cardinal-kernel

Crates.iocardinal-kernel
lib.rscardinal-kernel
version0.1.1
created_at2026-01-25 13:49:57.052955+00
updated_at2026-01-25 13:49:57.052955+00
descriptionHeadless, deterministic rules engine for turn-based, TCG-like games.
homepagehttps://REPLACE-ME/homepage
repositoryhttps://github.com/Big-Sky-Tech/Cardinal-Codex
max_upload_size
id2068776
size206,882
Dayton Fishell (DaytonFishell)

documentation

https://docs.rs/cardinal-kernel

README

Cardinal Library: Complete Guide

Welcome to Cardinal — the game engine library that powers TCG (trading card game) logic.

What Does Cardinal Do?

Imagine you're building a trading card game (like Magic: The Gathering or Yu-Gi-Oh). You need:

  • Game state management — tracking whose turn it is, what cards are in play, who has how much life
  • Rule validation — checking if an action is legal before applying it
  • Effect execution — running card abilities, applying damage, drawing cards
  • Event tracking — recording what happened so the UI can show it to players

Cardinal handles all of this. You provide:

  • A TOML file describing your game rules
  • User input (which card to play, when to pass priority, etc.)

Cardinal gives you back:

  • The updated game state
  • A list of events describing what happened

Using Cardinal: The Basic Loop

Here's how any game that uses Cardinal works:

# 1. Create the engine
engine = CardinalEngine.new(rules_file="rules.toml", seed=12345)

# 2. Initialize the game
engine.start_game(player1_deck, player2_deck)

# 3. Game loop
while game_is_running:
    # Show the current state to the player
    display(engine.state)
    
    # Get their action (e.g., "play card #5")
    action = input("What do you do?")
    
    # Apply the action; get back events
    result = engine.apply_action(player_id, action)
    
    # Show what happened
    for event in result.events:
        print_event(event)

That's it. Cardinal handles the complexity; you handle the UI.

Cardinal's Four Core Principles

1. Determinism

Same game setup + same actions + same random seed = identical outcome.

Why does this matter?

  • Replays — You can record every move and replay the entire game perfectly
  • Network fairness — Both players can run the engine on their machine and verify they got the same result
  • Debugging — If a bug occurs, you can recreate it exactly by replaying

Example:

Seed: 42
Player 1 actions: [PlayCard(1), PassPriority, PlayCard(3), ...]
Player 2 actions: [PassPriority, PlayCard(2), ...]

Result: Player 1 wins with 3 life remaining

---

Run it again with the same seed and actions:
Player 1 still wins with exactly 3 life remaining. Every time.

2. Headless (No UI)

Cardinal has no idea what a screen is. It doesn't render anything. This is by design.

Why?

  • Reusable — The same Cardinal engine can power a web game, desktop app, mobile game, Discord bot, or AI
  • Testable — No UI framework to mock or deal with
  • Clean — Game logic stays separate from presentation

The role of Cardinal:

  • Take an action → validate it → apply it → emit events

The role of the UI:

  • Take those events → render them → show animations/sounds

3. Actions In, Events Out

Cardinal's interface is simple and unidirectional:

┌─────────────────┐
│  Player/AI      │  Sends an action: "I want to play card #5"
└────────┬────────┘
         │
         ▼
┌─────────────────┐
│  Cardinal       │  1. Validates: "Is this legal right now?"
│  Engine         │  2. Applies: "OK, moving card to field"
│                 │  3. Triggers: "Does this trigger any abilities?"
│                 │  4. Emits: "Here's what happened..."
└────────┬────────┘
         │
         ▼
┌─────────────────┐
│  Events         │  [CardPlayed, CardMoved, AbilityTriggered, ...]
│  (what changed) │  
└────────┬────────┘
         │
         ▼
┌─────────────────┐
│  UI/Client      │  Reads events and updates the display
└─────────────────┘

This is one-way communication. The client doesn't directly query state; it listens to events. This keeps Cardinal decoupled from its consumers.

4. GameState is Authoritative

There is one source of truth: the GameState struct inside Cardinal.

Why?

  • No conflicts — If two systems disagree about whose turn it is, GameState is the arbiter
  • Consistency — Everything you need to know can be queried from the state
  • Reproducibility — You can save and load the state at any point
GameState = {
  turn: 1,
  phase: "main",
  step: "untap",
  players: [Player { life: 20, }, Player { life: 18, }],
  zones: {
    hand[0]: [Card, Card, Card],
    field[0]: [Card],
    field[1]: [Card, Card],
    library[0]: [...],
    graveyard[0]: [...],
  },
  stack: [],
  ...
}

If you want to know "Can player 0 play a card right now?", you check:

  • Is it their turn? (check turn.active_player)
  • Is the game in a phase where playing is allowed? (check turn.phase)
  • Do they have the card in hand? (check zones.hand[0])
  • Do they have enough mana? (check players[0].mana)

All answers come from one place: the state.


