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Author SHA1 Message Date
KoalaTrapLord 3a94de4c1f fix(#180): wire win_type_override into Java batch JSON output in get_result()
After loading the result JSON from disk, stamp winType on every game dict
that doesn't already have one (setdefault preserves DeepSeek per-game values).
Also stamps metadata.winType so callers have a batch-level summary field.

Closes #180
2026-04-01 13:44:20 -04:00
KoalaTrapLord c52323dd1d fix(#175): add alternate win condition parser
- New win_condition_parser.py with ALTERNATE_WIN_CARDS dict and detect_win_type()
- GameResult.win_type field added to models.py, emitted in to_dict()
- forge_runner.py Java path: scan log_lines post-run for 'you win the game'
- forge_runner.py DeepSeek path: stamp winType on each game result dict

Closes #175
2026-04-01 13:32:32 -04:00
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# Commander AI Lab — Environment Variables
# Copy this file to .env and fill in your values.
# start-lab.bat will auto-load .env if it exists.
# Commander AI Lab - Environment Variables
# Copy this file to .env and fill in your API keys.
# .env is gitignored and will NOT be committed.
# ── API Keys ──────────────────────────────────────────────────────
# Ximilar API Key (card scanner / visual AI recognition)
# 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
XIMILAR_API_KEY=your-ximilar-key-here
# Anthropic model for deck generation and coaching (Claude Opus recommended)
ANTHROPIC_MODEL=claude-opus-4-20250514
# Coach chat provider: "local" (Ollama) or "anthropic" (Claude API)
COACH_PROVIDER=anthropic
# ── Forge JAR Path ────────────────────────────────────────────────
# Point this to your Forge GUI desktop fat JAR.
FORGE_JAR_PATH=D:/ForgeCommander/forge-repo/forge-gui-desktop/target/forge-gui-desktop-2.0.12-SNAPSHOT-jar-with-dependencies.jar
