CLAUDE: Implement uncapped hit decision UI + backend bugfixes (Issue #7) #9

Merged
cal merged 1 commits from feature/uncapped-hit-decision-ui into main 2026-02-12 20:13:37 +00:00
11 changed files with 1555 additions and 445 deletions
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@ -932,11 +932,13 @@ class GameEngine:
# Check if SPD is in any column - if so, pre-roll d20
spd_d20 = None
if "SPD" in chart_row:
spd_d20 = dice_system.roll_d20(
spd_d20_result = dice_system.roll_d20(
league_id=state.league_id,
game_id=game_id,
team_id=state.get_fielding_team_id(),
player_id=None,
)
spd_d20 = spd_d20_result.roll if hasattr(spd_d20_result, 'roll') else spd_d20_result
# Get defender at this position
defender = state.get_defender_for_position(position, state_manager)
@ -1157,128 +1159,130 @@ class GameEngine:
outcome: SINGLE_UNCAPPED or DOUBLE_UNCAPPED
hit_location: Outfield position (LF, CF, RF)
ab_roll: The at-bat roll for audit trail
Note: Caller must hold the game lock (called from resolve_manual_play
which runs inside the handler's game_lock context).
"""
async with state_manager.game_lock(game_id):
state = state_manager.get_state(game_id)
if not state:
raise ValueError(f"Game {game_id} not found")
state = state_manager.get_state(game_id)
if not state:
raise ValueError(f"Game {game_id} not found")
game_validator.validate_game_active(state)
game_validator.validate_game_active(state)
is_single = outcome == PlayOutcome.SINGLE_UNCAPPED
hit_type = "single" if is_single else "double"
batter_base = 1 if is_single else 2
is_single = outcome == PlayOutcome.SINGLE_UNCAPPED
hit_type = "single" if is_single else "double"
batter_base = 1 if is_single else 2
# Default hit_location to CF if not provided
location = hit_location or "CF"
# Default hit_location to CF if not provided
location = hit_location or "CF"
auto_runners: list[tuple[int, int, int]] = []
auto_runners: list[tuple[int, int, int]] = []
if is_single:
# R3 always scores on any single
if state.on_third:
auto_runners.append((3, 4, state.on_third.lineup_id))
if is_single:
# R3 always scores on any single
if state.on_third:
auto_runners.append((3, 4, state.on_third.lineup_id))
# Identify lead and trail runners
if state.on_second:
# Lead = R2 attempting HOME
lead_base = 2
lead_lid = state.on_second.lineup_id
lead_target = 4 # HOME
# Trail = R1 if exists, else batter
if state.on_first:
trail_base = 1
trail_lid = state.on_first.lineup_id
trail_target = 3 # R1 attempting 3rd
else:
trail_base = 0 # batter
trail_lid = state.current_batter.lineup_id
trail_target = 2 # batter attempting 2nd
elif state.on_first:
# No R2, Lead = R1 attempting 3RD
lead_base = 1
lead_lid = state.on_first.lineup_id
lead_target = 3
# Trail = batter attempting 2nd
trail_base = 0
trail_lid = state.current_batter.lineup_id
trail_target = 2
else:
# Should not reach here (_uncapped_needs_decision checks)
raise ValueError("SINGLE_UNCAPPED with no R1 or R2 should use fallback")
else:
# DOUBLE_UNCAPPED
# R3 and R2 always score on any double
if state.on_third:
auto_runners.append((3, 4, state.on_third.lineup_id))
if state.on_second:
auto_runners.append((2, 4, state.on_second.lineup_id))
# Identify lead and trail runners
if state.on_second:
# Lead = R2 attempting HOME
lead_base = 2
lead_lid = state.on_second.lineup_id
lead_target = 4 # HOME
# Trail = R1 if exists, else batter
if state.on_first:
# Lead = R1 attempting HOME
lead_base = 1
lead_lid = state.on_first.lineup_id
lead_target = 4 # HOME
# Trail = batter attempting 3RD
trail_base = 0
trail_lid = state.current_batter.lineup_id
trail_target = 3
trail_base = 1
trail_lid = state.on_first.lineup_id
trail_target = 3 # R1 attempting 3rd
else:
# Should not reach here
raise ValueError("DOUBLE_UNCAPPED with no R1 should use fallback")
trail_base = 0 # batter
trail_lid = state.current_batter.lineup_id
trail_target = 2 # batter attempting 2nd
elif state.on_first:
# No R2, Lead = R1 attempting 3RD
lead_base = 1
lead_lid = state.on_first.lineup_id
lead_target = 3
# Create pending uncapped hit state
pending = PendingUncappedHit(
hit_type=hit_type,
hit_location=location,
ab_roll_id=ab_roll.roll_id,
lead_runner_base=lead_base,
lead_runner_lineup_id=lead_lid,
lead_target_base=lead_target,
trail_runner_base=trail_base,
trail_runner_lineup_id=trail_lid,
trail_target_base=trail_target,
auto_runners=auto_runners,
batter_base=batter_base,
batter_lineup_id=state.current_batter.lineup_id,
)
# Trail = batter attempting 2nd
trail_base = 0
trail_lid = state.current_batter.lineup_id
trail_target = 2
else:
# Should not reach here (_uncapped_needs_decision checks)
raise ValueError("SINGLE_UNCAPPED with no R1 or R2 should use fallback")
else:
# DOUBLE_UNCAPPED
# R3 and R2 always score on any double
if state.on_third:
auto_runners.append((3, 4, state.on_third.lineup_id))
if state.on_second:
auto_runners.append((2, 4, state.on_second.lineup_id))
# Store in state
state.pending_uncapped_hit = pending
state.decision_phase = "awaiting_uncapped_lead_advance"
state.pending_decision = "uncapped_lead_advance"
if state.on_first:
# Lead = R1 attempting HOME
lead_base = 1
lead_lid = state.on_first.lineup_id
lead_target = 4 # HOME
state_manager.update_state(game_id, state)
# Trail = batter attempting 3RD
trail_base = 0
trail_lid = state.current_batter.lineup_id
trail_target = 3
else:
# Should not reach here
raise ValueError("DOUBLE_UNCAPPED with no R1 should use fallback")
logger.info(
f"Uncapped {hit_type} initiated for game {game_id}: "
f"lead=base{lead_base}{lead_target}, trail=base{trail_base}{trail_target}"
)
# Create pending uncapped hit state
pending = PendingUncappedHit(
hit_type=hit_type,
hit_location=location,
ab_roll_id=ab_roll.roll_id,
lead_runner_base=lead_base,
lead_runner_lineup_id=lead_lid,
lead_target_base=lead_target,
trail_runner_base=trail_base,
trail_runner_lineup_id=trail_lid,
trail_target_base=trail_target,
auto_runners=auto_runners,
batter_base=batter_base,
batter_lineup_id=state.current_batter.lineup_id,
)
# Check if offensive team is AI
if state.is_batting_team_ai():
advance = await ai_opponent.decide_uncapped_lead_advance(state, pending)
await self.submit_uncapped_lead_advance(game_id, advance)
return
# Store in state
state.pending_uncapped_hit = pending
state.decision_phase = "awaiting_uncapped_lead_advance"
state.pending_decision = "uncapped_lead_advance"
# Emit decision_required for offensive team
await self._emit_decision_required(
game_id=game_id,
state=state,
phase="awaiting_uncapped_lead_advance",
timeout_seconds=self.DECISION_TIMEOUT,
data={
"hit_type": hit_type,
"hit_location": location,
"lead_runner_base": lead_base,
"lead_runner_lineup_id": lead_lid,
"lead_target_base": lead_target,
"auto_runners": auto_runners,
},
)
state_manager.update_state(game_id, state)
logger.info(
f"Uncapped {hit_type} initiated for game {game_id}: "
f"lead=base{lead_base}{lead_target}, trail=base{trail_base}{trail_target}"
)
# Check if offensive team is AI
if state.is_batting_team_ai():
advance = await ai_opponent.decide_uncapped_lead_advance(state, pending)
await self.submit_uncapped_lead_advance(game_id, advance)
return
# Emit decision_required for offensive team
await self._emit_decision_required(
game_id=game_id,
state=state,
phase="awaiting_uncapped_lead_advance",
timeout_seconds=self.DECISION_TIMEOUT,
data={
"hit_type": hit_type,
"hit_location": location,
"lead_runner_base": lead_base,
"lead_runner_lineup_id": lead_lid,
"lead_target_base": lead_target,
"auto_runners": auto_runners,
},
)
async def submit_uncapped_lead_advance(
self, game_id: UUID, advance: bool
@ -1288,60 +1292,61 @@ class GameEngine:
If NO: fallback to standard SI*/DO** advancement, finalize immediately.
If YES: transition to awaiting_uncapped_defensive_throw.
Caller must hold the game lock (acquired by WebSocket handler).
"""
async with state_manager.game_lock(game_id):
state = state_manager.get_state(game_id)
if not state:
raise ValueError(f"Game {game_id} not found")
state = state_manager.get_state(game_id)
if not state:
raise ValueError(f"Game {game_id} not found")
pending = state.pending_uncapped_hit
if not pending:
raise ValueError("No pending uncapped hit")
pending = state.pending_uncapped_hit
if not pending:
raise ValueError("No pending uncapped hit")
if state.decision_phase != "awaiting_uncapped_lead_advance":
raise ValueError(
f"Wrong phase: expected awaiting_uncapped_lead_advance, "
f"got {state.decision_phase}"
)
pending.lead_advance = advance
if not advance:
# Lead runner declines → fallback to standard advancement, finalize
ab_roll = state.pending_manual_roll
if not ab_roll:
raise ValueError("No pending manual roll found")
result = self._build_uncapped_fallback_result(state, pending, ab_roll)
await self._finalize_uncapped_hit(state, pending, ab_roll, result)
return
# Lead runner advances → ask defensive team about throwing
state.decision_phase = "awaiting_uncapped_defensive_throw"
state.pending_decision = "uncapped_defensive_throw"
state_manager.update_state(game_id, state)
# Check if defensive team is AI
if state.is_fielding_team_ai():
will_throw = await ai_opponent.decide_uncapped_defensive_throw(
state, pending
)
await self.submit_uncapped_defensive_throw(game_id, will_throw)
return
await self._emit_decision_required(
game_id=game_id,
state=state,
phase="awaiting_uncapped_defensive_throw",
timeout_seconds=self.DECISION_TIMEOUT,
data={
"lead_runner_base": pending.lead_runner_base,
"lead_target_base": pending.lead_target_base,
"lead_runner_lineup_id": pending.lead_runner_lineup_id,
"hit_location": pending.hit_location,
},
if state.decision_phase != "awaiting_uncapped_lead_advance":
raise ValueError(
f"Wrong phase: expected awaiting_uncapped_lead_advance, "
f"got {state.decision_phase}"
)
pending.lead_advance = advance
if not advance:
# Lead runner declines → fallback to standard advancement, finalize
ab_roll = state.pending_manual_roll
if not ab_roll:
