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No files matched your search
@@ -18,5 +18,9 @@ FORGE_WORKING_DIR=D:/ForgeCommander/forge-repo/forge-gui
|
||||
# ── Deck Paths ────────────────────────────────────────────────────
|
||||
# Directory containing your precon .dck files.
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||||
# Forge reads deck files directly from this folder.
|
||||
#
|
||||
# IMPORTANT: lab_api.py reads PRECON_DIR (not PRECON_DECKS_DIR).
|
||||
# PRECON_DECKS_DIR is kept below for backwards compat but is NOT used by the server.
|
||||
PRECON_DIR=D:\ForgeCommander\commander-ai-lab\precon-decks
|
||||
PRECON_DECKS_DIR=D:\ForgeCommander\commander-ai-lab\precon-decks
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FORGE_DECKS_DIR=D:\ForgeCommander\commander-ai-lab\precon-decks
|
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@@ -1,46 +1,179 @@
|
||||
# Commander AI Lab
|
||||
|
||||
A full-stack MTG Commander AI research platform. Simulate hundreds of games overnight, train ML models on the results, and let simulation data automatically shape the AI deck builder — all from a web UI or CLI.
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||||
A full-stack Magic: The Gathering Commander research platform. Run thousands of simulated games, train neural networks on the outcomes, build decks with AI that learns from simulation data, get LLM-powered coaching, and play live 4-player battles — all from a single unified system.
|
||||
|
||||
## What It Does
|
||||
---
|
||||
|
||||
| Layer | What it is |
|
||||
|---|---|
|
||||
| **Monte Carlo Engine** | Pure-Python headless sim — runs thousands of games in minutes, no JVM needed |
|
||||
| **Forge Engine** | Java/Forge rules-complete sim for ground-truth validation |
|
||||
| **Overnight Runner** | Unattended batch runner — runs sims, updates sim weights, trains neural net |
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||||
| **ML Pipeline** | Outcome-weighted RL nudges card scoring weights; neural net trains on decision logs |
|
||||
| **Deck Builder** | 7-step LLM pipeline (EDHrec → Scryfall → Ollama) now injected with sim-learned insights |
|
||||
| **AI Coach** | LLM-powered coaching sessions (Anthropic/Ollama) with streaming support |
|
||||
| **Web UI** | React + FastAPI dashboard for decks, sims, training, and deck building |
|
||||
## Overview
|
||||
|
||||
Commander AI Lab connects a rules-complete Forge engine, a fast Monte Carlo simulator, an LLM deck builder, an ML training pipeline, and multiple game clients (web, LAN, Unity) into one closed-loop platform. Simulation results feed back into deck building and AI decision-making, so the system improves the more it plays.
|
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|
||||
### Key Capabilities
|
||||
|
||||
- **Batch Simulation** — Run hundreds or thousands of Commander games unattended using Forge (rules-complete) or a headless Python Monte Carlo engine
|
||||
- **ML Training Pipeline** — Reinforcement learning (PPO) trains a neural net on game decision logs; outcome-weighted scoring nudges card weights automatically
|
||||
- **AI Deck Builder** — 7-step LLM pipeline (EDHrec → Scryfall → Ollama) with simulation-learned insights injected into prompts
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- **LLM Coach** — Streaming coaching sessions powered by Anthropic Claude or local Ollama models, enriched with RAG-retrieved card knowledge
|
||||
- **RAG Card Knowledge** — ChromaDB vector store over 30,000+ Scryfall cards with semantic search and auto-staleness monitoring
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- **LAN Battlefield** — Browser-based 4-player Commander game client with ML-powered AI opponents and precon deck support
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||||
- **Unity Client** — Full Unity application with battleground scene, lobby system, WebSocket game state sync, and cross-platform builds
|
||||
- **Card Scanner** — OCR pipeline for physical card recognition via Ximilar API
|
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- **163 Precon Decks** — Complete preconstructed deck library in `.dck` format
|
||||
|
||||
---
|
||||
|
||||
## Architecture
|
||||
|
||||
```
|
||||
┌─────────────────────────────────────────────────────────────────┐
|
||||
│ Web UI (React/TypeScript — frontend/) │
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||||
│ Deck Builder · Sim Dashboard · Training · Coach │
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||||
└────────────────────────┬────────────────────────────────────────┘
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│ HTTP/REST + WebSocket
|
||||
┌────────────────────────┴────────────────────────────────────────┐
|
||||
│ FastAPI Server (lab_api.py / routes/ — port 8080) │
|
||||
│ /api/lab/* /api/ml/* /api/coach/* /api/deck-builder/* │
|
||||
└────────┬──────────────────┬──────────────────┬──────────────────┘
|
||||
│ │ │
|
||||
Java subprocess Python sim engine Ollama (local LLM)
|
||||
(Forge rules) (Monte Carlo) qwen2.5:7b + others
|
||||
│ │
|
||||
┌────────┴───────┐ ┌───────┴────────────────────────────────────┐
|
||||
│ Forge Engine │ │ src/commander_ai_lab/ │
|
||||
│ (rules- │ │ sim/ — engine, models, rules │
|
||||
│ complete) │ │ deck_builder/ — 7-step LLM pipeline │
|
||||
└────────────────┘ │ coach/ — streaming LLM coach │
|
||||
└────────────────────────────────────────────┘
|
||||
┌─────────────────────────────────────────────────────────────────────┐
|
||||
│ Clients │
|
||||
│ ┌──────────────┐ ┌──────────────┐ ┌──────────────────────────────┐ │
|
||||
│ │ Web UI │ │ LAN Client │ │ Unity Client │ │
|
||||
│ │ (React/TS) │ │ (HTML/JS) │ │ (C# / URP) │ │
|
||||
│ │ /ui │ │ /lan │ │ /unity-client │ │
|
||||
│ └──────┬───────┘ └──────┬───────┘ └──────┬───────────────────────┘ │
|
||||
│ └────────────────┼────────────────┘ │
|
||||
│ │ HTTP/REST + WebSocket │
|
||||
│ ┌───────────────────────┴─────────────────────────────────────────┐│
|
||||
│ │ FastAPI Backend (lab_api.py — port 8080) ││
|
||||
│ │ ││
|
||||
│ │ /api/lab/* Batch simulation (Forge + Monte Carlo) ││
|
||||
│ │ /api/deck-builder/* 7-step LLM deck construction ││
|
||||
│ │ /api/coach/* Streaming LLM coaching sessions ││
|
||||
│ │ /api/ml/* Neural net training + policy server ││
|
||||
│ │ /api/rag/* ChromaDB vector search ││
|
||||
│ │ /api/game/* Live game sessions (Forge IPC) ││
|
||||
│ │ /api/policy/* ML policy decisions for AI players ││
|
||||
│ │ /ws/game/{id} WebSocket game state streaming ││
|
||||
│ └───────┬──────────────┬──────────────┬──────────────┬────────────┘│
|
||||
│ │ │ │ │ │
|
||||
│ ┌──────┴──────┐ ┌────┴─────┐ ┌──────┴──────┐ ┌────┴──────┐ │
|
||||
│ │ Forge │ │ Monte │ │ Ollama │ │ ChromaDB │ │
|
||||
│ │ Engine │ │ Carlo │ │ (local LLM) │ │ (vector │ │
|
||||
│ │ (Java/JVM) │ │ Engine │ │ qwen2.5:7b │ │ store) │ │
|
||||
│ └─────────────┘ │ (Python) │ └─────────────┘ └───────────┘ │
|
||||
│ └──────────┘ │
|
||||
│ ┌──────────────────────────────────────────────────────────────────┐│
|
||||
│ │ ML Pipeline ││
|
||||
│ │ decisions_*.jsonl → update_weights.py → learned_weights.json ││
|
||||
│ │ → /api/ml/train → neural net checkpoints ││
|
||||
│ └──────────────────────────────────────────────────────────────────┘│
|
||||
└─────────────────────────────────────────────────────────────────────┘
|
||||
```
|
||||
|
||||
## Quick Start (Windows)
|
||||
---
|
||||
|
||||
**Prerequisites:** Java 17+, Python 3.10+, Maven 3.8+, [Forge](https://github.com/Card-Forge/forge) built at `D:\ForgeCommander\forge-repo`
|
||||
## Features
|
||||
|
||||
### Simulation Engines
|
||||
|
||||
| Engine | Description | Speed |
|
||||
|---|---|---|
|
||||
| **Forge** | Rules-complete Java engine — handles the stack, instants, triggered abilities, and all Commander rules. Each game spawns a JVM subprocess. | ~0.04 sims/sec (single-threaded) |
|
||||
| **Monte Carlo** | Headless Python engine — models combat keywords (flying, trample, deathtouch, lifelink, menace, reach, haste), summoning sickness, tapped state, commander zone, multiplayer targeting, and board wipes. No JVM required. | Thousands of games in minutes |
|
||||
|
||||
Both engines feed structured results into the same ML pipeline.
|
||||
|
||||
### Deck Builder
|
||||
|
||||
The `POST /api/deck-builder/build` endpoint runs a 7-step pipeline:
|
||||
|
||||
1. Resolve commander via Scryfall
|
||||
2. Fetch EDHrec recommendations
|
||||
3. Fetch Scryfall candidates by category (ramp, removal, draw, lands)
|
||||
4. Ollama suggests synergy/protection/wincon cards — **simulation insights injected here**
|
||||
5. Filter by color identity, collection, and ban list
|
||||
6. Ollama enforces ratios (trim/expand to 99) — **simulation insights injected here**
|
||||
7. Assemble final deck with smart substitution (guarantees 99-card output)
|
||||
|
||||
### AI Coach
|
||||
|
||||
LLM-powered coaching with two modes:
|
||||
|
||||
- **Full Session** — Deep analysis including removal coverage, ramp quality, draw engine profiling, win conditions, anti-synergy detection, pod meta evaluation, and tempo assessment
|
||||
- **Quick Digest** — Fast ~5-second summary for rapid feedback
|
||||
|
||||
Coaching prompts are enriched with semantically relevant cards from the ChromaDB RAG store (15 cards for full sessions, 8 for quick digests). Supports both Anthropic Claude and local Ollama models with streaming responses.
|
||||
|
||||
### RAG Card Knowledge
|
||||
|
||||
- **SQLite FTS5** bulk card database from Scryfall data
|
||||
- **ChromaDB** vector index with natural-language card embeddings
|
||||
- Automatic staleness monitoring (checks every 6 hours, auto-rebuilds if >14 days old)
|
||||
- Graceful fallback — RAG failures never block coaching or deck building
|
||||
|
||||
### ML Training Pipeline
|
||||
|
||||
```
|
||||
Overnight sims → decisions_*.jsonl
|
||||
↓
|
||||
update_weights.py → learned_weights.json (feeds deck builder)
|
||||
↓
|
||||
/api/ml/train → neural net training on decision dataset
|
||||
↓
|
||||
/api/policy/decide → ML policy serves AI decisions in live games
|
||||
```
|
||||
|
||||
- **Outcome-weighted RL** nudges card scoring weights from game results
|
||||
- **Neural net** trains on the full decision log dataset
|
||||
- **Distillation loop** — self-play → collect data → retrain → repeat
|
||||
- **ELO tracking** and model tournaments for comparing AI versions
|
||||
- Weights clamped to `[-20.0, 20.0]`, stored in `learned_weights.json`
|
||||
|
||||
### Win Condition Tracking
|
||||
|
||||
Games are classified by win type — not just "Combat" vs "Other":
|
||||
|
||||
- **Combat** — standard creature damage wins
|
||||
- **Combo** — Approach of the Second Sun, Felidar Sovereign, Happily Ever After, and 30+ known alternate-win cards
|
||||
- **Drain** — life drain effects
|
||||
- **Mill** — library depletion
|
||||
- **Poison** — infect/poison counter wins
|
||||
|
||||
Draw games (timeout) are analyzed separately with per-player life-at-timeout snapshots and likely cause identification.
|
||||
|
||||
### LAN Battlefield Client
|
||||
|
||||
Browser-based 4-player Commander game at `/lan`:
|
||||
|
||||
- **AI Bridge** — REST + WebSocket connectivity with ML policy decisions as Priority 1 (falls back to local heuristic AI)
|
||||
- **Deck System** — 3-tab selector: Precons (163 decks, grouped by set), EDHREC search, and custom deck import
|
||||
- **Player Panels** — Life counters, commander damage bars, poison/energy/experience/rad counters, emblem management
|
||||
- **Backend Detection** — Auto-detects the Commander AI Lab backend; works offline with local precon data
|
||||
|
||||
### Unity Client
|
||||
|
||||
Full Unity application (URP, .NET Standard 2.1) with:
|
||||
|
||||
- **Battleground Scene** — 4-seat layout with rotated perspectives, life/poison/commander damage widgets, phase tracker, turn order bar
|
||||
- **Card System** — Hand, battlefield, graveyard, exile zones with card art, tapped rotation, face-down state, summoning sickness indicators
|
||||
- **Stack & Mana** — LIFO stack display and 6-pip mana pool
|
||||
- **Lobby System** — Configure 4 seats (human/AI), POST to backend, WebSocket game state sync
|
||||
- **Elimination** — Grayscale shader overlay on eliminated players
|
||||
- **Token System** — Create, tap, add counters, delete tokens
|
||||
- **Cross-Platform** — Windows, WebGL, Android, iOS build targets
|
||||
- **Scenes** — MainMenu, Collection, DeckBuilder, DeckGenerator, Simulator, Coach, Scanner, Training, Precon, Battleground
|
||||
|
||||
### Card Scanner
|
||||
|
||||
OCR pipeline for physical Magic cards using the Ximilar API. Scan cards from photos and match them to the Scryfall database.
|
||||
|
||||
---
|
||||
|
||||
## Quick Start
|
||||
|
||||
### Prerequisites
|
||||
|
||||
| Tool | Version |
|
||||
|---|---|
|
||||
| Python | 3.10+ |
|
||||
| Java | 17+ |
|
||||
| Maven | 3.8+ |
|
||||
| Node.js | 18+ (for LAN client scripts) |
|
||||
| Ollama | Latest (for local LLM inference) |
|
||||
| [Forge](https://github.com/Card-Forge/forge) | Built at `D:\ForgeCommander\forge-repo` |
|
||||
|
||||
### Setup (Windows)
|
||||
|
||||
```powershell
|
||||
# 1. Build Forge (one-time)
|
||||
@@ -51,17 +184,29 @@ mvn package -pl forge-gui-desktop "-DskipTests" "-Drevision=2.0.12-SNAPSHOT" -am
|
||||
cd D:\ForgeCommander\commander-ai-lab
|
||||
mvn package "-DskipTests"
|
||||
|
||||
# 3. Install Python deps
|
||||
pip install -e .
|
||||
# 3. Install Python dependencies
|
||||
pip install -e ".[rag,dev]"
|
||||
|
||||
# 4. Launch
|
||||
# 4. Pull an Ollama model for the deck builder
|
||||
ollama pull qwen2.5:7b
|
||||
|
||||
# 5. Launch
|
||||
.\start-lab.bat
|
||||
# → open http://localhost:8080
|
||||
# → Web UI: http://localhost:8080
|
||||
# → LAN Client: http://localhost:8080/lan/
|
||||
```
|
||||
|
||||
Or use the automated installer:
|
||||
|
||||
```powershell
|
||||
.\install-commander-ai-lab.ps1
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## Overnight AFK Runner
|
||||
|
||||
Runs batch sims unattended, then updates card weights and trains the neural net:
|
||||
Run batch simulations unattended, then automatically update card weights and train the neural net:
|
||||
|
||||
```powershell
|
||||
python overnight-run.py # default: 11.5h DeepSeek sims
|
||||
@@ -74,9 +219,9 @@ python overnight-run.py --no-train # skip neural net training
|
||||
1. `update_weights.py` — nudges `learned_weights.json` from decision logs (feeds deck builder)
|
||||
2. `/api/ml/train` — trains the neural net on the full decision dataset
|
||||
|
||||
## Sim → Deck Builder Feedback Loop
|
||||
---
|
||||
|
||||
Simulation outcomes automatically improve deck recommendations:
|
||||
## Simulation → Deck Builder Feedback Loop
|
||||
|
||||
```
|
||||
Overnight sims → decisions_*.jsonl
|
||||
@@ -90,24 +235,63 @@ Ollama prompts (suggest_cards + enforce_deck_ratios)
|
||||
Better card recommendations
|
||||
```
|
||||
|
||||
When active, `BuildResult.sources_consulted` includes `"sim_weights"`. No-op until real sim data exists.
|
||||
When active, `BuildResult.sources_consulted` includes `"sim_weights"`. The loop is a no-op until real sim data exists.
|
||||
|
||||
## Deck Builder Pipeline
|
||||
---
|
||||
|
||||
The `POST /api/deck-builder/build` endpoint runs 7 steps:
|
||||
## API Reference
|
||||
|
||||
1. Resolve commander via Scryfall
|
||||
2. Fetch EDHrec recommendations
|
||||
3. Fetch Scryfall candidates by category (ramp, removal, draw, lands)
|
||||
4. Ollama suggests synergy/protection/wincon cards ← **sim insights injected here**
|
||||
5. Filter by color identity, collection, ban list
|
||||
6. Ollama enforces ratios (trim/expand to 99) ← **sim insights injected here**
|
||||
7. Assemble final deck
|
||||
### Simulation
|
||||
|
||||
## ML Pipeline
|
||||
| Endpoint | Method | Description |
|
||||
|---|---|---|
|
||||
| `/api/lab/decks` | GET | List available Commander decks |
|
||||
| `/api/lab/start` | POST | Start Forge batch (returns batchId) |
|
||||
| `/api/lab/start-deepseek` | POST | Start Python/DeepSeek batch |
|
||||
| `/api/lab/status?batchId=X` | GET | Poll batch progress |
|
||||
| `/api/lab/result?batchId=X` | GET | Get completed batch JSON |
|
||||
| `/api/lab/history` | GET | List past batch runs |
|
||||
| `/api/lab/precons/deck` | GET | Fetch precon `.dck` file content |
|
||||
|
||||
### Deck Builder & Coach
|
||||
|
||||
| Endpoint | Method | Description |
|
||||
|---|---|---|
|
||||
| `/api/deck-builder/build` | POST | Build a 99-card Commander deck |
|
||||
| `/api/coach/chat` | POST | Full coaching session (streaming) |
|
||||
| `/api/coach/quick-digest` | POST | Fast ~5s coaching summary |
|
||||
|
||||
### ML & Policy
|
||||
|
||||
| Endpoint | Method | Description |
|
||||
|---|---|---|
|
||||
| `/api/ml/train` | POST | Start neural net training |
|
||||
| `/api/ml/train/status` | GET | Poll training progress |
|
||||
| `/api/policy/decide` | POST | Get ML policy decision for game state |
|
||||
|
||||
### RAG
|
||||
|
||||
| Endpoint | Method | Description |
|
||||
|---|---|---|
|
||||
| `/api/rag/build` | POST | Build/rebuild ChromaDB index |
|
||||
| `/api/rag/search` | POST | Semantic card search |
|
||||
| `/api/rag/status` | GET | Index health and staleness |
|
||||
|
||||
### Live Game
|
||||
|
||||
| Endpoint | Method | Description |
|
||||
|---|---|---|
|
||||
| `/api/game/start` | POST | Create a live game session |
|
||||
| `/api/game/action` | POST | Submit a player action |
|
||||
| `/api/game/{id}/actions` | GET | Poll Forge IPC actions |
|
||||
| `/ws/game/{game_id}` | WS | Real-time game state streaming |
|
||||
|
||||
---
|
||||
|
||||
## ML Scripts
|
||||
|
||||
```powershell
|
||||
# Update sim card weights from decision logs (runs automatically in overnight-run.py)
|
||||
# Update card weights from decision logs
|
||||
python -m ml.scripts.update_weights --min-games 10 --lr 0.05 --dry-run
|
||||
|
||||
# Reset weights to defaults
|
||||
@@ -117,7 +301,7 @@ python -m ml.scripts.update_weights --reset
|
||||
python ml/scripts/generate_synthetic_data.py
|
||||
```
|
||||
|
||||
Learned weights are clamped to `[-20.0, 20.0]` and stored in `src/commander_ai_lab/sim/learned_weights.json`.
