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Author SHA1 Message Date
Cal Corum
548d67ac1f fix: load API bearer token from env var instead of hardcoding (#2)
Closes #2

Removes hardcoded bearer token from db_calls.py and .claude/ops-rework/check_prod_missing_ratings.py.
Both files now call load_dotenv() and read PD_API_TOKEN from the environment.
The .env file (already gitignored) already contains the PD_API_TOKEN key.
Added python-dotenv>=1.0.0 to pyproject.toml dependencies.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-03-21 03:33:36 -05:00
24 changed files with 230 additions and 4538 deletions

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@ -1,14 +1,13 @@
import asyncio
import sys
from pathlib import Path
import os
import aiohttp
import pandas as pd
# Add project root so we can import db_calls
sys.path.insert(0, str(Path(__file__).resolve().parents[2]))
from db_calls import AUTH_TOKEN
from dotenv import load_dotenv
load_dotenv()
AUTH_TOKEN = {"Authorization": f"Bearer {os.environ.get('PD_API_TOKEN', '')}"}
PROD_URL = "https://pd.manticorum.com/api"

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@ -1,2 +0,0 @@
# Paper Dynasty API
PD_API_TOKEN=your-bearer-token-here

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@ -573,7 +573,7 @@ def stealing_line(steal_data: dict):
else:
good_jump = "2-12"
return f"{'*' if sd[2] else ''}{good_jump}/- ({sd[1] if sd[1] else '-'}-{sd[0] if sd[0] else '-'})"
return f'{"*" if sd[2] else ""}{good_jump}/- ({sd[1] if sd[1] else "-"}-{sd[0] if sd[0] else "-"})'
def running(extra_base_pct: str):
@ -583,7 +583,7 @@ def running(extra_base_pct: str):
xb_pct = float(extra_base_pct.strip("%")) / 80
except Exception as e:
logger.error(f"calcs_batter running - {e}")
return 8
xb_pct = 20
return max(min(round(6 + (10 * xb_pct)), 17), 8)
@ -693,11 +693,11 @@ def get_batter_ratings(df_data) -> List[dict]:
logger.debug(
f"all on base: {vl.hbp + vl.walk + vl.total_hits()} / all chances: {vl.total_chances()}"
f"{'*******ERROR ABOVE*******' if vl.hbp + vl.walk + vl.total_hits() != vl.total_chances() else ''}"
f'{"*******ERROR ABOVE*******" if vl.hbp + vl.walk + vl.total_hits() != vl.total_chances() else ""}'
)
logger.debug(
f"all on base: {vr.hbp + vr.walk + vr.total_hits()} / all chances: {vr.total_chances()}"
f"{'*******ERROR ABOVE*******' if vr.hbp + vr.walk + vr.total_hits() != vr.total_chances() else ''}"
f'{"*******ERROR ABOVE*******" if vr.hbp + vr.walk + vr.total_hits() != vr.total_chances() else ""}'
)
vl.calculate_strikeouts(df_data["SO_vL"], df_data["AB_vL"], df_data["H_vL"])

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@ -3,7 +3,7 @@ import urllib.parse
import pandas as pd
import numpy as np
from typing import Any, Dict
from typing import Dict
from creation_helpers import (
get_all_pybaseball_ids,
sanitize_name,
@ -18,11 +18,11 @@ from creation_helpers import (
calculate_rarity_cost_adjustment,
DEFAULT_BATTER_OPS,
)
from db_calls import db_post, db_get, db_put, db_patch, get_fully_evolved_players
from db_calls import db_post, db_get, db_put, db_patch
from . import calcs_batter as cba
from defenders import calcs_defense as cde
from exceptions import logger
from rarity_thresholds import get_batter_thresholds, rarity_is_downgrade
from rarity_thresholds import get_batter_thresholds
async def pd_battingcards_df(cardset_id: int):
@ -158,8 +158,8 @@ async def create_new_players(
{
"p_name": f"{f_name} {l_name}",
"cost": NEW_PLAYER_COST,
"image": f"{card_base_url}/{df_data['player_id']}/battingcard"
f"{urllib.parse.quote('?d=')}{release_dir}",
"image": f'{card_base_url}/{df_data["player_id"]}/battingcard'
f'{urllib.parse.quote("?d=")}{release_dir}',
"mlbclub": CLUB_LIST[df_data["Tm_vL"]],
"franchise": FRANCHISE_LIST[df_data["Tm_vL"]],
"cardset_id": cardset["id"],
@ -302,7 +302,7 @@ async def calculate_batting_ratings(offense_stats: pd.DataFrame, to_post: bool):
async def post_player_updates(
cardset: Dict[str, Any],
cardset: Dict[str, any],
card_base_url: str,
release_dir: str,
player_desc: str,
@ -384,24 +384,6 @@ async def post_player_updates(
)
player_updates = {} # { <player_id> : [ (param pairs) ] }
# T4 rarity guard: identify players where OPS-derived rarity would be a
# downgrade and check whether any of them have a fully-evolved refractor
# state. If so, their current (T4-earned) rarity is the floor and must
# not be overwritten. Falls back to empty set if the API endpoint is
# unavailable, so the guard degrades safely without blocking the pipeline.
downgrade_candidates = player_data[
player_data.apply(
lambda r: rarity_is_downgrade(r["rarity"], r["new_rarity_id"]), axis=1
)
]["player_id"].tolist()
t4_protected_ids = await get_fully_evolved_players(downgrade_candidates)
if t4_protected_ids:
logger.info(
f"batters.creation.post_player_updates - {len(t4_protected_ids)} player(s) "
f"protected from rarity downgrade by T4 refractor floor: {t4_protected_ids}"
)
rarity_group = player_data.query("rarity == new_rarity_id").groupby("rarity")
average_ops = rarity_group["total_OPS"].mean().to_dict()
@ -450,8 +432,8 @@ async def post_player_updates(
[
(
"image",
f"{card_base_url}/{df_data['player_id']}/battingcard"
f"{urllib.parse.quote('?d=')}{release_dir}",
f'{card_base_url}/{df_data["player_id"]}/battingcard'
f'{urllib.parse.quote("?d=")}{release_dir}',
)
]
)
@ -472,27 +454,13 @@ async def post_player_updates(
)
elif df_data["rarity"] != df_data["new_rarity_id"]:
# T4 guard: skip rarity downgrades for fully-evolved cards so that
# a T4-earned rarity bump is not silently reverted by the pipeline.
if (
rarity_is_downgrade(df_data["rarity"], df_data["new_rarity_id"])
and df_data.player_id in t4_protected_ids
):
logger.info(
f"batters.creation.post_player_updates - Skipping rarity downgrade "
f"for player_id={df_data.player_id}: T4 floor rarity={df_data['rarity']}, "
f"OPS rarity={df_data['new_rarity_id']}"
)
else:
# Calculate adjusted cost for rarity change using lookup table
new_cost = calculate_rarity_cost_adjustment(
old_rarity=df_data["rarity"],
new_rarity=df_data["new_rarity_id"],
old_cost=df_data["cost"],
)
params.extend(
[("cost", new_cost), ("rarity_id", df_data["new_rarity_id"])]
)
# Calculate adjusted cost for rarity change using lookup table
new_cost = calculate_rarity_cost_adjustment(
old_rarity=df_data["rarity"],
new_rarity=df_data["new_rarity_id"],
old_cost=df_data["cost"],
)
params.extend([("cost", new_cost), ("rarity_id", df_data["new_rarity_id"])])
if len(params) > 0:
if df_data.player_id not in player_updates.keys():

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@ -10,7 +10,7 @@ import requests
import time
from db_calls import db_get
from db_calls_card_creation import PitcherData
from db_calls_card_creation import *
from bs4 import BeautifulSoup
# Card Creation Constants
@ -533,7 +533,7 @@ def get_pitching_peripherals(season: int):
row_data.append(player_id)
if len(headers) == 0:
col_names.append("key_bbref")
except KeyError:
except Exception:
pass
row_data.append(cell.text)
if len(headers) == 0:
@ -595,21 +595,21 @@ def legal_splits(tot_chances):
def result_string(tba_data, row_num, split_min=None, split_max=None):
bold1 = f"{'<b>' if tba_data['bold'] else ''}"
bold2 = f"{'</b>' if tba_data['bold'] else ''}"
row_string = f"{'<b> </b>' if int(row_num) < 10 else ''}{row_num}"
bold1 = f'{"<b>" if tba_data["bold"] else ""}'
bold2 = f'{"</b>" if tba_data["bold"] else ""}'
row_string = f'{"<b> </b>" if int(row_num) < 10 else ""}{row_num}'
if TESTING:
print(
f"adding {tba_data['string']} to row {row_num} / "
f'adding {tba_data["string"]} to row {row_num} / '
f"split_min: {split_min} / split_max: {split_max}"
)
# No splits; standard result
if not split_min:
return f"{bold1}{row_string}-{tba_data['string']}{bold2}"
return f'{bold1}{row_string}-{tba_data["string"]}{bold2}'
# With splits
split_nums = f"{split_min if split_min != 20 else ''}{'-' if split_min != 20 else ''}{split_max}"
split_nums = f'{split_min if split_min != 20 else ""}{"-" if split_min != 20 else ""}{split_max}'
data_string = (
tba_data["sm-string"] if "sm-string" in tba_data.keys() else tba_data["string"]
)
@ -618,10 +618,10 @@ def result_string(tba_data, row_num, split_min=None, split_max=None):
spaces -= 3
elif "SI**" in data_string:
spaces += 1
elif "DO**" in data_string:
spaces -= 2
elif "DO*" in data_string:
spaces -= 1
elif "DO*" in data_string:
spaces -= 2
elif "so" in data_string:
spaces += 3
elif "gb" in data_string:
@ -638,39 +638,41 @@ def result_string(tba_data, row_num, split_min=None, split_max=None):
row_output = "<b> </b>"
if TESTING:
print(f"row_output: {row_output}")
return f"{bold1}{row_output}{data_string}{' ' * spaces}{split_nums}{bold2}"
return f'{bold1}{row_output}{data_string}{" " * spaces}{split_nums}{bold2}'
def result_data(
tba_data, row_num, tba_data_bottom=None, top_split_max=None, fatigue=False
):
ret_data = {}
top_bold1 = f"{'<b>' if tba_data['bold'] else ''}"
top_bold2 = f"{'</b>' if tba_data['bold'] else ''}"
top_bold1 = f'{"<b>" if tba_data["bold"] else ""}'
top_bold2 = f'{"</b>" if tba_data["bold"] else ""}'
bot_bold1 = None
bot_bold2 = None
if tba_data_bottom:
bot_bold1 = f"{'<b>' if tba_data_bottom['bold'] else ''}"
bot_bold2 = f"{'</b>' if tba_data_bottom['bold'] else ''}"
bot_bold1 = f'{"<b>" if tba_data_bottom["bold"] else ""}'
bot_bold2 = f'{"</b>" if tba_data_bottom["bold"] else ""}'
if tba_data_bottom is None:
ret_data["2d6"] = f"{top_bold1}{int(row_num)}-{top_bold2}"
ret_data["splits"] = f"{top_bold1}{top_bold2}"
ret_data["result"] = (
f"{top_bold1}{tba_data['string']}{'' if fatigue else ''}{top_bold2}"
f"{top_bold1}"
f'{tba_data["string"]}{"" if fatigue else ""}'
f"{top_bold2}"
)
else:
ret_data["2d6"] = f"{top_bold1}{int(row_num)}-{top_bold2}\n"
ret_data["splits"] = (
f"{top_bold1}1{'-' if top_split_max != 1 else ''}"
f"{top_split_max if top_split_max != 1 else ''}{top_bold2}\n"
f"{bot_bold1}{top_split_max + 1}{'-20' if top_split_max != 19 else ''}{bot_bold2}"
f'{top_bold1}1{"-" if top_split_max != 1 else ""}'
f'{top_split_max if top_split_max != 1 else ""}{top_bold2}\n'
f'{bot_bold1}{top_split_max+1}{"-20" if top_split_max != 19 else ""}{bot_bold2}'
)
ret_data["result"] = (
f"{top_bold1}{tba_data['sm-string'] if 'sm-string' in tba_data.keys() else tba_data['string']}"
f'{top_bold1}{tba_data["sm-string"] if "sm-string" in tba_data.keys() else tba_data["string"]}'
f"{top_bold2}\n"
f"{bot_bold1}"
f"{tba_data_bottom['sm-string'] if 'sm-string' in tba_data_bottom.keys() else tba_data_bottom['string']}"
f'{tba_data_bottom["sm-string"] if "sm-string" in tba_data_bottom.keys() else tba_data_bottom["string"]}'
f"{bot_bold2}"
)
@ -686,9 +688,9 @@ def get_of(batter_hand, pitcher_hand, pull_side=True):
if batter_hand == "S":
if pitcher_hand == "L":
return "lf" if pull_side else "rf"
return "rf" if pull_side else "rf"
else:
return "rf" if pull_side else "lf"
return "lf" if pull_side else "lf"
def get_col(col_num):
@ -727,7 +729,7 @@ def get_position_string(all_pos: list, inc_p: bool):
for x in all_pos:
if x.position == "OF":
of_arm = f"{'+' if '-' not in x.arm else ''}{x.arm}"
of_arm = f'{"+" if "-" not in x.arm else ""}{x.arm}'
of_error = x.error
of_innings = x.innings
elif x.position == "CF":
@ -742,7 +744,7 @@ def get_position_string(all_pos: list, inc_p: bool):
elif x.position == "C":
all_def.append(
(
f"c-{x.range}({'+' if int(x.arm) >= 0 else ''}{x.arm}) e{x.error} T-{x.overthrow}(pb-{x.pb})",
f'c-{x.range}({"+" if int(x.arm) >= 0 else ""}{x.arm}) e{x.error} T-{x.overthrow}(pb-{x.pb})',
x.innings,
)
)
@ -1077,7 +1079,7 @@ def mlbteam_and_franchise(mlbam_playerid):
p_data["franchise"] = normalize_franchise(data["currentTeam"]["name"])
else:
logger.error(
f"Could not set team for {mlbam_playerid}; received {data['currentTeam']['name']}"
f'Could not set team for {mlbam_playerid}; received {data["currentTeam"]["name"]}'
)
else:
logger.error(
@ -1220,5 +1222,5 @@ def get_hand(df_data):
else:
return "R"
except Exception:
logger.error(f"Error in get_hand for {df_data['Name']}")
logger.error(f'Error in get_hand for {df_data["Name"]}')
return "R"

