Merge branch 'main' of git.gade.gg:NikolajDanger/wiki-tcg

This commit is contained in:
2026-03-19 16:17:10 +01:00
8 changed files with 404 additions and 100 deletions

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backend/ai.py Normal file
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import asyncio
import random
from enum import Enum
from card import Card
from game import action_play_card, action_sacrifice, action_end_turn, BOARD_SIZE
AI_USER_ID = "ai"
class AIPersonality(Enum):
AGGRESSIVE = "aggressive" # Prefers high attack cards, plays aggressively
DEFENSIVE = "defensive" # Prefers high defense cards, plays conservatively
BALANCED = "balanced" # Mix of offense and defense
GREEDY = "greedy" # Prioritizes high cost cards, willing to sacrifice
SWARM = "swarm" # Prefers low cost cards, fills board quickly
CONTROL = "control" # Focuses on board control and efficiency
ARBITRARY = "arbitrary" # Just does whatever
def get_random_personality() -> AIPersonality:
"""Returns a random AI personality."""
return random.choice(list(AIPersonality))
def calculate_exact_cost(attack: int, defense: int) -> float:
"""Calculate the exact cost before rounding (matches card.py formula)."""
return min(12.0, max(1.0, ((attack**2 + defense**2)**0.18) / 1.5))
def get_power_curve_value(card: Card) -> float:
"""
Returns how much "above the power curve" a card is.
Positive values mean the card is better than expected for its cost.
"""
exact_cost = calculate_exact_cost(card.attack, card.defense)
return exact_cost - card.cost
def get_card_efficiency(card: Card) -> float:
"""
Returns the total stats per cost ratio.
Higher is better (more stats for the cost).
"""
if card.cost == 0:
return 0
return (card.attack + card.defense) / card.cost
def score_card_for_personality(card: Card, personality: AIPersonality) -> float:
"""
Score a card based on how well it fits the AI personality.
Higher scores are better fits.
"""
if personality == AIPersonality.AGGRESSIVE:
# Prefer high attack, attack > defense
attack_bias = card.attack * 1.5
return attack_bias + (card.attack - card.defense) * 0.5
elif personality == AIPersonality.DEFENSIVE:
# Prefer high defense, defense > attack
defense_bias = card.defense * 1.5
return defense_bias + (card.defense - card.attack) * 0.5
elif personality == AIPersonality.BALANCED:
# Prefer balanced stats
stat_diff = abs(card.attack - card.defense)
balance_score = (card.attack + card.defense) - stat_diff * 0.3
return balance_score
elif personality == AIPersonality.GREEDY:
# Prefer high cost cards
return card.cost * 2 + (card.attack + card.defense) * 0.5
elif personality == AIPersonality.SWARM:
# Prefer low cost cards
low_cost_bonus = (13 - card.cost) * 1.5
return low_cost_bonus + (card.attack + card.defense) * 0.3
elif personality == AIPersonality.CONTROL:
# Prefer efficient cards (good stats per cost)
efficiency = get_card_efficiency(card)
total_stats = card.attack + card.defense
return efficiency * 5 + total_stats * 0.2
elif personality == AIPersonality.ARBITRARY:
# Does whatever
return random.random()*100
return card.attack + card.defense
def energy_curve(difficulty: int, personality: AIPersonality) -> tuple[int, int, int]:
"""Calculate a desired energy curve based on difficulty, personality, and a random factor"""
# First: cards with cost 1-3
# Second: cards with cost 4-6
# Third is inferred, and is cards with cost 7+
diff_low, diff_mid = [
(12, 8), # 1
(11, 9), # 2
(10, 9), # 3
( 9,10), # 4
( 9, 9), # 5
( 9, 8), # 6
( 8, 9), # 7
( 7,10), # 8
( 7, 9), # 9
( 6, 9), # 10
][difficulty - 1]
r1 = random.randint(0,20)
r2 = random.randint(0,20-r1)
pers_low, pers_mid = {
AIPersonality.AGGRESSIVE: ( 8,10),
AIPersonality.ARBITRARY: (r1,r2),
