Hand simulator and some data fixes

This commit is contained in:
2026-07-18 16:40:57 -04:00
parent 4ce33bdb36
commit af64b9e95c
9 changed files with 328 additions and 87 deletions
+150
View File
@@ -80,6 +80,74 @@
</div> </div>
</section> </section>
} }
<section class="deck-section simulator">
<div class="simulator-header">
<h2><i class="bi bi-play-circle-fill"></i> Opening Hand Simulator</h2>
<div class="simulator-controls">
@if (hand.Count == 0)
{
<button class="btn btn-primary" @onclick="DrawInitialHand">
<i class="bi bi-hand-index-thumb"></i> Draw Hand
</button>
}
else
{
<button class="btn btn-outline-secondary btn-sm" @onclick="DrawInitialHand">
<i class="bi bi-arrow-clockwise"></i> Reset
</button>
@if (!hasMulliganed)
{
<button class="btn btn-warning btn-sm" @onclick="Mulligan" disabled="@(!canMulligan)">
<i class="bi bi-shuffle"></i> Mulligan Selected (@mulliganSelected.Count)
</button>
}
}
</div>
</div>
@if (hand.Count > 0)
{
<div class="hand-display">
@foreach (var card in hand)
{
var isDiver = deck.Divers.Contains(card.Name);
var isSelected = mulliganSelected.Contains(card);
<div class="hand-card-wrapper @(isDiver ? "diver" : "") @(isSelected ? "selected" : "")"
@onclick="() => ToggleMulliganSelection(card)">
<div class="hand-card-img" @onmouseenter="e => PreviewService.Show(card, e.ClientX, e.ClientY)" @onmouseleave="() => PreviewService.Hide()">
@if (!string.IsNullOrEmpty(card.ImageFile))
{
<img src="cards/@card.ImageFile" alt="@card.Name" />
}
else
{
<div class="card-placeholder">@card.Name</div>
}
</div>
@if (isDiver)
{
<span class="diver-tag">Diver</span>
}
@if (isSelected)
{
<div class="mulligan-overlay"><i class="bi bi-trash"></i></div>
}
</div>
}
</div>
<p class="simulator-hint">
@if (!hasMulliganed)
{
<span>Select non-diver cards to mulligan. You can only mulligan once.</span>
}
else
{
<span class="text-success">Mulligan used.</span>
}
</p>
}
</section>
</article> </article>
} }
</div> </div>
@@ -123,6 +191,88 @@
selectedCard = null; selectedCard = null;
} }
private List<CardData> hand = [];
private HashSet<CardData> mulliganSelected = [];
private bool hasMulliganed = false;
private bool canMulligan => mulliganSelected.Count > 0 && !hasMulliganed;
private void DrawInitialHand()
{
if (deck == null) return;
hand.Clear();
mulliganSelected.Clear();
hasMulliganed = false;
var random = new Random();
// 1. Get Divers
var divers = deck.Divers.Select(LookupCard).Where(c => c != null).Cast<CardData>().ToList();
// 2. Get Main Deck (excluding divers if they are in the main list, though usually they are separate in data)
var mainDeck = deck.Cards.Select(LookupCard).Where(c => c != null).Cast<CardData>().ToList();
// Add 3 random non-diver cards from main deck
var nonDivers = mainDeck.Where(c => !deck.Divers.Contains(c.Name)).OrderBy(_ => random.Next()).Take(4).ToList();
hand.AddRange(nonDivers);
// Final shuffle of hand for display
hand = hand.OrderBy(_ => random.Next()).ToList();
// Add 2 random divers
if (divers.Count > 0)
{
var newHand = divers.Take(2).ToList();
newHand.AddRange(hand);
hand = newHand;
}
}
private void ToggleMulliganSelection(CardData card)
{
if (hasMulliganed) return;
if (deck?.Divers.Contains(card.Name) == true) return; // Cannot mulligan divers
if (mulliganSelected.Contains(card))
mulliganSelected.Remove(card);
else
mulliganSelected.Add(card);
}
private void Mulligan()
{
if (deck == null || hasMulliganed || mulliganSelected.Count == 0) return;
var random = new Random();