View File

@ -6,7 +6,6 @@ baseball archetypes with iterative review and refinement.
"""
import asyncio
import copy
import sys
from typing import Literal
from datetime import datetime
@ -180,12 +179,7 @@ class CustomCardCreator:
else:
calc = PitcherRatingCalculator(archetype)
ratings = calc.calculate_ratings(pitchingcard_id=0) # Temp ID
card_data = {
"ratings": ratings,
"starter_rating": archetype.starter_rating,
"relief_rating": archetype.relief_rating,
"closer_rating": archetype.closer_rating,
}
card_data = {"ratings": ratings}
# Step 4: Review and tweak loop
final_data = await self.review_and_tweak(
@ -353,7 +347,7 @@ class CustomCardCreator:
vs_hand = rating["vs_hand"]
print(f"\nVS {vs_hand}{'HP' if player_type == 'batter' else 'HB'}:")
print(
f" AVG: {rating['avg']:.3f} OBP: {rating['obp']:.3f} SLG: {rating['slg']:.3f} OPS: {rating['obp'] + rating['slg']:.3f}"
f" AVG: {rating['avg']:.3f} OBP: {rating['obp']:.3f} SLG: {rating['slg']:.3f} OPS: {rating['obp']+rating['slg']:.3f}"
)
# Show hit distribution
@ -370,7 +364,7 @@ class CustomCardCreator:
+ rating["bp_single"]
)
print(
f" Hits: {total_hits:.1f} (HR: {rating['homerun']:.1f} 3B: {rating['triple']:.1f} 2B: {rating['double_pull'] + rating['double_two'] + rating['double_three']:.1f} 1B: {total_hits - rating['homerun'] - rating['bp_homerun'] - rating['triple'] - rating['double_pull'] - rating['double_two'] - rating['double_three']:.1f})"
f" Hits: {total_hits:.1f} (HR: {rating['homerun']:.1f} 3B: {rating['triple']:.1f} 2B: {rating['double_pull']+rating['double_two']+rating['double_three']:.1f} 1B: {total_hits - rating['homerun'] - rating['bp_homerun'] - rating['triple'] - rating['double_pull'] - rating['double_two'] - rating['double_three']:.1f})"
)
# Show walk/strikeout
@ -395,7 +389,7 @@ class CustomCardCreator:
)
)
print(
f" Outs: {outs:.1f} (K: {rating['strikeout']:.1f} LD: {rating['lineout']:.1f} FB: {rating['flyout_a'] + rating['flyout_bq'] + rating['flyout_lf_b'] + rating['flyout_rf_b']:.1f} GB: {rating['groundout_a'] + rating['groundout_b'] + rating['groundout_c']:.1f})"
f" Outs: {outs:.1f} (K: {rating['strikeout']:.1f} LD: {rating['lineout']:.1f} FB: {rating['flyout_a']+rating['flyout_bq']+rating['flyout_lf_b']+rating['flyout_rf_b']:.1f} GB: {rating['groundout_a']+rating['groundout_b']+rating['groundout_c']:.1f})"
)
# Calculate and display total OPS
@ -426,68 +420,10 @@ class CustomCardCreator:
print("-" * 70)
print("\nAdjust key percentages (press Enter to keep current value):\n")
def prompt_float(label: str, current: float) -> float:
val = input(f" {label} [{current:.3f}]: ").strip()
if not val:
return current
try:
return float(val)
except ValueError:
print(" Invalid value, keeping current.")
return current
def prompt_int(label: str, current: int) -> int:
val = input(f" {label} [{current}]: ").strip()
if not val:
return current
try:
return int(val)
except ValueError:
print(" Invalid value, keeping current.")
return current
arch = copy.copy(archetype)
print("--- vs RHP/RHB ---")
arch.avg_vs_r = prompt_float("AVG vs R", arch.avg_vs_r)
arch.obp_vs_r = prompt_float("OBP vs R", arch.obp_vs_r)
arch.slg_vs_r = prompt_float("SLG vs R", arch.slg_vs_r)
arch.bb_pct_vs_r = prompt_float("BB% vs R", arch.bb_pct_vs_r)
arch.k_pct_vs_r = prompt_float("K% vs R", arch.k_pct_vs_r)
print("\n--- vs LHP/LHB ---")
arch.avg_vs_l = prompt_float("AVG vs L", arch.avg_vs_l)
arch.obp_vs_l = prompt_float("OBP vs L", arch.obp_vs_l)
arch.slg_vs_l = prompt_float("SLG vs L", arch.slg_vs_l)
arch.bb_pct_vs_l = prompt_float("BB% vs L", arch.bb_pct_vs_l)
arch.k_pct_vs_l = prompt_float("K% vs L", arch.k_pct_vs_l)
print("\n--- Power Profile ---")
arch.hr_per_hit = prompt_float("HR/Hit", arch.hr_per_hit)
arch.triple_per_hit = prompt_float("3B/Hit", arch.triple_per_hit)
arch.double_per_hit = prompt_float("2B/Hit", arch.double_per_hit)
print("\n--- Batted Ball Profile ---")
arch.gb_pct = prompt_float("GB%", arch.gb_pct)
arch.fb_pct = prompt_float("FB%", arch.fb_pct)
arch.ld_pct = prompt_float("LD%", arch.ld_pct)
if player_type == "batter":
print("\n--- Baserunning ---")
arch.speed_rating = prompt_int("Speed (1-10)", arch.speed_rating) # type: ignore[arg-type]
arch.steal_jump = prompt_int("Jump (1-10)", arch.steal_jump) # type: ignore[arg-type]
arch.xbt_pct = prompt_float("XBT%", arch.xbt_pct) # type: ignore[union-attr]
# Recalculate card ratings with the modified archetype
if player_type == "batter":
calc = BatterRatingCalculator(arch) # type: ignore[arg-type]
ratings = calc.calculate_ratings(battingcard_id=0)
baserunning = calc.calculate_baserunning()
return {"ratings": ratings, "baserunning": baserunning}
else:
calc_p = PitcherRatingCalculator(arch) # type: ignore[arg-type]
ratings = calc_p.calculate_ratings(pitchingcard_id=0)
return {"ratings": ratings}
# TODO: Implement percentage tweaking
# For now, return unchanged
print("(Feature coming soon - manual adjustments available in option 3)")
return card_data
async def manual_adjustments(
self, player_type: Literal["batter", "pitcher"], card_data: dict
@ -498,99 +434,10 @@ class CustomCardCreator:
print("-" * 70)
print("\nDirectly edit D20 chances (must sum to 108):\n")
D20_FIELDS = [
"homerun",
"bp_homerun",
"triple",
"double_three",
"double_two",
"double_pull",
"single_two",
"single_one",
"single_center",
"bp_single",
"hbp",
"walk",
"strikeout",
"lineout",
"popout",
"flyout_a",
"flyout_bq",
"flyout_lf_b",
"flyout_rf_b",
"groundout_a",
"groundout_b",
"groundout_c",
]
# Choose which split to edit
print("Which split to edit?")
for i, rating in enumerate(card_data["ratings"]):
vs = rating["vs_hand"]
print(f" {i + 1}. vs {vs}{'HP' if player_type == 'batter' else 'HB'}")
while True:
choice = input("\nSelect split (1-2): ").strip()
try:
idx = int(choice) - 1
if 0 <= idx < len(card_data["ratings"]):
break
else:
print("Invalid choice.")
except ValueError:
print("Invalid input.")
result = copy.deepcopy(card_data)
rating = result["ratings"][idx]
while True:
vs = rating["vs_hand"]
print(
f"\n--- VS {vs}{'HP' if player_type == 'batter' else 'HB'} D20 Chances ---"
)
total = 0.0
for i, field in enumerate(D20_FIELDS, 1):
val = rating[field]
print(f" {i:2d}. {field:<20s}: {val:.2f}")
total += val
print(f"\n Total: {total:.2f} (target: 108.00)")
user_input = input(
"\nEnter field number and new value (e.g. '1 3.5'), or 'done': "
).strip()
if user_input.lower() in ("done", "q", ""):
break
parts = user_input.split()
if len(parts) != 2:
print(" Enter a field number and a value separated by a space.")
continue
try:
field_idx = int(parts[0]) - 1
new_val = float(parts[1])
except ValueError:
print(" Invalid input.")
continue
if not (0 <= field_idx < len(D20_FIELDS)):
print(f" Field number must be between 1 and {len(D20_FIELDS)}.")
continue
if new_val < 0:
print(" Value cannot be negative.")
continue
rating[D20_FIELDS[field_idx]] = new_val
total = sum(rating[f] for f in D20_FIELDS)
if abs(total - 108.0) > 0.01:
print(
f"\nWarning: Total is {total:.2f} (expected 108.00). "
"Ratings saved but card probabilities may be incorrect."
)
return result
# TODO: Implement manual adjustments
# For now, return unchanged
print("(Feature coming soon)")
return card_data
async def create_database_records(
self,
@ -733,9 +580,9 @@ class CustomCardCreator:
"name_first": player_info["name_first"],
"name_last": player_info["name_last"],
"hand": player_info["hand"],
"starter_rating": card_data["starter_rating"],
"relief_rating": card_data["relief_rating"],
"closer_rating": card_data["closer_rating"],
"starter_rating": 5, # TODO: Get from archetype
"relief_rating": 5, # TODO: Get from archetype
"closer_rating": None, # TODO: Get from archetype
}
]
}

View File

@ -1,18 +1,13 @@
import os
import aiohttp
import pybaseball as pb
from dotenv import load_dotenv
from typing import Literal, Optional
from dotenv import load_dotenv
from typing import Literal
from exceptions import logger
load_dotenv()
_token = os.environ.get("PD_API_TOKEN")
if not _token:
raise EnvironmentError("PD_API_TOKEN environment variable is required")
AUTH_TOKEN = {"Authorization": f"Bearer {_token}"}
AUTH_TOKEN = {"Authorization": f"Bearer {os.environ.get('PD_API_TOKEN', '')}"}
DB_URL = "https://pd.manticorum.com/api"
master_debug = True
alt_database = None
@ -61,15 +56,13 @@ async def db_get(
object_id: int = None,
params: list = None,
none_okay: bool = True,
timeout: int = 30,
) -> Optional[dict]:
timeout: int = 3,
):
req_url = get_req_url(endpoint, api_ver=api_ver, object_id=object_id, params=params)
log_string = f"get:\n{endpoint} id: {object_id} params: {params}"
logger.info(log_string) if master_debug else logger.debug(log_string)
async with aiohttp.ClientSession(
headers=AUTH_TOKEN, timeout=aiohttp.ClientTimeout(total=timeout)
) as session:
async with aiohttp.ClientSession(headers=AUTH_TOKEN) as session:
async with session.get(req_url) as r:
logger.info(f"session info: {r}")
if r.status == 200:
@ -86,13 +79,11 @@ async def db_get(
raise ValueError(f"DB: {e}")
async def url_get(url: str, timeout: int = 30) -> dict:
async def url_get(url: str, timeout: int = 3):
log_string = f"get:\n{url}"
logger.info(log_string) if master_debug else logger.debug(log_string)
async with aiohttp.ClientSession(
timeout=aiohttp.ClientTimeout(total=timeout)
) as session:
async with aiohttp.ClientSession() as session:
async with session.get(url) as r:
if r.status == 200:
log_string = "200 received"
@ -105,15 +96,13 @@ async def url_get(url: str, timeout: int = 30) -> dict:
async def db_patch(
endpoint: str, object_id: int, params: list, api_ver: int = 2, timeout: int = 30
) -> dict:
endpoint: str, object_id: int, params: list, api_ver: int = 2, timeout: int = 3
):
req_url = get_req_url(endpoint, api_ver=api_ver, object_id=object_id, params=params)
log_string = f"patch:\n{endpoint} {params}"
logger.info(log_string) if master_debug else logger.debug(log_string)
async with aiohttp.ClientSession(
headers=AUTH_TOKEN, timeout=aiohttp.ClientTimeout(total=timeout)
) as session:
async with aiohttp.ClientSession(headers=AUTH_TOKEN) as session:
async with session.patch(req_url) as r:
if r.status == 200:
js = await r.json()
@ -126,15 +115,13 @@ async def db_patch(
async def db_post(
endpoint: str, api_ver: int = 2, payload: dict = None, timeout: int = 30
) -> dict:
endpoint: str, api_ver: int = 2, payload: dict = None, timeout: int = 3
):
req_url = get_req_url(endpoint, api_ver=api_ver)
log_string = f"post:\n{endpoint} payload: {payload}\ntype: {type(payload)}"
logger.info(log_string) if master_debug else logger.debug(log_string)
async with aiohttp.ClientSession(
headers=AUTH_TOKEN, timeout=aiohttp.ClientTimeout(total=timeout)
) as session:
async with aiohttp.ClientSession(headers=AUTH_TOKEN) as session:
async with session.post(req_url, json=payload) as r:
if r.status == 200:
js = await r.json()
@ -147,15 +134,13 @@ async def db_post(
async def db_put(
endpoint: str, api_ver: int = 2, payload: dict = None, timeout: int = 30
) -> dict:
endpoint: str, api_ver: int = 2, payload: dict = None, timeout: int = 3
):
req_url = get_req_url(endpoint, api_ver=api_ver)
log_string = f"put:\n{endpoint} payload: {payload}\ntype: {type(payload)}"
logger.info(log_string) if master_debug else logger.debug(log_string)
async with aiohttp.ClientSession(
headers=AUTH_TOKEN, timeout=aiohttp.ClientTimeout(total=timeout)
) as session:
async with aiohttp.ClientSession(headers=AUTH_TOKEN) as session:
async with session.put(req_url, json=payload) as r:
if r.status == 200:
js = await r.json()
@ -167,14 +152,12 @@ async def db_put(
raise ValueError(f"DB: {e}")
async def db_delete(endpoint: str, object_id: int, api_ver: int = 2, timeout=3) -> dict:
async def db_delete(endpoint: str, object_id: int, api_ver: int = 2, timeout=3):
req_url = get_req_url(endpoint, api_ver=api_ver, object_id=object_id)
log_string = f"delete:\n{endpoint} {object_id}"
logger.info(log_string) if master_debug else logger.debug(log_string)
async with aiohttp.ClientSession(
headers=AUTH_TOKEN, timeout=aiohttp.ClientTimeout(total=timeout)
) as session:
async with aiohttp.ClientSession(headers=AUTH_TOKEN) as session:
async with session.delete(req_url) as r:
if r.status == 200:
js = await r.json()
@ -186,31 +169,6 @@ async def db_delete(endpoint: str, object_id: int, api_ver: int = 2, timeout=3)
raise ValueError(f"DB: {e}")
async def get_fully_evolved_players(player_ids: list) -> set:
"""Return the subset of player_ids that have any fully-evolved (T4) refractor card state.
Calls GET /api/v2/refractor/fully-evolved with a comma-separated player_ids
query parameter. Returns an empty set if the endpoint is unavailable (404,
error, or missing field) so the caller degrades safely no T4 protection is
applied rather than blocking the pipeline.
NOTE: This endpoint does not yet exist in the database API. It must return
{"player_ids": [<int>, ...]} listing player IDs with fully_evolved=True.
Until it is added, this function always returns an empty set.
"""
if not player_ids:
return set()
ids_param = ",".join(str(pid) for pid in player_ids)
result = await db_get(
"refractor/fully-evolved",
params=[("player_ids", ids_param)],
none_okay=True,
)
if result is None or "player_ids" not in result:
return set()
return set(result["player_ids"])
def get_player_data(
player_id: str,
id_type: Literal["bbref", "fangraphs"],

View File

@ -418,7 +418,7 @@ pd-cards upload s3 --cardset <name> [OPTIONS]
cd /mnt/NV2/Development/paper-dynasty/database
DATABASE_TYPE=postgresql POSTGRES_HOST=10.10.0.42 POSTGRES_DB=paperdynasty_dev \
POSTGRES_USER=sba_admin POSTGRES_PASSWORD=<pw> POSTGRES_PORT=5432 \
API_TOKEN=your-api-token-here \
API_TOKEN=Tp3aO3jhYve5NJF1IqOmJTmk \
uvicorn app.main:app --host 0.0.0.0 --port 8000
# Terminal 2: Upload with local rendering

