Commit Graph

59 Commits

Author SHA1 Message Date
gamer147
ac077dfc13 fix(pack): tutorial pack_open ThenIncludes OwnedItemEntry.Item
Without .ThenInclude(i => i.Item), the OwnedItemEntry.Item nav defaults to a
new ItemEntry() with Id=0 (project_ef_nav_include_pitfall), so the
FirstOrDefault(i => i.Item.Id == ticketItemId) lookup never matched. The
ticket was never decremented and reward_list omitted the post-state entry —
on the next /tutorial/pack_info the pack stayed visible and the client
re-clicked into plain /pack/open, which 501s on type_detail=5.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-28 20:15:31 -04:00
gamer147
ad5c9e91ae feat(download_time): stub start/end endpoints
Spec at docs/api-spec/endpoints/post-login/download_time-{start,end}.md
already documented both endpoints fully against the decompiled
Wizard/DownloadStartTask.cs and Wizard/DownloadFinishTask.cs — the
controller side was the gap.

The client fires /download_time/start before kicking off an Akamai
asset bundle download and /download_time/end on completion. Both are
pure telemetry from our perspective. When NukeIdentityOnStartup wipes
PlayerPrefs broadly (the pre-narrow loader behaviour), the client
decides it needs to download tutorial assets, calls /download_time/start,
and a 404 there surfaces as an HTTP error popup before the download
proceeds. Stubbing with empty data:{} bodies plus result_code:1 is the
documented minimum-viable response.

Acts as belt-and-suspenders against the narrow IdentityWipe (which
preserves the cache index so downloads shouldn't trigger) ever being
bypassed by a different code path.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-28 18:04:28 -04:00
gamer147
27ebb5114c fix(pack): tutorial flow display + open end-to-end
Four targeted fixes that together let /tutorial/pack_info display
the legendary starter at index 0, let /tutorial/pack_open succeed
on it, and let the pack drop out of the shop after.

1. /pack/info now loads viewer.Items into a Dictionary<long,int>
   and threads it through ToDto so child_gacha_info.item_number
   reflects the viewer's actual owned count of item_id. Previously
   defaulted to 0 for every pack, so the legendary pack 99047
   reported item_number=0 immediately after the gift granted 1×
   ticket id=90001. Verified against the prod tutorial capture.

2. PackRepository.GetActivePacks now orders parent_gacha_id DESC
   to match prod's /pack/info wire order (99047, 92001, 80047,
   16015...10001). The tutorial pack UI runs with controls locked
   and auto-selects index 0 via GachaUI.GetCurrentLegendPackId
   (FirstOrDefault on IsLegendPackId), so the legendary starter
   needs to be the first legend pack in the list.

3. DbCardPoolProvider.GetPool falls back to all in-rotation cards
   when a LegendCardPack's base set has no rows. Pack 99047's
   base_pack_id is 90001, a synthetic "Throwback Rotation" category
   that doesn't correspond to a real card_set in the prod card
   master — its real pool is curated across older rotation sets
   (Altersphere through Colosseum). We don't have that membership
   map captured yet; the rotation fallback is broader than prod
   but produces a valid 8-card draw, which is what the tutorial
   needs to advance to step 100. TODO in code points at the
   real fix.

4. PackController.Open's tutorial path now consumes the granted
   ticket (decrement viewer.Items by packNumber for child.ItemId)
   and emits the post-state count in reward_list as
   {reward_type:4, reward_id:item_id, reward_num:post_count}.
   Without this, the pack stayed at item_number=1 forever, the
   shop kept showing it post-tutorial, and the next click hit
   /pack/open (not /tutorial/pack_open) which 501s on type_detail=5.

