maxCountMultiplier relativePower minRelativePower maxRelativePower economyDevastation agricultureDevastation infrastructureDevastation averageGoldPer averageFoodPer
2 agitator agitators 0.1 1 1 1 5 0 0 1 0
3 asshole assholes 0.05 5 1 1 2 2 2 0.5 0
4 bandit bandits 0.2 1 1 1 5 0 0 1 0
5 bear bears 0.04 0.1 10 10 0 5 5 1 3
6 boar boars 0.04 0.2 5 5 0 5 5 0 10
7 brigand brigands 0.2 1 1 1 5 0 0 1 0
8 buccaneer buccaneers 0.05 1 2 2 5 0 0 2 0
9 cannibal cannibals 0.04 1 3 3 5 0 0 1 0
10 chimpanzee chimpanzees 0.04 3 1 1 0 0 5 0 0
11 clown clowns 0.04 1 5 50 5 0 0 1 0
12 cossack cossacks 0.04 1 5 5 5 0 0 1 0
13 crocodile crocodiles 0.04 0.04 10 10 0 5 0 0 1
14 crook crooks 0.1 1 1 1 5 0 0 1 0
15 cultist cultists 0.05 1 3 3 5 0 0 1 0
16 dacoit dacoits 0.05 1 1 1 5 0 0 1 0
17 demon demons 0.01 0.5 50 50 5 5 0 50 0
18 desperado desperadoes 0.1 1 1 1 5 0 0 1 0
19 dragon dragons 0.04 0.001 1000 1000 10 10 10 5000 200
20 elephant elephants 0.04 0.1 15 15 0 5 5 0 8
21 freebooter freebooters 0.05 1 1 1 5 0 0 1 0
22 giant giants 0.01 0.01 100 100 10 10 10 50 3
23 heretic heretics 0.05 1 3 3 5 0 0 1 0
24 highwayman highwaymen 0.1 1 1.5 1.5 5 0 0 1 0
25 hippogryph hippogryphs 0.04 0.05 50 50 5 5 5 1000 100
26 hippopotamus hippopotamuses 0.04 0.1 10 10 0 0 5 0 5
27 honey badger honey badgers 0.3 3 0.3 0.3 0 5 0 0 0.5
28 hooligan hooligans 0.1 1 1 1 5 0 0 1 0
29 instigator instigators 0.1 1 1 1 5 0 0 1 0
30 lion lions 0.04 0.2 5 5 0 5 0 2 1.5
31 mammoth mammoths 0.1 1 1.5 1.5 5 0 0 1 0
32 marauder marauders 0.1 1 1.5 1.5 5 0 0 1 0
33 miscreant miscreants 0.01 1 1 1 5 0 0 1 0
34 mobster mobsters 0.05 1 2 2 5 0 0 2 0
35 ne'er-do-well ne'er-do-wells 0.1 1 0.8 0.8 5 0 0 1 0
36 nihilist nihilists 0.1 1 1 1 5 0 0 1 0
37 ogre ogres 0.02 0.05 20 20 10 5 5 20 3
38 orc orcs 0.1 1 1.5 1.5 5 0 0 1 0
39 particularist particularists 0.1 1 1 1 5 0 0 1 0
40 pirate pirates 0.05 1 2 2 5 0 0 2 0
41 proud boy proud boys 0.1 1 1 1 5 0 0 1 0
42 rabble-rouser rabble-rousers 0.1 1 1 1 5 0 0 1 0
43 raccoon raccoons 0.2 20 0.2 0.2 0 5 0 0 0.1
44 rebel rebels 0.04 2 1 1 5 0 0 1 0
45 robber robbers 0.1 1 1 1 5 0 0 1 0
46 ruffian ruffians 0.1 1 1 1 5 0 0 1 0
47 scalawag scalawags 0.1 1 0.7 0.7 5 0 0 0.5 0
48 separatist separatists 0.1 1 1 1 5 0 0 1 0
49 skeleton skeletons 0.01 1 1 1 5 0 0 1 0
50 snake snakes 0.2 20 0.2 0.2 0 5 0 0 0.1
51 spider spiders 0.1 500 0.01 0.01 0 5 0 0 0.001
52 street tough street toughs 0.1 1 1 1 5 0 0 1 0
53 terrorist terrorists 0.04 1 5 5 5 0 0 1 0
54 thief thieves 0.1 1 1 1 5 0 0 1 0
55 tiger tigers 0.1 0.2 3 3 0 5 0 1 1
56 traitor traitors 0.1 1 2 2 5 0 0 1 0
57 troll trolls 0.02 0.1 10 10 5 10 5 50 3
58 unknown unknown 0 0 0 0 5 0 0 0 0
59 vampire vampires 0.01 0.5 50 50 5 5 0 50 0
60 velociraptor velociraptors 0.02 0.15 20 20 10 5 5 20 3
61 wolf wolves 0.3 3 0.3 0.3 0 5 0 0 0.5
62 wolverine wolverines 0.4 3 0.3 0.3 0 5 0 0 0.5
63 zombie zombies 0.01 1 1 1 5 0 0 1 0
@@ -7,7 +7,7 @@ import net.eagle0.eagle.{FactionId, GameId, ProvinceId}
import net.eagle0.eagle.api.available_command.AvailableCommand
import net.eagle0.eagle.api.command.OneProvinceAvailableCommands
import net.eagle0.eagle.api.selected_command.SelectedCommand
import net.eagle0.eagle.internal.game_state.GameState
import net.eagle0.eagle.internal.game_state.GameState as GameStateProto
import net.eagle0.eagle.library.util.*
import net.eagle0.eagle.library.util.command_choice_helpers.{
AlmsCommandSelector,
@@ -16,6 +16,7 @@ import net.eagle0.eagle.library.util.command_choice_helpers.{
}
import net.eagle0.eagle.library.util.command_choice_helpers.CommandChooserImplicits.*
import net.eagle0.eagle.library.Engine
import net.eagle0.eagle.model.proto_converters.game_state.GameStateConverter
case class AIClientWithSelectedCommand(
client: AIClient,
@@ -54,13 +55,13 @@ case class AIClient(
else
chooseFrom(
maybeCommandsMap.get.commandsByProvince,
engine.currentState,
GameStateConverter.toProto(engine.currentState),
functionalRandom
)
}
private def chooseMidGameCommandFrom(
gameState: GameState,
gameState: GameStateProto,
oneProvinceAvailableCommands: OneProvinceAvailableCommands,
functionalRandom: FunctionalRandom
): RandomState[AIClientWithSelectedCommand] =
@@ -115,7 +116,7 @@ case class AIClient(
private def chooseFrom(
acs: Map[ProvinceId, OneProvinceAvailableCommands],
gs: GameState,
gs: GameStateProto,
functionalRandom: FunctionalRandom
): RandomState[AIClientWithSelectedCommand] = {
val opac = acs.head._2
@@ -186,7 +187,7 @@ case class AIClient(
),
(
fid: FactionId,
gs: GameState,
gs: GameStateProto,
acs: Vector[AvailableCommand],
functionalRandom
) =>
@@ -25,6 +25,7 @@ scala_library(
"//src/main/scala/net/eagle0/eagle/library/util/command_choice_helpers:alms_command_selector",
"//src/main/scala/net/eagle0/eagle/library/util/command_choice_helpers:attack_decision_command_chooser",
"//src/main/scala/net/eagle0/eagle/library/util/command_choice_helpers:command_chooser",
"//src/main/scala/net/eagle0/eagle/model/proto_converters/game_state",
"//src/main/scala/net/eagle0/eagle/shardok_interface:battle_resolution",
],
)
@@ -11,6 +11,7 @@ scala_library(
"//src/test/scala/net/eagle0/eagle/service/controller:__pkg__",
],
exports = [
"//src/main/scala/net/eagle0/eagle/model/state/game_state",
"//src/main/scala/net/eagle0/eagle/shardok_interface:battle_update",
],
deps = [
@@ -20,6 +21,7 @@ scala_library(
"//src/main/protobuf/net/eagle0/eagle/internal:game_state_scala_proto",
"//src/main/protobuf/net/eagle0/eagle/views:action_result_view_scala_proto",
"//src/main/scala/net/eagle0/eagle:eagle_pkg",
"//src/main/scala/net/eagle0/eagle/model/state/game_state",
"//src/main/scala/net/eagle0/eagle/shardok_interface:battle_resolution",
"//src/main/scala/net/eagle0/eagle/shardok_interface:battle_update",
],
@@ -55,7 +57,6 @@ scala_library(
"//src/main/scala/net/eagle0/eagle/library/actions/impl/command:command_factory",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:action",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:action_with_resulting_state",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:deterministic_single_result_action",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:random_state_proto_sequencer",
"//src/main/scala/net/eagle0/eagle/library/util:eagle_require",
"//src/main/scala/net/eagle0/eagle/library/util/hero_generator",
@@ -69,11 +70,8 @@ scala_library(
"//src/main/scala/net/eagle0/eagle/model/action_result/generated_text_request",
"//src/main/scala/net/eagle0/eagle/model/action_result/types/base:action_result_type",
"//src/main/scala/net/eagle0/eagle/model/proto_converters:battalion_converter",
"//src/main/scala/net/eagle0/eagle/model/proto_converters/date",
"//src/main/scala/net/eagle0/eagle/model/proto_converters/faction",
"//src/main/scala/net/eagle0/eagle/model/proto_converters:battalion_type_converter",
"//src/main/scala/net/eagle0/eagle/model/proto_converters/game_state",
"//src/main/scala/net/eagle0/eagle/model/proto_converters/hero",
"//src/main/scala/net/eagle0/eagle/model/proto_converters/province",
"//src/main/scala/net/eagle0/eagle/model/state/battalion",
"//src/main/scala/net/eagle0/eagle/model/state/date",
"//src/main/scala/net/eagle0/eagle/model/state/faction",
@@ -147,14 +145,17 @@ scala_library(
"//src/main/protobuf/net/eagle0/shardok/api:command_descriptor_scala_proto",
"//src/main/protobuf/net/eagle0/shardok/storage:action_result_scala_proto",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:action_with_resulting_state",
"//src/main/scala/net/eagle0/eagle/model/state/date",
"//src/main/scala/net/eagle0/eagle/model/state/game_state",
],
deps = [
"//src/main/protobuf/net/eagle0/eagle/internal:game_state_scala_proto",
"//src/main/protobuf/net/eagle0/shardok/api:action_result_view_scala_proto",
"//src/main/protobuf/net/eagle0/shardok/api:command_descriptor_scala_proto",
"//src/main/protobuf/net/eagle0/shardok/storage:action_result_scala_proto",
"//src/main/scala/net/eagle0/eagle:eagle_pkg",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:action_with_resulting_state",
"//src/main/scala/net/eagle0/eagle/model/state/date",
"//src/main/scala/net/eagle0/eagle/model/state/game_state",
],
)
@@ -203,15 +204,15 @@ scala_library(
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:action",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:action_with_resulting_state",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:deterministic_sequential_results_action",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:deterministic_single_result_action",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:vigor_xp_applier",
"//src/main/scala/net/eagle0/eagle/library/util:eagle_require",
"//src/main/scala/net/eagle0/eagle/library/util/hero_generator",
"//src/main/scala/net/eagle0/eagle/library/util/validations:scala_runtime_validator",
"//src/main/scala/net/eagle0/eagle/model/action_result:action_result_trait",
"//src/main/scala/net/eagle0/eagle/model/action_result:changed_battalion_trait",
"//src/main/scala/net/eagle0/eagle/model/action_result:changed_faction_trait",
"//src/main/scala/net/eagle0/eagle/model/action_result:changed_hero_trait",
"//src/main/scala/net/eagle0/eagle/model/action_result:notification_trait",
"//src/main/scala/net/eagle0/eagle/model/action_result/changed_province/concrete",
"//src/main/scala/net/eagle0/eagle/model/action_result/generated_text_request",
"//src/main/scala/net/eagle0/eagle/model/action_result/types/base:action_result_type",
"//src/main/scala/net/eagle0/eagle/model/proto_converters:action_result_proto_converter",
@@ -219,6 +220,7 @@ scala_library(
"//src/main/scala/net/eagle0/eagle/model/proto_converters:battalion_type_converter",
"//src/main/scala/net/eagle0/eagle/model/proto_converters/date",
"//src/main/scala/net/eagle0/eagle/model/proto_converters/faction",
"//src/main/scala/net/eagle0/eagle/model/proto_converters/game_state",
"//src/main/scala/net/eagle0/eagle/model/proto_converters/hero",
"//src/main/scala/net/eagle0/eagle/model/proto_converters/province",
"//src/main/scala/net/eagle0/eagle/model/state:battalion_type",
@@ -4,7 +4,7 @@ import net.eagle0.eagle.{FactionId, GameId, ProvinceId}
import net.eagle0.eagle.api.command.AvailableCommands
import net.eagle0.eagle.api.selected_command.SelectedCommand
import net.eagle0.eagle.internal.action_result.ActionResult
import net.eagle0.eagle.internal.game_state.GameState
import net.eagle0.eagle.model.state.game_state.GameState
import net.eagle0.eagle.shardok_interface.{BattleResolution, BattleUpdate}
import net.eagle0.eagle.views.action_result_view.ActionResultView
@@ -7,7 +7,6 @@ import net.eagle0.eagle.{FactionId, GameId, ProvinceId}
import net.eagle0.eagle.api.command.AvailableCommands
import net.eagle0.eagle.api.selected_command.SelectedCommand
import net.eagle0.eagle.internal.action_result.ActionResult
import net.eagle0.eagle.internal.game_state.GameState
import net.eagle0.eagle.library.actions.applier.{ActionResultProtoApplier, ActionResultProtoApplierImpl}
import net.eagle0.eagle.library.actions.availability.AvailableCommandsFactory
import net.eagle0.eagle.library.actions.impl.action.{
@@ -22,12 +21,9 @@ import net.eagle0.eagle.library.util.validations.RuntimeValidator
import net.eagle0.eagle.library.util.EagleRequire.internalRequire
import net.eagle0.eagle.library.EngineImpl.{appliedResults, withUpdateChecks}
import net.eagle0.eagle.model.action_result.ActionResultT
import net.eagle0.eagle.model.proto_converters.date.DateConverter
import net.eagle0.eagle.model.proto_converters.faction.FactionConverter
import net.eagle0.eagle.model.proto_converters.game_state.GameStateConverter
import net.eagle0.eagle.model.proto_converters.hero.HeroConverter
import net.eagle0.eagle.model.proto_converters.province.ProvinceConverter
import net.eagle0.eagle.model.proto_converters.BattalionConverter
import net.eagle0.eagle.model.proto_converters.BattalionTypeConverter
import net.eagle0.eagle.model.state.game_state.GameState
import net.eagle0.eagle.shardok_interface.{BattleResolution, BattleUpdate}
import net.eagle0.eagle.views.action_result_view.ActionResultView
@@ -39,7 +35,7 @@ object EngineImpl {
): EngineImpl =
EngineImpl(
gameId = gameId,
currentState = history.last.gameState.withGameId(gameId),
currentState = GameStateConverter.fromProto(history.last.gameState).copy(gameId = gameId),
heroGenerator = heroGenerator,
history = history
)
@@ -49,7 +45,7 @@ object EngineImpl {
): EngineAndResultsImpl =
engineAndResultsImpl.recursiveTransform(eng =>
RoundPhaseAdvancer.checkForPhaseAdvancement(
currentState = eng.currentState,
currentState = GameStateConverter.toProto(eng.currentState),
actionResultProtoApplier = eng.actionResultProtoApplier,
history = eng.history,
availableCommandsFactory = eng.availableCommandsFactory,
@@ -64,19 +60,14 @@ object EngineImpl {
engineAndResultsImpl.recursiveTransformT(eng =>
CheckForFulfilledQuestsAction(
gameId = eng.gameId,
currentDate = DateConverter.fromProto(eng.currentState.currentDate),
currentDate = eng.currentState.currentDate.get,
currentRoundId = eng.currentState.currentRoundId,
provinces = eng.currentState.provinces.values
.map(ProvinceConverter.fromProto)
.toVector,
factions = eng.currentState.factions.values
.map(FactionConverter.fromProto)
.toVector,
battalions = eng.currentState.battalions.values.toVector
.map(BattalionConverter.fromProto),
getHero = hid => eng.currentState.heroes.get(hid).map(HeroConverter.fromProto),
battalionTypes = eng.currentState.battalionTypes.toVector,
heroBackstoryTextIdLookup = hid => eng.currentState.heroes(hid).backstoryVersions.last.textId
provinces = eng.currentState.provinces.values.toVector,
factions = eng.currentState.factions.values.toVector,
battalions = eng.currentState.battalions.values.toVector,
getHero = hid => eng.currentState.heroes.get(hid),
battalionTypes = eng.currentState.battalionTypes.map(BattalionTypeConverter.toProto),
heroBackstoryTextIdLookup = hid => eng.currentState.heroes(hid).backstoryTextId
).results
)
@@ -98,7 +89,9 @@ object EngineImpl {