View File

@ -1,475 +0,0 @@
# Refractor Phase 2 — Design Validation Spec
## Purpose
This document captures the design validation test cases that must be verified before and during
Phase 2 (rating boosts) of the Refractor card progression system. Phase 1 — tracking,
milestone evaluation, and tier state persistence — is implemented. Phase 2 adds the rating boost
application logic (`apply_evolution_boosts`), rarity upgrade at T4, and variant hash creation.
**When to reference this document:**
- Before beginning Phase 2 implementation: review all cases to understand the design constraints
and edge cases the implementation must handle.
- During implementation: use each test case as an acceptance gate before the corresponding
feature is considered complete.
- During code review: each case documents the "risk if failed" so reviewers can assess whether
a proposed implementation correctly handles that scenario.
- After Phase 2 ships: run the cases as a regression checklist before any future change to the
boost logic, rarity assignment, or milestone evaluator.
## Background: Rating Model
Batter cards have 22 outcome columns summing to exactly 108 chances (derived from the D20
probability system: 2d6 x 3 columns x 6 rows). Each Refractor tier (T1 through T4) awards a
1.0-chance budget — a flat shift from out columns to positive-outcome columns. The total
accumulated budget across all four tiers is 4.0 chances, equal to approximately 3.7% of the
108-chance total (4 / 108 ≈ 0.037).
**Rarity naming cross-reference:** The PRD chapters (`prd-evolution/`) use the player-facing
display names. The codebase and this spec use the internal names from `rarity_thresholds.py`.
They map as follows:
| PRD / Display Name | Codebase Name | ID |
|---|---|---|
| Replacement | Common | 5 |
| Reserve | Bronze | 4 |
| Starter | Silver | 3 |
| All-Star | Gold | 2 |
| MVP | Diamond | 1 |
| Hall of Fame | HoF | 99 |
All rarity references in this spec use the codebase names.
Rarity IDs in the codebase (from `rarity_thresholds.py`):
| Rarity Name | ID |
|---|---|
| Common | 5 |
| Bronze | 4 |
| Silver | 3 |
| Gold | 2 |
| Diamond | 1 |
| Hall of Fame | 99 |
The special value `99` for Hall of Fame means a naive `rarity_id + 1` increment is incorrect;
the upgrade logic must use an ordered rarity ladder, not arithmetic.
---
## Test Cases
---
### T4-1: 108-sum preservation under batter and pitcher boosts
**Status:** Shipped — Phase 2 complete
> **Updated 2026-04-08:** Profile-based boost distribution was not implemented. The shipped
> implementation uses `apply_batter_boost()` (fixed column deltas) and `apply_pitcher_boost()`
> (TB-budget priority algorithm) in `database/app/services/refractor_boost.py`. There is no
> `apply_evolution_boosts(card_ratings, boost_tier, player_profile)` function and no
> `pd_cards/evo/boost_profiles.py` module. See `docs/prd-evolution/05-rating-boosts.md`
> section 5.3 for the shipped algorithm details.
**Scenario:**
`apply_batter_boost(ratings_dict)` applies fixed deltas (+0.50 to `homerun`, `double_pull`,
`single_one`, `walk`; -1.50 from `strikeout`, -0.50 from `groundout_a`) per tier. The 22-column
sum must equal exactly 108 after every application.
`apply_pitcher_boost(ratings_dict, tb_budget=1.5)` drains a 1.5 TB-unit budget by converting
hit-allowed chances into strikeouts in priority order. The 18 variable outcome columns must sum
to their pre-boost total (the conversion is chance-for-chance; only column identity changes,
not the total).
The edge case: a batter card where `strikeout = 0` and `groundout_a = 0`. The negative funding
columns are both at zero, so no reduction can occur. The shipped implementation handles this by
scaling the positive deltas to zero (`scale = 0`), leaving all columns unchanged. The 108-sum
is preserved exactly. A warning is logged.
Verify:
- After each of T1, T2, T3, T4 boost applications, `sum(all batter outcome columns) == 108`.
- After each pitcher boost, `sum(pitcher outcome columns) + sum(xcheck columns) == 108`.
- A batter card with `strikeout = 0` and `groundout_a = 0` does not raise an error, does not
produce any column below 0, and leaves the sum at exactly 108.
- No column value falls below 0 under any input.
**Expected Outcome:**
Sum remains 108 after every boost under non-truncation conditions. Under truncation conditions
(funding columns already at or near zero), the positive deltas are scaled proportionally to the
amount actually reduced — the 108-sum is preserved exactly (not approximately). The original
spec's statement that "truncated points are lost, not redistributed" does not reflect the
shipped behavior: positive deltas ARE scaled down to match what was taken, ensuring the sum
invariant holds in all cases. No column value falls below 0.
**Risk If Failed:**
A broken 108-sum produces invalid game probabilities. The D20 engine derives per-outcome
probabilities from `column / 108`. If the sum drifts above or below 108, every outcome
probability on that card is subtly wrong for every future game that uses it. This error silently
corrupts game results without any visible failure.
**Files Involved:**
- `docs/prd-evolution/05-rating-boosts.md` — section 5.3 (shipped algorithm), section 5.1 (cap behavior)
- `database/app/services/refractor_boost.py``apply_batter_boost`, `apply_pitcher_boost` (shipped)
- `database/tests/test_refractor_boost.py` — existing test coverage for these functions
---
### T4-2: D20 probability shift at T4
**Status:** Pending — Phase 2
**Scenario:**
Take a representative Bronze-rarity batter (e.g., a player with total OPS near 0.730,
`homerun` ≈ 1.2, `single_one` ≈ 4.0, `walk` ≈ 3.0 in the base ratings). Apply all four
tier boosts cumulatively, distributing the total 4.0-chance budget across positive-outcome
columns (HR, singles, walk) with equal reductions from out columns. Calculate the resulting
absolute and relative probability change per D20 roll outcome.
Design target: the full T4 evolution shifts approximately 3.7% of all outcomes from outs to
positive results (4.0 / 108 = 0.037). The shift should be perceptible to a player reviewing
their card stats but should not fundamentally alter the card's tier or role. A Bronze batter
does not become a Gold batter through evolution — they become an evolved Bronze batter.
Worked example for validation reference:
- Pre-evolution: `homerun = 1.2` → probability per D20 = 1.2 / 108 ≈ 1.11%
- Post T4 with +0.5 to homerun per tier (4 tiers × 0.5 = +2.0 total): `homerun = 3.2`
→ probability per D20 = 3.2 / 108 ≈ 2.96% — an increase of ~1.85 percentage points
- Across all positive outcomes: total shift = 4.0 / 108 ≈ 3.7%
**Expected Outcome:**
The cumulative 4.0-chance shift produces a ~3.7% total movement from negative to positive
outcomes. No single outcome column increases by more than 2.5 chances across the full T4
journey under any profile. The card remains recognizably Bronze — it does not cross the Gold
OPS threshold (0.900 for 2024/2025 thresholds; confirmed in `rarity_thresholds.py`
`BATTER_THRESHOLDS_2024.gold` and `BATTER_THRESHOLDS_2025.gold`) unless it was already near
the boundary. Note: 0.700 is the Bronze floor (`bronze` field), not the Gold threshold.
**Risk If Failed:**
If the shift is too large, evolution becomes a rarity bypass — players grind low-rarity cards
to simulate an upgrade they cannot earn through pack pulls. If the shift is too small, the
system feels unrewarding and players lose motivation to complete tiers. Either miscalibration
undermines the core design intent.
**Files Involved:**
- `docs/prd-evolution/05-rating-boosts.md` — section 5.2 (boost budgets), section 5.3 (shipped algorithm)
- `rarity_thresholds.py` — OPS boundary values used to assess whether evolution crosses a rarity
threshold as a side effect (it should not for mid-range cards)
- `database/app/services/refractor_boost.py``apply_batter_boost`, `apply_pitcher_boost` (shipped)
---
### T4-3: T4 rarity upgrade — pipeline collision risk
**Status:** Pending — Phase 2
**Scenario:**
The Refractor T4 rarity upgrade (`player.rarity_id` incremented by one ladder step) and the
live-series `post_player_updates()` rarity assignment (OPS-threshold-based, in
`batters/creation.py`) both write to the same `rarity_id` field on the player record. A
collision occurs when both run against the same player:
1. Player completes Refractor T4. Evolution system upgrades rarity: Bronze (4) → Silver (3).
`evolution_card_state.final_rarity_id = 3` is written as an audit record.
2. Live-series update runs two weeks later. `post_player_updates()` recalculates OPS → maps to
Bronze (4) → writes `rarity_id = 4` to the player record.
3. The T4 rarity upgrade is silently overwritten. The player's card reverts to Bronze. The
`evolution_card_state` record still shows `final_rarity_id = 3` but the live card is Bronze.
This is a conflict between two independent systems both writing to the same field without
awareness of each other. The current live-series pipeline has no concept of evolution state.
Proposed resolution strategies (document and evaluate; do not implement during Phase 2 spec):
- **Guard clause in `post_player_updates()`:** Before writing `rarity_id`, check
`evolution_card_state.final_rarity_id` for the player. If an evolution upgrade is on record,
apply `max(ops_rarity, final_rarity_id_ladder_position)` — never downgrade past the T4 result.
- **Separate evolution rarity field:** Add `evolution_rarity_bump` (int, default 0) to the
card model. The game engine resolves effective rarity as `base_rarity + bump`. Live-series
updates only touch `base_rarity`; the bump is immutable once T4 is reached.
- **Deferred rarity upgrade:** T4 does not write `rarity_id` immediately. Instead, it sets a
flag on `evolution_card_state`. `post_player_updates()` checks the flag and applies the bump
after its own rarity calculation, ensuring the evolution upgrade layers on top of the current
OPS-derived rarity rather than competing with it.
**Expected Outcome:**
Phase 2 must implement one of these strategies (or an alternative that provides equivalent
protection). The collision scenario must be explicitly tested: evolve a Bronze card to T4,
run a live-series update that maps the same player to Bronze, confirm the displayed rarity is
Silver or higher — not Bronze.
**Risk If Failed:**
Live-series updates silently revert T4 rarity upgrades. Players invest significant game time
reaching T4, receive the visual rarity upgrade, then lose it after the next live-series run
with no explanation. This is one of the highest-trust violations the system can produce — a
reward that disappears invisibly.
**Files Involved:**
- `batters/creation.py``post_player_updates()` (lines ~304480)
- `pitchers/creation.py` — equivalent `post_player_updates()` for pitchers
- `docs/prd-evolution/05-rating-boosts.md` — section 5.4 (rarity upgrade at T4), note on live
series interaction
- Phase 2: `pd_cards/evo/tier_completion.py` (to be created) — T4 completion handler
- Database: `evolution_card_state` table, `final_rarity_id` column
---
### T4-4: T4 rarity cap for HoF cards
**Status:** Pending — Phase 2
**Scenario:**
A player card currently at Hall of Fame rarity (`rarity_id = 99`) completes Refractor T4. The
design specifies: HoF cards receive the T4 rating boost deltas (1.0 chance shift) but do not
receive a rarity upgrade. The rarity stays at 99.
The implementation must handle this without producing an invalid rarity value. The rarity ID
sequence in `rarity_thresholds.py` is non-contiguous — the IDs are:
```
5 (Common) → 4 (Bronze) → 3 (Silver) → 2 (Gold) → 1 (Diamond) → 99 (Hall of Fame)
```
A naive `rarity_id + 1` would produce `100`, which is not a valid rarity. A lookup-table
approach on the ordered ladder must be used instead. At `99` (HoF), the ladder returns `99`
(no-op). Additionally, Diamond (1) cards that complete T4 should upgrade to HoF (99), not to
`rarity_id = 0` or any other invalid value.
**Expected Outcome:**
- `rarity_id = 99` (HoF): T4 boost applied, rarity unchanged at 99.
- `rarity_id = 1` (Diamond): T4 boost applied, rarity upgrades to 99 (HoF).
- `rarity_id = 2` (Gold): T4 boost applied, rarity upgrades to 1 (Diamond).
- `rarity_id = 3` (Silver): T4 boost applied, rarity upgrades to 2 (Gold).
- `rarity_id = 4` (Bronze): T4 boost applied, rarity upgrades to 3 (Silver).
- `rarity_id = 5` (Common): T4 boost applied, rarity upgrades to 4 (Bronze).
- No card ever receives `rarity_id` outside the set {1, 2, 3, 4, 5, 99}.
**Risk If Failed:**
An invalid rarity ID (e.g., 0, 100, or None) propagates into the game engine and Discord bot
display layer. Cards with invalid rarities may render incorrectly, break sort/filter operations
in pack-opening UX, or cause exceptions in code paths that switch on rarity values.
**Files Involved:**
- `rarity_thresholds.py` — authoritative rarity ID definitions
- `docs/prd-evolution/05-rating-boosts.md` — section 5.4 (HoF cap behavior)
- Phase 2: `pd_cards/evo/tier_completion.py` — rarity ladder lookup, T4 completion handler
- Database: `evolution_card_state.final_rarity_id`
---
### T4-5: RP T1 achievability in realistic timeframe
**Status:** Pending — Phase 2
**Scenario:**
The Relief Pitcher track formula is `IP + K` with a T1 threshold of 3. The design intent is
"almost any active reliever hits this" in approximately 2 appearances (from `04-milestones.md`
section 4.2). The scenario to validate: a reliever who throws 1.2 IP (4 outs) with 1 K in an
appearance scores `1.33 + 1 = 2.33` — below T1. This reliever needs another appearance before
reaching T1.
The validation question is whether this is a blocking problem. If typical active RP usage
(5+ team game appearances) reliably produces T1 within a few sessions of play, the design is
sound. If a reliever can appear 45 times and still not reach T1 due to short, low-strikeout
outings (e.g., a pure groundball closer who throws 1.0 IP / 0 K per outing), the threshold
may be too high for the RP role to feel rewarding.
Reference calibration data from Season 10 (via `evo_milestone_simulator.py`): ~94% of all
relievers reached T1 under the IP+K formula with the threshold of 3. However, this is based on
a full or near-full season of data. The question is whether early-season RP usage (first 35
team games) produces T1 reliably.
Worked example for a pure-groundball closer:
- 5 appearances × (1.0 IP + 0 K) = 5.0 — reaches T1 (threshold 3) after appearance 3
- 5 appearances × (0.2 IP + 0 K) = 1.0 — does not reach T1 after 5 appearances
The second case (mop-up reliever with minimal usage) is expected to not reach T1 quickly, and
the design accepts this. What is NOT acceptable: a dedicated closer or setup man with 2+ IP per
session failing to reach T1 after 5+ appearances.
**Expected Outcome:**
A reliever averaging 1.0+ IP per appearance reaches T1 after 3 appearances. A reliever
averaging 0.5+ IP per appearance reaches T1 after 56 appearances. A reliever with fewer than
3 total appearances in a season is not expected to reach T1 — this is acceptable. The ~94%
Season 10 T1 rate confirms the threshold is calibrated correctly for active relievers.
**Risk If Failed:**
If active relievers (regular bullpen roles) cannot reach T1 within 510 team games, the
Refractor system is effectively dead for RP cards from launch. Players who pick up RP cards
expecting progression will see no reward for multiple play sessions, creating a negative first
impression of the entire system.
**Files Involved:**
- `docs/prd-evolution/04-milestones.md` — section 4.2 (RP track thresholds and design intent),
section 4.3 (Season 10 calibration data)
- `scripts/evo_milestone_simulator.py``formula_rp_ip_k`, `simulate_tiers` — re-run against
current season data to validate T1 achievability in early-season usage windows
- Database: `evolution_track` table — threshold values (admin-tunable, no code change required
if recalibration is needed)
---
### T4-6: SP/RP T4 parity with batters
**Status:** Pending — Phase 2
**Scenario:**
The T4 thresholds are:
| Position | T4 Threshold | Formula |
|---|---|---|
| Batter | 896 | PA + (TB x 2) |
| Starting Pitcher | 240 | IP + K |
| Relief Pitcher | 70 | IP + K |
These were calibrated against Season 10 production data using `evo_milestone_simulator.py`.
The calibration target was approximately 3% of active players reaching T4 over a full season
across all position types. The validation here is that this parity holds: one position type
does not trivially farm Superfractors while another cannot reach T2 without extraordinary
performance.
The specific risk: SP T4 requires 240 IP+K across the full season. Top Season 10 SPs (Harang:
163, deGrom: 143) were on pace for T4 at the time of measurement but had not crossed 240 yet.
If the final-season data shows a spike (e.g., 1015% of SPs reaching T4 vs. 3% of batters),
the SP threshold needs adjustment. Conversely, if no reliever reaches T4 in a full season
where 94% reach T1, the RP T4 threshold of 70 may be achievable only by top closers in
extreme usage scenarios.
Validation requires re-running `evo_milestone_simulator.py --season <current>` with the final
season data for all three position types and comparing T4 reach percentages. Accepted tolerance:
T4 reach rate within 2x across position types (e.g., if batters are at 3%, SP and RP should be
between 1.5% and 6%).
**Expected Outcome:**
All three position types produce T4 rates between 1% and 6% over a full season of active play.
No position type produces T4 rates above 10% (trivially farmable) or below 0.5% (effectively
unachievable). SP and RP T4 rates should be comparable because their thresholds were designed
together with the same 3% target in mind.
**Risk If Failed:**
If SP is easy (T4 in half a season) while RP is hard (T4 only for elite closers), then SP card
owners extract disproportionate value from the system. The Refractor system's balance premise
— "same tier, same reward, regardless of position" — breaks down, undermining player confidence
in the fairness of the progression.
**Files Involved:**
- `docs/prd-evolution/04-milestones.md` — section 4.3 (Season 10 calibration table)
- `scripts/evo_milestone_simulator.py` — primary validation tool; run with `--all-formulas
--pitchers-only` and `--batters-only` flags against final season data
- Database: `evolution_track` table — thresholds are admin-tunable; recalibration does not
require a code deployment
---
### T4-7: Cross-season stat accumulation — design confirmation
**Status:** Pending — Phase 2
**Scenario:**
The milestone evaluator (Phase 1, already implemented) queries `BattingSeasonStats` and
`PitchingSeasonStats` and SUMs the formula metric across all rows for a given
`(player_id, team_id)` pair, regardless of season number. This means a player's Refractor
progress is cumulative across seasons: if a player reaches 400 batter points in Season 10 and
another 400 in Season 11, their total is 800 — within range of T4 (threshold: 896).
This design must be confirmed as intentional before Phase 2 is implemented, because it has
significant downstream implications:
1. **Progress does not reset between seasons.** A player who earns a card across multiple
seasons continues progressing the same Refractor state. Season boundaries are invisible to
the evaluator.
2. **New teams start from zero.** If a player trades away a card and acquires a new copy of the
same player, the new card's `evolution_card_state` row starts at T0. The stat accumulation
query is scoped to `(player_id, team_id)`, so historical stats from the previous owner are
not inherited.
3. **Live-series stat updates do not retroactively change progress.** The evaluator reads
finalized season stat rows. If a player's Season 10 stats are adjusted via a data correction,
the evaluator will pick up the change on the next evaluation run — progress could shift
backward if a data correction removes a game's stats.
4. **The "full season" targets in the design docs (e.g., "T4 requires ~120 games") assume
cumulative multi-season play, not a single season.** At ~7.5 batter points per game, T4 of
896 requires approximately 120 in-game appearances. A player who plays 40 games per season
across three seasons reaches T4 in their third season.
This is the confirmed intended design per `04-milestones.md`: "Cumulative within a season —
progress never resets mid-season." The document does not explicitly state "cumulative across
seasons," but the evaluator implementation (SUM across all rows, no season filter) makes this
behavior implicit. This test case exists to surface that ambiguity and require an explicit
design decision before Phase 2 ships.
**Expected Outcome:**
Before Phase 2 implementation begins, the design intent must be explicitly confirmed in writing
(update `04-milestones.md` section 4.1 with a cross-season statement) or the evaluator query
must be updated to add a season boundary. The options are:
- **Option A (current behavior — accumulate across seasons):** Document explicitly. The
Refractor journey can span multiple seasons. Long-term card holders are rewarded for loyalty.
- **Option B (reset per season):** Add a season filter to the evaluator query. Refractor
progress resets at season start. T4 is achievable within a single full season. Cards earned
mid-season have a natural catch-up disadvantage.
This spec takes no position on which option is correct. It records that the choice exists,
that the current implementation defaults to Option A, and that Phase 2 must not be built on
an unexamined assumption about which option is in effect.
**Risk If Failed:**
If Option A is unintentional and players discover their Refractor progress carries over across
seasons before it is documented as a feature, they will optimize around it in ways the design
did not anticipate (e.g., holding cards across seasons purely to farm Refractor tiers). If
Option B is unintentional and progress resets each season without warning, players who invested
heavily in T3 at season end will be angry when their progress disappears.
**Files Involved:**
- `docs/prd-evolution/04-milestones.md` — section 4.1 (design principles) — **requires update
to state the cross-season policy explicitly**
- Phase 1 (implemented): `pd_cards/evo/evaluator.py` — stat accumulation query; inspect the
WHERE clause for any season filter
- Database: `BattingSeasonStats`, `PitchingSeasonStats` — confirm schema includes `season`
column and whether the evaluator query filters on it
- Database: `evolution_card_state` — confirm there is no season-reset logic in the state
management layer
---
## Summary Status
| ID | Title | Status |
|---|---|---|
| T4-1 | 108-sum preservation under batter and pitcher boosts | Shipped — Phase 2 complete |
| T4-2 | D20 probability shift at T4 | Pending — Phase 2 |
| T4-3 | T4 rarity upgrade — pipeline collision risk | Pending — Phase 2 |
| T4-4 | T4 rarity cap for HoF cards | Pending — Phase 2 |
| T4-5 | RP T1 achievability in realistic timeframe | Pending — Phase 2 |
| T4-6 | SP/RP T4 parity with batters | Pending — Phase 2 |
| T4-7 | Cross-season stat accumulation — design confirmation | Pending — Phase 2 |
All cases are unblocked pending Phase 2 implementation. T4-7 requires a design decision before
any Phase 2 code is written. T4-3 requires a resolution strategy to be selected before the T4
completion handler is implemented.