Also: docstring on PackConfigDto.SalesPeriodInfo flags the deferred
wire-fidelity fix (prod emits {"sales_period_time": "<complete_date>"}
for limited windows, [] for evergreens; we always emit {}) and the
retype from Dictionary<string,string?> to a typed
PackSalesPeriodInfoDto. Doesn't affect tutorial flow, deferred for
the pack-system rework.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-28 18:04:13 -04:00
gamer147
b5e33c15f6 fix(mypage): populate user_item_list from viewer.Items
MyPageTask.Parse (Wizard/MyPageTask.cs:155-163) does
`_userItemDict.Clear();` the moment `user_item_list` is present in
the response body — not when it's non-empty — then re-populates
from the wire. Our /mypage/index was emitting [] by default (the
field initializer on the DTO), which wiped the inventory that
/load/index had just populated.

Downstream consequence: the client's PackChildGachaInfo.CostGoodsCount
reads from _userItemDict, so a wiped dict makes every ticket-cost
pack report CostGoodsCount=0, PackConfig.EnableBuyPack returns false,
and is_hide=1 packs (including the tutorial legendary starter 99047)
disappear from the rotation pack list — even though the gift bundle
just granted the ticket and the DB row exists. The tutorial then
auto-selects whatever non-tutorial pack happens to be at index 0 of
the filtered list, the user can't afford it, and the flow is stuck.

Fix:

- MyPageController.Index now sets UserItemList from viewer.Items
  (already loaded by GetViewerByShortUdid's home-screen graph).
- DTO docstring rewritten to call out the presence-sensitive semantics
  and the load-bearing path through PackConfig.EnableBuyPack, so the
  next developer doesn't get the "empty is fine" hint the old comment
  implied.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-28 18:03:50 -04:00
gamer147
6e6c8ee779 fix(signup): prestore client SID→UDID mapping so game_start can decrypt
After /tool/signup the client switches to SID-only headers (no UDID), so
the next request's body can't be decrypted unless the server already
knows the SID's UDID. ShadowverseSessionService now mirrors the client's
Cute/Cryptographer.MakeMd5(viewerId + udid) formula (salt
"r!I@ws8e5i="), and ToolController.Signup prestores the mapping at the
end. Verified against a live signup capture: viewerId=1 +
udid=62747917-93bc-454c-abb4-ef423b3c9317 produces the captured SID
dc4aac79d35fe15dfb6262e0071bb03c.

