feat: Refine booster pack generation logic for 'The List' cards, Special Guests, and wildcard rarities in both Draft and Play Boosters.
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@@ -82,7 +82,7 @@ define(['./workbox-5a5d9309'], (function (workbox) { 'use strict';
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"revision": "3ca0b8505b4bec776b69afdba2768812"
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}, {
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"url": "index.html",
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"revision": "0.ucm0m4ajm9g"
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"revision": "0.g6k3e4tvo1g"
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}], {});
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workbox.cleanupOutdatedCaches();
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workbox.registerRoute(new workbox.NavigationRoute(workbox.createHandlerBoundToURL("index.html"), {
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@@ -294,10 +294,6 @@ export class PackGeneratorService {
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const drawC = this.drawColorBalanced(currentPools.commons, commonsNeeded, namesInThisPack);
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if (!drawC.success && currentPools.commons.length >= commonsNeeded) {
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// If we have enough cards but failed strict color balancing, we might accept it or fail.
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// Standard algo returns null on failure. Let's do same to be safe, or just accept partial.
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// Given "Naive approach" in drawColorBalanced, if it returns success=false but has cards, it meant it couldn't find unique ones?
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// drawUniqueCards (called by drawColorBalanced) checks if we have enough cards.
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return null;
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} else if (currentPools.commons.length < commonsNeeded) {
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return null;
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@@ -308,9 +304,9 @@ export class PackGeneratorService {
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drawC.selected.forEach(c => namesInThisPack.add(c.name));
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// 2. Slot 7: Common / The List
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// 1-87: Common from Main Set
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// 88-97: Card from "The List" (Common/Uncommon)
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// 98-100: Uncommon from "The List"
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// 1-87: 1 Common from Main Set.
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// 88-97: 1 Card from "The List" (Common/Uncommon reprint).
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// 98-100: 1 Uncommon from "The List".
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const roll7 = Math.floor(Math.random() * 100) + 1;
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let slot7Card: DraftCard | undefined;
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@@ -319,25 +315,30 @@ export class PackGeneratorService {
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const res = this.drawUniqueCards(currentPools.commons, 1, namesInThisPack);
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if (res.success) { slot7Card = res.selected[0]; currentPools.commons = res.remainingPool; }
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} else if (roll7 <= 97) {
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// List (Common/Uncommon). Simulating by picking 50/50 C/U if actual List not available
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const useUncommon = Math.random() < 0.5;
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const pool = useUncommon ? currentPools.uncommons : currentPools.commons;
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// Fallback if one pool is empty
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const effectivePool = pool.length > 0 ? pool : (useUncommon ? currentPools.commons : currentPools.uncommons);
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if (effectivePool.length > 0) {
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const res = this.drawUniqueCards(effectivePool, 1, namesInThisPack);
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// List (Common/Uncommon). Use SpecialGuests or 50/50 fallback
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if (currentPools.specialGuests.length > 0) {
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const res = this.drawUniqueCards(currentPools.specialGuests, 1, namesInThisPack);
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if (res.success) { slot7Card = res.selected[0]; currentPools.specialGuests = res.remainingPool; }
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} else {
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// Fallback
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const pool = Math.random() < 0.5 ? currentPools.commons : currentPools.uncommons;
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const res = this.drawUniqueCards(pool, 1, namesInThisPack);
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if (res.success) {
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slot7Card = res.selected[0];
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// Identify which pool to update
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if (effectivePool === currentPools.uncommons) currentPools.uncommons = res.remainingPool;
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else currentPools.commons = res.remainingPool;
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if (pool === currentPools.commons) currentPools.commons = res.remainingPool;
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else currentPools.uncommons = res.remainingPool;
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}
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}
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} else {
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// 98-100: Uncommon (from List or pool)
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const res = this.drawUniqueCards(currentPools.uncommons, 1, namesInThisPack);
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if (res.success) { slot7Card = res.selected[0]; currentPools.uncommons = res.remainingPool; }
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// 98-100: Uncommon from "The List"
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if (currentPools.specialGuests.length > 0) {
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const res = this.drawUniqueCards(currentPools.specialGuests, 1, namesInThisPack);
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if (res.success) { slot7Card = res.selected[0]; currentPools.specialGuests = res.remainingPool; }
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} else {
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// Fallback
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const res = this.drawUniqueCards(currentPools.uncommons, 1, namesInThisPack);
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if (res.success) { slot7Card = res.selected[0]; currentPools.uncommons = res.remainingPool; }
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}
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}
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if (slot7Card) {
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@@ -348,7 +349,6 @@ export class PackGeneratorService {
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// 3. Slots 8-11: Uncommons (4 cards)
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const uncommonsNeeded = 4;
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const drawU = this.drawUniqueCards(currentPools.uncommons, uncommonsNeeded, namesInThisPack);
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// We accept partial if pool depleted to avoid crashing, but standard behavior is usually strict.
