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Author SHA1 Message Date
Cal Corum
880adb315e Optimize CLAUDE.md from 303 to 63 lines
Remove duplicated user-level rules, README-level Docker/env docs, MVP scope,
success metrics, and implementation status. Keep stack, commands, architecture, and code quality rules.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-14 08:31:09 -06:00
Cal Corum
187bd1ccae CLAUDE: Fix offensive action conditional rendering, remove emojis, always show hold pills
- OffensiveApproach: read game state from store (fix same prop-passing bug as DefensiveSetup),
  remove steal option (check_jump encompasses it), hide unavailable actions instead of disabling,
  fix conditions (sac/squeeze: <2 outs + runners, hit-and-run: R1/R3 not R2-only)
- Remove all emoji icons from decision components (OffensiveApproach, DefensiveSetup, DecisionPanel)
- RunnerCard: always show hold/not-held pills on occupied bases (status indicator in all phases)
- DecisionPanel: remove dead hasRunnersOnBase computed and prop pass-through
- Rewrite OffensiveApproach tests (32 new tests with Pinia store integration)

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-12 15:47:33 -06:00
Cal Corum
2d4dbe82eb CLAUDE: Compact defensive setup UI with glowing ring turn indicator
- Rewrite DefensiveSetup as inline segmented controls (~120px vs ~340px)
- Fix bug: read game state from useGameStore() instead of never-passed prop
- Remove turn indicator banner from DecisionPanel (replaced by green glow ring)
- Emoji fix: shield -> baseball glove
- Confirm button matches Roll Dice style (full-width, prominent)
- Infield options only show IF In/Corners when runner on 3rd
- Outfield row only renders in walk-off scenarios
- Hold pills only render for occupied bases
- 20 tests rewritten with Pinia store integration

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-12 14:44:46 -06:00
10 changed files with 1487 additions and 1063 deletions

318
CLAUDE.md
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@ -1,302 +1,62 @@
# 🚨 CRITICAL: @ MENTION HANDLING 🚨
When ANY file is mentioned with @ syntax, you MUST IMMEDIATELY call Read tool on that file BEFORE responding.
You will see automatic loads of any @ mentioned filed, this is NOT ENOUGH, it only loads the file contents.
You MUST perform Read tool calls on the files directly, even if they were @ included.
This is NOT optional - it loads required CLAUDE.md context. along the file path.
See @./.claude/force-claude-reads.md for details.
# Paper Dynasty Real-Time Game Engine
---
Web-based real-time multiplayer baseball simulation replacing legacy Google Sheets.
# Paper Dynasty Real-Time Game Engine - Development Guide
## Stack
## Project Overview
- **Backend**: FastAPI + Socket.io, PostgreSQL, Python 3.11+, Pydantic, SQLAlchemy 2.0
- **Frontend**: Vue 3 + Nuxt 3, TypeScript strict, Tailwind CSS, Pinia, Socket.io-client
- **Auth**: Discord OAuth via HttpOnly cookies (see `COOKIE_AUTH_IMPLEMENTATION.md`)
Web-based real-time multiplayer baseball simulation platform replacing legacy Google Sheets system. Consists of:
- **Shared Backend**: FastAPI (Python 3.11+) with WebSocket support, PostgreSQL persistence
- **Dual Frontends**: Separate Vue 3/Nuxt 3 apps per league (SBA and PD) with shared component library
**Critical Business Driver**: Legacy Google Sheets being deprecated - this is mission-critical replacement.
## Architecture Principles
### Backend Philosophy
- **Hybrid State Model**: In-memory game state for performance + PostgreSQL for persistence/recovery
- **League-Agnostic Core**: Polymorphic player models, config-driven league variations
- **Async-First**: All I/O operations use async/await patterns
- **Type Safety**: Pydantic models for validation, SQLAlchemy for ORM
### Frontend Philosophy
- **Mobile-First**: Primary design target is mobile portrait mode
- **Real-Time Updates**: WebSocket (Socket.io) for all game state changes
- **Shared Components**: Maximize reuse between league frontends
- **Type Safety**: TypeScript with strict mode
## Technology Stack
### Backend
- FastAPI + Socket.io (WebSocket)
- PostgreSQL 14+ with SQLAlchemy 2.0
- Pydantic for data validation
- pytest for testing
### Frontend (Per League)
- Vue 3 Composition API + Nuxt 3
- TypeScript (strict mode)
- Tailwind CSS
- Pinia for state management
- Socket.io-client
- Discord OAuth via HttpOnly cookies (see `COOKIE_AUTH_IMPLEMENTATION.md`)
## Key Technical Patterns
### Polymorphic Player Architecture
Use factory pattern for league-specific player types:
- `BasePlayer` (abstract base)
- `SbaPlayer` (simple model)
- `PdPlayer` (detailed scouting data)
- `Lineup.from_api_data(config, data)` factory method
### WebSocket Event Flow
1. Player action → WebSocket → Backend
2. Validate against in-memory state
3. Process + resolve outcome
4. Update in-memory state
5. Async write to PostgreSQL
6. Broadcast state update to all clients
### Game State Recovery
On reconnect: Load plays from DB → Replay to rebuild state → Send current state
## Project Structure
```
strat-gameplay-webapp/
├── backend/ # FastAPI game engine
│ ├── app/
│ │ ├── core/ # Game engine, dice, state management
│ │ ├── config/ # League configs and result charts
│ │ ├── websocket/ # Socket.io handlers
│ │ ├── models/ # Pydantic + SQLAlchemy models
│ │ └── api/ # REST endpoints
│ └── tests/
├── frontend-sba/ # SBA League Nuxt app
├── frontend-pd/ # PD League Nuxt app (disabled)
├── docker-compose.yml # Base service configuration
├── docker-compose.dev.yml # Development overrides (hot-reload)
├── docker-compose.prod.yml # Production overrides (optimized)
├── start.sh # Single-command startup script
└── scripts/env-switch.sh # Environment profile switcher
```
## Quick Start
### 🚀 Recommended: Native Development (Fast)
For day-to-day development, use native mode for instant startup and hot-reload:
## Commands
```bash
# Start everything natively (5-10 seconds, hot-reload enabled)
./dev-native.sh start
# Native development (recommended)
./dev-native.sh start # Start all services
./dev-native.sh logs # View logs
./dev-native.sh stop # Stop
# View logs
./dev-native.sh logs
# Docker (production builds only — dev mode auth is broken)
./start.sh prod # Production mode
./start.sh stop # Stop all
# Stop when done
./dev-native.sh stop
# Environment switching
./scripts/env-switch.sh dev|prod # Copy .env.{profile} → .env
```
**See [NATIVE_DEV_SETUP.md](NATIVE_DEV_SETUP.md) for full setup instructions.**
## Architecture
### 🐳 Alternative: Docker Workflow
### Hybrid State Model
- In-memory game state for performance + PostgreSQL for persistence/recovery
- On reconnect: Load plays from DB → replay to rebuild state → send current state
For testing production builds or Docker-specific scenarios:
### Polymorphic Players
- `BasePlayer` (abstract) → `SbaPlayer` (simple) / `PdPlayer` (detailed scouting)
- Factory: `Lineup.from_api_data(config, data)`
```bash
# Production (optimized build)
./start.sh prod
### WebSocket Flow
Player action → WebSocket → validate against in-memory state → process → async DB write → broadcast to clients
# Development - DO NOT USE (auth broken)
# ./start.sh dev
## Code Quality
- Python: Dataclasses preferred, rotating loggers with `f'{__name__}.<className>'`
- Error handling: "Raise or Return" pattern — no Optional unless required
- Git commits: Prefix with "CLAUDE: "
- Security: Zero client trust, server-side logic only, cryptographically secure dice
# Stop all services
./start.sh stop
## Key URLs
# View logs
./start.sh logs
# Check status
./start.sh status
# Force rebuild
./start.sh rebuild [dev|prod]
```
### What Each Mode Does
| Mode | Backend | Frontend | Use Case |
|------|---------|----------|----------|
| `prod` | Production build | SSR optimized build | **Always use this** - auth works correctly |
| `dev` | Hot-reload (uvicorn --reload) | Hot-reload (nuxt dev) | ❌ Auth broken - do not use |
### Service URLs
| Service | Dev Mode | Prod Mode |
|---------|----------|-----------|
| Service | Dev | Prod |
|---------|-----|------|
| Frontend | http://localhost:3000 | https://gameplay-demo.manticorum.com |
| Backend API | http://localhost:8000 | https://gameplay-demo.manticorum.com/api |
| API Docs | http://localhost:8000/docs | https://gameplay-demo.manticorum.com/api/docs |
### Docker Compose Architecture
The stack uses layered compose files:
- **`docker-compose.yml`** - Base services (Redis, Backend, Frontend-SBA)
- **`docker-compose.dev.yml`** - Development overrides (volume mounts, hot-reload)
- **`docker-compose.prod.yml`** - Production overrides (optimized builds, restart policies)
The `start.sh` script handles composing these correctly.
## Environment Configuration
### Environment Profiles
| Profile | Backend URL | Frontend URL |
|---------|-------------|--------------|
| `dev` | `http://localhost:8000` | `http://localhost:3000` |
| `prod` | `https://gameplay-demo.manticorum.com` | `https://gameplay-demo.manticorum.com` |
### Environment Files
| File | Purpose |
|------|---------|
| `backend/.env` | Active backend config (gitignored) |
| `backend/.env.dev` | Local development settings |
| `backend/.env.prod` | Production settings |
| `frontend-sba/.env` | Active frontend config (gitignored) |
| `frontend-sba/.env.dev` | Local development settings |
| `frontend-sba/.env.prod` | Production settings |
### Key Environment Variables
**Backend** (in `backend/.env`):
- `DATABASE_URL` - PostgreSQL connection string
- `DISCORD_CLIENT_ID/SECRET` - OAuth credentials
- `DISCORD_SERVER_REDIRECT_URI` - Server-side OAuth callback
- `FRONTEND_URL` - Frontend base URL for redirects
- `CORS_ORIGINS` - Allowed origins (JSON array)
- `ALLOWED_DISCORD_IDS` - User whitelist (comma-separated, empty = all)
**Frontend** (in `frontend-*/.env`):
- `NUXT_PUBLIC_API_URL` - Backend API URL (public, client-side)
- `NUXT_API_URL_INTERNAL` - Backend URL for SSR (Docker internal: `http://backend:8000`)
- `NUXT_PUBLIC_WS_URL` - WebSocket URL
- `NUXT_PUBLIC_DISCORD_CLIENT_ID` - OAuth client ID (public)
- `NUXT_PUBLIC_DISCORD_REDIRECT_URI` - OAuth callback URL
### Discord OAuth Setup
Both environments require redirect URIs in [Discord Developer Portal](https://discord.com/developers/applications):
| Environment | Redirect URI |
|-------------|--------------|
| dev | `http://localhost:8000/api/auth/discord/callback/server` |
| prod | `https://gameplay-demo.manticorum.com/api/auth/discord/callback/server` |
### Manual Environment Switching
If you need to switch between dev/prod configs without Docker:
```bash
./scripts/env-switch.sh dev # Copy .env.dev → .env
./scripts/env-switch.sh prod # Copy .env.prod → .env
```
The `start.sh` script handles this automatically based on mode.
## Development Guidelines
### Code Quality
- **Python**: Dataclasses preferred, rotating loggers with `f'{__name__}.<className>'`
- **Error Handling**: "Raise or Return" pattern - no Optional unless required
- **Testing**: Run tests freely without asking permission
- **Imports**: Always verify imports during code review to prevent NameErrors
- **Git Commits**: Prefix with "CLAUDE: "
### Performance Targets
- Action response: < 500ms
- WebSocket delivery: < 200ms
- DB writes: < 100ms (async)
- State recovery: < 2 seconds
### Security Requirements
- Discord OAuth for authentication
- Server-side game logic only (zero client trust)
- Cryptographically secure dice rolls
- All rules enforced server-side
## Phase 1 MVP Scope (Weeks 1-13)
**Core Deliverables**:
1. Authentication (Discord OAuth)
2. Game creation & lobby
3. Complete turn-based gameplay with all strategic decisions
4. Real-time WebSocket updates
5. Game persistence & recovery
6. Spectator mode
7. Mobile-optimized UI
8. AI opponent support
**Explicitly Out of Scope for MVP**:
- Roster management
- Marketplace
- Tournaments
- Advanced analytics
## Critical References
- **Full PRD**: `/mnt/NV2/Development/strat-gameplay-webapp/prd-web-scorecard-1.1.md`
- **Player Model Architecture**: PRD lines 378-551
- **Database Schema**: PRD lines 553-628
- **WebSocket Events**: PRD lines 630-669
- **League Config System**: PRD lines 780-846
## League Differences
### SBA League
- Minimal player data (id, name, image)
- Simpler rules configuration
- **SBA**: Minimal player data (id, name, image), simpler rules
- **PD**: Detailed scouting data, complex probability calculations
### PD League
- Detailed scouting data on players
- Complex probability calculations
- Additional analytics requirements
## References
## Success Metrics
- 90% player migration within 1 month
- 99.5% uptime
- < 500ms average action latency
- 60%+ mobile usage
- Zero data corruption
---
## Current Implementation Status
**Phase 3E-Final**: ✅ **COMPLETE** (2025-01-10)
Backend is production-ready for frontend integration:
- ✅ All 20 WebSocket event handlers implemented
- ✅ Strategic decisions (defensive/offensive)
- ✅ Manual outcome workflow (dice rolling + card reading)
- ✅ Player substitutions (3 types)
- ✅ Box score statistics (materialized views)
- ✅ Position ratings integration (PD league)
- ✅ Uncapped hit interactive decision tree (SINGLE_UNCAPPED, DOUBLE_UNCAPPED)
- ✅ 2481/2481 tests passing (100%)
**Next Phase**: Vue 3 + Nuxt 3 frontend implementation with Socket.io client
---
**Note**: Subdirectories have their own CLAUDE.md files with implementation-specific details to minimize context usage.
- **Full PRD**: `prd-web-scorecard-1.1.md`
- **Native dev setup**: `NATIVE_DEV_SETUP.md`
- Subdirectories have their own CLAUDE.md files for implementation details

