feat: Implement core game engine logic, high-velocity UX, and new UI components including radial menu, inspector overlay, and mulligan view.
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# High Velocity UX & Strict Engine (Part 2)
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# 2024-12-18 18:25:00 - High-Velocity UX Implementation (Part 2: Gestures & Backend Polish)
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## Status: Completed
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## Description
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Advanced the High-Velocity UX implementation by introducing the Gesture Engine and refining the backend Rules Engine to support card movement during resolution.
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## Objectives
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- Implement "Manual Mana Engine" allowing players to add mana to their pool via interaction.
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- Implement "Strict Combat Engine" supporting `DECLARE_ATTACKERS` and `DECLARE_BLOCKERS` phases and validation.
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- Implement "High Velocity UX" with Swipe-to-Tap and Swipe-to-Attack gestures.
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- Enhance `GameView` with Mana Pool display and visual feedback for combat declarations.
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- Contextualize `SmartButton` to handle complex actions like declaring specific attackers.
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## Key Changes
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1. **Gesture Manager**: Implemented `GestureManager.tsx` and integrated it into the Battlefield.
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- Provides Swipe-to-Tap functionality via pointer tracking and intersection checking.
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- Draws a visual SVG path trail for user feedback.
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- Integrated with `CardComponent` via `useGesture` hook to register card DOM elements.
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2. **Stack Visualizer**: Implemented `StackVisualizer.tsx` to render the stack on the right side of the screen, showing strict object ordering.
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3. **Backend Rules Engine**:
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- Updated `RulesEngine.ts` to fully implement `resolveTopStack` and `drawCard`.
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- Added `moveCardToZone` helper to manage state transitions (untapping, resetting position).
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- Fixed typings and logic flow for resolving spells to graveyard vs battlefield.
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## Implementation Details
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### Backend (Rules Engine)
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- **Mana System**: Added `addMana` method to `RulesEngine` and `manaPool` to `PlayerState`. Implemented `emptyManaPools` logic on step transition.
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- **Combat Logic**: Implemented `declareAttackers` (checking summoning sickness, tapping, setting attacking target) and `declareBlockers` logic.
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- **Action Handling**: Updated `GameManager` to handle `ADD_MANA` and auto-generate mana when tapping Basic Lands via `TAP_CARD` action (legacy compatibility wrapper).
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### Frontend (GameView)
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- **Mana Pool UI**: Added a compact Mana Pool display in the player life area, showing WUBRGC counts.
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- **Gesture Manager Upgrade**: Enhanced `GestureManager` to detect swipe direction:
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- **Slash (Horizontal)**: Tap Card.
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- **Thrust (Vertical Up)**: Attack (if in combat step).
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- **Thrust (Vertical Down)**: Cancel Attack.
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- **Combat Visuals**: Implemented `proposedAttackers` local state. Cards proposed to attack are visually lifted (`translateY(-40px)`) and glow red (`box-shadow`, `ring`).
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- **Smart Button**: Updated to accept `contextData`. In `declare_attackers` step, it displays "Attack with N" and sends the list of proposed attackers.
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### Type Synchronization
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- Synced `CardInstance` (Client) with `CardObject` (Server) to include `attacking` and `blocking` fields.
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## Next Steps
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- Implement Radial Menu context for activating abilities.
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- Add sound effects for gestures.
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- Polish visual transitions for stack resolution.
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- Verify Multiplayer Sync (Socket events are already in place).
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- Implement "Blocking" UI (similar to Attacking but for defenders).
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- Implement "Order Blockers" / "Damage Assignment" if strict compliance is enforced (currently simplified to auto-damage).
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# Strict Rules & Blocking UI (Part 3)
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## Status: Completed
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## Objectives
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- Integrate Strict Actions (`PLAY_LAND`, `CAST_SPELL`) with precise positioning.
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- Implement Blocking UI including visual feedback (Attacking/Blocking badges, Rings).
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- Implement Drag-and-Drop Targeting Logic (Spell -> Target, Blocker -> Attacker).
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- Implement Visual "Targeting Tether" overlay.
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## Implementation Details
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### Backend (Rules Engine)
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- **Positioning**: Updated `playLand` and `castSpell` to accept `{x, y}` coordinates.
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- **Stack Resolution**: Updated `resolveTopStack` to respect the stored resolution position when moving cards to the battlefield.
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- **Action Handling**: Updated `GameManager` to pass `position` payload to the engine.
