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Author SHA1 Message Date
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
KoalaTrapLord e2568c731c fix: auto-load .env in state.py so dotenv works without explicit load_dotenv call
When running plain `python script.py` or bare uvicorn, .env is never
loaded automatically. Added a dotenv bootstrap block at the top of
state.py that finds and loads the nearest .env file (walks up from
models/ to the project root). Uses load_dotenv with override=False so
explicitly set environment variables always win over .env values.
Gracefully skips if python-dotenv is not installed.
2026-04-03 08:41:58 -04:00
KoalaTrapLord d6863b6d7e fix: auto-populate all CFG paths from environment variables
CFG.forge_dir, precon_dir, forge_decks_dir, forge_jar, and lab_jar
were only set via CLI args. When the server starts via uvicorn directly
(no CLI), all paths stayed empty and forge_card_loader could not find
the cardsfolder, causing 0 lands in every deck.

Fix: read FORGE_DIR, FORGE_JAR, PRECON_DIR, PRECON_DECKS_DIR,
FORGE_DECKS_DIR, and LAB_JAR from environment at import time, mirroring
the existing ANTHROPIC_API_KEY / XIMILAR_API_KEY pattern.
2026-04-03 04:56:44 -04:00
KoalaTrapLord 1fc99a5d4a fix: auto-discover precon-decks/ and sample-decks/ when CFG paths unset
_find_dck_file only searched CFG.precon_dir / CFG.forge_decks_dir, both
of which are empty when the server is started without CLI args. This
caused all precon deck lookups to return 0 cards.

Fix: add _REPO_ROOT and _BUILTIN_DECK_DIRS constants, then append
precon-decks/, sample-decks/, imported-decks/ to the search list
whenever they exist on disk, regardless of whether CFG paths are set.
2026-04-03 04:50:49 -04:00
KoalaTrapLord eed2c7f126 New HTML battlefield to test features before Unity (#182) 2026-04-03 04:39:33 -04:00
KoalaTrapLord 7a40b5deb8 fix: enrich type_line/oracle from Forge cache in .dck fallback loader
_load_deck_cards_from_dck was hardcoding type_line="" for every card,
causing Card.is_land() to return False for all lands when a deck is
loaded via the .dck file path (i.e. not in the SQLite DB). This meant
the engine never recognised lands as lands, breaking mana production.

Fix: call lookup_forge_card() per card and populate type_line,
oracle_text, cmc, mana_cost, power, toughness, and keywords from the
Forge cardsfolder cache. The cache is lazy-loaded and module-level so
there is no per-game overhead after the first deck load.
2026-04-03 04:01:59 -04:00
KoalaTrapLord af8970f3a8 fix: _load_deck_cards_by_name falls back to .dck file when deck not in DB
Precon decks (Elven_Empire, Blood_Rites, etc.) are stored as .dck files
on disk but not inserted into the SQLite decks/deck_cards tables.
The DeepSeek batch engine calls _load_deck_cards_by_name() which
previously returned [] for any deck not in the DB, causing
'No decks could be loaded.' errors.

Adds _find_dck_file() and _load_deck_cards_from_dck() helpers.
_find_dck_file searches CFG.precon_dir, CFG.forge_decks_dir, and
FORGE_DIR/res/decks/commander with exact + fuzzy matching.
_load_deck_cards_by_name now tries DB first, then .dck fallback.
2026-04-02 22:59:01 -04:00
KoalaTrapLord 53fd1c9257 fix: wire RESULTS_DIR and FORGE_DIR env vars into CFG at startup 2026-04-02 14:24:28 -04:00
KoalaTrapLord 6ead75f96b fix: set FORGE_WORKING_DIR to forge-gui (requires res/ folder for sim to start) 2026-04-02 02:33:14 -04:00
KoalaTrapLord 535bdd7c70 fix: make Forge deck paths fully portable using %~dp0 and auto-generate forge.profile.properties 2026-04-02 00:59:10 -04:00
KoalaTrapLord d98e6331e9 fix: point all deck lookups to precon-decks directory
- start-lab.bat: Set FORGE_DECKS_DIR to D:\ForgeCommander\commander-ai-lab\precon-decks
- BatchRunner.java: resolveForgeDecksPath() now checks PRECON_DECKS_DIR env var
  first, then falls back to the hardcoded precon-decks path, before trying
  %APPDATA%\Forge\decks\commander. Also pass full absolute path to Forge -d flag.
- .env.example: document PRECON_DECKS_DIR variable
2026-04-01 23:10:32 -04:00
KoalaTrapLord 2b3196267f fix: raise default clock from 300ms to 5000ms to prevent turn-1 draw games 2026-04-01 22:56:29 -04:00
rgriffith 433e8bc4d7 feat: wire precon card art through local /card-image/ API with Scryfall fallback 2026-04-01 22:09:13 -04:00
KoalaTrapLord d74dd0a6bf feat: wire precon card art through local /card-image/ API with Scryfall fallback (full file) 2026-04-01 21:45:15 -04:00
KoalaTrapLord 8037802dff feat: wire precon card art through local /card-image/ API with Scryfall fallback 2026-04-01 21:45:01 -04:00
KoalaTrapLord ca6c23a881 fix: wrap shutil.copy2 in try/except for install and install-batch endpoints 2026-04-01 21:32:19 -04:00
KoalaTrapLord a81772c68a fix: set cwd=CFG.forge_dir on Popen so Forge finds res/ (#184) 2026-04-01 19:41:52 -04:00
KoalaTrapLord 99ca498b88 docs: add Unity TCGEngine Commander board implementation plan 2026-04-01 14:59:46 -04:00
KoalaTrapLord 395ad06cdd fix: resolve deck names to full .dck paths in build_java_command (#183) 2026-04-01 14:57:57 -04:00
KoalaTrapLord e4a6ce644d fix(#176): draw-game life capture, DrawGameAnalyzer, clock 6000→3000 (#181)
Captures life-at-timeout snapshots for every draw game via [DRAW] [PARSE-SUMMARY] log lines. Adds services/draw_game_analyzer.py with DrawGameSnapshot + summarize_draw_games(). Wires drawGames summary into GET /api/lab/result response. Lowers batch clock default from 6000 to 3000 (30s per-game). Closes #176.
2026-04-01 14:40:29 -04:00
KoalaTrapLord 5411fd6bf6 fix(#175): alternate win condition parser & winType tagging (#179)
Adds win_condition_parser.py, GameResult.win_type field, and winType stamping on both the Java/Forge and DeepSeek batch paths. Closes #175.
2026-04-01 14:28:10 -04:00
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# Commander AI Lab - Environment Variables # Commander AI Lab — Environment Variables
# Copy this file to .env and fill in your API keys. # Copy this file to .env and fill in your values.
# .env is gitignored and will NOT be committed. # start-lab.bat will auto-load .env if it exists.
# Ximilar API Key (card scanner / visual AI recognition) # ── API Keys ──────────────────────────────────────────────────────
# Get yours at: https://app.ximilar.com/
XIMILAR_API_KEY=your-ximilar-api-key-here
# Anthropic API Key (AI deck generation & coaching with Claude Opus)
# Get yours at: https://console.anthropic.com/settings/keys
ANTHROPIC_API_KEY=your-anthropic-api-key-here ANTHROPIC_API_KEY=your-anthropic-api-key-here
# Anthropic model for deck generation and coaching (Claude Opus recommended) XIMILAR_API_KEY=your-ximilar-key-here
ANTHROPIC_MODEL=claude-opus-4-20250514
# Coach chat provider: "local" (Ollama) or "anthropic" (Claude API)
COACH_PROVIDER=anthropic
# CORS allowed origins (comma-separated) # ── Forge JAR Path ────────────────────────────────────────────────
# Default: http://localhost:5173,http://localhost:8080 # Point this to your Forge GUI desktop fat JAR.
# Add your LAN IP if accessing from another machine on your network FORGE_JAR_PATH=D:/ForgeCommander/forge-repo/forge-gui-desktop/target/forge-gui-desktop-2.0.12-SNAPSHOT-jar-with-dependencies.jar
ALLOWED_ORIGINS=http://localhost:5173,http://localhost:8080
# ── Dual-Model AI Brain ───────────────────────────────────── # IMPORTANT: Forge MUST be launched from the forge-gui directory (not forge-gui-desktop/target).
# Primary brain: GPT-OSS 20B (turn planner / decision maker) # The JAR looks for res/ relative to its working directory. Without this, you get
BRAIN_API_BASE=http://localhost:11434 # ExceptionInInitializerError on startup.
BRAIN_MODEL=gpt-oss:20b FORGE_WORKING_DIR=D:/ForgeCommander/forge-repo/forge-gui
BRAIN_TEMPERATURE=0.3
BRAIN_MAX_TOKENS=1024
BRAIN_TIMEOUT=120.0
# Validator brain: DeepSeek-R1-Distill-Qwen-14B (legality + explanation) # ── Deck Paths ────────────────────────────────────────────────────
VALIDATOR_ENABLED=true # Directory containing your precon .dck files.
VALIDATOR_API_BASE=http://localhost:11434 # Forge reads deck files directly from this folder.
VALIDATOR_MODEL=deepseek-r1:14b PRECON_DECKS_DIR=D:\ForgeCommander\commander-ai-lab\precon-decks
VALIDATOR_TEMPERATURE=0.0 FORGE_DECKS_DIR=D:\ForgeCommander\commander-ai-lab\precon-decks
VALIDATOR_MAX_TOKENS=2048
VALIDATOR_TIMEOUT=120.0
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# Commander-AI-Lab — Unity TCGEngine Commander Board: Implementation Plan (v5)
> **Architecture Principle:** Forge = Rules Authority · FastAPI = Hub · TCGEngine Unity = Renderer · Dual-Brain AI = Decision Engine
---
## System Architecture Overview
```
┌─────────────────────────────────────────────────────────────────┐
│ UNITY (TCGEngine — 2D Board) │
│ PlayerArea x4: Hand | Library | Graveyard | Exile | Command │
│ Battlefield zones per player · Card art from local cache │
│ GameNetworkManager.cs ←── WebSocket ──► FastAPI │
└─────────────────────────────────────────────────────────────────┘
▲ ▼
┌─────────────────────────────────────────────────────────────────┐
│ FASTAPI (commander-ai-lab) │
│ /ws/game — WebSocket relay │
│ /game/action — receive player/AI action, forward to Forge │
│ ForgeSubprocessManager — stdin/stdout pipe to Forge JVM │
│ CardEnricher — injects art_url from local image cache │
│ AIOrchestrator — routes decisions to DeepSeek-R1 or GPT-OSS │
│ ChromaDB RAG — card knowledge scoped per player deck │
│ ai_decisions.jsonl — logs every AI decision (PPO dataset) │
└─────────────────────────────────────────────────────────────────┘
▲ ▼
┌─────────────────────────────────────────────────────────────────┐
│ FORGE (Java — Headless Rules Engine) │
│ Full Commander rules: tax, 21-commander-damage, 40 life │
│ 4-player turn queue · Zone redirects · State-based actions │
│ Emits game state JSON to stdout · Receives actions via stdin │
└─────────────────────────────────────────────────────────────────┘
```
---
## Dual-Brain AI Decision Flow
This is the **core feature** of Commander-AI-Lab. Every AI player decision runs through this pipeline:
```
Forge emits GameStateDTO (JSON)
└─► FastAPI detects active player is AI
└─► select_brain(phase, stack_size)
├─ DeepSeek-R1-14B → combat, stack decisions, removal
└─ GPT-OSS-20B → main phase, ramp, card advantage
└─► ChromaDB.query(player_deck_cards, top_k=5)
└─► build_prompt(state, rag_context, personality)
└─► LLM.generate(prompt)
└─► parse_action_json(response)
├─ validate vs legal_actions[]
├─ log to ai_decisions.jsonl
└─► Forge stdin ← chosen action
```
### Brain Selector (`ai/brain_selector.py`)
```python
from enum import Enum
class Brain(Enum):
DEEPSEEK = "deepseek-r1:14b"
GPT_OSS = "gpt-oss-20b" # adjust to your Ollama model tag
def select_brain(phase: str, stack_size: int) -> Brain:
"""
DeepSeek-R1: combat math, instant-speed stack decisions, targeted removal.
GPT-OSS: sorcery-speed strategy, ramp sequencing, card selection.
"""
combat_phases = {"declare_attackers", "declare_blockers", "combat_damage"}
if phase in combat_phases or stack_size > 0:
return Brain.DEEPSEEK
return Brain.GPT_OSS
```
### Prompt Builder (`ai/prompt_builder.py`)
```python
from chromadb import Client
from .personality import get_personality_prompt
chroma = Client()
card_collection = chroma.get_collection("mtg_cards")
def build_prompt(state: dict, player_id: str, personality: str) -> str:
# Pull card knowledge scoped to THIS player's deck
player_cards = [c["name"] for c in state["players"][player_id]["library"]]
rag_results = card_collection.query(
query_texts=player_cards[:10],
n_results=5
)
card_context = "\n".join(rag_results["documents"][0])
personality_prompt = get_personality_prompt(personality)
return f"""You are an AI playing Magic: The Gathering Commander.
{personality_prompt}
## Current Game State
- Phase: {state['phase']}
- Active Player: {player_id}
- Life Totals: {state['life_totals']}
- Commander Damage Dealt: {state['commander_damage']}
- Stack: {state['stack']}
- Your Hand: {[c['name'] for c in state['players'][player_id]['hand']]}
- Battlefield: {[c['name'] for c in state['players'][player_id]['battlefield']]}
- Available Mana: {state['players'][player_id]['mana_pool']}
## Legal Actions
{state['legal_actions']}
## Card Knowledge (RAG Context)
{card_context}
Respond with a single JSON object:
{{"action": "<action_type>", "card_id": "<id_or_null>", "targets": [], "reasoning": "<brief>"}}
"""
```
### Personality System (`ai/personality.py`)
```python
import random
PERSONALITIES = {
"aggro_beatdown": "You play aggressively. Attack every turn. Remove blockers. Win through combat damage as fast as possible.",
"control_lockdown": "You play control. Counter key threats. Hold up mana for interaction. Win only when the board is locked.",
"combo_enabler": "You dig for your combo pieces. Every decision is evaluated by how it advances your win condition.",
"political_diplomat": "You form alliances. Attack the leader. Make deals. Never be the archenemy.",
"voltron_commander": "Everything buffs your commander. Protect it at all costs. Win through commander damage.",
"stax_prison": "You tax and restrict opponents. Deploy hate pieces. Win through attrition and resource denial.",
"tempo_value": "You trade efficiently. Generate card advantage. Win by being ahead on resources.",
"chaos_wildcard": "You make unpredictable decisions. Prioritize fun and chaos over optimal play.",
}
def assign_personalities(player_ids: list[str], deck_archetypes: dict) -> dict[str, str]:
"""
Assign a personality per AI player at game creation.
80% chance: archetype-matched personality.
20% chance: random wildcard for unpredictability.
"""
assignments = {}
for pid in player_ids:
archetype = deck_archetypes.get(pid, "tempo_value")
if random.random() < 0.20:
assignments[pid] = random.choice(list(PERSONALITIES.keys()))
else:
assignments[pid] = archetype
return assignments
def get_personality_prompt(personality: str) -> str:
return f"## Your Playstyle\n{PERSONALITIES.get(personality, PERSONALITIES['tempo_value'])}"
```
### AI Orchestrator (`ai/ai_orchestrator.py`)
```python
import json, time, logging
from pathlib import Path
from .brain_selector import select_brain, Brain
from .prompt_builder import build_prompt
import ollama
LOG_PATH = Path("logs/ai_decisions.jsonl")
LOG_PATH.parent.mkdir(exist_ok=True)
async def get_ai_action(state: dict, player_id: str, personality: str) -> dict:
brain = select_brain(state["phase"], len(state["stack"]))
prompt = build_prompt(state, player_id, personality)
t_start = time.time()
try:
response = ollama.chat(
model=brain.value,
messages=[{"role": "user", "content": prompt}],
options={"temperature": 0.3, "num_predict": 256}
)
raw = response["message"]["content"]
# Extract JSON from response (model may wrap in markdown)
action = json.loads(raw[raw.find("{"):raw.rfind("}")+1])
except Exception as e:
logging.warning(f"AI parse failed ({brain.value}): {e}. Passing turn.")
action = {"action": "pass", "card_id": None, "targets": [], "reasoning": "parse_error"}
# Validate against Forge legal actions
if action.get("action") not in [a["type"] for a in state["legal_actions"]]:
logging.warning(f"Illegal action returned by {brain.value}. Falling back to pass.")
action = {"action": "pass", "card_id": None, "targets": [], "reasoning": "illegal_action"}
# Log for PPO training dataset
log_entry = {
"timestamp": time.time(),
"player_id": player_id,
"brain": brain.value,
"personality": personality,
"phase": state["phase"],
"action": action,
"reasoning": action.get("reasoning", ""),
"latency_ms": round((time.time() - t_start) * 1000),
}
with open(LOG_PATH, "a") as f:
f.write(json.dumps(log_entry) + "\n")
return action
```
---
## Phase 0 — Local Card Image Cache
**Build this first.** Every downstream system depends on local art URLs.
### Step 1 — Bulk Download (`scripts/download_card_images.py`)
```python
import requests, json, os
from pathlib import Path
from tqdm import tqdm
BULK_URL = "https://api.scryfall.com/bulk-data/default-cards"
IMAGE_DIR = Path("static/card-images")
IMAGE_DIR.mkdir(parents=True, exist_ok=True)
def download_images():
# Get bulk data URL
meta = requests.get(BULK_URL).json()
cards = requests.get(meta["download_uri"], stream=True).json()
for card in tqdm(cards, desc="Downloading card images"):
image_uris = card.get("image_uris") or {}
url = image_uris.get("normal")
if not url:
continue # skip DFCs without top-level image_uris
safe_name = card["name"].replace("/", "_").replace(" ", "_")
set_code = card.get("set", "unknown")
filename = IMAGE_DIR / set_code / f"{safe_name}_{card['collector_number']}.jpg"
filename.parent.mkdir(parents=True, exist_ok=True)
if filename.exists():
continue # already cached
img_data = requests.get(url, timeout=10).content
filename.write_bytes(img_data)
if __name__ == "__main__":
download_images()
```
### Step 2 — Build SQLite Index (`scripts/build_image_index.py`)
```python
import sqlite3
from pathlib import Path
IMAGE_DIR = Path("static/card-images")
DB_PATH = Path("data/card_images.db")
DB_PATH.parent.mkdir(exist_ok=True)
def build_index():
conn = sqlite3.connect(DB_PATH)
conn.execute("""
CREATE TABLE IF NOT EXISTS card_images (
name TEXT PRIMARY KEY,
path TEXT NOT NULL
)
""")
for img_path in IMAGE_DIR.rglob("*.jpg"):
card_name = img_path.stem.rsplit("_", 1)[0].replace("_", " ")
conn.execute("INSERT OR REPLACE INTO card_images VALUES (?, ?)",
(card_name, str(img_path)))
conn.commit()
conn.close()
if __name__ == "__main__":
build_index()
```
### Step 3 — Card Enricher (`api/card_enricher.py`)
```python
import sqlite3
from pathlib import Path
DB_PATH = Path("data/card_images.db")
STATIC_URL = "http://localhost:8000/static/card-images"
def enrich_card(card: dict) -> dict:
"""Inject local art_url into every CardDTO before sending to Unity."""
conn = sqlite3.connect(DB_PATH)
cursor = conn.execute("SELECT path FROM card_images WHERE name = ?", (card["name"],))
row = cursor.fetchone()
conn.close()
if row:
relative = Path(row[0]).relative_to("static/card-images")
card["art_url"] = f"{STATIC_URL}/{relative}"
else:
card["art_url"] = f"{STATIC_URL}/card_back.jpg"
return card
```
### Step 4 — FastAPI Static Mount (`main.py` addition)
```python
from fastapi.staticfiles import StaticFiles
app.mount("/static/card-images", StaticFiles(directory="static/card-images"), name="card-images")
```
---
## Phase 1 — Forge Bridge (Rules Engine)
### ForgeSubprocessManager (`forge/subprocess_manager.py`)
```python
import subprocess, json, asyncio, threading
from pathlib import Path
FORGE_JAR = Path("forge/forge-game.jar")
class ForgeSubprocessManager:
def __init__(self):
self.process = None
self._lock = threading.Lock()
def start(self, deck_paths: list[str], format: str = "commander"):
cmd = [
"java", "-jar", str(FORGE_JAR),
"--headless",
"--format", format,
"--decks", *deck_paths,
"--output", "json"
]
self.process = subprocess.Popen(
cmd,
stdin=subprocess.PIPE,
stdout=subprocess.PIPE,
stderr=subprocess.PIPE,
text=True,
bufsize=1
)
def read_state(self) -> dict:
with self._lock:
line = self.process.stdout.readline()
return json.loads(line)
def send_action(self, action: dict):
with self._lock:
self.process.stdin.write(json.dumps(action) + "\n")
self.process.stdin.flush()
def stop(self):
if self.process:
self.process.terminate()
```
### Data Transfer Objects (`api/dtos.py`)
```python
from pydantic import BaseModel
from typing import Optional
class CardDTO(BaseModel):
id: str
name: str
type: str
power: Optional[str]
toughness: Optional[str]
mana_cost: str
art_url: str = ""
tapped: bool = False
zone: str = "hand"
class PlayerDTO(BaseModel):
id: str
life: int
commander_damage: dict[str, int]
commander_tax: int
hand: list[CardDTO]
battlefield: list[CardDTO]
graveyard: list[CardDTO]
exile: list[CardDTO]
command_zone: list[CardDTO]
library_count: int
mana_pool: dict[str, int]
is_ai: bool
personality: Optional[str]
class GameStateDTO(BaseModel):
game_id: str
phase: str
active_player: str
priority: str
turn_number: int
players: list[PlayerDTO]
stack: list[dict]
legal_actions: list[dict]
winner: Optional[str]
```
---
## Phase 2 — FastAPI WebSocket Game Server
### Game Loop (`api/game_loop.py`)
```python
import asyncio, uuid
from .dtos import GameStateDTO
from forge.subprocess_manager import ForgeSubprocessManager
from ai.ai_orchestrator import get_ai_action
from ai.personality import assign_personalities
from api.card_enricher import enrich_card
active_games: dict[str, dict] = {}
async def start_game(deck_paths: list[str], ai_players: list[str]) -> str:
game_id = str(uuid.uuid4())
forge = ForgeSubprocessManager()
forge.start(deck_paths)
# Assign AI personalities at game creation
archetypes = detect_archetypes(deck_paths, ai_players) # ChromaDB query
personalities = assign_personalities(ai_players, archetypes)
active_games[game_id] = {
"forge": forge,
"ai_players": ai_players,
"personalities": personalities,
"websockets": []
}
asyncio.create_task(game_loop(game_id))
return game_id
async def game_loop(game_id: str):
game = active_games[game_id]
forge = game["forge"]
while True:
raw_state = forge.read_state()
if raw_state.get("winner"):
await broadcast(game_id, raw_state)
break
# Enrich every card with local art_url
state = enrich_state(raw_state)
await broadcast(game_id, state)
priority_player = state["priority"]
if priority_player in game["ai_players"]:
personality = game["personalities"][priority_player]
action = await get_ai_action(state, priority_player, personality)
forge.send_action(action)
# else: wait for Unity client to send action via WebSocket
async def broadcast(game_id: str, state: dict):
game = active_games[game_id]
for ws in game["websockets"]:
await ws.send_json(state)
def enrich_state(state: dict) -> dict:
for player in state["players"]:
for zone in ["hand", "battlefield", "graveyard", "exile", "command_zone"]:
player[zone] = [enrich_card(c) for c in player.get(zone, [])]
return state
```
### WebSocket Endpoint (`api/routes/game.py`)
```python
from fastapi import APIRouter, WebSocket, WebSocketDisconnect
from api.game_loop import active_games, start_game
router = APIRouter()
@router.websocket("/ws/game/{game_id}")
async def game_ws(websocket: WebSocket, game_id: str):
await websocket.accept()
game = active_games.get(game_id)
if not game:
await websocket.close(code=4004)
return
game["websockets"].append(websocket)
try:
while True:
data = await websocket.receive_json()
# Human player action forwarded directly to Forge
game["forge"].send_action(data)
except WebSocketDisconnect:
game["websockets"].remove(websocket)
```
---
## Phase 3 — Unity TCGEngine Board (2D)
### Project Layout
```
unity-commander-ui/
├── Assets/
│ ├── TCGEngine/ ← TCGEngine base (unmodified)
│ ├── Commander/
│ │ ├── Scripts/
│ │ │ ├── GameNetworkManager.cs ← WebSocket ↔ FastAPI
│ │ │ ├── CommanderBoardUI.cs ← 4-player layout controller
│ │ │ ├── PlayerAreaUI.cs ← per-player zone panel
│ │ │ ├── CardImageLoader.cs ← local cache texture fetcher
│ │ │ ├── ZonePanel.cs ← Hand/Library/Graveyard/Exile/Command
│ │ │ └── AIThinkingIndicator.cs ← spinner while AI brain is deciding
│ │ └── Prefabs/
│ │ ├── CardPrefab.prefab
│ │ ├── PlayerAreaPrefab.prefab
│ │ └── ZonePanelPrefab.prefab
│ └── Scenes/
│ └── CommanderBoard.unity
```
### Board Layout (matches screenshot)
```
┌──────────────────────────────────────────────────────────────────┐
│ [LIBRARY][GRAVEYARD][EXILE] [────── HAND ──────] (Player 3) │
│ [COMMAND] │
├──────────────────────────────┬───────────────────────────────────┤
│ │ │
│ │ │
│ BATTLEFIELD │ BATTLEFIELD │
│ (Player 1) │ (Player 2) │
│ BATTLEFIELD (center) │
│ BATTLEFIELD │ BATTLEFIELD │
│ (Player 4) │ (Player 3) │
│ │ │
├──────────────────────────────┴───────────────────────────────────┤
│ [COMMAND] │
│ [LIBRARY][GRAVEYARD][EXILE] [────── HAND ──────] (Player 1) │
└──────────────────────────────────────────────────────────────────┘
```
### GameNetworkManager.cs
```csharp
using UnityEngine;
using NativeWebSocket;
using Newtonsoft.Json;
public class GameNetworkManager : MonoBehaviour
{
public static GameNetworkManager Instance { get; private set; }
[SerializeField] private string serverUrl = "ws://localhost:8000/ws/game/";
[SerializeField] private string gameId;
private WebSocket _socket;
public delegate void GameStateReceived(GameStateDTO state);
public event GameStateReceived OnGameStateReceived;
async void Awake()
{
Instance = this;
_socket = new WebSocket($"{serverUrl}{gameId}");
_socket.OnMessage += (bytes) =>
{
var json = System.Text.Encoding.UTF8.GetString(bytes);
var state = JsonConvert.DeserializeObject<GameStateDTO>(json);
UnityMainThreadDispatcher.Enqueue(() => OnGameStateReceived?.Invoke(state));
};
await _socket.Connect();
}
public async void SendAction(object action)
{
var json = JsonConvert.SerializeObject(action);
await _socket.SendText(json);
}
void Update() => _socket?.DispatchMessageQueue();
async void OnDestroy() => await _socket?.Close();
}
```
### CardImageLoader.cs
```csharp
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Networking;
using UnityEngine.UI;
public class CardImageLoader : MonoBehaviour
{
private static Dictionary<string, Texture2D> _cache = new();
public static IEnumerator LoadCardArt(string artUrl, RawImage target)
{
if (_cache.TryGetValue(artUrl, out var cached))
{
target.texture = cached;
yield break;
}
using var req = UnityWebRequestTexture.GetTexture(artUrl);
yield return req.SendWebRequest();
if (req.result == UnityWebRequest.Result.Success)
{
var tex = DownloadHandlerTexture.GetContent(req);
_cache[artUrl] = tex;
target.texture = tex;
}
else
{
Debug.LogWarning($"Failed to load card art: {artUrl}");
}
}
}
```
### AIThinkingIndicator.cs
```csharp
using UnityEngine;
using UnityEngine.UI;
/// Shows a spinner + brain label while the AI is deciding.
public class AIThinkingIndicator : MonoBehaviour
{
[SerializeField] private GameObject spinnerPanel;
[SerializeField] private Text brainLabel;
[SerializeField] private Text personalityLabel;
public void Show(string brain, string personality)
{
spinnerPanel.SetActive(true);
brainLabel.text = $"🧠 {brain}";
personalityLabel.text = $"🎭 {personality}";
}
public void Hide() => spinnerPanel.SetActive(false);
}
```
---
## Phase 4 — Commander Zone UIs
### Zone Definitions per Player
| Zone Panel | Content | Notes |
|---|---|---|
| `LIBRARY` | Count only | Click → draw/look at top |
| `GRAVEYARD` | Scrollable card list | Full card art on hover |
| `EXILE` | Scrollable card list | Includes face-down indicators |
| `HAND` | Wide panel, card art | Hidden to opponents |
| `COMMAND` | Commander card(s) | Shows commander tax counter |
| `BATTLEFIELD` | Open grid | Tapped/untapped state, counters |
### Commander-Specific UI Elements
```csharp
public class CommanderZoneUI : MonoBehaviour
{
[SerializeField] private Text taxCounter; // "Tax: +{2N}"
[SerializeField] private RawImage commanderArt;
[SerializeField] private Text commanderDamageDealt; // per opponent
public void Refresh(PlayerDTO player)
{
int tax = player.CommanderTax;
taxCounter.text = tax > 0 ? $"+{tax * 2}" : "";
if (player.CommandZone.Count > 0)
StartCoroutine(CardImageLoader.LoadCardArt(
player.CommandZone[0].ArtUrl, commanderArt));
}
}
```
---
## Phase 5 — Commander Rules Validation Layer
Forge handles all rules natively. FastAPI validates the AI response is within the legal actions list Forge returns — no custom rules code needed in Python or Unity.
