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from typing import Callable, Protocol
from budget import Card
from draft import backbone_deck, draft_deck_from_packs
from generator import CardPackClient, CodexCardClient, deck_summary
from game import DuelState, PlayerState, conditional_damage, create_player, draw_cards, named_player, opponent, play_card_from_hand, start_round, winner
from primitives import School
Prompt = Callable[[str], str]
Printer = Callable[[str], None]
Chooser = Callable[[DuelState, PlayerState], int | None]
class BossClientLike(Protocol):
# Return one raw boss decision payload.
def choose_cards(self, payload: dict[str, object]) -> dict[str, object]: # pragma: no cover
...
OPENING_HAND_SIZE = 3
MAX_ROUNDS = 20
SYNERGY_COSTS = (2, 2, 3, 3, 4, 4, 4, 5, 5)
# Return a compact line for one card in hand.
def card_line(index: int, card: Card) -> str:
return f"{index}: {card.name} [{card.cost}] - {card.rules_text()}"
# Return a compact line for one draft candidate.
def pack_line(index: int, card: Card) -> str:
return f"{index}: {card.name} [{card.cost}] - {card.rules_text()} | {card.flavor}"
# Return the visible combat state for one player.
def player_line(player: PlayerState) -> str:
zones = f"hand {len(player.hand)}, deck {len(player.deck)}, discard {len(player.discard)}"
return f"{player.name}: {player.hp} HP, {player.energy} energy, {player.block} block, {player.ward} ward, {player.shield_charge} charge ({zones})"
# Return a focused prompt-state line before a player chooses.
def choice_state_line(state: DuelState, actor: PlayerState) -> str:
target = opponent(state, actor)
return f"{actor.name} energy {actor.energy}. {target.name}: {target.hp} HP, {target.block} block, {target.ward} ward."
# Return currently playable hand indexes for a player.
def playable_indexes(player: PlayerState) -> tuple[int, ...]:
return tuple(index for index, card in enumerate(player.hand) if card.cost <= player.energy)
# Return a simple legal demo deck without model generation.
def demo_deck(school: School, theme: str) -> tuple[Card, ...]:
backbone = backbone_deck(school, theme)
return (backbone * 3)[:15]
# Print a player's hand.
def print_hand(player: PlayerState, print_fn: Printer) -> None:
for index, card in enumerate(player.hand):
print_fn(card_line(index, card))
# Print one generated draft pack.
def print_pack(pack: tuple[Card, ...], print_fn: Printer) -> None:
for index, card in enumerate(pack):
print_fn(pack_line(index, card))
# Prompt the human for one draft pack choice.
def prompt_pack_choice(prompt: Prompt, print_fn: Printer) -> Callable[[tuple[Card, ...], tuple[Card, ...]], int]:
# Choose one card from a generated pack.
def choose(current_deck: tuple[Card, ...], pack: tuple[Card, ...]) -> int:
del current_deck
while True:
print_pack(pack, print_fn)
answer = prompt("Draft card number: ").strip()
if answer.isdigit() and int(answer) < len(pack):
return int(answer)
print_fn("Choose one of the shown draft cards.")
return choose
# Draft a player deck from nine generated packs.
def draft_player_deck(
client: CardPackClient,
school: School,
theme: str,
prompt: Prompt = input,
print_fn: Printer = print,
rng: Random | None = None,
) -> tuple[Card, ...]:
pick_number = 0
choose_pack = prompt_pack_choice(prompt, print_fn)
# Choose one pack card while printing draft progress.
def choose(current_deck: tuple[Card, ...], pack: tuple[Card, ...]) -> int:
nonlocal pick_number
pick_number += 1
print_fn(f"Draft pick {pick_number}/9. Current deck: {len(current_deck)} cards.")
return choose_pack(current_deck, pack)
return draft_deck_from_packs(client, school, theme, SYNERGY_COSTS, choose, rng=rng)
# Draft an enemy deck by taking the strongest card from each generated pack.
def draft_enemy_deck(
client: CardPackClient,
school: School,
theme: str,
print_fn: Printer = print,
rng: Random | None = None,
) -> tuple[Card, ...]:
pick_number = 0
# Choose a deck-aware card from each generated pack.
def choose(current_deck: tuple[Card, ...], pack: tuple[Card, ...]) -> int:
nonlocal pick_number
pick_number += 1
choice = best_draft_index(current_deck, pack)
print_fn(f"Enemy generated pick {pick_number}/9: {pack[choice].name}")
return choice
return draft_deck_from_packs(client, school, theme, SYNERGY_COSTS, choose, rng=rng)
# Return the strongest candidate index in a generated pack.
def best_pack_index(pack: tuple[Card, ...]) -> int:
return max(range(len(pack)), key=lambda index: (card_score(pack[index]), -index))
# Return the strongest draft pick for the current deck's school plan.
def best_draft_index(current_deck: tuple[Card, ...], pack: tuple[Card, ...]) -> int:
return max(range(len(pack)), key=lambda index: (draft_card_score(current_deck, pack[index]), -index))