Note: this only fixes the fresh-signup path. Clients restarting with a
cached viewer_id (which skip /tool/signup entirely) still hit the same
issue — separate follow-up.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-28 13:34:05 -04:00
gamer147
190b50cbaf fix(tutorial): gift_receive reward_list carries post-state totals, not deltas
The client's PlayerStaticData.UpdateHaveUserGoodsNumByJsonData does direct
assignment on each reward_list entry's reward_num, so currency/item totals
must be the new viewer balance — not the gift delta. Fresh accounts were
seeing their cached crystal/rupy balances clobbered down to the gift counts
until the next /load/index. Matches the project_wire_reward_list_post_state
memory and the prod capture (which shows 120 rupy = baseline 20 + gift 100).
2026-05-28 13:16:51 -04:00
gamer147
6819e65160 feat(tutorial): /tutorial/pack_open emits tutorial_step=100, advances viewer state
Stack [HttpPost("/tutorial/pack_open")] alias on PackController.Open. Detect
isTutorialPath via HttpContext.Request.Path; gate the type_detail rejection,
currency switch, open-count tracking, and currency reward_list entries behind
!isTutorialPath so the starter legendary pack (99047/990047, type_detail=5)
bypasses the purchasable-pack code path. After grant, set MissionData.TutorialState=100
and emit tutorial_step=100 in PackOpenResponse — this is the sole END transition,
per live-traffic capture. Add pack 99047 to test-fixture packs.json.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-28 12:55:08 -04:00
gamer147
ca678b56d1 feat(tutorial): alias /tutorial/pack_info to /pack/info
Stacks a second [HttpPost("/tutorial/pack_info")] absolute route on
PackController.Info so the tutorial flow resolves to the same action
and returns the same pack_config_list as /pack/info (no filtering in v1).
Adds PackControllerTests.cs with TutorialPackInfo_returns_same_list_as_pack_info
verifying byte-identical responses from both URLs.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-28 12:27:35 -04:00
gamer147
f6f9216162 feat(tutorial): add /tutorial/gift_receive — grant + receipt + idempotent re-claim
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-28 12:22:37 -04:00
gamer147
2034034c1b feat(tutorial): add /tutorial/gift_top with hardcoded starter present list
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-28 12:02:54 -04:00
gamer147
0f6b3f231a feat(account): add /account/update_name endpoint
Implements POST /account/update_name — writes Viewer.DisplayName and
returns an empty array per the prod capture. Includes TDD test covering
the persist side-effect.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-28 11:56:59 -04:00
gamer147
bc9ffe1d31 feat(tutorial): add /tutorial/update — echo step + persist to viewer
POST /tutorial/update echoes tutorial_step back and saves it to
Viewer.MissionData.TutorialState. is_skip=1 is handled server-side
by honoring whatever tutorial_step value the client sends (client
already sends 100 when skipping). Adds TutorialUpdateRequest DTO,
TutorialUpdateResponse DTO, injects SVSimDbContext into
TutorialController, and adds GetViewerTutorialStateAsync helper to
SVSimTestFactory.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-28 11:47:09 -04:00
gamer147
703f7ff3d7 feat(tutorial): add /tutorial/update_action fire-and-forget endpoint
Returns an empty data object (result_code=1 from middleware envelope).
Client uses SkipAllNetworkChecks so the response body is never read.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-28 11:41:11 -04:00
gamer147
5aac24d2b9 feat(deck-builder): /deck_code mint + /deck resolve with 3-min in-memory TTL
Adds the portal pair (shadowverse-portal.com deck-builder endpoints) as
anonymous routes on the app server. The translation middleware learns a new
[NoWireEncryption] attribute that skips both AES calls but keeps the rest of
the msgpack + base64 + envelope pipeline intact, matching prod's portal wire
profile observed in data_dumps/traffic_prod_deckcode.ndjson.

Storage is a 3-minute IMemoryCache — codes are anonymous-global, 4-char
lowercase alphanumeric (matches the shortest prod sample). Foil bit is
stripped on mint to match prod's normalize-on-encode behaviour.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-28 09:11:21 -04:00
gamer147
1ee31c1689 controller(card): POST /card/protect 2026-05-28 01:56:47 -04:00
gamer147
9b5fe6dd83 controller(card): POST /card/create 2026-05-28 01:31:44 -04:00
gamer147
0867c5bd05 refactor(card): rename TryParseDestructDict to TryParseCardCountDict 2026-05-28 00:59:07 -04:00
gamer147
0f44a3482c fix(shops): smoke-test fallout from today's shop-cluster ship
Two issues caught in a real-client smoke run against the freshly
bootstrapped DB:

1. NRE in ShadowverseTranslationMiddleware for parameterless actions.
   Five new actions (Sleeve.Info, LeaderSkin.{Ids,Products},
   ItemPurchase.Info, SpotCardExchange.Top) took no parameters, but
   the middleware does
   `endpointDescriptor.Parameters.FirstOrDefault().ParameterType`
   to discover the request DTO — `FirstOrDefault` returns null on a
   zero-param action and `.ParameterType` NREs. Tests didn't catch it
   because the test client POSTs plain JSON, bypassing this path.
   Fix: each action now takes `BaseRequest _` matching the codebase
   convention (PuzzleController.Info, BattlePassController.Info, etc.),
   plus the middleware throws an actionable
   InvalidOperationException pointing at the convention so the next
   contributor doesn't repeat the mistake.

2. Leader-skin set sale showed up as "FREE / Claim" with empty
   Includes panel after the viewer bought every skin in a series
   with no configured bonus items. Root cause: ComputeRewardStatus
   emitted status=1 (not_got) when set_sales_status != 0 regardless
   of whether rewards.items was empty, and SkinPurchaseInfoTask.
   CreateSetSaleInfo flags `is_free=true` on (is_completed &&
   not_got). Prod ships status=0 when items is empty even with
   set_sales_status==1 — we now mirror that.