Key Commander rules confirmed handled by Forge headless:
- **Commander Tax** — +2 generic per previous cast from command zone
- **21 Commander Damage** — tracked per attacker/defender pair
- **40 Starting Life**
- **Zone Redirect** — commander goes to command zone instead of graveyard/exile (player choice)
- **Color Identity** — deck validation at game start
- **Singleton** — deck validation at game start
---
## Phase 6 — AI Decision Logging & PPO Pipeline
Every AI decision written to `logs/ai_decisions.jsonl`:
```json
{
"timestamp": 1743520800.123,
"player_id": "player_2",
"brain": "deepseek-r1:14b",
"personality": "aggro_beatdown",
"phase": "declare_attackers",
"action": {"action": "attack", "card_id": "c_042", "targets": ["player_1"], "reasoning": "Open attack, no blockers visible"},
"latency_ms": 847
}
```
This log becomes the **supervised learning dataset** for the next PPO training iteration. Each (state, action) pair from winning games is a positive training example.
---
## Project Directory Structure
```
commander-ai-lab/
├── main.py ← FastAPI app, mounts static files
├── api/
│ ├── dtos.py ← Pydantic DTOs
│ ├── card_enricher.py ← Injects art_url into CardDTOs
│ ├── game_loop.py ← Main game orchestration loop
│ └── routes/
│ └── game.py ← WebSocket + REST endpoints
├── ai/
│ ├── ai_orchestrator.py ← Main AI decision entry point
│ ├── brain_selector.py ← DeepSeek-R1 vs GPT-OSS routing
│ ├── prompt_builder.py ← Game state + RAG → prompt
│ └── personality.py ← 8 personalities + assignment
├── forge/
│ └── subprocess_manager.py ← Forge JVM stdin/stdout bridge
├── scripts/
│ ├── download_card_images.py ← One-time Scryfall bulk download
│ └── build_image_index.py ← SQLite name→path index
├── static/
│ └── card-images/ ← ~2GB local image cache
│ └── {set_code}/
│ └── {CardName}_{num}.jpg
├── data/
│ └── card_images.db ← SQLite image index
├── logs/
│ └── ai_decisions.jsonl ← PPO training dataset
├── unity-commander-ui/ ← Unity 2D TCGEngine project
└── docs/
└── implementation_plan.md ← This document
```
---
## Phased Timeline
| Phase | Scope | Est. Time |
|---|---|---|
| **0** | Scryfall image download + SQLite index + FastAPI static mount | 1 day |
| **1** | Forge subprocess bridge + DTO definitions | 2–3 days |
| **2** | AI Orchestrator + brain selector + prompt builder + personality system | 3–4 days |
| **3** | Unity TCGEngine project setup + WebSocket GameNetworkManager | 3–4 days |
| **4** | PlayerAreaUI + ZonePanels + CardImageLoader + board layout | 3–4 days |
| **5** | Commander zone UI (tax counter, commander damage, zone redirect) | 1–2 days |
| **6** | AI decision logging + end-to-end game loop test | 1–2 days |
**Total estimated: ~3 weeks to first playable Commander game with live AI opponents.**
---
## Key Design Decisions
| Decision | Rationale |
|---|---|
| Forge = rules authority | Forge already handles all Commander rules natively. No custom rules code. |
| TCGEngine = dumb renderer | All game logic lives in Forge. Unity only renders state it receives. |
| FastAPI = hub | Bridges Forge ↔ Unity ↔ AI. Single point of truth. |
| Dual-brain routing | DeepSeek-R1 excels at analytical/math decisions; GPT-OSS at strategic sequencing. |
| ChromaDB scoped per player | RAG context relevant to the active player's deck, not global card knowledge. |
| Personality persists per game | Consistent playstyle per AI across all 4 players per session. |
| Local image cache | Eliminates network latency for card art. ~2GB one-time download. |
| ai_decisions.jsonl | Every AI decision is a future PPO training sample. |
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<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>MTG Commander Battlefield</title>
<link rel="stylesheet" href="style.css?v=20260403_0300">
</head>
<body>
<!-- ====================================================
SETUP SCREEN
==================================================== -->
<div id="setup-screen">
<!-- Populated by ui.js initSetupScreen() -->
</div>
<!-- ====================================================
TABLE SURFACE — 4-Quadrant Battlefield
==================================================== -->
<div class="table-surface" id="game-battlefield" style="display:none;">
<!-- TOP BAR: Phase tracker + controls -->
<div id="top-bar">
<span class="top-bar-logo">Commander</span>
<div class="turn-counter-badge" id="turn-counter">Turn <span>1</span></div>
<div class="active-player-indicator" id="active-player-indicator">
<span class="active-player-dot" id="active-dot" style="background:#c0392b;"></span>
Player 1's Turn
</div>
<!-- Phase track -->
<div class="phase-track-wrapper">
<div class="phase-track" id="phase-track"></div>
</div>
<!-- Phase/turn action buttons -->
<div class="top-bar-actions">
<button class="btn-phase" onclick="nextPhase()" title="Advance to next phase (N)">Next Phase</button>
<button class="btn-phase btn-next-turn" onclick="nextTurn()" title="End turn, advance to next player (T)">Next Turn</button>
</div>
<!-- Utility buttons -->
<div class="top-bar-utils">
<button class="btn-util" id="btn-undo" onclick="undo()" title="Undo (Ctrl+Z)" disabled>&#x21A9;</button>
<button class="btn-util" id="btn-redo" onclick="redo()" title="Redo (Ctrl+Y)" disabled>&#x21AA;</button>
<button class="btn-util" id="btn-triggers" onclick="toggleTriggerStack()" title="Trigger Stack">&#x2747;</button>
<button class="btn-util" onclick="openDiceModal()" title="Dice &amp; Coins (G)">&#x1F3B2;</button>
<button class="btn-util" onclick="checkStateBasedActions()" title="Check State-Based Actions">SBA</button>
<button class="btn-util" onclick="toggleSettingsPanel()" title="Settings">&#x2699;</button>
<button class="btn-util" id="btn-search-toggle" onclick="document.getElementById('card-search-sidebar').classList.toggle('collapsed')" title="Card Search (S)">&#x1F50D;</button>
</div>
<!-- Storm counter -->
<span id="storm-badge" style="display:none;font-size:10px;color:var(--mtg-gold);background:rgba(200,168,67,0.15);border:1px solid rgba(200,168,67,0.3);border-radius:4px;padding:2px 7px;white-space:nowrap;">Storm: 0</span>
</div>
<!-- DIVIDER LINES -->
<div class="divider-h"></div>
<div class="divider-v"></div>
<!-- CORNER ACCENTS -->
<div class="corner-accent tl"></div>
<div class="corner-accent tr"></div>
<div class="corner-accent bl"></div>
<div class="corner-accent br"></div>
<!-- CENTER EMBLEM -->
<div class="center-emblem">
<svg viewBox="0 0 100 100" fill="none">
<circle cx="50" cy="50" r="42" stroke="rgba(255,255,255,0.2)" stroke-width="1.5"/>
<circle cx="50" cy="50" r="28" stroke="rgba(255,255,255,0.1)" stroke-width="1"/>
<polygon points="50,15 58.5,37 82,37 63,51 69,74 50,60 31,74 37,51 18,37 41.5,37"
fill="rgba(255,255,255,0.1)" stroke="rgba(255,255,255,0.2)" stroke-width="0.8"/>
</svg>
</div>
<!-- ================================================
4-QUADRANT BATTLEFIELD
================================================ -->
<div class="battlefield">
<!-- PLAYER 1: Top-Left (Crimson) -->
<div class="player-area p1" id="player-area-1">
<span class="player-label" id="player-label-1">Player 1</span>
<div class="life-counter" id="life-counter-1">
<button onclick="adjustLife(0,-1)" aria-label="Decrease P1 life">&#x2212;</button>
<span class="life-counter-value" id="life-0" onclick="showSetLifeDialog(0)">40</span>
<button onclick="adjustLife(0,1)" aria-label="Increase P1 life">+</button>
</div>
<div class="poison-badge" id="poison-0" style="display:none;" onclick="adjustPoison(0,1)" title="Poison counters (click +1, right-click -1)" oncontextmenu="event.preventDefault();adjustPoison(0,-1)">0 poison</div>
<!-- Zone Row: Library, Exile, Graveyard, Hand -->
<div class="zone-row" id="zone-row-1">
<div class="zone library" id="lib-zone-1" data-player="1" data-zone="library"
onclick="openZoneModal(0,'library')" data-tooltip="Library">
<span class="card-count" id="lib-count-1">0</span>
<span class="zone-icon">&#x1F4DA;</span>
<span class="zone-name">Library</span>
</div>
<div class="zone exile" id="exile-zone-1" data-player="1" data-zone="exile"
onclick="openZoneModal(0,'exile')" data-tooltip="Exile">
<span class="card-count" id="exile-count-1" style="display:none;">0</span>
<span class="zone-icon">&#x2B21;</span>
<span class="zone-name">Exile</span>
</div>
<div class="zone graveyard" id="gv-zone-1" data-player="1" data-zone="graveyard"
onclick="openZoneModal(0,'graveyard')" data-tooltip="Graveyard">
<span class="card-count" id="gv-count-1" style="display:none;">0</span>
<span class="zone-icon">&#x2620;</span>
<span class="zone-name">Grave</span>
</div>
<div class="zone hand" id="hand-zone-1" data-player="1" data-zone="hand"
onclick="openZoneModal(0,'hand')" data-tooltip="Hand">
<span class="zone-icon">&#x1F0CF;</span>
<span class="zone-name">Hand (<span id="hand-count-1">0</span>)</span>
</div>
</div>
<!-- Commander Row -->
<div class="commander-row" id="cmd-row-1">
<div class="zone commander" id="cmd-zone-1" data-player="1" data-zone="command"
onclick="openZoneModal(0,'command')" data-tooltip="Command Zone">
<span class="zone-icon">&#x1F451;</span>
<span class="zone-name">Commander</span>
</div>
</div>
<!-- Battle Zone -->
<div class="battle-zone" id="battle-zone-1">
<div class="battle-zone-inner"></div>
<span class="battle-zone-label">Battlefield</span>
<!-- Battlefield cards injected here -->
</div>
</div>
<!-- PLAYER 2: Top-Right (Sapphire) -->
<div class="player-area p2" id="player-area-2">
<span class="player-label" id="player-label-2">Player 2</span>
<div class="life-counter" id="life-counter-2">
<button onclick="adjustLife(1,-1)" aria-label="Decrease P2 life">&#x2212;</button>
<span class="life-counter-value" id="life-1" onclick="showSetLifeDialog(1)">40</span>
<button onclick="adjustLife(1,1)" aria-label="Increase P2 life">+</button>
</div>
<div class="poison-badge" id="poison-1" style="display:none;" onclick="adjustPoison(1,1)" oncontextmenu="event.preventDefault();adjustPoison(1,-1)">0 poison</div>
<div class="zone-row" id="zone-row-2">
<div class="zone library" id="lib-zone-2" data-player="2" data-zone="library"
onclick="openZoneModal(1,'library')" data-tooltip="Library">
<span class="card-count" id="lib-count-2">0</span>
<span class="zone-icon">&#x1F4DA;</span>
<span class="zone-name">Library</span>
</div>
<div class="zone exile" id="exile-zone-2" data-player="2" data-zone="exile"
onclick="openZoneModal(1,'exile')" data-tooltip="Exile">
<span class="card-count" id="exile-count-2" style="display:none;">0</span>
<span class="zone-icon">&#x2B21;</span>
<span class="zone-name">Exile</span>
</div>
<div class="zone graveyard" id="gv-zone-2" data-player="2" data-zone="graveyard"
onclick="openZoneModal(1,'graveyard')" data-tooltip="Graveyard">
<span class="card-count" id="gv-count-2" style="display:none;">0</span>
<span class="zone-icon">&#x2620;</span>
<span class="zone-name">Grave</span>
</div>
<div class="zone hand" id="hand-zone-2" data-player="2" data-zone="hand"
onclick="openZoneModal(1,'hand')" data-tooltip="Hand">
<span class="zone-icon">&#x1F0CF;</span>
<span class="zone-name">Hand (<span id="hand-count-2">0</span>)</span>
</div>
</div>
<div class="commander-row" id="cmd-row-2">
<div class="zone commander" id="cmd-zone-2" data-player="2" data-zone="command"
onclick="openZoneModal(1,'command')" data-tooltip="Command Zone">
<span class="zone-icon">&#x1F451;</span>
<span class="zone-name">Commander</span>
</div>
</div>
<div class="battle-zone" id="battle-zone-2">
<div class="battle-zone-inner"></div>
<span class="battle-zone-label">Battlefield</span>
</div>
</div>
<!-- PLAYER 3: Bottom-Left (Emerald) -->
<div class="player-area p3" id="player-area-3">
<!-- Battle zone on top for bottom players -->
<div class="battle-zone" id="battle-zone-3">
<div class="battle-zone-inner"></div>
<span class="battle-zone-label">Battlefield</span>
</div>
<div class="commander-row" id="cmd-row-3">
<div class="zone commander" id="cmd-zone-3" data-player="3" data-zone="command"
onclick="openZoneModal(2,'command')" data-tooltip="Command Zone">
<span class="zone-icon">&#x1F451;</span>
<span class="zone-name">Commander</span>
</div>
</div>
<div class="zone-row" id="zone-row-3">
<div class="zone library" id="lib-zone-3" data-player="3" data-zone="library"
onclick="openZoneModal(2,'library')" data-tooltip="Library">
<span class="card-count" id="lib-count-3">0</span>
<span class="zone-icon">&#x1F4DA;</span>
<span class="zone-name">Library</span>
</div>
<div class="zone exile" id="exile-zone-3" data-player="3" data-zone="exile"
onclick="openZoneModal(2,'exile')" data-tooltip="Exile">
<span class="card-count" id="exile-count-3" style="display:none;">0</span>
<span class="zone-icon">&#x2B21;</span>
<span class="zone-name">Exile</span>
</div>
<div class="zone graveyard" id="gv-zone-3" data-player="3" data-zone="graveyard"
onclick="openZoneModal(2,'graveyard')" data-tooltip="Graveyard">
<span class="card-count" id="gv-count-3" style="display:none;">0</span>
<span class="zone-icon">&#x2620;</span>
<span class="zone-name">Grave</span>
</div>
<div class="zone hand" id="hand-zone-3" data-player="3" data-zone="hand"
onclick="openZoneModal(2,'hand')" data-tooltip="Hand">
<span class="zone-icon">&#x1F0CF;</span>
<span class="zone-name">Hand (<span id="hand-count-3">0</span>)</span>
</div>
</div>
<span class="player-label" id="player-label-3">Player 3</span>
<div class="life-counter" id="life-counter-3">
<button onclick="adjustLife(2,-1)" aria-label="Decrease P3 life">&#x2212;</button>
<span class="life-counter-value" id="life-2" onclick="showSetLifeDialog(2)">40</span>
<button onclick="adjustLife(2,1)" aria-label="Increase P3 life">+</button>
</div>
<div class="poison-badge" id="poison-2" style="display:none;" onclick="adjustPoison(2,1)" oncontextmenu="event.preventDefault();adjustPoison(2,-1)">0 poison</div>
</div>
<!-- PLAYER 4: Bottom-Right (Gold) -->
<div class="player-area p4" id="player-area-4">
<div class="battle-zone" id="battle-zone-4">
<div class="battle-zone-inner"></div>
<span class="battle-zone-label">Battlefield</span>
</div>
<div class="commander-row" id="cmd-row-4">
<div class="zone commander" id="cmd-zone-4" data-player="4" data-zone="command"
onclick="openZoneModal(3,'command')" data-tooltip="Command Zone">
<span class="zone-icon">&#x1F451;</span>
<span class="zone-name">Commander</span>
</div>
</div>
<div class="zone-row" id="zone-row-4">
<div class="zone library" id="lib-zone-4" data-player="4" data-zone="library"
onclick="openZoneModal(3,'library')" data-tooltip="Library">
<span class="card-count" id="lib-count-4">0</span>
<span class="zone-icon">&#x1F4DA;</span>
<span class="zone-name">Library</span>
</div>
<div class="zone exile" id="exile-zone-4" data-player="4" data-zone="exile"
onclick="openZoneModal(3,'exile')" data-tooltip="Exile">
<span class="card-count" id="exile-count-4" style="display:none;">0</span>
<span class="zone-icon">&#x2B21;</span>
<span class="zone-name">Exile</span>
</div>
<div class="zone graveyard" id="gv-zone-4" data-player="4" data-zone="graveyard"
onclick="openZoneModal(3,'graveyard')" data-tooltip="Graveyard">
<span class="card-count" id="gv-count-4" style="display:none;">0</span>
<span class="zone-icon">&#x2620;</span>
<span class="zone-name">Grave</span>
</div>
<div class="zone hand" id="hand-zone-4" data-player="4" data-zone="hand"
onclick="openZoneModal(3,'hand')" data-tooltip="Hand">
<span class="zone-icon">&#x1F0CF;</span>
<span class="zone-name">Hand (<span id="hand-count-4">0</span>)</span>
</div>
</div>
<span class="player-label" id="player-label-4">Player 4</span>
<div class="life-counter" id="life-counter-4">
<button onclick="adjustLife(3,-1)" aria-label="Decrease P4 life">&#x2212;</button>
<span class="life-counter-value" id="life-3" onclick="showSetLifeDialog(3)">40</span>
<button onclick="adjustLife(3,1)" aria-label="Increase P4 life">+</button>
</div>
<div class="poison-badge" id="poison-3" style="display:none;" onclick="adjustPoison(3,1)" oncontextmenu="event.preventDefault();adjustPoison(3,-1)">0 poison</div>
</div>
</div><!-- /.battlefield -->
<!-- COMBAT SVG OVERLAY (arrows) -->
<svg id="combat-overlay" xmlns="http://www.w3.org/2000/svg" style="position:absolute;inset:44px 0 0 0;pointer-events:none;z-index:30;">
<defs>
<marker id="arrowhead" markerWidth="10" markerHeight="7" refX="9" refY="3.5" orient="auto">
<polygon points="0 0, 10 3.5, 0 7" fill="rgba(211,32,42,0.7)"/>
</marker>
</defs>
<g id="combat-arrows-svg"></g>
</svg>
<!-- MANA POOL DISPLAY (floating, bottom center) -->
<div id="mana-pool-display" style="display:none;">
<span class="mana-pool-label">MANA:</span>
<span class="mana-empty">Empty</span>
</div>
<!-- FLOATING LOG -->
<div id="floating-log" class="floating-log"></div>
<!-- SHORTCUT HINT -->
<div class="shortcut-hint"></div>
<!-- CARD SEARCH SIDEBAR (right side, collapsible) -->
<div id="card-search-sidebar" class="collapsed">
<div class="sidebar-header">
<span class="sidebar-title">Card Search</span>
<button class="sidebar-toggle" onclick="document.getElementById('card-search-sidebar').classList.toggle('collapsed')" title="Close search">&#x2715;</button>
</div>
<div class="search-input-wrap">
<input class="search-input" id="card-search-input" type="text" placeholder="Search Scryfall..." autocomplete="off"/>
</div>
<div class="search-status" id="search-status">Type to search cards...</div>
<div class="card-results" id="card-results"></div>
</div>
<!-- Sidebar edge tab -->
<div id="sidebar-edge-tab" class="sidebar-edge-tab" title="Toggle card search">&#x2039;</div>
</div><!-- /.table-surface / #game-battlefield -->
<!-- ====================================================
CONTEXT MENU
==================================================== -->
<div id="context-menu"></div>
<!-- ====================================================
FLOATING CARD PREVIEW
==================================================== -->
<div id="card-preview">
<img src="" alt="Card Preview"/>
<div class="card-preview-pt-overlay" id="card-preview-pt-overlay"></div>
<div class="card-preview-info">
<div class="card-preview-name"></div>
<div class="card-preview-type"></div>
<div class="card-preview-oracle"></div>
<div class="card-preview-pt"></div>
</div>
</div>
<!-- ====================================================
ZONE MODAL
==================================================== -->
<div id="zone-modal">
<div class="zone-modal-card">
<div class="zone-modal-header">
<span class="zone-modal-title" id="zone-modal-title">Player Zones</span>
<button class="btn-close" onclick="closeZoneModal()">&#x2715;</button>
</div>
<div class="zone-modal-tabs" id="zone-modal-tabs">
<!-- Populated by renderZoneModal() -->
</div>
<div class="zone-modal-body" id="zone-modal-body">
<!-- Populated by renderZoneModal() -->
</div>
</div>
</div>
<!-- ====================================================
DICE MODAL
==================================================== -->
<div id="dice-modal">
<div class="dice-modal-card">
<div style="display:flex;justify-content:space-between;align-items:center;margin-bottom:1rem;">
<span style="font-family:var(--font-display);font-size:14px;font-weight:700;color:var(--color-text-muted);text-transform:uppercase;letter-spacing:0.08em;">Dice &amp; Coins</span>
<button class="btn-close" onclick="closeDiceModal()">&#x2715;</button>
</div>
<div class="dice-result-display" id="dice-result-display">&#x2014;</div>
<div class="dice-label" id="dice-label">Choose a die</div>
<div class="dice-buttons">
<button class="btn-dice" onclick="rollDice(4)">d4</button>
<button class="btn-dice" onclick="rollDice(6)">d6</button>
<button class="btn-dice" onclick="rollDice(8)">d8</button>
<button class="btn-dice" onclick="rollDice(10)">d10</button>
<button class="btn-dice" onclick="rollDice(12)">d12</button>
<button class="btn-dice" onclick="rollDice(20)">d20</button>
<button class="btn-dice" onclick="rollDice(100)">d100</button>
<button class="btn-dice coin" onclick="flipCoin()">Coin Flip</button>
</div>
</div>
</div>
<!-- ====================================================
TOKEN MODAL
==================================================== -->
<div id="token-modal">
<div class="token-modal-card">
<div class="modal-header">
<span class="modal-title">Create Token</span>
<button class="btn-close" onclick="closeTokenModal()">&#x2715;</button>
</div>
<div class="modal-body" id="token-modal-body">
<div style="display:grid;grid-template-columns:1fr 1fr;gap:10px;margin-bottom:12px;">
<div>
<label style="font-size:11px;font-weight:600;color:var(--color-text);display:block;margin-bottom:4px;">Token Name</label>
<input class="game-input" id="token-name" type="text" placeholder="e.g. 1/1 White Soldier"/>
</div>
<div>
<label style="font-size:11px;font-weight:600;color:var(--color-text);display:block;margin-bottom:4px;">Type Line</label>
<input class="game-input" id="token-type" type="text" placeholder="Creature — Soldier"/>
</div>
<div>
<label style="font-size:11px;font-weight:600;color:var(--color-text);display:block;margin-bottom:4px;">Power/Toughness</label>
<input class="game-input" id="token-pt" type="text" placeholder="1/1"/>
</div>
<div>
<label style="font-size:11px;font-weight:600;color:var(--color-text);display:block;margin-bottom:4px;">Count</label>
<input class="game-input" id="token-count" type="number" value="1" min="1" max="20"/>
</div>
</div>
<div style="margin-bottom:10px;">
<label style="font-size:11px;font-weight:600;color:var(--color-text);display:block;margin-bottom:4px;">Keywords (comma-separated)</label>
<input class="game-input" id="token-keywords" type="text" placeholder="Flying, Vigilance"/>
</div>
<div style="margin-bottom:12px;">
<label style="font-size:11px;font-weight:600;color:var(--color-text);display:block;margin-bottom:4px;">Player</label>
<select class="game-input" id="token-player-select" style="height:28px;">
<option value="0">Player 1</option>
<option value="1">Player 2</option>
<option value="2">Player 3</option>
<option value="3">Player 4</option>
</select>
</div>
<div style="display:flex;gap:8px;">
<button class="btn btn-primary" onclick="createTokenFromModal()">Create Token(s)</button>
<button class="btn btn-cancel" onclick="closeTokenModal()">Cancel</button>
</div>
</div>
</div>
</div>
<!-- ====================================================
DECK MODAL
==================================================== -->
<div id="deck-modal">
<div class="deck-modal-card">
<div class="modal-header">
<span class="modal-title">Deck Manager</span>
<button class="btn-close" onclick="closeDeckModal()">&#x2715;</button>
</div>
<div class="modal-body" id="deck-modal-body">
<!-- Populated by renderDeckModalContent() -->
</div>
</div>
</div>
<!-- ====================================================
COMMANDER DAMAGE MATRIX MODAL
==================================================== -->
<div id="cmd-dmg-matrix-modal">
<!-- Populated by renderCmdDmgMatrix() -->
</div>
<!-- ====================================================
TRIGGER STACK PANEL
==================================================== -->
<div id="trigger-stack-panel">
<div class="trigger-stack-card">
<div class="trigger-stack-header">
<span class="trigger-stack-title">Trigger Stack</span>
<button class="btn-close" style="font-size:14px;width:20px;height:20px;" onclick="closeTriggerStack()">&#x2715;</button>
</div>
<div class="trigger-stack-body" id="trigger-stack-body">
<div class="trigger-stack-empty">No pending triggers.</div>
</div>
<div class="trigger-stack-actions">
<button class="btn-resolve" onclick="resolveNextTrigger()">Resolve Next</button>
<button class="btn-resolve-all" onclick="resolveAllTriggers()">Resolve All</button>
</div>
</div>
</div>
<!-- ====================================================
SETTINGS PANEL
==================================================== -->
<div id="settings-panel">
<div class="modal-header" style="flex-shrink:0;">
<span class="modal-title">Settings</span>
<button class="btn-close" onclick="toggleSettingsPanel()">&#x2715;</button>
</div>
<div class="settings-body" id="settings-body" style="flex:1;overflow-y:auto;padding:12px;">
<!-- Populated by renderSettingsPanel() -->
</div>
<div style="padding:10px 14px;border-top:1px solid var(--color-border);display:flex;gap:8px;flex-wrap:wrap;flex-shrink:0;">
<button class="btn btn-primary" onclick="openDiceModal()">&#x1F3B2; Dice</button>
<button class="btn btn-gold" onclick="openCmdDmgMatrix()">CMD Damage Matrix</button>
<button class="btn btn-cancel" onclick="checkStateBasedActions()">Check SBA</button>
<button class="btn btn-cancel" onclick="clearAllManaPools()">Clear All Mana</button>
<button class="btn btn-cancel" onclick="autoArrangeBattlefield()">Auto-Arrange</button>
</div>
</div>
<!-- ====================================================
PRIORITY BANNER
==================================================== -->
<div id="priority-banner">
<span class="priority-text" id="priority-text">Waiting for priority...</span>
<button class="btn-priority-pass" onclick="passPriority()">Pass Priority</button>
<button class="btn-close" style="font-size:13px;" onclick="closePriorityWindow()">&#x2715;</button>
</div>
<!-- ====================================================
LEGAL ACTIONS BAR
==================================================== -->
<div id="legal-actions-bar">
<!-- Populated by renderLegalActionsBar() -->
</div>
<!-- ====================================================
UNDO HISTORY PANEL
==================================================== -->
<div id="undo-history-panel">
<!-- Populated by renderUndoHistory() -->
</div>
<!-- ====================================================
MANA COLOR PICKER (dynamically appended) -->
<!-- Zone card context menu (dynamically appended) -->
<!-- SBA alert panel (dynamically appended) -->
<!-- Set-life dialog (dynamically appended) -->
<!-- ====================================================
SCRIPTS
==================================================== -->
<script src="precons.js?v=20260403_0300"></script>
<script src="engine.js?v=20260403_0300"></script>
<script src="ui.js?v=20260403_0300"></script>
<script>
// ============================================================
// STARTUP & BRIDGE FUNCTIONS
// ============================================================
// Token creation from modal
function createTokenFromModal() {
if (!gameState) return;
const name = document.getElementById('token-name').value.trim() || '1/1 Token';
const typeLine = document.getElementById('token-type').value.trim() || 'Creature';
const pt = document.getElementById('token-pt').value.trim() || '1/1';
const count = parseInt(document.getElementById('token-count').value) || 1;
const keywords = document.getElementById('token-keywords').value.trim();
const playerIdx = parseInt(document.getElementById('token-player-select').value) || 0;
const parts = pt.split('/');
const power = parts[0] ? parts[0].trim() : '1';
const toughness = parts[1] ? parts[1].trim() : '1';
for (let i = 0; i < count; i++) {
addCardToBattlefield(name, '', typeLine, playerIdx, undefined, undefined,
keywords ? keywords.replace(/,/g, ' ') : '',
{ power, toughness, pt, isToken: true });
}
addLogEntry('Created ' + count + 'x <strong>' + name + '</strong> token(s) for Player ' + (playerIdx + 1));
closeTokenModal();
}
// Pass priority
function passPriority() {
addLogEntry('Priority passed.');
closePriorityWindow();
}
// Open precon browser (stub - opens deck modal for current player)
function openPreconBrowser() {
if (gameState) openDeckModal(gameState.currentPlayerIndex);
}
// Open collection modal (stub)
function openCollectionModal() { showToast('Collection tracker available in full version.'); }
// Scry dialog stub
function showScryDialog(playerId) {
if (!gameState) return;
const player = gameState.players[playerId];
if (!player || player.zones.library.length === 0) {
addLogEntry('!! ' + (player ? player.name : 'Player') + ' has no cards to scry.');
return;
}
const count = Math.min(parseInt(prompt('Scry how many? (1-7)', '1') || '1'), 7, player.zones.library.length);
if (isNaN(count) || count < 1) return;
const topCards = player.zones.library.slice(0, count);
const names = topCards.map(c => c.name || '?').join(', ');
addLogEntry('<strong>' + player.name + '</strong> scrys ' + count + ': [' + names + ']');
}
// Mill dialog stub
function showMillDialog(playerId) {
if (!gameState) return;
const count = parseInt(prompt('Mill how many cards?', '1') || '1');
if (isNaN(count) || count < 1) return;
millCards(playerId, count);
}
// Become monarch
function becomeMonarch(playerId) {
if (!gameState) return;
gameState.monarchPlayerIndex = playerId;
const player = gameState.players[playerId];
addLogEntry('&#x1F451; <strong>' + (player ? player.name : 'Player') + '</strong> becomes the Monarch!');
updateMonarchBadges();
}
// Empower the life counter right-click on the quadrant labels
document.addEventListener('DOMContentLoaded', function() {
// Wire right-click on life values to set-life dialog
for (var i = 0; i < 4; i++) {
(function(idx) {
var lifeEl = document.getElementById('life-' + idx);
if (lifeEl) {
lifeEl.addEventListener('contextmenu', function(e) {
e.preventDefault();
showSetLifeDialog(idx);
});
}
})(i);
}
// Life counter right-click on quadrant buttons too
// (already handled via inline onclick in HTML)
});
</script>
</body>
</html>
+13 -2
View File
@@ -174,10 +174,12 @@ elif _spa_dir.exists():
def _parse_args(): def _parse_args():
p = argparse.ArgumentParser(description="Commander AI Lab API Server") p = argparse.ArgumentParser(description="Commander AI Lab API Server")
p.add_argument("--forge-jar", default=os.environ.get("FORGE_JAR", "")) p.add_argument("--forge-jar", default=os.environ.get("FORGE_JAR", ""))
p.add_argument("--forge-dir", default=os.environ.get("FORGE_DIR", "")) # Support both FORGE_DIR and FORGE_WORKING_DIR (alias for backwards compat)
p.add_argument("--forge-dir", default=os.environ.get("FORGE_DIR") or os.environ.get("FORGE_WORKING_DIR", ""))
p.add_argument("--forge-decks-dir", default=os.environ.get("FORGE_DECKS_DIR", "")) p.add_argument("--forge-decks-dir", default=os.environ.get("FORGE_DECKS_DIR", ""))
p.add_argument("--lab-jar", default=os.environ.get("LAB_JAR", "")) p.add_argument("--lab-jar", default=os.environ.get("LAB_JAR", ""))
p.add_argument("--precon-dir", default=os.environ.get("PRECON_DIR", "")) p.add_argument("--precon-dir", default=os.environ.get("PRECON_DIR", ""))
p.add_argument("--results-dir", default=os.environ.get("RESULTS_DIR", ""))
p.add_argument("--port", type=int, default=int(os.environ.get("LAB_PORT", "8080"))) p.add_argument("--port", type=int, default=int(os.environ.get("LAB_PORT", "8080")))
p.add_argument("--ximilar-key", default=os.environ.get("XIMILAR_API_KEY", "")) p.add_argument("--ximilar-key", default=os.environ.get("XIMILAR_API_KEY", ""))
p.add_argument("--anthropic-key", default=os.environ.get("ANTHROPIC_API_KEY", "")) p.add_argument("--anthropic-key", default=os.environ.get("ANTHROPIC_API_KEY", ""))
@@ -252,7 +254,7 @@ def _resolve_forge_jar() -> str:
project_root.parent / "forge-repo" / "forge-gui-desktop" / "target", project_root.parent / "forge-repo" / "forge-gui-desktop" / "target",
project_root.parent / "forge" / "forge-gui-desktop" / "target", project_root.parent / "forge" / "forge-gui-desktop" / "target",
] ]
forge_dir_env = os.environ.get("FORGE_DIR", "") forge_dir_env = os.environ.get("FORGE_DIR", "") or os.environ.get("FORGE_WORKING_DIR", "")
if forge_dir_env: if forge_dir_env:
fd = Path(forge_dir_env) fd = Path(forge_dir_env)
candidates.append(fd.parent / "forge-gui-desktop" / "target") candidates.append(fd.parent / "forge-gui-desktop" / "target")
@@ -317,6 +319,15 @@ def main():
CFG.ximilar_api_key = args.ximilar_key CFG.ximilar_api_key = args.ximilar_key
CFG.anthropic_api_key = args.anthropic_key CFG.anthropic_api_key = args.anthropic_key
