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Author SHA1 Message Date
adminandClaude Opus 4.6 690d8c8903 Remove 1100+ lines of dead code from TutorialContentDefinitions
RegisterAll() had an early return followed by all the original tutorial
content definitions — unreachable since the narrative dialogue system
replaced them. Remove the dead code, keeping only the empty method stub.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-18 16:22:23 -07:00
d1b675cb99 Remove dead duplicate tracking in FearAnimator (#6549)
FearAnimator maintained its own _activeObjects list, Track(), Untrack(),
and OnDestroy() that duplicated base class TrackedEffectAnimator's
tracking. Since all objects were created via CreateTrackedObject() (which
adds to the base's _trackedEffects), but Track() was never called,
_activeObjects was always empty — making FearAnimator's Untrack() calls
no-ops and its OnDestroy() cleanup redundant.

Remove the dead code and let the base class handle all tracking.

Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-18 16:18:54 -07:00
df7a724542 Increase tutorial battle defender units by 20% (#6547)
The tutorial battle is too hard for new players. Buff the defender's
starting longbowmen and two reinforcement battalions by ~20% to make
the battle easier, staying within battalion type capacity limits.

Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-18 07:02:03 -07:00
6f4041a510 Handle tutorial battle reset in Unity client (#6546)
* Handle ShardokBattleResetResponse in Unity client

Route the battle reset message through PersistentClientConnection and
EagleGameModel to the ShardokGameModel, which clears its mutable state
and signals the controller. The controller clears overlays, labels, and
the game-over UI so the restarted battle rebuilds normally from new
setup results.

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

* Add Old Marek dialogue on battle reset

When a tutorial battle resets, Old Marek comments on a strange feeling
of deja vu and encourages the player to try a different approach.

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

* Wait for Eagle confirmation before allowing battle exit

Previously, the Shardok controller showed "Exit Battle" as soon as the
game reached Victory state and immediately cleaned up the model. This
meant a subsequent ShardokBattleResetResponse had nothing to reset.

Now the model stays alive after Victory, and "Exit Battle" only appears
once Eagle confirms removal via RemovedBattleIds. If a battle reset
arrives instead, the model is still intact for ResetForNewBattle().

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

* Fix GetPlayerName crash with negative playerId after battle reset

ResetForNewBattle sets CurrentPlayer to -1, which passed the
"playerId < players.Count" check but threw on list access.
Add a lower bounds check.

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

* Reset battle tutorials on battle reset so they re-fire on retry

Adds ResetBattleTriggerFlags() for combat-only trigger flags and
ResetCompletedScriptsById() for selective dialogue reset. Strategic
tutorial progress is preserved.

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

---------

Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-18 06:56:56 -07:00
15e6cc2e5f Handle BattleResetResponse in Eagle for tutorial battle resets (#6537)
- Add receiveBattleReset to BattleUpdateReceiver trait
- Handle BattleResetResponse in ShardokInterfaceGrpcClient streaming
- Implement receiveBattleReset in GamesManager (delegates to controller)
- Add no-op implementation in CustomBattleManager
- Add postBattleReset to GameController: resets shardok history and
  notifies human clients via ShardokBattleResetResponse
- Add sendBattleReset to HumanPlayerClientConnectionState
- Add withResetShardokResults to FullGameHistory/PersistedHistory/InMemoryHistory
- Add shardok_battle_scala_proto dependency to BUILD.bazel

Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-18 06:49:43 -07:00
657e46ad4c Detect tutorial battle loss and send BattleResetResponse in Shardok (#6536)
- Add IsTutorialBattleEnabled() and DidDefenderLose() to ShardokEngine
- Add WaitResult enum (GAME_OVER, DISCONNECTED, BATTLE_RESET) replacing
  bool return from WaitForUpdatesAndPush
- Add OnBattleReset() to StreamSubscriber interface
- Detect tutorial loss in WaitForUpdatesAndPush and return BATTLE_RESET
- In SubscribeToGame, loop on BATTLE_RESET: tear down the old game,
  restart from serialized NewGameRequest, and stream fresh state

Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-18 06:48:56 -07:00
3c2dd7f562 Fix settings panel not showing on first Escape press (#6545)
* Fix settings panel not showing on first Escape press

SettingsPanelController lives on an inactive panel prefab, so Start()
only runs the first time the panel is activated. When ToggleActive()
activated the panel, Start() would immediately set _active=false and
hide it again, swallowing the first Escape press. The slider
initialization in Start() also triggered volume change callbacks,
causing an audible volume shift.

Sync _active with the panel's current state in Start() instead of
forcing it to false.

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

* Remove defensive null checks on Inspector fields in SettingsPanelController

Per project convention, Inspector fields should throw NullReferenceException
if not linked rather than silently skipping code.

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

* Remove tileBorderWidth serialized fields from Settings Panel prefab

These fields were removed from SettingsPanelController.cs; clean up the
prefab to avoid Unity serialization warnings.

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

---------

Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-17 19:33:44 -07:00
fd851c83b0 Fix Shardok battle race condition: hex tiles not rendering (#6544)
* Fix Shardok battle race condition — hex tiles sometimes never render

ImageForTerrainTracker and TacticalAssetLoader were plain C# singletons
whose LoadAsync() coroutines ran on ShardokGameController (which gets
deactivated). ConnectionHandler.Start() deactivates the shardokContainer,
killing any in-flight coroutines. The singletons' _loadStarted guard
then prevented reloading, leaving IsLoaded permanently false and
SetUpGameAfterLoad() spinning forever at its while-loop.

Convert both to MonoBehaviour singletons meant to live on a persistent
GameObject (Main Camera). They now own their own Awake() → LoadAsync()
lifecycle and are immune to container deactivation. Remove the redundant
StartCoroutine kicks from ShardokGameController and EagleGameController.

Requires adding ImageForTerrainTracker and TacticalAssetLoader components
to Main Camera in Gameplay.unity (scene change not included in this
commit).

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

* Add ImageForTerrainTracker and TacticalAssetLoader to Main Camera

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

---------

Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-17 19:16:42 -07:00
d3712699d8 Bump actions/github-script v7 to v8 for Node 24 support (#6543)
Node.js 20 actions are deprecated and will be forced to Node 24 starting
June 2, 2026.

Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-17 08:06:59 -07:00
94459d6e87 Restore keychain search list before iOS export (#6542)
xcodebuild archive can reset the user keychain search list during long
builds, dropping the temporary CI keychain that holds the Apple
Distribution signing cert. Re-add and unlock the keychain right before
the export step so xcodebuild -exportArchive can find the certificate.

Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-17 08:05:36 -07:00
64fdb5e08a Remove chimpanzee beast — no suitable animation available (#6541)
Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-17 07:05:31 -07:00
52a7accfa2 Retry LFS pull to handle Gitea mirror sync race (#6540)
Gitea's mirror-sync API is async — the GitHub webhook triggers it but
returns 200 before the sync completes. CI runners can start git lfs pull
before new LFS objects are available on Gitea. Extract LFS fetch into a
shared script with retry logic (5 attempts, 15s backoff) to bridge the
gap.

Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-17 06:59:13 -07:00
71d7f62023 Add 26 new human-type beasts reusing existing Polytope archetypes (#6539)
Knight: inquisitor, zealot
Soldier: smuggler, racketeer, raider, looter, privateer
Archer: poacher, rustler, bushwhacker
Militia: vandal, goon, scoundrel, lout, delinquent, rapscallion
Peasant: anarchist, dissident, malcontent, provocateur, demagogue,
         mutineer, firebrand, deserter, squatter
Butcher: maniac

Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-17 06:58:37 -07:00
1f0104e484 Fix RemoveController using shared_lock for map mutation (#6538)
RemoveController was using std::shared_lock (read lock) while calling
erase() on the runningControllers map. This is undefined behavior
since other threads could be concurrently reading the map. Use
std::unique_lock (write lock) instead.

Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-17 06:54:43 -07:00
98d70fa995 Add hippogryph beast effect using DragonEffect flight system (#6533)
* Add hippogryph beast effect using DragonEffect flight system

Reuses DragonEffect.cs (flight/ground state machine) with a custom
HippogryphMapAnims controller mapping 15 animation states to the
PROTOFACTOR Hippogriff asset. Includes PBR materials, 12 animation
FBXes, and tuned flight parameters (scale 8, fly height 12).

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

* Reduce hippogriff texture maxTextureSize to 512

The Addressable bundle build was failing during ArchiveAndCompress
because the hippogriff textures were imported at 4096x4096 (default
from the asset pack). For a map-view beast effect, 512 is plenty.

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

* Fix texture .meta files stored as LFS pointers instead of YAML

The broad directory-level LFS pattern in .gitattributes was catching
.meta text files. Replace with a global *.jpg pattern (other binary
formats already have global patterns) and re-add the 8 texture .meta
files as regular blobs so Unity can read them on CI.

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

---------

Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-16 22:16:51 -07:00
e7f9f5cc35 Add BattleResetResponse proto messages (#6534)
* Add BattleResetResponse proto messages for tutorial battle reset

Add BattleResetResponse to the internal Shardok interface (oneof case 4
in GameStatusResponse) and ShardokBattleResetResponse to the client-facing
Eagle API (oneof case 8 in GameUpdate). These signal that a tutorial battle
should reset after the defender loses.

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

* Add no-op handler for BattleResetResponse in exhaustive match

Prevents -Werror build failure from non-exhaustive pattern match
after adding the new oneof case. Full handling in follow-up PR.

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

---------

Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-16 22:11:57 -07:00
fc0edc38ef Clean up Unity-iPhone DerivedData after iOS archive (#6535)
Each xcodebuild archive creates a new ~3.6GB Unity-iPhone-<random>
folder in DerivedData that was never cleaned up, accumulating on
the build runner.

Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-16 22:11:38 -07:00
e6aa15ec50 Update BEAST_EFFECTS.md with 9 new beast animations (#6531)
Add black panther, rhinoceros, gorilla, hyena, leopard, warthog, emu,
kangaroo, and tasmanian devil to the custom animations table. Remove
them from the "not yet set up" section and note which remaining pack
animals are not in beasts.tsv.

Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-16 06:35:08 -07:00
5f082f9e4d Implement Blow Bridge command and factory (#6524)
Engineers standing on a bridge tile can attempt to destroy it. The
player selects an adjacent traversable, unoccupied tile as the
destination. A D100 success roll determines if the bridge is destroyed.
Whether the roll succeeds or fails, the engineer moves to the selected
tile. Bridges are no longer valid Reduce targets.

Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-15 21:53:28 -07:00
25592e7268 Add Unity client support for Blow Bridge command (#6526)
* Add Unity client support for Blow Bridge command

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

* Improve Blow Bridge UX: icon, sound, animation position and rendering

- Change command icon from catapult (reduce.png) to manabomb
  (Engineering_25_manabomb.png)
- Use explosion impact sound (Fire Spelll 02) for attempt, structural
  breakage sound for success, failure horn for failure
- Fix animation position: use sourceGridIndex (bridge hex) instead of
  targetGridIndex (engineer's destination) since the engineer starts ON
  the bridge and jumps to an adjacent hex
- Preserve cached source position for BlowBridge results so the server's
  post-move actor location doesn't override the bridge hex
- Replace hammer/axe attempt animation with debris explosion
  (AnimateRepairFailed) matching the destructive nature of the action
- No visual animation on failure, just the negative sound
- Add zPosition parameter to AnimateRepairFailed so BlowBridge debris
  renders in front of the bridge 3D object (at Z=-5)

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

---------

Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-15 21:50:04 -07:00
b49ffbadbe Propagate AI thread errors to Eagle via gRPC stream (#6530)
When the AI thread throws an exception, instead of re-throwing (which
calls std::terminate and silently kills the thread), store the error
message, set an atomic flag, and wake up waiting subscribers. The gRPC
stream subscriber detects the failure and returns INTERNAL status to
Eagle, which triggers Sentry notification. The error message includes
game ID, player ID, and round number for easier debugging.

Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-15 16:32:11 -07:00
efe99e298b Fix AI generating invalid Become Outlaw commands (#6529)
ToPlayerInfoProto() was not copying the cannot_become_outlaw flag
when converting flatbuffer PlayerInfo to proto for the AI's
GameStateView. This caused the AI to always think outlaw was
available, generating extra BECOME_OUTLAW_COMMAND entries and
triggering a command count mismatch crash.

Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-15 16:28:59 -07:00
a2aea00034 Add 9 new beast effects: black panther, rhinoceros, gorilla, hyena, leopard, warthog, emu, tasmanian devil, kangaroo (#6527)
Each beast has TSV stats, FBX animation converted to Generic, animator
controller with idle/walk/eat/attack states, effect prefab with tuned
spawn parameters, and Addressables registration. Models sourced from
Africa Animals Pack V1 (black panther, rhinoceros), Africa Animals Pack
Low Poly V2 (gorilla, hyena, leopard, warthog), and Australia Animals
Pack V1 (emu, tasmanian devil, kangaroo).

Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-15 16:09:15 -07:00
5f17877e71 Add lion and velociraptor beast effects (#6525)
* Add lion and velociraptor beast effects

Add animated lion (male + lioness) and velociraptor province beast effects
with Generic animation controllers. Includes only the specific model files
needed from Africa Animals Pack V1 and Dino Pack Low Poly V1.

