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CLAUDE.md
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CLAUDE.md
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# Mantimon TCG
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Guidelines for agentic coding agents working on this codebase.
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Pokemon TCG-inspired web app with single-player RPG campaign mode. Home-rule-modified rules.
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## Project-Specific Skills
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## Project Skills
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Local skills are available in `.claude/skills/`. Load them when the user invokes the corresponding command:
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| Command | Description |
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|---------|-------------|
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| `/backend-phase` | Manage phased backend development |
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| `/frontend-phase` | Manage phased frontend development |
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| `/code-audit` | Audit backend Python code |
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| `/frontend-code-audit` | Audit frontend Vue/TypeScript/Phaser code |
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| `/dev-server` | Start/stop/status the dev environment |
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| Command | Skill File | Description |
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|---------|------------|-------------|
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| `/backend-phase` | `.claude/skills/backend-phase/SKILL.md` | Manage phased backend development workflow. Track tasks, mark progress, generate phase plans. |
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| `/frontend-phase` | `.claude/skills/frontend-phase/SKILL.md` | Manage phased frontend development workflow. Track tasks, mark progress, generate phase plans. |
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| `/code-audit` | `.claude/skills/code-audit/SKILL.md` | Audit backend Python code for errors, security issues, and architecture violations. Uses patterns in `patterns/` subdirectory. |
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| `/frontend-code-audit` | `.claude/skills/frontend-code-audit/SKILL.md` | Audit frontend Vue/TypeScript/Phaser code for errors, security issues, and architecture violations. |
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| `/dev-server` | `.claude/skills/dev-server/SKILL.md` | Start/stop/status the complete dev environment (Docker infra + backend + frontend). |
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Skills in `.claude/skills/` — read the SKILL.md before executing.
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When a user invokes one of these commands, **read the corresponding SKILL.md file first** to understand the full instructions before executing.
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## Commands
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## Project Overview
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Mantimon TCG is a home-rule-modified Pokemon Trading Card Game web application inspired by the Gameboy Color game *Pokemon TCG*. The core experience is a **single-player RPG campaign**:
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- **Campaign Mode**: Challenge NPCs at themed clubs, defeat Club Leaders to earn medals, collect all medals to face Grand Masters and become Champion
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- **Collection Building**: Win matches to earn booster packs, build your card collection
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- **Deck Building**: Construct decks from your collection to take on tougher opponents
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- **Multiplayer (Optional)**: PvP matches for competitive play
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## Tech Stack
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### Frontend
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| Technology | Purpose |
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|------------|---------|
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| Vue 3 | UI framework (Composition API + `<script setup>`) |
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| Phaser 3 | Game canvas (matches, pack opening) |
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| TypeScript | Type safety |
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| Pinia | State management |
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| Tailwind CSS | Styling |
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| Socket.io-client | Real-time communication |
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| Vite | Build tool |
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### Backend
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| Technology | Purpose |
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|------------|---------|
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| FastAPI | REST API framework |
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| Python 3.11+ | Backend language |
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| SQLAlchemy 2.0 | ORM (async) |
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| PostgreSQL | Database |
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| Redis | Caching, session storage |
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| python-socketio | WebSocket server |
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| Pydantic v2 | Validation |
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| Alembic | Database migrations |
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---
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## Quick Commands
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### Development Servers
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```bash
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cd frontend && npm run dev # Frontend dev server
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cd backend && uv run uvicorn app.main:app --reload # Backend dev server
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```
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### Testing
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```bash
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# Frontend (Vitest)
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cd frontend && npm run test # Run all tests
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cd frontend && npm run test -- path/to/file # Run single test file
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cd frontend && npm run test -- -t "test name" # Run by test name
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# Backend (pytest with uv)
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cd backend && uv run pytest # Run all tests
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cd backend && uv run pytest tests/test_file.py # Single file
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cd backend && uv run pytest tests/test_file.py::test_fn # Single test
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cd backend && uv run pytest -k "test_name" # By name pattern
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cd backend && uv run pytest -x # Stop on first failure
