- Add DamageCalculationResult model for transparent damage breakdown
- Implement _calculate_attack_damage with W/R modifiers (additive/multiplicative)
- Add _execute_attack_effect for future effect system integration
- Add _build_attack_message for detailed damage breakdown in messages
- Update _execute_attack to use new calculation pipeline
- Bulbasaur now properly weak to Lightning in walkthrough demo
New features:
- Weakness applies bonus damage (additive +X or multiplicative xN)
- Resistance reduces damage (minimum 0)
- State changes include weakness/resistance details for UI
- Messages show damage breakdown (e.g. 'base 10 +20 weakness')
Tests: 7 new tests covering additive/multiplicative W/R, type matching,
minimum damage floor, knockout triggers, and state change details
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.
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)
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.
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.
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.
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.
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)