): EngineAndResults = withUpdateChecks(
EngineAndResultsImpl(
engine = engine.copy(
currentState = results.lastOption.map(_.gameState).getOrElse(engine.currentState),
currentState = results.lastOption
.map(awrs => GameStateConverter.fromProto(awrs.gameState))
.getOrElse(engine.currentState),
history = engine.history.withNewResults(results)
),
results = results.map(_.actionResult)
@@ -136,7 +129,7 @@ final case class EngineAndResultsImpl(
): EngineAndResultsImpl = recursiveTransform { eng =>
val results = f(eng)
RandomStateProtoSequencer(
initialStateProto = eng.currentState,
initialState = eng.currentState,
actionResultProtoApplier = eng.actionResultProtoApplier,
functionalRandom = SeededRandom(eng.currentState.randomSeed)
).withActionResultTs(_ => results).results.newValue
@@ -183,7 +176,7 @@ case class EngineImpl(
.filterForPlayer(
results = history.since(knownUnfilteredCount),
factionId = factionId,
startingState = history.stateAfter(knownUnfilteredCount)
startingState = GameStateConverter.toProto(history.stateAfter(knownUnfilteredCount))
),
unfilteredCountAfter = history.count
)
@@ -195,15 +188,16 @@ case class EngineImpl(
def getAvailablePlayerCommands(
fid: FactionId
): Option[AvailableCommands] = {
val currentStateProto = GameStateConverter.toProto(currentState)
val commandsByProvince =
availableCommandsFactory.availablePlayerCommands(currentState, fid)
availableCommandsFactory.availablePlayerCommands(currentStateProto, fid)
Option.when(commandsByProvince.nonEmpty) {
AvailableCommands(
token = tokenForFaction(fid),
commandsByProvince = commandsByProvince,
suggestedProvinceId = AvailableCommandsFactory
.suggestedProvinceId(fid, commandsByProvince, currentState)
.suggestedProvinceId(fid, commandsByProvince, currentStateProto)
)
}
}
@@ -211,17 +205,19 @@ case class EngineImpl(
def tokenForFaction(fid: FactionId): Long =
currentState.factionCommandCounts.getOrElse(fid, 0).toLong
def resolveBattle(battleResolution: BattleResolution): EngineAndResults =
def resolveBattle(battleResolution: BattleResolution): EngineAndResults = {
val currentStateProto = GameStateConverter.toProto(currentState)
appliedResults(
engine = this,
results = actionResultProtoApplier.applyActionResults(
startingState = currentState,
startingState = currentStateProto,
results = ResolveBattleAction(
startingGameState = currentState,
startingGameState = currentStateProto,
resolvedBattles = Vector(battleResolution)
).execute(actionResultProtoApplier).map(_.actionResult)
)
)
}
def receiveBattleUpdate(battleUpdate: BattleUpdate): EngineAndResults = {
if battleUpdate.newUnfilteredCount < battleUpdate.results.size + this.history
@@ -287,7 +283,7 @@ case class EngineImpl(
val availableCommand = availableCommandOpt.get
val sequencer = RandomStateProtoSequencer(
initialStateProto = this.currentState,
initialState = this.currentState,
actionResultProtoApplier = actionResultProtoApplier,
functionalRandom = SeededRandom(this.currentState.randomSeed)
).withActionResults { gs =>
@@ -1,9 +1,9 @@
package net.eagle0.eagle.library
import net.eagle0.eagle.{FactionId, RoundId, ShardokGameId}
import net.eagle0.eagle.common.date.Date
import net.eagle0.eagle.internal.game_state.GameState
import net.eagle0.eagle.library.actions.impl.common.ActionWithResultingState
import net.eagle0.eagle.model.state.date.Date
import net.eagle0.eagle.model.state.game_state.GameState
import net.eagle0.shardok.api.action_result_view.ActionResultView as ShardokActionResultView
import net.eagle0.shardok.api.command_descriptor.AvailableCommands as ShardokAvailableCommands
import net.eagle0.shardok.storage.action_result.ActionResult as ShardokActionResult
@@ -12,9 +12,11 @@ import net.eagle0.eagle.library.actions.impl.action.*
import net.eagle0.eagle.library.actions.impl.command.CommandFactory
import net.eagle0.eagle.library.actions.impl.common.ActionWithResultingState
import net.eagle0.eagle.library.util.hero_generator.HeroGenerator
import net.eagle0.eagle.library.util.validations.ScalaRuntimeValidator
import net.eagle0.eagle.library.util.EagleRequire.internalValidated
import net.eagle0.eagle.model.proto_converters.date.DateConverter
import net.eagle0.eagle.model.proto_converters.faction.FactionConverter
import net.eagle0.eagle.model.proto_converters.game_state.GameStateConverter
import net.eagle0.eagle.model.proto_converters.hero.HeroConverter
import net.eagle0.eagle.model.proto_converters.province.ProvinceConverter
import net.eagle0.eagle.model.proto_converters.ActionResultProtoConverter
@@ -67,15 +69,15 @@ object RoundPhaseAdvancer {
)
case NEW_ROUND =>
NewRoundAction(currentState, history).execute(actionResultProtoApplier)
NewRoundAction(GameStateConverter.fromProto(currentState), history).execute(actionResultProtoApplier)
case PRISONER_EXCHANGE =>
PrisonerExchangeAction(currentState).execute(actionResultProtoApplier)
case PROVINCE_EVENTS =>
PerformProvinceEventsAction(
currentState
).execute(actionResultProtoApplier)
GameStateConverter.fromProto(currentState)
).execute(currentState, actionResultProtoApplier)
case FORCED_TURN_BACK =>
PerformForcedTurnBackAction(currentState).execute(
@@ -84,7 +86,7 @@ object RoundPhaseAdvancer {
case PROVINCE_MOVE_RESOLUTION =>
PerformProvinceMoveResolutionAction(
currentState
GameStateConverter.fromProto(currentState)
).execute(actionResultProtoApplier)
case HANDLE_RIOT =>
@@ -93,15 +95,16 @@ object RoundPhaseAdvancer {
then Vector.empty
else
EndHandleRiotsPhaseAction(
gameState = currentState,
gameState = GameStateConverter.fromProto(currentState),
commandsForProvince = pid =>
availableCommandsFactory
.handleRiotPhaseCommandsForOneProvince(
currentState,
currentState.provinces(pid)
),
commandFactory = commandFactory
).execute(actionResultProtoApplier)
commandFactory = commandFactory,
applier = ActionResultTApplierImpl(ScalaRuntimeValidator)
).execute(currentState, actionResultProtoApplier)
case HERO_DEPARTURES =>
PerformHeroDeparturesAction(
@@ -111,7 +114,7 @@ object RoundPhaseAdvancer {
case UNAFFILIATED_HERO_ACTIONS =>
PerformUnaffiliatedHeroesAction(
gameState = currentState,
gameState = GameStateConverter.fromProto(currentState),
heroGenerator = heroGenerator
).execute(actionResultProtoApplier)
@@ -120,21 +123,27 @@ object RoundPhaseAdvancer {
.hasAvailablePleaseRecruitMePhaseCommands(currentState)
then Vector.empty
else
EndPleaseRecruitMePhaseAction(currentState).execute(
actionResultProtoApplier
Vector(
actionResultProtoApplier.applyActionResult(
currentState,
ActionResultProtoConverter.toProto(
EndPleaseRecruitMePhaseAction(GameStateConverter.fromProto(currentState)).immediateExecute
)
)
)
case VASSAL_COMMANDS =>
val vassalCommandResults = PerformVassalCommandsPhaseAction(
gameState = currentState,
gameState = GameStateConverter.fromProto(currentState),
commandsForProvince = availableCommandsFactory
.commandPhaseCommandsForProvince(currentState, _),
commandFactory = commandFactory
).execute(actionResultProtoApplier)
commandFactory = commandFactory,
applier = ActionResultTApplierImpl(ScalaRuntimeValidator)
).execute(currentState, actionResultProtoApplier)
if vassalCommandResults.nonEmpty then vassalCommandResults
else
EndVassalCommandsPhaseAction(currentState).execute(
EndVassalCommandsPhaseAction(GameStateConverter.fromProto(currentState)).execute(
actionResultProtoApplier
)
@@ -149,7 +158,7 @@ object RoundPhaseAdvancer {
currentState,
EndPlayerCommandsPhaseAction(
currentState,
ActionResultTApplierImpl(actionResultProtoApplier)
ActionResultTApplierImpl(ScalaRuntimeValidator)
).results(functionalRandom = SeededRandom(currentState.randomSeed))
.map(
ActionResultProtoConverter.toProto(_)
@@ -157,8 +166,15 @@ object RoundPhaseAdvancer {
)
case HOSTILE_ARMY_SETUP =>
PerformHostileArmySetupAction(currentState).execute(
actionResultProtoApplier
Vector(
actionResultProtoApplier.applyActionResult(
currentState,
ActionResultProtoConverter.toProto(
PerformHostileArmySetupAction(
GameStateConverter.fromProto(currentState)
).immediateExecute
)
)
)
case FREE_FOR_ALL_DECISION =>
@@ -171,7 +187,7 @@ object RoundPhaseAdvancer {
// There may eventually be VassalAttackDecisions, but for now we're leaving that on the player
actionResultProtoApplier.applyActionResults(
currentState,
EndFreeForAllDecisionPhaseAction(currentState).results.map(
EndFreeForAllDecisionPhaseAction(GameStateConverter.fromProto(currentState)).results.map(
ActionResultProtoConverter.toProto(_)
)
)
@@ -180,14 +196,19 @@ object RoundPhaseAdvancer {
val requestResults = RequestFreeForAllBattlesAction(
currentState
).execute(actionResultProtoApplier)
requestResults ++ EndFreeForAllBattleRequestPhaseAction(
requestResults.lastOption.map(_.gameState).getOrElse(currentState)
).execute(actionResultProtoApplier)
val latestState = requestResults.lastOption.map(_.gameState).getOrElse(currentState)
requestResults :+ actionResultProtoApplier.applyActionResult(
latestState,
ActionResultProtoConverter.toProto(EndFreeForAllBattleRequestPhaseAction.immediateExecute)
)
case FREE_FOR_ALL_BATTLE_RESOLUTION =>
if currentState.outstandingBattles.isEmpty then
EndFreeForAllBattleResolutionPhaseAction(currentState).execute(
actionResultProtoApplier
Vector(
actionResultProtoApplier.applyActionResult(
currentState,
ActionResultProtoConverter.toProto(EndFreeForAllBattleResolutionPhaseAction.immediateExecute)
)
)
else Vector.empty // wait for battles to resolve
@@ -245,21 +266,27 @@ object RoundPhaseAdvancer {
then Vector.empty
else {
val vassalCommandResults = PerformVassalDefenseDecisionsAction(
gameState = currentState,
gameState = GameStateConverter.fromProto(currentState),
commandsForProvince = availableCommandsFactory
.defensePhaseCommandsForProvince(currentState, _),
commandFactory = commandFactory
).execute(actionResultProtoApplier)
commandFactory = commandFactory,
applier = ActionResultTApplierImpl(ScalaRuntimeValidator)
).execute(currentState, actionResultProtoApplier)
if vassalCommandResults.nonEmpty then vassalCommandResults
else
EndDefenseDecisionPhaseAction(currentState).execute(
actionResultProtoApplier
Vector(
actionResultProtoApplier.applyActionResult(
currentState,
ActionResultProtoConverter.toProto(
EndDefenseDecisionPhaseAction(GameStateConverter.fromProto(currentState)).immediateExecute
)
)
)
}
case TRUCE_TURN_BACK =>
TruceTurnBackPhaseAction(currentState).execute(actionResultProtoApplier)
TruceTurnBackPhaseAction(GameStateConverter.fromProto(currentState)).execute(actionResultProtoApplier)
case BATTLE_REQUEST =>
val requestBattlesAction = RequestBattlesAction(
@@ -288,19 +315,31 @@ object RoundPhaseAdvancer {
ActionResultProtoConverter.toProto(_)
)
)
requestResults ++ EndBattleRequestPhaseAction(
requestResults.lastOption.map(_.gameState).getOrElse(currentState)
).execute(actionResultProtoApplier)
val latestState = requestResults.lastOption.map(_.gameState).getOrElse(currentState)
requestResults :+ actionResultProtoApplier.applyActionResult(
latestState,
ActionResultProtoConverter.toProto(
EndBattleRequestPhaseAction(GameStateConverter.fromProto(latestState)).immediateExecute
)
)
case FOOD_CONSUMPTION =>
PerformFoodConsumptionPhaseAction(currentState).execute(
actionResultProtoApplier
Vector(
actionResultProtoApplier.applyActionResult(
currentState,
ActionResultProtoConverter.toProto(
PerformFoodConsumptionPhaseAction(GameStateConverter.fromProto(currentState)).immediateExecute
)
)
)
case BATTLE_RESOLUTION =>
if currentState.outstandingBattles.isEmpty then
EndBattleResolutionPhaseAction(currentState).execute(
actionResultProtoApplier
Vector(
actionResultProtoApplier.applyActionResult(
currentState,
ActionResultProtoConverter.toProto(EndBattleResolutionPhaseAction.immediateExecute)
)
)
else Vector.empty // wait for battles to resolve
@@ -312,8 +351,8 @@ object RoundPhaseAdvancer {
actionResultProtoApplier.applyActionResults(
currentState,
EndBattleAftermathPhaseAction(
currentState,
ActionResultTApplierImpl(actionResultProtoApplier)
GameStateConverter.fromProto(currentState),
ActionResultTApplierImpl(ScalaRuntimeValidator)
)
.randomResults(
SeededRandom(currentState.randomSeed)
@@ -333,14 +372,14 @@ object RoundPhaseAdvancer {
currentState,
EndDiplomacyResolutionPhaseAction(
currentState,
actionResultTApplier = ActionResultTApplierImpl(actionResultProtoApplier)
actionResultTApplier = ActionResultTApplierImpl(ScalaRuntimeValidator)
).randomResults(SeededRandom(currentState.randomSeed))
.newValue
.map(ActionResultProtoConverter.toProto)
)
case RECON_RESOLUTION =>
PerformReconResolutionAction(currentState).execute(
PerformReconResolutionAction(GameStateConverter.fromProto(currentState)).execute(
actionResultProtoApplier
)
@@ -0,0 +1,23 @@
package net.eagle0.eagle.library.actions.applier
import net.eagle0.eagle.model.action_result.ActionResultT
import net.eagle0.eagle.model.state.game_state.GameState
case class ActionResultWithResultingState(
actionResult: ActionResultT,
resultingState: GameState
)
trait ActionResultApplier {
def xpForStatBump(stat: Int): Int
def applyActionResults(
startingState: GameState,
results: Iterable[ActionResultT]
): Vector[ActionResultWithResultingState]
def applyActionResult(
startingState: GameState,
result: ActionResultT
): ActionResultWithResultingState
}
@@ -0,0 +1,164 @@
package net.eagle0.eagle.library.actions.applier
import net.eagle0.eagle.library.util.validations.ScalaValidator
import net.eagle0.eagle.model.action_result.ActionResultT
import net.eagle0.eagle.model.state.battalion.BattalionT
import net.eagle0.eagle.model.state.date.Date
import net.eagle0.eagle.model.state.game_state.GameState
import net.eagle0.eagle.model.state.hero.HeroT
import net.eagle0.eagle.model.state.province.ProvinceT
import net.eagle0.eagle.model.state.run_status.RunStatus
import net.eagle0.eagle.model.state.RoundPhase
// Import extension methods
import GameStateExtensions.*
/**
* Implementation of ActionResultApplier that applies ActionResultT directly to Scala GameState.
*
* This uses extension methods on GameState to apply each type of change.
