strat-gameplay-webapp/backend/app/core/play_resolver.py
Cal Corum 2b8fea36a8 CLAUDE: Redesign dice display with team colors and consolidate player cards
Backend:
- Add home_team_dice_color and away_team_dice_color to GameState model
- Extract dice_color from game metadata in StateManager (default: cc0000)
- Add runners_on_base param to roll_ab for chaos check skipping

Frontend - Dice Display:
- Create DiceShapes.vue with SVG d6 (square) and d20 (hexagon) shapes
- Apply home team's dice_color to d6 dice, white for resolution d20
- Show chaos d20 in amber only when WP/PB check triggered
- Add automatic text contrast based on color luminance
- Reduce blank space and remove info bubble from dice results

Frontend - Player Cards:
- Consolidate pitcher/batter cards to single location below diamond
- Add active card highlighting based on dice roll (d6_one: 1-3=batter, 4-6=pitcher)
- New card header format: [Team] Position [Name] with full card image
- Remove redundant card displays from GameBoard and GameplayPanel
- Enlarge PlayerCardModal on desktop (max-w-3xl at 1024px+)

Tests:
- Add DiceShapes.spec.ts with 34 tests for color calculations and rendering
- Update DiceRoller.spec.ts for new DiceShapes integration
- Fix test_roll_dice_success for new runners_on_base parameter

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-24 00:16:32 -06:00

1495 lines
54 KiB
Python

"""
Play Resolver - Resolves play outcomes based on dice rolls.
Architecture: Outcome-first design where manual resolution is primary.
- resolve_outcome(): Core resolution logic (works for both manual and auto)
- resolve_manual_play(): Wrapper for manual submissions (most games)
- resolve_auto_play(): Wrapper for PD auto mode (rare)
Author: Claude
Date: 2025-10-24
Updated: 2025-10-31 - Week 7 Task 6: Integrated RunnerAdvancement and outcome-first architecture
Updated: 2025-11-02 - Phase 3C: Added X-Check resolution logic
"""
import logging
from dataclasses import dataclass
from typing import TYPE_CHECKING, Any
from app.config import PlayOutcome, get_league_config
from app.config.common_x_check_tables import (
CATCHER_DEFENSE_TABLE,
INFIELD_DEFENSE_TABLE,
OUTFIELD_DEFENSE_TABLE,
get_error_chart_for_position,
get_fielders_holding_runners,
)
from app.config.result_charts import (
PdAutoResultChart,
)
from app.core.dice import dice_system
from app.core.roll_types import AbRoll
from app.core.runner_advancement import AdvancementResult, RunnerAdvancement
from app.models.game_models import (
DefensiveDecision,
GameState,
ManualOutcomeSubmission,
OffensiveDecision,
XCheckResult,
)
if TYPE_CHECKING:
from app.models.player_models import PdPlayer
logger = logging.getLogger(f"{__name__}.PlayResolver")
@dataclass
class RunnerAdvancementData:
"""Enhanced runner advancement data with player identification for play-by-play display."""
from_base: int # 0=batter, 1-3=bases
to_base: int # 1-4=bases (4=home/scored), 0=out
lineup_id: int # Player's lineup ID for name lookup
is_out: bool = False
@dataclass
class PlayResult:
"""Result of a resolved play"""
outcome: PlayOutcome
outs_recorded: int
runs_scored: int
batter_result: int | None # None = out, 1-4 = base reached
runners_advanced: list[RunnerAdvancementData] # Enhanced with lineup_id
description: str
ab_roll: AbRoll # Full at-bat roll for audit trail
hit_location: str | None = (
None # '1B', '2B', '3B', 'SS', 'LF', 'CF', 'RF', 'P', 'C'
)
# Statistics
is_hit: bool = False
is_out: bool = False
is_walk: bool = False
# X-Check details (Phase 3C)
x_check_details: XCheckResult | None = None
class PlayResolver:
"""
Resolves play outcomes based on dice rolls and game state.
Architecture: Outcome-first design
- Manual mode (primary): Players submit outcomes after reading physical cards
- Auto mode (rare): System generates outcomes from digitized ratings (PD only)
Args:
league_id: 'sba' or 'pd'
auto_mode: If True, use result charts to auto-generate outcomes
Only supported for leagues with digitized card data
Raises:
ValueError: If auto_mode requested for league that doesn't support it
"""
def __init__(
self, league_id: str, auto_mode: bool = False, state_manager: Any | None = None
):
self.league_id = league_id
self.auto_mode = auto_mode
self.runner_advancement = RunnerAdvancement()
self.state_manager = state_manager # Phase 3E-Main: For X-Check defender lookup
# Get league config for validation
league_config = get_league_config(league_id)
# Validate auto mode support
if auto_mode and not league_config.supports_auto_mode():
raise ValueError(
f"Auto mode not supported for {league_id} league. "
f"This league does not have digitized card data."
)
# Initialize result chart for auto mode only
if auto_mode:
self.result_chart = PdAutoResultChart()
logger.info(f"PlayResolver initialized in AUTO mode for {league_id}")
else:
self.result_chart = None
logger.info(f"PlayResolver initialized in MANUAL mode for {league_id}")
# ========================================
# PUBLIC METHODS - Primary API
# ========================================
def resolve_manual_play(
self,
submission: ManualOutcomeSubmission,
state: GameState,
defensive_decision: DefensiveDecision,
offensive_decision: OffensiveDecision,
ab_roll: AbRoll,
) -> PlayResult:
"""
Resolve a manually submitted play (SBA + PD manual mode).
This is the PRIMARY method for most games. Players read physical cards
and submit the outcome they see via WebSocket.