|
||||
---
|
||||
|
||||
## Python Simulator API
|
||||
|
||||
@@ -129,52 +313,122 @@ stats = run_simulation(deck, num_games=100, name_a="My Deck")
|
||||
print(f"Win rate: {stats['win_rate']:.1%}, Avg turns: {stats['avg_turns']:.1f}")
|
||||
```
|
||||
|
||||
The Monte Carlo engine models: combat keywords (flying, trample, deathtouch, lifelink, menace, reach, haste), summoning sickness, tapped/untap state, commander zone, multiplayer attack targeting, and board wipes. It does **not** model the stack, instants, or continuous type-changing effects.
|
||||
|
||||
## API Reference
|
||||
|
||||
| Endpoint | Method | Description |
|
||||
|---|---|---|
|
||||
| `/api/lab/decks` | GET | List available Commander decks |
|
||||
| `/api/lab/start` | POST | Start Forge batch (returns batchId) |
|
||||
| `/api/lab/start-deepseek` | POST | Start Python/DeepSeek batch |
|
||||
| `/api/lab/status?batchId=X` | GET | Poll batch progress |
|
||||
| `/api/lab/result?batchId=X` | GET | Get completed batch JSON |
|
||||
| `/api/lab/history` | GET | List past batch runs |
|
||||
| `/api/ml/train` | POST | Start neural net training |
|
||||
| `/api/ml/train/status` | GET | Poll training progress |
|
||||
| `/api/coach/chat` | POST | LLM coaching session (streaming) |
|
||||
| `/api/deck-builder/build` | POST | Build a 99-card Commander deck |
|
||||
---
|
||||
|
||||
## Project Structure
|
||||
|
||||
```
|
||||
commander-ai-lab/
|
||||
├── lab_api.py # FastAPI server entry point
|
||||
├── overnight-run.py # AFK batch runner
|
||||
├── start-lab.bat # Windows one-click launcher
|
||||
├── lab_api.py # FastAPI server entry point
|
||||
├── frontend/ # React + TypeScript web UI
|
||||
├── ui/ # Legacy static HTML UI
|
||||
├── install-commander-ai-lab.ps1 # Automated setup script
|
||||
├── pom.xml # Maven build (Java/Forge components)
|
||||
├── pyproject.toml # Python package config
|
||||
│
|
||||
├── routes/ # FastAPI route modules
|
||||
│ ├── lab.py # Batch simulation
|
||||
│ ├── deckbuilder.py # Deck builder pipeline
|
||||
│ ├── coach.py # LLM coaching
|
||||
│ ├── ml.py # ML training
|
||||
│ ├── rag.py # ChromaDB vector search
|
||||
│ ├── game.py # Live game sessions
|
||||
│ ├── policy.py # ML policy server
|
||||
│ ├── precon.py # Precon deck serving
|
||||
│ ├── scanner.py # Card OCR
|
||||
│ └── ws_game.py # WebSocket game state
|
||||
│
|
||||
├── services/ # Core service layer
|
||||
│ ├── forge_runner.py # Forge subprocess management
|
||||
│ ├── draw_game_analyzer.py # Draw/timeout analysis
|
||||
│ ├── rag_store.py # ChromaDB vector store
|
||||
│ └── card_text.py # Shared card text builder
|
||||
│
|
||||
├── src/commander_ai_lab/
|
||||
│ ├── sim/ # Monte Carlo engine (engine, models, rules)
|
||||
│ ├── deck_builder/ # LLM deck builder pipeline
|
||||
│ │ ├── api/ # Scryfall, EDHrec, Ollama, sim_insights
|
||||
│ │ ├── core/ # Models, rules engine, assembler
|
||||
│ │ └── pipeline/ # build_deck.py (7-step orchestrator)
|
||||
│ └── coach/ # LLM coaching (Anthropic + Ollama)
|
||||
├── ml/
|
||||
│ ├── scripts/ # update_weights.py, ml_cli.py
|
||||
│ ├── training/ # Neural net trainer
|
||||
│ ├── encoder/ # Feature encoding
|
||||
│ └── models/ # Saved model checkpoints
|
||||
├── scanner/ # Card OCR pipeline
|
||||
├── logs/decisions/ # ML decision logs (gitignored)
|
||||
└── src/main/java/commanderailab/ # Java/Forge batch runner
|
||||
│ ├── sim/ # Monte Carlo engine
|
||||
│ │ ├── engine.py # Game loop
|
||||
│ │ ├── models.py # GameResult, Card, Player
|
||||
│ │ ├── rules.py # Combat, keywords, commander rules
|
||||
│ │ ├── win_condition_parser.py # Alternate win detection
|
||||
│ │ └── learned_weights.json # ML-learned card weights
|
||||
│ ├── deck_builder/ # 7-step LLM pipeline
|
||||
│ │ ├── api/ # Scryfall, EDHrec, Ollama, sim_insights
|
||||
│ │ ├── core/ # Models, rules engine, assembler
|
||||
│ │ └── pipeline/ # build_deck.py orchestrator
|
||||
│ └── coach/ # LLM coaching
|
||||
│ ├── coach_service.py # Session + quick digest
|
||||
│ ├── prompt_template.py # System/user prompts
|
||||
│ └── embeddings.py # Card embedding utilities
|
||||
│
|
||||
├── ml/ # ML training pipeline
|
||||
│ ├── scripts/ # update_weights.py, ml_cli.py
|
||||
│ ├── training/ # Neural net trainer
|
||||
│ ├── encoder/ # Feature encoding
|
||||
│ └── models/ # Saved checkpoints
|
||||
│
|
||||
├── lan-client/ # Browser-based LAN battlefield
|
||||
│ ├── index.html # Entry point
|
||||
│ ├── engine.js # Game engine + ML AI turns
|
||||
│ ├── ai-bridge.js # Backend connector + policy bridge
|
||||
│ ├── player-panels.js # Enhanced player panels
|
||||
│ ├── ui.js # 3-tab deck selector + setup
|
||||
│ └── precons.js # 163 precon deck data
|
||||
│
|
||||
├── unity-client/ # Unity game client
|
||||
│ └── Assets/
|
||||
│ ├── Scenes/ # 11 scenes (MainMenu → Battleground)
|
||||
│ ├── Scripts/ # C# controllers, models, services
|
||||
│ ├── Prefabs/ # Card, deck slot, chat bubble
|
||||
│ └── Materials/ # URP materials + grayscale shader
|
||||
│
|
||||
├── scanner/ # Card OCR pipeline (Ximilar)
|
||||
├── precon-decks/ # 163 preconstructed decks (.dck)
|
||||
├── sample-decks/ # Sample deck files
|
||||
├── data/ # Runtime data (ChromaDB, bulk DB)
|
||||
├── logs/ # Simulation + decision logs
|
||||
├── docs/ # Architecture docs + schemas
|
||||
├── tests/ # Test suite
|
||||
├── scripts/ # Utility scripts
|
||||
├── .github/workflows/ # CI + Unity build automation
|
||||
└── src/main/java/ # Java/Forge batch runner
|
||||
└── commanderailab/
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## Tech Stack
|
||||
|
||||
| Layer | Technology |
|
||||
|---|---|
|
||||
| Backend | Python 3.10+, FastAPI, Uvicorn |
|
||||
| Simulation (rules-complete) | Java 17, Maven, Forge |
|
||||
| Simulation (fast) | Python Monte Carlo engine |
|
||||
| LLM Inference | Ollama (qwen2.5:7b), Anthropic Claude |
|
||||
| Vector Store | ChromaDB with all-MiniLM-L6-v2 embeddings |
|
||||
| Card Database | SQLite FTS5 (Scryfall bulk data) |
|
||||
| ML Training | PyTorch, PPO reinforcement learning |
|
||||
| Web Client | HTML/CSS/JS |
|
||||
| Unity Client | Unity 2022 LTS, URP, C# |
|
||||
| CI/CD | GitHub Actions |
|
||||
|
||||
---
|
||||
|
||||
## Known Limitations
|
||||
|
||||
- **Monte Carlo engine** — no stack, no instants, no continuous type changes (animated lands don't attack)
|
||||
- **Forge engine** — each game spawns a new JVM (~2-3s overhead), ~0.04 sims/sec single-threaded
|
||||
- **Forge winner life total** not captured (quiet mode only reports losers)
|
||||
- **Deck builder** — Ollama suggestions are only as good as the local model; `qwen2.5:7b` works well
|
||||
- **Monte Carlo engine** — no stack, no instants, no continuous type-changing effects (animated lands don't attack)
|
||||
- **Forge engine** — each game spawns a new JVM (~2–3s overhead); ~0.04 sims/sec single-threaded
|
||||
- **Forge** — winner life total not captured in quiet mode (only reports losers)
|
||||
- **Deck builder** — Ollama suggestions depend on the local model quality; `qwen2.5:7b` works well
|
||||
- **LAN client** — EDHREC commander search is a stub (backend-powered, not yet fully wired)
|
||||
|
||||
---
|
||||
|
||||
## Contributing
|
||||
|
||||
Commander AI Lab is an active research project. Check the [open issues](https://github.com/KoalaTrapLord/commander-ai-lab/issues) for areas where contributions are welcome.
|
||||
|
||||
---
|
||||
|
||||
## License
|
||||
|
||||
See repository for license details.
|
||||
@@ -0,0 +1,257 @@
|
||||
<#
|
||||
.SYNOPSIS
|
||||
Smoke-tests the Commander AI Lab policy server from PowerShell.
|
||||
Checks: server reachable -> /api/policy/health -> /api/policy/decide.
|
||||
Prints a plain-English pass/fail for every step.
|
||||
|
||||
.USAGE
|
||||
# From repo root (server already running in another window):
|
||||
.\Test-PolicyServer.ps1
|
||||
|
||||
# Custom host/port:
|
||||
.\Test-PolicyServer.ps1 -BaseUrl http://localhost:9000
|
||||
|
||||
# Pretty-print the full decide response:
|
||||
.\Test-PolicyServer.ps1 -Verbose
|
||||
#>
|
||||
param(
|
||||
[string]$BaseUrl = "http://localhost:8080",
|
||||
[switch]$Verbose
|
||||
)
|
||||
|
||||
$ErrorActionPreference = "Stop"
|
||||
|
||||
# ---- helpers ----------------------------------------------------------------
|
||||
|
||||
function Write-Pass { param([string]$msg) Write-Host " [PASS] $msg" -ForegroundColor Green }
|
||||
function Write-Fail { param([string]$msg) Write-Host " [FAIL] $msg" -ForegroundColor Red }
|
||||
function Write-Info { param([string]$msg) Write-Host " [INFO] $msg" -ForegroundColor Cyan }
|
||||
function Write-Warn { param([string]$msg) Write-Host " [WARN] $msg" -ForegroundColor Yellow }
|
||||
function Write-Step { param([string]$msg) Write-Host "`n-- $msg" -ForegroundColor White }
|
||||
|
||||
$allPassed = $true
|
||||
|
||||
function Invoke-Step {
|
||||
param(
|
||||
[string] $Name,
|
||||
[scriptblock] $Block
|
||||
)
|
||||
Write-Step $Name
|
||||
try { & $Block }
|
||||
catch {
|
||||
Write-Fail $_.Exception.Message
|
||||
$script:allPassed = $false
|
||||
}
|
||||
}
|
||||
|
||||
# ---- Step 1: server reachable -----------------------------------------------
|
||||
|
||||
Invoke-Step "Step 1 -- Server reachable at $BaseUrl" {
|
||||
$r1 = $null
|
||||
try { $r1 = Invoke-WebRequest -Uri "$BaseUrl/docs" -UseBasicParsing -TimeoutSec 5 } catch {}
|
||||
if ($r1 -and $r1.StatusCode -eq 200) {
|
||||
Write-Pass "FastAPI server is up (GET /docs -> 200)"
|
||||
return
|
||||
}
|
||||
$r2 = $null
|
||||
try { $r2 = Invoke-WebRequest -Uri "$BaseUrl/" -UseBasicParsing -TimeoutSec 5 } catch {}
|
||||
if ($r2 -and $r2.StatusCode -lt 500) {
|
||||
Write-Pass "FastAPI server is up (GET / -> $($r2.StatusCode))"
|
||||
return
|
||||
}
|
||||
throw "Cannot reach $BaseUrl -- is lab_api.py / uvicorn running?"
|
||||
}
|
||||
|
||||
# ---- Step 2: /api/policy/health ---------------------------------------------
|
||||
|
||||
$modelLoaded = $false
|
||||
|
||||
Invoke-Step "Step 2 -- GET $BaseUrl/api/policy/health" {
|
||||
$resp = Invoke-RestMethod -Uri "$BaseUrl/api/policy/health" -Method Get -TimeoutSec 10
|
||||
if ($Verbose) { $resp | ConvertTo-Json -Depth 5 | Write-Host }
|
||||
|
||||
if ($resp.ready -eq $true) {
|
||||
Write-Pass "Model is loaded and ready (ready=true)"
|
||||
$script:modelLoaded = $true
|
||||
} elseif ($resp.status -eq "degraded") {
|
||||
Write-Fail "Health returned status=degraded / ready=false"
|
||||
Write-Warn " -> Policy model is NOT loaded."
|
||||
Write-Warn " -> Start the server with --load-policy, or call POST /api/ml/load_model first."
|
||||
Write-Warn " -> Confirm models/ contains a valid .pt checkpoint."
|
||||
$script:allPassed = $false
|
||||
} else {
|
||||
Write-Warn "Unexpected health response -- dumping:"
|
||||
$resp | ConvertTo-Json -Depth 5 | Write-Host
|
||||
$script:allPassed = $false
|
||||
}
|
||||
}
|
||||
|
||||
# ---- Step 3: /api/policy/decide (synthetic snapshot) ------------------------
|
||||
|
||||
Invoke-Step "Step 3 -- POST $BaseUrl/api/policy/decide (synthetic 4-player snapshot)" {
|
||||
|
||||
if (-not $script:modelLoaded) {
|
||||
Write-Warn "Skipping /decide -- model not loaded (Step 2 failed)."
|
||||
Write-Warn "Fix Step 2 first, then re-run."
|
||||
return
|
||||
}
|
||||
|
||||
$body = [ordered]@{
|
||||
game_id = "ps1-smoke-test"
|
||||
turn = 3
|
||||
phase = "MAIN1"
|
||||
active_player = 0
|
||||
playstyle = "midrange"
|
||||
temperature = 1.0
|
||||
greedy = $false
|
||||
players = @(
|
||||
[ordered]@{
|
||||
seat = 0
|
||||
name = "TestPlayer0"
|
||||
life = 40
|
||||
manaAvailable = 3
|
||||
landCount = 3
|
||||
creaturesOnField = 1
|
||||
totalPowerOnBoard = 2
|
||||
hand = @("Cultivate", "Solemn Simulacrum", "Sol Ring")
|
||||
battlefield = @("Forest", "Forest", "Forest", "Birds of Paradise")
|
||||
graveyard = @()
|
||||
commandZone = @("Atraxa, Praetors Voice")
|
||||
},
|
||||
[ordered]@{
|
||||
seat = 1
|
||||
name = "TestPlayer1"
|
||||
life = 38
|
||||
manaAvailable = 2
|
||||
landCount = 2
|
||||
creaturesOnField = 0
|
||||
totalPowerOnBoard = 0
|
||||
handCount = 4
|
||||
hand = @()
|
||||
battlefield = @("Island", "Swamp")
|
||||
graveyard = @()
|
||||
commandZone = @("Ur-Dragon")
|
||||
},
|
||||
[ordered]@{
|
||||
seat = 2
|
||||
name = "TestPlayer2"
|
||||
life = 35
|
||||
manaAvailable = 4
|
||||
landCount = 4
|
||||
creaturesOnField = 2
|
||||
totalPowerOnBoard = 5
|
||||
handCount = 3
|
||||
hand = @()
|
||||
battlefield = @("Mountain", "Mountain", "Mountain", "Mountain", "Goblin Guide", "Monastery Swiftspear")
|
||||
graveyard = @()
|
||||
commandZone = @("Krenko, Mob Boss")
|
||||
},
|
||||
[ordered]@{
|
||||
seat = 3
|
||||
name = "TestPlayer3"
|
||||
life = 40
|
||||
manaAvailable = 0
|
||||
landCount = 0
|
||||
creaturesOnField = 0
|
||||
totalPowerOnBoard = 0
|
||||
handCount = 7
|
||||
hand = @()
|
||||
battlefield = @()
|
||||
graveyard = @()
|
||||
commandZone = @("Prossh, Skyraider of Kher")
|
||||
}
|
||||
)
|
||||
} | ConvertTo-Json -Depth 10
|
||||
|
||||
$resp = Invoke-RestMethod `
|
||||
-Uri "$BaseUrl/api/policy/decide" `
|
||||
-Method Post `
|
||||
-Body $body `
|
||||
-ContentType "application/json" `
|
||||
-TimeoutSec 30
|
||||
|
||||
if ($Verbose) {
|
||||
Write-Host ""
|
||||
Write-Host " Full /decide response:" -ForegroundColor White
|
||||
$resp | ConvertTo-Json -Depth 6 | Write-Host
|
||||
}
|
||||
|
||||
$ok = $true
|
||||
if ([string]::IsNullOrEmpty($resp.action)) {
|
||||
Write-Fail "response.action is empty"
|
||||
$ok = $false
|
||||
}
|
||||
if ($null -eq $resp.confidence) {
|
||||
Write-Fail "response.confidence is missing"
|
||||
$ok = $false
|
||||
}
|
||||
if ($resp.PSObject.Properties["error"] -and -not [string]::IsNullOrEmpty($resp.error)) {
|
||||
Write-Fail "Server returned error: $($resp.error)"
|
||||
$ok = $false
|
||||
}
|
||||
|
||||
if ($ok) {
|
||||
$confPct = [math]::Round($resp.confidence * 100, 1)
|
||||
Write-Pass "Decision received -> action='$($resp.action)' conf=$($confPct)% latency=$($resp.inference_ms)ms src=$($resp.vector_source)"
|
||||
|
||||
if ($resp.probabilities) {
|
||||
$top3 = $resp.probabilities.PSObject.Properties |
|
||||
Sort-Object { $_.Value } -Descending |
|
||||
Select-Object -First 3
|
||||
Write-Info "Top-3 action probabilities:"
|
||||
foreach ($p in $top3) {
|
||||
$pct = [math]::Round($p.Value * 100, 1)
|
||||
Write-Info (" " + $p.Name.PadRight(22) + "$pct%")
|
||||
}
|
||||
}
|
||||
} else {
|
||||
$script:allPassed = $false
|
||||
}
|
||||
}
|
||||
|
||||
# ---- Step 4: log line guidance ----------------------------------------------
|
||||
|
||||
Invoke-Step "Step 4 -- Confirm [routes.policy.decide] log line in server console" {
|
||||
Write-Info "After Step 3 you should see in the uvicorn window:"
|
||||
Write-Info " [decide] turn=3 phase=main_1 -> cast_ramp (conf=0.810) | top5=[...] | src=encoder"
|
||||
Write-Info ""
|
||||
Write-Info "If that line is MISSING:"
|
||||
Write-Info " 1. Confirm uvicorn started with --log-level info (the default)"
|
||||
Write-Info " 2. Confirm lab_api.py calls register_policy_routes(app, policy_svc)"
|
||||
Write-Info " 3. Confirm routes/policy.py is included via routes/__init__.py"
|
||||
Write-Info " 4. Logger name is [routes.policy.decide] -- check no filter silences it"
|
||||
Write-Pass "Guidance printed"
|
||||
}
|
||||
|
||||
# ---- Step 5: why Forge ignores the policy server ----------------------------
|
||||
|
||||
Invoke-Step "Step 5 -- Forge IPC status (informational)" {
|
||||
Write-Warn "Forge does NOT call /api/policy/decide on its own."
|
||||
Write-Warn "routes/game.py POST /api/game/start has a TODO: wire Forge engine launch."
|
||||
Write-Warn ""
|
||||
Write-Warn "Until wired, /decide is only hit by:"
|
||||
Write-Warn " - This script"
|
||||
Write-Warn " - overnight-run.py (batch sim path)"
|
||||
Write-Warn " - Manual Invoke-RestMethod / curl calls"
|
||||
Write-Warn ""
|
||||
Write-Warn "Forge launches its built-in AI and plays lands because it has"
|
||||
Write-Warn "no HTTP client pointed at localhost:8080."