AIPersonality.BALANCED: ( 7,10),
AIPersonality.CONTROL: ( 3, 8),
AIPersonality.DEFENSIVE: ( 6, 8),
AIPersonality.GREEDY: ( 3, 7),
AIPersonality.SWARM: (15, 3),
}[personality]
# Blend difficulty (70%) and personality (30%) curves
blended_low = diff_low * 0.7 + pers_low * 0.3
blended_mid = diff_mid * 0.7 + pers_mid * 0.3
# Add small random variance (±1)
low = int(blended_low + random.uniform(-1, 1))
mid = int(blended_mid + random.uniform(-1, 1))
# Ensure low + mid doesn't exceed 20
if low + mid > 20:
# Scale down proportionally
total = low + mid
low = int((low / total) * 20)
mid = 20 - low
high = 0
else:
high = 20 - low - mid
# Apply difficulty constraints
if difficulty == 1:
# Difficulty 1: absolutely no high-cost cards
if high > 0:
# Redistribute high cards to low and mid
low += high // 2
mid += high - (high // 2)
high = 0
# Final bounds checking
low = max(0, min(20, low))
mid = max(0, min(20 - low, mid))
high = max(0, 20 - low - mid)
return (low, mid, high)
def choose_cards(cards: list[Card], difficulty: int, personality: AIPersonality) -> list[Card]:
"""
Choose 20 cards from available cards based on difficulty and personality.
Difficulty (1-10) affects:
- Higher difficulty = prefers cards above the power curve
- Lower difficulty = prefers low-cost cards for early game playability
- Lower difficulty = avoids taking the ridiculously good high-cost cards
Personality affects which types of cards are preferred.
"""
if len(cards) < 20:
return cards
# Get target energy curve based on difficulty and personality
target_low, target_mid, target_high = energy_curve(difficulty, personality)
selected = []
remaining = list(cards)
# Fill each cost bracket by distributing across individual cost levels
for cost_min, cost_max, target_count in [(1, 3, target_low), (4, 6, target_mid), (7, 12, target_high)]:
if target_count == 0:
continue
bracket_cards = [c for c in remaining if cost_min <= c.cost <= cost_max]
if not bracket_cards:
continue
# Group cards by exact cost
by_cost = {}
for card in bracket_cards:
if card.cost not in by_cost:
by_cost[card.cost] = []
by_cost[card.cost].append(card)
# Distribute target_count across available costs
available_costs = sorted(by_cost.keys())
if not available_costs:
continue
# Calculate how many cards to take from each cost level
per_cost = max(1, target_count // len(available_costs))
remainder = target_count % len(available_costs)
for cost in available_costs:
cost_cards = by_cost[cost]
# Score cards at this specific cost level
cost_scores = []
for card in cost_cards:
# Base score from personality (but normalize by cost to avoid bias)
personality_score = score_card_for_personality(card, personality)
# Normalize: divide by cost to make 1-cost and 3-cost comparable
# Then multiply by average cost in bracket for scaling
avg_bracket_cost = (cost_min + cost_max) / 2
normalized_score = (personality_score / max(1, card.cost)) * avg_bracket_cost
# Power curve bonus
power_curve = get_power_curve_value(card)
difficulty_factor = (difficulty - 5.5) / 4.5
power_curve_score = power_curve * difficulty_factor * 5
# For low difficulties, heavily penalize high-cost cards with good stats
if difficulty <= 4 and card.cost >= 7:
power_penalty = max(0, power_curve) * -10
normalized_score += power_penalty
total_score = normalized_score + power_curve_score
cost_scores.append((card, total_score))
# Sort and take best from this cost level
cost_scores.sort(key=lambda x: x[1], reverse=True)
# Take per_cost, plus 1 extra if this is one of the remainder slots
to_take = per_cost
if remainder > 0:
to_take += 1
remainder -= 1
to_take = min(to_take, len(cost_scores))
for i in range(to_take):
card = cost_scores[i][0]
selected.append(card)
remaining.remove(card)
if len(selected) >= 20:
break
if len(selected) >= 20:
break
# Fill remaining slots with best available cards
# This handles cases where brackets didn't have enough cards
while len(selected) < 20 and remaining:
remaining_scores = []
for card in remaining:
personality_score = score_card_for_personality(card, personality)
power_curve = get_power_curve_value(card)
difficulty_factor = (difficulty - 5.5) / 4.5
power_curve_score = power_curve * difficulty_factor * 5
# For remaining slots, add a slight preference for lower cost cards
# to ensure we have early-game plays
cost_penalty = (card.cost - 4) * 0.5 # Neutral at 4, penalty for higher
total_score = personality_score + power_curve_score - cost_penalty
remaining_scores.append((card, total_score))
remaining_scores.sort(key=lambda x: x[1], reverse=True)
card = remaining_scores[0][0]
selected.append(card)
remaining.remove(card)
return selected[:20]
async def run_ai_turn(game_id: str):
from game_manager import (
active_games, connections, active_deck_ids,
serialize_state, record_game_result, calculate_combat_animation_time
)
state = active_games.get(game_id)
if not state or state.result:
return
if state.active_player_id != AI_USER_ID:
return
human_id = state.opponent_id(AI_USER_ID)
waited = 0
while not connections[game_id].get(human_id) and waited < 10:
await asyncio.sleep(0.5)
waited += 0.5
await asyncio.sleep(calculate_combat_animation_time(state.last_combat_events))
player = state.players[AI_USER_ID]
ws = connections[game_id].get(human_id)
async def send_state(state):
if ws:
try:
await ws.send_json({
"type": "state",
"state": serialize_state(state, human_id),
})
except Exception:
pass
most_expensive_in_hand = max((c.cost for c in player.hand), default=0)
if player.energy < most_expensive_in_hand:
for slot in range(BOARD_SIZE):
slot_card = player.board[slot]
if slot_card is not None and player.energy + slot_card.cost <= most_expensive_in_hand:
if ws:
try:
await ws.send_json({
"type": "sacrifice_animation",
"instance_id": slot_card.instance_id,
})
except Exception:
pass
await asyncio.sleep(0.65)
action_sacrifice(state, slot)
await send_state(state)
await asyncio.sleep(0.35)
play_order = list(range(BOARD_SIZE))
random.shuffle(play_order)
for slot in play_order:
if player.board[slot] is not None:
continue
affordable = [i for i, c in enumerate(player.hand) if c.cost <= player.energy]
if not affordable:
break
best = max(affordable, key=lambda i: player.hand[i].cost)
action_play_card(state, best, slot)
await send_state(state)
await asyncio.sleep(0.5)
action_end_turn(state)
await send_state(state)
if state.result:
from database import SessionLocal
db = SessionLocal()
try:
record_game_result(state, db)
if ws:
await ws.send_json({
"type": "state",
"state": serialize_state(state, human_id),
})
finally:
db.close()
active_deck_ids.pop(human_id, None)
active_deck_ids.pop(AI_USER_ID, None)
active_games.pop(game_id, None)
connections.pop(game_id, None)
return
if state.active_player_id == AI_USER_ID:
asyncio.create_task(run_ai_turn(game_id))

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@@ -489,15 +489,12 @@ async def _get_card_async(client: httpx.AsyncClient, page_title: str|None = None
card_type_task, wikirank_task, pageviews_task
)
if (
(card_type == CardType.other and instance == "") or
language_count == 0 or
score is None or
views is None
):
error_message = f"Could not generate card '{title}': "
if card_type == CardType.other and instance == "":
error_message += "Not instance of a class"
elif language_count == 0:
if language_count == 0:
error_message += "No language pages found"
elif score is None:
error_message += "No wikirank score"

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@@ -96,6 +96,8 @@ class GameState:
