strat-gameplay-webapp/frontend-sba/components/Game/GamePlay.vue
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

748 lines
29 KiB
Vue

<template>
<div class="bg-gray-50 dark:bg-gray-900">
<!-- Main Game Container -->
<div class="container mx-auto px-4 py-6 lg:py-8">
<!-- Connection Error Banner (Permanently Failed) -->
<div
v-if="permanentlyFailed"
class="mb-4 bg-red-50 border-l-4 border-red-500 p-4 rounded-lg"
>
<div class="flex items-center justify-between">
<div class="flex items-center">
<div class="flex-shrink-0">
<svg class="h-5 w-5 text-red-500" xmlns="http://www.w3.org/2000/svg" viewBox="0 0 20 20" fill="currentColor">
<path fill-rule="evenodd" d="M10 18a8 8 0 100-16 8 8 0 000 16zM8.707 7.293a1 1 0 00-1.414 1.414L8.586 10l-1.293 1.293a1 1 0 101.414 1.414L10 11.414l1.293 1.293a1 1 0 001.414-1.414L11.414 10l1.293-1.293a1 1 0 00-1.414-1.414L10 8.586 8.707 7.293z" clip-rule="evenodd" />
</svg>
</div>
<div class="ml-3">
<p class="text-sm font-medium text-red-800">
Connection Failed
</p>
<p class="text-sm text-red-700 mt-1">
Unable to connect to the game server after multiple attempts. Please check your internet connection and try again.
</p>
</div>
</div>
<button
@click="manualRetry"
class="ml-4 px-4 py-2 text-sm font-medium text-white bg-red-600 hover:bg-red-700 rounded-md transition flex-shrink-0"
>
Try Again
</button>
</div>
</div>
<!-- Connection Status Banner (Reconnecting) -->
<div
v-else-if="!isConnected"
class="mb-4 bg-yellow-50 border-l-4 border-yellow-400 p-4 rounded-lg"
>
<div class="flex items-center justify-between">
<div class="flex items-center">
<div class="flex-shrink-0">
<svg class="h-5 w-5 text-yellow-400 animate-spin" xmlns="http://www.w3.org/2000/svg" fill="none" viewBox="0 0 24 24">
<circle class="opacity-25" cx="12" cy="12" r="10" stroke="currentColor" stroke-width="4"/>
<path class="opacity-75" fill="currentColor" d="M4 12a8 8 0 018-8V0C5.373 0 0 5.373 0 12h4zm2 5.291A7.962 7.962 0 014 12H0c0 3.042 1.135 5.824 3 7.938l3-2.647z"/>
</svg>
</div>
<div class="ml-3">
<p class="text-sm text-yellow-700">
{{ connectionStatus === 'connecting' ? 'Connecting to game server...' : 'Disconnected from server. Attempting to reconnect...' }}
</p>
</div>
</div>
<button
@click="forceReconnect"
class="ml-4 px-3 py-1 text-sm font-medium text-yellow-700 bg-yellow-100 hover:bg-yellow-200 rounded-md transition"
>
Retry
</button>
</div>
</div>
<!-- Mobile Layout (Stacked) -->
<div class="lg:hidden space-y-6">
<!-- Game Board -->
<GameBoard
:runners="runnersState"
:current-batter="gameState?.current_batter"
:current-pitcher="gameState?.current_pitcher"
:fielding-lineup="fieldingLineup"
/>
<!-- Current Situation (below diamond, above gameplay panel) -->
<CurrentSituation
:current-batter="gameState?.current_batter"
:current-pitcher="gameState?.current_pitcher"
:active-card="activeCard"
:batter-team-abbrev="batterTeamAbbrev"
:pitcher-team-abbrev="pitcherTeamAbbrev"
/>
<!-- Decision Panel (Phase F3) -->
<DecisionPanel
v-if="showDecisions"
:game-id="gameId"
:current-team="currentTeam"
:is-my-turn="isMyTurn"
:phase="decisionPhase"
:runners="runnersData"
:current-defensive-setup="pendingDefensiveSetup ?? undefined"
:current-offensive-decision="pendingOffensiveDecision ?? undefined"
:current-steal-attempts="pendingStealAttempts"
:decision-history="decisionHistory"
@defensive-submit="handleDefensiveSubmit"
@offensive-submit="handleOffensiveSubmit"
@steal-attempts-submit="handleStealAttemptsSubmit"
/>
<!-- Gameplay Panel (Phase F4) -->
<GameplayPanel
v-if="showGameplay"
:game-id="gameId"
:is-my-turn="isMyTurn"
:can-roll-dice="canRollDice"
:pending-roll="pendingRoll"
:last-play-result="lastPlayResult"
:can-submit-outcome="canSubmitOutcome"
:outs="gameState?.outs ?? 0"
:has-runners="!!(gameState?.on_first || gameState?.on_second || gameState?.on_third)"
:dice-color="diceColor"
@roll-dice="handleRollDice"
