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feat: implement batch build and comparison
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20 changed files with 2691 additions and 6 deletions
607
code/web/services/synergy_builder.py
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607
code/web/services/synergy_builder.py
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"""
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Synergy Builder - Analyzes multiple deck builds and creates optimized "best-of" deck.
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Takes multiple builds of the same configuration and identifies cards that appear
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frequently across builds, scoring them for synergy based on:
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- Frequency of appearance (higher = more consistent with strategy)
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- EDHREC rank (lower rank = more popular/powerful)
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- Theme tag matches (more matching tags = better fit)
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"""
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from __future__ import annotations
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from dataclasses import dataclass, field
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from typing import Any, Dict, List, Optional
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from collections import Counter
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from code.logging_util import get_logger
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from code.deck_builder import builder_utils as bu
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import pandas as pd
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import os
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logger = get_logger(__name__)
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@dataclass
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class ScoredCard:
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"""A card with its synergy score and metadata."""
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name: str
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frequency: float # 0.0-1.0, percentage of builds containing this card
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appearance_count: int # Number of builds this card appears in
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synergy_score: float # 0-100+ calculated score
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category: str # Card type category (Creature, Land, etc.)
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role: str = "" # Card role from tagging
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tags: List[str] = field(default_factory=list) # Theme tags
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edhrec_rank: Optional[int] = None # EDHREC rank if available
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count: int = 1 # Number of copies (usually 1 for Commander)
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type_line: str = "" # Full type line (e.g., "Creature — Rabbit Scout")
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@dataclass
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class CardPool:
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"""Aggregated pool of cards from multiple builds."""
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cards: Dict[str, ScoredCard] # card_name -> ScoredCard
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total_builds: int
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config: Dict[str, Any] # Original build configuration
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themes: List[str] # Theme tags from config
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def get_by_category(self, category: str) -> List[ScoredCard]:
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"""Get all cards in a specific category."""
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return [card for card in self.cards.values() if card.category == category]
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def get_top_cards(self, limit: int = 100) -> List[ScoredCard]:
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"""Get top N cards by synergy score."""
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return sorted(self.cards.values(), key=lambda c: c.synergy_score, reverse=True)[:limit]
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def get_high_frequency_cards(self, min_frequency: float = 0.8) -> List[ScoredCard]:
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"""Get cards appearing in at least min_frequency of builds."""
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return [card for card in self.cards.values() if card.frequency >= min_frequency]
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class SynergyAnalyzer:
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"""Analyzes multiple builds and scores cards for synergy."""
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# Scoring weights
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FREQUENCY_WEIGHT = 0.5
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EDHREC_WEIGHT = 0.25
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THEME_WEIGHT = 0.25
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HIGH_FREQUENCY_BONUS = 1.1 # 10% bonus for cards in 80%+ builds
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def __init__(self):
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"""Initialize synergy analyzer."""
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self._type_line_cache: Dict[str, str] = {}
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def _load_type_lines(self) -> Dict[str, str]:
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"""
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Load card type lines from parquet for all cards.
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Returns:
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Dict mapping card name (lowercase) to type_line
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"""
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if self._type_line_cache:
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return self._type_line_cache
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try:
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parquet_path = os.path.join("card_files", "processed", "all_cards.parquet")
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if not os.path.exists(parquet_path):
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logger.warning(f"[Synergy] Card parquet not found at {parquet_path}")
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return {}
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df = pd.read_parquet(parquet_path)
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# Try 'type' first, then 'type_line'
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type_col = None
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if 'type' in df.columns:
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type_col = 'type'
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elif 'type_line' in df.columns:
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type_col = 'type_line'
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if not type_col or 'name' not in df.columns:
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logger.warning(f"[Synergy] Card parquet missing required columns. Available: {list(df.columns)}")
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return {}
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# Build mapping: lowercase name -> type_line
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for _, row in df.iterrows():
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name = str(row.get('name', '')).strip()
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type_line = str(row.get(type_col, '')).strip()
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if name and type_line:
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self._type_line_cache[name.lower()] = type_line
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logger.info(f"[Synergy] Loaded type lines for {len(self._type_line_cache)} cards from parquet")
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return self._type_line_cache
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except Exception as e:
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logger.warning(f"[Synergy] Error loading type lines from parquet: {e}")
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return {}
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def analyze_builds(self, builds: List[Dict[str, Any]], config: Dict[str, Any]) -> CardPool:
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"""
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Aggregate all cards from builds and calculate appearance frequencies.
