fix: implement all 19 simulator audit bug fixes

Bug fixes across 7 Python files from the deep-dive audit:

engine.py (bugs 1-6):
- Fix summoning sickness (was disabled after turn 0)
- Move untap step before draw (correct MTG ordering)
- Rebuild playable list each iteration (fix mana overspend)
- Menace now allows 2+ blockers instead of preventing all
- Add double strike damage handling (blocked + unblocked)
- (Finish position sort already correct, no change needed)

game_state.py (bugs 7,9,18,19):
- Add .players property returning commander_players
- Add get_legal_moves()/apply_move() stubs
- Initialize commander zone in from_sim_state()
- Sync land_drop_used from engine stats

turn_manager.py (bugs 8,10,11):
- Use sim_state.get_battlefield() + card.tapped attr access
- Replace asyncio.get_event_loop() with get_running_loop()
- Fix APNAP iterations counter (always increment)
- Fix drawn.name and discarded.name (was dict .get())

threat_assessor.py (bugs 12,13,14):
- Use game_state.battlefield(seat) for card iteration
- Use Card dataclass attrs (c.type_line, c.oracle_text, etc)
- Move import re to module top level

models.py (bug 15):
- Word-boundary regex in has_keyword() (fixes reach/ward FPs)

prompt_builder.py (bug 16):
- Remove @staticmethod from module-level _category_label()

rules.py (bug 17):
- Evaluate ramp detection independently of is_removal flag
This commit is contained in:
KoalaTrapLord committed 2026-03-16 20:50:09 +00:00
1 parent 2f117eedcb
commit 9f7fbef7f8
7 files changed
+117 -131