*/
object ActionResultApplierImpl {
def apply(validator: Option[ScalaValidator]): ActionResultApplierImpl = new ActionResultApplierImpl(validator)
// Type class for single-argument validation
trait Validatable[T]:
def validate(v: ScalaValidator, value: T): T
given Validatable[HeroT] with
def validate(v: ScalaValidator, value: HeroT): HeroT = v.validate(value)
given Validatable[GameState] with
def validate(v: ScalaValidator, value: GameState): GameState = v.validate(value)
given Validatable[ActionResultT] with
def validate(v: ScalaValidator, value: ActionResultT): ActionResultT = v.validate(value)
// Type class for validation with GameState context
trait ValidatableWithGameState[T]:
def validate(v: ScalaValidator, value: T, gs: GameState): T
given ValidatableWithGameState[BattalionT] with
def validate(v: ScalaValidator, value: BattalionT, gs: GameState): BattalionT = v.validate(value, gs)
}
class ActionResultApplierImpl(validator: Option[ScalaValidator]) extends ActionResultApplier {
import ActionResultApplierImpl.{Validatable, ValidatableWithGameState, given}
// Generic single-argument validate
def validate[T: Validatable](value: T): T =
validator.fold(value)(v => summon[Validatable[T]].validate(v, value))
// Generic validate with GameState context
def validate[T: ValidatableWithGameState](value: T, gs: GameState): T =
validator.fold(value)(v => summon[ValidatableWithGameState[T]].validate(v, value, gs))
// Province validation with RoundPhase (unique signature, no type class needed)
def validate(province: ProvinceT, roundPhase: RoundPhase): ProvinceT =
validator.fold(province)(_.validate(province, roundPhase))
override def xpForStatBump(stat: Int): Int = GameStateExtensions.xpForStatBump(stat)
override def applyActionResults(
startingState: GameState,
results: Iterable[ActionResultT]
): Vector[ActionResultWithResultingState] =
results
.foldLeft((startingState, Vector.empty[ActionResultWithResultingState])) {
case ((gameState, acc), result) =>
val awrs = applyActionResult(gameState, result)
(awrs.resultingState, acc :+ awrs)
}
._2
override def applyActionResult(
startingState: GameState,
result: ActionResultT
): ActionResultWithResultingState = {
// Validate the action result
validate(result)
// Get date for applying hero changes - use newDate if present, otherwise current date from state
val date: Date = result.newDate
.orElse(startingState.currentDate)
.getOrElse(
throw new IllegalStateException("No date available for applying action result")
)
// Validate new heroes before applying
result.newHeroes.foreach(validate)
// Apply basic state updates
val stateAfterBasics = applyBasicStateUpdates(startingState, result)
// Apply new provinces with validation
val stateAfterNewProvinces = result.newProvinces.foldLeft(stateAfterBasics) { (gs, np) =>
validate(np, gs.currentPhase)
gs.applyNewProvinces(Vector(np))
}
// Apply changed provinces with validation
val stateAfterChangedProvinces = result.changedProvinces.foldLeft(stateAfterNewProvinces) { (gs, cp) =>
val after = gs.applyChangedProvinces(Vector(cp))
validate(after.provinces(cp.provinceId), gs.currentPhase)
after
}
// Apply changed battalions with validation
val stateAfterChangedBattalions = stateAfterChangedProvinces.applyChangedBattalions(result.changedBattalions)
result.changedBattalions.foreach { cb =>
stateAfterChangedBattalions.battalions.get(cb.battalionId).foreach { b =>
validate(b, stateAfterChangedBattalions)
}
}
// Apply all remaining entity changes using extension methods
val finalState = stateAfterChangedBattalions
.applyProvinceActed(result.provinceIdActed)
.applyNewBattalions(result.newBattalions, result.provinceId)
.applyDestroyedBattalionIds(result.destroyedBattalionIds)
.applyNewHeroes(result.newHeroes)
.applyChangedHeroes(result.changedHeroes, date)
.applyRemovedHeroes(result.removedHeroIds.toSet)
.applyChangedFactions(result.changedFactions)
.applyRemovedFactions(result.removedFactionIds.toSet)
.applyNewFactions(result.newFactions)
.applyNewBattle(result.newBattle)
.applyNewNotifications(result.newNotifications)
.applyRemovedNotifications(result.removedNotifications)
.applyNewSeed(result.newRandomSeed)
.applyChronicleEntry(result.newChronicleEntry)
.applyCommandCountUpdate(result.actingFactionId)
// Validate final game state
validate(finalState)
ActionResultWithResultingState(
actionResult = result,
resultingState = finalState
)
}
private def applyBasicStateUpdates(state: GameState, result: ActionResultT): GameState = {
val afterRoundId = result.newRoundId
.map(rid => state.copy(currentRoundId = rid))
.getOrElse(state)
val afterPhase = result.newRoundPhase
.map(phase => afterRoundId.copy(currentPhase = phase))
.getOrElse(afterRoundId)
val afterDate = result.newDate
.map(date => afterPhase.copy(currentDate = Some(date)))
.getOrElse(afterPhase)
val afterRunStatus =
if result.gameEnded.contains(true) then afterDate.copy(runStatus = RunStatus.Over)
else afterDate
val afterVictor = result.newVictorFactionId
.map(factionId => afterRunStatus.copy(victor = Some(factionId)))
.getOrElse(afterRunStatus)
afterVictor.copy(actionResultCount = afterVictor.actionResultCount + 1)
}
}
@@ -1,35 +1,39 @@
package net.eagle0.eagle.library.actions.applier
import net.eagle0.eagle.internal.game_state.GameState
import net.eagle0.eagle.library.util.validations.Validator
import net.eagle0.eagle.library.util.validations.ScalaValidator
import net.eagle0.eagle.model.action_result.ActionResultT
import net.eagle0.eagle.model.proto_converters.ActionResultProtoConverter
import net.eagle0.eagle.model.proto_converters.game_state.GameStateConverter
object ActionResultTApplierImpl {
def apply(validator: Validator): ActionResultTApplierImpl =
new ActionResultTApplierImpl(new ActionResultProtoApplierImpl(validator))
/** Creates an ActionResultTApplierImpl with no validation (for tests) */
def apply(): ActionResultTApplierImpl =
new ActionResultTApplierImpl(new ActionResultApplierImpl(None))
def apply(protoApplier: ActionResultProtoApplier): ActionResultTApplierImpl =
new ActionResultTApplierImpl(protoApplier)
def apply(validator: ScalaValidator): ActionResultTApplierImpl =
new ActionResultTApplierImpl(new ActionResultApplierImpl(Some(validator)))
def apply(baseApplier: ActionResultApplier): ActionResultTApplierImpl =
new ActionResultTApplierImpl(baseApplier)
}
class ActionResultTApplierImpl(protoApplier: ActionResultProtoApplier) extends ActionResultTApplier {
override def xpForStatBump(stat: Int): Int = protoApplier.xpForStatBump(stat)
class ActionResultTApplierImpl(baseApplier: ActionResultApplier) extends ActionResultTApplier {
override def xpForStatBump(stat: Int): Int = baseApplier.xpForStatBump(stat)
override def applyActionResults(
startingState: GameState,
results: Iterable[ActionResultT]
): Vector[ActionResultTWithResultingState] = protoApplier
): Vector[ActionResultTWithResultingState] = baseApplier
.applyActionResults(
startingState,
results.map(ActionResultProtoConverter.toProto)
GameStateConverter.fromProto(startingState),
results
)
.zip(results)
.map {
case (actionWithResultingState, actionResult) =>
ActionResultTWithResultingState(
actionResult = actionResult,
resultingState = actionWithResultingState.gameState
resultingState = GameStateConverter.toProto(actionWithResultingState.resultingState)
)
}
@@ -1,5 +1,208 @@
load("@rules_scala//scala:scala.bzl", "scala_library")
scala_library(
name = "action_result_applier",
srcs = ["ActionResultApplier.scala"],
visibility = [
"//src/main/scala/net/eagle0/eagle:__subpackages__",
"//src/test/scala/net/eagle0/eagle/library:__pkg__",
"//src/test/scala/net/eagle0/eagle/library/actions:__subpackages__",
],
deps = [
"//src/main/scala/net/eagle0/eagle:eagle_pkg",
"//src/main/scala/net/eagle0/eagle/model/action_result:action_result_trait",
"//src/main/scala/net/eagle0/eagle/model/state/game_state",
],
)
scala_library(
name = "province_update_helpers",
srcs = ["ProvinceUpdateHelpers.scala"],
visibility = ["//visibility:private"],
deps = [
"//src/main/scala/net/eagle0/eagle:eagle_pkg",
"//src/main/scala/net/eagle0/eagle/library/util:eagle_require",
"//src/main/scala/net/eagle0/eagle/library/util/hero:hero_utils",
"//src/main/scala/net/eagle0/eagle/model/action_result/changed_province/concrete",
"//src/main/scala/net/eagle0/eagle/model/state:army",
"//src/main/scala/net/eagle0/eagle/model/state/game_state",
"//src/main/scala/net/eagle0/eagle/model/state/province/concrete",
],
)
scala_library(
name = "province_update_helpers2",
srcs = ["ProvinceUpdateHelpers2.scala"],
visibility = ["//visibility:private"],
deps = [
"//src/main/scala/net/eagle0/eagle:eagle_pkg",
"//src/main/scala/net/eagle0/eagle/library:eagle_internal_exception",
"//src/main/scala/net/eagle0/eagle/model/action_result/changed_province/concrete",
"//src/main/scala/net/eagle0/eagle/model/state:round_phase",
"//src/main/scala/net/eagle0/eagle/model/state/game_state",
"//src/main/scala/net/eagle0/eagle/model/state/province",
"//src/main/scala/net/eagle0/eagle/model/state/province/concrete",
"//src/main/scala/net/eagle0/eagle/model/state/quest",
"//src/main/scala/net/eagle0/eagle/model/state/unaffiliated_hero",
],
)
scala_library(
name = "game_state_province_extensions",
srcs = ["GameStateProvinceExtensions.scala"],
visibility = ["//visibility:private"],
deps = [
":province_update_helpers",
":province_update_helpers2",
"//src/main/scala/net/eagle0/eagle:eagle_pkg",
"//src/main/scala/net/eagle0/eagle/library:eagle_internal_exception",
"//src/main/scala/net/eagle0/eagle/library/util:eagle_require",
"//src/main/scala/net/eagle0/eagle/model/action_result/changed_province",
"//src/main/scala/net/eagle0/eagle/model/action_result/changed_province/concrete",
"//src/main/scala/net/eagle0/eagle/model/state/game_state",
"//src/main/scala/net/eagle0/eagle/model/state/province",
"//src/main/scala/net/eagle0/eagle/model/state/province/concrete",
],
)
scala_library(
name = "game_state_battalion_extensions",
srcs = ["GameStateBattalionExtensions.scala"],
visibility = ["//visibility:private"],
deps = [
"//src/main/scala/net/eagle0/eagle:eagle_pkg",
"//src/main/scala/net/eagle0/eagle/library:eagle_internal_exception",
"//src/main/scala/net/eagle0/eagle/model/action_result:changed_battalion_trait",
"//src/main/scala/net/eagle0/eagle/model/action_result/concrete:changed_battalion_concrete",
"//src/main/scala/net/eagle0/eagle/model/state:army",
"//src/main/scala/net/eagle0/eagle/model/state:combat_unit",
"//src/main/scala/net/eagle0/eagle/model/state/battalion",
"//src/main/scala/net/eagle0/eagle/model/state/battalion/concrete",
"//src/main/scala/net/eagle0/eagle/model/state/game_state",
"//src/main/scala/net/eagle0/eagle/model/state/province/concrete",
],
)
scala_library(
name = "game_state_hero_extensions",
srcs = ["GameStateHeroExtensions.scala"],
visibility = ["//visibility:private"],
deps = [
"//src/main/scala/net/eagle0/eagle:eagle_pkg",
"//src/main/scala/net/eagle0/eagle/library:eagle_internal_exception",
"//src/main/scala/net/eagle0/eagle/library/util:eagle_require",
"//src/main/scala/net/eagle0/eagle/model/action_result:changed_hero_trait",
"//src/main/scala/net/eagle0/eagle/model/action_result/concrete:changed_hero_concrete",
"//src/main/scala/net/eagle0/eagle/model/state/date",
"//src/main/scala/net/eagle0/eagle/model/state/game_state",
"//src/main/scala/net/eagle0/eagle/model/state/hero",
"//src/main/scala/net/eagle0/eagle/model/state/hero/backstory_version",
"//src/main/scala/net/eagle0/eagle/model/state/hero/concrete",
],
)
scala_library(
name = "game_state_faction_extensions",
srcs = ["GameStateFactionExtensions.scala"],
visibility = ["//visibility:private"],
deps = [
"//src/main/protobuf/net/eagle0/eagle/views:province_view_scala_proto",
"//src/main/scala/net/eagle0/eagle:eagle_pkg",
"//src/main/scala/net/eagle0/eagle/library:eagle_internal_exception",
"//src/main/scala/net/eagle0/eagle/model/action_result:changed_faction_trait",
"//src/main/scala/net/eagle0/eagle/model/action_result/concrete:changed_faction_concrete",
"//src/main/scala/net/eagle0/eagle/model/state/faction",
"//src/main/scala/net/eagle0/eagle/model/state/faction/concrete",
"//src/main/scala/net/eagle0/eagle/model/state/game_state",
],
)
scala_library(
name = "game_state_battle_extensions",
srcs = ["GameStateBattleExtensions.scala"],
visibility = ["//visibility:private"],
deps = [
"//src/main/scala/net/eagle0/eagle:eagle_pkg",
"//src/main/scala/net/eagle0/eagle/model/state/game_state",
"//src/main/scala/net/eagle0/eagle/model/state/shardok_battle",
],
)
scala_library(
name = "game_state_misc_extensions",
srcs = ["GameStateMiscExtensions.scala"],
visibility = ["//visibility:private"],
deps = [
"//src/main/scala/net/eagle0/eagle:eagle_pkg",
"//src/main/scala/net/eagle0/eagle/model/action_result:notification_trait",
"//src/main/scala/net/eagle0/eagle/model/state/chronicle_entry",
"//src/main/scala/net/eagle0/eagle/model/state/game_state",
],
)
scala_library(
name = "game_state_extensions",
srcs = ["GameStateExtensions.scala"],
visibility = [
"//src/main/scala/net/eagle0/eagle:__subpackages__",
"//src/test/scala/net/eagle0/eagle/library/actions:__subpackages__",
],
exports = [
":game_state_battalion_extensions",
":game_state_battle_extensions",
":game_state_faction_extensions",
":game_state_hero_extensions",
":game_state_misc_extensions",
":game_state_province_extensions",
"//src/main/scala/net/eagle0/eagle:eagle_pkg",
"//src/main/scala/net/eagle0/eagle/model/action_result:changed_battalion_trait",
"//src/main/scala/net/eagle0/eagle/model/action_result:changed_faction_trait",
"//src/main/scala/net/eagle0/eagle/model/action_result:changed_hero_trait",
"//src/main/scala/net/eagle0/eagle/model/action_result:notification_trait",
"//src/main/scala/net/eagle0/eagle/model/action_result/changed_province",
"//src/main/scala/net/eagle0/eagle/model/state/game_state",
],
deps = [
":game_state_battalion_extensions",
":game_state_battle_extensions",
":game_state_faction_extensions",
":game_state_hero_extensions",
":game_state_misc_extensions",
":game_state_province_extensions",
"//src/main/scala/net/eagle0/eagle:eagle_pkg",
"//src/main/scala/net/eagle0/eagle/library/settings:extra_xp_for_stat_bump_over100",
"//src/main/scala/net/eagle0/eagle/library/settings:xp_for_stat_bump",
"//src/main/scala/net/eagle0/eagle/model/action_result:changed_battalion_trait",
"//src/main/scala/net/eagle0/eagle/model/action_result:changed_faction_trait",
"//src/main/scala/net/eagle0/eagle/model/action_result:changed_hero_trait",
"//src/main/scala/net/eagle0/eagle/model/action_result:notification_trait",
"//src/main/scala/net/eagle0/eagle/model/action_result/changed_province",
"//src/main/scala/net/eagle0/eagle/model/state/game_state",
],
)
scala_library(
name = "action_result_applier_impl",
srcs = ["ActionResultApplierImpl.scala"],
visibility = [
"//src/main/scala/net/eagle0/eagle:__subpackages__",
"//src/test/scala/net/eagle0/eagle/library/actions:__subpackages__",
],
exports = [
":action_result_applier",
":game_state_extensions",
],
deps = [
":action_result_applier",
":game_state_extensions",
"//src/main/scala/net/eagle0/eagle/library/util/validations:scala_validator",
"//src/main/scala/net/eagle0/eagle/model/action_result:action_result_trait",
"//src/main/scala/net/eagle0/eagle/model/state/date",
"//src/main/scala/net/eagle0/eagle/model/state/game_state",
"//src/main/scala/net/eagle0/eagle/model/state/run_status",
],
)
scala_library(
name = "action_result_proto_applier",
srcs = ["ActionResultProtoApplier.scala"],
@@ -9,11 +212,10 @@ scala_library(
"//src/test/scala/net/eagle0/eagle/library/actions:__subpackages__",
],
deps = [
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:action_with_resulting_state",
"//src/main/protobuf/net/eagle0/eagle/internal:game_state_scala_proto",
"//src/main/scala/net/eagle0/eagle:eagle_pkg",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:action_with_resulting_state",
"//src/main/scala/net/eagle0/eagle/library/util/hero:legacy_hero_utils",
# "@maven//:com_thesamet_scalapb_lenses_3",
],
)
@@ -27,23 +229,22 @@ scala_library(
exports = [":action_result_proto_applier"],
deps = [
":action_result_proto_applier",
"//src/main/scala/net/eagle0/common:functional_random",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:action_with_resulting_state",
"//src/main/protobuf/net/eagle0/eagle/common:profession_scala_proto",
"//src/main/protobuf/net/eagle0/eagle/internal:action_result_scala_proto",
"//src/main/protobuf/net/eagle0/eagle/internal:faction_relationship_scala_proto",
"//src/main/protobuf/net/eagle0/eagle/internal:game_state_scala_proto",
"//src/main/protobuf/net/eagle0/eagle/internal:run_status_scala_proto",
"//src/main/protobuf/net/eagle0/eagle/internal:llm_request_scala_proto",
"//src/main/protobuf/net/eagle0/eagle/internal:run_status_scala_proto",
"//src/main/scala/net/eagle0/common:functional_random",
"//src/main/scala/net/eagle0/eagle:eagle_pkg",
"//src/main/scala/net/eagle0/eagle/library/settings:xp_for_stat_bump",
"//src/main/scala/net/eagle0/eagle/library/settings:extra_xp_for_stat_bump_over100",
"//src/main/scala/net/eagle0/eagle/library:eagle_internal_exception",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:action_with_resulting_state",
"//src/main/scala/net/eagle0/eagle/library/settings:extra_xp_for_stat_bump_over100",
"//src/main/scala/net/eagle0/eagle/library/settings:xp_for_stat_bump",
"//src/main/scala/net/eagle0/eagle/library/util:eagle_require",
"//src/main/scala/net/eagle0/eagle/library/util/hero:legacy_hero_utils",
"//src/main/scala/net/eagle0/eagle/library/util:province_event_utils",
"//src/main/scala/net/eagle0/eagle/library/util/hero:legacy_hero_utils",
"//src/main/scala/net/eagle0/eagle/library/util/validations:runtime_validator",
# "@maven//:com_thesamet_scalapb_lenses_3",
],
)
@@ -66,7 +267,6 @@ scala_library(
"//src/main/scala/net/eagle0/eagle/model/action_result/generated_text_request",
"//src/main/scala/net/eagle0/eagle/model/action_result/types/base:action_result_type",
"//src/main/scala/net/eagle0/eagle/model/state/hero:gender",
# "@maven//:com_thesamet_scalapb_lenses_3",
],
)
@@ -78,25 +278,28 @@ scala_library(
"//src/test/scala/net/eagle0/eagle/library/actions:__subpackages__",
],
exports = [
":action_result_applier",
":action_result_trait_applier",
"//src/main/scala/net/eagle0/eagle/library/util/validations:runtime_validator",
"//src/main/scala/net/eagle0/eagle/library/util/validations:scala_validator",
"//src/main/scala/net/eagle0/eagle/model/state/game_state",
],
deps = [
":action_result_proto_applier_impl",
":action_result_applier",
":action_result_applier_impl",
":action_result_trait_applier",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:action_with_resulting_state",