raise ValueError("No pending manual roll found")
result = self._build_uncapped_fallback_result(state, pending, ab_roll)
await self._finalize_uncapped_hit(state, pending, ab_roll, result)
return
# Lead runner advances → ask defensive team about throwing
state.decision_phase = "awaiting_uncapped_defensive_throw"
state.pending_decision = "uncapped_defensive_throw"
state_manager.update_state(game_id, state)
# Check if defensive team is AI
if state.is_fielding_team_ai():
will_throw = await ai_opponent.decide_uncapped_defensive_throw(
state, pending
)
await self.submit_uncapped_defensive_throw(game_id, will_throw)
return
await self._emit_decision_required(
game_id=game_id,
state=state,
phase="awaiting_uncapped_defensive_throw",
timeout_seconds=self.DECISION_TIMEOUT,
data={
"lead_runner_base": pending.lead_runner_base,
"lead_target_base": pending.lead_target_base,
"lead_runner_lineup_id": pending.lead_runner_lineup_id,
"hit_location": pending.hit_location,
},
)
async def submit_uncapped_defensive_throw(
self, game_id: UUID, will_throw: bool
) -> None:
@ -1351,96 +1356,98 @@ class GameEngine:
If NO: lead runner safe, standard advancement, finalize.
If YES and trail runner exists: transition to awaiting_uncapped_trail_advance.
If YES and no trail: roll d20, transition to awaiting_uncapped_safe_out.
Caller must hold the game lock (acquired by WebSocket handler).
"""
async with state_manager.game_lock(game_id):
state = state_manager.get_state(game_id)
if not state:
raise ValueError(f"Game {game_id} not found")
state = state_manager.get_state(game_id)
if not state:
raise ValueError(f"Game {game_id} not found")
pending = state.pending_uncapped_hit
if not pending:
raise ValueError("No pending uncapped hit")
pending = state.pending_uncapped_hit
if not pending:
raise ValueError("No pending uncapped hit")
if state.decision_phase != "awaiting_uncapped_defensive_throw":
raise ValueError(
f"Wrong phase: expected awaiting_uncapped_defensive_throw, "
f"got {state.decision_phase}"
)
if state.decision_phase != "awaiting_uncapped_defensive_throw":
raise ValueError(
f"Wrong phase: expected awaiting_uncapped_defensive_throw, "
f"got {state.decision_phase}"
)
pending.defensive_throw = will_throw
pending.defensive_throw = will_throw
if not will_throw:
# Defense declines throw → lead runner advances safely, finalize
ab_roll = state.pending_manual_roll
if not ab_roll:
raise ValueError("No pending manual roll found")
if not will_throw:
# Defense declines throw → lead runner advances safely, finalize
ab_roll = state.pending_manual_roll
if not ab_roll:
raise ValueError("No pending manual roll found")
result = self._build_uncapped_no_throw_result(state, pending, ab_roll)
await self._finalize_uncapped_hit(state, pending, ab_roll, result)
result = self._build_uncapped_no_throw_result(state, pending, ab_roll)
await self._finalize_uncapped_hit(state, pending, ab_roll, result)
return
# Defense throws → check for trail runner
has_trail = pending.trail_runner_base is not None
if not has_trail:
# No trail runner → roll d20 for lead runner speed check
d20 = dice_system.roll_d20(
league_id=state.league_id,
game_id=game_id,
team_id=state.get_fielding_team_id(),
player_id=None,
)
pending.speed_check_d20 = d20.roll if hasattr(d20, 'roll') else d20
pending.speed_check_runner = "lead"
state.decision_phase = "awaiting_uncapped_safe_out"
state.pending_decision = "uncapped_safe_out"
state_manager.update_state(game_id, state)
# Check if offensive team is AI
if state.is_batting_team_ai():
result = await ai_opponent.decide_uncapped_safe_out(state, pending)
await self.submit_uncapped_safe_out(game_id, result)
return
# Defense throws → check for trail runner
has_trail = pending.trail_runner_base is not None
await self._emit_decision_required(
game_id=game_id,
state=state,
phase="awaiting_uncapped_safe_out",
timeout_seconds=self.DECISION_TIMEOUT,
data={
"d20_roll": d20.roll if hasattr(d20, 'roll') else d20,
"runner": "lead",
"runner_base": pending.lead_runner_base,
"target_base": pending.lead_target_base,
"runner_lineup_id": pending.lead_runner_lineup_id,
"hit_location": pending.hit_location,
},
)
else:
# Trail runner exists → ask offensive about trail advance
state.decision_phase = "awaiting_uncapped_trail_advance"
state.pending_decision = "uncapped_trail_advance"
state_manager.update_state(game_id, state)
if not has_trail:
# No trail runner → roll d20 for lead runner speed check
d20 = dice_system.roll_d20(
game_id=game_id,
team_id=state.get_fielding_team_id(),
player_id=None,
# Check if offensive team is AI
if state.is_batting_team_ai():
advance = await ai_opponent.decide_uncapped_trail_advance(
state, pending
)
pending.speed_check_d20 = d20
pending.speed_check_runner = "lead"
state.decision_phase = "awaiting_uncapped_safe_out"
state.pending_decision = "uncapped_safe_out"
state_manager.update_state(game_id, state)
await self.submit_uncapped_trail_advance(game_id, advance)
return
# Check if offensive team is AI
if state.is_batting_team_ai():
result = await ai_opponent.decide_uncapped_safe_out(state, pending)
await self.submit_uncapped_safe_out(game_id, result)
return
await self._emit_decision_required(
game_id=game_id,
state=state,
phase="awaiting_uncapped_safe_out",
timeout_seconds=self.DECISION_TIMEOUT,
data={
"d20_roll": d20,
"runner": "lead",
"runner_base": pending.lead_runner_base,
"target_base": pending.lead_target_base,
"runner_lineup_id": pending.lead_runner_lineup_id,
"hit_location": pending.hit_location,
},
)
else:
# Trail runner exists → ask offensive about trail advance
state.decision_phase = "awaiting_uncapped_trail_advance"
state.pending_decision = "uncapped_trail_advance"
state_manager.update_state(game_id, state)
# Check if offensive team is AI
if state.is_batting_team_ai():
advance = await ai_opponent.decide_uncapped_trail_advance(
state, pending
)
await self.submit_uncapped_trail_advance(game_id, advance)
return
await self._emit_decision_required(
game_id=game_id,
state=state,
phase="awaiting_uncapped_trail_advance",
timeout_seconds=self.DECISION_TIMEOUT,
data={
"trail_runner_base": pending.trail_runner_base,
"trail_target_base": pending.trail_target_base,
"trail_runner_lineup_id": pending.trail_runner_lineup_id,
"hit_location": pending.hit_location,
},
)
await self._emit_decision_required(
game_id=game_id,
state=state,
phase="awaiting_uncapped_trail_advance",
timeout_seconds=self.DECISION_TIMEOUT,
data={
"trail_runner_base": pending.trail_runner_base,
"trail_target_base": pending.trail_target_base,
"trail_runner_lineup_id": pending.trail_runner_lineup_id,
"hit_location": pending.hit_location,
},
)
async def submit_uncapped_trail_advance(
self, game_id: UUID, advance: bool
@ -1450,137 +1457,39 @@ class GameEngine:
If NO: roll d20 for lead runner only, transition to awaiting_uncapped_safe_out.
If YES: transition to awaiting_uncapped_throw_target.
Caller must hold the game lock (acquired by WebSocket handler).
"""
async with state_manager.game_lock(game_id):
state = state_manager.get_state(game_id)
if not state:
raise ValueError(f"Game {game_id} not found")
state = state_manager.get_state(game_id)
if not state:
raise ValueError(f"Game {game_id} not found")
pending = state.pending_uncapped_hit
if not pending:
raise ValueError("No pending uncapped hit")
pending = state.pending_uncapped_hit
if not pending:
raise ValueError("No pending uncapped hit")
if state.decision_phase != "awaiting_uncapped_trail_advance":
raise ValueError(
f"Wrong phase: expected awaiting_uncapped_trail_advance, "
f"got {state.decision_phase}"
)
if state.decision_phase != "awaiting_uncapped_trail_advance":
raise ValueError(
f"Wrong phase: expected awaiting_uncapped_trail_advance, "
f"got {state.decision_phase}"
)
pending.trail_advance = advance
pending.trail_advance = advance
if not advance:
# Trail declines → roll d20 for lead runner
d20 = dice_system.roll_d20(
game_id=game_id,
team_id=state.get_fielding_team_id(),
player_id=None,
)
pending.speed_check_d20 = d20
pending.speed_check_runner = "lead"
state.decision_phase = "awaiting_uncapped_safe_out"
state.pending_decision = "uncapped_safe_out"
state_manager.update_state(game_id, state)
if state.is_batting_team_ai():
result = await ai_opponent.decide_uncapped_safe_out(state, pending)
await self.submit_uncapped_safe_out(game_id, result)
return
await self._emit_decision_required(
game_id=game_id,
state=state,
phase="awaiting_uncapped_safe_out",
timeout_seconds=self.DECISION_TIMEOUT,
data={
"d20_roll": d20,
"runner": "lead",
"runner_base": pending.lead_runner_base,
"target_base": pending.lead_target_base,
"runner_lineup_id": pending.lead_runner_lineup_id,
"hit_location": pending.hit_location,
},
)
else:
# Both runners advance → defense picks throw target
state.decision_phase = "awaiting_uncapped_throw_target"
state.pending_decision = "uncapped_throw_target"
state_manager.update_state(game_id, state)
if state.is_fielding_team_ai():
target = await ai_opponent.decide_uncapped_throw_target(
state, pending
)
await self.submit_uncapped_throw_target(game_id, target)
return
await self._emit_decision_required(
game_id=game_id,
state=state,
phase="awaiting_uncapped_throw_target",
timeout_seconds=self.DECISION_TIMEOUT,
data={
"lead_runner_base": pending.lead_runner_base,
"lead_target_base": pending.lead_target_base,
"lead_runner_lineup_id": pending.lead_runner_lineup_id,
"trail_runner_base": pending.trail_runner_base,
"trail_target_base": pending.trail_target_base,
"trail_runner_lineup_id": pending.trail_runner_lineup_id,
"hit_location": pending.hit_location,
},
)
async def submit_uncapped_throw_target(
self, game_id: UUID, target: str
) -> None:
"""
Submit defensive decision: throw for lead or trail runner?
LEAD: trail auto-advances, roll d20 for lead awaiting_uncapped_safe_out.
TRAIL: lead auto-advances, roll d20 for trail awaiting_uncapped_safe_out.
"""
async with state_manager.game_lock(game_id):