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@ -1,19 +1,5 @@
<template>
<div class="space-y-4">
<!-- Turn Indicator -->
<div
class="rounded-xl shadow-lg p-4 text-center"
:class="turnIndicatorClasses"
>
<div class="flex items-center justify-center gap-3">
<span class="text-3xl">{{ turnIcon }}</span>
<div>
<h2 class="text-xl font-bold">{{ turnTitle }}</h2>
<p class="text-sm opacity-90 mt-0.5">{{ turnSubtitle }}</p>
</div>
</div>
</div>
<!-- Decision Phase Content -->
<div v-if="phase !== 'idle'" class="space-y-4">
<!-- Defensive Phase -->
@ -33,19 +19,8 @@
:game-id="gameId"
:is-active="isMyTurn"
:current-decision="currentOffensiveDecision"
:has-runners-on-base="hasRunnersOnBase"
@submit="handleOffensiveSubmit"
/>
<!-- Stolen Base Attempts (if runners on base) -->
<StolenBaseInputs
v-if="hasRunnersOnBase"
:runners="runners"
:is-active="isMyTurn"
:current-attempts="currentStealAttempts"
@submit="handleStealAttemptsSubmit"
@cancel="handleStealAttemptsCancel"
/>
</template>
<!-- Decision History (Collapsible) -->
@ -98,7 +73,6 @@
v-else
class="bg-white dark:bg-gray-800 rounded-xl shadow-lg p-8 text-center"
>
<div class="text-6xl mb-4"></div>
<h3 class="text-lg font-semibold text-gray-900 dark:text-white mb-2">
Waiting for Play
</h3>
@ -114,7 +88,6 @@ import { ref, computed } from 'vue'
import type { DefensiveDecision, OffensiveDecision } from '~/types/game'
import DefensiveSetup from './DefensiveSetup.vue'
import OffensiveApproach from './OffensiveApproach.vue'
import StolenBaseInputs from './StolenBaseInputs.vue'
interface DecisionHistoryItem {
type: 'Defensive' | 'Offensive'
@ -134,7 +107,6 @@ interface Props {
}
currentDefensiveSetup?: DefensiveDecision
currentOffensiveDecision?: Omit<OffensiveDecision, 'steal_attempts'>
currentStealAttempts?: number[]
decisionHistory?: DecisionHistoryItem[]
}
@ -145,62 +117,18 @@ const props = withDefaults(defineProps<Props>(), {
second: null,
third: null,
}),
currentStealAttempts: () => [],
decisionHistory: () => [],
})
const emit = defineEmits<{
defensiveSubmit: [decision: DefensiveDecision]
offensiveSubmit: [decision: Omit<OffensiveDecision, 'steal_attempts'>]
stealAttemptsSubmit: [attempts: number[]]
}>()
// Local state
const historyExpanded = ref(false)
// Computed
const hasRunnersOnBase = computed(() => {
return props.runners.first !== null ||
props.runners.second !== null ||
props.runners.third !== null
})
const turnIndicatorClasses = computed(() => {
if (props.isMyTurn) {
return 'bg-gradient-to-r from-green-600 to-green-700 text-white'
} else {
return 'bg-gradient-to-r from-gray-500 to-gray-600 text-white'
}
})
const turnIcon = computed(() => {
if (props.phase === 'idle') return '⏸️'
if (props.isMyTurn) return '✋'
return '⏳'
})
const turnTitle = computed(() => {
if (props.phase === 'idle') return 'Waiting for Next Play'
if (props.isMyTurn) {
return props.phase === 'defensive' ? 'Your Defensive Turn' : 'Your Offensive Turn'
} else {
return 'Opponent\'s Turn'
}
})
const turnSubtitle = computed(() => {
if (props.phase === 'idle') return 'No decisions needed right now'
if (props.isMyTurn) {
if (props.phase === 'defensive') {
return 'Set your defensive positioning and strategy'
} else {
return 'Choose your offensive approach and tactics'
}
} else {
return 'Waiting for opponent to make their decision'
}
})
const recentDecisions = computed(() => {
return props.decisionHistory.slice(0, 3)
})
@ -214,11 +142,4 @@ const handleOffensiveSubmit = (decision: Omit<OffensiveDecision, 'steal_attempts
emit('offensiveSubmit', decision)
}
const handleStealAttemptsSubmit = (attempts: number[]) => {
emit('stealAttemptsSubmit', attempts)
}
const handleStealAttemptsCancel = () => {
// Reset handled by parent component
}
</script>

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@ -1,99 +1,106 @@
<template>
<div class="bg-white dark:bg-gray-800 rounded-xl shadow-lg p-6">
<!-- Header -->
<div class="flex items-center justify-between mb-6">
<h3 class="text-xl font-bold text-gray-900 dark:text-white flex items-center gap-2">
<span class="text-2xl">🛡</span>
Defensive Setup
</h3>
<span
v-if="!isActive"
class="px-3 py-1 text-xs font-semibold rounded-full bg-gray-200 text-gray-600"
>
Opponent's Turn
</span>
</div>
<!-- Form -->
<form class="space-y-6" @submit.prevent="handleSubmit">
<!-- Infield Depth -->
<div>
<label class="block text-sm font-semibold text-gray-700 dark:text-gray-300 mb-3">
Infield Depth
</label>
<ButtonGroup
v-model="infieldDepth"
:options="infieldDepthOptions"
:disabled="!isActive"
size="md"
variant="primary"
vertical
/>
<div
class="bg-white dark:bg-gray-800 rounded-xl shadow-lg p-4"
:class="isActive ? 'ring-2 ring-green-500/60 shadow-green-500/20' : ''"
>
<form class="space-y-3" @submit.prevent="handleSubmit">
<!-- Header row: icon + title -->
<div class="flex items-center">
<h3 class="text-base font-bold text-gray-900 dark:text-white">
Defense
</h3>
</div>
<!-- Outfield Depth -->
<div>
<label class="block text-sm font-semibold text-gray-700 dark:text-gray-300 mb-3">
Outfield Depth
</label>
<ButtonGroup
v-model="outfieldDepth"
:options="outfieldDepthOptions"
:disabled="!isActive"
size="md"
variant="primary"
/>
</div>
<!-- Visual Preview -->
<div class="bg-gradient-to-r from-blue-50 to-indigo-50 dark:from-gray-700 dark:to-gray-600 rounded-lg p-4">
<h4 class="text-sm font-semibold text-gray-700 dark:text-gray-300 mb-2">
Current Setup
</h4>
<div class="grid grid-cols-2 gap-2 text-xs">
<div>
<span class="font-medium text-gray-600 dark:text-gray-400">Infield:</span>
<span class="ml-1 text-gray-900 dark:text-white">{{ infieldDisplay }}</span>
</div>
<div>
<span class="font-medium text-gray-600 dark:text-gray-400">Outfield:</span>
<span class="ml-1 text-gray-900 dark:text-white">{{ outfieldDisplay }}</span>
</div>
<div class="col-span-2">
<span class="font-medium text-gray-600 dark:text-gray-400">Holding:</span>
<span class="ml-1 text-gray-900 dark:text-white">{{ holdingDisplay }}</span>
</div>
<!-- Infield depth: segmented control (only shows extra options when runner on 3rd) -->
<div class="flex items-center gap-2">
<span class="text-xs font-medium text-gray-500 dark:text-gray-400 w-14 flex-shrink-0">Infield</span>
<div class="flex flex-1 rounded-lg overflow-hidden border border-gray-300 dark:border-gray-600">
<button
v-for="option in infieldOptions"
:key="option.value"
type="button"
:disabled="!isActive"
:class="segmentClasses(option.value === infieldDepth)"
class="flex-1 py-2 text-xs font-medium transition-colors disabled:opacity-50 disabled:cursor-not-allowed"
@click="infieldDepth = option.value"
>
{{ option.label }}
</button>
</div>
</div>
<!-- Submit Button -->
<ActionButton
type="submit"
variant="success"
size="lg"
:disabled="!isActive"
:loading="submitting"
full-width
>
{{ submitButtonText }}
</ActionButton>
<!-- Outfield depth: only rendered when shallow option exists (walk-off scenario) -->
<div v-if="showOutfieldRow" class="flex items-center gap-2">
<span class="text-xs font-medium text-gray-500 dark:text-gray-400 w-14 flex-shrink-0">Outfield</span>
<div class="flex flex-1 rounded-lg overflow-hidden border border-gray-300 dark:border-gray-600">
<button
v-for="option in outfieldOptions"
:key="option.value"
type="button"
:disabled="!isActive"
:class="segmentClasses(option.value === outfieldDepth)"
class="flex-1 py-2 text-xs font-medium transition-colors disabled:opacity-50 disabled:cursor-not-allowed"
@click="outfieldDepth = option.value"
>
{{ option.label }}
</button>
</div>
</div>
<!-- Hold runners: pill toggles for occupied bases only -->
<div v-if="occupiedBases.length > 0" class="flex items-center gap-2">
<span class="text-xs font-medium text-gray-500 dark:text-gray-400 w-14 flex-shrink-0">Hold</span>
<div class="flex gap-1.5">
<button
v-for="base in occupiedBases"
:key="base"
type="button"
:disabled="!isActive"
:class="holdPillClasses(isHeld(base))"
class="px-3 py-1.5 text-xs font-medium rounded-full border transition-colors disabled:opacity-50 disabled:cursor-not-allowed"
@click="toggleHold(base)"
>
{{ baseLabel(base) }}
</button>
</div>
</div>
<!-- Confirm button: full-width, prominent (matches Roll Dice style) -->
<div class="flex justify-center">
<button
type="submit"
:disabled="!isActive || submitting"
:class="[
'px-8 py-4 rounded-lg font-bold text-lg transition-all duration-200 shadow-lg min-h-[60px] min-w-[200px] w-full',
isActive && !submitting
? 'bg-gradient-to-r from-green-500 to-green-600 text-white hover:from-green-600 hover:to-green-700 hover:shadow-xl active:scale-95'
: 'bg-gray-300 dark:bg-gray-600 text-gray-500 dark:text-gray-400 cursor-not-allowed'
]"
>
<span v-if="submitting" class="flex items-center justify-center gap-2">
<svg class="animate-spin h-5 w-5" viewBox="0 0 24 24">
<circle class="opacity-25" cx="12" cy="12" r="10" stroke="currentColor" stroke-width="4" fill="none" />
<path class="opacity-75" fill="currentColor" d="M4 12a8 8 0 018-8V0C5.373 0 0 5.373 0 12h4zm2 5.291A7.962 7.962 0 014 12H0c0 3.042 1.135 5.824 3 7.938l3-2.647z" />
</svg>
Confirming...
</span>
<span v-else>Confirm Defense</span>
</button>
</div>
</form>
</div>
</template>
<script setup lang="ts">
import { ref, computed, watch } from 'vue'
import type { DefensiveDecision, GameState } from '~/types/game'
import ButtonGroup from '~/components/UI/ButtonGroup.vue'
import type { ButtonGroupOption } from '~/components/UI/ButtonGroup.vue'
import ActionButton from '~/components/UI/ActionButton.vue'
import type { DefensiveDecision } from '~/types/game'
import { useDefensiveSetup } from '~/composables/useDefensiveSetup'
import { useGameStore } from '~/store/game'
interface Props {
gameId: string
isActive: boolean
currentSetup?: DefensiveDecision
gameState?: GameState
}
const props = withDefaults(defineProps<Props>(), {
@ -104,76 +111,80 @@ const emit = defineEmits<{
submit: [setup: DefensiveDecision]
}>()
const { infieldDepth, outfieldDepth, holdRunnersArray, getDecision, syncFromDecision } = useDefensiveSetup()
const gameStore = useGameStore()
const { infieldDepth, outfieldDepth, holdRunnersArray, isHeld, toggleHold, getDecision, syncFromDecision } = useDefensiveSetup()
// Local state
const submitting = ref(false)
// Dynamic options based on game state
const infieldDepthOptions = computed<ButtonGroupOption[]>(() => {
const options: ButtonGroupOption[] = [
{ value: 'normal', label: 'Normal', icon: '•' },
]
// Read game state from store instead of prop (fixes bug where gameState was never passed)
const storeGameState = computed(() => gameStore.gameState)
// Only show infield_in and corners_in if runner on third
if (props.gameState?.on_third) {
options.push({ value: 'infield_in', label: 'Infield In', icon: '⬆️' })
options.push({ value: 'corners_in', label: 'Corners In', icon: '◀️▶️' })
// Determine which bases are occupied
const occupiedBases = computed<number[]>(() => {
const gs = storeGameState.value
if (!gs) return []
const bases: number[] = []
if (gs.on_first) bases.push(1)
if (gs.on_second) bases.push(2)
if (gs.on_third) bases.push(3)
return bases
})
// Infield options: always show Normal; add IF In + Corners when runner on 3rd
const infieldOptions = computed(() => {
const options = [{ value: 'normal' as const, label: 'Normal' }]
if (storeGameState.value?.on_third) {
options.push({ value: 'infield_in' as const, label: 'IF In' })
options.push({ value: 'corners_in' as const, label: 'Corners' })
}
return options
})
const outfieldDepthOptions = computed<ButtonGroupOption[]>(() => {
const options: ButtonGroupOption[] = [
{ value: 'normal', label: 'Normal', icon: '•' },
]
// Outfield options: only show row when shallow is available (walk-off scenario)
const isWalkOffScenario = computed(() => {
const gs = storeGameState.value
if (!gs) return false
const isHomeBatting = gs.half === 'bottom'
const isLateInning = gs.inning >= 9
const isCloseGame = isHomeBatting
? gs.home_score <= gs.away_score
: gs.away_score <= gs.home_score
const hasRunners = gs.on_first || gs.on_second || gs.on_third
return isHomeBatting && isLateInning && isCloseGame && !!hasRunners
})
// Check for walk-off scenario
if (props.gameState) {
const { inning, half, home_score, away_score, on_first, on_second, on_third } = props.gameState
const isHomeBatting = half === 'bottom'
const isLateInning = inning >= 9
const isCloseGame = isHomeBatting
? home_score <= away_score
: away_score <= home_score
const hasRunners = on_first || on_second || on_third
const showOutfieldRow = computed(() => isWalkOffScenario.value)
// Only show shallow in walk-off situations
if (isHomeBatting && isLateInning && isCloseGame && hasRunners) {
options.push({ value: 'shallow', label: 'Shallow', icon: '⬇️' })
}
const outfieldOptions = computed(() => {
const options = [{ value: 'normal' as const, label: 'Normal' }]
if (isWalkOffScenario.value) {
options.push({ value: 'shallow' as const, label: 'Shallow' })
}
return options
})
// Display helpers
const infieldDisplay = computed(() => {
const option = infieldDepthOptions.value.find(opt => opt.value === infieldDepth.value)
return option?.label || 'Normal'
})
// Style helpers
const segmentClasses = (selected: boolean) => {
if (selected) {
return 'bg-gradient-to-r from-primary to-blue-600 text-white border-r border-blue-600 last:border-r-0'
}
return 'bg-white dark:bg-gray-700 text-gray-700 dark:text-gray-300 hover:bg-gray-50 dark:hover:bg-gray-600 border-r border-gray-300 dark:border-gray-600 last:border-r-0'
}
const outfieldDisplay = computed(() => {
const option = outfieldDepthOptions.value.find(opt => opt.value === outfieldDepth.value)
return option?.label || 'Normal'
})
const holdPillClasses = (held: boolean) => {
if (held) {
return 'border-blue-500 bg-gradient-to-r from-primary to-blue-600 text-white'
}
return 'border-gray-300 dark:border-gray-600 bg-white dark:bg-gray-700 text-gray-700 dark:text-gray-300 hover:bg-gray-50 dark:hover:bg-gray-600'
}
const holdingDisplay = computed(() => {
const arr = holdRunnersArray.value
if (arr.length === 0) return 'None'
return arr.map(base => {
if (base === 1) return '1st'
if (base === 2) return '2nd'
if (base === 3) return '3rd'
return base
}).join(', ')
})
const submitButtonText = computed(() => {
if (!props.isActive) return 'Wait for Your Turn'
return 'Submit Defensive Setup'
})
const baseLabel = (base: number) => {
if (base === 1) return '1B'
if (base === 2) return '2B'
if (base === 3) return '3B'
return `${base}B`
}
// Handle form submission
const handleSubmit = async () => {