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Args:
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builds: List of build results from BuildCache
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config: Original deck configuration
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Returns:
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CardPool with all unique cards and their frequencies
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"""
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logger.info(f"[Synergy] Analyzing {len(builds)} builds for synergy")
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if not builds:
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raise ValueError("Cannot analyze synergy with no builds")
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total_builds = len(builds)
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themes = config.get("tags", [])
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# Load type lines from card CSV
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type_line_map = self._load_type_lines()
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# Count card appearances and cumulative counts across all builds
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card_appearances: Counter = Counter() # card_name -> number of builds containing it
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card_total_counts: Counter = Counter() # card_name -> sum of counts across all builds
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card_metadata: Dict[str, Dict[str, Any]] = {}
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for build in builds:
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result = build.get("result", {})
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summary = result.get("summary", {})
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if not isinstance(summary, dict):
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logger.warning("[Synergy] Build missing summary, skipping")
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continue
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type_breakdown = summary.get("type_breakdown", {})
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if not isinstance(type_breakdown, dict):
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continue
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type_cards = type_breakdown.get("cards", {})
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if not isinstance(type_cards, dict):
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continue
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# Collect unique cards from this build
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unique_cards_in_build = set()
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for category, card_list in type_cards.items():
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if not isinstance(card_list, list):
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continue
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for card in card_list:
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if not isinstance(card, dict):
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continue
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card_name = card.get("name")
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if not card_name:
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continue
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card_count = card.get("count", 1)
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unique_cards_in_build.add(card_name)
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# Track cumulative count across all builds (for multi-copy cards like basics)
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card_total_counts[card_name] += card_count
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# Store metadata (first occurrence)
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if card_name not in card_metadata:
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# Get type_line from parquet, fallback to card data (which won't have it from summary)
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type_line = type_line_map.get(card_name.lower(), "")
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if not type_line:
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type_line = card.get("type", card.get("type_line", ""))
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# Debug: Log first few cards
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if len(card_metadata) < 3:
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logger.info(f"[Synergy Debug] Card: {card_name}, Type line: {type_line}, From map: {card_name.lower() in type_line_map}")
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card_metadata[card_name] = {
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"category": category,
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"role": card.get("role", ""),
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"tags": card.get("tags", []),
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"type_line": type_line
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}
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# Increment appearance count for each unique card in this build
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for card_name in unique_cards_in_build:
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card_appearances[card_name] += 1
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# Create ScoredCard objects with frequencies and average counts
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scored_cards: Dict[str, ScoredCard] = {}
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for card_name, appearance_count in card_appearances.items():
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frequency = appearance_count / total_builds
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metadata = card_metadata.get(card_name, {})
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scored_card = ScoredCard(
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name=card_name,
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frequency=frequency,
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appearance_count=appearance_count,
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synergy_score=0.0, # Will be calculated next
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category=metadata.get("category", "Unknown"),
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role=metadata.get("role", ""),
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tags=metadata.get("tags", []),
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count=1, # Default to 1 copy per card in synergy deck (basics override this later)
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type_line=metadata.get("type_line", "")
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)
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# Debug: Log first few scored cards
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if len(scored_cards) < 3:
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logger.info(f"[Synergy Debug] ScoredCard: {scored_card.name}, type_line='{scored_card.type_line}', count={scored_card.count}, in_map={card_name.lower() in type_line_map}")
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# Calculate synergy score
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scored_card.synergy_score = self.score_card(scored_card, themes)
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scored_cards[card_name] = scored_card
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logger.info(f"[Synergy] Analyzed {len(scored_cards)} unique cards from {total_builds} builds")
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return CardPool(
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cards=scored_cards,
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total_builds=total_builds,
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config=config,
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themes=themes
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)
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def score_card(self, card: ScoredCard, themes: List[str]) -> float:
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"""
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Calculate synergy score for a card.