# Return a deck-aware draft score for one card.
def draft_card_score(current_deck: tuple[Card, ...], card: Card) -> int:
counts = deck_summary(current_deck)
return card_score(card) + school_need_bonus(card, counts) - repetition_penalty(card, counts)
# Return class-specific bonus for cards that fill missing deck needs.
def school_need_bonus(card: Card, counts: dict[str, int]) -> int:
primitives = card_primitives(card)
if card.school == "ice":
return ice_need_bonus(primitives, counts)
if card.school == "earth":
return earth_need_bonus(primitives, counts)
return fire_need_bonus(primitives, counts)
# Return Fire's draft need bonus.
def fire_need_bonus(primitives: tuple[str, ...], counts: dict[str, int]) -> int:
delayed = counts.get("burn", 0) + counts.get("bomb", 0)
pressure = counts.get("deal", 0) + counts.get("scaling", 0)
if delayed >= pressure and ("deal" in primitives or "burn" in primitives or "scaling" in primitives):
return 18
return 8 if "deal" in primitives and counts.get("deal", 0) < 5 else 0
# Return Ice's draft need bonus.
def ice_need_bonus(primitives: tuple[str, ...], counts: dict[str, int]) -> int:
if counts.get("vulnerable", 0) > 0 and counts.get("multi_hit", 0) == 0 and "multi_hit" in primitives:
return 35
if counts.get("multi_hit", 0) > 0 and counts.get("initiative", 0) == 0 and "initiative" in primitives:
return 35
if counts.get("multi_hit", 0) > counts.get("vulnerable", 0) + 1 and "vulnerable" in primitives:
return 30
if counts.get("multi_hit", 0) > counts.get("initiative", 0) + 2 and "initiative" in primitives:
return 30
return 0
# Return Earth's draft need bonus.
def earth_need_bonus(primitives: tuple[str, ...], counts: dict[str, int]) -> int:
if counts.get("scaling", 0) > 0 and counts.get("block", 0) <= counts.get("scaling", 0) and "block" in primitives:
return 45
if counts.get("deal", 0) >= counts.get("block", 0) + 2 and ("block" in primitives or "draw" in primitives or "weak" in primitives):
return 35
if counts.get("block", 0) > 0 and counts.get("scaling", 0) == 0 and "scaling" in primitives:
return 35
protection = counts.get("block", 0) + counts.get("ward", 0)
payoff = counts.get("scaling", 0) + counts.get("conditional", 0)
if protection > payoff and ("scaling" in primitives or "weak" in primitives or "draw" in primitives):
return 20
return 0
# Return a penalty for repeating already represented primitives.
def repetition_penalty(card: Card, counts: dict[str, int]) -> int:
return sum(counts.get(primitive, 0) * repeat_weight(primitive) for primitive in card_primitives(card))
# Return how strongly repeated primitives are penalized.
def repeat_weight(primitive_id: str) -> int:
if primitive_id in {"multi_hit", "bomb", "ward", "block"}:
return 5
return 3
# Return primitive ids on one card.
def card_primitives(card: Card) -> tuple[str, ...]:
return tuple(effect.primitive_id for effect in card.effects)
# Prompt the human for one card choice.
def prompt_human_choice(prompt: Prompt, print_fn: Printer) -> Chooser:
# Choose one playable card from prompted input.
def choose(state: DuelState, actor: PlayerState) -> int | None:
while True:
print_fn(choice_state_line(state, actor))
print_hand(actor, print_fn)
answer = prompt("Choose card number, or pass: ").strip().lower()
if answer in {"", "p", "pass"}:
return None
if answer.isdigit() and int(answer) in playable_indexes(actor):
return int(answer)
print_fn("That card is not playable.")
return choose
# Choose the best playable card for the enemy heuristic.
def choose_enemy_card(state: DuelState, actor: PlayerState) -> int | None:
playable = playable_indexes(actor)
if not playable:
return None
target = opponent(state, actor)
lethal = tuple(index for index in playable if immediate_hp_damage(actor, target, actor.hand[index]) >= target.hp)
if lethal:
return max(lethal, key=lambda index: (immediate_hp_damage(actor, target, actor.hand[index]), -index))
return max(playable, key=lambda index: (combat_card_score(state, actor, actor.hand[index]), -index))
# Choose the best playable card for the assistant.
def choose_assistant_card(state: DuelState, actor: PlayerState) -> int | None:
return choose_enemy_card(state, actor)
# Return a static draft score for one card.
def card_score(card: Card) -> int:
return sum(effect_score(effect.primitive_id, effect.amount, effect.hits) for effect in card.effects) - card.cost
# Return a combat-aware score for one card.
def combat_card_score(state: DuelState, actor: PlayerState, card: Card) -> int:
target = opponent(state, actor)
defense_bonus = 4 if actor.hp <= target.hp else 0
return immediate_hp_damage(actor, target, card) * 3 + card_score(card) + defense_bonus * defensive_amount(card)
