Commit Graph

13 Commits

Author SHA1 Message Date
Cal Corum
35bb001292 Add interactive console testing script for manual testing
Provides a ready-to-use REPL environment with:
- Pre-configured game state with two players and active Pokemon
- Sample card definitions (Pikachu, Charmander, Bulbasaur, Potion, Energy)
- Helper functions: make_ctx(), reset_game(), show_board()
- All imports ready (effects, models, config, RNG)

Usage: cd backend && uv run python -i references/console_testing.py
2026-01-25 00:52:35 -06:00
Cal Corum
dba2813f80 Add effects system with configurable weakness/resistance
Effects System (Week 3):
- EffectContext: helper methods for player/card access, params, coin flips
- EffectResult: success, message, effect_type, details for logging
- @effect_handler decorator with sync/async support and introspection
- resolve_effect() for executing effects by ID

Built-in Handlers (13 total):
- deal_damage: raw damage primitive (poison, burn, recoil)
- attack_damage: combat damage with modifiers, weakness, resistance
- heal, draw_cards, discard_from_hand, shuffle_deck
- apply_status, remove_status
- coin_flip_damage, bench_damage
- discard_energy, modify_hp, modify_retreat_cost

Configurable Weakness/Resistance:
- ModifierMode enum: MULTIPLICATIVE (x2) or ADDITIVE (+20)
- CombatConfig in RulesConfig for game-wide defaults
- WeaknessResistance supports per-card mode/value overrides
- Legacy 'modifier' field maintained for backwards compatibility

Test Coverage: 98% (418 tests)
- 84 tests for effects system (base, registry, handlers)
- Comprehensive edge case coverage for all handlers
- CardDefinition helper methods tested for non-Pokemon cards
- Zone edge cases (draw_bottom empty, peek_bottom overflow)
2026-01-25 00:25:38 -06:00
Cal Corum
092f493cc8 Add stat modifiers and attack cost overrides to CardInstance
Support card effects that modify Pokemon stats:
- hp_modifier: Additive HP change (e.g., +20 from Giant Cape tool)
- retreat_cost_modifier: Additive retreat cost change (e.g., -99 for Float Stone)
- damage_modifier: Additive damage change for attacks
- attack_cost_overrides: dict[int, list[EnergyType]] for per-attack cost changes

Added helper methods:
- effective_hp(base_hp) - returns max(1, base_hp + hp_modifier)
- effective_retreat_cost(base_cost) - returns max(0, base_cost + modifier)
- effective_attack_cost(attack_index, base_cost) - returns override or base

Updated is_knocked_out() and remaining_hp() to use effective HP.

Also updated PROJECT_PLAN.json:
- Marked HIGH-003, TEST-006, HIGH-004 as completed (Week 2 complete)
- Updated test counts and notes to reflect stat modifier coverage

289 tests passing.
2026-01-24 23:52:20 -06:00
Cal Corum
325f1e8af5 Refactor turn action tracking from booleans to counters for RulesConfig support
Replace hardcoded boolean flags with integer counters to support configurable
per-turn limits from RulesConfig. This enables custom game modes with different
rules (e.g., 2 energy attachments per turn, unlimited items, etc.).

PlayerState changes:
- energy_attached_this_turn -> energy_attachments_this_turn (int)
- supporter_played_this_turn -> supporters_played_this_turn (int)
- stadium_played_this_turn -> stadiums_played_this_turn (int)
- retreated_this_turn -> retreats_this_turn (int)
- Added items_played_this_turn (int)
- Added can_play_stadium() and can_play_item() methods
- Renamed reset_turn_flags() to reset_turn_state()

Ability/CardInstance changes:
- Ability.once_per_turn (bool) -> uses_per_turn (int|None)
- CardInstance.ability_used_this_turn -> ability_uses_this_turn (int)
- Added CardInstance.can_use_ability(ability) method

All methods now properly compare counters against RulesConfig or Ability limits.
270 tests passing.
2026-01-24 23:16:37 -06:00
Cal Corum
725c8ccc5c Add GameState, PlayerState, Zone models and test fixtures
Core game state models:
- Zone: Card collection with deck operations (draw, shuffle, peek, etc.)
- PlayerState: All player zones, score, and per-turn action flags
- GameState: Complete game state with card registry, turn tracking, win conditions

Test fixtures (conftest.py):
- Sample card definitions: Pokemon (Pikachu, Raichu, Charizard, EX, V, VMAX)
- Trainer cards: Item (Potion), Supporter (Professor Oak), Stadium, Tool
- Energy cards: Basic and special energy
- Pre-configured game states: empty, mid-game, near-win scenarios
- Factory fixtures for CardInstance and SeededRandom

Tests: 55 new tests for game state models (259 total passing)

Note: GameState imported directly from game_state module to avoid
circular imports with config module.
2026-01-24 22:55:31 -06:00
Cal Corum
703bed07fb Document offline fork support architecture
Add long-term design consideration for forking the RPG campaign as a
standalone offline experience.

