Add core module AGENTS.md documentation (DOCS-001)

Creates comprehensive documentation for AI agents working with app/core/:
- Architecture overview with component diagram
- Import patterns (correct enum imports from app.core.enums)
- Core patterns: game creation, action execution, effects, config
- Key classes: GameState, PlayerState, CardDefinition, CardInstance, Zone
- Testing patterns with SeededRandom for determinism
- Security rules for hidden information
- Module independence guidelines for offline fork support
- File organization and quick commands

Updates PROJECT_PLAN.json: 31/32 tasks complete.
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Cal Corum 2026-01-26 14:50:52 -06:00
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"description": "Core game engine scaffolding for a highly configurable Pokemon TCG-inspired card game. The engine must support campaign mode with fixed rules and free play mode with user-configurable rules.",
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"critical": "Foundation components that block all other work",
@ -557,15 +557,16 @@
"description": "Document the game engine architecture, patterns, and usage guidelines for AI agents",
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"suggestedFix": "Document: module structure, key classes, effect handler pattern, configuration system, testing approach, security considerations (hidden info)",
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"notes": "Reference doc as specified in AGENTS.md"
"notes": "Comprehensive documentation covering architecture, import patterns, core patterns (game creation, action execution, effects, config, visibility), key classes, testing patterns, security rules, module independence, and quick commands.",
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"progress": "HIGH-008, TEST-012, HIGH-009, TEST-013, MED-004 complete. Enums moved to app/core/enums.py (architectural improvement to eliminate circular imports). 826 tests passing. Remaining: DOCS-001 (documentation), LOW-001 (docstrings)."
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# Core Game Engine - Agent Guidelines
> `app/core/` - The heart of Mantimon TCG
This document provides guidelines for AI agents working with the core game engine module. The engine is designed to be **standalone and database-agnostic**, enabling future extraction as an offline game.
## Quick Reference
| Module | Purpose | Key Exports |
|--------|---------|-------------|
| `enums.py` | All enumeration types (foundational) | `CardType`, `EnergyType`, `TurnPhase`, `StatusCondition`, etc. |
| `config.py` | Rules configuration system | `RulesConfig`, `DeckConfig`, `PrizeConfig`, etc. |
| `rng.py` | Deterministic & secure randomness | `SeededRandom`, `SecureRandom`, `create_rng()` |
| `models/card.py` | Card templates and instances | `CardDefinition`, `CardInstance`, `Attack`, `Ability` |
| `models/actions.py` | Player action types | `Action` union, `AttackAction`, `PlayPokemonAction`, etc. |
| `models/game_state.py` | Game state hierarchy | `GameState`, `PlayerState`, `Zone`, `ForcedAction` |
| `rules_validator.py` | Action legality checking | `validate_action()`, `ValidationResult` |
| `turn_manager.py` | Turn/phase state machine | `TurnManager`, `TurnStartResult` |
| `win_conditions.py` | Win/loss detection | `check_win_conditions()`, `WinResult` |
| `visibility.py` | Hidden information filtering | `get_visible_state()`, `VisibleGameState` |
| `effects/` | Effect handler system | `@effect_handler`, `resolve_effect()`, `EffectContext` |
| `engine.py` | Main orchestrator | `GameEngine`, `ActionResult` |
---
## Architecture Overview
```
┌─────────────────────────────────────────┐
│ GameEngine │
│ (Main public API - use this!) │
└───────────────┬─────────────────────────┘
┌─────────────────────────┼─────────────────────────┐
│ │ │
v v v
┌─────────────────┐ ┌────────────────────┐ ┌─────────────────┐
│ RulesValidator │ │ TurnManager │ │ WinConditions │
│ validate_action │ │ start/end_turn │ │ check_win │
└─────────────────┘ │ phase transitions │ └─────────────────┘
└────────────────────┘
┌─────────────────────────┼─────────────────────────┐
│ │ │
v v v
┌─────────────────┐ ┌────────────────────┐ ┌─────────────────┐
│ GameState │ │ EffectRegistry │ │ Visibility │
│ PlayerState │ │ @effect_handler │ │ get_visible_ │
│ Zone │ │ resolve_effect │ │ state() │
└─────────────────┘ └────────────────────┘ └─────────────────┘
```
---
## Import Patterns
### Standard Import (Recommended)
```python
from app.core import (
GameEngine,
RulesConfig,
create_rng,
CardType,
EnergyType,
TurnPhase,
)
from app.core.models import (
CardDefinition,
CardInstance,
Action,
AttackAction,
GameState,
)
from app.core.effects import (
effect_handler,
resolve_effect,
EffectContext,
)
```
### Enum Import
Enums live in `app/core/enums.py` (the foundational module with zero dependencies). They're re-exported from both `app.core` and NOT from `app.core.models` (to avoid circular imports):
```python
# CORRECT - import enums from core or enums module
from app.core import CardType, EnergyType, TurnPhase
from app.core.enums import StatusCondition, PokemonStage
# WRONG - models does NOT export enums
# from app.core.models import CardType # This won't work!
```
---
## Core Patterns
### 1. Game Creation Flow
```python
from app.core import GameEngine, RulesConfig, create_rng
# 1. Create engine with rules and RNG
engine = GameEngine(
rules=RulesConfig(), # Default Mantimon rules
rng=create_rng(seed=42), # Seeded for tests, None for production
)
# 2. Prepare card registry and decks
card_registry: dict[str, CardDefinition] = {...}
player1_deck: list[CardInstance] = [...]
player2_deck: list[CardInstance] = [...]
