Commit Graph
14 Commits
Author SHA1 Message Date
rgriffithandClaude Opus 4.6 54cc5e9b2e fix(lan-client): swap P3/P4 grid positions for clockwise turn order
Swapped CSS grid-area, zone-row anchoring, commander-row anchoring,
label corners, and life-panel positions for .p3/.p4 so the turn
sequence P1→P2→P3→P4 reads clockwise around the battlefield.
Also added PLAYER_INDEX_TO_QUADRANT lookup in player-panels.js.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-04-05 22:22:32 -04:00
rgriffithandClaude Opus 4.6 9b79d18201 feat(lan-client): triggers panel + CMD DMG score badges + fix encoding project-wide
Left action panel revised to show triggers list + Create Token/Auto-Arrange.
CMD DMG badges added to center life-panel score areas (click opens matrix).
Removed renderEnhancedPanels calls that split the battlefield on damage adjust.
Added encoding='utf-8' to all bare open() calls across 17 Python files to
prevent cp1252 crashes on MTG card text with smart quotes/em-dashes.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-04-05 22:14:56 -04:00
rgriffithandClaude Opus 4.6 69bdd94ef2 feat(lan-client): hide AI hands + persist Scryfall image cache
AI hand privacy (rendering layer only):
- renderHandZone(): when player.isAI, render face-down violet card backs
  (dark purple diagonal hatch + ornate ring) instead of face-up thumbnails.
  Count stays public (standard MTG). No image, name, preview, drag, or
  click-to-open-modal on face-down thumbs.
- renderZoneModal(): filter the "Hand" tab out of the zone modal when
  inspecting an AI opponent; reset activeZoneTab to 'graveyard' if it was
  'hand' when an AI modal opens.
- New CSS: .hand-thumb.face-down (+ .overflow variant) with violet hatch
  pattern, radial glow, and centered purple ring pseudo-element.

Scryfall image cache persistence (eliminates per-game refetching):
- _scryfallCache now saves to localStorage under commanderLab.scryfallCache.v1
- 30-day TTL, 20,000-entry cap, graceful quota-exceeded handling
- Debounced auto-save (750ms) after each batch enrichment
- Cache-hit logging: logs hit ratio when refetching, or "from cache" when
  a whole game's card pool is already in localStorage
- clearScryfallCache() helper exposed on window for manual purges

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-04-05 18:32:43 -04:00
rgriffithandClaude Opus 4.6 8fbebc21f3 feat(lan-client): charcoal felt battlefield + top-bar polish + return-to-start
Battlefield (charcoal felt):
- Darken --felt / --felt-light / --felt-dark to #181818 / #202020 / #0d0d0d
- Tighter --felt-line opacities (0.06 / 0.12) on the darker surface
- Finer-grain noise texture (baseFrequency 1.2, tile 180px) at 0.14 alpha
  with mix-blend-mode: overlay so the grain rides on the felt
- Deeper vignette (35% center, rgba(0,0,0,0.6) at edges)

Top bar:
- .top-bar-logo: 14px → 28px, align-self: stretch, flex-centered so
  "COMMANDER" fills the full 44px height
- .phase-step: 10px → 11px, roomier padding (2px 8px), gap 2→4px,
  letter-spacing 0.02em
- .btn-util: 22×22 → 32×32, font 10px → 15px (readable icons again)
- New .btn-util.btn-util-exit ✕ button (red-tinted, wired to
  confirmReset() → return to setup screen)
- Remove deck generator (⚡) and collection (📚) util buttons from the
  top bar (those panels are still reachable from other entry points)

Setup screen:
- Swap .setup-title from MTG gold to the same neon violet sign effect
  as the top-bar logo (4-layer text-shadow, uppercase, ls 0.08em)

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-04-05 18:05:47 -04:00
rgriffithandClaude Opus 4.6 7cfdecb2c3 feat(lan-client): polish setup screen — charcoal bg, no rainbow bar, fit-to-screen
- .setup-card background: rgba(26,26,46,0.97) violet-tint → rgba(22,22,22,0.97)
  true charcoal that matches --color-surface-3
- Remove the 3px rainbow p1→p4 gradient strip from .setup-card::before
  (display: none)
- Compress spacing so the full lobby fits without scrolling:
  - padding 2.5rem → 1.25rem 1.5rem
  - title text-3xl → text-2xl, subtitle 2rem margin → 0.85rem
  - section margin 1.5rem → 0.75rem
  - label text-sm → text-xs with tighter margin
  - player-count-btn padding 0.75rem → 0.4rem
  - deck-precon-list max-height 140px → 90px
  - btn-start padding 1rem → 0.6rem

