3.2 KiB
LocationsApi
Tracks hex locations for the territory map.
Endpoints
GET /api/locationsList visible locations for USER/SUPER, all known locations for SUPER.GET /api/locations?minQ=-7&maxQ=7&minR=-7&maxR=7List a coordinate range, constrained by visibility for USER.GET /api/locations/{q}/{r}Fetch one visible location for USER, any known location for SUPER.POST /api/locations/claimClaim visible unclaimed territory for the authenticated user. Normal players spend one completed Scout.POST /api/locations/buildBuild on controlled territory.GET /api/locations/homeGet the authenticated user's home location.POST /api/locations/homeAssign or return the authenticated user's home location.GET /api/locations/visibleGet locations visible to the authenticated user.GET /api/locations/visible?depth=3Override visibility depth for a request.PUT /api/locationsUpsert location data (SUPER only).GET /api/resources/meGet the authenticated player's resources.GET /api/units/meGet completed units and active training for the authenticated player.POST /api/units/trainSpend gold and start training a unit.POST /api/units/moveMove a persisted unit squad to a visible non-rival tile.
claim and put require the same JWT issued by AuthApi.
When a player gains visibility over previously unseen coordinates, the service
generates and persists those locations before returning them. Generated visible
locations are unowned Open records until claimed by a player.
Resources
Player resource state is stored server-side in the PlayerResources collection.
New players start with 100 gold. A player's headquarters generates 10 gold per
minute. The starting town hall stores up to 500 gold, 100 wood, and 100 ore.
Log Camps generate wood and Mines generate ore. Generation is applied lazily
when the resource record is read and clamps at the current storage capacity.
Units
Unit training is stored server-side in the UnitTraining collection. Scout
costs 50 gold and takes 60 seconds to train. Archer requires a completed
Barracks, costs 100 gold and 100 wood, and takes 60 seconds to train. Finished
training is completed lazily when unit state is read. Claiming an unclaimed
visible location consumes one completed Scout by deleting that Scout's training
record.
Completed Archers are stored as persisted unit instances in the Units
collection with their current q/r location. Archer squads can move to
visible tiles that are unclaimed or controlled by the owning player.
Buildings
Buildings are stored on location records. LogCamp can be built on controlled
Forest territory, takes 60 seconds to build, and adds 5 wood per minute after it
finishes. Mine can be built on controlled Ore territory, takes 60 seconds to
build, and adds 5 ore per minute after it finishes. Barracks can be built on
any controlled territory, costs 500 gold, 100 wood, and 100 ore, and takes 60
seconds to build. Each location has one building slot; a building under
construction occupies that slot.
Timer settings are stored in the MongoDB GameSettings collection and are
seeded on first read:
ScoutTrainingSecondsArcherTrainingSecondsLogCampBuildSecondsMineBuildSecondsBarracksBuildSeconds