Files
mtg-online-drafter/src/client/src/utils/AutoDeckBuilder.ts

347 lines
11 KiB
TypeScript

export interface Card {
id: string;
name: string;
mana_cost?: string; // Standard Scryfall
manaCost?: string; // Legacy support
type_line?: string; // Standard Scryfall
typeLine?: string; // Legacy support
colors?: string[]; // e.g. ['W', 'U']
colorIdentity?: string[];
rarity?: 'common' | 'uncommon' | 'rare' | 'mythic' | string;
cmc?: number;
power?: string;
toughness?: string;
edhrecRank?: number; // Added EDHREC Rank
card_faces?: any[];
[key: string]: any;
}
export class AutoDeckBuilder {
/**
* Main entry point to build a deck from a pool.
* Now purely local and synchronous in execution (wrapped in Promise for API comp).
*/
static async buildDeckAsync(pool: Card[], basicLands: Card[]): Promise<Card[]> {
console.log(`[AutoDeckBuilder] 🏗️ Building deck from pool of ${pool.length} cards...`);
// We force a small delay to not block UI thread if it was heavy, though for 90 cards it's fast.
await new Promise(r => setTimeout(r, 10));
return this.calculateHeuristicDeck(pool, basicLands);
}
// --- Core Heuristic Logic ---
private static calculateHeuristicDeck(pool: Card[], basicLands: Card[]): Card[] {
const TARGET_SPELL_COUNT = 23;
// 1. Identify best 2-color combination
const bestPair = this.findBestColorPair(pool);
console.log(`[AutoDeckBuilder] 🎨 Best pair identified: ${bestPair.join('/')}`);
// 2. Filter available spells for that pair + Artifacts
const mainColors = bestPair;
let candidates = pool.filter(c => {
// Exclude Basic Lands from pool (they are added later)
if (this.isBasicLand(c)) return false;
const colors = c.colors || [];
if (colors.length === 0) return true; // Artifacts
return colors.every(col => mainColors.includes(col)); // On-color
});
// 3. Score and Select Spells
// Logic:
// a. Score every candidate
// b. Sort by score
// c. Fill Curve:
// - Ensure minimum 2-drops, 3-drops?
// - Or just pick best cards?
// - Let's do a weighted curve approach: Fill slots with best cards for that slot.
const scoredCandidates = candidates.map(c => ({
card: c,
score: this.calculateCardScore(c, mainColors)
}));
// Sort Descending
scoredCandidates.sort((a, b) => b.score - a.score);
// Curve Buckets (Min-Max goal)
// 1-2 CMC: 4-6
// 3 CMC: 4-6
// 4 CMC: 4-5
// 5 CMC: 2-3
// 6+ CMC: 1-2
// Creatures check: Ensure at least ~13 creatures
const deckSpells: Card[] = [];
// const creatureCount = () => deckSpells.filter(c => c.typeLine?.includes('Creature')).length;
// Simple pass: Just take top 23?
// No, expensive cards might clog.
// Let's iterate and enforce limits.
const curveCounts: Record<number, number> = { 1: 0, 2: 0, 3: 0, 4: 0, 5: 0, 6: 0 };
const getCmcBucket = (c: Card) => {
const val = c.cmc || 0;
if (val <= 2) return 2; // Merge 0,1,2 for simplicity
if (val >= 6) return 6;
return val;
};
// Soft caps for each bucket to ensure distribution
const curveLimits: Record<number, number> = { 2: 8, 3: 7, 4: 6, 5: 4, 6: 3 };
// Pass 1: Fill using curve limits
for (const item of scoredCandidates) {
if (deckSpells.length >= TARGET_SPELL_COUNT) break;
const bucket = getCmcBucket(item.card);
if (curveCounts[bucket] < curveLimits[bucket]) {
deckSpells.push(item.card);
curveCounts[bucket]++;
}
}
// Pass 2: Fill remaining slots with best available ignoring curve (to reach 23)
if (deckSpells.length < TARGET_SPELL_COUNT) {
const remaining = scoredCandidates.filter(item => !deckSpells.includes(item.card));
for (const item of remaining) {
if (deckSpells.length >= TARGET_SPELL_COUNT) break;
deckSpells.push(item.card);
}
}
// Creature Balance Check (Simplistic)
// If creatures < 12, swap worst non-creatures for best available creatures?
// Skipping for now to keep it deterministic and simple.
