feat: add Scryfall image enrichment after .dck load — batch fetch card art for all zones

This commit is contained in:
KoalaTrapLord committed 2026-04-03 11:30:30 -04:00
1 parent d2b86ef2ed
commit e55ac9aebf
1 file changed
+174 -42
+174 -42
View File
@@ -1,47 +1,43 @@
/**
* precon-loader.js
* Handles loading precon .dck files from the backend into the lan-client simulator.
* Depends on: engine.js (gameState, initGame, drawCard, addLogEntry, renderPlayerPanels)
* Depends on: engine.js (gameState, initGame, addLogEntry, renderPlayerPanels)
* ai-bridge.js (AIBridge.deckSource.fetchPreconDeck)
* ui.js (setupDeckChoices, setupPlayerCount, setupStartingLife)
*/
'use strict';
// In-memory Scryfall image cache: cardName -> { imageUrl, typeLine, oracleText, manaCost, power, toughness }
const _scryfallCache = {};
// Scryfall collection endpoint — accepts up to 75 card identifiers per call
const SCRYFALL_COLLECTION_URL = 'https://api.scryfall.com/cards/collection';
// ============================================================
// startGameWithDecks
// Called by ui.js startGame() when players have selected precon decks.
// Initialises the game state first, then async-loads each player's deck.
// ============================================================
async function startGameWithDecks() {
// Collect player names from the setup form
const playerNames = [];
for (let i = 0; i < (setupPlayerCount || 4); i++) {
const inp = document.getElementById('player-name-' + i);
playerNames.push(inp && inp.value.trim() ? inp.value.trim() : 'Player ' + (i + 1));
}
// Boot the game with empty zones first so the battlefield renders immediately
initGame(setupPlayerCount || 4, playerNames, setupStartingLife || 40);
// Now async-fill each player's zones from their chosen precon
const choices = typeof setupDeckChoices !== 'undefined' ? setupDeckChoices : {};
const loadPromises = Object.entries(choices).map(async ([idxStr, choice]) => {
const playerIdx = parseInt(idxStr, 10);
if (choice.type !== 'precon' || !choice.preconId) return;
try {
// Ensure fileName always ends with .dck
const fileName = choice.preconId.endsWith('.dck')
? choice.preconId
: choice.preconId + '.dck';
const fileName = choice.preconId.endsWith('.dck') ? choice.preconId : choice.preconId + '.dck';
const data = await AIBridge.deckSource.fetchPreconDeck(fileName);
if (!data || !data.decklist) {
addLogEntry('\u26A0 Could not load deck for Player ' + (playerIdx + 1) + ' (no decklist returned)');
return;
}
loadPreconDeckFromDck(playerIdx, data.decklist, choice.preconId);
} catch (e) {
console.warn('[precon-loader] Failed to load deck for player', playerIdx, e);
@@ -51,24 +47,17 @@ async function startGameWithDecks() {
await Promise.all(loadPromises);
// Refresh the full UI after all decks are loaded
if (typeof renderPlayerPanels === 'function') renderPlayerPanels();
if (typeof updateActivePlayerHighlight === 'function') updateActivePlayerHighlight();
// Kick off image enrichment for all players in the background (non-blocking)
enrichAllZonesWithScryfall();
}
// ============================================================
// loadPreconDeckFromDck
// Parses a Forge-format .dck file string and populates a player's zones.
//
// Forge .dck format:
// [metadata]
// Name=Deck Name
// [Commander]
// 1 Lathril, Blade of the Elves
// [Main]
// 1 Sol Ring
// ...