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

* Fix lioness animation with per-prefab animator controller

The lioness wasn't animating because the shared LionMapAnims controller
references clips from the Lion FBX, whose bone paths (LionSkeleton/...)
don't match the Lioness model (LionessSkeleton/...). Create a separate
LionessMapAnims controller referencing Lioness FBX clips and use the
per-prefab animatorControllers array to assign each model its own
controller. Also add the standalone Lion/Lioness prefabs that LionEffect
references.

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

---------

Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-15 10:59:21 -07:00
9cd22c43c9 Add Blow Bridge proto definitions (#6523)
Add BLOW_BRIDGE_COMMAND (38), BLOW_BRIDGE (80), and
BLOW_BRIDGE_FAILED (81) enum values for the upcoming
Blow Bridge engineer command.

Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-15 10:48:05 -07:00
7786191430 Add hippopotamus beast animation using Africa Animals Pack Low Poly V2 (#6522)
Import the Africa Animals Pack and wire up hippopotamus as an AnimalEffect
beast. Switch the hippo FBX import to Generic animation type for Mecanim
compatibility and enable loopTime on looping clips. AnimalEffect now strips
legacy Animation, Rigidbody, and Collider components and adds an Animator
when prefabs lack one, supporting asset packs that ship with legacy setups.
Document the per-animal setup workflow for future Africa Animals Pack imports.

Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-14 22:11:32 -07:00
452 changed files with 53722 additions and 1386 deletions
+1
View File
@@ -24,6 +24,7 @@ src/main/csharp/**/Raccoon/** filter=lfs diff=lfs merge=lfs -text
src/main/csharp/**/Polytope[[:space:]]Studio/** filter=lfs diff=lfs merge=lfs -text
src/main/csharp/**/RRFreelance-Characters/** filter=lfs diff=lfs merge=lfs -text
src/main/csharp/**/Dragon/** filter=lfs diff=lfs merge=lfs -text
*.jpg filter=lfs diff=lfs merge=lfs -text
# Unity Smart Merge - use UnityYAMLMerge for Unity files
# Requires configuring unityyamlmerge in ~/.gitconfig:
+1 -1
View File
@@ -76,7 +76,7 @@ jobs:
- name: Fetch LFS files needed for admin server
if: steps.check-latest.outputs.skip != 'true'
run: git lfs pull --include="src/main/go/net/eagle0/admin_server/static/tiles/*"
run: ./ci/github_actions/fetch_lfs.sh --include="src/main/go/net/eagle0/admin_server/static/tiles/*"
- name: Build all Docker images
if: steps.check-latest.outputs.skip != 'true'
+2 -8
View File
@@ -31,7 +31,7 @@ jobs:
steps:
- name: Check for relevant changes since last successful run
id: check
uses: actions/github-script@v7
uses: actions/github-script@v8
with:
script: |
if (context.eventName === 'workflow_dispatch') {
@@ -134,13 +134,7 @@ jobs:
rm -rf src/main/csharp/net/eagle0/clients/unity/eagle0/Library/Bee/
- name: Fetch LFS files
run: |
git lfs install
echo "LFS objects before pull:"
git lfs ls-files | wc -l
git lfs pull
echo "LFS objects after pull:"
git lfs ls-files | wc -l
run: ./ci/github_actions/fetch_lfs.sh
- name: Ensure Unity version installed
run: ./ci/github_actions/ensure_unity_installed.sh ios
+1 -7
View File
@@ -109,13 +109,7 @@ jobs:
fi
- name: Fetch LFS files
run: |
git lfs install
echo "LFS objects before pull:"
git lfs ls-files | wc -l
git lfs pull
echo "LFS objects after pull:"
git lfs ls-files | wc -l
run: ./ci/github_actions/fetch_lfs.sh
- name: Ensure Unity version installed
run: ./ci/github_actions/ensure_unity_installed.sh mac
+1 -7
View File
@@ -96,13 +96,7 @@ jobs:
fi
- name: Fetch LFS files
run: |
git lfs install
echo "LFS objects before pull:"
git lfs ls-files | wc -l
git lfs pull
echo "LFS objects after pull:"
git lfs ls-files | wc -l
run: ./ci/github_actions/fetch_lfs.sh
- name: Ensure Unity version installed
run: ./ci/github_actions/ensure_unity_installed.sh windows
- name: Build Windows unity
+16
View File
@@ -101,6 +101,16 @@ EOF
echo "Exporting IPA..."
# Restore keychain search list before export.
# xcodebuild archive can reset the user keychain search list during long
# builds, dropping the temporary CI keychain that holds the signing cert.
# Re-add it here so xcodebuild -exportArchive can find the certificate.
if [ -n "${KEYCHAIN_NAME:-}" ]; then
echo "Restoring keychain search list (adding $KEYCHAIN_NAME)"
security list-keychains -d user -s "$KEYCHAIN_NAME" login.keychain
security unlock-keychain -p "$KEYCHAIN_PASSWORD" "$KEYCHAIN_NAME"
fi
# Debug: List available keychains and signing identities
echo "=== Debug: Available keychains ==="
security list-keychains -d user
@@ -137,3 +147,9 @@ fi
echo "Export complete: $EXPORT_PATH/eagle0.ipa"
ls -la "$EXPORT_PATH"
# Clean up DerivedData for Unity-iPhone builds.
# Each build creates a new ~3.6GB folder (Unity-iPhone-<random>) that
# accumulates and wastes disk space on the build runner.
echo "Cleaning up Unity-iPhone DerivedData..."
find ~/Library/Developer/Xcode/DerivedData -maxdepth 1 -name 'Unity-iPhone-*' -type d -exec rm -rf {} + 2>/dev/null || true
+35
View File
@@ -0,0 +1,35 @@
#!/bin/bash
# Fetch LFS files from Gitea mirror with retry.
#
# Gitea's mirror-sync API is async — the webhook fires on push but the
# actual sync may still be in progress when CI starts. Retry with backoff
# to bridge the gap.
#
# Usage:
# ./ci/github_actions/fetch_lfs.sh # full pull
# ./ci/github_actions/fetch_lfs.sh --include="path/to/*" # selective pull
set -euo pipefail
MAX_ATTEMPTS=5
RETRY_DELAY=15
git lfs install
echo "LFS objects before pull:"
git lfs ls-files | wc -l
for i in $(seq 1 $MAX_ATTEMPTS); do
if git lfs pull "$@"; then
echo "LFS objects after pull:"
git lfs ls-files | wc -l
exit 0
fi
if [ "$i" -lt "$MAX_ATTEMPTS" ]; then
echo "LFS pull attempt $i/$MAX_ATTEMPTS failed, retrying in ${RETRY_DELAY}s..."
sleep $RETRY_DELAY
fi
done
echo "LFS pull failed after $MAX_ATTEMPTS attempts"
exit 1
+88 -4
View File
@@ -123,6 +123,19 @@ Human-type beasts (pirates, bandits, etc.) are matched via a `HumanBeastNames` H
| tiger | AnimalEffect | ithappy Animals FREE | Tiger_001 (w/ TigerMapAnims controller) |
| elephant | AnimalEffect | Animal Pack Deluxe v2 | African_elephant, Indian_elephant (w/ ElephantMapAnims controller) |
| mammoth | AnimalEffect | Animal Pack Deluxe v2 | African_elephant, Indian_elephant (w/ ElephantMapAnims controller) |
| hippopotamus | AnimalEffect | Africa Animals Pack Low Poly V2 | Hippopotamus (w/ HippopotamusMapAnims controller) |
| lion | AnimalEffect | Africa Animals Pack Low Poly V1 | Lion, Lioness (w/ LionMapAnims controller) |
| velociraptor | AnimalEffect | Dino Pack Low Poly V1 | VelociraptorColor1, VelociraptorColor2 (w/ VelociraptorMapAnims controller) |
| black panther | AnimalEffect | Africa Animals Pack Low Poly V1 | BlackPanther (w/ BlackPantherMapAnims controller) |
| rhinoceros | AnimalEffect | Africa Animals Pack Low Poly V1 | Rhinoceros (w/ RhinocerosMapAnims controller) |
| gorilla | AnimalEffect | Africa Animals Pack Low Poly V2 | Gorilla (w/ GorillaMapAnims controller) |
| hyena | AnimalEffect | Africa Animals Pack Low Poly V2 | Hyena (w/ HyenaMapAnims controller) |
| leopard | AnimalEffect | Africa Animals Pack Low Poly V2 | Leopard (w/ LeopardMapAnims controller) |
| warthog | AnimalEffect | Africa Animals Pack Low Poly V2 | Phacochoerus (w/ WarthogMapAnims controller) |
| emu | AnimalEffect | Australia Animals Pack V1 | Emu (w/ EmuMapAnims controller) |
| kangaroo | AnimalEffect | Australia Animals Pack V1 | Kangaroo (w/ KangarooMapAnims controller) |
| tasmanian devil | AnimalEffect | Australia Animals Pack V1 | TasmanianDevil (w/ TasmanianDevilMapAnims controller) |
| hippogryph | DragonEffect | Heroic Fantasy Creatures Full Pack Vol 2 | Hippogriff_PBR (w/ HippogryphMapAnims controller) |
### Human-type beasts
@@ -146,13 +159,84 @@ Ordered by spawn likelihood (most common first):
| Beast | Likelihood | Notes |
|---|---|---|
| hippogryph | 0.04 | Fantasy creature |
| hippopotamus | 0.04 | Large animal |
| lion | 0.04 | Big cat |
| chimpanzee | 0.04 | Primate |
| velociraptor | 0.02 | Dinosaur |
| unknown | 0.00 | Intentional fallback |
## Using low-poly animal packs (Africa Animals, Dino Pack)
Assets from these packs (by the same author) require extra setup because they ship with **Legacy** animation import and include physics components that conflict with AnimalEffect. The workflow below applies to all of them:
- Africa Animals Pack Low Poly V1 (Lion, Lioness, Black Panther, Crocodile, Elephant, Giraffe, Rhinoceros, Tiger, Zebra)