@submit-outcome="handleSubmitOutcome"
@dismiss-result="handleDismissResult"
/>
<!-- Play-by-Play Feed (below gameplay on mobile) -->
<div class="bg-white dark:bg-gray-800 rounded-lg p-4 shadow-md">
<PlayByPlay
:plays="playHistory"
:limit="5"
:compact="true"
/>
</div>
</div>
<!-- Desktop Layout (Grid) -->
<div class="hidden lg:grid lg:grid-cols-3 gap-6">
<!-- Left Column: Game State -->
<div class="lg:col-span-2 space-y-6">
<!-- Game Board -->
<div class="bg-white dark:bg-gray-800 rounded-xl p-6 shadow-lg">
<GameBoard
:runners="runnersState"
:current-batter="gameState?.current_batter"
:current-pitcher="gameState?.current_pitcher"
:fielding-lineup="fieldingLineup"
/>
</div>
<!-- Current Situation (below diamond, above gameplay panel) -->
<CurrentSituation
:current-batter="gameState?.current_batter"
:current-pitcher="gameState?.current_pitcher"
:active-card="activeCard"
:batter-team-abbrev="batterTeamAbbrev"
:pitcher-team-abbrev="pitcherTeamAbbrev"
/>
<!-- Decision Panel (Phase F3) -->
<DecisionPanel
v-if="showDecisions"
:game-id="gameId"
:current-team="currentTeam"
:is-my-turn="isMyTurn"
:phase="decisionPhase"
:runners="runnersData"
:current-defensive-setup="pendingDefensiveSetup ?? undefined"
:current-offensive-decision="pendingOffensiveDecision ?? undefined"
:current-steal-attempts="pendingStealAttempts"
:decision-history="decisionHistory"
@defensive-submit="handleDefensiveSubmit"
@offensive-submit="handleOffensiveSubmit"
@steal-attempts-submit="handleStealAttemptsSubmit"
/>
<!-- Gameplay Panel (Phase F4) -->
<GameplayPanel
v-if="showGameplay"
:game-id="gameId"
:is-my-turn="isMyTurn"
:can-roll-dice="canRollDice"
:pending-roll="pendingRoll"
:last-play-result="lastPlayResult"
:can-submit-outcome="canSubmitOutcome"
:outs="gameState?.outs ?? 0"
:has-runners="!!(gameState?.on_first || gameState?.on_second || gameState?.on_third)"
:dice-color="diceColor"
@roll-dice="handleRollDice"
@submit-outcome="handleSubmitOutcome"
@dismiss-result="handleDismissResult"
/>
</div>
<!-- Right Column: Play-by-Play -->
<div class="lg:col-span-1">
<div
class="bg-white dark:bg-gray-800 rounded-xl p-6 shadow-lg sticky top-36"
>
<PlayByPlay
:plays="playHistory"
:scrollable="true"
:max-height="600"
:show-filters="true"
/>
</div>
</div>
</div>
<!-- Loading State -->
<div
v-if="isLoading"
class="fixed inset-0 bg-black/50 backdrop-blur-sm flex items-center justify-center z-50"
>
<div class="bg-white dark:bg-gray-800 rounded-xl p-8 shadow-2xl text-center max-w-sm mx-4">
<!-- Show spinner only if actively connecting -->
<div v-if="isConnecting" class="w-16 h-16 mx-auto mb-4 border-4 border-primary border-t-transparent rounded-full animate-spin"/>
<!-- Show error state if not connecting -->
<div v-else class="w-16 h-16 mx-auto mb-4 bg-red-100 dark:bg-red-900 rounded-full flex items-center justify-center">
<svg xmlns="http://www.w3.org/2000/svg" class="h-8 w-8 text-red-600 dark:text-red-400" fill="none" viewBox="0 0 24 24" stroke="currentColor">
<path stroke-linecap="round" stroke-linejoin="round" stroke-width="2" d="M12 9v2m0 4h.01m-6.938 4h13.856c1.54 0 2.502-1.667 1.732-3L13.732 4c-.77-1.333-2.694-1.333-3.464 0L3.34 16c-.77 1.333.192 3 1.732 3z" />
</svg>
</div>
<p class="text-gray-900 dark:text-white font-semibold">
{{ isConnecting ? 'Connecting to game...' : permanentlyFailed ? 'Connection Failed' : 'Reconnecting...' }}
</p>
<p v-if="permanentlyFailed" class="text-sm text-gray-600 dark:text-gray-400 mt-1">
Unable to reach server after multiple attempts
</p>
<!-- Status info -->
<div class="mt-4 p-3 bg-gray-100 dark:bg-gray-700 rounded-lg text-left">
<div class="flex items-center gap-2 text-sm">
<span :class="authStore.isAuthenticated ? 'text-green-600' : authStore.isLoading ? 'text-yellow-600' : 'text-red-600'">●</span>
<span class="text-gray-700 dark:text-gray-300">Auth: {{ authStore.isAuthenticated ? 'OK' : authStore.isLoading ? 'Checking...' : 'Failed' }}</span>
