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eagle0/docs/TUTORIAL_CONTENT.md

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# Tutorial Content Guide
This document describes tutorial content. The active tutorial experience is driven by the narrative dialogue JSON files under `src/main/csharp/net/eagle0/clients/unity/eagle0/Assets/Resources/Dialogues/`.
The older step-based modal/overlay content in `TutorialContentDefinitions.cs` is currently dormant: `RegisterAll()` returns before registering any sequences. Keep that in mind when editing this file; changing `TutorialContentDefinitions.cs` will not affect the live tutorial until the early return is removed and the overlap with dialogue triggers is audited.
---
## Onboarding Sequence
Shown to first-time players. Guides them through the basics of strategic and tactical gameplay.
| Step | ID | Display | Trigger | Title | Description |
|------|-----|---------|---------|-------|-------------|
| 1 | `welcome` | Modal | Auto (game start) | Welcome to Eagle0 | Command your armies, recruit heroes, and conquer provinces in this turn-based strategy game.<br><br>Let's walk through the basics! |
| 2 | `select_province` | Overlay | Completes on: `province_selected` | The Strategic Map | This is your kingdom. Each colored region is a province.<br><br>Tap a province you control (shown in your color) to see what you can do there. |
| 3 | `province_panel` | Modal | Button click | Province Information | This panel shows province details: its name, terrain, any armies present, and the commands available to you.<br><br>Commands let you move troops, recruit heroes, and more. |
| 4 | `try_march` | Overlay | Completes on: `command_issued` | Issue a Command | Try issuing a March command to move your army to an adjacent province.<br><br>Select a destination and confirm the order. |
| 5 | `turn_cycle` | Modal | Button click | The Turn Cycle | Eagle0 uses simultaneous turns. All players give orders at the same time, then turns resolve together.<br><br>When all players are ready, the server processes everyone's commands and shows the results. |
| 6 | `wait_for_battle` | Hidden | Completes on: `first_battle_available` | *(none)* | *(Invisible step - waits for a battle to become available)* |
| 7 | `battle_intro` | Modal | Button click | Battle Time! | When armies collide, you'll fight tactical battles on a hex grid.<br><br>You command individual units - infantry, cavalry, archers, and heroes with special abilities. |
| 8 | `enter_battle` | Overlay | Completes on: `battle_entered` | Enter the Battle | Tap the Battle button to enter tactical combat. |
| 9 | `tactical_overview` | Modal | Button click | Tactical Combat | Each unit has movement points and attack power. Position your troops wisely!<br><br>Units attack adjacent enemies. Flanking (attacking from multiple sides) deals bonus damage. |
| 10 | `move_unit` | Overlay | Completes on: `battle_action` | Move Your Units | Tap one of your units to select it, then tap a highlighted hex to move there.<br><br>Blue hexes show where you can move. |
| 11 | `attack_enemy` | Overlay | Completes on: `battle_action` | Attack! | Move next to an enemy unit, then tap the enemy to attack.<br><br>Red highlights show valid attack targets. |
| 12 | `end_turn` | Overlay | Completes on: `turn_ended` | End Your Turn | When you've moved all units or want to pass, tap End Turn.<br><br>The enemy will then take their turn. |
| 13 | `complete` | Modal | Button click (no skip) | You're Ready! | You now know the basics of Eagle0!<br><br>Explore diplomacy, recruit powerful heroes, and conquer the realm. Good luck, commander! |
### Notes on Onboarding Flow
- Steps 1-5 cover strategic gameplay
- Step 6 is invisible - just waits for a battle
- Steps 7-12 cover tactical combat
- Step 13 celebrates completion
**Questions to consider:**
- Should we skip tactical tutorial if player skips to first battle themselves?
- Should there be a "skip all" option visible from step 1?
- Is the step order correct for typical first-game flow?
---
## Strategic Contextual Tutorials
Triggered when players encounter features for the first time.