- Africa Animals Pack Low Poly V2 (Hippopotamus, Antelope, Gorilla, Hyena, Leopard, Phacochoerus/Warthog)
- Dino Pack Low Poly V1 (Velociraptor, Brontosaurus, Pteranodon, Stegosaurus, T-Rex, Triceratops)
- Australia Animals Pack V1 (Chlamydosaurus/Frilled Lizard, Echidna, Emu, Kangaroo, Koala, Platypus, Tasmanian Devil)
### Per-animal setup steps
1. **Switch FBX import to Generic animation type.**
In the `.fbx.meta` file (location varies by pack):
- Change `animationType: 1` to `animationType: 2`
- Change `avatarSetup: 0` to `avatarSetup: 1` (newer format) — older metas without `avatarSetup` will auto-create an avatar at runtime
- Set `loopTime: 1` on looping clips (idle, walk, eat, run) but NOT one-shot clips (attack, death, hurt)
Unity will re-import the FBX with Mecanim-compatible clips when it next opens.
2. **Create an AnimatorController** in `Assets/Eagle/Effects/` named `<Animal>MapAnims.controller`.
Use the same 4-state pattern (idle, walk, eat, attack) as ElephantMapAnims. Reference the animation clips by their fileIDs from the FBX meta's `internalIDToNameTable` (type 74 entries) or `fileIDToRecycleName` (older format, type 7400000+). These IDs are stable across import type changes. Note: if the FBX names its idle clip `idle1`, create the controller state as `idle` but reference the `idle1` clip by fileID.
3. **Create an AnimalEffect prefab** in `Assets/Eagle/Effects/` named `<Animal>Effect.prefab`.
Reference the pack's prefab as the animal prefab, and wire up the new AnimatorController. Multiple color/sex variants from the same or similar FBX can share one controller (e.g., Lion and Lioness). AnimalEffect will automatically strip the pack's legacy Animation, Rigidbody, and Collider components at spawn time, and add an Animator if the prefab doesn't already have one.
4. **Register in ProvinceBeastsController** with a case in `GetEffectPrefab()` and a test ContextMenu method.
5. **Mark the effect prefab as Addressable** with the `beast-effects` label in the Unity editor (Window > Asset Management > Addressables > Groups).
### Notes
- The packs include both SingleTexture and TextureAtlas variants; use SingleTexture for best visual quality.
- Hippos have water-specific animations (idlewater, deathwater) that could be used for future water-province effects.
- The packs' prefabs include Rigidbody/BoxCollider components intended for gameplay use. AnimalEffect strips these automatically since it controls position directly.
### Available animals not yet set up as beasts
These animals exist in the imported packs and could be set up as in-game beasts using the workflow above:
**Africa Animals Pack V1** (already imported):
| Animal | Good fit for | Notes |
|---|---|---|
| Giraffe (x2 variants) | giraffe beast | Tall model, may need larger scale |
| Zebra | zebra beast | Herd animal; good with higher animalCount |
(Black Panther, Rhinoceros, Crocodile, Elephant, and Tiger already have effects.)
**Africa Animals Pack V2** (already imported):
| Animal | Good fit for | Notes |
|---|---|---|
| Antelope | antelope/gazelle beast | Fast-moving; good with higher moveSpeed |
(Gorilla, Hyena, Leopard, Warthog, and Hippopotamus already have effects.)
**Dino Pack Low Poly V1** (already imported):
| Animal | Good fit for | Notes |
|---|---|---|
| Brontosaurus | brontosaurus/sauropod beast | Very large; needs big scale, low count |
| Pteranodon | pteranodon/flying beast | Has fly animation; could use DragonEffect-style flight |
| Stegosaurus | stegosaurus beast | Large herbivore |
| T-Rex | tyrannosaurus beast | Iconic predator; good as a solo beast |
| Triceratops | triceratops beast | Large herbivore; good for tough beast |
(Velociraptor already has an effect.)
**Australia Animals Pack V1** (already imported):
| Animal | Good fit for | Notes |
|---|---|---|
| Koala | koala beast | Peaceful; good for low-threat province events |
| Echidna | echidna beast | Small, spiny |
| Chlamydosaurus (Frilled Lizard) | lizard beast | Has threat display animation |
| Platypus (Ornitorinco) | platypus beast | Semi-aquatic; unique |
(Emu, Kangaroo, and Tasmanian Devil already have effects.)
None of the remaining animals above are currently in `beasts.tsv`.
## Tips
- Keep effects lightweight; multiple provinces may have beasts simultaneously
@@ -191,7 +191,12 @@ void ShardokGameController::DoAIThread() {
const int backtraceSize = backtrace(backtraceArray, 20);
backtrace_symbols_fd(backtraceArray, backtraceSize, STDERR_FILENO);
throw;
aiThreadErrorMessage = "AI error in game " + cachedGameId + ", player " +
std::to_string(playerId) + ", round " +
std::to_string(gsv.current_round()) + ": " + e.what();
aiThreadFailed.store(true);
updateCondition.notify_all();
break;
}
}
printf("Exiting AI thread.\n");
@@ -391,31 +396,39 @@ void ShardokGameController::UnregisterSubscriber(const StreamSubscriber *subscri
auto ShardokGameController::WaitForUpdatesAndPush(
std::shared_ptr<StreamSubscriber> subscriber,
int64_t startingActionId) -> bool {
int64_t startingActionId) -> WaitResult {
int64_t lastPushedActionId = startingActionId;
while (subscriber->IsActive()) {
bool gameOver = false;
bool tutorialReset = false;
GameOverInfo gameOverInfo{};
{
unique_lock<mutex> guard(masterLock);
// Wait for updates or game over
// Wait for updates, game over, or AI thread failure
updateCondition.wait(guard, [this, lastPushedActionId] {
return engine->GetUnfilteredHistoryCount() >
static_cast<size_t>(lastPushedActionId) ||
engine->GameIsOver();
engine->GameIsOver() || aiThreadFailed.load();
});
if (!subscriber->IsActive()) { return false; }
if (!subscriber->IsActive()) { return WaitResult::DISCONNECTED; }
if (aiThreadFailed.load()) { return WaitResult::DISCONNECTED; }
gameOver = engine->GameIsOver();
if (gameOver) {
gameOverInfo.gameStatus = fb::ToProto(engine->GetGameStatus());
gameOverInfo.playerInfos = engine->GetPlayerInfos();
gameOverInfo.endGameUnits = engine->EndGameUnits();
// Check if this is a tutorial battle where the defender lost
tutorialReset = engine->IsTutorialBattleEnabled() && engine->DidDefenderLose();
if (!tutorialReset) {
gameOverInfo.gameStatus = fb::ToProto(engine->GetGameStatus());
gameOverInfo.playerInfos = engine->GetPlayerInfos();
gameOverInfo.endGameUnits = engine->EndGameUnits();
}
}
}
// Lock released - GetUpdates will acquire its own lock
@@ -435,14 +448,20 @@ auto ShardokGameController::WaitForUpdatesAndPush(
updates.currentGameState);
}
// Tutorial battle reset: defender lost, signal reset instead of game over
if (tutorialReset) {
subscriber->OnBattleReset();
return WaitResult::BATTLE_RESET;
}
// Now send gameOver notification after all updates have been sent
if (gameOver) {
subscriber->OnGameOver(gameOverInfo);
return true;
return WaitResult::GAME_OVER;
}
}
return false; // Subscriber disconnected
return WaitResult::DISCONNECTED; // Subscriber disconnected
}
} // namespace shardok
@@ -9,6 +9,7 @@
#ifndef ShardokGameController_hpp
#define ShardokGameController_hpp
#include <atomic>
#include <functional>
#include <memory>
#include <mutex>
