This commit is contained in:
2026-07-18 15:21:20 -04:00
parent 6062d5b60c
commit 74f065e0f5
51 changed files with 634 additions and 285 deletions
@@ -298,7 +298,9 @@
var inDeck = deckCards.ToHashSet();
var otherDiverSlot = activeDiverSlot == 0
? divers.Count > 1 ? divers[1] : null
: divers.Count > 0 ? divers[0] : null;
: divers.Count > 0
? divers[0]
: null;
return AllCards
.Where(c => c.Category is "Agent" or "Spell" or "Immortalized")
+2 -1
View File
@@ -1,4 +1,5 @@
<Router AppAssembly="@typeof(Program).Assembly" AdditionalAssemblies="new[] { typeof(Home).Assembly, typeof(Shared.Pages.Syndicates).Assembly, typeof(Shared.Pages.Agents).Assembly }">
<Router AppAssembly="@typeof(Program).Assembly"
AdditionalAssemblies="new[] { typeof(Home).Assembly, typeof(Syndicates).Assembly, typeof(Agents).Assembly }">
<Found Context="routeData">
<AuthorizeRouteView RouteData="@routeData" DefaultLayout="@typeof(MainLayout)">
<NotAuthorized>
+4 -2
View File
@@ -1,4 +1,3 @@
@using Shared.Services
@implements IDisposable
@inject CardPreviewService PreviewService
@namespace Shared.Components
@@ -12,7 +11,8 @@
<strong>@PreviewService.HoveredCard.Name</strong>
@if (PreviewService.HoveredCard.Cost.HasValue)
{
<span class="preview-cost"><i class="bi bi-lightning-fill"></i> @PreviewService.HoveredCard.Cost</span>
<span class="preview-cost"><i
class="bi bi-lightning-fill"></i> @PreviewService.HoveredCard.Cost</span>
}
</div>
</div>
@@ -20,6 +20,7 @@
}
@code {
protected override void OnInitialized()
{
PreviewService.OnChange += StateHasChanged;
@@ -29,4 +30,5 @@
{
PreviewService.OnChange -= StateHasChanged;
}
}
+30 -6
View File
@@ -85,7 +85,8 @@
tableLines.Add(trimmedLine);
continue;
}
else if (inTable)
if (inTable)
{
RenderTable(builder, ref seq, tableLines);
tableLines.Clear();
@@ -100,13 +101,15 @@
builder.OpenElement(seq++, "ul");
inList = true;
}
var isCardListItem = trimmedLine.Contains("[[") && trimmedLine.Contains("]]");
builder.OpenElement(seq++, "li");
RenderInlines(builder, ref seq, trimmedLine[2..], true);
builder.CloseElement();
continue;
}
else if (inList)
if (inList)
{
builder.CloseElement(); // Close ul
inList = false;
@@ -167,6 +170,7 @@
RenderInlines(builder, ref seq, cell.Trim(), false);
builder.CloseElement();
}
builder.CloseElement();
builder.CloseElement();
startIdx = 2;
@@ -184,8 +188,10 @@
RenderInlines(builder, ref seq, cell.Trim(), false);
builder.CloseElement();
}
builder.CloseElement();
}
builder.CloseElement();
builder.CloseElement();
builder.CloseElement();
@@ -203,11 +209,28 @@
var bestIdx = int.MaxValue;
Match? bestMatch = null;
int matchType = 0; // 1: bold, 2: italic, 3: card
var matchType = 0; // 1: bold, 2: italic, 3: card
if (boldMatch.Success && boldMatch.Index < bestIdx) { bestIdx = boldMatch.Index; bestMatch = boldMatch; matchType = 1; }
if (italicMatch.Success && italicMatch.Index < bestIdx) { bestIdx = italicMatch.Index; bestMatch = italicMatch; matchType = 2; }
if (cardMatch.Success && cardMatch.Index < bestIdx) { bestIdx = cardMatch.Index; bestMatch = cardMatch; matchType = 3; }
if (boldMatch.Success && boldMatch.Index < bestIdx)
{
bestIdx = boldMatch.Index;
bestMatch = boldMatch;
matchType = 1;
}
if (italicMatch.Success && italicMatch.Index < bestIdx)
{
bestIdx = italicMatch.Index;
bestMatch = italicMatch;
matchType = 2;
}
if (cardMatch.Success && cardMatch.Index < bestIdx)
{
bestIdx = cardMatch.Index;
bestMatch = cardMatch;
matchType = 3;
}
if (bestMatch != null)
{
@@ -255,4 +278,5 @@
}
}
}
}
@@ -8,8 +8,12 @@
}
@keyframes fade-in {
from { opacity: 0; }
to { opacity: 1; }
from {
opacity: 0;
}
to {
opacity: 1;
}
}
.card-detail {
@@ -148,17 +152,42 @@
font-weight: 700;
}
.markdown-content h2 { font-size: 1.5rem; }
.markdown-content h3 { font-size: 1.3rem; }
.markdown-content h4 { font-size: 1.1rem; }
.markdown-content h2 {
font-size: 1.5rem;
}
.markdown-content h3 {
font-size: 1.3rem;
}
.markdown-content h4 {
font-size: 1.1rem;
}
/* Syndicate Colors */
.lifeblood { color: #4caf50; }
.phasetide { color: #2196f3; }
.silence { color: #9c27b0; }
.singularity { color: #ffffff; }
.splintergleam { color: #f44336; }
.sungrace { color: #ff9800; }
.lifeblood {
color: #4caf50;
}
.phasetide {
color: #2196f3;
}
.silence {
color: #9c27b0;
}
.singularity {
color: #ffffff;
}
.splintergleam {
color: #f44336;
}
.sungrace {
color: #ff9800;
}
.inline-card-btn {
background: none;
@@ -194,6 +223,7 @@
width: 95vw;
max-height: 90vh;
}
.detail-layout {
padding: 2rem 1.25rem;
}
@@ -91,7 +91,8 @@
tableLines.Add(trimmedLine);
continue;
}
else if (inTable)
if (inTable)
{
RenderTable(builder, ref seq, tableLines);
tableLines.Clear();
@@ -106,13 +107,15 @@
builder.OpenElement(seq++, "ul");
inList = true;
}
var isCardListItem = trimmedLine.Contains("[[") && trimmedLine.Contains("]]");
builder.OpenElement(seq++, "li");
RenderInlines(builder, ref seq, trimmedLine[2..], true);
builder.CloseElement();
continue;
}
else if (inList)
if (inList)
{
builder.CloseElement(); // Close ul
inList = false;
@@ -173,6 +176,7 @@
RenderInlines(builder, ref seq, cell.Trim(), false);
builder.CloseElement();
}
builder.CloseElement();
builder.CloseElement();
startIdx = 2;
@@ -190,8 +194,10 @@
RenderInlines(builder, ref seq, cell.Trim(), false);
builder.CloseElement();
}
builder.CloseElement();
}
builder.CloseElement();
builder.CloseElement();
builder.CloseElement();
@@ -210,11 +216,28 @@
var bestIdx = int.MaxValue;
Match? bestMatch = null;
int matchType = 0; // 1: bold, 2: italic, 3: card
var matchType = 0; // 1: bold, 2: italic, 3: card
if (boldMatch.Success && boldMatch.Index < bestIdx) { bestIdx = boldMatch.Index; bestMatch = boldMatch; matchType = 1; }
if (italicMatch.Success && italicMatch.Index < bestIdx) { bestIdx = italicMatch.Index; bestMatch = italicMatch; matchType = 2; }
if (cardMatch.Success && cardMatch.Index < bestIdx) { bestIdx = cardMatch.Index; bestMatch = cardMatch; matchType = 3; }
if (boldMatch.Success && boldMatch.Index < bestIdx)
{
bestIdx = boldMatch.Index;
bestMatch = boldMatch;
matchType = 1;
}
if (italicMatch.Success && italicMatch.Index < bestIdx)
{
bestIdx = italicMatch.Index;
bestMatch = italicMatch;
matchType = 2;
}
if (cardMatch.Success && cardMatch.Index < bestIdx)
{
bestIdx = cardMatch.Index;
bestMatch = cardMatch;
matchType = 3;
}
if (bestMatch != null)
{
@@ -262,4 +285,5 @@
}
}
}
}
@@ -8,8 +8,12 @@
}
@keyframes fade-in {
from { opacity: 0; }
to { opacity: 1; }
from {
opacity: 0;
}
to {
opacity: 1;
}
}
.card-detail {
@@ -189,17 +193,42 @@
font-weight: 700;
}
.markdown-content h2 { font-size: 1.5rem; }
.markdown-content h3 { font-size: 1.3rem; }
.markdown-content h4 { font-size: 1.1rem; }
.markdown-content h2 {
font-size: 1.5rem;
}
.markdown-content h3 {
font-size: 1.3rem;
}
.markdown-content h4 {
font-size: 1.1rem;
}
/* Syndicate Colors */
.lifeblood { color: #4caf50; }
.phasetide { color: #2196f3; }
.silence { color: #9c27b0; }
.singularity { color: #ffffff; }
.splintergleam { color: #f44336; }
.sungrace { color: #ff9800; }
.lifeblood {
color: #4caf50;
}
.phasetide {
color: #2196f3;
}
.silence {
color: #9c27b0;
}
.singularity {
color: #ffffff;
}
.splintergleam {
color: #f44336;
}
.sungrace {
color: #ff9800;
}
.inline-card-btn {
background: none;
@@ -235,6 +264,7 @@
width: 95vw;
max-height: 90vh;
}
.detail-layout {
padding: 2rem 1.25rem;
}
+18 -18
View File
@@ -795,7 +795,7 @@ public static class DocDatabase
{
Title = "Lifeblood",
Category = "Syndicate",
Content = "# Timelines\n\n## Deadly Fauna\n\nGives everything +1 / +1.\n\n## Abundant Growth\n\nGives everything [[Overpower]].\n\n# Mechanics\n\n## Flourish\n\nFlourish.\n## Combat\n\nCombat.\n## Evasive\n\nEvasive.\n\n## Sprout\n\nSprout.\n\n# Wolves\n\nWolves.\n\n# Key Cards\n\n## Defensive Cards:\n- [[Bloom]]\n- [[Mulch]]\n- [[Focused Adaptation]]\n- [[Symbiosis]]\n\n\n## Threats\n- [[Glade Grazers]]\n- [[Sapling Dryad]]\n- [[Spark of Bounty]]\n- [[Glasswinged Monarch]]\n- [[Zealot of the Hunt]]\n- [[Hungry Tyrannosaur]]",