state = state_manager.get_state(game_id)
if not state:
raise ValueError(f"Game {game_id} not found")
pending = state.pending_uncapped_hit
if not pending:
raise ValueError("No pending uncapped hit")
if state.decision_phase != "awaiting_uncapped_throw_target":
raise ValueError(
f"Wrong phase: expected awaiting_uncapped_throw_target, "
f"got {state.decision_phase}"
)
if target not in ("lead", "trail"):
raise ValueError(f"throw_target must be 'lead' or 'trail', got '{target}'")
pending.throw_target = target
# Roll d20 for the targeted runner
if not advance:
# Trail declines → roll d20 for lead runner
d20 = dice_system.roll_d20(
league_id=state.league_id,
game_id=game_id,
team_id=state.get_fielding_team_id(),
player_id=None,
)
pending.speed_check_d20 = d20
pending.speed_check_runner = target
pending.speed_check_d20 = d20.roll if hasattr(d20, 'roll') else d20
pending.speed_check_runner = "lead"
state.decision_phase = "awaiting_uncapped_safe_out"
state.pending_decision = "uncapped_safe_out"
state_manager.update_state(game_id, state)
# Determine which runner info to send
if target == "lead":
runner_base = pending.lead_runner_base
target_base = pending.lead_target_base
runner_lid = pending.lead_runner_lineup_id
else:
runner_base = pending.trail_runner_base
target_base = pending.trail_target_base
runner_lid = pending.trail_runner_lineup_id
if state.is_batting_team_ai():
result = await ai_opponent.decide_uncapped_safe_out(state, pending)
await self.submit_uncapped_safe_out(game_id, result)
@ -1592,14 +1501,116 @@ class GameEngine:
phase="awaiting_uncapped_safe_out",
timeout_seconds=self.DECISION_TIMEOUT,
data={
"d20_roll": d20,
"runner": target,
"runner_base": runner_base,
"target_base": target_base,
"runner_lineup_id": runner_lid,
"d20_roll": d20.roll if hasattr(d20, 'roll') else d20,
"runner": "lead",
"runner_base": pending.lead_runner_base,
"target_base": pending.lead_target_base,
"runner_lineup_id": pending.lead_runner_lineup_id,
"hit_location": pending.hit_location,
},
)
else:
# Both runners advance → defense picks throw target
state.decision_phase = "awaiting_uncapped_throw_target"
state.pending_decision = "uncapped_throw_target"
state_manager.update_state(game_id, state)
if state.is_fielding_team_ai():
target = await ai_opponent.decide_uncapped_throw_target(
state, pending
)
await self.submit_uncapped_throw_target(game_id, target)
return
await self._emit_decision_required(
game_id=game_id,
state=state,
phase="awaiting_uncapped_throw_target",
timeout_seconds=self.DECISION_TIMEOUT,
data={
"lead_runner_base": pending.lead_runner_base,
"lead_target_base": pending.lead_target_base,
"lead_runner_lineup_id": pending.lead_runner_lineup_id,
"trail_runner_base": pending.trail_runner_base,
"trail_target_base": pending.trail_target_base,
"trail_runner_lineup_id": pending.trail_runner_lineup_id,
"hit_location": pending.hit_location,
},
)
async def submit_uncapped_throw_target(
self, game_id: UUID, target: str
) -> None:
"""
Submit defensive decision: throw for lead or trail runner?
LEAD: trail auto-advances, roll d20 for lead awaiting_uncapped_safe_out.
TRAIL: lead auto-advances, roll d20 for trail awaiting_uncapped_safe_out.
Caller must hold the game lock (acquired by WebSocket handler).
"""
state = state_manager.get_state(game_id)
if not state:
raise ValueError(f"Game {game_id} not found")
pending = state.pending_uncapped_hit
if not pending:
raise ValueError("No pending uncapped hit")
if state.decision_phase != "awaiting_uncapped_throw_target":
raise ValueError(
f"Wrong phase: expected awaiting_uncapped_throw_target, "
f"got {state.decision_phase}"
)
if target not in ("lead", "trail"):
raise ValueError(f"throw_target must be 'lead' or 'trail', got '{target}'")
pending.throw_target = target
# Roll d20 for the targeted runner
d20 = dice_system.roll_d20(
league_id=state.league_id,
game_id=game_id,
team_id=state.get_fielding_team_id(),
player_id=None,
)
pending.speed_check_d20 = d20.roll if hasattr(d20, 'roll') else d20
pending.speed_check_runner = target
state.decision_phase = "awaiting_uncapped_safe_out"
state.pending_decision = "uncapped_safe_out"
state_manager.update_state(game_id, state)
# Determine which runner info to send
if target == "lead":
runner_base = pending.lead_runner_base
target_base = pending.lead_target_base
runner_lid = pending.lead_runner_lineup_id
else:
runner_base = pending.trail_runner_base
target_base = pending.trail_target_base
runner_lid = pending.trail_runner_lineup_id
if state.is_batting_team_ai():
result = await ai_opponent.decide_uncapped_safe_out(state, pending)
await self.submit_uncapped_safe_out(game_id, result)
return
await self._emit_decision_required(
game_id=game_id,
state=state,
phase="awaiting_uncapped_safe_out",
timeout_seconds=self.DECISION_TIMEOUT,
data={
"d20_roll": d20.roll if hasattr(d20, 'roll') else d20,
"runner": target,
"runner_base": runner_base,
"target_base": target_base,
"runner_lineup_id": runner_lid,
"hit_location": pending.hit_location,
},
)
async def submit_uncapped_safe_out(
self, game_id: UUID, result: str
@ -1609,36 +1620,37 @@ class GameEngine:
Finalizes the uncapped hit play with the accumulated decisions.
Caller must hold the game lock (acquired by WebSocket handler).
Args:
game_id: Game ID
result: "safe" or "out"
"""
async with state_manager.game_lock(game_id):
state = state_manager.get_state(game_id)
if not state:
raise ValueError(f"Game {game_id} not found")
state = state_manager.get_state(game_id)
if not state:
raise ValueError(f"Game {game_id} not found")
pending = state.pending_uncapped_hit
if not pending:
raise ValueError("No pending uncapped hit")
pending = state.pending_uncapped_hit
if not pending:
raise ValueError("No pending uncapped hit")
if state.decision_phase != "awaiting_uncapped_safe_out":
raise ValueError(
f"Wrong phase: expected awaiting_uncapped_safe_out, "
f"got {state.decision_phase}"
)
if state.decision_phase != "awaiting_uncapped_safe_out":
raise ValueError(
f"Wrong phase: expected awaiting_uncapped_safe_out, "
f"got {state.decision_phase}"
)
if result not in ("safe", "out"):
raise ValueError(f"result must be 'safe' or 'out', got '{result}'")
if result not in ("safe", "out"):
raise ValueError(f"result must be 'safe' or 'out', got '{result}'")
pending.speed_check_result = result
pending.speed_check_result = result
ab_roll = state.pending_manual_roll
if not ab_roll:
raise ValueError("No pending manual roll found")
ab_roll = state.pending_manual_roll
if not ab_roll:
raise ValueError("No pending manual roll found")
play_result = self._build_uncapped_play_result(state, pending, ab_roll)
await self._finalize_uncapped_hit(state, pending, ab_roll, play_result)
play_result = self._build_uncapped_play_result(state, pending, ab_roll)
await self._finalize_uncapped_hit(state, pending, ab_roll, play_result)
def _build_uncapped_fallback_result(
self,
@ -1860,25 +1872,27 @@ class GameEngine:
)
outs_recorded += 1
# If trail runner is R1 and R1 attempted advance, batter-runner
# auto-advances regardless of R1's outcome
# Determine batter's final base position
batter_base = pending.batter_base
if (
if pending.trail_runner_base == 0:
# Trail IS the batter-runner
if checked_runner == "trail":
# Defense threw at batter-runner
if is_safe and pending.trail_target_base:
batter_base = pending.trail_target_base
elif not is_safe:
batter_base = None # batter is out (handled by outs_recorded)
elif pending.trail_advance and pending.throw_target is not None:
# Batter attempted advance, defense threw at lead instead
# Batter auto-advances to target (non-targeted runner is safe)
batter_base = pending.trail_target_base
elif (
pending.trail_runner_base == 1
and pending.trail_advance
and pending.trail_runner_base is not None
):
# Trail is R1 (not batter) and R1 attempted advance
# Batter auto-advances one extra base
batter_base = min(pending.batter_base + 1, 3)
elif (
pending.trail_runner_base == 0
and checked_runner == "trail"
):
# Trail IS the batter - result already handled above
if is_safe and pending.trail_target_base:
batter_base = pending.trail_target_base
elif not is_safe:
batter_base = None # batter is out (handled by outs_recorded)
outcome = (
PlayOutcome.SINGLE_UNCAPPED
@ -1922,8 +1936,9 @@ class GameEngine:
Clears pending state, calls _finalize_play for DB write and state update.
"""
# Clear pending uncapped hit
# Clear pending uncapped hit and the manual roll (one-time use)
state.pending_uncapped_hit = None
state.pending_manual_roll = None
state.pending_decision = None
state.decision_phase = "idle"
@ -2417,11 +2432,42 @@ class GameEngine:
# Note: We don't delete dice rolls from the rolls table - they're kept for auditing
# and don't affect game state reconstruction
# 5. Clear in-memory roll tracking for this game
# 5. Recalculate scores from remaining plays and update games table.
# recover_game() reads scores from the games table, which are stale after
# play deletion. We must update them before recovery.
remaining_plays = await self.db_ops.get_plays(game_id)
home_score = 0
away_score = 0
for play in remaining_plays:
if play.half == "top":
away_score += play.runs_scored
else:
home_score += play.runs_scored
if remaining_plays:
last_play = remaining_plays[-1]
current_inning = last_play.inning
current_half = last_play.half
else:
current_inning = 1
current_half = "top"
logger.info(
f"Recalculated scores after rollback: home={home_score}, away={away_score}"
)
await self.db_ops.update_game_state(
game_id=game_id,
inning=current_inning,
half=current_half,
home_score=home_score,
away_score=away_score,
)
# 6. Clear in-memory roll tracking for this game
if game_id in self._rolls_this_inning:
del self._rolls_this_inning[game_id]
# 6. Recover game state by replaying remaining plays
# 7. Recover game state by replaying remaining plays
logger.info(f"Recovering game state for {game_id}")
new_state = await state_manager.recover_game(game_id)