Args:
submission: Player's submitted outcome + optional hit location
state: Current game state
defensive_decision: Defensive team's choices
offensive_decision: Offensive team's choices
ab_roll: Server-rolled dice for audit trail
Returns:
PlayResult with complete outcome
"""
logger.info(
f"Resolving manual play - {submission.outcome} at {submission.hit_location}"
)
# Convert string to PlayOutcome enum
outcome = PlayOutcome(submission.outcome)
# Delegate to core resolution
return self.resolve_outcome(
outcome=outcome,
hit_location=submission.hit_location,
state=state,
defensive_decision=defensive_decision,
offensive_decision=offensive_decision,
ab_roll=ab_roll,
)
def resolve_auto_play(
self,
state: GameState,
batter: "PdPlayer",
pitcher: "PdPlayer",
defensive_decision: DefensiveDecision,
offensive_decision: OffensiveDecision,
) -> PlayResult:
"""
Resolve an auto-generated play (PD auto mode only).
This is RARE - only used for PD games with auto mode enabled.
System generates outcome from digitized player ratings.
Args:
state: Current game state
batter: Batting player (PdPlayer with ratings)
pitcher: Pitching player (PdPlayer with ratings)
defensive_decision: Defensive team's choices
offensive_decision: Offensive team's choices
Returns:
PlayResult with complete outcome
Raises:
ValueError: If called when not in auto mode
"""
if not self.auto_mode:
raise ValueError("resolve_auto_play() can only be called in auto mode")
logger.info(f"Resolving auto play - {batter.name} vs {pitcher.name}")
# Check if there are runners on base (affects chaos check)
runners_on_base = bool(state.on_first or state.on_second or state.on_third)
# Roll dice
ab_roll = dice_system.roll_ab(
league_id=state.league_id,
game_id=state.game_id,
runners_on_base=runners_on_base,
)
# Generate outcome from ratings
outcome, hit_location = self.result_chart.get_outcome( # type: ignore
roll=ab_roll, state=state, batter=batter, pitcher=pitcher
)
# Delegate to core resolution
return self.resolve_outcome(
outcome=outcome,
hit_location=hit_location,
state=state,
defensive_decision=defensive_decision,
offensive_decision=offensive_decision,
ab_roll=ab_roll,
)
def resolve_outcome(
self,
outcome: PlayOutcome,
hit_location: str | None,
state: GameState,
defensive_decision: DefensiveDecision,
offensive_decision: OffensiveDecision,
ab_roll: AbRoll,
forced_xcheck_result: str | None = None,
forced_xcheck_error: str | None = None,
) -> PlayResult:
"""
CORE resolution method - all play resolution logic lives here.
This method handles all outcome types and delegates to RunnerAdvancement
for groundball outcomes. Works for both manual and auto modes.
Args:
outcome: The play outcome (from card or auto-generated)
hit_location: Where ball was hit ('1B', '2B', '3B', 'SS', 'LF', 'CF', 'RF', 'P', 'C') or None
state: Current game state
defensive_decision: Defensive team's positioning/strategy
offensive_decision: Offensive team's strategy
ab_roll: Dice roll for audit trail
forced_xcheck_result: For testing - force X-Check converted result (G1, G2, SI2, DO2, etc.)
forced_xcheck_error: For testing - force X-Check error result (NO, E1, E2, E3, RP)
Returns:
PlayResult with complete outcome, runner movements, and statistics
"""
logger.info(
f"Resolving {outcome.value} - Inning {state.inning} {state.half}, {state.outs} outs"
)
# ==================== Strikeout ====================
if outcome == PlayOutcome.STRIKEOUT:
return PlayResult(
outcome=outcome,
outs_recorded=1,
runs_scored=0,
batter_result=None,
runners_advanced=[],
description="Strikeout looking",
ab_roll=ab_roll,
hit_location=None,
is_out=True,
)
# ==================== Popout ====================
if outcome == PlayOutcome.POPOUT:
return PlayResult(
outcome=outcome,
outs_recorded=1,
runs_scored=0,
batter_result=None,
runners_advanced=[],
description="Popout to infield",
ab_roll=ab_roll,
hit_location=hit_location,
is_out=True,
)
# ==================== Groundballs ====================
if outcome in [
PlayOutcome.GROUNDBALL_A,
PlayOutcome.GROUNDBALL_B,
PlayOutcome.GROUNDBALL_C,
]:
# Business rule: hit_location only matters when there are runners on base
# AND less than 2 outs (for fielding choices and runner advancement)
has_runners = (
state.on_first is not None
or state.on_second is not None
or state.on_third is not None
)
needs_hit_location = has_runners and state.outs < 2
if needs_hit_location and not hit_location:
raise ValueError(
f"Hit location required for {outcome.value} when runners are on base with less than 2 outs. "
f"Current situation: {state.outs} outs, runners on: "
f"{'1B ' if state.on_first else ''}"
f"{'2B ' if state.on_second else ''}"
f"{'3B' if state.on_third else ''}"
)
# Delegate to RunnerAdvancement for all groundball outcomes
advancement_result = self.runner_advancement.advance_runners(
outcome=outcome,
hit_location=hit_location
or "SS", # Default to SS if location not specified
state=state,
defensive_decision=defensive_decision,
)
# Convert RunnerMovement list to RunnerAdvancementData for PlayResult
runners_advanced = [
RunnerAdvancementData(
from_base=movement.from_base,
to_base=movement.to_base,
lineup_id=movement.lineup_id,
is_out=movement.is_out,
)
for movement in advancement_result.movements
if movement.from_base > 0 # Exclude batter, include only runners