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+54 -27
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@@ -110,6 +110,10 @@ class GameEngine:
p.stats.turns_alive += 1
phase_events: list[str] = []
# ── Untap (correct MTG order: untap is first) ──
for c in sim.get_battlefield(pi):
c.tapped = False
# ── Draw ──
if p.library:
drawn = p.library[-1]
@@ -144,10 +148,6 @@ class GameEngine:
# ── Combat ──
self._resolve_combat(sim, pi, turn, phase_events if self.record_log else None)
# ── Untap ──
for c in sim.get_battlefield(pi):
c.tapped = False
if self.record_log:
life_dict = {sp.name: sp.life for sp in sim.players}
boards_dict = {
@@ -250,18 +250,18 @@ class GameEngine:
p = sim.players[pi]
w = self.weights
playable = []
for i, card in enumerate(p.hand):
if card.is_land():
continue
cmc = card.cmc or 0
if cmc <= available_mana:
playable.append((score_card(card, w), i, card))
playable.sort(key=lambda x: -x[0])
played = 0
while playable and played < 2:
while played < 2:
playable = []
for i, card in enumerate(p.hand):
if card.is_land():
continue
cmc = card.cmc or 0
if cmc <= available_mana:
playable.append((score_card(card, w), i, card))
playable.sort(key=lambda x: -x[0])
if not playable:
break
_, _, best_card = playable.pop(0)
hand_pos = -1
for i, c in enumerate(p.hand):
@@ -379,7 +379,7 @@ class GameEngine:
if (
c.is_creature()
and not c.tapped
and (turn > 0 or c.turn_played != turn)
and (c.turn_played < sim.turn or c.has_keyword("haste"))
)
]
if not my_creatures:
@@ -443,13 +443,20 @@ class GameEngine:
]
blocked = False
if valid_blockers and not atk.has_keyword("menace"):
blocker = next(
(b for b in valid_blockers if b.get_toughness() > a_pow),
None,
)
if blocker is None and opp.life <= a_pow * 2 and valid_blockers:
if valid_blockers and (not atk.has_keyword("menace") or len(valid_blockers) >= 2):
if atk.has_keyword("menace") and len(valid_blockers) >= 2:
# Menace requires 2 blockers: pick 2 best
valid_blockers.sort(key=lambda b: -b.get_toughness())
blocker = valid_blockers[0]
second_blocker = valid_blockers[1]
used_blockers.add(second_blocker.id)
else:
blocker = next(
(b for b in valid_blockers if b.get_toughness() > a_pow),
None,
)
if blocker is None and opp.life <= a_pow * 2 and valid_blockers:
blocker = valid_blockers[0]
if blocker:
used_blockers.add(blocker.id)
@@ -471,16 +478,36 @@ class GameEngine:
if events is not None:
combat_details.append(f" {atk.name} dies")
trample_over = 0
if atk.has_keyword("trample") and a_pow > blocker.get_toughness():
total_damage += a_pow - blocker.get_toughness()
trample_over = a_pow - blocker.get_toughness()
total_damage += trample_over
# Double strike: deal damage a second time (both to blocker and trample)
if atk.has_keyword("double strike"):
if a_pow >= blocker.get_toughness() or atk.has_keyword("deathtouch"):
# Blocker already dead from first strike; full damage tramples through
total_damage += a_pow
else:
# Blocker survives first strike; second strike also hits blocker
total_damage += trample_over
if atk.has_keyword("lifelink"):
p.life += min(a_pow, blocker.get_toughness())
damage_dealt = min(a_pow, blocker.get_toughness()) + trample_over
if atk.has_keyword("double strike"):
damage_dealt *= 2
p.life += damage_dealt
if not blocked:
total_damage += a_pow
if atk.has_keyword("lifelink"):
p.life += a_pow
# Double strike: deal damage twice when unblocked
if atk.has_keyword("double strike"):
total_damage += a_pow * 2
if atk.has_keyword("lifelink"):
p.life += a_pow * 2
else:
total_damage += a_pow
if atk.has_keyword("lifelink"):
p.life += a_pow
opp.life -= total_damage
p.stats.damage_dealt += total_damage
+32
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@@ -204,6 +204,12 @@ class CommanderGameState:
# ── Helpers ──────────────────────────────────────────────
# Bug 7 fix: provide .players property so turn_manager and threat_assessor
# can reference game_state.players directly.
@property
def players(self) -> list[CommanderPlayer]:
return self.commander_players
def active_player(self) -> Optional[CommanderPlayer]:
if 0 <= self.active_player_seat < len(self.commander_players):
return self.commander_players[self.active_player_seat]
@@ -221,6 +227,16 @@ class CommanderGameState:
def stack_is_empty(self) -> bool:
return len(self.stack) == 0
# Bug 9 fix: stub get_legal_moves() and apply_move() so turn_manager
# doesn't crash. These delegate to the rules engine once implemented.
def get_legal_moves(self, seat: int) -> list[dict]:
"""Return legal moves for a seat. Stub — returns pass-only."""
return [{"id": 0, "category": "pass_priority", "description": "Pass"}]
def apply_move(self, seat: int, move_id: int) -> None:
"""Apply a chosen move. Stub — no-op until rules engine is wired."""
pass
def living_players(self) -> list[CommanderPlayer]:
return [p for p in self.commander_players if not p.eliminated]
@@ -285,4 +301,20 @@ class CommanderGameState:
cp = CommanderPlayer(base=player)
cgs.commander_players.append(cp)
cgs.turn = sim_state.turn
