After changing runners_advanced from list[tuple] to list[RunnerAdvancementData],
three locations were still trying to unpack as tuples causing "cannot unpack
non-iterable RunnerAdvancementData object" error on triples/doubles with runners.
Fixed locations:
- app/core/game_engine.py:772 - _apply_play_result() advancement map
- app/core/game_engine.py:1081 - _save_play() finals lookup
- terminal_client/display.py:150 - Runner movement display
Also renamed refactor_overview.md to game-engine-play-tracking-design.md
for clarity and updated the example code to use dataclass access pattern.
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Co-Authored-By: Claude <noreply@anthropic.com>
Root cause: WebSocket handler had stale state reference after
resolve_manual_play() completed. The handler's state object still had
the old batter index, and calling state_manager.update_state()
overwrote the game engine's updated state.
Fix: Re-fetch state from state_manager AFTER resolve_manual_play()
returns, ensuring we get the state with the advanced batter index.
Also improved logging in _prepare_next_play() to show batting_order
for easier debugging.
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Co-Authored-By: Claude <noreply@anthropic.com>
Game Engine Improvements:
- State manager: Add game eviction with configurable max games, idle
timeout, and memory limits
- Game engine: Add resource cleanup on game completion
- Play resolver: Enhanced RunnerAdvancementData with lineup_id for
player name resolution in play-by-play
- Substitution manager: Minor improvements
Test Coverage:
- New test_game_eviction.py with 13 tests for eviction scenarios
- Updated state_manager tests for new functionality
- Updated play_resolver tests for lineup_id handling
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Co-Authored-By: Claude <noreply@anthropic.com>
- Add rate_limit.py middleware with per-client throttling and cleanup task
- Add pool_monitor.py for database connection pool health monitoring
- Add custom exceptions module (GameEngineError, DatabaseError, etc.)
- Add config settings for eviction intervals, session timeouts, memory limits
- Add unit tests for rate limiting and pool monitoring
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Co-Authored-By: Claude <noreply@anthropic.com>
Fixed missing PlayOutcome.HIT_BY_PITCH handling in resolve_outcome().
HBP was being submitted via WebSocket but rejected with error:
"Unhandled outcome: PlayOutcome.HIT_BY_PITCH"
Changes:
- Added HBP case to play_resolver.py (lines 430-446)
- HBP uses same forced runner advancement logic as WALK
- HBP is NOT classified as is_walk=True (correct for stats)
- Added 2 unit tests: test_hit_by_pitch, test_hit_by_pitch_bases_loaded
Test results: 981/981 passing (100%)
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Co-Authored-By: Claude <noreply@anthropic.com>
Two related bug fixes for gameplay accuracy:
**Backend - play_resolver.py**:
- Fixed DOUBLE2 advancement: Runners now advance exactly 2 bases
* 1st → 3rd, 2nd → home, 3rd → home
* Was incorrectly advancing all runners to home
- Fixed DOUBLE3 advancement: Runners now advance exactly 3 bases
* All runners score (1st+3=4, 2nd+3=5→4, 3rd+3=6→4)
* Updated docstrings for clarity
**Frontend - ManualOutcomeEntry.vue**:
- Fixed hit location requirement logic
* Now requires hit location when runners on base (any outs)
* Was incorrectly restricting to only when outs < 2
* Hit location determines runner advancement regardless of outs
These fixes ensure accurate Strat-O-Matic gameplay simulation.
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Co-Authored-By: Claude <noreply@anthropic.com>
Backend enhancements for real-time decision workflow:
**New Features**:
- decision_required event emission when game starts and after each decision
- Quick-create endpoint (/games/quick-create) for rapid testing with pre-configured lineups
- WebSocket connection manager integration in GameEngine
**Changes**:
- game_engine.py: Added _emit_decision_required() method and set_connection_manager()
- game_engine.py: Emit decision_required on game start with 5-minute timeout
- games.py: New /quick-create endpoint with Team 35 vs Team 38 lineups
- main.py: Wire connection manager to game_engine singleton
- state_manager.py: Enhanced state management for decision phases
- play_resolver.py: Improved play resolution logic
- handlers.py: Updated WebSocket handlers for new workflow
- backend/CLAUDE.md: Added WebSocket protocol spec reference
**Why**:
Eliminates polling - frontend now gets real-time notification when decisions are needed.
Quick-create saves 2 minutes of lineup setup during each test iteration.
**Testing**:
- Manual testing with terminal client
- WebSocket event flow verified with live frontend
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Co-Authored-By: Claude <noreply@anthropic.com>
This commit fixes two critical bugs in the game engine and updates tests
to match current webhook behavior:
1. State Recovery - Batter Advancement (operations.py:545-546)
- Added missing batting_order and outs_recorded fields to plays dictionary
- These fields exist in database but weren't loaded by load_game_state()
- Root cause: Batter index was correctly recovered but current_batter remained
at placeholder (batting_order=1) because recovery logic couldn't find the
actual batting_order from last play
- Fix enables proper batter advancement after backend restarts
2. Flyball Descriptions - 2 Outs Logic (runner_advancement.py)
- Made flyball descriptions dynamic based on outs and actual base runners
- FLYOUT_A (Deep): Lines 1352-1363
- FLYOUT_B (Medium): Lines 1438-1449
- FLYOUT_BQ (Medium-shallow): Lines 1521-1530
- With 2 outs: "3rd out, inning over" (no advancement possible)
- With 0-1 outs: Dynamic based on runners ("R3 scores" only if R3 exists)
- Game logic was already correct (runs_scored=0), only descriptions were wrong
- Fixed method signatures to include hit_location parameter for all flyball methods
- Updated X-check function calls to pass hit_location parameter
3. Test Updates
- Fixed test expectation in test_flyball_advancement.py to match corrected behavior
- Descriptions now only show runners that actually exist (no phantom "R2 DECIDE")
- Auto-fixed import ordering with Ruff
- Updated websocket tests to match current webhook behavior:
* test_submit_manual_outcome_success now expects 2 broadcasts (play_resolved + game_state_update)
* test_submit_manual_outcome_missing_required_location updated to reflect hit_location now optional
Testing:
- All 739 unit tests passing (100%)
- Verified batter advances correctly after state recovery
- Verified flyball with 2 outs shows correct description
- Verified dynamic descriptions only mention actual runners on base
- Verified websocket handler broadcasts work correctly
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Co-Authored-By: Claude <noreply@anthropic.com>
Issue #5 from code review - resolve_play and resolve_manual_play shared
~70% of their code causing maintenance burden and divergent behavior risk.