var mainDeck = deck.Cards.Select(LookupCard).Where(c => c != null).Cast<CardData>().ToList();
var nonDiversInDeck = mainDeck.Where(c => !deck.Divers.Contains(c.Name)).ToList();
// Filter out cards currently in hand
var currentHandNames = hand.Select(c => c.Name).ToList();
var availablePool = nonDiversInDeck.Where(c => !currentHandNames.Contains(c.Name)).ToList();
var cardsToReplace = mulliganSelected.ToList();
foreach (var oldCard in cardsToReplace)
{
if (availablePool.Count > 0)
{
var newCardIdx = random.Next(availablePool.Count);
var newCard = availablePool[newCardIdx];
var handIdx = hand.IndexOf(oldCard);
if (handIdx != -1)
{
hand[handIdx] = newCard;
}
availablePool.RemoveAt(newCardIdx);
}
}
mulliganSelected.Clear();
hasMulliganed = true;
}
private List<(int Cost, int Count)> GetManaDistribution() private List<(int Cost, int Count)> GetManaDistribution()
{ {
if (deck == null) return []; if (deck == null) return [];
+133
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@@ -4,6 +4,139 @@
padding: 0 1rem 3rem; padding: 0 1rem 3rem;
} }
.simulator {
margin-top: 3rem;
padding: 2rem;
background: var(--bg-surface);
border: 1px solid var(--border);
border-radius: var(--radius);
}
.simulator-header {
display: flex;
justify-content: space-between;
align-items: center;
margin-bottom: 2rem;
}
.simulator-header h2 {
margin: 0;
}
.simulator-controls {
display: flex;
gap: 1rem;
align-items: center;
}
.hand-display {
display: flex;
gap: 1rem;
justify-content: center;
flex-wrap: wrap;
min-height: 250px;
margin-bottom: 1.5rem;
}
.hand-card-wrapper {
position: relative;
width: 160px;
cursor: pointer;
transition: transform 0.2s, box-shadow 0.2s;
}
.hand-card-wrapper:hover {
transform: translateY(-5px);
}
.hand-card-wrapper.selected {
transform: scale(0.95);
opacity: 0.7;
}
.hand-card-img {
width: 100%;
border-radius: 10px;
overflow: hidden;
border: 2px solid transparent;
aspect-ratio: 2/3;
}
.hand-card-wrapper.diver .hand-card-img {
border-color: #ffd700;
box-shadow: 0 0 15px rgba(255, 215, 0, 0.3);
}
.hand-card-wrapper.selected .hand-card-img {
border-color: var(--accent);
}
.hand-card-img img {
width: 100%;
height: 100%;
object-fit: cover;
}
.card-placeholder {
width: 100%;
height: 100%;
background: var(--bg-elevated);
display: flex;
align-items: center;
justify-content: center;
text-align: center;
padding: 1rem;
font-size: 0.9rem;
color: var(--text-muted);
}
.diver-tag {
position: absolute;
top: -8px;
left: 50%;
transform: translateX(-50%);
background: #ffd700;
color: black;
font-size: 0.7rem;
font-weight: bold;
padding: 2px 8px;
border-radius: 4px;
text-transform: uppercase;
z-index: 2;
}
.mulligan-overlay {
position: absolute;
inset: 0;
background: rgba(255, 77, 77, 0.4);
display: flex;
align-items: center;
justify-content: center;
color: white;
font-size: 2rem;
border-radius: 10px;
z-index: 3;
}
.simulator-hint {
text-align: center;
font-size: 0.9rem;
color: var(--text-muted);
margin-top: 1rem;
}
@media (max-width: 600px) {
.simulator-header {
flex-direction: column;
gap: 1rem;
align-items: flex-start;
}
.hand-card-wrapper {
width: 120px;
}
}
.back-link { .back-link {
display: inline-flex; display: inline-flex;
align-items: center; align-items: center;
+14 -3
View File
@@ -70,19 +70,30 @@
} }
</div> </div>
@inject NavigationManager Nav
@code { @code {
[SupplyParameterFromQuery] public string? s1 { get; set; }
[SupplyParameterFromQuery] public string? s2 { get; set; }