View File

@ -560,9 +560,20 @@ def register_handlers(sio: AsyncServer, manager: ConnectionManager) -> None:
# Using the old state reference would overwrite those updates!
state = state_manager.get_state(game_id)
if state:
# Clear pending roll only AFTER successful validation (one-time use)
state.pending_manual_roll = None
state_manager.update_state(game_id, state)
# Clear pending roll only if NOT entering an interactive workflow.
# Uncapped hit and x-check workflows need pending_manual_roll
# to build their final PlayResult when decisions complete.
interactive_decision_phases = {
"awaiting_x_check_result",
"awaiting_uncapped_lead_advance",
"awaiting_uncapped_defensive_throw",
"awaiting_uncapped_trail_advance",
"awaiting_uncapped_throw_target",
"awaiting_uncapped_safe_out",
}
if state.decision_phase not in interactive_decision_phases:
state.pending_manual_roll = None
state_manager.update_state(game_id, state)
except GameValidationError as e:
# Game engine validation error (e.g., missing hit location)
await manager.emit_to_user(
@ -604,6 +615,30 @@ def register_handlers(sio: AsyncServer, manager: ConnectionManager) -> None:
},
)
# Check if the outcome initiated an interactive workflow (x-check or uncapped hit).
# If so, skip play_resolved broadcast - the play isn't actually resolved yet.
# The decision_required event and game_state_update will drive the UI instead.
interactive_phases = {
"awaiting_x_check_result",
"awaiting_uncapped_lead_advance",
"awaiting_uncapped_defensive_throw",
"awaiting_uncapped_trail_advance",
"awaiting_uncapped_throw_target",
"awaiting_uncapped_safe_out",
}
updated_state = state_manager.get_state(game_id)
if updated_state and updated_state.decision_phase in interactive_phases:
logger.info(
f"Manual outcome initiated interactive workflow ({updated_state.decision_phase}) "
f"for game {game_id} - skipping play_resolved, broadcasting state update"
)
await manager.broadcast_to_game(
str(game_id),
"game_state_update",
updated_state.model_dump(mode="json"),
)
return
# Build play result data
play_result_data = {
"game_id": str(game_id),
@ -2119,18 +2154,22 @@ def register_handlers(sio: AsyncServer, manager: ConnectionManager) -> None:
await manager.emit_to_user(sid, "error", {"message": "Missing or invalid 'advance' (bool)"})
return
await game_engine.submit_uncapped_lead_advance(game_id, advance)
async with state_manager.game_lock(game_id):
await game_engine.submit_uncapped_lead_advance(game_id, advance)
# Broadcast updated state
state = state_manager.get_state(game_id)
if state:
await manager.broadcast_to_game(
str(game_id), "game_state_update", state.model_dump(mode="json")
)
# Broadcast updated state
state = state_manager.get_state(game_id)
if state:
await manager.broadcast_to_game(
str(game_id), "game_state_update", state.model_dump(mode="json")
)
except ValueError as e:
logger.warning(f"Uncapped lead advance validation failed: {e}")
await manager.emit_to_user(sid, "error", {"message": str(e)})
except asyncio.TimeoutError:
logger.error(f"Lock timeout in submit_uncapped_lead_advance for game {game_id}")
await manager.emit_to_user(sid, "error", {"message": "Server busy - please try again"})
except DatabaseError as e:
logger.error(f"Database error in submit_uncapped_lead_advance: {e}")
await manager.emit_to_user(sid, "error", {"message": "Database error - please retry"})
@ -2177,17 +2216,21 @@ def register_handlers(sio: AsyncServer, manager: ConnectionManager) -> None:
await manager.emit_to_user(sid, "error", {"message": "Missing or invalid 'will_throw' (bool)"})
return
await game_engine.submit_uncapped_defensive_throw(game_id, will_throw)
async with state_manager.game_lock(game_id):
await game_engine.submit_uncapped_defensive_throw(game_id, will_throw)
state = state_manager.get_state(game_id)
if state:
await manager.broadcast_to_game(
str(game_id), "game_state_update", state.model_dump(mode="json")
)
state = state_manager.get_state(game_id)
if state:
await manager.broadcast_to_game(
str(game_id), "game_state_update", state.model_dump(mode="json")
)
except ValueError as e:
logger.warning(f"Uncapped defensive throw validation failed: {e}")
await manager.emit_to_user(sid, "error", {"message": str(e)})
except asyncio.TimeoutError:
logger.error(f"Lock timeout in submit_uncapped_defensive_throw for game {game_id}")
await manager.emit_to_user(sid, "error", {"message": "Server busy - please try again"})
except DatabaseError as e:
logger.error(f"Database error in submit_uncapped_defensive_throw: {e}")
await manager.emit_to_user(sid, "error", {"message": "Database error - please retry"})
@ -2234,17 +2277,21 @@ def register_handlers(sio: AsyncServer, manager: ConnectionManager) -> None:
await manager.emit_to_user(sid, "error", {"message": "Missing or invalid 'advance' (bool)"})
return
await game_engine.submit_uncapped_trail_advance(game_id, advance)
async with state_manager.game_lock(game_id):
await game_engine.submit_uncapped_trail_advance(game_id, advance)
state = state_manager.get_state(game_id)
if state:
await manager.broadcast_to_game(
str(game_id), "game_state_update", state.model_dump(mode="json")
)
state = state_manager.get_state(game_id)
if state:
await manager.broadcast_to_game(
str(game_id), "game_state_update", state.model_dump(mode="json")
)
except ValueError as e:
logger.warning(f"Uncapped trail advance validation failed: {e}")
await manager.emit_to_user(sid, "error", {"message": str(e)})
except asyncio.TimeoutError:
logger.error(f"Lock timeout in submit_uncapped_trail_advance for game {game_id}")
await manager.emit_to_user(sid, "error", {"message": "Server busy - please try again"})
except DatabaseError as e:
logger.error(f"Database error in submit_uncapped_trail_advance: {e}")
await manager.emit_to_user(sid, "error", {"message": "Database error - please retry"})
@ -2292,17 +2339,21 @@ def register_handlers(sio: AsyncServer, manager: ConnectionManager) -> None:
)
return
await game_engine.submit_uncapped_throw_target(game_id, target)
async with state_manager.game_lock(game_id):
await game_engine.submit_uncapped_throw_target(game_id, target)
state = state_manager.get_state(game_id)
if state:
await manager.broadcast_to_game(
str(game_id), "game_state_update", state.model_dump(mode="json")
)
state = state_manager.get_state(game_id)
if state:
await manager.broadcast_to_game(
str(game_id), "game_state_update", state.model_dump(mode="json")
)
except ValueError as e:
logger.warning(f"Uncapped throw target validation failed: {e}")
await manager.emit_to_user(sid, "error", {"message": str(e)})
except asyncio.TimeoutError:
logger.error(f"Lock timeout in submit_uncapped_throw_target for game {game_id}")
await manager.emit_to_user(sid, "error", {"message": "Server busy - please try again"})
except DatabaseError as e:
logger.error(f"Database error in submit_uncapped_throw_target: {e}")
await manager.emit_to_user(sid, "error", {"message": "Database error - please retry"})
@ -2350,17 +2401,21 @@ def register_handlers(sio: AsyncServer, manager: ConnectionManager) -> None:
)
return
await game_engine.submit_uncapped_safe_out(game_id, result)
async with state_manager.game_lock(game_id):
await game_engine.submit_uncapped_safe_out(game_id, result)
state = state_manager.get_state(game_id)
if state:
await manager.broadcast_to_game(
str(game_id), "game_state_update", state.model_dump(mode="json")
)
state = state_manager.get_state(game_id)
if state:
await manager.broadcast_to_game(
str(game_id), "game_state_update", state.model_dump(mode="json")
)
except ValueError as e:
logger.warning(f"Uncapped safe/out validation failed: {e}")
await manager.emit_to_user(sid, "error", {"message": str(e)})
except asyncio.TimeoutError:
logger.error(f"Lock timeout in submit_uncapped_safe_out for game {game_id}")
await manager.emit_to_user(sid, "error", {"message": "Server busy - please try again"})
except DatabaseError as e:
logger.error(f"Database error in submit_uncapped_safe_out: {e}")
await manager.emit_to_user(sid, "error", {"message": "Database error - please retry"})