@@ -55,6 +56,13 @@ struct OnePlayerUpdates {
availableCommands(acs) {}
};
/// Result of WaitForUpdatesAndPush indicating how the wait ended
enum class WaitResult {
GAME_OVER, // Game ended normally
DISCONNECTED, // Subscriber disconnected
BATTLE_RESET // Tutorial battle reset (defender lost)
};
/// Interface for subscribers that receive streaming updates from a game
class StreamSubscriber {
public:
@@ -70,6 +78,9 @@ public:
/// Called when the game ends
virtual void OnGameOver(const GameOverInfo& info) = 0;
/// Called when a tutorial battle resets (defender lost, battle will restart)
virtual void OnBattleReset() = 0;
/// Returns true if this subscriber is still active and should receive updates
[[nodiscard]] virtual auto IsActive() const -> bool = 0;
};
@@ -100,6 +111,10 @@ private:
const string mapName;
const string logFilePath;
// AI thread error state - written once by AI thread before setting atomic flag
std::atomic<bool> aiThreadFailed{false};
std::string aiThreadErrorMessage;
vector<shared_ptr<ShardokAIClient>> aiClients;
std::thread aiThread;
@@ -169,6 +184,9 @@ public:
[[nodiscard]] auto GetLogFilePath() const -> string { return logFilePath; }
[[nodiscard]] auto HasAIThreadError() const -> bool { return aiThreadFailed.load(); }
[[nodiscard]] auto GetAIThreadError() const -> std::string { return aiThreadErrorMessage; }
/// Register a subscriber to receive streaming updates for this game.
/// The subscriber will receive updates until it becomes inactive or is unregistered.
void RegisterSubscriber(std::shared_ptr<StreamSubscriber> subscriber);
@@ -177,11 +195,10 @@ public:
void UnregisterSubscriber(const StreamSubscriber* subscriber);
/// Wait for game updates, pushing them to the given subscriber.
/// Blocks until the game ends or the subscriber becomes inactive.
/// Returns true if the game ended normally, false if subscriber disconnected.
/// Blocks until the game ends, subscriber disconnects, or tutorial battle resets.
auto WaitForUpdatesAndPush(
std::shared_ptr<StreamSubscriber> subscriber,
int64_t startingActionId) -> bool;
int64_t startingActionId) -> WaitResult;
};
} // namespace shardok
@@ -219,6 +219,27 @@ public:
}
[[nodiscard]] inline auto GameIsOver() const -> bool { return GameIsOver(GetGameStatus()); }
[[nodiscard]] auto IsTutorialBattleEnabled() const -> bool {
return tutorialController_.IsEnabled();
}
/// Returns true if the game is over and the defender lost (not in winning_shardok_ids).
[[nodiscard]] auto DidDefenderLose() const -> bool {
if (!GameIsOver()) return false;
const auto *status = GetGameStatus();
const auto *winIds = status->winning_shardok_ids();
for (const auto *pi : *GetCurrentGameState()->player_infos()) {
if (pi->is_defender()) {
if (!winIds) return true;
for (const auto wid : *winIds) {
if (wid == pi->player_id()) return false;
}
return true;
}
}
return false;
}
};
} // namespace shardok
@@ -10,6 +10,7 @@ cc_library(
"//src/test/cpp/net/eagle0/shardok/library:__subpackages__",
],
deps = [
":blow_bridge_command_factory",
":brave_water_command_factory",
":build_bridge_command_factory",
":challenge_duel_command_factory",
@@ -38,6 +39,25 @@ cc_library(
],
)
cc_library(
name = "blow_bridge_command_factory",
srcs = ["BlowBridgeCommandFactory.cpp"],
hdrs = ["BlowBridgeCommandFactory.hpp"],
copts = COPTS,
visibility = [
"//src/main/cpp/net/eagle0/shardok/library:__subpackages__",
"//src/test/cpp/net/eagle0/shardok/library:__subpackages__",
],
deps = [
":command_factory",
"//src/main/cpp/net/eagle0/shardok/library:shardok_command",
"//src/main/cpp/net/eagle0/shardok/library/commands:blow_bridge_command",
"//src/main/cpp/net/eagle0/shardok/library/settings:game_settings",
"//src/main/cpp/net/eagle0/shardok/library/util:combat_utils",
"//src/main/cpp/net/eagle0/shardok/library/util:hex_map_utils",
],
)
cc_library(
name = "brave_water_command_factory",
srcs = [
@@ -0,0 +1,104 @@
//
// Created by Claude on 3/14/26.
//
#include "BlowBridgeCommandFactory.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/commands/BlowBridgeCommand.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/util/HexMapUtils.hpp"
namespace shardok {
[[nodiscard]] auto GetBlowBridgeOdds(
const SettingsGetter& settings,
double strength,
double agility,
double intelligence,
bool hasForestAccess) -> PercentileRollOdds;
void BlowBridgeCommandFactory::AddAvailableBlowBridgeCommands(
CommandList& commands,
const Unit* unit,
const ActionPoints remainingActionPoints,
const Coords& position,
const HexMap* hexMap,
const Units* units,
const vector<PlayerId>& allyPids) const {
const PlayerId playerId = unit->player_id();
if (!unit->has_attached_hero()) return;
const auto& hero = unit->attached_hero();
if (hero.profession_info().profession() !=
net::eagle0::shardok::storage::fb::Profession_ENGINEER)
return;
// Must be on a bridge tile
const auto* currentTerrain = GetTerrain(hexMap, position);
if (!currentTerrain->modifier().bridge().present()) return;
const ActionCost cost =
settings.ActionCostFor(settings.Backing().blow_bridge_action_point_cost());
if (!cost.IsPossible(remainingActionPoints)) return;
const bool nearbyForest = HasForestAccess(position, units, hexMap, allyPids, playerId);
const auto odds = GetBlowBridgeOdds(
settings,
hero.strength(),
hero.agility(),
hero.wisdom(),
nearbyForest);
for (const Coords& adjCoords : HexMapUtils::GetAdjacentCoords(hexMap, position)) {
if (IsTraversible(*GetTerrain(hexMap, adjCoords)) && !Occupant(units, adjCoords)) {
commands.push_back(std::make_shared<BlowBridgeCommand>(
settings.ActionCostFor(settings.Backing().blow_bridge_action_point_cost()),
unit->player_id(),
unit->unit_id(),
adjCoords,
position,
*currentTerrain,
nearbyForest,
settings.Backing().blow_bridge_agility_xp(),
settings.Backing().blow_bridge_strength_xp(),
settings.Backing().minimum_knowledge_for_profession(),
odds));
}
}
}
void BlowBridgeCommandFactory::AddAvailableCommands(
CommandList& commands,
const CommandParams& params) const {
AddAvailableBlowBridgeCommands(
commands,
params.unit,
params.remainingActionPoints,
params.position,
params.hexMap,
params.units,
params.allyPids);
}
auto GetBlowBridgeOdds(
const SettingsGetter& settings,
const double strength,
const double agility,
const double intelligence,
const bool hasForestAccess) -> PercentileRollOdds {
const int16_t base = settings.Backing().blow_bridge_base_odds();
constexpr int16_t terrainFactor = 0;
constexpr int16_t weatherFactor = 0;
constexpr int16_t windFactor = 0;
const std::vector stats = {strength, agility, intelligence};
std::vector<OtherFactor> otherFactors;
if (hasForestAccess) {
otherFactors.push_back(
MakeOtherFactor(settings.Backing().blow_bridge_forest_bonus(), "forest nearby"));
}
return MakeOdds(base, terrainFactor, weatherFactor, windFactor, stats, otherFactors);
}
} // namespace shardok
@@ -0,0 +1,37 @@
//
// Created by Claude on 3/14/26.
//
#ifndef EAGLE0_BLOWBRIDGECOMMANDFACTORY_HPP
#define EAGLE0_BLOWBRIDGECOMMANDFACTORY_HPP