"//src/main/protobuf/net/eagle0/eagle/internal:game_state_scala_proto",
"//src/main/scala/net/eagle0/eagle/model/action_result/changed_province/concrete",
"//src/main/scala/net/eagle0/eagle/model/action_result/generated_text_request",
"//src/main/scala/net/eagle0/eagle/model/action_result/types/base:action_result_type",
"//src/main/scala/net/eagle0/eagle:eagle_pkg",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:action_with_resulting_state",
"//src/main/scala/net/eagle0/eagle/library/util/validations:scala_validator",
"//src/main/scala/net/eagle0/eagle/model/action_result:action_result_trait",
"//src/main/scala/net/eagle0/eagle/model/action_result:changed_battalion_trait",
"//src/main/scala/net/eagle0/eagle/model/action_result:changed_faction_trait",
"//src/main/scala/net/eagle0/eagle/model/action_result:changed_hero_trait",
"//src/main/scala/net/eagle0/eagle/model/action_result:notification_trait",
"//src/main/scala/net/eagle0/eagle:eagle_pkg",
"//src/main/scala/net/eagle0/eagle/library/util/validations:runtime_validator",
"//src/main/scala/net/eagle0/eagle/model/action_result:action_result_trait",
"//src/main/scala/net/eagle0/eagle/model/proto_converters:action_result_proto_converter",
# "@maven//:com_thesamet_scalapb_lenses_3",
"//src/main/scala/net/eagle0/eagle/model/action_result/generated_text_request",
"//src/main/scala/net/eagle0/eagle/model/action_result/types/base:action_result_type",
"//src/main/scala/net/eagle0/eagle/model/proto_converters/game_state",
"//src/main/scala/net/eagle0/eagle/model/state/game_state",
],
)
@@ -0,0 +1,134 @@
package net.eagle0.eagle.library.actions.applier
import net.eagle0.eagle.*
import net.eagle0.eagle.library.EagleInternalException
import net.eagle0.eagle.model.action_result.concrete.ChangedBattalionC
import net.eagle0.eagle.model.action_result.ChangedBattalionT
import net.eagle0.eagle.model.state.{Army, CombatUnit, MovingArmy}
import net.eagle0.eagle.model.state.battalion.concrete.BattalionC
import net.eagle0.eagle.model.state.battalion.BattalionT
import net.eagle0.eagle.model.state.game_state.GameState
import net.eagle0.eagle.model.state.province.concrete.ProvinceC
object GameStateBattalionExtensions {
extension (gameState: GameState) {
def applyNewBattalions(
newBattalions: Vector[BattalionT],
provinceId: Option[ProvinceId]
): GameState =
if newBattalions.isEmpty then gameState
else
provinceId.map { pid =>
val maxCurrentId =
if gameState.battalions.isEmpty then 0
else gameState.battalions.keys.max
val newIds = (maxCurrentId + 1) to (maxCurrentId + newBattalions.size)
val newBattalionsWithIds = newIds
.zip(newBattalions)
.map {
case (id, batt) =>
id -> assignBattalionId(batt, id)
}
.toMap
val province = gameState.provinces(pid) match {
case p: ProvinceC => p
case p => throw new EagleInternalException(s"Unknown ProvinceT type: ${p.getClass}")
}
gameState.copy(
battalions = gameState.battalions ++ newBattalionsWithIds,
provinces = gameState.provinces.updated(
pid,
province.copy(battalionIds = province.battalionIds ++ newIds)
)
)
}
.getOrElse(
gameState.copy(
battalions = gameState.battalions ++ newBattalions.map(b => b.id -> b)
)
)
def applyChangedBattalions(changedBattalions: Vector[ChangedBattalionT]): GameState =
if changedBattalions.isEmpty then gameState
else {
// Partition based on whether the target battalion has size 0
val (zero, nonzero) = changedBattalions.partition {
case cb: ChangedBattalionC => cb.to.size == 0
case _ => false
}
val afterDestroyed = applyDestroyedBattalionIds(zero.map(_.battalionId))
val updatedBattalions = nonzero.collect {
case cb: ChangedBattalionC =>
val existingName = afterDestroyed.battalions.get(cb.battalionId).map(_.name)
cb.battalionId -> preserveName(cb.to, existingName)
}.toMap
afterDestroyed.copy(
battalions = afterDestroyed.battalions ++ updatedBattalions
)
}
def applyDestroyedBattalionIds(destroyedBattalionIds: Vector[BattalionId]): GameState =
if destroyedBattalionIds.isEmpty then gameState
else {
val destroyedBattalions = destroyedBattalionIds
.filterNot(_ == -1)
.flatMap(bid => gameState.battalions.get(bid).map(bid -> _))
.toMap
val updatedProvinces = gameState.provinces.map {
case (pid, province) =>
province match {
case p: ProvinceC =>
pid -> p.copy(
battalionIds = p.battalionIds.filterNot(destroyedBattalionIds.contains),
incomingArmies = p.incomingArmies.map(a => movingArmyWithoutBattalions(a, destroyedBattalionIds))
)
case p => pid -> p
}
}
gameState.copy(
battalions = gameState.battalions -- destroyedBattalionIds,
destroyedBattalions = gameState.destroyedBattalions ++ destroyedBattalions,
provinces = updatedProvinces
)
}
}
private def assignBattalionId(batt: BattalionT, id: BattalionId): BattalionT = batt match {
case b: BattalionC => b.copy(id = id)
case b => throw new EagleInternalException(s"Unknown BattalionT type: ${b.getClass}")
}
private def preserveName(batt: BattalionT, existingName: Option[String]): BattalionT =
existingName match {
case Some(name) =>
batt match {
case b: BattalionC => b.copy(name = name)
case b => b
}
case None => batt
}
private def movingArmyWithoutBattalions(
movingArmy: MovingArmy,
removedBattalionIds: Vector[BattalionId]
): MovingArmy = {
val newUnits = movingArmy.army.units.map(unitWithRemovedBattalions(_, removedBattalionIds))
if newUnits.isEmpty then movingArmy.copy(army = movingArmy.army.copy(units = Vector.empty))
else movingArmy.copy(army = movingArmy.army.copy(units = newUnits))
}
private def unitWithRemovedBattalions(
u: CombatUnit,
removedBattalionIds: Vector[BattalionId]
): CombatUnit =
u.battalionId match {
case Some(bid) if removedBattalionIds.contains(bid) => u.copy(battalionId = None)
case _ => u
}
}
@@ -0,0 +1,25 @@
package net.eagle0.eagle.library.actions.applier
import net.eagle0.eagle.*
import net.eagle0.eagle.model.state.game_state.GameState
import net.eagle0.eagle.model.state.shardok_battle.ShardokBattle
object GameStateBattleExtensions {
extension (gameState: GameState) {
def applyNewBattle(battle: Option[ShardokBattle]): GameState =
battle.map { b =>
gameState.copy(
outstandingBattles = gameState.outstandingBattles :+ b,
battleCounter = gameState.battleCounter.max(b.battleIndex)
)
}
.getOrElse(gameState)
def applyResolvedBattle(shardokGameId: Option[ShardokGameId]): GameState =
gameState.copy(
outstandingBattles = gameState.outstandingBattles.filterNot(batt => shardokGameId.contains(batt.shardokGameId))
)
}
}
@@ -0,0 +1,17 @@
package net.eagle0.eagle.library.actions.applier
import net.eagle0.eagle.library.settings.{ExtraXpForStatBumpOver100, XpForStatBump}
export GameStateBattalionExtensions.*
export GameStateBattleExtensions.*
export GameStateFactionExtensions.*
export GameStateHeroExtensions.*
export GameStateMiscExtensions.*
// Re-export all extension imports for convenient single import
export GameStateProvinceExtensions.*
object GameStateExtensions {
def xpForStatBump(stat: Int): Int =
if stat <= 99 then XpForStatBump.intValue
else XpForStatBump.intValue + ExtraXpForStatBumpOver100.intValue * (stat - 99)
}
@@ -0,0 +1,149 @@
package net.eagle0.eagle.library.actions.applier
import net.eagle0.eagle.*
import net.eagle0.eagle.library.EagleInternalException
import net.eagle0.eagle.model.action_result.concrete.ChangedFactionC
import net.eagle0.eagle.model.action_result.ChangedFactionT
import net.eagle0.eagle.model.state.faction.concrete.FactionC
import net.eagle0.eagle.model.state.faction.FactionRelationship
import net.eagle0.eagle.model.state.faction.FactionT
import net.eagle0.eagle.model.state.faction.FactionT.OutgoingOfferRound
import net.eagle0.eagle.model.state.game_state.GameState
import net.eagle0.eagle.views.province_view.ProvinceView
object GameStateFactionExtensions {
private val trustMax: Int = 100
extension (gameState: GameState) {
def applyChangedFactions(changedFactions: Vector[ChangedFactionT]): GameState =
if changedFactions.isEmpty then gameState
else
changedFactions.foldLeft(gameState) {
case (gs, cf) =>
gs.applyChangedFaction(cf)
}
def applyChangedFaction(cf: ChangedFactionT): GameState = cf match {
case cfc: ChangedFactionC => applyChangedFactionC(cfc)
case _ => throw new EagleInternalException(s"Unknown ChangedFactionT type: ${cf.getClass}")
}
private def applyChangedFactionC(cf: ChangedFactionC): GameState =
if !gameState.factions.contains(cf.factionId) then gameState
else {
val existingFaction = gameState.factions(cf.factionId) match {
case f: FactionC => f
case f => throw new EagleInternalException(s"Unknown FactionT type: ${f.getClass}")
}
val newFocusProvinceId =
if cf.clearFocusProvinceId then None
else cf.newFocusProvinceId.orElse(existingFaction.focusProvinceId)
val newLastActedProvinceIdThisRound =
if cf.clearLastActedProvinceId then 0
else cf.newLastActedProvinceId.getOrElse(existingFaction.lastActedProvinceIdThisRound)
// Update relationships with trust level changes
val relationshipsAfterChanges = cf.changedFactionRelationships
.foldLeft(
existingFaction.factionRelationships
.filterNot(fr =>
cf.changedFactionRelationships.map(_.targetFactionId).contains(fr.targetFactionId) ||
cf.removedFactionRelationshipFactionIds.contains(fr.targetFactionId)
) ++ cf.changedFactionRelationships
) { (relationships, _) =>
relationships
}
// Apply trust level updates
val relationshipsAfterTrust = cf.trustLevelUpdates.foldLeft(relationshipsAfterChanges) {
case (relationships, update) =>
val existingRelationship = relationships
.find(_.targetFactionId == update.targetFactionId)
.getOrElse(
FactionRelationship(
targetFactionId = update.targetFactionId,
relationshipLevel = FactionRelationship.RelationshipLevel.Hostile,
trustValue = 0
)
)
val newValue = Math.min(trustMax, update.delta + existingRelationship.trustValue)
relationships.filterNot(_.targetFactionId == update.targetFactionId) :+
existingRelationship.copy(trustValue = newValue)
}
// Update reconned provinces
val newReconnedProvinces = existingFaction.reconnedProvinces
.filterNot(pv =>
cf.updatedReconnedProvinces.map(_.id).contains(pv.id) ||
cf.removedReconnedProvinceIds.contains(pv.id)
) ++ cf.updatedReconnedProvinces
// Update outgoing offer rounds
val newLastOutgoingTruceOfferRounds = existingFaction.lastOutgoingTruceOfferRounds
.filterNot(oor => cf.newOutgoingTruceOfferFactionIds.map(_.fid).contains(oor.toFactionId)) ++
cf.newOutgoingTruceOfferFactionIds.map(wrapper =>
OutgoingOfferRound(toFactionId = wrapper.fid, roundId = gameState.currentRoundId)
)
val newLastOutgoingAllianceOfferRounds = existingFaction.lastOutgoingAllianceOfferRounds
.filterNot(oor => cf.newOutgoingAllianceOfferFactionIds.map(_.fid).contains(oor.toFactionId)) ++
cf.newOutgoingAllianceOfferFactionIds.map(wrapper =>
OutgoingOfferRound(toFactionId = wrapper.fid, roundId = gameState.currentRoundId)
)
val newLastOutgoingInvitationRounds = existingFaction.lastOutgoingInvitationRounds
.filterNot(oor => cf.newOutgoingInvitationFactionIds.map(_.fid).contains(oor.toFactionId)) ++
cf.newOutgoingInvitationFactionIds.map(wrapper =>
OutgoingOfferRound(toFactionId = wrapper.fid, roundId = gameState.currentRoundId)
)
val newLastOutgoingRansomOfferRounds = existingFaction.lastOutgoingRansomOfferRounds
.filterNot(oor => cf.newOutgoingRansomOfferFactionIds.map(_.fid).contains(oor.toFactionId)) ++
cf.newOutgoingRansomOfferFactionIds.map(wrapper =>
OutgoingOfferRound(toFactionId = wrapper.fid, roundId = gameState.currentRoundId)
)
val updatedFaction = existingFaction.copy(
factionHeadId = cf.newFactionHeadHeroId.getOrElse(existingFaction.factionHeadId),
leaderIds = existingFaction.leaderIds.diff(cf.removedLeaderHeroIds) ++ cf.newLeaderHeroIds,
prestigeModifiers =
existingFaction.prestigeModifiers.diff(cf.removedPrestigeModifiers) ++ cf.newPrestigeModifiers,
factionRelationships = relationshipsAfterTrust,
incomingDiplomacyOffers = existingFaction.incomingDiplomacyOffers
.filterNot(offer => cf.removedIncomingDiplomacyOfferFactionIds.contains(offer.originatingFactionId)) ++
cf.newIncomingDiplomacyOffers,
focusProvinceId = newFocusProvinceId,
reconnedProvinces = newReconnedProvinces,
lastActedProvinceIdThisRound = newLastActedProvinceIdThisRound,
lastOutgoingTruceOfferRounds = newLastOutgoingTruceOfferRounds,
lastOutgoingAllianceOfferRounds = newLastOutgoingAllianceOfferRounds,
lastOutgoingInvitationRounds = newLastOutgoingInvitationRounds,
lastOutgoingRansomOfferRounds = newLastOutgoingRansomOfferRounds
)
gameState.copy(
factions = gameState.factions.updated(cf.factionId, updatedFaction)
)
}
def applyRemovedFactions(removedFactionIds: Set[FactionId]): GameState = {
val (removed, remaining) = gameState.factions.partition {
case (fid, _) =>
removedFactionIds.contains(fid)
}
gameState.copy(
destroyedFactions = gameState.destroyedFactions ++ removed,
factions = remaining
)
}
def applyNewFactions(newFactions: Vector[FactionT]): GameState =
gameState.copy(
factions = gameState.factions ++ newFactions.map(f => f.id -> f)
)
}
}
@@ -0,0 +1,134 @@
package net.eagle0.eagle.library.actions.applier
import net.eagle0.eagle.*
import net.eagle0.eagle.library.util.EagleRequire.internalRequire
import net.eagle0.eagle.library.EagleInternalException
import net.eagle0.eagle.model.action_result.concrete.{ChangedHeroC, StatAbsolute, StatDelta, StatNoChange}
import net.eagle0.eagle.model.action_result.ChangedHeroT
import net.eagle0.eagle.model.state.date.Date
import net.eagle0.eagle.model.state.game_state.GameState
import net.eagle0.eagle.model.state.hero.backstory_version.BackstoryVersion
import net.eagle0.eagle.model.state.hero.concrete.HeroC
import net.eagle0.eagle.model.state.hero.HeroT
object GameStateHeroExtensions {
extension (gameState: GameState) {
def applyNewHeroes(newHeroes: Vector[HeroT]): GameState =
if newHeroes.isEmpty then gameState
else {
newHeroes.foreach(h =>
internalRequire(
!gameState.heroes.contains(h.id),
s"Got a new hero update for existing hero ${h.id}"
)
)
gameState.copy(
heroes = gameState.heroes ++ newHeroes.map(h => h.id -> h)
)
}
def applyChangedHeroes(changedHeroes: Vector[ChangedHeroT], date: Date): GameState =
if changedHeroes.isEmpty then gameState
else
changedHeroes.foldLeft(gameState) {
case (gs, ch) =>
gs.applyChangedHero(ch, date)
}
def applyChangedHero(ch: ChangedHeroT, date: Date): GameState = ch match {
case chc: ChangedHeroC => applyChangedHeroC(chc, date)
case _ => throw new EagleInternalException(s"Unknown ChangedHeroT type: ${ch.getClass}")
}
private def applyChangedHeroC(ch: ChangedHeroC, date: Date): GameState = {
val existingHero = gameState.heroes(ch.heroId) match {
case h: HeroC => h
case h => throw new EagleInternalException(s"Unknown HeroT type: ${h.getClass}")
}
val newFactionId = ch.newFactionId.orElse(
if ch.clearFactionId then None else existingHero.factionId
)
val newRoundIdJoined =
if ch.newFactionId.isDefined then Some(gameState.currentRoundId)
else if ch.clearFactionId then None
else existingHero.roundIdJoined
val newVigor = ch.vigorChange match {
case StatDelta(d) =>
(existingHero.vigor + d).max(0.0).min(existingHero.constitution)
case StatAbsolute(va) =>
internalRequire(va >= 0, s"Got a negative new vigor of $va")
internalRequire(
va <= existingHero.constitution,
s"Got a new vigor of $va with ${existingHero.constitution} constitution"
)
va
case StatNoChange => existingHero.vigor
}
val newLoyalty = ch.loyaltyChange match {
case StatDelta(ld) =>
Math.min(100.0, Math.max(0, existingHero.loyalty + ld))
case StatAbsolute(la) =>
internalRequire(la >= 0, s"Got a negative absolute loyalty of $la")
internalRequire(la <= 100.0, s"Got an absolute loyalty of $la")
la
case StatNoChange => existingHero.loyalty
}
val newBackstoryVersions = existingHero.backstoryVersions ++ ch.newBackstoryTextId.map { textId =>
BackstoryVersion(textId = textId, date = date)
}
val newBackstoryEvents =
if ch.clearEventsForHeroBackstory then Vector.empty
else existingHero.backstoryEvents ++ ch.newEventsForHeroBackstory
val updatedHero = existingHero.copy(
factionId = newFactionId,
roundIdJoined = newRoundIdJoined,
vigor = newVigor,
loyalty = newLoyalty,
strengthXp = existingHero.strengthXp + ch.strengthXpDelta.getOrElse(0),
agilityXp = existingHero.agilityXp + ch.agilityXpDelta.getOrElse(0),
wisdomXp = existingHero.wisdomXp + ch.wisdomXpDelta.getOrElse(0),
charismaXp = existingHero.charismaXp + ch.charismaXpDelta.getOrElse(0),
constitutionXp = existingHero.constitutionXp + ch.constitutionXpDelta.getOrElse(0),
strength = existingHero.strength + ch.strengthDelta.getOrElse(0),
agility = existingHero.agility + ch.agilityDelta.getOrElse(0),
wisdom = existingHero.wisdom + ch.wisdomDelta.getOrElse(0),
charisma = existingHero.charisma + ch.charismaDelta.getOrElse(0),
constitution = existingHero.constitution + ch.constitutionDelta.getOrElse(0),
profession = ch.newProfession.getOrElse(existingHero.profession),
backstoryVersions = newBackstoryVersions,
backstoryEvents = newBackstoryEvents
)
gameState.copy(
heroes = gameState.heroes.updated(ch.heroId, updatedHero)
)
}
def applyRemovedHeroes(removedHeroIds: Set[HeroId]): GameState = {
val (removed, remaining) = gameState.heroes.partition {
case (k, _) =>
removedHeroIds.contains(k)
}
val killedHeroes = removed.map {
case (hid, hero) =>
hero match {
case h: HeroC => hid -> h.copy(factionId = None)
case h => hid -> h
}
}
gameState.copy(
killedHeroes = gameState.killedHeroes ++ killedHeroes,
heroes = remaining
)
}
}
}
@@ -0,0 +1,48 @@
package net.eagle0.eagle.library.actions.applier
import net.eagle0.eagle.*
import net.eagle0.eagle.model.action_result.NotificationT
import net.eagle0.eagle.model.state.chronicle_entry.ChronicleEntry
import net.eagle0.eagle.model.state.game_state.GameState
object GameStateMiscExtensions {
extension (gameState: GameState) {
def applyAccumulatedDetails(notification: Option[NotificationT]): GameState =
notification
.map(note => gameState.copy(deferredNotifications = gameState.deferredNotifications :+ note))
.getOrElse(gameState)
def applyNewNotifications(notifications: Vector[NotificationT]): GameState =
if notifications.isEmpty then gameState
else gameState.copy(deferredNotifications = gameState.deferredNotifications ++ notifications)
def applyRemovedNotifications(notifications: Vector[NotificationT]): GameState =
gameState.copy(
deferredNotifications = gameState.deferredNotifications.diff(notifications)
)
def applyNewSeed(newSeed: Option[Long]): GameState =
newSeed.map(s => gameState.copy(randomSeed = s)).getOrElse(gameState)
def applyChronicleEntry(chronicleEntry: Option[ChronicleEntry]): GameState =
chronicleEntry.map { ce =>
val updatedEntries = gameState.chronicleEntries.indexWhere(_.date == ce.date) match {
case -1 => gameState.chronicleEntries :+ ce
case idx => gameState.chronicleEntries.updated(idx, ce)
}
gameState.copy(chronicleEntries = updatedEntries)
}
.getOrElse(gameState)