# Return the defensive amount on a card.
def defensive_amount(card: Card) -> int:
return sum(effect.amount for effect in card.effects if effect.primitive_id in {"block", "ward", "weak"})
# Return approximate immediate HP damage from a card.
def immediate_hp_damage(actor: PlayerState, target: PlayerState, card: Card) -> int:
return sum(effect_hp_damage(actor, target, card, index) for index, _ in enumerate(card.effects))
# Return approximate immediate HP damage from one effect.
def effect_hp_damage(actor: PlayerState, target: PlayerState, card: Card, effect_index: int) -> int:
effect = card.effects[effect_index]
if effect.primitive_id == "deal":
return hp_damage_after_defense(actor, target, effect.amount)
if effect.primitive_id == "multi_hit":
return sum(hp_damage_after_defense(actor, target, effect.amount) for _ in range(effect.hits))
if effect.primitive_id == "conditional":
return hp_damage_after_defense(actor, target, conditional_damage(target, effect.amount))
if effect.primitive_id == "scaling":
if effect.condition == "shield_charge":
return hp_damage_after_defense(actor, target, effect.amount + actor.shield_charge)
return hp_damage_after_defense(actor, target, effect.amount + actor.cards_played_this_turn + 1)
return 0
# Return HP damage after current weak, vulnerable, ward, and block.
def hp_damage_after_defense(actor: PlayerState, target: PlayerState, amount: int) -> int:
damage = max(0, amount - actor.weak)
if damage == 0 or target.ward > 0:
return 0
damage += target.vulnerable
return max(0, damage - target.block)
# Return a primitive's rough tactical score.
def effect_score(primitive_id: str, amount: int, hits: int) -> int:
if primitive_id in {"deal", "conditional", "scaling"}:
return amount * 2
if primitive_id == "multi_hit":
return amount * hits * 2
if primitive_id in {"block", "ward", "weak"}:
return amount
if primitive_id in {"burn", "bomb", "vulnerable"}:
return amount * 2
if primitive_id in {"draw", "energy", "initiative"}:
return amount + 2
return 0
# Play cards for one actor until they pass or cannot act.
def play_turn(state: DuelState, actor: PlayerState, choose: Chooser, print_fn: Printer) -> None:
while playable_indexes(actor):
choice = choose(state, actor)
if choice is None:
expire_energy(actor)
print_fn(f"{actor.name} passes.")
return
card = play_card_from_hand(state, actor, choice)
print_fn(f"{actor.name} plays {card.name}: {card.rules_text()}")
if winner(state):
expire_energy(actor)
return
expire_energy(actor)
print_fn(f"{actor.name} has no playable cards.")
# Expire unused turn energy.
def expire_energy(player: PlayerState) -> None:
player.energy = 0
# Print both sides of the duel state.
def print_state(state: DuelState, print_fn: Printer) -> None:
print_fn(player_line(state.player))
print_fn(player_line(state.enemy))
# Run a tiny terminal duel between a human and the assistant policy.
def run_text_duel(
player_deck: tuple[Card, ...] | None = None,
enemy_deck: tuple[Card, ...] | None = None,
prompt: Prompt = input,
print_fn: Printer = print,
rng: Random | None = None,
max_rounds: int = MAX_ROUNDS,
boss_client: BossClientLike | None = None,
) -> str:
from boss import boss_chooser
randomizer = rng or Random()
state = DuelState(
create_player("You", shuffled_deck(player_deck or demo_deck("fire", "dark fantasy"), randomizer)),
create_player("Enemy", shuffled_deck(enemy_deck or demo_deck("earth", "dark fantasy"), randomizer)),
)
draw_cards(state.player, OPENING_HAND_SIZE)
draw_cards(state.enemy, OPENING_HAND_SIZE)
human_choice = prompt_human_choice(prompt, print_fn)
enemy_choice = boss_chooser(boss_client, choose_enemy_card)
print_state(state, print_fn)
while not winner(state) and state.round_number < max_rounds:
order = start_round(state, randomizer)
print_fn(f"Round {state.round_number}: {' then '.join(order)}")
for name in order:
if winner(state):
break
actor = named_player(state, name)
chooser = human_choice if actor is state.player else enemy_choice
play_turn(state, actor, chooser, print_fn)
print_state(state, print_fn)
result = winner(state) or "no winner"
print_fn(f"Winner: {result}")
return result
# Return a shuffled copy of a deck.
def shuffled_deck(deck: tuple[Card, ...], rng: Random) -> tuple[Card, ...]:
cards = list(deck)
rng.shuffle(cards)
return tuple(cards)
# Start an interactive terminal duel.
def main() -> None: # pragma: no cover
from clients import boss_client_from_env, card_client_from_env
rng = Random()
client = card_client_from_env() or CodexCardClient(cwd=".")
player_deck = draft_player_deck(client, "fire", "dark fantasy", rng=rng)
enemy_deck = draft_enemy_deck(client, "earth", "dark fantasy", rng=rng)
run_text_duel(player_deck=player_deck, enemy_deck=enemy_deck, rng=rng, boss_client=boss_client_from_env())
if __name__ == "__main__": # pragma: no cover
main()
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