#include "src/main/cpp/net/eagle0/shardok/library/ShardokCommand.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/command_factories/CommandFactory.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/map/Coordinates.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/settings/GameSettings.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/unit/Unit.hpp"
namespace shardok {
class BlowBridgeCommandFactory : public CommandFactory {
private:
const SettingsGetter settings;
public:
explicit BlowBridgeCommandFactory(const SettingsGetter& getter) : settings(getter){};
void AddAvailableBlowBridgeCommands(
CommandList& commands,
const Unit* unit,
ActionPoints remainingActionPoints,
const Coords& position,
const HexMap* hexMap,
const Units* units,
const vector<PlayerId>& allyPids) const;
void AddAvailableCommands(CommandList& commands, const CommandParams& params) const override;
};
} // namespace shardok
#endif // EAGLE0_BLOWBRIDGECOMMANDFACTORY_HPP
@@ -4,6 +4,7 @@
#include "CommandFactoriesList.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/command_factories/BlowBridgeCommandFactory.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/command_factories/BraveWaterCommandFactory.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/command_factories/BuildBridgeCommandFactory.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/command_factories/ChallengeDuelCommandFactory.hpp"
@@ -41,6 +42,7 @@ auto MakeFactories(const SettingsGetter& settings) -> vector<shared_ptr<const Co
return {make_shared<MeteorTargetCommandFactory>(settings),
make_shared<ControlCommandFactory>(settings),
make_shared<ArcheryCommandFactory>(settings),
make_shared<BlowBridgeCommandFactory>(settings),
make_shared<BraveWaterCommandFactory>(settings),
make_shared<BuildBridgeCommandFactory>(settings),
make_shared<ChallengeDuelCommandFactory>(settings),
@@ -49,10 +49,10 @@ auto ReduceCommandFactory::AddAvailableReduceCommands(
const auto *terrain = GetTerrain(map, reduceCoords);
// Allow reducing if there's a bridge or castle with integrity > 0, OR an enemy
// Allow reducing if there's a castle with integrity > 0, OR an enemy
// occupant. We already continued in the case of friendly occupants.
if (terrain->modifier().bridge().present() ||
(terrain->modifier().castle().present() &&
// Note: bridges are no longer valid reduce targets (use Blow Bridge instead).
if ((terrain->modifier().castle().present() &&
terrain->modifier().castle().integrity() > 0.0) ||
enemyOccupant) {
existingCommands.push_back(std::make_shared<ReduceCommand>(
@@ -39,6 +39,28 @@ cc_library(
],
)
cc_library(
name = "blow_bridge_command",
srcs = ["BlowBridgeCommand.cpp"],
hdrs = ["BlowBridgeCommand.hpp"],
copts = COPTS,
visibility = [
"//src/main/cpp/net/eagle0/shardok/library:__subpackages__",
"//src/test/cpp/net/eagle0/shardok/ai:__subpackages__",
"//src/test/cpp/net/eagle0/shardok/library:__subpackages__",
],
deps = [
"//src/main/cpp/net/eagle0/shardok/library:action_cost",
"//src/main/cpp/net/eagle0/shardok/library:shardok_command",
"//src/main/cpp/net/eagle0/shardok/library/actions:action_requires_hero_exception",
"//src/main/cpp/net/eagle0/shardok/library/map:tile_modifier_with_coords",
"//src/main/cpp/net/eagle0/shardok/library/unit",
"//src/main/cpp/net/eagle0/shardok/library/util:action_result_flatbuffer_helpers",
"//src/main/cpp/net/eagle0/shardok/library/view_filters:odds_filter",
"//src/main/protobuf/net/eagle0/shardok/common:terrain_cc_proto",
],
)
cc_library(
name = "build_bridge_command",
srcs = ["BuildBridgeCommand.cpp"],
@@ -0,0 +1,82 @@
//
// Created by Claude on 3/14/26.
//
#include "BlowBridgeCommand.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/actions/ActionRequiresHeroException.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/map/TileModifierWithCoords.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/unit/Unit.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/util/ActionResultFlatbufferHelpers.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/view_filters/OddsFilter.hpp"
#include "src/main/protobuf/net/eagle0/shardok/common/tile_modifier.pb.h"
namespace shardok {
using net::eagle0::shardok::common::ActionType;
auto BlowBridgeCommand::InternalExecuteWithRoll(
const GameStateW& currentState,
const std::shared_ptr<RandomGenerator>& generator,
const std::optional<int32_t> roll) const -> vector<ActionResult> {
const auto successRoll = 101 - roll.value_or(generator->Percentile());
return ExecuteWithRoll(currentState, successRoll);
}
auto BlowBridgeCommand::ExecuteWithRoll(const GameStateW& currentState, double roll) const
-> vector<ActionResult> {
const auto* actor = currentState->units()->Get(actorId);
if (!actor->has_attached_hero()) { throw ActionRequiresHeroException("blow bridge"); }
auto actorAfter = *actor;
MutatingSpendActionPoints(&actorAfter, cost);
MutatingBumpAgilityXp(&actorAfter, agilityXp);
MutatingBumpStrengthXp(&actorAfter, strengthXp);
MutatingBumpAllKnowledgeToMinimum(&actorAfter, minimumKnowledgeAfter);
// Always move engineer to target tile
actorAfter.mutable_location() = target;
ActionResult result{};
result.mutable_player()->set_value(GetPlayerId());
result.mutable_actor()->set_value(actorAfter.unit_id());
*result.mutable_target_coords() = ToCoordsProto(target);
result.mutable_roll()->set_value(roll);
*result.mutable_odds() = successOdds;
if (PercentileRollSucceeds(successOdds, roll)) {
result.set_type(ActionType::BLOW_BRIDGE);
auto newTileModifier = targetTerrain.modifier();
SetBridge(newTileModifier, 0.0);
*result.add_changed_tile_modifiers() = MakeTmc(bridgeCoords, newTileModifier);
} else {
result.set_type(ActionType::BLOW_BRIDGE_FAILED);
}
AddChangedUnit(result, actorAfter);
return {result};
}
auto BlowBridgeCommand::GetCommandProto() const -> CommandProto {
CommandProto proto{};
proto.set_player(GetPlayerId());
proto.set_type(net::eagle0::shardok::common::BLOW_BRIDGE_COMMAND);
proto.mutable_actor()->set_value(actorId);
*proto.mutable_target() = ToCoordsProto(target);
proto.mutable_roll_request()->set_roll_type(net::eagle0::shardok::api::ROLL_TYPE_D100);
proto.mutable_roll_request()->set_command_type(
net::eagle0::shardok::common::BLOW_BRIDGE_COMMAND);
proto.mutable_roll_request()->set_acting_unit_id(actorId);
*proto.mutable_odds() = OddsFilteredForPlayer(successOdds, GetPlayerId());
return proto;
}
auto BlowBridgeCommand::GetOddsPercentile() const -> int32_t {
return OddsFilteredForPlayer(successOdds, GetPlayerId()).success_chance();
}
} // namespace shardok
@@ -0,0 +1,82 @@
//
// Created by Claude on 3/14/26.
//
#ifndef EAGLE0_BLOWBRIDGECOMMAND_HPP
#define EAGLE0_BLOWBRIDGECOMMAND_HPP
#include <utility>
#include "src/main/cpp/net/eagle0/shardok/library/ActionCost.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/ShardokCommand.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/map/Coordinates.hpp"
namespace shardok {
using Terrain = net::eagle0::shardok::storage::fb::Terrain;
using Unit = net::eagle0::shardok::storage::fb::Unit;
class BlowBridgeCommand : public ShardokCommand {
protected:
[[nodiscard]] auto InternalExecuteWithRoll(
const GameStateW& currentState,