# 3. Create game
result = engine.create_game(
player_ids=["player1", "player2"],
decks={"player1": player1_deck, "player2": player2_deck},
energy_decks={"player1": p1_energy, "player2": p2_energy}, # Optional
card_registry=card_registry,
)
if result.success:
game = result.game
```
### 2. Action Execution Flow
```python
# All actions go through engine.execute_action()
action = AttackAction(attack_index=0)
result = await engine.execute_action(game, "player1", action)
if result.success:
# Check for win
if result.win_result:
print(f"Game over! Winner: {result.win_result.winner_id}")
else:
print(f"Action failed: {result.message}")
```
### 3. Effect Handler Pattern
Cards reference effects by ID. Handlers are registered with `@effect_handler`:
```python
from app.core.effects import effect_handler, EffectContext, EffectResult
@effect_handler("coin_flip_damage")
async def handle_coin_flip_damage(ctx: EffectContext) -> EffectResult:
"""Deal bonus damage on heads."""
base = ctx.get_param("base_damage", 0)
bonus = ctx.get_param("bonus_on_heads", 0)
if ctx.flip_coin(): # Uses RNG from context
ctx.target_card.damage += base + bonus
return EffectResult.success(f"Heads! Dealt {base + bonus} damage")
else:
ctx.target_card.damage += base
return EffectResult.success(f"Tails. Dealt {base} damage")
```
Card definition references the effect:
```python
Attack(
name="Thunder Shock",
cost=[EnergyType.LIGHTNING],
damage=30,
effect_id="coin_flip_damage",
effect_params={"base_damage": 30, "bonus_on_heads": 10},
)
```
### 4. Configuration System
All game rules are driven by `RulesConfig`:
```python
from app.core import RulesConfig
# Default Mantimon rules
rules = RulesConfig()
# Customize specific settings
rules = RulesConfig(
deck=DeckConfig(min_size=60, max_size=60), # Standard Pokemon
prizes=PrizeConfig(count=6, use_prize_cards=True),
first_turn=FirstTurnConfig(can_attack=False), # No first-turn attacks
)
# Use standard Pokemon TCG preset
rules = RulesConfig.standard_pokemon_tcg()
```
### 5. Visibility Filtering
**CRITICAL**: Never send raw `GameState` to clients. Always filter:
```python
# For players - sees own hand, opponent hand COUNT only
visible = engine.get_visible_state(game, "player1")
# For spectators - sees neither player's hand
visible = engine.get_spectator_state(game)
```
Hidden information:
- Deck contents and order (both players)
- Opponent's hand contents
- Unrevealed prize cards
- Energy deck order
---
## Key Classes
### GameState
The complete game state. Contains:
- `card_registry`: All card definitions used in this game
- `players`: Dict of player_id -> `PlayerState`
- `turn_order`, `current_player_id`, `turn_number`
- `phase`: Current `TurnPhase`
- `rules`: `RulesConfig` for this game
- `winner`, `game_over`, `end_reason`: Game conclusion state
### PlayerState
One player's state. Contains zones and per-turn counters:
- Zones: `deck`, `hand`, `active`, `bench`, `prizes`, `discard`, `energy_deck`, `energy_zone`
- Counters: `energy_attachments_this_turn`, `supporters_played_this_turn`, etc.
- Score: `score` (points earned from knockouts)
### CardDefinition vs CardInstance
- **CardDefinition**: Immutable template (the card as printed)
- **CardInstance**: Mutable in-game state (damage, attached energy, status)
```python
# Definition - what the card IS
pikachu_def = CardDefinition(
id="pikachu-001",
name="Pikachu",
hp=60,
attacks=[...],
)
# Instance - a specific copy in play
pikachu_in_play = CardInstance(
instance_id="game1-pikachu-0",
definition_id="pikachu-001",
damage=20,
attached_energy=[lightning_energy_instance],
status_conditions=[StatusCondition.PARALYZED],
)
```
### Zone
A collection of cards with operations:
- `add(card)`, `remove(instance_id)`, `get(instance_id)`
- `draw()`: Remove and return top card
- `shuffle(rng)`: Randomize order
- `__contains__`, `__len__`, `__iter__`
---
## Testing Patterns
### Use SeededRandom for Determinism
```python
from app.core import create_rng
def test_coin_flip():
rng = create_rng(seed=42)
# Same seed = same sequence every time
results = [rng.coin_flip() for _ in range(5)]
assert results == [True, False, True, True, False] # Deterministic
```
### Use Fixtures from conftest.py
```python
# tests/core/conftest.py provides:
# - sample_pikachu, sample_raichu, sample_charmander
# - sample_lightning_energy, sample_fire_energy
# - create_test_game_state()
# - seeded_rng fixture
def test_with_fixtures(sample_pikachu, seeded_rng):
instance = CardInstance(
instance_id="test-1",
definition_id=sample_pikachu.id,
)
...