// ============================================================
function loadPreconDeckFromDck(playerIdx, dckContent, deckLabel) {
if (!gameState) return;
@@ -83,16 +72,12 @@ function loadPreconDeckFromDck(playerIdx, dckContent, deckLabel) {
const line = rawLine.trim();
if (!line || line.startsWith('//')) continue;
// Section headers: [Commander], [Main], [Sideboard], [metadata]
if (line.startsWith('[') && line.endsWith(']')) {
section = line.slice(1, -1);
continue;
}
// Skip metadata key=value lines
if (line.includes('=') && !line.match(/^\d/)) continue;
// Card lines: "1 Sol Ring" or "1 Sol Ring|ELD"
const m = line.match(/^(\d+)\s+(.+?)(?:\|.*)?$/);
if (!m) continue;
@@ -102,26 +87,21 @@ function loadPreconDeckFromDck(playerIdx, dckContent, deckLabel) {
if (section === 'Commander') {
commander = name;
} else if (section === 'Main') {
for (let q = 0; q < qty; q++) {
mainCards.push(name);
}
for (let q = 0; q < qty; q++) mainCards.push(name);
}
// Sideboard is ignored for Commander
}
// Clear existing zones before populating
player.zones.command = [];
player.zones.library = [];
player.zones.hand = [];
player.zones.command = [];
player.zones.library = [];
player.zones.hand = [];
player.zones.graveyard = [];
player.zones.exile = [];
player.zones.exile = [];
// Populate command zone
if (commander) {
player.zones.command.push({
id: 'cmd-' + playerIdx + '-' + Date.now(),
name: commander,
imageUrl: '', // Scryfall fetch can enrich this later
imageUrl: '',
typeLine: 'Legendary Creature',
oracleText: '',
manaCost: '',
@@ -129,7 +109,6 @@ function loadPreconDeckFromDck(playerIdx, dckContent, deckLabel) {
player.commanderCardName = commander;
}
// Populate library
for (const cardName of mainCards) {
player.zones.library.push({
id: 'lib-' + playerIdx + '-' + cardName + '-' + Math.random().toString(36).slice(2, 6),
@@ -141,19 +120,18 @@ function loadPreconDeckFromDck(playerIdx, dckContent, deckLabel) {
});
}
// Shuffle library (Fisher-Yates)
// Fisher-Yates shuffle
const lib = player.zones.library;
for (let i = lib.length - 1; i > 0; i--) {
const j = Math.floor(Math.random() * (i + 1));
[lib[i], lib[j]] = [lib[j], lib[i]];
}
// Draw opening hand (7 cards)
// Draw opening hand
for (let d = 0; d < 7 && lib.length > 0; d++) {
player.zones.hand.push(lib.shift());
}
// Update UI for this player
if (typeof updateZoneCountsForPlayer === 'function') updateZoneCountsForPlayer(playerIdx);
if (typeof renderCommanderZone === 'function') renderCommanderZone(playerIdx);
if (typeof renderHandZone === 'function') renderHandZone(playerIdx);
@@ -161,7 +139,161 @@ function loadPreconDeckFromDck(playerIdx, dckContent, deckLabel) {
const label = deckLabel ? deckLabel.replace('.dck', '') : 'Unknown Deck';
addLogEntry(
'\uD83C\uDCCF <strong>' + player.name + '</strong> loaded: <em>' + label + '</em>' +
(commander ? ' — Commander: <strong>' + commander + '</strong>' : '') +
(commander ? ' \u2014 Commander: <strong>' + commander + '</strong>' : '') +
' (' + lib.length + ' in library, 7 in hand)'
);
}
// ============================================================
// SCRYFALL IMAGE ENRICHMENT
// After zones are populated with card names, batch-fetch card
// data from Scryfall and backfill imageUrl on every card object.
// Uses the /cards/collection endpoint (75 cards per request).
// Results are cached in _scryfallCache so re-renders are instant.