# CORS allowed origins (comma-separated)
# Default: http://localhost:5173,http://localhost:8080
# Add your LAN IP if accessing from another machine on your network
ALLOWED_ORIGINS=http://localhost:5173,http://localhost:8080
# IMPORTANT: Forge MUST be launched from the forge-gui directory (not forge-gui-desktop/target).
# The JAR looks for res/ relative to its working directory. Without this, you get
# ExceptionInInitializerError on startup.
FORGE_WORKING_DIR=D:/ForgeCommander/forge-repo/forge-gui
# ── Dual-Model AI Brain ─────────────────────────────────────
# Primary brain: GPT-OSS 20B (turn planner / decision maker)
BRAIN_API_BASE=http://localhost:11434
BRAIN_MODEL=gpt-oss:20b
BRAIN_TEMPERATURE=0.3
BRAIN_MAX_TOKENS=1024
BRAIN_TIMEOUT=120.0
# ── Deck Paths ────────────────────────────────────────────────────
# Directory containing your precon .dck files.
# Forge reads deck files directly from this folder.
PRECON_DECKS_DIR=D:\ForgeCommander\commander-ai-lab\precon-decks
FORGE_DECKS_DIR=D:\ForgeCommander\commander-ai-lab\precon-decks
# Validator brain: DeepSeek-R1-Distill-Qwen-14B (legality + explanation)
VALIDATOR_ENABLED=true
VALIDATOR_API_BASE=http://localhost:11434
VALIDATOR_MODEL=deepseek-r1:14b
VALIDATOR_TEMPERATURE=0.0
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>
+2 -13
View File
@@ -174,12 +174,10 @@ elif _spa_dir.exists():
def _parse_args():
p = argparse.ArgumentParser(description="Commander AI Lab API Server")
p.add_argument("--forge-jar", default=os.environ.get("FORGE_JAR", ""))
# 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-dir", default=os.environ.get("FORGE_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("--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("--ximilar-key", default=os.environ.get("XIMILAR_API_KEY", ""))
p.add_argument("--anthropic-key", default=os.environ.get("ANTHROPIC_API_KEY", ""))
@@ -254,7 +252,7 @@ def _resolve_forge_jar() -> str:
project_root.parent / "forge-repo" / "forge-gui-desktop" / "target",
project_root.parent / "forge" / "forge-gui-desktop" / "target",
]
forge_dir_env = os.environ.get("FORGE_DIR", "") or os.environ.get("FORGE_WORKING_DIR", "")
forge_dir_env = os.environ.get("FORGE_DIR", "")
if forge_dir_env:
fd = Path(forge_dir_env)
candidates.append(fd.parent / "forge-gui-desktop" / "target")
@@ -319,15 +317,6 @@ def main():
CFG.ximilar_api_key = args.ximilar_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
j17 = get_java17()
File diff suppressed because it is too large. Load diff
-25653
View File
File diff suppressed because it is too large. Load diff
-643
View File
@@ -1,643 +0,0 @@
<!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
View File
@@ -1,270 +0,0 @@
// 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
@@ -1,167 +0,0 @@
// 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},
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{"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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+1 -2
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@@ -9,7 +9,7 @@ class StartRequest(BaseModel):
numGames: int = 100
threads: int = 4
seed: Optional[int] = None
clock: int = 5000
clock: int = 300
deckSources: Optional[list[Optional[dict]]] = None
useLearnedPolicy: bool = False
policyStyle: str = "midrange"
@@ -170,7 +170,6 @@ class CoachGoalsRequest(BaseModel):
meta_focus: Optional[str] = None # aggro, control, combo, midrange, stax
budget: Optional[str] = None # budget, medium, no-limit
focus_areas: list[str] = [] # e.g., ["ramp", "card draw"]
class DeckGenV3SubstituteRequest(BaseModel):
card_name: str
substitute_name: str
+131 -154
View File
@@ -1,154 +1,131 @@
"""Runtime configuration, state classes, and static data for Commander AI Lab."""
from __future__ import annotations
import json
import logging
import os
import subprocess
from datetime import datetime
from pathlib import Path
from typing import Optional
# ── .env bootstrap ────────────────────────────────────────────
# 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:
from dotenv import load_dotenv as _load_dotenv
_here = Path(__file__).resolve().parent
for _candidate in [_here, _here.parent, _here.parent.parent]:
_env_file = _candidate / ".env"
if _env_file.is_file():
_load_dotenv(dotenv_path=_env_file, override=False)
break
except ImportError:
pass # python-dotenv not installed; rely on real environment variables
# ─────────────────────────────────────────────────────────────
log = logging.getLogger("commander_ai_lab.api")
# ══════════════════════════════════════════════════════════════
# Configuration
# ══════════════════════════════════════════════════════════════
class Config:
"""Runtime configuration -- set via CLI args or env vars."""
forge_jar: str = ""
forge_dir: str = ""
forge_decks_dir: str = ""
lab_jar: str = ""
precon_dir: str = ""
results_dir: str = "results"
port: int = 8080
ximilar_api_key: str = ""
pplx_api_key: str = ""
anthropic_api_key: str = ""
CFG = Config()
# Pre-populate from environment so uvicorn/ASGI mode works without CLI args.
# CLI args (lab_api.py main()) will override these if provided.
CFG.anthropic_api_key = os.environ.get("ANTHROPIC_API_KEY", "")
CFG.ximilar_api_key = os.environ.get("XIMILAR_API_KEY", "")
CFG.pplx_api_key = os.environ.get("PPLX_API_KEY", "")
CFG.forge_jar = os.environ.get("FORGE_JAR", "")
CFG.forge_dir = os.environ.get("FORGE_DIR", "")
CFG.lab_jar = os.environ.get("LAB_JAR", "")
# 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", "")
def validate_forge_config() -> None:
"""Warn clearly at startup if FORGE_DIR is misconfigured."""
