mantimon-tcg/backend/SYSTEM_REVIEW.md
Cal Corum 8668a0d824 Add system review document from multi-agent code review
Comprehensive review of core engine implementation identifying:
- 8 critical issues (energy tracking, knockout processing, confusion handling)
- 7 medium priority issues (prize selection, stadium ownership, etc.)
- Low priority observations and missing functionality
- Recommended fix priority in 3 phases
- Test coverage status per module (94% overall)
2026-01-25 14:09:57 -06:00

10 KiB

Mantimon TCG Core Engine - System Review

Date: 2026-01-25
Reviewed By: Multi-agent system review
Status: 738 tests passing, 94% coverage


Executive Summary

The core engine has a solid foundation with good separation of concerns, comprehensive documentation, and thorough test coverage. However, the review identified 8 critical issues that must be fixed before production, along with several medium-priority gaps and missing functionality.


Critical Issues (Must Fix)

File: app/core/models/game_state.py:533-540
Severity: CRITICAL

The find_card_instance method searches through zones but is missing energy_zone. When using Pokemon Pocket-style rules, cards in the energy zone (flipped from energy deck, waiting to be attached) would be unfindable.

# Current - missing energy_zone
for zone_name in ["deck", "hand", "active", "bench", "discard", "prizes", "energy_deck"]:

Fix: Add "energy_zone" to the search list.


2. No Validation That Pokemon Cards Have Required Fields

File: app/core/models/card.py:163-231
Severity: CRITICAL

CardDefinition accepts Pokemon-specific fields as optional (hp: int | None, stage: PokemonStage | None), but there's no validation that Pokemon cards actually have these fields set. This could lead to runtime errors.

Fix: Add a Pydantic model_validator to ensure:

  • If card_type == POKEMON, then hp, stage, and pokemon_type must be set
  • If card_type == TRAINER, then trainer_type must be set
  • If card_type == ENERGY, then energy_type must be set

3. end_turn() Doesn't Process Knockouts

File: app/core/turn_manager.py:312-421
Severity: CRITICAL

end_turn() identifies knockouts from status damage and adds them to a knockouts list, but it never moves the KO'd Pokemon to discard. The comment says "should be handled by the game engine" but the engine also doesn't process them.

Impact: Pokemon knocked out by poison/burn damage remain in play.

Fix: Either:

  • Process knockouts fully in turn_manager.end_turn()
  • Or ensure GameEngine.end_turn() calls process_knockout() for each KO

4. Win Condition Checked Before Knockout Processing

File: app/core/turn_manager.py:398-401
Severity: CRITICAL

The code checks no_pokemon_in_play BEFORE the knockout is actually processed. The KO'd Pokemon is still in active.cards at this point.

Impact: Win condition check will always fail because the KO'd Pokemon is still technically "in play".

Fix: Move win condition check to AFTER knockout processing completes.


5. Energy Attachment Bug - Energy Card Disappears

File: app/core/engine.py:568
Severity: CRITICAL

The _execute_attach_energy method removes the energy card from hand/energy_zone and stores only its instance_id in attached_energy. The card itself is never stored anywhere - it effectively disappears from the game.

When rules_validator.py:254-270 tries to find attached energy via game.find_card_instance(), it will fail because the card was never added to any zone.

Fix: Either:

  • Store energy cards in the player's discard pile when attached (standard TCG behavior)
  • Or change the data model to track attached energy cards differently

6. Status Knockouts Not Processed by Engine

File: app/core/engine.py:858-881
Severity: CRITICAL

GameEngine.end_turn() receives knockout information from TurnManager but doesn't process them:

def end_turn(self, game: GameState) -> ActionResult:
    result = self.turn_manager.end_turn(game, self.rng)
    if result.win_result:
        apply_win_result(game, result.win_result)
    return ActionResult(...)  # Knockouts not processed!

Fix: Add knockout processing loop that calls turn_manager.process_knockout() for each knockout in result.knockouts.


7. Confusion Status Not Handled in Attack

File: app/core/engine.py:676-726
Severity: CRITICAL

The _execute_attack method doesn't handle the Confusion status condition. Per Pokemon TCG rules, a confused Pokemon must flip a coin before attacking - tails means the attack fails and the Pokemon damages itself.

The validator (line 781) notes: "Confused Pokemon CAN attempt to attack (may fail at execution time)" but the engine doesn't implement this.

Fix: Add confusion flip logic at the start of _execute_attack.


8. Energy Discard Handler Doesn't Move Cards

File: app/core/effects/handlers.py:479-517
Severity: CRITICAL

The discard_energy handler removes energy from attached_energy list but doesn't move the energy CardInstance to the discard pile. Energy cards could be "lost" from the game.

Fix: After detaching energy, add the card instance to the player's discard pile.


Medium Priority Issues

9. Per-Ability Usage Tracking Flawed

File: app/core/models/card.py:334

CardInstance.ability_uses_this_turn is a single integer, but a Pokemon can have multiple abilities with different uses_per_turn limits. The counter can't distinguish between them.