Content = "# Timelines\n\n## Deadly Fauna\n\nGives everything +1 / +1.\n\n## Abundant Growth\n\nGives everything [[Overpower]].\n\n# Mechanics\n\n## Flourish\n\nFlourish.\n\n## Combat\n\nCombat.\n\n## Evasive\n\nEvasive.\n\n## Sprout\n\nSprout.\n\n# Wolves\n\nWolves.\n\n# Key Cards\n\n## Defensive Cards:\n\n- [[Bloom]]\n- [[Mulch]]\n- [[Focused Adaptation]]\n- [[Symbiosis]]\n\n## Threats\n\n- [[Glade Grazers]]\n- [[Sapling Dryad]]\n- [[Spark of Bounty]]\n- [[Glasswinged Monarch]]\n- [[Zealot of the Hunt]]\n- [[Hungry Tyrannosaur]]",
Frontmatter = new()
{
{ "category", "Syndicate" },
@@ -808,7 +808,7 @@ public static class DocDatabase
{
Title = "Phasetide",
Category = "Syndicate",
Content = "# Timelines\n\n## The One True Timeline\n\nHeals everything 1 health each turn.\n\nA lot of Phasetide agents simply immortalize in this timeline. And a lot of Phasetide agents start damage to take advantage of this healing effect.\n\nAnd some Phasetide agents will hate it when your not in the timeline. Such as [[Shattersmith]], which will flat out die if too many timelines exist in the stack that are not The One True timeline.\n\n# Mechanics\n\n## Healing\n\nHealing.\n\nCards:\n- [[Bearer of the Broth]]\n\nPayoff:\n- [[Bareknuckle Inquisitor]]\n\n## Rewind\n\nRewind.\n\nCards: \n- [[Temple Analyst]]\n\nPayoff:\n- [[Divergence Assassin]]\n\n## Phase\n\nPhase.\n\nCards:\n- [[Set in Stone]]\n\nPayoff:\n- [[Karmic Debtor]]\n\n## Reduce Cost\n\nReduce cost.\n\nCards:\n- [[Slow Convert]]\n\nPayoff:\n- [[Stern Arbiter]]\n\n# Key Cards\n\n## Defensive Cards:\n- [[Prayer of Rescue]]\n- [[Invigorating Balm]]\n- [[Set in Stone]]\n- [[Out of Line]]\n\n## Threats\n- [[Temple Analyst]]\n- [[Consummate Conspirator]]\n- [[Bareknuckle Inquisitor]]\n- [[Divergence Assassin]]\n- [[Stern Arbiter]]",
Content = "# Timelines\n\n## The One True Timeline\n\nHeals everything 1 health each turn.\n\nA lot of Phasetide agents simply immortalize in this timeline. And a lot of Phasetide agents start damage to take\nadvantage of this healing effect.\n\nAnd some Phasetide agents will hate it when your not in the timeline. Such as [[Shattersmith]], which will flat out die\nif too many timelines exist in the stack that are not The One True timeline.\n\n# Mechanics\n\n## Healing\n\nHealing.\n\nCards:\n\n- [[Bearer of the Broth]]\n\nPayoff:\n\n- [[Bareknuckle Inquisitor]]\n\n## Rewind\n\nRewind.\n\nCards:\n\n- [[Temple Analyst]]\n\nPayoff:\n\n- [[Divergence Assassin]]\n\n## Phase\n\nPhase.\n\nCards:\n\n- [[Set in Stone]]\n\nPayoff:\n\n- [[Karmic Debtor]]\n\n## Reduce Cost\n\nReduce cost.\n\nCards:\n\n- [[Slow Convert]]\n\nPayoff:\n\n- [[Stern Arbiter]]\n\n# Key Cards\n\n## Defensive Cards:\n\n- [[Prayer of Rescue]]\n- [[Invigorating Balm]]\n- [[Set in Stone]]\n- [[Out of Line]]\n\n## Threats\n\n- [[Temple Analyst]]\n- [[Consummate Conspirator]]\n- [[Bareknuckle Inquisitor]]\n- [[Divergence Assassin]]\n- [[Stern Arbiter]]",
Frontmatter = new()
{
{ "category", "Syndicate" },
@@ -821,7 +821,7 @@ public static class DocDatabase
{
Title = "Silence",
Category = "Syndicate",
Content = "# Timelines\n\n## Voiceless Skies\n\nCauses it so that if you have one agent in play, that agent gets +3 / +3.\nWith deplete, you can ensure the player ideally can never properly take advantage of the timeline.\n\nIt turn on some of your key board survival cards, like [[Braindead Bouncer]] and [[Nameless Spirit]].\n\nIt also notably interacts with [[Phase]]. So you can phase your [[Sensory Deprivation Pod]] to potentially activate Voiceless Skies for your other blocker, or use [[Bury the Evidence]] if you have two 1 / 1 cards and need to remove one. \n\n# Mechanics\n\n## Deplete\n\nPrevents a card from attacking and blocking if they have not already attacked or blocked. Also prevents a card from being activated, although outside of [[Mind Over Matter]] during [[Voiceless Sky]], the opposing agent can always activate in a response.\n\nCards:\n- [[Return to Stillness]]\n\nPayoff:\n- [[Telepathic Scavenger]]\n\n## Mute\n\nCan remove all keywords and effects on an agent. Note the order matters. If you mute a target, and an effect gets added on after, the agent will have the newly added effect while still being considered muted.\n\nCards: \n- [[Muffle]]\n\nPayoff:\n- [[Destiny Ripper]]\n\n## Revival\n\nCan bring cards back from the dead. Currently mostly a mechanic in practice for keeping [[Somnus, the Dreaming]] alive.\n\nCards:\n- [[The Forgotten Tale]]\n\nPayoff:\n- [[Solemn Attendant]]\n\n## Spell Duplication\n\nHas access to duplicating spells.\n\nCards:\n- [[Disciplined Student]]\n\nPayoff:\n- [[Overburdened Scribe]]\n\n## Activations\n\nCards with strong activation effects. And it's revival package also allows you to kill off and revive your own cards to activate them again in a fresh state.\n\nCards:\n- [[Death Jockey]]\n\nPayoff:\n- [[Rotting Rocker]]\n\n# Key Cards\n\n## Defensive Cards:\n- [[Hush Now]]\n- [[Spread the Sickness]]\n- [[Pressure Spike]]\n- [[Muffle]]\n\n## Threats\n- [[Rotting Rocker]]\n- [[Telepathic Scavenger]]\n- [[Sensory Deprivation Pod]]\n- [[Overburdened Scribe]]\n- [[The Forgotten Tale]]",
Content = "# Timelines\n\n## Voiceless Skies\n\nCauses it so that if you have one agent in play, that agent gets +3 / +3.\nWith deplete, you can ensure the player ideally can never properly take advantage of the timeline.\n\nIt turn on some of your key board survival cards, like [[Braindead Bouncer]] and [[Nameless Spirit]].\n\nIt also notably interacts with [[Phase]]. So you can phase your [[Sensory Deprivation Pod]] to potentially activate\nVoiceless Skies for your other blocker, or use [[Bury the Evidence]] if you have two 1 / 1 cards and need to remove one.\n\n# Mechanics\n\n## Deplete\n\nPrevents a card from attacking and blocking if they have not already attacked or blocked. Also prevents a card from\nbeing activated, although outside of [[Mind Over Matter]] during [[Voiceless Sky]], the opposing agent can always\nactivate in a response.\n\nCards:\n\n- [[Return to Stillness]]\n\nPayoff:\n\n- [[Telepathic Scavenger]]\n\n## Mute\n\nCan remove all keywords and effects on an agent. Note the order matters. If you mute a target, and an effect gets added\non after, the agent will have the newly added effect while still being considered muted.\n\nCards:\n\n- [[Muffle]]\n\nPayoff:\n\n- [[Destiny Ripper]]\n\n## Revival\n\nCan bring cards back from the dead. Currently mostly a mechanic in practice for keeping [[Somnus, the Dreaming]] alive.\n\nCards:\n\n- [[The Forgotten Tale]]\n\nPayoff:\n\n- [[Solemn Attendant]]\n\n## Spell Duplication\n\nHas access to duplicating spells.\n\nCards:\n\n- [[Disciplined Student]]\n\nPayoff:\n\n- [[Overburdened Scribe]]\n\n## Activations\n\nCards with strong activation effects. And it's revival package also allows you to kill off and revive your own cards to\nactivate them again in a fresh state.\n\nCards:\n\n- [[Death Jockey]]\n\nPayoff:\n\n- [[Rotting Rocker]]\n\n# Key Cards\n\n## Defensive Cards:\n\n- [[Hush Now]]\n- [[Spread the Sickness]]\n- [[Pressure Spike]]\n- [[Muffle]]\n\n## Threats\n\n- [[Rotting Rocker]]\n- [[Telepathic Scavenger]]\n- [[Sensory Deprivation Pod]]\n- [[Overburdened Scribe]]\n- [[The Forgotten Tale]]",
Frontmatter = new()
{
{ "category", "Syndicate" },
@@ -834,7 +834,7 @@ public static class DocDatabase
{
Title = "Singularity",
Category = "Syndicate",