504 tests still pass.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-27 23:57:12 -04:00
gamer147
7ef5f03eb3 feat(spot-card-exchange): /spot_card_exchange/{top,exchange} + SpotPoints currency
Final shop family. Schema additions:
- ViewerCurrency.SpotPoints (ulong) — new currency column on Viewers.
- SpotCardExchangeEntry — catalog (distinct from the pre-existing
  SpotCardEntry, which is the /load/index rental-cost concept).
- ViewerSpotCardExchange — standalone composite-PK table tracking
  (viewer, card, exchanged_at, is_pre_release_snapshot). Standalone
  avoids cartesian-explode on viewer-graph reads.

RewardGrantService gains a SpotCardPoint=12 currency case mirroring
the RedEther/Crystal pattern. Doc comment refreshed; SpotCard=11 and
SpotCardOnlyLatestCardPack=13 remain unimplemented with explanatory
NotSupportedException — captures show emitters always use Card=5 with
the spot-card-specific id.

Controller:
- /top: emits exactly 9 clan buckets [{"1": [cards]}, ...] matching
  prod's arbitrary single-key shape. exchange_status per-card (0=
  available, 1=already-exchanged, 2=LimitOver after pre-release cap).
  pre_relase_info WIRE TYPO PRESERVED ("relase" not "release").
- /exchange: server-authoritative price (client-supplied
  exchange_point ignored); debits SpotPoints with post-state-total
  reward_list entry; grants card via RewardGrantService.ApplyAsync
  (cosmetic cascade included); persists ViewerSpotCardExchange row.
  Insufficient points / already-exchanged / pre-release-limit all
  return 400 without partial state.

LoadController now populates /load/index spot_point from
viewer.Currency.SpotPoints (was always 0).

PreReleaseLimit hardcoded to 2 matching capture; promote to GameConfig
when captures show variance.

504 tests pass (was 496; +8 spot-card-exchange tests).

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-27 23:23:07 -04:00
gamer147
a5999a3e9c feat(leader-skin): shop catalog + 5 endpoints (/products, /buy, /buy_set, /buy_set_item, /ids)
Schema: LeaderSkinShopSeries -> Products (owned rewards) + owned
SetCompletionRewards on the series; ViewerLeaderSkinSetClaim composite
PK (ViewerId, SeriesId) backs the /buy_set_item idempotent-claim check.

Importer mirrors SleeveShopImporter: idempotent find-or-create, owned
collections rewritten wholesale on rerun. 16 series, 104 products.

Controller (extends existing /set with 5 new endpoints):
- /products: dict-keyed-by-series_id-string wire shape. is_completed
  per-viewer, rewards.status from ViewerLeaderSkinSetClaim (0=no set
  sale, 1=available, 2=claimed) matching client RewardStatus enum.
- /buy: single skin, sales_type 1/2 dispatch, 3=>501.
- /buy_set: whole series at SetPrice; requires set_sales_status != 0;
  grants every product's rewards (RewardGrantService idempotent on
  already-owned cosmetics, so partial-set buys don't double-add).
- /buy_set_item: requires viewer owns every skin in series; idempotent
  on re-claim (returns 200 + empty reward_list, not 400) so client
  retries don't error.
- /ids: flat owned-skin-id list for badge refresh.

496 tests pass (was 486; +10 leader-skin-shop tests).

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-27 22:55:09 -04:00
gamer147
559a170957 feat(item-purchase): /item_purchase/{info,purchase} + catalog
Schema: ItemPurchaseCatalogEntry (single table). Per-viewer quota tracked
via existing ViewerEventCounter keyed by "item_purchase:<id>" with period
JstPeriod.MonthKey when IsMonthlyReset else AllTime.