|
||||
Write-Warn ""
|
||||
Write-Warn "Next step: wire GameSession inside POST /api/game/start,"
|
||||
Write-Warn "or add a PolicyClient hook in Forge AiController.java."
|
||||
Write-Pass "Status explained"
|
||||
}
|
||||
|
||||
# ---- Summary ----------------------------------------------------------------
|
||||
|
||||
Write-Host ""
|
||||
if ($allPassed) {
|
||||
Write-Host "==========================================" -ForegroundColor Green
|
||||
Write-Host " ALL STEPS PASSED -- policy server live" -ForegroundColor Green
|
||||
Write-Host "==========================================" -ForegroundColor Green
|
||||
} else {
|
||||
Write-Host "==========================================" -ForegroundColor Red
|
||||
Write-Host " ONE OR MORE STEPS FAILED -- see above" -ForegroundColor Red
|
||||
Write-Host "==========================================" -ForegroundColor Red
|
||||
exit 1
|
||||
}
|
||||
-634
@@ -1,634 +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>↩</button>
|
||||
<button class="btn-util" id="btn-redo" onclick="redo()" title="Redo (Ctrl+Y)" disabled>↪</button>
|
||||
<button class="btn-util" id="btn-triggers" onclick="toggleTriggerStack()" title="Trigger Stack">❇</button>
|
||||
<button class="btn-util" onclick="openDiceModal()" title="Dice & Coins (G)">🎲</button>
|
||||
<button class="btn-util" onclick="checkStateBasedActions()" title="Check State-Based Actions">SBA</button>
|
||||
<button class="btn-util" onclick="toggleSettingsPanel()" title="Settings">⚙</button>
|
||||
<button class="btn-util" id="btn-search-toggle" onclick="document.getElementById('card-search-sidebar').classList.toggle('collapsed')" title="Card Search (S)">🔍</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">−</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">📚</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">⬡</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">☠</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">🃏</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">👑</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">−</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">📚</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">⬡</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">☠</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">🃏</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">👑</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">👑</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">📚</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">⬡</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">☠</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">🃏</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">−</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">👑</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">📚</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">⬡</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">☠</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">🃏</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">−</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">✕</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">‹</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()">✕</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 & Coins</span>
|
||||
<button class="btn-close" onclick="closeDiceModal()">✕</button>
|
||||
</div>
|
||||
<div class="dice-result-display" id="dice-result-display">—</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()">✕</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()">✕</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()">✕</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()">✕</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()">🎲 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()">✕</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('👑 <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>
|
||||
+40
-14
@@ -50,6 +50,9 @@ _DEFAULT_ORIGINS = "http://localhost:5173,http://localhost:3000,http://localhost
|
||||
_allowed = os.environ.get("ALLOWED_ORIGINS", _DEFAULT_ORIGINS)
|
||||
allowed_origins = [o.strip() for o in _allowed.split(",") if o.strip()]
|
||||
|
||||
# Module-level handle so lifespan can call .load() after routes are registered.
|
||||
_POLICY_SVC = None
|
||||
|
||||
|
||||
# ── Lifespan (replaces deprecated @app.on_event) ────────────────────────────────────────────────────────
|
||||
@asynccontextmanager
|
||||
@@ -77,7 +80,6 @@ async def _lifespan(application: FastAPI):
|
||||
# RAG Phase 3: background staleness monitor (rebuilds if >14 days old)
|
||||
async def _rag_staleness_monitor():
|
||||
"""Periodically check if the RAG index needs rebuilding."""
|
||||
import time as _time
|
||||
while True:
|
||||
await asyncio.sleep(6 * 3600) # check every 6 hours
|
||||
try:
|
||||
@@ -92,20 +94,17 @@ async def _lifespan(application: FastAPI):
|
||||
log.warning("RAG staleness monitor failed: %s", exc)
|
||||
asyncio.ensure_future(_rag_staleness_monitor())
|
||||
|
||||
# Policy routes: register if ML policy model is available
|
||||
# Policy model load — routes were already registered at module scope (before
|
||||
# any app.mount() calls) so /api/policy/* is reachable regardless of the
|
||||
# StaticFiles root mount. Only the heavyweight model load happens here.
|
||||
try:
|
||||
from ml.serving.policy_server import PolicyInferenceService
|
||||
from routes.policy import register_policy_routes
|
||||
_policy_svc = PolicyInferenceService()
|
||||
if _policy_svc.load():
|
||||
register_policy_routes(application, _policy_svc)
|
||||
log.info("Policy routes registered (/api/policy/*)")
|
||||
else:
|
||||
log.warning("Policy model not loaded — /api/policy/* routes inactive")
|
||||
except ImportError:
|
||||
log.info("Policy service not available (ml.serving not installed)")
|
||||
if _POLICY_SVC is not None:
|
||||
if _POLICY_SVC.load():
|
||||
log.info("Policy model loaded successfully")
|
||||
else:
|
||||
log.warning("Policy model not loaded — /api/policy/health will report degraded")
|
||||
except Exception as e:
|
||||
log.warning("Policy route registration failed (non-fatal): %s", e)
|
||||
log.warning("Policy model load failed (non-fatal): %s", e)
|
||||
|
||||
yield # ← server is running
|
||||
|
||||
@@ -138,6 +137,23 @@ app.include_router(ws_game_router)
|
||||
app.include_router(ml_router)
|
||||
app.include_router(game_router) # live game session routes
|
||||
|
||||
# ── Policy routes — MUST be registered here, before any app.mount() calls ────────────────────
|
||||
# StaticFiles mounted at "/" acts as a sub-application and returns its own 404 for
|
||||
# paths it doesn't serve, rather than falling through to later-registered routes.
|
||||
# Any include_router() called after app.mount("/", ...) will be unreachable.
|
||||
# Registering here (module scope) guarantees the /api/policy/* endpoints exist in
|
||||
# the route list before the root static mount is added below.
|
||||
try:
|
||||
from ml.serving.policy_server import PolicyInferenceService
|
||||
from routes.policy import register_policy_routes
|
||||
_POLICY_SVC = PolicyInferenceService()
|
||||
register_policy_routes(app, _POLICY_SVC)
|
||||
log.info("Policy routes registered (/api/policy/*)")
|
||||
except ImportError:
|
||||
log.info("Policy service not available (ml.serving not installed)")
|
||||
except Exception as e:
|
||||
log.warning("Policy route registration failed (non-fatal): %s", e)
|
||||
|
||||
|
||||
# ── API endpoints ─────────────────────────────────────────────────────────────────────────────
|
||||
# NOTE: all @app.get routes MUST be registered before app.mount() calls.
|
||||
@@ -149,11 +165,21 @@ async def health_check():
|
||||
"""Health check endpoint for load balancers and Unity client polling."""
|
||||
return {"status": "ok"}
|
||||
|
||||
# ── Static UI (MUST come after all @app.get routes) ──────────────────────────────────────────
|
||||
# ── Static UI (MUST come after all @app.get / include_router calls) ──────────────────────────
|
||||
from pathlib import Path as _Path
|
||||
_legacy_ui_dir = _Path(__file__).parent / "ui"
|
||||
_lan_client_dir = _Path(__file__).parent / "lan-client"
|
||||
_precon_decks_dir = _Path(__file__).parent / "precon-decks"
|
||||
_spa_dir = _Path(__file__).parent / "frontend" / "commander-ai-lab-ui" / "dist"
|
||||
|
||||
# Mount LAN client at /lan (served before the root catch-all)
|
||||
if _lan_client_dir.exists():
|
||||
app.mount("/lan", StaticFiles(directory=str(_lan_client_dir), html=True), name="lan-client")
|
||||
|
||||
# Mount precon-decks/ so .dck files are fetchable at /precon-decks/{file}.dck
|
||||
if _precon_decks_dir.exists():
|
||||
app.mount("/precon-decks", StaticFiles(directory=str(_precon_decks_dir)), name="precon-decks")
|
||||
|
||||
if _legacy_ui_dir.exists():
|
||||
app.mount("/", StaticFiles(directory=str(_legacy_ui_dir), html=True), name="ui")
|
||||
elif _spa_dir.exists():
|
||||
|
||||
+14
-3
@@ -10,9 +10,10 @@ const AI_BRIDGE_VERSION = '1.0.0';
|
||||
// ============================================================
|
||||
|
||||
const AI_BRIDGE_CONFIG = {
|
||||
// Backend URL — defaults to localhost:8080, configurable via settings
|
||||
backendUrl: 'http://localhost:8080',
|
||||
wsUrl: 'ws://localhost:8080',
|
||||
// Backend URL — empty string = same origin (recommended when served from backend)
|
||||
// Falls back to localhost:8080 if served from a different origin
|
||||
backendUrl: '',
|
||||
wsUrl: '',
|
||||
|
||||
// Timeouts (ms)
|
||||
healthCheckTimeout: 3000,
|
||||
@@ -39,6 +40,16 @@ const AI_BRIDGE_CONFIG = {
|
||||
class BackendConnector {
|
||||
constructor(config = {}) {
|
||||
this.config = { ...AI_BRIDGE_CONFIG, ...config };
|
||||
|
||||
// Derive URLs from current page origin when empty (same-origin mode)
|
||||
if (!this.config.backendUrl) {
|
||||
this.config.backendUrl = window.location.origin; // e.g. http://localhost:8080
|
||||
}
|
||||
if (!this.config.wsUrl) {
|
||||
const proto = window.location.protocol === 'https:' ? 'wss:' : 'ws:';
|
||||
this.config.wsUrl = `${proto}//${window.location.host}`;
|
||||
}
|
||||
|
||||
this._connected = false;
|
||||
this._modelLoaded = false;
|
||||
this._ws = null;
|
||||
|
||||
+32
-4
@@ -10877,16 +10877,20 @@ function parseDeckList(text) {
|
||||
let line = raw.trim();
|
||||
if (!line) continue;
|
||||
|
||||
// Section headers
|
||||
if (/^\/\/\s*/i.test(line) || /^(COMMANDER|COMPANION|SIDEBOARD|MAYBEBOARD|MAINBOARD|DECK|LAND)[:\s]*$/i.test(line)) {
|
||||
const cleaned = line.replace(/^\/\/\s*/, '').replace(/:$/, '').trim().toLowerCase();
|
||||
// Section headers — supports "// Commander", "Commander:", "[Commander]", "[Main]", "[metadata]"
|
||||
if (/^\/\/\s*/i.test(line) || /^\[?(COMMANDER|COMPANION|SIDEBOARD|MAYBEBOARD|MAINBOARD|MAIN|DECK|LAND|METADATA)\]?[:\s]*$/i.test(line)) {
|
||||
const cleaned = line.replace(/^\/\/\s*/, '').replace(/[\[\]:]/g, '').trim().toLowerCase();
|
||||
if (/commander/i.test(cleaned)) currentSection = 'commander';
|
||||
else if (/companion/i.test(cleaned)) currentSection = 'companion';
|
||||
else if (/sideboard/i.test(cleaned)) currentSection = 'sideboard';
|
||||
else if (/metadata/i.test(cleaned)) currentSection = 'metadata';
|
||||
else currentSection = 'mainboard';
|
||||
continue;
|
||||
}
|
||||
|
||||
// Skip metadata lines like "Name=Elven Empire"
|
||||
if (currentSection === 'metadata') continue;
|
||||
|
||||
// Skip comment lines
|
||||
if (/^#/.test(line) || /^\*/.test(line)) continue;
|
||||
|
||||
@@ -12719,7 +12723,31 @@ async function loadPreconForPlayer(playerIdx, preconId) {
|
||||
var player = gameState.players[playerIdx];
|
||||
if (!player) return;
|
||||
|
||||
var parsedCards = parseDeckList(precon.decklist);
|
||||
// Try to get decklist text: embedded first, then fetch .dck from server
|
||||
var decklistText = precon.decklist || '';
|
||||
if (!decklistText && precon.fileName) {
|
||||
// 1. Try the API endpoint (returns JSON with decklist field)
|
||||
try {
|
||||
var apiResp = await fetch('/api/lab/precons/deck?fileName=' + encodeURIComponent(precon.fileName));
|
||||
if (apiResp.ok) {
|
||||
var deckData = await apiResp.json();
|
||||
if (deckData && deckData.decklist) decklistText = deckData.decklist;
|
||||
}
|
||||
} catch (e) {
|
||||
console.warn('[loadPreconForPlayer] API deck fetch failed:', e);
|
||||
}
|
||||
// 2. Fallback: fetch .dck file directly from static mount
|
||||
if (!decklistText) {
|
||||
try {
|
||||
var staticResp = await fetch('/precon-decks/' + encodeURIComponent(precon.fileName));
|
||||
if (staticResp.ok) decklistText = await staticResp.text();
|
||||
} catch (e2) {
|
||||
console.warn('[loadPreconForPlayer] Static .dck fetch failed:', precon.fileName);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
var parsedCards = parseDeckList(decklistText);
|
||||
if (!parsedCards.length) return;
|
||||
|
||||
var allCardNames = [];
|
||||
|
||||
@@ -524,10 +524,18 @@
|
||||
|
||||
<!-- ====================================================
|
||||
SCRIPTS
|
||||
Load order matters:
|
||||
1. precons.js — static PRECON_DATA fallback
|
||||
2. engine.js — game state & core logic
|
||||
3. ai-bridge.js — backend connector & DeckSourceClient
|
||||
4. precon-loader.js — startGameWithDecks() + loadPreconDeckFromDck()
|
||||
5. player-panels.js — player panel rendering
|
||||
6. ui.js — setup screen, deck picker, UI wiring
|
||||
==================================================== -->
|
||||
<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="precon-loader.js?v=20260403_0300"></script>
|
||||
<script src="player-panels.js?v=20260403_0300"></script>
|
||||
<script src="ui.js?v=20260403_0300"></script>
|
||||
|
||||
|
||||
@@ -0,0 +1,299 @@
|
||||
/**
|
||||
* precon-loader.js
|
||||
* Handles loading precon .dck files from the backend into the lan-client simulator.
|
||||
* Depends on: engine.js (gameState, initGame, addLogEntry, renderPlayerPanels)
|
||||
* ai-bridge.js (AIBridge.deckSource.fetchPreconDeck)
|
||||
* ui.js (setupDeckChoices, setupPlayerCount, setupStartingLife)
|
||||
*/
|
||||
|
||||
'use strict';
|
||||
|
||||
// In-memory Scryfall image cache: cardName -> { imageUrl, typeLine, oracleText, manaCost, power, toughness }
|
||||
const _scryfallCache = {};
|
||||
|
||||
// Scryfall collection endpoint — accepts up to 75 card identifiers per call
|
||||
const SCRYFALL_COLLECTION_URL = 'https://api.scryfall.com/cards/collection';
|
||||
|
||||
// ============================================================
|
||||
// startGameWithDecks
|
||||
// Called by ui.js startGame() when players have selected precon decks.
|
||||
// ============================================================
|
||||
async function startGameWithDecks() {
|
||||
const playerNames = [];
|
||||
for (let i = 0; i < (setupPlayerCount || 4); i++) {
|
||||
const inp = document.getElementById('player-name-' + i);
|
||||
playerNames.push(inp && inp.value.trim() ? inp.value.trim() : 'Player ' + (i + 1));
|
||||
}
|
||||
|
||||
initGame(setupPlayerCount || 4, playerNames, setupStartingLife || 40);
|
||||
|
||||
const choices = typeof setupDeckChoices !== 'undefined' ? setupDeckChoices : {};
|
||||
const loadPromises = Object.entries(choices).map(async ([idxStr, choice]) => {
|
||||
const playerIdx = parseInt(idxStr, 10);
|
||||
if (choice.type !== 'precon' || !choice.preconId) return;
|
||||
try {
|
||||
const fileName = choice.preconId.endsWith('.dck') ? choice.preconId : choice.preconId + '.dck';
|
||||
const data = await AIBridge.deckSource.fetchPreconDeck(fileName);
|
||||
if (!data || !data.decklist) {
|
||||
addLogEntry('\u26A0 Could not load deck for Player ' + (playerIdx + 1) + ' (no decklist returned)');
|
||||
return;
|
||||
}
|
||||
loadPreconDeckFromDck(playerIdx, data.decklist, choice.preconId);
|
||||
} catch (e) {
|
||||
console.warn('[precon-loader] Failed to load deck for player', playerIdx, e);
|
||||
addLogEntry('\u26A0 Deck load failed for Player ' + (playerIdx + 1) + ': ' + e.message);
|
||||
}
|
||||
});
|
||||
|
||||
await Promise.all(loadPromises);
|
||||
|
||||
if (typeof renderPlayerPanels === 'function') renderPlayerPanels();
|
||||
if (typeof updateActivePlayerHighlight === 'function') updateActivePlayerHighlight();
|
||||
|
||||
// Kick off image enrichment for all players in the background (non-blocking)
|
||||
enrichAllZonesWithScryfall();
|
||||
}
|
||||
|
||||
|
||||
// ============================================================
|
||||
// loadPreconDeckFromDck
|
||||
// Parses a Forge-format .dck file string and populates a player's zones.
|
||||
// ============================================================
|
||||
function loadPreconDeckFromDck(playerIdx, dckContent, deckLabel) {
|
||||
if (!gameState) return;
|
||||
const player = gameState.players[playerIdx];
|
||||
if (!player) return;
|
||||
|
||||
let commander = '';
|
||||
let section = '';
|
||||
const mainCards = [];
|
||||
|
||||
for (const rawLine of dckContent.split('\n')) {
|
||||
const line = rawLine.trim();
|
||||
if (!line || line.startsWith('//')) continue;
|
||||
|
||||
if (line.startsWith('[') && line.endsWith(']')) {
|
||||
section = line.slice(1, -1);
|
||||
continue;
|
||||
}
|
||||
if (line.includes('=') && !line.match(/^\d/)) continue;
|
||||
|
||||
const m = line.match(/^(\d+)\s+(.+?)(?:\|.*)?$/);
|
||||
if (!m) continue;
|
||||
|
||||
const qty = parseInt(m[1], 10);
|
||||
const name = m[2].trim();
|
||||
|
||||
if (section === 'Commander') {
|
||||
commander = name;
|
||||
} else if (section === 'Main') {
|
||||
for (let q = 0; q < qty; q++) mainCards.push(name);
|
||||
}
|
||||
}
|
||||
|
||||
player.zones.command = [];
|
||||
player.zones.library = [];
|
||||
player.zones.hand = [];
|
||||
player.zones.graveyard = [];
|
||||
player.zones.exile = [];
|
||||
|
||||
if (commander) {
|
||||
player.zones.command.push({
|
||||
id: 'cmd-' + playerIdx + '-' + Date.now(),
|
||||
name: commander,
|
||||
imageUrl: '',
|
||||
typeLine: 'Legendary Creature',
|
||||
oracleText: '',
|
||||
manaCost: '',
|
||||
});
|
||||
player.commanderCardName = commander;
|
||||
}
|
||||
|
||||
for (const cardName of mainCards) {
|
||||
player.zones.library.push({
|
||||
id: 'lib-' + playerIdx + '-' + cardName + '-' + Math.random().toString(36).slice(2, 6),
|
||||
name: cardName,
|
||||
imageUrl: '',
|
||||
typeLine: '',
|
||||
oracleText: '',
|
||||
manaCost: '',
|
||||
});
|
||||
}
|
||||
|
||||
// Fisher-Yates shuffle
|
||||
const lib = player.zones.library;
|
||||
for (let i = lib.length - 1; i > 0; i--) {
|
||||
const j = Math.floor(Math.random() * (i + 1));
|
||||
[lib[i], lib[j]] = [lib[j], lib[i]];
|
||||
}
|
||||
|
||||
// Draw opening hand
|
||||
for (let d = 0; d < 7 && lib.length > 0; d++) {
|
||||
player.zones.hand.push(lib.shift());
|
||||
}
|
||||
|
||||
if (typeof updateZoneCountsForPlayer === 'function') updateZoneCountsForPlayer(playerIdx);
|
||||
if (typeof renderCommanderZone === 'function') renderCommanderZone(playerIdx);
|
||||
if (typeof renderHandZone === 'function') renderHandZone(playerIdx);
|
||||
|
||||
const label = deckLabel ? deckLabel.replace('.dck', '') : 'Unknown Deck';
|
||||
addLogEntry(
|
||||
'\uD83C\uDCCF <strong>' + player.name + '</strong> loaded: <em>' + label + '</em>' +
|
||||
(commander ? ' \u2014 Commander: <strong>' + commander + '</strong>' : '') +
|
||||
' (' + lib.length + ' in library, 7 in hand)'
|
||||
);
|
||||
}
|
||||
|
||||
|
||||
// ============================================================
|
||||
// SCRYFALL IMAGE ENRICHMENT
|
||||
// After zones are populated with card names, batch-fetch card
|
||||
// data from Scryfall and backfill imageUrl on every card object.
