# Active Effects System - Design Document ## Overview The Active Effects System provides a centralized registry for persistent game modifiers that affect gameplay across multiple cards, turns, or the entire game. This system enables abilities, stadiums, and other cards to create lasting effects that modify damage calculations, energy counting, retreat costs, status immunity, and more. ### Goals 1. **Flexibility**: Support many types of persistent effects without hardcoding logic 2. **Discoverability**: Easy to query which effects are active and affecting a calculation 3. **Lifecycle Management**: Automatic cleanup when source cards leave play 4. **Stacking Rules**: Configurable rules for how multiple similar effects interact 5. **Debuggability**: Clear visibility into what effects are modifying game state ### Non-Goals (For Initial Implementation) - Complex effect chains (effect A triggers effect B) - Priority/speed systems (all effects of same type resolve together) - Undo/replay support (effects are applied immediately) --- ## Data Model ### Enumerations ```python class EffectTrigger(StrEnum): """When the effect should be evaluated.""" CONTINUOUS = "continuous" # Always active while source is in play ON_DAMAGE_CALC = "on_damage_calc" # During damage calculation ON_ENERGY_COUNT = "on_energy_count" # When counting energy for attack costs ON_RETREAT_CALC = "on_retreat_calc" # When calculating retreat cost ON_STATUS_APPLY = "on_status_apply" # When a status would be applied ON_TURN_START = "on_turn_start" # At the start of a turn ON_TURN_END = "on_turn_end" # At the end of a turn ON_ATTACK = "on_attack" # When an attack is declared ON_KNOCKOUT = "on_knockout" # When a Pokemon is knocked out class EffectScope(StrEnum): """Who/what the effect applies to.""" SELF = "self" # Only the source card TEAM_ACTIVE = "team_active" # Owner's active Pokemon only TEAM_BENCH = "team_bench" # Owner's benched Pokemon only TEAM_ALL = "team_all" # All of owner's Pokemon OPPONENT_ACTIVE = "opponent_active" # Opponent's active Pokemon OPPONENT_BENCH = "opponent_bench" # Opponent's benched Pokemon OPPONENT_ALL = "opponent_all" # All opponent's Pokemon ALL_POKEMON = "all_pokemon" # Every Pokemon in play GLOBAL = "global" # Affects game rules class StackingMode(StrEnum): """How multiple instances of the same effect combine.""" ADDITIVE = "additive" # Values sum (e.g., -10 + -10 = -20) MAX_ONLY = "max_only" # Only strongest applies MIN_ONLY = "min_only" # Only weakest applies NO_STACK = "no_stack" # Only one instance allowed ``` ### ActiveEffect Model ```python class ActiveEffect(BaseModel): """A persistent effect active in the game. Active effects are registered when certain cards enter play (abilities, stadiums) or when certain actions occur. They are automatically removed when their source leaves play. Attributes: id: Unique identifier for this effect instance. effect_type: Category identifier for querying (e.g., "damage_reduction"). source_type: What created this effect ("ability", "stadium", "attack", "trainer"). source_card_id: Instance ID of the card providing this effect. source_player_id: Player who owns/controls the source. trigger: When this effect should be evaluated. scope: What this effect applies to. stacking_mode: How multiple instances combine. stacking_key: Key for stacking rules (effects with same key interact). params: Effect-specific parameters. duration: How long the effect lasts (None = until source leaves play). expires_turn: Turn number when effect expires (if duration-based). suppressed: If True, effect is temporarily disabled (e.g., by ability lock). """ id: str effect_type: str source_type: str source_card_id: str | None = None # None for game-wide effects source_player_id: str trigger: EffectTrigger = EffectTrigger.CONTINUOUS scope: EffectScope = EffectScope.SELF stacking_mode: StackingMode = StackingMode.ADDITIVE stacking_key: str | None = None # For grouping similar effects params: dict[str, Any] = Field(default_factory=dict) duration: int | None = None # None = permanent until source removed expires_turn: int | None = None suppressed: bool = False ``` ### GameState Addition ```python class GameState(BaseModel): # ... existing fields ... # Active effects registry active_effects: list[ActiveEffect] = Field(default_factory=list) ``` --- ## Core Operations ### ActiveEffectsManager ```python class ActiveEffectsManager: """Manages the lifecycle and querying of active effects.""" def register_effect( self, game: GameState, effect_type: str, source_type: str, source_card_id: str | None, source_player_id: str, trigger: EffectTrigger, scope: EffectScope, params: dict[str, Any], stacking_mode: StackingMode = StackingMode.ADDITIVE, stacking_key: str | None = None, duration: int | None = None, ) -> ActiveEffect: """Register a new active effect. Generates a unique ID and adds the effect to the game's registry. Handles stacking rules if an effect with the same stacking_key exists. """ ... def remove_effects_by_source(self, game: GameState, source_card_id: str) -> int: """Remove all effects from a specific source card. Called when a Pokemon leaves play (knockout, evolution, returned to hand). Returns the number of effects removed. """ ... def remove_expired_effects(self, game: GameState) -> int: """Remove effects that have expired based on turn count.""" ... def query_effects( self, game: GameState, effect_type: str | None = None, trigger: EffectTrigger | None = None, affecting_player_id: str | None = None, affecting_card_id: str | None = None, include_suppressed: bool = False, ) -> list[ActiveEffect]: """Query active effects matching the given criteria.""" ... def get_combined_value( self, effects: list[ActiveEffect], param_key: str, base_value: int = 0, ) -> int: """Combine multiple effects into a single value respecting stacking modes.""" ... ``` --- ## Integration Points ### 1. Damage Calculation The existing `_calculate_attack_damage` method would be extended: ```python def _calculate_attack_damage(self, game, attacker, attacker_def, defender, defender_def, base_damage): damage = base_damage # Step 1: Attacker's damage modifier (existing) # Step 2: Query active effects - damage boost (attacker's team) boost_effects = self.effects_manager.query_effects( game, effect_type="damage_boost", trigger=EffectTrigger.ON_DAMAGE_CALC, affecting_card_id=attacker.instance_id, ) if boost_effects: boost = self.effects_manager.get_combined_value(boost_effects, "amount") damage += boost # Step 3: Weakness (existing) # Step 4: Resistance (existing) # Step 5: Query active effects - damage reduction (defender's team) reduction_effects = self.effects_manager.query_effects( game, effect_type="damage_reduction", trigger=EffectTrigger.ON_DAMAGE_CALC, affecting_card_id=defender.instance_id, ) if reduction_effects: reduction = self.effects_manager.get_combined_value(reduction_effects, "amount") damage -= reduction return max(0, damage) ``` ### 2. Energy Counting ```python def count_effective_energy( self, game: GameState, pokemon: CardInstance, player_id: str, ) -> dict[EnergyType, int]: """Count energy attached to a Pokemon, applying any multiplier effects.""" counts: dict[EnergyType, int] = defaultdict(int) for energy in pokemon.attached_energy: energy_def = game.get_card_definition(energy.definition_id) for provided_type in energy_def.energy_provides: base_count = 1 # Query energy multiplier effects multiplier_effects = self.effects_manager.query_effects( game, effect_type="energy_multiplier", trigger=EffectTrigger.ON_ENERGY_COUNT, affecting_card_id=pokemon.instance_id, ) for effect in multiplier_effects: if effect.params.get("energy_type") == provided_type.value: base_count *= effect.params.get("multiplier", 1) counts[provided_type] += base_count return counts ``` ### 3. Retreat Cost Calculation ```python def calculate_retreat_cost( self, game: GameState, pokemon: CardInstance, player_id: str, ) -> int: """Calculate effective retreat cost with modifiers.""" card_def = game.get_card_definition(pokemon.definition_id) base_cost = card_def.retreat_cost if card_def else 0 cost = base_cost + pokemon.retreat_cost_modifier # Query retreat cost reduction effects reduction_effects = self.effects_manager.query_effects( game, effect_type="retreat_cost_reduction", trigger=EffectTrigger.ON_RETREAT_CALC, affecting_card_id=pokemon.instance_id, ) if reduction_effects: reduction = self.effects_manager.get_combined_value(reduction_effects, "amount") cost -= reduction # Check for free retreat effects free_effects = self.effects_manager.query_effects( game, effect_type="free_retreat", affecting_card_id=pokemon.instance_id, ) if free_effects: cost = 0 return max(0, cost) ``` ### 4. Lifecycle Hooks ```python def on_pokemon_enters_play(self, game: GameState, pokemon: CardInstance, player_id: str): """Called when a Pokemon enters the battlefield.""" card_def = game.get_card_definition(pokemon.definition_id) if not card_def or not card_def.abilities: return for ability in card_def.abilities: if ability.effect_id and ability.effect_id.startswith("aura_"): self._register_ability_aura(game, pokemon, player_id, ability) def on_pokemon_leaves_play(self, game: GameState, card_id: str): """Called when a Pokemon leaves the battlefield.""" removed = self.effects_manager.remove_effects_by_source(game, card_id) if removed > 0: game.action_log.append({ "type": "effects_removed", "source_card_id": card_id, "count": removed, }) def on_turn_end(self, game: GameState): """Called at the end of each turn.""" self.effects_manager.remove_expired_effects(game) ``` --- ## Effect Categories Based on research of Genetic Apex (A1) and Mythical Island (A1a) card sets (~372 cards), the following effect patterns were identified: ### Ability Effects | Effect Type | Example Card | Description | |-------------|--------------|-------------| | `energy_acceleration` | Gardevoir (Psy Shadow) | Attach Energy from Energy Zone to Active | | `energy_multiplier` | Serperior (Jungle Totem) | Each Grass Energy provides 2 Grass Energy | | `bench_snipe` | Greninja (Water Shuriken) | Deal damage to any opponent's Pokemon | | `gust_basic` | Victreebel (Fragrance Trap) | Switch in opponent's Benched Basic | | `auto_status` | Weezing (Gas Leak) | Automatically inflict status condition | | `coinflip_status` | Hypno (Sleep Pendulum) | Coin flip to inflict status | | `block_evolution` | Aerodactyl ex (Primeval Law) | Opponent can't evolve Active | ### Attack Effects | Effect Type | Example Card | Description | |-------------|--------------|-------------| | `damage_per_bench_own` | Pikachu ex (Circle Circuit) | +X damage per own Benched Pokemon | | `damage_per_bench_opp` | Pidgeot ex (Scattering Cyclone) | +X damage per opponent's Benched Pokemon | | `damage_per_energy_coinflip` | Celebi ex (Powerful Bloom) | Flip coin per Energy, damage per heads | | `damage_if_extra_energy` | Blastoise ex (Hydro Bazooka) | Bonus if extra Energy attached | | `damage_if_status` | Muk (Venoshock) | Bonus if opponent is Poisoned | | `damage_if_ko_last_turn` | Marshadow (Revenge) | Bonus if own Pokemon was KO'd | | `self_bench_damage` | Zapdos (Raging Thunder) | Deal damage to own Bench | | `discard_energy_self` | Charizard ex (Crimson Storm) | Discard Energy from self | | `discard_energy_self_all` | Raichu (Thunderbolt) | Discard all Energy from self | | `discard_energy_random_all` | Gyarados ex (Rampaging Whirlpool) | Discard random Energy from any Pokemon | | `inflict_sleep` | Vileplume (Soothing Scent) | Opponent's Active is now Asleep | | `inflict_poison` | Various | Opponent's Active is now Poisoned | | `prevent_retreat` | Arbok (Corner) | Opponent can't retreat next turn | | `block_supporters` | Gengar (Bother) | Opponent can't play Supporters next turn | | `reduce_damage_next_turn` | Mr. Mime (Barrier Attack) | This Pokemon takes -X damage next turn | | `heal_self` | Venusaur ex (Giant Bloom) | Heal damage from this Pokemon | | `reveal_hand` | Mew (Psy Report) | Opponent reveals their hand | | `copy_attack` | Mew ex (Genome Hacking) | Use opponent's Active's attack | --- ## Example Implementations ### Example 1: Serperior's "Jungle Totem" (Energy Multiplier) **Card Definition:** ```python CardDefinition( id="a1a-006-serperior", name="Serperior", card_type=CardType.POKEMON, stage=PokemonStage.STAGE_2, evolves_from="Servine", hp=110, pokemon_type=EnergyType.GRASS, abilities=[ Ability( name="Jungle Totem", effect_id="aura_energy_multiplier", effect_params={ "energy_type": "grass", "multiplier": 2, }, effect_description="Each Grass Energy attached to your Grass Pokemon provides 2 Grass Energy. This effect doesn't stack.", uses_per_turn=None, # Passive ), ], # ... ) ``` **Effect Handler:** ```python @effect_handler("aura_energy_multiplier") def handle_aura_energy_multiplier(ctx: EffectContext) -> EffectResult: """Register an energy multiplier aura.""" energy_type = ctx.get_str_param("energy_type") multiplier = ctx.get_int_param("multiplier", 2) ctx.game.effects_manager.register_effect( game=ctx.game, effect_type="energy_multiplier", source_type="ability", source_card_id=ctx.source_card_id, source_player_id=ctx.source_player_id, trigger=EffectTrigger.ON_ENERGY_COUNT, scope=EffectScope.TEAM_ALL, params={ "energy_type": energy_type, "multiplier": multiplier, }, stacking_mode=StackingMode.NO_STACK, # "This effect doesn't stack" stacking_key=f"energy_multiplier_{energy_type}", ) return EffectResult.success_result( f"Jungle Totem: {energy_type} energy provides x{multiplier}", ) ``` ### Example 2: Greninja's "Water Shuriken" (Bench Snipe Ability) **Card Definition:** ```python CardDefinition( id="a1-089-greninja", name="Greninja", card_type=CardType.POKEMON, stage=PokemonStage.STAGE_2, hp=120, pokemon_type=EnergyType.WATER, abilities=[ Ability( name="Water Shuriken", effect_id="deal_damage_any", effect_params={ "damage": 20, "target": "opponent_any", }, effect_description="Once during your turn, you may do 20 damage to 1 of your opponent's Pokemon.", uses_per_turn=1, ), ], # ... ) ``` **Effect Handler:** ```python @effect_handler("deal_damage_any") def handle_deal_damage_any(ctx: EffectContext) -> EffectResult: """Deal damage to any of opponent's Pokemon (requires target selection).""" damage = ctx.get_int_param("damage", 0) target_id = ctx.target_card_id # Selected by player if not target_id: return EffectResult.failure_result("No target selected") # Find target Pokemon opponent = ctx.game.get_opponent(ctx.source_player_id) target = opponent.find_pokemon_in_play(target_id) if not target: return EffectResult.failure_result("Target not found") target.damage += damage return EffectResult.success_result( f"Water Shuriken dealt {damage} damage to {target_id}", ) ``` ### Example 3: Mr. Mime's "Barrier Attack" (Temporary Damage Reduction) **Attack Definition:** ```python Attack( name="Barrier Attack", cost=[EnergyType.PSYCHIC], damage=30, effect_id="reduce_damage_next_turn", effect_params={"reduction": 20}, effect_description="During your opponent's next turn, this Pokemon takes -20 damage from attacks.", ) ``` **Effect Handler:** ```python @effect_handler("reduce_damage_next_turn") def handle_reduce_damage_next_turn(ctx: EffectContext) -> EffectResult: """Register a temporary damage reduction effect that lasts until end of opponent's next turn.""" reduction = ctx.get_int_param("reduction", 0) ctx.game.effects_manager.register_effect( game=ctx.game, effect_type="damage_reduction", source_type="attack", source_card_id=ctx.source_card_id, source_player_id=ctx.source_player_id, trigger=EffectTrigger.ON_DAMAGE_CALC, scope=EffectScope.SELF, params={"amount": reduction}, stacking_mode=StackingMode.ADDITIVE, duration=1, # Expires after opponent's turn ) return EffectResult.success_result( f"This Pokemon takes -{reduction} damage until end of opponent's next turn", ) ``` ### Example 4: Victreebel's "Fragrance Trap" (Gust Effect) **Ability Definition:** ```python Ability( name="Fragrance Trap", effect_id="gust_opponent_basic", effect_params={}, effect_description="If this Pokemon is in the Active Spot, once during your turn, you may switch in 1 of your opponent's Benched Basic Pokemon to the Active Spot.", uses_per_turn=1, ) ``` **Effect Handler:** ```python @effect_handler("gust_opponent_basic") def handle_gust_opponent_basic(ctx: EffectContext) -> EffectResult: """Switch in one of opponent's Benched Basic Pokemon.""" # Verify source is in Active Spot player = ctx.game.players[ctx.source_player_id] active = player.get_active_pokemon() if not active or active.instance_id != ctx.source_card_id: return EffectResult.failure_result("This Pokemon must be in the Active Spot") target_id = ctx.target_card_id if not target_id: return EffectResult.failure_result("No target selected") # Find target on opponent's bench opponent = ctx.game.get_opponent(ctx.source_player_id) target = opponent.bench.remove(target_id) if not target: return EffectResult.failure_result("Target not found on opponent's bench") # Verify it's a Basic Pokemon target_def = ctx.game.get_card_definition(target.definition_id) if target_def.stage != PokemonStage.BASIC: # Return to bench and fail opponent.bench.add(target) return EffectResult.failure_result("Target must be a Basic Pokemon") # Swap opponent's Active with target old_active = opponent.get_active_pokemon() if old_active: opponent.active.remove(old_active.instance_id) opponent.bench.add(old_active) opponent.active.add(target) return EffectResult.success_result( f"Switched {target_def.name} to opponent's Active Spot", ) ``` --- ## Suppression System Some abilities can disable other abilities. This is handled via the `suppressed` flag: ```python @effect_handler("suppress_abilities") def handle_suppress_abilities(ctx: EffectContext) -> EffectResult: """Suppress all ability-based effects.""" count = 0 for effect in ctx.game.active_effects: if effect.source_type == "ability" and not effect.suppressed: effect.suppressed = True count += 1 # Register suppression tracker ctx.game.effects_manager.register_effect( game=ctx.game, effect_type="ability_suppression", source_type="ability", source_card_id=ctx.source_card_id, source_player_id=ctx.source_player_id, trigger=EffectTrigger.CONTINUOUS, scope=EffectScope.GLOBAL, params={}, ) return EffectResult.success_result(f"Suppressed {count} ability effects") ``` When the suppressor leaves play, unsuppress all ability effects: ```python def on_suppression_ends(game: GameState, suppressor_card_id: str): """Called when an ability suppressor leaves play.""" for effect in game.active_effects: if effect.source_type == "ability": effect.suppressed = False ``` --- ## File Structure ``` backend/app/core/ ├── effects/ │ ├── __init__.py │ ├── base.py # EffectContext, EffectResult (existing) │ ├── registry.py # Effect handler registry (existing) │ ├── handlers.py # Built-in effect handlers (existing) │ └── active_effects.py # NEW: ActiveEffect, ActiveEffectsManager ├── engine.py # Add effects_manager, integrate hooks ├── models/ │ └── game_state.py # Add active_effects field └── turn_manager.py # Add lifecycle hooks ``` --- ## Migration Path 1. **Phase 1**: Add `ActiveEffect` model and `ActiveEffectsManager` (no integration) 2. **Phase 2**: Add `active_effects` field to `GameState` 3. **Phase 3**: Integrate into damage calculation 4. **Phase 4**: Add lifecycle hooks (enter/leave play, turn boundaries) 5. **Phase 5**: Implement initial ability handlers 6. **Phase 6**: Integrate into energy counting, retreat cost, etc. --- ## Post-Launch TODO: Generic Modifier System > **Priority: Low** - Implement when we encounter abilities that don't fit the named effect types. For maximum flexibility with future card sets, a more generic modifier system could supplement the named effect types: ```python class GenericModifier(BaseModel): """A generic numerical modifier for edge cases.""" target: str # "damage.taken", "energy.grass.count", "attack.cost.colorless" operation: str # "add", "multiply", "set", "min", "max" value: int | float condition: str | None # Optional DSL: "attacker.type == fire" ``` **When to use:** - When a new card's effect doesn't fit existing named types - If `custom_modifier` is used frequently for similar patterns, promote to a named type **Example:** ```python ActiveEffect( effect_type="custom_modifier", params={ "target": "damage.taken", "operation": "add", "value": -20, "condition": "attacker.type == fire", "description": "Reduces damage from Fire attacks by 20", }, ) ``` --- ## Open Questions 1. **Stacking limits**: Should there be a maximum total from stacked effects? 2. **Effect ordering**: When multiple effect types apply, is order significant? 3. **Visibility**: Should opponents see active effects, or only their own team's? 4. **Stadium effects**: Use this system, or keep as special case? 5. **Attack effects duration**: "During opponent's next turn" - when exactly does it expire? --- ## References - [ARCHITECTURE.md](/docs/ARCHITECTURE.md) - Core engine architecture - [GAME_RULES.md](/docs/GAME_RULES.md) - Game rules and mechanics - [backend/app/core/effects/README.md](/backend/app/core/effects/README.md) - Effects module index