View File

@ -113,9 +113,15 @@
:outs="gameState?.outs ?? 0"
:has-runners="!!(gameState?.on_first || gameState?.on_second || gameState?.on_third)"
:dice-color="diceColor"
:user-team-id="myTeamId"
@roll-dice="handleRollDice"
@submit-outcome="handleSubmitOutcome"
@dismiss-result="handleDismissResult"
@submit-uncapped-lead-advance="handleUncappedLeadAdvance"
@submit-uncapped-defensive-throw="handleUncappedDefensiveThrow"
@submit-uncapped-trail-advance="handleUncappedTrailAdvance"
@submit-uncapped-throw-target="handleUncappedThrowTarget"
@submit-uncapped-safe-out="handleUncappedSafeOut"
/>
<!-- Play-by-Play Feed (below gameplay on mobile) -->
@ -183,9 +189,15 @@
:outs="gameState?.outs ?? 0"
:has-runners="!!(gameState?.on_first || gameState?.on_second || gameState?.on_third)"
:dice-color="diceColor"
:user-team-id="myTeamId"
@roll-dice="handleRollDice"
@submit-outcome="handleSubmitOutcome"
@dismiss-result="handleDismissResult"
@submit-uncapped-lead-advance="handleUncappedLeadAdvance"
@submit-uncapped-defensive-throw="handleUncappedDefensiveThrow"
@submit-uncapped-trail-advance="handleUncappedTrailAdvance"
@submit-uncapped-throw-target="handleUncappedThrowTarget"
@submit-uncapped-safe-out="handleUncappedSafeOut"
/>
</div>
@ -447,18 +459,27 @@ const connectionStatus = ref<'connecting' | 'connected' | 'disconnected'>('conne
// Determine which team the user controls
// For demo/testing: user controls whichever team needs to act
const DEFENSIVE_PHASES = [
'awaiting_defensive',
'awaiting_uncapped_defensive_throw',
'awaiting_uncapped_throw_target',
]
const myTeamId = computed(() => {
if (!gameState.value) return null
const phase = gameState.value.decision_phase
const isDefensivePhase = DEFENSIVE_PHASES.includes(phase)
// Return the team that currently needs to make a decision
if (gameState.value.half === 'top') {
// Top: away bats, home fields
return gameState.value.decision_phase === 'awaiting_defensive'
return isDefensivePhase
? gameState.value.home_team_id
: gameState.value.away_team_id
} else {
// Bottom: home bats, away fields
return gameState.value.decision_phase === 'awaiting_defensive'
return isDefensivePhase
? gameState.value.away_team_id
: gameState.value.home_team_id
}
@ -576,6 +597,11 @@ const showGameplay = computed(() => {
return true
}
// Show for uncapped hit decisions (both teams see the wizard)
if (gameStore.needsUncappedDecision) {
return true
}
return gameState.value?.status === 'active' &&
isMyTurn.value &&
!needsDefensiveDecision.value &&
@ -656,6 +682,32 @@ const handleStealAttemptsSubmit = (attempts: number[]) => {
gameStore.setPendingStealAttempts(attempts)
}
// Methods - Uncapped Hit Decision Tree
const handleUncappedLeadAdvance = (advance: boolean) => {
console.log('[GamePlay] Uncapped lead advance:', advance)
actions.submitUncappedLeadAdvance(advance)
}
const handleUncappedDefensiveThrow = (willThrow: boolean) => {
console.log('[GamePlay] Uncapped defensive throw:', willThrow)
actions.submitUncappedDefensiveThrow(willThrow)
}
const handleUncappedTrailAdvance = (advance: boolean) => {
console.log('[GamePlay] Uncapped trail advance:', advance)
actions.submitUncappedTrailAdvance(advance)
}
const handleUncappedThrowTarget = (target: 'lead' | 'trail') => {
console.log('[GamePlay] Uncapped throw target:', target)
actions.submitUncappedThrowTarget(target)
}
const handleUncappedSafeOut = (result: 'safe' | 'out') => {
console.log('[GamePlay] Uncapped safe/out:', result)
actions.submitUncappedSafeOut(result)
}
const handleToggleHold = (base: number) => {
defensiveSetup.toggleHold(base)
}

View File

@ -78,6 +78,21 @@
</div>
</div>
<!-- State: Uncapped Hit Pending -->
<div v-else-if="workflowState === 'uncapped_hit_pending'" class="state-uncapped-hit">
<UncappedHitWizard
:phase="currentUncappedPhase!"
:data="uncappedHitData"
:readonly="!isUncappedInteractive"
:pending-uncapped-hit="pendingUncappedHit"
@submit-lead-advance="handleUncappedLeadAdvance"
@submit-defensive-throw="handleUncappedDefensiveThrow"
@submit-trail-advance="handleUncappedTrailAdvance"
@submit-throw-target="handleUncappedThrowTarget"
@submit-safe-out="handleUncappedSafeOut"
/>
</div>
<!-- State: X-Check Result Pending -->
<div v-else-if="workflowState === 'x_check_result_pending'" class="state-x-check">
<div v-if="!isXCheckInteractive" class="state-message">
@ -119,12 +134,13 @@
<script setup lang="ts">
import { ref, computed } from 'vue'
import type { RollData, PlayResult, PlayOutcome, XCheckData } from '~/types'
import type { RollData, PlayResult, PlayOutcome, XCheckData, DecisionPhase, UncappedHitData } from '~/types'
import { useGameStore } from '~/store/game'
import DiceRoller from './DiceRoller.vue'
import OutcomeWizard from './OutcomeWizard.vue'
import PlayResultDisplay from './PlayResult.vue'
import XCheckWizard from './XCheckWizard.vue'
import UncappedHitWizard from './UncappedHitWizard.vue'
interface Props {
gameId: string
@ -153,6 +169,11 @@ const emit = defineEmits<{
submitOutcome: [{ outcome: PlayOutcome; hitLocation?: string }]
dismissResult: []
submitXCheckResult: [{ resultCode: string; errorResult: string }]
submitUncappedLeadAdvance: [advance: boolean]
submitUncappedDefensiveThrow: [willThrow: boolean]
submitUncappedTrailAdvance: [advance: boolean]
submitUncappedThrowTarget: [target: 'lead' | 'trail']
submitUncappedSafeOut: [result: 'safe' | 'out']
}>()
// Store access
@ -165,6 +186,41 @@ const isSubmitting = ref(false)
// X-Check data from store
const xCheckData = computed(() => gameStore.xCheckData)
// Uncapped hit data from store
const uncappedHitData = computed(() => gameStore.uncappedHitData)
const pendingUncappedHit = computed(() => {
const hit = gameStore.gameState?.pending_uncapped_hit
return (hit ?? null) as import('~/types').PendingUncappedHit | null
})
// Current uncapped hit phase
const currentUncappedPhase = computed<DecisionPhase | null>(() => {
if (gameStore.needsUncappedLeadAdvance) return 'awaiting_uncapped_lead_advance'
if (gameStore.needsUncappedDefensiveThrow) return 'awaiting_uncapped_defensive_throw'
if (gameStore.needsUncappedTrailAdvance) return 'awaiting_uncapped_trail_advance'
if (gameStore.needsUncappedThrowTarget) return 'awaiting_uncapped_throw_target'
if (gameStore.needsUncappedSafeOut) return 'awaiting_uncapped_safe_out'
return null
})
// Offensive phases: user's team must be the batting team
// Defensive phases: user's team must be the fielding team
const UNCAPPED_OFFENSIVE_PHASES: DecisionPhase[] = [
'awaiting_uncapped_lead_advance',
'awaiting_uncapped_trail_advance',
'awaiting_uncapped_safe_out',
]
const isUncappedInteractive = computed(() => {
if (!currentUncappedPhase.value || !props.userTeamId || !gameStore.gameState) return false
const isOffensivePhase = UNCAPPED_OFFENSIVE_PHASES.includes(currentUncappedPhase.value)
if (isOffensivePhase) {
return props.userTeamId === gameStore.battingTeamId
} else {
return props.userTeamId === gameStore.fieldingTeamId
}
})
// Determine if current user should have interactive mode
// Uses active_team_id from x-check data (set by backend to indicate which team should interact)
const isXCheckInteractive = computed(() => {
@ -174,7 +230,7 @@ const isXCheckInteractive = computed(() => {
})
// Workflow state computation
type WorkflowState = 'idle' | 'ready_to_roll' | 'rolled' | 'submitted' | 'result' | 'x_check_result_pending'
type WorkflowState = 'idle' | 'ready_to_roll' | 'rolled' | 'submitted' | 'result' | 'uncapped_hit_pending' | 'x_check_result_pending'
const workflowState = computed<WorkflowState>(() => {
// Show result if we have one
@ -182,6 +238,11 @@ const workflowState = computed<WorkflowState>(() => {
return 'result'
}
// Show uncapped hit wizard if in any uncapped phase
if (gameStore.needsUncappedDecision) {
return 'uncapped_hit_pending'
}
// Show x-check result selection if awaiting
if (gameStore.needsXCheckResult && xCheckData.value) {
return 'x_check_result_pending'
@ -210,6 +271,7 @@ const workflowState = computed<WorkflowState>(() => {
const statusClass = computed(() => {
if (error.value) return 'status-error'
if (workflowState.value === 'result') return 'status-success'
if (workflowState.value === 'uncapped_hit_pending') return 'status-active'
if (workflowState.value === 'x_check_result_pending') return 'status-active'
if (workflowState.value === 'submitted') return 'status-processing'
if (workflowState.value === 'rolled') return 'status-active'
@ -220,6 +282,9 @@ const statusClass = computed(() => {
const statusText = computed(() => {
if (error.value) return 'Error'
if (workflowState.value === 'result') return 'Play Complete'
if (workflowState.value === 'uncapped_hit_pending') {
return isUncappedInteractive.value ? 'Uncapped Hit Decision' : 'Waiting for Decision'
}
if (workflowState.value === 'x_check_result_pending') {
return isXCheckInteractive.value ? 'Select X-Check Result' : 'Waiting for Defense'
}
@ -258,6 +323,26 @@ const handleDismissResult = () => {
emit('dismissResult')
}
const handleUncappedLeadAdvance = (advance: boolean) => {
emit('submitUncappedLeadAdvance', advance)
}
const handleUncappedDefensiveThrow = (willThrow: boolean) => {
emit('submitUncappedDefensiveThrow', willThrow)
}
const handleUncappedTrailAdvance = (advance: boolean) => {
emit('submitUncappedTrailAdvance', advance)
}
const handleUncappedThrowTarget = (target: 'lead' | 'trail') => {
emit('submitUncappedThrowTarget', target)
}
const handleUncappedSafeOut = (result: 'safe' | 'out') => {
emit('submitUncappedSafeOut', result)
}
const handleXCheckSubmit = (payload: { resultCode: string; errorResult: string }) => {
error.value = null
isSubmitting.value = true
@ -358,6 +443,11 @@ const handleXCheckSubmit = (payload: { resultCode: string; errorResult: string }
@apply space-y-6;
}
/* State: Uncapped Hit */
.state-uncapped-hit {
@apply space-y-4;
}
/* State: X-Check */
.state-x-check {
@apply space-y-4;