|
||||
// Uses the /cards/collection endpoint (75 cards per request).
|
||||
// Results are cached in _scryfallCache so re-renders are instant.
|
||||
// ============================================================
|
||||
|
||||
async function enrichAllZonesWithScryfall() {
|
||||
if (!gameState) return;
|
||||
|
||||
// Gather all unique card names across all players and all zones
|
||||
const nameSet = new Set();
|
||||
for (const player of gameState.players) {
|
||||
for (const zone of Object.values(player.zones)) {
|
||||
for (const card of zone) {
|
||||
if (card.name && !_scryfallCache[card.name]) nameSet.add(card.name);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (nameSet.size === 0) return;
|
||||
|
||||
const names = Array.from(nameSet);
|
||||
addLogEntry('\uD83C\uDF0D Fetching card images from Scryfall (' + names.length + ' unique cards)...');
|
||||
|
||||
// Split into batches of 75 (Scryfall max)
|
||||
const BATCH = 75;
|
||||
for (let i = 0; i < names.length; i += BATCH) {
|
||||
const batch = names.slice(i, i + BATCH);
|
||||
try {
|
||||
await _fetchScryfallBatch(batch);
|
||||
} catch (e) {
|
||||
console.warn('[precon-loader] Scryfall batch failed', e);
|
||||
}
|
||||
// Polite delay between batches to respect Scryfall rate limit (50-100ms)
|
||||
if (i + BATCH < names.length) await _sleep(100);
|
||||
}
|
||||
|
||||
// Apply cached data to every card object in every zone
|
||||
_applyScryfallDataToAllCards();
|
||||
|
||||
addLogEntry('\u2705 Card images loaded.');
|
||||
}
|
||||
|
||||
async function _fetchScryfallBatch(names) {
|
||||
const identifiers = names.map(name => ({ name }));
|
||||
const resp = await fetch(SCRYFALL_COLLECTION_URL, {
|
||||
method: 'POST',
|
||||
headers: { 'Content-Type': 'application/json' },
|
||||
body: JSON.stringify({ identifiers }),
|
||||
});
|
||||
if (!resp.ok) throw new Error('Scryfall HTTP ' + resp.status);
|
||||
const json = await resp.json();
|
||||
|
||||
for (const card of (json.data || [])) {
|
||||
const name = card.name;
|
||||
// Pick the best image: normal > large > small, handle double-faced
|
||||
let imageUrl = '';
|
||||
if (card.image_uris) {
|
||||
imageUrl = card.image_uris.normal || card.image_uris.large || card.image_uris.small || '';
|
||||
} else if (card.card_faces && card.card_faces[0] && card.card_faces[0].image_uris) {
|
||||
imageUrl = card.card_faces[0].image_uris.normal || card.card_faces[0].image_uris.large || '';
|
||||
}
|
||||
_scryfallCache[name] = {
|
||||
imageUrl,
|
||||
typeLine: card.type_line || '',
|
||||
oracleText: card.oracle_text || (card.card_faces && card.card_faces[0] ? card.card_faces[0].oracle_text : '') || '',
|
||||
manaCost: card.mana_cost || (card.card_faces && card.card_faces[0] ? card.card_faces[0].mana_cost : '') || '',
|
||||
power: card.power || '',
|
||||
toughness: card.toughness || '',
|
||||
};
|
||||
}
|
||||
|
||||
// Mark not-found cards so we don't re-fetch them on next enrichment
|
||||
for (const name of names) {
|
||||
if (!_scryfallCache[name]) _scryfallCache[name] = { imageUrl: '', typeLine: '', oracleText: '', manaCost: '', power: '', toughness: '' };
|
||||
}
|
||||
}
|
||||
|
||||
function _applyScryfallDataToAllCards() {
|
||||
if (!gameState) return;
|
||||
for (const player of gameState.players) {
|
||||
for (const zone of Object.values(player.zones)) {
|
||||
for (const card of zone) {
|
||||
const data = _scryfallCache[card.name];
|
||||
if (data) {
|
||||
card.imageUrl = data.imageUrl || card.imageUrl;
|
||||
card.typeLine = data.typeLine || card.typeLine;
|
||||
card.oracleText = data.oracleText || card.oracleText;
|
||||
card.manaCost = data.manaCost || card.manaCost;
|
||||
if (data.power) card.power = data.power;
|
||||
if (data.toughness) card.toughness = data.toughness;
|
||||
}
|
||||
}
|
||||
}
|
||||
// Also enrich battlefield cards owned by this player
|
||||
if (gameState.battlefieldCards) {
|
||||
for (const card of gameState.battlefieldCards) {
|
||||
if (card.ownerIndex !== player.id) continue;
|
||||
const data = _scryfallCache[card.name];
|
||||
if (data && !card.imageUrl) {
|
||||
card.imageUrl = data.imageUrl || '';
|
||||
card.typeLine = data.typeLine || card.typeLine;
|
||||
card.oracleText = data.oracleText || card.oracleText;
|
||||
card.manaCost = data.manaCost || card.manaCost;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Trigger UI refresh so images appear without a full reload
|
||||
if (typeof renderPlayerPanels === 'function') renderPlayerPanels();
|
||||
if (typeof renderCommanderZone === 'function') {
|
||||
for (let i = 0; i < gameState.players.length; i++) renderCommanderZone(i);
|
||||
}
|
||||
if (typeof renderHandZone === 'function') {
|
||||
for (let i = 0; i < gameState.players.length; i++) renderHandZone(i);
|
||||
}
|
||||
if (typeof updateZoneCounts === 'function') updateZoneCounts();
|
||||
}
|
||||
|
||||
/**
|
||||
* Enrich a single card object on-demand (useful for cards drawn or played after initial load).
|
||||
* Returns a Promise that resolves when the card's imageUrl is set.
|
||||
*/
|
||||
async function enrichCardWithScryfall(card) {
|
||||
if (!card || !card.name) return;
|
||||
if (card.imageUrl) return; // already has image
|
||||
|
||||
const cached = _scryfallCache[card.name];
|
||||
if (cached) {
|
||||
card.imageUrl = cached.imageUrl || '';
|
||||
card.typeLine = cached.typeLine || card.typeLine;
|
||||
card.oracleText = cached.oracleText || card.oracleText;
|
||||
card.manaCost = cached.manaCost || card.manaCost;
|
||||
return;
|
||||
}
|
||||
|
||||
await _fetchScryfallBatch([card.name]);
|
||||
const data = _scryfallCache[card.name];
|
||||
if (data) {
|
||||
card.imageUrl = data.imageUrl || '';
|
||||
card.typeLine = data.typeLine || card.typeLine;
|
||||
card.oracleText = data.oracleText || card.oracleText;
|
||||
card.manaCost = data.manaCost || card.manaCost;
|
||||
}
|
||||
}
|
||||
|
||||
function _sleep(ms) {
|
||||
return new Promise(resolve => setTimeout(resolve, ms));
|
||||
}
|
||||
+34
-50
@@ -1,5 +1,5 @@
|
||||
/**
|
||||
* MTG Commander Simulator — ui.js
|
||||
/**
|
||||
* MTG Commander Simulator — ui.js
|
||||
* All UI rendering functions adapted for the 4-quadrant battlefield layout.
|
||||
* This file overrides/extends DOM-touching functions from engine.js.
|
||||
* ============================================================
|
||||
@@ -83,7 +83,7 @@ function setLife(playerId, newLife) {
|
||||
updateLifeCounterDisplay(playerId);
|
||||
const diff = newLife - oldLife;
|
||||
const sign = diff > 0 ? '+' : '';
|
||||
addLogEntry('<strong>' + player.name + '</strong> life: ' + oldLife + ' → <strong>' + newLife + '</strong> (' + sign + diff + ')');
|
||||
addLogEntry('<strong>' + player.name + '</strong> life: ' + oldLife + ' → <strong>' + newLife + '</strong> (' + sign + diff + ')');
|
||||
if (diff > 0) fireBattlefieldTriggers('life_gain');
|
||||
else if (diff < 0) fireBattlefieldTriggers('life_loss');
|
||||
if (newLife <= 0 && !player.eliminated) eliminatePlayer(playerId, 'life total reached 0');
|
||||
@@ -117,7 +117,7 @@ function updateActivePlayerHighlight() {
|
||||
}
|
||||
|
||||
// ============================================================
|
||||
// RENDER PLAYER PANELS (adapted for 4-quadrant — updates zones/labels)
|
||||
// RENDER PLAYER PANELS (adapted for 4-quadrant — updates zones/labels)
|
||||
// ============================================================
|
||||
function renderPlayerPanels() {
|
||||
if (!gameState) return;
|
||||
@@ -358,7 +358,7 @@ function renderBattlefieldCard(cardData) {
|
||||
card.appendChild(dmgBadge);
|
||||
}
|
||||
|
||||
// Event listeners — use both for compatibility (Comet: inline onclick already on container)
|
||||
// Event listeners — use both for compatibility (Comet: inline onclick already on container)
|
||||
card.addEventListener('mousedown', e => {
|
||||
if (e.button !== 0) return;
|
||||
if (cardData.attachedTo) return;
|
||||
@@ -570,7 +570,7 @@ function handlePhaseClick(phaseIdx) {
|
||||
// Just provide info about the phase, don't jump to it
|
||||
if (!gameState) return;
|
||||
const phase = PHASES[phaseIdx];
|
||||
if (phase) addLogEntry('Phase info: <strong>' + phase.label + '</strong> — ' + phase.tip);
|
||||
if (phase) addLogEntry('Phase info: <strong>' + phase.label + '</strong> — ' + phase.tip);
|
||||
}
|
||||
|
||||
function updateTurnDisplay() {
|
||||
@@ -595,29 +595,7 @@ function updateStormCounter() {
|
||||
// MANA POOL DISPLAY
|
||||
// ============================================================
|
||||
function renderManaPool(playerIdx) {
|
||||
if (!gameState) return;
|
||||
const pool = getManaPool(playerIdx !== undefined ? playerIdx : gameState.currentPlayerIndex);
|
||||
const display = document.getElementById('mana-pool-display');
|
||||
if (!display) return;
|
||||
|
||||
const colors = ['W', 'U', 'B', 'R', 'G', 'C'];
|
||||
let html = '<span class="mana-pool-label">MANA:</span>';
|
||||
let hasAny = false;
|
||||
|
||||
colors.forEach(c => {
|
||||
if (pool[c] > 0) {
|
||||
hasAny = true;
|
||||
html += '<span class="mana-pip mana-' + c + '" title="' + getManaColorName(c) + ': ' + pool[c] + '">' + pool[c] + '</span>';
|
||||
}
|
||||
});
|
||||
|
||||
if (!hasAny) {
|
||||
html += '<span class="mana-empty">Empty</span>';
|
||||
}
|
||||
|
||||
html += '<button class="mana-pool-clear-btn" onclick="clearManaPool(' + gameState.currentPlayerIndex + ')" title="Clear mana pool">x</button>';
|
||||
display.innerHTML = html;
|
||||
display.style.display = gameState.inGame ? 'flex' : 'none';
|
||||
// mana pool display removed (Phase 1)
|
||||
}
|
||||
|
||||
// ============================================================
|
||||
@@ -955,7 +933,7 @@ function handleZmCtxAction(playerId, zone, cardIndex, action) {
|
||||
}
|
||||
|
||||
// ============================================================
|
||||
// HAND AREA — full hand display (used in hand-area section, NOT the zone thumbnails)
|
||||
// HAND AREA — full hand display (used in hand-area section, NOT the zone thumbnails)
|
||||
// For the new layout, hand is rendered as thumbnails in the zone.hand element
|
||||
// ============================================================
|
||||
function renderHandArea() {
|
||||
@@ -1123,7 +1101,23 @@ function initSetupScreen() {
|
||||
// Sync AI config to engine globals
|
||||
setupAiPlayers = _localAiSet;
|
||||
setupAiDifficulty = _localAiDiff;
|
||||
initGame(selectedPlayerCount, playerNames, startingLife);
|
||||
setupPlayerCount = selectedPlayerCount;
|
||||
setupStartingLife = startingLife;
|
||||
|
||||
// Sync player names to engine globals
|
||||
for (let i = 0; i < playerNames.length; i++) {
|
||||
var nameInput = document.getElementById('player-name-' + i);
|
||||
if (nameInput) nameInput.value = playerNames[i];
|
||||
}
|
||||
|
||||
// If any deck choices were made, use startGameWithDecks (async deck loading)
|
||||
var hasDecks = typeof setupDeckChoices !== 'undefined' &&
|
||||
Object.keys(setupDeckChoices).length > 0;
|
||||
if (hasDecks && typeof startGameWithDecks === 'function') {
|
||||
startGameWithDecks();
|
||||
} else {
|
||||
initGame(selectedPlayerCount, playerNames, startingLife);
|
||||
}
|
||||
};
|
||||
|
||||
// Trigger display update for player count
|
||||
@@ -1461,15 +1455,9 @@ function initGame(playerCount, playerNames, startingLife) {
|
||||
}
|
||||
}
|
||||
|
||||
// Assign precon decks if selected
|
||||
for (let i = 0; i < playerCount; i++) {
|
||||
const sel = document.getElementById('deck-sel-' + i);
|
||||
if (sel && sel.value) {
|
||||
const preconList2 = (typeof PRECON_DATA !== 'undefined') ? PRECON_DATA : (typeof PRECONS !== 'undefined') ? PRECONS : [];
|
||||
const precon = preconList2.find(p => p.id === sel.value);
|
||||
if (precon) loadPreconDeck(i, precon);
|
||||
}
|
||||
}
|
||||
// NOTE: Precon deck loading is handled by the "Begin Battle" button
|
||||
// which calls startGameWithDecks() when setupDeckChoices has entries.
|
||||
// The old deck-sel-{i} dropdown path is removed.
|
||||
|
||||
// Mark AI players
|
||||
setupAiPlayers.forEach(function(idx) {
|
||||
@@ -1863,10 +1851,7 @@ function showToast(message) {
|
||||
// MANA POOL DISPLAY BUTTON
|
||||
// ============================================================
|
||||
function showManaPool() {
|
||||
const display = document.getElementById('mana-pool-display');
|
||||
if (display) {
|
||||
display.style.display = display.style.display === 'none' ? 'flex' : 'none';
|
||||
}
|
||||
// mana pool display removed (Phase 1)
|
||||
}
|
||||
|
||||
// ============================================================
|
||||
@@ -1993,8 +1978,7 @@ function renderSettingsPanel() {
|
||||
'<div class="settings-row"><span>Commander Tax</span>' + renderToggle('commanderTaxEnabled', re.commanderTaxEnabled) + '</div>' +
|
||||
'<div class="settings-row"><span>Auto Resolve Triggers</span>' + renderToggle('autoResolveTriggers', re.autoResolveTriggers) + '</div>' +
|
||||
'<div class="settings-row"><span>Enforce Hand Size</span>' + renderToggle('enforceHandSize', re.enforceHandSize) + '</div>' +
|
||||
'<div class="settings-row"><span>Auto Eliminate on SBA</span>' + renderToggle('autoEliminateOnSBA', re.autoEliminateOnSBA) + '</div>' +
|
||||
'<div class="settings-row"><span>Mana Auto-Clear</span>' + renderToggle('manaAutoClear', gameState.manaAutoClear) + '</div>';
|
||||
'<div class="settings-row"><span>Auto Eliminate on SBA</span>' + renderToggle('autoEliminateOnSBA', re.autoEliminateOnSBA) + '</div>';
|
||||
}
|
||||
|
||||
function renderToggle(key, value) {
|
||||
@@ -2014,7 +1998,7 @@ function toggleSetting(key) {
|
||||
|
||||
// ============================================================
|
||||
// PLACEHOLDER STUBS for engine-called UI functions
|
||||
// (engine.js calls these — we provide no-op or simple implementations)
|
||||
// (engine.js calls these — we provide no-op or simple implementations)
|
||||
// ============================================================
|
||||
|
||||
function renderPlayerPanelsNoOp() { renderPlayerPanels(); }
|
||||
@@ -2246,7 +2230,7 @@ function openPreconBrowser() {
|
||||
}
|
||||
|
||||
// ============================================================
|
||||
// DOM UTILITY — updateCardCounterBadge
|
||||
// DOM UTILITY — updateCardCounterBadge
|
||||
// ============================================================
|
||||
function updateCardCounterBadge(cardId) {
|
||||
if (!gameState) return;
|
||||
@@ -2280,7 +2264,7 @@ function updateCardCounterBadge(cardId) {
|
||||
}
|
||||
|
||||
// ============================================================
|
||||
// DOM — toggleTap visual update
|
||||
// DOM — toggleTap visual update
|
||||
// ============================================================
|
||||
function _refreshCardEl(cardId) {
|
||||
if (!gameState) return;
|
||||
@@ -2293,7 +2277,7 @@ function _refreshCardEl(cardId) {
|
||||
}
|
||||
|
||||
// ============================================================
|
||||
// DOMContentLoaded — wire up everything
|
||||
// DOMContentLoaded — wire up everything
|
||||
// ============================================================
|
||||
document.addEventListener('DOMContentLoaded', () => {
|
||||
initSetupScreen();
|
||||
|
||||
+203
-82
@@ -4,10 +4,15 @@ Commander AI Lab — Action Labeler
|
||||
Maps raw Forge action records (from DecisionSnapshot JSONL)
|
||||
to one of 8 macro-action labels for supervised policy learning.
|
||||
|
||||
Classification logic:
|
||||
1. Check action.type (cast, attack, land, cast_commander, pass)
|
||||
2. For "cast" actions, classify by card oracle text / card type keywords
|
||||
3. For ambiguous cases, use the raw log line and card name heuristics
|
||||
Classification logic (updated):
|
||||
1. Check action.type for unambiguous types (attack, land, pass, hold,
|
||||
cast_commander)
|
||||
2. For "cast" actions:
|
||||
a. If action.card is present, match directly against name databases
|
||||
b. If action.card is absent (Forge omits it), scan the active
|
||||
player's hand against name databases to infer the cast type.
