- 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
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.
- 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
- 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.
- 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