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cd backend && uv run pytest --cov=app # With coverage
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```
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### Linting & Formatting
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```bash
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# Frontend
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cd frontend && npm run lint # ESLint
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cd frontend && npm run typecheck # TypeScript check
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cd frontend && npm run dev # Dev server
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cd frontend && npm run test # Vitest
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cd frontend && npm run lint # ESLint
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cd frontend && npm run typecheck # TypeScript
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# Backend (uses uv for all commands)
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cd backend && uv run black app tests # Format with Black
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cd backend && uv run black --check . # Check formatting (CI)
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cd backend && uv run ruff check . # Lint with Ruff
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cd backend && uv run ruff check --fix . # Auto-fix lint issues
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cd backend && uv run mypy app # Type check
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# Backend (all via uv)
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cd backend && uv run uvicorn app.main:app --reload # Dev server
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cd backend && uv run pytest # Tests
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cd backend && uv run pytest -x # Stop on first failure
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cd backend && uv run black app tests && uv run ruff check . # Format + lint
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cd backend && uv run mypy app # Type check
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```
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### Dependency Management (Backend)
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```bash
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cd backend && uv add <package> # Add runtime dependency
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cd backend && uv add --dev <package> # Add dev dependency
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cd backend && uv sync # Install all dependencies
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cd backend && uv lock # Update lock file
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```
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---
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## Code Style
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### General Rules
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- Line length: 100 characters max
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- Line length: 100 chars
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- Indentation: 2 spaces (frontend), 4 spaces (backend)
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- Trailing commas in multi-line structures
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- Explicit over implicit
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- Use `import type` for type-only TS imports, `@/` alias for local imports
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- Python: type hints required on all function signatures
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### TypeScript/Vue
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## Architecture
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**Import order** (separated by blank lines):
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1. Standard library / Vue core
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2. Third-party packages
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3. Local imports (use `@/` alias)
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- **Frontend**: Vue 3 + Phaser 3 (game canvas). Communication via event bridge (`phaserGame.events.emit/on`)
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- **Backend**: FastAPI + PostgreSQL + Redis + Socket.io. Service layer pattern — never bypass services for DB access
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- **Game Engine** (`app/core/`): Must stay decoupled from DB/network (forkable for offline mode). No imports from `app.services`, `app.api`, or SQLAlchemy in core.
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```typescript
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import { ref, computed } from 'vue'
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## Critical Rules
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import { useGameStore } from '@/stores/game'
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import type { Card, GameState } from '@/types'
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// Always use `import type` for type-only imports
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import type { Player } from '@/types/player'
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// Prefer const over let
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const cards = ref<Card[]>([])
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```
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**Naming conventions:**
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| Type | Convention | Example |
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|------|------------|---------|
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| Vue components | PascalCase | `CardHand.vue`, `GameBoard.vue` |
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| Phaser scenes | PascalCase | `MatchScene.ts`, `PackOpeningScene.ts` |
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| TypeScript files | camelCase | `useWebSocket.ts`, `cardUtils.ts` |
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| Constants | UPPER_SNAKE_CASE | `MAX_HAND_SIZE`, `PRIZE_COUNT` |
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### Python
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**Import order** (separated by blank lines):
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1. Standard library
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2. Third-party packages
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3. Local imports
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```python
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from typing import Optional
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from fastapi import APIRouter, Depends
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from sqlalchemy.ext.asyncio import AsyncSession
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from app.models import Card, Player
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from app.services.game_service import GameService
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```
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**Type hints required** for all function signatures:
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```python
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async def get_card(card_id: int, db: AsyncSession = Depends(get_db)) -> Card:
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...