### Diplomacy Introduction
| Field | Value |
|-------|-------|
| ID | `diplomacy_intro` |
| Trigger | `diplomacy_available` (diplomacy commands appear) |
| Display | Modal |
| Title | Diplomacy |
| Description | You can negotiate with other factions!<br><br>Offer alliances, declare war, or propose tribute. Your diplomatic choices shape the realm. |
### Hero Recruitment
| Field | Value |
|-------|-------|
| ID | `hero_recruitment` |
| Trigger | `hero_recruitment_available` (free heroes detected) |
| Display | Modal |
| Title | Heroes Available |
| Description | Free heroes wander the realm seeking a lord to serve.<br><br>Recruit them to lead your armies! Heroes have unique abilities and grow stronger with experience. |
### Weather Control
| Field | Value |
|-------|-------|
| ID | `weather_control` |
| Trigger | `weather_control_available` (weather command appears) |
| Display | Overlay |
| Title | Weather Magic |
| Description | Your mages can influence the weather!<br><br>Rain slows movement, storms disrupt enemies, and clear skies speed your march. |
### Prisoner Management
| Field | Value |
|-------|-------|
| ID | `prisoner_management` |
| Trigger | `prisoner_command_issued` (player uses prisoner command) |
| Display | Modal |
| Title | Prisoners Captured |
| Description | You've captured enemy soldiers!<br><br>You can ransom them for gold, recruit them into your army, or execute them as a warning. |
---
## Tactical Contextual Tutorials
Triggered during battles when players encounter spells, terrain, or abilities.
### Lightning Bolt Spell
| Field | Value |
|-------|-------|
| ID | `spell_lightning` |
| Trigger | `spell_lightning_available` |
| Display | Tooltip |
| Title | Lightning Bolt |
| Description | Your mage can cast Lightning Bolt!<br><br>This spell strikes a single target for heavy damage. Great for eliminating key enemy units. |
### Meteor Strike Spell
| Field | Value |
|-------|-------|
| ID | `spell_meteor` |
| Trigger | `spell_meteor_available` |
| Display | Modal |
| Title | Meteor Strike |
| Description | Meteor is a devastating area spell!<br><br>It takes a turn to cast: first select target, then it lands next turn. Plan ahead! |
### Holy Wave Spell
| Field | Value |
|-------|-------|
| ID | `spell_holywave` |
| Trigger | `spell_holywave_available` |
| Display | Tooltip |
| Title | Holy Wave |
| Description | Holy Wave heals your units and damages undead!<br><br>Position your troops carefully to maximize its effect. |
### Raise Dead Spell
| Field | Value |
|-------|-------|
| ID | `spell_raisedead` |
| Trigger | `spell_raisedead_available` |
| Display | Modal |
| Title | Raise Dead |
| Description | Dark magic can raise fallen soldiers as undead!<br><br>They fight for you, but beware - they may crumble if your necromancer falls. |
### Fire Terrain
| Field | Value |
|-------|-------|
| ID | `terrain_fire` |
| Trigger | `terrain_fire_encountered` (fire damage occurs) |
| Display | Tooltip |
| Title | Fire Hazard |
| Description | Fire spreads across the battlefield!<br><br>Units in burning hexes take damage. Use fire to block enemy routes or avoid it yourself. |
### Water Crossing
| Field | Value |
|-------|-------|
| ID | `terrain_water` |
| Trigger | `terrain_water_encountered` (water crossing attempted) |
| Display | Tooltip |
| Title | Water Crossing |
| Description | Units can cross shallow water, but it's risky.<br><br>Crossing takes extra movement and may fail. Some units swim better than others. |
### Cavalry Charge
| Field | Value |
|-------|-------|
| ID | `ability_charge` |
| Trigger | `ability_charge_available` |
| Display | Overlay |
| Title | Cavalry Charge |
| Description | Your cavalry can Charge!<br><br>Charging deals bonus damage based on distance traveled. Use open terrain for maximum impact. |
---
## Post-Battle Dialogue (Narrative Dialogues)
These fire after the first tutorial battle ends and the player returns to the strategic map. They use the narrative dialogue system (`DialogueManager` / `tutorial_strategic.json`) rather than the modal tutorial system.