if not CFG.forge_dir:
log.warning("FORGE_DIR not set -- Forge card enrichment disabled. "
"Set FORGE_DIR to your forge-repo root or forge-gui directory.")
return
base = Path(CFG.forge_dir)
a = base / "forge-gui" / "res" / "cardsfolder"
b = base / "res" / "cardsfolder"
if not a.is_dir() and not b.is_dir():
log.warning(
"FORGE_DIR=%s is set but cardsfolder not found at:\n"
" %s\n %s\n"
"Check that FORGE_DIR points to forge-repo root or forge-gui/.",
CFG.forge_dir, a, b
)
else:
resolved = a if a.is_dir() else b
log.info("Forge cardsfolder confirmed at %s", resolved)
# ══════════════════════════════════════════════════════════════
# In-Memory State
# ══════════════════════════════════════════════════════════════
class BatchState:
def __init__(self, batch_id: str, total_games: int, threads: int):
self.batch_id = batch_id
self.total_games = total_games
self.threads = threads
self.completed_games = 0
self.running = True
self.start_time = datetime.now()
self.elapsed_ms = 0
self.result_path: Optional[str] = None
self.error: Optional[str] = None
self.process: Optional[subprocess.Popen] = None
self.log_lines: list = []
self.sims_per_sec: float = 0.0
import asyncio as _asyncio
active_batches: dict[str, BatchState] = {}
active_batches_lock = _asyncio.Lock()
COMMANDER_META: dict = {}
BUILTIN_COMMANDERS: dict = {
"Edgar Markov": [{"source": "edhrec", "archetype": "aggro", "colorIdentity": ["W","B","R"]}],
"Atraxa, Praetors' Voice": [{"source": "edhrec", "archetype": "midrange", "colorIdentity": ["W","U","B","G"]}],
"Korvold, Fae-Cursed King": [{"source": "edhrec", "archetype": "combo", "colorIdentity": ["B","R","G"]}],
"Muldrotha, the Gravetide": [{"source": "edhrec", "archetype": "midrange", "colorIdentity": ["U","B","G"]}],
"The Ur-Dragon": [{"source": "edhrec", "archetype": "midrange", "colorIdentity": ["W","U","B","R","G"]}],
"Yuriko, the Tiger's Shadow": [{"source": "edhrec", "archetype": "aggro", "colorIdentity": ["U","B"]}],
"Krenko, Mob Boss": [{"source": "edhrec", "archetype": "aggro", "colorIdentity": ["R"]}],
"Meren of Clan Nel Toth": [{"source": "edhrec", "archetype": "midrange", "colorIdentity": ["B","G"]}],
"Prossh, Skyraider of Kher": [{"source": "edhrec", "archetype": "combo", "colorIdentity": ["B","R","G"]}],
"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"]}],
"Lathril, Blade of the Elves": [{"source": "edhrec", "archetype": "aggro", "colorIdentity": ["B","G"]}],
"Breya, Etherium Shaper": [{"source": "edhrec", "archetype": "combo", "colorIdentity": ["W","U","B","R"]}],
}
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"
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},
}
"""Runtime configuration, state classes, and static data for Commander AI Lab."""
from __future__ import annotations
import json
import logging
import os
import subprocess
from datetime import datetime
from pathlib import Path
from typing import Optional
log = logging.getLogger("commander_ai_lab.api")
# ══════════════════════════════════════════════════════════════
# Configuration
# ══════════════════════════════════════════════════════════════
class Config:
"""Runtime configuration -- set via CLI args or env vars."""
forge_jar: str = ""
forge_dir: str = ""
forge_decks_dir: str = ""
lab_jar: str = ""
precon_dir: str = ""
results_dir: str = "results"
port: int = 8080
ximilar_api_key: str = ""
pplx_api_key: str = ""
anthropic_api_key: str = ""
CFG = Config()
# Pre-populate from env so ASGI mode (uvicorn lab_api:app) works without main()
CFG.anthropic_api_key = os.environ.get("ANTHROPIC_API_KEY", "")
def validate_forge_config() -> None:
"""Warn clearly at startup if FORGE_DIR is misconfigured."""