Fix: Change to dict[int, int] tracking uses per ability index.


10. Double Knockout - Only One Forced Action

File: app/core/turn_manager.py:478-486

If both players' active Pokemon are KO'd simultaneously, only one forced_action can be set (last writer wins).

Fix: Support a queue of forced actions or handle simultaneous KOs specially.


11. No SelectPrizeAction Executor

File: app/core/engine.py:440-444

The SelectPrizeAction validator exists but there's no handler in _execute_action_internal. Prize card mode is broken.

Fix: Add _execute_select_prize method.


12. Stadium Discard Goes to Wrong Player

File: app/core/engine.py:608-624

When a new stadium replaces an existing one, the old stadium is discarded to the current player's discard pile instead of its owner's.

Fix: Track stadium ownership and discard to correct player.


13. No Knockout Detection After Damage Effects

File: app/core/effects/handlers.py

Neither deal_damage nor attack_damage check if the target is knocked out after applying damage.

Fix: Either return a knockout flag in EffectResult or document that knockout checking happens at engine level.


14. Exception Swallowing Hides Errors

File: app/core/effects/registry.py:97

except Exception as e:
    return EffectResult.failure(f"Effect '{effect_id}' failed: {e}")

This catches all exceptions including programming errors, making debugging difficult.

Fix: Log full traceback at ERROR level, or only catch expected exceptions.


15. Turn Limit Not Checked at Turn Start

File: app/core/engine.py:828-856

TurnManager.check_turn_limit() exists but GameEngine.start_turn() doesn't call it.

Fix: Add turn limit check before calling start_turn.


Low Priority / Observations

Models

  • ModifierMode enum not exported in __init__.py
  • ActionType enum exists but is unused (duplicates Literal values)
  • No maximum damage validation (negative damage possible)
  • Tools limit not validated at model level
  • Stadium ownership not tracked
  • No temporary effect system for "until end of turn" effects

Game Logic

  • Draw phase has no actions (may be intentional)
  • first_turn_of_game config exists in two places (FirstTurnConfig.can_evolve and EvolutionConfig.first_turn_of_game)
  • Prize card mode missing "taken" tracking vs "removed by effect"
  • Evolution doesn't validate stage progression (Stage 1 could "evolve" into Stage 1)
  • turn_number only increments on wraparound (could confuse turn limit calculations)

Effects System

  • No effect chaining for compound effects
  • No duration/timing system for temporary modifiers
  • No target selection callback for player-choice effects
  • Missing common effects: search_deck, switch_pokemon, force_switch, conditional_effect

Engine

  • Hardcoded hand size 7 in mulligan (should use rules.deck.starting_hand_size)
  • Async methods that don't need async (_execute_play_trainer, etc.)
  • No setup phase state machine
  • No get_legal_actions() method for UI/AI
  • No weakness/resistance in damage calculation
  • No undo/snapshot capability
  • Mulligan doesn't award opponent extra cards

Positive Observations

  1. Clean Architecture: Excellent separation of CardDefinition (immutable template) vs CardInstance (mutable state)

  2. Comprehensive Configuration: RulesConfig system supports multiple game variants (traditional, Pocket-style, custom)

  3. Well-Designed EffectContext: Rich helper methods for parameter extraction, coin flips, player/card access

  4. Testability: RandomProvider protocol with SeededRandom enables deterministic testing

  5. Zone Abstraction: Clean Zone class with rich set of methods for deck/hand manipulation

  6. Good Documentation: Comprehensive docstrings and type hints throughout

  7. Security Awareness: Visibility filter properly hides opponent hand, deck order, prizes


Phase 1: Critical Fixes (Before Any Testing)

  1. Fix find_card_instance to include energy_zone
  2. Fix energy attachment to store cards properly
  3. Fix knockout processing in end_turn
  4. Fix win condition check timing
  5. Add confusion handling in attack execution

Phase 2: Functionality Gaps (Before Feature Complete)

  1. Add SelectPrizeAction executor
  2. Fix stadium discard ownership
  3. Add turn limit check
  4. Fix per-ability usage tracking

Phase 3: Polish (Before Production)

  1. Add CardDefinition field validation
  2. Handle double knockouts
  3. Improve effect error handling
  4. Add missing effect handlers

Test Coverage Status

Module Coverage Notes
config.py 100% Complete
models/enums.py 100% Complete
models/card.py 100% Complete
models/actions.py 100% Complete
models/game_state.py 99% Near complete
effects/base.py 98% Near complete
effects/registry.py 100% Complete
effects/handlers.py 99% Near complete
rules_validator.py 94% Good
turn_manager.py 93% Good
visibility.py 95% Good
win_conditions.py 99% Near complete
engine.py 81% Gaps in error paths
rng.py 93% Good
TOTAL 94%

Next Steps

  1. Review this document and prioritize fixes
  2. Create GitHub issues for critical items
  3. Address Phase 1 fixes before continuing development
  4. Update tests as fixes are implemented
  5. Re-run system review after fixes