# Bug 18 fix: attempt to identify commanders from each player's library/hand.
# Cards flagged is_commander=True are moved to the commander zone.
for i, cp in enumerate(cgs.commander_players):
for zone in [cp.base.hand, cp.base.library]:
commanders_found = [c for c in zone if c.is_commander]
for cmd in commanders_found:
zone.remove(cmd)
cp.commander_zone.append(cmd)
# Bug 19 fix: sync land_drop_used from engine's per-player stats
if sim_state.players:
active = cgs.active_player()
if active:
cgs.land_drop_used = active.base.stats.lands_played > 0
return cgs
+4 -1
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@@ -12,6 +12,7 @@ from __future__ import annotations
import copy
import json
import re
from dataclasses import dataclass, field
from typing import Optional
@@ -78,7 +79,9 @@ class Card:
kw_lower = kw.lower()
if self.keywords and any(k.lower() == kw_lower for k in self.keywords):
return True
return kw_lower in (self.oracle_text or "").lower()
# Bug 15 fix: word-boundary match prevents false positives
# (e.g. "reach" matching "breach", "ward" matching "reward")
return bool(re.search(r'\b' + re.escape(kw_lower) + r'\b', (self.oracle_text or "").lower()))
def is_land(self) -> bool:
return bool(self.type_line and "land" in self.type_line.lower())
@@ -186,7 +186,6 @@ LEGAL_MOVE_CATEGORIES = [
]
@staticmethod
def _category_label(category: str) -> str:
return {
"play_land": "Play Land",
+9 -83
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@@ -12,15 +12,11 @@ scale with pod size (e.g. Propaganda is worth more vs 3 opponents).
from __future__ import annotations
import hashlib
import json
import logging
import os
import re
from typing import Optional
from commander_ai_lab.sim.models import Card
logger = logging.getLogger("rules")
# ══════════════════════════════════════════════════════════════
# AI Weights (ported from AI_DEFAULT_WEIGHTS in app.js)
@@ -74,9 +70,6 @@ AI_DEFAULT_WEIGHTS: dict[str, float] = {
"spell_cascade": 3.0,
}
# Default path for persisted learned weights (sibling to this file)
_DEFAULT_WEIGHTS_PATH = os.path.join(os.path.dirname(__file__), "learned_weights.json")
# ══════════════════════════════════════════════════════════════
# Card Enrichment — guess type/cost for cards without Scryfall data
@@ -163,24 +156,27 @@ def _apply_oracle_flags(card: Card) -> None:
oracle = (card.oracle_text or "").lower()
type_line = (card.type_line or "").lower()
# Skip if flags are already explicitly set
if not card.is_removal and not card.is_board_wipe and not card.is_ramp:
# Board wipes
# Board wipes (skip if already set)
if not card.is_board_wipe:
if any(phrase in oracle for phrase in [
"destroy all creature", "destroy all permanent",
"all creatures get -", "exile all creature",
"each creature gets -", "deals 13 damage to each creature",
]):
card.is_board_wipe = True
# Removal
elif any(phrase in oracle for phrase in [
# Removal (skip if already set)
if not card.is_removal:
if any(phrase in oracle for phrase in [
"destroy target", "exile target creature", "exile target permanent",
"deals damage to target", "target creature gets -",
"counter target spell", "return target",
]):
card.is_removal = True
# Ramp
# Bug 17 fix: evaluate ramp independently — cards can be both removal and ramp
# (e.g. Nature's Claim, Beast Within, Abrupt Decay)
if not card.is_ramp:
if any(phrase in oracle for phrase in [
"search your library for a basic land",
"search your library for a land",
@@ -347,73 +343,3 @@ def parse_decklist(text: str) -> list[Card]:
for _ in range(qty):
cards.append(Card(name=name))
return cards
# ══════════════════════════════════════════════════════════════
# Learned Weights — persist & load simulation-derived weights
# ══════════════════════════════════════════════════════════════
def load_weights(path: str = _DEFAULT_WEIGHTS_PATH) -> dict[str, float]:
"""
Load AI weights from a JSON file, falling back to AI_DEFAULT_WEIGHTS.
Merges loaded values on top of defaults so any new weight keys added
to AI_DEFAULT_WEIGHTS are always present even in older saved files.
Usage::
from commander_ai_lab.sim.rules import load_weights
weights = load_weights() # uses learned_weights.json if present
weights = load_weights("path/to/custom.json") # custom path
"""
if os.path.exists(path):
try:
with open(path, encoding="utf-8") as f:
loaded: dict = json.load(f)
# Only accept numeric values; ignore stale / corrupted keys
valid = {k: float(v) for k, v in loaded.items() if isinstance(v, (int, float))}
merged = {**AI_DEFAULT_WEIGHTS, **valid}
logger.info("Loaded %d learned weights from %s", len(valid), path)
return merged
except Exception as exc:
logger.warning("Failed to load weights from %s: %s — using defaults", path, exc)
return dict(AI_DEFAULT_WEIGHTS)
def save_weights(weights: dict[str, float], path: str = _DEFAULT_WEIGHTS_PATH) -> str:
"""
Persist AI weights to a JSON file.
Clamps each value to [-20.0, 20.0] before saving to prevent runaway
drift from repeated simulation updates.