private List<DeckData> decks = []; private List<DeckData> decks = [];
private bool showPrecons; private bool showPrecons;
protected override void OnInitialized() protected override void OnParametersSet()
{ {
RefreshDecks(); RefreshDecks();
} }
private void RefreshDecks() private void RefreshDecks()
{ {
decks = DeckDatabase.Decks var query = DeckDatabase.Decks.Where(d => d.IsVisible);
.Where(d => d.IsVisible)
if (!string.IsNullOrEmpty(s1))
query = query.Where(d => d.Syndicates.Contains(s1, StringComparer.OrdinalIgnoreCase));
if (!string.IsNullOrEmpty(s2))
query = query.Where(d => d.Syndicates.Contains(s2, StringComparer.OrdinalIgnoreCase));
decks = query
.Where(d => .Where(d =>
showPrecons showPrecons
? d.DeckType is "precon" or "store" ? d.DeckType is "precon" or "store"
+27 -75
View File
@@ -1,105 +1,57 @@
@page "/syndicate-pairings" @page "/syndicate-pairings"
@namespace Shared.Pages @using Model
@inject NavigationManager Nav
<HeadContent> <PageTitle>Syndicates - Chrono</PageTitle>
<meta name="description" content="Explore all syndicate pairings in Chrono CCG."/>
</HeadContent>
<div class="syndicates-container"> <div class="syndicates-container">
<div class="syndicates-header"> <header class="syndicates-header">
<h1>Syndicate Pairings</h1> <h1>Syndicate Pairings</h1>
<p class="text-secondary">Explore all @pairings.Count combinations of syndicates</p> <p class="text-muted">Explore the possible combinations of syndicates</p>
</div> </header>
<div class="pairings-grid"> <div class="pairings-grid">
@foreach (var doc in pairings) @foreach (var pairing in GetPairings())
{ {
var s1 = doc.Syndicates?[0] ?? ""; <div class="pairing-card" @onclick="() => NavigateToDecks(pairing)">
var s2 = doc.Syndicates?[1] ?? "";
<div class="pairing-card" @onclick="() => OpenPairing(doc)">
<div class="pairing-display"> <div class="pairing-display">
<div class="syndicate-item @s1.ToLowerInvariant()"> <div class="syndicate-item">
<span class="syn-icon"></span> <div class="syn-icon @pairing.S1.ToLower()"></div>
<span class="syn-name">@s1</span> <span class="syn-name">@pairing.S1</span>
</div> </div>
<div class="pairing-separator"> <div class="pairing-separator">
<i class="bi bi-x-lg"></i> <i class="bi bi-x-lg"></i>
</div> </div>
<div class="syndicate-item @s2.ToLowerInvariant()"> <div class="syndicate-item">
<span class="syn-icon"></span> <div class="syn-icon @pairing.S2.ToLower()"></div>
<span class="syn-name">@s2</span> <span class="syn-name">@pairing.S2</span>
</div> </div>
</div> </div>
<div class="pairing-info"> <div class="pairing-info">
<span class="pairing-label">Dual-Syndicate Pairing</span> <span class="pairing-label">Browse Decks</span>
</div> </div>
</div> </div>
} }
</div> </div>
</div> </div>
<Shared.Components.SyndicatePairDialog Doc="selectedDoc" OnClose="ClosePairing" OnNavigate="HandleNavigate"/>
<Shared.Components.CardDetailModal Card="selectedCard" IsVisible="@(selectedCard != null)" OnClose="CloseCard" />
<Shared.Components.DocDetailModal Doc="selectedGenericDoc" OnClose="CloseGenericDoc"/>
@code { @code {
private List<DocData> pairings = []; private record Pairing(string S1, string S2);
private DocData? selectedDoc;
private CardData? selectedCard;
private DocData? selectedGenericDoc;
protected override void OnInitialized() private IEnumerable<Pairing> GetPairings()
{ {
pairings = DocDatabase.Docs var syndicates = new[] { "Singularity", "Phasetide", "Silence", "Lifeblood", "Sungrace", "Splintergleam" };