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```
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**Naming conventions:**
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| Type | Convention | Example |
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|------|------------|---------|
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| Modules | snake_case | `game_engine.py`, `card_service.py` |
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| Database tables | snake_case | `user_collections`, `match_history` |
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| Constants | UPPER_SNAKE_CASE | `MAX_HAND_SIZE`, `PRIZE_COUNT` |
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---
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## Architecture Patterns
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### Frontend: Vue + Phaser Integration
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Phaser mounts as a Vue component. Communication via event bridge:
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```typescript
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// Vue -> Phaser
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phaserGame.value?.events.emit('card:play', { cardId, targetId })
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// Phaser -> Vue
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phaserGame.value?.events.on('animation:complete', handleAnimationComplete)
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```
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### Frontend: State Management (Pinia)
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```typescript
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export const useGameStore = defineStore('game', () => {
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const gameState = ref<GameState | null>(null)
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const myHand = computed(() => gameState.value?.myHand ?? [])
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return { gameState, myHand }
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})
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```
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### Backend: Service Layer
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**Never bypass services for business logic:**
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```python
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# CORRECT
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card = await card_service.get_card(card_id)
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result = await game_service.play_card(game_id, player_id, card_id)
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# WRONG - direct DB access in endpoint
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card = await db.execute(select(Card).where(Card.id == card_id))
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```
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### Backend: Async by Default
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All I/O operations use async/await:
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```python
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async def resolve_attack(attacker: Card, defender: Card) -> AttackResult:
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...
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```
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### Backend: WebSocket Events
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```python
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# All game actions go through WebSocket for real-time sync
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@sio.on('game:action')
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async def handle_game_action(sid, data):
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action_type = data['type']
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# Validate action is legal
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validation = await game_engine.validate_action(game_id, player_id, data)
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if not validation.valid:
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await sio.emit('game:error', {'message': validation.reason}, to=sid)
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return
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# Execute and broadcast
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new_state = await game_engine.execute_action(game_id, data)
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await broadcast_game_state(game_id, new_state)
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```
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---
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## Game Engine Patterns
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### Card Effect System
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Cards are data-driven. Effects reference handler functions:
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```python
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# Card definition (JSON/DB)
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{
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"id": "pikachu_base_001",
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"name": "Pikachu",
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"hp": 60,
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"type": "lightning",
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"attacks": [
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{
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"name": "Thunder Shock",
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"cost": ["lightning"],
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"damage": 20,
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"effect": "may_paralyze", # References effect handler
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"effect_params": {"chance": 0.5}
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}
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]
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}
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# Effect handler (Python)
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@effect_handler("may_paralyze")
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async def handle_may_paralyze(context: EffectContext, params: dict) -> None:
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if random.random() < params["chance"]:
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context.defender.add_status("paralyzed")
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```
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### Turn State Machine
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```python
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class TurnPhase(Enum):
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DRAW = "draw"
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MAIN = "main"
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ATTACK = "attack"
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END = "end"
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# Transitions are explicit
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VALID_TRANSITIONS = {
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TurnPhase.DRAW: [TurnPhase.MAIN],
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TurnPhase.MAIN: [TurnPhase.ATTACK, TurnPhase.END], # Can skip attack
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TurnPhase.ATTACK: [TurnPhase.END],
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TurnPhase.END: [TurnPhase.DRAW], # Next player's turn
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}
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```
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---
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## Testing Guidelines
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### Test Docstrings Required
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Every test must include a docstring explaining "what" and "why":
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```python
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@pytest.mark.asyncio
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async def test_draw_card():
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"""
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Test that drawing a card moves it from deck to hand.
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Verifies the fundamental draw mechanic works correctly
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and updates both zones appropriately.
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"""
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# test implementation
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```
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### Frontend Tests (Vitest)
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```typescript
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import { describe, it, expect, vi } from 'vitest'
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import { mount } from '@vue/test-utils'
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describe('CardHand', () => {
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it('renders cards in hand', () => {
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const wrapper = mount(CardHand, {
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props: { cards: [{ id: '1', name: 'Pikachu' }] }
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})
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expect(wrapper.text()).toContain('Pikachu')
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})
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})
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```
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---
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## Critical Security Rules
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### Hidden Information
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**Never expose to clients:**
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- Deck order (either player)
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- Opponent's hand contents
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- Unrevealed prize cards
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- RNG seeds or future random results
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```python
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# Correct: Only send counts for opponent's hidden zones
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opponent_hand_count=len(opponent.hand) # ONLY count, not contents
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opponent_deck_count=len(opponent.deck) # ONLY count
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```
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### Server Authority
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- All game logic runs server-side
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- Client sends intentions, server validates and executes
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- Never trust client-provided game state
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---
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## Critical Rules Summary
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1. **Git**: Never commit directly to `main`. Create feature branches.