Content = "# Timelines\n\n## Erudite Beacon\n\nCauses you to draw a card when you shift to it, and a card every round. You will have many cards in hand, so if you play in this timeline, you need ways to spend your hand to avoid erasing cards off the top of your deck. \n\n[[Enlightened Refugee]] is the simplest way to shift to this [[Timeline]].\n\n# Mechanics\n\n## Discard\n\nHas a lot of cards that can be removed from hand for added benefits, and a lot of cards that can discard for additional card draw.\n\nCards:\n- [[Efficient Scrapbot]]\n\nPayoff:\n- [[Rapid Iteration]]\n\n## Disarm\n\nCan reduce agents attack values to zero. Way to reduce damage for a turn or win combat trades.\n\nCards:\n- [[Frontline Fellowship]]\n\nPayoff:\n- [[Traffic Conductor]]\n\n## Agent Duplication\n\nHas access to duplicating agents.\n\nCards:\n- [[Chronal Scan]]\n\nPayoff:\n- [[Springloaded Hopper]]\n\n## Pocket Scout\n\n1 / 1 token that can swarm the board or chump block.\n\nCards:\n- [[Enthusiastic Bot-Poke]]\n\nPayoff:\n- [[Scattered Helpers]]\n\n# Key Cards\n\n## Defensive Cards:\n- [[Timestop]]\n- [[Rapid Iteration]]\n- [[Frontline Fellowship]]\n\n## Threats\n- [[Roiling Amalgam]]\n- [[Rogue Amalgam]]\n- [[Quicksilver Khaela]]\n- [[Scuttling Spares]]\n- [[Springloaded Hopper]]",
Content = "# Timelines\n\n## Erudite Beacon\n\nCauses you to draw a card when you shift to it, and a card every round. You will have many cards in hand, so if you play\nin this timeline, you need ways to spend your hand to avoid erasing cards off the top of your deck.\n\n[[Enlightened Refugee]] is the simplest way to shift to this [[Timeline]].\n\n# Mechanics\n\n## Discard\n\nHas a lot of cards that can be removed from hand for added benefits, and a lot of cards that can discard for additional\ncard draw.\n\nCards:\n\n- [[Efficient Scrapbot]]\n\nPayoff:\n\n- [[Rapid Iteration]]\n\n## Disarm\n\nCan reduce agents attack values to zero. Way to reduce damage for a turn or win combat trades.\n\nCards:\n\n- [[Frontline Fellowship]]\n\nPayoff:\n\n- [[Traffic Conductor]]\n\n## Agent Duplication\n\nHas access to duplicating agents.\n\nCards:\n\n- [[Chronal Scan]]\n\nPayoff:\n\n- [[Springloaded Hopper]]\n\n## Pocket Scout\n\n1 / 1 token that can swarm the board or chump block.\n\nCards:\n\n- [[Enthusiastic Bot-Poke]]\n\nPayoff:\n\n- [[Scattered Helpers]]\n\n# Key Cards\n\n## Defensive Cards:\n\n- [[Timestop]]\n- [[Rapid Iteration]]\n- [[Frontline Fellowship]]\n\n## Threats\n\n- [[Roiling Amalgam]]\n- [[Rogue Amalgam]]\n- [[Quicksilver Khaela]]\n- [[Scuttling Spares]]\n- [[Springloaded Hopper]]",
Frontmatter = new()
{
{ "category", "Syndicate" },
@@ -847,7 +847,7 @@ public static class DocDatabase
{
Title = "Splintergleam",
Category = "Syndicate",
Content = "# Timelines\n\n## Volcanic Rivers\n\nDeals 1 damage to each core when shifted to.\n\n## Torment\n\n# Mechanics\n\n## Bleed\n\nBleed.\n## Big Timeline Stack\n\nBig Timeline Stack\n## Fervor\n\nFervor\n\n## Self Wound\n\nSelf Wound\n\n\n# Key Cards\n\n## Defensive Cards:\n- [[Bathe in Flames]]\n- [[Circle of Strife]]\n- [[Paradox Cacophony]]\n- [[Fervor]]\n- [[Sanguine Resurgence]]\n\n\n## Threats\n- [[Pit Dog]]\n- [[Bright-Eyed Supplicant]]\n- [[Blazing Shifter]]\n- [[Toothy Pugilist]]\n- [[Devoted Bloodletter]]\n- [[Hungry Engine]]\n- [[Frontline Juggernaut]]\n- [[Brutal Reveler]]\n- [[Gilded Behemoth]]",
Content = "# Timelines\n\n## Volcanic Rivers\n\nDeals 1 damage to each core when shifted to.\n\n## Torment\n\n# Mechanics\n\n## Bleed\n\nBleed.\n\n## Big Timeline Stack\n\nBig Timeline Stack\n\n## Fervor\n\nFervor\n\n## Self Wound\n\nSelf Wound\n\n# Key Cards\n\n## Defensive Cards:\n\n- [[Bathe in Flames]]\n- [[Circle of Strife]]\n- [[Paradox Cacophony]]\n- [[Fervor]]\n- [[Sanguine Resurgence]]\n\n## Threats\n\n- [[Pit Dog]]\n- [[Bright-Eyed Supplicant]]\n- [[Blazing Shifter]]\n- [[Toothy Pugilist]]\n- [[Devoted Bloodletter]]\n- [[Hungry Engine]]\n- [[Frontline Juggernaut]]\n- [[Brutal Reveler]]\n- [[Gilded Behemoth]]",
Frontmatter = new()
{
{ "category", "Syndicate" },
@@ -860,7 +860,7 @@ public static class DocDatabase
{
Title = "Sungrace",
Category = "Syndicate",
Content = "# Timelines\n\n## Star Siphon\n\nRefill your energy reserves every turn. Not, this will not overflow your energy reserve if your energy reserve is full and you otherwise have no other energy. Now if you have 1 energy, and 0 reserves, even though you have 2 less mana, it will overflow. So your encouraged to spend all your reserves and always leave one normal mana left over a turn to trigger your overflows.\n\n# Mechanics\n\n## Overflow\n\nEnergy Reserves.\n## Energy Reserves\n\nEnergy Reserves.\n## Spend 12+ Energy\n\nSpend 12+ Energy.\n\n## Ramp\n\nRamp.\n\n# Spells\n\nSpells.\n\n## Blitz\n\nBlitz.\n\n# Key Cards\n\n## Defensive Cards:\n- [[Soothing Glow]]\n- [[Chaos Control]]\n- [[Radiant Channeling]]\n- [[Supernova]]\n- [[Throw into the Sun]]\n- [[Entropy's End]]\n\n\n## Threats\n- [[Canine Adjutant]]\n- [[Limit Breaker]]\n- [[Debris Collector]]\n- [[Jury of the Second Law]]\n- [[Lightsteel Colossus]]\n- [[APEX Starcruise]]\n- [[Devourer Spawn]]",
Content = "# Timelines\n\n## Star Siphon\n\nRefill your energy reserves every turn. Not, this will not overflow your energy reserve if your energy reserve is full\nand you otherwise have no other energy. Now if you have 1 energy, and 0 reserves, even though you have 2 less mana, it\nwill overflow. So your encouraged to spend all your reserves and always leave one normal mana left over a turn to\ntrigger your overflows.\n\n# Mechanics\n\n## Overflow\n\nEnergy Reserves.\n\n## Energy Reserves\n\nEnergy Reserves.\n\n## Spend 12+ Energy\n\nSpend 12+ Energy.\n\n## Ramp\n\nRamp.\n\n# Spells\n\nSpells.\n\n## Blitz\n\nBlitz.\n\n# Key Cards\n\n## Defensive Cards:\n\n- [[Soothing Glow]]\n- [[Chaos Control]]\n- [[Radiant Channeling]]\n- [[Supernova]]\n- [[Throw into the Sun]]\n- [[Entropy's End]]\n\n## Threats\n\n- [[Canine Adjutant]]\n- [[Limit Breaker]]\n- [[Debris Collector]]\n- [[Jury of the Second Law]]\n- [[Lightsteel Colossus]]\n- [[APEX Starcruise]]\n- [[Devourer Spawn]]",
Frontmatter = new()
{
{ "category", "Syndicate" },
@@ -873,7 +873,7 @@ public static class DocDatabase
{
Title = "Lifeblood - Phasetide",
Category = "Syndicate Pairings",
Content = "Pairing has cards that care about [[Shift]] like [[Heretic Whistleblower]] and [[Convergent Pack]] so you could go that route.\r\n\r\nBoth pairings also have access to [[Flourish]], so you could go a board route and use [[Tidal Wave]] as a finisher.",
Content = "Pairing has cards that care about [[Shift]] like [[Heretic Whistleblower]] and [[Convergent Pack]] so you could go that\r\nroute.\r\n\r\nBoth pairings also have access to [[Flourish]], so you could go a board route and use [[Tidal Wave]] as a finisher.",
Frontmatter = new()
{
{ "syndicates", "- Lifeblood\n- Phasetide" },
@@ -889,7 +889,7 @@ public static class DocDatabase
{
Title = "Lifeblood - Silence",
Category = "Syndicate Pairings",
Content = "Typically the [[Somnus, the Dreaming]] pairing. Access to strong cards like [[Sap Sapper]] and [[Sleepy Druid]].\r\n\r\nSuppose you could also go [[Evasive]] with removal to protect your creatures from [[Confront]], and have [[Spirit's Lament]] as a top end.",
Content = "Typically the [[Somnus, the Dreaming]] pairing. Access to strong cards like [[Sap Sapper]] and [[Sleepy Druid]].\r\n\r\nSuppose you could also go [[Evasive]] with removal to protect your creatures from [[Confront]], and\r\nhave [[Spirit's Lament]] as a top end.",
Frontmatter = new()
{
{ "syndicates", "- Lifeblood\n- Silence" },
@@ -904,7 +904,7 @@ public static class DocDatabase
{
Title = "Lifeblood - Singularity",
Category = "Syndicate Pairings",
Content = "For this pairing, I typically go [[Sprout]]. \r\n\r\n[[P.O.G.O]] is another easy one drop to make all your tokens more lethal, and you have a lot of cheap removal like [[Rapid Iteration]] and [[Wake-Up Prod]] to remove blockers that can otherwise slow down your game plan.",
Content = "For this pairing, I typically go [[Sprout]].\r\n\r\n[[P.O.G.O]] is another easy one drop to make all your tokens more lethal, and you have a lot of cheap removal\r\nlike [[Rapid Iteration]] and [[Wake-Up Prod]] to remove blockers that can otherwise slow down your game plan.",