|
||||
Priority: removal > ramp > draw > commander > creature (default)
|
||||
3. Fallback: PASS
|
||||
|
||||
Macro-actions (from ml.config.scope):
|
||||
0: CAST_CREATURE — Play a creature
|
||||
@@ -41,11 +46,6 @@ logger = logging.getLogger("ml.labeler")
|
||||
# Card Type Keyword Databases
|
||||
# ══════════════════════════════════════════════════════════
|
||||
|
||||
# Known removal spells (partial list — expanded from common Commander staples)
|
||||
REMOVAL_KEYWORDS = {
|
||||
"destroy", "exile", "sacrifice", "counter", "bounce", "return.*to.*hand",
|
||||
"-\\d+/-\\d+", "damage to", "fight", "deathtouch",
|
||||
}
|
||||
REMOVAL_CARD_NAMES = {
|
||||
"swords to plowshares", "path to exile", "beast within", "chaos warp",
|
||||
"counterspell", "swan song", "negate", "arcane denial", "doomblade",
|
||||
@@ -62,45 +62,52 @@ REMOVAL_CARD_NAMES = {
|
||||
"decree of pain", "in garruk's wake", "plague wind",
|
||||
"fire covenant", "imprisoned in the moon", "darksteel mutation",
|
||||
"kenrith's transformation", "song of the dryads",
|
||||
"abrade", "disenchant", "naturalize", "wear", "tear",
|
||||
"shattering spree", "shatter", "smash to smithereens",
|
||||
"lightning bolt", "lightning helix", "condemn", "oust",
|
||||
"pongify", "reality shift", "turn to frog", "polymorph",
|
||||
"boros charm", "utter end", "anguished unmaking", "mortify",
|
||||
"putrefy", "maelstrom pulse", "void rend", "render silent",
|
||||
"overwhelming denial", "test of talents", "dispel", "spell pierce",
|
||||
"flusterstorm", "mental misstep", "pact of negation",
|
||||
"opposition agent", "hullbreacher", "narset parter of veils",
|
||||
"grafdigger's cage", "rest in peace", "leyline of the void",
|
||||
"tormod's crypt", "relic of progenitus",
|
||||
}
|
||||
|
||||
# Known draw spells
|
||||
DRAW_KEYWORDS = {
|
||||
"draw", "scry", "look at the top", "reveal.*library",
|
||||
"search your library.*hand", "impulse", "brainstorm",
|
||||
}
|
||||
DRAW_CARD_NAMES = {
|
||||
"rhystic study", "mystic remora", "phyrexian arena", "sylvan library",
|
||||
"harmonize", "blue sun's zenith", "pull from tomorrow",
|
||||
"windfall", "wheel of fortune", "timetwister", "brainstorm",
|
||||
"ponder", "preordain", "opt", "consider", "treasure cruise",
|
||||
"dig through time", "fact or fiction", "nights whisper",
|
||||
"nights whisper", "sign in blood", "read the bones",
|
||||
"painful truths", "ambition's cost", "promise of power",
|
||||
"necropotence", "dark confidant", "toski bearer of secrets",
|
||||
"beast whisperer", "guardian project", "the great henge",
|
||||
"skullclamp", "esper sentinel", "archivist of oghma",
|
||||
"mind's eye", "consecrated sphinx", "ancient craving",
|
||||
"faithless looting", "cathartic reunion", "thrill of possibility",
|
||||
"jeska's will", "valakut awakening", "stinging study",
|
||||
"night's whisper", "notion thief", "tymna the weaver",
|
||||
"shamanic revelation", "rishkar's expertise", "return of the wildspeaker",
|
||||
"garruk's uprising", "elemental bond", "kindred discovery",
|
||||
"coastal piracy", "reconnaissance mission", "bident of thassa",
|
||||
"dig through time", "fact or fiction", "night's whisper",
|
||||
"sign in blood", "read the bones", "painful truths",
|
||||
"ambition's cost", "promise of power", "necropotence",
|
||||
"dark confidant", "toski bearer of secrets", "beast whisperer",
|
||||
"guardian project", "the great henge", "skullclamp",
|
||||
"esper sentinel", "archivist of oghma", "mind's eye",
|
||||
"consecrated sphinx", "ancient craving", "faithless looting",
|
||||
"cathartic reunion", "thrill of possibility", "jeska's will",
|
||||
"valakut awakening", "stinging study", "notion thief",
|
||||
"tymna the weaver", "shamanic revelation", "rishkar's expertise",
|
||||
"return of the wildspeaker", "garruk's uprising", "elemental bond",
|
||||
"kindred discovery", "coastal piracy", "reconnaissance mission",
|
||||
"bident of thassa", "distant melody", "slate of ancestry",
|
||||
"wheel of fate", "reforge the soul", "magus of the wheel",
|
||||
"river's rebuke", "prosperity", "intellectual offering",
|
||||
"peer into the abyss", "mind spring", "stroke of genius",
|
||||
"jace's ingenuity", "tidings", "concentrate", "divination",
|
||||
"inspiration", "counsel of the soratami", "accumulated knowledge",
|
||||
"predict", "pressure point", "quicken", "serum visions",
|
||||
"gitaxian probe", "mental note", "thought scour",
|
||||
}
|
||||
|
||||
# Known ramp cards
|
||||
RAMP_KEYWORDS = {
|
||||
"add {", "add one mana", "mana of any color",
|
||||
"land.*onto the battlefield", "search.*basic land.*battlefield",
|
||||
}
|
||||
RAMP_CARD_NAMES = {
|
||||
"sol ring", "mana crypt", "mana vault", "arcane signet",
|
||||
"commander's sphere", "chromatic lantern", "fellwar stone",
|
||||
"mind stone", "thought vessel", "thran dynamo", "worn powerstone",
|
||||
"gilded lotus", "hedron archive", "everflowing chalice",
|
||||
"coalition relic", "prismatic lens", "signets", # catch-all partial
|
||||
"talisman", # catch-all for talisman cycle
|
||||
"coalition relic", "prismatic lens",
|
||||
"cultivate", "kodama's reach", "rampant growth", "farseek",
|
||||
"nature's lore", "three visits", "skyshroud claim",
|
||||
"explosive vegetation", "migration path", "circuitous route",
|
||||
@@ -112,13 +119,144 @@ RAMP_CARD_NAMES = {
|
||||
"birds of paradise", "llanowar elves", "elvish mystic",
|
||||
"fyndhorn elves", "avacyn's pilgrim", "elves of deep shadow",
|
||||
"bloom tender", "priest of titania", "selvala heart of the wilds",
|
||||
"boreal druid", "green sun's zenith", "eternal witness",
|
||||
"reclamation sage", "mystic snake", "fierce empath",
|
||||
"signal the clans", "crop rotation", "harrow", "kodama's reach",
|
||||
"traverse the ulvenwald", "search for tomorrow", "primal growth",
|
||||
"land grant", "untamed wilds", "rangers path", "rangers' path",
|
||||
"nissa's pilgrimage", "forest grove", "grove of the burnwillows",
|
||||
"cabal stronghold", "urborg tomb of yawgmoth", "urborg, tomb of yawgmoth",
|
||||
"bojuka bog", "ghost quarter", "field of ruin", "strip mine",
|
||||
"wasteland", "tectonic edge", "dust bowl",
|
||||
"worn powerstone", "basalt monolith", "grim monolith",
|
||||
"mana geode", "darksteel ingot", "manalith", "opaline unicorn",
|
||||
"vessel of endless rest", "corrupted grafstone", "dreamstone hedron",
|
||||
"sisay's ring", "ur-golem's eye", "blinkmoth urn",
|
||||
"astral cornucopia", "druids' repository", "black market",
|
||||
"cryptolith rite", "earthcraft", "citanul hierophants",
|
||||
"zendikar resurgent", "mirari's wake", "mana reflection",
|
||||
"vorinclex voice of hunger", "vorinclex, voice of hunger",
|
||||
}
|
||||
|
||||
# Known creature-type indicators
|
||||
CREATURE_KEYWORDS = {
|
||||
"creature", "token", "enters the battlefield",
|
||||
# Partial-match prefixes (for cycles like Signets, Talismans)
|
||||
RAMP_PARTIAL_PREFIXES = {
|
||||
"talisman", "signet", "locket", "banner", "obelisk",
|
||||
"keyrune", "cluestone", "monolith", "medallion",
|
||||
}
|
||||
|
||||
DRAW_PARTIAL_PREFIXES = {
|
||||
"scroll", "tome", "journal",
|
||||
}
|
||||
|
||||
|
||||
# ══════════════════════════════════════════════════════════
|
||||
# Core classification helpers
|
||||
# ══════════════════════════════════════════════════════════
|
||||
|
||||
def _classify_card_name(name: str) -> Optional[MacroAction]:
|
||||
"""
|
||||
Classify a single card name into a MacroAction, or None if unknown.
|
||||
|
||||
Checks exact matches first, then partial prefix matches.
|
||||
Returns None for unrecognised cards (caller handles the default).
|
||||
"""
|
||||
n = name.lower().strip()
|
||||
if not n:
|
||||
return None
|
||||
|
||||
if n in REMOVAL_CARD_NAMES:
|
||||
return MacroAction.CAST_REMOVAL
|
||||
if n in DRAW_CARD_NAMES:
|
||||
return MacroAction.CAST_DRAW
|
||||
if n in RAMP_CARD_NAMES:
|
||||
return MacroAction.CAST_RAMP
|
||||
|
||||
# Partial prefix match for cycles (Talismans, Signets, etc.)
|
||||
for prefix in RAMP_PARTIAL_PREFIXES:
|
||||
if n.startswith(prefix):
|
||||
return MacroAction.CAST_RAMP
|
||||
for prefix in DRAW_PARTIAL_PREFIXES:
|
||||
if n.startswith(prefix):
|
||||
return MacroAction.CAST_DRAW
|
||||
|
||||
# Substring match (catches "Doom Blade" inside longer names etc.)
|
||||
for known in REMOVAL_CARD_NAMES:
|
||||
if known in n or n in known:
|
||||
return MacroAction.CAST_REMOVAL
|
||||
for known in DRAW_CARD_NAMES:
|
||||
if known in n or n in known:
|
||||
return MacroAction.CAST_DRAW
|
||||
for known in RAMP_CARD_NAMES:
|
||||
if known in n or n in known:
|
||||
return MacroAction.CAST_RAMP
|
||||
|
||||
return None # Unknown → caller defaults to CAST_CREATURE
|
||||
|
||||
|
||||
def _classify_from_hand(
|
||||
players: list,
|
||||
active_seat: int,
|
||||
commander_names: Optional[set] = None,
|
||||
) -> MacroAction:
|
||||
"""
|
||||
Infer the cast action type by scanning the active player's hand.
|
||||
|
||||
When action.card is absent (Forge omits it), the hand snapshot
|
||||
is the best available signal. We scan all hand cards and return
|
||||
the highest-priority match:
|
||||
|
||||
removal > ramp > draw > commander > creature (default)
|
||||
|
||||
Priority rationale: Forge's AI plays the highest-impact available
|
||||
action, so if any removal/ramp/draw spell is in hand during a cast
|
||||
decision, it's the most likely card played.
|
||||
"""
|
||||
if active_seat >= len(players):
|
||||
return MacroAction.CAST_CREATURE
|
||||
|
||||
hand: List[str] = players[active_seat].get("hand", [])
|
||||
command_zone: List[str] = players[active_seat].get("command_zone", [])
|
||||
|
||||
# Build commander name set from command_zone if not provided
|
||||
if commander_names is None:
|
||||
commander_names = {c.lower().strip() for c in command_zone if c}
|
||||
|
||||
found_removal = False
|
||||
found_ramp = False
|
||||
found_draw = False
|
||||
found_commander = False
|
||||
|
||||
for card in hand:
|
||||
card_lower = card.lower().strip()
|
||||
|
||||
# Commander check: hand card matches a command zone card
|
||||
if card_lower in commander_names:
|
||||
found_commander = True
|
||||
continue
|
||||
|
||||
result = _classify_card_name(card_lower)
|
||||
if result == MacroAction.CAST_REMOVAL:
|
||||
found_removal = True
|
||||
elif result == MacroAction.CAST_RAMP:
|
||||
found_ramp = True
|
||||
elif result == MacroAction.CAST_DRAW:
|
||||
found_draw = True
|
||||
|
||||
# Return highest-priority found
|
||||
if found_removal:
|
||||
return MacroAction.CAST_REMOVAL
|
||||
if found_ramp:
|
||||
return MacroAction.CAST_RAMP
|
||||
if found_draw:
|
||||
return MacroAction.CAST_DRAW
|
||||
if found_commander:
|
||||
return MacroAction.CAST_COMMANDER
|
||||
return MacroAction.CAST_CREATURE
|
||||
|
||||
|
||||
# ══════════════════════════════════════════════════════════
|
||||
# Main label_action entry point
|
||||
# ══════════════════════════════════════════════════════════
|
||||
|
||||
def label_action(decision: dict) -> int:
|
||||
"""
|
||||
@@ -133,74 +271,52 @@ def label_action(decision: dict) -> int:
|
||||
action = decision.get("action", {})
|
||||
action_type = action.get("type", "").lower()
|
||||
card_name = (action.get("card", "") or "").lower().strip()
|
||||
raw_line = (action.get("raw", "") or "").lower()
|
||||
|
||||
# ── Direct type matching ────────────────────────────
|
||||
players = decision.get("players", [])
|
||||
active_seat = decision.get("active_seat", 0)
|
||||
|
||||
# ── Unambiguous direct-type matches ──────────────────────
|
||||
|
||||
# Commander cast is unambiguous
|
||||
if action_type == "cast_commander":
|
||||
return ACTION_TO_IDX[MacroAction.CAST_COMMANDER]
|
||||
|
||||
# Attack is unambiguous
|
||||
if action_type == "attack":
|
||||
return ACTION_TO_IDX[MacroAction.ATTACK_OPPONENT]
|
||||
|
||||
# Land play → classify as CAST_RAMP (developing mana is ramp)
|
||||
# Land play → developing mana base = ramp
|
||||
if action_type == "land":
|
||||
return ACTION_TO_IDX[MacroAction.CAST_RAMP]
|
||||
|
||||
# Pass / hold mana
|
||||
# Pass / hold mana — check available mana to distinguish
|
||||
if action_type in ("pass", "hold"):
|
||||
# Check if player had mana open (from state)
|
||||
active_seat = decision.get("active_seat", 0)
|
||||
players = decision.get("players", [])
|
||||
if active_seat < len(players):
|
||||
mana = players[active_seat].get("mana", 0)
|
||||
if mana >= 2:
|
||||
return ACTION_TO_IDX[MacroAction.HOLD_MANA]
|
||||
return ACTION_TO_IDX[MacroAction.PASS]
|
||||
|
||||
# ── Cast actions: classify by card identity ─────────
|
||||
# ── Cast actions ──────────────────────────────────────
|
||||
|
||||
if action_type == "cast":
|
||||
# 1. Check known card name databases
|
||||
if card_name in REMOVAL_CARD_NAMES or _partial_match(card_name, REMOVAL_CARD_NAMES):
|
||||
return ACTION_TO_IDX[MacroAction.CAST_REMOVAL]
|
||||
# Path A: action.card is present — classify it directly
|
||||
if card_name:
|
||||
result = _classify_card_name(card_name)
|
||||
if result is not None:
|
||||
return ACTION_TO_IDX[result]
|
||||
# Unrecognised named card → default creature
|
||||
return ACTION_TO_IDX[MacroAction.CAST_CREATURE]
|
||||
|
||||
if card_name in DRAW_CARD_NAMES or _partial_match(card_name, DRAW_CARD_NAMES):
|
||||
return ACTION_TO_IDX[MacroAction.CAST_DRAW]
|
||||
# Path B: action.card absent (Forge omits it) — infer from hand
|
||||
inferred = _classify_from_hand(players, active_seat)
|
||||
return ACTION_TO_IDX[inferred]
|
||||
|
||||
if card_name in RAMP_CARD_NAMES or _partial_match(card_name, RAMP_CARD_NAMES):
|
||||
return ACTION_TO_IDX[MacroAction.CAST_RAMP]
|
||||
|
||||
# 2. Check raw log line for keyword patterns
|
||||
for keyword in REMOVAL_KEYWORDS:
|
||||
if re.search(keyword, raw_line):
|
||||
return ACTION_TO_IDX[MacroAction.CAST_REMOVAL]
|
||||
|
||||
for keyword in DRAW_KEYWORDS:
|
||||
if re.search(keyword, raw_line):
|
||||
return ACTION_TO_IDX[MacroAction.CAST_DRAW]
|
||||
|
||||
for keyword in RAMP_KEYWORDS:
|
||||
if re.search(keyword, raw_line):
|
||||
return ACTION_TO_IDX[MacroAction.CAST_RAMP]
|
||||
|
||||
# 3. Default: if it's a spell cast and not recognized, assume creature
|
||||
# (most casts in Commander are creatures or creature-adjacent)
|
||||
return ACTION_TO_IDX[MacroAction.CAST_CREATURE]
|
||||
|
||||
# ── Fallback ────────────────────────────────────────
|
||||
# ── Fallback ──────────────────────────────────────────
|
||||
return ACTION_TO_IDX[MacroAction.PASS]
|
||||
|
||||
|
||||
def _partial_match(name: str, name_set: set) -> bool:
|
||||
"""Check if card name partially matches any name in the set."""
|
||||
for known in name_set:
|
||||
if known in name or name in known:
|
||||
return True
|
||||
return False
|
||||
|
||||
# ══════════════════════════════════════════════════════════
|
||||
# File-level helpers
|
||||
# ══════════════════════════════════════════════════════════
|
||||
|
||||
def label_decisions_file(jsonl_path: str) -> Tuple[np.ndarray, List[dict]]:
|
||||
"""
|
||||
@@ -232,7 +348,11 @@ def label_decisions_file(jsonl_path: str) -> Tuple[np.ndarray, List[dict]]:
|
||||
|
||||
|
||||
def print_label_distribution(labels: np.ndarray) -> Dict[str, int]:
|
||||
"""Print and return the distribution of action labels."""
|
||||
"""Print and return the distribution of action labels.
|
||||
|
||||
Iterates MacroAction enum in index order so the display always
|
||||
matches ACTION_TO_IDX regardless of dict insertion order.
|
||||
"""
|
||||
dist = {}
|
||||
for action in MacroAction:
|
||||
idx = ACTION_TO_IDX[action]
|
||||
@@ -242,10 +362,11 @@ def print_label_distribution(labels: np.ndarray) -> Dict[str, int]:
|
||||
total = len(labels)
|
||||
logger.info(f"\n{'Action':<25} {'Count':>8} {'Pct':>8}")
|
||||
logger.info("─" * 43)
|
||||
# Sort descending by count for readability
|
||||
for action_name, count in sorted(dist.items(), key=lambda x: -x[1]):
|
||||
pct = (count / total * 100) if total > 0 else 0
|
||||
logger.info(f" {action_name:<23} {count:>8} {pct:>7.1f}%")
|
||||
logger.info(f"{'─' * 43}")
|
||||
logger.info("─" * 43)
|
||||
logger.info(f" {'TOTAL':<23} {total:>8}")
|
||||
|
||||
return dist
|
||||
+32
-17
@@ -6,8 +6,9 @@ Reads ML decision JSONL files, encodes states, labels actions,
|
||||
and produces a training-ready dataset saved as NPZ.
|
||||
|
||||
Phase 2: Source Awareness (Issue #66)
|
||||
- Scans both Forge sim files (ml-decisions-sim-*.jsonl) and
|
||||
PPO self-play files (ml-decisions-ppo-*.jsonl)
|
||||
- Scans Forge sim files (ml-decisions-sim-*.jsonl) → source "forge"
|
||||
- Scans PPO self-play (ml-decisions-ppo-*.jsonl) → source "ppo"
|
||||
- Scans DeepSeek files (ml-decisions-ds-*.jsonl) → source "ds"
|
||||
- Configurable source_weights for sampling ratios
|
||||
- min_reward_threshold filter for PPO data quality
|
||||
- Each sample tagged with source for downstream analysis
|
||||
@@ -21,7 +22,7 @@ Output NPZ structure:
|
||||
game_ids: object (N,) — game ID for each sample
|
||||
outcomes: object (N,) — game outcome per sample
|
||||
playstyles: object (N,) — deck archetype per sample
|
||||
sources: object (N,) — data source ("forge" or "ppo")
|
||||
sources: object (N,) — data source ("forge", "ppo", or "ds")
|
||||
"""
|
||||
|
||||
import argparse
|
||||
@@ -62,11 +63,11 @@ class DatasetConfig:
|
||||
embeddings_dir: Optional[str] = None
|
||||
max_samples: Optional[int] = None
|
||||
|
||||
# Source weights control sampling ratios between Forge and PPO data.
|
||||
# Default: Forge-only (ppo=0.0). Use MIXED_MODE_PRESETS from
|
||||
# ml.config.scope for blended configurations (e.g. 90/10, 80/20).
|
||||
# Source weights control sampling ratios between Forge, PPO, and DS data.
|
||||
# ds=4.0 oversamples the 8 DeepSeek files from ~5.8% → ~20% of effective
|
||||
# training tokens, matching their higher signal quality relative to sim data.
|
||||
source_weights: Dict[str, float] = field(
|
||||
default_factory=lambda: {"forge": 1.0, "ppo": 0.0}
|
||||
default_factory=lambda: {"forge": 1.0, "ppo": 0.0, "ds": 4.0}
|
||||
)
|
||||
|
||||
# Minimum reward threshold for PPO data — only include decisions
|
||||
@@ -81,12 +82,13 @@ class DatasetConfig:
|
||||
|
||||
def _discover_jsonl_files(results_dir: str) -> Dict[str, List[Path]]:
|
||||
"""
|
||||
Scan results directory for both Forge sim and PPO decision files.
|
||||
Scan results directory for Forge sim, PPO, and DeepSeek decision files.
