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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

SystemWhat it does
Hero attributesSTR/AGI/INT with growth and a PrimaryAttribute; DerivedStats convert attributes to HP/mana/armor/spell-amp (Dota 7.x-style).
Buildings & towers10 building types (Tier 1–4 towers, melee/ranged barracks, ancient, fountain, effigy, outpost); backdoor protection and glyph fortification; barracks-destroyed boosts creep strength.
Creep wavesLane spawning of melee/ranged/siege/super creeps, denial, last-hit gold, wave composition.
RoshanSpell-immune boss whose HP/damage scale with game time; drops Aegis (always), Cheese (2nd+), Refresher Shard (3rd+); ~8–11 min respawn; AoE slam.
Neutral campsJungle monsters with leash behavior — idle at home, chase on aggro, leash back when the attacker dies or strays.
Items & recipesBuy/sell via the shop; RecipeRegistry combines components; item actives with cooldowns/charges, backpack, neutral-item slot.
Fog-of-war & wardsPer-team VisionMap (Unseen / Fogged / Visible); observer/sentry wards with a stock system.
Day-night cycleModulates hero vision radius.
Tower aggroTowers retarget onto heroes attacking allied units.
Gold & XPGold/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.