if not CFG.forge_dir:
log.warning("FORGE_DIR not set -- Forge card enrichment disabled. "
"Set FORGE_DIR to your forge-repo root or forge-gui directory.")
return
base = Path(CFG.forge_dir)
a = base / "forge-gui" / "res" / "cardsfolder"
b = base / "res" / "cardsfolder"
if not a.is_dir() and not b.is_dir():
log.warning(
"FORGE_DIR=%s is set but cardsfolder not found at:\n"
" %s\n %s\n"
"Check that FORGE_DIR points to forge-repo root or forge-gui/.",
CFG.forge_dir, a, b
)
else:
resolved = a if a.is_dir() else b
log.info("Forge cardsfolder confirmed at %s", resolved)
CFG.ximilar_api_key = os.environ.get("XIMILAR_API_KEY", "")
CFG.pplx_api_key = os.environ.get("PPLX_API_KEY", "")
# ══════════════════════════════════════════════════════════════
# In-Memory State
# ══════════════════════════════════════════════════════════════
class BatchState:
def __init__(self, batch_id: str, total_games: int, threads: int):
self.batch_id = batch_id
self.total_games = total_games
self.threads = threads
self.completed_games = 0
self.running = True
self.start_time = datetime.now()
self.elapsed_ms = 0
self.result_path: Optional[str] = None
self.error: Optional[str] = None
self.process: Optional[subprocess.Popen] = None
self.log_lines: list = []
self.sims_per_sec: float = 0.0
import asyncio as _asyncio
active_batches: dict[str, BatchState] = {}
active_batches_lock = _asyncio.Lock()
COMMANDER_META: dict = {}
BUILTIN_COMMANDERS: dict = {
"Edgar Markov": [{"source": "edhrec", "archetype": "aggro", "colorIdentity": ["W","B","R"]}],
"Atraxa, Praetors' Voice": [{"source": "edhrec", "archetype": "midrange", "colorIdentity": ["W","U","B","G"]}],
"Korvold, Fae-Cursed King": [{"source": "edhrec", "archetype": "combo", "colorIdentity": ["B","R","G"]}],
"Muldrotha, the Gravetide": [{"source": "edhrec", "archetype": "midrange", "colorIdentity": ["U","B","G"]}],
"The Ur-Dragon": [{"source": "edhrec", "archetype": "midrange", "colorIdentity": ["W","U","B","R","G"]}],
"Yuriko, the Tiger's Shadow": [{"source": "edhrec", "archetype": "aggro", "colorIdentity": ["U","B"]}],
"Krenko, Mob Boss": [{"source": "edhrec", "archetype": "aggro", "colorIdentity": ["R"]}],
"Meren of Clan Nel Toth": [{"source": "edhrec", "archetype": "midrange", "colorIdentity": ["B","G"]}],
"Prossh, Skyraider of Kher": [{"source": "edhrec", "archetype": "combo", "colorIdentity": ["B","R","G"]}],
"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"]}],
"Lathril, Blade of the Elves": [{"source": "edhrec", "archetype": "aggro", "colorIdentity": ["B","G"]}],
"Breya, Etherium Shaper": [{"source": "edhrec", "archetype": "combo", "colorIdentity": ["W","U","B","R"]}],
}
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"
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 \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},
"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},
"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},
}
-4
View File
@@ -1,4 +0,0 @@
unzip mtg-commander-lan.zip
cd mtg-commander-lan
npm install
node server.js
-6
View File
@@ -1,6 +0,0 @@
{
"name": "MTG Commander (HTML)",
"lockfileVersion": 3,
"requires": true,
"packages": {}
}
+10 -15
View File
@@ -39,7 +39,6 @@ from services.deck_service import parse_dck_file, _load_deck_cards_by_name
from services.forge_runner import (
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
router = APIRouter(tags=["lab"])
@@ -224,18 +223,14 @@ async def get_result(batchId: Optional[str] = None):
except (json.JSONDecodeError, OSError) as e:
raise HTTPException(500, f"Failed to read result file: {e}")