]
# Extract batter result from movements
batter_movement = next(
(m for m in advancement_result.movements if m.from_base == 0), None
)
batter_result = (
batter_movement.to_base
if batter_movement and not batter_movement.is_out
else None
)
return PlayResult(
outcome=outcome,
outs_recorded=advancement_result.outs_recorded,
runs_scored=advancement_result.runs_scored,
batter_result=batter_result,
runners_advanced=runners_advanced,
description=advancement_result.description,
ab_roll=ab_roll,
hit_location=hit_location,
is_out=(advancement_result.outs_recorded > 0),
)
# ==================== Flyouts ====================
if outcome in [
PlayOutcome.FLYOUT_A,
PlayOutcome.FLYOUT_B,
PlayOutcome.FLYOUT_BQ,
PlayOutcome.FLYOUT_C,
]:
# Business rule: hit_location only matters for FLYOUT_B and FLYOUT_BQ
# when there are runners on base AND less than 2 outs (for tag-up decisions)
if outcome in [PlayOutcome.FLYOUT_B, PlayOutcome.FLYOUT_BQ]:
has_runners = (
state.on_first is not None
or state.on_second is not None
or state.on_third is not None
)
needs_hit_location = has_runners and state.outs < 2
if needs_hit_location and not hit_location:
raise ValueError(
f"Hit location required for {outcome.value} when runners are on base with less than 2 outs. "
f"Current situation: {state.outs} outs, runners on: "
f"{'1B ' if state.on_first else ''}"
f"{'2B ' if state.on_second else ''}"
f"{'3B' if state.on_third else ''}"
)
# Delegate to RunnerAdvancement for all flyball outcomes
advancement_result = self.runner_advancement.advance_runners(
outcome=outcome,
hit_location=hit_location
or "CF", # Default to CF if location not specified
state=state,
defensive_decision=defensive_decision,
)
# Convert RunnerMovement list to RunnerAdvancementData for PlayResult
runners_advanced = [
RunnerAdvancementData(
from_base=movement.from_base,
to_base=movement.to_base,
lineup_id=movement.lineup_id,
is_out=movement.is_out,
)
for movement in advancement_result.movements
if movement.from_base > 0 # Exclude batter, include only runners
]
# Extract batter result from movements (always out for flyouts)
batter_movement = next(
(m for m in advancement_result.movements if m.from_base == 0), None
)
batter_result = (
batter_movement.to_base
if batter_movement and not batter_movement.is_out
else None
)
return PlayResult(
outcome=outcome,
outs_recorded=advancement_result.outs_recorded,
runs_scored=advancement_result.runs_scored,
batter_result=batter_result,
runners_advanced=runners_advanced,
description=advancement_result.description,
ab_roll=ab_roll,
hit_location=hit_location,
is_out=(advancement_result.outs_recorded > 0),
)
# ==================== Lineout ====================
if outcome == PlayOutcome.LINEOUT:
return PlayResult(
outcome=outcome,
outs_recorded=1,
runs_scored=0,
batter_result=None,
runners_advanced=[],
description="Lineout",
ab_roll=ab_roll,
is_out=True,
)
if outcome == PlayOutcome.WALK:
# Walk - batter to first, runners advance if forced
runners_advanced = self._advance_on_walk(state)
runs_scored = sum(
1 for adv in runners_advanced if adv.to_base == 4
)
return PlayResult(
outcome=outcome,
outs_recorded=0,
runs_scored=runs_scored,
batter_result=1,
runners_advanced=runners_advanced,
description="Walk",
ab_roll=ab_roll,
is_walk=True,
)
if outcome == PlayOutcome.HIT_BY_PITCH:
# HBP - identical to walk: batter to first, runners advance if forced
runners_advanced = self._advance_on_walk(state)
runs_scored = sum(
1 for adv in runners_advanced if adv.to_base == 4
)
return PlayResult(
outcome=outcome,
outs_recorded=0,
runs_scored=runs_scored,
batter_result=1,
runners_advanced=runners_advanced,
description="Hit by pitch",
ab_roll=ab_roll,
# Note: HBP is NOT classified as a walk for statistics purposes
)
# ==================== Singles ====================
if outcome == PlayOutcome.SINGLE_1:
# Single with standard advancement
runners_advanced = self._advance_on_single_1(state)
runs_scored = sum(
1 for adv in runners_advanced if adv.to_base == 4
)
return PlayResult(
outcome=outcome,
outs_recorded=0,
runs_scored=runs_scored,
batter_result=1,
runners_advanced=runners_advanced,
description="Single to left field",
ab_roll=ab_roll,
is_hit=True,
)
if outcome == PlayOutcome.SINGLE_2:
# Single with enhanced advancement (more aggressive)
runners_advanced = self._advance_on_single_2(state)
runs_scored = sum(
1 for adv in runners_advanced if adv.to_base == 4
)
return PlayResult(
outcome=outcome,
outs_recorded=0,
runs_scored=runs_scored,
batter_result=1,
runners_advanced=runners_advanced,
description="Single to right field",
ab_roll=ab_roll,
is_hit=True,
)
if outcome == PlayOutcome.SINGLE_UNCAPPED:
# Business rule: hit_location only matters when there is a runner on 1st, 2nd, or both
has_runner_on_scoring_bases = state.on_first is not None or state.on_second is not None
if has_runner_on_scoring_bases and not hit_location:
raise ValueError(
f"Hit location required for {outcome.value} when runner on 1st or 2nd. "
f"Current situation: runners on: "
f"{'1B ' if state.on_first else ''}"
f"{'2B ' if state.on_second else ''}"
f"{'3B' if state.on_third else ''}"
)
# TODO Phase 3: Implement uncapped hit decision tree
# For now, treat as SINGLE_1
runners_advanced = self._advance_on_single_1(state)
runs_scored = sum(