Controller:
- /info returns catalog + per-period rest (server-computed
  max(0, PurchaseLimit - counter)) + user_card_pack_ticket_list (every
  Items.Type==2 row joined to viewer count, zeros included — client
  unconditionally UpdateItemNum's each entry).
- /purchase: sold_out check before currency check (no counter increment
  on currency failure), inline TryDebit covers RedEther/Crystal/Rupy/Item
  with post-state-total reward_list entry, grant via RewardGrantService.
  Request `rest` accepted but ignored (server counter is canonical).

Importer mirrors PaymentItemImporter shape — idempotent find-or-create,
seed-missing rows preserved. 3 entries from the prod capture.

486 tests pass (was 476; +10 item_purchase tests).

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-27 22:41:02 -04:00
gamer147
f237851e42 feat(sleeve): shop catalog + /sleeve/{info,buy} endpoints
Schema: SleeveShopSeries -> SleeveShopProducts -> Rewards (owned).
Migration AddSleeveShop creates 3 tables with FK cascade.

Importer mirrors BuildDeck pattern: find-or-create per series/product,
rewards replaced wholesale on rerun (owned collection). 10 series,
270 products imported from seeds/sleeve-shop.json.

Controller:
- /sleeve/info returns wire-faithful dict-keyed shape
  ({sleeve_list: {<series_id>: {product_info: {<product_id>: ...}}}}).
  is_purchased_product derived from viewer.Sleeves.Contains(sleeve_id).
- /sleeve/buy: sales_type 0=free / 1=crystal / 2=rupy / 3=ticket(501).
  Validates series_product mismatch, currency, already-purchased.
  Currency debited with post-state-total reward_list entry; cosmetic
  grants dispatched through RewardGrantService.ApplyAsync (covers
  sleeve + emblem bundled grants per product).

476 tests pass (was 466; +10 sleeve tests).

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-27 22:09:45 -04:00
gamer147
26bb0ac268 auth: link Steam to UDID-keyed viewer on first authenticated request
After /tool/signup, the client has a viewer_id but no Steam social row.
The first authenticated request (typically /check/game_start) carries
the Steam ticket; if the SteamId lookup misses but the UDID resolves
to a viewer, attach the Steam social now. Subsequent requests hit the
fast SteamId path. Closes the CheckController.GameStart TODO that was
blocking fresh-client boot.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-27 14:31:06 -04:00
gamer147
68367db214 feat(tool/signup): anonymous viewer creation keyed on UDID
POST /tool/signup upserts a Viewer keyed on the resolved request UDID
(via the existing SID->UDID dict). Stashes the viewer on HttpContext so
the translation middleware emits viewer_id/short_udid/udid in
data_headers. Empty data payload -- all signup outputs flow in
data_headers per spec. Idempotent: repeat signups for the same UDID
return the existing viewer.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-27 14:24:55 -04:00
gamer147
8e35501954 feat(missions): emit progress events on story/finish and practice/finish
Story emits story_chapter_finish:<main|limited|event>:<story_id>.
Practice emits practice_win:<difficulty>:<enemy_class_id> on win only.