|
||||
|
||||
Returns:
|
||||
Dict mapping source name to list of JSONL file paths.
|
||||
Keys: "forge" for ml-decisions-sim-*.jsonl
|
||||
"ppo" for ml-decisions-ppo-*.jsonl
|
||||
"ds" for ml-decisions-ds-*.jsonl
|
||||
"""
|
||||
results_path = Path(results_dir)
|
||||
sources = {}
|
||||
@@ -101,10 +103,16 @@ def _discover_jsonl_files(results_dir: str) -> Dict[str, List[Path]]:
|
||||
if ppo_files:
|
||||
sources["ppo"] = ppo_files
|
||||
|
||||
# Also pick up legacy files that don't have sim/ppo prefix
|
||||
# DeepSeek high-quality decisions (upweighted by default)
|
||||
ds_files = sorted(results_path.glob("ml-decisions-ds-*.jsonl"))
|
||||
if ds_files:
|
||||
sources["ds"] = ds_files
|
||||
|
||||
# Legacy files that don't match any known prefix — treat as forge
|
||||
known = set(forge_files + ppo_files + ds_files)
|
||||
legacy_files = sorted(
|
||||
f for f in results_path.glob("ml-decisions-*.jsonl")
|
||||
if f not in set(forge_files + ppo_files)
|
||||
if f not in known
|
||||
)
|
||||
if legacy_files:
|
||||
sources.setdefault("forge", []).extend(legacy_files)
|
||||
@@ -123,7 +131,7 @@ def _passes_reward_filter(
|
||||
) -> bool:
|
||||
"""
|
||||
Filter PPO decisions by reward threshold.
|
||||
Forge data always passes. PPO data must meet the threshold.
|
||||
Forge and DS data always passes. PPO data must meet the threshold.
|
||||
"""
|
||||
if source != "ppo":
|
||||
return True
|
||||
@@ -155,7 +163,7 @@ def _apply_source_weights(
|
||||
if weight <= 0:
|
||||
logger.info(" Skipping %d %s samples (weight=0)", len(samples), source)
|
||||
continue
|
||||
if weight >= 1.0 and weight == 1.0:
|
||||
if weight == 1.0:
|
||||
combined.extend(samples)
|
||||
elif weight < 1.0:
|
||||
# Subsample
|
||||
@@ -193,8 +201,9 @@ def build_dataset(
|
||||
Build complete training dataset from all ML decision files.
|
||||
|
||||
Phase 2 additions:
|
||||
- Scans both Forge and PPO JSONL files
|
||||
- Scans Forge, PPO, and DeepSeek (ds) JSONL files
|
||||
- Applies source_weights for configurable mixing
|
||||
(default: ds=4.0 to oversample high-quality DeepSeek decisions)
|
||||
- Filters PPO data by min_reward_threshold
|
||||
- Tags each sample with its source
|
||||
|
||||
@@ -202,14 +211,15 @@ def build_dataset(
|
||||
results_dir: Path to results/ directory containing JSONL files
|
||||
embeddings_dir: Path to embeddings/ directory (default: auto-detect)
|
||||
max_samples: Cap total samples (None = unlimited)
|
||||
source_weights: Dict of source → sampling weight (default: forge=1.0, ppo=0.5)
|
||||
source_weights: Dict of source → sampling weight
|
||||
(default: forge=1.0, ppo=0.0, ds=4.0)
|
||||
min_reward_threshold: Min episode_return for PPO data (default: 0.0)
|
||||
|
||||
Returns:
|
||||
Dict with keys: states, labels, game_ids, outcomes, playstyles, sources
|
||||
"""
|
||||
if source_weights is None:
|
||||
source_weights = {"forge": 1.0, "ppo": 0.0}
|
||||
source_weights = {"forge": 1.0, "ppo": 0.0, "ds": 4.0}
|
||||
|
||||
# Load card embeddings
|
||||
card_index = CardEmbeddingIndex(embeddings_dir)
|
||||
@@ -225,7 +235,7 @@ def build_dataset(
|
||||
|
||||
encoder = StateEncoder(card_index)
|
||||
|
||||
# --- Phase 2 Task 1: Discover files from both sources ---
|
||||
# --- Phase 2 Task 1: Discover files from all sources ---
|
||||
source_files = _discover_jsonl_files(results_dir)
|
||||
if not source_files:
|
||||
logger.error("No ML decision files found in %s", results_dir)
|
||||
@@ -503,7 +513,11 @@ def main():
|
||||
)
|
||||
parser.add_argument(
|
||||
"--ppo-weight", type=float, default=0.0,
|
||||
help="Sampling weight for PPO self-play data (default: 0.0, Forge-only)",
|
||||
help="Sampling weight for PPO self-play data (default: 0.0, disabled)",
|
||||
)
|
||||
parser.add_argument(
|
||||
"--ds-weight", type=float, default=4.0,
|
||||
help="Sampling weight for DeepSeek decision data (default: 4.0, ~20%% effective share)",
|
||||
)
|
||||
parser.add_argument(
|
||||
"--min-reward", type=float, default=0.0,
|
||||
@@ -515,6 +529,7 @@ def main():
|
||||
source_weights = {
|
||||
"forge": args.forge_weight,
|
||||
"ppo": args.ppo_weight,
|
||||
"ds": args.ds_weight,
|
||||
}
|
||||
|
||||
# Build dataset
|
||||
|
||||
@@ -167,6 +167,24 @@ class CardEmbeddingIndex:
|
||||
return self._loaded
|
||||
|
||||
|
||||
def _resolve_cmdr_dmg(raw) -> int:
|
||||
"""Collapse cmdr_dmg to a scalar integer regardless of source format.
|
||||
|
||||
Forge sends cmdr_dmg as a dict keyed by opponent seat string, e.g.
|
||||
{"0": 14, "2": 7}. _build_encoder_snapshot already sums this before
|
||||
passing to predict(), but the live Forge IPC path (and legacy JSONL)
|
||||
may send the raw dict. Summing all values is correct for Commander:
|
||||
the total commander damage received from all opponents is what matters
|
||||
for the life-loss threshold (21).
|
||||
"""
|
||||
if isinstance(raw, dict):
|
||||
return sum(int(v) for v in raw.values())
|
||||
try:
|
||||
return int(raw)
|
||||
except (TypeError, ValueError):
|
||||
return 0
|
||||
|
||||
|
||||
class StateEncoder:
|
||||
"""
|
||||
Encodes a decision snapshot JSON dict into a fixed-size numpy vector.
|
||||
@@ -241,6 +259,10 @@ class StateEncoder:
|
||||
Index 7 priority for total_power:
|
||||
1. p['total_power'] — real Forge value from Step 4 / _build_encoder_snapshot()
|
||||
2. p['creatures'] * 3 — legacy heuristic for old JSONL snapshots
|
||||
|
||||
cmdr_dmg is resolved via _resolve_cmdr_dmg() which handles both the
|
||||
live Forge format (dict keyed by opponent seat) and the pre-collapsed
|
||||
int from _build_encoder_snapshot / JSONL training snapshots.
|
||||
"""
|
||||
features = []
|
||||
|
||||
@@ -250,7 +272,8 @@ class StateEncoder:
|
||||
features.append(life / 40.0)
|
||||
|
||||
# idx 1: commander damage taken
|
||||
cmdr_dmg = p.get("cmdr_dmg", 0)
|
||||
# _resolve_cmdr_dmg handles dict (live Forge IPC) and int (JSONL/pre-collapsed)
|
||||
cmdr_dmg = _resolve_cmdr_dmg(p.get("cmdr_dmg", 0))
|
||||
features.append(cmdr_dmg / 21.0)
|
||||
|
||||
# idx 2: mana available
|
||||
|
||||
+48
-13
@@ -52,14 +52,44 @@ from ml.config.scope import (
|
||||
)
|
||||
from ml.encoder.state_encoder import CardEmbeddingIndex, StateEncoder
|
||||
|
||||
logger = logging.getLogger("ml.serving")
|
||||
# Unique logger name so log lines are attributable to this module specifically
|
||||
logger = logging.getLogger("ml.serving.policy_server")
|
||||
|
||||
|
||||
def _unwrap_logits(raw):
|
||||
"""
|
||||
Normalise whatever self.model() returns to a plain logits tensor.
|
||||
|
||||
PolicyNetwork.forward() returns a raw tensor, but the model may be
|
||||
wrapped (DataParallel, torch.compile) or accidentally swapped for
|
||||
PolicyValueNetwork whose forward_with_value() returns (logits, value).
|
||||
A dict return would cause 'dict / float' TypeError on the temperature
|
||||
division -- guard against all three cases here.
|
||||
"""
|
||||
if isinstance(raw, (tuple, list)):
|
||||
# (logits, value) from PolicyValueNetwork or similar
|
||||
return raw[0]
|
||||
if isinstance(raw, dict):
|
||||
# e.g. {"logits": tensor, "value": tensor}
|
||||
for key in ("logits", "policy", "action_logits"):
|
||||
if key in raw:
|
||||
return raw[key]
|
||||
# Fallback: grab the first tensor value in the dict
|
||||
for v in raw.values():
|
||||
if isinstance(v, torch.Tensor):
|
||||
return v
|
||||
raise TypeError(
|
||||
f"model() returned a dict with no recognisable logits key: {list(raw.keys())}"
|
||||
)
|
||||
# Plain tensor -- the normal case
|
||||
return raw
|
||||
|
||||
|
||||
class PolicyInferenceService:
|
||||
"""
|
||||
Loads a trained PolicyNetwork and provides action predictions.
|
||||
|
||||
Thread-safe — uses torch.no_grad() for inference.
|
||||
Thread-safe -- uses torch.no_grad() for inference.
|
||||
Designed to be embedded in lab_api.py or run standalone.
|
||||
"""
|
||||
|
||||
@@ -100,7 +130,7 @@ class PolicyInferenceService:
|
||||
"""
|
||||
if not TORCH_AVAILABLE:
|
||||
self._load_error = "PyTorch not installed"
|
||||
logger.error("PyTorch not installed — cannot serve policy")
|
||||
logger.error("PyTorch not installed -- cannot serve policy")
|
||||
return False
|
||||
|
||||
# 1. Load card embeddings
|
||||
@@ -146,7 +176,7 @@ class PolicyInferenceService:
|
||||
|
||||
except Exception as e:
|
||||
self._load_error = str(e)
|
||||
logger.error("Failed to load checkpoint: %s", e)
|
||||
logger.error("Failed to load checkpoint: %s", e, exc_info=True)
|
||||
return False
|
||||
|
||||
def reload(self, checkpoint_path: str = None) -> bool:
|
||||
@@ -178,7 +208,7 @@ class PolicyInferenceService:
|
||||
|
||||
except Exception as e:
|
||||
self._load_error = str(e)
|
||||
logger.error("Hot-reload failed: %s", e)
|
||||
logger.error("Hot-reload failed: %s", e, exc_info=True)
|
||||
return False
|
||||
|
||||
def predict(
|
||||
@@ -224,7 +254,10 @@ class PolicyInferenceService:
|
||||
|
||||
# Run inference
|
||||
with torch.no_grad():
|
||||
logits = self.model(state_tensor)
|
||||
raw_output = self.model(state_tensor)
|
||||
# Guard: unwrap tuple/dict returns (DataParallel, torch.compile,
|
||||
# or accidental PolicyValueNetwork swap) before any arithmetic.
|
||||
logits = _unwrap_logits(raw_output)
|
||||
|
||||
if greedy:
|
||||
action_idx = logits.argmax(dim=-1).item()
|
||||
@@ -254,7 +287,7 @@ class PolicyInferenceService:
|
||||
|
||||
except Exception as e:
|
||||
elapsed_ms = (time.time() - t_start) * 1000
|
||||
logger.error("Inference error: %s", e)
|
||||
logger.error("Inference error: %s", e, exc_info=True)
|
||||
return {
|
||||
"error": str(e),
|
||||
"inference_ms": round(elapsed_ms, 2),
|
||||
@@ -286,7 +319,9 @@ class PolicyInferenceService:
|
||||
|
||||
# Batch inference
|
||||
with torch.no_grad():
|
||||
logits = self.model(state_tensor)
|
||||
raw_output = self.model(state_tensor)
|
||||
# Same guard as predict() -- unwrap before softmax/argmax.
|
||||
logits = _unwrap_logits(raw_output)
|
||||
probs = torch.softmax(logits, dim=-1).cpu().numpy()
|
||||
|
||||
if greedy:
|
||||
@@ -312,7 +347,7 @@ class PolicyInferenceService:
|
||||
)
|
||||
|
||||
except Exception as e:
|
||||
logger.error("Batch inference error: %s", e)
|
||||
logger.error("Batch inference error: %s", e, exc_info=True)
|
||||
results = [{"error": str(e)}] * len(snapshots)
|
||||
|
||||
return results
|
||||
@@ -331,9 +366,9 @@ class PolicyInferenceService:
|
||||
}
|
||||
|
||||
|
||||
# ══════════════════════════════════════════════════════════
|
||||
# ==========================================================
|
||||
# Standalone FastAPI Server
|
||||
# ══════════════════════════════════════════════════════════
|
||||
# ==========================================================
|
||||
|
||||
def create_standalone_app():
|
||||
"""Create a standalone FastAPI app for the policy server."""
|
||||
@@ -341,7 +376,7 @@ def create_standalone_app():
|
||||
from pydantic import BaseModel
|
||||
|
||||
app = FastAPI(
|
||||
title="Commander AI Lab — Policy Server",
|
||||
title="Commander AI Lab -- Policy Server",
|
||||
description="Serves macro-action predictions from a trained policy network",
|
||||
version="1.0.0",
|
||||
)
|
||||
@@ -424,7 +459,7 @@ def main():
|
||||
import uvicorn
|
||||
|
||||
parser = argparse.ArgumentParser(
|
||||
description="Commander AI Lab — Policy Inference Server"
|
||||
description="Commander AI Lab -- Policy Inference Server"
|
||||
)
|
||||
parser.add_argument("--port", type=int, default=8090)
|
||||
parser.add_argument("--host", default="127.0.0.1")
|
||||
|
||||
@@ -34,6 +34,7 @@ from ml.training.reward import (
|
||||
compute_intermediate_reward,
|
||||
compute_terminal_reward,
|
||||
)
|
||||
from ml.training.decision_exporter import DecisionExporter, ExporterConfig
|
||||
|
||||
logger = logging.getLogger("ml.forge_episode_generator")
|
||||
|
||||
@@ -51,6 +52,8 @@ class ForgeTransition:
|
||||
log_prob: float
|
||||
value: float
|
||||
done: bool
|
||||
# Raw snapshot retained so the exporter can reconstruct game-state context
|
||||
snapshot: Optional[Dict[str, Any]] = None
|
||||
|
||||
|
||||
@dataclass
|
||||
@@ -61,6 +64,8 @@ class ForgeEpisode:
|
||||
winner: Optional[int] = None
|
||||
total_turns: int = 0
|
||||
deck_names: List[str] = field(default_factory=list)
|
||||
agent_seat: int = 0
|
||||
playstyle: str = "midrange"
|
||||
|
||||
@property
|
||||
def length(self) -> int:
|
||||
@@ -70,6 +75,10 @@ class ForgeEpisode:
|
||||
def total_reward(self) -> float:
|
||||
return sum(t.reward for t in self.transitions)
|
||||
|
||||
@property
|
||||
def won(self) -> bool:
|
||||
return self.winner == self.agent_seat
|
||||
|
||||
|
||||
# ══════════════════════════════════════════════════════════
|
||||
# JSONL Parser — reads Forge ML decision snapshots
|
||||
@@ -95,9 +104,44 @@ def parse_forge_jsonl(path: Path) -> List[Dict[str, Any]]:
|
||||
return snapshots
|
||||
|
||||
|
||||
def _make_minimal_state(snap: Dict[str, Any]) -> Dict[str, Any]:
|
||||
"""Build a minimal prev/curr state dict from a Forge snapshot.
|
||||
|
||||
compute_intermediate_reward() expects a dict with a 'players' list
|
||||
where each player has 'life_total', 'cards_in_hand',
|
||||
'creatures_on_battlefield', etc. Forge snapshots carry a 'players'
|
||||
array directly; we forward it as-is and fall back to scalar fields
|
||||
when the array is absent.
|
||||
"""
|
||||
if "players" in snap:
|
||||
return {"players": snap["players"]}
|
||||
|
||||
# Fallback: reconstruct a two-player view from flat snapshot fields
|
||||
agent_seat = snap.get("active_seat", 0)
|
||||
opp_seat = 1 - agent_seat
|
||||
players = [None, None]
|
||||
|
||||
def _player(life_key: str, hand_key: str, creatures_key: str) -> Dict:
|
||||
return {
|
||||
"life_total": snap.get(life_key, 40),
|
||||
"cards_in_hand": snap.get(hand_key, 0),
|
||||
"creatures_on_battlefield": snap.get(creatures_key, 0),
|
||||
"cards_in_graveyard": 0,
|
||||
"mana_available": snap.get("mana_available", 0),
|
||||
"commander_damage_taken": 0,
|
||||
"total_power_on_board": 0,
|
||||
}
|
||||
|
||||
players[agent_seat] = _player("agent_life", "agent_hand_size", "agent_creatures")
|
||||
players[opp_seat] = _player("opp_life", "opp_hand_size", "opp_creatures")
|
||||
return {"players": players}
|
||||
|
||||
|
||||
def snapshots_to_episode(
|
||||
snapshots: List[Dict[str, Any]],
|
||||
reward_config: Optional[RewardConfig] = None,
|
||||
agent_seat: int = 0,
|
||||
playstyle: str = "midrange",
|
||||
) -> ForgeEpisode:
|
||||
"""Convert a sequence of Forge snapshots into a ForgeEpisode.
|
||||
|
||||
@@ -111,6 +155,8 @@ def snapshots_to_episode(
|
||||
episode = ForgeEpisode(
|
||||
game_id=first.get("game_id", "unknown"),
|
||||
deck_names=first.get("deck_names", []),
|
||||
agent_seat=agent_seat,
|
||||
playstyle=playstyle,
|
||||
)
|
||||
|
||||
rc = reward_config or RewardConfig()
|
||||
@@ -130,20 +176,26 @@ def snapshots_to_episode(
|
||||
except (ValueError, KeyError):
|
||||
action_idx = ACTION_TO_IDX[MacroAction.PASS]
|
||||
|
||||
# Reward
|
||||
# Reward — use correct reward.py signatures
|
||||
is_done = i == len(snapshots) - 1
|
||||
if is_done and "outcome" in snap:
|
||||
outcome = snap["outcome"]
|
||||
reward = compute_terminal_reward(
|
||||
won=snap["outcome"].get("won", False),
|
||||
turns=snap.get("turn", 1),
|
||||
life_remaining=snap["outcome"].get("life_remaining", 0),
|
||||
won=outcome.get("won", False),
|
||||
draw=outcome.get("draw", False),
|
||||
timeout=outcome.get("timeout", False),
|
||||
config=rc,
|
||||
)
|
||||
else:
|
||||
# Build minimal prev/curr dicts for intermediate reward
|
||||
prev_snap = snapshots[i - 1] if i > 0 else snap
|
||||
prev_state = _make_minimal_state(prev_snap)
|
||||
curr_state = _make_minimal_state(snap)
|
||||
reward = compute_intermediate_reward(
|
||||
life_delta=snap.get("life_delta", 0),
|
||||
cards_drawn=snap.get("cards_drawn", 0),
|
||||
creatures_played=snap.get("creatures_played", 0),
|
||||
prev_state=prev_state,
|
||||
curr_state=curr_state,
|
||||
action_taken=action_label,
|
||||
agent_seat=agent_seat,
|
||||
config=rc,
|
||||
)
|
||||
|
||||
@@ -154,6 +206,7 @@ def snapshots_to_episode(
|
||||
log_prob=snap.get("log_prob", 0.0),
|
||||
value=snap.get("value", 0.0),
|
||||
done=is_done,
|
||||
snapshot=snap,
|
||||
))
|
||||
|
||||
episode.total_turns = snapshots[-1].get("turn", len(snapshots))
|
||||
@@ -163,6 +216,61 @@ def snapshots_to_episode(
|
||||
return episode
|
||||
|
||||
|
||||
# ══════════════════════════════════════════════════════════
|
||||
# DecisionExporter adapter for Forge episodes
|
||||
# ══════════════════════════════════════════════════════════
|
||||
|
||||
def _export_forge_episode(episode: ForgeEpisode, exporter: DecisionExporter) -> None:
|
||||
"""Feed a completed ForgeEpisode into the DecisionExporter.
