- Create tests/conftest.py with testcontainers for Postgres and Redis
- Auto-detect Docker Desktop socket and disable Ryuk for compatibility
- Update tests/db/conftest.py and tests/services/conftest.py to use shared fixtures
- Fix test_resolve_effect_logs_exceptions: logger was disabled by pytest
- Fix test_save_and_load_with_real_redis: use redis_url fixture
- Minor lint fix in engine_validation.py
Tests now auto-start containers on run - no need for `docker compose up`
All 1199 tests passing.
Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
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.
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.
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.
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.
- 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.