mantimon-tcg/backend/app/core/visibility.py
Cal Corum e7431e2d1f Move enums to app/core/enums.py and set up clean module exports
Architectural refactor to eliminate circular imports and establish clean
module boundaries:

- Move enums from app/core/models/enums.py to app/core/enums.py
  (foundational module with zero dependencies)
- Update all imports across 30 files to use new enum location
- Set up clean export structure:
  - app.core.enums: canonical source for all enums
  - app.core: convenience exports for full public API
  - app.core.models: exports models only (not enums)
- Add module exports to app/core/__init__.py and app/core/effects/__init__.py
- Remove circular import workarounds from game_state.py

This enables app.core.models to export GameState without circular import
issues, since enums no longer depend on the models package.

All 826 tests passing.
2026-01-26 14:45:26 -06:00

397 lines
13 KiB
Python

"""Visibility filtering for client-safe game state views.
This module implements hidden information filtering to prevent cheating in
multiplayer games. It creates filtered views of the game state that only
expose information a specific player is allowed to see.
SECURITY CRITICAL: This module is the primary defense against information
leakage. All game state sent to clients MUST go through this filter.
Hidden Information (NEVER expose to opponent):
- Hand contents
- Deck contents and order
- Prize card contents (until taken)
- Energy deck order
Public Information (always visible):
- Active and benched Pokemon (full details including damage, status, energy)
- Discard piles (full contents)
- Stadium in play
- Scores, turn info, phase, game state
- Zone counts (hand size, deck size, prize count)
- Energy zone (available energy)
Usage:
from app.core.visibility import get_visible_state, VisibleGameState
# Get filtered view for a specific player
visible = get_visible_state(game, "player1")
# Safe to serialize and send to client
json_data = visible.model_dump_json()
"""
from __future__ import annotations
from typing import TYPE_CHECKING
from pydantic import BaseModel, Field
from app.core.enums import GameEndReason, TurnPhase
from app.core.models.card import CardDefinition, CardInstance
if TYPE_CHECKING:
from app.core.models.game_state import GameState
class VisibleZone(BaseModel):
"""A zone with visibility-appropriate information.
For hidden zones (deck, hand, prizes), only the count is shown.
For public zones (active, bench, discard), full card data is included.
Attributes:
count: Number of cards in the zone.
cards: List of visible cards (empty for hidden zones).
zone_type: Type of zone for identification.
"""
count: int = 0
cards: list[CardInstance] = Field(default_factory=list)
zone_type: str = "generic"
class VisiblePlayerState(BaseModel):
"""Player state with visibility filtering applied.
Contains full information for zones the viewing player can see,
and only counts for hidden zones.
Attributes:
player_id: The player's ID.
is_current_player: Whether this is the viewing player.
deck_count: Number of cards in deck (order hidden).
hand: Full hand if own player, just count if opponent.
active: Active Pokemon with full details (public).
bench: Benched Pokemon with full details (public).
discard: Full discard pile contents (public).
prizes_count: Number of prize cards remaining.
energy_deck_count: Number of cards in energy deck.
energy_zone: Available energy to attach (public).
score: Current score/points.
gx_attack_used: Whether GX attack has been used.
vstar_power_used: Whether VSTAR power has been used.
"""
player_id: str
is_current_player: bool = False
# Hidden zones - counts only (for opponent), full for self
deck_count: int = 0
hand: VisibleZone = Field(default_factory=lambda: VisibleZone(zone_type="hand"))
prizes_count: int = 0
energy_deck_count: int = 0
# Public zones - full details
active: VisibleZone = Field(default_factory=lambda: VisibleZone(zone_type="active"))
bench: VisibleZone = Field(default_factory=lambda: VisibleZone(zone_type="bench"))
discard: VisibleZone = Field(default_factory=lambda: VisibleZone(zone_type="discard"))
energy_zone: VisibleZone = Field(default_factory=lambda: VisibleZone(zone_type="energy_zone"))
# Game state
score: int = 0
gx_attack_used: bool = False
vstar_power_used: bool = False
class VisibleGameState(BaseModel):
"""Game state filtered for a specific player's view.
This is the safe-to-send-to-client version of GameState. It contains
only information that the viewing player is allowed to see.
Attributes:
game_id: Unique game identifier.
viewer_id: The player ID this view is for.
players: Dict of player_id -> VisiblePlayerState.
current_player_id: Whose turn it is.
turn_number: Current turn number.
phase: Current turn phase.
is_my_turn: Whether it's the viewer's turn.
winner_id: Winner if game is over.
end_reason: Why the game ended.
stadium_in_play: Current stadium card (public).
stadium_owner_id: Player who played the current stadium (public).
forced_action: Current forced action, if any.
card_registry: Card definitions (needed to display cards).
"""
game_id: str
viewer_id: str
# Player states
players: dict[str, VisiblePlayerState] = Field(default_factory=dict)
# Turn tracking
current_player_id: str = ""
turn_number: int = 0
phase: TurnPhase = TurnPhase.SETUP
is_my_turn: bool = False
# Game end state
winner_id: str | None = None
end_reason: GameEndReason | None = None
# Shared state
stadium_in_play: CardInstance | None = None
stadium_owner_id: str | None = None
# Forced action (visible to know what's required)
forced_action_player: str | None = None
forced_action_type: str | None = None
forced_action_reason: str | None = None
# Card definitions for display
card_registry: dict[str, CardDefinition] = Field(default_factory=dict)
def _create_visible_zone(
cards: list[CardInstance],
zone_type: str,
show_contents: bool,
) -> VisibleZone:
"""Create a VisibleZone with appropriate visibility.