const std::shared_ptr<RandomGenerator>& generator,
std::optional<int32_t> roll) const -> vector<ActionResult> override;
const ActionCost cost;
const UnitId actorId;
const Coords target;
const Coords bridgeCoords;
const Terrain targetTerrain;
const bool hasNearbyForest;
const int agilityXp;
const int strengthXp;
int minimumKnowledgeAfter;
const PercentileRollOdds successOdds;
public:
BlowBridgeCommand(
const ActionCost& cost,
PlayerId playerId,
UnitId actorId,
Coords target,
Coords bridgeCoords,
const Terrain& targetTerrain,
bool hasNearbyForest,
int agilityXp,
int strengthXp,
int opponentKnowledgeIncrease,
PercentileRollOdds successOdds)
: ShardokCommand(playerId),
cost(cost),
actorId(actorId),
target(std::move(target)),
bridgeCoords(std::move(bridgeCoords)),
targetTerrain(std::move(targetTerrain)),
hasNearbyForest(hasNearbyForest),
agilityXp(agilityXp),
strengthXp(strengthXp),
minimumKnowledgeAfter(opponentKnowledgeIncrease),
successOdds(std::move(successOdds)){};
auto ExecuteWithRoll(const GameStateW& currentState, double roll) const -> vector<ActionResult>;
~BlowBridgeCommand() override = default;
[[nodiscard]] auto GetCommandType() const -> CommandType override {
return net::eagle0::shardok::common::BLOW_BRIDGE_COMMAND;
}
[[nodiscard]] auto CanUseClientRoll() const -> bool override { return true; }
[[nodiscard]] auto GetCommandProto() const -> CommandProto override;
[[nodiscard]] auto HasOdds() const -> bool override { return true; }
[[nodiscard]] auto GetOddsPercentile() const -> int32_t override;
[[nodiscard]] int GetActorUnitId() const override { return actorId; }
[[nodiscard]] MapIndex GetTargetRow() const override { return target.row(); }
[[nodiscard]] MapIndex GetTargetColumn() const override { return target.column(); }
};
} // namespace shardok
#endif // EAGLE0_BLOWBRIDGECOMMAND_HPP
@@ -277,6 +277,7 @@ auto ToPlayerInfoProto(const PlayerInfo* fbPI) -> PlayerInfoProto {
}
piProto.set_is_ai(fbPI->is_ai());
piProto.set_eagle_faction_id(fbPI->eagle_faction_id());
piProto.set_cannot_become_outlaw(fbPI->cannot_become_outlaw());
return piProto;
}
@@ -472,6 +472,16 @@ auto EagleInterfaceImpl::SubscribeToGame(
active_ = false;
}
void OnBattleReset() override {
if (!active_) return;
GameStatusResponse response;
response.set_game_id(gameId_);
response.mutable_battle_reset_response();
if (!writer_->Write(response)) { active_ = false; }
}
[[nodiscard]] auto IsActive() const -> bool override {
return active_ && !context_->IsCancelled();
}
@@ -482,13 +492,63 @@ auto EagleInterfaceImpl::SubscribeToGame(
controller->RegisterSubscriber(subscriber);
// Wait for updates and push them until game ends or subscriber disconnects
// Use countAfterInitialResponse to avoid re-sending results already in initial response
bool gameEnded = controller->WaitForUpdatesAndPush(subscriber, countAfterInitialResponse);
// Wait for updates and push them until game ends or subscriber disconnects.
// For tutorial battles, a BATTLE_RESET result means the defender lost and we
// should restart the game from the original request.
int64_t actionCount = countAfterInitialResponse;
WaitResult result = WaitResult::GAME_OVER;
while (true) {
result = controller->WaitForUpdatesAndPush(subscriber, actionCount);
if (result != WaitResult::BATTLE_RESET) break;
printf("SubscribeToGame: Tutorial battle reset, restarting game %s\n",
controller->GetGameId().c_str());
// Save the serialized request before removing the controller
const std::string savedRequest = controller->SerializedRequest();
const GameId gameId = controller->GetGameId();
controller->UnregisterSubscriber(subscriber.get());
gamesManager->RemoveController(gameId);
// Deserialize and restart the game from the original request
NewGameRequest newGameRequest;
newGameRequest.ParseFromString(savedRequest);
StartGame(newGameRequest);
controller = gamesManager->GetController(gameId);
if (!controller) {
printf("SubscribeToGame: Failed to restart game after reset\n");
return Status(StatusCode::INTERNAL, "Failed to restart tutorial battle");
}
// Send initial state from the new game
GameStatusResponse resetInitialResponse;
PopulateGameStatusResponse(controller, 0, &resetInitialResponse);
if (!writer->Write(resetInitialResponse)) break;
// Reset action count based on the new game's state
actionCount =
resetInitialResponse.has_game_update_response()
? resetInitialResponse.game_update_response().total_action_result_count()
: 0;
// Re-register subscriber with the new controller
controller->RegisterSubscriber(subscriber);
}
controller->UnregisterSubscriber(subscriber.get());
if (gameEnded) {
if (controller->HasAIThreadError()) {
std::cerr << "SubscribeToGame: AI thread error: " << controller->GetAIThreadError()
<< std::endl;
return Status(StatusCode::INTERNAL, controller->GetAIThreadError());
}
if (result == WaitResult::GAME_OVER) {
printf("SubscribeToGame: Game ended normally\n");
} else {
printf("SubscribeToGame: Subscriber disconnected\n");
@@ -58,7 +58,7 @@ auto ShardokGamesManager::GetController(const GameId &gameId)
}
void ShardokGamesManager::RemoveController(const GameId &gameId) {
std::shared_lock<std::shared_mutex> lk(runningControllersLock);
std::unique_lock<std::shared_mutex> lk(runningControllersLock);
runningControllers.erase(gameId);
}
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m_GUID: b7e3a1c4d5f6928a0b1c2d3e4f5a6b7c
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m_Address: Assets/Eagle/Effects/LeopardEffect.prefab
m_ReadOnly: 0
m_SerializedLabels:
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FlaggedDuringContentUpdateRestriction: 0
- m_GUID: 06da0d48df3fc4cabb095b2bbc803307
m_Address: Assets/Eagle/Effects/SpiderEffect.prefab
m_ReadOnly: 0
@@ -27,6 +33,12 @@ MonoBehaviour:
m_SerializedLabels:
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m_Address: Assets/Eagle/Effects/LionEffect.prefab
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m_Address: Assets/Eagle/Effects/RatEffect.prefab
m_ReadOnly: 0
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m_Address: Assets/Eagle/Effects/HyenaEffect.prefab
m_ReadOnly: 0
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- m_GUID: 3dea4965da3644dc38efcfadf7247812
m_Address: Assets/Eagle/Effects/OrcEffect.prefab
m_ReadOnly: 0
@@ -99,6 +117,12 @@ MonoBehaviour:
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m_Address: Assets/Eagle/Effects/ZombieEffect.prefab
m_ReadOnly: 0
@@ -135,12 +159,24 @@ MonoBehaviour:
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m_Address: Assets/Eagle/Effects/RabbitEffect.prefab
m_ReadOnly: 0
@@ -165,6 +201,24 @@ MonoBehaviour:
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m_Address: Assets/Eagle/Effects/GorillaEffect.prefab
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m_Address: Assets/Eagle/Effects/SalamanderEffect.prefab
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FlaggedDuringContentUpdateRestriction: 0
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m_Address: Assets/Eagle/Effects/ClownEffect.prefab
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