def applyCommandCountUpdate(actingFactionId: Option[FactionId]): GameState =
actingFactionId.map { factionId =>
val existingCount = gameState.factionCommandCounts.getOrElse(factionId, 0)
gameState.copy(
factionCommandCounts = gameState.factionCommandCounts.updated(factionId, existingCount + 1)
)
}
.getOrElse(gameState)
}
}
@@ -0,0 +1,79 @@
package net.eagle0.eagle.library.actions.applier
import net.eagle0.eagle.*
import net.eagle0.eagle.library.util.EagleRequire.internalRequire
import net.eagle0.eagle.library.EagleInternalException
import net.eagle0.eagle.model.action_result.changed_province.concrete.ChangedProvinceC
import net.eagle0.eagle.model.action_result.changed_province.ChangedProvinceT
import net.eagle0.eagle.model.state.game_state.GameState
import net.eagle0.eagle.model.state.province.concrete.ProvinceC
import net.eagle0.eagle.model.state.province.ProvinceT
object GameStateProvinceExtensions {
extension (gameState: GameState) {
def applyNewProvinces(newProvinces: Vector[ProvinceT]): GameState =
if newProvinces.isEmpty then gameState
else {
newProvinces.foreach(p =>
internalRequire(
!gameState.provinces.contains(p.id),
s"Got a new province update for existing province ${p.id}"
)
)
gameState.copy(
provinces = gameState.provinces ++ newProvinces.map(p => p.id -> p)
)
}
def applyChangedProvinces(changedProvinces: Vector[ChangedProvinceT]): GameState =
if changedProvinces.isEmpty then gameState
else
changedProvinces.foldLeft(gameState) {
case (gs, cp) =>
gs.applyChangedProvince(cp)
}
def applyChangedProvince(cp: ChangedProvinceT): GameState = cp match {
case cpc: ChangedProvinceC => applyChangedProvinceC(cpc)
case _ =>
throw new EagleInternalException(s"Unknown ChangedProvinceT type: ${cp.getClass}")
}
private def applyChangedProvinceC(cp: ChangedProvinceC): GameState = {
val provinceBefore = gameState.provinces(cp.provinceId) match {
case p: ProvinceC => p
case p => throw new EagleInternalException(s"Unknown ProvinceT type: ${p.getClass}")
}
val factionLeaderIds = gameState.factions.values.flatMap(_.leaderIds).toVector
// Use helper files to avoid compiler crash
val p1 = ProvinceUpdateHelpers.applyRulingAndBattalions(gameState, provinceBefore, cp, factionLeaderIds)
val p2 = ProvinceUpdateHelpers.applyArmiesAndResources(p1, cp)
val p3 = ProvinceUpdateHelpers2.applyHeroesAndEvents(p2, cp)
val provinceApplied = ProvinceUpdateHelpers2.applyMiscFields(gameState, p3, cp)
val provinceFixedForRuler = ProvinceUpdateHelpers2.fixRulerIfNeeded(gameState, provinceApplied)
gameState.copy(
provinces = gameState.provinces.updated(cp.provinceId, provinceFixedForRuler)
)
}
def applyProvinceActed(actedProvince: Option[ProvinceId]): GameState = {
internalRequire(!actedProvince.contains(0), "Province acted has id 0")
actedProvince.map { id =>
val province = gameState.provinces(id) match {
case p: ProvinceC => p
case p => throw new EagleInternalException(s"Unknown ProvinceT type: ${p.getClass}")
}
gameState.copy(
provinces = gameState.provinces.updated(id, province.copy(hasActed = true))
)
}
.getOrElse(gameState)
}
}
}
@@ -0,0 +1,122 @@
package net.eagle0.eagle.library.actions.applier
import net.eagle0.eagle.*
import net.eagle0.eagle.library.util.hero.HeroUtils
import net.eagle0.eagle.library.util.EagleRequire.internalRequire
import net.eagle0.eagle.model.action_result.changed_province.concrete.{ChangedProvinceC, HostileArmyStatusChange}
import net.eagle0.eagle.model.state.{HostileArmyGroup, MovingArmy}
import net.eagle0.eagle.model.state.game_state.GameState
import net.eagle0.eagle.model.state.province.concrete.ProvinceC
// Helper object 1 for province updates - split to avoid compiler crash
object ProvinceUpdateHelpers {
def applyRulingAndBattalions(
gameState: GameState,
p: ProvinceC,
cp: ChangedProvinceC,
factionLeaderIds: Vector[HeroId]
): ProvinceC =
p.copy(
rulingFactionId =
if cp.clearRulingFactionId then None
else cp.newRulingFactionId.orElse(p.rulingFactionId),
rulingFactionHeroIds = (p.rulingFactionHeroIds
.diff(cp.removedRulingFactionHeroIds) ++ cp.newRulingFactionHeroIds)
.map(hid => gameState.heroes(hid))
.sorted(using HeroUtils.sortOrdering(factionLeaderIds))
.map(_.id),
battalionIds = p.battalionIds.diff(cp.removedBattalionIds) ++ cp.newBattalionIds,
incomingArmies = modifyArmySet(
existingArmies = p.incomingArmies,
removedIds = cp.removedIncomingArmyIds,
addedArmies = cp.newIncomingArmies
),
hostileArmies = modifyArmyGroupSet(
existingGroups = p.hostileArmies,
removedFactionIds = cp.removedHostileArmyFactionIds,
addedArmies = cp.newHostileArmies,
statusChanges = cp.hostileArmyStatusChanges
)
)
def applyArmiesAndResources(
p: ProvinceC,
cp: ChangedProvinceC
): ProvinceC = {
val incomingShipments = {
val holdovers = p.incomingShipments
.filterNot(sh => cp.removedIncomingShipmentIds.contains(sh.id))
val nextId = holdovers.map(_.id).maxOption.getOrElse(0) + 1
holdovers ++ cp.newIncomingShipments.zipWithIndex.map {
case (ship, index) =>
ship.copy(id = index + nextId)
}
}
val defendingArmy =
if cp.clearDefendingArmy then None
else
cp.newDefendingArmy.orElse(
p.defendingArmy.map { da =>
val newUnits = da.units
.filterNot(u => cp.removedRulingFactionHeroIds.contains(u.heroId))
.map { u =>
u.copy(battalionId = u.battalionId.filterNot(cp.removedBattalionIds.contains))
}
da.copy(units = newUnits)
}
)
val newGold = p.gold + cp.goldDelta.getOrElse(0)
internalRequire(newGold >= 0, s"Got a goldDelta of ${cp.goldDelta} but only ${p.gold} available")
val newFood = p.food + cp.foodDelta.getOrElse(0)
internalRequire(newFood >= 0, s"Got a foodDelta of ${cp.foodDelta} but only ${p.food} available")
p.copy(
incomingShipments = incomingShipments,
defendingArmy = defendingArmy,
gold = newGold,
food = newFood,
priceIndex = cp.newPriceIndex.getOrElse(p.priceIndex),
economy = (p.economy + cp.economyDelta.getOrElse(0.0)).max(0.0).min(100.0),
agriculture = (p.agriculture + cp.agricultureDelta.getOrElse(0.0)).max(0.0).min(100.0),
infrastructure = (p.infrastructure + cp.infrastructureDelta.getOrElse(0.0)).max(0.0).min(100.0),
economyDevastation = (p.economyDevastation + cp.economyDevastationDelta.getOrElse(0.0)).max(0.0).min(p.economy),
agricultureDevastation =
(p.agricultureDevastation + cp.agricultureDevastationDelta.getOrElse(0.0)).max(0.0).min(p.agriculture),
infrastructureDevastation =
(p.infrastructureDevastation + cp.infrastructureDevastationDelta.getOrElse(0.0)).max(0.0).min(p.infrastructure),
support = (p.support + cp.supportDelta.getOrElse(0.0)).max(0.0).min(100.0)
)
}
private def modifyArmySet(
existingArmies: Vector[MovingArmy],
removedIds: Vector[Int],
addedArmies: Vector[MovingArmy]
): Vector[MovingArmy] = {
val holdovers = existingArmies.filterNot(ma => removedIds.contains(ma.id))
val nextId = holdovers.map(_.id).maxOption.getOrElse(0) + 1
holdovers ++ addedArmies.zipWithIndex.map {
case (army, index) =>
army.copy(id = index + nextId)
}
}
private def modifyArmyGroupSet(
existingGroups: Vector[HostileArmyGroup],
removedFactionIds: Vector[FactionId],
addedArmies: Vector[HostileArmyGroup],
statusChanges: Vector[HostileArmyStatusChange]
): Vector[HostileArmyGroup] =
statusChanges
.foldLeft(existingGroups.filterNot(g => removedFactionIds.contains(g.factionId))) {
case (groups, HostileArmyStatusChange(factionId, newStatus)) =>
groups.indexWhere(_.factionId == factionId) match {
case -1 => groups
case index => groups.updated(index, groups(index).copy(status = newStatus))
}
} ++ addedArmies
}
@@ -0,0 +1,103 @@
package net.eagle0.eagle.library.actions.applier
import net.eagle0.eagle.library.EagleInternalException
import net.eagle0.eagle.model.action_result.changed_province.concrete.ChangedProvinceC
import net.eagle0.eagle.model.state.game_state.GameState
import net.eagle0.eagle.model.state.province.{BeastsEvent, ImminentRiotEvent, ProvinceOrderType}
import net.eagle0.eagle.model.state.province.concrete.ProvinceC
import net.eagle0.eagle.model.state.unaffiliated_hero.{RecruitmentInfo, UnaffiliatedHeroType}
import net.eagle0.eagle.model.state.RoundPhase
// Helper object 2 for province updates - split to avoid compiler crash
object ProvinceUpdateHelpers2 {
def applyHeroesAndEvents(
p: ProvinceC,
cp: ChangedProvinceC
): ProvinceC = {
val unaffiliatedHeroes =
p.unaffiliatedHeroes
.filterNot(uh => cp.removedUnaffiliatedHeroIds.contains(uh.heroId))
.filterNot(uh => cp.changedUnaffiliatedHeroes.map(_.heroId).contains(uh.heroId))
++ cp.changedUnaffiliatedHeroes ++ cp.newUnaffiliatedHeroes
val capturedHeroes =
p.capturedHeroes
.filterNot(ch => cp.removedCapturedHeroIds.contains(ch.heroId))
.map(ch =>
if cp.recruitmentAtteptedCapturedHeroIds.contains(ch.heroId)
then ch.copy(recruitmentAttempted = true)
else ch
) ++ cp.newCapturedHeroes
val lockedImprovementType = cp.newLockedImprovementType match {
case Some(net.eagle0.eagle.model.action_result.changed_province.concrete.NewLockedImprovementType.None) =>
None
case Some(net.eagle0.eagle.model.action_result.changed_province.concrete.NewLockedImprovementType.New(v)) =>
Some(v)
case None => p.lockedImprovementType
}
p.copy(
hasActed = cp.setHasActed.getOrElse(p.hasActed),
rulerIsTraveling = cp.setRulerIsTraveling.getOrElse(p.rulerIsTraveling),
unaffiliatedHeroes = unaffiliatedHeroes,
capturedHeroes = capturedHeroes,
provinceOrders = cp.newProvinceOrders.getOrElse(p.provinceOrders),
activeEvents = cp.newProvinceEvents.getOrElse(p.activeEvents),
lockedImprovementType = lockedImprovementType
)
}
def applyMiscFields(
gameState: GameState,
p: ProvinceC,
cp: ChangedProvinceC
): ProvinceC =
p.copy(
lastBeastsDate =
if cp.newProvinceEvents.exists(_.exists(_.isInstanceOf[BeastsEvent]))
then gameState.currentDate
else p.lastBeastsDate,
lastRiotDate =
if cp.newProvinceEvents.exists(_.exists(_.isInstanceOf[ImminentRiotEvent]))
then gameState.currentDate
else p.lastRiotDate,
incomingEndTurnActions = (p.incomingEndTurnActions ++ cp.newIncomingEndTurnActions)
.diff(cp.removedIncomingEndTurnActions),
deferredChanges = cp.removedDeferredChangeIndex
.map(idx => p.deferredChanges.patch(idx, Nil, 1))
.getOrElse(p.deferredChanges) ++ cp.newDeferredChange.toVector,
battleRevelations = p.battleRevelations.diff(cp.removedBattleRevelations) ++ cp.newBattleRevelations
)
def fixRulerIfNeeded(gameState: GameState, p: ProvinceC): ProvinceC =
if gameState.currentPhase != RoundPhase.PlayerCommands &&
(p.rulingFactionId.isEmpty || p.rulingFactionHeroIds.isEmpty)
then
p.copy(
rulingFactionId = None,
rulingHeroId = None,
rulingFactionHeroIds = Vector.empty,
support = 0,
provinceOrders = ProvinceOrderType.UnknownOrderType,
unaffiliatedHeroes = p.unaffiliatedHeroes.map(uh =>
uh.copy(
recruitmentInfo = uh.unaffiliatedHeroType match {
case UnaffiliatedHeroType.Prisoner => RecruitmentInfo.Prisoner
case UnaffiliatedHeroType.MovingPrisoner => RecruitmentInfo.MovingPrisoner
case UnaffiliatedHeroType.ReturningPrisoner => RecruitmentInfo.NoRulerInProvince
case UnaffiliatedHeroType.Outlaw => RecruitmentInfo.Outlaw
case UnaffiliatedHeroType.Traveler => RecruitmentInfo.Traveler
case UnaffiliatedHeroType.Resident => RecruitmentInfo.NoRulerInProvince
case UnaffiliatedHeroType.Unknown =>
throw new EagleInternalException("Unknown unaffiliated hero type")
}
)
)
)
else
p.copy(
rulingHeroId = p.rulingFactionHeroIds.headOption
)
}
@@ -24,6 +24,7 @@ import net.eagle0.eagle.library.actions.impl.command.AvailableCommandTypeMap
import net.eagle0.eagle.library.util.faction_utils.LegacyFactionUtils
import net.eagle0.eagle.library.util.province.LegacyProvinceUtils
import net.eagle0.eagle.library.util.IncomingArmyUtils
import net.eagle0.eagle.model.proto_converters.game_state.GameStateConverter
object AvailableCommandsFactory {
def shouldFollow(
@@ -492,7 +493,7 @@ class AvailableCommandsFactory(
for {
faction <- gs.factions.get(fid)
pleaseRecruitMeCommand <- AvailablePleaseRecruitMeCommandFactory
.availableCommand(gs, faction.id)
.availableCommand(GameStateConverter.fromProto(gs), faction.id)
oneProvinceAvailableCommand <- optionalOneProvinceAvailableCommands(
gs = gs,
0,
@@ -1,22 +1,26 @@
package net.eagle0.eagle.library.actions.availability
import net.eagle0.eagle.api.available_command.{OneProvincePleaseRecruitMe, PleaseRecruitMeAvailableCommand}
import net.eagle0.eagle.internal.game_state.GameState
import net.eagle0.eagle.internal.province.Province
import net.eagle0.eagle.library.settings.MinSupportForTaxes
import net.eagle0.eagle.library.util.unaffiliated_hero.LegacyUnaffiliatedHeroUtils
import net.eagle0.eagle.library.util.unaffiliated_hero.UnaffiliatedHeroUtils
import net.eagle0.eagle.model.proto_converters.game_state.GameStateConverter
import net.eagle0.eagle.model.proto_converters.UnaffiliatedHeroConverter
import net.eagle0.eagle.model.state.game_state.GameState
import net.eagle0.eagle.model.state.province.ProvinceT
import net.eagle0.eagle.FactionId
object AvailablePleaseRecruitMeCommandFactory {
private def forOneProvince(
p: Province,
p: ProvinceT,
fid: FactionId,
gs: GameState
): Option[OneProvincePleaseRecruitMe] = {
// Convert to proto only for ExpandedUnaffiliatedHeroUtils which still requires proto types
val gsProto = GameStateConverter.toProto(gs)
val availableHeroes = for {
targetUH <- p.unaffiliatedHeroes.filter(uh =>
LegacyUnaffiliatedHeroUtils.willPleaseRecruitMe(
UnaffiliatedHeroUtils.willPleaseRecruitMe(
gameState = gs,
factionId = fid,
unaffiliatedHero = uh
@@ -26,8 +30,8 @@ object AvailablePleaseRecruitMeCommandFactory {
// FIXME: We should be generating the LLM request and its textID here instead of earlier in the round
ExpandedUnaffiliatedHeroUtils
.expandedUnaffiliatedHero(
gs = gs,
uh = targetUH
gs = gsProto,
uh = UnaffiliatedHeroConverter.toProto(targetUH)
)
Option.when(availableHeroes.nonEmpty)(
@@ -63,6 +63,8 @@ scala_library(
"//src/main/scala/net/eagle0/eagle/library/util:incoming_army_utils",
"//src/main/scala/net/eagle0/eagle/library/util/faction_utils:legacy_faction_utils",
"//src/main/scala/net/eagle0/eagle/library/util/province:legacy_province_utils",
"//src/main/scala/net/eagle0/eagle/model/proto_converters/game_state",
"//src/main/scala/net/eagle0/eagle/model/state/game_state",
],
)
@@ -499,7 +501,13 @@ scala_library(
"//src/main/protobuf/net/eagle0/eagle/internal:game_state_scala_proto",
"//src/main/scala/net/eagle0/eagle:eagle_pkg",
"//src/main/scala/net/eagle0/eagle/library/settings:min_support_for_taxes",
"//src/main/scala/net/eagle0/eagle/library/util/unaffiliated_hero:legacy_unaffiliated_hero_utils",
"//src/main/scala/net/eagle0/eagle/library/util/unaffiliated_hero",
"//src/main/scala/net/eagle0/eagle/model/proto_converters:unaffiliated_hero_converter",
"//src/main/scala/net/eagle0/eagle/model/proto_converters/game_state",
"//src/main/scala/net/eagle0/eagle/model/state/game_state",
"//src/main/scala/net/eagle0/eagle/model/state/province",
"//src/main/scala/net/eagle0/eagle/model/state/quest",
"//src/main/scala/net/eagle0/eagle/model/state/unaffiliated_hero",
],
)
@@ -155,6 +155,8 @@ scala_library(
"//src/main/scala/net/eagle0/eagle:eagle_pkg",
"//src/main/scala/net/eagle0/eagle/library:game_history",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:action_with_resulting_state",
"//src/main/scala/net/eagle0/eagle/model/state/date",
"//src/main/scala/net/eagle0/eagle/model/state/game_state",
],
)
@@ -195,7 +197,7 @@ scala_library(
"//src/main/scala/net/eagle0/eagle/library/settings:truce_months_from_returning_leader",
"//src/main/scala/net/eagle0/eagle/library/util:eagle_require",
"//src/main/scala/net/eagle0/eagle/library/util/faction_utils",
"//src/main/scala/net/eagle0/eagle/library/util/unaffiliated_hero:legacy_unaffiliated_hero_utils",
"//src/main/scala/net/eagle0/eagle/library/util/unaffiliated_hero",
"//src/main/scala/net/eagle0/eagle/library/util/view_filters:province_view_filter",
"//src/main/scala/net/eagle0/eagle/model/action_result:action_result_trait",
"//src/main/scala/net/eagle0/eagle/model/action_result:changed_battalion_trait",
@@ -213,19 +215,22 @@ scala_library(
"//src/main/scala/net/eagle0/eagle/model/action_result/types:end_aftermath_phase_result_type",
"//src/main/scala/net/eagle0/eagle/model/proto_converters:battle_revelation_converter",
"//src/main/scala/net/eagle0/eagle/model/proto_converters:notification_converter",
"//src/main/scala/net/eagle0/eagle/model/proto_converters:unaffiliated_hero_converter",
"//src/main/scala/net/eagle0/eagle/model/proto_converters/date",
"//src/main/scala/net/eagle0/eagle/model/proto_converters/faction",
"//src/main/scala/net/eagle0/eagle/model/proto_converters/game_state",
"//src/main/scala/net/eagle0/eagle/model/proto_converters/hero",
"//src/main/scala/net/eagle0/eagle/model/proto_converters/llm_request",
"//src/main/scala/net/eagle0/eagle/model/proto_converters/province",
"//src/main/scala/net/eagle0/eagle/model/state:battle_revelation",
"//src/main/scala/net/eagle0/eagle/model/state:round_phase",
"//src/main/scala/net/eagle0/eagle/model/state/faction:faction_relationship",
"//src/main/scala/net/eagle0/eagle/model/state/game_state",
"//src/main/scala/net/eagle0/eagle/model/state/hero",
"//src/main/scala/net/eagle0/eagle/model/state/hero:gender",
"//src/main/scala/net/eagle0/eagle/model/state/quest",
"//src/main/scala/net/eagle0/eagle/model/state/quest/concrete",
"//src/main/scala/net/eagle0/eagle/model/state/unaffiliated_hero",
"//src/main/scala/net/eagle0/eagle/model/state/unaffiliated_hero/concrete",
],
)
@@ -275,18 +280,18 @@ scala_library(
"//src/test/scala/net/eagle0/eagle/library/actions/impl:__subpackages__",
],
exports = [
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:action",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:action_with_resulting_state",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:deterministic_single_result_action",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:protoless_simple_action",
],
deps = [
"//src/main/protobuf/net/eagle0/eagle/internal:action_result_scala_proto",
"//src/main/protobuf/net/eagle0/eagle/internal:faction_scala_proto",
"//src/main/protobuf/net/eagle0/eagle/internal:game_state_scala_proto",
"//src/main/scala/net/eagle0/eagle:eagle_pkg",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:action",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:deterministic_single_result_action",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:protoless_simple_action",
"//src/main/scala/net/eagle0/eagle/library/util:eagle_require",
"//src/main/scala/net/eagle0/eagle/model/action_result:action_result_trait",
"//src/main/scala/net/eagle0/eagle/model/action_result/changed_province/concrete",
"//src/main/scala/net/eagle0/eagle/model/action_result/concrete:action_result_concrete",
"//src/main/scala/net/eagle0/eagle/model/action_result/types:end_battle_request_phase_result_type",
"//src/main/scala/net/eagle0/eagle/model/state:round_phase",