Game Structure: Turns, Phases, Steps

A game follows a rigid sequence. This prevents chaos and ensures fairness.

Turn 1 (Player 0 is active)
├─ Start Phase
│  ├─ Untap Step: Untap all your permanents
│  ├─ Upkeep Step: Abilities that trigger "at the start of your turn" fire
│  └─ Draw Step: Draw 1 card
├─ Main Phase 1
│  ├─ Player 0 has priority (can play spells)
│  ├─ Player 1 can respond
│  └─ Continue until both pass consecutively
├─ Combat Phase
│  ├─ Player 0 declares which creatures attack
│  ├─ Player 1 declares blockers
│  └─ Damage is assigned
├─ Main Phase 2
│  ├─ Player 0 has priority again
│  └─ Can play more spells
└─ End Phase
   ├─ Abilities that trigger "at the end of the turn" fire
   └─ Cleanup

Turn 2 (Player 1 is active)
└─ Same structure, but Player 1 is now the active player

Priority is how fairness is enforced:

  1. Player 0 has priority → can play spells
  2. Player 0 passes priority to Player 1
  3. Player 1 can respond with their own spells
  4. Player 1 passes back to Player 0
  5. Once both players pass consecutively → phase ends

This ensures no one player can spam actions without giving the other a chance to respond.


How Cards Work

Card Definitions (Static Data)

In rules.toml, you define a card once:

[[cards]]
id = 1
name = "Goblin Scout"
type = "creature"
cost = "1R"          # Cost: 1 generic mana + 1 red mana
description = "A small but feisty goblin."
power = 1
toughness = 1

[[cards.abilities]]
trigger = "etb"      # "enters the battlefield"
effect = "damage"    # type of effect
value = 1            # amount of damage
target = "opponent"  # who gets hit

Card Execution (Data-Driven)

When a player plays this card:

Step 1: Player plays card #1
Step 2: Cardinal looks up card #1 in the registry → finds "Goblin Scout"
Step 3: Cardinal moves card from hand to field
Step 4: Cardinal checks: does this trigger any abilities?
        → Yes! "etb" trigger matches
Step 5: Cardinal creates a command: "Deal 1 damage to opponent"
Step 6: Command is added to the stack
Step 7: Stack resolves: 1 damage is dealt
Step 8: Events emitted: CardPlayed, CardMoved, AbilityTriggered, LifeChanged

Key insight: Cardinal never hardcodes card effects. All effects are defined in data (TOML). This means:

  • You can create new cards without touching code
  • You can customize the rule set per game
  • Mods and plugins become possible

Zones: Where Cards Live

Every card in the game is in exactly one zone:

Zone What is it? Public/Hidden What can happen here?
Library Your deck Hidden Cards are drawn from the top
Hand Cards in your possession Hidden (opponent can't see) You play cards from here
Field Cards in play Public Creatures attack, enchantments apply effects
Graveyard Discard pile Public Cards that have been destroyed or discarded
Stack Spells/abilities waiting to resolve Public Items wait in order, then resolve one by one
Exile Cards removed from the game Public Typically can't be brought back

Example: Playing a card

Before:  Hand[0] = [Goblin Scout, Knight of Valor, ...]
         Field[0] = []

Player plays Goblin Scout

After:   Hand[0] = [Knight of Valor, ...]
         Field[0] = [Goblin Scout]

The card moved from one zone to another. This triggers events and potentially card abilities.


Actions: What Players Can Do

An action is what a player tells Cardinal to do. Examples:

// Play a card from your hand
PlayCard { 
  card_id: 1,           // which card (Goblin Scout)
  from_zone: Hand,      // where it came from
}

// Pass priority to the opponent
PassPriority

// Activate a card ability
ActivateAbility {
  card_id: 3,           // which card
  ability_index: 0,     // which ability on that card
  target: Opponent,     // who it targets
  mana_paid: "RR",      // mana spent to activate
}

// In combat: declare which creatures attack
DeclareAttackers {
  attackers: [1, 2, 5], // creature IDs
}

// In combat: declare which creatures block
DeclareBlockers {
  blockers: [3],        // creature ID
  blocking: {3: 1},     // card 3 blocks card 1
}

// Concede (give up)
Concede

Cardinal validates every action:

  • Is it your turn?
  • Is the game in a phase where this is allowed?
  • Do you own the card?
  • Do you have enough mana?
  • Is the target legal?