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### Frontend (GameView)
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- **Drop Logic**:
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- `handleZoneDrop`: Detects drop on "Battlefield". Differentiates Land (Play) vs Spell (Cast). Calculates relative % coordinates.
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- `handleCardDrop`: Detects drop on a Card.
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- If `declare_blockers` step: Assigns blocker (drag My Creature -> Opponent Creature).
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- Else: Casts Spell with Target.
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- `handlePlayerDrop`: Detects drop on Opponent Avatar -> Cast Spell with Target Player.
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- **Blocking Visualization**:
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- **Opponent Cards**: Show "ATTACKING" badge (Red Ring + Shadow) if `attacking === property`.
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- **My Cards**: Show "Blocking" badge (Blue Ring) if in local `proposedBlockers` map.
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- **Targeting Tether**:
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- Implemented `tether` state (`startX`, `currentX`, etc.).
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- Added `onDrag` handler to `CardComponent` to track HTML5 DnD movement.
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- Rendered Full-screen SVG overlay with Bezier curve (`Q` command) and arrow marker.
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- Dynamic styling: Cyan (Spells) vs Blue (Blocking).
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## Next Steps
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- **Layer System**: Implement 7-layer P/T calculation for accurate power/toughness display.
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- **Mulligan System**: Implement Strict Mulligan rules.
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- **Token Creation**: Support creating tokens.
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# Strict Engine Enhancements: Layers, Tokens, Mulligan
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## Status: Completed
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## Objectives
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- Implement Basic Layer System for continuous effects (P/T modifications).
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- Implement Token Creation mechanism.
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- Implement Mulligan System (London Rule).
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- Update Game Lifecycle to include Setup/Mulligan phase.
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## Logic Overview
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### Layer System (`RulesEngine.recalculateLayers`)
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- Implements Layer 7 (Power/Toughness) basics:
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- **Layer 7b**: Set P/T (`set_pt`).
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- **Layer 7c**: Modify P/T (`pt_boost`).
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- **Layer 7d**: Counters (`+1/+1`, `-1/-1`).
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- `recalculateLayers` is called automatically whenever priority resets or actions occur.
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- Modifiers with `untilEndOfTurn: true` are automatically cleared in the `cleanup` step.
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### Token Creation
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- New action `CREATE_TOKEN` added.
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- `createToken` method constructs a CardObject on the battlefield with defined stats.
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- Triggers layer recalculation immediately.
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### Mulligan System
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- **New Phase**: `setup`, **New Step**: `mulligan`.
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- Game starts in `setup/mulligan`.
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- **Logic**:
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- If a player has 0 cards and hasn't kept, they draw 7 automatically.
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- Action `MULLIGAN_DECISION`:
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- `keep: false` -> Shuffles hand into library, draws 7, increments `mulliganCount`.
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- `keep: true` -> Validates `cardsToBottom` count matches `mulliganCount`. Moves excess cards to library. Sets `handKept = true`.
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- When all players keep, the engine automatically advances to `beginning/untap`.
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- Supports London Mulligan rule (Draw 7, put X on bottom).
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## Technical Changes
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- Updated `StrictGameState` and `PlayerState` types.
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- Updated `GameManager` initialization and action switching.
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- Updated `RulesEngine` transition logic.
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## Remaining/Next
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- Frontend UI for Mulligan (Needs a Modal to Keep/Mull).
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- Frontend UI for "Cards to Bottom" selection if X > 0.
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- Frontend UI to visualize Tokens.
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# 2024-12-18 - High Velocity UX & Strict Engine Completion
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## Status: Completed
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We have successfully implemented the core strict rules engine features and the high-velocity UX components.
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### 1. Rules Engine Refinement
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- **State-Based Actions (SBAs)**: Implemented robust SBA loop in `RulesEngine.ts`, utilizing `processStateBasedActions()` to cyclically check conditions (Lethal Damage, Legend Rule, Aura Validity) and recalculate layers until stability.
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- **Layer System**: Implemented Layer 7 (Power/Toughness) calculations, handling Base P/T, Setting Effects, Boosts, and Counters.
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- **Mana Engine**: Backend support for manual mana pool management (emptying at end of steps).
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- **Code Cleanup**: Resolved critical linting errors and structural issues in `RulesEngine.ts` (duplicate methods, undefined checks).
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### 2. High-Velocity Frontend UX
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- **Inspector Overlay**: Created `InspectorOverlay.tsx` to visualize detailed card state (P/T modifications, counters, oracle text) with a modern, glassmorphism UI.