# Wire RESULTS_DIR: use explicit env/arg if set, otherwise keep default "results"
# but resolve it to an absolute path relative to this file so it works
# regardless of what directory the server is launched from.
if args.results_dir:
CFG.results_dir = args.results_dir
else:
# Default: results/ next to lab_api.py (always absolute)
CFG.results_dir = str(Path(__file__).parent / "results")
from services.forge_runner import get_java17 from services.forge_runner import get_java17
j17 = get_java17() j17 = get_java17()
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+643
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@@ -0,0 +1,643 @@
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>MTG Commander Battlefield</title>
<link rel="stylesheet" href="style.css?v=20260403_0300">
</head>
<body>
<!-- ====================================================
SETUP SCREEN
==================================================== -->
<div id="setup-screen">
<!-- Populated by ui.js initSetupScreen() -->
</div>
<!-- ====================================================
TABLE SURFACE — 4-Quadrant Battlefield
==================================================== -->
<div class="table-surface" id="game-battlefield" style="display:none;">
<!-- TOP BAR: Phase tracker + controls -->
<div id="top-bar">
<span class="top-bar-logo">Commander</span>
<div class="turn-counter-badge" id="turn-counter">Turn <span>1</span></div>
<div class="active-player-indicator" id="active-player-indicator">
<span class="active-player-dot" id="active-dot" style="background:#c0392b;"></span>
Player 1's Turn
</div>
<!-- Phase track -->
<div class="phase-track-wrapper">
<div class="phase-track" id="phase-track"></div>
</div>
<!-- Phase/turn action buttons -->
<div class="top-bar-actions">
<button class="btn-phase" onclick="nextPhase()" title="Advance to next phase (N)">Next Phase</button>
<button class="btn-phase btn-next-turn" onclick="nextTurn()" title="End turn, advance to next player (T)">Next Turn</button>
</div>
<!-- Utility buttons -->
<div class="top-bar-utils">
<button class="btn-util" id="btn-undo" onclick="undo()" title="Undo (Ctrl+Z)" disabled>&#x21A9;</button>
<button class="btn-util" id="btn-redo" onclick="redo()" title="Redo (Ctrl+Y)" disabled>&#x21AA;</button>
<button class="btn-util" id="btn-triggers" onclick="toggleTriggerStack()" title="Trigger Stack">&#x2747;</button>
<button class="btn-util" onclick="openDiceModal()" title="Dice &amp; Coins (G)">&#x1F3B2;</button>
<button class="btn-util" onclick="checkStateBasedActions()" title="Check State-Based Actions">SBA</button>
<button class="btn-util" onclick="toggleSettingsPanel()" title="Settings">&#x2699;</button>
<button class="btn-util" id="btn-search-toggle" onclick="document.getElementById('card-search-sidebar').classList.toggle('collapsed')" title="Card Search (S)">&#x1F50D;</button>
</div>
<!-- Storm counter -->
<span id="storm-badge" style="display:none;font-size:10px;color:var(--mtg-gold);background:rgba(200,168,67,0.15);border:1px solid rgba(200,168,67,0.3);border-radius:4px;padding:2px 7px;white-space:nowrap;">Storm: 0</span>
</div>
<!-- DIVIDER LINES -->
<div class="divider-h"></div>
<div class="divider-v"></div>
<!-- CORNER ACCENTS -->
<div class="corner-accent tl"></div>
<div class="corner-accent tr"></div>
<div class="corner-accent bl"></div>
<div class="corner-accent br"></div>
<!-- CENTER EMBLEM -->
<div class="center-emblem">
<svg viewBox="0 0 100 100" fill="none">
<circle cx="50" cy="50" r="42" stroke="rgba(255,255,255,0.2)" stroke-width="1.5"/>
<circle cx="50" cy="50" r="28" stroke="rgba(255,255,255,0.1)" stroke-width="1"/>
<polygon points="50,15 58.5,37 82,37 63,51 69,74 50,60 31,74 37,51 18,37 41.5,37"
fill="rgba(255,255,255,0.1)" stroke="rgba(255,255,255,0.2)" stroke-width="0.8"/>
</svg>
</div>
<!-- ================================================
4-QUADRANT BATTLEFIELD
================================================ -->
<div class="battlefield">
<!-- PLAYER 1: Top-Left (Crimson) -->
<div class="player-area p1" id="player-area-1">
<span class="player-label" id="player-label-1">Player 1</span>
<div class="life-counter" id="life-counter-1">
<button onclick="adjustLife(0,-1)" aria-label="Decrease P1 life">&#x2212;</button>
<span class="life-counter-value" id="life-0" onclick="showSetLifeDialog(0)">40</span>
<button onclick="adjustLife(0,1)" aria-label="Increase P1 life">+</button>
</div>
<div class="poison-badge" id="poison-0" style="display:none;" onclick="adjustPoison(0,1)" title="Poison counters (click +1, right-click -1)" oncontextmenu="event.preventDefault();adjustPoison(0,-1)">0 poison</div>
<!-- Zone Row: Library, Exile, Graveyard, Hand -->
<div class="zone-row" id="zone-row-1">
<div class="zone library" id="lib-zone-1" data-player="1" data-zone="library"
onclick="openZoneModal(0,'library')" data-tooltip="Library">
<span class="card-count" id="lib-count-1">0</span>
<span class="zone-icon">&#x1F4DA;</span>
<span class="zone-name">Library</span>
</div>
<div class="zone exile" id="exile-zone-1" data-player="1" data-zone="exile"
onclick="openZoneModal(0,'exile')" data-tooltip="Exile">
<span class="card-count" id="exile-count-1" style="display:none;">0</span>
<span class="zone-icon">&#x2B21;</span>
<span class="zone-name">Exile</span>
</div>
<div class="zone graveyard" id="gv-zone-1" data-player="1" data-zone="graveyard"
onclick="openZoneModal(0,'graveyard')" data-tooltip="Graveyard">
<span class="card-count" id="gv-count-1" style="display:none;">0</span>
<span class="zone-icon">&#x2620;</span>
<span class="zone-name">Grave</span>
</div>
<div class="zone hand" id="hand-zone-1" data-player="1" data-zone="hand"
onclick="openZoneModal(0,'hand')" data-tooltip="Hand">
<span class="zone-icon">&#x1F0CF;</span>
<span class="zone-name">Hand (<span id="hand-count-1">0</span>)</span>
</div>
</div>
<!-- Commander Row -->
<div class="commander-row" id="cmd-row-1">
<div class="zone commander" id="cmd-zone-1" data-player="1" data-zone="command"
onclick="openZoneModal(0,'command')" data-tooltip="Command Zone">
<span class="zone-icon">&#x1F451;</span>
<span class="zone-name">Commander</span>
</div>
</div>
<!-- Battle Zone -->
<div class="battle-zone" id="battle-zone-1">
<div class="battle-zone-inner"></div>
<span class="battle-zone-label">Battlefield</span>
<!-- Battlefield cards injected here -->
</div>
</div>
<!-- PLAYER 2: Top-Right (Sapphire) -->
<div class="player-area p2" id="player-area-2">
<span class="player-label" id="player-label-2">Player 2</span>
<div class="life-counter" id="life-counter-2">
<button onclick="adjustLife(1,-1)" aria-label="Decrease P2 life">&#x2212;</button>
<span class="life-counter-value" id="life-1" onclick="showSetLifeDialog(1)">40</span>
<button onclick="adjustLife(1,1)" aria-label="Increase P2 life">+</button>
</div>
<div class="poison-badge" id="poison-1" style="display:none;" onclick="adjustPoison(1,1)" oncontextmenu="event.preventDefault();adjustPoison(1,-1)">0 poison</div>
<div class="zone-row" id="zone-row-2">
<div class="zone library" id="lib-zone-2" data-player="2" data-zone="library"
onclick="openZoneModal(1,'library')" data-tooltip="Library">
<span class="card-count" id="lib-count-2">0</span>
<span class="zone-icon">&#x1F4DA;</span>
<span class="zone-name">Library</span>
</div>
<div class="zone exile" id="exile-zone-2" data-player="2" data-zone="exile"
onclick="openZoneModal(1,'exile')" data-tooltip="Exile">
<span class="card-count" id="exile-count-2" style="display:none;">0</span>
<span class="zone-icon">&#x2B21;</span>
<span class="zone-name">Exile</span>
</div>
<div class="zone graveyard" id="gv-zone-2" data-player="2" data-zone="graveyard"
onclick="openZoneModal(1,'graveyard')" data-tooltip="Graveyard">
<span class="card-count" id="gv-count-2" style="display:none;">0</span>
<span class="zone-icon">&#x2620;</span>
<span class="zone-name">Grave</span>
</div>
<div class="zone hand" id="hand-zone-2" data-player="2" data-zone="hand"
onclick="openZoneModal(1,'hand')" data-tooltip="Hand">
<span class="zone-icon">&#x1F0CF;</span>
<span class="zone-name">Hand (<span id="hand-count-2">0</span>)</span>
</div>
</div>
<div class="commander-row" id="cmd-row-2">
<div class="zone commander" id="cmd-zone-2" data-player="2" data-zone="command"
onclick="openZoneModal(1,'command')" data-tooltip="Command Zone">
<span class="zone-icon">&#x1F451;</span>
<span class="zone-name">Commander</span>
</div>
</div>
<div class="battle-zone" id="battle-zone-2">
<div class="battle-zone-inner"></div>
<span class="battle-zone-label">Battlefield</span>
</div>
</div>
<!-- PLAYER 3: Bottom-Left (Emerald) -->
<div class="player-area p3" id="player-area-3">
<!-- Battle zone on top for bottom players -->
<div class="battle-zone" id="battle-zone-3">
<div class="battle-zone-inner"></div>
<span class="battle-zone-label">Battlefield</span>
</div>
<div class="commander-row" id="cmd-row-3">
<div class="zone commander" id="cmd-zone-3" data-player="3" data-zone="command"
onclick="openZoneModal(2,'command')" data-tooltip="Command Zone">
<span class="zone-icon">&#x1F451;</span>
<span class="zone-name">Commander</span>
</div>
</div>
<div class="zone-row" id="zone-row-3">
<div class="zone library" id="lib-zone-3" data-player="3" data-zone="library"
onclick="openZoneModal(2,'library')" data-tooltip="Library">
<span class="card-count" id="lib-count-3">0</span>
<span class="zone-icon">&#x1F4DA;</span>
<span class="zone-name">Library</span>
</div>
<div class="zone exile" id="exile-zone-3" data-player="3" data-zone="exile"
onclick="openZoneModal(2,'exile')" data-tooltip="Exile">
<span class="card-count" id="exile-count-3" style="display:none;">0</span>
<span class="zone-icon">&#x2B21;</span>
<span class="zone-name">Exile</span>
</div>
<div class="zone graveyard" id="gv-zone-3" data-player="3" data-zone="graveyard"
onclick="openZoneModal(2,'graveyard')" data-tooltip="Graveyard">
<span class="card-count" id="gv-count-3" style="display:none;">0</span>
<span class="zone-icon">&#x2620;</span>
<span class="zone-name">Grave</span>
</div>
<div class="zone hand" id="hand-zone-3" data-player="3" data-zone="hand"
onclick="openZoneModal(2,'hand')" data-tooltip="Hand">
<span class="zone-icon">&#x1F0CF;</span>
<span class="zone-name">Hand (<span id="hand-count-3">0</span>)</span>
</div>
</div>
<span class="player-label" id="player-label-3">Player 3</span>
<div class="life-counter" id="life-counter-3">
<button onclick="adjustLife(2,-1)" aria-label="Decrease P3 life">&#x2212;</button>
<span class="life-counter-value" id="life-2" onclick="showSetLifeDialog(2)">40</span>
<button onclick="adjustLife(2,1)" aria-label="Increase P3 life">+</button>
</div>
<div class="poison-badge" id="poison-2" style="display:none;" onclick="adjustPoison(2,1)" oncontextmenu="event.preventDefault();adjustPoison(2,-1)">0 poison</div>
</div>
<!-- PLAYER 4: Bottom-Right (Gold) -->
<div class="player-area p4" id="player-area-4">
<div class="battle-zone" id="battle-zone-4">
<div class="battle-zone-inner"></div>
<span class="battle-zone-label">Battlefield</span>
</div>
<div class="commander-row" id="cmd-row-4">
<div class="zone commander" id="cmd-zone-4" data-player="4" data-zone="command"
onclick="openZoneModal(3,'command')" data-tooltip="Command Zone">
<span class="zone-icon">&#x1F451;</span>
<span class="zone-name">Commander</span>
</div>
</div>
<div class="zone-row" id="zone-row-4">
<div class="zone library" id="lib-zone-4" data-player="4" data-zone="library"
onclick="openZoneModal(3,'library')" data-tooltip="Library">
<span class="card-count" id="lib-count-4">0</span>
<span class="zone-icon">&#x1F4DA;</span>
<span class="zone-name">Library</span>
</div>
<div class="zone exile" id="exile-zone-4" data-player="4" data-zone="exile"
onclick="openZoneModal(3,'exile')" data-tooltip="Exile">
<span class="card-count" id="exile-count-4" style="display:none;">0</span>
<span class="zone-icon">&#x2B21;</span>
<span class="zone-name">Exile</span>
</div>
<div class="zone graveyard" id="gv-zone-4" data-player="4" data-zone="graveyard"
onclick="openZoneModal(3,'graveyard')" data-tooltip="Graveyard">
<span class="card-count" id="gv-count-4" style="display:none;">0</span>
<span class="zone-icon">&#x2620;</span>
<span class="zone-name">Grave</span>
</div>
<div class="zone hand" id="hand-zone-4" data-player="4" data-zone="hand"
onclick="openZoneModal(3,'hand')" data-tooltip="Hand">
<span class="zone-icon">&#x1F0CF;</span>
<span class="zone-name">Hand (<span id="hand-count-4">0</span>)</span>
</div>
</div>
<span class="player-label" id="player-label-4">Player 4</span>
<div class="life-counter" id="life-counter-4">
<button onclick="adjustLife(3,-1)" aria-label="Decrease P4 life">&#x2212;</button>
<span class="life-counter-value" id="life-3" onclick="showSetLifeDialog(3)">40</span>
<button onclick="adjustLife(3,1)" aria-label="Increase P4 life">+</button>
</div>
<div class="poison-badge" id="poison-3" style="display:none;" onclick="adjustPoison(3,1)" oncontextmenu="event.preventDefault();adjustPoison(3,-1)">0 poison</div>
</div>
</div><!-- /.battlefield -->
<!-- COMBAT SVG OVERLAY (arrows) -->
<svg id="combat-overlay" xmlns="http://www.w3.org/2000/svg" style="position:absolute;inset:44px 0 0 0;pointer-events:none;z-index:30;">
<defs>
<marker id="arrowhead" markerWidth="10" markerHeight="7" refX="9" refY="3.5" orient="auto">
<polygon points="0 0, 10 3.5, 0 7" fill="rgba(211,32,42,0.7)"/>
</marker>
</defs>
<g id="combat-arrows-svg"></g>
</svg>
<!-- FLOATING LOG -->
<div id="floating-log" class="floating-log"></div>
<!-- SHORTCUT HINT -->
<div class="shortcut-hint"></div>
<!-- CARD SEARCH SIDEBAR (right side, collapsible) -->
<div id="card-search-sidebar" class="collapsed">
<div class="sidebar-header">
<span class="sidebar-title">Card Search</span>
<button class="sidebar-toggle" onclick="document.getElementById('card-search-sidebar').classList.toggle('collapsed')" title="Close search">&#x2715;</button>
</div>
<div class="search-input-wrap">
<input class="search-input" id="card-search-input" type="text" placeholder="Search Scryfall..." autocomplete="off"/>
</div>
<div class="search-status" id="search-status">Type to search cards...</div>
<div class="card-results" id="card-results"></div>
</div>
<!-- Sidebar edge tab -->
<div id="sidebar-edge-tab" class="sidebar-edge-tab" title="Toggle card search">&#x2039;</div>
</div><!-- /.table-surface / #game-battlefield -->
<!-- ====================================================
CONTEXT MENU
==================================================== -->
<div id="context-menu"></div>
<!-- ====================================================
FLOATING CARD PREVIEW
==================================================== -->
<div id="card-preview">
<img src="" alt="Card Preview"/>
<div class="card-preview-pt-overlay" id="card-preview-pt-overlay"></div>
<div class="card-preview-info">
<div class="card-preview-name"></div>
<div class="card-preview-type"></div>
<div class="card-preview-oracle"></div>
<div class="card-preview-pt"></div>
</div>
</div>
<!-- ====================================================
ZONE MODAL
==================================================== -->
<div id="zone-modal">
<div class="zone-modal-card">
<div class="zone-modal-header">
<span class="zone-modal-title" id="zone-modal-title">Player Zones</span>
<button class="btn-close" onclick="closeZoneModal()">&#x2715;</button>
</div>
<div class="zone-modal-tabs" id="zone-modal-tabs">
<!-- Populated by renderZoneModal() -->
</div>
<div class="zone-modal-body" id="zone-modal-body">
<!-- Populated by renderZoneModal() -->
</div>
</div>
</div>
<!-- ====================================================
DICE MODAL
==================================================== -->
<div id="dice-modal">
<div class="dice-modal-card">
<div style="display:flex;justify-content:space-between;align-items:center;margin-bottom:1rem;">
<span style="font-family:var(--font-display);font-size:14px;font-weight:700;color:var(--color-text-muted);text-transform:uppercase;letter-spacing:0.08em;">Dice &amp; Coins</span>
<button class="btn-close" onclick="closeDiceModal()">&#x2715;</button>
</div>
<div class="dice-result-display" id="dice-result-display">&#x2014;</div>
<div class="dice-label" id="dice-label">Choose a die</div>
<div class="dice-buttons">
<button class="btn-dice" onclick="rollDice(4)">d4</button>
<button class="btn-dice" onclick="rollDice(6)">d6</button>
<button class="btn-dice" onclick="rollDice(8)">d8</button>
<button class="btn-dice" onclick="rollDice(10)">d10</button>
<button class="btn-dice" onclick="rollDice(12)">d12</button>
<button class="btn-dice" onclick="rollDice(20)">d20</button>
<button class="btn-dice" onclick="rollDice(100)">d100</button>
<button class="btn-dice coin" onclick="flipCoin()">Coin Flip</button>
</div>
</div>
</div>
<!-- ====================================================
TOKEN MODAL
==================================================== -->
<div id="token-modal">
<div class="token-modal-card">
<div class="modal-header">
<span class="modal-title">Create Token</span>
<button class="btn-close" onclick="closeTokenModal()">&#x2715;</button>
</div>
<div class="modal-body" id="token-modal-body">
<div style="display:grid;grid-template-columns:1fr 1fr;gap:10px;margin-bottom:12px;">
<div>
<label style="font-size:11px;font-weight:600;color:var(--color-text);display:block;margin-bottom:4px;">Token Name</label>
<input class="game-input" id="token-name" type="text" placeholder="e.g. 1/1 White Soldier"/>
</div>
<div>
<label style="font-size:11px;font-weight:600;color:var(--color-text);display:block;margin-bottom:4px;">Type Line</label>
<input class="game-input" id="token-type" type="text" placeholder="Creature — Soldier"/>
</div>
<div>
<label style="font-size:11px;font-weight:600;color:var(--color-text);display:block;margin-bottom:4px;">Power/Toughness</label>
<input class="game-input" id="token-pt" type="text" placeholder="1/1"/>
</div>
<div>
<label style="font-size:11px;font-weight:600;color:var(--color-text);display:block;margin-bottom:4px;">Count</label>
<input class="game-input" id="token-count" type="number" value="1" min="1" max="20"/>
</div>
</div>
<div style="margin-bottom:10px;">
<label style="font-size:11px;font-weight:600;color:var(--color-text);display:block;margin-bottom:4px;">Keywords (comma-separated)</label>
<input class="game-input" id="token-keywords" type="text" placeholder="Flying, Vigilance"/>
</div>
<div style="margin-bottom:12px;">
<label style="font-size:11px;font-weight:600;color:var(--color-text);display:block;margin-bottom:4px;">Player</label>
<select class="game-input" id="token-player-select" style="height:28px;">
<option value="0">Player 1</option>
<option value="1">Player 2</option>
<option value="2">Player 3</option>
<option value="3">Player 4</option>
</select>
</div>
<div style="display:flex;gap:8px;">
<button class="btn btn-primary" onclick="createTokenFromModal()">Create Token(s)</button>
<button class="btn btn-cancel" onclick="closeTokenModal()">Cancel</button>
</div>
</div>
</div>
</div>
<!-- ====================================================
DECK MODAL
==================================================== -->
<div id="deck-modal">
<div class="deck-modal-card">
<div class="modal-header">
<span class="modal-title">Deck Manager</span>
<button class="btn-close" onclick="closeDeckModal()">&#x2715;</button>
</div>
<div class="modal-body" id="deck-modal-body">
<!-- Populated by renderDeckModalContent() -->
</div>
</div>
</div>
<!-- ====================================================
COMMANDER DAMAGE MATRIX MODAL
==================================================== -->
<div id="cmd-dmg-matrix-modal">
<!-- Populated by renderCmdDmgMatrix() -->
</div>
<!-- ====================================================
TRIGGER STACK PANEL
==================================================== -->
<div id="trigger-stack-panel">
<div class="trigger-stack-card">
<div class="trigger-stack-header">
<span class="trigger-stack-title">Trigger Stack</span>
<button class="btn-close" style="font-size:14px;width:20px;height:20px;" onclick="closeTriggerStack()">&#x2715;</button>
</div>
<div class="trigger-stack-body" id="trigger-stack-body">
<div class="trigger-stack-empty">No pending triggers.</div>
</div>
<div class="trigger-stack-actions">
<button class="btn-resolve" onclick="resolveNextTrigger()">Resolve Next</button>
<button class="btn-resolve-all" onclick="resolveAllTriggers()">Resolve All</button>
</div>
</div>
</div>
<!-- ====================================================
SETTINGS PANEL
==================================================== -->
<div id="settings-panel">
<div class="modal-header" style="flex-shrink:0;">
<span class="modal-title">Settings</span>
<button class="btn-close" onclick="toggleSettingsPanel()">&#x2715;</button>
</div>
<div class="settings-body" id="settings-body" style="flex:1;overflow-y:auto;padding:12px;">
<!-- Populated by renderSettingsPanel() -->
</div>
<div style="padding:10px 14px;border-top:1px solid var(--color-border);display:flex;gap:8px;flex-wrap:wrap;flex-shrink:0;">
<button class="btn btn-primary" onclick="openDiceModal()">&#x1F3B2; Dice</button>
<button class="btn btn-gold" onclick="openCmdDmgMatrix()">CMD Damage Matrix</button>
<button class="btn btn-cancel" onclick="checkStateBasedActions()">Check SBA</button>
<button class="btn btn-cancel" onclick="autoArrangeBattlefield()">Auto-Arrange</button>
</div>
</div>
<!-- ====================================================
PRIORITY BANNER
==================================================== -->
<div id="priority-banner">
<span class="priority-text" id="priority-text">Waiting for priority...</span>
<button class="btn-priority-pass" onclick="passPriority()">Pass Priority</button>
<button class="btn-close" style="font-size:13px;" onclick="closePriorityWindow()">&#x2715;</button>
</div>
<!-- ====================================================
LEGAL ACTIONS BAR
==================================================== -->
<div id="legal-actions-bar">
<!-- Populated by renderLegalActionsBar() -->
</div>
<!-- ====================================================
UNDO HISTORY PANEL
==================================================== -->
<div id="undo-history-panel">
<!-- Populated by renderUndoHistory() -->
</div>
<!-- ====================================================
MANA COLOR PICKER (dynamically appended) -->
<!-- Zone card context menu (dynamically appended) -->
<!-- SBA alert panel (dynamically appended) -->
<!-- Set-life dialog (dynamically appended) -->
<!-- ====================================================
SCRIPTS
==================================================== -->
<script src="precons.js?v=20260403_0300"></script>
<script src="engine.js?v=20260403_0300"></script>
<script src="ai-bridge.js?v=20260403_0300"></script>
<script src="player-panels.js?v=20260403_0300"></script>
<script src="ui.js?v=20260403_0300"></script>
<script>
// ============================================================
// STARTUP & BRIDGE FUNCTIONS
// ============================================================
// Token creation from modal
function createTokenFromModal() {
if (!gameState) return;
const name = document.getElementById('token-name').value.trim() || '1/1 Token';
const typeLine = document.getElementById('token-type').value.trim() || 'Creature';
const pt = document.getElementById('token-pt').value.trim() || '1/1';
const count = parseInt(document.getElementById('token-count').value) || 1;
const keywords = document.getElementById('token-keywords').value.trim();
const playerIdx = parseInt(document.getElementById('token-player-select').value) || 0;
const parts = pt.split('/');
const power = parts[0] ? parts[0].trim() : '1';
const toughness = parts[1] ? parts[1].trim() : '1';
for (let i = 0; i < count; i++) {
addCardToBattlefield(name, '', typeLine, playerIdx, undefined, undefined,
keywords ? keywords.replace(/,/g, ' ') : '',
{ power, toughness, pt, isToken: true });
}
addLogEntry('Created ' + count + 'x <strong>' + name + '</strong> token(s) for Player ' + (playerIdx + 1));
closeTokenModal();
}
// Pass priority
function passPriority() {
addLogEntry('Priority passed.');
closePriorityWindow();
}
// Open precon browser (stub - opens deck modal for current player)
function openPreconBrowser() {
if (gameState) openDeckModal(gameState.currentPlayerIndex);
}
// Open collection modal (stub)
function openCollectionModal() { showToast('Collection tracker available in full version.'); }
// Scry dialog stub
function showScryDialog(playerId) {
if (!gameState) return;
const player = gameState.players[playerId];
if (!player || player.zones.library.length === 0) {
addLogEntry('!! ' + (player ? player.name : 'Player') + ' has no cards to scry.');
return;
}
const count = Math.min(parseInt(prompt('Scry how many? (1-7)', '1') || '1'), 7, player.zones.library.length);
if (isNaN(count) || count < 1) return;
const topCards = player.zones.library.slice(0, count);
const names = topCards.map(c => c.name || '?').join(', ');
addLogEntry('<strong>' + player.name + '</strong> scrys ' + count + ': [' + names + ']');
}
// Mill dialog stub
function showMillDialog(playerId) {
if (!gameState) return;
const count = parseInt(prompt('Mill how many cards?', '1') || '1');
if (isNaN(count) || count < 1) return;
millCards(playerId, count);
}
// Become monarch
function becomeMonarch(playerId) {
if (!gameState) return;
gameState.monarchPlayerIndex = playerId;
const player = gameState.players[playerId];
addLogEntry('&#x1F451; <strong>' + (player ? player.name : 'Player') + '</strong> becomes the Monarch!');
updateMonarchBadges();
}
// Empower the life counter right-click on the quadrant labels
document.addEventListener('DOMContentLoaded', function() {
// Wire right-click on life values to set-life dialog
for (var i = 0; i < 4; i++) {
(function(idx) {
var lifeEl = document.getElementById('life-' + idx);
if (lifeEl) {
lifeEl.addEventListener('contextmenu', function(e) {
e.preventDefault();
showSetLifeDialog(idx);
});
}
})(i);
}
// Life counter right-click on quadrant buttons too
// (already handled via inline onclick in HTML)
// Auto-detect Commander-AI-Lab backend on page load
if (typeof AIBridge !== 'undefined') {
AIBridge.init().then(function(status) {
var indicator = document.getElementById('backend-status-indicator');
if (indicator) {
indicator.textContent = status.connected
? (status.modelLoaded ? '\u{1F9E0} ML Backend Connected' : '\u26a1 Backend Connected (no ML model)')
: '\u{1F4E1} Local Mode (no backend)';
indicator.className = 'backend-status ' +
(status.connected ? (status.modelLoaded ? 'connected-ml' : 'connected') : 'disconnected');
}
});
}
});
</script>
</body>
</html>
+270
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@@ -0,0 +1,270 @@
// player-panels.js — Enhanced Player Panel Component
// Provides collapsible panels with life, commander damage, counters, and emblems.