View File

@ -2,8 +2,7 @@
<div class="bg-white dark:bg-gray-800 rounded-xl shadow-lg p-6">
<!-- Header -->
<div class="flex items-center justify-between mb-6">
<h3 class="text-xl font-bold text-gray-900 dark:text-white flex items-center gap-2">
<span class="text-2xl"></span>
<h3 class="text-xl font-bold text-gray-900 dark:text-white">
Offensive Action
</h3>
<span
@ -26,18 +25,16 @@
v-for="option in availableActions"
:key="option.value"
type="button"
:disabled="!isActive || option.disabled"
:class="getActionButtonClasses(option.value, option.disabled)"
:disabled="!isActive"
:class="getActionButtonClasses(option.value)"
class="touch-manipulation"
:title="option.disabledReason"
@click="selectAction(option.value)"
>
<div class="flex items-start gap-3">
<span class="text-2xl flex-shrink-0">{{ option.icon }}</span>
<div class="flex-1 text-left">
<div class="font-semibold text-base">{{ option.label }}</div>
<div class="text-sm opacity-90 mt-0.5">
{{ option.disabled ? option.disabledReason : option.description }}
{{ option.description }}
</div>
</div>
<div v-if="localDecision.action === option.value" class="flex-shrink-0">
@ -48,22 +45,6 @@
</div>
</div>
<!-- Current Strategy Summary -->
<div class="bg-gradient-to-r from-blue-50 to-indigo-50 dark:from-gray-700 dark:to-gray-600 rounded-lg p-4">
<h4 class="text-sm font-semibold text-gray-700 dark:text-gray-300 mb-2">
Current Strategy
</h4>
<div class="space-y-1 text-xs">
<div>
<span class="font-medium text-gray-600 dark:text-gray-400">Action:</span>
<span class="ml-1 text-gray-900 dark:text-white">{{ currentActionLabel }}</span>
</div>
<div v-if="actionRequiresSpecialHandling" class="mt-2 p-2 bg-yellow-100 dark:bg-yellow-900/30 rounded">
<span class="font-medium text-yellow-800 dark:text-yellow-200">{{ specialHandlingNote }}</span>
</div>
</div>
</div>
<!-- Submit Button -->
<ActionButton
type="submit"
@ -83,126 +64,99 @@
import { ref, computed, watch } from 'vue'
import type { OffensiveDecision } from '~/types/game'
import ActionButton from '~/components/UI/ActionButton.vue'
import { useGameStore } from '~/store/game'
interface ActionOption {
value: OffensiveDecision['action']
label: string
icon: string
description: string
disabled: boolean
disabledReason?: string
}
interface Props {
gameId: string
isActive: boolean
currentDecision?: Omit<OffensiveDecision, 'steal_attempts'>
hasRunnersOnBase?: boolean
runnerOnFirst?: boolean
runnerOnSecond?: boolean
runnerOnThird?: boolean
basesLoaded?: boolean
outs?: number
}
const props = withDefaults(defineProps<Props>(), {
isActive: false,
hasRunnersOnBase: false,
runnerOnFirst: false,
runnerOnSecond: false,
runnerOnThird: false,
basesLoaded: false,
outs: 0,
})
const emit = defineEmits<{
submit: [decision: Omit<OffensiveDecision, 'steal_attempts'>]
}>()
const gameStore = useGameStore()
// Local state
const submitting = ref(false)
const localDecision = ref<Omit<OffensiveDecision, 'steal_attempts'>>({
action: props.currentDecision?.action || 'swing_away',
})
// Action options with smart filtering
const availableActions = computed<ActionOption[]>(() => {
const twoOuts = props.outs >= 2
// Read game state from store (fixes bug where props were never passed from DecisionPanel)
const storeGameState = computed(() => gameStore.gameState)
return [
const hasRunnersOnBase = computed(() => {
const gs = storeGameState.value
if (!gs) return false
return !!(gs.on_first || gs.on_second || gs.on_third)
})
const runnerOnFirst = computed(() => !!storeGameState.value?.on_first)
const runnerOnThird = computed(() => !!storeGameState.value?.on_third)
const outs = computed(() => storeGameState.value?.outs ?? 0)
// Action options: only include actions whose conditions are met (hidden, not disabled)
const availableActions = computed<ActionOption[]>(() => {
const actions: ActionOption[] = [
{
value: 'swing_away',
label: 'Swing Away',
icon: '⚾',
description: 'Normal swing, no special tactics',
disabled: false,
},
{
value: 'steal',
label: 'Steal',
icon: '🏃',
description: 'Attempt to steal base(s) - configure on steal inputs tab',
disabled: false,
},
{
value: 'check_jump',
label: 'Check Jump',
icon: '👀',
description: 'Lead runner checks jump at start of delivery',
disabled: !props.hasRunnersOnBase,
disabledReason: 'Requires runner on base',
},
{
value: 'hit_and_run',
label: 'Hit and Run',
icon: '💨',
description: 'Runner(s) take off as pitcher delivers; batter must make contact',
disabled: !props.hasRunnersOnBase,
disabledReason: 'Requires runner on base',
},
{
value: 'sac_bunt',
label: 'Sacrifice Bunt',
icon: '🎯',
description: 'Bunt to advance runners, batter likely out',
disabled: twoOuts,
disabledReason: twoOuts ? 'Cannot bunt with 2 outs' : undefined,
},
{
value: 'squeeze_bunt',
label: 'Squeeze Bunt',
icon: '🔥',
description: 'Runner on 3rd breaks for home as pitcher delivers',
disabled: !props.runnerOnThird || twoOuts,
disabledReason: twoOuts
? 'Cannot squeeze with 2 outs'
: !props.runnerOnThird
? 'Requires runner on third'
: undefined,
},
]
// Check jump: requires any runner on base
if (hasRunnersOnBase.value) {
actions.push({
value: 'check_jump',
label: 'Check Jump',
description: 'Lead runner checks jump at start of delivery',
})
}
// Hit and run: requires runner on first and/or third (NOT second only)
if (runnerOnFirst.value || runnerOnThird.value) {
actions.push({
value: 'hit_and_run',
label: 'Hit and Run',
description: 'Runner(s) take off as pitcher delivers; batter must make contact',
})
}
// Sac bunt: requires < 2 outs AND runners on base
if (outs.value < 2 && hasRunnersOnBase.value) {
actions.push({
value: 'sac_bunt',
label: 'Sacrifice Bunt',
description: 'Bunt to advance runners, batter likely out',
})
}
// Squeeze bunt: requires < 2 outs AND runner on third
if (outs.value < 2 && runnerOnThird.value) {
actions.push({
value: 'squeeze_bunt',
label: 'Squeeze Bunt',
description: 'Runner on 3rd breaks for home as pitcher delivers',
})
}
return actions
})
// Computed
const currentActionLabel = computed(() => {
const option = availableActions.value.find(opt => opt.value === localDecision.value.action)
return option?.label || 'Swing Away'
})
const actionRequiresSpecialHandling = computed(() => {
return localDecision.value.action === 'steal' || localDecision.value.action === 'squeeze_bunt'
})
const specialHandlingNote = computed(() => {
if (localDecision.value.action === 'steal') {
return 'Configure which bases to steal on the Stolen Base Inputs tab'
}
if (localDecision.value.action === 'squeeze_bunt') {
return 'R3 will break for home as pitcher delivers - high risk, high reward!'
}
return ''
})
const hasChanges = computed(() => {
if (!props.currentDecision) return true
return localDecision.value.action !== props.currentDecision.action
@ -217,22 +171,13 @@ const submitButtonText = computed(() => {
// Methods
const selectAction = (action: OffensiveDecision['action']) => {
if (!props.isActive) return
// Check if action is disabled
const option = availableActions.value.find(opt => opt.value === action)
if (option?.disabled) return
localDecision.value.action = action
}
const getActionButtonClasses = (action: OffensiveDecision['action'], disabled: boolean) => {
const getActionButtonClasses = (action: OffensiveDecision['action']) => {
const isSelected = localDecision.value.action === action
const base = 'w-full p-4 rounded-lg border-2 transition-all duration-200 disabled:cursor-not-allowed'
if (disabled) {
return `${base} bg-gray-100 dark:bg-gray-800 text-gray-400 dark:text-gray-500 border-gray-200 dark:border-gray-700 opacity-60`
}
if (isSelected) {
return `${base} bg-gradient-to-r from-blue-600 to-blue-700 text-white border-blue-700 shadow-lg`
} else {
@ -258,12 +203,12 @@ watch(() => props.currentDecision, (newDecision) => {
}
}, { deep: true })
// Auto-reset to swing_away if current action becomes invalid
// Auto-reset to swing_away if current action is no longer available
watch(() => availableActions.value, (actions) => {
const currentAction = localDecision.value.action
const currentOption = actions.find(opt => opt.value === currentAction)
const stillAvailable = actions.some(opt => opt.value === currentAction)
if (currentOption?.disabled) {
if (!stillAvailable) {
localDecision.value.action = 'swing_away'
}
}, { deep: true })

View File

@ -26,9 +26,8 @@
<div class="text-[10px] text-gray-500">{{ base }}</div>
</div>
<!-- Hold runner icon -->
<!-- Hold runner status pill (always visible for occupied bases, interactive only during defensive phase) -->
<button
v-if="holdInteractive || isHeld"
type="button"
:class="[
'hold-icon flex-shrink-0 w-10 rounded-lg flex items-center justify-center transition-all duration-200 px-1 self-stretch gap-0.5',