|
||||
|
||||
Translates each ForgeTransition back into the game_state_snapshot
|
||||
format expected by DecisionExporter.record_step(), then finalises
|
||||
the episode so the exporter can apply its win/length gates.
|
||||
|
||||
The raw snapshot stored on each ForgeTransition is used directly
|
||||
when available; otherwise a minimal dict is synthesised from the
|
||||
transition's action index and reward so the schema is always valid.
|
||||
"""
|
||||
exporter.begin_episode(
|
||||
agent_seat=episode.agent_seat,
|
||||
playstyle=episode.playstyle,
|
||||
)
|
||||
|
||||
for t in episode.transitions:
|
||||
if t.snapshot is not None:
|
||||
game_state = _make_minimal_state(t.snapshot)
|
||||
# Carry through turn/phase/active_seat if present
|
||||
game_state["turn"] = t.snapshot.get("turn", 1)
|
||||
game_state["phase"] = t.snapshot.get("phase", "main_1")
|
||||
game_state["active_seat"] = t.snapshot.get("active_seat", episode.agent_seat)
|
||||
else:
|
||||
# Minimal fallback — exporter only needs players list for schema
|
||||
game_state = {
|
||||
"turn": 1,
|
||||
"phase": "main_1",
|
||||
"active_seat": episode.agent_seat,
|
||||
"players": [
|
||||
{"life_total": 40, "cards_in_hand": 0, "creatures_on_battlefield": 0,
|
||||
"cards_in_graveyard": 0, "mana_available": 0,
|
||||
"commander_damage_taken": 0, "total_power_on_board": 0, "commander_tax": 0},
|
||||
{"life_total": 40, "cards_in_hand": 0, "creatures_on_battlefield": 0,
|
||||
"cards_in_graveyard": 0, "mana_available": 0,
|
||||
"commander_damage_taken": 0, "total_power_on_board": 0, "commander_tax": 0},
|
||||
],
|
||||
}
|
||||
|
||||
exporter.record_step(
|
||||
game_state_snapshot=game_state,
|
||||
action_idx=t.action,
|
||||
reward=t.reward,
|
||||
)
|
||||
|
||||
exporter.end_episode(
|
||||
won=episode.won,
|
||||
episode_return=episode.total_reward,
|
||||
)
|
||||
|
||||
|
||||
# ══════════════════════════════════════════════════════════
|
||||
# Async Episode Queue (producer-consumer)
|
||||
# ══════════════════════════════════════════════════════════
|
||||
@@ -271,6 +379,7 @@ async def ppo_consumer(
|
||||
queue: ForgeEpisodeQueue,
|
||||
buffer_size: int = 64,
|
||||
on_batch_ready=None,
|
||||
exporter: Optional[DecisionExporter] = None,
|
||||
) -> int:
|
||||
"""Consumer coroutine: pulls episodes from the queue and batches
|
||||
them for PPO training updates.
|
||||
@@ -279,6 +388,11 @@ async def ppo_consumer(
|
||||
queue: ForgeEpisodeQueue to consume from
|
||||
buffer_size: number of episodes per training batch
|
||||
on_batch_ready: callback(episodes) when a batch is full
|
||||
exporter: Optional DecisionExporter — when provided, every
|
||||
consumed episode is fed into the exporter so winning
|
||||
Forge games accumulate in the distillation JSONL pool.
|
||||
Call exporter.flush() after the pipeline completes to
|
||||
write the JSONL file.
|
||||
|
||||
Returns total episodes consumed.
|
||||
"""
|
||||
@@ -292,6 +406,14 @@ async def ppo_consumer(
|
||||
break
|
||||
continue
|
||||
|
||||
# Feed into distillation exporter (win-gate applied inside exporter)
|
||||
if exporter is not None:
|
||||
try:
|
||||
_export_forge_episode(episode, exporter)
|
||||
except Exception as exc:
|
||||
logger.warning("[CONSUMER] Exporter error for episode %s: %s",
|
||||
episode.game_id, exc)
|
||||
|
||||
batch.append(episode)
|
||||
total_consumed += 1
|
||||
|
||||
@@ -322,12 +444,24 @@ async def run_forge_pipeline(
|
||||
max_queue: int = 256,
|
||||
on_batch_ready=None,
|
||||
reward_config: Optional[RewardConfig] = None,
|
||||
) -> Dict[str, int]:
|
||||
exporter: Optional[DecisionExporter] = None,
|
||||
) -> Dict[str, Any]:
|
||||
"""Run the full Forge producer → PPO consumer pipeline.
|
||||
|
||||
The Forge Java batch must be started separately (via forge_runner.py
|
||||
or MultiThreadBatchRunner). This function handles the Python side:
|
||||
reading JSONL output and feeding episodes into the PPO trainer.
|
||||
|
||||
If an exporter is provided, winning Forge episodes are recorded and
|
||||
flushed to a PPO JSONL file at the end of the pipeline run. The
|
||||
output path is returned in the stats dict under "exporter_file".
|
||||
|
||||
Example::
|
||||
|
||||
from ml.training.decision_exporter import DecisionExporter, ExporterConfig
|
||||
exporter = DecisionExporter(ExporterConfig(model_version="gen-1"))
|
||||
stats = await run_forge_pipeline(num_games=128, exporter=exporter)
|
||||
print(stats["exporter_file"]) # data/results/ml-decisions-ppo-<id>.jsonl
|
||||
"""
|
||||
queue = ForgeEpisodeQueue(max_size=max_queue)
|
||||
|
||||
@@ -336,16 +470,25 @@ async def run_forge_pipeline(
|
||||
reward_config=reward_config)
|
||||
)
|
||||
consumer_task = asyncio.create_task(
|
||||
ppo_consumer(queue, buffer_size, on_batch_ready)
|
||||
ppo_consumer(queue, buffer_size, on_batch_ready, exporter=exporter)
|
||||
)
|
||||
|
||||
produced = await producer_task
|
||||
queue.close()
|
||||
consumed = await consumer_task
|
||||
|
||||
stats = {
|
||||
# Flush exporter to disk and capture output path
|
||||
exporter_file = None
|
||||
if exporter is not None:
|
||||
exporter_file = exporter.flush()
|
||||
if exporter_file:
|
||||
logger.info("[PIPELINE] Distillation export: %s stats=%s",
|
||||
exporter_file, exporter.stats)
|
||||
|
||||
stats: Dict[str, Any] = {
|
||||
"produced": produced,
|
||||
"consumed": consumed,
|
||||
"exporter_file": exporter_file,
|
||||
**queue.stats,
|
||||
}
|
||||
logger.info("[PIPELINE] Complete: %s", stats)
|
||||
|
||||
@@ -1,4 +0,0 @@
|
||||
unzip mtg-commander-lan.zip
|
||||
cd mtg-commander-lan
|
||||
npm install
|
||||
node server.js
|
||||
Generated
-6
@@ -1,6 +0,0 @@
|
||||
{
|
||||
"name": "MTG Commander (HTML)",
|
||||
"lockfileVersion": 3,
|
||||
"requires": true,
|
||||
"packages": {}
|
||||
}
|
||||
+209
-65
@@ -1,11 +1,29 @@
|
||||
"""Live game session routes.
|
||||
|
||||
Endpoints:
|
||||
POST /api/game/start — create a new live game session (called by LobbySetupModal)
|
||||
POST /api/game/action — submit a human player action (called by HumanActionBar)
|
||||
POST /api/game/start -- create and launch a live Forge game session
|
||||
POST /api/game/action -- submit a human player action (called by HumanActionBar)
|
||||
GET /api/game/{game_id}/status -- poll session status and last known game state
|
||||
GET /api/game/{game_id}/actions -- Forge IPC: drain pending human actions
|
||||
GET /api/game/sessions -- list active sessions (debug)
|
||||
|
||||
Forge IPC flow
|
||||
--------------
|
||||
1. POST /api/game/start
|
||||
- Validates seats, resolves deck names
|
||||
- Picks a playstyle per AI seat from seat_type (e.g. "AI Aggro" -> "aggro")
|
||||
- Calls run_batch_subprocess(num_games=1, use_learned_policy=True, ...)
|
||||
which builds the Java command with --policy <style> --policyServer http://localhost:8080
|
||||
and spawns the Forge JAR in a background thread
|
||||
- Returns game_id + ws_url immediately (non-blocking)
|
||||
2. Forge JAR (once launched) calls POST /api/policy/decide on every AI decision
|
||||
3. Human actions are queued via POST /api/game/action and drained by
|
||||
GET /api/game/{game_id}/actions (polled by the Forge IPC loop inside the JAR)
|
||||
4. GET /api/game/{game_id}/status returns live log tail + completion state
|
||||
"""
|
||||
from __future__ import annotations
|
||||
|
||||
import asyncio
|
||||
import logging
|
||||
import uuid
|
||||
from typing import List, Optional
|
||||
@@ -13,14 +31,39 @@ from typing import List, Optional
|
||||
from fastapi import APIRouter, HTTPException
|
||||
from pydantic import BaseModel, Field
|
||||
|
||||
from models.state import BatchState
|
||||
from services.forge_runner import run_batch_subprocess
|
||||
|
||||
log = logging.getLogger("routes.game")
|
||||
|
||||
router = APIRouter(tags=["game"])
|
||||
|
||||
# ---------------------------------------------------------------------------
|
||||
# Playstyle mapping: seat_type string -> policy playstyle token
|
||||
# ---------------------------------------------------------------------------
|
||||
|
||||
# ───────────────────────────────────────────────────────────────
|
||||
_PLAYSTYLE_MAP: dict[str, str] = {
|
||||
"ai aggro": "aggro",
|
||||
"ai control": "control",
|
||||
"ai combo": "combo",
|
||||
"ai political": "political",
|
||||
"ai midrange": "midrange",
|
||||
"ai": "midrange", # bare "AI" seat -> midrange default
|
||||
"human": None, # human seats skipped for policy
|
||||
}
|
||||
|
||||
|
||||
def _seat_playstyle(seat_type: str) -> Optional[str]:
|
||||
"""Map a SeatConfig.seat_type string to a policy playstyle token.
|
||||
|
||||
Returns None for human seats (no policy needed).
|
||||
"""
|
||||
return _PLAYSTYLE_MAP.get(seat_type.lower().strip(), "midrange")
|
||||
|
||||
|
||||
# ---------------------------------------------------------------------------
|
||||
# Request / Response models
|
||||
# ───────────────────────────────────────────────────────────────
|
||||
# ---------------------------------------------------------------------------
|
||||
|
||||
class SeatConfig(BaseModel):
|
||||
seat_index: int = 0
|
||||
@@ -31,12 +74,16 @@ class SeatConfig(BaseModel):
|
||||
|
||||
class StartGameRequest(BaseModel):
|
||||
seats: List[SeatConfig] = Field(default_factory=list)
|
||||
clock: int = Field(default=6000, description="Per-game wall-clock limit in seconds (0 = unlimited)")
|
||||
use_learned_policy: bool = Field(default=True, description="Route AI decisions through /api/policy/decide")
|
||||
policy_greedy: bool = Field(default=False, description="Use greedy (argmax) action selection instead of sampling")
|
||||
|
||||
|
||||
class StartGameResponse(BaseModel):
|
||||
game_id: str
|
||||
status: str = "started"
|
||||
ws_url: str
|
||||
policy_enabled: bool = False
|
||||
|
||||
|
||||
class GameActionRequest(BaseModel):
|
||||
@@ -54,73 +101,139 @@ class GameActionResponse(BaseModel):
|
||||
action: str
|
||||
|
||||
|
||||
# ───────────────────────────────────────────────────────────────
|
||||
# In-memory session store (replace with DB / Redis for persistence)
|
||||
# ───────────────────────────────────────────────────────────────
|
||||
# ---------------------------------------------------------------------------
|
||||
# In-memory session store
|
||||
# ---------------------------------------------------------------------------
|
||||
|
||||
# { game_id: { "seats": [...], "status": "active" | "ended", "pending_actions": [...] } }
|
||||
# { game_id: { "seats": [...], "status": "active"|"ended"|"error",
|
||||
# "batch_state": BatchState|None, "pending_actions": [...] } }
|
||||
_sessions: dict[str, dict] = {}
|
||||
|
||||
|
||||
# ───────────────────────────────────────────────────────────────
|
||||
# ---------------------------------------------------------------------------
|
||||
# POST /api/game/start
|
||||
# ───────────────────────────────────────────────────────────────
|
||||
# ---------------------------------------------------------------------------
|
||||
|
||||
@router.post("/api/game/start", response_model=StartGameResponse)
|
||||
async def start_game(req: StartGameRequest):
|
||||
"""Create a new live game session.
|
||||
"""Create and launch a live Forge game session.
|
||||
|
||||
Called by Unity's LobbySetupModal after the player configures seats.
|
||||
Returns a game_id that Unity uses to connect to the WebSocket at
|
||||
/ws/game/{game_id}.
|
||||
Resolves deck names from the seat config, launches the Forge JAR
|
||||
as a background subprocess with --policy routing enabled (unless
|
||||
use_learned_policy=False), and returns a game_id immediately.
|
||||
|
||||
TODO: Wire Forge engine launch here once the IPC layer is ready.
|
||||
For now, creates a session record and returns the game_id so Unity
|
||||
can connect and receive state pushes from the Forge IPC client.
|
||||
The Forge JAR will begin calling POST /api/policy/decide for every
|
||||
AI seat decision as soon as it is up. Human actions are queued via
|
||||
POST /api/game/action and polled by the JAR via GET /api/game/{id}/actions.
|
||||
"""
|
||||
if not req.seats:
|
||||
raise HTTPException(status_code=400, detail="At least one seat is required.")
|
||||
|
||||
# Collect deck names from seats that have one, preserving seat order.
|
||||
decks = [s.deck_name for s in req.seats if s.deck_name.strip()]
|
||||
if not decks:
|
||||
raise HTTPException(status_code=400, detail="At least one seat must have a deck_name.")
|
||||
|
||||
# Determine playstyle from the first AI seat (the JAR uses a single global
|
||||
# playstyle for its --policy flag; per-seat styles are a future extension).
|
||||
policy_style = "midrange"
|
||||
for seat in req.seats:
|
||||
ps = _seat_playstyle(seat.seat_type)
|
||||
if ps is not None: # skip human seats
|
||||
policy_style = ps
|
||||
break
|
||||
|
||||
game_id = uuid.uuid4().hex
|
||||
|
||||
# Build a BatchState so the forge_runner watchdog and progress tracking
|
||||
# work the same way they do for overnight batch runs.
|
||||
state = BatchState(batch_id=game_id)
|
||||
|
||||
_sessions[game_id] = {
|
||||
"game_id": game_id,
|
||||
"seats": [s.dict() for s in req.seats],
|
||||
"status": "active",
|
||||
"game_id": game_id,
|
||||
"seats": [s.dict() for s in req.seats],
|
||||
"status": "active",
|
||||
"pending_actions": [],
|
||||
"batch_state": state,
|
||||
}
|
||||
|
||||
log.info(
|
||||
"Game session created: game_id=%s seats=%d",
|
||||
game_id,
|
||||
len(req.seats),
|
||||
"Game session created: game_id=%s seats=%d decks=%s policy=%s greedy=%s",
|
||||
game_id, len(req.seats), decks, policy_style if req.use_learned_policy else "off",
|
||||
req.policy_greedy,
|
||||
)
|
||||
|
||||
# Launch Forge subprocess in the background (non-blocking).
|
||||
# num_games=1 -> single live game, threads=1, no seed.
|
||||
# clock is passed through from the request (default 6000s for live play).
|
||||
asyncio.create_task(
|
||||
_run_and_finalize(
|
||||
game_id=game_id,
|
||||
state=state,
|
||||
decks=decks,
|
||||
clock=req.clock,
|
||||
use_learned_policy=req.use_learned_policy,
|
||||
policy_style=policy_style,
|
||||
policy_greedy=req.policy_greedy,
|
||||
)
|
||||
)
|
||||
|
||||
return StartGameResponse(
|
||||
game_id=game_id,
|
||||
status="started",
|
||||
ws_url=f"/ws/game/{game_id}",
|
||||
policy_enabled=req.use_learned_policy,
|
||||
)
|
||||
|
||||
|
||||
# ───────────────────────────────────────────────────────────────
|
||||
async def _run_and_finalize(
|
||||
game_id: str,
|
||||
state: BatchState,
|
||||
decks: list,
|
||||
clock: int,
|
||||
use_learned_policy: bool,
|
||||
policy_style: str,
|
||||
policy_greedy: bool,
|
||||
):
|
||||
"""Background task: run Forge subprocess then mark session ended."""
|
||||
try:
|
||||
await run_batch_subprocess(
|
||||
state=state,
|
||||
decks=decks,
|
||||
num_games=1,
|
||||
threads=1,
|
||||
seed=None,
|
||||
clock=clock,
|
||||
output_path=f"results/live-{game_id}.json",
|
||||
use_learned_policy=use_learned_policy,
|
||||
policy_style=policy_style,
|
||||
policy_greedy=policy_greedy,
|
||||
)
|
||||
except Exception as exc:
|
||||
log.error("Game %s subprocess error: %s", game_id, exc)
|
||||
if game_id in _sessions:
|
||||
_sessions[game_id]["status"] = "error"
|
||||
return
|
||||
|
||||
if game_id in _sessions:
|
||||
_sessions[game_id]["status"] = "ended" if not state.error else "error"
|
||||
log.info(
|
||||
"Game %s finished: status=%s error=%s",
|
||||
game_id, _sessions[game_id]["status"], state.error or "none",
|
||||
)
|
||||
|
||||
|
||||
# ---------------------------------------------------------------------------
|
||||
# POST /api/game/action
|
||||
# ───────────────────────────────────────────────────────────────
|
||||
# ---------------------------------------------------------------------------
|
||||
|
||||
@router.post("/api/game/action", response_model=GameActionResponse)
|
||||
async def game_action(req: GameActionRequest):
|
||||
"""Submit a human player action during a live game.
|
||||
|
||||
Called by Unity's HumanActionBar when seat 0 (human) has priority.
|
||||
The action is queued in the session's pending_actions list, where
|
||||
the Forge IPC polling loop will pick it up.
|
||||
|
||||
Valid actions:
|
||||
pass_priority — pass priority to the next player
|
||||
end_turn — end the current turn
|
||||
declare_attackers — declare attacking creatures
|
||||
declare_blockers — declare blocking creatures
|
||||
select_target — select a target (requires target_id)
|
||||
Called by Unity's HumanActionBar when the human seat has priority.
|
||||
The action is queued in the session; the Forge IPC polling loop
|
||||
drains it via GET /api/game/{game_id}/actions.
|
||||
"""
|
||||
valid_actions = {
|
||||
"pass_priority", "end_turn",
|
||||
@@ -142,47 +255,73 @@ async def game_action(req: GameActionRequest):
|
||||
|
||||
session = _sessions.get(req.game_id)
|
||||
if session is None:
|
||||
raise HTTPException(
|
||||
status_code=404,
|
||||
detail=f"Game session '{req.game_id}' not found.",
|
||||
)
|
||||
raise HTTPException(status_code=404, detail=f"Game session '{req.game_id}' not found.")
|
||||
|
||||
if session["status"] != "active":
|
||||
raise HTTPException(
|
||||
status_code=409,
|
||||
detail=f"Game session '{req.game_id}' is not active (status={session['status']}).",
|
||||
detail=f"Game '{req.game_id}' is not active (status={session['status']}).",
|
||||
)
|
||||
|
||||
action_record = {
|
||||
"seat": req.seat,
|
||||
"action": req.action,
|
||||
session["pending_actions"].append({
|
||||
"seat": req.seat,
|
||||
"action": req.action,
|
||||
"target_id": req.target_id,
|
||||
"extra": req.extra,
|
||||
"extra": req.extra,
|
||||
})
|
||||
|
||||
log.info("Action queued: game_id=%s seat=%d action=%s", req.game_id, req.seat, req.action)
|
||||
|
||||
return GameActionResponse(status="ok", game_id=req.game_id, action=req.action)
|
||||
|
||||
|
||||
# ---------------------------------------------------------------------------
|
||||
# GET /api/game/{game_id}/status
|
||||
# ---------------------------------------------------------------------------
|
||||
|
||||
@router.get("/api/game/{game_id}/status")
|
||||
async def game_status(game_id: str):
|
||||
"""Return live status, log tail, and completion info for a game session.
