feat: N-player engine turn loop (Task 2A — Issue #27)
- engine.py: new run_n() method accepts 2-4 decks; run() wraps for backward compat - _select_attack_target() heuristic: attack weakest non-eliminated opponent - N-player elimination order tracking with correct finish positions - Removal spells scan all opponents for best target - Game logs use per-seat boards dict with boardA/boardB legacy keys for 2-player - Tested: 2/3/4-player, elimination order, attack targeting
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@@ -4,12 +4,15 @@ Commander AI Lab — Headless Game Engine
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A headless Commander game simulator for Monte Carlo analysis.
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Faithful port of dtSimGame() / dtCreatePlayer() from mtg-commander-lan.
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Simulates simplified 1v1 Commander games:
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N-player ready: accepts 2–4 decks and runs a full multiplayer game.
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Simulates simplified Commander games:
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- Draw, land drop, spell casting (up to 2 per turn)
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- AI card scoring for play priority
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- Simplified combat with flying, trample, deathtouch, lifelink, menace, reach
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- Multiplayer attack targeting: weakest non-eliminated opponent heuristic
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- Creature removal and board wipe handling
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- Win by elimination (life <= 0) or life comparison at max turns
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- Elimination order tracking for N-player finish positions
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"""
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from __future__ import annotations
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@@ -34,12 +37,15 @@ from commander_ai_lab.sim.rules import (
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class GameEngine:
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"""
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Headless Commander game engine.
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Headless Commander game engine (N-player ready).
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Usage::
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engine = GameEngine(max_turns=25)
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# 2-player (backward-compatible)
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result = engine.run(deck_a, deck_b, name_a="Deck A", name_b="Deck B")
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# 4-player
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result = engine.run_n(decks=[d1, d2, d3, d4], names=["A","B","C","D"])
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"""
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def __init__(
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@@ -65,15 +71,30 @@ class GameEngine:
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name_a: str = "Player A",
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name_b: str = "Player B",
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) -> GameResult:
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"""Run a single headless game and return the result."""
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sim = self._create_state(deck_a, deck_b, name_a, name_b)
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game_log: list[dict] = [] # turn-by-turn log
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"""Backward-compatible 2-player entry point."""
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return self.run_n(
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decks=[deck_a, deck_b],
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names=[name_a, name_b],
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)
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def run_n(
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self,
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decks: list[list[Card]],
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names: list[str] | None = None,
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) -> GameResult:
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"""Run a single headless N-player game and return the result."""
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n = len(decks)
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if names is None:
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names = [f"Player {chr(65 + i)}" for i in range(n)]
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sim = self._create_state(decks, names)
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game_log: list[dict] = []
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elimination_order: list[int] = [] # seats in order of elimination
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final_turn = 0
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for turn in range(sim.max_turns):
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turn_entry = {"turn": turn + 1, "phases": []}
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for pi in range(2):
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for pi in range(len(sim.players)):
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p = sim.players[pi]
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if p.eliminated:
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continue
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@@ -92,7 +113,6 @@ class GameEngine:
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land_before = p.stats.lands_played
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self._play_land(sim, pi)
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if self.record_log and p.stats.lands_played > land_before:
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# Find what land was just played
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last_land = next(
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(c for c in reversed(sim.get_battlefield(pi))
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if c.is_land()),
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@@ -105,7 +125,6 @@ class GameEngine:
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available_mana = self._count_untapped_lands(sim, pi)
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# ── Play spells (up to 2) ──
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spells_before = p.stats.spells_cast
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self._play_spells(sim, pi, available_mana, phase_events if self.record_log else None)
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# ── Track board size ──
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@@ -114,8 +133,6 @@ class GameEngine:
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p.stats.max_board_size = board_size
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# ── Combat ──
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combat_before_life_a = sim.players[0].life
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combat_before_life_b = sim.players[1].life
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self._resolve_combat(sim, pi, turn, phase_events if self.record_log else None)
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# ── Untap ──
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@@ -123,15 +140,31 @@ class GameEngine:
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c.tapped = False
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if self.record_log:
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turn_entry["phases"].append({
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# N-player log: life dict + per-seat boards dict
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life_dict = {sp.name: sp.life for sp in sim.players}
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boards_dict = {
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f"board_{si}": [c.name for c in sim.get_battlefield(si) if c.is_creature()]
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for si in range(len(sim.players))
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}
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phase_entry: dict = {
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"player": p.name,
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"playerId": pi,
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"events": phase_events,
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"lifeAfter": {sim.players[0].name: sim.players[0].life,
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sim.players[1].name: sim.players[1].life},
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"boardA": [c.name for c in sim.get_battlefield(0) if c.is_creature()],
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"boardB": [c.name for c in sim.get_battlefield(1) if c.is_creature()],
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})
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"lifeAfter": life_dict,
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**boards_dict,
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}
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# Legacy keys for 2-player UI compatibility
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if len(sim.players) == 2:
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phase_entry["boardA"] = boards_dict.get("board_0", [])
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phase_entry["boardB"] = boards_dict.get("board_1", [])
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turn_entry["phases"].append(phase_entry)
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# ── Check for new eliminations after this player's turn ──
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for si, sp in enumerate(sim.players):
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if sp.eliminated and si not in elimination_order:
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elimination_order.append(si)
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if self.record_log:
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phase_events.append(f"{sp.name} eliminated!")