View File

@ -1,157 +1,279 @@
import { describe, it, expect, beforeEach } from "vitest";
import { mount } from "@vue/test-utils";
import { createPinia, setActivePinia } from "pinia";
import DefensiveSetup from "~/components/Decisions/DefensiveSetup.vue";
import { useDefensiveSetup } from "~/composables/useDefensiveSetup";
import type { DefensiveDecision } from "~/types/game";
import { useGameStore } from "~/store/game";
import type { DefensiveDecision, GameState } from "~/types/game";
/**
* Creates a minimal GameState for testing, with sensible defaults.
* Only override the fields you care about per test.
*/
function makeGameState(overrides: Partial<GameState> = {}): GameState {
return {
game_id: "test-game-123",
league_id: "sba",
home_team_id: 1,
away_team_id: 2,
home_team_is_ai: false,
away_team_is_ai: false,
creator_discord_id: null,
auto_mode: false,
status: "active",
inning: 5,
half: "top",
outs: 0,
balls: 0,
strikes: 0,
home_score: 3,
away_score: 2,
on_first: null,
on_second: null,
on_third: null,
current_batter: { lineup_id: 10, card_id: 100, position: "LF", batting_order: 1, is_active: true },
current_pitcher: { lineup_id: 20, card_id: 200, position: "P", batting_order: null, is_active: true },
current_catcher: null,
current_on_base_code: 0,
away_team_batter_idx: 0,
home_team_batter_idx: 0,
pending_decision: null,
decision_phase: "awaiting_defensive",
decisions_this_play: {},
pending_defensive_decision: null,
pending_offensive_decision: null,
pending_manual_roll: null,
pending_x_check: null,
pending_uncapped_hit: null,
play_count: 0,
last_play_result: null,
created_at: "2025-01-01T00:00:00Z",
started_at: "2025-01-01T00:00:00Z",
completed_at: null,
...overrides,
} as GameState;
}
/** Helper to create a mock runner LineupPlayerState */
function makeRunner(lineupId: number, position: string = "LF") {
return { lineup_id: lineupId, card_id: lineupId * 10, position, batting_order: 1, is_active: true };
}
describe("DefensiveSetup", () => {
let pinia: ReturnType<typeof createPinia>;
const defaultProps = {
gameId: "test-game-123",
isActive: true,
};
beforeEach(() => {
pinia = createPinia();
setActivePinia(pinia);
// Reset the singleton composable state before each test
const { reset } = useDefensiveSetup();
reset();
});
/**
* Helper: mount with game state injected into the store.
* Sets up Pinia and populates gameStore.gameState before mounting.
*/
function mountWithGameState(gameStateOverrides: Partial<GameState> = {}, propsOverrides: Record<string, any> = {}) {
const gameStore = useGameStore();
gameStore.setGameState(makeGameState(gameStateOverrides));
return mount(DefensiveSetup, {
props: { ...defaultProps, ...propsOverrides },
global: { plugins: [pinia] },
});
}
describe("Rendering", () => {
it("renders component with header", () => {
const wrapper = mount(DefensiveSetup, {
props: defaultProps,
});
expect(wrapper.text()).toContain("Defensive Setup");
it("renders component with compact header", () => {
/**
* The compact layout uses "Defense" title (not the old "Defensive Setup").
* No emojis in the header.
*/
const wrapper = mountWithGameState();
expect(wrapper.text()).toContain("Defense");
});
it("shows opponent turn indicator when not active", () => {
const wrapper = mount(DefensiveSetup, {
props: {
...defaultProps,
isActive: false,
},
});
expect(wrapper.text()).toContain("Opponent's Turn");
it("renders prominent full-width confirm button", () => {
/**
* The confirm button should be a large, full-width green button
* matching the Roll Dice button style.
*/
const wrapper = mountWithGameState();
expect(wrapper.text()).toContain("Confirm Defense");
});
it("renders all form sections", () => {
const wrapper = mount(DefensiveSetup, {
props: defaultProps,
});
expect(wrapper.text()).toContain("Infield Depth");
expect(wrapper.text()).toContain("Outfield Depth");
expect(wrapper.text()).toContain("Current Setup");
it("does not render old preview box or ButtonGroup", () => {
/**
* The compact layout removes the "Current Setup" preview box
* and replaces ButtonGroup with inline segmented buttons.
*/
const wrapper = mountWithGameState();
expect(wrapper.text()).not.toContain("Current Setup");
expect(wrapper.text()).not.toContain("Infield Depth");
expect(wrapper.text()).not.toContain("Outfield Depth");
expect(wrapper.findAllComponents({ name: "ButtonGroup" })).toHaveLength(0);
});
});
describe("Initial Values", () => {
it("uses default values when no currentSetup provided", () => {
const wrapper = mount(DefensiveSetup, {
props: defaultProps,
});
// Check preview shows defaults
it("always shows infield row with Normal option", () => {
/**
* Infield segmented control always renders with at least "Normal".
*/
const wrapper = mountWithGameState();
expect(wrapper.text()).toContain("Infield");
expect(wrapper.text()).toContain("Normal");
});
});
it("syncs composable from provided currentSetup via watcher", async () => {
describe("Infield Options (runner on 3rd)", () => {
it("shows only Normal when no runner on 3rd", () => {
/**
* When currentSetup prop is provided, the component should sync the
* composable state to match it. This verifies the prop->composable sync.
* When there's no runner on 3rd base, infield should only show "Normal".
* IF In and Corners should NOT appear.
*/
const currentSetup: DefensiveDecision = {
infield_depth: "normal",
outfield_depth: "normal",
hold_runners: [1, 3],
};
const wrapper = mountWithGameState({ on_third: null });
expect(wrapper.text()).toContain("Normal");
expect(wrapper.text()).not.toContain("IF In");
expect(wrapper.text()).not.toContain("Corners");
});
mount(DefensiveSetup, {
props: {
...defaultProps,
currentSetup,
},
});
it("shows all three infield options when runner on 3rd", () => {
/**
* When there IS a runner on 3rd, infield should show Normal, IF In, and Corners.
* This is driven by game state from the store (not a prop).
*/
const wrapper = mountWithGameState({ on_third: makeRunner(30) });
expect(wrapper.text()).toContain("Normal");
expect(wrapper.text()).toContain("IF In");
expect(wrapper.text()).toContain("Corners");
});
// The composable should be synced from the prop via the watcher
const { holdRunnersArray, infieldDepth, outfieldDepth } =
useDefensiveSetup();
// Watcher fires on prop change, check initial sync happens
expect(infieldDepth.value).toBe("normal");
expect(outfieldDepth.value).toBe("normal");
it("can select infield_in when runner on 3rd", async () => {
/**
* Clicking the IF In button should update the composable's infieldDepth value.
*/
const wrapper = mountWithGameState({ on_third: makeRunner(30) });
const buttons = wrapper.findAll('button[type="button"]');
const ifInBtn = buttons.find(b => b.text() === "IF In");
expect(ifInBtn).toBeTruthy();
await ifInBtn!.trigger("click");
const { infieldDepth } = useDefensiveSetup();
expect(infieldDepth.value).toBe("infield_in");
});
});
describe("Hold Runners Display", () => {
it('shows "None" when no runners held in preview', () => {
const wrapper = mount(DefensiveSetup, {
props: defaultProps,
describe("Outfield Row (walk-off scenario)", () => {
it("hides outfield row in normal game situations", () => {
/**
* Outfield row should be hidden when it's NOT a walk-off scenario.
* A normal mid-game state should not show "Outfield" or "Shallow".
*/
const wrapper = mountWithGameState({
inning: 5,
half: "top",
on_first: makeRunner(10),
});
// Check preview section shows "None" for holding
expect(wrapper.text()).toContain("Holding:None");
expect(wrapper.text()).not.toContain("Outfield");
expect(wrapper.text()).not.toContain("Shallow");
});
it("displays holding status in preview for held runners", () => {
it("shows outfield row in walk-off scenario", () => {
/**
* The preview section should show a comma-separated list of held bases.
* Hold runner UI has moved to the runner pills themselves.
* Walk-off scenario: bottom of 9th+, home team losing/tied, runners on base.
* This should show the outfield row with Normal and Shallow options.
*/
const { syncFromDecision } = useDefensiveSetup();
syncFromDecision({
infield_depth: "normal",
outfield_depth: "normal",
hold_runners: [1, 3],
const wrapper = mountWithGameState({
inning: 9,
half: "bottom",
home_score: 3,
away_score: 4,
on_third: makeRunner(30),
});
const wrapper = mount(DefensiveSetup, {
props: defaultProps,
});
// Preview should show the held bases
expect(wrapper.text()).toContain("Holding:1st, 3rd");
expect(wrapper.text()).toContain("Outfield");
expect(wrapper.text()).toContain("Normal");
expect(wrapper.text()).toContain("Shallow");
});
it("displays holding status in preview for multiple runners", () => {
it("hides outfield row when home is winning in bottom of 9th", () => {
/**
* The preview section should show a comma-separated list of held bases.
* If home team is already ahead, it's not a walk-off scenario.
*/
const { syncFromDecision } = useDefensiveSetup();
syncFromDecision({
infield_depth: "normal",
outfield_depth: "normal",
hold_runners: [1, 2, 3],
const wrapper = mountWithGameState({
inning: 9,
half: "bottom",
home_score: 5,
away_score: 3,
on_first: makeRunner(10),
});
const wrapper = mount(DefensiveSetup, {
props: defaultProps,
});
expect(wrapper.text()).toContain("Holding:1st, 2nd, 3rd");
expect(wrapper.text()).not.toContain("Outfield");
expect(wrapper.text()).not.toContain("Shallow");
});
});
describe("Preview Display", () => {
it("displays current infield depth in preview", () => {
const { syncFromDecision } = useDefensiveSetup();
syncFromDecision({
infield_depth: "infield_in",
outfield_depth: "normal",
hold_runners: [],
describe("Hold Runner Toggles", () => {
it("shows hold pills only for occupied bases", () => {
/**
* Hold toggle pills should only appear for bases that have runners.
* Empty bases should not show a pill at all (not disabled, just absent).
*/
const wrapper = mountWithGameState({
on_first: makeRunner(10),
on_third: makeRunner(30),
});
expect(wrapper.text()).toContain("Hold");
expect(wrapper.text()).toContain("1B");
expect(wrapper.text()).toContain("3B");
expect(wrapper.text()).not.toContain("2B");
});
const wrapper = mount(DefensiveSetup, {
props: {
...defaultProps,
gameState: {
on_third: 123, // Need runner on third for infield_in option
} as any,
},
it("hides hold row when bases are empty", () => {
/**
* When no runners on base, the hold row shouldn't render at all.
*/
const wrapper = mountWithGameState({
on_first: null,
on_second: null,
on_third: null,
});
expect(wrapper.text()).not.toContain("Hold");
expect(wrapper.text()).not.toContain("1B");
expect(wrapper.text()).not.toContain("2B");
expect(wrapper.text()).not.toContain("3B");
});
expect(wrapper.text()).toContain("Infield In");
it("shows all three hold pills when bases loaded", () => {
const wrapper = mountWithGameState({
on_first: makeRunner(10),
on_second: makeRunner(20),
on_third: makeRunner(30),
});
expect(wrapper.text()).toContain("1B");
expect(wrapper.text()).toContain("2B");
expect(wrapper.text()).toContain("3B");
});
it("toggles hold state when pill is clicked", async () => {
/**
* Clicking a hold pill should toggle that base's hold state
* in the shared useDefensiveSetup composable.
*/
const wrapper = mountWithGameState({ on_first: makeRunner(10) });
const holdBtn = wrapper.findAll('button[type="button"]').find(b => b.text() === "1B");
expect(holdBtn).toBeTruthy();
await holdBtn!.trigger("click");
const { isHeld } = useDefensiveSetup();
expect(isHeld(1)).toBe(true);
// Click again to toggle off
await holdBtn!.trigger("click");
expect(isHeld(1)).toBe(false);
});
});
@ -168,29 +290,19 @@ describe("DefensiveSetup", () => {
hold_runners: [2],
});
const wrapper = mount(DefensiveSetup, {
props: defaultProps,
});
const wrapper = mountWithGameState();
await wrapper.find("form").trigger("submit.prevent");
expect(wrapper.emitted("submit")).toBeTruthy();
const emitted = wrapper.emitted(
"submit",
)![0][0] as DefensiveDecision;
const emitted = wrapper.emitted("submit")![0][0] as DefensiveDecision;
expect(emitted.infield_depth).toBe("normal");
expect(emitted.outfield_depth).toBe("normal");
expect(emitted.hold_runners).toEqual([2]);
});
it("does not submit when not active", async () => {
const wrapper = mount(DefensiveSetup, {
props: {
...defaultProps,
isActive: false,
},
});
const wrapper = mountWithGameState({}, { isActive: false });
await wrapper.find("form").trigger("submit.prevent");
expect(wrapper.emitted("submit")).toBeFalsy();
});
@ -200,53 +312,15 @@ describe("DefensiveSetup", () => {
* Submitting with defaults should emit a valid DefensiveDecision
* with normal depth and no held runners.
*/
const wrapper = mount(DefensiveSetup, {
props: defaultProps,
});
const wrapper = mountWithGameState();
await wrapper.find("form").trigger("submit.prevent");
expect(wrapper.emitted("submit")).toBeTruthy();
const emitted = wrapper.emitted(
"submit",
)![0][0] as DefensiveDecision;
const emitted = wrapper.emitted("submit")![0][0] as DefensiveDecision;
expect(emitted.infield_depth).toBe("normal");
expect(emitted.outfield_depth).toBe("normal");
expect(emitted.hold_runners).toEqual([]);
});
it("shows loading state during submission", async () => {
const wrapper = mount(DefensiveSetup, {
props: defaultProps,
});
// Trigger submission
wrapper.vm.submitting = true;
await wrapper.vm.$nextTick();
// Verify button is in loading state
expect(wrapper.vm.submitting).toBe(true);
});
});
describe("Submit Button State", () => {
it('shows "Wait for Your Turn" when not active', () => {
const wrapper = mount(DefensiveSetup, {
props: {
...defaultProps,
isActive: false,
},
});
expect(wrapper.vm.submitButtonText).toBe("Wait for Your Turn");
});
it('shows "Submit Defensive Setup" when active', () => {
const wrapper = mount(DefensiveSetup, {
props: defaultProps,
});
expect(wrapper.vm.submitButtonText).toBe("Submit Defensive Setup");
});
});
describe("Prop Updates", () => {
@ -255,9 +329,7 @@ describe("DefensiveSetup", () => {
* When the parent updates the currentSetup prop (e.g. from server state),
* the composable should be synced to match.
*/
const wrapper = mount(DefensiveSetup, {
props: defaultProps,
});
const wrapper = mountWithGameState();
const newSetup: DefensiveDecision = {
infield_depth: "infield_in",
@ -267,8 +339,7 @@ describe("DefensiveSetup", () => {
await wrapper.setProps({ currentSetup: newSetup });
const { infieldDepth, outfieldDepth, holdRunnersArray } =
useDefensiveSetup();
const { infieldDepth, outfieldDepth, holdRunnersArray } = useDefensiveSetup();
expect(infieldDepth.value).toBe("infield_in");
expect(outfieldDepth.value).toBe("normal");
expect(holdRunnersArray.value).toEqual([1, 2, 3]);
@ -276,20 +347,36 @@ describe("DefensiveSetup", () => {
});
describe("Disabled State", () => {
it("disables depth controls when not active", () => {
const wrapper = mount(DefensiveSetup, {
props: {
...defaultProps,
isActive: false,
},
});
const buttonGroups = wrapper.findAllComponents({
name: "ButtonGroup",
});
buttonGroups.forEach((bg) => {
expect(bg.props("disabled")).toBe(true);
it("disables all interactive buttons when not active", () => {
/**
* When isActive is false, all segmented control buttons and hold pills
* should be disabled.
*/
const wrapper = mountWithGameState(
{ on_first: makeRunner(10) },
{ isActive: false },
);
const buttons = wrapper.findAll('button[type="button"]');
buttons.forEach((btn) => {
expect(btn.attributes("disabled")).toBeDefined();
});
});
});
describe("Game State from Store (bug fix verification)", () => {
it("reads game state from store, not from props", () => {
/**
* The old DefensiveSetup used a gameState prop that was never passed by
* DecisionPanel, so conditional options (infield_in, corners_in, shallow)
* never appeared. The new version reads from useGameStore() directly.
*
* This test verifies the fix by setting store state with runner on 3rd
* WITHOUT passing any gameState prop, and expecting infield options to appear.
*/
const wrapper = mountWithGameState({ on_third: makeRunner(30) });
// No gameState prop passed — component reads from store
expect(wrapper.text()).toContain("IF In");
expect(wrapper.text()).toContain("Corners");
});
});
});