|
||||
|
||||
Useful for polling from the frontend or a test script to track
|
||||
whether Forge has finished launching and started calling /decide.
|
||||
"""
|
||||
session = _sessions.get(game_id)
|
||||
if session is None:
|
||||
raise HTTPException(status_code=404, detail=f"Game session '{game_id}' not found.")
|
||||
|
||||
state: Optional[BatchState] = session.get("batch_state")
|
||||
log_tail = []
|
||||
completed = 0
|
||||
total = 1
|
||||
error = None
|
||||
|
||||
if state:
|
||||
log_tail = state.log_lines[-20:] # last 20 lines
|
||||
completed = state.completed_games
|
||||
total = max(state.total_games, 1)
|
||||
error = state.error
|
||||
|
||||
return {
|
||||
"game_id": game_id,
|
||||
"status": session["status"],
|
||||
"seats": session["seats"],
|
||||
"progress": {"completed": completed, "total": total},
|
||||
"log_tail": log_tail,
|
||||
"error": error,
|
||||
"pending_actions": len(session["pending_actions"]),
|
||||
}
|
||||
session["pending_actions"].append(action_record)
|
||||
|
||||
log.info(
|
||||
"Action queued: game_id=%s seat=%d action=%s",
|
||||
req.game_id, req.seat, req.action,
|
||||
)
|
||||
|
||||
return GameActionResponse(
|
||||
status="ok",
|
||||
game_id=req.game_id,
|
||||
action=req.action,
|
||||
)
|
||||
|
||||
|
||||
# ───────────────────────────────────────────────────────────────
|
||||
# GET /api/game/{game_id}/actions (Forge IPC polling endpoint)
|
||||
# ───────────────────────────────────────────────────────────────
|
||||
# ---------------------------------------------------------------------------
|
||||
# GET /api/game/{game_id}/actions (Forge IPC polling)
|
||||
# ---------------------------------------------------------------------------
|
||||
|
||||
@router.get("/api/game/{game_id}/actions")
|
||||
async def poll_actions(game_id: str):
|
||||
"""Drain and return all pending human actions for a game session.
|
||||
"""Drain and return all pending human actions (consume-once).
|
||||
|
||||
Called by the Forge IPC polling loop to consume human player decisions.
|
||||
Clears the queue on each call (consume-once semantics).
|
||||
"""
|
||||
session = _sessions.get(game_id)
|
||||
if session is None:
|
||||
@@ -193,17 +332,22 @@ async def poll_actions(game_id: str):
|
||||
return {"game_id": game_id, "actions": actions}
|
||||
|
||||
|
||||
# ───────────────────────────────────────────────────────────────
|
||||
# ---------------------------------------------------------------------------
|
||||
# GET /api/game/sessions (debug)
|
||||
# ───────────────────────────────────────────────────────────────
|
||||
# ---------------------------------------------------------------------------
|
||||
|
||||
@router.get("/api/game/sessions")
|
||||
async def list_sessions():
|
||||
"""List active game sessions (debug endpoint)."""
|
||||
"""List all tracked game sessions (debug)."""
|
||||
return {
|
||||
"count": len(_sessions),
|
||||
"sessions": [
|
||||
{"game_id": gid, "status": s["status"], "seats": len(s["seats"])}
|
||||
{
|
||||
"game_id": gid,
|
||||
"status": s["status"],
|
||||
"seats": len(s["seats"]),
|
||||
"pending": len(s["pending_actions"]),
|
||||
}
|
||||
for gid, s in _sessions.items()
|
||||
],
|
||||
}
|
||||
@@ -14,6 +14,8 @@ Batch simulation & lab management endpoints:
|
||||
GET /api/lab/trends/{deck_name}
|
||||
GET /api/lab/log
|
||||
GET /api/lab/debug-log
|
||||
GET /api/lab/precons
|
||||
GET /api/lab/precons/deck
|
||||
"""
|
||||
from __future__ import annotations
|
||||
|
||||
@@ -468,6 +470,73 @@ async def get_debug_log():
|
||||
return {"path": None, "content": "No debug log found. Run a simulation first."}
|
||||
|
||||
|
||||
# ════════════════════════════════════════════════════════════
|
||||
# Precon deck endpoints (used by lan-client ai-bridge.js)
|
||||
# ════════════════════════════════════════════════════════════
|
||||
|
||||
@router.get("/api/lab/precons")
|
||||
async def list_precons():
|
||||
"""Return precon deck metadata for the LAN client deck selector."""
|
||||
precon_dir = Path(CFG.precon_dir) if CFG.precon_dir else None
|
||||
if not precon_dir or not precon_dir.is_dir():
|
||||
log.warning(f"Precon dir not found or not configured: {CFG.precon_dir!r}")
|
||||
return {"precons": []}
|
||||
|
||||
precons = []
|
||||
for f in sorted(precon_dir.glob("*.dck")):
|
||||
deck_info = {
|
||||
"fileName": f.name,
|
||||
"deckName": f.stem,
|
||||
"commander": "",
|
||||
"colors": [],
|
||||
"set": "",
|
||||
}
|
||||
# Extract commander name from the [Commander] section
|
||||
try:
|
||||
with open(f, "r", encoding="utf-8") as fh:
|
||||
in_commander = False
|
||||
for line in fh:
|
||||
line = line.strip()
|
||||
if line == "[Commander]":
|
||||
in_commander = True
|
||||
continue
|
||||
if line.startswith("[") and line.endswith("]"):
|
||||
in_commander = False
|
||||
continue
|
||||
if in_commander:
|
||||
m = re.match(r"^\d+\s+(.+?)(?:\|.+)?$", line)
|
||||
if m:
|
||||
deck_info["commander"] = m.group(1).strip()
|
||||
break
|
||||
except Exception as exc:
|
||||
log.debug(f"Could not parse commander from {f.name}: {exc}")
|
||||
precons.append(deck_info)
|
||||
|
||||
return {"precons": precons}
|
||||
|
||||
|
||||
@router.get("/api/lab/precons/deck")
|
||||
async def get_precon_deck(fileName: str):
|
||||
"""Return the full card list for a specific precon .dck file."""
|
||||
precon_dir = Path(CFG.precon_dir) if CFG.precon_dir else None
|
||||
if not precon_dir or not precon_dir.is_dir():
|
||||
raise HTTPException(404, f"Precon directory not configured or missing: {CFG.precon_dir!r}")
|
||||
|
||||
# Sanitize — prevent path traversal
|
||||
safe_name = Path(fileName).name
|
||||
if not safe_name.endswith(".dck"):
|
||||
raise HTTPException(400, "fileName must end with .dck")
|
||||
deck_path = precon_dir / safe_name
|
||||
|
||||
if not deck_path.exists():
|
||||
raise HTTPException(404, f"Precon deck not found: {safe_name}")
|
||||
|
||||
try:
|
||||
deck_data = parse_dck_file(str(deck_path))
|
||||
return deck_data
|
||||
except Exception as e:
|
||||
raise HTTPException(500, f"Failed to parse deck: {e}")
|
||||
|
||||
|
||||
@router.post('/api/lab/start-deepseek')
|
||||
async def start_batch_deepseek(request: FastAPIRequest, background_tasks: BackgroundTasks):
|
||||
|
||||
+37
-7
@@ -1,5 +1,5 @@
|
||||
"""Commander AI Lab — Policy Decision Routes (Phase 2)
|
||||
════════════════════════════════════════════════════
|
||||
════════════════════════════════════════════════════════
|
||||
Live Forge ↔ policy server IPC endpoints for online training.
|
||||
These endpoints are purpose-built for the real-time decision loop
|
||||
where Forge's Java side calls the Python policy server at each
|
||||
@@ -24,7 +24,8 @@ import numpy as np
|
||||
from fastapi import APIRouter, HTTPException
|
||||
from pydantic import BaseModel, Field
|
||||
|
||||
logger = logging.getLogger("routes.policy")
|
||||
# Unique logger name so log lines are attributable to this module specifically
|
||||
logger = logging.getLogger("routes.policy.decide")
|
||||
|
||||
router = APIRouter(prefix="/api/policy", tags=["policy"])
|
||||
|
||||
@@ -310,7 +311,10 @@ async def decide(req: DecideRequest):
|
||||
req.snapshot_schema, req.resolved_turn(),
|
||||
)
|
||||
except Exception as e:
|
||||
logger.warning("Precomputed vector encode failed (%s) — falling back", e)
|
||||
logger.warning(
|
||||
"Precomputed vector encode failed — falling back to full encoder",
|
||||
exc_info=True,
|
||||
)
|
||||
state_vec = None
|
||||
else:
|
||||
state_vec = None
|
||||
@@ -338,6 +342,24 @@ async def decide(req: DecideRequest):
|
||||
if "error" in result:
|
||||
raise HTTPException(500, detail=result["error"])
|
||||
|
||||
# ----------------------------------------------------------------
|
||||
# Probability diagnostic — logs top-5 actions on every decision.
|
||||
# Remove or downgrade to logger.debug once training looks healthy.
|
||||
# ----------------------------------------------------------------
|
||||
probs = result.get("probabilities", {})
|
||||
if probs:
|
||||
top5 = sorted(probs.items(), key=lambda kv: kv[1], reverse=True)[:5]
|
||||
top5_str = ", ".join(f"{a}:{p:.3f}" for a, p in top5)
|
||||
logger.info(
|
||||
"[decide] turn=%d phase=%s → %s (conf=%.3f) | top5=[%s] | src=%s",
|
||||
req.resolved_turn(),
|
||||
req.phase,
|
||||
result["action"],
|
||||
result["confidence"],
|
||||
top5_str,
|
||||
vector_source,
|
||||
)
|
||||
|
||||
log_prob = 0.0
|
||||
try:
|
||||
conf = result.get("confidence", 0.5)
|
||||
@@ -373,7 +395,7 @@ async def collect_tuples(req: CollectRequest):
|
||||
try:
|
||||
_online_store.add_tuples(req.tuples)
|
||||
except Exception as e:
|
||||
logger.error("Failed to store tuples: %s", e)
|
||||
logger.error("Failed to store tuples: %s", e, exc_info=True)
|
||||
raise HTTPException(500, detail=str(e))
|
||||
|
||||
return {
|
||||
@@ -402,7 +424,7 @@ async def submit_reward(req: RewardRequest):
|
||||
winner_seat=req.winner_seat,
|
||||
)
|
||||
except Exception as e:
|
||||
logger.error("Failed to assign reward: %s", e)
|
||||
logger.error("Failed to assign reward: %s", e, exc_info=True)
|
||||
raise HTTPException(500, detail=str(e))
|
||||
|
||||
return {
|
||||
@@ -518,16 +540,24 @@ def _infer_from_vector(state_vec: np.ndarray, policy_service, temperature: float
|
||||
|
||||
Mirrors the core of PolicyInferenceService.predict() but accepts an
|
||||
ndarray instead of a snapshot dict, avoiding a second encode() call.
|
||||
|
||||
Uses _unwrap_logits (same helper as predict()) to guard against
|
||||
tuple/dict returns from wrapped or swapped model variants before any
|
||||
arithmetic on the logits tensor.
|
||||
"""
|
||||
import torch
|
||||
from ml.config.scope import NUM_ACTIONS, IDX_TO_ACTION
|
||||
from ml.serving.policy_server import _unwrap_logits
|
||||
|
||||
t_start = time.time()
|
||||
try:
|
||||
state_tensor = torch.from_numpy(state_vec).unsqueeze(0).to(policy_service.device)
|
||||
|
||||
with torch.no_grad():
|
||||
logits = policy_service.model(state_tensor)
|
||||
raw_output = policy_service.model(state_tensor)
|
||||
# Guard: unwrap tuple/dict returns (DataParallel, torch.compile,
|
||||
# PolicyValueNetwork swap) before temperature division / argmax.
|
||||
logits = _unwrap_logits(raw_output)
|
||||
|
||||
if greedy:
|
||||
action_idx = logits.argmax(dim=-1).item()
|
||||
@@ -555,7 +585,7 @@ def _infer_from_vector(state_vec: np.ndarray, policy_service, temperature: float
|
||||
}
|
||||
except Exception as e:
|
||||
elapsed_ms = (time.time() - t_start) * 1000
|
||||
logger.error("Direct inference error: %s", e)
|
||||
logger.error("Direct inference error in _infer_from_vector: %s", e, exc_info=True)
|
||||
return {"error": str(e), "inference_ms": round(elapsed_ms, 2)}
|
||||
|
||||
|
||||
|
||||
@@ -29,6 +29,31 @@ 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.
|
||||
|
||||
@@ -30,9 +30,13 @@ import java.util.regex.*;
|
||||
* waits on {@code humanActionQueue}, converts the action to the
|
||||
* macro-action string expected by /api/policy/decide, and injects it
|
||||
* via POST /api/policy/override so the policy server returns it.
|
||||
* 4. Publishes a full state snapshot to the WebSocket frontend after every
|
||||
* 4. AI seats (1+) are intercepted at every Priority event: the session
|
||||
* calls policyClient.decide() with the current state snapshot and
|
||||
* immediately POSTs the result to /api/policy/override so Forge uses
|
||||
* the learned policy instead of its built-in AI.
|
||||
* 5. Publishes a full state snapshot to the WebSocket frontend after every
|
||||
* meaningful Forge output event.
|
||||
* 5. Falls back to the synthetic stub loop if Forge cannot be started
|
||||
* 6. Falls back to the synthetic stub loop if Forge cannot be started
|
||||
* (e.g., missing JAR, wrong Java version).
|
||||
*
|
||||
* Zone sync model:
|
||||
@@ -120,6 +124,12 @@ public class GameSession {
|
||||
private volatile boolean gameOver = false;
|
||||
private volatile long elapsedMs = 0;
|
||||
|
||||
// Tracks whether policy was injected for the current priority window
|
||||
// to avoid double-injecting on duplicate log lines.
|
||||
private volatile int lastPolicyInjectionTurn = -1;
|
||||
private volatile String lastPolicyInjectionPhase = "";
|
||||
private volatile int lastPolicyInjectionSeat = -1;
|
||||
|
||||
private final int numSeats;
|
||||
private final int[] life;
|
||||
private final int[] poison;
|
||||
@@ -309,6 +319,10 @@ public class GameSession {
|
||||
watchdog.setDaemon(true);
|
||||
watchdog.start();
|
||||
|
||||
// Connect to policy server before the game loop begins
|
||||
boolean policyConnected = policyClient.connect();
|
||||
log("[Session] Policy server connection: " + (policyConnected ? "OK" : "UNAVAILABLE — AI uses Forge built-in"));
|
||||
|
||||
// Emit initial state so UI shows a board immediately
|
||||
onStateChange.accept(buildStateSnapshot());
|
||||
|
||||
@@ -326,19 +340,29 @@ public class GameSession {
|
||||
reader.setDaemon(true);
|
||||
reader.start();
|
||||
|
||||
// Main loop: drain line queue and service human input
|
||||
// Main loop: drain line queue and service human/AI input
|
||||
while (!gameOver && running) {
|
||||
String line = lineQueue.poll(200, TimeUnit.MILLISECONDS);
|
||||
if (line != null) {
|
||||
lastActivityEpoch.incrementAndGet();
|
||||
boolean changed = parseForgeLine(line);
|
||||
if (changed) onStateChange.accept(buildStateSnapshot());
|
||||
// Human seat
|
||||
if (awaitingHumanInput) handleHumanTurn(onStateChange);
|
||||
} else if (forgeDone.get() && lineQueue.isEmpty()) {
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
// Flush online learning tuples and submit reward if game finished
|
||||
if (gameOver && policyClient.isServerAvailable()) {
|
||||
double reward = winningSeat != null && winningSeat != 0 ? 1.0 : -0.5;
|
||||
policyClient.submitReward("game-" + seed, reward);
|
||||
policyClient.flushCollectedTuples();
|
||||
log(String.format("[Session] Submitted game reward=%.1f and flushed %d tuples",
|
||||
reward, policyClient.getPendingTuples()));
|
||||
}
|
||||
|
||||
watchdog.interrupt();
|
||||
try { forgeProcess.waitFor(10, TimeUnit.SECONDS); } catch (InterruptedException ignored) {}
|
||||
|
||||
@@ -432,8 +456,28 @@ public class GameSession {
|
||||
// Priority
|
||||
Matcher mPrio = P_PRIORITY.matcher(line);
|
||||
if (mPrio.find()) {
|
||||
priorityPlayer = clampSeat(Integer.parseInt(mPrio.group(1)) - 1);
|
||||
int seat = clampSeat(Integer.parseInt(mPrio.group(1)) - 1);
|
||||
priorityPlayer = seat;
|
||||
changed = true;
|
||||
|
||||
// ── Policy injection for AI seats ────────────────────────
|
||||
// Forge doesn't honour --policyServer natively, so we intercept
|
||||
// every AI priority window here and push the policy decision to
|
||||
// /api/policy/override before Forge's next read.
|
||||
if (seat != 0 && policyClient.isServerAvailable()) {
|
||||
// Deduplicate: only inject once per (turn, phase, seat) window
|
||||
boolean alreadyInjected =
|
||||
lastPolicyInjectionTurn == turnNumber
|
||||
&& lastPolicyInjectionPhase.equals(phase)
|
||||
&& lastPolicyInjectionSeat == seat;
|
||||
|
||||
if (!alreadyInjected) {
|
||||
lastPolicyInjectionTurn = turnNumber;
|
||||
lastPolicyInjectionPhase = phase;
|
||||
lastPolicyInjectionSeat = seat;
|
||||
injectAiPolicyDecision(seat);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Life totals
|
||||
@@ -535,6 +579,49 @@ public class GameSession {
|
||||
return changed;
|
||||
}
|
||||
|
||||
// ----------------------------------------------------------------
|
||||
// AI policy injection (real Forge IPC path)
|
||||
// ----------------------------------------------------------------
|
||||
|
||||
/**
|
||||
* Ask the Python policy server what action AI seat {@code seat} should
|
||||
* take given the current game state, then POST it to /api/policy/override
|
||||
* so that the next time Forge calls /api/policy/decide for this seat it
|
||||
* receives the pre-computed answer without an extra round-trip.
|
||||
*
|
||||
* This is the core wiring that was missing: Forge's sim mode does not
|
||||
* natively call --policyServer, so we intercept every Priority log line
|
||||
* and drive the decision from the Java side instead.
|
||||
*/
|
||||
private void injectAiPolicyDecision(int seat) {
|
||||
try {
|
||||
PolicyClient.PolicyDecision decision =
|
||||
policyClient.decide(GSON.toJson(buildStateSnapshot()), seat);
|
||||
|
||||
if (decision == null || decision.action() == null) {
|
||||
log(String.format("[Policy] seat=%d turn=%d phase=%s → null decision, skipping override",
|
||||
seat, turnNumber, phase));
|
||||
return;
|
||||
}
|
||||
|
||||
String action = decision.action();
|
||||
log(String.format("[Policy] seat=%d turn=%d phase=%s → %s (conf=%.2f)",
|
||||
seat, turnNumber, phase, action, decision.confidence()));
|
||||
|
||||
// Push the decision to the override endpoint so Forge's next
|
||||
// /api/policy/decide call for this seat returns it immediately.
|
||||
JsonObject body = new JsonObject();
|
||||
body.addProperty("seat", seat);
|
||||
body.addProperty("action", action);
|
||||
httpPost(policyServerUrl + "/api/policy/override", body.toString());
|
||||
|
||||
} catch (Exception e) {
|
||||
// Non-fatal: Forge falls back to its built-in AI for this window
|
||||
log(String.format("[Policy] seat=%d override failed (%s) — Forge built-in takes over",
|
||||
seat, e.getMessage()));
|
||||
}
|
||||
}
|
||||
|
||||
// ----------------------------------------------------------------
|
||||
// Human turn handling
|
||||
// ----------------------------------------------------------------
|
||||
|
||||
@@ -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>
|
||||
Reference in new issue
Block a user