1 for adv in runners_advanced if adv.to_base == 4
)
return PlayResult(
outcome=outcome,
outs_recorded=0,
runs_scored=runs_scored,
batter_result=1,
runners_advanced=runners_advanced,
description="Single to center (uncapped)",
ab_roll=ab_roll,
is_hit=True,
)
# ==================== Doubles ====================
if outcome == PlayOutcome.DOUBLE_2:
# Double to 2nd base
runners_advanced = self._advance_on_double_2(state)
runs_scored = sum(
1 for adv in runners_advanced if adv.to_base == 4
)
return PlayResult(
outcome=outcome,
outs_recorded=0,
runs_scored=runs_scored,
batter_result=2,
runners_advanced=runners_advanced,
description="Double to left-center",
ab_roll=ab_roll,
is_hit=True,
)
if outcome == PlayOutcome.DOUBLE_3:
# Double with extra runner advancement (runners advance 3 bases)
runners_advanced = self._advance_on_double_3(state)
runs_scored = sum(
1 for adv in runners_advanced if adv.to_base == 4
)
return PlayResult(
outcome=outcome,
outs_recorded=0,
runs_scored=runs_scored,
batter_result=2, # Batter reaches 2B (it's a double)
runners_advanced=runners_advanced,
description="Double to right-center gap (runners advance 3 bases)",
ab_roll=ab_roll,
is_hit=True,
)
if outcome == PlayOutcome.DOUBLE_UNCAPPED:
# Business rule: hit_location only matters when there is a runner on 1st
has_runner_on_first = state.on_first is not None
if has_runner_on_first and not hit_location:
raise ValueError(
f"Hit location required for {outcome.value} when runner on 1st. "
f"Current situation: runners on: "
f"{'1B ' if state.on_first else ''}"
f"{'2B ' if state.on_second else ''}"
f"{'3B' if state.on_third else ''}"
)
# TODO Phase 3: Implement uncapped hit decision tree
# For now, treat as DOUBLE_2
runners_advanced = self._advance_on_double_2(state)
runs_scored = sum(
1 for adv in runners_advanced if adv.to_base == 4
)
return PlayResult(
outcome=outcome,
outs_recorded=0,
runs_scored=runs_scored,
batter_result=2,
runners_advanced=runners_advanced,
description="Double (uncapped)",
ab_roll=ab_roll,
is_hit=True,
)
if outcome == PlayOutcome.TRIPLE:
# All runners score
runners_advanced = [
RunnerAdvancementData(from_base=base, to_base=4, lineup_id=runner.lineup_id)
for base, runner in state.get_all_runners()
]
runs_scored = len(runners_advanced)
return PlayResult(
outcome=outcome,
outs_recorded=0,
runs_scored=runs_scored,
batter_result=3,
runners_advanced=runners_advanced,
description="Triple to right-center gap",
ab_roll=ab_roll,
is_hit=True,
)
if outcome == PlayOutcome.HOMERUN:
# Everyone scores
runners_advanced = [
RunnerAdvancementData(from_base=base, to_base=4, lineup_id=runner.lineup_id)
for base, runner in state.get_all_runners()
]
runs_scored = len(runners_advanced) + 1
return PlayResult(
outcome=outcome,
outs_recorded=0,
runs_scored=runs_scored,
batter_result=4,
runners_advanced=runners_advanced,
description="Home run to left field",
ab_roll=ab_roll,
is_hit=True,
)
if outcome == PlayOutcome.WILD_PITCH:
# Runners advance one base
runners_advanced = [
RunnerAdvancementData(
from_base=base, to_base=min(base + 1, 4), lineup_id=runner.lineup_id
)
for base, runner in state.get_all_runners()
]
runs_scored = sum(
1 for adv in runners_advanced if adv.to_base == 4
)
return PlayResult(
outcome=outcome,
outs_recorded=0,
runs_scored=runs_scored,
batter_result=None, # Batter stays at plate
runners_advanced=runners_advanced,
description="Wild pitch - runners advance",
ab_roll=ab_roll,
)
if outcome == PlayOutcome.PASSED_BALL:
# Runners advance one base
runners_advanced = [
RunnerAdvancementData(
from_base=base, to_base=min(base + 1, 4), lineup_id=runner.lineup_id
)
for base, runner in state.get_all_runners()
]
runs_scored = sum(
1 for adv in runners_advanced if adv.to_base == 4
)
return PlayResult(
outcome=outcome,
outs_recorded=0,
runs_scored=runs_scored,
batter_result=None, # Batter stays at plate
runners_advanced=runners_advanced,
description="Passed ball - runners advance",
ab_roll=ab_roll,
)
# ==================== X-Check ====================
if outcome == PlayOutcome.X_CHECK:
# X-Check requires position in hit_location
if not hit_location:
raise ValueError("X-Check outcome requires hit_location (position)")
# Resolve X-Check with defense table and error chart lookups
return self._resolve_x_check(
position=hit_location,
state=state,
defensive_decision=defensive_decision,
ab_roll=ab_roll,
forced_result=forced_xcheck_result,
forced_error=forced_xcheck_error,
)
raise ValueError(f"Unhandled outcome: {outcome}")
def _advance_on_walk(self, state: GameState) -> list[RunnerAdvancementData]:
"""Calculate runner advancement on walk"""
advances: list[RunnerAdvancementData] = []
# Only forced runners advance
if state.on_first:
# First occupied - check second
if state.on_second:
# Bases loaded scenario
if state.on_third:
# Bases loaded - force runner home
advances.append(RunnerAdvancementData(
from_base=3, to_base=4, lineup_id=state.on_third.lineup_id
))
advances.append(RunnerAdvancementData(
from_base=2, to_base=3, lineup_id=state.on_second.lineup_id
))
advances.append(RunnerAdvancementData(
from_base=1, to_base=2, lineup_id=state.on_first.lineup_id
))
return advances
def _advance_on_single_1(self, state: GameState) -> list[RunnerAdvancementData]:
"""Calculate runner advancement on single (simplified)"""