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Score = frequency_weight * frequency * 100 +
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edhrec_weight * (1 - rank/max_rank) * 100 +
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theme_weight * (matching_tags / total_tags) * 100
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Args:
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card: ScoredCard to score
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themes: Theme tags from config
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Returns:
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Synergy score (0-100+)
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"""
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# Frequency component (0-100)
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frequency_score = card.frequency * 100
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# EDHREC component (placeholder - would need EDHREC data)
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# For now, assume no EDHREC data available
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edhrec_score = 50.0 # Neutral score
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# Theme component (0-100)
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theme_score = 0.0
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if themes and card.tags:
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theme_set = set(themes)
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card_tag_set = set(card.tags)
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matching_tags = len(theme_set & card_tag_set)
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theme_score = (matching_tags / len(themes)) * 100 if themes else 0.0
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# Calculate weighted score
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score = (
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self.FREQUENCY_WEIGHT * frequency_score +
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self.EDHREC_WEIGHT * edhrec_score +
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self.THEME_WEIGHT * theme_score
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)
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# Bonus for high-frequency cards (appear in 80%+ builds)
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if card.frequency >= 0.8:
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score *= self.HIGH_FREQUENCY_BONUS
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return round(score, 2)
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class SynergyDeckBuilder:
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"""Builds an optimized deck from a synergy-scored card pool."""
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def __init__(self, analyzer: Optional[SynergyAnalyzer] = None):
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"""
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Initialize synergy deck builder.
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Args:
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analyzer: SynergyAnalyzer instance (creates new if None)
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"""
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self.analyzer = analyzer or SynergyAnalyzer()
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def _allocate_basic_lands(
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self,
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selected_cards: List[ScoredCard],
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by_category: Dict[str, List[ScoredCard]],
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pool: CardPool,
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ideals: Optional[Dict[str, int]]
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) -> List[ScoredCard]:
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"""
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Allocate basic lands based on color identity and remaining land slots.
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Separates basic lands from nonbasics, then allocates basics based on:
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1. Total lands target from ideals
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2. Color identity from config
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3. Current nonbasic land count
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Args:
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selected_cards: Currently selected cards (may include basics from pool)
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by_category: Cards grouped by category
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pool: Card pool with configuration
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ideals: Ideal card counts
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Returns:
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Updated list of selected cards with properly allocated basics
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"""
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if not ideals:
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return selected_cards # No ideals, keep as-is
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# Get basic land names
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basic_names = bu.basic_land_names()
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# Separate basics from nonbasics
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nonbasic_cards = [c for c in selected_cards if c.name not in basic_names]
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# Calculate how many basics we need
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# Note: For nonbasics, count=1 per card (singleton rule), so count == number of unique cards
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target_lands = ideals.get("lands", 35)
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nonbasic_lands = [c for c in nonbasic_cards if c.category == "Land"]
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current_nonbasic_count = len(nonbasic_lands)
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# If we have too many nonbasics, trim them
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if current_nonbasic_count > target_lands:
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logger.info(f"[Synergy] Too many nonbasics ({current_nonbasic_count}), trimming to {target_lands}")
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# Keep the highest scoring nonbasics
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sorted_nonbasic_lands = sorted(nonbasic_lands, key=lambda c: c.synergy_score, reverse=True)
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trimmed_nonbasic_lands = sorted_nonbasic_lands[:target_lands]
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# Update nonbasic_cards to exclude trimmed lands
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other_nonbasics = [c for c in nonbasic_cards if c.category != "Land"]
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nonbasic_cards = other_nonbasics + trimmed_nonbasic_lands
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return nonbasic_cards # No room for basics
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needed_basics = max(0, target_lands - current_nonbasic_count)