### Battle Aftermath
| Field | Value |
|-------|-------|
| ID | `post_battle_aftermath` |
| Trigger | `tutorial_battle_ended` (battle removed from RunningShardokGameModels) |
| Speaker | Old Marek the Learned |
| Panel Position | top |
**Dialogue (Marek):**
> That was closer than I'd like to admit. We held — barely. But Tarn... Tarn is gone. Not retreated — *gone*. The men say he vanished from the field. Some claim sorcery. Others say he slipped away in the chaos. Whatever the truth, no one can find him.
>
> But we captured some of his lieutenants. These are soldiers, Sadar — they followed orders, same as we once did. They're not to blame for Tarn's madness. See if you can bring them to our cause, or at least hold them until they come around.
**Instructions:** *(none — Handle Captured Heroes UI is self-explanatory)*
### Rebuild Support
| Field | Value |
|-------|-------|
| ID | `post_battle_rebuild` |
| Trigger | `tutorial_rebuild_support` (fires when available commands no longer include HandleCapturedHeroCommand) |
| Speaker | Old Marek the Learned |
| Panel Position | top |
**Dialogue (Marek):**
> Good. Now we need to rebuild our support here in Onmaa. The people are shaken — a battle on their doorstep will do that. We need them behind us if we're going to hold this province.
>
> Any of our heroes can develop the land or give alms to the people — nothing wins hearts faster than a full belly. Engineers like John Ranil are especially effective at improving a province, and paladins like Elena Fyar are the best at winning hearts. Either way, we need the people's support before the tax collectors come round in January.
**Instructions:** John Ranil's step highlights `ImproveProvinceButton` and explains **Improve**. Elena Fyar's step highlights `GiveAlmsButton` and explains **Give Alms**. You must have at least **40** support in the province by January in order to collect gold and food in taxes.
**Highlight targets:** `ImproveProvinceButton`, `GiveAlmsButton`
### Implementation Notes
- Both dialogues are defined in `tutorial_strategic.json`.
- `tutorial_battle_ended` fires from `TutorialTriggerRegistry.CheckTutorialBattleEnded()` when the opening battle is gone and strategic commands are available. It also handles the server-side auto-resolve path where the Unity client never observed a running Shardok model.
- `tutorial_rebuild_support` fires from `TutorialTriggerRegistry.CheckTutorialRebuildSupport()` when available commands no longer include `HandleCapturedHeroCommand` and the notification panel has no visible info.
- `ImproveProvinceButton` and `GiveAlmsButton` are runtime command-button targets registered by `CommandButtonPanelController`.
---
## Display Modes
| Mode | Description | Use For |
|------|-------------|---------|
| **Modal** | Full popup with dimmed background, blocks interaction | Important concepts, multi-paragraph explanations |
| **Overlay** | Semi-transparent overlay, can highlight UI elements | Guiding player to interact with specific UI |
| **Tooltip** | Small popup near target element | Quick tips, less important info |
| **Hint** | Pulsing dot indicator only | Subtle suggestions |
| **None** | Invisible, just waits for event | Transition steps |
---
## Adding New Tutorials
1. Add entry to this document
2. For active tutorial content, add or edit a script in `Assets/Resources/Dialogues/tutorial_strategic.json` or `tutorial_battle.json`.
3. Ensure the trigger event exists in `TutorialTriggerRegistry.cs` or is fired directly by the relevant controller.
4. If reviving the dormant step-UI system, remove the early return in `TutorialContentDefinitions.RegisterAll()` only after auditing duplicate trigger coverage with the dialogue JSON.
5. Test the flow.
---
## Content Guidelines
- Keep descriptions to 2-3 short paragraphs max
- Use `<br><br>` for paragraph breaks (renders as newlines in Unity)
- Avoid jargon - explain game terms when first introduced
- Be encouraging, not condescending
- Focus on "what to do" not exhaustive "how it works"