"//src/main/scala/net/eagle0/eagle/model/state/game_state",
],
)
@@ -298,17 +303,21 @@ scala_library(
"//src/test/scala/net/eagle0/eagle/library/actions/impl:__subpackages__",
],
exports = [
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:action",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:action_with_resulting_state",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:deterministic_single_result_action",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:protoless_simple_action",
],
deps = [
"//src/main/protobuf/net/eagle0/eagle/internal:action_result_scala_proto",
"//src/main/protobuf/net/eagle0/eagle/internal:faction_scala_proto",
"//src/main/protobuf/net/eagle0/eagle/internal:game_state_scala_proto",
"//src/main/scala/net/eagle0/eagle:eagle_pkg",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:action",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:deterministic_single_result_action",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:protoless_simple_action",
"//src/main/scala/net/eagle0/eagle/model/action_result:action_result_trait",
"//src/main/scala/net/eagle0/eagle/model/action_result:changed_battalion_trait",
"//src/main/scala/net/eagle0/eagle/model/action_result:changed_faction_trait",
"//src/main/scala/net/eagle0/eagle/model/action_result:changed_hero_trait",
"//src/main/scala/net/eagle0/eagle/model/action_result:notification_trait",
"//src/main/scala/net/eagle0/eagle/model/action_result/changed_province",
"//src/main/scala/net/eagle0/eagle/model/action_result/concrete:action_result_concrete",
"//src/main/scala/net/eagle0/eagle/model/action_result/generated_text_request",
"//src/main/scala/net/eagle0/eagle/model/action_result/types:end_resolution_phase_result_type",
"//src/main/scala/net/eagle0/eagle/model/state:round_phase",
],
)
@@ -399,7 +408,6 @@ scala_library(
"//src/main/scala/net/eagle0/eagle/library/actions/applier:action_result_trait_applier",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:action",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:action_with_resulting_state",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:random_sequential_results_action",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:random_state_trait_sequencer",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:vigor_xp_applier",
"//src/main/scala/net/eagle0/eagle/library/settings:prisoner_escape_chance",
@@ -446,19 +454,18 @@ scala_library(
"//src/test/scala/net/eagle0/eagle/library/actions/impl:__subpackages__",
],
exports = [
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:action",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:action_with_resulting_state",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:deterministic_single_result_action",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:protoless_simple_action",
],
deps = [
"//src/main/protobuf/net/eagle0/eagle/common:round_phase_scala_proto",
"//src/main/protobuf/net/eagle0/eagle/internal:action_result_scala_proto",
"//src/main/protobuf/net/eagle0/eagle/internal:faction_scala_proto",
"//src/main/protobuf/net/eagle0/eagle/internal:game_state_scala_proto",
"//src/main/scala/net/eagle0/eagle:eagle_pkg",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:action",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:action_with_resulting_state",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:deterministic_single_result_action",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:protoless_simple_action",
"//src/main/scala/net/eagle0/eagle/model/action_result:action_result_trait",
"//src/main/scala/net/eagle0/eagle/model/action_result/changed_province/concrete",
"//src/main/scala/net/eagle0/eagle/model/action_result/concrete:action_result_concrete",
"//src/main/scala/net/eagle0/eagle/model/action_result/types:end_defense_decision_phase_result_type",
"//src/main/scala/net/eagle0/eagle/model/state:army",
"//src/main/scala/net/eagle0/eagle/model/state:round_phase",
"//src/main/scala/net/eagle0/eagle/model/state/game_state",
],
)
@@ -476,28 +483,13 @@ scala_library(
],
deps = [
":withdrawn_army_returns_home_action",
"//src/main/protobuf/net/eagle0/eagle/internal:action_result_scala_proto",
"//src/main/protobuf/net/eagle0/eagle/internal:faction_scala_proto",
"//src/main/protobuf/net/eagle0/eagle/internal:game_state_scala_proto",
"//src/main/scala/net/eagle0/eagle:eagle_pkg",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:action",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:action_with_resulting_state",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:deterministic_sequential_results_action",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:protoless_sequential_results_action",
"//src/main/scala/net/eagle0/eagle/model/action_result:action_result_trait",
"//src/main/scala/net/eagle0/eagle/model/action_result:changed_battalion_trait",
"//src/main/scala/net/eagle0/eagle/model/action_result:changed_hero_trait",
"//src/main/scala/net/eagle0/eagle/model/action_result:notification_trait",
"//src/main/scala/net/eagle0/eagle/model/action_result/changed_province",
"//src/main/scala/net/eagle0/eagle/model/action_result/concrete:action_result_concrete",
"//src/main/scala/net/eagle0/eagle/model/action_result/concrete:changed_battalion_concrete",
"//src/main/scala/net/eagle0/eagle/model/action_result/concrete:changed_hero_concrete",
"//src/main/scala/net/eagle0/eagle/model/action_result/generated_text_request",
"//src/main/scala/net/eagle0/eagle/model/action_result/types:end_free_for_all_decision_phase_result_type",
"//src/main/scala/net/eagle0/eagle/model/proto_converters/province",
"//src/main/scala/net/eagle0/eagle/model/state:round_phase",
"//src/main/scala/net/eagle0/eagle/model/state/hero:gender",
"//src/main/scala/net/eagle0/eagle/model/state/province",
"//src/main/scala/net/eagle0/eagle/model/state/game_state",
],
)
@@ -511,7 +503,7 @@ scala_library(
exports = [
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:action",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:action_with_resulting_state",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:random_sequential_results_action",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:protoless_random_sequential_results_action",
],
deps = [
"//src/main/protobuf/net/eagle0/eagle/api:available_command_scala_proto",
@@ -521,23 +513,29 @@ scala_library(
"//src/main/protobuf/net/eagle0/eagle/internal:game_state_scala_proto",
"//src/main/scala/net/eagle0/common:functional_random",
"//src/main/scala/net/eagle0/eagle:eagle_pkg",
"//src/main/scala/net/eagle0/eagle/library/actions/applier:action_result_trait_applier",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/command:command_factory",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/command:legacy_handle_riot_utils",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/command:handle_riot_utils",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:action",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:action_with_resulting_state",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:random_sequential_results_action",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:random_state_proto_sequencer",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:protoless_random_sequential_results_action",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:random_state_trait_sequencer",
"//src/main/scala/net/eagle0/eagle/library/util/command_choice_helpers",
"//src/main/scala/net/eagle0/eagle/library/util/province:legacy_province_utils",
"//src/main/scala/net/eagle0/eagle/model/action_result:action_result_trait",
"//src/main/scala/net/eagle0/eagle/model/action_result:changed_battalion_trait",
"//src/main/scala/net/eagle0/eagle/model/action_result:changed_hero_trait",
"//src/main/scala/net/eagle0/eagle/model/action_result:notification_trait",
"//src/main/scala/net/eagle0/eagle/model/action_result/changed_province/concrete",
"//src/main/scala/net/eagle0/eagle/model/action_result/concrete:action_result_concrete",
"//src/main/scala/net/eagle0/eagle/model/action_result/concrete:changed_battalion_concrete",
"//src/main/scala/net/eagle0/eagle/model/action_result/concrete:changed_hero_concrete",
"//src/main/scala/net/eagle0/eagle/model/action_result/generated_text_request",
"//src/main/scala/net/eagle0/eagle/model/action_result/types:end_handle_riots_phase_result_type",
"//src/main/scala/net/eagle0/eagle/model/proto_converters/game_state",
"//src/main/scala/net/eagle0/eagle/model/proto_converters/province",
"//src/main/scala/net/eagle0/eagle/model/state:round_phase",
"//src/main/scala/net/eagle0/eagle/model/state/game_state",
"//src/main/scala/net/eagle0/eagle/model/state/province",
],
)
@@ -550,19 +548,21 @@ scala_library(
"//src/test/scala/net/eagle0/eagle/library/actions/impl:__subpackages__",
],
exports = [
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:action",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:action_with_resulting_state",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:deterministic_single_result_action",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:protoless_simple_action",
],
deps = [
"//src/main/protobuf/net/eagle0/eagle/common:round_phase_scala_proto",
"//src/main/protobuf/net/eagle0/eagle/internal:action_result_scala_proto",
"//src/main/protobuf/net/eagle0/eagle/internal:faction_scala_proto",
"//src/main/protobuf/net/eagle0/eagle/internal:game_state_scala_proto",
"//src/main/scala/net/eagle0/eagle:eagle_pkg",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:action",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:action_with_resulting_state",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:deterministic_single_result_action",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:protoless_simple_action",
"//src/main/scala/net/eagle0/eagle/model/action_result:action_result_trait",
"//src/main/scala/net/eagle0/eagle/model/action_result:changed_battalion_trait",
"//src/main/scala/net/eagle0/eagle/model/action_result:changed_faction_trait",
"//src/main/scala/net/eagle0/eagle/model/action_result:changed_hero_trait",
"//src/main/scala/net/eagle0/eagle/model/action_result:notification_trait",
"//src/main/scala/net/eagle0/eagle/model/action_result/changed_province",
"//src/main/scala/net/eagle0/eagle/model/action_result/concrete:action_result_concrete",
"//src/main/scala/net/eagle0/eagle/model/action_result/generated_text_request",
"//src/main/scala/net/eagle0/eagle/model/action_result/types:end_free_for_all_battle_request_phase_result_type",
"//src/main/scala/net/eagle0/eagle/model/state:round_phase",
],
)
@@ -574,19 +574,21 @@ scala_library(
"//src/test/scala/net/eagle0/eagle/library/actions/impl:__subpackages__",
],
exports = [
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:action",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:action_with_resulting_state",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:deterministic_single_result_action",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:protoless_simple_action",
],
deps = [
"//src/main/protobuf/net/eagle0/eagle/common:round_phase_scala_proto",
"//src/main/protobuf/net/eagle0/eagle/internal:action_result_scala_proto",
"//src/main/protobuf/net/eagle0/eagle/internal:faction_scala_proto",
"//src/main/protobuf/net/eagle0/eagle/internal:game_state_scala_proto",
"//src/main/scala/net/eagle0/eagle:eagle_pkg",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:action",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:action_with_resulting_state",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:deterministic_single_result_action",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:protoless_simple_action",
"//src/main/scala/net/eagle0/eagle/model/action_result:action_result_trait",
"//src/main/scala/net/eagle0/eagle/model/action_result:changed_battalion_trait",
"//src/main/scala/net/eagle0/eagle/model/action_result:changed_faction_trait",
"//src/main/scala/net/eagle0/eagle/model/action_result:changed_hero_trait",
"//src/main/scala/net/eagle0/eagle/model/action_result:notification_trait",
"//src/main/scala/net/eagle0/eagle/model/action_result/changed_province",
"//src/main/scala/net/eagle0/eagle/model/action_result/concrete:action_result_concrete",
"//src/main/scala/net/eagle0/eagle/model/action_result/generated_text_request",
"//src/main/scala/net/eagle0/eagle/model/action_result/types:end_free_for_all_battle_resolution_phase_result_type",
"//src/main/scala/net/eagle0/eagle/model/state:round_phase",
],
)
@@ -598,17 +600,23 @@ scala_library(
"//src/test/scala/net/eagle0/eagle/library/actions/impl:__subpackages__",
],
exports = [
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:action",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:action_with_resulting_state",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:deterministic_single_result_action",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:protoless_simple_action",
],
deps = [
"//src/main/protobuf/net/eagle0/eagle/internal:action_result_scala_proto",
"//src/main/protobuf/net/eagle0/eagle/internal:faction_scala_proto",
"//src/main/protobuf/net/eagle0/eagle/internal:game_state_scala_proto",
"//src/main/scala/net/eagle0/eagle:eagle_pkg",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:action",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:deterministic_single_result_action",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:protoless_simple_action",
"//src/main/scala/net/eagle0/eagle/model/action_result:action_result_trait",
"//src/main/scala/net/eagle0/eagle/model/action_result:changed_battalion_trait",
"//src/main/scala/net/eagle0/eagle/model/action_result:changed_faction_trait",
"//src/main/scala/net/eagle0/eagle/model/action_result:changed_hero_trait",
"//src/main/scala/net/eagle0/eagle/model/action_result:notification_trait",
"//src/main/scala/net/eagle0/eagle/model/action_result/changed_province",
"//src/main/scala/net/eagle0/eagle/model/action_result/concrete:action_result_concrete",
"//src/main/scala/net/eagle0/eagle/model/action_result/concrete:notification_concrete",
"//src/main/scala/net/eagle0/eagle/model/action_result/generated_text_request",
"//src/main/scala/net/eagle0/eagle/model/action_result/types:end_please_recruit_me_phase_result_type",
"//src/main/scala/net/eagle0/eagle/model/state:round_phase",
"//src/main/scala/net/eagle0/eagle/model/state/game_state",
],
)
@@ -680,6 +688,7 @@ scala_library(
"//src/main/scala/net/eagle0/eagle/model/state:round_phase",
"//src/main/scala/net/eagle0/eagle/model/state/date",
"//src/main/scala/net/eagle0/eagle/model/state/faction",
"//src/main/scala/net/eagle0/eagle/model/state/game_state",
"//src/main/scala/net/eagle0/eagle/model/state/hero",
"//src/main/scala/net/eagle0/eagle/model/state/hero:gender",
"//src/main/scala/net/eagle0/eagle/model/state/province",
@@ -699,21 +708,18 @@ scala_library(
exports = [
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:action",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:action_with_resulting_state",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:random_sequential_results_action",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:t_random_sequential_results_action",
],
deps = [
":check_for_faction_changes_action",
":check_for_failed_quests_action",
":check_for_fulfilled_quests_action",
":hero_backstory_update_action_generator",
"//src/main/protobuf/net/eagle0/eagle/internal:action_result_scala_proto",
"//src/main/protobuf/net/eagle0/eagle/internal:faction_scala_proto",
"//src/main/protobuf/net/eagle0/eagle/internal:game_state_scala_proto",
"//src/main/scala/net/eagle0/common:functional_random",
"//src/main/scala/net/eagle0/eagle:eagle_pkg",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:action",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:random_sequential_results_action",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:random_state_proto_sequencer",
"//src/main/scala/net/eagle0/eagle/library/actions/applier:action_result_trait_applier",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:random_state_trait_sequencer",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:t_random_sequential_results_action",
"//src/main/scala/net/eagle0/eagle/library/util:eagle_require",
"//src/main/scala/net/eagle0/eagle/model/action_result:action_result_trait",
"//src/main/scala/net/eagle0/eagle/model/action_result:changed_battalion_trait",
@@ -724,15 +730,17 @@ scala_library(
"//src/main/scala/net/eagle0/eagle/model/action_result/concrete:changed_battalion_concrete",
"//src/main/scala/net/eagle0/eagle/model/action_result/concrete:changed_hero_concrete",
"//src/main/scala/net/eagle0/eagle/model/action_result/generated_text_request",
"//src/main/scala/net/eagle0/eagle/model/proto_converters:action_result_proto_converter",
"//src/main/scala/net/eagle0/eagle/model/action_result/types:end_vassal_commands_phase_result_type",
"//src/main/scala/net/eagle0/eagle/model/proto_converters:battalion_converter",
"//src/main/scala/net/eagle0/eagle/model/proto_converters/date",
"//src/main/scala/net/eagle0/eagle/model/proto_converters/faction",
"//src/main/scala/net/eagle0/eagle/model/proto_converters/hero",
"//src/main/scala/net/eagle0/eagle/model/proto_converters/province",
"//src/main/scala/net/eagle0/eagle/model/state:round_phase",
"//src/main/scala/net/eagle0/eagle/model/state/battalion",
"//src/main/scala/net/eagle0/eagle/model/state/date",
"//src/main/scala/net/eagle0/eagle/model/state/faction",
"//src/main/scala/net/eagle0/eagle/model/state/game_state",
"//src/main/scala/net/eagle0/eagle/model/state/hero",
"//src/main/scala/net/eagle0/eagle/model/state/hero:gender",
"//src/main/scala/net/eagle0/eagle/model/state/province",
@@ -882,7 +890,7 @@ scala_library(
exports = [
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:action",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:action_with_resulting_state",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:random_sequential_results_action",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:t_random_sequential_results_action",
],
deps = [
":chronicle_event_generator",
@@ -896,8 +904,9 @@ scala_library(
"//src/main/scala/net/eagle0/common:functional_random",
"//src/main/scala/net/eagle0/eagle:eagle_pkg",
"//src/main/scala/net/eagle0/eagle/library:game_history",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:random_sequential_results_action",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:random_state_proto_sequencer",
"//src/main/scala/net/eagle0/eagle/library/actions/applier:action_result_trait_applier",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:random_state_trait_sequencer",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:t_random_sequential_results_action",