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packCards.push(...drawU.selected);
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currentPools.uncommons = drawU.remainingPool;
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drawU.selected.forEach(c => namesInThisPack.add(c.name));
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@@ -372,25 +372,19 @@ export class PackGeneratorService {
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namesInThisPack.add(landCard.name);
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}
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// Helper for Wildcards
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// Helper for Wildcards (Peasant)
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const drawWildcard = (foil: boolean) => {
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// ~62% Common, ~37% Uncommon
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const wRoll = Math.random() * 100;
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let wRarity = 'common';
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// ~49% Common, ~24% Uncommon, ~13% Rare, ~13% Mythic
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if (wRoll > 87) wRarity = 'mythic';
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else if (wRoll > 74) wRarity = 'rare';
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else if (wRoll > 50) wRarity = 'uncommon';
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else wRarity = 'common';
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if (wRoll > 62) wRarity = 'uncommon';
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let poolToUse: DraftCard[] = [];
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let updatePool = (_newPool: DraftCard[]) => { };
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if (wRarity === 'mythic') { poolToUse = currentPools.mythics; updatePool = (p) => currentPools.mythics = p; }
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else if (wRarity === 'rare') { poolToUse = currentPools.rares; updatePool = (p) => currentPools.rares = p; }
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else if (wRarity === 'uncommon') { poolToUse = currentPools.uncommons; updatePool = (p) => currentPools.uncommons = p; }
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if (wRarity === 'uncommon') { poolToUse = currentPools.uncommons; updatePool = (p) => currentPools.uncommons = p; }
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else { poolToUse = currentPools.commons; updatePool = (p) => currentPools.commons = p; }
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// Fallback
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if (poolToUse.length === 0) {
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if (currentPools.commons.length > 0) { poolToUse = currentPools.commons; updatePool = (p) => currentPools.commons = p; }
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}
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@@ -423,14 +417,14 @@ export class PackGeneratorService {
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}
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} else {
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// --- NEW ALGORITHM (Play Booster) ---
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// --- NEW ALGORITHM (Standard / Play Booster) ---
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// 1. Slots 1-6: Commons (Color Balanced)
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const commonsNeeded = 6;
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const drawC = this.drawColorBalanced(currentPools.commons, commonsNeeded, namesInThisPack);
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if (!drawC.success) return null;
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packCards.push(...drawC.selected);
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currentPools.commons = drawC.remainingPool; // Update pool
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currentPools.commons = drawC.remainingPool;
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drawC.selected.forEach(c => namesInThisPack.add(c.name));
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// 2. Slots 8-10: Uncommons (3 cards)
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@@ -442,7 +436,7 @@ export class PackGeneratorService {
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drawU.selected.forEach(c => namesInThisPack.add(c.name));
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// 3. Slot 11: Main Rare/Mythic (1/8 Mythic, 7/8 Rare)
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const isMythic = Math.random() < (1 / 8);
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const isMythic = Math.random() < 0.125;
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let rarePicked = false;
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if (isMythic && currentPools.mythics.length > 0) {
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@@ -465,10 +459,11 @@ export class PackGeneratorService {
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}
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}
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// Fallback if Rare pool empty but Mythic not (or vice versa) handled by just skipping
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// 4. Slot 7: Wildcard / The List
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// 1-87: Common, 88-97: List (C/U), 98-99: List (R/M), 100: Special Guest
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// 4. Slot 7: Common / The List / Special Guest
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// 1-87: 1 Common from Main Set.