Practice catalog rows use opponent NAMES (e.g. practice_win:elite:arisa)
not numeric class_ids, so captured catalog rows won't match yet. The
infrastructure is in place; bridging numeric→name is a follow-up.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-27 10:51:05 -04:00
gamer147
5693ec0302 feat(missions): /load/index materializes viewer mission/achievement state
EnsureCurrentAsync now takes viewerId (was Viewer), so it works with
LoadController's AsNoTracking-loaded detached viewers.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-27 10:45:31 -04:00
gamer147
640a77ec6c feat(achievements): /achievement/receive_reward — RewardGrantService + level advance + cap
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-27 10:41:49 -04:00
gamer147
b65a437102 feat(missions): /mission/info, /mission/retire, /mission/change_receive_setting
Three endpoints + 9 integration tests. Captured-data-is-catalog: viewer's
achievement Level starts at MIN(Level) per type from the catalog (not 1),
so the assembler always has a row to render against.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-27 10:35:40 -04:00
gamer147
c7dfd43daa review(bp): doc fixes + sales_period_info non-nullable + drop checked cast + TODO
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-27 00:00:24 -04:00
gamer147
2cb8c271a8 feat(bp): /battle_pass/buy — crystal-cost + retroactive premium grants
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-26 23:36:18 -04:00
gamer147
0ceab721e9 feat(bp): /battle_pass/item_list — derives product per active season
Adds BattlePassSalesPeriodInfoDto, BattlePassProductDto, BattlePassItemListResponse DTOs,
GetItemListAsync on BattlePassService (one product if not premium + CanPurchase, empty if
already premium or off-season), and the /battle_pass/item_list controller action.
2 new integration tests; all 408 pass.
2026-05-26 23:26:46 -04:00
gamer147
8a35f8c40b feat(bp): /battle_pass/info — service + controller + 3 tests
Also fixes BattlePassRepository.GetActiveSeasonAsync to use client-side
DateTimeOffset filtering (SQLite provider cannot translate DateTimeOffset
comparisons in LINQ WHERE/ORDER BY clauses).
2026-05-26 23:14:26 -04:00
gamer147
7abdfe27cb review(bp): drop fragile cast, thread CT, internalize cache reset
- IndexResponse.BattlePassLevelInfo widened to IReadOnlyDictionary<string,BattlePassLevel>?
  so any IReadOnlyDictionary impl (FrozenDictionary, wrapper, etc.) serializes correctly
  instead of silently null-ing via a failed as-cast
- LoadController.Index now takes CancellationToken ct and threads it to GetLevelCurveAsync
  instead of CancellationToken.None
- BattlePassRepository.ResetLevelCurveCache changed from public to internal; added
  InternalsVisibleTo("SVSim.UnitTests") to SVSim.Database.csproj (was absent)
2026-05-26 23:01:26 -04:00
gamer147
9bec1df52f feat(load-index): populate battle_pass_level_info from IBattlePassService
Wire IBattlePassService.GetLevelCurveAsync into LoadController so /load/index
emits the 100-entry battle_pass_level_info dict when levels are seeded.

Also adds BattlePassRepository.ResetLevelCurveCache() to bust the process-level
static cache in tests that seed levels after earlier HTTP calls have primed it
with an empty list, and updates SVSimTestFactory.SeedGlobalsAsync + the stale
Index_surfaces_seeded_globals_after_bootstrap assertion accordingly.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-26 22:56:41 -04:00
gamer147
141f34f817 chore(bootstrap): refresh stale GlobalsImporter references in docs/test names 2026-05-26 16:44:54 -04:00
gamer147
9090086a47 Class leader fixes 2026-05-26 10:01:37 -04:00
gamer147
b6966ece6e Prebuilt deck purchasing and fixes 2026-05-26 09:16:21 -04:00
gamer147
a33bfad3bc Basic card cleanup 2026-05-25 16:55:57 -04:00
gamer147
8e913578ff Consolidation 2026-05-25 16:34:24 -04:00
gamer147
5e7a65fe5a Story 2026-05-25 14:36:12 -04:00
gamer147
558e8288eb Puzzles 2026-05-25 12:03:47 -04:00
gamer147
c14408ba06 Seeding reorg 2026-05-24 21:13:15 -04:00
gamer147
34bcc579a5 Additional card content 2026-05-24 17:07:05 -04:00
gamer147
12fb2f4801 Card liquefication 2026-05-24 14:42:44 -04:00
gamer147
d9ef9fe1fc Pack logic cleanup 2026-05-24 09:27:10 -04:00
gamer147
79209bd70b Pack opening 2026-05-24 02:03:13 -04:00
gamer147
bdff142d16 Practice/deck editing mostly there 2026-05-24 00:17:28 -04:00
gamer147
21b97269ff Practice battles work 2026-05-23 22:46:11 -04:00
gamer147
499e218be7 Deck fixes 2026-05-23 21:36:27 -04:00
gamer147
d3b2970e11 Deck list work 2026-05-23 19:57:34 -04:00