Changes:
- Extracted common finalization logic to new _finalize_play() method
- resolve_play reduced from ~150 lines to ~60 lines
- resolve_manual_play reduced from ~135 lines to ~60 lines
- Single source of truth for: roll tracking, state capture, transaction
handling, inning advance, cleanup, and state updates
Benefits:
- Changes to play finalization only need to be made in one place
- Reduced risk of divergent behavior between resolution modes
- Better testability and maintainability
All 739 unit tests passing (1 flaky probabilistic test occasionally fails).
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Co-Authored-By: Claude <noreply@anthropic.com>
Issue #4 from code review - multi-step database operations were not
wrapped in transactions, risking partial state on failure.
Changes:
- Modified save_play() and update_game_state() in DatabaseOperations
to accept optional session parameter for transaction grouping
- Wrapped resolve_play() DB operations in single atomic transaction
- Wrapped resolve_manual_play() DB operations in single atomic transaction
- Transaction commits atomically or rolls back entirely on failure
Pattern: When session provided, use flush() for IDs without committing;
caller controls transaction. When no session, create internal transaction.
All 739 unit tests passing.
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Co-Authored-By: Claude <noreply@anthropic.com>
Backend fixes:
- state_manager: Properly recover current_pitcher and current_catcher from
fielding team during game state recovery (fixes pitcher badge not showing)
- handlers: Add headshot field to lineup data, use lineup_service for proper
player data loading on cache miss
- lineup_service: Minor adjustments for headshot support
Frontend fixes:
- player.ts: Update Lineup type to match WebSocket event format
- lineup_id (was 'id'), card_id fields
- player.headshot for UI circles
- Optional fields for event variations
- CurrentSituation.vue: Adapt to updated type structure
- Substitution selectors: Use updated Lineup type fields
This fixes the issue where pitcher badge wouldn't show after game recovery
because current_pitcher was being set from batting team instead of fielding team.
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Co-Authored-By: Claude <noreply@anthropic.com>
Created centralized services for SBA player data fetching at lineup creation:
Backend - New Services:
- app/services/sba_api_client.py: REST client for SBA API (api.sba.manticorum.com)
with batch player fetching and caching support
- app/services/lineup_service.py: High-level service combining DB operations
with API calls for complete lineup entries with player data
Backend - Refactored Components:
- app/core/game_engine.py: Replaced raw API calls with LineupService,
reduced _prepare_next_play() from ~50 lines to ~15 lines
- app/core/substitution_manager.py: Updated pinch_hit(), defensive_replace(),
change_pitcher() to use lineup_service.get_sba_player_data()
- app/models/game_models.py: Added player_name/player_image to LineupPlayerState
- app/services/__init__.py: Exported new LineupService components
- app/websocket/handlers.py: Enhanced lineup state handling
Frontend - SBA League:
- components/Game/CurrentSituation.vue: Restored player images with fallback
badges (P/B letters) for both mobile and desktop layouts
- components/Game/GameBoard.vue: Enhanced game board visualization
- composables/useGameActions.ts: Updated game action handling
- composables/useWebSocket.ts: Improved WebSocket state management
- pages/games/[id].vue: Enhanced game page with better state handling
- types/game.ts: Updated type definitions
- types/websocket.ts: Added WebSocket type support
Architecture Improvement:
All SBA player data fetching now goes through LineupService:
- Lineup creation: add_sba_player_to_lineup()
- Lineup loading: load_team_lineup_with_player_data()
- Substitutions: get_sba_player_data()
All 739 unit tests pass.
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Co-Authored-By: Claude <noreply@anthropic.com>
Removed the incorrect restriction that squeeze bunt cannot be used with bases
loaded. The only requirements for squeeze bunt are:
- Runner on third base
- Not with 2 outs
Updated validator and test to reflect correct rule.
Test results: 739/739 passing (100%)
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Co-Authored-By: Claude <noreply@anthropic.com>
Removed the unused alignment field from DefensiveDecision model and all
related code across backend and frontend.
Backend changes:
- models/game_models.py: Removed alignment field and validator
- terminal_client/display.py: Removed alignment from display
- core/ai_opponent.py: Updated log message
- tests/unit/models/test_game_models.py: Removed alignment tests
- tests/unit/core/test_validators.py: Removed alignment validation test
Frontend changes:
- types/game.ts: Removed alignment from DefensiveDecision interface
- components/Decisions/DefensiveSetup.vue:
* Removed alignment section from template
* Removed alignment from localSetup initialization
* Removed alignmentOptions array
* Removed alignmentDisplay computed property
* Removed alignment from hasChanges comparison
* Removed alignment from visual preview (reorganized to col-span-2)
Rationale: Defensive alignment is not active in the game and will not be
used. Per Cal's decision, remove completely rather than keep as dead code.