advances: list[RunnerAdvancementData] = []
if state.on_third:
# Runner on third scores
advances.append(RunnerAdvancementData(
from_base=3, to_base=4, lineup_id=state.on_third.lineup_id
))
if state.on_second:
advances.append(RunnerAdvancementData(
from_base=2, to_base=3, lineup_id=state.on_second.lineup_id
))
if state.on_first:
advances.append(RunnerAdvancementData(
from_base=1, to_base=2, lineup_id=state.on_first.lineup_id
))
return advances
def _advance_on_single_2(self, state: GameState) -> list[RunnerAdvancementData]:
"""Calculate runner advancement on single (simplified)"""
advances: list[RunnerAdvancementData] = []
if state.on_third:
# Runner on third scores
advances.append(RunnerAdvancementData(
from_base=3, to_base=4, lineup_id=state.on_third.lineup_id
))
if state.on_second:
# Runner on second scores
advances.append(RunnerAdvancementData(
from_base=2, to_base=4, lineup_id=state.on_second.lineup_id
))
if state.on_first:
# Runner on first to third
advances.append(RunnerAdvancementData(
from_base=1, to_base=3, lineup_id=state.on_first.lineup_id
))
return advances
def _advance_on_double_2(self, state: GameState) -> list[RunnerAdvancementData]:
"""Calculate runner advancement on DOUBLE2 - all runners advance exactly 2 bases"""
advances: list[RunnerAdvancementData] = []
# Runners advance 2 bases:
# 1st -> 3rd, 2nd -> home, 3rd -> home
for base, runner in state.get_all_runners():
final_base = min(base + 2, 4)
advances.append(RunnerAdvancementData(
from_base=base, to_base=final_base, lineup_id=runner.lineup_id
))
return advances
def _advance_on_double_3(self, state: GameState) -> list[RunnerAdvancementData]:
"""Calculate runner advancement on DOUBLE3 - all runners advance exactly 3 bases"""
advances: list[RunnerAdvancementData] = []
# Runners advance 3 bases (all score from any base)
# 1st -> home (1+3=4), 2nd -> home (2+3=5→4), 3rd -> home
for base, runner in state.get_all_runners():
final_base = min(base + 3, 4)
advances.append(RunnerAdvancementData(
from_base=base, to_base=final_base, lineup_id=runner.lineup_id
))
return advances
# ========================================================================
# X-CHECK RESOLUTION (Phase 3C - 2025-11-02)
# ========================================================================
def _resolve_x_check(
self,
position: str,
state: GameState,
defensive_decision: DefensiveDecision,
ab_roll: AbRoll,
forced_result: str | None = None,
forced_error: str | None = None,
) -> PlayResult:
"""
Resolve X-Check play with defense range and error tables.
Process:
1. Get defender and their ratings
2. Roll 1d20 + 3d6 (or use forced values)
3. Adjust range if playing in
4. Look up base result from defense table (or use forced_result)
5. Apply SPD test if needed
6. Apply G2#/G3# conversion if applicable
7. Look up error result from error chart (or use forced_error)
8. Determine final outcome
9. Get runner advancement
10. Create Play record
Args:
position: Position being checked (SS, LF, 3B, etc.)
state: Current game state
defensive_decision: Defensive positioning
ab_roll: Dice roll for audit trail
forced_result: For testing - force the converted result (G1, G2, SI2, DO2, etc.)
forced_error: For testing - force the error result (NO, E1, E2, E3, RP)
Returns:
PlayResult with x_check_details populated
Raises:
ValueError: If defender has no position rating
"""
logger.info(f"Resolving X-Check to {position}")
if forced_result:
logger.info(
f"🎯 Forcing X-Check result: {forced_result} + {forced_error or 'NO'}"
)
# Check league config
league_config = get_league_config(state.league_id)
supports_ratings = league_config.supports_position_ratings()
# Step 1: Get defender from lineup cache and use position ratings
defender = None
if self.state_manager:
defender = state.get_defender_for_position(position, self.state_manager)
if defender and supports_ratings and defender.position_rating:
# Use actual ratings from PD league player
defender_range = defender.position_rating.range
defender_error_rating = defender.position_rating.error
defender_id = defender.lineup_id
logger.debug(
f"Using defender {defender_id} (card {defender.card_id}) ratings: "
f"range={defender_range}, error={defender_error_rating}"
)
elif defender:
# Defender found but no ratings (SBA or missing data)
logger.info(
f"Defender found at {position} but no ratings available "
f"(league={state.league_id}, supports_ratings={supports_ratings})"
)
defender_range = 3 # Average range
defender_error_rating = 15 # Average error
defender_id = defender.lineup_id
else:
# No defender found (shouldn't happen in valid game)
logger.warning(f"No defender found at {position}, using defaults")
defender_range = 3
defender_error_rating = 15
defender_id = 0
# Step 2: Roll dice using proper fielding roll (includes audit trail)
fielding_roll = dice_system.roll_fielding(
position=position, league_id=state.league_id, game_id=state.game_id
)
d20_roll = fielding_roll.d20
d6_roll = fielding_roll.error_total
logger.debug(
f"X-Check rolls: d20={d20_roll}, 3d6={d6_roll} (roll_id={fielding_roll.roll_id})"
)
# Step 3: Adjust range if playing in
adjusted_range = self._adjust_range_for_defensive_position(
base_range=defender_range,
position=position,
defensive_decision=defensive_decision,
)
