docs: Add MTG comprehensive rules and pack generation algorithms, remove old rulebook and development documentation, and update GameView.
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# Development Status (Central)
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## Active Tasks
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- [x] Enable Clear Session Button (2025-12-20)
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## Devlog Index
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- [Enable Clear Session](./devlog/2025-12-20-014500_enable_clear_session.md) - Improved UI/UX for session clearing in CubeManager.
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- [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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# Enable Clear Session Button in Pack Generator
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## Object
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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.
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## Changes
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- Modified `CubeManager.tsx`:
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- Updated `handleReset` logic (verified).
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- enhanced "Clear Session" button styling to be more visible (red border/text) and indicate its destructive nature.
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- Added `disabled={loading}` to prevent state conflicts during active operations.
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- **Replaced `window.confirm` with a double-click UI confirmation pattern** to ensure reliability and better UX (fixed issue where native confirmation dialog was failing).
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## Status
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- [x] Implementation complete.
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- [x] Verified logic for `localStorage` clearing.
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- [x] Verified interaction in browser (button changes state, clears data on second click).
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@@ -1,29 +0,0 @@
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# Bot Logic Implementation
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## Changes
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- **Client/Server Types**: Added `isBot` to `PlayerState` interface.
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- **GameManager**:
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- Updated `createGame` to persist `isBot` flag from room players.
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- Implemented `processBotActions` method:
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- **Mulligan**: Always keeps hand.
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- **Main Phase**: Plays a Land if available and not played yet.
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- **Main Phase**: Casts first available Creature card from hand (simplified cost check).
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- **Combat**: Attacks with all available creatures.
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- **Default**: Passes priority.
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- Added `triggerBotCheck` public method to manually trigger bot automation (e.g. at game start).
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- Updated `handleStrictAction` to include a `while` loop that processes consecutive bot turns until a human receives priority.
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- **Server Entry (index.ts)**:
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- 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.
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## Bot Behavior
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The bots are currently "Aggressive/Linear":
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1. They essentially dump their hand (Lands -> Creatures).
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2. They always attack with everything.
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3. They never block.
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4. They pass priority instantly if they can't do anything.
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## Future Improvements
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- Implement mana cost checking (currently relying on loose engine rules or implicit valid state).
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- Implement target selection logic (currently casting only if no targets needed or using empty array).
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- Implement blocking logic.
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- Implement "Smart" mulligans (currently always keep).
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@@ -675,7 +675,7 @@ export const GameView: React.FC<GameViewProps> = ({ gameState, currentPlayerId }
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</div>
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{/* Opponent Battlefield */}
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<div className="flex-1 w-full relative perspective-1000">
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<div className="flex-1 w-full relative perspective-1000 z-0">
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<div
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className="w-full h-full relative"
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style={{
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@@ -683,28 +683,53 @@ export const GameView: React.FC<GameViewProps> = ({ gameState, currentPlayerId }
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transformOrigin: 'center bottom',
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}}
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>
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{oppBattlefield.map(card => {
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{(() => {
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// Organize Opponent Cards
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const oppLands = oppBattlefield.filter(c => c.types?.includes('Land') && !c.types?.includes('Creature'));
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const oppCreatures = oppBattlefield.filter(c => !c.types?.includes('Land') || c.types?.includes('Creature'));
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return (
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<div className="w-full h-full flex flex-col justify-end pb-4">
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{/* Back Row: Lands (Top) */}
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<div className="flex justify-center items-end -space-x-8 mb-4 opacity-90 scale-90 origin-bottom">
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{oppLands.map((card, idx) => (
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<div key={card.instanceId} style={{ zIndex: idx }} className="pointer-events-auto">
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<CardComponent
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card={card}
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viewMode="cutout"
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className="w-20 h-20 rounded shadow-sm"
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onDragStart={() => { }}
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onClick={() => { }}
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onMouseEnter={() => setHoveredCard(card)}
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onMouseLeave={() => setHoveredCard(null)}
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/>
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</div>
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))}
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{oppLands.length === 0 && <div className="h-20" />}
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</div>
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{/* Front Row: Creatures (Bottom) */}
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<div className="flex justify-center items-end gap-2 flex-wrap px-8">
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{oppCreatures.map(card => {
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const isAttacking = card.attacking === currentPlayerId; // They are attacking ME
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const isBlockedByMe = Array.from(proposedBlockers.values()).includes(card.instanceId);
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return (
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<div
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key={card.instanceId}
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className="absolute transition-all duration-300 ease-out"
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className="relative transition-all duration-300 ease-out pointer-events-auto"
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style={{
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left: `${card.position?.x || 50}%`,
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top: `${card.position?.y || 50}%`,
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zIndex: Math.floor((card.position?.y || 0)),
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transform: isAttacking ? 'translateY(40px) scale(1.1)' : 'none' // Move towards me
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transform: isAttacking ? 'translateY(40px) scale(1.1)' : 'none', // Attack moves "Forward" (Down)
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zIndex: 10
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}}
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>
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<CardComponent
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card={card}
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viewMode="cutout"
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onDragStart={() => { }}
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onClick={() => { }}
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onMouseEnter={() => setHoveredCard(card)}
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onMouseLeave={() => setHoveredCard(null)}
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onDragStart={() => { }}
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onClick={() => { }}
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className={`
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w-24 h-24 rounded shadow-sm
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${isAttacking ? "ring-4 ring-red-600 shadow-[0_0_20px_rgba(220,38,38,0.6)]" : ""}
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@@ -712,8 +737,9 @@ export const GameView: React.FC<GameViewProps> = ({ gameState, currentPlayerId }
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`}
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/>
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<DroppableZone id={card.instanceId} data={{ type: 'card' }} className="absolute inset-0 rounded-lg" />
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{isAttacking && (
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<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">
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<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">
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ATTACKING
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</div>
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)}
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@@ -722,6 +748,10 @@ export const GameView: React.FC<GameViewProps> = ({ gameState, currentPlayerId }
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})}
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</div>
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</div>
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);
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})()}
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</div>
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</div>
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</div>
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{/* Middle Area: My Battlefield (The Table) */}
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