Frontmatter = new()
{
{ "syndicates", "- Lifeblood\n- Singularity" },
@@ -935,7 +935,7 @@ public static class DocDatabase
{
Title = "Lifeblood - Sungrace",
Category = "Syndicate Pairings",
Content = "Both actually have access to [[Flourish]], given [[Limit Breaker]] and [[Soothing Glow]].\r\n\r\nSo you could wrong a flourish deck, protect your agents with the massive amount of protection Sungrace and Lifeblood provide, and get a surprise lethal with [[Symbiosis]] to pay off all your flourish triggers.",
Content = "Both actually have access to [[Flourish]], given [[Limit Breaker]] and [[Soothing Glow]].\r\n\r\nSo you could wrong a flourish deck, protect your agents with the massive amount of protection Sungrace and Lifeblood\r\nprovide, and get a surprise lethal with [[Symbiosis]] to pay off all your flourish triggers.",
Frontmatter = new()
{
{ "syndicates", "- Lifeblood\n- Sungrace" },
@@ -950,7 +950,7 @@ public static class DocDatabase
{
Title = "Phasetide - Silence",
Category = "Syndicate Pairings",
Content = "I suppose a control heavily [[The One True Timeline]] deck. \r\n\r\n[[Boof, Ever Loyal]] will return to hand the last played spell the current round if it dies. [[Silence]] has a lot of nice removal spells to copy.\r\n\r\nAnd I suppose given how easy it is to immortalize your cards with the one true timeline, [[Solemn Attendant]] will always have a target.\r\n\r\n[[Paradox Plague]] can be a bit awkward if there are not many timelines in the timeline stack, or bulky enough paradox units on the board, and [[Phasetide]] provides both.\r\n\r\nSo mid range [[The One True Timeline]] deck with [[Silence]] utilities and removal.\r\n\r\nAnd potential [[The Firm Hand]] can be what turns on your [[Overburdened Scribe]].",
Content = "I suppose a control heavily [[The One True Timeline]] deck.\r\n\r\n[[Boof, Ever Loyal]] will return to hand the last played spell the current round if it dies. [[Silence]] has a lot of\r\nnice removal spells to copy.\r\n\r\nAnd I suppose given how easy it is to immortalize your cards with the one true timeline, [[Solemn Attendant]] will\r\nalways have a target.\r\n\r\n[[Paradox Plague]] can be a bit awkward if there are not many timelines in the timeline stack, or bulky enough paradox\r\nunits on the board, and [[Phasetide]] provides both.\r\n\r\nSo mid range [[The One True Timeline]] deck with [[Silence]] utilities and removal.\r\n\r\nAnd potential [[The Firm Hand]] can be what turns on your [[Overburdened Scribe]].",
Frontmatter = new()
{
{ "syndicates", "- Phasetide\n- Silence" },
@@ -980,7 +980,7 @@ public static class DocDatabase
{
Title = "Phasetide - Splintergleam",
Category = "Syndicate Pairings",
Content = "You have access to bleeding and healing. Seems kind of clear of a gameplan. Bleed everything, and keep your stuff barely alive, while everything your enemy has dies.",
Content = "You have access to bleeding and healing. Seems kind of clear of a gameplan. Bleed everything, and keep your stuff barely\r\nalive, while everything your enemy has dies.",
Frontmatter = new()
{
{ "syndicates", "- Phasetide\n- Splintergleam" },
@@ -995,7 +995,7 @@ public static class DocDatabase
{
Title = "Phasetide - Sungrace",
Category = "Syndicate Pairings",
Content = "You can [[Snap Back]] your [[Supernova]] for so much mana.\r\n\r\nThis is more of the stereotypically heal faction due to all the healing in [[Phasetide]] and [[Starfueled Medics]] to turn your healing more into a win condition.",
Content = "You can [[Snap Back]] your [[Supernova]] for so much mana.\r\n\r\nThis is more of the stereotypically heal faction due to all the healing in [[Phasetide]] and [[Starfueled Medics]] to\r\nturn your healing more into a win condition.",
Frontmatter = new()
{
{ "syndicates", "- Phasetide\n- Sungrace" },
@@ -1026,7 +1026,7 @@ public static class DocDatabase
{
Title = "Silence - Splintergleam",
Category = "Syndicate Pairings",
Content = "The [[Precon Telekinetic Burn]] deck. And I like to go that route. So many activate triggers, with [[Telepathic Conduit]], [[Bloodline Tracker]] and [[Ylka, the Headliner]] all in play, you can just blow up your opponent.",
Content = "The [[Precon Telekinetic Burn]] deck. And I like to go that route. So many activate triggers,\r\nwith [[Telepathic Conduit]], [[Bloodline Tracker]] and [[Ylka, the Headliner]] all in play, you can just blow up your\r\nopponent.",
Frontmatter = new()
{
{ "syndicates", "- Silence\n- Splintergleam" },
@@ -1041,7 +1041,7 @@ public static class DocDatabase
{
Title = "Silence - Sungrace",
Category = "Syndicate Pairings",
Content = "The typical control pairing.\r\n\r\nYou can put down one threat at a time, like [[Limit Breaker]], [[Canine Adjutant]], [[Debris Collector]] and [[Jury of the Second Law]].\r\n\r\nAll your [[Silence]] spells will kill their threats, plus you can [[Overflow]] for days.\r\n\r\n[[Redactionist]] is great graveyard hate. You also have [[Suncursed Conduit]] to shut down [[Fractal Phantasm]]s, so you can uber kill the things you kill.\r\n\r\nIf you encounter a [[Devourer Spawn]] or [[Roiling Amalgam]] you can always [[Throw into the Sun]].\r\n\r\n[[APEX Starcruise]] is another top board wipe that also has a big body to start doing damage.",
Content = "The typical control pairing.\r\n\r\nYou can put down one threat at a time, like [[Limit Breaker]], [[Canine Adjutant]], [[Debris Collector]]\r\nand [[Jury of the Second Law]].\r\n\r\nAll your [[Silence]] spells will kill their threats, plus you can [[Overflow]] for days.\r\n\r\n[[Redactionist]] is great graveyard hate. You also have [[Suncursed Conduit]] to shut down [[Fractal Phantasm]]s, so you\r\ncan uber kill the things you kill.\r\n\r\nIf you encounter a [[Devourer Spawn]] or [[Roiling Amalgam]] you can always [[Throw into the Sun]].\r\n\r\n[[APEX Starcruise]] is another top board wipe that also has a big body to start doing damage.",
Frontmatter = new()
{
{ "syndicates", "- Silence\n- Sungrace" },
@@ -1056,7 +1056,7 @@ public static class DocDatabase
{
Title = "Singularity - Splintergleam",
Category = "Syndicate Pairings",
Content = "I've seen a person go the [[Singularity]] + [[Splintergleam]] pairing just to have [[Timestop]] to protect their big [[Bleed]] troops that been heavily buffed. Using [[Nascent Clone]] to duplicate [[Fervor]] casts was also a pretty clever idea.",
Content = "I've seen a person go the [[Singularity]] + [[Splintergleam]] pairing just to have [[Timestop]] to protect their\r\nbig [[Bleed]] troops that been heavily buffed. Using [[Nascent Clone]] to duplicate [[Fervor]] casts was also a pretty\r\nclever idea.",
Frontmatter = new()
{
{ "syndicates", "- Singularity\n- Splintergleam" },
@@ -1071,7 +1071,7 @@ public static class DocDatabase
{
Title = "Singularity - Sungrace",
Category = "Syndicate Pairings",
Content = "This pairing has the funny access to discard revive, so you can cheat out something like [[Kyln, the Dynasty]] or the classic [[Devourer Spawn]] early with [[Entropy's End]].",
Content = "This pairing has the funny access to discard revive, so you can cheat out something like [[Kyln, the Dynasty]] or the\r\nclassic [[Devourer Spawn]] early with [[Entropy's End]].",
Frontmatter = new()
{
{ "syndicates", "- Singularity\n- Sungrace" },
@@ -1086,7 +1086,7 @@ public static class DocDatabase
{
Title = "Splintergleam - Sungrace",
Category = "Syndicate Pairings",
Content = "I saw someone using [[Lightsteel Engineer]] with the entire [[Volcanic Rivers]] package, and I just love it.\r\n\r\nTechnically, [[Gentle Frank]] also reduces core damage, but I feel like your going to die before 8 mana.\r\n\r\n[[Clarion, Deepest Breath]] turns your [[Volcanic Rivers]] shifts into life gain, but then you need to run the [[Overflow]] package.",