View File

@ -1,325 +1,381 @@
import { describe, it, expect } from 'vitest'
import { mount } from '@vue/test-utils'
import OffensiveApproach from '~/components/Decisions/OffensiveApproach.vue'
import { describe, it, expect, beforeEach } from "vitest";
import { mount } from "@vue/test-utils";
import { createPinia, setActivePinia } from "pinia";
import OffensiveApproach from "~/components/Decisions/OffensiveApproach.vue";
import { useGameStore } from "~/store/game";
import type { GameState, OffensiveDecision } from "~/types/game";
// TODO: Fix form interaction and text rendering issues
describe.skip('OffensiveApproach', () => {
const defaultProps = {
gameId: 'test-game-123',
isActive: true,
}
/**
* Creates a minimal GameState for testing, with sensible defaults.
* Only override the fields you care about per test.
*/
function makeGameState(overrides: Partial<GameState> = {}): GameState {
return {
game_id: "test-game-123",
league_id: "sba",
home_team_id: 1,
away_team_id: 2,
home_team_is_ai: false,
away_team_is_ai: false,
creator_discord_id: null,
auto_mode: false,
status: "active",
inning: 5,
half: "top",
outs: 0,
balls: 0,
strikes: 0,
home_score: 3,
away_score: 2,
on_first: null,
on_second: null,
on_third: null,
current_batter: { lineup_id: 10, card_id: 100, position: "LF", batting_order: 1, is_active: true },
current_pitcher: { lineup_id: 20, card_id: 200, position: "P", batting_order: null, is_active: true },
current_catcher: null,
current_on_base_code: 0,
away_team_batter_idx: 0,
home_team_batter_idx: 0,
pending_decision: null,
decision_phase: "awaiting_offensive",
decisions_this_play: {},
pending_defensive_decision: null,
pending_offensive_decision: null,
pending_manual_roll: null,
pending_x_check: null,
pending_uncapped_hit: null,
play_count: 0,
last_play_result: null,
created_at: "2025-01-01T00:00:00Z",
started_at: "2025-01-01T00:00:00Z",
completed_at: null,
...overrides,
} as GameState;
}
describe('Rendering', () => {
it('renders all approach options', () => {
const wrapper = mount(OffensiveApproach, {
props: defaultProps,
})
/** Helper to create a mock runner LineupPlayerState */
function makeRunner(lineupId: number, position: string = "LF") {
return { lineup_id: lineupId, card_id: lineupId * 10, position, batting_order: 1, is_active: true };
}
expect(wrapper.text()).toContain('Normal')
expect(wrapper.text()).toContain('Contact')
expect(wrapper.text()).toContain('Power')
expect(wrapper.text()).toContain('Patient')
})
describe("OffensiveApproach", () => {
let pinia: ReturnType<typeof createPinia>;
it('renders special tactics section', () => {
const wrapper = mount(OffensiveApproach, {
props: defaultProps,
})
const defaultProps = {
gameId: "test-game-123",
isActive: true,
};
expect(wrapper.text()).toContain('Hit and Run')
expect(wrapper.text()).toContain('Bunt Attempt')
})
})
beforeEach(() => {
pinia = createPinia();
setActivePinia(pinia);
});
describe('Approach Selection', () => {
it('selects normal approach by default', () => {
const wrapper = mount(OffensiveApproach, {
props: defaultProps,
})
/**
* Helper: mount with game state injected into the store.
* Sets up Pinia and populates gameStore.gameState before mounting.
*/
function mountWithGameState(gameStateOverrides: Partial<GameState> = {}, propsOverrides: Record<string, any> = {}) {
const gameStore = useGameStore();
gameStore.setGameState(makeGameState(gameStateOverrides));
return mount(OffensiveApproach, {
props: { ...defaultProps, ...propsOverrides },
global: { plugins: [pinia] },
});
}
expect(wrapper.vm.localDecision.approach).toBe('normal')
})
describe("Rendering", () => {
it("always shows Swing Away option", () => {
/**
* Swing Away is the default action and should always be visible
* regardless of game state.
*/
const wrapper = mountWithGameState();
expect(wrapper.text()).toContain("Swing Away");
});
it('uses provided currentDecision approach', () => {
const wrapper = mount(OffensiveApproach, {
props: {
...defaultProps,
currentDecision: {
approach: 'power',
hit_and_run: false,
bunt_attempt: false,
},
},
})
it("renders offensive action header", () => {
const wrapper = mountWithGameState();
expect(wrapper.text()).toContain("Offensive Action");
});
expect(wrapper.vm.localDecision.approach).toBe('power')
})
it("shows Opponent's Turn badge when not active", () => {
const wrapper = mountWithGameState({}, { isActive: false });
expect(wrapper.text()).toContain("Opponent's Turn");
});
it('changes approach when button clicked', async () => {
const wrapper = mount(OffensiveApproach, {
props: defaultProps,
})
it("hides Opponent's Turn badge when active", () => {
const wrapper = mountWithGameState();
expect(wrapper.text()).not.toContain("Opponent's Turn");
});
});
wrapper.vm.selectApproach('contact')
await wrapper.vm.$nextTick()
describe("Check Jump (requires any runner on base)", () => {
it("hides Check Jump when bases empty", () => {
/**
* Check Jump requires at least one runner on base.
* With empty bases it should not appear at all.
*/
const wrapper = mountWithGameState({ on_first: null, on_second: null, on_third: null });
expect(wrapper.text()).not.toContain("Check Jump");
});
expect(wrapper.vm.localDecision.approach).toBe('contact')
})
it("shows Check Jump with runner on first", () => {
const wrapper = mountWithGameState({ on_first: makeRunner(10) });
expect(wrapper.text()).toContain("Check Jump");
});
it('does not change approach when not active', () => {
const wrapper = mount(OffensiveApproach, {
props: {
...defaultProps,
isActive: false,
},
})
it("shows Check Jump with runner on second only", () => {
/**
* Even though hit-and-run is NOT available with runner on 2nd only,
* check jump IS available with any runner.
*/
const wrapper = mountWithGameState({ on_second: makeRunner(20) });
expect(wrapper.text()).toContain("Check Jump");
});
const originalApproach = wrapper.vm.localDecision.approach
wrapper.vm.selectApproach('power')
it("shows Check Jump with runner on third", () => {
const wrapper = mountWithGameState({ on_third: makeRunner(30) });
expect(wrapper.text()).toContain("Check Jump");
});
});
expect(wrapper.vm.localDecision.approach).toBe(originalApproach)
})
})
describe("Hit and Run (requires runner on 1st and/or 3rd)", () => {
it("hides Hit and Run when bases empty", () => {
const wrapper = mountWithGameState();
expect(wrapper.text()).not.toContain("Hit and Run");
});
describe('Hit and Run', () => {
it('is disabled when no runners on base', () => {
const wrapper = mount(OffensiveApproach, {
props: {
...defaultProps,
hasRunnersOnBase: false,
},
})
it("hides Hit and Run with runner on second only", () => {
/**
* Hit and Run should NOT be available when only a runner on 2nd.
* The user's rule: "runner on first and/or third".
*/
const wrapper = mountWithGameState({ on_second: makeRunner(20) });
expect(wrapper.text()).not.toContain("Hit and Run");
});
expect(wrapper.vm.canUseHitAndRun).toBe(false)
})
it("shows Hit and Run with runner on first", () => {
const wrapper = mountWithGameState({ on_first: makeRunner(10) });
expect(wrapper.text()).toContain("Hit and Run");
});
it('is enabled when runners on base', () => {
const wrapper = mount(OffensiveApproach, {
props: {
...defaultProps,
hasRunnersOnBase: true,
},
})
it("shows Hit and Run with runner on third", () => {
const wrapper = mountWithGameState({ on_third: makeRunner(30) });
expect(wrapper.text()).toContain("Hit and Run");
});
expect(wrapper.vm.canUseHitAndRun).toBe(true)
})
it("shows Hit and Run with runners on first and third", () => {
const wrapper = mountWithGameState({
on_first: makeRunner(10),
on_third: makeRunner(30),
});
expect(wrapper.text()).toContain("Hit and Run");
});
it('clears hit and run when runners removed', async () => {
const wrapper = mount(OffensiveApproach, {
props: {
...defaultProps,
hasRunnersOnBase: true,
},
})
it("shows Hit and Run with runner on first and second (first qualifies)", () => {
/**
* Runner on 1st satisfies the condition even if 2nd is also occupied.
*/
const wrapper = mountWithGameState({
on_first: makeRunner(10),
on_second: makeRunner(20),
});
expect(wrapper.text()).toContain("Hit and Run");
});
});
wrapper.vm.localDecision.hit_and_run = true
await wrapper.vm.$nextTick()
describe("Sacrifice Bunt (requires < 2 outs AND runners on base)", () => {
it("hides Sac Bunt when bases empty", () => {
/**
* Sac bunt requires on_base_code > 0 (runners on base).
*/
const wrapper = mountWithGameState({ outs: 0 });
expect(wrapper.text()).not.toContain("Sacrifice Bunt");
});
await wrapper.setProps({ hasRunnersOnBase: false })
it("hides Sac Bunt with 2 outs", () => {
const wrapper = mountWithGameState({ outs: 2, on_first: makeRunner(10) });
expect(wrapper.text()).not.toContain("Sacrifice Bunt");
});
expect(wrapper.vm.localDecision.hit_and_run).toBe(false)
})
})
it("shows Sac Bunt with 0 outs and runner on base", () => {
const wrapper = mountWithGameState({ outs: 0, on_first: makeRunner(10) });
expect(wrapper.text()).toContain("Sacrifice Bunt");
});
describe('Change Detection', () => {
it('detects approach changes', () => {
const wrapper = mount(OffensiveApproach, {
props: {
...defaultProps,
currentDecision: {
approach: 'normal',
hit_and_run: false,
bunt_attempt: false,
},
},
})
it("shows Sac Bunt with 1 out and runner on base", () => {
const wrapper = mountWithGameState({ outs: 1, on_second: makeRunner(20) });
expect(wrapper.text()).toContain("Sacrifice Bunt");
});
});
expect(wrapper.vm.hasChanges).toBe(false)
describe("Squeeze Bunt (requires < 2 outs AND runner on 3rd)", () => {
it("hides Squeeze Bunt when no runner on third", () => {
const wrapper = mountWithGameState({ outs: 0, on_first: makeRunner(10) });
expect(wrapper.text()).not.toContain("Squeeze Bunt");
});
wrapper.vm.localDecision.approach = 'power'
expect(wrapper.vm.hasChanges).toBe(true)
})
it("hides Squeeze Bunt with 2 outs even if runner on third", () => {
const wrapper = mountWithGameState({ outs: 2, on_third: makeRunner(30) });
expect(wrapper.text()).not.toContain("Squeeze Bunt");
});
it('detects hit and run changes', () => {
const wrapper = mount(OffensiveApproach, {
props: {
...defaultProps,
currentDecision: {
approach: 'normal',
hit_and_run: false,
bunt_attempt: false,
},
hasRunnersOnBase: true,
},
})
it("shows Squeeze Bunt with 0 outs and runner on third", () => {
const wrapper = mountWithGameState({ outs: 0, on_third: makeRunner(30) });
expect(wrapper.text()).toContain("Squeeze Bunt");
});
expect(wrapper.vm.hasChanges).toBe(false)
it("shows Squeeze Bunt with 1 out and runner on third", () => {
const wrapper = mountWithGameState({ outs: 1, on_third: makeRunner(30) });
expect(wrapper.text()).toContain("Squeeze Bunt");
});
});
wrapper.vm.localDecision.hit_and_run = true
expect(wrapper.vm.hasChanges).toBe(true)
})
describe("Steal option removed", () => {
it("does not show Steal option even with runners on base", () => {
/**
* The steal option was removed check jump encompasses steal behavior.
*/
const wrapper = mountWithGameState({ on_first: makeRunner(10) });
const actionLabels = wrapper.findAll("button[type='button']").map(b => b.text());
const hasStealLabel = actionLabels.some(label => label.includes("Steal") && !label.includes("Bunt"));
expect(hasStealLabel).toBe(false);
});
});
it('detects bunt attempt changes', () => {
const wrapper = mount(OffensiveApproach, {
props: {
...defaultProps,
currentDecision: {
approach: 'normal',
hit_and_run: false,
bunt_attempt: false,
},
},
})
describe("Full scenario: all options visible", () => {
it("shows all 5 options with 0 outs and runners on 1st and 3rd", () => {
/**
* With 0 outs, runner on 1st AND 3rd: all conditions are met.
* Should show: Swing Away, Check Jump, Hit and Run, Sac Bunt, Squeeze Bunt.
*/
const wrapper = mountWithGameState({
outs: 0,
on_first: makeRunner(10),
on_third: makeRunner(30),
});
expect(wrapper.text()).toContain("Swing Away");
expect(wrapper.text()).toContain("Check Jump");
expect(wrapper.text()).toContain("Hit and Run");
expect(wrapper.text()).toContain("Sacrifice Bunt");
expect(wrapper.text()).toContain("Squeeze Bunt");
});
});
expect(wrapper.vm.hasChanges).toBe(false)
describe("Action Selection", () => {
it("selects swing_away by default", () => {
const wrapper = mountWithGameState({ on_first: makeRunner(10) });
// The checkmark should be next to Swing Away
const buttons = wrapper.findAll("button[type='button']");
const swingBtn = buttons.find(b => b.text().includes("Swing Away"));
expect(swingBtn?.text()).toContain("✓");
});
wrapper.vm.localDecision.bunt_attempt = true
expect(wrapper.vm.hasChanges).toBe(true)
})
})
it("can select check_jump when available", async () => {
const wrapper = mountWithGameState({ on_first: makeRunner(10) });
const buttons = wrapper.findAll("button[type='button']");
const checkJumpBtn = buttons.find(b => b.text().includes("Check Jump"));
expect(checkJumpBtn).toBeTruthy();
describe('Form Submission', () => {
it('emits submit with decision', async () => {
const wrapper = mount(OffensiveApproach, {
props: defaultProps,
})
await checkJumpBtn!.trigger("click");
wrapper.vm.localDecision = {
approach: 'power',
hit_and_run: false,
bunt_attempt: true,
}
// Checkmark should move to Check Jump
expect(checkJumpBtn!.text()).toContain("✓");
});
await wrapper.find('form').trigger('submit.prevent')
it("does not change action when not active", async () => {
const wrapper = mountWithGameState({ on_first: makeRunner(10) }, { isActive: false });
const buttons = wrapper.findAll("button[type='button']");
const checkJumpBtn = buttons.find(b => b.text().includes("Check Jump"));
expect(wrapper.emitted('submit')).toBeTruthy()
const emitted = wrapper.emitted('submit')![0][0]
expect(emitted).toEqual({
approach: 'power',
hit_and_run: false,
bunt_attempt: true,
})
})
await checkJumpBtn!.trigger("click");
it('does not submit when not active', async () => {
const wrapper = mount(OffensiveApproach, {
props: {
...defaultProps,
isActive: false,
},
})
// Swing Away should still be selected (checkmark stays)
const swingBtn = buttons.find(b => b.text().includes("Swing Away"));
expect(swingBtn?.text()).toContain("✓");
});
});
await wrapper.find('form').trigger('submit.prevent')
expect(wrapper.emitted('submit')).toBeFalsy()
})
describe("Auto-reset when action becomes unavailable", () => {
it("resets to swing_away when selected action disappears", async () => {
/**
* If a user selects sac_bunt but then the game state changes
* (e.g., outs increase to 2), the selection should reset to swing_away.
*/
const gameStore = useGameStore();
gameStore.setGameState(makeGameState({ outs: 0, on_first: makeRunner(10) }));
it('does not submit when no changes', async () => {
const wrapper = mount(OffensiveApproach, {
props: {
...defaultProps,
currentDecision: {
approach: 'normal',
hit_and_run: false,
bunt_attempt: false,
},
},
})
const wrapper = mount(OffensiveApproach, {
props: defaultProps,
global: { plugins: [pinia] },
});
await wrapper.find('form').trigger('submit.prevent')
expect(wrapper.emitted('submit')).toBeFalsy()
})
})
// Select sac bunt
const sacBuntBtn = wrapper.findAll("button[type='button']").find(b => b.text().includes("Sacrifice Bunt"));
await sacBuntBtn!.trigger("click");
describe('Display Text', () => {
it('shows current approach label', () => {
const wrapper = mount(OffensiveApproach, {
props: {
...defaultProps,
currentDecision: {
approach: 'contact',
hit_and_run: false,
bunt_attempt: false,
},
},
})
// Now change game state to 2 outs — sac bunt should disappear
gameStore.setGameState(makeGameState({ outs: 2, on_first: makeRunner(10) }));
await wrapper.vm.$nextTick();
expect(wrapper.vm.currentApproachLabel).toBe('Contact')
})
// Action should auto-reset to swing_away
const swingBtn = wrapper.findAll("button[type='button']").find(b => b.text().includes("Swing Away"));
expect(swingBtn?.text()).toContain("✓");
expect(wrapper.text()).not.toContain("Sacrifice Bunt");
});
});
it('shows active tactics', () => {
const wrapper = mount(OffensiveApproach, {
props: defaultProps,
})
describe("Form Submission", () => {
it("emits submit with current action", async () => {
const wrapper = mountWithGameState({ on_first: makeRunner(10) });
wrapper.vm.localDecision.hit_and_run = true
wrapper.vm.localDecision.bunt_attempt = true
// Select check_jump
const checkJumpBtn = wrapper.findAll("button[type='button']").find(b => b.text().includes("Check Jump"));
await checkJumpBtn!.trigger("click");
expect(wrapper.vm.activeTactics).toBe('Hit & Run, Bunt')
})
await wrapper.find("form").trigger("submit.prevent");
it('shows None when no tactics active', () => {
const wrapper = mount(OffensiveApproach, {
props: defaultProps,
})
expect(wrapper.emitted("submit")).toBeTruthy();
const emitted = wrapper.emitted("submit")![0][0] as Omit<OffensiveDecision, "steal_attempts">;
expect(emitted.action).toBe("check_jump");
});
expect(wrapper.vm.activeTactics).toBe('None')
})
})
it("does not submit when not active", async () => {
const wrapper = mountWithGameState({}, { isActive: false });
await wrapper.find("form").trigger("submit.prevent");
expect(wrapper.emitted("submit")).toBeFalsy();
});
describe('Submit Button Text', () => {
it('shows wait message when not active', () => {
const wrapper = mount(OffensiveApproach, {
props: {
...defaultProps,
isActive: false,
},
})
it("submits default swing_away when no changes made", async () => {
const wrapper = mountWithGameState();
await wrapper.find("form").trigger("submit.prevent");
expect(wrapper.emitted("submit")).toBeTruthy();
const emitted = wrapper.emitted("submit")![0][0] as Omit<OffensiveDecision, "steal_attempts">;
expect(emitted.action).toBe("swing_away");
});
});
expect(wrapper.vm.submitButtonText).toBe('Wait for Your Turn')
})
it('shows no changes message', () => {
const wrapper = mount(OffensiveApproach, {
props: {
...defaultProps,
currentDecision: {
approach: 'normal',
hit_and_run: false,
bunt_attempt: false,
},
},
})
expect(wrapper.vm.submitButtonText).toBe('No Changes')
})
it('shows submit message when active with changes', () => {
const wrapper = mount(OffensiveApproach, {
props: defaultProps,
})
wrapper.vm.localDecision.approach = 'power'
expect(wrapper.vm.submitButtonText).toBe('Submit Offensive Strategy')
})
})
describe('Prop Updates', () => {
it('updates local state when currentDecision changes', async () => {
const wrapper = mount(OffensiveApproach, {
props: defaultProps,
})
await wrapper.setProps({
currentDecision: {
approach: 'patient',
hit_and_run: true,
bunt_attempt: true,
},
})
expect(wrapper.vm.localDecision.approach).toBe('patient')
expect(wrapper.vm.localDecision.hit_and_run).toBe(true)
expect(wrapper.vm.localDecision.bunt_attempt).toBe(true)
})
})
})
describe("Game State from Store (bug fix verification)", () => {
it("reads game state from store, not from props", () => {
/**
* The old OffensiveApproach used props like runnerOnFirst, runnerOnThird,
* and outs that were never passed by DecisionPanel (all defaulted to false/0).
* The new version reads from useGameStore() directly.
*
* This test verifies the fix by setting store state with runners and outs
* WITHOUT passing any runner/outs props, and expecting correct filtering.
*/
const wrapper = mountWithGameState({
outs: 0,
on_first: makeRunner(10),
on_third: makeRunner(30),
});
// No runner props passed — component reads from store
expect(wrapper.text()).toContain("Check Jump");
expect(wrapper.text()).toContain("Hit and Run");
expect(wrapper.text()).toContain("Sacrifice Bunt");
expect(wrapper.text()).toContain("Squeeze Bunt");
});
});
});