View File

@ -0,0 +1,536 @@
<template>
<div class="uncapped-wizard" :class="{ 'read-only': readonly }">
<!-- Header -->
<div class="wizard-header">
<div class="hit-badge" :class="hitBadgeClass">
{{ hitTypeLabel }}
</div>
<div v-if="hitLocation" class="hit-location">
to {{ hitLocation }}
</div>
<p v-if="readonly" class="waiting-message">
Waiting for {{ isDefensivePhase ? 'defense' : 'offense' }} to decide...
</p>
</div>
<!-- Auto-scoring runners info -->
<div v-if="autoRunnersDisplay.length > 0" class="auto-runners">
<div v-for="(info, idx) in autoRunnersDisplay" :key="idx" class="auto-runner-line">
<svg class="w-4 h-4 text-green-600" fill="currentColor" viewBox="0 0 20 20">
<path fill-rule="evenodd" d="M10 18a8 8 0 100-16 8 8 0 000 16zm3.707-9.293a1 1 0 00-1.414-1.414L9 10.586 7.707 9.293a1 1 0 00-1.414 1.414l2 2a1 1 0 001.414 0l4-4z" clip-rule="evenodd"/>
</svg>
<span>{{ info }}</span>
</div>
</div>
<!-- Phase 1: Lead Runner Advance (OFFENSE) -->
<div v-if="phase === 'awaiting_uncapped_lead_advance'" class="phase-content">
<div class="phase-label offense-label">Offense Decides</div>
<div class="runner-info">
<span class="runner-name">{{ leadRunnerName }}</span>
<span class="runner-movement">{{ baseLabel(leadData?.lead_runner_base) }} &rarr; {{ baseLabel(leadData?.lead_target_base) }}</span>
</div>
<div class="decision-buttons">
<button
class="decision-btn advance-btn"
:disabled="readonly"
@click="$emit('submitLeadAdvance', true)"
>
Advance
</button>
<button
class="decision-btn hold-btn"
:disabled="readonly"
@click="$emit('submitLeadAdvance', false)"
>
Hold
</button>
</div>
</div>
<!-- Phase 2: Defensive Throw (DEFENSE) -->
<div v-else-if="phase === 'awaiting_uncapped_defensive_throw'" class="phase-content">
<div class="phase-label defense-label">Defense Decides</div>
<div class="runner-info">
<span class="runner-name">{{ leadRunnerNameFromThrow }}</span>
<span class="runner-movement">attempting {{ baseLabel(throwData?.lead_target_base) }}</span>
</div>
<div class="decision-buttons">
<button
class="decision-btn throw-btn"
:disabled="readonly"
@click="$emit('submitDefensiveThrow', true)"
>
Throw
</button>
<button
class="decision-btn letgo-btn"
:disabled="readonly"
@click="$emit('submitDefensiveThrow', false)"
>
Let it Go
</button>
</div>
</div>
<!-- Phase 3: Trail Runner Advance (OFFENSE) -->
<div v-else-if="phase === 'awaiting_uncapped_trail_advance'" class="phase-content">
<div class="phase-label offense-label">Offense Decides</div>
<div class="runner-info">
<span class="runner-name">{{ trailRunnerName }}</span>
<span class="runner-movement">{{ baseLabel(trailData?.trail_runner_base) }} &rarr; {{ baseLabel(trailData?.trail_target_base) }}</span>
</div>
<div class="decision-buttons">
<button
class="decision-btn advance-btn"
:disabled="readonly"
@click="$emit('submitTrailAdvance', true)"
>
Advance
</button>
<button
class="decision-btn hold-btn"
:disabled="readonly"
@click="$emit('submitTrailAdvance', false)"
>
Hold
</button>
</div>
</div>
<!-- Phase 4: Throw Target (DEFENSE) -->
<div v-else-if="phase === 'awaiting_uncapped_throw_target'" class="phase-content">
<div class="phase-label defense-label">Defense Decides</div>
<p class="phase-description">Both runners are advancing. Choose your throw target:</p>
<div class="target-options">
<button
class="target-btn"
:disabled="readonly"
@click="$emit('submitThrowTarget', 'lead')"
>
<div class="target-label">Lead Runner</div>
<div class="target-detail">
{{ leadRunnerNameFromTarget }} &rarr; {{ baseLabel(targetData?.lead_target_base) }}
</div>
</button>
<button
class="target-btn"
:disabled="readonly"
@click="$emit('submitThrowTarget', 'trail')"
>
<div class="target-label">Trail Runner</div>
<div class="target-detail">
{{ trailRunnerNameFromTarget }} &rarr; {{ baseLabel(targetData?.trail_target_base) }}
</div>
</button>
</div>
</div>
<!-- Phase 5: Safe/Out Result (OFFENSE) -->
<div v-else-if="phase === 'awaiting_uncapped_safe_out'" class="phase-content">
<div class="phase-label offense-label">Offense Decides</div>
<div class="d20-display">
<div class="d20-label">Speed Check d20</div>
<div class="d20-value">{{ safeOutData?.d20_roll }}</div>
</div>
<div class="runner-info">
<span class="runner-name">{{ safeOutRunnerName }}</span>
<span class="runner-movement">
{{ safeOutData?.runner === 'lead' ? 'Lead' : 'Trail' }} runner &rarr; {{ baseLabel(safeOutData?.target_base) }}
</span>
</div>
<p class="phase-description">Check runner's speed rating on card vs d20 roll.</p>
<div class="decision-buttons">
<button
class="decision-btn safe-btn"
:disabled="readonly"
@click="$emit('submitSafeOut', 'safe')"
>
SAFE
</button>
<button
class="decision-btn out-btn"
:disabled="readonly"
@click="$emit('submitSafeOut', 'out')"
>
OUT
</button>
</div>
</div>
</div>
</template>
<script setup lang="ts">
import { computed } from 'vue'
import type {
DecisionPhase,
UncappedLeadAdvanceData,
UncappedDefensiveThrowData,
UncappedTrailAdvanceData,
UncappedThrowTargetData,
UncappedSafeOutData,
UncappedHitData,
PendingUncappedHit,
} from '~/types'
import { useGameStore } from '~/store/game'
interface Props {
phase: DecisionPhase
data: UncappedHitData | null
readonly: boolean
pendingUncappedHit: PendingUncappedHit | null
}
const props = defineProps<Props>()
defineEmits<{
submitLeadAdvance: [advance: boolean]
submitDefensiveThrow: [willThrow: boolean]
submitTrailAdvance: [advance: boolean]
submitThrowTarget: [target: 'lead' | 'trail']
submitSafeOut: [result: 'safe' | 'out']
}>()
const gameStore = useGameStore()
// Defensive phases (defense decides)
const DEFENSIVE_PHASES: DecisionPhase[] = [
'awaiting_uncapped_defensive_throw',
'awaiting_uncapped_throw_target',
]
const isDefensivePhase = computed(() => DEFENSIVE_PHASES.includes(props.phase))
// Typed data accessors per phase
const leadData = computed(() => {
if (props.phase === 'awaiting_uncapped_lead_advance') {
return props.data as UncappedLeadAdvanceData | null
}
return null
})
const throwData = computed(() => {
if (props.phase === 'awaiting_uncapped_defensive_throw') {
return props.data as UncappedDefensiveThrowData | null
}
return null
})
const trailData = computed(() => {
if (props.phase === 'awaiting_uncapped_trail_advance') {
return props.data as UncappedTrailAdvanceData | null
}
return null
})
const targetData = computed(() => {
if (props.phase === 'awaiting_uncapped_throw_target') {
return props.data as UncappedThrowTargetData | null
}
return null
})
const safeOutData = computed(() => {
if (props.phase === 'awaiting_uncapped_safe_out') {
return props.data as UncappedSafeOutData | null
}
return null
})
// Hit type from phase data or pending state
const hitType = computed(() => {
if (leadData.value) return leadData.value.hit_type
return props.pendingUncappedHit?.hit_type ?? ''
})
const hitLocation = computed(() => {
const loc = leadData.value?.hit_location
?? throwData.value?.hit_location
?? trailData.value?.hit_location
?? targetData.value?.hit_location
?? safeOutData.value?.hit_location
?? props.pendingUncappedHit?.hit_location
return loc ?? ''
})
const hitTypeLabel = computed(() => {
const ht = hitType.value
if (ht === 'single' || ht === 'single_uncapped') return 'SINGLE UNCAPPED'
if (ht === 'double' || ht === 'double_uncapped') return 'DOUBLE UNCAPPED'
return 'UNCAPPED HIT'
})
const hitBadgeClass = computed(() => {
const ht = hitType.value
if (ht === 'single' || ht === 'single_uncapped') return 'badge-single'
return 'badge-double'
})
// Auto-scoring runners display (from phase 1 data or pending state)
const autoRunnersDisplay = computed(() => {
const autos = leadData.value?.auto_runners ?? props.pendingUncappedHit?.auto_runners ?? []
return autos.map((runner) => {
const from = runner[0]
const to = runner[1]
const lid = runner[2]
const player = lid != null ? gameStore.findPlayerInLineup(lid) : undefined
const name = player?.player?.name ?? `#${lid ?? '?'}`
if (to === 4) return `${name} scores automatically`
return `${name}: ${baseLabel(from)}${baseLabel(to)} automatically`
})
})
// Player name lookups
const leadRunnerName = computed(() => {
const lid = leadData.value?.lead_runner_lineup_id
if (!lid) return 'Runner'
const player = gameStore.findPlayerInLineup(lid)
return player?.player?.name ?? `#${lid}`
})
const leadRunnerNameFromThrow = computed(() => {
const lid = throwData.value?.lead_runner_lineup_id
if (!lid) return 'Runner'
const player = gameStore.findPlayerInLineup(lid)
return player?.player?.name ?? `#${lid}`
})
const trailRunnerName = computed(() => {
const lid = trailData.value?.trail_runner_lineup_id
if (!lid) return 'Runner'
const player = gameStore.findPlayerInLineup(lid)
return player?.player?.name ?? `#${lid}`
})
const leadRunnerNameFromTarget = computed(() => {
const lid = targetData.value?.lead_runner_lineup_id
if (!lid) return 'Lead Runner'
const player = gameStore.findPlayerInLineup(lid)
return player?.player?.name ?? `#${lid}`
})
const trailRunnerNameFromTarget = computed(() => {
const lid = targetData.value?.trail_runner_lineup_id
if (!lid) return 'Trail Runner'
const player = gameStore.findPlayerInLineup(lid)
return player?.player?.name ?? `#${lid}`
})
const safeOutRunnerName = computed(() => {
const lid = safeOutData.value?.runner_lineup_id
if (!lid) return 'Runner'
const player = gameStore.findPlayerInLineup(lid)
return player?.player?.name ?? `#${lid}`
})
// Base label helper
function baseLabel(base: number | undefined | null): string {
if (base === undefined || base === null) return '?'
if (base === 0) return 'Home'
if (base === 4) return 'Home'
return `${base}B`
}
</script>
<style scoped>
.uncapped-wizard {
@apply bg-white rounded-lg shadow-lg p-6 space-y-5 max-w-4xl mx-auto;
}
.uncapped-wizard.read-only {
@apply opacity-75;
}
/* Header */
.wizard-header {
@apply text-center pb-4 border-b border-gray-200 space-y-2;
}
.hit-badge {
@apply inline-block px-4 py-1 rounded-full text-sm font-bold uppercase tracking-wide;
}
.badge-single {
@apply bg-green-100 text-green-800;
}
.badge-double {
@apply bg-blue-100 text-blue-800;
}
.hit-location {
@apply text-sm text-gray-600 font-medium;
}
.waiting-message {
@apply mt-2 text-sm text-orange-600 font-medium;
}
/* Auto runners */
.auto-runners {
@apply bg-green-50 border border-green-200 rounded-lg p-3 space-y-1;
}
.auto-runner-line {
@apply flex items-center gap-2 text-sm text-green-800;
}
/* Phase content */
.phase-content {
@apply space-y-4;
}
.phase-label {
@apply text-xs font-bold uppercase tracking-wider text-center py-1 rounded;
}
.offense-label {
@apply bg-blue-100 text-blue-800;
}
.defense-label {
@apply bg-red-100 text-red-800;
}
.phase-description {
@apply text-sm text-gray-600 text-center;
}
/* Runner info */
.runner-info {
@apply flex flex-col items-center gap-1;
}
.runner-name {
@apply text-lg font-bold text-gray-900;
}
.runner-movement {
@apply text-sm text-gray-600;
}
/* Decision buttons */
.decision-buttons {
@apply grid grid-cols-2 gap-3;
}
.decision-btn {
@apply px-6 py-4 font-bold text-lg rounded-lg transition-colors disabled:opacity-50 disabled:cursor-not-allowed;
}
.advance-btn {
@apply bg-green-600 text-white hover:bg-green-700;
}
.hold-btn {
@apply bg-gray-300 text-gray-800 hover:bg-gray-400;
}
.throw-btn {
@apply bg-red-600 text-white hover:bg-red-700;
}
.letgo-btn {
@apply bg-gray-300 text-gray-800 hover:bg-gray-400;
}
.safe-btn {
@apply bg-green-600 text-white hover:bg-green-700;
}
.out-btn {
@apply bg-red-600 text-white hover:bg-red-700;
}
/* Target options (phase 4) */
.target-options {
@apply grid grid-cols-1 sm:grid-cols-2 gap-3;
}
.target-btn {
@apply flex flex-col items-center p-5 border-2 border-gray-300 rounded-lg hover:border-red-500 hover:bg-red-50 transition-all cursor-pointer disabled:cursor-not-allowed disabled:opacity-50;
}
.target-label {
@apply text-lg font-bold text-gray-900 mb-1;
}
.target-detail {
@apply text-sm text-gray-600;
}
/* D20 display (phase 5) */
.d20-display {
@apply text-center;
}
.d20-label {
@apply text-sm font-medium text-gray-600 mb-2;
}
.d20-value {
@apply text-4xl font-bold rounded-lg px-6 py-3 shadow-md bg-blue-100 text-blue-900 inline-block;
}
/* Mobile responsive */
@media (max-width: 640px) {
.uncapped-wizard {
@apply p-4 space-y-4;
}
.decision-buttons {
@apply grid-cols-1;
}
.decision-btn {
@apply w-full;
}
}
/* Dark mode */
@media (prefers-color-scheme: dark) {
.uncapped-wizard {
@apply bg-gray-800;
}
.wizard-header {
@apply border-gray-600;
}
.hit-location {
@apply text-gray-400;
}
.auto-runners {
@apply bg-green-900/30 border-green-700;
}
.auto-runner-line {
@apply text-green-300;
}
.runner-name {
@apply text-gray-100;
}
.runner-movement {
@apply text-gray-400;
}
.phase-description {
@apply text-gray-400;
}
.target-btn {
@apply border-gray-600 hover:border-red-400 hover:bg-red-900/30;
}
.target-label {
@apply text-gray-100;
}
.target-detail {
@apply text-gray-400;
}
}
</style>

