Now let me check that the engine compiles before fixing cards:
Engine compiles. Now let me fix the cards. Let me fix them all with sed:
Tests pass. Now let me fix the cards. Let me fix each one:
1. FDN: Bite Down — pure bite spell
2. FDN: Affectionate Indrik — ETB fight trigger
Wait, sed replacing TargetSpec::None), could hit many places. Let me check.
That sed replaced ALL TargetSpec::None), with TargetSpec::Creature), — that's a disaster. Let me undo that.
Let me be much more careful with the edits. I'll use specific context in sed or read/edit individual cards.
Now for Affectionate Indrik, I need to change both the Effect and the TargetSpec on surrounding lines. Let me use a more precise approach:
3. FDN: Felling Blow — +1/+1 counter + bite
4. ECL: Assert Perfection — boost + fight
5. TDM: Piercing Exhale — pure fight
That should have fixed both Piercing Exhale (pure fight) and Knockout Maneuver (counter + fight). Let me verify:
Lines 1231 (Knockout Maneuver) and 1255 (Piercing Exhale) are fixed. Dragonclaw Strike (1215) is still Custom (expected — it has "double P/T" which we can't implement).
Now let me check if there are any remaining fight customs to handle:
Good. The remaining ones are:
These are all correctly deferred. Let me compile and test:
All 252 tests pass. Now let me update the documentation. First, let me update the work queue:
Now update the per-set remediation docs. Let me check the current state of the remediation docs for the affected cards:
Now let me check for Affectionate Indrik and Felling Blow in fdn-remediation.md:
Now update ROADMAP.md:
Let me read game.rs in parts and search for the fight/bite cards.
Now update the "next batches" section in the roadmap:
Let me verify the fixes are all correct by re-checking the modified card lines:
All 6 cards fixed. Let me do a final full test run to confirm everything is green:
All tests pass. Let me verify the remediation doc fixes took effect:
All done. Here's a summary of Batch 8: Fight/Bite mechanic:
Engine changes:
Effect::Fight — two creatures deal damage equal to their power to each other (mutual)Effect::Bite — source creature deals damage equal to its power to target (one-way)Effect::fight() and Effect::bite() constructorsfind_fight_creature() helper — uses source creature if on battlefield, otherwise auto-selects controller's strongest creaturefind_fight_target() helper — uses first target on battlefield, otherwise auto-selects opponent's strongest creatureCards fixed (6):
Custom → Effect::bite()Custom → Effect::fight() + TargetSpec::CreatureCustom → add_p1p1_counters(1), Effect::bite()Custom(fight) → Effect::fight()Custom → Effect::fight()Custom → add_p1p1_counters(1), Effect::fight()Tests added: fight_and_bite_effects, fight_auto_selects_creatures
252 tests passing (was 245 → 163 engine + 18 cards + 52 AI + 19 tests = 252).
Good question. Let me check the Java implementation to see if fight/bite actually works differently.
No, it doesn't. The Java implementation is meaningfully different:
Java (FightTargetsEffect):
Java (DamageWithPowerFromOneToAnotherTargetEffect — bite):
Our implementation:
TargetSpecThe core issue is our TargetSpec system only supports one target type per ability, so we can't model the two-target "your creature + their creature" pattern that fight/bite spells actually use. The auto-select-strongest heuristic is a workaround.
For ETB triggers (Affectionate Indrik), it's mostly correct — the source is the creature, and the target is the opponent's creature. But for spells, the player should be choosing which creature fights, not auto-picking strongest.
Let me update the ROADMAP to be honest about this limitation:
Also update the phase summary:
And update the work queue similarly:
The docs now accurately describe the gap. To summarize: the Java implementation uses proper two-target selection where the player chooses both creatures, while our engine auto-picks the strongest creature as a heuristic since TargetSpec doesn't support multi-target with different filters. The damage mechanics (mutual for fight, one-way for bite) are correct — it's the creature selection that's simplified.
Let me understand how targets flow through the system so I can design the fix properly.
Now let me see how targets are resolved when a spell is cast — how the engine goes from TargetSpec to the targets: &[ObjectId] that gets passed to execute_effects.
Now let me see how targets get selected when a spell goes on the stack.
Let me look at how the target flow works more broadly — how does the stack item get its targets populated? Let me check if there's a separate target selection phase.
Let me get more context on each of these cards to understand their exact effects.
Now let me see where targets get selected for spells (cast_spell currently uses targets: vec![]). Let me find the action processing:
I see the full picture now. The issue is deeper than just fight/bite — the engine currently never selects targets for any spell or ability. targets: vec![] is hardcoded everywhere. Fight/Bite auto-selection is actually consistent with how DealDamage, Destroy, etc. all work with empty targets.
Let me look at how the action space and legal actions work to understand what a proper fix entails.
Good — the heuristic and random players already implement choose_targets. Now let me look at Outcome to understand the good/bad distinction:
Now I have the full picture. Let me implement the fix. The plan:
TargetSpec::CreatureYouControl and TargetSpec::OpponentCreatureTargetSpec::fight_targets() builderresolve_targets_for_spec() helper in game.rscast_spell()Now add a builder for fight targets:
I need to add a builder for TargetSpec. Let me add it after the StaticEffect builders:
Now the big part — wire up target selection in cast_spell() and the trigger resolution path. Let me add a select_targets_for_spec() method and update cast_spell():
Now I need to add target selection. The cleanest approach: extract the spell's TargetSpec, build legal targets, ask the decision maker, and put them on the stack.