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- **Smart Button Advanced**: Implemented "Yield" toggle on the Smart Button. Users can long-press (simulated via pointer down) to yield priority until end of turn (or cancel).
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- **Radial Menu**: Created a generic `RadialMenu.tsx` component. Integrated it into the `GameView` via the Context Menu ("Add Mana...") to allow quick manual mana color selection for dual/utility lands.
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- **Context Menu Integration**: Added "Inspect Details" and "Add Mana..." options to the card context menu.
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### 3. Verification
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- **GameView Integration**: All new components (`InspectorOverlay`, `SmartButton`, `RadialMenu`) are fully integrated into `GameView.ts`.
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- **Type Safety**: Updated `types/game.ts` to ensure consistency between client and server (e.g., `attachedTo`, `ptModification` properties).
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## Next Steps
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- **Playtesting**: Validate the interaction between strict rules (timing, priority) and the new UX in a live multiplayer environment.
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- **Visual Polish**: Refine animations for Inspector and Radial Menu opening.
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- **Complex Card Logic**: Expand the engine to support more complex replacement effects and specific card scripts.
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# Devlog: MTG Engine & UX Implementation Plan (Archived)
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*This document was originally the `mtg-engine-and-ux.md` plan. It has been archived here as a record of the architecture and task breakdown used to build the strict rules engine and high-velocity UX.*
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---
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# Implementation Plan: MTG Rules Engine & High-Velocity UX
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## Objective
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Implement a strict Magic: The Gathering rules engine (Backend) and a "Rich Input" high-velocity user experience (Frontend). The goal is to enforce 100% of the Comprehensive Rules on the server while allowing fluid, gesture-based actions on the client.
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**Reference:** MagicCompRules 20251114.txt
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---
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## PART 1: THE RULES ENGINE (Server-Side Logic)
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### A. Game Setup & Initialization (CR 103)
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The engine must execute this sequence automatically before the first turn:
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1. **Deck Validation**: Verify decks meet format requirements (e.g., 60 cards min).
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2. **Life Initialization**: Set Life Totals to 20.
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3. **The Mulligan Process (CR 103.5)**:
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- **Initial Draw**: Both players draw 7 cards.
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- **Decision Loop**: Prompt players in turn order: "Keep Hand" or "Mulligan".
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- **Execution**: If Mulligan, shuffle hand into library and draw 7 new cards.
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- **London Rule**: For each Mulligan (N), user must select N cards to bottom.
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- **Concurrency**: Decisions sequential, Shuffles/Draws simultaneous.
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### B. The Turn Structure State Machine (CR 500)
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Strict phase cycle. Priority (CR 117) must be passed by both players to advance.
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1. **Beginning Phase (CR 501)**
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- **Untap Step**: AP untaps all permanents. No Priority.
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- **Upkeep Step**: Triggers go on stack. AP Priority.
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- **Draw Step**: AP draws. Triggers. AP Priority.
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2. **Pre-Combat Main Phase (CR 505)**
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- AP may Play Land (Special Action, 1/turn, Stack empty).
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- AP may Cast Sorcery/Creature/Artifact/Enchantment/Planeswalker.
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3. **Combat Phase (CR 506)**
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- **Start of Combat**: Triggers. Priority.
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- **Declare Attackers (CR 508)**:
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- AP selects attackers & targets (Player/Planeswalker).
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- Engine validates restrictions & taps attackers.
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- Triggers. AP Priority.
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- **Declare Blockers (CR 509)**:
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- DP assign blockers.
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- Engine validates (Flying, Menace, etc.).
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- Damage Ordering (if multi-blocked).
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- Triggers. AP Priority.
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- **Combat Damage (CR 510)**:
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- AP assigns damage (Lethal to 1st, then rest).
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- Damage dealt simultaneously.
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- Priority Check.
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- **End of Combat**: Priority Check.
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4. **Post-Combat Main Phase**
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- Identical to Pre-Combat Main.
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5. **Ending Phase (CR 512)**
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- **End Step**: Triggers. Priority.
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- **Cleanup Step (CR 514)**:
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- Discard to hand size.
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- Remove marked damage.
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- No Priority (unless trigger occurs).
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### C. The Interaction Core: Priority & The Stack (CR 405 & 117)
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LIFO (Last-In, First-Out) Array.
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- **Priority Passing (CR 117.3d)**: Game advances only when all players pass on empty stack.