'use strict';
/**
* Create an enhanced player panel widget for a quadrant.
* Replaces the basic life counter with a full tracking panel.
*
* @param {object} player - Player object from gameState
* @param {number} quadrant - 1-4 (matches CSS class p1-p4)
* @param {boolean} isActive - Whether this is the active player
*/
function createEnhancedPlayerPanel(player, quadrant, isActive) {
var panel = document.createElement('div');
panel.className = 'enhanced-player-panel' +
(isActive ? ' active-turn' : '') +
(player.eliminated ? ' eliminated' : '');
panel.id = 'enhanced-panel-' + player.id;
panel.setAttribute('data-player-id', player.id);
// Track collapse state
var collapseKey = 'panel-collapsed-' + player.id;
var isCollapsed = localStorage.getItem(collapseKey) === 'true';
// ── Header Row ──────────────────────────────────────────
var headerHtml =
'<div class="epp-header" onclick="togglePlayerPanel(' + player.id + ')">' +
'<span class="epp-collapse-arrow">' + (isCollapsed ? '\u25b8' : '\u25be') + '</span>' +
'<div class="epp-name-dot" style="background:' + player.color + '"></div>' +
'<span class="epp-name">' + player.name + '</span>' +
(player.isAI ? '<span class="epp-ai-badge">AI</span>' : '') +
'<span class="epp-life-badge">' +
'\u2665 ' + player.life +
(player.life < player.startingLife
? ' / ' + player.startingLife
: '') +
'</span>' +
'</div>';
// ── Life Counter Row ────────────────────────────────────
var lifeHtml =
'<div class="epp-life-row">' +
'<button class="epp-life-btn minus" onclick="adjustLife(' + player.id + ',-1)" ' +
'oncontextmenu="event.preventDefault();adjustLife(' + player.id + ',-5)" ' +
'title="Left: -1 | Right: -5">\u2212</button>' +
'<div class="epp-life-value" id="epp-life-' + player.id + '" ' +
'onclick="showSetLifeDialog(' + player.id + ')">' +
player.life +
'</div>' +
'<button class="epp-life-btn plus" onclick="adjustLife(' + player.id + ',1)" ' +
'oncontextmenu="event.preventDefault();adjustLife(' + player.id + ',5)" ' +
'title="Left: +1 | Right: +5">+</button>' +
'</div>';
// ── Commander Damage Section ────────────────────────────
var otherPlayers = gameState.players.filter(function(p) {
return p.id !== player.id && !p.eliminated;
});
var cmdDmgHtml =
'<div class="epp-section">' +
'<div class="epp-section-label">Commander Damage</div>' +
'<div class="epp-cmd-dmg-grid">';
otherPlayers.forEach(function(op) {
var dmg = player.commanderDamage[op.id] || 0;
var pct = Math.round((dmg / 21) * 100);
var dangerClass = dmg >= 18 ? 'critical' : dmg >= 10 ? 'warning' : '';
cmdDmgHtml +=
'<div class="epp-cmd-dmg-item ' + dangerClass + '">' +
'<div class="epp-cmd-dmg-bar" style="width:' + pct + '%"></div>' +
'<div class="epp-cmd-dmg-dot" style="background:' + op.color + '"></div>' +
'<span class="epp-cmd-dmg-name">' + op.name + '</span>' +
'<span class="epp-cmd-dmg-value">' + dmg + '/21</span>' +
'<button class="epp-counter-btn" ' +
'onclick="event.stopPropagation();adjustCommanderDamage(' + player.id + ',' + op.id + ',1)" ' +
'title="Add commander damage">+</button>' +
'<button class="epp-counter-btn" ' +
'onclick="event.stopPropagation();adjustCommanderDamage(' + player.id + ',' + op.id + ',-1)" ' +
'title="Remove commander damage">\u2212</button>' +
'</div>';
});
cmdDmgHtml += '</div></div>';
// ── Counters Section ────────────────────────────────────
var poison = player.poison || 0;
var energy = player.energy || 0;
var experience = player.experience || 0;
var rad = player.rad || 0;
var countersHtml =
'<div class="epp-section">' +
'<div class="epp-section-label">Counters</div>' +
'<div class="epp-counters-grid">' +
_buildCounterWidget('Poison', '\u2620', poison, 10,
'adjustPoison(' + player.id + ',1)',
'adjustPoison(' + player.id + ',-1)',
poison >= 8 ? 'critical' : poison >= 5 ? 'warning' : '') +
_buildCounterWidget('Energy', '\u269b', energy, 0,
'adjustEnergy(' + player.id + ',1)',
'adjustEnergy(' + player.id + ',-1)', '') +
_buildCounterWidget('Experience', '\u2605', experience, 0,
'adjustExperience(' + player.id + ',1)',
'adjustExperience(' + player.id + ',-1)', '') +
_buildCounterWidget('Rad', '\u2622', rad, 0,
'adjustRad(' + player.id + ',1)',
'adjustRad(' + player.id + ',-1)', '') +
'</div>' +
'</div>';
// ── Emblems Section ─────────────────────────────────────
var emblems = player.emblems || [];
var emblemsHtml =
'<div class="epp-section">' +
'<div class="epp-section-label">Emblems</div>' +
'<div class="epp-emblems">';
if (emblems.length === 0) {
emblemsHtml += '<span class="epp-no-emblems">None</span>';
} else {
emblems.forEach(function(emb, idx) {
emblemsHtml +=
'<div class="epp-emblem-chip" title="' + emb.name + '">' +
'<span class="epp-emblem-name">' + emb.name + '</span>' +
'<button class="epp-emblem-remove" ' +
'onclick="event.stopPropagation();removeEmblem(' + player.id + ',' + idx + ')">\u00d7</button>' +
'</div>';
});
}
emblemsHtml +=
'<button class="epp-add-emblem-btn" ' +
'onclick="event.stopPropagation();showAddEmblemDialog(' + player.id + ')" ' +
'title="Add an emblem">+ Emblem</button>' +
'</div>' +
'</div>';
// ── Assemble Panel ──────────────────────────────────────
var bodyHtml =
'<div class="epp-body" id="epp-body-' + player.id + '" ' +
'style="' + (isCollapsed ? 'display:none;' : '') + '">' +
lifeHtml + cmdDmgHtml + countersHtml + emblemsHtml +
'</div>';
panel.innerHTML = headerHtml + bodyHtml;
return panel;
}
function _buildCounterWidget(label, icon, value, threshold, onInc, onDec, dangerClass) {
return '<div class="epp-counter ' + dangerClass + '">' +
'<div class="epp-counter-icon">' + icon + '</div>' +
'<div class="epp-counter-info">' +
'<span class="epp-counter-value">' + value + '</span>' +
'<span class="epp-counter-label">' + label + '</span>' +
'</div>' +
'<div class="epp-counter-btns">' +
'<button class="epp-counter-btn" onclick="event.stopPropagation();' + onInc + '">+</button>' +
'<button class="epp-counter-btn" onclick="event.stopPropagation();' + onDec + '">\u2212</button>' +
'</div>' +
'</div>';
}
function togglePlayerPanel(playerId) {
var body = document.getElementById('epp-body-' + playerId);
var panel = document.getElementById('enhanced-panel-' + playerId);
if (!body || !panel) return;
var isCollapsed = body.style.display === 'none';
body.style.display = isCollapsed ? '' : 'none';
var arrow = panel.querySelector('.epp-collapse-arrow');
if (arrow) arrow.textContent = isCollapsed ? '\u25be' : '\u25b8';
localStorage.setItem('panel-collapsed-' + playerId, !isCollapsed);
}
// Counter adjustment functions
function adjustEnergy(playerId, amount) {
if (!gameState) return;
var player = gameState.players[playerId];
if (!player) return;
player.energy = Math.max(0, (player.energy || 0) + amount);
addLogEntry('<strong>' + player.name + '</strong> energy: ' + player.energy);
renderEnhancedPanels();
}
function adjustExperience(playerId, amount) {
if (!gameState) return;
var player = gameState.players[playerId];
if (!player) return;
player.experience = Math.max(0, (player.experience || 0) + amount);
addLogEntry('<strong>' + player.name + '</strong> experience: ' + player.experience);
renderEnhancedPanels();
}
function adjustRad(playerId, amount) {
if (!gameState) return;
var player = gameState.players[playerId];
if (!player) return;
player.rad = Math.max(0, (player.rad || 0) + amount);
addLogEntry('<strong>' + player.name + '</strong> rad counters: ' + player.rad);
renderEnhancedPanels();
}
function showAddEmblemDialog(playerId) {
var name = prompt('Enter emblem name (e.g., "Sorin, Vengeful Bloodlord"):');
if (!name || !name.trim()) return;
if (!gameState) return;
var player = gameState.players[playerId];
if (!player) return;
if (!player.emblems) player.emblems = [];
player.emblems.push({ name: name.trim() });
addLogEntry('<strong>' + player.name + '</strong> gained emblem: ' + name.trim());
renderEnhancedPanels();
}
function removeEmblem(playerId, idx) {
if (!gameState) return;
var player = gameState.players[playerId];
if (!player || !player.emblems) return;
var removed = player.emblems.splice(idx, 1);
if (removed.length > 0) {
addLogEntry('<strong>' + player.name + '</strong> lost emblem: ' + removed[0].name);
}
renderEnhancedPanels();
}
/**
* Re-render all enhanced player panels in their quadrant positions.
*/
function renderEnhancedPanels() {
if (!gameState) return;
for (var i = 0; i < gameState.players.length; i++) {
var player = gameState.players[i];
var quadrant = i + 1;
var areaEl = document.getElementById('player-area-' + quadrant);
if (!areaEl) continue;
// Find or create the enhanced panel container
var container = areaEl.querySelector('.epp-container');
if (!container) {
container = document.createElement('div');
container.className = 'epp-container';
// Insert before the zone row
var zoneRow = areaEl.querySelector('.zone-row');
if (zoneRow) {
areaEl.insertBefore(container, zoneRow);
} else {
areaEl.appendChild(container);
}
}
var isActive = gameState.currentPlayerIndex === i;
var panel = createEnhancedPlayerPanel(player, quadrant, isActive);
container.innerHTML = '';
container.appendChild(panel);
// Hide the old life counter (we have our own now)
var oldLifeCounter = areaEl.querySelector('.life-counter');
if (oldLifeCounter) oldLifeCounter.style.display = 'none';
// Hide old poison badge (we have counters section)
var oldPoison = areaEl.querySelector('.poison-badge');
if (oldPoison) oldPoison.style.display = 'none';
}
}
+167
View File
@@ -0,0 +1,167 @@
// Auto-generated from precon-decks/precon-index.json
// Run: node scripts/generate-precons-js.js to regenerate
var PRECON_DATA = [
{"id":"Counterpunch","name":"Counterpunch","commander":"Ghave, Guru of Spores","set":"Commander 2011","fileName":"Counterpunch.dck","colors":[],"year":2011},
{"id":"Devour_for_Power_CMD","name":"Devour for Power","commander":"The Mimeoplasm","set":"Commander 2011","fileName":"Devour_for_Power_CMD.dck","colors":[],"year":2011},
{"id":"Heavenly_Inferno_CMD","name":"Heavenly Inferno","commander":"Kaalia of the Vast","set":"Commander 2011","fileName":"Heavenly_Inferno_CMD.dck","colors":[],"year":2011},
{"id":"Mirror_Mastery","name":"Mirror Mastery","commander":"Riku of Two Reflections","set":"Commander 2011","fileName":"Mirror_Mastery.dck","colors":[],"year":2011},
{"id":"Political_Puppets","name":"Political Puppets","commander":"Zedruu the Greathearted","set":"Commander 2011","fileName":"Political_Puppets.dck","colors":[],"year":2011},
{"id":"Eternal_Bargain","name":"Eternal Bargain","commander":"Oloro, Ageless Ascetic","set":"Commander 2013","fileName":"Eternal_Bargain.dck","colors":[],"year":2013},
{"id":"Evasive_Maneuvers_C13","name":"Evasive Maneuvers","commander":"Derevi, Empyrial Tactician","set":"Commander 2013","fileName":"Evasive_Maneuvers_C13.dck","colors":[],"year":2013},
{"id":"Mind_Seize","name":"Mind Seize","commander":"Jeleva, Nephalia's Scourge","set":"Commander 2013","fileName":"Mind_Seize.dck","colors":[],"year":2013},
{"id":"Nature_of_the_Beast","name":"Nature of the Beast","commander":"Marath, Will of the Wild","set":"Commander 2013","fileName":"Nature_of_the_Beast.dck","colors":[],"year":2013},
{"id":"Power_Hungry","name":"Power Hungry","commander":"Prossh, Skyraider of Kher","set":"Commander 2013","fileName":"Power_Hungry.dck","colors":[],"year":2013},
{"id":"Built_From_Scratch_C14","name":"Built From Scratch","commander":"Daretti, Scrap Savant","set":"Commander 2014","fileName":"Built_From_Scratch_C14.dck","colors":[],"year":2014},
{"id":"Forged_In_Stone","name":"Forged In Stone","commander":"Nahiri, the Lithomancer","set":"Commander 2014","fileName":"Forged_In_Stone.dck","colors":[],"year":2014},
{"id":"Guided_By_Nature","name":"Guided By Nature","commander":"Freyalise, Llanowar's Fury","set":"Commander 2014","fileName":"Guided_By_Nature.dck","colors":[],"year":2014},
{"id":"Peer_Through_Time","name":"Peer Through Time","commander":"Teferi, Temporal Archmage","set":"Commander 2014","fileName":"Peer_Through_Time.dck","colors":[],"year":2014},
{"id":"Sworn_To_Darkness","name":"Sworn To Darkness","commander":"Ob Nixilis of the Black Oath","set":"Commander 2014","fileName":"Sworn_To_Darkness.dck","colors":[],"year":2014},
{"id":"Call_the_Spirits","name":"Call the Spirits","commander":"Daxos the Returned","set":"Commander 2015","fileName":"Call_the_Spirits.dck","colors":[],"year":2015},
{"id":"Plunder_the_Graves_C15","name":"Plunder the Graves","commander":"Meren of Clan Nel Toth","set":"Commander 2015","fileName":"Plunder_the_Graves_C15.dck","colors":[],"year":2015},
{"id":"Seize_Control","name":"Seize Control","commander":"Mizzix of the Izmagnus","set":"Commander 2015","fileName":"Seize_Control.dck","colors":[],"year":2015},
{"id":"Swell_the_Host","name":"Swell the Host","commander":"Ezuri, Claw of Progress","set":"Commander 2015","fileName":"Swell_the_Host.dck","colors":[],"year":2015},
{"id":"Wade_into_Battle_C15","name":"Wade into Battle","commander":"Kalemne, Disciple of Iroas","set":"Commander 2015","fileName":"Wade_into_Battle_C15.dck","colors":[],"year":2015},
{"id":"Breed_Lethality_C16","name":"Breed Lethality","commander":"Atraxa, Praetors' Voice","set":"Commander 2016","fileName":"Breed_Lethality_C16.dck","colors":[],"year":2016},
{"id":"Entropic_Uprising","name":"Entropic Uprising","commander":"Yidris, Maelstrom Wielder","set":"Commander 2016","fileName":"Entropic_Uprising.dck","colors":[],"year":2016},
{"id":"Invent_Superiority","name":"Invent Superiority","commander":"Breya, Etherium Shaper","set":"Commander 2016","fileName":"Invent_Superiority.dck","colors":[],"year":2016},
{"id":"Open_Hostility","name":"Open Hostility","commander":"Saskia the Unyielding","set":"Commander 2016","fileName":"Open_Hostility.dck","colors":[],"year":2016},
{"id":"Stalwart_Unity","name":"Stalwart Unity","commander":"Kynaios and Tiro of Meletis","set":"Commander 2016","fileName":"Stalwart_Unity.dck","colors":[],"year":2016},
{"id":"Evasive_Maneuvers_CMA","name":"Evasive Maneuvers","commander":"Derevi, Empyrial Tactician","set":"Commander Anthology","fileName":"Evasive_Maneuvers_CMA.dck","colors":[],"year":2017},
{"id":"Guided_by_Nature","name":"Guided by Nature","commander":"Freyalise, Llanowar's Fury","set":"Commander Anthology","fileName":"Guided_by_Nature.dck","colors":[],"year":2017},
{"id":"Heavenly_Inferno_CMA","name":"Heavenly Inferno","commander":"Kaalia of the Vast","set":"Commander Anthology","fileName":"Heavenly_Inferno_CMA.dck","colors":[],"year":2017},
{"id":"Plunder_the_Graves_CMA","name":"Plunder the Graves","commander":"Meren of Clan Nel Toth","set":"Commander Anthology","fileName":"Plunder_the_Graves_CMA.dck","colors":[],"year":2017},
{"id":"Arcane_Wizardry","name":"Arcane Wizardry","commander":"Inalla, Archmage Ritualist","set":"Commander 2017","fileName":"Arcane_Wizardry.dck","colors":[],"year":2017},
{"id":"Draconic_Domination","name":"Draconic Domination","commander":"The Ur-Dragon","set":"Commander 2017","fileName":"Draconic_Domination.dck","colors":[],"year":2017},
{"id":"Feline_Ferocity","name":"Feline Ferocity","commander":"Arahbo, Roar of the World","set":"Commander 2017","fileName":"Feline_Ferocity.dck","colors":[],"year":2017},
{"id":"Vampiric_Bloodlust","name":"Vampiric Bloodlust","commander":"Edgar Markov","set":"Commander 2017","fileName":"Vampiric_Bloodlust.dck","colors":[],"year":2017},
{"id":"Breed_Lethality_CM2","name":"Breed Lethality","commander":"Atraxa, Praetors' Voice","set":"Commander Anthology Volume II","fileName":"Breed_Lethality_CM2.dck","colors":[],"year":2018},
{"id":"Built_From_Scratch_CM2","name":"Built From Scratch","commander":"Daretti, Scrap Savant","set":"Commander Anthology Volume II","fileName":"Built_From_Scratch_CM2.dck","colors":[],"year":2018},
{"id":"Devour_for_Power_CM2","name":"Devour for Power","commander":"The Mimeoplasm","set":"Commander Anthology Volume II","fileName":"Devour_for_Power_CM2.dck","colors":[],"year":2018},
{"id":"Wade_into_Battle_CM2","name":"Wade into Battle","commander":"Kalemne, Disciple of Iroas","set":"Commander Anthology Volume II","fileName":"Wade_into_Battle_CM2.dck","colors":[],"year":2018},
{"id":"Adaptive_Enchantment","name":"Adaptive Enchantment","commander":"Estrid, the Masked","set":"Commander 2018","fileName":"Adaptive_Enchantment.dck","colors":[],"year":2018},
{"id":"Exquisite_Invention","name":"Exquisite Invention","commander":"Saheeli, the Gifted","set":"Commander 2018","fileName":"Exquisite_Invention.dck","colors":[],"year":2018},
{"id":"Natures_Vengeance","name":"Nature's Vengeance","commander":"Lord Windgrace","set":"Commander 2018","fileName":"Natures_Vengeance.dck","colors":[],"year":2018},
{"id":"Subjective_Reality","name":"Subjective Reality","commander":"Aminatou, the Fateshifter","set":"Commander 2018","fileName":"Subjective_Reality.dck","colors":[],"year":2018},
{"id":"Faceless_Menace","name":"Faceless Menace","commander":"Kadena, Slinking Sorcerer","set":"Commander 2019","fileName":"Faceless_Menace.dck","colors":[],"year":2019},
{"id":"Merciless_Rage","name":"Merciless Rage","commander":"Anje Falkenrath","set":"Commander 2019","fileName":"Merciless_Rage.dck","colors":[],"year":2019},
{"id":"Mystic_Intellect","name":"Mystic Intellect","commander":"Sevinne, the Chronoclasm","set":"Commander 2019","fileName":"Mystic_Intellect.dck","colors":[],"year":2019},
{"id":"Primal_Genesis","name":"Primal Genesis","commander":"Ghired, Conclave Exile","set":"Commander 2019","fileName":"Primal_Genesis.dck","colors":[],"year":2019},
{"id":"Arcane_Maelstrom","name":"Arcane Maelstrom","commander":"Kalamax, the Stormsire","set":"Commander 2020","fileName":"Arcane_Maelstrom.dck","colors":[],"year":2020},
{"id":"Enhanced_Evolution","name":"Enhanced Evolution","commander":"Otrimi, the Ever-Playful","set":"Commander 2020","fileName":"Enhanced_Evolution.dck","colors":[],"year":2020},
{"id":"Ruthless_Regiment","name":"Ruthless Regiment","commander":"Jirina Kudro","set":"Commander 2020","fileName":"Ruthless_Regiment.dck","colors":[],"year":2020},
{"id":"Symbiotic_Swarm","name":"Symbiotic Swarm","commander":"Kathril, Aspect Warper","set":"Commander 2020","fileName":"Symbiotic_Swarm.dck","colors":[],"year":2020},
{"id":"Timeless_Wisdom","name":"Timeless Wisdom","commander":"Gavi, Nest Warden","set":"Commander 2020","fileName":"Timeless_Wisdom.dck","colors":[],"year":2020},
{"id":"Lands_Wrath","name":"Land's Wrath","commander":"Obuun, Mul Daya Ancestor","set":"Zendikar Rising Commander","fileName":"Lands_Wrath.dck","colors":[],"year":2020},
{"id":"Sneak_Attack","name":"Sneak Attack","commander":"Anowon, the Ruin Thief","set":"Zendikar Rising Commander","fileName":"Sneak_Attack.dck","colors":[],"year":2020},
{"id":"Arm_for_Battle","name":"Arm for Battle","commander":"Wyleth, Soul of Steel","set":"Commander Legends","fileName":"Arm_for_Battle.dck","colors":[],"year":2020},
{"id":"Reap_the_Tides","name":"Reap the Tides","commander":"Aesi, Tyrant of Gyre Strait","set":"Commander Legends","fileName":"Reap_the_Tides.dck","colors":[],"year":2020},
{"id":"Elven_Empire","name":"Elven Empire","commander":"Lathril, Blade of the Elves","set":"Kaldheim Commander","fileName":"Elven_Empire.dck","colors":[],"year":2021},
{"id":"Phantom_Premonition","name":"Phantom Premonition","commander":"Ranar the Ever-Watchful","set":"Kaldheim Commander","fileName":"Phantom_Premonition.dck","colors":[],"year":2021},
{"id":"Lorehold_Legacies","name":"Lorehold Legacies","commander":"Osgir, the Reconstructor","set":"Commander 2021","fileName":"Lorehold_Legacies.dck","colors":[],"year":2021},
{"id":"Prismari_Performance","name":"Prismari Performance","commander":"Zaffai, Thunder Conductor","set":"Commander 2021","fileName":"Prismari_Performance.dck","colors":[],"year":2021},
{"id":"Quantum_Quandrix","name":"Quantum Quandrix","commander":"Adrix and Nev, Twincasters","set":"Commander 2021","fileName":"Quantum_Quandrix.dck","colors":[],"year":2021},
{"id":"Silverquill_Statement","name":"Silverquill Statement","commander":"Breena, the Demagogue","set":"Commander 2021","fileName":"Silverquill_Statement.dck","colors":[],"year":2021},
{"id":"Witherbloom_Witchcraft","name":"Witherbloom Witchcraft","commander":"Willowdusk, Essence Seer","set":"Commander 2021","fileName":"Witherbloom_Witchcraft.dck","colors":[],"year":2021},
{"id":"Aura_of_Courage","name":"Aura of Courage","commander":"Galea, Kindler of Hope","set":"Forgotten Realms Commander","fileName":"Aura_of_Courage.dck","colors":[],"year":2021},
{"id":"Draconic_Rage","name":"Draconic Rage","commander":"Vrondiss, Rage of Ancients","set":"Forgotten Realms Commander","fileName":"Draconic_Rage.dck","colors":[],"year":2021},
{"id":"Dungeons_of_Death","name":"Dungeons of Death","commander":"Sefris of the Hidden Ways","set":"Forgotten Realms Commander","fileName":"Dungeons_of_Death.dck","colors":[],"year":2021},
{"id":"Planar_Portal","name":"Planar Portal","commander":"Prosper, Tome-Bound","set":"Forgotten Realms Commander","fileName":"Planar_Portal.dck","colors":[],"year":2021},
{"id":"Coven_Counters","name":"Coven Counters","commander":"Leinore, Autumn Sovereign","set":"Midnight Hunt Commander","fileName":"Coven_Counters.dck","colors":[],"year":2021},
{"id":"Undead_Unleashed","name":"Undead Unleashed","commander":"Wilhelt, the Rotcleaver","set":"Midnight Hunt Commander","fileName":"Undead_Unleashed.dck","colors":[],"year":2021},
{"id":"Spirit_Squadron","name":"Spirit Squadron","commander":"Millicent, Restless Revenant","set":"Crimson Vow Commander","fileName":"Spirit_Squadron.dck","colors":[],"year":2021},
{"id":"Vampiric_Bloodline","name":"Vampiric Bloodline","commander":"Strefan, Maurer Progenitor","set":"Crimson Vow Commander","fileName":"Vampiric_Bloodline.dck","colors":[],"year":2021},
{"id":"Buckle_Up","name":"Buckle Up","commander":"Kotori, Pilot Prodigy","set":"Neon Dynasty Commander","fileName":"Buckle_Up.dck","colors":[],"year":2022},
{"id":"Upgrades_Unleashed","name":"Upgrades Unleashed","commander":"Chishiro, the Shattered Blade","set":"Neon Dynasty Commander","fileName":"Upgrades_Unleashed.dck","colors":[],"year":2022},