View File

@ -1,810 +0,0 @@
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>Paper Dynasty — Card Cosmetics Explorer</title>
<style>
@import url('https://fonts.googleapis.com/css2?family=Open+Sans:wght@300;400;700&family=Source+Sans+3:wght@400;700&display=swap');
* { margin: 0; padding: 0; box-sizing: border-box; }
body {
font-family: system-ui, -apple-system, sans-serif;
background: #0e0e12;
color: #ccc;
display: flex;
height: 100vh;
overflow: hidden;
}
/* ── Controls Panel ── */
#controls {
width: 340px;
min-width: 340px;
background: #16161e;
border-right: 1px solid #2a2a3a;
overflow-y: auto;
padding: 16px;
}
#controls h1 {
font-size: 16px;
color: #fff;
margin-bottom: 4px;
letter-spacing: 0.5px;
}
#controls .subtitle {
font-size: 11px;
color: #666;
margin-bottom: 16px;
}
.control-group {
margin-bottom: 18px;
}
.control-group h3 {
font-size: 11px;
text-transform: uppercase;
letter-spacing: 1px;
color: #888;
margin-bottom: 8px;
border-bottom: 1px solid #2a2a3a;
padding-bottom: 4px;
}
.control-group label {
display: flex;
align-items: center;
gap: 8px;
padding: 4px 8px;
border-radius: 4px;
cursor: pointer;
font-size: 13px;
transition: background 0.15s;
}
.control-group label:hover {
background: #1e1e2e;
}
.control-group label.active-option {
background: #1e1e2e;
color: #fff;
}
input[type="radio"] {
accent-color: #6c8aff;
}
input[type="color"] {
width: 28px;
height: 22px;
border: 1px solid #444;
border-radius: 3px;
background: none;
cursor: pointer;
padding: 0;
}
.color-row {
display: flex;
align-items: center;
gap: 8px;
padding: 4px 8px;
font-size: 13px;
}
.presets {
display: flex;
flex-wrap: wrap;
gap: 6px;
margin-bottom: 16px;
}
.preset-btn {
padding: 5px 10px;
font-size: 11px;
background: #1e1e2e;
color: #aaa;
border: 1px solid #333;
border-radius: 4px;
cursor: pointer;
transition: all 0.15s;
}
.preset-btn:hover {
background: #2a2a3e;
color: #fff;
border-color: #555;
}
/* ── Preview Area ── */
#preview-area {
flex: 1;
display: flex;
flex-direction: column;
align-items: center;
justify-content: center;
padding: 24px;
background: #111118;
overflow: hidden;
}
#card-wrapper {
width: 100%;
max-width: 900px;
aspect-ratio: 2 / 1;
position: relative;
}
/* ── The Card ── */
#fullCard {
width: 1200px;
height: 600px;
transform-origin: top left;
position: absolute;
top: 0;
left: 0;
font-family: "Open Sans", sans-serif;
font-weight: 400;
overflow: hidden;
background: #fff;
transition: box-shadow 0.3s, border 0.3s, outline 0.3s;
}
/* Card internals — matching the real template */
.row-wrapper {
width: 100%;
flex-grow: 1;
display: flex;
flex-direction: row;
}
.vline { border-left: 3px solid black; height: 100%; }
.header-text { font-size: 25px; text-align: left; }
.column-num {
display: flex;
height: 100%;
justify-content: center;
align-items: center;
font-weight: 700;
font-size: 20px;
color: #fff;
}
.border-bot { border-bottom: 3px solid black; }
.border-right-thick { border-right: 5px solid black; }
.border-right-thin { border-right: 3px solid black; }
.blue-gradient {
background-image: linear-gradient(to right, rgba(0,156,224,1), rgba(0,156,224,0.5), rgba(0,156,224,1));
}
.red-gradient {
background-image: linear-gradient(to right, rgba(211,49,21,1), rgba(211,49,21,0.5), rgba(211,49,21,1));
}
.result {
font-family: 'Source Sans 3', sans-serif;
font-size: 26px;
line-height: 1.3;
}
.result-row {
display: flex;
width: 200px;
padding: 0 4px;
}
.result-2d6 { width: 35px; text-align: right; font-weight: 700; }
.result-col { flex: 1; padding-left: 4px; }
.result-d20 { width: 65px; text-align: right; }
.center { display: block; margin-left: auto; margin-right: auto; }
#header {
transition: background 0.3s;
}
/* Rarity badge SVG area */
.rarity-badge {
display: flex;
align-items: center;
justify-content: center;
gap: 6px;
height: 100%;
}
.rarity-badge-img {
height: 50px;
padding: 4px 12px;
border-radius: 6px;
font-size: 18px;
font-weight: 700;
display: flex;
align-items: center;
justify-content: center;
letter-spacing: 1px;
text-transform: uppercase;
}
.evo-badge {
font-size: 24px;
display: none;
align-items: center;
justify-content: center;
width: 40px;
height: 40px;
border-radius: 50%;
font-weight: 700;
transition: all 0.3s;
}
/* Gradient bar overrides */
.gold-gradient {
background-image: linear-gradient(to right, rgba(218,165,32,1), rgba(218,165,32,0.5), rgba(218,165,32,1)) !important;
}
.dark-gradient {
background-image: linear-gradient(to right, rgba(40,40,50,1), rgba(40,40,50,0.6), rgba(40,40,50,1)) !important;
color: #ccc;
}
/* Holographic frame animation */
@keyframes holoShift {
0% { border-color: #ff0000; box-shadow: 0 0 12px #ff000066; }
16% { border-color: #ff8800; box-shadow: 0 0 12px #ff880066; }
33% { border-color: #ffff00; box-shadow: 0 0 12px #ffff0066; }
50% { border-color: #00ff44; box-shadow: 0 0 12px #00ff4466; }
66% { border-color: #0088ff; box-shadow: 0 0 12px #0088ff66; }
83% { border-color: #aa00ff; box-shadow: 0 0 12px #aa00ff66; }
100% { border-color: #ff0000; box-shadow: 0 0 12px #ff000066; }
}
@keyframes subtlePulse {
0%, 100% { box-shadow: 0 0 8px 2px var(--glow-color); }
50% { box-shadow: 0 0 16px 6px var(--glow-color); }
}
@keyframes strongPulse {
0%, 100% { box-shadow: 0 0 12px 4px var(--glow-color); }
50% { box-shadow: 0 0 28px 12px var(--glow-color); }
}
/* ── Prompt Output ── */
#prompt-area {
width: 100%;
max-width: 900px;
margin-top: 16px;
}
#prompt-output {
background: #1a1a24;
border: 1px solid #2a2a3a;
border-radius: 6px;
padding: 12px 16px;
font-size: 13px;
font-family: 'SF Mono', 'Fira Code', monospace;
color: #aaa;
line-height: 1.5;
min-height: 48px;
position: relative;
}
#copy-btn {
position: absolute;
top: 8px;
right: 8px;
padding: 4px 10px;
font-size: 11px;
background: #2a2a3e;
color: #888;
border: 1px solid #444;
border-radius: 3px;
cursor: pointer;
}
#copy-btn:hover { background: #3a3a4e; color: #ccc; }
#prompt-area { position: relative; }
</style>
</head>
<body>
<!-- ══════════ CONTROLS ══════════ -->
<div id="controls">
<h1>Card Cosmetics Explorer</h1>
<p class="subtitle">Paper Dynasty — Evolution Visual System</p>
<div class="presets">
<button class="preset-btn" onclick="applyPreset('default')">Default</button>
<button class="preset-btn" onclick="applyPreset('prestige')">Prestige Gold</button>
<button class="preset-btn" onclick="applyPreset('dark')">Dark Mode</button>
<button class="preset-btn" onclick="applyPreset('midnight')">Midnight</button>
<button class="preset-btn" onclick="applyPreset('holo')">Holographic</button>
<button class="preset-btn" onclick="applyPreset('evolved')">Fully Evolved</button>
</div>
<div class="control-group">
<h3>Frame</h3>
<label><input type="radio" name="frame" value="none" checked onchange="update()"> None</label>
<label><input type="radio" name="frame" value="gold" onchange="update()"> Gold Frame</label>
<label><input type="radio" name="frame" value="diamond" onchange="update()"> Diamond Frame</label>
<label><input type="radio" name="frame" value="team" onchange="update()"> Team Color Frame</label>
<label><input type="radio" name="frame" value="holo" onchange="update()"> Holographic Frame</label>
</div>
<div class="control-group">
<h3>Header Background</h3>
<label><input type="radio" name="headerBg" value="default" checked onchange="update()"> Default (white)</label>
<label><input type="radio" name="headerBg" value="dark" onchange="update()"> Dark Mode</label>
<label><input type="radio" name="headerBg" value="gold" onchange="update()"> Metallic Gold</label>
<label><input type="radio" name="headerBg" value="team" onchange="update()"> Team Color</label>
</div>
<div class="control-group">
<h3>Column Backgrounds</h3>
<label><input type="radio" name="colBg" value="default" checked onchange="update()"> Default (blue / salmon)</label>
<label><input type="radio" name="colBg" value="dark" onchange="update()"> Dark Mode</label>
<label><input type="radio" name="colBg" value="midnight" onchange="update()"> Midnight</label>
<label><input type="radio" name="colBg" value="cream" onchange="update()"> Cream</label>
<label><input type="radio" name="colBg" value="team" onchange="update()"> Team Themed</label>
</div>
<div class="control-group">
<h3>Gradient Bars</h3>
<label><input type="radio" name="gradBars" value="default" checked onchange="update()"> Default (blue / red)</label>
<label><input type="radio" name="gradBars" value="gold" onchange="update()"> Gold / Gold</label>
<label><input type="radio" name="gradBars" value="dark" onchange="update()"> Dark</label>
<label><input type="radio" name="gradBars" value="match" onchange="update()"> Match Column Bg</label>
</div>
<div class="control-group">
<h3>Evolution Badge</h3>
<label><input type="radio" name="evoBadge" value="none" checked onchange="update()"> None</label>
<label><input type="radio" name="evoBadge" value="t1" onchange="update()"> T1 — Initiate</label>
<label><input type="radio" name="evoBadge" value="t2" onchange="update()"> T2 — Rising</label>
<label><input type="radio" name="evoBadge" value="t3" onchange="update()"> T3 — Ascendant</label>
<label><input type="radio" name="evoBadge" value="t4" onchange="update()"> T4 — Evolved</label>
</div>
<div class="control-group">
<h3>Rarity Glow</h3>
<label><input type="radio" name="rarityGlow" value="none" checked onchange="update()"> None</label>
<label><input type="radio" name="rarityGlow" value="subtle" onchange="update()"> Subtle Pulse</label>
<label><input type="radio" name="rarityGlow" value="strong" onchange="update()"> Strong Pulse</label>
</div>
<div class="control-group">
<h3>Team Color</h3>
<div class="color-row">
<input type="color" id="teamColor" value="#003831" onchange="update()">
<span style="font-size: 13px;">Team primary color</span>
</div>
<div style="display: flex; gap: 4px; padding: 4px 8px; flex-wrap: wrap; margin-top: 4px;">
<button class="preset-btn" style="font-size:10px;padding:3px 6px" onclick="setTeamColor('#003831')">OAK</button>
<button class="preset-btn" style="font-size:10px;padding:3px 6px" onclick="setTeamColor('#C41E3A')">STL</button>
<button class="preset-btn" style="font-size:10px;padding:3px 6px" onclick="setTeamColor('#003278')">LAD</button>
<button class="preset-btn" style="font-size:10px;padding:3px 6px" onclick="setTeamColor('#132448')">NYY</button>
<button class="preset-btn" style="font-size:10px;padding:3px 6px" onclick="setTeamColor('#BD3039')">LAA</button>
<button class="preset-btn" style="font-size:10px;padding:3px 6px" onclick="setTeamColor('#002D62')">HOU</button>
<button class="preset-btn" style="font-size:10px;padding:3px 6px" onclick="setTeamColor('#E81828')">CIN</button>
<button class="preset-btn" style="font-size:10px;padding:3px 6px" onclick="setTeamColor('#0E3386')">NYM</button>
</div>
</div>
</div>
<!-- ══════════ PREVIEW ══════════ -->
<div id="preview-area">
<div id="card-wrapper">
<div id="fullCard">
<!-- HEADER -->
<div id="header" class="row-wrapper header-text border-bot" style="height: 65px;">
<div id="headerLeft" style="width: 477px; height: auto;">
<div class="row-wrapper" style="height: 100%;">
<div style="width: 29px; height: auto; font-size: 30px; margin-left: 6px; display:flex; align-items:center;">
<b>R</b>
</div>
<div class="vline"></div>
<div class="header-text" style="padding-left: 5px; width: 442px;">
<div style="height: 50%; font-variant: small-caps; font-size: 27px; padding-top: 4px;"><b>Mike Trout</b></div>
<div style="height: 50%; padding-left: 18px; font-size: 18px;">CF &nbsp; LF &nbsp; RF</div>
</div>
</div>
</div>
<div id="headerMiddle" style="width: 246px; height: auto; display: flex; align-items: center; justify-content: center;">
<div class="rarity-badge">
<div class="rarity-badge-img" id="rarityBadge" style="background: linear-gradient(135deg, #1a5276, #2e86c1); color: #fff;">
ALL-STAR
</div>
<div class="evo-badge" id="evoBadge"></div>
</div>
</div>
<div id="headerRight" style="width: 477px; height: auto; text-align: right; position: relative;">
<div style="position: absolute; left: 228px; width: 320px; top: 8px;">stealing <b>A-12</b></div>
<div style="position: absolute; left: 563px; width: 150px; top: 8px;">running <b>14</b></div>
<div style="position: absolute; left: 443px; top: 35px; width: 120px;">bunting <b>B</b></div>
<div style="position: absolute; left: 583px; top: 35px; width: 130px;">hit &amp; run <b>A</b></div>
<div style="position: absolute; left: 283px; top: 42px; width: 140px; font-size: 14px;">2025 Live</div>
</div>
</div>
<!-- RESULT HEADERS -->
<div id="allResults" class="result">
<div id="resultHeader" class="row-wrapper border-bot" style="height: 30px;">
<div class="row-wrapper border-right-thick" style="width: 600px;">
<div id="gradL1" class="column-num border-right-thin blue-gradient" style="width: 200px;"><b>1</b></div>
<div id="gradL2" class="column-num border-right-thin blue-gradient" style="width: 200px;"><b>2</b></div>
<div id="gradL3" class="column-num blue-gradient" style="width: 200px;"><b>3</b></div>
</div>
<div class="row-wrapper" style="width: 600px;">
<div id="gradR1" class="column-num border-right-thin red-gradient" style="width: 200px;"><b>1</b></div>
<div id="gradR2" class="column-num border-right-thin red-gradient" style="width: 200px;"><b>2</b></div>
<div id="gradR3" class="column-num red-gradient" style="width: 200px;"><b>3</b></div>
</div>
</div>
<!-- RESULT BODY -->
<div id="resultWrapper" class="row-wrapper" style="height: 505px;">
<div id="vlSide" class="row-wrapper border-right-thick" style="width: 600px; background-color: #ACE6FF;">
<div class="border-right-thin" style="width: 200px;" id="vlCol1"></div>
<div class="border-right-thin" style="width: 200px;" id="vlCol2"></div>