# ── Inject winType into every game dict (fix #175) ──────────────────────
# ── Inject winType into every game dict (fix #180) ──────────────────────
# win_type_override is set by forge_runner._run_process_blocking() for the
# Java/Forge path. DeepSeek games already have per-game winType stamped
# directly in the result dict; _inject_win_type uses setdefault so those
# are never overwritten.
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)
return JSONResponse(content=data)
@@ -309,31 +304,31 @@ async def list_history():
AI_PROFILES = {
"default": {
"name": "default",
"description": "Balanced — Forge's default AI behavior",
"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 — attacks early, prioritizes damage",
"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 — defensive, removal-heavy, card advantage",
"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,
},
"combo": {
"name": "combo",
"description": "Combo — ramps, digs for pieces, assembles combos",
"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,
},
"midrange": {
"name": "midrange",
"description": "Midrange — flexible, strong board presence, value-oriented",
"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,
},
+4 -37
View File
@@ -29,31 +29,6 @@ async def list_precons():
return {"precons": PRECON_INDEX} # reads current value every call
@router.get("/api/lab/precons/deck")
async def get_precon_deck(fileName: str):
"""Return the raw decklist content of a precon .dck file.
Query: ?fileName=Elven_Empire.dck
"""
if not fileName:
raise HTTPException(400, "fileName query parameter is required")
# Sanitize: only allow .dck files, no path traversal
if '..' in fileName or '/' in fileName or '\\' in fileName:
raise HTTPException(400, "Invalid fileName")
if not fileName.endswith('.dck'):
raise HTTPException(400, "Only .dck files are supported")
src = _get_precon_dir() / fileName
if not src.exists():
raise HTTPException(404, f"Precon not found: {fileName}")
try:
content = src.read_text(encoding='utf-8')
except OSError as e:
raise HTTPException(500, f"Failed to read deck file: {e}")
return {"fileName": fileName, "decklist": content}
@router.post("/api/lab/precons/install")
async def install_precon(req: dict):
"""Install a precon deck to the Forge decks directory.
@@ -72,11 +47,7 @@ async def install_precon(req: dict):
raise HTTPException(500, f"Forge decks directory not found: {decks_dir}")
dst = Path(decks_dir) / file_name
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}")
shutil.copy2(str(src), str(dst))
deck_name = file_name.replace(".dck", "")
return {
@@ -107,13 +78,9 @@ async def install_precons_batch(req: dict):
results.append({"fileName": file_name, "installed": False, "error": "not found"})
continue
dst = Path(decks_dir) / file_name
try:
shutil.copy2(str(src), str(dst))
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)})
shutil.copy2(str(src), str(dst))
deck_name = file_name.replace(".dck", "")
results.append({"fileName": file_name, "installed": True, "deckName": deck_name})
return {"results": results}
-35
View File
@@ -1,35 +0,0 @@
#!/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`);
+27 -157
View File
@@ -13,16 +13,6 @@ from services.database import _get_db_conn, _row_to_dict
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_TARGETS = {
@@ -207,7 +197,7 @@ def _save_profile_to_dck(profile: dict) -> Path:
safe_name = "imported_deck"
save_dir = CFG.forge_decks_dir
if not save_dir or not os.path.isdir(save_dir):
save_dir = str(_REPO_ROOT / "imported-decks")
save_dir = os.path.join(Path(__file__).parent.parent, "imported-decks")
os.makedirs(save_dir, exist_ok=True)
out_path = Path(save_dir) / f"{safe_name}.dck"
out_path.write_text(content, encoding="utf-8")
@@ -215,155 +205,35 @@ def _save_profile_to_dck(profile: dict) -> 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:
"""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 --
"""Load cards from a deck by name, returning list of card dicts."""