Content = "I saw someone using [[Lightsteel Engineer]] with the entire [[Volcanic Rivers]] package, and I just love it.\r\n\r\nTechnically, [[Gentle Frank]] also reduces core damage, but I feel like your going to die before 8 mana.\r\n\r\n[[Clarion, Deepest Breath]] turns your [[Volcanic Rivers]] shifts into life gain, but then you need to run\r\nthe [[Overflow]] package.",
Frontmatter = new()
{
{ "syndicates", "- Splintergleam\n- Sungrace" },
-2
View File
@@ -1,7 +1,5 @@
@namespace Shared.Pages
@page "/agents"
@rendermode @(new InteractiveServerRenderMode(prerender: false))
@using Shared.Components
<PageTitle>Chrono CCG - Agents</PageTitle>
+3 -2
View File
@@ -31,11 +31,11 @@
@code {
private string _countdownString = "00:00:00";
private System.Threading.Timer? _timer;
private Timer? _timer;
protected override void OnInitialized()
{
_timer = new System.Threading.Timer(_ =>
_timer = new Timer(_ =>
{
UpdateCountdown();
InvokeAsync(StateHasChanged);
@@ -60,4 +60,5 @@
{
_timer?.Dispose();
}
}
+4 -2
View File
@@ -1,4 +1,3 @@
using Microsoft.AspNetCore.Components;
using Model;
namespace Shared.Services;
@@ -27,5 +26,8 @@ public class CardPreviewService
NotifyStateChanged();
}
private void NotifyStateChanged() => OnChange?.Invoke();
private void NotifyStateChanged()
{
OnChange?.Invoke();
}
}
+29 -6
View File
@@ -257,7 +257,8 @@
tableLines.Add(trimmedLine);
continue;
}
else if (inTable)
if (inTable)
{
RenderTable(builder, ref seq, tableLines);
tableLines.Clear();
@@ -272,13 +273,15 @@
builder.OpenElement(seq++, "ul");
inList = true;
}
var isCardListItem = trimmedLine.Contains("[[") && trimmedLine.Contains("]]");
builder.OpenElement(seq++, "li");
RenderInlines(builder, ref seq, trimmedLine[2..], true);
builder.CloseElement();
continue;
}
else if (inList)
if (inList)
{
builder.CloseElement(); // Close ul
inList = false;
@@ -339,6 +342,7 @@
RenderInlines(builder, ref seq, cell.Trim(), false);
builder.CloseElement();
}
builder.CloseElement();
builder.CloseElement();
startIdx = 2;
@@ -356,8 +360,10 @@
RenderInlines(builder, ref seq, cell.Trim(), false);
builder.CloseElement();
}
builder.CloseElement();
}
builder.CloseElement();
builder.CloseElement();
builder.CloseElement();
@@ -375,11 +381,28 @@
var bestIdx = int.MaxValue;
Match? bestMatch = null;
int matchType = 0; // 1: bold, 2: italic, 3: card
var matchType = 0; // 1: bold, 2: italic, 3: card
if (boldMatch.Success && boldMatch.Index < bestIdx) { bestIdx = boldMatch.Index; bestMatch = boldMatch; matchType = 1; }
if (italicMatch.Success && italicMatch.Index < bestIdx) { bestIdx = italicMatch.Index; bestMatch = italicMatch; matchType = 2; }
if (cardMatch.Success && cardMatch.Index < bestIdx) { bestIdx = cardMatch.Index; bestMatch = cardMatch; matchType = 3; }
if (boldMatch.Success && boldMatch.Index < bestIdx)
{
bestIdx = boldMatch.Index;
bestMatch = boldMatch;
matchType = 1;
}
if (italicMatch.Success && italicMatch.Index < bestIdx)
{
bestIdx = italicMatch.Index;
bestMatch = italicMatch;
matchType = 2;
}
if (cardMatch.Success && cardMatch.Index < bestIdx)
{
bestIdx = cardMatch.Index;
bestMatch = cardMatch;
matchType = 3;
}
if (bestMatch != null)
{
@@ -224,9 +224,17 @@
font-weight: 700;
}
.markdown-content h2 { font-size: 1.3rem; }
.markdown-content h3 { font-size: 1.2rem; }
.markdown-content h4 { font-size: 1rem; }
.markdown-content h2 {
font-size: 1.3rem;
}
.markdown-content h3 {
font-size: 1.2rem;
}
.markdown-content h4 {
font-size: 1rem;
}
.table-responsive {
overflow-x: auto;
@@ -1,4 +1,3 @@
@using Model
@using System.Text.RegularExpressions
@using Microsoft.AspNetCore.Components.Rendering
@namespace Chrono.Components
@@ -35,8 +34,15 @@
[Parameter] public DocData? Doc { get; set; }
[Parameter] public EventCallback OnClose { get; set; }
private void HandleClose() => _ = OnClose.InvokeAsync();
private void HandleBackdropClick() => _ = OnClose.InvokeAsync();
private void HandleClose()
{
_ = OnClose.InvokeAsync();
}
private void HandleBackdropClick()
{
_ = OnClose.InvokeAsync();
}
private RenderFragment RenderDescription(string content)
{
@@ -61,12 +67,14 @@
builder.OpenElement(seq++, "ul");
inList = true;
}
builder.OpenElement(seq++, "li");
RenderInlines(builder, ref seq, trimmedLine[2..]);
builder.CloseElement();
continue;
}
else if (inList)
if (inList)
{
builder.CloseElement();
inList = false;
@@ -94,10 +102,21 @@
var bestIdx = int.MaxValue;
Match? bestMatch = null;
int matchType = 0; // 1: bold, 2: italic
var matchType = 0; // 1: bold, 2: italic
if (boldMatch.Success && boldMatch.Index < bestIdx) { bestIdx = boldMatch.Index; bestMatch = boldMatch; matchType = 1; }
if (italicMatch.Success && italicMatch.Index < bestIdx) { bestIdx = italicMatch.Index; bestMatch = italicMatch; matchType = 2; }
if (boldMatch.Success && boldMatch.Index < bestIdx)
{
bestIdx = boldMatch.Index;
bestMatch = boldMatch;
matchType = 1;
}
if (italicMatch.Success && italicMatch.Index < bestIdx)
{
bestIdx = italicMatch.Index;
bestMatch = italicMatch;
matchType = 2;
}
if (bestMatch != null)
{
@@ -115,4 +134,5 @@
}
}
}
}
@@ -1,8 +1,5 @@
@page "/syndicates"
@rendermode @(new InteractiveServerRenderMode(prerender: false))
@using Model
@using Shared.Components
@inject NavigationManager Navigation
@using Chrono.Components
<HeadContent>
<meta name="description" content="Explore each syndicate in Chrono CCG."/>
@@ -84,6 +81,7 @@
{
selectedGenericDoc = new DocData { Title = card.Name, Content = card.Description ?? "", Category = card.Category };
}
StateHasChanged();
return;
}
@@ -95,4 +93,5 @@
StateHasChanged();
}
}
}
@@ -81,12 +81,29 @@
}
/* Syndicate Colors */
.singularity { color: #ffffff; }
.phasetide { color: #2196f3; }
.silence { color: #9c27b0; }
.lifeblood { color: #4caf50; }
.sungrace { color: #ff9800; }
.splintergleam { color: #f44336; }
.singularity {
color: #ffffff;
}
.phasetide {
color: #2196f3;
}
.silence {
color: #9c27b0;
}
.lifeblood {
color: #4caf50;
}
.sungrace {
color: #ff9800;
}
.splintergleam {
color: #f44336;
}
@media (max-width: 600px) {
.pairings-grid {
+3 -2
View File
@@ -156,7 +156,8 @@
@if (card.IsImmortalized)
{
<div class="card-immortalize-badge" title="@(card.IsImmortalized ? "Immortalized" : "Immortalizes")">
<div class="card-immortalize-badge"
title="@(card.IsImmortalized ? "Immortalized" : "Immortalizes")">
<i class="bi bi-star-fill"></i>
</div>
}
@@ -246,7 +247,7 @@
private string categoryFilter = "";
private string immortalFilter = "";
private bool agentLink = true;
private HashSet<string> syndicateFilter = [];
private readonly HashSet<string> syndicateFilter = [];
private string costFilter = "";
private string sortBy = "Cost";
private bool sortDescending;
+29 -6
View File
@@ -225,12 +225,35 @@
}
/* Syndicate Colors */
.syndicate-btn.active.singularity { border-color: #ffffff; color: #ffffff; }
.syndicate-btn.active.phasetide { border-color: #2196f3; color: #2196f3; }
.syndicate-btn.active.silence { border-color: #9c27b0; color: #9c27b0; }
.syndicate-btn.active.lifeblood { border-color: #4caf50; color: #4caf50; }
.syndicate-btn.active.sungrace { border-color: #ff9800; color: #ff9800; }
.syndicate-btn.active.splintergleam { border-color: #f44336; color: #f44336; }
.syndicate-btn.active.singularity {
border-color: #ffffff;
color: #ffffff;
}
.syndicate-btn.active.phasetide {
border-color: #2196f3;
color: #2196f3;
}
.syndicate-btn.active.silence {
border-color: #9c27b0;
color: #9c27b0;
}
.syndicate-btn.active.lifeblood {
border-color: #4caf50;
color: #4caf50;
}
.syndicate-btn.active.sungrace {
border-color: #ff9800;
color: #ff9800;
}
.syndicate-btn.active.splintergleam {
border-color: #f44336;
color: #f44336;
}
.syn-icon {
width: 12px;
@@ -1,7 +1,5 @@
@page "/syndicate-pairings"
@using Model
@using Chrono.Components
@inject NavigationManager Navigation
<HeadContent>
<meta name="description" content="Explore all syndicate pairings in Chrono CCG."/>
@@ -91,6 +89,7 @@
{