Args:
cards: The cards in the zone.
zone_type: Type identifier for the zone.
show_contents: If True, include full card data. If False, only count.
Returns:
VisibleZone with count and optionally cards.
"""
return VisibleZone(
count=len(cards),
cards=list(cards) if show_contents else [],
zone_type=zone_type,
)
def _filter_player_state(
game: GameState,
player_id: str,
viewer_id: str,
) -> VisiblePlayerState:
"""Create a visibility-filtered player state.
Args:
game: The full game state.
player_id: The player whose state we're filtering.
viewer_id: The player who will view this state.
Returns:
VisiblePlayerState with appropriate filtering.
"""
player = game.players[player_id]
is_self = player_id == viewer_id
# Hand: visible to self, count only to opponent
hand = _create_visible_zone(
cards=player.hand.cards,
zone_type="hand",
show_contents=is_self,
)
# Active: always public (this is the battlefield)
active = _create_visible_zone(
cards=player.active.cards,
zone_type="active",
show_contents=True,
)
# Bench: always public (this is the battlefield)
bench = _create_visible_zone(
cards=player.bench.cards,
zone_type="bench",
show_contents=True,
)
# Discard: always public
discard = _create_visible_zone(
cards=player.discard.cards,
zone_type="discard",
show_contents=True,
)
# Energy zone: always public (available energy to attach)
energy_zone = _create_visible_zone(
cards=player.energy_zone.cards,
zone_type="energy_zone",
show_contents=True,
)
return VisiblePlayerState(
player_id=player_id,
is_current_player=is_self,
deck_count=len(player.deck),
hand=hand,
prizes_count=len(player.prizes),
energy_deck_count=len(player.energy_deck),
active=active,
bench=bench,
discard=discard,
energy_zone=energy_zone,
score=player.score,
gx_attack_used=player.gx_attack_used,
vstar_power_used=player.vstar_power_used,
)
def get_visible_state(game: GameState, viewer_id: str) -> VisibleGameState:
"""Create a visibility-filtered game state for a specific player.
This is the main entry point for visibility filtering. It creates a
VisibleGameState that only contains information the viewer is allowed
to see.
SECURITY: Always use this function before sending game state to clients.
Args:
game: The full game state.
viewer_id: The player ID requesting the view.
Returns:
VisibleGameState safe to send to the client.
Raises:
ValueError: If viewer_id is not a player in the game.
"""
if viewer_id not in game.players:
raise ValueError(f"Viewer {viewer_id} is not a player in game {game.game_id}")
# Filter each player's state
visible_players = {pid: _filter_player_state(game, pid, viewer_id) for pid in game.players}
# Extract forced action info (if any) - only shows the current/first action in queue
forced_action_player = None
forced_action_type = None
forced_action_reason = None
current_forced = game.get_current_forced_action()
if current_forced:
forced_action_player = current_forced.player_id
forced_action_type = current_forced.action_type
forced_action_reason = current_forced.reason
return VisibleGameState(
game_id=game.game_id,
viewer_id=viewer_id,
players=visible_players,
current_player_id=game.current_player_id,
turn_number=game.turn_number,
phase=game.phase,
is_my_turn=game.current_player_id == viewer_id,
winner_id=game.winner_id,
end_reason=game.end_reason,
stadium_in_play=game.stadium_in_play,
stadium_owner_id=game.stadium_owner_id,
forced_action_player=forced_action_player,
forced_action_type=forced_action_type,
forced_action_reason=forced_action_reason,
card_registry=game.card_registry,
)
def get_spectator_state(game: GameState) -> VisibleGameState:
"""Create a visibility-filtered game state for spectators.
Spectators see the same as any player regarding public information,
but cannot see any player's hidden information.
Args:
game: The full game state.
Returns:
VisibleGameState with all hands/decks hidden.
"""
# Use a fake viewer_id that won't match any player
# This ensures all hands are hidden
spectator_id = "__spectator__"
# Filter each player's state as if viewed by spectator
visible_players = {}
for pid in game.players:
player = game.players[pid]
# All hands hidden for spectators
hand = _create_visible_zone(
cards=player.hand.cards,
zone_type="hand",
show_contents=False,
)
# Public zones still visible
active = _create_visible_zone(
cards=player.active.cards,
zone_type="active",
show_contents=True,
)
bench = _create_visible_zone(
cards=player.bench.cards,
zone_type="bench",
show_contents=True,
)
discard = _create_visible_zone(
cards=player.discard.cards,
zone_type="discard",
show_contents=True,
)
energy_zone = _create_visible_zone(
cards=player.energy_zone.cards,
zone_type="energy_zone",
show_contents=True,
)
visible_players[pid] = VisiblePlayerState(
player_id=pid,
is_current_player=False,
deck_count=len(player.deck),
hand=hand,
prizes_count=len(player.prizes),
energy_deck_count=len(player.energy_deck),
active=active,
bench=bench,
discard=discard,
energy_zone=energy_zone,
score=player.score,
gx_attack_used=player.gx_attack_used,
vstar_power_used=player.vstar_power_used,
)
# Extract forced action info - only shows the current/first action in queue
forced_action_player = None
forced_action_type = None
forced_action_reason = None
current_forced = game.get_current_forced_action()
if current_forced:
forced_action_player = current_forced.player_id
forced_action_type = current_forced.action_type
forced_action_reason = current_forced.reason
return VisibleGameState(
game_id=game.game_id,
viewer_id=spectator_id,
players=visible_players,
current_player_id=game.current_player_id,
turn_number=game.turn_number,
phase=game.phase,
is_my_turn=False,
winner_id=game.winner_id,
end_reason=game.end_reason,
stadium_in_play=game.stadium_in_play,
stadium_owner_id=game.stadium_owner_id,
forced_action_player=forced_action_player,
forced_action_type=forced_action_type,
forced_action_reason=forced_action_reason,
card_registry=game.card_registry,
)