Tests: All 728 backend unit tests passing (100%)
Session 1 Part 3 - Change #6 complete
Part of cleanup work from demo review
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Co-Authored-By: Claude <noreply@anthropic.com>
Removed outdated TODO comments and updated documentation to reflect
work completed in Phase 3E (Position Ratings and WebSocket Handlers).
Changes:
- Removed 2 stale WebSocket emission TODOs in game_engine.py (lines 319, 387)
These referenced Phase 3E-Final work completed on 2025-01-10
- Updated backend/CLAUDE.md Phase 3E status section
Marked defender retrieval as COMPLETE (Phase 3E-Main)
Clarified SPD test still pending (needs batter speed rating)
Marked runner advancement as COMPLETE (Phase 3D)
- Updated TODO_RESOLUTION_SUMMARY.md
Marked defender lookup TODO as resolved with implementation details
Documentation:
- Created TODO_AUDIT_2025-01-14.md - Complete TODO audit (53 items)
- Created TODO_VERIFICATION_RESULTS.md - Verification of resolved items
- Created TODO_SUMMARY.md - Quick reference priority matrix
- Created TODO_CLEANUP_COMPLETE.md - Cleanup work summary
Test Status:
- Backend: 9/9 PlayResolver tests passing
- No regressions introduced
Remaining Work:
- 41 legitimate TODOs properly categorized for future phases
- 8 Phase F6 TODOs (game page integration)
- 5 Quick win TODOs (optional polish)
- 28 Future phase TODOs (auth, AI, advanced features)
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Co-Authored-By: Claude <noreply@anthropic.com>
Test Fixes (609/609 passing):
- Fixed DiceSystem API to accept team_id/player_id parameters for audit trails
- Fixed dice roll history timing issue in test
- Fixed terminal client mock to match resolve_play signature (X-Check params)
- Fixed result chart test mocks with missing pitching fields
- Fixed flaky test by using groundball_a (exists in both batting/pitching)
Documentation Updates:
- Added Testing Policy section to backend/CLAUDE.md
- Added Testing Policy section to tests/CLAUDE.md
- Documented 100% unit test requirement before commits
- Added git hook setup instructions
Git Hook System:
- Created .git-hooks/pre-commit script (enforces 100% test pass)
- Created .git-hooks/install-hooks.sh (easy installation)
- Created .git-hooks/README.md (hook documentation)
- Hook automatically runs all unit tests before each commit
- Blocks commits if any test fails
All 609 unit tests now passing (100%)
Integration tests have known asyncpg connection issues (documented)
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Co-Authored-By: Claude <noreply@anthropic.com>
Updated runner_advancement.py and its tests to use the new GameState
structure where current_batter is a LineupPlayerState object instead of
an integer ID.
Changes:
- runner_advancement.py: Replaced all 17 references to
state.current_batter_lineup_id with state.current_batter.lineup_id
- tests/unit/core/test_runner_advancement.py: Updated test fixtures
- Mock fixture: Added mock_batter object with lineup_id attribute
- GameState constructor calls: Create LineupPlayerState objects instead
of using current_batter_lineup_id parameter (9 tests fixed)
All 34 runner advancement tests now passing. This fixes the AttributeError
that was preventing X-Check resolution from completing in the terminal
client ("'GameState' object has no attribute 'current_batter_lineup_id'").
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Co-Authored-By: Claude <noreply@anthropic.com>
Added ability to test X-Check defensive plays directly in the terminal
client using the resolve_with command. This allows testing the complete
X-Check resolution system (defense tables, error charts, runner advancement)
with actual player ratings.
Changes:
- repl.py: Updated do_resolve_with() to parse "x-check <position>" syntax
- Accepts "x-check", "xcheck", or "x_check" followed by position
- Validates position (P, C, 1B, 2B, 3B, SS, LF, CF, RF)
- Passes xcheck_position parameter through to commands
- commands.py: Updated resolve_play() to accept xcheck_position parameter
- Passes xcheck_position to game_engine.resolve_play()
- Shows "🎯 Forcing X-Check to: <position>" message
- game_engine.py: Updated resolve_play() to accept xcheck_position parameter
- For X_CHECK outcomes, uses xcheck_position as hit_location
- Enables full X-Check resolution with defense tables and error charts
- help_text.py: Updated resolve_with help documentation
- Added x-check usage syntax and examples
- Documented position parameter requirement
- Added note about using actual player ratings
Usage:
⚾ > defensive
⚾ > offensive
⚾ > resolve_with x-check SS # Test X-Check to shortstop
⚾ > resolve_with x-check LF # Test X-Check to left field
This integrates the existing play_resolver._resolve_x_check() logic,
providing a way to test the complete X-Check system including defense
range adjustments, table lookups, SPD tests, G2#/G3# conversion, error
charts, and runner advancement.
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Co-Authored-By: Claude <noreply@anthropic.com>
Fixed state_manager._rebuild_state_from_data to provide required
current_batter field when recovering games from database. The GameState
model now requires current_batter as a LineupPlayerState object, but
recovery was not populating this field, causing validation errors.
Changes:
- state_manager.py: Create placeholder current_batter during recovery
- Build LineupPlayerState from first active batter (batting_order=1)
- Fallback to first available lineup if no #1 batter found
- Raise error if no lineups exist (invalid game state)
- _prepare_next_play() will correct the batter after recovery
- Moved get_lineup_player helper to top of method (removed duplicate)
- tests/unit/core/test_state_manager.py: Update test to use new structure
- test_update_state_nonexistent_raises_error: Create LineupPlayerState
instead of using old current_batter_lineup_id field
All 26 state_manager unit tests passing. Game recovery now works
correctly in terminal client - fixes "current_batter Field required"
validation error when running status command on recovered games.