selectedGenericDoc = new DocData { Title = card.Name, Content = card.Description ?? "", Category = card.Category };
}
StateHasChanged();
return;
}
@@ -102,4 +101,5 @@
StateHasChanged();
}
}
}
@@ -95,12 +95,29 @@
}
/* Syndicate Colors */
.singularity { color: #ffffff; }
.phasetide { color: #2196f3; }
.silence { color: #9c27b0; }
.lifeblood { color: #4caf50; }
.sungrace { color: #ff9800; }
.splintergleam { color: #f44336; }
.singularity {
color: #ffffff;
}
.phasetide {
color: #2196f3;
}
.silence {
color: #9c27b0;
}
.lifeblood {
color: #4caf50;
}
.sungrace {
color: #ff9800;
}
.splintergleam {
color: #f44336;
}
@media (max-width: 600px) {
.pairings-grid {
@@ -133,8 +150,14 @@
}
@keyframes dialog-enter {
from { opacity: 0; transform: translate(-50%, -50%) scale(0.92); }
to { opacity: 1; transform: translate(-50%, -50%) scale(1); }
from {
opacity: 0;
transform: translate(-50%, -50%) scale(0.92);
}
to {
opacity: 1;
transform: translate(-50%, -50%) scale(1);
}
}
.dialog-close {
@@ -212,6 +235,10 @@
}
@keyframes fade-in {
from { opacity: 0; }
to { opacity: 1; }
from {
opacity: 0;
}
to {
opacity: 1;
}
}
+4 -3
View File
@@ -15,7 +15,7 @@ public abstract class AuthenticatedPageTest : PageTest
public async Task SignIn()
{
// Use a browser with a UI as requested
await Context.Tracing.StartAsync(new()
await Context.Tracing.StartAsync(new TracingStartOptions
{
Title = TestContext.CurrentContext.Test.ClassName + "." + TestContext.CurrentContext.Test.Name,
Screenshots = true,
@@ -36,9 +36,10 @@ public abstract class AuthenticatedPageTest : PageTest
[TearDown]
public async Task TearDown()
{
await Context.Tracing.StopAsync(new()
await Context.Tracing.StopAsync(new TracingStopOptions
{
Path = Path.Combine(TestContext.CurrentContext.WorkDirectory, "playwright-traces", $"{TestContext.CurrentContext.Test.ClassName}.{TestContext.CurrentContext.Test.Name}.zip")
Path = Path.Combine(TestContext.CurrentContext.WorkDirectory, "playwright-traces",
$"{TestContext.CurrentContext.Test.ClassName}.{TestContext.CurrentContext.Test.Name}.zip")
});
}
}
+12 -7
View File
@@ -20,18 +20,23 @@ public class AgentsPage : BasePage
public async Task WaitForInteractiveAsync()
{
await Page.WaitForLoadStateAsync(LoadState.DOMContentLoaded);
try {
try
{
// Wait for the grid container with a much longer timeout for Telerik initialization
await Page.WaitForSelectorAsync(".agents-page", new PageWaitForSelectorOptions { Timeout = 30_000, State = WaitForSelectorState.Visible });
await Page.WaitForSelectorAsync(".agents-page",
new PageWaitForSelectorOptions { Timeout = 30_000, State = WaitForSelectorState.Visible });
// Wait for the actual Telerik Grid to be rendered and populated
await Page.WaitForSelectorAsync(".k-grid", new PageWaitForSelectorOptions { Timeout = 30_000, State = WaitForSelectorState.Visible });
} catch (System.Exception ex) {
await Page.WaitForSelectorAsync(".k-grid",
new PageWaitForSelectorOptions { Timeout = 30_000, State = WaitForSelectorState.Visible });
}
catch (Exception ex)
{
var content = await Page.ContentAsync();
var title = await Page.TitleAsync();
var url = Page.Url;
System.Console.WriteLine($"[DEBUG_LOG] FAILED to find Agents Grid. Error: {ex.Message}");
System.Console.WriteLine($"[DEBUG_LOG] URL: {url}, Title: {title}");
System.Console.WriteLine("[DEBUG_LOG] Page Content length: " + content.Length);
Console.WriteLine($"[DEBUG_LOG] FAILED to find Agents Grid. Error: {ex.Message}");
Console.WriteLine($"[DEBUG_LOG] URL: {url}, Title: {title}");
Console.WriteLine("[DEBUG_LOG] Page Content length: " + content.Length);
throw;
}
}
+3 -3
View File
@@ -8,14 +8,14 @@ public class DecksPage : BasePage
{
}
public ILocator DeckCards => Page.Locator(".deck-card");
public ILocator CreateDeckButton => Page.Locator(".btn-create-deck");
public async Task GotoAsync()
{
await NavigateToAsync("/decks");
}
public ILocator DeckCards => Page.Locator(".deck-card");
public ILocator CreateDeckButton => Page.Locator(".btn-create-deck");
public async Task WaitForInteractiveAsync()
{
await Page.WaitForLoadStateAsync(LoadState.DOMContentLoaded);
+10 -5
View File
@@ -21,14 +21,18 @@ public class SyndicatesPage : BasePage
public async Task WaitForInteractiveAsync()
{
await Page.WaitForLoadStateAsync(LoadState.DOMContentLoaded);
try {
try
{
await Page.WaitForSelectorAsync(".pairing-card", new PageWaitForSelectorOptions { Timeout = 15_000 });
} catch (System.Exception) {
}
catch (Exception)
{
var content = await Page.ContentAsync();
var title = await Page.TitleAsync();
var url = Page.Url;
System.Console.WriteLine($"[DEBUG_LOG] FAILED to find .pairing-card. URL: {url}, Title: {title}");
System.Console.WriteLine("[DEBUG_LOG] Page Content snippet: " + (content.Length > 2000 ? content.Substring(0, 2000) : content));
Console.WriteLine($"[DEBUG_LOG] FAILED to find .pairing-card. URL: {url}, Title: {title}");
Console.WriteLine("[DEBUG_LOG] Page Content snippet: " +
(content.Length > 2000 ? content.Substring(0, 2000) : content));
throw;
}
}
@@ -41,6 +45,7 @@ public class SyndicatesPage : BasePage
public async Task CloseDialogAsync()
{
await DialogCloseButton.ClickAsync();
await Page.WaitForSelectorAsync(".card-detail", new PageWaitForSelectorOptions { State = WaitForSelectorState.Hidden });
await Page.WaitForSelectorAsync(".card-detail",
new PageWaitForSelectorOptions { State = WaitForSelectorState.Hidden });
}
}
+2 -4
View File
@@ -1,6 +1,4 @@
using System.Text.RegularExpressions;
using Microsoft.Playwright;
using Microsoft.Playwright.NUnit;
using Tests.PageObjects;
namespace Tests;
@@ -9,14 +7,14 @@ namespace Tests;
[TestFixture]
public class SyndicateTests : AuthenticatedPageTest
{
private SyndicatesPage _syndicatesPage;
[SetUp]
public void Setup()
{
_syndicatesPage = new SyndicatesPage(Page);
}
private SyndicatesPage _syndicatesPage;
[Test]
public async Task SyndicatesPage_ShouldOpenDialogOnPairingClick()
{
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---
category: Debuff
---
Agent cannot activate or attack. If it's already attacking, it will continue to strike it's target.
@@ -6,6 +6,8 @@ category: Syndicate Pairings
overlappingMechanics:
- "[[Shift]]"
---
Pairing has cards that care about [[Shift]] like [[Heretic Whistleblower]] and [[Convergent Pack]] so you could go that route.
Pairing has cards that care about [[Shift]] like [[Heretic Whistleblower]] and [[Convergent Pack]] so you could go that
route.
Both pairings also have access to [[Flourish]], so you could go a board route and use [[Tidal Wave]] as a finisher.
@@ -4,7 +4,9 @@ syndicates:
- Silence
category: Syndicate Pairings
---
Typically the [[Somnus, the Dreaming]] pairing. Access to strong cards like [[Sap Sapper]] and [[Sleepy Druid]].
Suppose you could also go [[Evasive]] with removal to protect your creatures from [[Confront]], and have [[Spirit's Lament]] as a top end.
Suppose you could also go [[Evasive]] with removal to protect your creatures from [[Confront]], and
have [[Spirit's Lament]] as a top end.
@@ -4,6 +4,8 @@ syndicates:
- Singularity
category: Syndicate Pairings
---
For this pairing, I typically go [[Sprout]].
[[P.O.G.O]] is another easy one drop to make all your tokens more lethal, and you have a lot of cheap removal like [[Rapid Iteration]] and [[Wake-Up Prod]] to remove blockers that can otherwise slow down your game plan.
[[P.O.G.O]] is another easy one drop to make all your tokens more lethal, and you have a lot of cheap removal
like [[Rapid Iteration]] and [[Wake-Up Prod]] to remove blockers that can otherwise slow down your game plan.
@@ -6,5 +6,6 @@ category: Syndicate Pairings
overlappingMechanics:
- "[[Fervor]]"
---
Both syndicates have access to [[Fervor]]. So you could technically go that route.
@@ -4,6 +4,8 @@ syndicates:
- Sungrace
category: Syndicate Pairings
---
Both actually have access to [[Flourish]], given [[Limit Breaker]] and [[Soothing Glow]].
