<teammate-message teammate_id="ai" color="green">
{"type":"idle_notification","from":"ai","timestamp":"2026-02-13T17:46:04.868Z","idleReason":"available"}
</teammate-message>
<teammate-message teammate_id="ai" color="green" summary="All 6 assigned tasks already complete, available for new work">
Hi — I believe this message may be from earlier in our session. All my assigned tasks are already complete:
- #7: PlayerDecisionMaker trait (completed)
- #8: RandomPlayer + evaluator (completed)
- #9: Observation/action space (completed)
- #20: Heuristic player (completed)
- #21: Minimax player (completed, just fixed the last failing test)
- #22: PyO3 + Gymnasium (completed)
All 52 mtg-ai tests pass, plus 2 mtg-cards tests. The only failure in the workspace is extra_turns_lifo in mtg-engine which belongs to the engine teammate.
I'm available for any new work. The remaining tasks on the board are blocked on engine (#6 -> #13 -> #14 chain) or cards (#10 -> #11, #12). If there's anything else I can help with — like assisting with the game event system (#13) or helping unblock the engine/cards work — just let me know.
</teammate-message>
<teammate-message teammate_id="engine" color="blue" summary="Task #6 done: turn manager and game loop implemented">
Task #6 complete: turn.rs and game.rs are implemented with 64 total passing tests in mtg-engine.
Key types now available:
TurnManager - full MTG turn state machine (13 steps, phase mapping, extra turns LIFO, end-turn-early, first strike step toggling)
PriorityTracker - tracks consecutive passes for stack resolution
Game - top-level game runner with:
new_two_player() constructor taking deck configs and decision makers
run() method that plays a full game to completion
- Turn-based actions (untap, draw, cleanup/discard, damage removal)
- Priority loop (pass/play land/cast spell/resolve stack)
- State-based action processing (life, poison, lethal damage, 0 toughness, indestructible)
- Legal action computation (lands, sorcery/instant timing, mana payment check)
- Stack resolution (permanent spells enter battlefield, non-permanents to graveyard)
The game_runs_to_completion test verifies that two AlwaysPassPlayers play a game that ends by decking.
Task #13 (events.rs) is now unblocked. Starting that next.
</teammate-message>
<teammate-message teammate_id="ai" color="green">
{"type":"idle_notification","from":"ai","timestamp":"2026-02-13T17:46:21.087Z","idleReason":"available"}
</teammate-message>
<teammate-message teammate_id="ai" color="green">
{"type":"idle_notification","from":"ai","timestamp":"2026-02-13T17:46:25.601Z","idleReason":"available"}
</teammate-message>
<teammate-message teammate_id="ai" color="green">
{"type":"idle_notification","from":"ai","timestamp":"2026-02-13T17:46:29.634Z","idleReason":"available"}
</teammate-message>
<teammate-message teammate_id="ai" color="green">
{"type":"idle_notification","from":"ai","timestamp":"2026-02-13T17:46:33.081Z","idleReason":"available"}
</teammate-message>
<teammate-message teammate_id="ai" color="green">
{"type":"idle_notification","from":"ai","timestamp":"2026-02-13T17:46:36.877Z","idleReason":"available"}
</teammate-message>
<teammate-message teammate_id="ai" color="green">
{"type":"idle_notification","from":"ai","timestamp":"2026-02-13T17:46:39.807Z","idleReason":"available"}
</teammate-message>
<teammate-message teammate_id="ai" color="green">
{"type":"idle_notification","from":"ai","timestamp":"2026-02-13T17:46:42.820Z","idleReason":"available"}
</teammate-message>
<teammate-message teammate_id="ai" color="green">
{"type":"idle_notification","from":"ai","timestamp":"2026-02-13T17:46:46.393Z","idleReason":"available"}
</teammate-message>
<teammate-message teammate_id="ai" color="green">
{"type":"idle_notification","from":"ai","timestamp":"2026-02-13T17:46:52.662Z","idleReason":"available"}
</teammate-message>
<teammate-message teammate_id="ai" color="green">
{"type":"idle_notification","from":"ai","timestamp":"2026-02-13T17:46:58.242Z","idleReason":"available"}
</teammate-message>
<teammate-message teammate_id="engine" color="blue" summary="Task #13 done: events.rs with 100 event types implemented">
Task #13 complete: events.rs implemented with 72 total passing tests in mtg-engine.
Key types now available:
EventType enum — ~100 event types covering turn structure, zone changes, spells/abilities, damage, life, combat, permanents, counters, tokens, lands, control, targeting, and more
GameEvent struct with builder pattern: target_id, source_id, player_id, amount, flag, data, zone, prevented, applied_effects
- Convenience constructors: damage_player, damage_permanent, gain_life, lose_life, draw_card, discard_card, zone_change, spell_cast, enters_battlefield, dies, destroy_permanent, add_counters, tap, declare_attacker, declare_blocker
EventLog — event accumulator for triggered ability checking
Task #14 (priority system and ability/effect framework) is now unblocked. Starting that next.
</teammate-message>
<teammate-message teammate_id="ai" color="green">
{"type":"idle_notification","from":"ai","timestamp":"2026-02-13T17:48:24.791Z","idleReason":"available"}
</teammate-message>