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// 88-97: 1 Card from "The List" (Common/Uncommon reprint).
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// 98-99: 1 Rare/Mythic from "The List".
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// 100: 1 Special Guest (High Value).
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const roll7 = Math.floor(Math.random() * 100) + 1;
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let slot7Card: DraftCard | undefined;
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@@ -477,42 +472,43 @@ export class PackGeneratorService {
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const res = this.drawUniqueCards(currentPools.commons, 1, namesInThisPack);
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if (res.success) { slot7Card = res.selected[0]; currentPools.commons = res.remainingPool; }
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} else if (roll7 <= 97) {
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// "The List" (Common/Uncommon). Simulating by picking from C/U pools if "The List" is not explicit
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// For now, we mix C and U pools and pick one.
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const listPool = [...currentPools.commons, ...currentPools.uncommons]; // Simplification
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if (listPool.length > 0) {
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const rnd = Math.floor(Math.random() * listPool.length);
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slot7Card = listPool[rnd];
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// Remove from original pool not trivial here due to merge, let's use helpers
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// Better: Pick random type
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const pickUncommon = Math.random() < 0.3; // Arbitrary weight
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if (pickUncommon) {
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const res = this.drawUniqueCards(currentPools.uncommons, 1, namesInThisPack);
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if (res.success) { slot7Card = res.selected[0]; currentPools.uncommons = res.remainingPool; }
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} else {
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const res = this.drawUniqueCards(currentPools.commons, 1, namesInThisPack);
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if (res.success) { slot7Card = res.selected[0]; currentPools.commons = res.remainingPool; }
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}
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}
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} else {
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// 98-100: Rare/Mythic/Special Guest
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// 1/100 (1%) chance for Special Guest if available
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const isGuest = roll7 === 100;
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if (isGuest && currentPools.specialGuests.length > 0) {
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// List (Common/Uncommon)
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if (currentPools.specialGuests.length > 0) {
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const res = this.drawUniqueCards(currentPools.specialGuests, 1, namesInThisPack);
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if (res.success) { slot7Card = res.selected[0]; currentPools.specialGuests = res.remainingPool; }
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} else {
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// Fallback to Rare/Mythic
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const useMythic = Math.random() < 0.125; // 1/8
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if (useMythic && currentPools.mythics.length > 0) {
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const res = this.drawUniqueCards(currentPools.mythics, 1, namesInThisPack);
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if (res.success) { slot7Card = res.selected[0]; currentPools.mythics = res.remainingPool; }
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} else {
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const res = this.drawUniqueCards(currentPools.rares, 1, namesInThisPack);
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if (res.success) { slot7Card = res.selected[0]; currentPools.rares = res.remainingPool; }
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const pool = Math.random() < 0.5 ? currentPools.commons : currentPools.uncommons;
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const res = this.drawUniqueCards(pool, 1, namesInThisPack);
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if (res.success) {
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slot7Card = res.selected[0];
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if (pool === currentPools.commons) currentPools.commons = res.remainingPool;
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else currentPools.uncommons = res.remainingPool;
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}
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}
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} else if (roll7 <= 99) {
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// List (Rare/Mythic)
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if (currentPools.specialGuests.length > 0) {
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const res = this.drawUniqueCards(currentPools.specialGuests, 1, namesInThisPack);
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if (res.success) { slot7Card = res.selected[0]; currentPools.specialGuests = res.remainingPool; }
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} else {
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const pool = Math.random() < 0.125 ? currentPools.mythics : currentPools.rares;
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const res = this.drawUniqueCards(pool, 1, namesInThisPack);
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if (res.success) {
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slot7Card = res.selected[0];
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if (pool === currentPools.mythics) currentPools.mythics = res.remainingPool;
