euca-moba is a complete MOBA genre kit layered on the genre-neutral
gameplay, hero, and
inventory primitives. It is pure game logic — no rendering
dependencies — so it runs entirely on the headless server.
No dedicated MOBA routes. The MOBA layer surfaces through the generic gameplay, hero, and shop
endpoints plus its ECS systems (creep waves, tower aggro, neutral camps run in the schedule). The
repo’s
scripts/dota.sh drives a full match setup over the API as a worked example.What it provides
| System | What it does |
|---|---|
| Hero attributes | STR/AGI/INT with growth and a PrimaryAttribute; DerivedStats convert attributes to HP/mana/armor/spell-amp (Dota 7.x-style). |
| Buildings & towers | 10 building types (Tier 1–4 towers, melee/ranged barracks, ancient, fountain, effigy, outpost); backdoor protection and glyph fortification; barracks-destroyed boosts creep strength. |
| Creep waves | Lane spawning of melee/ranged/siege/super creeps, denial, last-hit gold, wave composition. |
| Roshan | Spell-immune boss whose HP/damage scale with game time; drops Aegis (always), Cheese (2nd+), Refresher Shard (3rd+); ~8–11 min respawn; AoE slam. |
| Neutral camps | Jungle monsters with leash behavior — idle at home, chase on aggro, leash back when the attacker dies or strays. |
| Items & recipes | Buy/sell via the shop; RecipeRegistry combines components; item actives with cooldowns/charges, backpack, neutral-item slot. |
| Fog-of-war & wards | Per-team VisionMap (Unseen / Fogged / Visible); observer/sentry wards with a stock system. |
| Day-night cycle | Modulates hero vision radius. |
| Tower aggro | Towers retarget onto heroes attacking allied units. |
| Gold & XP | Gold/XP on kill, last-hit gold (these live in euca-gameplay). |
How to drive it
Set up a match through the regular API — define heroes, define items, wire creep-wave spawning with rules, and step the simulation. A whole MOBA can also be loaded from a single scenario document — see Build a scene.Status
- ✅ Heroes, towers/buildings, creep waves, Roshan, neutral camps, shop + recipes + item actives, fog-of-war + wards, day-night, tower aggro, gold/XP — shipped and headless. No known gaps in the MOBA logic; rendering a match needs a GPU host.
The full API
Hero, shop, gameplay, and ability endpoints used to assemble a MOBA.