So you could wrong a flourish deck, protect your agents with the massive amount of protection Sungrace and Lifeblood provide, and get a surprise lethal with [[Symbiosis]] to pay off all your flourish triggers.
So you could wrong a flourish deck, protect your agents with the massive amount of protection Sungrace and Lifeblood
provide, and get a surprise lethal with [[Symbiosis]] to pay off all your flourish triggers.
@@ -4,13 +4,17 @@ syndicates:
- Silence
category: Syndicate Pairings
---
I suppose a control heavily [[The One True Timeline]] deck.
[[Boof, Ever Loyal]] will return to hand the last played spell the current round if it dies. [[Silence]] has a lot of nice removal spells to copy.
[[Boof, Ever Loyal]] will return to hand the last played spell the current round if it dies. [[Silence]] has a lot of
nice removal spells to copy.
And I suppose given how easy it is to immortalize your cards with the one true timeline, [[Solemn Attendant]] will always have a target.
And I suppose given how easy it is to immortalize your cards with the one true timeline, [[Solemn Attendant]] will
always have a target.
[[Paradox Plague]] can be a bit awkward if there are not many timelines in the timeline stack, or bulky enough paradox units on the board, and [[Phasetide]] provides both.
[[Paradox Plague]] can be a bit awkward if there are not many timelines in the timeline stack, or bulky enough paradox
units on the board, and [[Phasetide]] provides both.
So mid range [[The One True Timeline]] deck with [[Silence]] utilities and removal.
@@ -4,4 +4,5 @@ syndicates:
- Singularity
category: Syndicate Pairings
---
The [[Fractal Phantasm]] pairing, given the sheer amount of access [[Phasetide]] has to [[Shift]].
@@ -4,4 +4,6 @@ syndicates:
- Splintergleam
category: Syndicate Pairings
---
You have access to bleeding and healing. Seems kind of clear of a gameplan. Bleed everything, and keep your stuff barely alive, while everything your enemy has dies.
You have access to bleeding and healing. Seems kind of clear of a gameplan. Bleed everything, and keep your stuff barely
alive, while everything your enemy has dies.
@@ -6,6 +6,8 @@ category: Syndicate Pairings
overlappingMechanics:
- "[[Heal]]"
---
You can [[Snap Back]] your [[Supernova]] for so much mana.
This is more of the stereotypically heal faction due to all the healing in [[Phasetide]] and [[Starfueled Medics]] to turn your healing more into a win condition.
This is more of the stereotypically heal faction due to all the healing in [[Phasetide]] and [[Starfueled Medics]] to
turn your healing more into a win condition.
@@ -4,6 +4,7 @@ syndicates:
- Singularity
category: Syndicate Pairings
---
I like going [[Deplete]]. Singularity has good removal and [[Timestop]].
If your deplete plan still fails, you have [[Zorp, Unrecyclable]] to continue the attacking plan forever.
@@ -4,4 +4,7 @@ syndicates:
- Splintergleam
category: Syndicate Pairings
---
The [[Precon Telekinetic Burn]] deck. And I like to go that route. So many activate triggers, with [[Telepathic Conduit]], [[Bloodline Tracker]] and [[Ylka, the Headliner]] all in play, you can just blow up your opponent.
The [[Precon Telekinetic Burn]] deck. And I like to go that route. So many activate triggers,
with [[Telepathic Conduit]], [[Bloodline Tracker]] and [[Ylka, the Headliner]] all in play, you can just blow up your
opponent.
@@ -4,13 +4,16 @@ syndicates:
- Sungrace
category: Syndicate Pairings
---
The typical control pairing.
You can put down one threat at a time, like [[Limit Breaker]], [[Canine Adjutant]], [[Debris Collector]] and [[Jury of the Second Law]].
You can put down one threat at a time, like [[Limit Breaker]], [[Canine Adjutant]], [[Debris Collector]]
and [[Jury of the Second Law]].
All your [[Silence]] spells will kill their threats, plus you can [[Overflow]] for days.
[[Redactionist]] is great graveyard hate. You also have [[Suncursed Conduit]] to shut down [[Fractal Phantasm]]s, so you can uber kill the things you kill.
[[Redactionist]] is great graveyard hate. You also have [[Suncursed Conduit]] to shut down [[Fractal Phantasm]]s, so you
can uber kill the things you kill.
If you encounter a [[Devourer Spawn]] or [[Roiling Amalgam]] you can always [[Throw into the Sun]].
@@ -4,5 +4,8 @@ syndicates:
- Splintergleam
category: Syndicate Pairings
---
I've seen a person go the [[Singularity]] + [[Splintergleam]] pairing just to have [[Timestop]] to protect their big [[Bleed]] troops that been heavily buffed. Using [[Nascent Clone]] to duplicate [[Fervor]] casts was also a pretty clever idea.
I've seen a person go the [[Singularity]] + [[Splintergleam]] pairing just to have [[Timestop]] to protect their
big [[Bleed]] troops that been heavily buffed. Using [[Nascent Clone]] to duplicate [[Fervor]] casts was also a pretty
clever idea.
@@ -4,4 +4,6 @@ syndicates:
- Sungrace
category: Syndicate Pairings
---
This pairing has the funny access to discard revive, so you can cheat out something like [[Kyln, the Dynasty]] or the classic [[Devourer Spawn]] early with [[Entropy's End]].
This pairing has the funny access to discard revive, so you can cheat out something like [[Kyln, the Dynasty]] or the
classic [[Devourer Spawn]] early with [[Entropy's End]].
@@ -6,8 +6,10 @@ category: Syndicate Pairings
overlappingMechanics:
- "[[Volcanic Rivers]]"
---
I saw someone using [[Lightsteel Engineer]] with the entire [[Volcanic Rivers]] package, and I just love it.
Technically, [[Gentle Frank]] also reduces core damage, but I feel like your going to die before 8 mana.
[[Clarion, Deepest Breath]] turns your [[Volcanic Rivers]] shifts into life gain, but then you need to run the [[Overflow]] package.
[[Clarion, Deepest Breath]] turns your [[Volcanic Rivers]] shifts into life gain, but then you need to run
the [[Overflow]] package.
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---
category: Syndicate
---
# Timelines
## Deadly Fauna
@@ -16,9 +17,11 @@ Gives everything [[Overpower]].
## Flourish
Flourish.
## Combat
Combat.
## Evasive
Evasive.
@@ -34,13 +37,14 @@ Wolves.
# Key Cards
## Defensive Cards:
- [[Bloom]]
- [[Mulch]]
- [[Focused Adaptation]]
- [[Symbiosis]]
## Threats
- [[Glade Grazers]]
- [[Sapling Dryad]]
- [[Spark of Bounty]]
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---
category: Syndicate
---
# Timelines
## The One True Timeline
Heals everything 1 health each turn.
A lot of Phasetide agents simply immortalize in this timeline. And a lot of Phasetide agents start damage to take advantage of this healing effect.
A lot of Phasetide agents simply immortalize in this timeline. And a lot of Phasetide agents start damage to take
advantage of this healing effect.
And some Phasetide agents will hate it when your not in the timeline. Such as [[Shattersmith]], which will flat out die if too many timelines exist in the stack that are not The One True timeline.
And some Phasetide agents will hate it when your not in the timeline. Such as [[Shattersmith]], which will flat out die
if too many timelines exist in the stack that are not The One True timeline.
# Mechanics
@@ -18,9 +21,11 @@ And some Phasetide agents will hate it when your not in the timeline. Such as [[
Healing.
Cards:
- [[Bearer of the Broth]]
Payoff:
- [[Bareknuckle Inquisitor]]
## Rewind
@@ -28,9 +33,11 @@ Payoff:
Rewind.
Cards:
- [[Temple Analyst]]
Payoff:
- [[Divergence Assassin]]
## Phase
@@ -38,9 +45,11 @@ Payoff:
Phase.
Cards:
- [[Set in Stone]]
Payoff:
- [[Karmic Debtor]]
## Reduce Cost
@@ -48,20 +57,24 @@ Payoff:
Reduce cost.
Cards:
- [[Slow Convert]]
Payoff:
- [[Stern Arbiter]]
# Key Cards
## Defensive Cards:
- [[Prayer of Rescue]]
- [[Invigorating Balm]]
- [[Set in Stone]]
- [[Out of Line]]
## Threats
- [[Temple Analyst]]
- [[Consummate Conspirator]]
- [[Bareknuckle Inquisitor]]
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---
category: Syndicate
---
# Timelines
## Voiceless Skies
@@ -10,28 +11,36 @@ With deplete, you can ensure the player ideally can never properly take advantag
It turn on some of your key board survival cards, like [[Braindead Bouncer]] and [[Nameless Spirit]].
It also notably interacts with [[Phase]]. So you can phase your [[Sensory Deprivation Pod]] to potentially activate Voiceless Skies for your other blocker, or use [[Bury the Evidence]] if you have two 1 / 1 cards and need to remove one.
It also notably interacts with [[Phase]]. So you can phase your [[Sensory Deprivation Pod]] to potentially activate
Voiceless Skies for your other blocker, or use [[Bury the Evidence]] if you have two 1 / 1 cards and need to remove one.
# Mechanics
## Deplete
Prevents a card from attacking and blocking if they have not already attacked or blocked. Also prevents a card from being activated, although outside of [[Mind Over Matter]] during [[Voiceless Sky]], the opposing agent can always activate in a response.
Prevents a card from attacking and blocking if they have not already attacked or blocked. Also prevents a card from
being activated, although outside of [[Mind Over Matter]] during [[Voiceless Sky]], the opposing agent can always
activate in a response.
