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Add complete orb system: - OrbManager class with channel, evoke, passive triggers - 4 orb types: Lightning, Frost, Dark, Plasma - Focus modifier support - Loop power (extra passive triggers) - Electrodynamics (lightning hits all) - Lock-On debuff support Implement all Defect card effects: - Orb channeling: Zap, Ball Lightning, Coolheaded, Darkness, Fusion, Glacier, Chaos, Chill, Rainbow, Meteor Strike, Tempest, etc. - Orb evoking: Dualcast, Multi-Cast, Recursion, Fission - Focus: Defragment, Consume, Biased Cognition, Hyperbeam, Reprogram - Orb counting: Barrage, Compile Driver, Blizzard, Thunder Strike - Powers: Echo Form, Creative AI, Storm, Static Discharge, Loop, Heatsinks, Machine Learning, Buffer, Self Repair, Capacitor - Card manipulation: All For One, Hologram, Seek, Reboot - Special: Claw damage scaling, Streamline cost reduction, etc. Add Defect cards to ALL_CARDS registry. Update CombatState with orb_manager field. Add 77 comprehensive tests for all Defect mechanics. Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
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PR #2 Code Review: Defect Cards + Orb System - Java Parity AuditCritical Issues1. Loop Power - Wrong Orb Targeted
2. Loop Power - Wrong Trigger Timing
3. Electrodynamics - Wrong Lightning Count (MEDIUM)
Verified Correct
Review by Claude Opus 4.5 |
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| @effect_simple("channel_lightning") | ||
| def channel_lightning_effect(ctx: EffectContext) -> None: | ||
| """Channel 1 Lightning orb (Zap, Ball Lightning).""" | ||
| channel_orb(ctx.state, "Lightning") |
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Electrodynamics channels only one Lightning instead of magic_number
Medium Severity
The channel_lightning effect always channels exactly 1 Lightning orb, ignoring ctx.magic_number. Electrodynamics has base_magic=2, upgrade_magic=1 meaning it expects to channel 2 (or 3 when upgraded) Lightning orbs, but only 1 is channeled. Compare with channel_random_orb_effect which correctly uses ctx.magic_number to determine how many orbs to channel.
| zero_cost_ids = { | ||
| "Claw", "Go for the Eyes", "Zap", "Turbo", "Steam", "Reboot", | ||
| "Seek", "Fission", "Rainbow" | ||
| } |
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Hardcoded zero-cost card list missing Beam Cell and FTL
Medium Severity
The all_for_one_effect uses a hardcoded zero_cost_ids set to identify 0-cost cards to return from discard. This list is missing "Beam Cell" and "FTL" which are both 0-cost Defect cards (defined with cost=0 in the card registry). Additionally, the list incorrectly includes "Zap" (cost=1) and "Rainbow" (cost=2), which will cause these cards to be incorrectly treated as 0-cost if they aren't in card_costs.
| """Decrease max orb slots (minimum 0).""" | ||
| self.max_slots = max(0, self.max_slots - amount) | ||
| # If we have more orbs than slots, evoke leftmost | ||
| # (This shouldn't happen in normal gameplay, but handle it) |
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Removing orb slots doesn't evoke excess orbs
Medium Severity
The remove_orb_slot method reduces max_slots but doesn't evoke orbs when the current orb count exceeds the new capacity. The comment acknowledges this ("If we have more orbs than slots, evoke leftmost") but the implementation is missing. This affects the Consume card, which commonly reduces orb slots when orbs are already channeled, leaving the orb array in an inconsistent state with more orbs than slots.
| zero_cost_ids = { | ||
| "Claw", "Go for the Eyes", "Zap", "Turbo", "Steam", "Reboot", | ||
| "Seek", "Fission", "Rainbow", "FTL", "Beam Cell" | ||
| } |
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Scrape incorrectly treats Zap and Rainbow as zero-cost
Low Severity
The scrape_effect hardcoded zero_cost_ids set incorrectly includes "Zap" (cost=1) and "Rainbow" (cost=2). When Scrape draws these cards, they won't be discarded even though they cost more than 0. This gives the player an unintended advantage by keeping non-zero-cost cards in hand. The fallback to card_costs with default 1 won't catch these since they're in the hardcoded list.
Correction: Loop Power Orb TargetingRetracting Critical Issue #1 from my previous review. After deeper investigation of Java source:
Conclusion: In Java's orb list, index 0 = rightmost orb visually. The list is stored in reverse visual order (right-to-left). Loop power using index 0 IS correct - it triggers the rightmost orb as expected. The remaining issues (Loop timing at start of turn, Electrodynamics channel count) are still valid. Correction by Claude Opus 4.5 |


Summary
Test Results
4270 passed, 6 skipped, 56 xfailed, 81 xpassed
Files Changed
🤖 Generated with Claude Code
Note
Medium Risk
Adds a new combat subsystem (
OrbManager) and wires it intoCombatStatecopying and effect registration, which can impact simulations if orb state or effect names are incorrect. Broad new effect coverage increases surface area for gameplay regressions, though changes are isolated to Defect mechanics.Overview
Adds full Defect support: a new
effects/orbs.pyorb system (channel/evoke/passives, Focus, slot management, Lock-On/Electrodynamics/Loop behaviors) plus a largeeffects/defect_cards.pyset of registered Defect card effect handlers.Integrates Defect into the engine by including
DEFECT_CARDSinALL_CARDS, updating a few Defect card effect names to match existing handlers (e.g.,draw_cards,gain_energy_magic), importing the new modules for effect registration ineffects/__init__.py, and extendingCombatStatewith a copyableorb_manager. Adds a comprehensivetest_defect_cards.pysuite and makestests/conftest.pypath setup repo-relative.Written by Cursor Bugbot for commit d926ac9. This will update automatically on new commits. Configure here.