strat-gameplay-webapp/frontend-sba/components/Decisions/OffensiveApproach.vue
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

216 lines
6.2 KiB
Vue

<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">
Offensive Action
</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">
<!-- Action Selection -->
<div>
<label class="block text-sm font-semibold text-gray-700 dark:text-gray-300 mb-3">
Select Action
</label>
<div class="grid grid-cols-1 gap-3 select-none">
<button
v-for="option in availableActions"
:key="option.value"
type="button"
:disabled="!isActive"
:class="getActionButtonClasses(option.value)"
class="touch-manipulation"
@click="selectAction(option.value)"
>
<div class="flex items-start gap-3">
<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.description }}
</div>
</div>
<div v-if="localDecision.action === option.value" class="flex-shrink-0">
<span class="text-xl">✓</span>
</div>
</div>
</button>
</div>
</div>
<!-- Submit Button -->
<ActionButton
type="submit"
variant="success"
size="lg"
:disabled="!isActive"
:loading="submitting"
full-width
>
{{ submitButtonText }}
</ActionButton>
</form>
</div>
</template>
<script setup lang="ts">
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
description: string
}
interface Props {
gameId: string
isActive: boolean
currentDecision?: Omit<OffensiveDecision, 'steal_attempts'>
}
const props = withDefaults(defineProps<Props>(), {
isActive: false,
})
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',
})
// Read game state from store (fixes bug where props were never passed from DecisionPanel)
const storeGameState = computed(() => gameStore.gameState)
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',
description: 'Normal swing, no special tactics',
},
]
// 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 hasChanges = computed(() => {
if (!props.currentDecision) return true
return localDecision.value.action !== props.currentDecision.action
})
const submitButtonText = computed(() => {
if (!props.isActive) return 'Wait for Your Turn'
if (!hasChanges.value) return 'Submit (Keep Action)'
return 'Submit Offensive Strategy'
})
// Methods
const selectAction = (action: OffensiveDecision['action']) => {
if (!props.isActive) return
localDecision.value.action = action
}
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 (isSelected) {
return `${base} bg-gradient-to-r from-blue-600 to-blue-700 text-white border-blue-700 shadow-lg`
} else {
return `${base} bg-white dark:bg-gray-700 text-gray-900 dark:text-white border-gray-300 dark:border-gray-600 hover:border-blue-500 dark:hover:border-blue-400`
}
}
const handleSubmit = async () => {
if (!props.isActive) return
submitting.value = true
try {
emit('submit', { ...localDecision.value })
} finally {
submitting.value = false
}
}
// Watch for prop changes
watch(() => props.currentDecision, (newDecision) => {
if (newDecision) {
localDecision.value = { ...newDecision }
}
}, { deep: true })
// Auto-reset to swing_away if current action is no longer available
watch(() => availableActions.value, (actions) => {
const currentAction = localDecision.value.action
const stillAvailable = actions.some(opt => opt.value === currentAction)
if (!stillAvailable) {
localDecision.value.action = 'swing_away'
}
}, { deep: true })
</script>