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else currentPools.rares = res.remainingPool;
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}
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}
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} else {
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// 100: Special Guest
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if (currentPools.specialGuests.length > 0) {
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const res = this.drawUniqueCards(currentPools.specialGuests, 1, namesInThisPack);
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if (res.success) { slot7Card = res.selected[0]; currentPools.specialGuests = res.remainingPool; }
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} else {
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// Fallback Mythic
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const res = this.drawUniqueCards(currentPools.mythics, 1, namesInThisPack);
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if (res.success) { slot7Card = res.selected[0]; currentPools.mythics = res.remainingPool; }
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}
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}
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if (slot7Card) {
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@@ -536,7 +532,6 @@ export class PackGeneratorService {
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// Fallback: Pick a Common if no lands
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// const res = this.drawUniqueCards(currentPools.commons, 1, namesInThisPack);
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// if (res.success) { landCard = { ...res.selected[0] }; ... }
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// Better to just have no land than a non-land
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}
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if (landCard) {
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@@ -546,8 +541,7 @@ export class PackGeneratorService {
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}
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// 6. Slot 13: Wildcard (Non-Foil)
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// Weights: ~49% C, ~24% U, ~13% R, ~13% M => Sum=99.
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// Normalized: C:50, U:24, R:13, M:13
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// Weights: ~49% C, ~24% U, ~13% R, ~13% M
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const drawWildcard = (foil: boolean) => {
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const wRoll = Math.random() * 100;
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let wRarity = 'common';
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@@ -556,7 +550,6 @@ export class PackGeneratorService {
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else if (wRoll > 50) wRarity = 'uncommon';
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else wRarity = 'common';
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// Adjust buckets
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let poolToUse: DraftCard[] = [];
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let updatePool = (_newPool: DraftCard[]) => { };
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@@ -566,7 +559,6 @@ export class PackGeneratorService {
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else { poolToUse = currentPools.commons; updatePool = (p) => currentPools.commons = p; }
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if (poolToUse.length === 0) {
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// Fallback cascade
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if (currentPools.commons.length > 0) { poolToUse = currentPools.commons; updatePool = (p) => currentPools.commons = p; }
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}
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@@ -589,26 +581,15 @@ export class PackGeneratorService {
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// 8. Slot 15: Marketing / Token
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if (currentPools.tokens.length > 0) {
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// Just pick one, duplicates allowed for tokens? user said unique cards... but for tokens?
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// "drawUniqueCards" handles uniqueness check.
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const res = this.drawUniqueCards(currentPools.tokens, 1, namesInThisPack);
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if (res.success) {
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packCards.push(res.selected[0]);
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currentPools.tokens = res.remainingPool;
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// Don't care about uniqueness for tokens as much, but let's stick to it
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}
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}
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}
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// Sort: Mythic -> Rare -> Uncommon -> Common -> Land -> Token
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// We already have rarityWeight.
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// Assign weight to 'land' or 'token'?
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// DraftCard has 'rarity' string.
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// Standard rarities: common, uncommon, rare, mythic.
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// Basic Land has rarity 'common' usually? or 'basic'.
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// Token has rarity 'common' or 'token' (if we set it?). Scryfall tokens often have no rarity or 'common'.
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// Custom sort
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const getWeight = (c: DraftCard) => {
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if (c.layout === 'token' || c.typeLine?.includes('Token')) return 0;
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if (c.typeLine?.includes('Land') && (c.rarity === 'common' || c.rarity === 'basic')) return 1;
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