View File

@ -243,6 +243,90 @@ export function useGameActions(gameId?: string) {
uiStore.showInfo('Submitting speed check result...', 2000)
}
// ============================================================================
// Uncapped Hit Decision Tree
// ============================================================================
/**
* Submit lead runner advance decision (offensive player)
*/
function submitUncappedLeadAdvance(advance: boolean) {
if (!validateConnection()) return
console.log('[GameActions] Submitting uncapped lead advance:', advance)
socket.value!.emit('submit_uncapped_lead_advance', {
game_id: currentGameId.value!,
advance,
})
uiStore.showInfo('Submitting lead runner decision...', 2000)
}
/**
* Submit defensive throw decision (defensive player)
*/
function submitUncappedDefensiveThrow(willThrow: boolean) {
if (!validateConnection()) return
console.log('[GameActions] Submitting uncapped defensive throw:', willThrow)
socket.value!.emit('submit_uncapped_defensive_throw', {
game_id: currentGameId.value!,
will_throw: willThrow,
})
uiStore.showInfo('Submitting throw decision...', 2000)
}
/**
* Submit trail runner advance decision (offensive player)
*/
function submitUncappedTrailAdvance(advance: boolean) {
if (!validateConnection()) return
console.log('[GameActions] Submitting uncapped trail advance:', advance)
socket.value!.emit('submit_uncapped_trail_advance', {
game_id: currentGameId.value!,
advance,
})
uiStore.showInfo('Submitting trail runner decision...', 2000)
}
/**
* Submit throw target selection (defensive player)
*/
function submitUncappedThrowTarget(target: 'lead' | 'trail') {
if (!validateConnection()) return
console.log('[GameActions] Submitting uncapped throw target:', target)
socket.value!.emit('submit_uncapped_throw_target', {
game_id: currentGameId.value!,
target,
})
uiStore.showInfo('Submitting throw target...', 2000)
}
/**
* Submit safe/out result (offensive player)
*/
function submitUncappedSafeOut(result: 'safe' | 'out') {
if (!validateConnection()) return
console.log('[GameActions] Submitting uncapped safe/out:', result)
socket.value!.emit('submit_uncapped_safe_out', {
game_id: currentGameId.value!,
result,
})
uiStore.showInfo('Submitting speed check result...', 2000)
}
// ============================================================================
// Substitution Actions
// ============================================================================
@ -449,6 +533,13 @@ export function useGameActions(gameId?: string) {
submitDecideThrow,
submitDecideResult,
// Uncapped hit decision tree
submitUncappedLeadAdvance,
submitUncappedDefensiveThrow,
submitUncappedTrailAdvance,
submitUncappedThrowTarget,
submitUncappedSafeOut,
// Substitutions
submitSubstitution,

View File

@ -470,6 +470,16 @@ export function useWebSocket() {
console.log('[WebSocket] Full gameState:', JSON.stringify(gameState, null, 2).slice(0, 500))
gameStore.setGameState(gameState)
console.log('[WebSocket] After setGameState, store current_batter:', gameStore.currentBatter)
// Clear interactive workflow data when the workflow has completed
if (!gameState.pending_uncapped_hit && gameStore.uncappedHitData) {
gameStore.clearUncappedHitData()
gameStore.clearDecisionPrompt()
}
if (!gameState.pending_x_check && gameStore.xCheckData) {
gameStore.clearXCheckData()
gameStore.clearDecisionPrompt()
}
})
state.socketInstance.on('game_state_sync', (data) => {
@ -497,22 +507,39 @@ export function useWebSocket() {
// ========================================
state.socketInstance.on('decision_required', (prompt) => {
console.log('[WebSocket] Decision required:', prompt.phase, 'type:', prompt.type)
console.log('[WebSocket] Decision required:', prompt.phase)
gameStore.setDecisionPrompt(prompt)
// Handle x-check specific decision types
if (prompt.type === 'x_check_result' && prompt.data) {
console.log('[WebSocket] X-Check result decision, position:', prompt.data.position)
gameStore.setXCheckData(prompt.data)
} else if (prompt.type === 'decide_advance' && prompt.data) {
console.log('[WebSocket] DECIDE advance decision')
gameStore.setDecideData(prompt.data)
} else if (prompt.type === 'decide_throw' && prompt.data) {
console.log('[WebSocket] DECIDE throw decision')
gameStore.setDecideData(prompt.data)
} else if (prompt.type === 'decide_speed_check' && prompt.data) {
console.log('[WebSocket] DECIDE speed check decision')
gameStore.setDecideData(prompt.data)
// Route phase-specific data to appropriate store slots
if (prompt.data) {
switch (prompt.phase) {
// X-Check phases
case 'awaiting_x_check_result':
console.log('[WebSocket] X-Check result decision, position:', prompt.data.position)
gameStore.setXCheckData(prompt.data as any)
break
case 'awaiting_decide_advance':
console.log('[WebSocket] DECIDE advance decision')
gameStore.setDecideData(prompt.data as any)
break
case 'awaiting_decide_throw':
console.log('[WebSocket] DECIDE throw decision')
gameStore.setDecideData(prompt.data as any)
break
case 'awaiting_decide_result':
console.log('[WebSocket] DECIDE speed check decision')
gameStore.setDecideData(prompt.data as any)
break
// Uncapped hit phases
case 'awaiting_uncapped_lead_advance':
case 'awaiting_uncapped_defensive_throw':
case 'awaiting_uncapped_trail_advance':
case 'awaiting_uncapped_throw_target':
case 'awaiting_uncapped_safe_out':
console.log('[WebSocket] Uncapped hit decision:', prompt.phase)
gameStore.setUncappedHitData(prompt.data as any)
break
}
}
})
@ -604,6 +631,7 @@ export function useWebSocket() {
gameStore.clearPendingDecisions()
gameStore.clearXCheckData()
gameStore.clearDecideData()
gameStore.clearUncappedHitData()
uiStore.showSuccess(data.description, 5000)
})