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Co-Authored-By: Claude <noreply@anthropic.com>
Updated terminal client REPL to work with refactored GameState structure
where current_batter/pitcher/catcher are now LineupPlayerState objects
instead of integer IDs. Also standardized all documentation to properly
show 'uv run' prefixes for Python commands.
REPL Updates:
- terminal_client/display.py: Access lineup_id from LineupPlayerState objects
- terminal_client/repl.py: Fix typos (self.current_game → self.current_game_id)
- tests/unit/terminal_client/test_commands.py: Create proper LineupPlayerState
objects in test fixtures (2 tests fixed, all 105 terminal client tests passing)
Documentation Updates (100+ command examples):
- CLAUDE.md: Updated pytest examples to use 'uv run' prefix
- terminal_client/CLAUDE.md: Updated ~40 command examples
- tests/CLAUDE.md: Updated all test commands (unit, integration, debugging)
- app/*/CLAUDE.md: Updated test and server startup commands (5 files)
All Python commands now consistently use 'uv run' prefix to align with
project's UV migration, improving developer experience and preventing
confusion about virtual environment activation.
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Co-Authored-By: Claude <noreply@anthropic.com>
Complete integration of position ratings system enabling X-Check defensive plays
to use actual player ratings from PD API with intelligent fallbacks for SBA.
**Live API Testing Verified**: ✅
- Endpoint: GET https://pd.manticorum.com/api/v2/cardpositions?player_id=8807
- Response: 200 OK, 7 positions retrieved successfully
- Cache performance: 16,601x faster (API: 0.214s, Cache: 0.000s)
- Data quality: Real defensive ratings (range 1-5, error 0-88)
**Architecture Overview**:
- League-aware: PD league fetches ratings from API, SBA uses defaults
- StateManager integration: Defenders retrieved from lineup cache
- Self-contained GameState: All data needed for X-Check in memory
- Graceful degradation: Falls back to league averages if ratings unavailable
**Files Created**:
1. app/services/pd_api_client.py (NEW)
- PdApiClient class for PD API integration
- Endpoint: GET /api/v2/cardpositions?player_id={id}&position={pos}
- Async HTTP client using httpx (already in requirements.txt)
- Optional position filtering: get_position_ratings(8807, ['SS', '2B'])
- Returns List[PositionRating] for all positions player can play
- Handles both list and dict response formats
- Comprehensive error handling with logging
2. app/services/position_rating_service.py (NEW)
- PositionRatingService with in-memory caching
- get_ratings_for_card(card_id, league_id) - All positions
- get_rating_for_position(card_id, position, league_id) - Specific position
- Cache performance: >16,000x faster on hits
- Singleton pattern: position_rating_service instance
- TODO Phase 3E-Final: Upgrade to Redis
3. app/services/__init__.py (NEW)
- Package exports for clean imports
4. test_pd_api_live.py (NEW)
- Live API integration test script
- Tests with real PD player 8807 (7 positions)
- Verifies caching, filtering, GameState integration
- Run: `python test_pd_api_live.py`
5. test_pd_api_mock.py (NEW)
- Mock integration test for CI/CD
- Demonstrates flow without API dependency
6. tests/integration/test_position_ratings_api.py (NEW)
- Pytest integration test suite
- Real API tests with player 8807
- Cache verification, SBA skip logic
- Full end-to-end GameState flow
**Files Modified**:
1. app/models/game_models.py
- LineupPlayerState: Added position_rating field (Optional[PositionRating])
- GameState: Added get_defender_for_position(position, state_manager)
- Uses StateManager's lineup cache to find active defender by position
- Iterates through lineup.players to match position + is_active
2. app/config/league_configs.py
- SbaConfig: Added supports_position_ratings() → False
- PdConfig: Added supports_position_ratings() → True
- Enables league-specific behavior without hardcoded conditionals
3. app/core/play_resolver.py
- __init__: Added state_manager parameter for X-Check defender lookup
- _resolve_x_check(): Replaced placeholder defender ratings with actual lookup
- Uses league config to check if ratings supported
- Fetches defender via state.get_defender_for_position()
- Falls back to defaults (range=3, error=15) if ratings unavailable
- Detailed logging for debugging rating lookups
4. app/core/game_engine.py
- Added _load_position_ratings_for_lineup() method
- Loads all position ratings at game start for PD league
- Skips loading for SBA (league config check)
- start_game(): Calls rating loader for both teams before marking active
- PlayResolver instantiation: Now passes state_manager parameter
- Logs: "Loaded X/9 position ratings for team Y"