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if needed_basics == 0:
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logger.info("[Synergy] No basic lands needed (nonbasics exactly fill target)")
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return nonbasic_cards
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logger.info(f"[Synergy] Need {needed_basics} basics to fill {target_lands} land target (have {current_nonbasic_count} nonbasics)")
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# Get color identity from config
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color_identity = pool.config.get("colors", [])
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if not color_identity:
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logger.warning(f"[Synergy] No color identity in config (keys: {list(pool.config.keys())}), skipping basic land allocation")
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return nonbasic_cards
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# Map colors to basic land names
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from code.deck_builder import builder_constants as bc
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basic_map = getattr(bc, 'BASIC_LAND_MAPPING', {
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'W': 'Plains', 'U': 'Island', 'B': 'Swamp', 'R': 'Mountain', 'G': 'Forest'
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})
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# Allocate basics evenly across colors
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allocation: Dict[str, int] = {}
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colors = [c.upper() for c in color_identity if c.upper() in basic_map]
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if not colors:
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logger.warning(f"[Synergy] No valid colors found in identity: {color_identity}")
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return nonbasic_cards
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# Distribute basics evenly, with remainder going to first colors
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n = len(colors)
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base = needed_basics // n
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rem = needed_basics % n
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for idx, color in enumerate(sorted(colors)): # sorted for deterministic allocation
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count = base + (1 if idx < rem else 0)
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land_name = basic_map.get(color)
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if land_name:
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allocation[land_name] = count
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# Create ScoredCard objects for basics
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basic_cards = []
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for land_name, count in allocation.items():
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# Try to get type_line from cache first (most reliable)
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type_line = self.analyzer._type_line_cache.get(land_name.lower(), "")
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if not type_line:
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# Fallback: construct from land name
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type_line = f"Basic Land — {land_name[:-1] if land_name.endswith('s') else land_name}"
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# Try to get existing scored data from pool, else create minimal entry
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if land_name in pool.cards:
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existing = pool.cards[land_name]
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basic_card = ScoredCard(
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name=land_name,
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frequency=existing.frequency,
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appearance_count=existing.appearance_count,
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synergy_score=existing.synergy_score,
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category="Land",
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role="basic",
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tags=[],
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count=count,
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type_line=type_line # Use looked-up type_line
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)
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else:
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# Not in pool (common for basics), create minimal entry
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basic_card = ScoredCard(
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name=land_name,
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frequency=1.0, # Assume high frequency for basics
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appearance_count=pool.total_builds,
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synergy_score=50.0, # Neutral score
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category="Land",
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role="basic",
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tags=[],
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count=count,
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type_line=type_line
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)
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basic_cards.append(basic_card)
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# Update by_category to replace old basics with new allocation
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land_category = by_category.get("Land", [])
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land_category = [c for c in land_category if c.name not in basic_names] # Remove old basics
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land_category.extend(basic_cards) # Add new basics
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by_category["Land"] = land_category
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# Combine and return
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result = nonbasic_cards + basic_cards
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logger.info(f"[Synergy] Allocated {needed_basics} basic lands across {len(colors)} colors: {allocation}")
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return result
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def build_deck(
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self,
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pool: CardPool,
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ideals: Optional[Dict[str, int]] = None,
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target_size: int = 99 # Commander + 99 cards = 100
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) -> Dict[str, Any]:
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"""
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Build an optimized deck from the card pool, respecting ideal counts.
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Selects highest-scoring cards by category to meet ideal distributions.