"//src/main/scala/net/eagle0/eagle/library/settings:empty_province_monthly_devastation_delta",
"//src/main/scala/net/eagle0/eagle/library/settings:faction_bias_minimum_adjustment_per_round",
"//src/main/scala/net/eagle0/eagle/library/settings:faction_bias_multiplier_per_round",
@@ -910,9 +919,32 @@ scala_library(
"//src/main/scala/net/eagle0/eagle/library/util:eagle_require",
"//src/main/scala/net/eagle0/eagle/library/util:price_index_utils",
"//src/main/scala/net/eagle0/eagle/library/util/province:legacy_province_utils",
"//src/main/scala/net/eagle0/eagle/model/action_result:action_result_trait",
"//src/main/scala/net/eagle0/eagle/model/action_result:changed_battalion_trait",
"//src/main/scala/net/eagle0/eagle/model/action_result:changed_faction_trait",
"//src/main/scala/net/eagle0/eagle/model/action_result:changed_hero_trait",
"//src/main/scala/net/eagle0/eagle/model/action_result:notification_trait",
"//src/main/scala/net/eagle0/eagle/model/action_result/changed_province/concrete",
"//src/main/scala/net/eagle0/eagle/model/action_result/concrete:action_result_concrete",
"//src/main/scala/net/eagle0/eagle/model/action_result/concrete:changed_faction_concrete",
"//src/main/scala/net/eagle0/eagle/model/action_result/concrete:changed_hero_concrete",
"//src/main/scala/net/eagle0/eagle/model/action_result/generated_text_request",
"//src/main/scala/net/eagle0/eagle/model/action_result/generated_text_request/chronicle_event",
"//src/main/scala/net/eagle0/eagle/model/action_result/types:new_round_action_result_type",
"//src/main/scala/net/eagle0/eagle/model/action_result/types/base:action_result_type",
"//src/main/scala/net/eagle0/eagle/model/proto_converters:action_result_proto_converter",
"//src/main/scala/net/eagle0/eagle/model/proto_converters:unaffiliated_hero_converter",
"//src/main/scala/net/eagle0/eagle/model/proto_converters/date",
"//src/main/scala/net/eagle0/eagle/model/proto_converters/game_state",
"//src/main/scala/net/eagle0/eagle/model/proto_converters/hero",
"//src/main/scala/net/eagle0/eagle/model/proto_converters/llm_request/chronicle_event",
"//src/main/scala/net/eagle0/eagle/model/state:round_phase",
"//src/main/scala/net/eagle0/eagle/model/state/chronicle_entry",
"//src/main/scala/net/eagle0/eagle/model/state/date",
"//src/main/scala/net/eagle0/eagle/model/state/faction",
"//src/main/scala/net/eagle0/eagle/model/state/game_state",
"//src/main/scala/net/eagle0/eagle/model/state/quest",
"//src/main/scala/net/eagle0/eagle/model/state/unaffiliated_hero",
],
)
@@ -924,24 +956,32 @@ scala_library(
"//src/test/scala/net/eagle0/eagle/library/actions/impl:__subpackages__",
],
exports = [
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:action",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:action_with_resulting_state",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:deterministic_single_result_action",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:protoless_simple_action",
],
deps = [
"//src/main/protobuf/net/eagle0/eagle/internal:action_result_scala_proto",
"//src/main/protobuf/net/eagle0/eagle/internal:faction_scala_proto",
"//src/main/protobuf/net/eagle0/eagle/internal:game_state_scala_proto",
"//src/main/scala/net/eagle0/eagle:eagle_pkg",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:action",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:deterministic_single_result_action",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:protoless_simple_action",
"//src/main/scala/net/eagle0/eagle/library/settings:ambition_factor_for_loyalty_degradation",
"//src/main/scala/net/eagle0/eagle/library/settings:loyalty_decrease_per_discordance",
"//src/main/scala/net/eagle0/eagle/library/settings:loyalty_discordance_threshold",
"//src/main/scala/net/eagle0/eagle/library/settings:minimum_rounds_before_loyalty_degrades",
"//src/main/scala/net/eagle0/eagle/library/settings:percent_degradation_per_year",
"//src/main/scala/net/eagle0/eagle/library/util/hero:legacy_hero_utils",
"//src/main/scala/net/eagle0/eagle/library/util/province:legacy_province_utils",
"//src/main/scala/net/eagle0/eagle/library/util/hero:hero_utils",
"//src/main/scala/net/eagle0/eagle/library/util/province",
"//src/main/scala/net/eagle0/eagle/model/action_result:action_result_trait",
"//src/main/scala/net/eagle0/eagle/model/action_result:changed_battalion_trait",
"//src/main/scala/net/eagle0/eagle/model/action_result:changed_faction_trait",
"//src/main/scala/net/eagle0/eagle/model/action_result:changed_hero_trait",
"//src/main/scala/net/eagle0/eagle/model/action_result:notification_trait",
"//src/main/scala/net/eagle0/eagle/model/action_result/changed_province",
"//src/main/scala/net/eagle0/eagle/model/action_result/changed_province/concrete",
"//src/main/scala/net/eagle0/eagle/model/action_result/concrete:action_result_concrete",
"//src/main/scala/net/eagle0/eagle/model/action_result/concrete:changed_battalion_concrete",
"//src/main/scala/net/eagle0/eagle/model/action_result/concrete:changed_hero_concrete",
"//src/main/scala/net/eagle0/eagle/model/action_result/generated_text_request",
"//src/main/scala/net/eagle0/eagle/model/action_result/types:new_year_action_result_type",
"//src/main/scala/net/eagle0/eagle/model/state:round_phase",
"//src/main/scala/net/eagle0/eagle/model/state/game_state",
"//src/main/scala/net/eagle0/eagle/model/state/hero",
],
)
@@ -953,20 +993,29 @@ scala_library(
"//src/test/scala/net/eagle0/eagle/library/actions/impl:__subpackages__",
],
exports = [
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:action",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:action_with_resulting_state",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:deterministic_single_result_action",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:protoless_simple_action",
],
deps = [
"//src/main/protobuf/net/eagle0/eagle/internal:action_result_scala_proto",
"//src/main/protobuf/net/eagle0/eagle/internal:faction_scala_proto",
"//src/main/protobuf/net/eagle0/eagle/internal:game_state_scala_proto",
"//src/main/scala/net/eagle0/eagle:eagle_pkg",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:action",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:deterministic_single_result_action",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:protoless_simple_action",
"//src/main/scala/net/eagle0/eagle/library/settings:max_battalion_reduction_for_food_shortage",
"//src/main/scala/net/eagle0/eagle/library/util:legacy_battalion_utils",
"//src/main/scala/net/eagle0/eagle/library/util/province:legacy_province_utils",
"//src/main/scala/net/eagle0/eagle/library/util:battalion_utils",
"//src/main/scala/net/eagle0/eagle/model/action_result:action_result_trait",
"//src/main/scala/net/eagle0/eagle/model/action_result:changed_battalion_trait",
"//src/main/scala/net/eagle0/eagle/model/action_result:changed_faction_trait",
"//src/main/scala/net/eagle0/eagle/model/action_result:changed_hero_trait",
"//src/main/scala/net/eagle0/eagle/model/action_result:notification_trait",
"//src/main/scala/net/eagle0/eagle/model/action_result/changed_province",
"//src/main/scala/net/eagle0/eagle/model/action_result/changed_province/concrete",
"//src/main/scala/net/eagle0/eagle/model/action_result/concrete:action_result_concrete",
"//src/main/scala/net/eagle0/eagle/model/action_result/concrete:changed_battalion_concrete",
"//src/main/scala/net/eagle0/eagle/model/action_result/generated_text_request",
"//src/main/scala/net/eagle0/eagle/model/action_result/types:food_consumed_result_type",
"//src/main/scala/net/eagle0/eagle/model/state:army",
"//src/main/scala/net/eagle0/eagle/model/state:round_phase",
"//src/main/scala/net/eagle0/eagle/model/state/battalion",
"//src/main/scala/net/eagle0/eagle/model/state/game_state",
"//src/main/scala/net/eagle0/eagle/model/state/province",
],
)
@@ -997,8 +1046,6 @@ scala_library(
"//src/main/scala/net/eagle0/eagle/model/action_result:changed_hero_trait",
"//src/main/scala/net/eagle0/eagle/model/action_result:notification_trait",
"//src/main/scala/net/eagle0/eagle/model/action_result/changed_province",
"//src/main/scala/net/eagle0/eagle/model/action_result/concrete:action_result_concrete",
"//src/main/scala/net/eagle0/eagle/model/action_result/concrete:changed_battalion_concrete",
"//src/main/scala/net/eagle0/eagle/model/action_result/concrete:changed_hero_concrete",
"//src/main/scala/net/eagle0/eagle/model/action_result/generated_text_request",
"//src/main/scala/net/eagle0/eagle/model/proto_converters:action_result_proto_converter",
@@ -1045,16 +1092,25 @@ scala_library(
"//src/test/scala/net/eagle0/eagle/library/actions/impl:__subpackages__",
],
exports = [
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:action",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:action_with_resulting_state",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:deterministic_single_result_action",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:protoless_simple_action",
],
deps = [
"//src/main/protobuf/net/eagle0/eagle/internal:action_result_scala_proto",
"//src/main/protobuf/net/eagle0/eagle/internal:game_state_scala_proto",
"//src/main/scala/net/eagle0/eagle:eagle_pkg",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:action",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:deterministic_single_result_action",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:protoless_simple_action",
"//src/main/scala/net/eagle0/eagle/model/action_result:action_result_trait",
"//src/main/scala/net/eagle0/eagle/model/action_result:changed_battalion_trait",
"//src/main/scala/net/eagle0/eagle/model/action_result:changed_faction_trait",
"//src/main/scala/net/eagle0/eagle/model/action_result:changed_hero_trait",
"//src/main/scala/net/eagle0/eagle/model/action_result:notification_trait",
"//src/main/scala/net/eagle0/eagle/model/action_result/changed_province",
"//src/main/scala/net/eagle0/eagle/model/action_result/changed_province/concrete",
"//src/main/scala/net/eagle0/eagle/model/action_result/concrete:action_result_concrete",
"//src/main/scala/net/eagle0/eagle/model/action_result/generated_text_request",
"//src/main/scala/net/eagle0/eagle/model/action_result/types:set_up_hostile_armies_result_type",
"//src/main/scala/net/eagle0/eagle/model/state:army",
"//src/main/scala/net/eagle0/eagle/model/state:round_phase",
"//src/main/scala/net/eagle0/eagle/model/state/game_state",
"//src/main/scala/net/eagle0/eagle/model/state/province",
],
)
@@ -1114,16 +1170,12 @@ scala_library(
exports = [
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:action",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:action_with_resulting_state",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:random_sequential_results_action",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:protoless_random_sequential_results_action",
],
deps = [
"//src/main/protobuf/net/eagle0/eagle/common:province_event_scala_proto",
"//src/main/protobuf/net/eagle0/eagle/common:round_phase_scala_proto",
"//src/main/protobuf/net/eagle0/eagle/internal:action_result_scala_proto",
"//src/main/protobuf/net/eagle0/eagle/internal:game_state_scala_proto",
"//src/main/scala/net/eagle0/common:functional_random",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:action",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:random_sequential_results_action",
"//src/main/scala/net/eagle0/eagle:eagle_pkg",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:protoless_random_sequential_results_action",
"//src/main/scala/net/eagle0/eagle/library/settings:base_beasts_count",
"//src/main/scala/net/eagle0/eagle/library/settings:beasts_duration_months",
"//src/main/scala/net/eagle0/eagle/library/settings:beasts_event_chance",
@@ -1158,10 +1210,23 @@ scala_library(
"//src/main/scala/net/eagle0/eagle/library/settings:months_between_riots_support_multiplier",
"//src/main/scala/net/eagle0/eagle/library/settings:riot_event_chance",
"//src/main/scala/net/eagle0/eagle/library/util:beast_utils",
"//src/main/scala/net/eagle0/eagle/library/util:date_utils",
"//src/main/scala/net/eagle0/eagle/library/util:incoming_army_utils",
"//src/main/scala/net/eagle0/eagle/library/util:province_event_utils",
"//src/main/scala/net/eagle0/eagle/library/util/province:legacy_province_utils",
"//src/main/scala/net/eagle0/eagle/library/util/province",
"//src/main/scala/net/eagle0/eagle/model/action_result:action_result_trait",
"//src/main/scala/net/eagle0/eagle/model/action_result/changed_province/concrete",
"//src/main/scala/net/eagle0/eagle/model/action_result/concrete:action_result_concrete",
"//src/main/scala/net/eagle0/eagle/model/action_result/concrete:changed_battalion_concrete",
"//src/main/scala/net/eagle0/eagle/model/action_result/concrete:changed_faction_concrete",
"//src/main/scala/net/eagle0/eagle/model/action_result/concrete:changed_hero_concrete",
"//src/main/scala/net/eagle0/eagle/model/action_result/types:province_events_changed_result_type",
"//src/main/scala/net/eagle0/eagle/model/state:beast_info",
"//src/main/scala/net/eagle0/eagle/model/state:round_phase",
"//src/main/scala/net/eagle0/eagle/model/state/battalion",
"//src/main/scala/net/eagle0/eagle/model/state/date",
"//src/main/scala/net/eagle0/eagle/model/state/faction",
"//src/main/scala/net/eagle0/eagle/model/state/game_state",
"//src/main/scala/net/eagle0/eagle/model/state/province",
"//src/main/scala/net/eagle0/eagle/model/state/quest",
"//src/main/scala/net/eagle0/eagle/model/state/unaffiliated_hero",
],
)
@@ -1175,20 +1240,20 @@ scala_library(
exports = [
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:action",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:action_with_resulting_state",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:random_sequential_results_action",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:t_random_sequential_results_action",
],
deps = [
":end_province_move_resolution_phase_action",
":friendly_move_action",
":shipment_arrived_action",
"//src/main/protobuf/net/eagle0/eagle/common:round_phase_scala_proto",
"//src/main/protobuf/net/eagle0/eagle/internal:action_result_scala_proto",
"//src/main/protobuf/net/eagle0/eagle/internal:game_state_scala_proto",
"//src/main/scala/net/eagle0/common:functional_random",
"//src/main/scala/net/eagle0/eagle:eagle_pkg",
"//src/main/scala/net/eagle0/eagle/library/actions/applier:action_result_trait_applier",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:action",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:action_with_resulting_state",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:random_sequential_results_action",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:t_random_sequential_results_action",
"//src/main/scala/net/eagle0/eagle/model/action_result:action_result_trait",
"//src/main/scala/net/eagle0/eagle/model/action_result:changed_battalion_trait",
"//src/main/scala/net/eagle0/eagle/model/action_result:changed_hero_trait",
@@ -1198,13 +1263,14 @@ scala_library(
"//src/main/scala/net/eagle0/eagle/model/action_result/concrete:changed_battalion_concrete",
"//src/main/scala/net/eagle0/eagle/model/action_result/concrete:changed_hero_concrete",
"//src/main/scala/net/eagle0/eagle/model/action_result/generated_text_request",
"//src/main/scala/net/eagle0/eagle/model/proto_converters:action_result_proto_converter",
"//src/main/scala/net/eagle0/eagle/model/proto_converters:army_converter",
"//src/main/scala/net/eagle0/eagle/model/proto_converters:supplies_converter",
"//src/main/scala/net/eagle0/eagle/model/proto_converters/faction",
"//src/main/scala/net/eagle0/eagle/model/proto_converters/game_state",
"//src/main/scala/net/eagle0/eagle/model/proto_converters/hero",
"//src/main/scala/net/eagle0/eagle/model/proto_converters/province",
"//src/main/scala/net/eagle0/eagle/model/state:army",
"//src/main/scala/net/eagle0/eagle/model/state/game_state",
"//src/main/scala/net/eagle0/eagle/model/state/hero",
"//src/main/scala/net/eagle0/eagle/model/state/hero:gender",
],
@@ -1257,20 +1323,35 @@ scala_library(
exports = [
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:action",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:action_with_resulting_state",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:random_sequential_results_action",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:t_random_sequential_results_action",
],
deps = [
"//src/main/protobuf/net/eagle0/eagle/common:round_phase_scala_proto",
"//src/main/protobuf/net/eagle0/eagle/internal:action_result_scala_proto",
"//src/main/protobuf/net/eagle0/eagle/internal:game_state_scala_proto",
"//src/main/protobuf/net/eagle0/eagle/internal:province_scala_proto",
"//src/main/scala/net/eagle0/eagle:eagle_pkg",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:random_sequential_results_action",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:random_state_proto_sequencer",
"//src/main/scala/net/eagle0/eagle/library/actions/applier:action_result_trait_applier",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:random_state_trait_sequencer",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:t_random_sequential_results_action",
"//src/main/scala/net/eagle0/eagle/library/util:returning_heroes",
"//src/main/scala/net/eagle0/eagle/library/util/view_filters:province_view_filter",
"//src/main/scala/net/eagle0/eagle/model/proto_converters:changed_hero_converter",
"//src/main/scala/net/eagle0/eagle/model/proto_converters:changed_province_converter",
"//src/main/scala/net/eagle0/eagle/model/action_result:action_result_trait",
# Transitive deps of action_result_concrete (needed because ActionResultC has fields of these types)
"//src/main/scala/net/eagle0/eagle/model/action_result:changed_battalion_trait",
"//src/main/scala/net/eagle0/eagle/model/action_result:changed_hero_trait",
"//src/main/scala/net/eagle0/eagle/model/action_result:notification_trait",
"//src/main/scala/net/eagle0/eagle/model/action_result/changed_province",
"//src/main/scala/net/eagle0/eagle/model/action_result/generated_text_request",
"//src/main/scala/net/eagle0/eagle/model/action_result/changed_province/concrete",
"//src/main/scala/net/eagle0/eagle/model/action_result/concrete:action_result_concrete",
"//src/main/scala/net/eagle0/eagle/model/action_result/concrete:changed_faction_concrete",
"//src/main/scala/net/eagle0/eagle/model/action_result/concrete:client_text_visibility_extension_concrete",
"//src/main/scala/net/eagle0/eagle/model/action_result/types:end_recon_resolution_phase_result_type",
"//src/main/scala/net/eagle0/eagle/model/action_result/types:recon_succeeded_result_type",
