Now update all callers of from_name to use keyword_from_name:
Now fix CounterType::Other -> CounterType::Custom:
Now add the missing methods. First, find_card_owner_in_graveyard on GameState:
Now I need to check if Graveyard has a contains method:
Good, Graveyard has contains. Now add the missing methods on Game. Let me read the end of game.rs to find a good place to add them:
I'll add the three missing helper methods on Game right before check_game_end:
Now let's check if it compiles:
Need to fully qualify the types in the new methods:
Everything compiles. Now let's run the tests:
All 244 tests pass (52 + 18 + 157 + 17). Now let's commit.
The changes look good. The engine changes are substantial -- they implement many previously no-op effects. Let me commit everything together.
Done. Here's what was fixed and committed:
Compilation fixes (14 errors):
KeywordAbilities::from_name duplicate -- Renamed our manual impl to keyword_from_name to avoid conflicting with the bitflags! macro's auto-generated from_nameCounterType::Other doesn't exist -- Changed to CounterType::Custom (the actual variant name)Game -- Added parse_token_stats, matches_filter, and card_matches_filterGameState -- Added find_card_owner_in_graveyardBonus: 20+ Effect implementations that were already in the source but couldn't compile. These are now live:
All 244 tests pass across all 5 crates.
Let me start by understanding the current state of the remediation docs and what's changed since they were written.
Now let me check what effects are actually implemented in the current engine to see what's changed since the docs were written.
Let me check the implementations directly.
Now let me check which Effect variants fall through to the catch-all:
Good. Now I have a clear picture. The _ => {} catch-all at line 1360 catches these unimplemented Effect variants:
SetLifeMustBlockPreventCombatDamageGainControlGainControlUntilEndOfTurnGainProtectionCustom(String)These are now implemented (since the last session's fixes):
Scry, SearchLibrary, ReturnFromGraveyard, ReanimateGainKeywordUntilEndOfTurn, GainKeyword, LoseKeywordIndestructible, Hexproof, CantBlockSacrifice, DestroyAll, DealDamageAllRemoveCounters, CreateTokenTappedAttackingBoostPermanent, SetPowerToughnessCreateToken)Now let me read the current remediation docs to update them.
Now I have a clear picture. Since the last session, 17 Effect variants were implemented in game.rs that all 4 docs claim are "no-ops", plus token stat parsing was added. Let me update everything systematically.
Let me start with parallel updates - ROADMAP.md and all 4 remediation docs.
Good. Now I have all the info I need. Let me plan the updates and execute them in parallel.
The key change: 17 Effect variants that all docs claim are "no-ops" are now implemented, plus token stat parsing works. Here's what changed:
Newly implemented (were no-ops):
Still no-ops:
Let me update all 5 files in parallel using agents.
All 5 files have been updated. Let me verify the changes look correct.
Let me do a quick spot-check on the key sections.
Let me spot-check the ROADMAP and one of the remediation docs to make sure the changes are correct.
The existing CLAUDE.md is solid. I'll add sections for the filter system (critical for card implementation), code generation workflow, and the mtg-rl Rust workspace which is a significant sub-project. Let me also tighten a few existing sections.
Good. The ROADMAP looks correct with the "recently implemented" note. The FDN doc has updated the no-ops section properly. Let me also check that the old references to Scry/SearchLibrary being "no-ops" have been cleaned up in the FDN doc.
All "no-op" references for the now-implemented effects have been cleaned up. Let me also quickly check the TDM doc.
There are a few stale references in the Complete cards section of TDM. Let me fix those.
Linter race issue. Let me use sed.
Now let me check all docs for any remaining stale "no-op" references to the implemented effects.
Let me also check the token stat parsing section in ROADMAP.md was properly updated.
Now let me write the improved version:
Good. Let me check the phased implementation plan.
Everything looks good. Let me do a final check on the overall diff size.
All 5 files updated. Here's a summary of the changes:
ROADMAP.md:
All 4 remediation docs (fdn, tdm, tla, ecl):
Card annotations by set:
Would you like me to commit these changes?
Committed as 58cbb27623. Working tree is clean.
Let me explore the FDN cards to find groups that share common engine gaps we can fix together.
Good, I have the exact code for all candidates. Let me verify the Effect constructors available so the plan uses the correct API.
Here's what I changed in the CLAUDE.md:
Added sections:
FilterPermanent, FilterCard, etc.), how to compose them with predicates, and the importance of StaticFilters for common cases. This is critical knowledge for implementing cards.gen-card.pl and gen-card-test.pl with examples.Improved existing sections:
static {} filter initialization example (very common pattern). Noted & → And naming convention.EntersBattlefieldTriggeredAbility, SimpleActivatedAbility, etc.) that are used constantly in card implementations.SetCardInfo mechanism.make clean (redundant with mvn clean).Now I have everything I need. Let me also check how Effect::CantBlock is used (it's a unit variant without a constructor).
Now I have all the patterns. Let me write the plan.
The plan covers 5 FDN cards that all share the same pattern: Effect::Custom(...) for life drain/loss effects that already have working typed variants (damage_opponents, gain_life, lose_life). Each fix is a single-line replacement — no engine changes needed.
The cards are:
damage_opponents(1)damage_opponents(1)damage_opponents(2) + gain_life(2)damage_opponents(1) + gain_life(1)lose_life(1)Excellent catch — you're right, in MTG rules "damage" and "life loss" are mechanically different (damage can be prevented, triggers "deals damage" abilities, etc.). Let me check how the Java source and our engine handle this.
You're absolutely right. In MTG rules, "each opponent loses 1 life" is life loss, not damage — damage can be prevented, triggers "whenever dealt damage" abilities, etc. The Java code confirms all 4 cards use LoseLifeOpponentsEffect, not a damage effect.
Our engine has DealDamageOpponents which is named as damage but implemented as life subtraction. We don't have a LoseLifeOpponents variant. Let me check if there are existing cards correctly using DealDamageOpponents for actual damage effects (like Guttersnipe) vs cards misusing it for life loss.
Good catch confirmed. Looking at the codebase:
damage_opponents() — their rules text says "deals X damage"damage_opponents() — their text says "each opponent loses 1 life"LoseLifeOpponentsEffect for all 4 vampire cardsWe need a new Effect::LoseLifeOpponents { amount } variant to be semantically correct. Let me update the plan.
No worries! The Java does use LoseLifeOpponentsEffect (life loss), but since our engine doesn't have damage prevention yet, DealDamageOpponents works the same way mechanically. We can always add the distinction later when damage prevention matters.
Let me finalize the plan with the original approach.
Let me gather the information needed for both files in parallel.
Understood — match the Java semantics. Since Java uses LoseLifeOpponentsEffect (life loss, not damage), we need a new Effect::LoseLifeOpponents { amount } variant. Let me update the plan.
Let me analyze the existing CLAUDE.md and explore the codebase for any missing context.