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# Check game over
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alive = [p for p in sim.players if not p.eliminated]
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@@ -139,15 +172,9 @@ class GameEngine:
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if self.record_log:
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game_log.append(turn_entry)
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if len(alive) <= 1:
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if self.record_log:
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elim_name = next((p.name for p in sim.players if p.eliminated), None)
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if elim_name:
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game_log[-1]["event"] = f"{elim_name} eliminated!"
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break
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if self.record_log:
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game_log.append(turn_entry) if turn_entry not in game_log else None
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result = self._build_result(sim, final_turn, name_a, name_b)
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result = self._build_result(sim, final_turn, elimination_order)
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if self.record_log:
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result.game_log = game_log
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return result
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@@ -158,15 +185,13 @@ class GameEngine:
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def _create_state(
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self,
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deck_a: list[Card],
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deck_b: list[Card],
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name_a: str,
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name_b: str,
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decks: list[list[Card]],
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names: list[str],
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) -> SimState:
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"""Create initial simulation state with shuffled decks and opening hands."""
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"""Create initial simulation state with shuffled decks and opening hands (N players)."""
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sim = SimState(max_turns=self.max_turns)
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for idx, (deck, name) in enumerate([(deck_a, name_a), (deck_b, name_b)]):
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for idx, (deck, name) in enumerate(zip(decks, names)):
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# Enrich + deep copy cards
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cards = [enrich_card(c.clone()) for c in deck]
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random.shuffle(cards)
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@@ -260,18 +285,19 @@ class GameEngine:
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p.stats.mana_spent += card.cmc or 0
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p.stats.spells_cast += 1
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# Handle removal
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# Handle removal — target the scariest creature across all opponents
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if card.is_removal:
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p.stats.removal_used += 1
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opp_idx_r = 1 - pi
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opp_creatures = [
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c
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for c in sim.get_battlefield(opp_idx_r)
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if c.is_creature()
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]
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if opp_creatures:
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opp_creatures.sort(key=lambda c: -score_card(c, w))
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killed = opp_creatures[0]
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all_opp_creatures = []
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for oi in range(len(sim.players)):
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if oi == pi or sim.players[oi].eliminated:
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continue
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for c in sim.get_battlefield(oi):
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if c.is_creature():
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all_opp_creatures.append(c)
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if all_opp_creatures:
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all_opp_creatures.sort(key=lambda c: -score_card(c, w))
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killed = all_opp_creatures[0]
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sim.remove_from_battlefield(killed.id)
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sim.players[killed.owner_id].graveyard.append(killed)
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if events is not None:
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@@ -317,16 +343,35 @@ class GameEngine:
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# Recalculate available mana for next spell
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available_mana = self._count_untapped_lands(sim, pi)
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@staticmethod
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def _select_attack_target(sim: SimState, pi: int) -> int:
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"""Select the best opponent to attack.
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Multiplayer heuristic: attack the weakest non-eliminated opponent
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(lowest life total). Ties broken by highest seat index (arbitrary
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but deterministic).
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Returns the seat index of the chosen target, or -1 if no valid target.
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"""
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best_seat = -1
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best_life = float('inf')
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for si, sp in enumerate(sim.players):
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if si == pi or sp.eliminated:
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continue
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if sp.life < best_life:
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best_life = sp.life
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best_seat = si
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return best_seat
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def _resolve_combat(self, sim: SimState, pi: int, turn: int, events: list | None = None) -> None:
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"""Resolve combat phase for a player."""
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"""Resolve combat phase for a player (N-player ready)."""
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p = sim.players[pi]
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opp_idx = 1 - pi
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opp_idx = self._select_attack_target(sim, pi)
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if opp_idx == -1:
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return # no valid targets
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opp = sim.players[opp_idx]
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w = self.weights
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if opp.eliminated:
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return
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# My creatures that can attack (not tapped, not summoning sick)
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my_creatures = [
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c
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@@ -350,9 +395,6 @@ class GameEngine:
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]
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# ── Decide attackers ──
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# Aggressive strategy: attack with most creatures.
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# Only hold back small creatures (power < 3) when opponent has
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# blockers that would profitably trade AND we have plenty of life.