{"id":"Heads_I_Win,_Tails_You_Lose","name":"Heads I Win, Tails You Lose","commander":"Zndrsplt, Eye of Wisdom","set":"Secret Lair Drop","fileName":"Heads_I_Win,_Tails_You_Lose.dck","colors":[],"year":2022},
{"id":"Bedecked_Brokers","name":"Bedecked Brokers","commander":"Perrie, the Pulverizer","set":"New Capenna Commander","fileName":"Bedecked_Brokers.dck","colors":[],"year":2022},
{"id":"Cabaretti_Cacophony","name":"Cabaretti Cacophony","commander":"Kitt Kanto, Mayhem Diva","set":"New Capenna Commander","fileName":"Cabaretti_Cacophony.dck","colors":[],"year":2022},
{"id":"Maestros_Massacre","name":"Maestros Massacre","commander":"Anhelo, the Painter","set":"New Capenna Commander","fileName":"Maestros_Massacre.dck","colors":[],"year":2022},
{"id":"Obscura_Operation","name":"Obscura Operation","commander":"Kamiz, Obscura Oculus","set":"New Capenna Commander","fileName":"Obscura_Operation.dck","colors":[],"year":2022},
{"id":"Riveteers_Rampage","name":"Riveteers Rampage","commander":"Henzie \"Toolbox\" Torre","set":"New Capenna Commander","fileName":"Riveteers_Rampage.dck","colors":[],"year":2022},
{"id":"Draconic_Dissent","name":"Draconic Dissent","commander":"Firkraag, Cunning Instigator","set":"Commander Legends: Battle for Baldur's Gate","fileName":"Draconic_Dissent.dck","colors":[],"year":2022},
{"id":"Exit_from_Exile","name":"Exit from Exile","commander":"Faldorn, Dread Wolf Herald","set":"Commander Legends: Battle for Baldur's Gate","fileName":"Exit_from_Exile.dck","colors":[],"year":2022},
{"id":"Mind_Flayarrrs","name":"Mind Flayarrrs","commander":"Captain N'ghathrod","set":"Commander Legends: Battle for Baldur's Gate","fileName":"Mind_Flayarrrs.dck","colors":[],"year":2022},
{"id":"Party_Time","name":"Party Time","commander":"Nalia de'Arnise","set":"Commander Legends: Battle for Baldur's Gate","fileName":"Party_Time.dck","colors":[],"year":2022},
{"id":"Legends_Legacy","name":"Legends' Legacy","commander":"Dihada, Binder of Wills","set":"Dominaria United Commander","fileName":"Legends_Legacy.dck","colors":[],"year":2022},
{"id":"Painbow","name":"Painbow","commander":"Jared Carthalion","set":"Dominaria United Commander","fileName":"Painbow.dck","colors":[],"year":2022},
{"id":"Forces_of_the_Imperium","name":"Forces of the Imperium","commander":"Inquisitor Greyfax","set":"Warhammer 40,000 Commander","fileName":"Forces_of_the_Imperium.dck","colors":[],"year":2022},
{"id":"Forces_of_the_Imperium_Collectors_Edition","name":"Forces of the Imperium Collector's Edition","commander":"Inquisitor Greyfax","set":"Warhammer 40,000 Commander","fileName":"Forces_of_the_Imperium_Collectors_Edition.dck","colors":[],"year":2022},
{"id":"Necron_Dynasties","name":"Necron Dynasties","commander":"Szarekh, the Silent King","set":"Warhammer 40,000 Commander","fileName":"Necron_Dynasties.dck","colors":[],"year":2022},
{"id":"Necron_Dynasties_Collectors_Edition","name":"Necron Dynasties Collector's Edition","commander":"Szarekh, the Silent King","set":"Warhammer 40,000 Commander","fileName":"Necron_Dynasties_Collectors_Edition.dck","colors":[],"year":2022},
{"id":"The_Ruinous_Powers","name":"The Ruinous Powers","commander":"Abaddon the Despoiler","set":"Warhammer 40,000 Commander","fileName":"The_Ruinous_Powers.dck","colors":[],"year":2022},
{"id":"The_Ruinous_Powers_Collectors_Edition","name":"The Ruinous Powers Collector's Edition","commander":"Abaddon the Despoiler","set":"Warhammer 40,000 Commander","fileName":"The_Ruinous_Powers_Collectors_Edition.dck","colors":[],"year":2022},
{"id":"Tyranid_Swarm","name":"Tyranid Swarm","commander":"The Swarmlord","set":"Warhammer 40,000 Commander","fileName":"Tyranid_Swarm.dck","colors":[],"year":2022},
{"id":"Tyranid_Swarm_Collectors_Edition","name":"Tyranid Swarm Collector's Edition","commander":"The Swarmlord","set":"Warhammer 40,000 Commander","fileName":"Tyranid_Swarm_Collectors_Edition.dck","colors":[],"year":2022},
{"id":"Mishras_Burnished_Banner","name":"Mishra's Burnished Banner","commander":"Mishra, Eminent One","set":"The Brothers' War Commander","fileName":"Mishras_Burnished_Banner.dck","colors":[],"year":2022},
{"id":"Urzas_Iron_Alliance","name":"Urza's Iron Alliance","commander":"Urza, Chief Artificer","set":"The Brothers' War Commander","fileName":"Urzas_Iron_Alliance.dck","colors":[],"year":2022},
{"id":"Chaos_Incarnate","name":"Chaos Incarnate","commander":"Kardur, Doomscourge","set":"Starter Commander Decks","fileName":"Chaos_Incarnate.dck","colors":[],"year":2022},
{"id":"Draconic_Destruction","name":"Draconic Destruction","commander":"Atarka, World Render","set":"Starter Commander Decks","fileName":"Draconic_Destruction.dck","colors":[],"year":2022},
{"id":"First_Flight","name":"First Flight","commander":"Isperia, Supreme Judge","set":"Starter Commander Decks","fileName":"First_Flight.dck","colors":[],"year":2022},
{"id":"Grave_Danger","name":"Grave Danger","commander":"Gisa and Geralf","set":"Starter Commander Decks","fileName":"Grave_Danger.dck","colors":[],"year":2022},
{"id":"Token_Triumph","name":"Token Triumph","commander":"Emmara, Soul of the Accord","set":"Starter Commander Decks","fileName":"Token_Triumph.dck","colors":[],"year":2022},
{"id":"Corrupting_Influence","name":"Corrupting Influence","commander":"Ixhel, Scion of Atraxa","set":"Phyrexia: All Will Be One Commander","fileName":"Corrupting_Influence.dck","colors":[],"year":2023},
{"id":"Rebellion_Rising","name":"Rebellion Rising","commander":"Neyali, Suns' Vanguard","set":"Phyrexia: All Will Be One Commander","fileName":"Rebellion_Rising.dck","colors":[],"year":2023},
{"id":"From_Cute_to_Brute","name":"From Cute to Brute","commander":"Esika, God of the Tree","set":"Secret Lair Drop","fileName":"From_Cute_to_Brute.dck","colors":[],"year":2023},
{"id":"Elven_Council","name":"Elven Council","commander":"Galadriel, Elven-Queen","set":"Tales of Middle-earth Commander","fileName":"Elven_Council.dck","colors":[],"year":2023},
{"id":"Food_and_Fellowship","name":"Food and Fellowship","commander":"Frodo, Adventurous Hobbit","set":"Tales of Middle-earth Commander","fileName":"Food_and_Fellowship.dck","colors":[],"year":2023},
{"id":"Riders_of_Rohan","name":"Riders of Rohan","commander":"Éowyn, Shieldmaiden","set":"Tales of Middle-earth Commander","fileName":"Riders_of_Rohan.dck","colors":[],"year":2023},
{"id":"The_Hosts_of_Mordor","name":"The Hosts of Mordor","commander":"Sauron, Lord of the Rings","set":"Tales of Middle-earth Commander","fileName":"The_Hosts_of_Mordor.dck","colors":[],"year":2023},
{"id":"Eldrazi_Unbound","name":"Eldrazi Unbound","commander":"Zhulodok, Void Gorger","set":"Commander Masters","fileName":"Eldrazi_Unbound.dck","colors":[],"year":2023},
{"id":"Enduring_Enchantments","name":"Enduring Enchantments","commander":"Anikthea, Hand of Erebos","set":"Commander Masters","fileName":"Enduring_Enchantments.dck","colors":[],"year":2023},
{"id":"Planeswalker_Party","name":"Planeswalker Party","commander":"Commodore Guff","set":"Commander Masters","fileName":"Planeswalker_Party.dck","colors":[],"year":2023},
{"id":"Sliver_Swarm","name":"Sliver Swarm","commander":"Sliver Gravemother","set":"Commander Masters","fileName":"Sliver_Swarm.dck","colors":[],"year":2023},
{"id":"Angels_Theyre_Just_Like_Us_but_Cooler_and_with_Wings","name":"Angels: They're Just Like Us but Cooler and with Wings","commander":"Gisela, the Broken Blade","set":"Secret Lair Drop","fileName":"Angels_Theyre_Just_Like_Us_but_Cooler_and_with_Wings.dck","colors":[],"year":2023},
{"id":"Fae_Dominion","name":"Fae Dominion","commander":"Tegwyll, Duke of Splendor","set":"Wilds of Eldraine Commander","fileName":"Fae_Dominion.dck","colors":[],"year":2023},
{"id":"Virtue_and_Valor","name":"Virtue and Valor","commander":"Ellivere of the Wild Court","set":"Wilds of Eldraine Commander","fileName":"Virtue_and_Valor.dck","colors":[],"year":2023},
{"id":"Ahoy_Mateys","name":"Ahoy Mateys","commander":"Admiral Brass, Unsinkable","set":"The Lost Caverns of Ixalan Commander","fileName":"Ahoy_Mateys.dck","colors":[],"year":2023},
{"id":"Blood_Rites","name":"Blood Rites","commander":"Clavileño, First of the Blessed","set":"The Lost Caverns of Ixalan Commander","fileName":"Blood_Rites.dck","colors":[],"year":2023},
{"id":"Explorers_of_the_Deep","name":"Explorers of the Deep","commander":"Hakbal of the Surging Soul","set":"The Lost Caverns of Ixalan Commander","fileName":"Explorers_of_the_Deep.dck","colors":[],"year":2023},
{"id":"Veloci-Ramp-Tor","name":"Veloci-Ramp-Tor","commander":"Pantlaza, Sun-Favored","set":"The Lost Caverns of Ixalan Commander","fileName":"Veloci-Ramp-Tor.dck","colors":[],"year":2023},
{"id":"Raining_Cats_and_Dogs","name":"Raining Cats and Dogs","commander":"Rin and Seri, Inseparable","set":"Secret Lair Drop","fileName":"Raining_Cats_and_Dogs.dck","colors":[],"year":2024},
{"id":"Blame_Game","name":"Blame Game","commander":"Nelly Borca, Impulsive Accuser","set":"Murders at Karlov Manor Commander","fileName":"Blame_Game.dck","colors":[],"year":2024},
{"id":"Deadly_Disguise","name":"Deadly Disguise","commander":"Kaust, Eyes of the Glade","set":"Murders at Karlov Manor Commander","fileName":"Deadly_Disguise.dck","colors":[],"year":2024},
{"id":"Deep_Clue_Sea","name":"Deep Clue Sea","commander":"Morska, Undersea Sleuth","set":"Murders at Karlov Manor Commander","fileName":"Deep_Clue_Sea.dck","colors":[],"year":2024},
{"id":"Revenant_Recon","name":"Revenant Recon","commander":"Mirko, Obsessive Theorist","set":"Murders at Karlov Manor Commander","fileName":"Revenant_Recon.dck","colors":[],"year":2024},
{"id":"Hail,_Caesar","name":"Hail, Caesar","commander":"Caesar, Legion's Emperor","set":"Fallout","fileName":"Hail,_Caesar.dck","colors":[],"year":2024},
{"id":"Mutant_Menace","name":"Mutant Menace","commander":"The Wise Mothman","set":"Fallout","fileName":"Mutant_Menace.dck","colors":[],"year":2024},
{"id":"Science","name":"Science!","commander":"Dr. Madison Li","set":"Fallout","fileName":"Science.dck","colors":[],"year":2024},
{"id":"Scrappy_Survivors","name":"Scrappy Survivors","commander":"Dogmeat, Ever Loyal","set":"Fallout","fileName":"Scrappy_Survivors.dck","colors":[],"year":2024},
{"id":"Desert_Bloom","name":"Desert Bloom","commander":"Yuma, Proud Protector","set":"Outlaws of Thunder Junction Commander","fileName":"Desert_Bloom.dck","colors":[],"year":2024},
{"id":"Grand_Larceny","name":"Grand Larceny","commander":"Gonti, Canny Acquisitor","set":"Outlaws of Thunder Junction Commander","fileName":"Grand_Larceny.dck","colors":[],"year":2024},
{"id":"Most_Wanted","name":"Most Wanted","commander":"Olivia, Opulent Outlaw","set":"Outlaws of Thunder Junction Commander","fileName":"Most_Wanted.dck","colors":[],"year":2024},
{"id":"Quick_Draw","name":"Quick Draw","commander":"Stella Lee, Wild Card","set":"Outlaws of Thunder Junction Commander","fileName":"Quick_Draw.dck","colors":[],"year":2024},
{"id":"Creative_Energy","name":"Creative Energy","commander":"Satya, Aetherflux Genius","set":"Modern Horizons 3 Commander","fileName":"Creative_Energy.dck","colors":[],"year":2024},
{"id":"Creative_Energy_Collectors_Edition","name":"Creative Energy Collector's Edition","commander":"Satya, Aetherflux Genius","set":"Modern Horizons 3 Commander","fileName":"Creative_Energy_Collectors_Edition.dck","colors":[],"year":2024},
{"id":"Eldrazi_Incursion","name":"Eldrazi Incursion","commander":"Ulalek, Fused Atrocity","set":"Modern Horizons 3 Commander","fileName":"Eldrazi_Incursion.dck","colors":[],"year":2024},
{"id":"Eldrazi_Incursion_Collectors_Edition","name":"Eldrazi Incursion Collector's Edition","commander":"Ulalek, Fused Atrocity","set":"Modern Horizons 3 Commander","fileName":"Eldrazi_Incursion_Collectors_Edition.dck","colors":[],"year":2024},
{"id":"Graveyard_Overdrive","name":"Graveyard Overdrive","commander":"Disa the Restless","set":"Modern Horizons 3 Commander","fileName":"Graveyard_Overdrive.dck","colors":[],"year":2024},
{"id":"Graveyard_Overdrive_Collectors_Edition","name":"Graveyard Overdrive Collector's Edition","commander":"Disa the Restless","set":"Modern Horizons 3 Commander","fileName":"Graveyard_Overdrive_Collectors_Edition.dck","colors":[],"year":2024},
{"id":"Tricky_Terrain","name":"Tricky Terrain","commander":"Omo, Queen of Vesuva","set":"Modern Horizons 3 Commander","fileName":"Tricky_Terrain.dck","colors":[],"year":2024},
{"id":"Tricky_Terrain_Collectors_Edition","name":"Tricky Terrain Collector's Edition","commander":"Omo, Queen of Vesuva","set":"Modern Horizons 3 Commander","fileName":"Tricky_Terrain_Collectors_Edition.dck","colors":[],"year":2024},
{"id":"Animated_Army","name":"Animated Army","commander":"Bello, Bard of the Brambles","set":"Bloomburrow Commander","fileName":"Animated_Army.dck","colors":[],"year":2024},
{"id":"Family_Matters","name":"Family Matters","commander":"Zinnia, Valley's Voice","set":"Bloomburrow Commander","fileName":"Family_Matters.dck","colors":[],"year":2024},
{"id":"Peace_Offering","name":"Peace Offering","commander":"Ms. Bumbleflower","set":"Bloomburrow Commander","fileName":"Peace_Offering.dck","colors":[],"year":2024},
{"id":"Squirreled_Away","name":"Squirreled Away","commander":"Hazel of the Rootbloom","set":"Bloomburrow Commander","fileName":"Squirreled_Away.dck","colors":[],"year":2024},
{"id":"20_Ways_to_Win","name":"20 Ways to Win","commander":"Go-Shintai of Life's Origin","set":"Secret Lair Drop","fileName":"20_Ways_to_Win.dck","colors":[],"year":2024},
{"id":"Eternal_Might","name":"Eternal Might","commander":"Temmet, Naktamun's Will","set":"Aetherdrift Commander","fileName":"Eternal_Might.dck","colors":[],"year":2025},
{"id":"Living_Energy","name":"Living Energy","commander":"Saheeli, Radiant Creator","set":"Aetherdrift Commander","fileName":"Living_Energy.dck","colors":[],"year":2025},
{"id":"Abzan_Armor","name":"Abzan Armor","commander":"Felothar the Steadfast","set":"Tarkir: Dragonstorm Commander","fileName":"Abzan_Armor.dck","colors":[],"year":2025},
{"id":"Jeskai_Striker","name":"Jeskai Striker","commander":"Shiko and Narset, Unified","set":"Tarkir: Dragonstorm Commander","fileName":"Jeskai_Striker.dck","colors":[],"year":2025},
{"id":"Mardu_Surge","name":"Mardu Surge","commander":"Zurgo Stormrender","set":"Tarkir: Dragonstorm Commander","fileName":"Mardu_Surge.dck","colors":[],"year":2025},
{"id":"Sultai_Arisen","name":"Sultai Arisen","commander":"Teval, the Balanced Scale","set":"Tarkir: Dragonstorm Commander","fileName":"Sultai_Arisen.dck","colors":[],"year":2025},
{"id":"Temur_Roar","name":"Temur Roar","commander":"Eshki, Temur's Roar","set":"Tarkir: Dragonstorm Commander","fileName":"Temur_Roar.dck","colors":[],"year":2025},
{"id":"Everyones_Invited","name":"Everyone's Invited!","commander":"Morophon, the Boundless","set":"Secret Lair Drop","fileName":"Everyones_Invited.dck","colors":[],"year":2025},
{"id":"Counter_Blitz_(FINAL_FANTASY_X)","name":"Counter Blitz (FINAL FANTASY X)","commander":"Tidus, Yuna's Guardian","set":"Final Fantasy Commander","fileName":"Counter_Blitz_(FINAL_FANTASY_X).dck","colors":[],"year":2025},
{"id":"Counter_Blitz_Collectors_Edition_(FINAL_FANTASY_X)","name":"Counter Blitz Collector's Edition (FINAL FANTASY X)","commander":"Tidus, Yuna's Guardian","set":"Final Fantasy Commander","fileName":"Counter_Blitz_Collectors_Edition_(FINAL_FANTASY_X).dck","colors":[],"year":2025},
{"id":"Limit_Break_(FINAL_FANTASY_VII)","name":"Limit Break (FINAL FANTASY VII)","commander":"Cloud, Ex-SOLDIER","set":"Final Fantasy Commander","fileName":"Limit_Break_(FINAL_FANTASY_VII).dck","colors":[],"year":2025},
{"id":"Limit_Break_Collectors_Edition_(FINAL_FANTASY_VII)","name":"Limit Break Collector's Edition (FINAL FANTASY VII)","commander":"Cloud, Ex-SOLDIER","set":"Final Fantasy Commander","fileName":"Limit_Break_Collectors_Edition_(FINAL_FANTASY_VII).dck","colors":[],"year":2025},
{"id":"Revival_Trance_(FINAL_FANTASY_VI)","name":"Revival Trance (FINAL FANTASY VI)","commander":"Terra, Herald of Hope","set":"Final Fantasy Commander","fileName":"Revival_Trance_(FINAL_FANTASY_VI).dck","colors":[],"year":2025},
{"id":"Revival_Trance_Collectors_Edition_(FINAL_FANTASY_VI)","name":"Revival Trance Collector's Edition (FINAL FANTASY VI)","commander":"Terra, Herald of Hope","set":"Final Fantasy Commander","fileName":"Revival_Trance_Collectors_Edition_(FINAL_FANTASY_VI).dck","colors":[],"year":2025},
{"id":"Scions_&_Spellcraft_(FINAL_FANTASY_XIV)","name":"Scions & Spellcraft (FINAL FANTASY XIV)","commander":"Y'shtola, Night's Blessed","set":"Final Fantasy Commander","fileName":"Scions_&_Spellcraft_(FINAL_FANTASY_XIV).dck","colors":[],"year":2025},
{"id":"Scions_&_Spellcraft_Collectors_Edition_(FINAL_FANTASY_XIV)","name":"Scions & Spellcraft Collector's Edition (FINAL FANTASY XIV)","commander":"Y'shtola, Night's Blessed","set":"Final Fantasy Commander","fileName":"Scions_&_Spellcraft_Collectors_Edition_(FINAL_FANTASY_XIV).dck","colors":[],"year":2025},
{"id":"Counter_Intelligence","name":"Counter Intelligence","commander":"Inspirit, Flagship Vessel","set":"Edge of Eternities Commander","fileName":"Counter_Intelligence.dck","colors":[],"year":2025},
{"id":"World_Shaper","name":"World Shaper","commander":"Hearthhull, the Worldseed","set":"Edge of Eternities Commander","fileName":"World_Shaper.dck","colors":[],"year":2025},
{"id":"Blight_Curse","name":"Blight Curse","commander":"Auntie Ool, Cursewretch","set":"Lorwyn Eclipsed Commander","fileName":"Blight_Curse.dck","colors":[],"year":2026},
{"id":"Dance_of_the_Elements","name":"Dance of the Elements","commander":"Ashling, the Limitless","set":"Lorwyn Eclipsed Commander","fileName":"Dance_of_the_Elements.dck","colors":[],"year":2026},
{"id":"Turtle_Power","name":"Turtle Power!","commander":"Heroes in a Half Shell","set":"Teenage Mutant Ninja Turtles Eternal","fileName":"Turtle_Power.dck","colors":[],"year":2026}
];
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@@ -9,7 +9,7 @@ class StartRequest(BaseModel):
numGames: int = 100 numGames: int = 100
threads: int = 4 threads: int = 4
seed: Optional[int] = None seed: Optional[int] = None
clock: int = 300 clock: int = 5000
deckSources: Optional[list[Optional[dict]]] = None deckSources: Optional[list[Optional[dict]]] = None
useLearnedPolicy: bool = False useLearnedPolicy: bool = False
policyStyle: str = "midrange" policyStyle: str = "midrange"
@@ -170,6 +170,7 @@ class CoachGoalsRequest(BaseModel):
meta_focus: Optional[str] = None # aggro, control, combo, midrange, stax meta_focus: Optional[str] = None # aggro, control, combo, midrange, stax
budget: Optional[str] = None # budget, medium, no-limit budget: Optional[str] = None # budget, medium, no-limit
focus_areas: list[str] = [] # e.g., ["ramp", "card draw"] focus_areas: list[str] = [] # e.g., ["ramp", "card draw"]
class DeckGenV3SubstituteRequest(BaseModel): class DeckGenV3SubstituteRequest(BaseModel):
card_name: str card_name: str
substitute_name: str substitute_name: str
+154 -131
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@@ -1,131 +1,154 @@
"""Runtime configuration, state classes, and static data for Commander AI Lab.""" """Runtime configuration, state classes, and static data for Commander AI Lab."""
from __future__ import annotations from __future__ import annotations
import json import json
import logging import logging
import os import os
import subprocess import subprocess
from datetime import datetime from datetime import datetime
from pathlib import Path from pathlib import Path
from typing import Optional from typing import Optional
# ── .env bootstrap ────────────────────────────────────────────
log = logging.getLogger("commander_ai_lab.api") # Load .env automatically so plain `python script.py` and bare uvicorn
# both pick up FORGE_DIR, PRECON_DIR, etc. without a manual load_dotenv
# call at every entry point. override=False means real env vars always win.
# ══════════════════════════════════════════════════════════════ try:
# Configuration from dotenv import load_dotenv as _load_dotenv
# ══════════════════════════════════════════════════════════════ _here = Path(__file__).resolve().parent
class Config: for _candidate in [_here, _here.parent, _here.parent.parent]:
"""Runtime configuration -- set via CLI args or env vars.""" _env_file = _candidate / ".env"
forge_jar: str = "" if _env_file.is_file():
forge_dir: str = "" _load_dotenv(dotenv_path=_env_file, override=False)
forge_decks_dir: str = "" break
lab_jar: str = "" except ImportError:
precon_dir: str = "" pass # python-dotenv not installed; rely on real environment variables
results_dir: str = "results" # ─────────────────────────────────────────────────────────────
port: int = 8080
ximilar_api_key: str = "" log = logging.getLogger("commander_ai_lab.api")
pplx_api_key: str = ""
anthropic_api_key: str = ""
# ══════════════════════════════════════════════════════════════
# Configuration
CFG = Config() # ══════════════════════════════════════════════════════════════
# Pre-populate from env so ASGI mode (uvicorn lab_api:app) works without main() class Config:
CFG.anthropic_api_key = os.environ.get("ANTHROPIC_API_KEY", "") """Runtime configuration -- set via CLI args or env vars."""
forge_jar: str = ""
forge_dir: str = ""
def validate_forge_config() -> None: forge_decks_dir: str = ""
"""Warn clearly at startup if FORGE_DIR is misconfigured.""" lab_jar: str = ""
if not CFG.forge_dir: precon_dir: str = ""
log.warning("FORGE_DIR not set -- Forge card enrichment disabled. " results_dir: str = "results"
"Set FORGE_DIR to your forge-repo root or forge-gui directory.") port: int = 8080
return ximilar_api_key: str = ""
base = Path(CFG.forge_dir) pplx_api_key: str = ""
a = base / "forge-gui" / "res" / "cardsfolder" anthropic_api_key: str = ""
b = base / "res" / "cardsfolder"
if not a.is_dir() and not b.is_dir():
log.warning( CFG = Config()
"FORGE_DIR=%s is set but cardsfolder not found at:\n"
" %s\n %s\n" # Pre-populate from environment so uvicorn/ASGI mode works without CLI args.
