feat: Implement basic bot AI for game actions including mulligan, playing lands, casting creatures, and declaring attackers.

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2025-12-22 13:04:52 +01:00
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commit 9c72bd7b8c
6 changed files with 154 additions and 2 deletions

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## Devlog Index
- [Enable Clear Session](./devlog/2025-12-20-014500_enable_clear_session.md) - Improved UI/UX for session clearing in CubeManager.
- [Bot Actions](./devlog/2025-12-22-114000_bot_actions.md) - Implemented simple bot AI for playing lands, casting creatures, and passing priority.

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# Bot Logic Implementation
## Changes
- **Client/Server Types**: Added `isBot` to `PlayerState` interface.
- **GameManager**:
- Updated `createGame` to persist `isBot` flag from room players.
- Implemented `processBotActions` method:
- **Mulligan**: Always keeps hand.
- **Main Phase**: Plays a Land if available and not played yet.
- **Main Phase**: Casts first available Creature card from hand (simplified cost check).
- **Combat**: Attacks with all available creatures.
- **Default**: Passes priority.
- Added `triggerBotCheck` public method to manually trigger bot automation (e.g. at game start).
- Updated `handleStrictAction` to include a `while` loop that processes consecutive bot turns until a human receives priority.
- **Server Entry (index.ts)**:
- Injected `gameManager.triggerBotCheck(roomId)` at all game start points (Normal start, Solo test, Deck timeout, etc.) to ensure bots act immediately if they win the coin flip or during mulligan.
## Bot Behavior
The bots are currently "Aggressive/Linear":
1. They essentially dump their hand (Lands -> Creatures).
2. They always attack with everything.
3. They never block.
4. They pass priority instantly if they can't do anything.
## Future Improvements
- Implement mana cost checking (currently relying on loose engine rules or implicit valid state).
- Implement target selection logic (currently casting only if no targets needed or using empty array).
- Implement blocking logic.
- Implement "Smart" mulligans (currently always keep).