- 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
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CLAUDE.md - Mantimon TCG
Guidelines for AI coding agents working on this project.
Quick Reference
Frontend dev server: cd frontend && npm run dev
Backend dev server: cd backend && uv run uvicorn app.main:app --reload
Run frontend tests: cd frontend && npm run test
Run backend tests: cd backend && uv run pytest
Type check frontend: cd frontend && npm run typecheck
Lint frontend: cd frontend && npm run lint
Project Overview
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:
- Campaign Mode: Challenge NPCs at themed clubs, defeat Club Leaders to earn medals, collect all medals to face Grand Masters and become Champion
- Collection Building: Win matches to earn booster packs, build your card collection
- Deck Building: Construct decks from your collection to take on tougher opponents
- Multiplayer (Optional): PvP matches for competitive play
Tech Stack
Frontend
| Technology | Purpose |
|---|---|
| Vue 3 | UI framework (Composition API + <script setup>) |
| Phaser 3 | Game canvas (matches, pack opening) |
| TypeScript | Type safety |
| Pinia | State management |
| Tailwind CSS | Styling |
| Socket.io-client | Real-time communication |
| Vite | Build tool |
Backend
| Technology | Purpose |
|---|---|
| FastAPI | REST API framework |
| Python 3.11+ | Backend language |
| SQLAlchemy 2.0 | ORM (async) |
| PostgreSQL | Database |
| Redis | Caching, session storage |
| python-socketio | WebSocket server |
| Pydantic v2 | Validation |
| Alembic | Database migrations |
Code Style
General
- Line length: 100 characters max
- Indentation: 2 spaces (frontend), 4 spaces (backend)
- Trailing commas in multi-line structures
- Explicit over implicit
TypeScript/Vue
// Imports: stdlib, third-party, local (separated by blank lines)
import { ref, computed } from 'vue'
import { useGameStore } from '@/stores/game'
import type { Card, GameState } from '@/types'
// Always use type imports for types
import type { Player } from '@/types/player'
// Prefer const over let
const cards = ref<Card[]>([])
// Use descriptive names
const isPlayerTurn = computed(() => gameStore.currentPlayer === playerId)
// Component naming: PascalCase
// File naming: PascalCase for components, camelCase for utilities
Python
# Imports: stdlib, third-party, local (separated by blank lines)
from typing import Optional
from fastapi import APIRouter, Depends
from sqlalchemy.ext.asyncio import AsyncSession
from app.models import Card, Player
from app.services.game_service import GameService
# Type hints required for all function signatures
async def get_card(card_id: int, db: AsyncSession = Depends(get_db)) -> Card:
...
# Use Pydantic models for request/response
class PlayCardRequest(BaseModel):
card_id: int
target_id: Optional[int] = None
# Async by default for I/O operations
async def resolve_attack(attacker: Card, defender: Card) -> AttackResult:
...
Naming Conventions
| Type | Convention | Example |
|---|---|---|
| Vue components | PascalCase | CardHand.vue, GameBoard.vue |
| Phaser scenes | PascalCase | MatchScene.ts, PackOpeningScene.ts |
| TypeScript files | camelCase | useWebSocket.ts, cardUtils.ts |
| Python modules | snake_case | game_engine.py, card_service.py |
| Database tables | snake_case | user_collections, match_history |
| Constants | UPPER_SNAKE_CASE | MAX_HAND_SIZE, PRIZE_COUNT |
Architecture Patterns
Frontend: Vue + Phaser Integration
Phaser is mounted as a Vue component. Communication happens via:
// In Vue component
const phaserGame = ref<Phaser.Game | null>(null)
// Emit events to Phaser
phaserGame.value?.events.emit('card:play', { cardId, targetId })
// Listen to events from Phaser
phaserGame.value?.events.on('animation:complete', handleAnimationComplete)
Frontend: State Management
// Use Pinia stores for global state
// stores/game.ts
export const useGameStore = defineStore('game', () => {
const gameState = ref<GameState | null>(null)
const myHand = computed(() => gameState.value?.myHand ?? [])