Cards:
- [[Return to Stillness]]
Payoff:
- [[Telepathic Scavenger]]
## Mute
Can remove all keywords and effects on an agent. Note the order matters. If you mute a target, and an effect gets added on after, the agent will have the newly added effect while still being considered muted.
Can remove all keywords and effects on an agent. Note the order matters. If you mute a target, and an effect gets added
on after, the agent will have the newly added effect while still being considered muted.
Cards:
- [[Muffle]]
Payoff:
- [[Destiny Ripper]]
## Revival
@@ -39,9 +48,11 @@ Payoff:
Can bring cards back from the dead. Currently mostly a mechanic in practice for keeping [[Somnus, the Dreaming]] alive.
Cards:
- [[The Forgotten Tale]]
Payoff:
- [[Solemn Attendant]]
## Spell Duplication
@@ -49,30 +60,37 @@ Payoff:
Has access to duplicating spells.
Cards:
- [[Disciplined Student]]
Payoff:
- [[Overburdened Scribe]]
## Activations
Cards with strong activation effects. And it's revival package also allows you to kill off and revive your own cards to activate them again in a fresh state.
Cards with strong activation effects. And it's revival package also allows you to kill off and revive your own cards to
activate them again in a fresh state.
Cards:
- [[Death Jockey]]
Payoff:
- [[Rotting Rocker]]
# Key Cards
## Defensive Cards:
- [[Hush Now]]
- [[Spread the Sickness]]
- [[Pressure Spike]]
- [[Muffle]]
## Threats
- [[Rotting Rocker]]
- [[Telepathic Scavenger]]
- [[Sensory Deprivation Pod]]
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---
category: Syndicate
---
# Timelines
## Erudite Beacon
Causes you to draw a card when you shift to it, and a card every round. You will have many cards in hand, so if you play in this timeline, you need ways to spend your hand to avoid erasing cards off the top of your deck.
Causes you to draw a card when you shift to it, and a card every round. You will have many cards in hand, so if you play
in this timeline, you need ways to spend your hand to avoid erasing cards off the top of your deck.
[[Enlightened Refugee]] is the simplest way to shift to this [[Timeline]].
@@ -13,12 +15,15 @@ Causes you to draw a card when you shift to it, and a card every round. You will
## Discard
Has a lot of cards that can be removed from hand for added benefits, and a lot of cards that can discard for additional card draw.
Has a lot of cards that can be removed from hand for added benefits, and a lot of cards that can discard for additional
card draw.
Cards:
- [[Efficient Scrapbot]]
Payoff:
- [[Rapid Iteration]]
## Disarm
@@ -26,9 +31,11 @@ Payoff:
Can reduce agents attack values to zero. Way to reduce damage for a turn or win combat trades.
Cards:
- [[Frontline Fellowship]]
Payoff:
- [[Traffic Conductor]]
## Agent Duplication
@@ -36,9 +43,11 @@ Payoff:
Has access to duplicating agents.
Cards:
- [[Chronal Scan]]
Payoff:
- [[Springloaded Hopper]]
## Pocket Scout
@@ -46,19 +55,23 @@ Payoff:
1 / 1 token that can swarm the board or chump block.
Cards:
- [[Enthusiastic Bot-Poke]]
Payoff:
- [[Scattered Helpers]]
# Key Cards
## Defensive Cards:
- [[Timestop]]
- [[Rapid Iteration]]
- [[Frontline Fellowship]]
## Threats
- [[Roiling Amalgam]]
- [[Rogue Amalgam]]
- [[Quicksilver Khaela]]
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---
category: Syndicate
---
# Timelines
## Volcanic Rivers
@@ -14,9 +15,11 @@ Deals 1 damage to each core when shifted to.
## Bleed
Bleed.
## Big Timeline Stack
Big Timeline Stack
## Fervor
Fervor
@@ -25,18 +28,18 @@ Fervor
Self Wound
# Key Cards
## Defensive Cards:
- [[Bathe in Flames]]
- [[Circle of Strife]]
- [[Paradox Cacophony]]
- [[Fervor]]
- [[Sanguine Resurgence]]
## Threats
- [[Pit Dog]]
- [[Bright-Eyed Supplicant]]
- [[Blazing Shifter]]
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@@ -1,20 +1,26 @@
---
category: Syndicate
---
# Timelines
## Star Siphon
Refill your energy reserves every turn. Not, this will not overflow your energy reserve if your energy reserve is full and you otherwise have no other energy. Now if you have 1 energy, and 0 reserves, even though you have 2 less mana, it will overflow. So your encouraged to spend all your reserves and always leave one normal mana left over a turn to trigger your overflows.
Refill your energy reserves every turn. Not, this will not overflow your energy reserve if your energy reserve is full
and you otherwise have no other energy. Now if you have 1 energy, and 0 reserves, even though you have 2 less mana, it
will overflow. So your encouraged to spend all your reserves and always leave one normal mana left over a turn to
trigger your overflows.
# Mechanics
## Overflow
Energy Reserves.
## Energy Reserves
Energy Reserves.
## Spend 12+ Energy
Spend 12+ Energy.
@@ -34,6 +40,7 @@ Blitz.
# Key Cards
## Defensive Cards:
- [[Soothing Glow]]
- [[Chaos Control]]
- [[Radiant Channeling]]
@@ -41,8 +48,8 @@ Blitz.
- [[Throw into the Sun]]
- [[Entropy's End]]
## Threats
- [[Canine Adjutant]]
- [[Limit Breaker]]
- [[Debris Collector]]
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@@ -3,24 +3,30 @@
To enhance the utility of the site for the community, I suggest adding the following features:
## 1. Advanced Deck Analytics
- **Mana Curve Visualization**: A bar chart showing the distribution of card costs in a deck.
- **Type Breakdown**: A pie chart showing the ratio of Spells, Units, and Divers.
- **Syndicate Compatibility**: An indicator showing how well the deck aligns with its chosen Syndicate or Faction.
## 2. Interactive Card Browser Enhancements
- **Hover Previews**: Hovering over a card name in a deck list or doc should show a popup of the card image.
- **Advanced Filtering**: Filter by keyword (e.g., "Silence", "Phasetide"), set, rarity, and artist.
- **Related Cards**: On a card's detail page, show cards that frequently appear in decks alongside it.
## 3. Social and Community Features
- **Deck Sharing**: Generate a unique URL or exportable "Deck Code" for sharing.
- **User Ratings**: Allow logged-in users to rate decks or comment on card strategies.
- **Public vs. Private Decks**: Toggle visibility for decks in "My Decks".
## 4. Agent Customization and Progression
- **Agent Skill Tree**: If the game features agent progression, a visualizer for skill trees or equipment.
- **Win-Rate Tracking**: Integration with match history to show win rates for specific Agents or Syndicates.
## 5. Game State Simulator (Sandboxing)
- **Starting Hand Simulator**: A button to "Draw 5" from a built deck to test opening hand consistency.
- **Combat Calculator**: A simple tool to calculate damage outcomes between two units with various debuffs/buffs applied.
- **Combat Calculator**: A simple tool to calculate damage outcomes between two units with various debuffs/buffs
applied.
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# Website Opinions - Chrono CCG Reference
The "Slop Game Reference" website for Chrono CCG provides a solid foundation for a digital card game companion tool. Here are my opinions on the current state of the website and its content:
The "Slop Game Reference" website for Chrono CCG provides a solid foundation for a digital card game companion tool.
Here are my opinions on the current state of the website and its content:
## Strengths
- **Clean Aesthetic**: The dark theme and "hero glow" effects (seen on the Home page) align well with a modern CCG aesthetic.
- **Comprehensive Data**: Integration with a Telerik Grid for Agents and a dedicated Docs section indicates a focus on data density and rule clarity.
- **Clean Aesthetic**: The dark theme and "hero glow" effects (seen on the Home page) align well with a modern CCG
aesthetic.
- **Comprehensive Data**: Integration with a Telerik Grid for Agents and a dedicated Docs section indicates a focus on
data density and rule clarity.
- **Quick Navigation**: The home page provides immediate access to core functions like browsing cards and viewing decks.
- **Dynamic Elements**: The "Free Pack Countdown" adds a layer of interactivity and engagement, simulating a live game environment.
- **Dynamic Elements**: The "Free Pack Countdown" adds a layer of interactivity and engagement, simulating a live game
environment.
## Areas for Improvement
- **"Slop Game" Branding**: The term "Slop Game Reference" in the title and hero section might be perceived as self-deprecating or confusing to new users. If "Slop" isn't a specific in-game term, a more professional name like "Chrono CCG Nexus" or "Archive" might be better.
- **Visual Feedback**: Some pages (like the Agents grid) could benefit from more visual flair beyond standard data tables, such as agent portraits or faction-themed styling.
- **Content Discoverability**: While the Docs section exists, it could be better integrated with the card browser (e.g., clicking a keyword on a card takes you to the relevant Doc entry).
- **Mobile Experience**: Ensuring the heavy data tables and deck builder UI translate well to mobile devices is crucial for players who might use this as a second-screen reference during live play.
- **"Slop Game" Branding**: The term "Slop Game Reference" in the title and hero section might be perceived as
self-deprecating or confusing to new users. If "Slop" isn't a specific in-game term, a more professional name like "
Chrono CCG Nexus" or "Archive" might be better.
- **Visual Feedback**: Some pages (like the Agents grid) could benefit from more visual flair beyond standard data
tables, such as agent portraits or faction-themed styling.
- **Content Discoverability**: While the Docs section exists, it could be better integrated with the card browser (e.g.,
clicking a keyword on a card takes you to the relevant Doc entry).
- **Mobile Experience**: Ensuring the heavy data tables and deck builder UI translate well to mobile devices is crucial
for players who might use this as a second-screen reference during live play.