beb939b32a
12 Commits
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beb939b32a |
CLAUDE: Fix all unit test failures and implement 100% test requirement
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) 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com> |
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76e01420a3 |
CLAUDE: Fix DO3 (double-3) batter advancement
Fixed incorrect batter advancement for DO3 (double-3) outcomes. The batter was incorrectly reaching 3B instead of 2B. DO3 means: - DO = Double (batter reaches 2B) - 3 = Runners advance 3 bases Changes: - play_resolver.py: Fixed DOUBLE_3 outcome handling (line 416) - Changed batter_result from 3 to 2 - Updated description to clarify "runners advance 3 bases" not "batter to 3rd" - play_resolver.py: Fixed X-Check DO3 handling (line 1043) - Changed batter_reaches from 3 to 2 - Added comment explaining DO3 notation Now on a DO3 + NO error: ✅ Batter reaches 2B (correct) ✅ R1 advances 3 bases → HOME (correct) ✅ R2 would advance 3 bases → HOME (correct) ✅ R3 would advance 3 bases → HOME (correct) 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com> |
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02e816a57f |
CLAUDE: Phase 3E-Main - Position Ratings Integration for X-Check Resolution
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) 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com> |
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fc0e2f100c |
CLAUDE: Integrate X-Check advancement with full GameState support
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) 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com> |
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fb282a5e54 |
CLAUDE: Fix critical X-Check bugs and improve dice rolling
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) 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com> |
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10515cb20d |
CLAUDE: Implement Phase 3C - X-Check Resolution Logic
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) 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com> |
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a696473d0a |
CLAUDE: Integrate flyball advancement with RunnerAdvancement system
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 🚀 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com> |
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e2f1d6079f |
CLAUDE: Implement Week 7 Task 6 - PlayResolver Integration with RunnerAdvancement
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. 🎯 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com> |
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8ecce0f5ad |
CLAUDE: Implement forced outcome feature for terminal client testing
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. 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com> |
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6880b6d5ad |
CLAUDE: Complete Week 6 - granular PlayOutcome integration and metadata support
- 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 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com> |
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1c32787195 |
CLAUDE: Refactor game models and modularize terminal client
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
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
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0d7ddbe408 |
CLAUDE: Implement GameEngine, PlayResolver, and GameValidator
Core Components: ✅ GameValidator (validators.py) - Validates game state and decisions - Rule enforcement for baseball gameplay - Game-over and inning continuation logic ✅ PlayResolver (play_resolver.py) - Resolves play outcomes using AbRoll system - Simplified result charts for MVP - Handles wild pitch/passed ball checks - Runner advancement logic for all hit types - PlayOutcome enum with 12 outcome types ✅ GameEngine (game_engine.py) - Orchestrates complete game flow - Start game, submit decisions, resolve plays - Integrates DiceSystem with roll context - Batch saves rolls at end of each half-inning - Persists plays and game state to database - Manages inning advancement and game completion Integration Features: - Uses advanced AbRoll system (not simplified d20) - Roll context tracking per inning - Batch persistence at inning boundaries - Full audit trail with roll history - State synchronization between memory and database Architecture: GameEngine → PlayResolver → DiceSystem ↓ ↓ GameValidator StateManager ↓ ↓ Database In-Memory Cache Ready For: ✅ End-to-end at-bat testing ✅ WebSocket integration ✅ Result chart configuration ✅ Advanced decision logic (Phase 3) 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com> |