View File

@ -307,10 +307,10 @@ describe("RunnerCard", () => {
});
describe("hold runner icon", () => {
it("does not show hold icon by default", () => {
it("always shows hold pill for occupied bases", () => {
/**
* When neither isHeld nor holdInteractive is set, the hold icon
* should not appear keeps the pill clean for non-defensive contexts.
* The hold pill is always visible for occupied bases as a status indicator.
* It's non-interactive (disabled) outside the defensive phase.
*/
const wrapper = mount(RunnerCard, {
global: { plugins: [pinia] },
@ -322,7 +322,8 @@ describe("RunnerCard", () => {
},
});
expect(wrapper.find(".hold-icon").exists()).toBe(false);
expect(wrapper.find(".hold-icon").exists()).toBe(true);
expect(wrapper.find(".hold-icon").attributes("disabled")).toBeDefined();
});
it("shows hold icon when holdInteractive is true", () => {

View File

@ -0,0 +1,387 @@
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>Defensive Setup - Compact Design Mockups</title>
<script src="https://cdn.tailwindcss.com"></script>
<style>
body { background: #111827; }
.mockup-card { max-width: 400px; margin: 0 auto; }
/* Simulate the primary blue gradient for selected buttons */
.btn-selected { background: linear-gradient(to right, #1e40af, #2563eb); }
</style>
</head>
<body class="text-gray-100 p-4">
<div class="max-w-lg mx-auto space-y-12">
<h1 class="text-2xl font-bold text-center text-white mb-2">Defensive Setup — Compact Mockups</h1>
<p class="text-sm text-gray-400 text-center mb-8">Mobile-first (400px max). Dark mode only for brevity.</p>
<!-- ============================================================ -->
<!-- SCENARIO: NO CHOICES (bases empty, normal game state) -->
<!-- ============================================================ -->
<div class="border-t border-gray-700 pt-6">
<h2 class="text-lg font-bold text-yellow-400 mb-1">Scenario: No Choices Available</h2>
<p class="text-xs text-gray-400 mb-4">Bases empty, not a walk-off situation. Both infield and outfield only have "Normal".</p>
<div class="mockup-card space-y-4">
<h3 class="text-sm font-semibold text-gray-500">ALL DESIGNS → Component hidden entirely</h3>
<div class="bg-gray-800 rounded-xl p-4 text-center border border-dashed border-gray-600">
<p class="text-sm text-gray-500 italic">Nothing renders here. The defensive setup component is completely removed from the DOM.</p>
<p class="text-xs text-gray-600 mt-2">The DecisionPanel auto-submits default values (normal/normal/no holds) and skips to offensive phase.</p>
</div>
</div>
</div>
<!-- ============================================================ -->
<!-- SCENARIO: RUNNER ON 3RD ONLY (infield choices) -->
<!-- ============================================================ -->
<div class="border-t border-gray-700 pt-6">
<h2 class="text-lg font-bold text-yellow-400 mb-1">Scenario: Runner on 3rd</h2>
<p class="text-xs text-gray-400 mb-6">Infield depth matters (3 options). Outfield still only "Normal". Hold runners available for R3.</p>
<!-- DESIGN A: Inline Segmented Control -->
<div class="mockup-card mb-8">
<h3 class="text-sm font-semibold text-emerald-400 mb-3">Design A — Inline Segmented Controls</h3>
<div class="bg-gray-800 rounded-xl shadow-lg p-4 space-y-3">
<!-- Header row: icon + title + submit in one line -->
<div class="flex items-center justify-between">
<h3 class="text-base font-bold text-white flex items-center gap-2">
🛡️ Defense
</h3>
<button class="px-4 py-1.5 text-sm font-semibold bg-green-600 hover:bg-green-700 text-white rounded-lg transition-colors">
Confirm
</button>
</div>
<!-- Infield: label + horizontal pill buttons -->
<div class="flex items-center gap-2">
<span class="text-xs font-medium text-gray-400 w-14 flex-shrink-0">Infield</span>
<div class="flex flex-1 rounded-lg overflow-hidden border border-gray-600">
<button class="flex-1 py-2 text-xs font-medium bg-gray-700 text-gray-300 hover:bg-gray-600 border-r border-gray-600">Normal</button>
<button class="flex-1 py-2 text-xs font-medium btn-selected text-white">IF In</button>
<button class="flex-1 py-2 text-xs font-medium bg-gray-700 text-gray-300 hover:bg-gray-600">Corners</button>
</div>
</div>
<!-- Hold runners: inline toggle chips -->
<div class="flex items-center gap-2">
<span class="text-xs font-medium text-gray-400 w-14 flex-shrink-0">Hold</span>
<div class="flex gap-1.5">
<button class="px-3 py-1.5 text-xs font-medium rounded-full border border-gray-600 bg-gray-700 text-gray-400 opacity-40 cursor-not-allowed" disabled>1B</button>
<button class="px-3 py-1.5 text-xs font-medium rounded-full border border-gray-600 bg-gray-700 text-gray-400 opacity-40 cursor-not-allowed" disabled>2B</button>
<button class="px-3 py-1.5 text-xs font-medium rounded-full border border-blue-500 btn-selected text-white">3B</button>
</div>
</div>
</div>
</div>
<!-- DESIGN B: Single-Row Compact -->
<div class="mockup-card mb-8">
<h3 class="text-sm font-semibold text-emerald-400 mb-3">Design B — Ultra Compact (Single Card Row)</h3>
<div class="bg-gray-800 rounded-xl shadow-lg p-3 space-y-2">
<!-- Everything stacked tightly -->
<div class="flex items-center justify-between">
<span class="text-sm font-bold text-white">🛡️ Defense</span>
<button class="px-3 py-1 text-xs font-semibold bg-green-600 text-white rounded-md">Confirm</button>
</div>
<div class="flex gap-2">
<!-- Infield as compact segmented -->
<div class="flex-1">
<div class="text-[10px] font-medium text-gray-500 uppercase tracking-wider mb-1">Infield</div>
<div class="flex rounded-md overflow-hidden border border-gray-600 text-xs">
<button class="flex-1 py-1.5 bg-gray-700 text-gray-400 border-r border-gray-600">Norm</button>
<button class="flex-1 py-1.5 btn-selected text-white border-r border-gray-600">IF In</button>
<button class="flex-1 py-1.5 bg-gray-700 text-gray-400">Corn</button>
</div>
</div>
<!-- Hold as compact chips -->
<div class="flex-shrink-0">
<div class="text-[10px] font-medium text-gray-500 uppercase tracking-wider mb-1">Hold</div>
<div class="flex gap-1">
<button class="w-8 h-8 text-[10px] font-bold rounded-md border border-gray-600 bg-gray-700 text-gray-500 opacity-40" disabled>1B</button>
<button class="w-8 h-8 text-[10px] font-bold rounded-md border border-gray-600 bg-gray-700 text-gray-500 opacity-40" disabled>2B</button>
<button class="w-8 h-8 text-[10px] font-bold rounded-md border border-blue-500 btn-selected text-white">3B</button>
</div>
</div>
</div>
</div>
</div>
<!-- DESIGN C: Toolbar Style -->
<div class="mockup-card">
<h3 class="text-sm font-semibold text-emerald-400 mb-3">Design C — Toolbar Strip</h3>
<div class="bg-gray-800 rounded-xl shadow-lg overflow-hidden">
<!-- Single toolbar bar -->
<div class="flex items-center gap-3 px-3 py-2.5 border-b border-gray-700">
<span class="text-sm font-bold text-white flex-shrink-0">🛡️</span>
<!-- Infield segment -->
<div class="flex items-center gap-1.5">
<span class="text-[10px] text-gray-500 font-medium">IF:</span>
<div class="flex rounded-md overflow-hidden border border-gray-600">
<button class="px-2 py-1 text-[11px] bg-gray-700 text-gray-400 border-r border-gray-600">Norm</button>
<button class="px-2 py-1 text-[11px] btn-selected text-white border-r border-gray-600">In</button>
<button class="px-2 py-1 text-[11px] bg-gray-700 text-gray-400">Corn</button>
</div>
</div>
<!-- Divider -->
<div class="w-px h-5 bg-gray-700"></div>
<!-- Hold toggles -->
<div class="flex items-center gap-1.5">
<span class="text-[10px] text-gray-500 font-medium">Hold:</span>
<button class="w-6 h-6 text-[10px] font-bold rounded border border-blue-500 btn-selected text-white">3</button>
</div>
<!-- Spacer + confirm -->
<div class="flex-1"></div>
<button class="px-3 py-1 text-xs font-semibold bg-green-600 text-white rounded-md"></button>
</div>
</div>
</div>
</div>
<!-- ============================================================ -->
<!-- SCENARIO: FULL OPTIONS (R1+R3, walk-off) -->
<!-- ============================================================ -->
<div class="border-t border-gray-700 pt-6">
<h2 class="text-lg font-bold text-yellow-400 mb-1">Scenario: Full Options (R1 + R3, Walk-off)</h2>
<p class="text-xs text-gray-400 mb-6">All infield options + shallow outfield + hold runners on 1st and 3rd.</p>
<!-- DESIGN A: Inline Segmented Control -->
<div class="mockup-card mb-8">
<h3 class="text-sm font-semibold text-emerald-400 mb-3">Design A — Inline Segmented Controls</h3>
<div class="bg-gray-800 rounded-xl shadow-lg p-4 space-y-3">
<div class="flex items-center justify-between">
<h3 class="text-base font-bold text-white flex items-center gap-2">
🛡️ Defense
</h3>
<button class="px-4 py-1.5 text-sm font-semibold bg-green-600 hover:bg-green-700 text-white rounded-lg transition-colors">
Confirm
</button>
</div>
<!-- Infield -->
<div class="flex items-center gap-2">
<span class="text-xs font-medium text-gray-400 w-14 flex-shrink-0">Infield</span>
<div class="flex flex-1 rounded-lg overflow-hidden border border-gray-600">
<button class="flex-1 py-2 text-xs font-medium btn-selected text-white border-r border-gray-600">Normal</button>
<button class="flex-1 py-2 text-xs font-medium bg-gray-700 text-gray-300 hover:bg-gray-600 border-r border-gray-600">IF In</button>
<button class="flex-1 py-2 text-xs font-medium bg-gray-700 text-gray-300 hover:bg-gray-600">Corners</button>
</div>
</div>
<!-- Outfield -->
<div class="flex items-center gap-2">
<span class="text-xs font-medium text-gray-400 w-14 flex-shrink-0">Outfield</span>
<div class="flex flex-1 rounded-lg overflow-hidden border border-gray-600">
<button class="flex-1 py-2 text-xs font-medium btn-selected text-white border-r border-gray-600">Normal</button>
<button class="flex-1 py-2 text-xs font-medium bg-gray-700 text-gray-300 hover:bg-gray-600">Shallow</button>