**X-Check Resolution Flow**:
1. League check: config.supports_position_ratings()?
2. Get defender: state.get_defender_for_position(pos, state_manager)
3. If PD + defender.position_rating exists: Use actual range/error
4. Else if defender found: Use defaults (range=3, error=15)
5. Else: Log warning, use defaults
**Position Rating Loading (Game Start)**:
1. Check if league supports ratings (PD only)
2. Get lineup from StateManager cache
3. For each player:
- Fetch rating from position_rating_service (with caching)
- Set player.position_rating field
4. Cache API responses (16,000x faster on subsequent access)
5. Log success: "Loaded X/9 position ratings for team Y"
**Live Test Results (Player 8807)**:
```
Position Range Error Innings
CF 3 2 372
2B 3 8 212
SS 4 12 159
RF 2 2 74
LF 3 2 62
1B 4 0 46
3B 3 65 34
```
**Testing**:
- ✅ Live API: Player 8807 → 7 positions retrieved successfully
- ✅ Caching: 16,601x performance improvement
- ✅ League config: SBA=False, PD=True
- ✅ GameState integration: Defender lookup working
- ✅ Existing tests: 27/28 config tests passing (1 pre-existing URL failure)
- ✅ Syntax validation: All files compile successfully
**Benefits**:
- ✅ X-Check now uses real defensive ratings in PD league
- ✅ SBA league continues working with manual entry (uses defaults)
- ✅ No breaking changes to existing functionality
- ✅ Graceful degradation if API unavailable
- ✅ In-memory caching reduces API calls by >99%
- ✅ League-agnostic design via config system
- ✅ Production-ready with live API verification
**Phase 3E Status**: Main complete (85% → 90%)
**Next**: Phase 3E-Final (WebSocket events, Redis upgrade, full defensive lineup)
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Co-Authored-By: Claude <noreply@anthropic.com>
**Architectural Improvement**: Unified player references in GameState
**Changed**: Make all player references consistent
- BEFORE: current_batter/pitcher/catcher were IDs (int)
- AFTER: current_batter/pitcher/catcher are full LineupPlayerState objects
- Matches pattern of on_first/on_second/on_third (already objects)
**Benefits**:
1. Consistent API - all player references use same type
2. Self-contained GameState - everything needed for resolution
3. No lookups needed - direct access to player data
4. Sets foundation for Phase 3E-Main (adding position ratings)
**Files Modified**:
- app/models/game_models.py: Changed current_batter/pitcher/catcher to objects
- app/core/game_engine.py: Updated _prepare_next_play() to populate full objects
- app/core/state_manager.py: Create placeholder batter on game creation
- tests/unit/models/test_game_models.py: Updated all 27 GameState tests
**Database Operations**:
- No schema changes needed
- Play table still stores IDs (for referential integrity)
- IDs extracted from objects when saving: state.current_batter.lineup_id
**Testing**:
- All 27 GameState tests passing
- No regressions in existing functionality
- Type checking passes
**Next**: Phase 3E-Main - Add PositionRating dataclass and load ratings at game start
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Co-Authored-By: Claude <noreply@anthropic.com>
Updated X-Check runner advancement functions to properly delegate to
existing result handlers for non-error cases.
Changes:
- Updated x_check_g1/g2/g3 signatures to accept GameState, hit_location,
and defensive_decision parameters
- Updated x_check_f1/f2/f3 signatures to accept GameState and hit_location
- Implemented delegation logic: error cases use simple tables, non-error
cases delegate to existing tested result handlers (_execute_result,
_fb_result_*)
- Updated PlayResolver._get_x_check_advancement() to pass new parameters
- Updated all tests to provide required GameState fixtures
Benefits:
- Reuses 13 existing groundball + 4 flyball result handlers (DRY)
- No DP probability needed - X-Check d20 already tested defender
- Full game context: real lineup IDs, outs count, conditional logic
- Error cases remain simple and efficient
Test Results: 264/265 core tests passing (1 pre-existing dice failure)
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Co-Authored-By: Claude <noreply@anthropic.com>
Fixed incorrect double play logic that was rolling for probability
twice - once for the chart result and again for execution.
Changes:
- Removed _calculate_double_play_probability() method entirely
- Updated _gb_result_2() to execute DP deterministically
- Updated _gb_result_10() to execute DP deterministically
- Updated _gb_result_13() to execute DP deterministically
- Removed TestDoublePlayProbability test class (5 tests)
- Updated DP tests to reflect deterministic behavior
Logic: Chart already determines outcome via dice roll. When chart
says "Result 2: Double Play", the DP happens (if <2 outs and runner
on 1st exists). No additional probability roll needed.
Tests: 55/55 runner advancement tests passing
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Fixed two critical bugs in Phase 3D X-Check implementation plus
improved dice audit trail for better tracking.
BUG #1: on_base_code Mapping Error (Sequential vs Bit Field)
============================================================
The implementation incorrectly treated on_base_code as a bit field
when it is actually a sequential lookup mapping.
WRONG (bit field):
Code 3 (0b011) → R1 + R2
Code 4 (0b100) → R3 only
CORRECT (sequential):
Code 3 → R3 only
Code 4 → R1 + R2
Fixed:
- build_advancement_from_code() decoder (sequential mapping)
- build_flyball_advancement_with_error() decoder (sequential mapping)
- 13 test on_base_code values (3↔4 corrections)
- Updated documentation to clarify NOT a bit field
BUG #2: Table Data Not Matching Official Charts
================================================
7 table entries in G1_ADVANCEMENT_TABLE and G2_ADVANCEMENT_TABLE
did not match the official rulebook charts provided by user.
Fixed table entries:
- G1 Code 1, Infield In: Changed Result 3 → 2
- G1 Code 3, Normal: Changed Result 13 → 3
- G1 Code 3, Infield In: Changed Result 3 → 1
- G1 Code 4, Normal: Changed Result 3 → 13
- G1 Code 4, Infield In: Changed Result 4 → 2
- G2 Code 3, Infield In: Changed Result 3 → 1
- G2 Code 4, Normal: Changed Result 5 → 4
Also fixed 7 test expectations to match corrected tables.
IMPROVEMENT: Better Dice Audit Trail
=====================================
Updated _resolve_x_check() in PlayResolver to use proper
dice_system.roll_fielding() instead of manual die rolling.
Benefits:
- All dice tracked in audit trail (roll_id, timestamp, position)
- Automatic error_total calculation (no manual 3d6 addition)
- Consistent with codebase patterns
- Position recorded for historical analysis
Testing:
- All 59 X-Check advancement tests passing (100%)
- All 9 PlayResolver tests passing (100%)
- All table entries validated against official charts
- Complete codebase scan: no bit field operations found
Files modified:
- backend/app/core/x_check_advancement_tables.py
- backend/tests/unit/core/test_x_check_advancement_tables.py
- backend/app/core/play_resolver.py
- .claude/implementation/PHASE_3D_CRITICAL_FIX.md (documentation)
- .claude/implementation/GROUNDBALL_CHART_REFERENCE.md (new)
- .claude/implementation/XCHECK_TEST_VALIDATION.md (new)
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Implemented complete X-Check resolution system in PlayResolver with
defense range and error table lookups.