# Initialize SPD test variables (used in both forced and normal paths)
spd_test_roll = None
spd_test_target = None
spd_test_passed = None
# Step 4: Look up base result (or use forced)
if forced_result:
# Use forced result, skip table lookup
base_result = forced_result
converted_result = forced_result # Skip SPD test and G2#/G3# conversion
logger.debug(f"Using forced result: {forced_result}")
else:
# Normal flow: look up from defense table
base_result = self._lookup_defense_table(
position=position, d20_roll=d20_roll, defense_range=adjusted_range
)
logger.debug(f"Base result from defense table: {base_result}")
# Step 5: Apply SPD test if needed
converted_result = base_result
if base_result == "SPD":
# TODO: Need batter for SPD test - placeholder for now
converted_result = "G3" # Default to G3 if SPD test fails
logger.debug(f"SPD test defaulted to fail → {converted_result}")
# Step 6: Apply G2#/G3# conversion if applicable
if converted_result in ["G2#", "G3#"]:
converted_result = self._apply_hash_conversion(
result=converted_result,
position=position,
adjusted_range=adjusted_range,
base_range=defender_range,
state=state,
batter_hand="R", # Placeholder
)
# Step 7: Look up error result (or use forced)
if forced_error:
# Use forced error, skip chart lookup
error_result = forced_error
logger.debug(f"Using forced error: {forced_error}")
else:
# Normal flow: look up from error chart
error_result = self._lookup_error_chart(
position=position, error_rating=defender_error_rating, d6_roll=d6_roll
)
logger.debug(f"Error result: {error_result}")
# Step 8: Determine final outcome
final_outcome, hit_type = self._determine_final_x_check_outcome(
converted_result=converted_result, error_result=error_result
)
# Step 9: Create XCheckResult
x_check_details = XCheckResult(
position=position,
d20_roll=d20_roll,
d6_roll=d6_roll,
defender_range=adjusted_range,
defender_error_rating=defender_error_rating,
defender_id=defender_id,
base_result=base_result,
converted_result=converted_result,
error_result=error_result,
final_outcome=final_outcome,
hit_type=hit_type,
spd_test_roll=spd_test_roll,
spd_test_target=spd_test_target,
spd_test_passed=spd_test_passed,
)
# Step 10: Get runner advancement
defender_in = adjusted_range > defender_range
# Call appropriate x_check function based on converted_result
advancement = self._get_x_check_advancement(
converted_result=converted_result,
error_result=error_result,
state=state,
defender_in=defender_in,
hit_location=position,
defensive_decision=defensive_decision,
)
# Convert AdvancementResult to RunnerAdvancementData for PlayResult
runners_advanced = [
RunnerAdvancementData(
from_base=movement.from_base,
to_base=movement.to_base,
lineup_id=movement.lineup_id,
is_out=movement.is_out,
)
for movement in advancement.movements
if movement.from_base > 0 # Exclude batter, include only runners
]
# Extract batter result from movements
batter_movement = next(
(m for m in advancement.movements if m.from_base == 0), None
)
batter_result = (
batter_movement.to_base
if batter_movement and not batter_movement.is_out
else None
)
runs_scored = advancement.runs_scored
outs_recorded = advancement.outs_recorded
# Step 11: Create PlayResult
return PlayResult(
outcome=final_outcome,
outs_recorded=outs_recorded,
runs_scored=runs_scored,
batter_result=batter_result,
runners_advanced=runners_advanced,
description=f"X-Check {position}: {base_result}{converted_result} + {error_result} = {final_outcome.value}",
ab_roll=ab_roll,
hit_location=position,
is_hit=final_outcome.is_hit(),
is_out=final_outcome.is_out(),
x_check_details=x_check_details,
)
def _adjust_range_for_defensive_position(
self, base_range: int, position: str, defensive_decision: DefensiveDecision
) -> int:
"""
Adjust defense range for defensive positioning.
If defender is playing in, range increases by 1 (max 5).
Args:
base_range: Defender's base range (1-5)
position: Position code
defensive_decision: Current defensive positioning
Returns:
Adjusted range (1-5)
"""
playing_in = False
if (
defensive_decision.infield_depth == "corners_in"
and position in ["1B", "3B", "P", "C"]
or defensive_decision.infield_depth == "infield_in"
and position in ["1B", "2B", "3B", "SS", "P", "C"]
):
playing_in = True
if playing_in:
adjusted = min(base_range + 1, 5)
logger.debug(f"{position} playing in: range {base_range}{adjusted}")
return adjusted
return base_range
def _lookup_defense_table(
self, position: str, d20_roll: int, defense_range: int
) -> str:
"""
Look up base result from defense table.
Args:
position: Position code (determines which table)
d20_roll: 1-20 (row selector)
defense_range: 1-5 (column selector)
Returns:
Base result code (G1, F2, SI2, SPD, etc.)
"""
# Determine which table to use
if position in ["P", "C", "1B", "2B", "3B", "SS"]:
if position == "C":
table = CATCHER_DEFENSE_TABLE
else:
table = INFIELD_DEFENSE_TABLE
else: # LF, CF, RF
table = OUTFIELD_DEFENSE_TABLE
# Lookup (0-indexed)
row = d20_roll - 1
col = defense_range - 1
result = table[row][col]
logger.debug(f"Defense table[{d20_roll}][{defense_range}] = {result}")
return result
def _apply_hash_conversion(
self,
result: str,
position: str,
adjusted_range: int,
base_range: int,
state: GameState,
batter_hand: str,
) -> str:
"""
Convert G2# or G3# to SI2 if conditions are met.
