docs: Add MTG comprehensive rules and pack generation algorithms, remove old rulebook and development documentation, and update GameView.
Some checks failed
Build and Deploy / build (push) Failing after 10s

This commit is contained in:
2025-12-23 01:30:05 +01:00
parent e655e3efe2
commit f8188875ac
7 changed files with 64 additions and 87 deletions

View File

@@ -1,8 +0,0 @@
# Development Status (Central)
## Active Tasks
- [x] Enable Clear Session Button (2025-12-20)
## 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.

View File

@@ -1,16 +0,0 @@
# Enable Clear Session Button in Pack Generator
## Object
Enable and improve the "Clear Session" button in the Cube Manager (Pack Generator) to allow users to restart the generation process from a clean state.
## Changes
- Modified `CubeManager.tsx`:
- Updated `handleReset` logic (verified).
- enhanced "Clear Session" button styling to be more visible (red border/text) and indicate its destructive nature.
- Added `disabled={loading}` to prevent state conflicts during active operations.
- **Replaced `window.confirm` with a double-click UI confirmation pattern** to ensure reliability and better UX (fixed issue where native confirmation dialog was failing).
## Status
- [x] Implementation complete.
- [x] Verified logic for `localStorage` clearing.
- [x] Verified interaction in browser (button changes state, clears data on second click).

View File

@@ -1,29 +0,0 @@
# 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).

View File

@@ -675,7 +675,7 @@ export const GameView: React.FC<GameViewProps> = ({ gameState, currentPlayerId }
</div>
{/* Opponent Battlefield */}
<div className="flex-1 w-full relative perspective-1000">
<div className="flex-1 w-full relative perspective-1000 z-0">
<div
className="w-full h-full relative"
style={{
@@ -683,43 +683,73 @@ export const GameView: React.FC<GameViewProps> = ({ gameState, currentPlayerId }
transformOrigin: 'center bottom',
}}
>
{oppBattlefield.map(card => {
const isAttacking = card.attacking === currentPlayerId; // They are attacking ME
const isBlockedByMe = Array.from(proposedBlockers.values()).includes(card.instanceId);
{(() => {
// Organize Opponent Cards
const oppLands = oppBattlefield.filter(c => c.types?.includes('Land') && !c.types?.includes('Creature'));
const oppCreatures = oppBattlefield.filter(c => !c.types?.includes('Land') || c.types?.includes('Creature'));
return (
<div
key={card.instanceId}
className="absolute transition-all duration-300 ease-out"
style={{
left: `${card.position?.x || 50}%`,
top: `${card.position?.y || 50}%`,
zIndex: Math.floor((card.position?.y || 0)),
transform: isAttacking ? 'translateY(40px) scale(1.1)' : 'none' // Move towards me
}}
>
<CardComponent
card={card}
viewMode="cutout"
onDragStart={() => { }}
onClick={() => { }}
onMouseEnter={() => setHoveredCard(card)}
onMouseLeave={() => setHoveredCard(null)}
className={`
w-24 h-24 rounded shadow-sm
${isAttacking ? "ring-4 ring-red-600 shadow-[0_0_20px_rgba(220,38,38,0.6)]" : ""}
${isBlockedByMe ? "ring-4 ring-blue-500" : ""}
`}
/>
<DroppableZone id={card.instanceId} data={{ type: 'card' }} className="absolute inset-0 rounded-lg" />
{isAttacking && (
<div className="absolute -top-4 left-1/2 -translate-x-1/2 bg-red-600 text-white text-[10px] font-bold px-2 py-0.5 rounded shadow">
ATTACKING
</div>
)}
<div className="w-full h-full flex flex-col justify-end pb-4">
{/* Back Row: Lands (Top) */}
<div className="flex justify-center items-end -space-x-8 mb-4 opacity-90 scale-90 origin-bottom">
{oppLands.map((card, idx) => (
<div key={card.instanceId} style={{ zIndex: idx }} className="pointer-events-auto">
<CardComponent
card={card}
viewMode="cutout"
className="w-20 h-20 rounded shadow-sm"
onDragStart={() => { }}
onClick={() => { }}
onMouseEnter={() => setHoveredCard(card)}
onMouseLeave={() => setHoveredCard(null)}
/>
</div>
))}
{oppLands.length === 0 && <div className="h-20" />}
</div>
{/* Front Row: Creatures (Bottom) */}
<div className="flex justify-center items-end gap-2 flex-wrap px-8">
{oppCreatures.map(card => {
const isAttacking = card.attacking === currentPlayerId; // They are attacking ME
const isBlockedByMe = Array.from(proposedBlockers.values()).includes(card.instanceId);
return (
<div
key={card.instanceId}
className="relative transition-all duration-300 ease-out pointer-events-auto"
style={{
transform: isAttacking ? 'translateY(40px) scale(1.1)' : 'none', // Attack moves "Forward" (Down)
zIndex: 10
}}
>
<CardComponent
card={card}
viewMode="cutout"
onMouseEnter={() => setHoveredCard(card)}
onMouseLeave={() => setHoveredCard(null)}
onDragStart={() => { }}
onClick={() => { }}
className={`
w-24 h-24 rounded shadow-sm
${isAttacking ? "ring-4 ring-red-600 shadow-[0_0_20px_rgba(220,38,38,0.6)]" : ""}
${isBlockedByMe ? "ring-4 ring-blue-500" : ""}
`}
/>
<DroppableZone id={card.instanceId} data={{ type: 'card' }} className="absolute inset-0 rounded-lg" />
{isAttacking && (
<div className="absolute -top-4 left-1/2 -translate-x-1/2 bg-red-600 text-white text-[10px] font-bold px-2 py-0.5 rounded shadow z-20">
ATTACKING
</div>
)}
</div>
);
})}
</div>
</div>
);
})}
})()}
</div>
</div>
</div>