Commit Graph

39 Commits

Author SHA1 Message Date
Cal Corum
9564916c87 Fix async handling in game walkthrough script
- Add await to engine.execute_action() calls (energy attach and attack)
- Update entry point to use asyncio.run()
- Fix game creation result handling (use game_creation.game)
- Fix AttachEnergyAction parameter name (energy_card_id)
2026-01-26 15:03:57 -06:00
Cal Corum
cd8226c4e6 Complete LOW-001: Verify comprehensive docstring coverage
Audit of all 14 core module files confirms they already have
comprehensive Google-style documentation:
- Module docstrings with usage examples
- Class docstrings with Attributes sections
- Method/function docstrings with Args, Returns, Raises

Files verified:
- enums.py, config.py, rng.py
- models/card.py, models/actions.py, models/game_state.py
- effects/base.py, effects/registry.py, effects/handlers.py
- rules_validator.py, turn_manager.py, win_conditions.py
- visibility.py, engine.py

PROJECT_PLAN.json: 32/32 tasks complete - game engine scaffolding done!
2026-01-26 14:55:03 -06:00
Cal Corum
2252931fb8 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.
2026-01-26 14:50:52 -06:00
Cal Corum
f807a4a940 Add interactive game walkthrough script for engine demonstration
Creates a comprehensive interactive demo that walks through:
- Card definition creation
- Rules configuration
- Deck building
- Game initialization via GameEngine
- Setup phase with Basic Pokemon placement
- Full turn cycle (draw, main, attack, end phases)

Uses colored terminal output and 'press Enter' prompts for
step-by-step exploration of the core game engine.
2026-01-26 14:48:49 -06:00
Cal Corum
e7431e2d1f Move enums to app/core/enums.py and set up clean module exports
Architectural refactor to eliminate circular imports and establish clean
module boundaries:

- Move enums from app/core/models/enums.py to app/core/enums.py
  (foundational module with zero dependencies)
- Update all imports across 30 files to use new enum location
- Set up clean export structure:
  - app.core.enums: canonical source for all enums
  - app.core: convenience exports for full public API
  - app.core.models: exports models only (not enums)
- Add module exports to app/core/__init__.py and app/core/effects/__init__.py
- Remove circular import workarounds from game_state.py

This enables app.core.models to export GameState without circular import
issues, since enums no longer depend on the models package.

All 826 tests passing.
2026-01-26 14:45:26 -06:00
Cal Corum
c3623d9541 Consolidate CLAUDE.md into AGENTS.md
Merged unique content from CLAUDE.md into AGENTS.md:
- Project Overview section (campaign mode description)
- Full Tech Stack tables (frontend and backend)
- WebSocket Events pattern
- Game Engine Patterns (Card Effect System, Turn State Machine)

Removed CLAUDE.md to standardize on AGENTS.md for agent guidelines.
2026-01-26 14:21:29 -06:00
Cal Corum
11e244d7e9 Move legacy docs to project root docs/legacy
Relocated SYSTEM_REVIEW.md and PROJECT_PLAN_ENERGY_EVOLUTION.md from
backend/docs/legacy to project-level docs/legacy. Added docs/README.md
indexing all documentation including ARCHITECTURE.md and GAME_RULES.md.
2026-01-26 14:19:19 -06:00
Cal Corum
6ce625a747 Move completed review docs to docs/legacy
Relocated SYSTEM_REVIEW.md and PROJECT_PLAN_ENERGY_EVOLUTION.md to
docs/legacy/ now that all issues are resolved. Added docs/README.md
with index of documentation files.
2026-01-26 14:18:29 -06:00
Cal Corum
5f1eb11344 Add test coverage for validation and confusion, document effect knockout handling
Issue #2 gap: Added 14 CardDefinition validation tests covering all
required field checks (hp, stage, pokemon_type, evolves_from, trainer_type,
energy_type) with both negative and positive test cases.

Issue #7 gap: Added 4 confusion attack engine tests covering heads/tails
outcomes, self-damage, self-KO with opponent scoring, and configurable
damage from RulesConfig.