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2. **Commits**: Do not commit without user approval.
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3. **Hidden Info**: Never send deck contents, opponent hand, or unrevealed prizes to client.
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4. **Validation**: Always validate actions server-side. Never trust client.
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5. **Tests**: Include docstrings explaining "what" and "why" for each test.
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6. **Phaser in Vue**: Keep Phaser scenes focused on rendering. Game logic lives in backend.
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7. **Services**: Never bypass the service layer for business logic.
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8. **Core Engine Independence**: Keep `app/core/` decoupled from DB/network (see below).
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---
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## Core Engine Independence (Offline Fork Support)
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> **Long-term goal**: The `backend/app/core/` module should remain forkable as a standalone offline game.
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The game engine must stay **completely decoupled** from network and database concerns to enable a future offline/standalone version of the RPG campaign mode.
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### Rules for `app/core/` Module
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| DO | DON'T |
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|----|-------|
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| Accept `CardDefinition` objects as parameters | Import from `app.services` or `app.api` |
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| Use `RandomProvider` protocol for RNG | Import database session types |
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| Keep state self-contained in `GameState` | Make network calls or database queries |
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| Use sync logic (async wrappers at service layer) | Require authentication or user sessions |
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| Load configuration from `RulesConfig` objects | Hard-code database connection strings |
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||||
### Import Boundaries
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||||
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```python
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# ALLOWED in app/core/
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from app.core.models import CardDefinition, GameState
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from app.core.config import RulesConfig
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from app.core.rng import RandomProvider
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# FORBIDDEN in app/core/
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from app.services.card_service import CardService # NO - DB dependency
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from app.api.deps import get_current_user # NO - Auth dependency
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from sqlalchemy.ext.asyncio import AsyncSession # NO - DB dependency
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```
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### Why This Matters
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||||
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||||
See `docs/ARCHITECTURE.md#offline-standalone-fork` for full details. The core engine should be directly copyable to a standalone Python application with:
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- Card definitions loaded from JSON files
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- Save data stored locally
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- No network or authentication requirements
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||||
|
||||
---
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||||
|
||||
## Project Structure
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||||
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||||
```
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||||
mantimon-tcg/
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├── frontend/ # Vue 3 + Phaser 3
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||||
│ ├── src/
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||||
│ │ ├── components/ # Vue components
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||||
│ │ ├── pages/ # Route pages
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||||
│ │ ├── stores/ # Pinia stores
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│ │ ├── game/ # Phaser scenes and game objects
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│ │ └── composables/ # Vue composables
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||||
│ └── package.json
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||||
├── backend/ # FastAPI + PostgreSQL
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||||
│ ├── app/
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│ │ ├── api/ # REST endpoints
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||||
│ │ ├── core/ # Game engine
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||||
│ │ ├── models/ # Pydantic + SQLAlchemy models
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||||
│ │ ├── services/ # Business logic
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||||
│ │ └── websocket/ # Socket.io handlers
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||||
│ └── pyproject.toml
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||||
└── shared/ # Shared types/schemas
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||||
```
|
||||
1. Never commit without user approval. Never commit directly to `main`.
|
||||
2. **Hidden info**: Never send deck contents, opponent hand, or unrevealed prizes to client
|
||||
3. All game logic server-side. Client sends intentions, server validates.
|
||||
4. Test docstrings required explaining "what" and "why"
|
||||
5. Phaser scenes handle rendering only — game logic lives in backend
|
||||
6. `app/core/` imports only from `app.core.*` — see `docs/ARCHITECTURE.md#offline-standalone-fork`
|
||||
|
||||
Loading…
Reference in New Issue
Block a user