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Args:
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pool: CardPool with scored cards
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ideals: Target card counts by category (e.g., {"Creature": 25, "Land": 35})
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target_size: Total number of cards to include (default 99, excluding commander)
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Returns:
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Dict with deck list and metadata
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"""
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logger.info(f"[Synergy] Building deck from pool of {len(pool.cards)} cards")
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# Map category names to ideal keys (case-insensitive matching)
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category_mapping = {
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"Creature": "creatures",
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"Land": "lands",
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"Artifact": "artifacts",
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"Enchantment": "enchantments",
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"Instant": "instants",
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"Sorcery": "sorceries",
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"Planeswalker": "planeswalkers",
|
||||
"Battle": "battles"
|
||||
}
|
||||
|
||||
selected_cards: List[ScoredCard] = []
|
||||
by_category: Dict[str, List[ScoredCard]] = {}
|
||||
|
||||
if ideals:
|
||||
# Build by category to meet ideals (±2 tolerance)
|
||||
logger.info(f"[Synergy] Using ideals: {ideals}")
|
||||
|
||||
# Get basic land names for filtering
|
||||
basic_names = bu.basic_land_names()
|
||||
|
||||
for category in ["Land", "Creature", "Artifact", "Enchantment", "Instant", "Sorcery", "Planeswalker", "Battle"]:
|
||||
ideal_key = category_mapping.get(category, category.lower())
|
||||
target_count = ideals.get(ideal_key, 0)
|
||||
|
||||
if target_count == 0:
|
||||
continue
|
||||
|
||||
# Get all cards in this category sorted by score
|
||||
all_category_cards = pool.get_by_category(category)
|
||||
|
||||
# For lands: only select nonbasics (basics allocated separately based on color identity)
|
||||
if category == "Land":
|
||||
# Filter out basics
|
||||
nonbasic_lands = [c for c in all_category_cards if c.name not in basic_names]
|
||||
category_cards = sorted(
|
||||
nonbasic_lands,
|
||||
key=lambda c: c.synergy_score,
|
||||
reverse=True
|
||||
)
|
||||
# Reserve space for basics - typically want 15-20 basics minimum
|
||||
# So select fewer nonbasics to leave room
|
||||
min_basics_estimate = 15 # Reasonable minimum for most decks
|
||||
max_nonbasics = max(0, target_count - min_basics_estimate)
|
||||
selected = category_cards[:max_nonbasics]
|
||||
logger.info(f"[Synergy] Land: selected {len(selected)} nonbasics (max {max_nonbasics}, leaving room for basics)")
|
||||
else:
|
||||
category_cards = sorted(
|
||||
all_category_cards,
|
||||
key=lambda c: c.synergy_score,
|
||||
reverse=True
|
||||
)
|
||||
# Select top cards up to target count
|
||||
selected = category_cards[:target_count]
|
||||
|
||||
selected_cards.extend(selected)
|
||||
by_category[category] = selected
|
||||
|
||||
logger.info(
|
||||
f"[Synergy] {category}: selected {len(selected)}/{target_count} "
|
||||
f"(pool had {len(category_cards)} available)"
|
||||
)
|
||||
|
||||
# Calculate how many basics we'll need before filling remaining slots
|
||||
target_lands = ideals.get("lands", 35)
|
||||
current_land_count = len(by_category.get("Land", []))
|
||||