</div>
</div>
<!-- Hold runners -->
<div class="flex items-center gap-2">
<span class="text-xs font-medium text-gray-400 w-14 flex-shrink-0">Hold</span>
<div class="flex gap-1.5">
<button class="px-3 py-1.5 text-xs font-medium rounded-full border border-blue-500 btn-selected text-white">1B</button>
<button class="px-3 py-1.5 text-xs font-medium rounded-full border border-gray-600 bg-gray-700 text-gray-400 opacity-40 cursor-not-allowed" disabled>2B</button>
<button class="px-3 py-1.5 text-xs font-medium rounded-full border border-blue-500 btn-selected text-white">3B</button>
</div>
</div>
</div>
</div>
<!-- DESIGN B: Ultra Compact -->
<div class="mockup-card mb-8">
<h3 class="text-sm font-semibold text-emerald-400 mb-3">Design B — Ultra Compact</h3>
<div class="bg-gray-800 rounded-xl shadow-lg p-3 space-y-2">
<div class="flex items-center justify-between">
<span class="text-sm font-bold text-white">🛡️ Defense</span>
<button class="px-3 py-1 text-xs font-semibold bg-green-600 text-white rounded-md">Confirm</button>
</div>
<div class="grid grid-cols-2 gap-2">
<!-- Infield -->
<div>
<div class="text-[10px] font-medium text-gray-500 uppercase tracking-wider mb-1">Infield</div>
<div class="flex rounded-md overflow-hidden border border-gray-600 text-xs">
<button class="flex-1 py-1.5 btn-selected text-white border-r border-gray-600">Norm</button>
<button class="flex-1 py-1.5 bg-gray-700 text-gray-400 border-r border-gray-600">In</button>
<button class="flex-1 py-1.5 bg-gray-700 text-gray-400">Corn</button>
</div>
</div>
<!-- Outfield -->
<div>
<div class="text-[10px] font-medium text-gray-500 uppercase tracking-wider mb-1">Outfield</div>
<div class="flex rounded-md overflow-hidden border border-gray-600 text-xs">
<button class="flex-1 py-1.5 btn-selected text-white border-r border-gray-600">Norm</button>
<button class="flex-1 py-1.5 bg-gray-700 text-gray-400">Shallow</button>
</div>
</div>
</div>
<!-- Hold runners - full width row below -->
<div class="flex items-center gap-2">
<div class="text-[10px] font-medium text-gray-500 uppercase tracking-wider">Hold</div>
<div class="flex gap-1">
<button class="w-8 h-7 text-[10px] font-bold rounded-md border border-blue-500 btn-selected text-white">1B</button>
<button class="w-8 h-7 text-[10px] font-bold rounded-md border border-gray-600 bg-gray-700 text-gray-500 opacity-40" disabled>2B</button>
<button class="w-8 h-7 text-[10px] font-bold rounded-md border border-blue-500 btn-selected text-white">3B</button>
</div>
</div>
</div>
</div>
<!-- DESIGN C: Toolbar Strip -->
<div class="mockup-card">
<h3 class="text-sm font-semibold text-emerald-400 mb-3">Design C — Toolbar Strip</h3>
<div class="bg-gray-800 rounded-xl shadow-lg overflow-hidden">
<!-- Row 1: Infield + Outfield -->
<div class="flex items-center gap-2 px-3 py-2 border-b border-gray-700">
<span class="text-sm font-bold text-white flex-shrink-0">🛡️</span>
<div class="flex items-center gap-1.5">
<span class="text-[10px] text-gray-500 font-medium">IF:</span>
<div class="flex rounded-md overflow-hidden border border-gray-600">
<button class="px-2 py-1 text-[11px] btn-selected text-white border-r border-gray-600">Norm</button>
<button class="px-2 py-1 text-[11px] bg-gray-700 text-gray-400 border-r border-gray-600">In</button>
<button class="px-2 py-1 text-[11px] bg-gray-700 text-gray-400">Corn</button>
</div>
</div>
<div class="w-px h-5 bg-gray-700"></div>
<div class="flex items-center gap-1.5">
<span class="text-[10px] text-gray-500 font-medium">OF:</span>
<div class="flex rounded-md overflow-hidden border border-gray-600">
<button class="px-2 py-1 text-[11px] btn-selected text-white border-r border-gray-600">Norm</button>
<button class="px-2 py-1 text-[11px] bg-gray-700 text-gray-400">Shal</button>
</div>
</div>
<div class="w-px h-5 bg-gray-700"></div>
<div class="flex items-center gap-1.5">
<span class="text-[10px] text-gray-500 font-medium">Hold:</span>
<button class="w-5 h-5 text-[9px] font-bold rounded border border-blue-500 btn-selected text-white">1</button>
<button class="w-5 h-5 text-[9px] font-bold rounded border border-blue-500 btn-selected text-white">3</button>
</div>
<div class="flex-1"></div>
<button class="px-3 py-1 text-xs font-semibold bg-green-600 text-white rounded-md"></button>
</div>
</div>
</div>
</div>
<!-- ============================================================ -->
<!-- SIDE-BY-SIDE SIZE COMPARISON -->
<!-- ============================================================ -->
<div class="border-t border-gray-700 pt-6">
<h2 class="text-lg font-bold text-yellow-400 mb-1">Size Comparison: Current vs Design A</h2>
<p class="text-xs text-gray-400 mb-6">Same scenario (R3 only) showing height saved.</p>
<div class="grid grid-cols-2 gap-4">
<!-- CURRENT -->
<div>
<h3 class="text-xs font-semibold text-red-400 mb-2 text-center">CURRENT (~340px tall)</h3>
<div class="bg-gray-800 rounded-xl shadow-lg p-6">
<div class="flex items-center justify-between mb-6">
<h3 class="text-lg font-bold text-white flex items-center gap-2">
<span class="text-xl">🛡️</span> Defensive Setup
</h3>
</div>
<div class="space-y-6">
<div>
<label class="block text-sm font-semibold text-gray-300 mb-3">Infield Depth</label>
<div class="flex flex-col w-full">
<button class="w-full py-2.5 text-sm btn-selected text-white rounded-t-lg border border-blue-600">• Normal</button>
<button class="w-full py-2.5 text-sm bg-white text-gray-700 border border-gray-300">⬆️ Infield In</button>
<button class="w-full py-2.5 text-sm bg-white text-gray-700 border border-gray-300 rounded-b-lg">◀️▶️ Corners In</button>
</div>
</div>
<div>
<label class="block text-sm font-semibold text-gray-300 mb-3">Outfield Depth</label>
<div class="flex">
<button class="flex-1 py-2.5 text-sm btn-selected text-white rounded-lg border border-blue-600">• Normal</button>
</div>
</div>
<div class="bg-gray-700 rounded-lg p-4">
<h4 class="text-sm font-semibold text-gray-300 mb-2">Current Setup</h4>
<div class="grid grid-cols-2 gap-2 text-xs">
<div><span class="text-gray-400">Infield:</span> <span class="text-white">Normal</span></div>
<div><span class="text-gray-400">Outfield:</span> <span class="text-white">Normal</span></div>
<div class="col-span-2"><span class="text-gray-400">Holding:</span> <span class="text-white">None</span></div>
</div>
</div>
<button class="w-full py-3 text-base font-semibold bg-green-600 text-white rounded-lg">Submit Defensive Setup</button>
</div>
</div>
</div>
<!-- DESIGN A -->
<div>
<h3 class="text-xs font-semibold text-emerald-400 mb-2 text-center">DESIGN A (~120px tall)</h3>
<div class="bg-gray-800 rounded-xl shadow-lg p-4 space-y-3">
<div class="flex items-center justify-between">
<h3 class="text-base font-bold text-white flex items-center gap-2">🛡️ Defense</h3>
<button class="px-4 py-1.5 text-sm font-semibold bg-green-600 text-white rounded-lg">Confirm</button>
</div>
<div class="flex items-center gap-2">
<span class="text-xs font-medium text-gray-400 w-14 flex-shrink-0">Infield</span>
<div class="flex flex-1 rounded-lg overflow-hidden border border-gray-600">
<button class="flex-1 py-2 text-xs font-medium btn-selected text-white border-r border-gray-600">Normal</button>
<button class="flex-1 py-2 text-xs font-medium bg-gray-700 text-gray-300 border-r border-gray-600">IF In</button>
<button class="flex-1 py-2 text-xs font-medium bg-gray-700 text-gray-300">Corners</button>
</div>
</div>
<div class="flex items-center gap-2">
<span class="text-xs font-medium text-gray-400 w-14 flex-shrink-0">Hold</span>
<div class="flex gap-1.5">
<button class="px-3 py-1.5 text-xs font-medium rounded-full border border-gray-600 bg-gray-700 text-gray-400 opacity-40" disabled>1B</button>
<button class="px-3 py-1.5 text-xs font-medium rounded-full border border-gray-600 bg-gray-700 text-gray-400 opacity-40" disabled>2B</button>
<button class="px-3 py-1.5 text-xs font-medium rounded-full border border-blue-500 btn-selected text-white">3B</button>
</div>
</div>
</div>
</div>
</div>
</div>
<!-- ============================================================ -->
<!-- RECOMMENDATION -->
<!-- ============================================================ -->
<div class="border-t border-gray-700 pt-6 pb-12">
<h2 class="text-lg font-bold text-white mb-4">Recommendation</h2>
<div class="bg-gray-800 rounded-xl p-4 space-y-3 text-sm text-gray-300">
<p><strong class="text-emerald-400">Design A (Inline Segmented)</strong> is the best balance of compactness and usability:</p>
<ul class="list-disc list-inside space-y-1 text-xs text-gray-400">
<li>~65% height reduction vs current design</li>
<li>All options visible at a glance — no scrolling needed</li>
<li>Touch targets still meet 44px minimum on the segmented buttons</li>
<li>Labels (Infield/Outfield/Hold) provide clear context without verbose headers</li>
<li>Confirm button in the header row saves a full row of vertical space</li>
<li>Removes redundant "Current Setup" preview — the buttons <em>are</em> the preview</li>
<li>Horizontal layout works well on mobile portrait (400px fits 3 segments comfortably)</li>
</ul>
<p class="text-xs text-gray-500 mt-3"><strong>Design B</strong> is even more compact but abbreviates labels (Norm/In/Corn) which hurts readability.<br>
<strong>Design C</strong> is the most compact but gets cramped in the full-options scenario and doesn't scale well.</p>
<div class="mt-4 p-3 bg-gray-700/50 rounded-lg">
<p class="text-xs font-semibold text-yellow-400 mb-1">Auto-hide logic:</p>
<p class="text-xs text-gray-400">When <code class="bg-gray-700 px-1 rounded">hasDefensiveChoices</code> is false (no runner on 3rd AND not walk-off), auto-submit defaults and skip to offensive phase. The component never renders.</p>
</div>
</div>
</div>
</div>
</body>
</html>

