Would it make sense to split up any of our rust source files into multiple files to make them more understandable or easier to read?
># Count lines in the execute_effects function specifically
awk '/^\s*pub fn execute_effects/,/^ fn [a-z]/' /mnt/dest-btrfs/home/jc/src/mage/mtg-rl/mtg-engine/src/game.rs | wc -l># Count lines in tests vs non-test code in game.rs
test_start=$(grep -n '^mod tests' /mnt/dest-btrfs/home/jc/src/mage/mtg-rl/mtg-engine/src/game.rs | head -1 | cut -d: -f1)
total=$(wc -l < /mnt/dest-btrfs/home/jc/src/mage/mtg-rl/mtg-engine/src/game.rs)
echo "Total lines: $total"
echo "Test code starts at line: $test_start"
echo "Non-test code: $test_start lines"
echo "Test code: $((total - test_start)) lines"># Count test modules and their sizes
grep -n '^mod .*tests\|^mod .*test' /mnt/dest-btrfs/home/jc/src/mage/mtg-rl/mtg-engine/src/game.rs># Check how abilities.rs is structured
grep -n '^\s*pub fn\|^\s*fn\|^\s*pub enum\|^\s*pub struct\|^\s*impl\|^\s*// ==' /mnt/dest-btrfs/home/jc/src/mage/mtg-rl/mtg-engine/src/abilities.rs | head -40># Check the apply_continuous_effects function span (it seems like a large one)
awk 'NR==408' /mnt/dest-btrfs/home/jc/src/mage/mtg-rl/mtg-engine/src/game.rs
# And check where it ends approximately
awk 'NR>=408 && /^ fn [a-z]/ && NR>408 {print NR": "$0; exit}' /mnt/dest-btrfs/home/jc/src/mage/mtg-rl/mtg-engine/src/game.rsThe user is asking about whether any Rust source files in the mtg-rl workspace should be split up for readability. This is a research/analysis question about code organization. Let me explore the codebase to understand file sizes and complexity before making recommendations.
Let me check if any skills apply - this is an analysis/research question, not really a creative task or implementation task. The brainstorming skill says "before any creative work - creating features, building components, adding functionality, or modifying behavior." This is just analysis, so I don't think brainstorming applies. No other skills seem to apply either.
Let me explore the codebase to find large files that might benefit from splitting.
># Summary of major function sizes in non-test code
awk '
/^ (pub )?fn / && NR < 4857 {
if (fn_name) print fn_end - fn_start, fn_name
fn_name = $0
fn_start = NR
}
{ fn_end = NR }
END { if (fn_name) print fn_end - fn_start, fn_name }
' /mnt/dest-btrfs/home/jc/src/mage/mtg-rl/mtg-engine/src/game.rs | sort -rn | head -15The check_game_end shows 9037 because it's the last function before the test module, so it's picking up lines after it. Let me fix the analysis - actually the issue is the awk script picks up until the next function, but check_game_end is the last non-test function, so it captures all lines until the tests. The actual check_game_end function is probably small; the big count is because of the test modules.
Let me re-analyze with proper function boundaries.
Actually, execute_effects at 1636 lines is the true monster - that's the one handling all ~30+ effect variants.
So the real breakdown is apply_continuous_effects at 273 lines and check_triggered_abilities at 242 lines handling their respective logic, while the test modules themselves account for over 9000 lines of that total.
Here's the picture:
game.rs is the clear candidate — 13,870 lines, and it's the only file that's unwieldy. Everything else is reasonably sized (the set files are large but inherently repetitive card listings).
Breaking game.rs down:
| Section | Lines | Notes |
|---|---|---|
| Core game logic | ~4,857 | impl Game with all methods |
| Test modules | ~9,013 | 38 separate mod *_tests blocks |
The biggest functions in the core logic:
| Function | ~Lines | Does what |
|---|---|---|
execute_effects() | 1,636 | Giant match on ~30+ Effect variants |
pay_costs() | 326 | Match on Cost variants |
apply_continuous_effects() | 273 | Applies StaticEffect variants |
check_triggered_abilities() | 242 | Checks all trigger conditions |
compute_legal_actions() | 173 | Enumerates legal plays |
There are also 3 duplicate AlwaysPassPlayer impls in different test modules.
Splits that would help:
Move tests out of game.rs (~9K lines) — The 38 test modules could live in mtg-engine/tests/ as integration tests, or in a game/ module directory with a separate tests.rs. This alone would cut the file from 14K to ~5K lines.
Extract execute_effects() into game/effect_resolution.rs (~1,600 lines) — This is a massive match statement. It's a natural unit: "given an Effect enum variant, modify game state." Could be impl Game in a separate file via the mod pattern.
Extract combat into game/combat_resolution.rs (~350 lines) — declare_attackers_step, declare_blockers_step, combat_damage_step, resolve_fight_pair form a cohesive group.
Extract apply_continuous_effects + filter/matching helpers (~400 lines) — apply_continuous_effects, matches_filter, card_matches_filter, find_matching_permanents are a natural cluster.
Splits that are probably NOT worth it:
fdn.rs etc.) — they're big but dead-simple repetitive factories; splitting by letter or rarity would add complexity without improving readability.abilities.rs (2,113 lines) — it's mostly enum definitions and builder methods, reads fine as-is.Bottom line: game.rs is doing the work of 3-4 files. The highest-impact move is extracting tests, then execute_effects. Want me to plan and do one of these splits?
Stop hook feedback:
Read mtg-rs/ROADMAP.md, and identify work that is outstanding to bring our rust engine into parity with Java. Do not implement any new sets, but add engine features that area missing. Our goal is to complete the fully functional implementation of ECL by implementing engine capabilities and updating cards to use them. Work one task at a time until we are done. Read the corresponding java source to understand how to shape the implementation. Update the ROADMAP and leave a note as you progress. Add tests for each engine feature you add. Commit changes after each item. Then get another ROADMAP item until the engine is at parity with the Java engine.
The user wants me to:
Let me start by reading the ROADMAP.md file. The user mentioned "mtg-rs/ROADMAP.md" but based on memory, it's likely at mtg-rl/docs/ROADMAP.md or similar path.
I'll look for the ROADMAP file now.
Let me survey the Rust source files to identify candidates based on size and complexity.
>find /mnt/dest-btrfs/home/jc/src/mage/mtg-rl -name '*.rs' -not -path '*/target/*' -exec wc -l {} + | sort -rn | head -40The clear standout is game.rs at nearly 14K lines. Let me look at its internal structure to understand what could be split.
>grep -n '^\s*pub fn\|^\s*fn\|^\s*impl\|^\s*// ==\|^\s*/// #\|^\s*mod ' /mnt/dest-btrfs/home/jc/src/mage/mtg-rl/mtg-engine/src/game.rs | head -100>grep -n '^\s*pub fn\|^\s*fn\|^\s*impl\|^\s*// ==\|^\s*/// #\|^\s*mod ' /mnt/dest-btrfs/home/jc/src/mage/mtg-rl/mtg-engine/src/game.rs | tail -60