estimated_basics = max(0, target_lands - current_land_count)
|
||||
|
||||
# Fill remaining slots with highest-scoring cards from any category (except Land)
|
||||
# But reserve space for basic lands that will be added later
|
||||
remaining_slots = target_size - len(selected_cards) - estimated_basics
|
||||
if remaining_slots > 0:
|
||||
selected_names = {c.name for c in selected_cards}
|
||||
# Exclude Land category from filler to avoid over-selecting lands
|
||||
remaining_pool = [
|
||||
c for c in pool.get_top_cards(limit=len(pool.cards))
|
||||
if c.name not in selected_names and c.category != "Land"
|
||||
]
|
||||
filler_cards = remaining_pool[:remaining_slots]
|
||||
selected_cards.extend(filler_cards)
|
||||
|
||||
# Add filler cards to by_category
|
||||
for card in filler_cards:
|
||||
by_category.setdefault(card.category, []).append(card)
|
||||
|
||||
logger.info(f"[Synergy] Filled {len(filler_cards)} remaining slots (reserved {estimated_basics} for basics)")
|
||||
else:
|
||||
# No ideals provided - fall back to top-scoring cards
|
||||
logger.info("[Synergy] No ideals provided, selecting top-scoring cards")
|
||||
sorted_cards = pool.get_top_cards(limit=len(pool.cards))
|
||||
selected_cards = sorted_cards[:target_size]
|
||||
|
||||
# Group by category for summary
|
||||
for card in selected_cards:
|
||||
by_category.setdefault(card.category, []).append(card)
|
||||
|
||||
# Add basic lands after nonbasics are selected
|
||||
selected_cards = self._allocate_basic_lands(selected_cards, by_category, pool, ideals)
|
||||
|
||||
# Calculate stats (accounting for multi-copy cards)
|
||||
unique_cards = len(selected_cards)
|
||||
total_cards = sum(c.count for c in selected_cards) # Actual card count including duplicates
|
||||
|
||||
# Debug: Check for cards with unexpected counts
|
||||
cards_with_count = [(c.name, c.count) for c in selected_cards if c.count != 1]
|
||||
if cards_with_count:
|
||||
logger.info(f"[Synergy Debug] Cards with count != 1: {cards_with_count[:10]}")
|
||||
|
||||
avg_frequency = sum(c.frequency for c in selected_cards) / unique_cards if unique_cards else 0
|
||||
avg_score = sum(c.synergy_score for c in selected_cards) / unique_cards if unique_cards else 0
|
||||
high_freq_count = len([c for c in selected_cards if c.frequency >= 0.8])
|
||||
|
||||
logger.info(
|
||||
f"[Synergy] Built deck: {total_cards} cards ({unique_cards} unique), "
|
||||
f"avg frequency={avg_frequency:.2f}, avg score={avg_score:.2f}, "
|
||||
f"high-frequency cards={high_freq_count}"
|
||||
)
|
||||
|
||||
return {
|
||||
"cards": selected_cards,
|
||||
"by_category": by_category,
|
||||
"total_cards": total_cards, # Actual count including duplicates
|
||||
"unique_cards": unique_cards, # Unique card types
|
||||
"avg_frequency": round(avg_frequency, 3),
|
||||
"avg_score": round(avg_score, 2),
|
||||
"high_frequency_count": high_freq_count,
|
||||
"commander": pool.config.get("commander"),
|
||||
"themes": pool.themes
|
||||
}
|
||||
|
||||
|
||||
# Global analyzer instance
|
||||
_analyzer = SynergyAnalyzer()
|
||||
_builder = SynergyDeckBuilder(_analyzer)
|
||||
|
||||
|
||||
def analyze_and_build_synergy_deck(
|
||||
builds: List[Dict[str, Any]],
|
||||
config: Dict[str, Any]
|
||||
) -> Dict[str, Any]:
|
||||
"""
|
||||
Convenience function to analyze builds and create synergy deck in one call.
|
||||
|
||||
Args:
|
||||
builds: List of build results
|
||||
config: Original deck configuration (includes ideals)
|
||||
|
||||
Returns:
|
||||
Synergy deck result dict
|
||||
"""
|
||||
pool = _analyzer.analyze_builds(builds, config)
|
||||
ideals = config.get("ideals", {})
|
||||
deck = _builder.build_deck(pool, ideals=ideals)
|
||||
return deck
|
||||
Loading…
Add table
Add a link
Reference in a new issue