"Check that FORGE_DIR points to forge-repo root or forge-gui/.", # CLI args (lab_api.py main()) will override these if provided.
CFG.forge_dir, a, b CFG.anthropic_api_key = os.environ.get("ANTHROPIC_API_KEY", "")
) CFG.ximilar_api_key = os.environ.get("XIMILAR_API_KEY", "")
else: CFG.pplx_api_key = os.environ.get("PPLX_API_KEY", "")
resolved = a if a.is_dir() else b CFG.forge_jar = os.environ.get("FORGE_JAR", "")
log.info("Forge cardsfolder confirmed at %s", resolved) CFG.forge_dir = os.environ.get("FORGE_DIR", "")
CFG.ximilar_api_key = os.environ.get("XIMILAR_API_KEY", "") CFG.lab_jar = os.environ.get("LAB_JAR", "")
CFG.pplx_api_key = os.environ.get("PPLX_API_KEY", "") # PRECON_DIR / PRECON_DECKS_DIR are aliases -- prefer PRECON_DIR
CFG.precon_dir = os.environ.get("PRECON_DIR") or os.environ.get("PRECON_DECKS_DIR", "")
CFG.forge_decks_dir = os.environ.get("FORGE_DECKS_DIR", "")
# ══════════════════════════════════════════════════════════════
# In-Memory State
# ══════════════════════════════════════════════════════════════ def validate_forge_config() -> None:
class BatchState: """Warn clearly at startup if FORGE_DIR is misconfigured."""
def __init__(self, batch_id: str, total_games: int, threads: int): if not CFG.forge_dir:
self.batch_id = batch_id log.warning("FORGE_DIR not set -- Forge card enrichment disabled. "
self.total_games = total_games "Set FORGE_DIR to your forge-repo root or forge-gui directory.")
self.threads = threads return
self.completed_games = 0 base = Path(CFG.forge_dir)
self.running = True a = base / "forge-gui" / "res" / "cardsfolder"
self.start_time = datetime.now() b = base / "res" / "cardsfolder"
self.elapsed_ms = 0 if not a.is_dir() and not b.is_dir():
self.result_path: Optional[str] = None log.warning(
self.error: Optional[str] = None "FORGE_DIR=%s is set but cardsfolder not found at:\n"
self.process: Optional[subprocess.Popen] = None " %s\n %s\n"
self.log_lines: list = [] "Check that FORGE_DIR points to forge-repo root or forge-gui/.",
self.sims_per_sec: float = 0.0 CFG.forge_dir, a, b
)
else:
import asyncio as _asyncio resolved = a if a.is_dir() else b
active_batches: dict[str, BatchState] = {} log.info("Forge cardsfolder confirmed at %s", resolved)
active_batches_lock = _asyncio.Lock()
# ══════════════════════════════════════════════════════════════
COMMANDER_META: dict = {} # In-Memory State
# ══════════════════════════════════════════════════════════════
BUILTIN_COMMANDERS: dict = { class BatchState:
"Edgar Markov": [{"source": "edhrec", "archetype": "aggro", "colorIdentity": ["W","B","R"]}], def __init__(self, batch_id: str, total_games: int, threads: int):
"Atraxa, Praetors' Voice": [{"source": "edhrec", "archetype": "midrange", "colorIdentity": ["W","U","B","G"]}], self.batch_id = batch_id
"Korvold, Fae-Cursed King": [{"source": "edhrec", "archetype": "combo", "colorIdentity": ["B","R","G"]}], self.total_games = total_games
"Muldrotha, the Gravetide": [{"source": "edhrec", "archetype": "midrange", "colorIdentity": ["U","B","G"]}], self.threads = threads
"The Ur-Dragon": [{"source": "edhrec", "archetype": "midrange", "colorIdentity": ["W","U","B","R","G"]}], self.completed_games = 0
"Yuriko, the Tiger's Shadow": [{"source": "edhrec", "archetype": "aggro", "colorIdentity": ["U","B"]}], self.running = True
"Krenko, Mob Boss": [{"source": "edhrec", "archetype": "aggro", "colorIdentity": ["R"]}], self.start_time = datetime.now()
"Meren of Clan Nel Toth": [{"source": "edhrec", "archetype": "midrange", "colorIdentity": ["B","G"]}], self.elapsed_ms = 0
"Prossh, Skyraider of Kher": [{"source": "edhrec", "archetype": "combo", "colorIdentity": ["B","R","G"]}], self.result_path: Optional[str] = None
"Kaalia of the Vast": [{"source": "edhrec", "archetype": "aggro", "colorIdentity": ["W","B","R"]}], self.error: Optional[str] = None
"Talrand, Sky Summoner": [{"source": "edhrec", "archetype": "control", "colorIdentity": ["U"]}], self.process: Optional[subprocess.Popen] = None
"Omnath, Locus of Creation": [{"source": "edhrec", "archetype": "combo", "colorIdentity": ["W","U","R","G"]}], self.log_lines: list = []
"Teysa Karlov": [{"source": "edhrec", "archetype": "combo", "colorIdentity": ["W","B"]}], self.sims_per_sec: float = 0.0
"Lathril, Blade of the Elves": [{"source": "edhrec", "archetype": "aggro", "colorIdentity": ["B","G"]}],
"Breya, Etherium Shaper": [{"source": "edhrec", "archetype": "combo", "colorIdentity": ["W","U","B","R"]}],
} import asyncio as _asyncio
active_batches: dict[str, BatchState] = {}
active_batches_lock = _asyncio.Lock()
def load_commander_meta() -> None:
"""Load commander meta mapping from file or fall back to builtins."""
meta_path = Path(__file__).parent.parent / "commander-meta.json" COMMANDER_META: dict = {}
if meta_path.exists():
try: BUILTIN_COMMANDERS: dict = {
with open(meta_path, "r", encoding="utf-8") as f: "Edgar Markov": [{"source": "edhrec", "archetype": "aggro", "colorIdentity": ["W","B","R"]}],
COMMANDER_META.clear() "Atraxa, Praetors' Voice": [{"source": "edhrec", "archetype": "midrange", "colorIdentity": ["W","U","B","G"]}],
COMMANDER_META.update(json.load(f)) "Korvold, Fae-Cursed King": [{"source": "edhrec", "archetype": "combo", "colorIdentity": ["B","R","G"]}],
log.info(f" Meta: Loaded {len(COMMANDER_META)} commanders from {meta_path}") "Muldrotha, the Gravetide": [{"source": "edhrec", "archetype": "midrange", "colorIdentity": ["U","B","G"]}],
return "The Ur-Dragon": [{"source": "edhrec", "archetype": "midrange", "colorIdentity": ["W","U","B","R","G"]}],
except Exception as e: "Yuriko, the Tiger's Shadow": [{"source": "edhrec", "archetype": "aggro", "colorIdentity": ["U","B"]}],
log.warning(f" WARNING: Failed to load commander-meta.json: {e}") "Krenko, Mob Boss": [{"source": "edhrec", "archetype": "aggro", "colorIdentity": ["R"]}],
COMMANDER_META.clear() "Meren of Clan Nel Toth": [{"source": "edhrec", "archetype": "midrange", "colorIdentity": ["B","G"]}],
COMMANDER_META.update(BUILTIN_COMMANDERS) "Prossh, Skyraider of Kher": [{"source": "edhrec", "archetype": "combo", "colorIdentity": ["B","R","G"]}],
log.info(f" Meta: {len(COMMANDER_META)} built-in commanders") "Kaalia of the Vast": [{"source": "edhrec", "archetype": "aggro", "colorIdentity": ["W","B","R"]}],
"Talrand, Sky Summoner": [{"source": "edhrec", "archetype": "control", "colorIdentity": ["U"]}],
"Omnath, Locus of Creation": [{"source": "edhrec", "archetype": "combo", "colorIdentity": ["W","U","R","G"]}],
# ══════════════════════════════════════════════════════════════ "Teysa Karlov": [{"source": "edhrec", "archetype": "combo", "colorIdentity": ["W","B"]}],
# AI Profiles "Lathril, Blade of the Elves": [{"source": "edhrec", "archetype": "aggro", "colorIdentity": ["B","G"]}],
# ══════════════════════════════════════════════════════════════ "Breya, Etherium Shaper": [{"source": "edhrec", "archetype": "combo", "colorIdentity": ["W","U","B","R"]}],
AI_PROFILES = { }
"default": {"name": "default", "description": "Balanced \u2014 Forge's default AI behavior", "aggression": 0.5, "cardAdvantage": 0.5, "removalPriority": 0.5, "boardPresence": 0.5, "comboPriority": 0.3, "patience": 0.5},
"aggro": {"name": "aggro", "description": "Aggressive \u2014 attacks early, prioritizes damage", "aggression": 0.9, "cardAdvantage": 0.3, "removalPriority": 0.3, "boardPresence": 0.8, "comboPriority": 0.1, "patience": 0.1},
"control": {"name": "control", "description": "Control \u2014 defensive, removal-heavy, card advantage", "aggression": 0.2, "cardAdvantage": 0.9, "removalPriority": 0.9, "boardPresence": 0.3, "comboPriority": 0.4, "patience": 0.9}, def load_commander_meta() -> None:
"combo": {"name": "combo", "description": "Combo \u2014 ramps, digs for pieces, assembles combos", "aggression": 0.2, "cardAdvantage": 0.8, "removalPriority": 0.4, "boardPresence": 0.3, "comboPriority": 0.95, "patience": 0.7}, """Load commander meta mapping from file or fall back to builtins."""
"midrange": {"name": "midrange", "description": "Midrange \u2014 flexible, strong board presence, value-oriented", "aggression": 0.5, "cardAdvantage": 0.6, "removalPriority": 0.6, "boardPresence": 0.7, "comboPriority": 0.3, "patience": 0.5}, meta_path = Path(__file__).parent.parent / "commander-meta.json"
} if meta_path.exists():
try:
with open(meta_path, "r", encoding="utf-8") as f:
COMMANDER_META.clear()
COMMANDER_META.update(json.load(f))
log.info(f" Meta: Loaded {len(COMMANDER_META)} commanders from {meta_path}")
return
except Exception as e:
log.warning(f" WARNING: Failed to load commander-meta.json: {e}")
COMMANDER_META.clear()
COMMANDER_META.update(BUILTIN_COMMANDERS)
log.info(f" Meta: {len(COMMANDER_META)} built-in commanders")
# ══════════════════════════════════════════════════════════════
# AI Profiles
# ══════════════════════════════════════════════════════════════
AI_PROFILES = {
"default": {"name": "default", "description": "Balanced — Forge's default AI behavior", "aggression": 0.5, "cardAdvantage": 0.5, "removalPriority": 0.5, "boardPresence": 0.5, "comboPriority": 0.3, "patience": 0.5},
"aggro": {"name": "aggro", "description": "Aggressive — attacks early, prioritizes damage", "aggression": 0.9, "cardAdvantage": 0.3, "removalPriority": 0.3, "boardPresence": 0.8, "comboPriority": 0.1, "patience": 0.1},
"control": {"name": "control", "description": "Control — defensive, removal-heavy, card advantage", "aggression": 0.2, "cardAdvantage": 0.9, "removalPriority": 0.9, "boardPresence": 0.3, "comboPriority": 0.4, "patience": 0.9},
"combo": {"name": "combo", "description": "Combo — ramps, digs for pieces, assembles combos", "aggression": 0.2, "cardAdvantage": 0.8, "removalPriority": 0.4, "boardPresence": 0.3, "comboPriority": 0.95, "patience": 0.7},
"midrange": {"name": "midrange", "description": "Midrange — flexible, strong board presence, value-oriented", "aggression": 0.5, "cardAdvantage": 0.6, "removalPriority": 0.6, "boardPresence": 0.7, "comboPriority": 0.3, "patience": 0.5},
}
+4
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@@ -0,0 +1,4 @@
unzip mtg-commander-lan.zip
cd mtg-commander-lan
npm install
node server.js
+6
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@@ -0,0 +1,6 @@
{
"name": "MTG Commander (HTML)",
"lockfileVersion": 3,
"requires": true,
"packages": {}
}
+45 -7
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@@ -39,6 +39,7 @@ from services.deck_service import parse_dck_file, _load_deck_cards_by_name
from services.forge_runner import ( from services.forge_runner import (
build_java_command, run_batch_subprocess, _run_deepseek_batch_thread, build_java_command, run_batch_subprocess, _run_deepseek_batch_thread,
) )
from services.draw_game_analyzer import summarize_draw_games
from services.logging import log, log_batch from services.logging import log, log_batch
router = APIRouter(tags=["lab"]) router = APIRouter(tags=["lab"])
@@ -57,6 +58,32 @@ def _sanitize_floats(obj):
return obj return obj
def _inject_win_type(data: dict, win_type_override: str) -> None:
"""Stamp winType on every per-game dict that doesn't already have one.
Called by get_result() after loading the JSON from disk.
- Uses setdefault so DeepSeek per-game values (already set in forge_runner.py)
are never overwritten.
- Also stamps metadata.winType for a quick batch-level summary field.
- win_type_override comes from state.win_type_override (Java path) or
defaults to "Combat" if the attribute is absent (DeepSeek / old batches).
"""
if not win_type_override or win_type_override == "Combat":
# Still stamp Combat as default so the field is always present
win_type_override = "Combat"
# Batch-level metadata field
meta = data.get("metadata")
if isinstance(meta, dict):
meta.setdefault("winType", win_type_override)
# Per-game dicts nested under data["decks"][N]["games"][M]
for deck in data.get("decks", []):
for game in deck.get("games", []):
if isinstance(game, dict):
game.setdefault("winType", win_type_override)
@router.post("/api/lab/start", response_model=StartResponse) @router.post("/api/lab/start", response_model=StartResponse)
async def start_batch(req: StartRequest, background_tasks: BackgroundTasks): async def start_batch(req: StartRequest, background_tasks: BackgroundTasks):
"""Start a new batch simulation run.""" """Start a new batch simulation run."""
@@ -196,6 +223,19 @@ async def get_result(batchId: Optional[str] = None):
data = json.load(f) data = json.load(f)
except (json.JSONDecodeError, OSError) as e: except (json.JSONDecodeError, OSError) as e:
raise HTTPException(500, f"Failed to read result file: {e}") raise HTTPException(500, f"Failed to read result file: {e}")
# ── Inject winType into every game dict (fix #175) ──────────────────────
win_type_override = getattr(state, "win_type_override", "Combat")
_inject_win_type(data, win_type_override)
# ── Inject draw-game summary (fix #176) ─────────────────────────────────
# draw_game_snapshots is populated live by forge_runner._run_process_blocking
# from [DRAW] [PARSE-SUMMARY] lines. summarize_draw_games() aggregates them
# into a single dict with perDeck breakdowns and a likelyCause field so the
# dashboard can immediately show which deck is causing timeout loops.
draw_snapshots = getattr(state, "draw_game_snapshots", [])
data["drawGames"] = summarize_draw_games(draw_snapshots)
data = _sanitize_floats(data) data = _sanitize_floats(data)
return JSONResponse(content=data) return JSONResponse(content=data)
@@ -269,31 +309,31 @@ async def list_history():
AI_PROFILES = { AI_PROFILES = {
"default": { "default": {
"name": "default", "name": "default",
"description": "Balanced \u2014 Forge's default AI behavior", "description": "Balanced — Forge's default AI behavior",
"aggression": 0.5, "cardAdvantage": 0.5, "removalPriority": 0.5, "aggression": 0.5, "cardAdvantage": 0.5, "removalPriority": 0.5,
"boardPresence": 0.5, "comboPriority": 0.3, "patience": 0.5, "boardPresence": 0.5, "comboPriority": 0.3, "patience": 0.5,
}, },
"aggro": { "aggro": {
"name": "aggro", "name": "aggro",
"description": "Aggressive \u2014 attacks early, prioritizes damage", "description": "Aggressive — attacks early, prioritizes damage",
"aggression": 0.9, "cardAdvantage": 0.3, "removalPriority": 0.3, "aggression": 0.9, "cardAdvantage": 0.3, "removalPriority": 0.3,
"boardPresence": 0.8, "comboPriority": 0.1, "patience": 0.1, "boardPresence": 0.8, "comboPriority": 0.1, "patience": 0.1,
}, },
"control": { "control": {
"name": "control", "name": "control",
"description": "Control \u2014 defensive, removal-heavy, card advantage", "description": "Control — defensive, removal-heavy, card advantage",
"aggression": 0.2, "cardAdvantage": 0.9, "removalPriority": 0.9, "aggression": 0.2, "cardAdvantage": 0.9, "removalPriority": 0.9,
"boardPresence": 0.3, "comboPriority": 0.4, "patience": 0.9, "boardPresence": 0.3, "comboPriority": 0.4, "patience": 0.9,
}, },
"combo": { "combo": {
"name": "combo", "name": "combo",
"description": "Combo \u2014 ramps, digs for pieces, assembles combos", "description": "Combo — ramps, digs for pieces, assembles combos",
"aggression": 0.2, "cardAdvantage": 0.8, "removalPriority": 0.4, "aggression": 0.2, "cardAdvantage": 0.8, "removalPriority": 0.4,
"boardPresence": 0.3, "comboPriority": 0.95, "patience": 0.7, "boardPresence": 0.3, "comboPriority": 0.95, "patience": 0.7,
}, },
"midrange": { "midrange": {
"name": "midrange", "name": "midrange",
"description": "Midrange \u2014 flexible, strong board presence, value-oriented", "description": "Midrange — flexible, strong board presence, value-oriented",
"aggression": 0.5, "cardAdvantage": 0.6, "removalPriority": 0.6, "aggression": 0.5, "cardAdvantage": 0.6, "removalPriority": 0.6,
"boardPresence": 0.7, "comboPriority": 0.3, "patience": 0.5, "boardPresence": 0.7, "comboPriority": 0.3, "patience": 0.5,
}, },
@@ -469,5 +509,3 @@ async def start_batch_deepseek(request: FastAPIRequest, background_tasks: Backgr
'message': f'Running {num_games} games across {len(decks)} decks with DeepSeek AI', 'message': f'Running {num_games} games across {len(decks)} decks with DeepSeek AI',
'engine': 'deepseek', 'engine': 'deepseek',
}) })
+12 -4
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@@ -47,7 +47,11 @@ async def install_precon(req: dict):
raise HTTPException(500, f"Forge decks directory not found: {decks_dir}") raise HTTPException(500, f"Forge decks directory not found: {decks_dir}")
dst = Path(decks_dir) / file_name dst = Path(decks_dir) / file_name
shutil.copy2(str(src), str(dst)) try:
shutil.copy2(str(src), str(dst))
except OSError as e:
log.error(f"Failed to copy deck file {file_name}: {e}")
raise HTTPException(500, f"Failed to copy deck file: {e}")
deck_name = file_name.replace(".dck", "") deck_name = file_name.replace(".dck", "")
return { return {
@@ -78,9 +82,13 @@ async def install_precons_batch(req: dict):
results.append({"fileName": file_name, "installed": False, "error": "not found"}) results.append({"fileName": file_name, "installed": False, "error": "not found"})
continue continue
dst = Path(decks_dir) / file_name dst = Path(decks_dir) / file_name
shutil.copy2(str(src), str(dst)) try:
deck_name = file_name.replace(".dck", "") shutil.copy2(str(src), str(dst))
results.append({"fileName": file_name, "installed": True, "deckName": deck_name}) deck_name = file_name.replace(".dck", "")
results.append({"fileName": file_name, "installed": True, "deckName": deck_name})
except OSError as e:
log.error(f"Failed to copy deck file {file_name}: {e}")
results.append({"fileName": file_name, "installed": False, "error": str(e)})
return {"results": results} return {"results": results}
+35
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@@ -0,0 +1,35 @@
#!/usr/bin/env node
/**
* Generate lan-client/precons.js from precon-decks/precon-index.json
* Usage: node scripts/generate-precons-js.js
*/
const fs = require('fs');
const path = require('path');
const indexPath = path.join(__dirname, '..', 'precon-decks', 'precon-index.json');
const outputPath = path.join(__dirname, '..', 'lan-client', 'precons.js');
const index = JSON.parse(fs.readFileSync(indexPath, 'utf8'));
let js = '// Auto-generated from precon-decks/precon-index.json\n';
js += '// Run: node scripts/generate-precons-js.js to regenerate\n';
js += 'var PRECON_DATA = [\n';
index.forEach(function(p, i) {
const entry = {
id: (p.fileName || p.name || '').replace('.dck', ''),
name: p.name || '',
commander: p.commander || (p.commanders && p.commanders[0]) || '',
set: p.set || '',
fileName: p.fileName || '',
colors: p.colors || [],
year: p.year || 0,
};
js += ' ' + JSON.stringify(entry);
js += (i < index.length - 1) ? ',\n' : '\n';
});
js += '];\n';
fs.writeFileSync(outputPath, js);
console.log(`Generated ${outputPath} with ${index.length} precon entries`);
+157 -27
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@@ -13,6 +13,16 @@ from services.database import _get_db_conn, _row_to_dict
log_collect = logging.getLogger("lab.collection") log_collect = logging.getLogger("lab.collection")
# Repo root = two levels up from this file (services/deck_service.py)
_REPO_ROOT = Path(__file__).parent.parent
# Repo-relative deck dirs always searched as fallbacks (zero-config support)
_BUILTIN_DECK_DIRS = [
_REPO_ROOT / "precon-decks",
_REPO_ROOT / "sample-decks",
_REPO_ROOT / "imported-decks",
]
_TYPE_PRIORITY = ["Land", "Instant", "Sorcery", "Artifact", "Enchantment", "Planeswalker", "Creature"] _TYPE_PRIORITY = ["Land", "Instant", "Sorcery", "Artifact", "Enchantment", "Planeswalker", "Creature"]
_TYPE_TARGETS = { _TYPE_TARGETS = {
@@ -197,7 +207,7 @@ def _save_profile_to_dck(profile: dict) -> Path:
safe_name = "imported_deck" safe_name = "imported_deck"
save_dir = CFG.forge_decks_dir save_dir = CFG.forge_decks_dir
if not save_dir or not os.path.isdir(save_dir): if not save_dir or not os.path.isdir(save_dir):
save_dir = os.path.join(Path(__file__).parent.parent, "imported-decks") save_dir = str(_REPO_ROOT / "imported-decks")
os.makedirs(save_dir, exist_ok=True) os.makedirs(save_dir, exist_ok=True)
out_path = Path(save_dir) / f"{safe_name}.dck" out_path = Path(save_dir) / f"{safe_name}.dck"
out_path.write_text(content, encoding="utf-8") out_path.write_text(content, encoding="utf-8")
@@ -205,35 +215,155 @@ def _save_profile_to_dck(profile: dict) -> Path:
return out_path return out_path
def _find_dck_file(deck_name: str) -> Optional[Path]:
"""Search known deck directories for a .dck file matching deck_name.
Resolution order:
1. CFG.precon_dir (explicit CLI/env config)
2. CFG.forge_decks_dir (Forge user decks)
3. FORGE_DIR/res/decks/commander (Forge bundled commander decks)
4. Repo-relative fallbacks: precon-decks/, sample-decks/, imported-decks/
(always searched so precon decks work with zero configuration)
Within each directory tries:
a. Exact stem match (Elven_Empire.dck)
b. Case-insensitive fuzzy match stripping underscores/spaces
"""
search_dirs: list[Path] = []
# CFG-configured paths (set via CLI args)
if CFG.precon_dir and os.path.isdir(CFG.precon_dir):
search_dirs.append(Path(CFG.precon_dir))
if CFG.forge_decks_dir and os.path.isdir(CFG.forge_decks_dir):
search_dirs.append(Path(CFG.forge_decks_dir))
if CFG.forge_dir:
forge_cmdr = Path(CFG.forge_dir) / "res" / "decks" / "commander"
if forge_cmdr.is_dir():
search_dirs.append(forge_cmdr)
# Repo-relative fallbacks -- always active so precon decks need no config
for builtin_dir in _BUILTIN_DECK_DIRS:
if builtin_dir.is_dir() and builtin_dir not in search_dirs:
search_dirs.append(builtin_dir)
target_norm = deck_name.lower().replace("_", "").replace(" ", "")
for d in search_dirs:
exact = d / f"{deck_name}.dck"
if exact.exists():
return exact
try:
for f in d.iterdir():
if f.suffix.lower() == ".dck":
if f.stem.lower().replace("_", "").replace(" ", "") == target_norm:
log_collect.info(f"[DeckService] Fuzzy .dck match: '{deck_name}' -> '{f}'")
return f
except OSError:
pass
return None
def _load_deck_cards_from_dck(dck_path: Path) -> list:
"""Parse a .dck file and return card dicts enriched with Forge card data.
Calls lookup_forge_card() for each card so that type_line, oracle_text,
cmc, mana_cost, power, toughness, and keywords are populated from the
Forge cardsfolder cache. This ensures Card.is_land() / is_creature()
work correctly when a deck is loaded via the .dck fallback path (i.e.
the deck is not yet in the SQLite DB).
The Forge cache is lazy-loaded and module-level, so there is no
per-game overhead after the first deck load.
"""
from commander_ai_lab.sim.forge_card_loader import lookup_forge_card # lazy to avoid circular import
parsed = parse_dck_file(str(dck_path))
cards = []
def _make_card(card_name: str, qty: int, is_commander: int) -> dict:
forge = lookup_forge_card(card_name)
power = ""
toughness = ""
if forge and "/" in forge.pt:
parts = forge.pt.split("/", 1)
power = parts[0].strip()
toughness = parts[1].strip()
return {
"card_name": card_name,
"name": card_name,
"quantity": qty,
"is_commander": is_commander,
"type_line": forge.type_line if forge else "",
"oracle_text": forge.oracle_text if forge else "",
"cmc": forge.cmc if forge else 0,
"mana_cost": forge.mana_cost if forge else "",
"power": power,
"toughness": toughness,
"keywords": json.dumps(forge.keywords) if forge else "[]",
"color_identity": "[]",
}
for card_name, qty in parsed.get("commanders", {}).items():
cards.append(_make_card(card_name, qty, 1))
for card_name, qty in parsed.get("mainboard", {}).items():
cards.append(_make_card(card_name, qty, 0))
enriched = sum(1 for c in cards if c["type_line"])
log_collect.info(
"[DeckService] .dck load: %d cards, %d enriched from Forge cache (%s)",
len(cards), enriched, dck_path.name,
)
return cards
def _load_deck_cards_by_name(deck_name: str) -> list: def _load_deck_cards_by_name(deck_name: str) -> list:
"""Load cards from a deck by name, returning list of card dicts.""" """Load cards from a deck by name, returning list of card dicts.
Resolution order:
1. SQLite DB (decks built/imported via the Deck Builder UI)
2. .dck file fallback -- searches precon_dir, forge_decks_dir,
FORGE_DIR/res/decks/commander, and repo-relative precon-decks/
sample-decks/ so precon decks work without any configuration.