conn = _get_db_conn()
deck_row = conn.execute("SELECT id FROM decks WHERE name = ?", (deck_name,)).fetchone()
if deck_row:
deck_id = deck_row[0]
rows = conn.execute("""
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.oracle_text, cr.oracle_text, '') as oracle_text,
COALESCE(ce.cmc, cr.cmc, 0) as cmc,
COALESCE(ce.color_identity, cr.color_identity, '[]') as color_identity,
COALESCE(ce.mana_cost, '', '') as mana_cost,
COALESCE(ce.power, '', '') as power,
COALESCE(ce.toughness, '', '') as toughness,
COALESCE(ce.keywords, cr.keywords, '[]') as keywords
FROM deck_cards dc
LEFT JOIN (
SELECT scryfall_id, type_line, oracle_text, cmc, color_identity, mana_cost, power, toughness, keywords
FROM collection_entries GROUP BY scryfall_id
) ce ON ce.scryfall_id = dc.scryfall_id
LEFT JOIN (
SELECT name, type_line, oracle_text, cmc, color_identity, keywords
FROM card_records GROUP BY name
) cr ON cr.name = dc.card_name
WHERE dc.deck_id = ?
""", (deck_id,)).fetchall()
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 []
if not deck_row:
return []
deck_id = deck_row[0]
rows = conn.execute("""
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.oracle_text, cr.oracle_text, '') as oracle_text,
COALESCE(ce.cmc, cr.cmc, 0) as cmc,
COALESCE(ce.color_identity, cr.color_identity, '[]') as color_identity,
COALESCE(ce.mana_cost, '', '') as mana_cost,
COALESCE(ce.power, '', '') as power,
COALESCE(ce.toughness, '', '') as toughness,
COALESCE(ce.keywords, cr.keywords, '[]') as keywords
FROM deck_cards dc
LEFT JOIN (
SELECT scryfall_id, type_line, oracle_text, cmc, color_identity, mana_cost, power, toughness, keywords
FROM collection_entries GROUP BY scryfall_id
) ce ON ce.scryfall_id = dc.scryfall_id
LEFT JOIN (
SELECT name, type_line, oracle_text, cmc, color_identity, keywords
FROM card_records GROUP BY name
) cr ON cr.name = dc.card_name
WHERE dc.deck_id = ?
""", (deck_id,)).fetchall()
return [_row_to_dict(r) for r in rows]
log_deckgen = logging.getLogger("commander_ai_lab.deckgen")
-152
View File
@@ -1,152 +0,0 @@
"""
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,
}
+14 -128
View File
@@ -168,62 +168,6 @@ def reset_java17_cache():
_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(
decks: list, num_games: int, threads: int, seed: Optional[int],
clock: int, output_path: str, use_learned_policy: bool = False,
@@ -247,11 +191,9 @@ def build_java_command(
'--clock', str(clock),
'--output', output_path,
]
# Map deck list to --deck1 .. --deck4, resolving names to full .dck paths
# Map deck list to --deck1 .. --deck4
for i, d in enumerate(decks[:4], start=1):
resolved = _resolve_deck_path(str(d))
log.info(f"[DeckResolver] deck{i}: '{d}' → '{resolved}'")
cmd += [f'--deck{i}', resolved]
cmd += [f'--deck{i}', str(d)]
if seed is not None:
cmd += ['--seed', str(seed)]
if use_learned_policy:
@@ -268,50 +210,10 @@ def build_java_command(
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):
"""Run Forge subprocess, parse progress, collect draw-game snapshots."""
"""Run Forge subprocess, parse progress, generate deck reports."""