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- **Response Window**: After cast, AP gets priority. If AP passes -> DP gets priority. If DP passes -> Resolve.
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- **State-Based Actions (The Referee Check - CR 704)**: Checked BEFORE every priority gain.
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- **Lethal Damage**: Damage >= Toughness -> Graveyard.
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- **0 Toughness**: Toughness <= 0 -> Graveyard.
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- **Legend Rule**: Duplicate legendary -> Controller chooses capture.
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- **Aura Check**: Invalid attachment -> Graveyard.
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### D. Manual Mana Engine (CR 106)
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- **Production**: Tap Land -> Add color to **Floating Pool**.
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- **Spending**: Click symbol in pool to pay costs.
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- **Emptying**: Pool empties at end of every Step/Phase.
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### E. Developer Notes & Edge Cases
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- **Layer System (CR 613)**: Must implement 7-Layer system (Copy, Control, Text, Type, Color, Ability, P/T).
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- **Token Generation**: Spawn game object with stats.
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- **Failure States**: Insufficient mana -> Bounce, Warning Flash.
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---
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## PART 2: THE "HIGH-VELOCITY" UX (Frontend Specification)
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### 1. The "Smart" Priority Button
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Context-aware button (Bottom Right).
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- **Green ("Pass")**: Stack empty. clicking passes/advances.
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- **Orange ("Resolve")**: Stack has object. Click resolves top.
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- **Red ("Damage/Block")**: Mandatory manual assignment waiting.
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- **Blue ("Choice")**: Modal choice required.
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- **"Yield" Toggle**: Auto-pass priority until End Step (unless response needed).
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### 2. Gesture Controls (Mouse/Touch)
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- **Swipe-to-Tap**: Drag line across background/cards. Intersected lands toggle & add mana.
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- **Combat Swipes**:
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- Attack: Swipe Up/Forward.
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- Cancel Attack: Swipe Down/Back.
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- Block: Drag blocker onto attacker.
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- **Targeting Tether**: Visual "rope" (Bezier curve) from source to target.
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### 3. Contextual Radial Menus
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**Scenario**: User taps Dual Land.
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- **Interaction**: Pie menu spawns under cursor.
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- **Action**: Slide toward symbol to select. Minimal travel.
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### 4. Visualizing "The Stack"
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Vertical list of tiles on screen edge.
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- **Hover/Long-press**: Show source card.
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- **Targeting**: Tiles must be valid targets for spells.
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### 5. The "Inspector" Overlay
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Long-press/Right-click on card.
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- **Display**: High-Res Art + Oracle Text.
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- **Live Math**: Show Net Power/Toughness (Base + Layers).
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---
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## Task Breakdown & Status
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### Backend (RulesEngine)
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- [x] **Core Structures**: `StrictGameState`, Phase, Step Types.
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- [x] **State Machine Baseline**: Phase advancement logic.
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- [x] **Priority Logic**: Passing, resolving, resetting.
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- [x] **Basic Actions**: Play Land, Cast Spell.
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- [x] **Stack Resolution**: Resolving Spells to Zones.
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- [x] **SBAs Implementation**: Basic (Lethal w/ Damage Marking, 0 Toughness, Legend).
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- [x] **Advanced SBAs**: Aura Validity check.
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- [x] **Manual Mana Engine**: Floating Pool Logic (Backend Support).
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- [x] **Game Setup**: Mulligan (London), Deck Validation.
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- [x] **Combat Phase Detail**: Declare Attackers/Blockers steps & validation (RulesEngine Logic).
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- [x] **Layer System**: Implement 7-layer P/T calculation.
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- [x] **Token Generation**: Backend `createToken` & Context Menu integration.
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### Frontend (High-Velocity UX)
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- [x] **Game View**: Render State Types.
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- [x] **Phase Strip**: Visual progress.
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- [x] **Smart Button**: Basic States (Green/Orange/Red).
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- [x] **Gesture Engine**: Swipe-to-Tap & Swipe-to-Attack.
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- [x] **Stack Visualization**: Basic Component.
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- [x] **Gesture Polish**: Combat Swipes, Targeting Tether.
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- [x] **Manual Mana Engine**: Floating Pool Logic & UI.
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- [x] **Mulligan UI**: Modal for Keep/Mull decisions.
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- [x] **Smart Button Advanced**: "Yield" Toggle.
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- [x] **Radial Menus**: Pie Menu for Dual Lands/Modes (Component Added).
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- [x] **Inspector Overlay**: Live Math & Details.
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