Issue #13 documentation: Added TODO comments in engine.py and handlers.py
documenting the expected pattern for knockout detection when effect
execution is implemented. Effect handlers set knockout flags; engine
should process knockouts after all effects resolve.

825 tests passing (+17 new tests)
2026-01-26 14:16:15 -06:00
Cal Corum
939ae421aa Add exception logging to effect registry (Issue #14)
Effect handler exceptions now logged at ERROR level with full context:
- effect_id, source_player_id, source/target card IDs, params
- Full traceback via logger.exception()

Game still returns safe EffectResult.failure() to prevent crashes,
but debugging information is now preserved in logs.
2026-01-26 13:32:43 -06:00
Cal Corum
1fbd3d1cfa Add knockout detection to damage effect handlers (Issue #13)
Both deal_damage and attack_damage now check if the target is knocked out
after applying damage. If KO'd, EffectResult includes:
- details['knockout'] = True
- details['knockout_pokemon_id'] = target's instance_id
- Message includes 'knocked out!' notification

Knockout check correctly respects HP modifiers via effective_hp().

Added 9 tests covering knockout detection, HP modifier behavior,
weakness-triggered knockouts, and resistance preventing knockouts.
2026-01-26 11:44:38 -06:00
Cal Corum
554178dc6e Track stadium ownership for correct discard (Issue #12)
Added stadium_owner_id field to GameState to track who played the stadium:

- stadium_owner_id: str | None tracks the player who played the current stadium
- When a stadium is replaced, old stadium discards to OWNER's pile (not current player)
- Added stadium_owner_id to VisibleGameState for client visibility
- Updated existing test and added 2 new tests for stadium ownership

This fixes the bug where replacing an opponent's stadium would discard
to the current player's pile instead of the opponent's.

797 tests passing.
2026-01-26 11:38:38 -06:00
Cal Corum
9432499018 Add forced action queue for double knockouts (Issue #10)
Changed forced_action from single item to FIFO queue to support
scenarios where multiple forced actions are needed simultaneously:

- forced_actions: list[ForcedAction] replaces forced_action: ForcedAction | None
- Added queue management methods:
  - has_forced_action() - check if queue has pending actions
  - get_current_forced_action() - get first action without removing
  - add_forced_action(action) - add to end of queue
  - pop_forced_action() - remove and return first action
  - clear_forced_actions() - clear all pending actions
- Updated engine, turn_manager, rules_validator, and visibility filter
- Added 8 new tests for forced action queue including double knockout scenario

This fixes the bug where simultaneous knockouts (e.g., mutual poison damage)
would lose one player's select_active action due to overwriting.

795 tests passing.
2026-01-26 11:33:47 -06:00
Cal Corum
8e084d250a Fix per-ability usage tracking (Issue #9)
Changed ability_uses_this_turn from int to dict[int, int] to track each
ability's usage independently:

- ability_uses_this_turn: dict[int, int] maps ability index to use count
- can_use_ability() now requires ability_index parameter
- Added get_ability_uses() and increment_ability_uses() helper methods
- reset_turn_state() clears the dict instead of setting to 0

This fixes the bug where using one ability could incorrectly block
another ability on the same Pokemon from being used.

789 tests passing.
2026-01-26 11:11:23 -06:00
Cal Corum
0534c57430 Add SelectPrizeAction executor and turn limit check (Issues #11, #15)
Issue #11 - SelectPrizeAction:
- Add _execute_select_prize() method to GameEngine
- Add prize card mode support to process_knockout()
- Add _award_prize_cards() helper for random/player-choice selection
- Support multi-prize selection (EX/VMAX worth 2-3 prizes)

Issue #15 - Turn Limit Check:
- Add turn limit check at start of start_turn()
- Add GameEndReason.TURN_LIMIT enum value (distinct from TIMEOUT)
- Game ends when turn limit exceeded, winner determined by score
- Equal scores result in DRAW

Added 12 new tests for prize card mode and turn limit functionality.
788 tests passing.
2026-01-26 11:04:03 -06:00
Cal Corum
7fae1c61e8 Add CardDefinition validation for required fields (Issue #2)
- Add model_validator to enforce card-type-specific required fields
- Pokemon: require hp (positive), stage, pokemon_type
- Pokemon Stage 1/2 and VMAX/VSTAR: require evolves_from
- Trainer: require trainer_type
- Energy: require energy_type (auto-fills energy_provides)
- Update all test fixtures to include required fields
- Mark Issue #2 as FIXED in SYSTEM_REVIEW.md