If validation fails, an error is returned. Otherwise, the action is applied.


Events: What Happened

An event describes something that happened in the game. The UI reads events to know what to show.

Examples:

// A card was played
CardPlayed {
  player: PlayerId(0),
  card: CardId(1),      // Goblin Scout
}

// A card moved from one zone to another
CardMoved {
  card: CardId(1),
  from_zone: Hand,
  to_zone: Field,
}

// A creature entered the field (triggers abilities)
CreatureEntered {
  card: CardId(1),      // Goblin Scout
  controller: PlayerId(0),
}

// An ability triggered
AbilityTriggered {
  card: CardId(1),
  ability: "etb_damage",
  effect: "deal 1 damage",
}

// A life total changed
LifeChanged {
  player: PlayerId(1),
  old_life: 20,
  new_life: 19,        // Took 1 damage
}

// Stack item resolved
StackResolved {
  item: "deal 1 damage to opponent",
  result: "opponent lost 1 life",
}

// Priority passed
PriorityPassed {
  from: PlayerId(0),
  to: PlayerId(1),
}

// Phase advanced
PhaseChanged {
  old_phase: "main",
  new_phase: "end",
}

A typical UI might:

  • Animate card movement when it sees CardMoved
  • Update the life counter when it sees LifeChanged
  • Play a sound effect when it sees AbilityTriggered
  • Show a notification when it sees PriorityPassed

Cardinal doesn't care what the UI does. It just says "here's what happened."


Commands: The Intermediate Layer

When a card ability triggers, it doesn't directly change the game state. Instead, it emits a command that the engine validates and applies.

Why have this intermediate layer?

Card says: "Deal 1 damage"
         ↓
   Returns Command::DealDamage { target: Opponent, amount: 1 }
         ↓
   Engine validates: "Is the target valid? Do they exist?"
         ↓
   Engine applies: Reduce opponent's life by 1
         ↓
   Engine emits: Event::LifeChanged { old_life: 20, new_life: 19 }

Benefits:

  1. Safety — Validation happens before mutation
  2. Auditability — You can see what was requested and what was applied
  3. Extensibility — New command types can be added without rewriting the engine
  4. Scripting — Future mod/plugin systems can emit commands without direct state access

The Trigger System: Reactive Logic

Triggers are how card abilities fire in response to events.

Trigger Types

# Trigger on entry
[[cards.abilities]]
trigger = "etb"        # "enters the battlefield"

# Trigger when played (cast)
[[cards.abilities]]
trigger = "on_play"    # "when you cast this spell"

# Trigger at specific times
[[cards.abilities]]
trigger = "at_turn_start"    # "at the start of your turn"
trigger = "at_turn_end"      # "at the end of your turn"

# Trigger on events
[[cards.abilities]]
trigger = "when_creature_dies"   # "when a creature dies"
trigger = "when_damage_dealt"    # "when damage is dealt"

How Triggers Work

Event: CardPlayed { card: CardId(1) }
         ↓
   Engine checks all cards:
   "Does any card have an on_play trigger?"
         ↓
   Card 1: "Inspiration" has on_play trigger
         ↓
   Fire the trigger:
   Create Command::DrawCards { count: 1 }
         ↓
   Push to stack
         ↓
   Stack resolves:
   Player draws 1 card
         ↓
   Emit: Event::CardDrawn { player, count: 1 }

This is data-driven. No hardcoded logic for each card. The engine is generic; cards define their behavior.


Integration Example: Playing a Card

Let's trace through what happens when you play a card:

Player says: "I want to play Goblin Scout (card #1) from my hand"

STEP 1: VALIDATION
└─ Is it your turn? YES
└─ Is the game in Main Phase? YES
└─ Do you own card #1? YES
└─ Is card #1 in your hand? YES
└─ Do you have 1 generic + 1 red mana? YES
└─ Decision: LEGAL ✓

STEP 2: EFFECT APPLICATION
└─ Remove card #1 from your hand
└─ Add card #1 to your field
└─ Subtract mana from your pool (1 generic, 1 red)
└─ Emit: Event::CardRemoved { card: 1, zone: Hand }
└─ Emit: Event::CardAdded { card: 1, zone: Field }

STEP 3: TRIGGER EVALUATION
└─ Event: CardMoved { from: Hand, to: Field }
└─ Check all cards: "Do any have an 'enters the field' trigger?"
└─ Goblin Scout has etb trigger: "deal 1 damage to opponent"
└─ Create Command::DealDamage { target: Opponent, amount: 1 }
└─ Add to stack