"//src/main/scala/net/eagle0/eagle/model/proto_converters:incoming_end_turn_action_converter",
"//src/main/scala/net/eagle0/eagle/model/proto_converters/game_state",
"//src/main/scala/net/eagle0/eagle/model/proto_converters/province",
"//src/main/scala/net/eagle0/eagle/model/state:round_phase",
"//src/main/scala/net/eagle0/eagle/model/state/game_state",
],
)
@@ -1284,27 +1365,25 @@ scala_library(
exports = [
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:action",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:action_with_resulting_state",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:random_sequential_results_action",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:t_random_sequential_results_action",
"//src/main/scala/net/eagle0/eagle/library/util/hero_generator",
],
deps = [
":end_unaffiliated_hero_actions_phase_action",
":unaffiliated_hero_appeared_action",
":unaffiliated_hero_moved_action",
":unaffiliated_hero_rejoined_action",
":unaffiliated_heroes_changed_action",
"//src/main/protobuf/net/eagle0/eagle/common:round_phase_scala_proto",
"//src/main/protobuf/net/eagle0/eagle/common:unaffiliated_hero_quest_scala_proto",
"//src/main/protobuf/net/eagle0/eagle/internal:action_result_scala_proto",
"//src/main/protobuf/net/eagle0/eagle/internal:game_state_scala_proto",
"//src/main/scala/net/eagle0/common:functional_random",
"//src/main/scala/net/eagle0/eagle:eagle_pkg",
"//src/main/scala/net/eagle0/eagle/library/actions/applier:action_result_trait_applier",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:action",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:action_with_resulting_state",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:deterministic_single_result_action",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:random_sequential_results_action",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:random_state_proto_sequencer",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:random_state_trait_sequencer",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:t_random_sequential_results_action",
"//src/main/scala/net/eagle0/eagle/library/actions/name_generation_request",
"//src/main/scala/net/eagle0/eagle/library/settings:free_hero_move_vigor_cost",
"//src/main/scala/net/eagle0/eagle/library/settings:min_vigor_for_free_hero_move",
"//src/main/scala/net/eagle0/eagle/library/settings:new_hero_chance",
"//src/main/scala/net/eagle0/eagle/library/settings:resident_to_traveler_chance",
@@ -1312,28 +1391,37 @@ scala_library(
"//src/main/scala/net/eagle0/eagle/library/settings:traveler_move_chance",
"//src/main/scala/net/eagle0/eagle/library/settings:traveler_to_resident_chance",
"//src/main/scala/net/eagle0/eagle/library/util:province_distances",
"//src/main/scala/net/eagle0/eagle/library/util/faction_utils",
"//src/main/scala/net/eagle0/eagle/library/util/faction_utils:legacy_faction_utils",
"//src/main/scala/net/eagle0/eagle/library/util/hero_generator",
"//src/main/scala/net/eagle0/eagle/library/util/hero_generator/hero_generation_response",
"//src/main/scala/net/eagle0/eagle/library/util/hero_generator/name_info",
"//src/main/scala/net/eagle0/eagle/library/util/province",
"//src/main/scala/net/eagle0/eagle/library/util/province:legacy_province_utils",
"//src/main/scala/net/eagle0/eagle/library/util/unaffiliated_hero:legacy_unaffiliated_hero_utils",
"//src/main/scala/net/eagle0/eagle/library/util/unaffiliated_hero",
"//src/main/scala/net/eagle0/eagle/model/action_result:action_result_trait",
"//src/main/scala/net/eagle0/eagle/model/action_result:changed_battalion_trait",
"//src/main/scala/net/eagle0/eagle/model/action_result:changed_hero_trait",
"//src/main/scala/net/eagle0/eagle/model/action_result:notification_trait",
"//src/main/scala/net/eagle0/eagle/model/action_result/changed_province",
"//src/main/scala/net/eagle0/eagle/model/action_result/changed_province/concrete",
"//src/main/scala/net/eagle0/eagle/model/action_result/concrete:action_result_concrete",
"//src/main/scala/net/eagle0/eagle/model/action_result/concrete:changed_battalion_concrete",
"//src/main/scala/net/eagle0/eagle/model/action_result/concrete:changed_hero_concrete",
"//src/main/scala/net/eagle0/eagle/model/action_result/concrete:notification_concrete",
"//src/main/scala/net/eagle0/eagle/model/action_result/generated_text_request",
"//src/main/scala/net/eagle0/eagle/model/proto_converters:action_result_proto_converter",
"//src/main/scala/net/eagle0/eagle/model/proto_converters:unaffiliated_hero_converter",
"//src/main/scala/net/eagle0/eagle/model/proto_converters/date",
"//src/main/scala/net/eagle0/eagle/model/action_result/types:hero_changed_result_type",
"//src/main/scala/net/eagle0/eagle/model/action_result/types:hero_moved_result_type",
"//src/main/scala/net/eagle0/eagle/model/action_result/types:new_quests_result_type",
"//src/main/scala/net/eagle0/eagle/model/proto_converters/faction",
"//src/main/scala/net/eagle0/eagle/model/proto_converters/game_state",
"//src/main/scala/net/eagle0/eagle/model/proto_converters/hero",
"//src/main/scala/net/eagle0/eagle/model/proto_converters/province",
"//src/main/scala/net/eagle0/eagle/model/state/game_state",
"//src/main/scala/net/eagle0/eagle/model/state/hero",
"//src/main/scala/net/eagle0/eagle/model/state/hero:gender",
"//src/main/scala/net/eagle0/eagle/model/state/hero/concrete",
"//src/main/scala/net/eagle0/eagle/model/state/province",
"//src/main/scala/net/eagle0/eagle/model/state/quest",
"//src/main/scala/net/eagle0/eagle/model/state/quest/concrete",
"//src/main/scala/net/eagle0/eagle/model/state/unaffiliated_hero",
@@ -1351,8 +1439,7 @@ scala_library(
"//src/main/scala/net/eagle0/eagle/library/actions/impl/command:command_factory",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:action",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:action_with_resulting_state",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:deterministic_single_result_action",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:random_sequential_results_action",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:protoless_random_sequential_results_action",
],
deps = [
"//src/main/protobuf/net/eagle0/eagle/api:available_command_scala_proto",
@@ -1363,12 +1450,12 @@ scala_library(
"//src/main/scala/net/eagle0/common:functional_random",
"//src/main/scala/net/eagle0/common:more_option",
"//src/main/scala/net/eagle0/eagle:eagle_pkg",
"//src/main/scala/net/eagle0/eagle/library/actions/applier:action_result_trait_applier",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/command:command_factory",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:action",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:action_with_resulting_state",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:deterministic_single_result_action",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:random_sequential_results_action",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:random_state_proto_sequencer",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:protoless_random_sequential_results_action",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:random_state_trait_sequencer",
"//src/main/scala/net/eagle0/eagle/library/util/command_choice_helpers",
"//src/main/scala/net/eagle0/eagle/library/util/command_choice_helpers:command_chooser",
"//src/main/scala/net/eagle0/eagle/library/util/province:legacy_province_utils",
@@ -1376,10 +1463,13 @@ scala_library(
"//src/main/scala/net/eagle0/eagle/model/action_result:changed_battalion_trait",
"//src/main/scala/net/eagle0/eagle/model/action_result:changed_hero_trait",
"//src/main/scala/net/eagle0/eagle/model/action_result:notification_trait",
"//src/main/scala/net/eagle0/eagle/model/action_result/changed_province",
"//src/main/scala/net/eagle0/eagle/model/action_result/concrete:action_result_concrete",
"//src/main/scala/net/eagle0/eagle/model/action_result/concrete:changed_battalion_concrete",
"//src/main/scala/net/eagle0/eagle/model/action_result/concrete:changed_hero_concrete",
"//src/main/scala/net/eagle0/eagle/model/action_result/generated_text_request",
"//src/main/scala/net/eagle0/eagle/model/proto_converters/game_state",
"//src/main/scala/net/eagle0/eagle/model/state/game_state",
],
)
@@ -1391,24 +1481,34 @@ scala_library(
"//src/test/scala/net/eagle0/eagle/library/actions/impl:__subpackages__",
],
exports = [
"//src/main/scala/net/eagle0/eagle/library/actions/impl/command:command_factory",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:action",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:action_with_resulting_state",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:random_sequential_results_action",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:protoless_random_sequential_results_action",
],
deps = [
"//src/main/protobuf/net/eagle0/eagle/api:available_command_scala_proto",
"//src/main/protobuf/net/eagle0/eagle/api:command_scala_proto",
"//src/main/protobuf/net/eagle0/eagle/common:round_phase_scala_proto",
"//src/main/protobuf/net/eagle0/eagle/internal:action_result_scala_proto",
"//src/main/protobuf/net/eagle0/eagle/internal:game_state_scala_proto",
"//src/main/scala/net/eagle0/common:functional_random",
"//src/main/scala/net/eagle0/eagle:eagle_pkg",
"//src/main/scala/net/eagle0/eagle/library/actions/applier:action_result_trait_applier",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/command:command_factory",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:action",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:action_with_resulting_state",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:random_sequential_results_action",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:protoless_random_sequential_results_action",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:random_state_trait_sequencer",
"//src/main/scala/net/eagle0/eagle/library/util/command_choice_helpers",
"//src/main/scala/net/eagle0/eagle/library/util/province:legacy_province_utils",
"//src/main/scala/net/eagle0/eagle/model/action_result:action_result_trait",
"//src/main/scala/net/eagle0/eagle/model/action_result:changed_battalion_trait",
"//src/main/scala/net/eagle0/eagle/model/action_result:changed_hero_trait",
"//src/main/scala/net/eagle0/eagle/model/action_result:notification_trait",
"//src/main/scala/net/eagle0/eagle/model/action_result/changed_province",
"//src/main/scala/net/eagle0/eagle/model/action_result/concrete:action_result_concrete",
"//src/main/scala/net/eagle0/eagle/model/action_result/concrete:changed_battalion_concrete",
"//src/main/scala/net/eagle0/eagle/model/action_result/concrete:changed_hero_concrete",
"//src/main/scala/net/eagle0/eagle/model/action_result/generated_text_request",
"//src/main/scala/net/eagle0/eagle/model/proto_converters/game_state",
"//src/main/scala/net/eagle0/eagle/model/state/game_state",
],
@@ -1622,7 +1722,6 @@ scala_library(
exports = [
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:action",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:action_with_resulting_state",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:deterministic_single_result_action",
],
deps = [
":free_for_all_draw_action",
@@ -1638,7 +1737,6 @@ scala_library(
"//src/main/scala/net/eagle0/eagle/library:eagle_internal_exception",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:action",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:action_with_resulting_state",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:deterministic_single_result_action",
"//src/main/scala/net/eagle0/eagle/library/actions/util:shattered_army_utils",
"//src/main/scala/net/eagle0/eagle/library/settings:battle_agriculture_devastation_delta",
"//src/main/scala/net/eagle0/eagle/library/settings:battle_economy_devastation_delta",
@@ -1653,8 +1751,6 @@ scala_library(
"//src/main/scala/net/eagle0/eagle/model/action_result:notification_trait",
"//src/main/scala/net/eagle0/eagle/model/action_result/changed_province",
"//src/main/scala/net/eagle0/eagle/model/action_result/changed_province/concrete",
"//src/main/scala/net/eagle0/eagle/model/action_result/concrete:action_result_concrete",
"//src/main/scala/net/eagle0/eagle/model/action_result/concrete:changed_battalion_concrete",
"//src/main/scala/net/eagle0/eagle/model/action_result/concrete:changed_hero_concrete",
"//src/main/scala/net/eagle0/eagle/model/action_result/generated_text_request",
"//src/main/scala/net/eagle0/eagle/model/proto_converters:action_result_proto_converter",
@@ -1755,54 +1851,37 @@ scala_library(
exports = [
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:action",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:action_with_resulting_state",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:random_sequential_results_action",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:t_random_sequential_results_action",
],
deps = [
":withdrawn_army_returns_home_action",
"//src/main/protobuf/net/eagle0/eagle/common:round_phase_scala_proto",
"//src/main/protobuf/net/eagle0/eagle/internal:action_result_scala_proto",
"//src/main/protobuf/net/eagle0/eagle/internal:game_state_scala_proto",
"//src/main/scala/net/eagle0/common:functional_random",
"//src/main/scala/net/eagle0/eagle:eagle_pkg",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:action",
"//src/main/scala/net/eagle0/eagle/library/actions/applier:action_result_trait_applier",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:protoless_sequential_results_action",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:random_sequential_results_action",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:random_state_proto_sequencer",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:random_state_trait_sequencer",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:t_random_sequential_results_action",
"//src/main/scala/net/eagle0/eagle/library/util/faction_utils:legacy_faction_utils",
"//src/main/scala/net/eagle0/eagle/model/action_result:action_result_trait",
"//src/main/scala/net/eagle0/eagle/model/action_result:changed_battalion_trait",
"//src/main/scala/net/eagle0/eagle/model/action_result:changed_hero_trait",
"//src/main/scala/net/eagle0/eagle/model/action_result:notification_trait",
"//src/main/scala/net/eagle0/eagle/model/action_result/changed_province/concrete",
"//src/main/scala/net/eagle0/eagle/model/action_result/concrete:action_result_concrete",
"//src/main/scala/net/eagle0/eagle/model/action_result/concrete:changed_battalion_concrete",
"//src/main/scala/net/eagle0/eagle/model/action_result/concrete:changed_hero_concrete",
"//src/main/scala/net/eagle0/eagle/model/action_result/generated_text_request",
"//src/main/scala/net/eagle0/eagle/model/action_result/types:end_truce_turn_back_phase_result_type",
"//src/main/scala/net/eagle0/eagle/model/action_result/types:withdrawal_for_truce_result_type",
"//src/main/scala/net/eagle0/eagle/model/proto_converters/game_state",
"//src/main/scala/net/eagle0/eagle/model/proto_converters/province",
"//src/main/scala/net/eagle0/eagle/model/state:army",
"//src/main/scala/net/eagle0/eagle/model/state:round_phase",
"//src/main/scala/net/eagle0/eagle/model/state/game_state",
"//src/main/scala/net/eagle0/eagle/model/state/province",
],
)
scala_library(
name = "unaffiliated_heroes_changed_action",
srcs = ["UnaffiliatedHeroesChangedAction.scala"],
visibility = [
"//src/main/scala/net/eagle0/eagle/library:__subpackages__",
"//src/test/scala/net/eagle0/eagle/library/actions/impl:__subpackages__",
],
exports = [
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:action",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:action_with_resulting_state",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:deterministic_single_result_action",
],
deps = [
"//src/main/protobuf/net/eagle0/eagle/common:round_phase_scala_proto",
"//src/main/protobuf/net/eagle0/eagle/internal:action_result_scala_proto",
"//src/main/protobuf/net/eagle0/eagle/internal:game_state_scala_proto",
"//src/main/scala/net/eagle0/eagle:eagle_pkg",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:action",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:deterministic_single_result_action",
],
)
scala_library(
name = "unaffiliated_hero_appeared_action",
srcs = ["UnaffiliatedHeroAppearedAction.scala"],
@@ -1850,7 +1929,6 @@ scala_library(
"//src/main/scala/net/eagle0/common:functional_random",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:action",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:action_with_resulting_state",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:deterministic_single_result_action",
],
deps = [
"//src/main/protobuf/net/eagle0/eagle/common:round_phase_scala_proto",
@@ -1859,9 +1937,13 @@ scala_library(
"//src/main/scala/net/eagle0/common:functional_random",
"//src/main/scala/net/eagle0/eagle:eagle_pkg",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:action",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:deterministic_single_result_action",
"//src/main/scala/net/eagle0/eagle/library/settings:free_hero_move_vigor_cost",
"//src/main/scala/net/eagle0/eagle/library/util/unaffiliated_hero:legacy_unaffiliated_hero_utils",
"//src/main/scala/net/eagle0/eagle/library/util/unaffiliated_hero",
"//src/main/scala/net/eagle0/eagle/model/proto_converters:unaffiliated_hero_converter",
"//src/main/scala/net/eagle0/eagle/model/proto_converters/game_state",
"//src/main/scala/net/eagle0/eagle/model/state/game_state",
"//src/main/scala/net/eagle0/eagle/model/state/quest",
"//src/main/scala/net/eagle0/eagle/model/state/unaffiliated_hero",
],
)
@@ -1875,7 +1957,6 @@ scala_library(
exports = [
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:action",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:action_with_resulting_state",
"//src/main/scala/net/eagle0/eagle/library/actions/impl/common:deterministic_single_result_action",
],
deps = [
"//src/main/scala/net/eagle0/eagle:eagle_pkg",
@@ -33,7 +33,6 @@ import net.eagle0.eagle.common.action_result_notification_details.ShatteredArmyD
Unrecognized
}
import net.eagle0.eagle.common.action_result_type.ActionResultType.FACTION_DESTROYED
import net.eagle0.eagle.common.date.Date
import net.eagle0.eagle.internal.action_result.ActionResult
import net.eagle0.eagle.internal.event_for_chronicle.{
AllianceAcceptedEvent,
@@ -70,6 +69,7 @@ import net.eagle0.eagle.internal.event_for_chronicle.ShatteredArmyEvent.Reason.{
}
import net.eagle0.eagle.library.actions.impl.common.ActionWithResultingState
import net.eagle0.eagle.library.GameHistory
import net.eagle0.eagle.model.state.date.Date
object ChronicleEventGenerator {
private def relevantNotifications(

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