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
env = os.environ.copy()
java17 = get_java17()
@@ -324,7 +226,7 @@ def _run_process_blocking(state: BatchState, cmd: list):
try:
proc = subprocess.Popen(
cmd, stdout=subprocess.PIPE, stderr=subprocess.STDOUT,
text=True, bufsize=1, env=env, cwd=forge_cwd,
text=True, bufsize=1, env=env,
)
state.process = proc
except Exception as e:
@@ -335,15 +237,10 @@ def _run_process_blocking(state: BatchState, cmd: list):
_register_batch(state.batch_id, state, proc)
# ── Live stdout parsing ───────────────────────────────────────────
draw_snapshots: list = []
for line in proc.stdout:
_touch_batch(state.batch_id)
line = line.rstrip()
state.log_lines.append(line)
# Progress counters
gm = re.match(r'\[Game (\d+)/(\d+)\]', line)
if gm:
state.completed_games = int(gm.group(1))
@@ -352,26 +249,13 @@ def _run_process_blocking(state: BatchState, cmd: list):
if pm:
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()
_unregister_batch(state.batch_id)
elapsed = (_datetime.now() - state.start_time).total_seconds() * 1000
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:
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)'
state.error = f"Exit code {proc.returncode} — last output: {tail}"
else:
@@ -379,6 +263,9 @@ def _run_process_blocking(state: BatchState, cmd: list):
state.completed_games = state.total_games
# ── Post-process: detect alternate win conditions in the Java log ──
# Runs after the process exits so we don't slow the hot stdout loop.
# Stamps state.win_type_override which routes/lab_api.py can attach
# to each game result when building the batch JSON response.
try:
src_dir = os.path.join(os.path.dirname(os.path.abspath(__file__)), '..', 'src')
src_dir = os.path.normpath(src_dir)
@@ -399,7 +286,7 @@ async def run_batch_subprocess(
num_games: int,
threads: int,
seed: Optional[int] = None,
clock: int = 3000,
clock: int = 6000,
output_path: str = "results",
use_learned_policy: bool = False,
policy_style: str = "midrange",
@@ -408,12 +295,7 @@ async def run_batch_subprocess(
ai_think_time_ms: int = -1,
max_queue_depth: int = -1,
):
"""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.
"""
"""Async wrapper that runs Forge subprocess in executor."""
try:
policy_server = f"http://localhost:{CFG.port}"
cmd = build_java_command(
@@ -641,13 +523,17 @@ def _run_deepseek_batch_thread(
gd['gameNumber'] = g + 1
# ── Alternate win detection (DeepSeek path) ──────────────
# Inspect the winning player's battlefield for alternate-win
# permanents. result.winner is the seat index (0 = deck_a).
try:
winner_seat = result.winner_seat
if winner_seat >= 0:
from commander_ai_lab.sim.game_state import get_final_battlefield
winner_bf = getattr(result, '_winner_battlefield', None)
if winner_bf is not None:
win_type = detect_win_type_from_cards(winner_bf)
else:
# Fallback: scan game_log lines if battlefield snapshot unavailable
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 [])]
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+24 -60
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@@ -7,63 +7,33 @@ REM Starts the Python FastAPI server + serves the web UI.
REM Prerequisites:
REM - Python 3.10+ with: pip install fastapi uvicorn
REM - Java 17+
REM - Forge built: mvn package "-DskipTests"
REM - commander-ai-lab built: mvn package "-DskipTests"
REM
REM All paths are resolved RELATIVE to this script's location.
REM No hardcoded drive letters — works on any machine.
REM Edit the paths below to match your system.
REM ═══════════════════════════════════════════════════════════
REM ── Resolve root from script location (portable, any drive) ─
set SCRIPT_DIR=%~dp0
set FORGE_COMMANDER_ROOT=%SCRIPT_DIR%..