result: Optional[GameResult] = None
last_combat_events: list[CombatEvent] = field(default_factory=list)
turn_started_at: Optional[datetime] = None
ai_difficulty: int = 5 # 1-10, only used for AI games
ai_personality: Optional[str] = None # AI personality type, only used for AI games
def opponent_id(self, player_id: str) -> str:
return next(p for p in self.player_order if p != player_id)

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@@ -14,11 +14,10 @@ from game import (
)
from models import Card as CardModel, Deck as DeckModel, DeckCard as DeckCardModel, User as UserModel
from card import compute_deck_type
from ai import AI_USER_ID, run_ai_turn, get_random_personality, choose_cards
logger = logging.getLogger("app")
AI_USER_ID = "ai"
## Storage
active_games: dict[str, GameState] = {}
@@ -376,15 +375,22 @@ def create_solo_game(
player_cards: list,
ai_cards: list,
deck_id: str,
difficulty: int = 5,
) -> str:
ai_personality = get_random_personality()
ai_deck = choose_cards(ai_cards, difficulty, ai_personality)
player_deck_type = compute_deck_type(player_cards) or "Balanced"
ai_deck_type = compute_deck_type(ai_cards) or "Balanced"
ai_deck_type = compute_deck_type(ai_deck) or "Balanced"
state = create_game(
user_id, username, player_deck_type, player_cards,
AI_USER_ID, "Computer", ai_deck_type, ai_cards,
AI_USER_ID, "Computer", ai_deck_type, ai_deck,
)
state.ai_difficulty = difficulty
state.ai_personality = ai_personality.value
active_games[state.game_id] = state
connections[state.game_id] = {}
active_deck_ids[user_id] = deck_id
@@ -422,86 +428,3 @@ def calculate_combat_animation_time(events: list[CombatEvent]) -> float:
total += ANIMATION_DELAYS["post_combat_buffer"]
return total
async def run_ai_turn(game_id: str):
state = active_games.get(game_id)
if not state or state.result:
return
if state.active_player_id != AI_USER_ID:
return
human_id = state.opponent_id(AI_USER_ID)
waited = 0
while not connections[game_id].get(human_id) and waited < 10:
await asyncio.sleep(0.5)
waited += 0.5
await asyncio.sleep(calculate_combat_animation_time(state.last_combat_events))
player = state.players[AI_USER_ID]
ws = connections[game_id].get(human_id)
async def send_state(state: GameState):
if ws:
try:
await ws.send_json({
"type": "state",
"state": serialize_state(state, human_id),
})
except Exception:
pass
most_expensive_in_hand = max((c.cost for c in player.hand), default=0)
if player.energy < most_expensive_in_hand:
for slot in range(BOARD_SIZE):
slot_card = player.board[slot]
if slot_card is not None and player.energy + slot_card.cost <= most_expensive_in_hand:
if ws:
try:
await ws.send_json({
"type": "sacrifice_animation",
"instance_id": slot_card.instance_id,
})
except Exception:
pass
await asyncio.sleep(0.65)
action_sacrifice(state, slot)
await send_state(state)
await asyncio.sleep(0.35)
play_order = list(range(BOARD_SIZE))
random.shuffle(play_order)
for slot in play_order:
if player.board[slot] is not None:
continue
affordable = [i for i, c in enumerate(player.hand) if c.cost <= player.energy]
if not affordable:
break
best = max(affordable, key=lambda i: player.hand[i].cost)
action_play_card(state, best, slot)
await send_state(state)
await asyncio.sleep(0.5)
action_end_turn(state)
await send_state(state)
if state.result:
from database import SessionLocal
db = SessionLocal()
try:
record_game_result(state, db)
if ws:
await ws.send_json({
"type": "state",
"state": serialize_state(state, human_id),
})
finally:
db.close()
active_deck_ids.pop(human_id, None)
active_deck_ids.pop(AI_USER_ID, None)
active_games.pop(game_id, None)
connections.pop(game_id, None)
return
if state.active_player_id == AI_USER_ID:
asyncio.create_task(run_ai_turn(game_id))