<div style="width: 200px;" id="vlCol3"></div>
</div>
<div id="vrSide" class="row-wrapper" style="width: 600px; background-color: #EAA49C;">
<div class="border-right-thin" style="width: 200px;" id="vrCol1"></div>
<div class="border-right-thin" style="width: 200px;" id="vrCol2"></div>
<div style="width: 200px;" id="vrCol3"></div>
</div>
</div>
</div>
</div>
</div>
<div id="prompt-area">
<div id="prompt-output">
<span id="prompt-text">Default card — no cosmetics applied.</span>
<button id="copy-btn" onclick="copyPrompt()">Copy</button>
</div>
</div>
</div>
<script>
// ── Fake card data ──
const vlData = [
// col1, col2, col3
[
{d:'2',res:'HR',r:'1-2'},{d:'3',res:'3B',r:'3'},{d:'4',res:'DO**',r:'4-5'},
{d:'5',res:'DO*',r:'6'},{d:'6',res:'DO',r:'7-8'},{d:'7',res:'SI**',r:'9'},
{d:'8',res:'SI*',r:'10-11'},{d:'9',res:'SI',r:'12'},{d:'10',res:'W',r:'13-14'},
{d:'11',res:'HBP',r:'15'},{d:'12',res:'K',r:'16-20'},
],
[
{d:'2',res:'HR',r:'1'},{d:'3',res:'DO**',r:'2-3'},{d:'4',res:'DO*',r:'4-5'},
{d:'5',res:'DO',r:'6-7'},{d:'6',res:'SI**',r:'8-9'},{d:'7',res:'SI*',r:'10'},
{d:'8',res:'SI',r:'11-12'},{d:'9',res:'W',r:'13-14'},{d:'10',res:'W',r:'15'},
{d:'11',res:'K',r:'16-18'},{d:'12',res:'K',r:'19-20'},
],
[
{d:'2',res:'HR',r:'1'},{d:'3',res:'3B',r:'2'},{d:'4',res:'DO*',r:'3-4'},
{d:'5',res:'SI**',r:'5-7'},{d:'6',res:'SI*',r:'8-9'},{d:'7',res:'SI',r:'10-11'},
{d:'8',res:'W',r:'12-13'},{d:'9',res:'K',r:'14-15'},{d:'10',res:'LO',r:'16'},
{d:'11',res:'FO(a)',r:'17-18'},{d:'12',res:'GO(b)',r:'19-20'},
]
];
const vrData = [
[
{d:'2',res:'HR',r:'1'},{d:'3',res:'DO**',r:'2-3'},{d:'4',res:'DO*',r:'4'},
{d:'5',res:'DO',r:'5-6'},{d:'6',res:'SI*',r:'7-8'},{d:'7',res:'SI',r:'9-10'},
{d:'8',res:'W',r:'11-12'},{d:'9',res:'K',r:'13-15'},{d:'10',res:'K',r:'16-17'},
{d:'11',res:'FO(b)',r:'18-19'},{d:'12',res:'GO(a)',r:'20'},
],
[
{d:'2',res:'HR',r:'1'},{d:'3',res:'3B',r:'2'},{d:'4',res:'DO**',r:'3-4'},
{d:'5',res:'DO',r:'5-6'},{d:'6',res:'SI**',r:'7'},{d:'7',res:'SI*',r:'8-9'},
{d:'8',res:'SI',r:'10-11'},{d:'9',res:'W',r:'12-13'},{d:'10',res:'K',r:'14-16'},
{d:'11',res:'PO',r:'17-18'},{d:'12',res:'GO(c)',r:'19-20'},
],
[
{d:'2',res:'HR',r:'1-2'},{d:'3',res:'DO*',r:'3-4'},{d:'4',res:'DO',r:'5-6'},
{d:'5',res:'SI**',r:'7'},{d:'6',res:'SI*',r:'8-9'},{d:'7',res:'SI',r:'10-11'},
{d:'8',res:'W',r:'12'},{d:'9',res:'HBP',r:'13'},{d:'10',res:'K',r:'14-16'},
{d:'11',res:'FO(a)',r:'17-18'},{d:'12',res:'GO(b)',r:'19-20'},
]
];
function renderColumn(el, data, textColor) {
el.innerHTML = data.map(r =>
`<div style="display:flex;width:200px;padding:0 4px;color:${textColor}">
<div style="width:35px;text-align:right;font-weight:700">${r.d}</div>
<div style="flex:1;padding-left:6px">${r.res}</div>
<div style="width:65px;text-align:right">${r.r}</div>
</div>`
).join('');
}
function initColumns() {
renderColumn(document.getElementById('vlCol1'), vlData[0], '#000');
renderColumn(document.getElementById('vlCol2'), vlData[1], '#000');
renderColumn(document.getElementById('vlCol3'), vlData[2], '#000');
renderColumn(document.getElementById('vrCol1'), vrData[0], '#000');
renderColumn(document.getElementById('vrCol2'), vrData[1], '#000');
renderColumn(document.getElementById('vrCol3'), vrData[2], '#000');
}
// ── State ──
const DEFAULTS = {
frame: 'none', headerBg: 'default', colBg: 'default',
gradBars: 'default', evoBadge: 'none', rarityGlow: 'none',
teamColor: '#003831'
};
function getState() {
return {
frame: document.querySelector('input[name="frame"]:checked').value,
headerBg: document.querySelector('input[name="headerBg"]:checked').value,
colBg: document.querySelector('input[name="colBg"]:checked').value,
gradBars: document.querySelector('input[name="gradBars"]:checked').value,
evoBadge: document.querySelector('input[name="evoBadge"]:checked').value,
rarityGlow: document.querySelector('input[name="rarityGlow"]:checked').value,
teamColor: document.getElementById('teamColor').value,
};
}
function setTeamColor(c) {
document.getElementById('teamColor').value = c;
update();
}
// ── Rarity color for glow ──
const RARITY_COLOR = '#2e86c1'; // All-Star blue
// ── Update ──
function update() {
const s = getState();
const card = document.getElementById('fullCard');
const header = document.getElementById('header');
const vlSide = document.getElementById('vlSide');
const vrSide = document.getElementById('vrSide');
const badge = document.getElementById('evoBadge');
const gradLs = [document.getElementById('gradL1'), document.getElementById('gradL2'), document.getElementById('gradL3')];
const gradRs = [document.getElementById('gradR1'), document.getElementById('gradR2'), document.getElementById('gradR3')];
// Reset
card.style.border = 'none';
card.style.outline = 'none';
card.style.boxShadow = 'none';
card.style.animation = 'none';
card.style.setProperty('--glow-color', 'transparent');
// ── Frame ──
if (s.frame === 'gold') {
card.style.border = '6px solid #d4a017';
card.style.boxShadow = '0 0 18px 4px rgba(212,160,23,0.4)';
} else if (s.frame === 'diamond') {
card.style.border = '4px solid transparent';
card.style.backgroundClip = 'padding-box';
card.style.outline = '4px solid';
card.style.outlineColor = '#b8d4e3';
card.style.boxShadow = '0 0 12px 3px rgba(184,212,227,0.5), inset 0 0 8px rgba(184,212,227,0.2)';
} else if (s.frame === 'team') {
card.style.border = `6px solid ${s.teamColor}`;
card.style.boxShadow = `0 0 14px 3px ${s.teamColor}66`;
} else if (s.frame === 'holo') {
card.style.border = '5px solid #ff0000';
card.style.animation = 'holoShift 3s linear infinite';
}
// ── Rarity Glow (layered on top of frame) ──
if (s.rarityGlow !== 'none') {
card.style.setProperty('--glow-color', RARITY_COLOR + '88');
if (s.frame === 'none') {
// Glow is the only border effect
if (s.rarityGlow === 'subtle') {
card.style.animation = 'subtlePulse 2.5s ease-in-out infinite';
} else {
card.style.animation = 'strongPulse 2s ease-in-out infinite';
}
} else if (s.frame !== 'holo') {
// Combine glow with existing frame shadow
const existingShadow = card.style.boxShadow || '';
const glowShadow = s.rarityGlow === 'subtle'
? `0 0 16px 6px ${RARITY_COLOR}44`
: `0 0 28px 12px ${RARITY_COLOR}66`;
card.style.boxShadow = existingShadow ? `${existingShadow}, ${glowShadow}` : glowShadow;
}
}
// ── Header Bg ──
const headerTextEls = header.querySelectorAll('b, div');
let headerTextColor = '#000';
if (s.headerBg === 'default') {
header.style.background = '#fff';
} else if (s.headerBg === 'dark') {
header.style.background = '#1a1a2e';
headerTextColor = '#e0e0e0';
} else if (s.headerBg === 'gold') {
header.style.background = 'linear-gradient(135deg, #d4a017, #f0d060, #d4a017)';
headerTextColor = '#1a1000';
} else if (s.headerBg === 'team') {
header.style.background = s.teamColor;
headerTextColor = isLightColor(s.teamColor) ? '#111' : '#f0f0f0';
}
header.style.color = headerTextColor;
document.getElementById('headerRight').style.color = headerTextColor;
// ── Column Backgrounds ──
let vlBg, vrBg, colTextColor = '#000';
if (s.colBg === 'default') { vlBg = '#ACE6FF'; vrBg = '#EAA49C'; }
else if (s.colBg === 'dark') { vlBg = '#1a1a2e'; vrBg = '#2d1b1b'; colTextColor = '#d0d0d0'; }
else if (s.colBg === 'midnight') { vlBg = '#0d1b2a'; vrBg = '#1b0d0d'; colTextColor = '#c8c8c8'; }
else if (s.colBg === 'cream') { vlBg = '#FFF8DC'; vrBg = '#FFE4C4'; }
else if (s.colBg === 'team') {
vlBg = s.teamColor + '30';
vrBg = s.teamColor + '50';
colTextColor = '#111';
}
vlSide.style.backgroundColor = vlBg;
vrSide.style.backgroundColor = vrBg;
// Re-render columns with correct text color
renderColumn(document.getElementById('vlCol1'), vlData[0], colTextColor);
renderColumn(document.getElementById('vlCol2'), vlData[1], colTextColor);
renderColumn(document.getElementById('vlCol3'), vlData[2], colTextColor);
renderColumn(document.getElementById('vrCol1'), vrData[0], colTextColor);
renderColumn(document.getElementById('vrCol2'), vrData[1], colTextColor);
renderColumn(document.getElementById('vrCol3'), vrData[2], colTextColor);
// ── Gradient Bars ──
const gradClasses = { default: ['blue-gradient','red-gradient'], gold: ['gold-gradient','gold-gradient'], dark: ['dark-gradient','dark-gradient'] };
let lClass, rClass;
if (s.gradBars === 'match') {
// Generate inline gradient from column bg
gradLs.forEach(el => {
el.className = 'column-num border-right-thin';
el.style.backgroundImage = `linear-gradient(to right, ${vlBg}, ${adjustAlpha(vlBg, 0.5)}, ${vlBg})`;
el.style.color = colTextColor;
});
gradRs.forEach(el => {
el.className = 'column-num border-right-thin';
el.style.backgroundImage = `linear-gradient(to right, ${vrBg}, ${adjustAlpha(vrBg, 0.5)}, ${vrBg})`;
el.style.color = colTextColor;
});
// Fix last in each group (no right border)
gradLs[2].className = 'column-num';
gradRs[2].className = 'column-num';
} else {
[lClass, rClass] = gradClasses[s.gradBars] || gradClasses.default;
gradLs.forEach((el, i) => {
el.className = `column-num ${lClass}` + (i < 2 ? ' border-right-thin' : '');
el.style.backgroundImage = '';
el.style.color = s.gradBars === 'dark' ? '#ccc' : '#fff';
});
gradRs.forEach((el, i) => {
el.className = `column-num ${rClass}` + (i < 2 ? ' border-right-thin' : '');
el.style.backgroundImage = '';
el.style.color = s.gradBars === 'dark' ? '#ccc' : '#fff';
});
}
// ── Evolution Badge ──
const evoBadges = {
none: { display: 'none' },
t1: { display: 'flex', text: '🌱', bg: '#1a6b1a', color: '#90ee90', shadow: 'none' },
t2: { display: 'flex', text: '⭐', bg: '#2070b0', color: '#50a0e8', shadow: 'none' },
t3: { display: 'flex', text: '💎', bg: '#a82020', color: '#e85050', shadow: '0 0 10px #e8505066' },
t4: { display: 'flex', text: '👑', bg: '#6b2d8e', color: '#a060d0', shadow: '0 0 14px #a060d088' },
};
const eb = evoBadges[s.evoBadge];
badge.style.display = eb.display;
if (eb.display !== 'none') {
badge.textContent = eb.text;
badge.style.background = eb.bg;
badge.style.color = eb.color;
badge.style.boxShadow = eb.shadow;
}
// ── Scale card ──
scaleCard();
// ── Prompt ──
updatePrompt(s);
}
function adjustAlpha(color, alpha) {
// For hex colors with alpha suffix, just return with adjusted alpha
if (color.startsWith('#') && color.length <= 7) {
const r = parseInt(color.slice(1,3), 16);
const g = parseInt(color.slice(3,5), 16);
const b = parseInt(color.slice(5,7), 16);
return `rgba(${r},${g},${b},${alpha})`;
}
return color;
}
function isLightColor(hex) {
const r = parseInt(hex.slice(1,3), 16);
const g = parseInt(hex.slice(3,5), 16);
const b = parseInt(hex.slice(5,7), 16);
return (r * 299 + g * 587 + b * 114) / 1000 > 128;
}
function scaleCard() {
const wrapper = document.getElementById('card-wrapper');
const card = document.getElementById('fullCard');
const ww = wrapper.clientWidth;
const scale = ww / 1200;
card.style.transform = `scale(${scale})`;
wrapper.style.height = `${600 * scale}px`;
}
// ── Presets ──
function applyPreset(name) {
const presets = {
default: { frame:'none', headerBg:'default', colBg:'default', gradBars:'default', evoBadge:'none', rarityGlow:'none' },
prestige: { frame:'gold', headerBg:'gold', colBg:'cream', gradBars:'gold', evoBadge:'t4', rarityGlow:'subtle' },
dark: { frame:'none', headerBg:'dark', colBg:'dark', gradBars:'dark', evoBadge:'none', rarityGlow:'none' },
midnight: { frame:'diamond', headerBg:'dark', colBg:'midnight', gradBars:'dark', evoBadge:'t3', rarityGlow:'subtle' },
holo: { frame:'holo', headerBg:'default', colBg:'default', gradBars:'default', evoBadge:'t2', rarityGlow:'strong' },
evolved: { frame:'gold', headerBg:'dark', colBg:'midnight', gradBars:'gold', evoBadge:'t4', rarityGlow:'strong' },
};
const p = presets[name];
if (!p) return;
Object.entries(p).forEach(([k, v]) => {
const radio = document.querySelector(`input[name="${k}"][value="${v}"]`);
if (radio) radio.checked = true;
});
update();
}
// ── Prompt ──
function updatePrompt(s) {
const parts = [];
const labels = {
frame: { gold: 'Gold Frame (6px gold border + glow)', diamond: 'Diamond Frame (shimmer border)', team: 'Team Color Frame', holo: 'Holographic Frame (animated rainbow)' },
headerBg: { dark: 'Dark Mode header (#1a1a2e)', gold: 'Metallic Gold header gradient', team: 'Team-colored header' },
colBg: { dark: 'Dark Mode columns (#1a1a2e / #2d1b1b, light text)', midnight: 'Midnight columns (#0d1b2a / #1b0d0d, light text)', cream: 'Cream columns (#FFF8DC / #FFE4C4)', team: 'Team-themed columns (team color at 20%/30% opacity)' },
gradBars: { gold: 'Gold gradient bars', dark: 'Dark charcoal gradient bars', match: 'Gradient bars matching column backgrounds' },
evoBadge: { t1: 'T1 Initiate badge (🌱 green)', t2: 'T2 Rising badge (⭐ blue)', t3: 'T3 Ascendant badge (💎 red, glow)', t4: 'T4 Evolved badge (👑 purple, strong glow)' },
rarityGlow: { subtle: 'Subtle rarity pulse glow', strong: 'Strong rarity pulse glow' },
};
for (const [key, map] of Object.entries(labels)) {
if (s[key] !== 'none' && s[key] !== 'default' && map[s[key]]) {
parts.push(map[s[key]]);
}
}
if ((s.frame === 'team' || s.headerBg === 'team' || s.colBg === 'team') && s.teamColor !== DEFAULTS.teamColor) {
parts.push(`Team color: ${s.teamColor}`);
}
const text = parts.length > 0
? `Apply these cosmetics to the card template: ${parts.join('; ')}.`
: 'Default card — no cosmetics applied.';
document.getElementById('prompt-text').textContent = text;
}
function copyPrompt() {
const text = document.getElementById('prompt-text').textContent;
navigator.clipboard.writeText(text).then(() => {
const btn = document.getElementById('copy-btn');
btn.textContent = 'Copied!';
setTimeout(() => btn.textContent = 'Copy', 1500);
});
}
// ── Init ──
window.addEventListener('resize', scaleCard);
initColumns();
update();
</script>
</body>
</html>

View File

@ -1,269 +0,0 @@
# 5. Rating Boost Mechanics
[< Back to Index](README.md) | [Next: Database Schema >](06-database.md)
---
## 5.1 Rating Model Overview
The card rating system is built on the `battingcardratings` and `pitchingcardratings` models.
Each model defines outcome columns whose values represent chances out of a **108-chance total**
(derived from the D20 probability system: 2d6 × 3 columns × 6 rows = 108 total chances).
**Batter ratings** have **22 outcome columns** summing to 108:
| Category | Columns |
|---|---|
| Hits | `homerun`, `bp_homerun`, `triple`, `double_three`, `double_two`, `double_pull`, `single_two`, `single_one`, `single_center`, `bp_single` |
| On-base | `hbp`, `walk` |
| Outs | `strikeout`, `lineout`, `popout`, `flyout_a`, `flyout_bq`, `flyout_lf_b`, `flyout_rf_b`, `groundout_a`, `groundout_b`, `groundout_c` |
**Pitcher ratings** have **18 outcome columns + 9 x-check fields** summing to 108:
| Category | Columns |
|---|---|
| Hits allowed | `homerun`, `bp_homerun`, `triple`, `double_three`, `double_two`, `double_cf`, `single_two`, `single_one`, `single_center`, `bp_single` |
| On-base | `hbp`, `walk` |
| Outs | `strikeout`, `flyout_lf_b`, `flyout_cf_b`, `flyout_rf_b`, `groundout_a`, `groundout_b` |
| X-checks | `xcheck_p` (1), `xcheck_c` (3), `xcheck_1b` (2), `xcheck_2b` (6), `xcheck_3b` (3), `xcheck_ss` (7), `xcheck_lf` (2), `xcheck_cf` (3), `xcheck_rf` (2) — always sum to 29 |
**Key differences:** Batters have `double_pull`, pitchers have `double_cf`. Batters have
`lineout`, `popout`, `flyout_a`, `flyout_bq`, `groundout_c` — pitchers do not. Pitchers have
`flyout_cf_b` and x-check fields — batters do not.
Evolution boosts apply **flat deltas to individual result columns** within these models. The
108-sum constraint must be maintained: any increase to a positive outcome column requires an
equal decrease to a negative outcome column.
### Rating Cap Enforcement
All boosts are subject to the existing hard caps on individual stat columns. If applying a delta
would push a value past its cap, the delta is **truncated** to the cap value.
**Key caps (from existing card creation system):**
| Stat | Cap | Direction | Example |
|---|---|---|---|
| Hold rating (pitcher) | -5 | Lower is better | A pitcher at -4 hold can only receive -1 more |
| Result columns | 0 floor | Cannot go negative | A 0.1 strikeout column can only lose 0.1 |
**Truncated points are lost, not redistributed.** If a boost would push a stat past its cap, the
delta is truncated and the excess is simply discarded. This is an intentional soft penalty for
cards that are already near their ceiling — they're being penalized because they're already that
good. Lower-rated cards have more headroom and benefit more from the same flat delta.
## 5.2 Boost Budgets Per Tier
Rating boosts are defined as **flat deltas to specific result columns** within the 108-sum model.
The budget per tier is the total number of chances that can be shifted from negative outcomes
(outs) to positive outcomes (hits, on-base).
| Tier | Batter Budget | Pitcher TB Budget | Approx Impact |
|------|--------------|-------------------|---------------|
| T1 | 2.0 chances net (+2.0 pos, -2.0 neg) | 1.5 TB units | Fixed deltas / priority drain |
| T2 | 2.0 chances net | 1.5 TB units | Same — consistent per-tier reward |
| T3 | 2.0 chances net | 1.5 TB units | Same — consistent per-tier reward |
| T4 | 2.0 chances net | 1.5 TB units | Same — plus rarity upgrade |
| **Total** | **8.0 chances net** | **6.0 TB units** | **~7.4% of chances shifted (batter)** |
Every tier provides the same fixed boost. T4 is distinguished not by a larger delta but by the
rarity upgrade, which is the real capstone reward.
**Flat delta design rationale:** All cards receive the same absolute boost regardless of rarity.
A Replacement card (where `homerun` might be 0.3) gains much more relative value from a fixed
+0.50 HR boost than a Hall of Fame card (where `homerun` might be 5.0). This intentionally
incentivizes using lower-rated cards and prevents elite cards from becoming god-tier. Cards
already near column caps receive even less due to truncation.
**Example — T1 batter boost:**
```
homerun: +0.50 (from 2.0 → 2.50)
double_pull: +0.50 (from 3.5 → 4.00)
single_one: +0.50 (from 4.0 → 4.50)
walk: +0.50 (from 3.0 → 3.50)
strikeout: -1.50 (from 15.0 → 13.50)
groundout_a: -0.50 (from 8.0 → 7.50)
Net: +2.0 / -2.0 = 0, sum stays at 108
```
## 5.3 Shipped Boost Distribution
> **Updated 2026-04-08 to reflect shipped implementation.**
> The original spec described profile-based boost distribution (power hitter, contact hitter,
> patient hitter profiles). The implementation uses a simpler, more predictable approach:
> fixed deltas for batters and a TB-budget priority algorithm for pitchers. Profile detection
> was not implemented.
### 5.3.1 Batter Boost — Fixed Column Deltas
Every batter receives identical fixed deltas per tier regardless of their profile. There is no
player-style detection. The implementation is in `apply_batter_boost()` in
`database/app/services/refractor_boost.py`.
**Positive deltas (applied each tier):**
| Column | Delta |
|---|---|
| `homerun` | +0.50 |
| `double_pull` | +0.50 |
| `single_one` | +0.50 |
| `walk` | +0.50 |
**Negative deltas (funding source):**
| Column | Delta |
|---|---|
| `strikeout` | -1.50 |
| `groundout_a` | -0.50 |
**0-floor truncation behavior:** If `strikeout` or `groundout_a` cannot supply their full
requested reduction (because the column is already near zero), the positive deltas are scaled
proportionally so the 108-sum invariant is always preserved. Specifically:
1. Negative deltas are applied first, each capped at the column's current value (0 floor).
2. The total amount actually reduced is computed.
3. Positive deltas are scaled by `actually_reduced / total_requested_addition` so that
additions always equal reductions.
4. A warning is logged when truncation occurs.
This differs from the original spec's statement that "truncated points are lost, not
redistributed." In the shipped implementation, positive deltas are scaled down to match what
was actually taken — the 108-sum is always exactly preserved.
### 5.3.2 Pitcher Boost — TB-Budget Priority Algorithm
Pitchers use a total-bases budget approach instead of fixed column deltas. Each tier awards a
**1.5 TB-unit budget**. The algorithm converts hit-allowed chances into strikeouts, iterating
through outcome types in priority order (most damaging hits first) until the budget is exhausted.
The implementation is in `apply_pitcher_boost()` in `database/app/services/refractor_boost.py`.
**Priority order and TB cost per chance:**
| Priority | Column | TB Cost |
|---|---|---|
| 1 | `double_cf` | 2 |
| 2 | `double_three` | 2 |
| 3 | `double_two` | 2 |
| 4 | `single_center` | 1 |
| 5 | `single_two` | 1 |
| 6 | `single_one` | 1 |
| 7 | `bp_single` | 1 |
| 8 | `walk` | 1 |
| 9 | `homerun` | 4 |
| 10 | `bp_homerun` | 4 |
| 11 | `triple` | 3 |
| 12 | `hbp` | 1 |
**Algorithm per tier:**
1. Start with `remaining = 1.5` TB budget.
2. Iterate priority list in order. Skip columns already at 0.
3. For each column: compute `chances_to_take = min(column_value, remaining / tb_cost)`.
4. Reduce the column by `chances_to_take`; add `chances_to_take` to `strikeout`.
5. Reduce `remaining` by `chances_to_take * tb_cost`.
6. Stop when `remaining <= 0` or the priority list is exhausted.
X-check columns (`xcheck_p` through `xcheck_rf`, always summing to 29) are never touched by
the boost algorithm.
**Budget not fully spent:** If all priority columns are already at zero before the budget is
exhausted (extremely rare), the remaining budget is discarded and a warning is logged.
**No separate SP vs. RP logic:** The same algorithm applies to both starting pitchers and
relief pitchers. Card type (`sp` vs. `rp`) determines how the card is used in the game engine
but does not change the boost formula.
### 5.3.3 Function Signatures (Shipped)
The boost logic lives in the **database repo** (`database/app/services/refractor_boost.py`),
not in card-creation. The functions called per tier-up are:
```python
# Batter
apply_batter_boost(ratings_dict: dict) -> dict
# Pitcher (sp or rp)
apply_pitcher_boost(ratings_dict: dict, tb_budget: float = 1.5) -> dict
```
Both functions accept a dict of outcome column values and return a new dict with updated values
(all other keys passed through unchanged). They are pure functions — no DB access.
The orchestration function that applies the correct boost, creates the variant card row, updates
`RefractorCardState`, and writes the audit record is:
```python
apply_tier_boost(
player_id: int,
team_id: int,
new_tier: int,
card_type: str, # 'batter', 'sp', or 'rp'
...injectable test stubs...
) -> dict # {'variant_created': int, 'boost_deltas': dict}
```
The `card-creation` repo does not contain boost application code. The `pd_cards/evo/` package
referenced in the original spec was not created; the boost logic was implemented directly in the
database API service layer.
## 5.4 Rarity Upgrade at T4
When a card completes T4, the card's rarity is upgraded by one tier (if below HoF):
- The `player.rarity_id` field is incremented by one step (e.g., Sta -> All)
- The card's base rating recalculation is skipped; only the T4 boost deltas are applied on top of the
accumulated evolved ratings
- The card cost field is NOT automatically recalculated (rarity upgrade is a gameplay reward, not
a market event; admin can manually adjust if needed)
- The rarity change is recorded in `evolution_card_state.final_rarity_id` for audit purposes
- **HoF cards cannot upgrade further** — they receive the T4 boost deltas but no rarity change
**Live series interaction:** If a card's rarity changes due to a live series update (e.g.,
Reserve → All-Star after a hot streak), the evolution rarity upgrade stacks on top of the
*current* rarity at the time T4 completes. The evolution system does not track or care about
historical rarity — it simply increments whatever the current rarity is by one step.
## 5.5 Variant System Usage (Hash-Based)
The existing `battingcard.variant` and `pitchingcard.variant` fields (integer, UNIQUE with player)
are currently always 0. The evolution system uses variant to store evolved versions, with the
variant number derived from a **deterministic hash** of all inputs that affect the card:
```python
import hashlib, json
def compute_variant_hash(player_id: int, refractor_tier: int,
cosmetics: list[str] | None) -> int:
"""Compute a stable variant number from refractor + cosmetic state."""
inputs = {
"player_id": player_id,
"refractor_tier": refractor_tier,
"cosmetics": sorted(cosmetics or []),
}
raw = hashlib.sha256(json.dumps(inputs, sort_keys=True).encode()).hexdigest()
result = int(raw[:8], 16) # 32-bit unsigned integer from first 8 hex chars
return result if result != 0 else 1 # variant=0 is reserved for base cards
```
- `variant = 0`: Base card (standard, shared across all teams)
- `variant = <hash>`: Evolution/cosmetic-specific card with boosted ratings and custom image
**Key property: two teams with the same player_id, same evolution tier, and same cosmetics
produce the same variant hash.** This means they share the same ratings rows and the same
rendered S3 image — no duplication. If either team changes any input (buys a cosmetic), the
hash changes, creating a new variant.
Each tier completion or cosmetic change computes the new variant hash, checks if a `battingcard`
row with that variant exists (reuse if so), and creates one if not. The `card` table instance
points to its current variant via `card.variant`.
Evolved rating rows coexist with the base card in the same `battingcardratings`/`pitchingcardratings`
tables, keyed by `(battingcard_id, vs_hand)` where `battingcard_id` points to the variant row.
No new columns needed on the ratings table itself.
**Image storage:** Each variant's rendered card image URL is stored on `battingcard.image_url`
and `pitchingcard.image_url` (new nullable columns). The bot's display logic checks `card.variant`:
if set, look up the variant's `battingcard.image_url`; if null, fall back to `player.image`.
Images are rendered once via the existing Playwright pipeline (with cosmetic CSS applied) and
uploaded to S3 at a predictable path: `cards/cardset-{id}/player-{player_id}/v{variant}/battingcard.png`.
The 5-6 second render cost is paid once per variant creation, not on every display.

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@ -1,247 +0,0 @@
# Refractor Tier Visual Spec — Cherry-Pick Reference
Approved effects from `wip/refractor-card-art` mockup (`docs/refractor-tier-mockup.html`).
This document is the handoff reference for applying these visuals to the production card renderer.
---
## 1. Tier Diamond Indicator
A 4-quadrant diamond icon centered at the intersection of the left/right column headers.
Replaces all per-tier emoji badges.
### Positioning & Structure
- **Position**: `left: 600px; top: 78.5px` (centered between column header top/bottom borders)
- **Size**: `19px × 19px` (tips fit within header row bounds)
- **Rotation**: `transform: translate(-50%, -50%) rotate(45deg)`
- **Layout**: CSS Grid `2×2`, `gap: 2px`
- **Background (gap color)**: `rgba(0,0,0,0.75)` with `border-radius: 2px`
- **Base shadow**: `0 0 0 1.5px rgba(0,0,0,0.7), 0 2px 5px rgba(0,0,0,0.5)`
- **z-index**: 20
### Fill Order (Baseball Base Path)
Quadrants fill progressively following the base path: **1st → 2nd → 3rd → Home**.
| Tier | Quadrants Filled | Visual |
|------|-----------------|--------|
| T0 (Base) | 0 — no diamond shown | — |
| T1 | 1st base (right) | ◇ with right quadrant filled |
| T2 | 1st + 2nd (right + top) | ◇ with two quadrants |
| T3 | 1st + 2nd + 3rd (right + top + left) | ◇ with three quadrants |
| T4 | All 4 (full diamond) | ◆ fully filled |
### Grid-to-Visual Mapping (after 45° rotation)
The CSS grid positions map to visual positions as follows:
| Grid Slot | Visual Position | Base |
|-----------|----------------|------|
| div 1 (top-left) | TOP | 2nd base |
| div 2 (top-right) | RIGHT | 1st base |
| div 3 (bottom-left) | LEFT | 3rd base |
| div 4 (bottom-right) | BOTTOM | Home plate |
**Render order in HTML**: `[2nd, 1st, 3rd, home]` (matches grid slot order above).
### Quadrant Fill Styling
Unfilled quads: `background: rgba(0,0,0,0.3)` (dark placeholder).
Filled quads use a gradient + inset shadow for depth:
```css
/* Standard filled quad */
.diamond-quad.filled {
background: linear-gradient(135deg, {highlight} 0%, {color} 50%, {color-darkened-75%} 100%);
box-shadow:
inset 0 1px 2px rgba(255,255,255,0.45),
inset 0 -1px 2px rgba(0,0,0,0.35),
inset 1px 0 2px rgba(255,255,255,0.15);
}
```
### Approved Effect: Metallic Sheen + Pulse Glow
The approved diamond effect combines metallic inset highlights with an animated glow pulse.
**Metallic gradient** (replaces standard gradient on filled quads):
```css
background: linear-gradient(135deg,
rgba(255,255,255,0.9) 0%,
{highlight} 20%,
{color} 50%,
{color-darkened-60%} 80%,
{highlight} 100%);
```
**Metallic inset shadows** (boosted highlights):
```css
.diamond-quad.metallic.filled {
box-shadow:
inset 0 1px 3px rgba(255,255,255,0.7),
inset 0 -1px 2px rgba(0,0,0,0.5),
inset 1px 0 3px rgba(255,255,255,0.3),
inset -1px 0 2px rgba(0,0,0,0.2);
}
```
**Glow pulse animation** (tight diameter, applied to `.tier-diamond` container):
```css
@keyframes diamond-glow-pulse {
0% { box-shadow:
0 0 0 1.5px rgba(0,0,0,0.7),
0 2px 5px rgba(0,0,0,0.5),
0 0 8px 2px var(--diamond-glow-color);
}
50% { box-shadow:
0 0 0 1.5px rgba(0,0,0,0.5),
0 2px 4px rgba(0,0,0,0.3),
0 0 14px 5px var(--diamond-glow-color),
0 0 24px 8px var(--diamond-glow-color);
}
100% { box-shadow:
0 0 0 1.5px rgba(0,0,0,0.7),
0 2px 5px rgba(0,0,0,0.5),
0 0 8px 2px var(--diamond-glow-color);
}
}
.tier-diamond.diamond-glow {
animation: diamond-glow-pulse 2s ease-in-out infinite;
}
```
Metallic sheen and glow pulse are **independent** effects. In production, apply metallic sheen to filled diamonds across all tiers. Apply glow pulse selectively by tier (T4 always gets it; T1T3 do not in the approved configuration).
---
## 2. Tier Diamond Colors
| Tier | Color (body) | Highlight (bright edge) | Glow Color | Intent |
|------|-------------|------------------------|------------|--------|
| T1 | `#1a6b1a` | `#40b040` | `#1a6b1a` | Green |
| T2 | `#2070b0` | `#50a0e8` | `#2070b0` | Blue |
| T3 | `#a82020` | `#e85050` | `#a82020` | Red |
| T4 | `#6b2d8e` | `#a060d0` | `#6b2d8e` | Purple |
Progression: warm → hot → regal → transcendent.
---
## 3. T3 Gold Shimmer Sweep (Header Animation)
A single narrow gold stripe sweeps left-to-right across the card header.
- **Duration**: 2.5s loop, ease-in-out
- **Gradient**: 105° diagonal, peak opacity 0.38
- **Key colors**: `rgba(255,240,140,0.18)``rgba(255,220,80,0.38)``rgba(255,200,60,0.30)`
- **Scope**: Header only (`.card-header` has `overflow: hidden`)
- **z-index**: 5
```css
@keyframes t3-shimmer {
0% { transform: translateX(-130%); }
100% { transform: translateX(230%); }
}
```
### Playwright APNG Capture
For static card rendering, the shimmer position is driven by `--anim-progress` (0.01.0) instead of CSS animation. Playwright captures 8 frames to produce an APNG.
---
## 4. T4 Superfractor — Layered Animation System
T4 stacks four independent effect layers for a premium look qualitatively different from T3.
### Layer 1: Prismatic Rainbow Header Sweep
- Seamless loop using a 200%-wide element with two mirrored rainbow bands
- `translateX(-50%)` over 6s linear = continuous wrap
- Colors: red → gold → green → blue → violet → pink, all at ~0.28 opacity
- z-index: 1 (behind header text at z-index: 2)
- Header children get `position: relative; z-index: 2` to sit above rainbow
### Layer 2+3: Gold/Teal Dual Glow Pulse
- Applied via `::before` on the card element
- Gold and teal in opposition: when gold brightens, teal dims and vice versa
- 2s ease-in-out loop
- Inset box-shadows (`45px 12px` gold, `80px 5px` teal)
- z-index: 4
```css
@keyframes t4-dual-pulse {
0% { box-shadow: inset 0 0 45px 12px rgba(201,169,78,0.40),
inset 0 0 80px 5px rgba(45,212,191,0.08); }
50% { box-shadow: inset 0 0 45px 12px rgba(201,169,78,0.08),
inset 0 0 80px 5px rgba(45,212,191,0.38); }
100% { /* same as 0% */ }
}
```
### Layer 4: Column Bar Shimmer
- White highlight (`rgba(255,255,255,0.28)`) sweeps across each column header bar
- 1.6s ease-in-out loop, staggered by -0.25s per bar for a ripple effect
- 6 bars total (3 left group, 3 right group)
---
## 5. T4b Variant — Full-Card Rainbow
Same as T4 but the prismatic rainbow covers the entire card height (not just header).
- Applied via `::after` on `.pd-card` instead of `.card-header::after`
- Slightly reduced opacity (0.180.22 vs 0.280.32)
- z-index: 6 (above content)
- Dual glow pulse uses a separate `.dual-pulse-overlay` div at 2.8s (slightly slower)
- Column bar shimmer identical to T4
**Status**: Experimental variant. May or may not ship — kept as an option.
---
## 6. Corner Accents (T4 Only)
L-shaped corner brackets on all four card corners.
- **Color**: `#c9a94e` (gold)
- **Size**: 35px arms, 3px thick
- **Implementation**: Four absolutely-positioned divs with two-sided borders each
- **z-index**: 6
---
## 7. Implementation Notes for Production
### What to port
1. **Diamond indicator CSS** (`.tier-diamond`, `.diamond-quad`, keyframes) → add to card template stylesheet
2. **Diamond HTML generation** → add to Playwright card renderer (4 divs in a grid)
3. **Metallic effect** → always apply metallic class to filled diamonds; apply glow animation (`diamond-glow` class) for T4 only
4. **T3 shimmer** → APNG capture with `--anim-progress` variable (8 frames)
5. **T4 layered effects** → APNG capture with `--anim-progress` driving all 4 layers
6. **Diamond colors** → store in tier config or derive from tier level
7. **Corner accents** → T4 only, simple border divs
### What NOT to port
- The mockup control panel UI (sliders, dropdowns, color pickers)
- The `diamondEffect` dropdown with 5 options (we chose metallic — hardcode it)
- The separate `diamondGlow` toggle (hardcode glow ON for T4, OFF for T1T3)
- Border preset / header type controls (these are already in production tier configs)
- T4b full-card rainbow (unless explicitly promoted later)
### Database/API considerations
The diamond fill count is already derivable from the tier level — no new database fields needed:
- `refractor_tier = 1``diamondFill = 1`, color = green
- `refractor_tier = 2``diamondFill = 2`, color = blue
- `refractor_tier = 3``diamondFill = 3`, color = red
- `refractor_tier = 4``diamondFill = 4`, color = purple
Diamond colors are purely visual (CSS) — they don't need to be stored.

View File

@ -160,15 +160,13 @@ async def get_batting_scouting_dfs(cardset_ids: List[int] = None) -> pd.DataFram
api_data = await asyncio.gather(*tasks)
log_time(
"end",
f"Pulled {api_data[0]['count'] + api_data[1]['count']} batting card ratings and {api_data[2]['count']} positions",
f'Pulled {api_data[0]["count"] + api_data[1]["count"]} batting card ratings and {api_data[2]["count"]} positions',
start_time=start_time,
)
start_time = log_time("start", message="Building base dataframes")
vl_vals = [
x for x in api_data[0]["ratings"] if x["battingcard"].get("variant", 0) == 0
]
vl_vals = api_data[0]["ratings"]
for x in vl_vals:
x.update(x["battingcard"])
x["player_id"] = x["battingcard"]["player"]["player_id"]
@ -179,9 +177,7 @@ async def get_batting_scouting_dfs(cardset_ids: List[int] = None) -> pd.DataFram
del x["battingcard"]
del x["player"]
vr_vals = [
x for x in api_data[1]["ratings"] if x["battingcard"].get("variant", 0) == 0
]
vr_vals = api_data[1]["ratings"]
for x in vr_vals:
x["player_id"] = x["battingcard"]["player"]["player_id"]
del x["battingcard"]
@ -575,15 +571,13 @@ async def get_pitching_scouting_dfs(cardset_ids: List[int] = None) -> pd.DataFra
api_data = await asyncio.gather(*tasks)
log_time(
"end",
f"Pulled {api_data[0]['count'] + api_data[1]['count']} pitching card ratings and {api_data[2]['count']} positions",
f'Pulled {api_data[0]["count"] + api_data[1]["count"]} pitching card ratings and {api_data[2]["count"]} positions',
start_time=start_time,
)
start_time = log_time("start", message="Building base dataframes")
vl_vals = [
x for x in api_data[0]["ratings"] if x["pitchingcard"].get("variant", 0) == 0
]
vl_vals = api_data[0]["ratings"]
for x in vl_vals:
x.update(x["pitchingcard"])
x["player_id"] = x["pitchingcard"]["player"]["player_id"]
@ -596,9 +590,7 @@ async def get_pitching_scouting_dfs(cardset_ids: List[int] = None) -> pd.DataFra
x["closer_rating"] = x["pitchingcard"]["closer_rating"]
del x["pitchingcard"], x["player"]
vr_vals = [
x for x in api_data[1]["ratings"] if x["pitchingcard"].get("variant", 0) == 0
]
vr_vals = api_data[1]["ratings"]
for x in vr_vals:
x["player_id"] = x["pitchingcard"]["player"]["player_id"]
del x["pitchingcard"]

View File

@ -1,7 +1,7 @@
import datetime
import urllib.parse
import pandas as pd
from typing import Any, Dict
from typing import Dict
from creation_helpers import (
get_all_pybaseball_ids,
@ -17,11 +17,11 @@ from creation_helpers import (
DEFAULT_STARTER_OPS,
DEFAULT_RELIEVER_OPS,
)
from db_calls import db_post, db_get, db_put, db_patch, get_fully_evolved_players
from db_calls import db_post, db_get, db_put, db_patch
from defenders import calcs_defense as cde
from . import calcs_pitcher as cpi
from exceptions import logger
from rarity_thresholds import get_pitcher_thresholds, rarity_is_downgrade
from rarity_thresholds import get_pitcher_thresholds
def get_pitching_stats(
@ -196,8 +196,8 @@ async def create_new_players(
{
"p_name": f"{f_name} {l_name}",
"cost": NEW_PLAYER_COST,
"image": f"{card_base_url}/{df_data['player_id']}/"
f"pitchingcard{urllib.parse.quote('?d=')}{release_dir}",
"image": f'{card_base_url}/{df_data["player_id"]}/'
f'pitchingcard{urllib.parse.quote("?d=")}{release_dir}',
"mlbclub": CLUB_LIST[df_data["Tm_vL"]],
"franchise": FRANCHISE_LIST[df_data["Tm_vL"]],
"cardset_id": cardset["id"],
@ -268,7 +268,7 @@ async def calculate_pitching_cards(
def create_pitching_card(df_data):
logger.info(
f"Creating pitching card for {df_data['name_first']} {df_data['name_last']} / fg ID: {df_data['key_fangraphs']}"
f'Creating pitching card for {df_data["name_first"]} {df_data["name_last"]} / fg ID: {df_data["key_fangraphs"]}'
)
pow_data = cde.pow_ratings(
float(df_data["Inn_def"]), df_data["GS"], df_data["G"]
@ -298,13 +298,11 @@ async def calculate_pitching_cards(
int(df_data["GF"]), int(df_data["SV"]), int(df_data["G"])
),
"hand": df_data["pitch_hand"],
"batting": f"#1W{df_data['pitch_hand']}-C",
"batting": f'#1W{df_data["pitch_hand"]}-C',
}
)
except Exception:
logger.exception(
f"Skipping fg ID {df_data['key_fangraphs']} due to exception"
)
except Exception as e:
logger.error(f'Skipping fg ID {df_data["key_fangraphs"]} due to: {e}')
print("Calculating pitching cards...")
pitching_stats.apply(create_pitching_card, axis=1)
@ -335,7 +333,7 @@ async def create_position(
def create_pit_position(df_data):
if df_data["key_bbref"] in df_p.index:
logger.debug(f"Running P stats for {df_data['p_name']}")
logger.debug(f'Running P stats for {df_data["p_name"]}')
pit_positions.append(
{
"player_id": int(df_data["player_id"]),
@ -357,7 +355,7 @@ async def create_position(
try:
pit_positions.append(
{
"player_id": int(float(df_data["player_id"])),
"player_id": int(df_data["key_bbref"]),
"position": "P",
"innings": 1,
"range": 5,
@ -366,7 +364,7 @@ async def create_position(
)
except Exception:
logger.error(
f"Could not create pitcher position for {df_data['key_bbref']}"
f'Could not create pitcher position for {df_data["key_bbref"]}'
)
print("Calculating pitcher fielding lines now...")
@ -388,7 +386,7 @@ async def calculate_pitcher_ratings(pitching_stats: pd.DataFrame, post_pitchers:
pitching_ratings.extend(cpi.get_pitcher_ratings(df_data))
except Exception:
logger.error(
f"Could not create a pitching card for {df_data['key_fangraphs']}"
f'Could not create a pitching card for {df_data["key_fangraphs"]}'
)
print("Calculating card ratings...")
@ -402,7 +400,7 @@ async def calculate_pitcher_ratings(pitching_stats: pd.DataFrame, post_pitchers:
async def post_player_updates(
cardset: Dict[str, Any],
cardset: Dict[str, any],
player_description: str,
card_base_url: str,
release_dir: str,
@ -463,20 +461,6 @@ async def post_player_updates(
)
player_updates = {} # { <player_id> : [ (param pairs) ] }
# T4 rarity guard: same protection as batters — see batters/creation.py.
downgrade_candidates = player_data[
player_data.apply(
lambda r: rarity_is_downgrade(r["rarity"], r["new_rarity_id"]), axis=1
)
]["player_id"].tolist()
t4_protected_ids = await get_fully_evolved_players(downgrade_candidates)
if t4_protected_ids:
logger.info(
f"pitchers.creation.post_player_updates - {len(t4_protected_ids)} player(s) "
f"protected from rarity downgrade by T4 refractor floor: {t4_protected_ids}"
)
sp_rarity_group = player_data.query(
"rarity == new_rarity_id and starter_rating >= 4"
).groupby("rarity")
@ -541,8 +525,8 @@ async def post_player_updates(
[
(
"image",
f"{card_base_url}/{df_data['player_id']}/pitchingcard"
f"{urllib.parse.quote('?d=')}{release_dir}",
f'{card_base_url}/{df_data["player_id"]}/pitchingcard'
f'{urllib.parse.quote("?d=")}{release_dir}',
)
]
)
@ -565,27 +549,13 @@ async def post_player_updates(
)
elif df_data["rarity"] != df_data["new_rarity_id"]:
# T4 guard: skip rarity downgrades for fully-evolved cards so that
# a T4-earned rarity bump is not silently reverted by the pipeline.
if (
rarity_is_downgrade(df_data["rarity"], df_data["new_rarity_id"])
and df_data.player_id in t4_protected_ids
):
logger.info(
f"pitchers.creation.post_player_updates - Skipping rarity downgrade "
f"for player_id={df_data.player_id}: T4 floor rarity={df_data['rarity']}, "
f"OPS rarity={df_data['new_rarity_id']}"
)
else:
# Calculate adjusted cost for rarity change using lookup table
new_cost = calculate_rarity_cost_adjustment(
old_rarity=df_data["rarity"],
new_rarity=df_data["new_rarity_id"],
old_cost=df_data["cost"],
)
params.extend(
[("cost", new_cost), ("rarity_id", df_data["new_rarity_id"])]
)
# Calculate adjusted cost for rarity change using lookup table
new_cost = calculate_rarity_cost_adjustment(
old_rarity=df_data["rarity"],
new_rarity=df_data["new_rarity_id"],
old_cost=df_data["cost"],
)
params.extend([("cost", new_cost), ("rarity_id", df_data["new_rarity_id"])])
if len(params) > 0:
if df_data.player_id not in player_updates.keys():

View File

@ -21,10 +21,10 @@ dependencies = [
"pybaseball>=2.2.7",
# Validation
"pydantic>=2.9.0",
# Config
"python-dotenv>=1.0.0",
# AWS
"boto3>=1.35.0",
# Environment
"python-dotenv>=1.0.0",
# Scraping
"beautifulsoup4>=4.12.0",
"lxml>=5.0.0",

View File

@ -144,57 +144,3 @@ def get_batter_thresholds(season: int) -> BatterRarityThresholds:
return BATTER_THRESHOLDS_2025
else:
return BATTER_THRESHOLDS_2024
# Ordered from least to most prestigious. Used for ladder comparisons (T4
# rarity upgrade, downgrade guard). Do not change the order.
RARITY_LADDER: list[int] = [
5,
4,
3,
2,
1,
99,
] # Common → Bronze → Silver → Gold → Diamond → HoF
def rarity_is_downgrade(current_rarity_id: int, new_rarity_id: int) -> bool:
"""Return True if new_rarity_id is a less prestigious tier than current_rarity_id.
Uses the RARITY_LADDER ordering. Unknown IDs are treated as position 0
(worst), so an unknown current rarity will never trigger a downgrade guard.
An unknown new_rarity_id also returns False.
"""
try:
current_pos = RARITY_LADDER.index(current_rarity_id)
except ValueError:
return False
try:
new_pos = RARITY_LADDER.index(new_rarity_id)
except ValueError:
return False
return current_pos > new_pos
def next_rarity(current_rarity_id: int) -> int | None:
"""Return the next more-prestigious rarity ID, or None if already at HoF.
Uses the RARITY_LADDER ordering. Returns None when current_rarity_id is
Hall of Fame (99) the T4 rarity upgrade is a no-op at the top tier.
Returns None for any unrecognised rarity ID.
Examples:
next_rarity(5) 4 (Common Bronze)
next_rarity(4) 3 (Bronze Silver)
next_rarity(3) 2 (Silver Gold)
next_rarity(2) 1 (Gold Diamond)
next_rarity(1) 99 (Diamond HoF)
next_rarity(99) None (HoF: already at max)
"""
try:
pos = RARITY_LADDER.index(current_rarity_id)
except ValueError:
return None
if pos == len(RARITY_LADDER) - 1:
return None # Already at HoF
return RARITY_LADDER[pos + 1]

View File

@ -23,9 +23,9 @@ multidict==6.1.0
numpy==2.1.2
packaging==24.1
pandas==2.2.3
peewee==3.19.0
peewee
pillow==11.0.0
polars==1.36.1
polars
pluggy==1.5.0
propcache==0.2.0
# pyarrow==17.0.0