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-04-05 17:53:27 -04:00
rgriffithandClaude Opus 4.6 38f3837f5a feat(lan-client): animated smoky purple summoning-sick overlay
Replace the nearly-invisible black diagonal stripes with a layered
animated purple hatch so sick creatures read instantly as "can't attack":

- Double-layer repeating-linear-gradient (two purple stripe opacities)
- sick-drift animation (3s linear) — stripes crawl diagonally
- sick-pulse animation (2.4s ease-in-out) — soft opacity breathing
- Inset 14px purple box-shadow for hazy edge glow

Matches the --accent / violet palette from the AI Lab redesign.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-04-05 17:42:27 -04:00
rgriffithandClaude Opus 4.6 681888adcd feat(lan-client): port pure-black + violet + neon palette from AI Lab redesign
Apply the same 5-step visual redesign to the LAN client's MTG battlefield
theme while preserving functional game colors (mana, felt table, player
quadrants p1-p4).

- Swap Google Fonts import from Cinzel+Inter to Barlow Condensed + Barlow
- Pure black surfaces (#080808 / 0e / 11 / 16 / 1a)
- Swap primary accent from blue #5b8dd9 to electric violet #8b5cf6
- Square industrial radii (2/4/6/8px)
- Replace all hardcoded 'Cinzel' / 'Inter' with var(--font-display) /
  var(--font-body)
- Pure black top bar with violet underglow shadow
- Convert .top-bar-logo "Commander" title from gold to 4-layer violet
  neon sign with hover brightening
- Sweep 42 hardcoded rgba(91,141,217,...) blue values downstream to
  rgba(139,92,246,...) violet across buttons, zone tabs, stack items,
  combat UI, etc.

MTG functional colors (mana W/U/B/R/G, felt table, player quadrants)
remain intact.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-04-05 17:39:30 -04:00
rgriffithandClaude Opus 4.6 4cae97ab44 fix(lan-client): compact phase pills, wrap NEXT PHASE/NEXT TURN labels
The phase track (BEGIN · MAIN 1 · COMBAT · END) was losing labels to
ellipsis on narrow top bars, and the primary action buttons were
clipping "NEXT PHASE"/"NEXT TURN" because they had white-space: nowrap
and a fixed height.

.phase-step:
  - tighter padding (1px 5px) and gap (2px)
  - no letter-spacing, smaller border-radius, flex-shrink: 1 so pills
    compress uniformly when the top bar is crowded
  - merged duplicate .phase-step.active rule and made it bolder so the
    active step still reads well after the shrink

.btn-phase (NEXT PHASE / NEXT TURN):
  - white-space: normal + word-break: break-word enable two-line wrap
  - height: auto + min-height: 34px lets the label breathe inside
    the 44px top bar
  - min-width: 64px / max-width: 80px keeps the buttons square-ish
  - display: flex centers the wrapped text vertically & horizontally
  - align-items: stretch on .top-bar-actions so both buttons match
    the tallest sibling's height

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-04-05 10:39:18 -04:00
rgriffithandClaude Opus 4.6 409aba26f4 feat: AI bug fixes, deck/collection migration, and enrichment pipeline
- Fix AI turn pipeline: add cmc to Scryfall cache, tag isRamp/isRemoval/
  isBoardWipe from oracle text during enrichment, enable post-combat spell
  casting for all difficulty levels
- Migrate deck builder, deck generator, and collection from ui/ to
  lan-client/ as iframe-embedded panels with LAB_API_BASE patching
- Fix ai-bridge.js: turnNumber, deck_name, battlefield serialization,
  5-playstyle mapping, window exports for cross-script access
- Fix engine.js: battlefieldCards flat array (not player.battlefield),
  aiDeclareAttacks extraction, combat overlay fixes
- Fix collection.js: template literal, column visibility alignment,
  set_code key, oracle text column, sortable category
- Add exile/graveyard last-card image rendering in ui.js
- Make state_encoder.py resilient to mixed input types
- Enrich type_line from Scryfall at card insert in deckbuilder.py

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-04-05 00:05:23 -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 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
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
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