Conversion happens if:
a) Infielder is playing in (range was adjusted), OR
b) Infielder is responsible for holding a runner
Args:
result: 'G2#' or 'G3#'
position: Position code
adjusted_range: Range after playing-in adjustment
base_range: Original range
state: Current game state
batter_hand: 'L' or 'R'
Returns:
'SI2' if converted, otherwise original result without # ('G2' or 'G3')
"""
# Check condition (a): playing in
if adjusted_range > base_range:
logger.debug(f"{result} → SI2 (defender playing in)")
return "SI2"
# Check condition (b): holding runner
runner_bases = [base for base, _ in state.get_all_runners()]
holding_positions = get_fielders_holding_runners(runner_bases, batter_hand)
if position in holding_positions:
logger.debug(f"{result} → SI2 (defender holding runner)")
return "SI2"
# No conversion - remove # suffix
base_result = result.replace("#", "")
logger.debug(f"{result}{base_result} (no conversion)")
return base_result
def _lookup_error_chart(
self, position: str, error_rating: int, d6_roll: int
) -> str:
"""
Look up error result from error chart.
Args:
position: Position code
error_rating: Defender's error rating (0-25 for outfield, varies for infield)
d6_roll: Sum of 3d6 (3-18)
Returns:
Error result: 'NO', 'E1', 'E2', 'E3', or 'RP'
"""
error_chart = get_error_chart_for_position(position)
# Get row for this error rating
if error_rating not in error_chart:
logger.warning(f"Error rating {error_rating} not in chart, using 0")
error_rating = 0
rating_row = error_chart[error_rating]
# Check each error type in priority order
for error_type in ["RP", "E3", "E2", "E1"]:
if d6_roll in rating_row[error_type]:
logger.debug(f"Error chart: 3d6={d6_roll}{error_type}")
return error_type
# No error
logger.debug(f"Error chart: 3d6={d6_roll} → NO")
return "NO"
def _get_x_check_advancement(
self,
converted_result: str,
error_result: str,
state: "GameState",
defender_in: bool,
hit_location: str,
defensive_decision: "DefensiveDecision",
) -> "AdvancementResult":
"""
Get runner advancement for X-Check result.
Calls appropriate x_check function based on result type:
- G1, G2, G3: Groundball advancement (uses x_check tables)
- F1, F2, F3: Flyball advancement (uses x_check tables)
- SI1, SI2, DO2, DO3, TR3: Hit advancement (uses existing methods + error bonuses)
- FO, PO: Out advancement (error overrides out, so just error advancement)
Args:
converted_result: Result after SPD test and hash conversion
error_result: Error type (NO, E1, E2, E3, RP)
state: Current game state (for runner positions)
defender_in: Whether defender was playing in
hit_location: Position where ball was hit (fielder's position)
defensive_decision: Defensive positioning decision
Returns:
AdvancementResult with runner movements
Raises:
ValueError: If result type is not recognized
"""
from app.core.runner_advancement import (
x_check_f1,
x_check_f2,
x_check_f3,
x_check_g1,
x_check_g2,
x_check_g3,
)
on_base_code = state.current_on_base_code
# Groundball results
if converted_result == "G1":
return x_check_g1(
on_base_code,
defender_in,
error_result,
state,
hit_location,
defensive_decision,
)
if converted_result == "G2":
return x_check_g2(
on_base_code,
defender_in,
error_result,
state,
hit_location,
defensive_decision,
)
if converted_result == "G3":
return x_check_g3(
on_base_code,
defender_in,
error_result,
state,
hit_location,
defensive_decision,
)
# Flyball results
if converted_result == "F1":
return x_check_f1(on_base_code, error_result, state, hit_location)
if converted_result == "F2":
return x_check_f2(on_base_code, error_result, state, hit_location)
if converted_result == "F3":
return x_check_f3(on_base_code, error_result, state, hit_location)
# Hit results - use existing advancement methods + error bonuses
if converted_result in ["SI1", "SI2", "DO2", "DO3", "TR3"]:
return self._get_hit_advancement_with_error(
converted_result, error_result, state
)
# Out results - error overrides out, so just error advancement
if converted_result in ["FO", "PO"]:
return self._get_out_advancement_with_error(error_result, state)
raise ValueError(f"Unknown X-Check result type: {converted_result}")
def _get_hit_advancement_with_error(
self, hit_type: str, error_result: str, state: "GameState"
) -> "AdvancementResult":
"""
Get runner advancement for X-Check hit with error.
