Commit Graph
19 Commits
Author SHA1 Message Date
rgriffithandClaude Opus 4.6 30c3ab5a89 fix: pass gameState to _canAfford in MacroActionMapper
Static method was referencing bare gameState which is always null.
Now accepts gameState as parameter, and all 5 callers pass it through.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-04-04 17:02:05 -04:00
rgriffithandClaude Opus 4.6 bbb7f7a966 fix: _getBattlefieldCards reads battlefieldCards instead of battlefield
Was reading gameState.battlefield (doesn't exist) causing AI to
receive empty board state. Now reads gameState.battlefieldCards
and matches by ownerIndex.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-04-04 17:00:39 -04:00
rgriffithandClaude Opus 4.6 ef739e1f49 feat: UI improvements — silver commander border, life panel border, hand drag-and-drop, card placement
- Add bright silver 3D smoky border around commander card zones
- Wrap all 4 life panels in a single bordered container
- Add drag-and-drop from hand zone to battlefield with ghost preview
- Update card placement to center of battlefield, avoiding overlaid zones
- Fix card dimensions in placement calc (110x150 -> 63x84)

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-04-04 16:50:56 -04:00
rgriffithandClaude Opus 4.6 920d7d9787 fix: remove player color border and owner bar from battlefield cards
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-04-04 15:55:56 -04:00
rgriffithandClaude Opus 4.6 52d51ebd5e feat: battlefield UI overhaul — life panels, card sizing, layout
- Move life/cmd-dmg/poison into 3-box life panels as a top-level
  overlay (z-index 50) centered at quadrant intersections
- Remove center emblem
- Match battlefield card size to hand cards (63x84px)
- Overlay zone-row and commander-row on battlefield edges to
  eliminate dead space and maximize battlefield area
- Restructure poison badges from per-player absolute positioning
  into life-panel counters box

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-04-04 15:50:35 -04:00
rgriffithandClaude Opus 4.6 db3675aa6a feat: enlarge hand card thumbnails to fill zone height
Scale .hand-thumb from 32x45px to 63x84px so cards fill the
hand zone vertically while maintaining MTG card proportions.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-04-04 14:36:50 -04:00
rgriffith 99044342c2 fix: remove stray } after showManaPool stub (line 1856) 2026-04-04 13:33:37 -04:00
rgriffith 022f89478d fix: restore ui.js from placeholder corruption + Phase 1 patches 2026-04-03 23:25:01 -04:00
KoalaTrapLord 336f913d4b feat(phase-1): no-op mana pool display functions in ui.js
- renderManaPool() -> stub (floating #mana-pool-display removed from UI)
- showManaPool() -> stub
- Remove 'Mana Auto-Clear' row from renderSettingsPanel()

Internal mana tracking state (manaPool object, canPayManaCost,
clearManaPool, clearAllManaPools, etc.) fully preserved in engine.js.
createInitialState() already had energy/experience/rad/emblems.
setupManaPoolDrag() in engine.js already a no-op stub.
index.html and style.css require no changes.
2026-04-03 18:54:22 -04:00
KoalaTrapLord 661847a4d8 feat(phase-1): no-op mana pool display functions in ui.js
- renderManaPool() → stub comment (floating #mana-pool-display removed)
- showManaPool() → stub comment
- Remove 'Mana Auto-Clear' row from renderSettingsPanel()

Internal mana tracking state (manaPool object, canPayManaCost,
clearManaPool, etc.) fully preserved in engine.js.
createInitialState() already had energy/experience/rad/emblems.
setupManaPoolDrag() in engine.js already stubbed.
index.html and style.css require no changes.

Closes #190 Phase 1
2026-04-03 18:51:15 -04:00
KoalaTrapLord e710fd5e03 placeholder 2026-04-03 18:50:51 -04:00
KoalaTrapLord e55ac9aebf feat: add Scryfall image enrichment after .dck load — batch fetch card art for all zones 2026-04-03 11:30:30 -04:00
KoalaTrapLord d2b86ef2ed fix: wire precon-loader.js into index.html script load order 2026-04-03 11:19:37 -04:00
KoalaTrapLord 081dd66121 fix: add startGameWithDecks() and loadPreconDeckFromDck() for precon .dck loading into simulator 2026-04-03 11:17:27 -04:00
Commander AI Lab e90efe1654 fix: serve lan-client from backend at /lan on port 8080
- Mount lan-client/ as static files at /lan with html=True
- Mount precon-decks/ at /precon-decks/ for direct .dck access
- ai-bridge.js: use same-origin (empty URLs, auto-detect from window.location)
- engine.js: simplify deck fetch to use /api/lab/precons/deck endpoint + /precon-decks/ static fallback
- Eliminates cross-origin issues by serving everything from localhost:8080

Access the LAN battlefield at http://localhost:8080/lan/
2026-04-03 14:30:55 +00:00
Commander AI Lab 7750b43494 fix: deck loading — wire startGameWithDecks, fetch .dck content, parse [sections]
Three fixes that prevented precon decks from loading into actual gameplay:

1. ui.js: window.startGame() now calls startGameWithDecks() when
   setupDeckChoices has entries (the 3-tab selector stores choices there).
   Previously it called initGame() which looked for old deck-sel-{i}
   dropdowns that no longer exist.