765 tests passing
2026-01-26 10:28:37 -06:00
Cal Corum
8af326ecee Fix SYSTEM_REVIEW.md - correct count of fixed issues (4/8, not 5/8)
Issues #2, #3, #4, #6 are still open:
- #2: CardDefinition field validation not added
- #3: end_turn() knockout processing not fixed
- #4: Win condition timing not fixed
- #6: Engine doesn't call process_knockout for status KOs

The refactor improved process_knockout() internals but didn't fix the
callers that should invoke it.
2026-01-26 10:08:58 -06:00
Cal Corum
dd2cadf82d Update SYSTEM_REVIEW.md with fixed issues from energy/evolution refactor
Mark issues #1, #5, #7, #8 as FIXED:
- #1: find_card_instance now includes energy_zone + attached cards
- #5: Energy stored as CardInstance objects, not just IDs
- #7: Confusion handling added to attack execution
- #8: discard_energy handler moves cards to owner's discard

Update test count to 766 and add change log section.
2026-01-26 09:45:06 -06:00
Cal Corum
2b8fac405f Implement energy/tools as CardInstance + evolution stack + devolve effect
Major refactor to properly track attached cards and evolution history:

Model Changes (app/core/models/card.py):
- Change attached_energy from list[str] to list[CardInstance]
- Change attached_tools from list[str] to list[CardInstance]
- Add cards_underneath field for evolution stack tracking
- Update attach_energy/detach_energy to work with CardInstance
- Add attach_tool/detach_tool methods
- Add get_all_attached_cards helper

Engine Changes (app/core/engine.py):
- _execute_attach_energy: Pass full CardInstance to attach_energy
- _execute_evolve: Build evolution stack, transfer attachments, clear status
- _execute_retreat: Detached energy goes to discard pile
- Fix: Evolution now clears status conditions (Pokemon TCG standard)

Game State (app/core/models/game_state.py):
- find_card_instance now searches attached_energy, attached_tools, cards_underneath

Turn Manager (app/core/turn_manager.py):
- process_knockout: Discard all attached energy, tools, and evolution stack

Effects (app/core/effects/handlers.py):
- discard_energy: Find owner's discard pile and move detached energy there
- NEW devolve effect: Remove evolution stages with configurable destination
- Fix: Use EffectType.SPECIAL instead of non-existent EffectType.ZONE

Rules Validator (app/core/rules_validator.py):
- Update energy type checking to iterate CardInstance objects

Tests:
- Update existing tests for new CardInstance-based energy attachment
- NEW test_evolution_stack.py with 28 comprehensive tests covering:
  - Evolution stack building (Basic -> Stage 1 -> Stage 2)
  - Energy/tool transfer and damage carryover on evolution
  - Devolve effect (single/multi stage, hand/discard destination, KO check)
  - Knockout processing with all attachments going to discard
  - find_card_instance for attached cards and evolution stack

All 765 tests pass.
2026-01-25 23:09:40 -06:00
Cal Corum
c3ab03c691 Adding manual test file for reference 2026-01-25 14:11:42 -06:00
Cal Corum
8668a0d824 Add system review document from multi-agent code review
Comprehensive review of core engine implementation identifying:
- 8 critical issues (energy tracking, knockout processing, confusion handling)
- 7 medium priority issues (prize selection, stadium ownership, etc.)
- Low priority observations and missing functionality
- Recommended fix priority in 3 phases
- Test coverage status per module (94% overall)
2026-01-25 14:09:57 -06:00
Cal Corum
fe2e1091f9 Add comprehensive engine tests and fix action field name bugs
Bug fixes in engine.py:
- PlayPokemonAction: card_id -> card_instance_id
- PlayTrainerAction: card_id -> card_instance_id
- UseAbilityAction: pokemon_card_id -> pokemon_id
- SelectActiveAction: card_id -> pokemon_id
- record_ability_use() -> ability_uses_this_turn += 1