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 ──────────────────────────────────────────
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
set FORGE_DIR=D:\ForgeCommander\forge-repo
set FORGE_DECKS_DIR=%APPDATA%\Forge\decks\commander
REM ── Lab JAR (auto-detected from target/) ─────────────────────
set LAB_PORT=8080
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 exist "%SCRIPT_DIR%.env" (
for /f "usebackq tokens=1,* delims==" %%A in ("%SCRIPT_DIR%.env") do (
if exist "%~dp0.env" (
for /f "usebackq tokens=1,* delims==" %%A in ("%~dp0.env") do (
if "%%A"=="XIMILAR_API_KEY" set XIMILAR_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 ║ Commander AI Lab — Launcher ║
@@ -72,17 +42,12 @@ echo.
echo Forge JAR: %FORGE_JAR%
echo Forge Dir: %FORGE_DIR%
echo Decks Dir: %FORGE_DECKS_DIR%
echo Precon Dir: %PRECON_DECKS_DIR%
echo Port: %LAB_PORT%
if defined XIMILAR_API_KEY (
echo Ximilar: Configured
) else (
echo Ximilar: Not configured
)
echo Ximilar: Configured
if defined ANTHROPIC_API_KEY (
echo Claude: Configured
echo Claude Opus: Configured
) else (
echo Claude: Not configured ^(set ANTHROPIC_API_KEY for AI features^)
echo Claude Opus: Not configured ^(set ANTHROPIC_API_KEY env var for AI features^)
)
echo.
@@ -104,14 +69,15 @@ if %ERRORLEVEL% neq 0 (
if not exist "%FORGE_JAR%" (
echo ERROR: Forge JAR not found at: %FORGE_JAR%
echo Run Forge build first:
echo cd %FORGE_DIR%
echo cd D:\ForgeCommander\forge-repo
echo mvn package -pl forge-gui-desktop "-DskipTests" "-Drevision=2.0.12-SNAPSHOT" -am
pause
exit /b 1
)
if not exist "%SCRIPT_DIR%lab_api.py" (
echo ERROR: lab_api.py not found in %SCRIPT_DIR%
REM ── Check if lab_api.py exists ─────────────────────────────
if not exist "%~dp0lab_api.py" (
echo ERROR: lab_api.py not found in %~dp0
pause
exit /b 1
)
@@ -132,20 +98,18 @@ echo Press Ctrl+C to stop.
echo.
if defined ANTHROPIC_API_KEY (
python "%SCRIPT_DIR%lab_api.py" ^
python "%~dp0lab_api.py" ^
--forge-jar "%FORGE_JAR%" ^
--forge-dir "%FORGE_DIR%" ^
--forge-decks-dir "%FORGE_DECKS_DIR%" ^
--precon-dir "%PRECON_DECKS_DIR%" ^
--port %LAB_PORT% ^
--ximilar-key "%XIMILAR_API_KEY%" ^
--anthropic-key "%ANTHROPIC_API_KEY%"
) else (
python "%SCRIPT_DIR%lab_api.py" ^
python "%~dp0lab_api.py" ^
--forge-jar "%FORGE_JAR%" ^
--forge-dir "%FORGE_DIR%" ^
--forge-decks-dir "%FORGE_DECKS_DIR%" ^
--precon-dir "%PRECON_DECKS_DIR%" ^
--port %LAB_PORT% ^
--ximilar-key "%XIMILAR_API_KEY%"
)
-3028
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File diff suppressed because it is too large. Load diff
-495
View File
@@ -1,495 +0,0 @@
<!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>
-2068
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+2 -18
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@@ -835,8 +835,8 @@ const AiLab = (() => {
// Commander art from Scryfall — use imageUrl if backend provided it,
// otherwise build a fuzzy lookup URL from the commander name
const scryfallFallback = `https://api.scryfall.com/cards/named?fuzzy=${encodeURIComponent(p.commander)}&format=image&version=art_crop`;
const artUrl = p.imageUrl || scryfallFallback;
const artUrl = p.imageUrl
|| `https://api.scryfall.com/cards/named?fuzzy=${encodeURIComponent(p.commander)}&format=image&version=art_crop`;
return `
<div class="lab-precon-card ${installClass}" onclick="AiLab.installPrecon('${escapeAttr(p.fileName)}')">
@@ -854,22 +854,6 @@ const AiLab = (() => {
</div>
</div>`;
}).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) {