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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- Update test fixtures to provide required current_batter_lineup_id field
- Update validator tests for new infield depth values (infield_in, normal, corners_in)
- Update runner advancement tests to match refactored runner management
- Update game model tests to work with direct base references
- Update play resolver tests for enhanced logic
- Add missing imports in test files
All changes ensure tests align with recent Phase 2 implementation updates
including the transition from RunnerState list to direct base references
(on_first, on_second, on_third) in GameState model.
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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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- 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
- 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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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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Add comprehensive unit and integration tests for Week 5 deliverables:
- test_play_resolver.py: 18 tests covering outcome resolution and runner advancement
- test_validators.py: 36 tests covering game state, decisions, lineups, and flow
- test_game_engine.py: 7 test classes for complete game flow integration
Update implementation documentation to reflect completed status:
- 00-index.md: Mark Phase 2 Weeks 4-5 complete with test coverage
- 02-week5-game-logic.md: Comprehensive test details and completion status
- 02-game-engine.md: Forward-looking snapshot pattern documentation
Week 5 now fully complete with 54 unit tests + 7 integration test classes passing.
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Core Implementation:
- Created roll_types.py with AbRoll, JumpRoll, FieldingRoll, D20Roll dataclasses
- Implemented DiceSystem singleton with cryptographically secure random generation
- Added Roll model to db_models.py with JSONB storage for roll history
- Implemented save_rolls_batch() and get_rolls_for_game() in database operations
Testing:
- 27 unit tests for roll type dataclasses (100% passing)
- 35 unit tests for dice system (34/35 passing, 1 timing issue)
- 16 integration tests for database persistence (uses production DiceSystem)
Features:
- Unique roll IDs using secrets.token_hex()
- League-specific logic (SBA d100 rare plays, PD error-based rare plays)
- Automatic derived value calculation (d6_two_total, jump_total, error_total)
- Full audit trail with context metadata
- Support for batch saving rolls per inning
Technical Details:
- Fixed dataclass inheritance with kw_only=True for Python 3.13
- Roll data stored as JSONB for flexible querying
- Indexed on game_id, roll_type, league_id, team_id for efficient retrieval
- Supports filtering by roll type, team, and timestamp ordering
Note: Integration tests have async connection pool issue when run together
(tests work individually, fixture cleanup needed in follow-up branch)
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