.Where(d => d.Category == "Syndicate Pairings") for (int i = 0; i < syndicates.Length; i++)
.OrderBy(d => d.Title) {
.ToList(); for (int j = i + 1; j < syndicates.Length; j++)
{
yield return new Pairing(syndicates[i], syndicates[j]);
} }
private void OpenPairing(DocData doc)
{
selectedDoc = doc;
}
private void ClosePairing()
{
selectedDoc = null;
}
private void CloseCard()
{
selectedCard = null;
}
private void CloseGenericDoc()
{
selectedGenericDoc = null;
}
private void HandleNavigate(string name)
{
var card = CardDatabase.Cards.FirstOrDefault(c => string.Equals(c.Name, name, StringComparison.OrdinalIgnoreCase));
if (card != null)
{
if (card.Category is "Agent" or "Spell")
{
selectedCard = card;
}
else
{
selectedGenericDoc = new DocData { Title = card.Name, Content = card.Description ?? "", Category = card.Category };
}
StateHasChanged();
return;
}
var doc = DocDatabase.Docs.FirstOrDefault(d => string.Equals(d.Title, name, StringComparison.OrdinalIgnoreCase));
if (doc != null)
{
selectedGenericDoc = doc;
StateHasChanged();
} }
} }
private void NavigateToDecks(Pairing pairing)
{
Nav.NavigateTo($"/decks?s1={pairing.S1}&s2={pairing.S2}");
}
} }
@@ -36,11 +36,6 @@
<i class="bi bi-diagram-2-fill nav-icon"></i> Syndicates <i class="bi bi-diagram-2-fill nav-icon"></i> Syndicates
</NavLink> </NavLink>
</div> </div>
<div class="nav-item px-3">
<NavLink class="nav-link" href="syndicate-pairings">
<i class="bi bi-intersect nav-icon"></i> Pairings
</NavLink>
</div>
<div class="nav-item px-3"> <div class="nav-item px-3">
<NavLink class="nav-link" href="docs"> <NavLink class="nav-link" href="docs">
<i class="bi bi-book-fill nav-icon"></i> Docs <i class="bi bi-book-fill nav-icon"></i> Docs
@@ -3,8 +3,8 @@ name: Telepathic Scavenger
category: Agent category: Agent
artist: Rhuan Gon artist: Rhuan Gon
rarity: Common rarity: Common
cost: 4 cost: 3
attack: 2 attack: 1
health: 3 health: 3
description: "Each time an Agent [[Deplete|Depletes]], I [[Flourish]]." description: "Each time an Agent [[Deplete|Depletes]], I [[Flourish]]."
immortalizeWhen: "I've seen Agents [[Deplete]] 4+ times." immortalizeWhen: "I've seen Agents [[Deplete]] 4+ times."
@@ -3,8 +3,8 @@ name: The Uncontained
category: Immortalized category: Immortalized
artist: Rhuan Gon artist: Rhuan Gon
rarity: Common rarity: Common
cost: 4 cost: 3
attack: 2 attack: 1
health: 3 health: 3
description: "[[Overpower]]. Each time an Agent [[Deplete|Depletes]], I [[Flourish]]." description: "[[Overpower]]. Each time an Agent [[Deplete|Depletes]], I [[Flourish]]."
immortalizeWhen: N/A immortalizeWhen: N/A
@@ -6,7 +6,7 @@ rarity: Lost
cost: 1 cost: 1
attack: 2 attack: 2
health: 2 health: 2
description: "When I or an ally Strikes, give it +1|+0." description: "Enter: Grant all allies +1/+0 for each time an allied copy of me has been summoned."
immortalizeWhen: N/A immortalizeWhen: N/A
immortalizeTo: immortalizeTo:
- N/A - N/A
@@ -3,7 +3,7 @@ name: Curb the Anomalies
category: Spell category: Spell
artist: Jeffrey Viloria artist: Jeffrey Viloria
rarity: Divergent rarity: Divergent
cost: 6 cost: 8
description: "I cost 1 less if you see [[The One True Timeline]]. [[Mute]] all Agents this round. [[Shift]] to [[The One True Timeline]]." description: "I cost 1 less if you see [[The One True Timeline]]. [[Mute]] all Agents this round. [[Shift]] to [[The One True Timeline]]."
faction: "[[Phasetide]]" faction: "[[Phasetide]]"
set: "[[Core Set]]" set: "[[Core Set]]"