// 4. Lands
// Fetch Basic Lands based on piping
const deckLands = this.generateBasicLands(deckSpells, basicLands, 40 - deckSpells.length);
return [...deckSpells, ...deckLands];
}
// --- Helper: Find Best Pair ---
private static findBestColorPair(pool: Card[]): string[] {
const colors = ['W', 'U', 'B', 'R', 'G'];
const pairs: string[][] = [];
// Generating all unique pairs
for (let i = 0; i < colors.length; i++) {
for (let j = i + 1; j < colors.length; j++) {
pairs.push([colors[i], colors[j]]);
}
}
let bestPair = ['W', 'U'];
let maxScore = -1;
pairs.forEach(pair => {
const score = this.evaluateColorPair(pool, pair);
// console.log(`Pair ${pair.join('')} Score: ${score}`);
if (score > maxScore) {
maxScore = score;
bestPair = pair;
}
});
return bestPair;
}
private static evaluateColorPair(pool: Card[], pair: string[]): number {
// Score based on:
// 1. Quantity of playable cards in these colors
// 2. Specific bonuses for Rares/Mythics
let score = 0;
pool.forEach(c => {
// Skip lands for archetype selection power (mostly)
if (this.isLand(c)) return;
const cardColors = c.colors || [];
// Artifacts count for everyone but less
if (cardColors.length === 0) {
score += 0.5;
return;
}
// Check if card fits in pair
const fits = cardColors.every(col => pair.includes(col));
if (!fits) return;
// Base score
let cardVal = 1;
// Rarity Bonus
if (c.rarity === 'uncommon') cardVal += 1.5;
if (c.rarity === 'rare') cardVal += 3.5;
if (c.rarity === 'mythic') cardVal += 4.5;
// Gold Card Bonus (Signpost) - If it uses BOTH colors, it's a strong signal
if (cardColors.length === 2 && cardColors.includes(pair[0]) && cardColors.includes(pair[1])) {
cardVal += 2;
}
score += cardVal;
});
return score;
}
// --- Helper: Card Scoring ---
private static calculateCardScore(c: Card, mainColors: string[]): number {
let score = 0;
// 1. Rarity Base
switch (c.rarity) {
case 'mythic': score = 5.0; break;
case 'rare': score = 4.0; break;
case 'uncommon': score = 2.5; break;
default: score = 1.0; break; // Common
}
// 2. Removal Bonus (Heuristic based on type + text is hard, so just type for now)
// Instants/Sorceries tend to be removal or interaction
const typeLine = c.typeLine || c.type_line || '';
if (typeLine.includes('Instant') || typeLine.includes('Sorcery')) {
score += 0.5;
}
// 3. Gold Card Synergy
const colors = c.colors || [];
if (colors.length > 1) {
score += 0.5; // Multicolored cards are usually stronger rate-wise
// Bonus if it perfectly matches our main colors (Signpost)
if (mainColors.length === 2 && colors.includes(mainColors[0]) && colors.includes(mainColors[1])) {
score += 1.0;
}
}
// 4. CMC Check (Penalty for very high cost)
if ((c.cmc || 0) > 6) score -= 0.5;
// 5. EDHREC Score (Mild Influence)
// Rank 1000 => +2.0, Rank 5000 => +1.0
// Formula: 3 * (1 - (rank/10000)) limited to 0
if (c.edhrecRank !== undefined && c.edhrecRank !== null) {
const rank = c.edhrecRank;
if (rank < 10000) {
score += (3 * (1 - (rank / 10000)));
}
}
return score;
}
// --- Helper: Lands ---
private static generateBasicLands(deckSpells: Card[], basicLandPool: Card[], countNeeded: number): Card[] {
const deckLands: Card[] = [];
if (countNeeded <= 0) return deckLands;
// Count pips
const pips = { W: 0, U: 0, B: 0, R: 0, G: 0 };
deckSpells.forEach(c => {
const cost = c.mana_cost || c.manaCost || '';
if (cost.includes('W')) pips.W += (cost.match(/W/g) || []).length;
if (cost.includes('U')) pips.U += (cost.match(/U/g) || []).length;
if (cost.includes('B')) pips.B += (cost.match(/B/g) || []).length;
if (cost.includes('R')) pips.R += (cost.match(/R/g) || []).length;
if (cost.includes('G')) pips.G += (cost.match(/G/g) || []).length;
});
const totalPips = Object.values(pips).reduce((a, b) => a + b, 0) || 1;
// Allocate
const allocation = {
W: Math.round((pips.W / totalPips) * countNeeded),
U: Math.round((pips.U / totalPips) * countNeeded),
B: Math.round((pips.B / totalPips) * countNeeded),
R: Math.round((pips.R / totalPips) * countNeeded),
G: Math.round((pips.G / totalPips) * countNeeded),
};
// Adjust for rounding errors
let currentTotal = Object.values(allocation).reduce((a, b) => a + b, 0);
// 1. If we are short, add to the color with most pips
while (currentTotal < countNeeded) {
const topColor = Object.entries(allocation).sort((a, b) => b[1] - a[1])[0][0];
allocation[topColor as keyof typeof allocation]++;
currentTotal++;
}
// 2. If we are over, subtract from the color with most lands (that has > 0)
while (currentTotal > countNeeded) {
const topColor = Object.entries(allocation).sort((a, b) => b[1] - a[1])[0][0];
if (allocation[topColor as keyof typeof allocation] > 0) {
allocation[topColor as keyof typeof allocation]--;
currentTotal--;
} else {
// Fallback to remove from anyone
const anyColor = Object.keys(allocation).find(k => allocation[k as keyof typeof allocation] > 0);
if (anyColor) allocation[anyColor as keyof typeof allocation]--;
currentTotal--;
}
}
// Generate Objects
Object.entries(allocation).forEach(([color, qty]) => {
if (qty <= 0) return;
const landName = this.getBasicLandName(color);
// Find source
let source = basicLandPool.find(l => l.name === landName)
|| basicLandPool.find(l => l.name.includes(landName)); // Fuzzy
if (!source && basicLandPool.length > 0) source = basicLandPool[0]; // Fallback?
// If we have a source, clone it. If not, we might be in trouble but let's assume source exists or we make a dummy.
for (let i = 0; i < qty; i++) {
deckLands.push({
...source!,
name: landName, // Ensure correct name
typeLine: `Basic Land — ${landName}`,
id: `land-${color}-${Date.now()}-${Math.random().toString(36).substring(7)}`,
isLandSource: false
});
}
});
return deckLands;
}
// --- Utilities ---
private static isLand(c: Card): boolean {
const t = c.typeLine || c.type_line || '';
return t.includes('Land');
}
private static isBasicLand(c: Card): boolean {
const t = c.typeLine || c.type_line || '';
return t.includes('Basic Land');
}
private static getBasicLandName(color: string): string {
switch (color) {
case 'W': return 'Plains';
case 'U': return 'Island';
case 'B': return 'Swamp';
case 'R': return 'Mountain';
case 'G': return 'Forest';
default: return 'Wastes';
}
}
}