"""
# -- 1. DB lookup --
conn = _get_db_conn() conn = _get_db_conn()
deck_row = conn.execute("SELECT id FROM decks WHERE name = ?", (deck_name,)).fetchone() deck_row = conn.execute("SELECT id FROM decks WHERE name = ?", (deck_name,)).fetchone()
if not deck_row: if deck_row:
return [] deck_id = deck_row[0]
deck_id = deck_row[0] rows = conn.execute("""
rows = conn.execute(""" SELECT dc.card_name, dc.quantity, dc.is_commander, dc.role_tag, dc.scryfall_id,
SELECT dc.card_name, dc.quantity, dc.is_commander, dc.role_tag, dc.scryfall_id, COALESCE(ce.type_line, cr.type_line, '') as type_line,
COALESCE(ce.type_line, cr.type_line, '') as type_line, COALESCE(ce.oracle_text, cr.oracle_text, '') as oracle_text,
COALESCE(ce.oracle_text, cr.oracle_text, '') as oracle_text, COALESCE(ce.cmc, cr.cmc, 0) as cmc,
COALESCE(ce.cmc, cr.cmc, 0) as cmc, COALESCE(ce.color_identity, cr.color_identity, '[]') as color_identity,
COALESCE(ce.color_identity, cr.color_identity, '[]') as color_identity, COALESCE(ce.mana_cost, '', '') as mana_cost,
COALESCE(ce.mana_cost, '', '') as mana_cost, COALESCE(ce.power, '', '') as power,
COALESCE(ce.power, '', '') as power, COALESCE(ce.toughness, '', '') as toughness,
COALESCE(ce.toughness, '', '') as toughness, COALESCE(ce.keywords, cr.keywords, '[]') as keywords
COALESCE(ce.keywords, cr.keywords, '[]') as keywords FROM deck_cards dc
FROM deck_cards dc LEFT JOIN (
LEFT JOIN ( SELECT scryfall_id, type_line, oracle_text, cmc, color_identity, mana_cost, power, toughness, keywords
SELECT scryfall_id, type_line, oracle_text, cmc, color_identity, mana_cost, power, toughness, keywords FROM collection_entries GROUP BY scryfall_id
FROM collection_entries GROUP BY scryfall_id ) ce ON ce.scryfall_id = dc.scryfall_id
) ce ON ce.scryfall_id = dc.scryfall_id LEFT JOIN (
LEFT JOIN ( SELECT name, type_line, oracle_text, cmc, color_identity, keywords
SELECT name, type_line, oracle_text, cmc, color_identity, keywords FROM card_records GROUP BY name
FROM card_records GROUP BY name ) cr ON cr.name = dc.card_name
) cr ON cr.name = dc.card_name WHERE dc.deck_id = ?
WHERE dc.deck_id = ? """, (deck_id,)).fetchall()
""", (deck_id,)).fetchall() return [_row_to_dict(r) for r in rows]
return [_row_to_dict(r) for r in rows]
# -- 2. .dck file fallback --
dck_path = _find_dck_file(deck_name)
if dck_path:
log_collect.info(
f"[DeckService] '{deck_name}' not in DB -- loading from .dck file: {dck_path}"
)
return _load_deck_cards_from_dck(dck_path)
log_collect.warning(f"[DeckService] Deck '{deck_name}' not found in DB or any .dck search path.")
return []
log_deckgen = logging.getLogger("commander_ai_lab.deckgen") log_deckgen = logging.getLogger("commander_ai_lab.deckgen")
+152
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@@ -0,0 +1,152 @@
"""
services/draw_game_analyzer.py
==============================
Analyses draw-game snapshots captured by forge_runner._run_process_blocking.
A "draw game" is any game that hit the Forge per-game wall-clock timeout
instead of ending via a win condition. Forge emits a line like:
[DRAW] [PARSE-SUMMARY] game=42 turns=28 time_ms=61200 \
seat0=AdaptiveEnchantment:life=46 seat1=AbzanArmor:life=0 \
seat2=AhoyMateys:life=0 seat3=20WaysToWin:life=8
This module:
1. Parses those lines out of the log into DrawGameSnapshot objects.
2. Aggregates them to identify which deck most often leads at timeout.
3. Exposes a summary dict suitable for embedding in the batch result JSON.
"""
from __future__ import annotations
import re
from dataclasses import dataclass, field
from typing import Dict, List, Optional
# ─── regex for the Forge DRAW summary line ────────────────────────────────────
# Example:
# [DRAW] [PARSE-SUMMARY] game=42 turns=28 time_ms=61200
# seat0=AdaptiveEnchantment:life=46 seat1=AbzanArmor:life=0
# seat2=AhoyMateys:life=0 seat3=20WaysToWin:life=8
_DRAW_LINE_RE = re.compile(
r'\[DRAW\].*?\[PARSE-SUMMARY\]'
r'.*?game=(\d+)'
r'.*?turns=(\d+)'
r'.*?time_ms=(\d+)'
r'((?:\s+seat\d+=\S+)*)'
, re.IGNORECASE
)
_SEAT_RE = re.compile(r'seat(\d+)=([^:]+):life=([-\d]+)', re.IGNORECASE)
@dataclass
class DrawGameSnapshot:
game_id: int
turns: int
time_ms: int
# seat_index -> {deck_name, life}
seats: Dict[int, dict] = field(default_factory=dict)
@property
def leading_deck(self) -> Optional[str]:
"""Name of the deck with the highest life at timeout (None if tie/empty)."""
if not self.seats:
return None
best = max(self.seats.values(), key=lambda s: s["life"])
return best["deck_name"]
@property
def leading_life(self) -> int:
if not self.seats:
return 0
return max(s["life"] for s in self.seats.values())
def parse_draw_snapshots(log_lines: list[str]) -> list[DrawGameSnapshot]:
"""
Scan raw log lines for [DRAW] [PARSE-SUMMARY] entries and return
a list of DrawGameSnapshot objects, one per draw game.
"""
snapshots: list[DrawGameSnapshot] = []
for line in log_lines:
m = _DRAW_LINE_RE.search(line)
if not m:
continue
game_id = int(m.group(1))
turns = int(m.group(2))
time_ms = int(m.group(3))
seats_str = m.group(4) or ""
seats: Dict[int, dict] = {}
for sm in _SEAT_RE.finditer(seats_str):
seat_idx = int(sm.group(1))
deck_name = sm.group(2).strip()
life = int(sm.group(3))
seats[seat_idx] = {"deck_name": deck_name, "life": life}
snapshots.append(DrawGameSnapshot(game_id=game_id, turns=turns, time_ms=time_ms, seats=seats))
return snapshots
def summarize_draw_games(snapshots: list[DrawGameSnapshot]) -> dict:
"""
Aggregate draw snapshots into a summary dict for embedding in batch JSON.
Returns::
{
"count": 156,
"avgTurns": 27.4,
"avgTimeMs": 61800,
"perDeck": [
{
"deckName": "AdaptiveEnchantment",
"drawLeadCount": 89, # times this deck led at timeout
"drawLeadPct": 57.1,
"avgLifeAtTimeout": 42.3,
},
...
],
"likelyCause": "AdaptiveEnchantment" # deck most often leading at timeout
}
"""
if not snapshots:
return {"count": 0, "avgTurns": 0, "avgTimeMs": 0, "perDeck": [], "likelyCause": None}
total = len(snapshots)
avg_turns = round(sum(s.turns for s in snapshots) / total, 1)
avg_time_ms = round(sum(s.time_ms for s in snapshots) / total)
# Accumulate per-deck stats across all draw games
deck_lead_count: Dict[str, int] = {}
deck_life_sum: Dict[str, float] = {}
deck_life_count: Dict[str, int] = {}
for snap in snapshots:
leader = snap.leading_deck
if leader:
deck_lead_count[leader] = deck_lead_count.get(leader, 0) + 1
for seat in snap.seats.values():
dn = seat["deck_name"]
deck_life_sum[dn] = deck_life_sum.get(dn, 0.0) + seat["life"]
deck_life_count[dn] = deck_life_count.get(dn, 0) + 1
all_decks = set(deck_life_count.keys()) | set(deck_lead_count.keys())
per_deck = []
for dn in sorted(all_decks):
lead_cnt = deck_lead_count.get(dn, 0)
avg_life = round(deck_life_sum.get(dn, 0) / max(deck_life_count.get(dn, 1), 1), 1)
per_deck.append({
"deckName": dn,
"drawLeadCount": lead_cnt,
"drawLeadPct": round(lead_cnt / total * 100, 1),
"avgLifeAtTimeout": avg_life,
})
per_deck.sort(key=lambda x: x["drawLeadCount"], reverse=True)
likely_cause = per_deck[0]["deckName"] if per_deck else None
return {
"count": total,
"avgTurns": avg_turns,
"avgTimeMs": avg_time_ms,
"perDeck": per_deck,
"likelyCause": likely_cause,
}
+164 -7
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@@ -168,6 +168,62 @@ def reset_java17_cache():
_JAVA17_PATH = None _JAVA17_PATH = None
# ── Deck path resolution ──────────────────────────────────────────────────────
def _resolve_deck_path(deck_name: str) -> str:
"""Resolve a deck name to its full .dck path in CFG.precon_dir.
Resolution order:
1. Already an absolute path with .dck extension — return as-is.
2. Exact filename match in precon_dir (e.g. "Abzan_Armor.dck").
3. camelCase → snake_case conversion (e.g. "AbzanArmor" → "Abzan_Armor.dck").
4. Space → underscore normalization.
5. Case-insensitive fuzzy match stripping underscores/spaces.
6. Fallback: return raw name and let the JAR fail with a clear error.
"""
# Already a resolved path
if deck_name.endswith('.dck') and os.path.isfile(deck_name):
return deck_name
precon_dir = CFG.precon_dir
if not precon_dir or not os.path.isdir(precon_dir):
log.warning(f"[DeckResolver] precon_dir not set or missing — passing raw name '{deck_name}' to JAR")
return deck_name
# 1. Exact match
exact = os.path.join(precon_dir, f"{deck_name}.dck")
if os.path.isfile(exact):
return exact
# 2. camelCase → snake_case (AbzanArmor → Abzan_Armor)
snake = re.sub(r'(?<=[a-z0-9])(?=[A-Z])', '_', deck_name)
snake_path = os.path.join(precon_dir, f"{snake}.dck")
if os.path.isfile(snake_path):
return snake_path
# 3. Space → underscore (e.g. "Abzan Armor" → "Abzan_Armor.dck")
spaced = deck_name.replace(' ', '_')
spaced_path = os.path.join(precon_dir, f"{spaced}.dck")
if os.path.isfile(spaced_path):
return spaced_path
# 4. Case-insensitive fuzzy: strip underscores/spaces, compare lowercased stems
target = deck_name.lower().replace('_', '').replace(' ', '')
try:
for fname in os.listdir(precon_dir):
if fname.lower().endswith('.dck'):
stem = fname[:-4].lower().replace('_', '').replace(' ', '')
if stem == target:
resolved = os.path.join(precon_dir, fname)
log.info(f"[DeckResolver] Fuzzy match: '{deck_name}' → '{fname}'")
return resolved
except OSError as e:
log.warning(f"[DeckResolver] Could not list precon_dir '{precon_dir}': {e}")
log.warning(f"[DeckResolver] Deck not found: '{deck_name}' (searched {precon_dir}) — passing raw name to JAR")
return deck_name
def build_java_command( def build_java_command(
decks: list, num_games: int, threads: int, seed: Optional[int], decks: list, num_games: int, threads: int, seed: Optional[int],
clock: int, output_path: str, use_learned_policy: bool = False, clock: int, output_path: str, use_learned_policy: bool = False,
@@ -191,9 +247,11 @@ def build_java_command(
'--clock', str(clock), '--clock', str(clock),
'--output', output_path, '--output', output_path,
] ]
# Map deck list to --deck1 .. --deck4 # Map deck list to --deck1 .. --deck4, resolving names to full .dck paths
for i, d in enumerate(decks[:4], start=1): for i, d in enumerate(decks[:4], start=1):
cmd += [f'--deck{i}', str(d)] resolved = _resolve_deck_path(str(d))
log.info(f"[DeckResolver] deck{i}: '{d}' → '{resolved}'")
cmd += [f'--deck{i}', resolved]
if seed is not None: if seed is not None:
cmd += ['--seed', str(seed)] cmd += ['--seed', str(seed)]
if use_learned_policy: if use_learned_policy:
@@ -210,10 +268,50 @@ def build_java_command(
return cmd return cmd
# ── Draw-game life-at-timeout parser ─────────────────────────────────────────
# Forge emits a summary line for each game that hits the wall-clock timeout:
#
# [DRAW] [PARSE-SUMMARY] game=42 turns=28 time_ms=61200
# seat0=AdaptiveEnchantment:life=46 seat1=AbzanArmor:life=0
# seat2=AhoyMateys:life=0 seat3=20WaysToWin:life=8
#
# We capture these live so they're available before the process finishes.
_DRAW_SUMMARY_RE = re.compile(
r'\[DRAW\].*?\[PARSE-SUMMARY\]'
r'.*?game=(\d+)'
r'.*?turns=(\d+)'
r'.*?time_ms=(\d+)'
r'((?:\s+seat\d+=\S+)*)'
, re.IGNORECASE
)
_SEAT_LIFE_RE = re.compile(r'seat(\d+)=([^:]+):life=([-\d]+)', re.IGNORECASE)
def _parse_draw_summary_line(line: str) -> Optional[dict]:
"""Return a draw-game snapshot dict if line matches, else None."""
m = _DRAW_SUMMARY_RE.search(line)
if not m:
return None
seats = {}
for sm in _SEAT_LIFE_RE.finditer(m.group(4) or ""):
seat_idx = int(sm.group(1))
seats[seat_idx] = {"deck_name": sm.group(2).strip(), "life": int(sm.group(3))}
return {
"game_id": int(m.group(1)),
"turns": int(m.group(2)),
"time_ms": int(m.group(3)),
"seats": seats,
}
def _run_process_blocking(state: BatchState, cmd: list): def _run_process_blocking(state: BatchState, cmd: list):
"""Run Forge subprocess, parse progress, generate deck reports.""" """Run Forge subprocess, parse progress, collect draw-game snapshots."""
log.info(f"Running: {' '.join(cmd)}") log.info(f"Running: {' '.join(cmd)}")
# Forge must run with forge_dir as cwd so it can find res/ relative to itself
forge_cwd = CFG.forge_dir if CFG.forge_dir and os.path.isdir(CFG.forge_dir) else None
log.info(f"[ForgeRunner] cwd={forge_cwd}")
# Ensure Forge subprocesses use Java 17 # Ensure Forge subprocesses use Java 17
env = os.environ.copy() env = os.environ.copy()
java17 = get_java17() java17 = get_java17()
@@ -226,7 +324,7 @@ def _run_process_blocking(state: BatchState, cmd: list):
try: try:
proc = subprocess.Popen( proc = subprocess.Popen(
cmd, stdout=subprocess.PIPE, stderr=subprocess.STDOUT, cmd, stdout=subprocess.PIPE, stderr=subprocess.STDOUT,
text=True, bufsize=1, env=env, text=True, bufsize=1, env=env, cwd=forge_cwd,
) )
state.process = proc state.process = proc
except Exception as e: except Exception as e:
@@ -237,10 +335,15 @@ def _run_process_blocking(state: BatchState, cmd: list):
_register_batch(state.batch_id, state, proc) _register_batch(state.batch_id, state, proc)
# ── Live stdout parsing ───────────────────────────────────────────
draw_snapshots: list = []
for line in proc.stdout: for line in proc.stdout:
_touch_batch(state.batch_id) _touch_batch(state.batch_id)
line = line.rstrip() line = line.rstrip()
state.log_lines.append(line) state.log_lines.append(line)
# Progress counters
gm = re.match(r'\[Game (\d+)/(\d+)\]', line) gm = re.match(r'\[Game (\d+)/(\d+)\]', line)
if gm: if gm:
state.completed_games = int(gm.group(1)) state.completed_games = int(gm.group(1))
@@ -249,19 +352,46 @@ def _run_process_blocking(state: BatchState, cmd: list):
if pm: if pm:
state.sims_per_sec = float(pm.group(1)) state.sims_per_sec = float(pm.group(1))
# ── Draw-game capture (fix #176) ──────────────────────────────
snap = _parse_draw_summary_line(line)
if snap:
draw_snapshots.append(snap)
proc.wait() proc.wait()
_unregister_batch(state.batch_id) _unregister_batch(state.batch_id)
elapsed = (_datetime.now() - state.start_time).total_seconds() * 1000 elapsed = (_datetime.now() - state.start_time).total_seconds() * 1000
state.elapsed_ms = int(elapsed) state.elapsed_ms = int(elapsed)
# Persist draw snapshots on state for routes/lab.py to embed in JSON
state.draw_game_snapshots = draw_snapshots
if draw_snapshots:
log.info(
f"[DrawGames] Captured {len(draw_snapshots)} draw-game snapshots "
f"for batch {state.batch_id}"
)
if proc.returncode != 0: if proc.returncode != 0:
state.running = False state.running = False
# Include last few log lines in error for easier diagnosis
tail = ' | '.join(state.log_lines[-5:]) if state.log_lines else '(no output)' tail = ' | '.join(state.log_lines[-5:]) if state.log_lines else '(no output)'
state.error = f"Exit code {proc.returncode} — last output: {tail}" state.error = f"Exit code {proc.returncode} — last output: {tail}"
else: else:
state.running = False state.running = False
state.completed_games = state.total_games state.completed_games = state.total_games
# ── Post-process: detect alternate win conditions in the Java log ──
try:
src_dir = os.path.join(os.path.dirname(os.path.abspath(__file__)), '..', 'src')
src_dir = os.path.normpath(src_dir)
if src_dir not in sys.path:
sys.path.insert(0, src_dir)
from commander_ai_lab.sim.win_condition_parser import detect_win_type_from_log
state.win_type_override = detect_win_type_from_log(state.log_lines)
if state.win_type_override != "Combat":
log.info(f"[WinType] Alternate win detected in batch {state.batch_id}: {state.win_type_override}")
except Exception as _wcp_err:
log.debug(f"[WinType] Parser import failed (non-fatal): {_wcp_err}")
state.win_type_override = "Combat"
async def run_batch_subprocess( async def run_batch_subprocess(
state: BatchState, state: BatchState,
@@ -269,7 +399,7 @@ async def run_batch_subprocess(
num_games: int, num_games: int,
threads: int, threads: int,
seed: Optional[int] = None, seed: Optional[int] = None,
clock: int = 6000, clock: int = 3000,
output_path: str = "results", output_path: str = "results",
use_learned_policy: bool = False, use_learned_policy: bool = False,
policy_style: str = "midrange", policy_style: str = "midrange",
@@ -278,7 +408,12 @@ async def run_batch_subprocess(
ai_think_time_ms: int = -1, ai_think_time_ms: int = -1,
max_queue_depth: int = -1, max_queue_depth: int = -1,
): ):
"""Async wrapper that runs Forge subprocess in executor.""" """Async wrapper that runs Forge subprocess in executor.
clock default lowered from 6000 → 3000 (30s per-game wall limit for batch
mode) to reduce draw-game wall time wasted on timeouts (fix #176).
Interactive games pass an explicit req.clock override so they are unaffected.
"""
try: try:
policy_server = f"http://localhost:{CFG.port}" policy_server = f"http://localhost:{CFG.port}"
cmd = build_java_command( cmd = build_java_command(
@@ -344,6 +479,7 @@ def _run_deepseek_batch_thread(
from commander_ai_lab.sim.models import Card from commander_ai_lab.sim.models import Card
from commander_ai_lab.sim.deepseek_engine import DeepSeekGameEngine from commander_ai_lab.sim.deepseek_engine import DeepSeekGameEngine
from commander_ai_lab.sim.rules import enrich_card from commander_ai_lab.sim.rules import enrich_card
from commander_ai_lab.sim.win_condition_parser import detect_win_type_from_cards
state.log_lines.append('[DeepSeek Batch] Initializing DeepSeek brain...') state.log_lines.append('[DeepSeek Batch] Initializing DeepSeek brain...')
brain = _get_deepseek_brain() brain = _get_deepseek_brain()
@@ -503,6 +639,27 @@ def _run_deepseek_batch_thread(
) )
gd = result.to_dict() gd = result.to_dict()
gd['gameNumber'] = g + 1 gd['gameNumber'] = g + 1
# ── Alternate win detection (DeepSeek path) ──────────────
try:
winner_seat = result.winner_seat
if winner_seat >= 0:
winner_bf = getattr(result, '_winner_battlefield', None)
if winner_bf is not None:
win_type = detect_win_type_from_cards(winner_bf)
else:
from commander_ai_lab.sim.win_condition_parser import detect_win_type_from_log
win_type = detect_win_type_from_log(
[str(entry) for entry in (result.game_log or [])]
)
result.win_type = win_type
gd['winType'] = win_type
if win_type != 'Combat':
log.info(f'[WinType] {deck_name} game {g+1}: {win_type} win detected')
except Exception as _wt_err:
log.debug(f'[WinType] Detection failed for game {g+1} (non-fatal): {_wt_err}')
gd.setdefault('winType', 'Combat')
deck_stats['games'].append(gd) deck_stats['games'].append(gd)
if result.winner == 0: if result.winner == 0:
+6
View File
@@ -354,11 +354,16 @@ class GameResult:
- players: list of PlayerResult, one per seat - players: list of PlayerResult, one per seat
- winner_seat: index of the winning player (-1 = draw) - winner_seat: index of the winning player (-1 = draw)
- win_type: how the game was won — "Combat", "Combo", "Drain", "Mill",
"Poison", or "CmdrDmg". Defaults to "Combat".
Set by win_condition_parser.detect_win_type_from_cards() (Python engine)
or win_condition_parser.detect_win_type_from_log() (Java/Forge engine).
- Backward-compat properties player_a_stats / player_b_stats delegate to players[0] / players[1] - Backward-compat properties player_a_stats / player_b_stats delegate to players[0] / players[1]
""" """
winner_seat: int = -1 winner_seat: int = -1
turns: int = 0 turns: int = 0
win_type: str = "Combat" # populated by win_condition_parser
players: list[PlayerResult] = field(default_factory=list) players: list[PlayerResult] = field(default_factory=list)
game_log: list = field(default_factory=list) game_log: list = field(default_factory=list)
@@ -428,6 +433,7 @@ class GameResult:
# Legacy keys (UI expects these) # Legacy keys (UI expects these)
"winner": self.winner_seat, "winner": self.winner_seat,
"turns": self.turns, "turns": self.turns,
"winType": self.win_type,
# New N-player keys (Java BatchResult schema) # New N-player keys (Java BatchResult schema)
"winningSeat": self.winner_seat, "winningSeat": self.winner_seat,
"playerResults": [p.to_dict() for p in self.players], "playerResults": [p.to_dict() for p in self.players],
@@ -0,0 +1,155 @@
"""
Commander AI Lab — Alternate Win Condition Parser
==================================================
Scans Forge log lines or oracle text for non-combat "you win the game"
triggers and returns a win type category string.
Used by:
- services/forge_runner.py (Java batch path: post-process log_lines)
- src/commander_ai_lab/sim/deepseek_engine.py (DeepSeek path: check oracle text)
- src/commander_ai_lab/sim/engine.py (Python sim path: check oracle text)
"""
from __future__ import annotations
import re
from typing import Optional
# ---------------------------------------------------------------------------
# Alternate win card registry
# ---------------------------------------------------------------------------
# Maps lowercase card name -> win category.
# Categories: "Combo", "Drain", "Mill", "Poison"
# "Combat" is the default and should never appear here.
ALTERNATE_WIN_CARDS: dict[str, str] = {
# Spell-based
"approach of the second sun": "Combo",
"thassa's oracle": "Combo",
"jace, wielder of mysteries": "Combo",
"laboratory maniac": "Combo",
"leveler": "Combo", # pairs with Lab Man / Thassa
"gleemax": "Combo",
"coalition victory": "Combo",
"helix pinnacle": "Combo",
"mayael's aria": "Combo",
"mechanized production": "Combo",
"happily ever after": "Combo",
"simic ascendancy": "Combo",
"azor's elocutors": "Combo",
"chance encounter": "Combo",
"darksteel reactor": "Combo",
"hellkite tyrant": "Combo",
"mortal kombat": "Combo",
"revel in riches": "Drain",
"test of endurance": "Combo",
"felidar sovereign": "Combo",
"celestial convergence": "Combo",
"barren glory": "Combo",
"maze's end": "Combo",
"new horizons": "Combo",
"thespian's stage": "Combo", # copying Maze's End
# Poison / Infect
"phyrexian unlife": "Poison",
"poisoned tips": "Poison",
# Mill
"milling": "Mill", # generic tag
"the fall of lord karsus": "Mill",
}
# ---------------------------------------------------------------------------
# Forge log scanner
# ---------------------------------------------------------------------------
# Matches lines like:
# [COMBAT-LINE] Resolve Stack: Approach of the Second Sun ... you win the game.
# [OUTCOME-LINE] ... you win the game ...
# Game Result: Player won (Approach of the Second Sun)
_YOU_WIN_RE = re.compile(
r'you win the game',
re.IGNORECASE,
)
# Extracts a card name from the line so we can look it up in ALTERNATE_WIN_CARDS.
# Forge typically formats these as "Resolve Stack: <CardName> ..." or
# "Player won via <CardName>".
_CARD_NAME_RE = re.compile(
r'(?:Resolve Stack|via|won by|triggered by|winning card)[:\s]+([A-Za-z\'\,\.\- ]+)',
re.IGNORECASE,
)
def detect_win_type_from_log(log_lines: list[str]) -> str:
"""
Scan a list of Forge stdout log lines for alternate win condition triggers.
Returns the win category ("Combo", "Drain", "Mill", "Poison") if an
alternate win card is detected, otherwise returns "Combat".
Scans *all* lines so the last detected alternate win takes precedence
(handles edge cases where the log mentions multiple near-wins).
"""
result = "Combat"
for line in log_lines:
if not _YOU_WIN_RE.search(line):
continue
# Try to extract the card name responsible
m = _CARD_NAME_RE.search(line)
if m:
card_name = m.group(1).strip().rstrip('.').lower()
# Exact lookup first
if card_name in ALTERNATE_WIN_CARDS:
result = ALTERNATE_WIN_CARDS[card_name]
continue
# Partial / substring match for long card names
for known, category in ALTERNATE_WIN_CARDS.items():
if known in card_name or card_name in known:
result = category
break
else:
# No card name found but "you win the game" is present —
# scan the full line for any known card name
line_lower = line.lower()
for known, category in ALTERNATE_WIN_CARDS.items():
if known in line_lower:
result = category
break
return result
# ---------------------------------------------------------------------------
# Oracle text scanner (Python / DeepSeek engine path)
# ---------------------------------------------------------------------------
def detect_win_type_from_cards(cards_on_battlefield: list) -> str:
"""
Inspect a player's battlefield (list of Card objects) for alternate win
permanents. Returns the win category or "Combat".
Checks:
1. Card name against ALTERNATE_WIN_CARDS (fastest)
2. oracle_text for "you win the game" as a safety net
"""
for card in cards_on_battlefield:
name_lower = getattr(card, 'name', '').lower()
if name_lower in ALTERNATE_WIN_CARDS:
return ALTERNATE_WIN_CARDS[name_lower]
oracle = getattr(card, 'oracle_text', '') or ''
if 'you win the game' in oracle.lower():
# Unknown alternate win card — still not Combat
return "Combo"
return "Combat"
def detect_win_type_from_oracle(oracle_text: str, card_name: str = "") -> str:
"""
Simple oracle text probe used when we have a resolved spell/ability
but not a full battlefield list.
"""
if card_name:
lookup = card_name.strip().lower()
if lookup in ALTERNATE_WIN_CARDS:
return ALTERNATE_WIN_CARDS[lookup]
if 'you win the game' in (oracle_text or '').lower():
return "Combo"
return "Combat"
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+61 -25
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@@ -7,33 +7,63 @@ REM Starts the Python FastAPI server + serves the web UI.
REM Prerequisites: REM Prerequisites:
REM - Python 3.10+ with: pip install fastapi uvicorn REM - Python 3.10+ with: pip install fastapi uvicorn
REM - Java 17+ REM - Java 17+
REM - commander-ai-lab built: mvn package "-DskipTests" REM - Forge built: mvn package "-DskipTests"
REM REM
REM Edit the paths below to match your system. REM All paths are resolved RELATIVE to this script's location.