// ============================================================
async function enrichAllZonesWithScryfall() {
if (!gameState) return;
// Gather all unique card names across all players and all zones
const nameSet = new Set();
for (const player of gameState.players) {
for (const zone of Object.values(player.zones)) {
for (const card of zone) {
if (card.name && !_scryfallCache[card.name]) nameSet.add(card.name);
}
}
}
if (nameSet.size === 0) return;
const names = Array.from(nameSet);
addLogEntry('\uD83C\uDF0D Fetching card images from Scryfall (' + names.length + ' unique cards)...');
// Split into batches of 75 (Scryfall max)
const BATCH = 75;
for (let i = 0; i < names.length; i += BATCH) {
const batch = names.slice(i, i + BATCH);
try {
await _fetchScryfallBatch(batch);
} catch (e) {
console.warn('[precon-loader] Scryfall batch failed', e);
}
// Polite delay between batches to respect Scryfall rate limit (50-100ms)
if (i + BATCH < names.length) await _sleep(100);
}
// Apply cached data to every card object in every zone
_applyScryfallDataToAllCards();
addLogEntry('\u2705 Card images loaded.');
}
async function _fetchScryfallBatch(names) {
const identifiers = names.map(name => ({ name }));
const resp = await fetch(SCRYFALL_COLLECTION_URL, {
method: 'POST',
headers: { 'Content-Type': 'application/json' },
body: JSON.stringify({ identifiers }),
});
if (!resp.ok) throw new Error('Scryfall HTTP ' + resp.status);
const json = await resp.json();
for (const card of (json.data || [])) {
const name = card.name;
// Pick the best image: normal > large > small, handle double-faced
let imageUrl = '';
if (card.image_uris) {
imageUrl = card.image_uris.normal || card.image_uris.large || card.image_uris.small || '';
} else if (card.card_faces && card.card_faces[0] && card.card_faces[0].image_uris) {
imageUrl = card.card_faces[0].image_uris.normal || card.card_faces[0].image_uris.large || '';
}
_scryfallCache[name] = {
imageUrl,
typeLine: card.type_line || '',
oracleText: card.oracle_text || (card.card_faces && card.card_faces[0] ? card.card_faces[0].oracle_text : '') || '',
manaCost: card.mana_cost || (card.card_faces && card.card_faces[0] ? card.card_faces[0].mana_cost : '') || '',
power: card.power || '',
toughness: card.toughness || '',
};
}
// Mark not-found cards so we don't re-fetch them on next enrichment
for (const name of names) {
if (!_scryfallCache[name]) _scryfallCache[name] = { imageUrl: '', typeLine: '', oracleText: '', manaCost: '', power: '', toughness: '' };
}
}
function _applyScryfallDataToAllCards() {
if (!gameState) return;
for (const player of gameState.players) {
for (const zone of Object.values(player.zones)) {
for (const card of zone) {
const data = _scryfallCache[card.name];
if (data) {
card.imageUrl = data.imageUrl || card.imageUrl;
card.typeLine = data.typeLine || card.typeLine;
card.oracleText = data.oracleText || card.oracleText;
card.manaCost = data.manaCost || card.manaCost;
if (data.power) card.power = data.power;
if (data.toughness) card.toughness = data.toughness;
}
}
}
// Also enrich battlefield cards owned by this player
if (gameState.battlefieldCards) {
for (const card of gameState.battlefieldCards) {
if (card.ownerIndex !== player.id) continue;
const data = _scryfallCache[card.name];
if (data && !card.imageUrl) {
card.imageUrl = data.imageUrl || '';
card.typeLine = data.typeLine || card.typeLine;
card.oracleText = data.oracleText || card.oracleText;
card.manaCost = data.manaCost || card.manaCost;
}
}
}
}
// Trigger UI refresh so images appear without a full reload
if (typeof renderPlayerPanels === 'function') renderPlayerPanels();
if (typeof renderCommanderZone === 'function') {
for (let i = 0; i < gameState.players.length; i++) renderCommanderZone(i);
}
if (typeof renderHandZone === 'function') {
for (let i = 0; i < gameState.players.length; i++) renderHandZone(i);
}
if (typeof updateZoneCounts === 'function') updateZoneCounts();
}
/**
* Enrich a single card object on-demand (useful for cards drawn or played after initial load).
* Returns a Promise that resolves when the card's imageUrl is set.
*/
async function enrichCardWithScryfall(card) {
if (!card || !card.name) return;
if (card.imageUrl) return; // already has image
const cached = _scryfallCache[card.name];
if (cached) {
card.imageUrl = cached.imageUrl || '';
card.typeLine = cached.typeLine || card.typeLine;
card.oracleText = cached.oracleText || card.oracleText;
card.manaCost = cached.manaCost || card.manaCost;
return;
}
await _fetchScryfallBatch([card.name]);
const data = _scryfallCache[card.name];
if (data) {
card.imageUrl = data.imageUrl || '';
card.typeLine = data.typeLine || card.typeLine;
card.oracleText = data.oracleText || card.oracleText;
card.manaCost = data.manaCost || card.manaCost;
}
}
function _sleep(ms) {
return new Promise(resolve => setTimeout(resolve, ms));
}