Changes:
- Added X_CHECK case to resolve_outcome() method
- Implemented _resolve_x_check() main resolution method
- Added _adjust_range_for_defensive_position() for playing in logic
- Added _lookup_defense_table() for defense range table lookups
- Added _apply_hash_conversion() for G2#/G3# to SI2 conversion
- Added _lookup_error_chart() for error determination
- Added _determine_final_x_check_outcome() for final outcome mapping
- Added XCheckResult to PlayResult dataclass
- Integrated all Phase 3B tables (defense, error, holding runners)
Features:
- Full defense table lookup (infield, outfield, catcher)
- Error chart lookup with priority ordering (RP > E3 > E2 > E1 > NO)
- Range adjustment for playing in (+1, max 5)
- Hash conversion based on playing in OR holding runner
- Error overrides outs to ERROR outcome
- Rare play handling
- Detailed X-Check audit trail in XCheckResult
Placeholders (to be completed in later phases):
- Defender retrieval from lineup (currently uses placeholder ratings)
- SPD test implementation (currently defaults to G3)
- Batter handedness from player model
- Runner advancement tables (Phase 3D)
Testing:
- All 9 PlayResolver tests passing
- All 36 X-Check table tests passing
- All 51 runner advancement tests passing
- 325/327 total tests passing (2 pre-existing failures unrelated)
- play_resolver.py compiles successfully
Phase 3C Status: 100% COMPLETE ✅
Ready for Phase 3D (Runner Advancement Tables)
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Co-Authored-By: Claude <noreply@anthropic.com>
Add foundational data structures for X-Check play resolution system:
Models Added:
- PositionRating: Defensive ratings (range 1-5, error 0-88) for X-Check resolution
- XCheckResult: Dataclass tracking complete X-Check resolution flow with dice rolls,
conversions (SPD test, G2#/G3#→SI2), error results, and final outcomes
- BasePlayer.active_position_rating: Optional field for current defensive position
Enums Extended:
- PlayOutcome.X_CHECK: New outcome type requiring special resolution
- PlayOutcome.is_x_check(): Helper method for type checking
Documentation Enhanced:
- Play.check_pos: Documented as X-Check position identifier
- Play.hit_type: Documented with examples (single_2_plus_error_1, etc.)
Utilities Added:
- app/core/cache.py: Redis cache key helpers for player positions and game state
Implementation Planning:
- Complete 6-phase implementation plan (3A-3F) documented in .claude/implementation/
- Phase 3A complete with all acceptance criteria met
- Zero breaking changes, all existing tests passing
Next: Phase 3B will add defense tables, error charts, and advancement logic
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Major Phase 2 refactoring to consolidate runner advancement logic:
**Flyball System Enhancement**:
- Add FLYOUT_BQ variant (medium-shallow depth)
- 4 flyball types with clear semantics: A (deep), B (medium), BQ (medium-shallow), C (shallow)
- Updated helper methods to include FLYOUT_BQ
**RunnerAdvancement Integration**:
- Extend runner_advancement.py to handle both groundballs AND flyballs
- advance_runners() routes to _advance_runners_groundball() or _advance_runners_flyball()
- Comprehensive flyball logic with proper DECIDE mechanics per flyball type
- No-op movements recorded for state recovery consistency
**PlayResolver Refactoring**:
- Consolidate all 4 flyball outcomes to delegate to RunnerAdvancement (DRY)
- Eliminate duplicate flyball resolution code
- Rename helpers for clarity: _advance_on_single_1/_advance_on_single_2 (was _advance_on_single)
- Fix single/double advancement logic for different hit types
**State Recovery Fix**:
- Fix state_manager.py game recovery to build LineupPlayerState objects properly
- Use get_lineup_player() helper to construct from lineup data
- Correctly track runners in on_first/on_second/on_third fields (matches Phase 2 model)
**Database Support**:
- Add runner tracking fields to play data for accurate recovery
- Include batter_id, on_first_id, on_second_id, on_third_id, and *_final fields
**Type Safety Improvements**:
- Fix lineup_id access throughout runner_advancement.py (was accessing on_first directly, now on_first.lineup_id)
- Make current_batter_lineup_id non-optional (always set by _prepare_next_play)
- Add type: ignore for known SQLAlchemy false positives
**Documentation**:
- Update CLAUDE.md with comprehensive flyball documentation
- Add flyball types table, usage examples, and test coverage notes
- Document differences between groundball and flyball mechanics
**Testing**:
- Add test_flyball_advancement.py with 21 flyball tests
- Coverage: all 4 types, DECIDE scenarios, no-op movements, edge cases
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Major Refactor: Outcome-First Architecture
- PlayResolver now accepts league_id and auto_mode in constructor
- Added core resolve_outcome() method - all resolution logic in one place
- Added resolve_manual_play() wrapper for manual submissions (primary)
- Added resolve_auto_play() wrapper for PD auto mode (rare)
- Removed SimplifiedResultChart (obsolete with new architecture)
- Removed play_resolver singleton
RunnerAdvancement Integration:
- All groundball outcomes (GROUNDBALL_A/B/C) now use RunnerAdvancement
- Proper DP probability calculation with positioning modifiers
- Hit location tracked for all relevant outcomes
- 13 result types fully integrated from advancement charts
Game State Updates:
- Added auto_mode field to GameState (stored per-game)
- Updated state_manager.create_game() to accept auto_mode parameter
- GameEngine now uses state.auto_mode to create appropriate resolver
League Configuration:
- Added supports_auto_mode() to BaseGameConfig
- SbaConfig: returns False (no digitized cards)
- PdConfig: returns True (has digitized ratings)
- PlayResolver validates auto mode support and raises error for SBA
Play Results:
- Added hit_location field to PlayResult
- Groundballs include location from RunnerAdvancement
- Flyouts track hit_location for tag-up logic (future)
- Other outcomes have hit_location=None
Testing:
- Completely rewrote test_play_resolver.py for new architecture
- 9 new tests covering initialization, strikeouts, walks, groundballs, home runs
- All 9 tests passing
- All 180 core tests still passing (1 pre-existing failure unrelated)
Terminal Client:
- No changes needed - defaults to manual mode (auto_mode=False)
- Perfect for human testing of manual submissions
This completes Week 7 Task 6 - the final task of Week 7!
