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)
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)
1. Energy Zone Missing from Card Search
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, thenhp,stage, andpokemon_typemust be set - If
card_type == TRAINER, thentrainer_typemust be set - If
card_type == ENERGY, thenenergy_typemust 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()callsprocess_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
ModifierModeenum not exported in__init__.pyActionTypeenum 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_gameconfig exists in two places (FirstTurnConfig.can_evolveandEvolutionConfig.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_numberonly 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
7in mulligan (should userules.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
-
Clean Architecture: Excellent separation of CardDefinition (immutable template) vs CardInstance (mutable state)
-
Comprehensive Configuration: RulesConfig system supports multiple game variants (traditional, Pocket-style, custom)
-
Well-Designed EffectContext: Rich helper methods for parameter extraction, coin flips, player/card access
-
Testability: RandomProvider protocol with SeededRandom enables deterministic testing
-
Zone Abstraction: Clean
Zoneclass with rich set of methods for deck/hand manipulation -
Good Documentation: Comprehensive docstrings and type hints throughout
-
Security Awareness: Visibility filter properly hides opponent hand, deck order, prizes
Recommended Fix Priority
Phase 1: Critical Fixes (Before Any Testing)
- Fix
find_card_instanceto includeenergy_zone - Fix energy attachment to store cards properly
- Fix knockout processing in
end_turn - Fix win condition check timing
- Add confusion handling in attack execution
Phase 2: Functionality Gaps (Before Feature Complete)
- Add
SelectPrizeActionexecutor - Fix stadium discard ownership
- Add turn limit check
- Fix per-ability usage tracking
Phase 3: Polish (Before Production)
- Add CardDefinition field validation
- Handle double knockouts
- Improve effect error handling
- 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
- Review this document and prioritize fixes
- Create GitHub issues for critical items
- Address Phase 1 fixes before continuing development
- Update tests as fixes are implemented
- Re-run system review after fixes