STEP 4: STACK RESOLUTION
└─ Stack has 1 item: DealDamage
└─ Resolve it: Subtract 1 from opponent's life (20 → 19)
└─ Emit: Event::LifeChanged { player: Opponent, old: 20, new: 19 }
└─ Remove from stack

STEP 5: RETURN EVENTS
└─ Return to player:
   [
     CardRemoved { card: 1, zone: Hand },
     CardAdded { card: 1, zone: Field },
     AbilityTriggered { card: 1, ability: etb_damage },
     LifeChanged { player: Opponent, old: 20, new: 19 },
     StackResolved { effect: DealDamage, amount: 1 },
   ]

UI reads events:
└─ CardRemoved/CardAdded → Animate card moving from hand to field
└─ AbilityTriggered → Show "Goblin Scout's ability triggered!"
└─ LifeChanged → Update opponent's life counter to 19
└─ StackResolved → Log "1 damage dealt to opponent"

That's one complete action. The loop repeats for each player action.


Testing

Cardinal has comprehensive tests:

19 Integration Tests covering:

  • Game initialization (decks, hand drawing, first player)
  • Turn progression (phase/step advancement)
  • Action legality (validation rules)
  • Card abilities (triggers, effects)
  • Determinism (same seed → same outcome)

Run tests:

cargo test

Each test is a small game scenario:

#[test]
fn test_card_ability_etb_trigger() {
    // Setup: Create a game with a card that deals damage on ETB
    let engine = create_test_game();
    
    // Action: Play the card
    engine.apply_action(player_0, Action::PlayCard { ... });
    
    // Assertion: Opponent took damage
    assert_eq!(engine.state.players[1].life, 19);
}

File Organization

crates/cardinal/src/
  lib.rs                 # Main library exports
  
  error.rs               # Error types
  ids.rs                 # NewType IDs (PlayerId, CardId, etc.)
  
  state/
    mod.rs               # State module exports
    gamestate.rs         # The GameState struct (complete game snapshot)
    zones.rs             # Zone management (hand, field, graveyard, etc.)
  
  rules/
    mod.rs               # Rules module exports
    schema.rs            # CardDef, CardAbility (data from TOML)
  
  engine/
    mod.rs               # Engine module exports
    core.rs              # GameEngine struct and main apply_action()
    reducer.rs           # Apply effects to state
    legality.rs          # Validate actions
    triggers.rs          # Evaluate triggered abilities
    cards.rs             # CardRegistry (lookup cards by ID)
  
  model/
    mod.rs               # Model module exports
    action.rs            # What players can do
    event.rs             # What happened
    command.rs           # Intermediate effects
    choice.rs            # Player input needed (pending choices)
  
  display.rs             # Terminal UI rendering (colors, formatting)
  
  util/
    rng.rs               # Random number generator (seeded for determinism)

Key Concepts Summary

Concept What Why
GameState The complete game snapshot Single source of truth
Action What a player wants to do Clear input interface
Event What happened Clear output interface
Command Intermediate effect awaiting validation Safety and auditability
Trigger Card ability that fires in response to events Data-driven card logic
Zone Where a card is (hand, field, graveyard, etc.) Organizes game structure
Priority Whose turn to act Ensures fairness
Phase/Step What part of the turn are we in Rigid structure prevents chaos
CardRegistry HashMap of card definitions O(1) card lookups
Determinism Same inputs + seed = same outputs Replays, fairness, debugging

Using Cardinal in Your Project

1. Add to Cargo.toml

[dependencies]
cardinal = { path = "../../crates/cardinal" }

2. Create a rules.toml

Define your game:

[game]
name = "My Cool TCG"

[[phases]]
name = "start"
steps = ["untap", "upkeep", "draw"]

[[phases]]
name = "main"

[[phases]]
name = "combat"

[[phases]]
name = "end"

[[zones]]
name = "hand"
visible_to = "owner"

[[zones]]
name = "field"
visible_to = "all"

[[cards]]
id = 1
name = "Goblin Scout"
type = "creature"
cost = "1R"
# ... more cards

3. Initialize and Run

use cardinal::{GameEngine, Action, PlayerId};

let engine = GameEngine::new_from_file("rules.toml", seed)?;
engine.start_game(deck_0, deck_1)?;

loop {
    let action = get_player_input();
    let result = engine.apply_action(player_id, action)?;
    
    for event in &result.events {
        display_event(event);
    }
}

Next Steps

  • Read ARCHITECTURE.md for a deeper dive into design
  • Check ../cardinal-cli/ for a working example
  • Run tests: cargo test
  • Explore the code: crates/cardinal/src/engine/core.rs is the entry point

Cardinal is designed to be clear and extensible. Questions? The code is well-commented.

Commit count: 36

cargo fmt