Week 7 is now 100% complete with all 8 tasks done.
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Co-Authored-By: Claude <noreply@anthropic.com>
- Created runner_advancement.py with complete groundball advancement system
- Implemented GroundballResultType IntEnum with 13 rulebook-aligned results
- Built RunnerAdvancement class with chart lookup logic (Infield Back/In)
- Implemented all 13 result handlers (gb_result_1 through gb_result_13)
- Added DECIDE mechanic support for interactive runner advancement decisions
- Implemented double play probability calculation with positioning modifiers
- Created 30 comprehensive unit tests covering all scenarios (100% passing)
Key Features:
- Supports Infield Back and Infield In defensive positioning
- Handles Corners In hybrid positioning (applies In rules to corner fielders)
- Conditional results based on hit location (middle IF, right side, corners)
- Force play detection and advancement logic
- Double play mechanics with probability-based success (45% base rate)
- Result types match official rulebook exactly (1-13)
Architecture:
- IntEnum for result types (type-safe, self-documenting)
- Comprehensive hit location tracking (1B, 2B, SS, 3B, P, C, LF, CF, RF)
- Dataclasses for movements (RunnerMovement, AdvancementResult)
- Probability modifiers: Infield In (-15%), hit location (±10%)
Testing:
- 30 unit tests covering chart lookup, all result types, and edge cases
- Double play probability validation
- All on-base codes (0-7) tested
- All groundball types (A, B, C) verified
Status: Week 7 Tasks 4 & 5 complete (~87% of Week 7 finished)
Next: Task 6 (PlayResolver Integration)
Related: #task4 #task5 #runner-advancement #double-play #week7
Complete manual outcome workflow for SBA and PD manual mode gameplay:
**WebSocket Event Handlers** (app/websocket/handlers.py):
- roll_dice: Server rolls dice, stores in state, broadcasts to players
- submit_manual_outcome: Validates and processes player submissions
- Events: dice_rolled, outcome_accepted, outcome_rejected, play_resolved
**Game Engine Integration** (app/core/game_engine.py):
- resolve_manual_play(): Processes manual outcomes with server dice
- Uses ab_roll for audit trail, player outcome for resolution
- Same orchestration as resolve_play() (save, update, advance inning)
**Data Model** (app/models/game_models.py):
- pending_manual_roll: Stores server dice between roll and submission
**Terminal Client** (terminal_client/):
- roll_dice command: Roll dice and display results
- manual_outcome command: Submit outcomes from physical cards
- Both integrated into REPL for testing
**Tests** (tests/unit/websocket/test_manual_outcome_handlers.py):
- 12 comprehensive tests covering all validation paths
- All tests passing (roll_dice: 4, submit_manual_outcome: 8)
**Key Decisions**:
- Server rolls dice for fairness (not players!)
- One-time roll usage (cleared after submission)
- Early validation (check pending roll before accepting)
- Field-level error messages for clear feedback
**Impact**:
- Complete manual mode workflow ready
- Frontend WebSocket integration supported
- Terminal testing commands available
- Audit trail with server-rolled dice maintained
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Add ability to roll back the last N plays, useful for correcting mistakes
or recovering from corrupted plays. Deletes plays from database and
reconstructs game state by replaying remaining plays.
Database Operations (app/database/operations.py):
- delete_plays_after(): Delete plays with play_number > target
- delete_substitutions_after(): Delete lineup entries with after_play >= target
- delete_rolls_after(): Delete dice rolls (kept for reference, not used)
Game Engine (app/core/game_engine.py):
- rollback_plays(): Main rollback orchestration
- Validates: num_plays > 0, enough plays exist, game not completed
- Deletes plays and substitutions from database
- Clears in-memory roll tracking
- Calls state_manager.recover_game() to rebuild state
- Returns updated GameState
Terminal Client (terminal_client/commands.py, terminal_client/repl.py):
- rollback_plays(): Command wrapper with user-friendly output
- do_rollback(): REPL command with argument parsing
Usage:
⚾ > rollback 3
Validations:
- Cannot roll back more plays than exist
- Cannot roll back completed games
- Rolling back across innings is allowed
- Substitutions after rolled-back plays are undone
Testing:
- ✅ Successfully rolls back 2 plays from 5-play game
- ✅ Correctly validates rollback of 10 plays when only 2 exist
- ✅ Game state properly reconstructed via replay
Note: Dice rolls kept in database for auditing (don't affect state).
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Co-Authored-By: Claude <noreply@anthropic.com>
Add ability to force specific play outcomes instead of random dice rolls,
enabling targeted testing of specific game scenarios.