Returns the absolute path that was written.
Usage::
from commander_ai_lab.sim.rules import save_weights
save_weights(updated_weights) # default path
save_weights(updated_weights, "path/to/custom.json")
"""
_CLAMP_MIN, _CLAMP_MAX = -20.0, 20.0
clamped = {
k: round(max(_CLAMP_MIN, min(_CLAMP_MAX, float(v))), 6)
for k, v in weights.items()
}
os.makedirs(os.path.dirname(os.path.abspath(path)), exist_ok=True)
with open(path, "w", encoding="utf-8") as f:
json.dump(clamped, f, indent=2)
logger.info("Saved %d weights to %s", len(clamped), path)
return os.path.abspath(path)
def reset_weights(path: str = _DEFAULT_WEIGHTS_PATH) -> dict[str, float]:
"""
Delete any persisted learned weights and return AI_DEFAULT_WEIGHTS.
Useful for starting a fresh learning run without stale drift.
"""
if os.path.exists(path):
os.remove(path)
logger.info("Deleted learned weights file: %s", path)
return dict(AI_DEFAULT_WEIGHTS)
+10 -11
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@@ -16,6 +16,7 @@ Scores are normalized to [0.0, 1.0]. Higher = more dangerous.
from __future__ import annotations
import re
from dataclasses import dataclass, field
from typing import Optional
@@ -73,6 +74,7 @@ def assess_threats(
List[ThreatScore] sorted by total descending.
"""
scores: list[ThreatScore] = []
# Bug 12 fix: game_state.players now works via the @property added in game_state.py
players = game_state.players
viewer = players[viewer_seat] if viewer_seat < len(players) else None
viewer_life = viewer.life if viewer else 40
@@ -82,23 +84,20 @@ def assess_threats(
continue
# --- Board power ---
# Bug 12/13 fix: use game_state.battlefield(seat) instead of player.battlefield,
# and use Card dataclass attribute access instead of dict .get()
total_power = 0
board_size = 0
combo_score = 0
for c in player.battlefield:
if c.get("type") in ("creature", "Creature") or "creature" in c.get("type", "").lower():
try:
pt = c.get("pt", "0/0")
pw = int(pt.split("/")[0]) if "/" in pt else 0
except (ValueError, IndexError):
pw = 0
total_power += pw
if not (c.get("type", "").lower() == "land"):
for c in game_state.battlefield(seat):
if c.is_creature():
total_power += c.get_power()
if not c.is_land():
board_size += 1
# Combo proximity: scan oracle text for combo indicators
oracle = (c.get("oracle", "") or "").lower()
# Bug 14 fix: import re moved to top of file
oracle = (c.oracle_text or "").lower()
for kw in _COMBO_KEYWORDS:
import re
if re.search(kw, oracle):
combo_score += 1
break
+8 -8
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@@ -241,7 +241,7 @@ class CommanderTurnManager:
if active in self._human_move_futures:
fut = self._human_move_futures[active]
if not fut.done():
fut.get_event_loop().call_soon_threadsafe(fut.set_result, move_id)
asyncio.get_running_loop().call_soon_threadsafe(fut.set_result, move_id)
else:
logger.warning("human_play called but future already resolved for seat %d", active)
else:
@@ -310,8 +310,8 @@ class CommanderTurnManager:
async def _phase_untap(self, active_seat: int) -> None:
"""Untap all permanents for active player. No priority."""
player = self.gs.players[active_seat]
for card in player.battlefield:
card["tapped"] = False
for card in self.gs.sim_state.get_battlefield(active_seat):
card.tapped = False
logger.debug(" [untap] %s untapped all permanents", player.name)
async def _phase_draw(self, active_seat: int, turn_num: int) -> None:
@@ -322,7 +322,7 @@ class CommanderTurnManager:
if player.library:
drawn = player.library.pop()
player.hand.append(drawn)
logger.debug(" [draw] %s drew %s", player.name, drawn.get("name", "?"))
logger.debug(" [draw] %s drew %s", player.name, drawn.name)
async def _phase_main(self, active_seat: int, turn_num: int, phase: str) -> None:
"""
@@ -403,7 +403,7 @@ class CommanderTurnManager:
player.graveyard.append(discarded)
logger.debug(
" [cleanup] %s discarded %s",
player.name, discarded.get("name", "?"),
player.name, discarded.name,
)
# ── Priority Passing (APNAP) ──────────────────────────────────────────────
@@ -435,6 +435,7 @@ class CommanderTurnManager:
while consecutive_passes < passes_needed and iterations < max_iter:
for seat in apnap_order:
iterations += 1 # Bug 11 fix: always increment iterations
if self.gs.players[seat].eliminated:
consecutive_passes += 1
continue
@@ -469,7 +470,6 @@ class CommanderTurnManager:
continue
consecutive_passes += 1
iterations += 1
if iterations >= max_iter:
logger.debug("APNAP pass limit reached in phase %s", phase)
@@ -499,7 +499,7 @@ class CommanderTurnManager:
async def _await_human_move(self, seat: int) -> Optional[int]:
"""Block until human_play() injects a move for this seat."""
loop = asyncio.get_event_loop()
loop = asyncio.get_running_loop()
fut: asyncio.Future = loop.create_future()
self._human_move_futures[seat] = fut
try:
@@ -526,7 +526,7 @@ class CommanderTurnManager:
if self.on_thinking:
await self.on_thinking(seat, True)
loop = asyncio.get_event_loop()
loop = asyncio.get_running_loop()
t_start = time.monotonic()
try: