- Define campaign loop: Clubs → Leaders → Medals → Grand Masters → Champion - Update PROJECT_PLAN with campaign as core experience, multiplayer as optional - Add Campaign Structure section to GAME_RULES with clubs, NPCs, rewards - Reorganize development phases to prioritize campaign mode - Update CLAUDE.md project overview and uv commands
312 lines
8.9 KiB
Markdown
312 lines
8.9 KiB
Markdown
# CLAUDE.md - Mantimon TCG
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Guidelines for AI coding agents working on this project.
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## Quick Reference
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**Frontend dev server**: `cd frontend && npm run dev`
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**Backend dev server**: `cd backend && uv run uvicorn app.main:app --reload`
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**Run frontend tests**: `cd frontend && npm run test`
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**Run backend tests**: `cd backend && uv run pytest`
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**Type check frontend**: `cd frontend && npm run typecheck`
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**Lint frontend**: `cd frontend && npm run lint`
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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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## Code Style
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### General
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- Line length: 100 characters max
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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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### TypeScript/Vue
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```typescript
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// Imports: stdlib, third-party, local (separated by blank lines)
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import { ref, computed } from 'vue'
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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 type imports for types
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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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// Use descriptive names
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const isPlayerTurn = computed(() => gameStore.currentPlayer === playerId)
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// Component naming: PascalCase
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// File naming: PascalCase for components, camelCase for utilities
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```
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### Python
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```python
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# Imports: stdlib, third-party, local (separated by blank lines)
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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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# Type hints required for all function signatures
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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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# Use Pydantic models for request/response
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class PlayCardRequest(BaseModel):
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card_id: int
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target_id: Optional[int] = None
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# Async by default for I/O operations
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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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### 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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| Python 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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## Architecture Patterns
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### Frontend: Vue + Phaser Integration
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Phaser is mounted as a Vue component. Communication happens via:
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```typescript
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// In Vue component
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const phaserGame = ref<Phaser.Game | null>(null)
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// Emit events to Phaser
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phaserGame.value?.events.emit('card:play', { cardId, targetId })
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// Listen to events from Phaser
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phaserGame.value?.events.on('animation:complete', handleAnimationComplete)
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```
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### Frontend: State Management
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```typescript
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// Use Pinia stores for global state
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// stores/game.ts
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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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function setGameState(state: GameState) {
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gameState.value = state
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}
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return { gameState, myHand, setGameState }
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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: 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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## 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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### Hidden Information
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**Critical**: Server never sends hidden information to clients.
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```python
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def get_visible_state(game: Game, player_id: str) -> VisibleGameState:
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return VisibleGameState(
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my_hand=game.players[player_id].hand, # Full hand
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my_prizes=game.players[player_id].prizes, # Can see own prizes
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my_deck_count=len(game.players[player_id].deck), # Only count
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opponent_hand_count=len(opponent.hand), # ONLY count
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opponent_prizes_count=len(opponent.prizes), # ONLY count
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opponent_deck_count=len(opponent.deck), # ONLY count
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battlefield=game.battlefield, # Public
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discard_piles=game.discard_piles, # Public
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)
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```
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## Testing
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### Frontend (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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import CardHand from '@/components/CardHand.vue'
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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: {
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cards: [{ id: '1', name: 'Pikachu' }]
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}
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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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### Backend (pytest)
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```python
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import pytest
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from app.core.game_engine import GameEngine
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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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engine = GameEngine()
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game = await engine.create_game(player_ids=["p1", "p2"])
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initial_deck_size = len(game.players["p1"].deck)
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initial_hand_size = len(game.players["p1"].hand)
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await engine.draw_card(game, "p1")
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assert len(game.players["p1"].deck) == initial_deck_size - 1
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assert len(game.players["p1"].hand) == initial_hand_size + 1
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```
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## Directory-Specific Guidelines
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See additional CLAUDE.md files in subdirectories:
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- `frontend/CLAUDE.md` - Vue/Phaser specifics
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- `backend/CLAUDE.md` - FastAPI/game engine specifics
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- `backend/app/core/CLAUDE.md` - Game engine architecture
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## Critical Rules
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1. **Git**: Never commit directly to `main`. Create feature branches.
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2. **Hidden Info**: Never send deck contents, opponent hand, or unrevealed prizes to client.
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3. **Validation**: Always validate actions server-side. Never trust client.
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4. **Tests**: Include docstrings explaining "what" and "why" for each test.
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5. **Commits**: Do not commit without user approval.
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6. **Phaser in Vue**: Keep Phaser scenes focused on rendering. Game logic lives in backend.
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