Changes:
- play_resolver.resolve_play(): Add forced_outcome parameter, bypass dice
rolls when provided, create dummy AbRoll with placeholder values
- game_engine.resolve_play(): Accept and pass through forced_outcome param
- terminal_client/commands.py: Pass forced_outcome to game engine
Testing:
- Verified TRIPLE, HOMERUN, and STRIKEOUT outcomes work correctly
- Dummy AbRoll properly constructed with all required fields
- Game state updates correctly with forced outcomes
Example usage in REPL:
resolve_with triple
resolve_with homerun
Fixes terminal client testing workflow to allow controlled scenarios.
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- Enhanced validate_defensive_decision() with comprehensive validation:
- Validate all alignments (normal, shifted_left, shifted_right, extreme_shift)
- Validate all infield depths (in, normal, back, double_play)
- Validate all outfield depths (in, normal, back)
- Validate hold_runners require actual runners on specified bases
- Validate hold_runners only on bases 1, 2, or 3
- Validate double_play depth requires runner on first
- Validate double_play depth not allowed with 2 outs
- Enhanced validate_offensive_decision() with comprehensive validation:
- Validate all approaches (normal, contact, power, patient)
- Validate steal_attempts only to bases 2, 3, or 4
- Validate steal_attempts require runner on base-1
- Validate bunt_attempt not allowed with 2 outs
- Validate bunt_attempt and hit_and_run cannot be simultaneous
- Validate hit_and_run requires at least one runner on base
- Added 24+ comprehensive test cases covering all edge cases:
- 13 new defensive decision validation tests
- 16 new offensive decision validation tests
- All tests pass (54/54 passing)
Clear error messages for all validation failures.
Follows 'Raise or Return' pattern with ValidationError exceptions.
- Renamed check_d20 → chaos_d20 throughout dice system
- Expanded PlayOutcome enum with granular variants (SINGLE_1/2, DOUBLE_2/3, GROUNDBALL_A/B/C, etc.)
- Integrated PlayOutcome from app.config into PlayResolver
- Added play_metadata support for uncapped hit tracking
- Updated all tests (139/140 passing)
Week 6: 100% Complete - Ready for Phase 3
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Co-Authored-By: Claude <noreply@anthropic.com>
This commit includes cleanup from model refactoring and terminal client
modularization for better code organization and maintainability.
## Game Models Refactor
**Removed RunnerState class:**
- Eliminated separate RunnerState model (was redundant)
- Replaced runners: List[RunnerState] with direct base references:
- on_first: Optional[LineupPlayerState]
- on_second: Optional[LineupPlayerState]
- on_third: Optional[LineupPlayerState]
- Updated helper methods:
- get_runner_at_base() now returns LineupPlayerState directly
- get_all_runners() returns List[Tuple[int, LineupPlayerState]]
- is_runner_on_X() simplified to direct None checks
**Benefits:**
- Matches database structure (plays table has on_first_id, etc.)
- Simpler state management (direct references vs list management)
- Better type safety (LineupPlayerState vs generic runner)
- Easier to work with in game engine logic
**Updated files:**
- app/models/game_models.py - Removed RunnerState, updated GameState
- app/core/play_resolver.py - Use get_all_runners() instead of state.runners
- app/core/validators.py - Updated runner access patterns
- tests/unit/models/test_game_models.py - Updated test assertions
- tests/unit/core/test_play_resolver.py - Updated test data
- tests/unit/core/test_validators.py - Updated test data
## Terminal Client Refactor
**Modularization (DRY principle):**
Created separate modules for better code organization:
1. **terminal_client/commands.py** (10,243 bytes)
- Shared command functions for game operations
- Used by both CLI (main.py) and REPL (repl.py)
- Functions: submit_defensive_decision, submit_offensive_decision,
resolve_play, quick_play_sequence
- Single source of truth for command logic
2. **terminal_client/arg_parser.py** (7,280 bytes)
- Centralized argument parsing and validation
- Handles defensive/offensive decision arguments
- Validates formats (alignment, depths, hold runners, steal attempts)
3. **terminal_client/completions.py** (10,357 bytes)
- TAB completion support for REPL mode
- Command completions, option completions, dynamic completions
- Game ID completions, defensive/offensive option suggestions
4. **terminal_client/help_text.py** (10,839 bytes)
- Centralized help text and command documentation
- Detailed command descriptions
- Usage examples for all commands
**Updated main modules:**
- terminal_client/main.py - Simplified by using shared commands module
- terminal_client/repl.py - Cleaner with shared functions and completions
**Benefits:**
- DRY: Behavior consistent between CLI and REPL modes
- Maintainability: Changes in one place affect both interfaces
- Testability: Can test commands module independently
- Organization: Clear separation of concerns
## Documentation
**New files:**
- app/models/visual_model_relationships.md
- Visual documentation of model relationships
- Helps understand data flow between models
- terminal_client/update_docs/ (6 phase documentation files)
- Phased documentation for terminal client evolution
- Historical context for implementation decisions
## Tests
**New test files:**
- tests/unit/terminal_client/__init__.py
- tests/unit/terminal_client/test_arg_parser.py
- tests/unit/terminal_client/test_commands.py
- tests/unit/terminal_client/test_completions.py
- tests/unit/terminal_client/test_help_text.py
**Updated tests:**
- Integration tests updated for new runner model
- Unit tests updated for model changes
- All tests passing with new structure
## Summary
- ✅ Simplified game state model (removed RunnerState)
- ✅ Better alignment with database structure
- ✅ Modularized terminal client (DRY principle)
- ✅ Shared command logic between CLI and REPL
- ✅ Comprehensive test coverage
- ✅ Improved documentation
Total changes: 26 files modified/created
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Co-Authored-By: Claude <noreply@anthropic.com>