ARCHITECTURE.md:
- Add 'Offline Standalone Fork' section explaining:
  - Why offline support matters (single-player RPG focus)
  - Architecture principles for fork compatibility
  - Core engine independence requirements
  - Potential package structures and distribution options
  - What stays vs what goes in a fork

AGENTS.md:
- Add 'Core Engine Independence' section with:
  - Rules for keeping app/core/ decoupled
  - Import boundary examples (allowed vs forbidden)
  - Link to full architecture docs

This ensures all contributors understand the design constraint:
the game engine must remain completely independent of network,
database, and authentication concerns.
2026-01-24 22:42:47 -06:00
Cal Corum
91ad2cf0a5 Update PROJECT_PLAN.json with completed task statuses
Completed tasks (10/32):
- CRIT-001: Core module structure
- CRIT-002: Enums module (with PokemonStage/PokemonVariant separation)
- CRIT-003: RulesConfig module (10 sub-configs)
- CRIT-004: RandomProvider module (SeededRandom + SecureRandom)
- TEST-001: Enum tests (28 tests)
- TEST-002: Config tests (31 tests)
- TEST-003: RNG tests (42 tests)
- HIGH-001: Card models (CardDefinition, CardInstance, Attack, Ability)
- HIGH-002: Action models (11 action types as discriminated union)
- TEST-004: Card tests (54 tests)
- TEST-005: Action tests (48 tests)

Week 1 complete, Week 2 in progress. 205 tests passing.
2026-01-24 22:37:38 -06:00
Cal Corum
32541af682 Add card/action models with stage/variant separation
- Add CardDefinition and CardInstance models for card templates and in-game state
- Add Attack, Ability, and WeaknessResistance models for Pokemon card components
- Add 11 action types as discriminated union (PlayPokemon, Evolve, Attack, etc.)
- Split PokemonStage (BASIC, STAGE_1, STAGE_2) from PokemonVariant (NORMAL, EX, GX, V, VMAX, VSTAR)
- Stage determines evolution mechanics, variant determines knockout points
- Update PrizeConfig to use variant for knockout point calculation
- VSTAR and VMAX both worth 3 points; EX, GX, V worth 2 points; NORMAL worth 1 point

Tests: 204 passing, all linting clean
2026-01-24 22:35:31 -06:00
Cal Corum
3e82280efb Add game engine foundation: enums, config, and RNG modules
- Create core module structure with models and effects subdirectories
- Add enums module with CardType, EnergyType, TurnPhase, StatusCondition, etc.
- Add RulesConfig with Mantimon TCG defaults (40-card deck, 4 points to win)
- Add RandomProvider protocol with SeededRandom (testing) and SecureRandom (production)
- Include comprehensive tests for all modules (97 tests passing)

Defaults reflect GAME_RULES.md: Pokemon Pocket-style energy deck,
first turn can attack but not attach energy, 30-turn limit enabled.
2026-01-24 22:14:45 -06:00
Cal Corum
2cb99e9676
Update GAME_RULES.md 2026-01-24 20:57:10 -06:00
Cal Corum
46e7420395 Add RPG campaign structure inspired by GBC Pokemon TCG
- Define campaign loop: Clubs → Leaders → Medals → Grand Masters → Champion
- Update PROJECT_PLAN with campaign as core experience, multiplayer as optional
- Add Campaign Structure section to GAME_RULES with clubs, NPCs, rewards
- Reorganize development phases to prioritize campaign mode
- Update CLAUDE.md project overview and uv commands
2026-01-24 18:22:36 -06:00
Cal Corum
234e9a95c1 Add backend foundation with uv, Black, and pre-commit hooks
- Initialize FastAPI backend with uv package manager
- Configure Black, Ruff, pytest, mypy in pyproject.toml
- Add health check endpoint and initial test
- Create AGENTS.md with coding guidelines for AI agents
- Add pre-commit hook to enforce linting and tests
2026-01-24 00:12:33 -06:00
Cal Corum
f473f94bce Initial project setup: documentation and structure
- Add PROJECT_PLAN.md with 7-phase development roadmap
- Add CLAUDE.md with AI agent coding guidelines
- Add docs/ARCHITECTURE.md with technical deep-dive
- Add docs/GAME_RULES.md template for home rule definitions
- Create directory structure for frontend, backend, shared
2026-01-23 23:41:34 -06:00