Uses existing advancement methods and adds error bonuses:
- NO: No bonus
- E1: +1 base
- E2: +2 bases
- E3: +3 bases
- RP: Treat as E3
Args:
hit_type: SI1, SI2, DO2, DO3, or TR3
error_result: Error type
state: Current game state (for runner positions)
Returns:
AdvancementResult with movements
"""
from app.core.runner_advancement import AdvancementResult, RunnerMovement
# Get base advancement (without error)
if hit_type == "SI1":
base_advances = self._advance_on_single_1(state)
batter_reaches = 1
elif hit_type == "SI2":
base_advances = self._advance_on_single_2(state)
batter_reaches = 1
elif hit_type == "DO2":
base_advances = self._advance_on_double_2(state)
batter_reaches = 2
elif hit_type == "DO3":
base_advances = self._advance_on_double_3(state)
batter_reaches = (
2 # DO = double (batter to 2B), 3 = runners advance 3 bases
)
elif hit_type == "TR3":
base_advances = self._advance_on_triple(state)
batter_reaches = 3
else:
raise ValueError(f"Unknown hit type: {hit_type}")
# Apply error bonus
error_bonus = {"NO": 0, "E1": 1, "E2": 2, "E3": 3, "RP": 3}.get(error_result, 0)
movements = []
runs_scored = 0
# Add batter movement (with error bonus)
batter_final = min(batter_reaches + error_bonus, 4)
if batter_final == 4:
runs_scored += 1
movements.append(
RunnerMovement(
lineup_id=0, # Placeholder - will be set by game engine
from_base=0,
to_base=batter_final,
is_out=False,
)
)
# Add runner movements (with error bonus)
for from_base, to_base in base_advances:
final_base = min(to_base + error_bonus, 4)
if final_base == 4:
runs_scored += 1
movements.append(
RunnerMovement(
lineup_id=0, # Placeholder
from_base=from_base,
to_base=final_base,
is_out=False,
)
)
return AdvancementResult(
movements=movements,
outs_recorded=0,
runs_scored=runs_scored,
result_type=None,
description=f"X-Check {hit_type} + {error_result}",
)
def _get_out_advancement_with_error(
self, error_result: str, state: "GameState"
) -> "AdvancementResult":
"""
Get runner advancement for X-Check out with error.
When an out has an error, the out is negated and it becomes an error play.
Runners advance based on error severity:
- E1: All advance 1 base
- E2: All advance 2 bases
- E3: All advance 3 bases
- RP: All advance 3 bases
Args:
error_result: Error type (should not be 'NO' for outs)
state: Current game state (for runner positions)
Returns:
AdvancementResult with movements
"""
from app.core.runner_advancement import AdvancementResult, RunnerMovement
if error_result == "NO":
# No error on out - just record out
return AdvancementResult(
movements=[
RunnerMovement(lineup_id=0, from_base=0, to_base=0, is_out=True)
],
outs_recorded=1,
runs_scored=0,
result_type=None,
description="X-Check out (no error)",
)
# Error prevents out - batter and runners advance
error_bonus = {"E1": 1, "E2": 2, "E3": 3, "RP": 3}[error_result]
movements = []
runs_scored = 0
# Batter reaches base based on error severity
batter_final = min(error_bonus, 4)
if batter_final == 4:
runs_scored += 1
movements.append(
RunnerMovement(lineup_id=0, from_base=0, to_base=batter_final, is_out=False)
)
# All runners advance by error bonus
for base, runner in state.get_all_runners():
final_base = min(base + error_bonus, 4)
if final_base == 4:
runs_scored += 1
movements.append(
RunnerMovement(
lineup_id=runner.lineup_id, from_base=base, to_base=final_base, is_out=False
)
)
return AdvancementResult(
movements=movements,
outs_recorded=0,
runs_scored=runs_scored,
result_type=None,
description=f"X-Check out + {error_result} (error overrides out)",
)
def _advance_on_triple(self, state: "GameState") -> list[RunnerAdvancementData]:
"""Calculate runner advancement on triple (all runners score)."""
return [
RunnerAdvancementData(from_base=base, to_base=4, lineup_id=runner.lineup_id)
for base, runner in state.get_all_runners()
]
def _determine_final_x_check_outcome(
self, converted_result: str, error_result: str
) -> tuple[PlayOutcome, str]:
"""
Determine final outcome and hit_type from converted result + error.
Logic:
- If Out + Error: outcome = ERROR, hit_type = '{result}_plus_error_{n}'
- If Hit + Error: outcome = hit type, hit_type = '{result}_plus_error_{n}'
- If No Error: outcome = base outcome, hit_type = '{result}_no_error'
- If Rare Play: hit_type includes '_rare_play'
Args:
converted_result: Result after SPD/# conversions (G1, F2, SI2, etc.)
error_result: 'NO', 'E1', 'E2', 'E3', 'RP'
Returns:
Tuple of (final_outcome, hit_type)
"""
# Map result codes to PlayOutcome
result_map = {
"SI1": PlayOutcome.SINGLE_1,
"SI2": PlayOutcome.SINGLE_2,
"DO2": PlayOutcome.DOUBLE_2,
"DO3": PlayOutcome.DOUBLE_3,
"TR3": PlayOutcome.TRIPLE,
"G1": PlayOutcome.GROUNDBALL_B,
"G2": PlayOutcome.GROUNDBALL_B,
"G3": PlayOutcome.GROUNDBALL_C,
"F1": PlayOutcome.FLYOUT_A,
"F2": PlayOutcome.FLYOUT_B,
"F3": PlayOutcome.FLYOUT_C,
"FO": PlayOutcome.LINEOUT,
"PO": PlayOutcome.POPOUT,
}
base_outcome = result_map.get(converted_result)
if not base_outcome:
raise ValueError(f"Unknown X-Check result: {converted_result}")
# Build hit_type string
result_lower = converted_result.lower()
if error_result == "NO":
# No error
hit_type = f"{result_lower}_no_error"
final_outcome = base_outcome
elif error_result == "RP":
# Rare play
hit_type = f"{result_lower}_rare_play"
# Rare plays are treated like errors for stats
final_outcome = PlayOutcome.ERROR
else:
# E1, E2, E3
error_num = error_result[1] # Extract '1', '2', or '3'
hit_type = f"{result_lower}_plus_error_{error_num}"
# If base was an out, error overrides to ERROR outcome
if base_outcome.is_out():
final_outcome = PlayOutcome.ERROR
else:
# Hit + error: keep hit outcome
final_outcome = base_outcome
logger.info(
f"Final: {converted_result} + {error_result}{final_outcome.value} ({hit_type})"
)
return final_outcome, hit_type