euca-gameplay) is genre-neutral: entities carry Health, Team, and optional
combat stats; damage and healing flow through events applied each tick; projectiles and trigger zones add
spatial interactions. It’s the substrate the MOBA layer and your own rules build on.
Fully headless. All combat runs on the
:3917 server — no GPU.What it does
- Health & death —
Health { current, max };apply_damage_systemdrains health from queuedDamageEvents each tick;death_check_systemmarks entitiesDeadand emitsDeathEvent. - Damage & healing —
POST /entity/damageandPOST /entity/heal, with optional source and damage type (Physical/Magical/Pure). - Projectiles —
POST /projectile/spawn(direction, speed, damage, lifetime, radius); the projectile system moves and collides them. - Trigger zones —
POST /trigger/createAABB volumes that damage, heal, or teleport on overlap, once or repeatedly. - Teams & roles —
TeamandEntityRole(Minion/Hero/Tower/Structure) drive targeting and scoring.
Example — damage an entity
when health-below:30 do …).
Endpoints
| Method | Path | Description |
|---|---|---|
POST | /entity/damage | Deal damage to an entity |
POST | /entity/heal | Heal an entity |
POST | /projectile/spawn | Spawn a moving, damaging projectile |
POST | /trigger/create | Create an AABB trigger zone (damage/heal/teleport) |
POST | /game/create, GET /game/state | Match lifecycle (see Simulation) |
Status
- ✅ Health/death, damage + healing events, projectiles, trigger zones, teams, roles, scoring — shipped and headless.
- The richer ability and crowd-control layer is on Abilities & status effects.
Gameplay endpoints
Damage, heal, projectile, and trigger endpoints with schemas.