View File

@ -20,6 +20,7 @@ import type {
DecideAdvanceData,
DecideThrowData,
DecideSpeedCheckData,
UncappedHitData,
} from '~/types'
export const useGameStore = defineStore('game', () => {
@ -44,6 +45,9 @@ export const useGameStore = defineStore('game', () => {
const xCheckData = ref<XCheckData | null>(null)
const decideData = ref<DecideAdvanceData | DecideThrowData | DecideSpeedCheckData | null>(null)
// Uncapped hit workflow state
const uncappedHitData = ref<UncappedHitData | null>(null)
// Decision state (local pending decisions before submission)
const pendingDefensiveSetup = ref<DefensiveDecision | null>(null)
const pendingOffensiveDecision = ref<Omit<OffensiveDecision, 'steal_attempts'> | null>(null)
@ -156,6 +160,39 @@ export const useGameStore = defineStore('game', () => {
gameState.value?.decision_phase === 'awaiting_decide_result'
})
const needsUncappedLeadAdvance = computed(() => {
return currentDecisionPrompt.value?.phase === 'awaiting_uncapped_lead_advance' ||
gameState.value?.decision_phase === 'awaiting_uncapped_lead_advance'
})
const needsUncappedDefensiveThrow = computed(() => {
return currentDecisionPrompt.value?.phase === 'awaiting_uncapped_defensive_throw' ||
gameState.value?.decision_phase === 'awaiting_uncapped_defensive_throw'
})
const needsUncappedTrailAdvance = computed(() => {
return currentDecisionPrompt.value?.phase === 'awaiting_uncapped_trail_advance' ||
gameState.value?.decision_phase === 'awaiting_uncapped_trail_advance'
})
const needsUncappedThrowTarget = computed(() => {
return currentDecisionPrompt.value?.phase === 'awaiting_uncapped_throw_target' ||
gameState.value?.decision_phase === 'awaiting_uncapped_throw_target'
})
const needsUncappedSafeOut = computed(() => {
return currentDecisionPrompt.value?.phase === 'awaiting_uncapped_safe_out' ||
gameState.value?.decision_phase === 'awaiting_uncapped_safe_out'
})
const needsUncappedDecision = computed(() => {
return needsUncappedLeadAdvance.value ||
needsUncappedDefensiveThrow.value ||
needsUncappedTrailAdvance.value ||
needsUncappedThrowTarget.value ||
needsUncappedSafeOut.value
})
const canRollDice = computed(() => {
return gameState.value?.decision_phase === 'resolution' && !pendingRoll.value
})
@ -388,6 +425,20 @@ export const useGameStore = defineStore('game', () => {
decideData.value = null
}
/**
* Set uncapped hit data (from decision_required event)
*/
function setUncappedHitData(data: UncappedHitData | null) {
uncappedHitData.value = data
}
/**
* Clear uncapped hit data after resolution
*/
function clearUncappedHitData() {
uncappedHitData.value = null
}
/**
* Reset game store (when leaving game)
*/
@ -409,6 +460,7 @@ export const useGameStore = defineStore('game', () => {
decisionHistory.value = []
xCheckData.value = null
decideData.value = null
uncappedHitData.value = null
}
/**
@ -464,6 +516,7 @@ export const useGameStore = defineStore('game', () => {
decisionHistory: readonly(decisionHistory),
xCheckData: readonly(xCheckData),
decideData: readonly(decideData),
uncappedHitData: readonly(uncappedHitData),
// Getters
gameId,
@ -496,6 +549,12 @@ export const useGameStore = defineStore('game', () => {
needsDecideAdvance,
needsDecideThrow,
needsDecideResult,
needsUncappedLeadAdvance,
needsUncappedDefensiveThrow,
needsUncappedTrailAdvance,
needsUncappedThrowTarget,
needsUncappedSafeOut,
needsUncappedDecision,
canRollDice,
canSubmitOutcome,
recentPlays,
@ -526,6 +585,8 @@ export const useGameStore = defineStore('game', () => {
clearXCheckData,
setDecideData,
clearDecideData,
setUncappedHitData,
clearUncappedHitData,
resetGame,
getActiveLineup,
getBenchPlayers,

View File

@ -49,6 +49,12 @@ export type DecisionPhase =
| 'awaiting_decide_advance'
| 'awaiting_decide_throw'
| 'awaiting_decide_result'
// Uncapped hit decision tree phases
| 'awaiting_uncapped_lead_advance'
| 'awaiting_uncapped_defensive_throw'
| 'awaiting_uncapped_trail_advance'
| 'awaiting_uncapped_throw_target'
| 'awaiting_uncapped_safe_out'
/**
* Lineup player state - represents a player in the game
@ -138,6 +144,9 @@ export interface GameState {
// Interactive x-check workflow
pending_x_check: PendingXCheck | null
// Uncapped hit decision tree
pending_uncapped_hit: PendingUncappedHit | null
// Play history
play_count: number
last_play_result: string | null
@ -314,6 +323,7 @@ export interface DecisionPrompt {
timeout_seconds: number
options?: string[]
message?: string
data?: Record<string, unknown>
}
/**
@ -440,3 +450,98 @@ export interface PendingXCheck {
decide_throw: string | null
decide_d20: number | null
}
/**
* Pending Uncapped Hit State (on GameState)
* Persisted for reconnection recovery.
* Backend: PendingUncappedHit (game_models.py)
*/
export interface PendingUncappedHit {
hit_type: string
hit_location: string
lead_runner_base: number
lead_runner_lineup_id: number
lead_target_base: number
auto_runners: number[][]
lead_advance: boolean | null
will_throw: boolean | null
trail_runner_base: number | null
trail_runner_lineup_id: number | null
trail_target_base: number | null
trail_advance: boolean | null
throw_target: string | null
d20_roll: number | null
safe_out_result: string | null
}
/**
* Phase 1: Lead runner advance decision data
* Sent with awaiting_uncapped_lead_advance
*/
export interface UncappedLeadAdvanceData {
hit_type: string
hit_location: string
lead_runner_base: number
lead_runner_lineup_id: number
lead_target_base: number
auto_runners: number[][]
}
/**
* Phase 2: Defensive throw decision data
* Sent with awaiting_uncapped_defensive_throw
*/
export interface UncappedDefensiveThrowData {
lead_runner_base: number
lead_target_base: number
lead_runner_lineup_id: number
hit_location: string
}
/**
* Phase 3: Trail runner advance decision data
* Sent with awaiting_uncapped_trail_advance
*/
export interface UncappedTrailAdvanceData {
trail_runner_base: number
trail_target_base: number
trail_runner_lineup_id: number
hit_location: string
}
/**
* Phase 4: Throw target selection data
* Sent with awaiting_uncapped_throw_target
*/
export interface UncappedThrowTargetData {
lead_runner_base: number
lead_target_base: number
lead_runner_lineup_id: number
trail_runner_base: number
trail_target_base: number
trail_runner_lineup_id: number
hit_location: string
}
/**
* Phase 5: Safe/out resolution data
* Sent with awaiting_uncapped_safe_out
*/
export interface UncappedSafeOutData {
d20_roll: number
runner: string
runner_base: number
target_base: number
runner_lineup_id: number
hit_location: string
}
/**
* Union of all uncapped hit phase data types
*/
export type UncappedHitData =
| UncappedLeadAdvanceData
| UncappedDefensiveThrowData
| UncappedTrailAdvanceData
| UncappedThrowTargetData
| UncappedSafeOutData

View File

@ -36,6 +36,14 @@ export type {
DecideThrowData,
DecideSpeedCheckData,
PendingXCheck,
// Uncapped hit workflow types
PendingUncappedHit,
UncappedLeadAdvanceData,
UncappedDefensiveThrowData,
UncappedTrailAdvanceData,
UncappedThrowTargetData,
UncappedSafeOutData,
UncappedHitData,
} from './game'
// Player types
@ -76,6 +84,12 @@ export type {
SubmitDecideAdvanceRequest,
SubmitDecideThrowRequest,
SubmitDecideResultRequest,
// Uncapped hit workflow request types
SubmitUncappedLeadAdvanceRequest,
SubmitUncappedDefensiveThrowRequest,
SubmitUncappedTrailAdvanceRequest,
SubmitUncappedThrowTargetRequest,
SubmitUncappedSafeOutRequest,
// Event types
ConnectedEvent,
GameJoinedEvent,

View File

@ -58,6 +58,13 @@ export interface ClientToServerEvents {
submit_decide_throw: (data: SubmitDecideThrowRequest) => void
submit_decide_result: (data: SubmitDecideResultRequest) => void
// Uncapped hit decision tree
submit_uncapped_lead_advance: (data: SubmitUncappedLeadAdvanceRequest) => void
submit_uncapped_defensive_throw: (data: SubmitUncappedDefensiveThrowRequest) => void
submit_uncapped_trail_advance: (data: SubmitUncappedTrailAdvanceRequest) => void
submit_uncapped_throw_target: (data: SubmitUncappedThrowTargetRequest) => void
submit_uncapped_safe_out: (data: SubmitUncappedSafeOutRequest) => void
// Substitutions
request_pinch_hitter: (data: PinchHitterRequest) => void
request_defensive_replacement: (data: DefensiveReplacementRequest) => void
@ -394,3 +401,28 @@ export interface SubmitDecideResultRequest {
game_id: string
outcome: 'safe' | 'out'
}
export interface SubmitUncappedLeadAdvanceRequest {
game_id: string
advance: boolean
}
export interface SubmitUncappedDefensiveThrowRequest {
game_id: string
will_throw: boolean
}
export interface SubmitUncappedTrailAdvanceRequest {
game_id: string
advance: boolean
}
export interface SubmitUncappedThrowTargetRequest {
game_id: string
target: 'lead' | 'trail'
}
export interface SubmitUncappedSafeOutRequest {
game_id: string
result: 'safe' | 'out'
}