```
### Test Docstrings Required
Every test must explain "what" and "why":
```python
def test_paralyzed_pokemon_cannot_attack():
"""
Test that paralyzed Pokemon are blocked from attacking.
Paralysis should prevent all attack actions until cleared
at the end of the affected player's turn.
"""
...
```
---
## Security Rules
### Never Expose Hidden Information
```python
# WRONG - leaks deck order
response = {"deck": [card.model_dump() for card in player.deck.cards]}
# CORRECT - only send count
response = {"deck_count": len(player.deck)}
```
### Server Authority
All game logic runs server-side. The client sends intentions:
```python
# Client sends: "I want to attack with attack index 0"
action = AttackAction(attack_index=0)
# Server validates and executes
result = await engine.execute_action(game, player_id, action)
# Server sends back result (never raw state)
visible_state = engine.get_visible_state(game, player_id)
```
---
## Module Independence (Offline Fork Support)
The `app/core/` module is designed to be extractable as a standalone offline game:
### Rules for Core Module
| DO | DON'T |
|----|-------|
| Accept `CardDefinition` objects as parameters | Import from `app.services` or `app.api` |
| Use `RandomProvider` protocol for RNG | Import database session types |
| Keep state self-contained in `GameState` | Make network calls or database queries |
| Load configuration from `RulesConfig` | Require authentication or user sessions |
### Import Boundaries
```python
# ALLOWED in app/core/
from app.core.models import CardDefinition, GameState
from app.core.config import RulesConfig
from app.core.rng import RandomProvider
# FORBIDDEN in app/core/
from app.services.card_service import CardService # NO - DB dependency
from app.api.deps import get_current_user # NO - Auth dependency
from sqlalchemy.ext.asyncio import AsyncSession # NO - DB dependency
```
---
## File Organization
```
app/core/
├── __init__.py # Main public API exports (34 items)
├── AGENTS.md # This file
├── enums.py # All enums (foundational, zero deps)
├── config.py # RulesConfig and sub-configs
├── rng.py # RandomProvider implementations
├── engine.py # GameEngine orchestrator
├── rules_validator.py # Action validation
├── turn_manager.py # Turn/phase state machine
├── win_conditions.py # Win/loss detection
├── visibility.py # Hidden info filtering
├── models/
│ ├── __init__.py # Model exports (29 items)
│ ├── card.py # CardDefinition, CardInstance
│ ├── actions.py # Action union types
│ └── game_state.py # GameState, PlayerState, Zone
└── effects/
├── __init__.py # Effect system exports (12 items)
├── base.py # EffectContext, EffectResult
├── registry.py # @effect_handler, resolve_effect
└── handlers.py # Built-in effect handlers (14 registered)
```
---
## Common Tasks
### Adding a New Effect Handler
1. Add handler in `effects/handlers.py`:
```python
@effect_handler("my_effect")
async def handle_my_effect(ctx: EffectContext) -> EffectResult:
...
```
2. Effect is auto-registered on import
3. Reference in card definition: `effect_id="my_effect"`
### Adding a New Action Type
1. Add action class in `models/actions.py`
2. Add to `Action` union type
3. Add phase mapping to `VALID_PHASES_FOR_ACTION`
4. Add validation in `rules_validator.py`
5. Add execution in `engine.py._execute_action_internal()`
### Modifying Game Rules
1. Add config field to appropriate class in `config.py`
2. Update `RulesConfig` if adding new config class
3. Update validation logic in `rules_validator.py`
4. Update execution logic in `engine.py` or `turn_manager.py`
---
## Test Coverage
| Module | Tests | Coverage |
|--------|-------|----------|
| config | 31 | 100% |
| enums | 28 | 100% |
| rng | 42 | 100% |
| models/card | 77 | 98% |
| models/actions | 48 | 100% |
| models/game_state | 62 | 97% |
| effects/base | 30 | 100% |
| effects/registry | 21 | 100% |
| effects/handlers | 79 | 95% |
| rules_validator | 95 | 96% |
| turn_manager | 60 | 94% |
| win_conditions | 53 | 100% |
| visibility | 44 | 100% |
| engine | 65 | 93% |
**Total: 826 tests, ~97% coverage**
---
## Quick Commands
```bash
# Run all core tests
cd backend && uv run pytest tests/core/ -v
# Run specific module tests
cd backend && uv run pytest tests/core/test_engine.py -v
# Run with coverage
cd backend && uv run pytest tests/core/ --cov=app/core --cov-report=term-missing
# Type check
cd backend && uv run mypy app/core/
# Interactive game demo
cd backend && uv run python references/game_walkthrough.py
```