Added 26 new tests covering:
- Energy deck setup (Pokemon Pocket style)
- Prize card mode
- Deck size validation (too large)
- PlayPokemonAction (to active, to bench, not found)
- EvolvePokemonAction (success, not in hand, target not found)
- PlayTrainerAction (item, supporter, stadium, replacement)
- UseAbilityAction (success, not found, invalid index)
- SelectActiveAction (forced action, not on bench)
- Deck-out on turn start
- Attack edge cases (no energy, invalid index)
- Retreat without bench
- Attach energy from energy zone

Test count: 711 -> 737 (+26)
Coverage: 89% -> 94% overall, engine.py 55% -> 81%
2026-01-25 13:34:42 -06:00
Cal Corum
3f830b25b7 Add GameEngine orchestrator with full game lifecycle support
Implements the main public API for the core game engine:
- create_game(): deck validation, shuffling, dealing hands
- execute_action(): validates and executes all 11 action types
- start_turn()/end_turn(): turn management integration
- get_visible_state(): hidden info filtering for clients
- handle_timeout(): timeout handling for turn limits

Integrates turn_manager, rules_validator, win_conditions, and
visibility filter into a cohesive orchestration layer.

22 integration tests covering game creation, action execution,
visibility filtering, and error handling.

711 tests passing (29/32 tasks complete)
2026-01-25 13:21:41 -06:00
Cal Corum
cbc1da3c03 Add visibility filter for client-safe game state views
SECURITY: Implement hidden information filtering to prevent cheating.

- Create VisibleGameState, VisiblePlayerState, VisibleZone models
- get_visible_state(game, player_id): filtered view for a player
- get_spectator_state(game): filtered view for spectators

Hidden Information (NEVER exposed):
  - Opponent's hand contents (count only)
  - All deck contents and order
  - All prize card contents
  - Energy deck order

Public Information (always visible):
  - Active and benched Pokemon (full details)
  - Discard piles (full contents)
  - Energy zone (available energy)
  - Scores, turn info, phase
  - Stadium in play

- 44 security-critical tests verifying no information leakage
- Tests check JSON serialization for hidden card ID leaks
- Also adds test for configurable burn damage

Completes HIGH-008 and TEST-012 from PROJECT_PLAN.json
Updates security checklist: 4/5 items now verified
2026-01-25 13:11:06 -06:00
Cal Corum
eef857e972 Add turn manager with phase state machine and between-turn effects
- Implement TurnManager class for turn/phase state machine
- Phase transitions: SETUP -> DRAW -> MAIN -> ATTACK -> END
- Turn start: reset counters, draw card, flip energy (Pokemon Pocket style)
- Turn end: apply status damage (poison/burn), check recovery (sleep/burn flip)
- Between-turn paralysis auto-removal
- Knockout processing with scoring and forced action setup
- Integration with win condition checking (deck-out, no Pokemon, turn limit)
- 60 tests covering all functionality
- 644 total core tests passing at 97% coverage

Completes HIGH-007 and TEST-011 from PROJECT_PLAN.json
Week 4 (Game Logic) now complete - ready for Week 5 (Engine & Polish)
2026-01-25 13:02:56 -06:00
Cal Corum
5e99566560 Add rules validator, win conditions checker, and coverage gap tests
- Implement rules_validator.py with config-driven action validation for all 11 action types
- Implement win_conditions.py with point/prize-based, knockout, deck-out, turn limit, and timeout checks
- Add ForcedAction model to GameState for blocking actions (e.g., select new active after KO)
- Add ActiveConfig with max_active setting for future double-battle support
- Add TrainerConfig.stadium_same_name_replace option
- Add DeckConfig.starting_hand_size option
- Rename from_energy_deck to from_energy_zone for consistency
- Fix unreachable code bug in GameState.get_opponent_id()
- Add 16 coverage gap tests for edge cases (card registry corruption, forced actions, etc.)
- 584 tests passing at 97% coverage

Completes HIGH-005, HIGH-006, TEST-009, TEST-010 from PROJECT_PLAN.json
2026-01-25 12:57:06 -06:00
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