2. engine.js: loadPreconForPlayer() now fetches .dck file content from
   the backend (/api/lab/precons/deck?fileName=...) when precon.decklist
   is empty. Falls back to fetching precon-decks/{file} directly.
   PRECON_DATA entries only have metadata (name, commander, set) — the
   actual card list lives in the .dck files.

3. engine.js: parseDeckList() now handles .dck bracket-style section
   headers like [Commander], [Main], [metadata]. Previously only matched
   bare text like 'COMMANDER:' without brackets. Also skips [metadata]
   lines (e.g. 'Name=Elven Empire').

4. routes/precon.py: Added GET /api/lab/precons/deck?fileName=... endpoint
   to serve raw .dck file content for the LAN client.
2026-04-03 13:45:15 +00:00
Commander AI Lab 94b1e050d8 fix: setup screen overflows viewport — constrain height and use 2-col deck grid
- Add max-height: 92vh and overflow-y: auto to .setup-card
- Widen .setup-card to 860px to fit 2-column deck grid
- Change .deck-assignment-grid from vertical stack to 2-column grid
  so 4 player panels render in 2 rows instead of 4
- Tighten .deck-tab-content (170px) and .deck-precon-list (140px)
- Make top gradient bar sticky on scroll
- Responsive fallback to single column below 640px
2026-04-03 13:37:02 +00:00
KoalaTrapLord 8bfde0230b fix: add precons.js with 163 entries and fix backend precon UI refresh (#197)
- Generate lan-client/precons.js from precon-decks/precon-index.json so
  PRECON_DATA is always available for local/offline mode (163 precons)
- Add scripts/generate-precons-js.js for regeneration when precons update
- Fix _loadBackendPrecons() to re-render the precon tab UI when backend
  precons load successfully (was only updating status indicator text,
  not populating the dropdown)

Without precons.js, PRECON_DATA was undefined and the dropdown showed
'No precon data loaded' even though 163 .dck files exist in the repo.
2026-04-03 09:31:54 -04:00
KoalaTrapLordandClaude Opus 4.6 4214831e59 feat: LAN Battlefield App Integration with AI Pipeline (#196)
* feat: LAN Battlefield App integration with Commander-AI-Lab AI pipeline

Add the LAN Battlefield App as a browser client (lan-client/) that
connects to the Commander-AI-Lab backend for ML-powered AI opponents,
3-category deck selection, and enhanced player panels.

Phase 1 - Foundation:
- Remove floating mana pool display (keep internal tracking)
- Add energy, experience, rad, emblems fields to game state
- No-op renderManaPool(), showManaPool(), setupManaPoolDrag()

Phase 2 - Backend Connection (ai-bridge.js):
- BackendConnector: REST + WebSocket connectivity with retry/timeout
- GameStateBridge: Serializes engine.js state for /api/policy/decide
- MacroActionMapper: Translates 8 ML macro-actions to engine.js calls
- DeckSourceClient: Fetches precon/EDHREC decks from backend API

Phase 3 - Deck System:
- 3-tab deck selector (Precons / EDHREC / My Decks) replaces dropdown
- Precon grouping by set with collapsible sections and filtering
- EDHREC search integration (stub, ready for backend implementation)
- My Decks textarea import placeholder

Phase 4 - AI Integration:
- runAiTurn() priority chain: ML Pipeline > Forge > Local Heuristic
- _runMlAiTurn() async turn loop with multi-phase decision requests
- Backend session initialization on game start
- Automatic fallback to local AI on any ML pipeline error

Phase 5 - Enhanced Player Panels (player-panels.js):
- Collapsible panels with localStorage persistence
- Commander damage progress bars with warning/critical thresholds
- Poison, energy, experience, rad counter widgets
- Emblem tracking with add/remove

Phase 6 - Polish:
- Script loading order: precons > engine > ai-bridge > panels > ui
- Backend auto-detection on page load with status indicator
- Connection status display on setup screen

Closes #184, Closes #185, Closes #186, Closes #187, Closes #188, Closes #189

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>

* fix: refine LAN battlefield integration with full JSDoc, proper phase IDs

- Add comprehensive JSDoc comments to all ai-bridge.js classes
- Use optional chaining for PHASES lookup in GameStateBridge
- Direct addLogEntry calls in player-panels.js (loaded after engine.js)
- Remove leftover mana pool CSS that was missed in initial pass
- Minor style.css cleanup for consistency

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>

---------

Co-authored-by: Claude <noreply@anthropic.com>
2026-04-03 09:16:27 -04:00