function setGameState(state: GameState) {
gameState.value = state
}
return { gameState, myHand, setGameState }
})
Backend: Service Layer
Never bypass services for business logic:
# CORRECT
card = await card_service.get_card(card_id)
result = await game_service.play_card(game_id, player_id, card_id)
# WRONG - direct DB access in endpoint
card = await db.execute(select(Card).where(Card.id == card_id))
Backend: WebSocket Events
# All game actions go through WebSocket for real-time sync
@sio.on('game:action')
async def handle_game_action(sid, data):
action_type = data['type']
# Validate action is legal
validation = await game_engine.validate_action(game_id, player_id, data)
if not validation.valid:
await sio.emit('game:error', {'message': validation.reason}, to=sid)
return
# Execute and broadcast
new_state = await game_engine.execute_action(game_id, data)
await broadcast_game_state(game_id, new_state)
Game Engine Patterns
Card Effect System
Cards are data-driven. Effects reference handler functions:
# Card definition (JSON/DB)
{
"id": "pikachu_base_001",
"name": "Pikachu",
"hp": 60,
"type": "lightning",
"attacks": [
{
"name": "Thunder Shock",
"cost": ["lightning"],
"damage": 20,
"effect": "may_paralyze", # References effect handler
"effect_params": {"chance": 0.5}
}
]
}
# Effect handler (Python)
@effect_handler("may_paralyze")
async def handle_may_paralyze(context: EffectContext, params: dict) -> None:
if random.random() < params["chance"]:
context.defender.add_status("paralyzed")
Turn State Machine
class TurnPhase(Enum):
DRAW = "draw"
MAIN = "main"
ATTACK = "attack"
END = "end"
# Transitions are explicit
VALID_TRANSITIONS = {
TurnPhase.DRAW: [TurnPhase.MAIN],
TurnPhase.MAIN: [TurnPhase.ATTACK, TurnPhase.END], # Can skip attack
TurnPhase.ATTACK: [TurnPhase.END],
TurnPhase.END: [TurnPhase.DRAW], # Next player's turn
}
Hidden Information
Critical: Server never sends hidden information to clients.
def get_visible_state(game: Game, player_id: str) -> VisibleGameState:
return VisibleGameState(
my_hand=game.players[player_id].hand, # Full hand
my_prizes=game.players[player_id].prizes, # Can see own prizes
my_deck_count=len(game.players[player_id].deck), # Only count
opponent_hand_count=len(opponent.hand), # ONLY count
opponent_prizes_count=len(opponent.prizes), # ONLY count
opponent_deck_count=len(opponent.deck), # ONLY count
battlefield=game.battlefield, # Public
discard_piles=game.discard_piles, # Public
)
Testing
Frontend (Vitest)
import { describe, it, expect, vi } from 'vitest'
import { mount } from '@vue/test-utils'
import CardHand from '@/components/CardHand.vue'
describe('CardHand', () => {
it('renders cards in hand', () => {
const wrapper = mount(CardHand, {
props: {
cards: [{ id: '1', name: 'Pikachu' }]
}
})
expect(wrapper.text()).toContain('Pikachu')
})
})
Backend (pytest)
import pytest
from app.core.game_engine import GameEngine
@pytest.mark.asyncio
async def test_draw_card():
"""
Test that drawing a card moves it from deck to hand.
Verifies the fundamental draw mechanic works correctly
and updates both zones appropriately.
"""
engine = GameEngine()
game = await engine.create_game(player_ids=["p1", "p2"])
initial_deck_size = len(game.players["p1"].deck)
initial_hand_size = len(game.players["p1"].hand)
await engine.draw_card(game, "p1")
assert len(game.players["p1"].deck) == initial_deck_size - 1
assert len(game.players["p1"].hand) == initial_hand_size + 1
Directory-Specific Guidelines
See additional CLAUDE.md files in subdirectories:
frontend/CLAUDE.md- Vue/Phaser specificsbackend/CLAUDE.md- FastAPI/game engine specificsbackend/app/core/CLAUDE.md- Game engine architecture
Critical Rules
- Git: Never commit directly to
main. Create feature branches. - Hidden Info: Never send deck contents, opponent hand, or unrevealed prizes to client.
- Validation: Always validate actions server-side. Never trust client.
- Tests: Include docstrings explaining "what" and "why" for each test.
- Commits: Do not commit without user approval.
- Phaser in Vue: Keep Phaser scenes focused on rendering. Game logic lives in backend.