View File

@ -53,30 +53,21 @@ PROMO_INCLUSION_RETRO_IDS = [
# 'haraa001', # Aaron Harang (SP)
# 'hofft001', # Trevor Hoffman (RP)
]
MIN_PA_VL = 20 # 1 for PotM
MIN_PA_VR = 40 # 1 for PotM
MIN_TBF_VL = 20
MIN_TBF_VR = 40
CARDSET_ID = 27 # 27: 2005 Live, 28: 2005 Promos
MIN_PA_VL = 20 if "live" in PLAYER_DESCRIPTION.lower() else 1 # 1 for PotM
MIN_PA_VR = 40 if "live" in PLAYER_DESCRIPTION.lower() else 1 # 1 for PotM
MIN_TBF_VL = MIN_PA_VL
MIN_TBF_VR = MIN_PA_VR
CARDSET_ID = (
27 if "live" in PLAYER_DESCRIPTION.lower() else 28
) # 27: 2005 Live, 28: 2005 Promos
# Per-Update Parameters
SEASON_PCT = 81 / 162 # Through end of July (~half season)
START_DATE = 20050403 # YYYYMMDD format - 2005 Opening Day
# END_DATE = 20050531 # YYYYMMDD format - May PotM
END_DATE = 20050731 # End of July 2005
SEASON_END_DATE = 20051002 # 2005 regular season end date (used to derive SEASON_PCT)
SEASON_PCT = min(
(
datetime.datetime.strptime(str(END_DATE), "%Y%m%d")
- datetime.datetime.strptime(str(START_DATE), "%Y%m%d")
).days
/ (
datetime.datetime.strptime(str(SEASON_END_DATE), "%Y%m%d")
- datetime.datetime.strptime(str(START_DATE), "%Y%m%d")
).days,
1.0,
)
POST_DATA = True
LAST_WEEK_RATIO = 0.0
LAST_WEEK_RATIO = 0.0 if PLAYER_DESCRIPTION == "Live" else 0.0
LAST_TWOWEEKS_RATIO = 0.0
LAST_MONTH_RATIO = 0.0
@ -1438,7 +1429,7 @@ def calc_pitching_cards(ps: pd.DataFrame, season_pct: float) -> pd.DataFrame:
"closer_rating": [
cpi.closer_rating(int(row["GF"]), int(row["SV"]), int(row["G"]))
],
"batting": [f"#1W{row['pitch_hand'].upper()}-C"],
"batting": [f'#1W{row["pitch_hand"].upper()}-C'],
}
)
return y.loc[0]
@ -1607,7 +1598,7 @@ def calc_positions(bs: pd.DataFrame) -> pd.DataFrame:
]:
if row["key_bbref"] in pos_df.index:
logger.info(
f"Running {position} stats for {row['use_name']} {row['last_name']}"
f'Running {position} stats for {row["use_name"]} {row["last_name"]}'
)
try:
if "bis_runs_total" in pos_df.columns:
@ -1874,8 +1865,8 @@ async def get_or_post_players(
def new_player_payload(row, ratings_df: pd.DataFrame):
return {
"p_name": f"{row['use_name']} {row['last_name']}",
"cost": f"{ratings_df.loc[row['key_bbref']]['cost']}",
"p_name": f'{row["use_name"]} {row["last_name"]}',
"cost": f'{ratings_df.loc[row['key_bbref']]["cost"]}',
"image": "change-me",
"mlbclub": CLUB_LIST[row["Tm"]],
"franchise": FRANCHISE_LIST[row["Tm"]],
@ -1925,11 +1916,11 @@ async def get_or_post_players(
# Update positions for existing players too
all_pos = get_player_record_pos(def_rat_df, row)
patch_params = [
("cost", f"{bat_rat_df.loc[row['key_bbref']]['cost']}"),
("cost", f'{bat_rat_df.loc[row['key_bbref']]["cost"]}'),
("rarity_id", int(bat_rat_df.loc[row["key_bbref"]]["rarity_id"])),
(
"image",
f"{CARD_BASE_URL}{player_id}/battingcard{urllib.parse.quote('?d=')}{RELEASE_DIRECTORY}",
f'{CARD_BASE_URL}{player_id}/battingcard{urllib.parse.quote("?d=")}{RELEASE_DIRECTORY}',
),
]
# Add position updates - set all 8 slots to clear any old positions
@ -1973,7 +1964,7 @@ async def get_or_post_players(
params=[
(
"image",
f"{CARD_BASE_URL}{player_id}/battingcard{urllib.parse.quote('?d=')}{RELEASE_DIRECTORY}",
f'{CARD_BASE_URL}{player_id}/battingcard{urllib.parse.quote("?d=")}{RELEASE_DIRECTORY}',
)
],
)
@ -2012,11 +2003,11 @@ async def get_or_post_players(
# Determine pitcher positions based on ratings
patch_params = [
("cost", f"{pit_rat_df.loc[row['key_bbref']]['cost']}"),
("cost", f'{pit_rat_df.loc[row['key_bbref']]["cost"]}'),
("rarity_id", int(pit_rat_df.loc[row["key_bbref"]]["rarity_id"])),
(
"image",
f"{CARD_BASE_URL}{player_id}/pitchingcard{urllib.parse.quote('?d=')}{RELEASE_DIRECTORY}",
f'{CARD_BASE_URL}{player_id}/pitchingcard{urllib.parse.quote("?d=")}{RELEASE_DIRECTORY}',
),
]
@ -2090,7 +2081,7 @@ async def get_or_post_players(
params=[
(
"image",
f"{CARD_BASE_URL}{player_id}/pitchingcard{urllib.parse.quote('?d=')}{RELEASE_DIRECTORY}",
f'{CARD_BASE_URL}{player_id}/pitchingcard{urllib.parse.quote("?d=")}{RELEASE_DIRECTORY}',
)
],
)
@ -2114,10 +2105,10 @@ async def get_or_post_players(
raise KeyError("Could not get players - not enough stat DFs were supplied")
pd.DataFrame(player_deltas[1:], columns=player_deltas[0]).to_csv(
f"{'batter' if bstat_df is not None else 'pitcher'}-deltas.csv"
f'{"batter" if bstat_df is not None else "pitcher"}-deltas.csv'
)
pd.DataFrame(new_players[1:], columns=new_players[0]).to_csv(
f"new-{'batter' if bstat_df is not None else 'pitcher'}s.csv"
f'new-{"batter" if bstat_df is not None else "pitcher"}s.csv'
)
players_df = pd.DataFrame(all_players).set_index("bbref_id")
@ -2289,7 +2280,7 @@ async def post_positions(pos_df: pd.DataFrame, delete_existing: bool = False):
deleted_count += 1
except Exception as e:
logger.warning(
f"Failed to delete cardposition {pos['id']}: {e}"
f'Failed to delete cardposition {pos["id"]}: {e}'
)
logger.info(f"Deleted {deleted_count} positions for players in current run")

View File

@ -96,7 +96,7 @@ def build_c_throw(all_positions, pos_code):
async def fetch_data(data):
start_time = log_time("start", print_to_console=False)
this_query = await db_get(endpoint=data[0], params=data[1], timeout=120)
this_query = await db_get(endpoint=data[0], params=data[1])
log_time("end", print_to_console=False, start_time=start_time)
return this_query
@ -126,9 +126,7 @@ async def get_scouting_dfs(cardset_id: list = None) -> pd.DataFrame:
)
start_time = log_time("start", message="Building base dataframes")
vl_vals = [
x for x in api_data[0]["ratings"] if x["battingcard"].get("variant", 0) == 0
]
vl_vals = api_data[0]["ratings"]
for x in vl_vals:
x.update(x["battingcard"])
x["player_id"] = x["battingcard"]["player"]["player_id"]
@ -139,9 +137,7 @@ async def get_scouting_dfs(cardset_id: list = None) -> pd.DataFrame:
del x["battingcard"]
del x["player"]
vr_vals = [
x for x in api_data[1]["ratings"] if x["battingcard"].get("variant", 0) == 0
]
vr_vals = api_data[1]["ratings"]
for x in vr_vals:
x["player_id"] = x["battingcard"]["player"]["player_id"]
del x["battingcard"]

View File

@ -34,9 +34,7 @@ async def get_scouting_dfs(cardset_id: list = None):
)
start_time = log_time("start", message="Building base dataframes")
vl_vals = [
x for x in api_data[0]["ratings"] if x["pitchingcard"].get("variant", 0) == 0
]
vl_vals = api_data[0]["ratings"]
for x in vl_vals:
x.update(x["pitchingcard"])
x["player_id"] = x["pitchingcard"]["player"]["player_id"]
@ -49,9 +47,7 @@ async def get_scouting_dfs(cardset_id: list = None):
x["closer_rating"] = x["pitchingcard"]["closer_rating"]
del x["pitchingcard"], x["player"]
vr_vals = [
x for x in api_data[1]["ratings"] if x["pitchingcard"].get("variant", 0) == 0
]
vr_vals = api_data[1]["ratings"]
for x in vr_vals:
x["player_id"] = x["pitchingcard"]["player"]["player_id"]
del x["pitchingcard"]

View File

@ -0,0 +1,75 @@
from typing import Literal
import requests
from exceptions import logger, log_exception
AUTH_TOKEN = {
"Authorization": "Bearer eyJhbGciOiJIUzI1NiIsInR5cCI6IkpXVCJ9.eyJpc3MiOiJzdXBhYmFzZSIsInJlZiI6ImNucGhwbnV2aGp2cXprY2J3emRrIiwicm9sZSI6InNlcnZpY2Vfcm9sZSIsImlhdCI6MTc0NTgxMTc4NCwiZXhwIjoyMDYxMzg3Nzg0fQ.7dG_y2zU2PajBwTD8vut5GcWf3CSaZePkYW_hMf0fVg",
"apikey": "eyJhbGciOiJIUzI1NiIsInR5cCI6IkpXVCJ9.eyJpc3MiOiJzdXBhYmFzZSIsInJlZiI6ImNucGhwbnV2aGp2cXprY2J3emRrIiwicm9sZSI6InNlcnZpY2Vfcm9sZSIsImlhdCI6MTc0NTgxMTc4NCwiZXhwIjoyMDYxMzg3Nzg0fQ.7dG_y2zU2PajBwTD8vut5GcWf3CSaZePkYW_hMf0fVg",
}
DB_URL = "https://cnphpnuvhjvqzkcbwzdk.supabase.co/rest/v1"
def get_req_url(endpoint: str, params: list = None):
req_url = f"{DB_URL}/{endpoint}?"
if params:
other_params = False
for x in params:
req_url += f'{"&" if other_params else "?"}{x[0]}={x[1]}'
other_params = True
return req_url
def log_return_value(log_string: str, log_type: Literal["info", "debug"]):
if log_type == "info":
logger.info(
f'return: {log_string[:1200]}{" [ S N I P P E D ]" if len(log_string) > 1200 else ""}\n'
)
else:
logger.debug(
f'return: {log_string[:1200]}{" [ S N I P P E D ]" if len(log_string) > 1200 else ""}\n'
)
def db_get(
endpoint: str,
params: dict = None,
limit: int = 1000,
offset: int = 0,
none_okay: bool = True,
timeout: int = 3,
):
req_url = f"{DB_URL}/{endpoint}?limit={limit}&offset={offset}"
logger.info(f"HTTP GET: {req_url}, params: {params}")
response = requests.request("GET", req_url, params=params, headers=AUTH_TOKEN)
logger.info(response)
if response.status_code != requests.codes.ok:
log_exception(Exception, response.text)
data = response.json()
if isinstance(data, list) and len(data) == 0:
if none_okay:
return None
else:
log_exception(Exception, "Query returned no results and none_okay = False")
return data
# async with aiohttp.ClientSession(headers=AUTH_TOKEN) as session:
# async with session.get(req_url) as r:
# logger.info(f'session info: {r}')
# if r.status == 200:
# js = await r.json()
# log_return_value(f'{js}')
# return js
# elif none_okay:
# e = await r.text()
# logger.error(e)
# return None
# else:
# e = await r.text()
# logger.error(e)
# raise ValueError(f'DB: {e}')

View File

@ -170,7 +170,6 @@ class TestDataFetcher:
@patch("automated_data_fetcher.pb.batting_stats_bref")
@patch("automated_data_fetcher.pb.pitching_stats_bref")
@pytest.mark.asyncio
async def test_fetch_baseball_reference_data(
self,
mock_pitching,
@ -207,7 +206,6 @@ class TestDataFetcher:
@patch("automated_data_fetcher.pb.batting_stats")
@patch("automated_data_fetcher.pb.pitching_stats")
@pytest.mark.asyncio
async def test_fetch_fangraphs_data(
self,
mock_pitching,
@ -233,7 +231,6 @@ class TestDataFetcher:
@patch("automated_data_fetcher.pb.batting_stats_range")
@patch("automated_data_fetcher.pb.pitching_stats_range")
@pytest.mark.asyncio
async def test_fetch_fangraphs_data_with_dates(
self,
mock_pitching,
@ -256,7 +253,6 @@ class TestDataFetcher:
mock_pitching.assert_called_once_with(start_date, end_date)
@patch("automated_data_fetcher.get_all_pybaseball_ids")
@pytest.mark.asyncio
async def test_get_active_players_existing_function(self, mock_get_ids, fetcher):
"""Test getting player IDs using existing function"""
mock_get_ids.return_value = ["12345", "67890", "11111"]
@ -268,7 +264,6 @@ class TestDataFetcher:
@patch("automated_data_fetcher.get_all_pybaseball_ids")
@patch("automated_data_fetcher.pb.batting_stats")
@pytest.mark.asyncio
async def test_get_active_players_fallback(
self, mock_batting, mock_get_ids, fetcher, sample_batting_data
):
@ -284,7 +279,6 @@ class TestDataFetcher:
assert result == expected_ids
@patch("automated_data_fetcher.pb.get_splits")
@pytest.mark.asyncio
async def test_fetch_player_splits(
self, mock_get_splits, fetcher, sample_splits_data
):
@ -339,7 +333,6 @@ class TestLiveSeriesDataFetcher:
@patch.object(DataFetcher, "fetch_baseball_reference_data")
@patch.object(DataFetcher, "fetch_fangraphs_data")
@pytest.mark.asyncio
async def test_fetch_live_data(self, mock_fg_data, mock_bref_data, live_fetcher):
"""Test fetching live series data"""
# Mock return values
@ -367,7 +360,6 @@ class TestUtilityFunctions:
"""Test cases for utility functions"""
@patch("automated_data_fetcher.DataFetcher")
@pytest.mark.asyncio
async def test_fetch_season_data(self, mock_fetcher_class):
"""Test fetch_season_data function"""
# Create mock fetcher instance
@ -397,7 +389,6 @@ class TestUtilityFunctions:
assert any("AUTOMATED DOWNLOAD COMPLETE" in call for call in print_calls)
@patch("automated_data_fetcher.LiveSeriesDataFetcher")
@pytest.mark.asyncio
async def test_fetch_live_series_data(self, mock_fetcher_class):
"""Test fetch_live_series_data function"""
# Create mock fetcher instance
@ -425,7 +416,6 @@ class TestErrorHandling:
return DataFetcher(2023, "Season")
@patch("automated_data_fetcher.pb.pitching_stats_bref")
@pytest.mark.asyncio
async def test_fetch_baseball_reference_data_error(self, mock_pitching, fetcher):
"""Test error handling in Baseball Reference data fetch"""
# Mock function to raise an exception
@ -435,7 +425,6 @@ class TestErrorHandling:
await fetcher.fetch_baseball_reference_data()
@patch("automated_data_fetcher.pb.batting_stats")
@pytest.mark.asyncio
async def test_fetch_fangraphs_data_error(self, mock_batting, fetcher):
"""Test error handling in FanGraphs data fetch"""
# Mock function to raise an exception
@ -446,7 +435,6 @@ class TestErrorHandling:
@patch("automated_data_fetcher.get_all_pybaseball_ids")
@patch("automated_data_fetcher.pb.batting_stats")
@pytest.mark.asyncio
async def test_get_active_players_complete_failure(
self, mock_batting, mock_get_ids, fetcher
):
@ -461,7 +449,6 @@ class TestErrorHandling:
assert result == []
@patch("automated_data_fetcher.pb.get_splits")
@pytest.mark.asyncio
async def test_fetch_player_splits_individual_errors(
self, mock_get_splits, fetcher
):
@ -492,7 +479,6 @@ class TestIntegration:
"""Integration tests that require network access"""
@pytest.mark.skip(reason="Requires network access and may be slow")
@pytest.mark.asyncio
async def test_real_data_fetch(self):
"""Test fetching real data from pybaseball (skip by default)"""
fetcher = DataFetcher(2022, "Season") # Use a complete season

View File

@ -1,4 +1,10 @@
from creation_helpers import mround, sanitize_chance_output
from creation_helpers import pd_positions_df, mround, sanitize_chance_output
def test_positions_df():
cardset_19_pos = pd_positions_df(19)
assert True == True
def test_mround():