View File

@ -0,0 +1,257 @@
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>Turn Indicator — Design Options</title>
<script src="https://cdn.tailwindcss.com"></script>
<style>
body { background: #111827; }
.mockup-card { max-width: 400px; margin: 0 auto; }
.btn-selected { background: linear-gradient(to right, #1e40af, #2563eb); }
@keyframes pulse-dot {
0%, 100% { opacity: 1; }
50% { opacity: 0.4; }
}
.pulse-dot { animation: pulse-dot 1.5s ease-in-out infinite; }
@keyframes shimmer {
0% { background-position: -200% 0; }
100% { background-position: 200% 0; }
}
.shimmer-border {
background: linear-gradient(90deg, #22c55e, #86efac, #22c55e);
background-size: 200% 100%;
animation: shimmer 2s linear infinite;
}
</style>
</head>
<body class="text-gray-100 p-4">
<div class="max-w-lg mx-auto space-y-12">
<h1 class="text-2xl font-bold text-center text-white mb-2">Turn Indicator — Design Options</h1>
<p class="text-sm text-gray-400 text-center mb-8">Alternatives to the big green "Your Defensive Turn" banner. All shown with the compact Defense card below.</p>
<!-- ============================================================ -->
<!-- CURRENT: Big green banner (for comparison) -->
<!-- ============================================================ -->
<div class="border-t border-gray-700 pt-6">
<h2 class="text-lg font-bold text-red-400 mb-1">Current Design</h2>
<p class="text-xs text-gray-400 mb-4">~80px green banner above the card. Redundant — the card already implies it's your turn.</p>
<div class="mockup-card space-y-4">
<!-- Turn indicator banner -->
<div class="rounded-xl shadow-lg p-4 text-center bg-gradient-to-r from-green-600 to-green-700 text-white">
<div class="flex items-center justify-center gap-3">
<span class="text-3xl"></span>
<div>
<h2 class="text-xl font-bold">Your Defensive Turn</h2>
<p class="text-sm opacity-90 mt-0.5">Set your defensive positioning and strategy</p>
</div>
</div>
</div>
<!-- Defense card -->
<div class="bg-gray-800 rounded-xl shadow-lg p-4 space-y-3">
<div class="flex items-center">
<h3 class="text-base font-bold text-white flex items-center gap-2">🧤 Defense</h3>
</div>
<div class="flex items-center gap-2">
<span class="text-xs font-medium text-gray-400 w-14 flex-shrink-0">Infield</span>
<div class="flex flex-1 rounded-lg overflow-hidden border border-gray-600">
<button class="flex-1 py-2 text-xs font-medium btn-selected text-white">Normal</button>
</div>
</div>
<div class="flex items-center gap-2">
<span class="text-xs font-medium text-gray-400 w-14 flex-shrink-0">Hold</span>
<div class="flex gap-1.5">
<button class="px-3 py-1.5 text-xs font-medium rounded-full border border-blue-500 btn-selected text-white">1B</button>
</div>
<div class="flex-1"></div>
<button class="px-4 py-1.5 text-sm font-semibold bg-green-600 text-white rounded-lg">Confirm</button>
</div>
</div>
</div>
</div>
<!-- ============================================================ -->
<!-- OPTION A: No separate indicator — green left accent border -->
<!-- ============================================================ -->
<div class="border-t border-gray-700 pt-6">
<h2 class="text-lg font-bold text-emerald-400 mb-1">Option A: Green Left Accent</h2>
<p class="text-xs text-gray-400 mb-4">No separate banner. A green left border on the card itself signals "action needed". Saves ~84px of vertical space.</p>
<div class="mockup-card">
<div class="bg-gray-800 rounded-xl shadow-lg p-4 space-y-3 border-l-4 border-green-500">
<div class="flex items-center">
<h3 class="text-base font-bold text-white flex items-center gap-2">🧤 Defense</h3>
</div>
<div class="flex items-center gap-2">
<span class="text-xs font-medium text-gray-400 w-14 flex-shrink-0">Infield</span>
<div class="flex flex-1 rounded-lg overflow-hidden border border-gray-600">
<button class="flex-1 py-2 text-xs font-medium btn-selected text-white">Normal</button>
</div>
</div>
<div class="flex items-center gap-2">
<span class="text-xs font-medium text-gray-400 w-14 flex-shrink-0">Hold</span>
<div class="flex gap-1.5">
<button class="px-3 py-1.5 text-xs font-medium rounded-full border border-blue-500 btn-selected text-white">1B</button>
</div>
<div class="flex-1"></div>
<button class="px-4 py-1.5 text-sm font-semibold bg-green-600 text-white rounded-lg">Confirm</button>
</div>
</div>
</div>
</div>
<!-- ============================================================ -->
<!-- OPTION B: Pulsing dot + "Your Turn" badge in card header -->
<!-- ============================================================ -->
<div class="border-t border-gray-700 pt-6">
<h2 class="text-lg font-bold text-emerald-400 mb-1">Option B: Pulsing Dot + Badge</h2>
<p class="text-xs text-gray-400 mb-4">A small pulsing green dot and "Your Turn" pill badge integrated into the card header. Draws attention without a full banner.</p>
<div class="mockup-card">
<div class="bg-gray-800 rounded-xl shadow-lg p-4 space-y-3">
<div class="flex items-center justify-between">
<h3 class="text-base font-bold text-white flex items-center gap-2">
<span class="relative flex h-2.5 w-2.5">
<span class="pulse-dot absolute inline-flex h-full w-full rounded-full bg-green-400 opacity-75"></span>
<span class="relative inline-flex rounded-full h-2.5 w-2.5 bg-green-500"></span>
</span>
🧤 Defense
</h3>
<span class="px-2 py-0.5 text-[10px] font-semibold rounded-full bg-green-500/20 text-green-400 uppercase tracking-wider">Your Turn</span>
</div>
<div class="flex items-center gap-2">
<span class="text-xs font-medium text-gray-400 w-14 flex-shrink-0">Infield</span>
<div class="flex flex-1 rounded-lg overflow-hidden border border-gray-600">
<button class="flex-1 py-2 text-xs font-medium btn-selected text-white">Normal</button>
</div>
</div>
<div class="flex items-center gap-2">
<span class="text-xs font-medium text-gray-400 w-14 flex-shrink-0">Hold</span>
<div class="flex gap-1.5">
<button class="px-3 py-1.5 text-xs font-medium rounded-full border border-blue-500 btn-selected text-white">1B</button>
</div>
<div class="flex-1"></div>
<button class="px-4 py-1.5 text-sm font-semibold bg-green-600 text-white rounded-lg">Confirm</button>
</div>
</div>
</div>
</div>
<!-- ============================================================ -->
<!-- OPTION C: Shimmer top border accent -->
<!-- ============================================================ -->
<div class="border-t border-gray-700 pt-6">
<h2 class="text-lg font-bold text-emerald-400 mb-1">Option C: Animated Top Border</h2>
<p class="text-xs text-gray-400 mb-4">A thin animated green shimmer along the top edge of the card. Subtle but eye-catching. No extra text.</p>
<div class="mockup-card">
<div class="rounded-xl overflow-hidden shadow-lg">
<!-- Shimmer border strip -->
<div class="h-1 shimmer-border"></div>
<div class="bg-gray-800 p-4 space-y-3">
<div class="flex items-center">
<h3 class="text-base font-bold text-white flex items-center gap-2">🧤 Defense</h3>
</div>
<div class="flex items-center gap-2">
<span class="text-xs font-medium text-gray-400 w-14 flex-shrink-0">Infield</span>
<div class="flex flex-1 rounded-lg overflow-hidden border border-gray-600">
<button class="flex-1 py-2 text-xs font-medium btn-selected text-white">Normal</button>
</div>
</div>
<div class="flex items-center gap-2">
<span class="text-xs font-medium text-gray-400 w-14 flex-shrink-0">Hold</span>
<div class="flex gap-1.5">
<button class="px-3 py-1.5 text-xs font-medium rounded-full border border-blue-500 btn-selected text-white">1B</button>
</div>
<div class="flex-1"></div>
<button class="px-4 py-1.5 text-sm font-semibold bg-green-600 text-white rounded-lg">Confirm</button>
</div>
</div>
</div>
</div>
</div>
<!-- ============================================================ -->
<!-- OPTION D: Accent border + badge (A + B combined) -->
<!-- ============================================================ -->
<div class="border-t border-gray-700 pt-6">
<h2 class="text-lg font-bold text-emerald-400 mb-1">Option D: Left Accent + Badge</h2>
<p class="text-xs text-gray-400 mb-4">Combines the green left border with the "Your Turn" badge. Maximum clarity without a separate component.</p>
<div class="mockup-card">
<div class="bg-gray-800 rounded-xl shadow-lg p-4 space-y-3 border-l-4 border-green-500">
<div class="flex items-center justify-between">
<h3 class="text-base font-bold text-white flex items-center gap-2">🧤 Defense</h3>
<span class="px-2 py-0.5 text-[10px] font-semibold rounded-full bg-green-500/20 text-green-400 uppercase tracking-wider">Your Turn</span>
</div>
<div class="flex items-center gap-2">
<span class="text-xs font-medium text-gray-400 w-14 flex-shrink-0">Infield</span>
<div class="flex flex-1 rounded-lg overflow-hidden border border-gray-600">
<button class="flex-1 py-2 text-xs font-medium btn-selected text-white">Normal</button>
</div>
</div>
<div class="flex items-center gap-2">
<span class="text-xs font-medium text-gray-400 w-14 flex-shrink-0">Hold</span>
<div class="flex gap-1.5">
<button class="px-3 py-1.5 text-xs font-medium rounded-full border border-blue-500 btn-selected text-white">1B</button>
</div>
<div class="flex-1"></div>
<button class="px-4 py-1.5 text-sm font-semibold bg-green-600 text-white rounded-lg">Confirm</button>
</div>
</div>
</div>
</div>
<!-- ============================================================ -->
<!-- OPTION E: Glowing ring -->
<!-- ============================================================ -->
<div class="border-t border-gray-700 pt-6">
<h2 class="text-lg font-bold text-emerald-400 mb-1">Option E: Glowing Ring</h2>
<p class="text-xs text-gray-400 mb-4">The entire card gets a subtle green glow/ring. Clearly "active" vs the other cards on screen without any extra text or elements.</p>
<div class="mockup-card">
<div class="bg-gray-800 rounded-xl shadow-lg p-4 space-y-3 ring-2 ring-green-500/60 shadow-green-500/20 shadow-lg">
<div class="flex items-center">
<h3 class="text-base font-bold text-white flex items-center gap-2">🧤 Defense</h3>
</div>
<div class="flex items-center gap-2">
<span class="text-xs font-medium text-gray-400 w-14 flex-shrink-0">Infield</span>
<div class="flex flex-1 rounded-lg overflow-hidden border border-gray-600">
<button class="flex-1 py-2 text-xs font-medium btn-selected text-white">Normal</button>
</div>
</div>
<div class="flex items-center gap-2">
<span class="text-xs font-medium text-gray-400 w-14 flex-shrink-0">Hold</span>
<div class="flex gap-1.5">
<button class="px-3 py-1.5 text-xs font-medium rounded-full border border-blue-500 btn-selected text-white">1B</button>
</div>
<div class="flex-1"></div>
<button class="px-4 py-1.5 text-sm font-semibold bg-green-600 text-white rounded-lg">Confirm</button>
</div>
</div>
</div>
</div>
<!-- ============================================================ -->
<!-- COMPARISON: Opponent's turn / Waiting state -->
<!-- ============================================================ -->
<div class="border-t border-gray-700 pt-6 pb-12">
<h2 class="text-lg font-bold text-yellow-400 mb-1">Contrast: Opponent's Turn</h2>
<p class="text-xs text-gray-400 mb-4">For comparison — what the waiting state looks like when it's NOT your turn. The contrast makes the green treatments above stand out.</p>
<div class="mockup-card">
<div class="bg-gray-800 rounded-xl shadow-lg p-8 text-center opacity-70">
<div class="text-4xl mb-3"></div>
<h3 class="text-sm font-semibold text-gray-400">Waiting for Opponent</h3>
</div>
</div>
</div>
</div>
</body>
</html>