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@@ -430,7 +430,10 @@ async def claim_timeout_win(game_id: str, user: UserModel = Depends(get_current_
return {"message": "Win claimed"}
@app.post("/game/solo")
async def start_solo_game(deck_id: str, user: UserModel = Depends(get_current_user), db: Session = Depends(get_db)):
async def start_solo_game(deck_id: str, difficulty: int = 5, user: UserModel = Depends(get_current_user), db: Session = Depends(get_db)):
if difficulty < 1 or difficulty > 10:
raise HTTPException(status_code=400, detail="Difficulty must be between 1 and 10")
deck = db.query(DeckModel).filter(
DeckModel.id == uuid.UUID(deck_id),
DeckModel.user_id == user.id
@@ -448,7 +451,7 @@ async def start_solo_game(deck_id: str, user: UserModel = Depends(get_current_us
ai_cards = db.query(CardModel).filter(
CardModel.user_id == None
).order_by(func.random()).limit(20).all()
).order_by(func.random()).limit(100).all()
if len(ai_cards) < 20:
raise HTTPException(status_code=503, detail="Not enough cards in pool for AI deck")
@@ -458,7 +461,7 @@ async def start_solo_game(deck_id: str, user: UserModel = Depends(get_current_us
db.commit()
game_id = create_solo_game(str(user.id), user.username, player_cards, ai_cards, deck_id)
game_id = create_solo_game(str(user.id), user.username, player_cards, ai_cards, deck_id, difficulty)
asyncio.create_task(fill_card_pool())
@@ -528,3 +531,33 @@ def refresh(req: RefreshRequest, db: Session = Depends(get_db)):
"refresh_token": create_refresh_token(str(user.id)),
"token_type": "bearer",
}
if __name__ == "__main__":
from ai import AIPersonality, choose_cards
from card import generate_cards, Card
from time import sleep
all_cards: list[Card] = []
for i in range(30):
print(i)
all_cards += generate_cards(10)
sleep(5)
all_cards.sort(key=lambda x: x.cost, reverse=True)
print(len(all_cards))
def write_cards(cards: list[Card], file: str):
with open(file, "w") as fp:
fp.write('\n'.join([
f"{c.name} - {c.attack}/{c.defense} - {c.cost}"
for c in cards
]))
write_cards(all_cards, "output/all.txt")
for personality in AIPersonality:
print(personality.value)
for difficulty in range(1,11):
chosen_cards = choose_cards(all_cards, difficulty, personality)
chosen_cards.sort(key=lambda x: x.cost, reverse=True)
write_cards(chosen_cards, f"output/{personality.value}-{difficulty}.txt")

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@@ -43,10 +43,10 @@
result = result.slice().sort((a, b) => {
let cmp = 0;
if (sortBy === 'name') cmp = a.name.localeCompare(b.name);
else if (sortBy === 'cost') cmp = a.cost - b.cost || a.name.localeCompare(b.name);
else if (sortBy === 'attack') cmp = a.attack - b.attack || a.name.localeCompare(b.name);
else if (sortBy === 'defense') cmp = a.defense - b.defense || a.name.localeCompare(b.name);
else if (sortBy === 'rarity') cmp = RARITY_ORDER[a.card_rarity] - RARITY_ORDER[b.card_rarity] || a.name.localeCompare(b.name);
else if (sortBy === 'cost') cmp = b.cost - a.cost || a.name.localeCompare(b.name);
else if (sortBy === 'attack') cmp = b.attack - a.attack || a.name.localeCompare(b.name);
else if (sortBy === 'defense') cmp = b.defense - a.defense || a.name.localeCompare(b.name);
else if (sortBy === 'rarity') cmp = RARITY_ORDER[b.card_rarity] - RARITY_ORDER[a.card_rarity] || a.name.localeCompare(b.name);
return sortAsc ? cmp : -cmp;
});
return result;

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@@ -270,7 +270,7 @@
if (!selectedDeckId || selectedDeck?.card_count < 20) return;
error = '';
phase = 'queuing';
const res = await apiFetch(`${API_URL}/game/solo?deck_id=${selectedDeckId}`, {
const res = await apiFetch(`${API_URL}/game/solo?deck_id=${selectedDeckId}&difficulty=5`, {
method: 'POST'
});
if (!res.ok) {