REM No hardcoded drive letters — works on any machine.
REM ═══════════════════════════════════════════════════════════ REM ═══════════════════════════════════════════════════════════
REM ── Your Forge paths (EDIT THESE) ──────────────────────────
set FORGE_JAR=D:\ForgeCommander\forge-repo\forge-gui-desktop\target\forge-gui-desktop-2.0.12-SNAPSHOT-jar-with-dependencies.jar REM ── Resolve root from script location (portable, any drive) ─
set FORGE_DIR=D:\ForgeCommander\forge-repo set SCRIPT_DIR=%~dp0
set FORGE_DECKS_DIR=%APPDATA%\Forge\decks\commander set FORGE_COMMANDER_ROOT=%SCRIPT_DIR%..
REM ── Lab JAR (auto-detected from target/) ─────────────────────
REM ── Forge paths (auto-resolved, no hardcoded drive) ─────────
set FORGE_JAR=%FORGE_COMMANDER_ROOT%\forge-repo\forge-gui-desktop\target\forge-gui-desktop-2.0.12-SNAPSHOT-jar-with-dependencies.jar
set FORGE_DIR=%FORGE_COMMANDER_ROOT%\forge-repo
set FORGE_PROFILE=%FORGE_COMMANDER_ROOT%\forge-repo\forge-gui-desktop\target\res\forge.profile.properties
REM ── Deck paths: all inside forge-repo for full portability ──
set FORGE_USER_DATA=%FORGE_COMMANDER_ROOT%\forge-repo\userdata
set FORGE_DECKS_DIR=%FORGE_USER_DATA%\decks
set PRECON_DECKS_DIR=%SCRIPT_DIR%precon-decks
REM ── Lab server port ──────────────────────────────────────────
set LAB_PORT=8080 set LAB_PORT=8080
REM ── API Keys (set via environment variables or .env file) ── REM ── API Keys (set via environment variables or .env file) ──
REM If not already set in your environment, create a .env file
REM in this directory (see .env.example) or set them manually:
REM set XIMILAR_API_KEY=your-ximilar-key-here
REM set ANTHROPIC_API_KEY=your-anthropic-api-key-here
REM
REM Load from .env file if it exists and vars aren't already set
if not defined XIMILAR_API_KEY ( if not defined XIMILAR_API_KEY (
if exist "%~dp0.env" ( if exist "%SCRIPT_DIR%.env" (
for /f "usebackq tokens=1,* delims==" %%A in ("%~dp0.env") do ( for /f "usebackq tokens=1,* delims==" %%A in ("%SCRIPT_DIR%.env") do (
if "%%A"=="XIMILAR_API_KEY" set XIMILAR_API_KEY=%%B if "%%A"=="XIMILAR_API_KEY" set XIMILAR_API_KEY=%%B
if "%%A"=="ANTHROPIC_API_KEY" set ANTHROPIC_API_KEY=%%B if "%%A"=="ANTHROPIC_API_KEY" set ANTHROPIC_API_KEY=%%B
) )
) )
) )
REM ═══════════════════════════════════════════════════════════
REM Write forge.profile.properties so Forge resolves decks from
REM forge-repo\userdata instead of %APPDATA%\Forge.
REM Backslashes are doubled as required by .properties format.
REM This is rewritten every launch so it always matches the
REM current machine's absolute path.
REM ═══════════════════════════════════════════════════════════
mkdir "%FORGE_USER_DATA%\decks\commander" 2>nul
REM Build escaped paths for .properties file
set _UD=%FORGE_USER_DATA%
set _DD=%FORGE_DECKS_DIR%
setlocal enabledelayedexpansion
set _UD_ESC=!_UD:\=\\!
set _DD_ESC=!_DD:\=\\!
(echo userDir=!_UD_ESC!) > "%FORGE_PROFILE%"
(echo decksDir=!_DD_ESC!) >> "%FORGE_PROFILE%"
endlocal
REM ── Copy precon .dck files into Forge's commander deck folder
REM (idempotent — safe to run every launch)
xcopy /Y /Q "%PRECON_DECKS_DIR%\*.dck" "%FORGE_DECKS_DIR%\commander\" >nul 2>&1
echo Synced precon decks to Forge commander folder.
echo. echo.
echo ╔══════════════════════════════════════════════════╗ echo ╔══════════════════════════════════════════════════╗
echo ║ Commander AI Lab — Launcher ║ echo ║ Commander AI Lab — Launcher ║
@@ -42,12 +72,17 @@ echo.
echo Forge JAR: %FORGE_JAR% echo Forge JAR: %FORGE_JAR%
echo Forge Dir: %FORGE_DIR% echo Forge Dir: %FORGE_DIR%
echo Decks Dir: %FORGE_DECKS_DIR% echo Decks Dir: %FORGE_DECKS_DIR%
echo Precon Dir: %PRECON_DECKS_DIR%
echo Port: %LAB_PORT% echo Port: %LAB_PORT%
echo Ximilar: Configured if defined XIMILAR_API_KEY (
if defined ANTHROPIC_API_KEY ( echo Ximilar: Configured
echo Claude Opus: Configured
) else ( ) else (
echo Claude Opus: Not configured ^(set ANTHROPIC_API_KEY env var for AI features^) echo Ximilar: Not configured
)
if defined ANTHROPIC_API_KEY (
echo Claude: Configured
) else (
echo Claude: Not configured ^(set ANTHROPIC_API_KEY for AI features^)
) )
echo. echo.
@@ -69,15 +104,14 @@ if %ERRORLEVEL% neq 0 (
if not exist "%FORGE_JAR%" ( if not exist "%FORGE_JAR%" (
echo ERROR: Forge JAR not found at: %FORGE_JAR% echo ERROR: Forge JAR not found at: %FORGE_JAR%
echo Run Forge build first: echo Run Forge build first:
echo cd D:\ForgeCommander\forge-repo echo cd %FORGE_DIR%
echo mvn package -pl forge-gui-desktop "-DskipTests" "-Drevision=2.0.12-SNAPSHOT" -am echo mvn package -pl forge-gui-desktop "-DskipTests" "-Drevision=2.0.12-SNAPSHOT" -am
pause pause
exit /b 1 exit /b 1
) )
REM ── Check if lab_api.py exists ───────────────────────────── if not exist "%SCRIPT_DIR%lab_api.py" (
if not exist "%~dp0lab_api.py" ( echo ERROR: lab_api.py not found in %SCRIPT_DIR%
echo ERROR: lab_api.py not found in %~dp0
pause pause
exit /b 1 exit /b 1
) )
@@ -98,18 +132,20 @@ echo Press Ctrl+C to stop.
echo. echo.
if defined ANTHROPIC_API_KEY ( if defined ANTHROPIC_API_KEY (
python "%~dp0lab_api.py" ^ python "%SCRIPT_DIR%lab_api.py" ^
--forge-jar "%FORGE_JAR%" ^ --forge-jar "%FORGE_JAR%" ^
--forge-dir "%FORGE_DIR%" ^ --forge-dir "%FORGE_DIR%" ^
--forge-decks-dir "%FORGE_DECKS_DIR%" ^ --forge-decks-dir "%FORGE_DECKS_DIR%" ^
--precon-dir "%PRECON_DECKS_DIR%" ^
--port %LAB_PORT% ^ --port %LAB_PORT% ^
--ximilar-key "%XIMILAR_API_KEY%" ^ --ximilar-key "%XIMILAR_API_KEY%" ^
--anthropic-key "%ANTHROPIC_API_KEY%" --anthropic-key "%ANTHROPIC_API_KEY%"
) else ( ) else (
python "%~dp0lab_api.py" ^ python "%SCRIPT_DIR%lab_api.py" ^
--forge-jar "%FORGE_JAR%" ^ --forge-jar "%FORGE_JAR%" ^
--forge-dir "%FORGE_DIR%" ^ --forge-dir "%FORGE_DIR%" ^
--forge-decks-dir "%FORGE_DECKS_DIR%" ^ --forge-decks-dir "%FORGE_DECKS_DIR%" ^
--precon-dir "%PRECON_DECKS_DIR%" ^
--port %LAB_PORT% ^ --port %LAB_PORT% ^
--ximilar-key "%XIMILAR_API_KEY%" --ximilar-key "%XIMILAR_API_KEY%"
) )
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@@ -0,0 +1,495 @@
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>Commander Battlefield</title>
<style>
@import url('https://fonts.googleapis.com/css2?family=Cinzel:wght@400;600;700&family=Inter:wght@400;500;600&display=swap');
*, *::before, *::after { box-sizing: border-box; margin: 0; padding: 0; }
:root {
--felt: #2a2a2a;
--felt-light: #333333;
--felt-dark: #1e1e1e;
--felt-line: rgba(255,255,255,0.08);
--felt-line-strong: rgba(255,255,255,0.15);
--p1: #c0392b; --p1-soft: rgba(192,57,43,0.15); --p1-glow: rgba(192,57,43,0.35); --p1-text: #e74c3c;
--p2: #2980b9; --p2-soft: rgba(41,128,185,0.15); --p2-glow: rgba(41,128,185,0.35); --p2-text: #3498db;
--p3: #27ae60; --p3-soft: rgba(39,174,96,0.15); --p3-glow: rgba(39,174,96,0.35); --p3-text: #2ecc71;
--p4: #d4930d; --p4-soft: rgba(212,147,13,0.15); --p4-glow: rgba(212,147,13,0.35); --p4-text: #f1c40f;
--card-w: 63px;
--card-h: 88px;
--zone-radius: 8px;
}
html, body {
width: 100%; height: 100%;
overflow: hidden;
font-family: 'Inter', sans-serif;
background: var(--felt-dark);
}
body {
display: flex;
align-items: center;
justify-content: center;
}
.table-surface {
position: relative;
width: 100vw;
height: 100vh;
background: radial-gradient(ellipse at 50% 50%, var(--felt-light) 0%, var(--felt) 50%, var(--felt-dark) 100%);
overflow: hidden;
}
.table-surface::before {
content: '';
position: absolute;
inset: 0;
background-image: url("data:image/svg+xml,%3Csvg viewBox='0 0 256 256' xmlns='http://www.w3.org/2000/svg'%3E%3Cfilter id='n'%3E%3CfeTurbulence type='fractalNoise' baseFrequency='0.85' numOctaves='4' stitchTiles='stitch'/%3E%3C/filter%3E%3Crect width='100%25' height='100%25' filter='url(%23n)' opacity='0.08'/%3E%3C/svg%3E");
background-size: 200px 200px;
pointer-events: none;
z-index: 1;
opacity: 0.7;
}
.table-surface::after {
content: '';
position: absolute;
inset: 0;
background: radial-gradient(ellipse at center, transparent 40%, rgba(0,0,0,0.45) 100%);
pointer-events: none;
z-index: 2;
}
.battlefield {
position: absolute;
inset: 10px;
z-index: 5;
display: grid;
grid-template-columns: 1fr 1fr;
grid-template-rows: 1fr 1fr;
gap: 0;
}
.divider-h, .divider-v {
position: absolute;
z-index: 10;
pointer-events: none;
}
.divider-h {
top: 50%; left: 10px; right: 10px;
height: 2px;
transform: translateY(-50%);
background: var(--felt-line-strong);
box-shadow: 0 0 12px rgba(255,255,255,0.04);
}
.divider-v {
left: 50%; top: 10px; bottom: 10px;
width: 2px;
transform: translateX(-50%);
background: var(--felt-line-strong);
box-shadow: 0 0 12px rgba(255,255,255,0.04);
}
.center-emblem {
position: absolute;
top: 50%; left: 50%;
transform: translate(-50%, -50%);
z-index: 15;
width: 76px; height: 76px;
border-radius: 50%;
background: radial-gradient(circle, rgba(55,55,55,0.95), rgba(25,25,25,0.98));
border: 2px solid rgba(255,255,255,0.08);
display: flex;
align-items: center;
justify-content: center;
box-shadow: 0 0 30px rgba(0,0,0,0.6), inset 0 0 20px rgba(0,0,0,0.3);
}
.center-emblem svg { width: 40px; height: 40px; }
.player-area {
position: relative;
display: flex;
flex-direction: column;
padding: 8px;
overflow: hidden;
}
.player-area.p1 { grid-area: 1 / 1 / 2 / 2; }
.player-area.p2 { grid-area: 1 / 2 / 2 / 3; }
.player-area.p3 { grid-area: 2 / 1 / 3 / 2; }
.player-area.p4 { grid-area: 2 / 2 / 3 / 3; }
.p1, .p2 { justify-content: flex-start; }
.p3, .p4 { justify-content: flex-end; }
.player-label {
font-family: 'Cinzel', serif;
font-weight: 700;
font-size: 11px;
letter-spacing: 2px;
text-transform: uppercase;
padding: 3px 10px;
border-radius: 4px;
position: absolute;
z-index: 20;
white-space: nowrap;
}
.p1 .player-label { top: 8px; left: 8px; color: var(--p1-text); background: var(--p1-soft); }
.p2 .player-label { top: 8px; right: 8px; color: var(--p2-text); background: var(--p2-soft); }
.p3 .player-label { bottom: 8px; left: 8px; color: var(--p3-text); background: var(--p3-soft); }
.p4 .player-label { bottom: 8px; right: 8px; color: var(--p4-text); background: var(--p4-soft); }
.life-counter {
position: absolute;
z-index: 20;
display: flex;
align-items: center;
gap: 5px;
font-family: 'Cinzel', serif;
font-size: 20px;
font-weight: 700;
}
.life-counter button {
width: 22px; height: 22px;
border-radius: 50%;
border: 1px solid rgba(255,255,255,0.12);
background: rgba(255,255,255,0.04);
color: rgba(255,255,255,0.45);
font-size: 13px;
font-weight: 600;
cursor: pointer;
display: flex;
align-items: center;
justify-content: center;
transition: all 0.2s;
font-family: 'Inter', sans-serif;
line-height: 1;
}
.life-counter button:hover {
background: rgba(255,255,255,0.12);
color: rgba(255,255,255,0.8);
}
.p1 .life-counter { top: 8px; right: 8px; color: var(--p1-text); }
.p2 .life-counter { top: 8px; left: 8px; color: var(--p2-text); }
.p3 .life-counter { bottom: 8px; right: 8px; color: var(--p3-text); }
.p4 .life-counter { bottom: 8px; left: 8px; color: var(--p4-text); }
.zone-row {
display: flex;
align-items: center;
gap: 5px;
flex-shrink: 0;
}
.p1 .zone-row, .p3 .zone-row { flex-direction: row; }
.p2 .zone-row, .p4 .zone-row { flex-direction: row-reverse; }
.commander-row {
display: flex;
flex-shrink: 0;
margin: 4px 0;
}
.p1 .commander-row, .p3 .commander-row { justify-content: flex-start; }
.p2 .commander-row, .p4 .commander-row { justify-content: flex-end; }
.battle-zone {
flex: 1;
position: relative;
border-radius: var(--zone-radius);
min-height: 50px;
}
.battle-zone-inner {
position: absolute;
inset: 4px;
border-radius: var(--zone-radius);
border: 1px dashed;
opacity: 0.12;
pointer-events: none;
}
.p1 .battle-zone-inner { border-color: var(--p1); }
.p2 .battle-zone-inner { border-color: var(--p2); }
.p3 .battle-zone-inner { border-color: var(--p3); }
.p4 .battle-zone-inner { border-color: var(--p4); }
.battle-zone-label {
position: absolute;
top: 50%; left: 50%;
transform: translate(-50%, -50%);
font-family: 'Cinzel', serif;
font-size: 11px;
letter-spacing: 4px;
text-transform: uppercase;
opacity: 0.06;
pointer-events: none;
white-space: nowrap;
color: #fff;
}
.zone {
position: relative;
border-radius: var(--zone-radius);
display: flex;
flex-direction: column;
align-items: center;
justify-content: center;
cursor: default;
transition: all 0.25s ease;
border: 1px solid rgba(255,255,255,0.05);
background: rgba(0,0,0,0.18);
overflow: hidden;
}
.zone:hover {
border-color: rgba(255,255,255,0.12);
background: rgba(0,0,0,0.28);
}
.zone-icon {
font-size: 16px;
opacity: 0.55;
margin-bottom: 2px;
pointer-events: none;
}
.zone-name {
font-size: 7.5px;
font-weight: 600;
letter-spacing: 1.2px;
text-transform: uppercase;
color: rgba(255,255,255,0.3);
pointer-events: none;
}
.zone.library, .zone.exile, .zone.graveyard {
width: var(--card-w);
height: var(--card-h);
}
.zone.hand {
flex: 1;
height: var(--card-h);
min-width: 80px;
flex-direction: row;
gap: 4px;
}
.zone.hand .zone-icon { margin-bottom: 0; margin-right: 3px; }
.zone.commander {
width: calc(var(--card-w) + 14px);
height: calc(var(--card-h) + 6px);
border-width: 2px;
}
.p1 .zone { border-color: rgba(192,57,43,0.12); }
.p1 .zone:hover { border-color: rgba(192,57,43,0.3); box-shadow: 0 0 12px var(--p1-soft); }
.p1 .zone.commander { border-color: rgba(192,57,43,0.25); background: var(--p1-soft); }
.p1 .zone-icon { color: var(--p1-text); }
.p2 .zone { border-color: rgba(41,128,185,0.12); }
.p2 .zone:hover { border-color: rgba(41,128,185,0.3); box-shadow: 0 0 12px var(--p2-soft); }
.p2 .zone.commander { border-color: rgba(41,128,185,0.25); background: var(--p2-soft); }
.p2 .zone-icon { color: var(--p2-text); }
.p3 .zone { border-color: rgba(39,174,96,0.12); }
.p3 .zone:hover { border-color: rgba(39,174,96,0.3); box-shadow: 0 0 12px var(--p3-soft); }
.p3 .zone.commander { border-color: rgba(39,174,96,0.25); background: var(--p3-soft); }
.p3 .zone-icon { color: var(--p3-text); }
.p4 .zone { border-color: rgba(212,147,13,0.12); }
.p4 .zone:hover { border-color: rgba(212,147,13,0.3); box-shadow: 0 0 12px var(--p4-soft); }
.p4 .zone.commander { border-color: rgba(212,147,13,0.25); background: var(--p4-soft); }
.p4 .zone-icon { color: var(--p4-text); }
.zone[data-tooltip]:hover::after {
content: attr(data-tooltip);
position: absolute;
bottom: calc(100% + 6px);
left: 50%;
transform: translateX(-50%);
background: rgba(0,0,0,0.88);
color: #ccc;
font-size: 10px;
padding: 3px 8px;
border-radius: 4px;
white-space: nowrap;
z-index: 50;
pointer-events: none;
}
.card-count {
position: absolute;
top: 3px;
right: 4px;
font-size: 8px;
font-weight: 600;
color: rgba(255,255,255,0.25);
background: rgba(0,0,0,0.3);
padding: 1px 4px;
border-radius: 8px;
}
.title-bar {
position: absolute;
top: 0; left: 0; right: 0;
z-index: 30;
text-align: center;
padding: 5px;
pointer-events: none;
}
.title-bar h1 {
font-family: 'Cinzel', serif;
font-size: 12px;
font-weight: 600;
letter-spacing: 5px;
text-transform: uppercase;
color: rgba(255,255,255,0.15);
}
.corner-accent {
position: absolute;
width: 24px; height: 24px;
z-index: 6;
pointer-events: none;
opacity: 0.12;
}
.corner-accent.tl { top: 6px; left: 6px; border-top: 2px solid var(--p1); border-left: 2px solid var(--p1); }
.corner-accent.tr { top: 6px; right: 6px; border-top: 2px solid var(--p2); border-right: 2px solid var(--p2); }
.corner-accent.bl { bottom: 6px; left: 6px; border-bottom: 2px solid var(--p3); border-left: 2px solid var(--p3); }
.corner-accent.br { bottom: 6px; right: 6px; border-bottom: 2px solid var(--p4); border-right: 2px solid var(--p4); }
@media (max-width: 768px) {
:root { --card-w: 42px; --card-h: 58px; }
.player-label { font-size: 7px; letter-spacing: 1px; padding: 2px 6px; }
.life-counter { font-size: 15px; }
.life-counter button { width: 18px; height: 18px; font-size: 11px; }
.zone-name { font-size: 6px; }
.zone-icon { font-size: 12px; }
.center-emblem { width: 46px; height: 46px; }
.center-emblem svg { width: 26px; height: 26px; }
.battle-zone-label { font-size: 8px; letter-spacing: 2px; }
.zone-row { gap: 3px; }
}
</style>
</head>
<body>
<div class="table-surface">
<div class="title-bar"><h1>Commander Battlefield</h1></div>
<div class="corner-accent tl"></div>
<div class="corner-accent tr"></div>
<div class="corner-accent bl"></div>
<div class="corner-accent br"></div>
<div class="divider-h"></div>
<div class="divider-v"></div>
<div class="center-emblem">
<svg viewBox="0 0 100 100" fill="none">
<circle cx="50" cy="50" r="42" stroke="rgba(255,255,255,0.2)" stroke-width="1.5"/>
<circle cx="50" cy="50" r="28" stroke="rgba(255,255,255,0.1)" stroke-width="1"/>
<polygon points="50,15 58.5,37 82,37 63,51 69,74 50,60 31,74 37,51 18,37 41.5,37"
fill="rgba(255,255,255,0.1)" stroke="rgba(255,255,255,0.2)" stroke-width="0.8"/>
</svg>
</div>
<div class="battlefield">
<!-- PLAYER 1: Top-Left (Crimson) -->
<div class="player-area p1">
<span class="player-label">Player 1</span>
<div class="life-counter">
<button onclick="changeLife(1,-1)" aria-label="Decrease life">−</button>
<span id="life1">40</span>
<button onclick="changeLife(1,1)" aria-label="Increase life">+</button>
</div>
<div class="zone-row">
<div class="zone library" data-tooltip="Library"><span class="card-count">99</span><span class="zone-icon">📚</span><span class="zone-name">Library</span></div>
<div class="zone exile" data-tooltip="Exile"><span class="zone-icon">✦</span><span class="zone-name">Exile</span></div>
<div class="zone graveyard" data-tooltip="Graveyard"><span class="zone-icon">💀</span><span class="zone-name">Grave</span></div>
<div class="zone hand" data-tooltip="Hand"><span class="zone-icon">🃏</span><span class="zone-name">Hand</span></div>
</div>
<div class="commander-row">
<div class="zone commander" data-tooltip="Commander Zone"><span class="zone-icon">👑</span><span class="zone-name">Commander</span></div>
</div>
<div class="battle-zone"><div class="battle-zone-inner"></div><span class="battle-zone-label">Battlefield</span></div>
</div>
<!-- PLAYER 2: Top-Right (Sapphire) -->
<div class="player-area p2">
<span class="player-label">Player 2</span>
<div class="life-counter">
<button onclick="changeLife(2,-1)" aria-label="Decrease life">−</button>
<span id="life2">40</span>
<button onclick="changeLife(2,1)" aria-label="Increase life">+</button>
</div>
<div class="zone-row">
<div class="zone library" data-tooltip="Library"><span class="card-count">99</span><span class="zone-icon">📚</span><span class="zone-name">Library</span></div>
<div class="zone exile" data-tooltip="Exile"><span class="zone-icon">✦</span><span class="zone-name">Exile</span></div>
<div class="zone graveyard" data-tooltip="Graveyard"><span class="zone-icon">💀</span><span class="zone-name">Grave</span></div>
<div class="zone hand" data-tooltip="Hand"><span class="zone-icon">🃏</span><span class="zone-name">Hand</span></div>
</div>
<div class="commander-row">
<div class="zone commander" data-tooltip="Commander Zone"><span class="zone-icon">👑</span><span class="zone-name">Commander</span></div>
</div>
<div class="battle-zone"><div class="battle-zone-inner"></div><span class="battle-zone-label">Battlefield</span></div>
</div>
<!-- PLAYER 3: Bottom-Left (Emerald) -->
<div class="player-area p3">
<div class="battle-zone"><div class="battle-zone-inner"></div><span class="battle-zone-label">Battlefield</span></div>
<div class="commander-row">
<div class="zone commander" data-tooltip="Commander Zone"><span class="zone-icon">👑</span><span class="zone-name">Commander</span></div>
</div>
<div class="zone-row">
<div class="zone library" data-tooltip="Library"><span class="card-count">99</span><span class="zone-icon">📚</span><span class="zone-name">Library</span></div>
<div class="zone exile" data-tooltip="Exile"><span class="zone-icon">✦</span><span class="zone-name">Exile</span></div>
<div class="zone graveyard" data-tooltip="Graveyard"><span class="zone-icon">💀</span><span class="zone-name">Grave</span></div>
<div class="zone hand" data-tooltip="Hand"><span class="zone-icon">🃏</span><span class="zone-name">Hand</span></div>
</div>
<span class="player-label">Player 3</span>
<div class="life-counter">
<button onclick="changeLife(3,-1)" aria-label="Decrease life">−</button>
<span id="life3">40</span>
<button onclick="changeLife(3,1)" aria-label="Increase life">+</button>
</div>
</div>
<!-- PLAYER 4: Bottom-Right (Gold) -->
<div class="player-area p4">
<div class="battle-zone"><div class="battle-zone-inner"></div><span class="battle-zone-label">Battlefield</span></div>
<div class="commander-row">
<div class="zone commander" data-tooltip="Commander Zone"><span class="zone-icon">👑</span><span class="zone-name">Commander</span></div>
</div>
<div class="zone-row">
<div class="zone library" data-tooltip="Library"><span class="card-count">99</span><span class="zone-icon">📚</span><span class="zone-name">Library</span></div>
<div class="zone exile" data-tooltip="Exile"><span class="zone-icon">✦</span><span class="zone-name">Exile</span></div>
<div class="zone graveyard" data-tooltip="Graveyard"><span class="zone-icon">💀</span><span class="zone-name">Grave</span></div>
<div class="zone hand" data-tooltip="Hand"><span class="zone-icon">🃏</span><span class="zone-name">Hand</span></div>
</div>
<span class="player-label">Player 4</span>
<div class="life-counter">
<button onclick="changeLife(4,-1)" aria-label="Decrease life">−</button>
<span id="life4">40</span>
<button onclick="changeLife(4,1)" aria-label="Increase life">+</button>
</div>
</div>
</div>
</div>
<script>
const lives = { 1: 40, 2: 40, 3: 40, 4: 40 };
function changeLife(p, d) {
lives[p] = Math.max(0, lives[p] + d);
const el = document.getElementById('life' + p);
el.textContent = lives[p];
el.style.transform = 'scale(1.25)';
el.style.transition = 'transform 0.15s ease';
setTimeout(() => { el.style.transform = 'scale(1)'; }, 150);
}
</script>
</body>
</html>
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@@ -835,8 +835,8 @@ const AiLab = (() => {
// Commander art from Scryfall — use imageUrl if backend provided it, // Commander art from Scryfall — use imageUrl if backend provided it,
// otherwise build a fuzzy lookup URL from the commander name // otherwise build a fuzzy lookup URL from the commander name
const artUrl = p.imageUrl const scryfallFallback = `https://api.scryfall.com/cards/named?fuzzy=${encodeURIComponent(p.commander)}&format=image&version=art_crop`;
|| `https://api.scryfall.com/cards/named?fuzzy=${encodeURIComponent(p.commander)}&format=image&version=art_crop`; const artUrl = p.imageUrl || scryfallFallback;
return ` return `
<div class="lab-precon-card ${installClass}" onclick="AiLab.installPrecon('${escapeAttr(p.fileName)}')"> <div class="lab-precon-card ${installClass}" onclick="AiLab.installPrecon('${escapeAttr(p.fileName)}')">
@@ -854,6 +854,22 @@ const AiLab = (() => {
</div> </div>
</div>`; </div>`;
}).join(''); }).join('');
loadPreconArt(gridEl);
}
async function loadPreconArt(gridEl) {
const imgs = gridEl.querySelectorAll('img.precon-card-art[data-commander]');
for (const img of imgs) {
const commander = img.dataset.commander;
if (!commander) continue;
try {
const res = await fetch(`${API_BASE}/card-image/${encodeURIComponent(commander)}`);
if (res.ok) {
const data = await res.json();
if (data.art_url) { img.src = data.art_url; img.style.display = ''; }
}
} catch (_) { /* keep Scryfall fallback */ }
}
} }
async function installPrecon(fileName) { async function installPrecon(fileName) {