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attackers = []
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total_my_power = sum(c.get_power() for c in my_creatures)
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for atk in my_creatures:
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@@ -362,29 +404,26 @@ class GameEngine:
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has_trample = atk.has_keyword("trample")
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has_haste = atk.has_keyword("haste")
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# Always attack with evasion, big creatures, or if opponent is low
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if has_flying or has_trample or has_haste or a_pow >= 3 or opp.life <= total_my_power:
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attackers.append(atk)
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atk.tapped = True
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continue
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# For small creatures, check if a profitable block exists
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can_die_profitably = any(
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(
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(not has_flying or b.has_keyword("flying") or b.has_keyword("reach"))
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and (b.get_power() >= a_tou or b.has_keyword("deathtouch"))
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and b.get_toughness() > a_pow # blocker survives = bad trade
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and b.get_toughness() > a_pow
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)
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for b in opp_blockers
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)
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# Attack unless we'd lose the creature for nothing AND we're healthy
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if not can_die_profitably or p.life > 25:
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attackers.append(atk)
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atk.tapped = True
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if events is not None and attackers:
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atk_names = [f"{a.name} ({a.pt})" for a in attackers]
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events.append(f"Attacks with: {', '.join(atk_names)}")
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events.append(f"Attacks {opp.name} with: {', '.join(atk_names)}")
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# ── Blocking and damage ──
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total_damage = 0
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@@ -407,12 +446,10 @@ class GameEngine:
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blocked = False
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if valid_blockers and not atk.has_keyword("menace"):
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# Try to find a blocker that survives
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blocker = next(
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(b for b in valid_blockers if b.get_toughness() > a_pow),
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None,
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)
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# If life is critical, chump block
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if blocker is None and opp.life <= a_pow * 2 and valid_blockers:
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blocker = valid_blockers[0]
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@@ -424,25 +461,21 @@ class GameEngine:
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if events is not None:
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combat_details.append(f"{atk.name} blocked by {blocker.name}")
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# Attacker kills blocker?
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if a_pow >= blocker.get_toughness() or atk.has_keyword("deathtouch"):
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sim.remove_from_battlefield(blocker.id)
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sim.players[opp_idx].graveyard.append(blocker)
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if events is not None:
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combat_details.append(f" {blocker.name} dies")
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# Blocker kills attacker?
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if b_pow >= a_tou or blocker.has_keyword("deathtouch"):
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sim.remove_from_battlefield(atk.id)
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sim.players[pi].graveyard.append(atk)
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if events is not None:
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combat_details.append(f" {atk.name} dies")
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# Trample overflow
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if atk.has_keyword("trample") and a_pow > blocker.get_toughness():
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total_damage += a_pow - blocker.get_toughness()
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# Lifelink
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if atk.has_keyword("lifelink"):
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p.life += min(a_pow, blocker.get_toughness())
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@@ -466,20 +499,46 @@ class GameEngine:
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self,
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sim: SimState,
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final_turn: int,
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name_a: str,
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name_b: str,
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elimination_order: list[int] | None = None,
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) -> GameResult:
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"""Determine winner and build result object."""
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pa = sim.players[0]
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pb = sim.players[1]
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"""Determine winner and build result object (N-player).
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if pa.eliminated and not pb.eliminated:
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winner = 1
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elif not pa.eliminated and pb.eliminated:
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winner = 0
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Finish positions:
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1 = winner (last player standing, or highest life if timeout)
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2..N = elimination order (last eliminated = 2nd place, etc.)
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"""
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if elimination_order is None:
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elimination_order = []
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n = len(sim.players)
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# Determine winner: last player standing, or highest life among alive
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alive = [i for i, p in enumerate(sim.players) if not p.eliminated]
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if len(alive) == 1:
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winner = alive[0]
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elif len(alive) == 0:
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# Everyone dead — shouldn't happen but pick highest life
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winner = max(range(n), key=lambda i: sim.players[i].life)
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else:
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# Both alive or both dead: compare life
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winner = 0 if pa.life >= pb.life else 1
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# Timeout — alive player with highest life wins
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winner = max(alive, key=lambda i: sim.players[i].life)
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# Build finish positions
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# Winner = 1, then reverse elimination order (last eliminated = 2nd, etc.)
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finish: dict[int, int] = {winner: 1}
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position = 2
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for seat in reversed(elimination_order):
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if seat != winner:
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finish[seat] = position
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position += 1
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# Any alive non-winner seats get next positions (by life descending)
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remaining_alive = sorted(
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[i for i in alive if i != winner],
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key=lambda i: -sim.players[i].life,
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)
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for seat in remaining_alive:
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if seat not in finish:
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finish[seat] = position
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position += 1
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player_results = []
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for seat, p in enumerate(sim.players):
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@@ -488,7 +547,7 @@ class GameEngine:
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name=p.name,
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life=p.life,
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eliminated=p.eliminated,
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finish_position=1 if seat == winner else 2,
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finish_position=finish.get(seat, n),
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stats=p.stats,
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))
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