</div>
<div class="flex items-center gap-2 text-sm mt-1">
<span :class="isConnected ? 'text-green-600' : isConnecting ? 'text-yellow-600' : permanentlyFailed ? 'text-red-600' : 'text-orange-500'">●</span>
<span class="text-gray-700 dark:text-gray-300">WebSocket: {{ isConnected ? 'Connected' : isConnecting ? 'Connecting...' : permanentlyFailed ? 'Failed' : 'Reconnecting...' }}</span>
</div>
<p v-if="connectionError" class="text-xs text-red-600 mt-2">{{ connectionError }}</p>
<!-- Debug info -->
<div class="mt-2 text-xs text-gray-500 border-t pt-2">
<p>WS URL: {{ wsDebugUrl }}</p>
<p>Socket exists: {{ socketExists }}</p>
<p class="mt-1 font-mono text-[10px] max-h-24 overflow-y-auto">{{ debugLog }}</p>
</div>
</div>
<!-- Action buttons -->
<div class="mt-4 flex flex-col gap-2">
<button
@click="permanentlyFailed ? manualRetry() : forceReconnect()"
:class="permanentlyFailed ? 'bg-red-600 hover:bg-red-700' : 'bg-blue-600 hover:bg-blue-700'"
class="w-full px-4 py-2 text-sm font-medium text-white rounded-lg transition"
>
{{ permanentlyFailed ? 'Try Again' : 'Retry Connection' }}
</button>
<button
v-if="!authStore.isAuthenticated"
@click="navigateTo('/auth/login?return_url=' + encodeURIComponent(currentPath))"
class="w-full px-4 py-2 text-sm font-medium text-gray-700 dark:text-gray-200 bg-gray-200 dark:bg-gray-600 hover:bg-gray-300 dark:hover:bg-gray-500 rounded-lg transition"
>
Re-Login
</button>
<button
@click="isLoading = false"
class="w-full px-4 py-2 text-sm font-medium text-gray-500 hover:text-gray-700 dark:hover:text-gray-300 transition"
>
Dismiss (view page anyway)
</button>
</div>
</div>
</div>
<!-- Game Not Started State -->
<div
v-if="gameState && gameState.status === 'pending'"
class="mt-6 bg-blue-50 dark:bg-blue-900/20 border-2 border-blue-200 dark:border-blue-700 rounded-xl p-8 text-center"
>
<div class="w-20 h-20 mx-auto mb-4 bg-blue-100 dark:bg-blue-800 rounded-full flex items-center justify-center">
<svg xmlns="http://www.w3.org/2000/svg" class="h-10 w-10 text-blue-600 dark:text-blue-400" fill="none" viewBox="0 0 24 24" stroke="currentColor">
<path stroke-linecap="round" stroke-linejoin="round" stroke-width="2" d="M12 8v4l3 3m6-3a9 9 0 11-18 0 9 9 0 0118 0z" />
</svg>
</div>
<h3 class="text-xl font-bold text-gray-900 dark:text-white mb-2">Game Starting Soon</h3>
<p class="text-gray-600 dark:text-gray-400">
Waiting for all players to join. The game will begin once everyone is ready.
</p>
</div>
<!-- Game Ended State -->
<div
v-if="gameState && gameState.status === 'completed'"
class="mt-6 bg-green-50 dark:bg-green-900/20 border-2 border-green-200 dark:border-green-700 rounded-xl p-8 text-center"
>
<div class="w-20 h-20 mx-auto mb-4 bg-green-100 dark:bg-green-800 rounded-full flex items-center justify-center">
<svg xmlns="http://www.w3.org/2000/svg" class="h-10 w-10 text-green-600 dark:text-green-400" fill="none" viewBox="0 0 24 24" stroke="currentColor">
<path stroke-linecap="round" stroke-linejoin="round" stroke-width="2" d="M9 12l2 2 4-4m6 2a9 9 0 11-18 0 9 9 0 0118 0z" />
</svg>
</div>
<h3 class="text-2xl font-bold text-gray-900 dark:text-white mb-2">Game Complete!</h3>
<p class="text-xl text-gray-700 dark:text-gray-300 mb-4">
Final Score: {{ gameState.away_score }} - {{ gameState.home_score }}
</p>
<button
class="px-6 py-3 bg-primary hover:bg-blue-700 text-white rounded-lg font-semibold transition shadow-md"
@click="navigateTo('/')"
>
Back to Games
</button>
</div>
</div>
<!-- Floating Action Button - Undo -->
<div class="fixed bottom-6 right-6 z-40">
<button
v-if="canUndo"
class="w-14 h-14 bg-amber-500 hover:bg-amber-600 text-white rounded-full shadow-lg flex items-center justify-center transition-all hover:scale-110"
aria-label="Undo Last Play"
title="Undo Last Play"
@click="handleUndoLastPlay"
>
<svg xmlns="http://www.w3.org/2000/svg" class="h-7 w-7" fill="none" viewBox="0 0 24 24" stroke="currentColor">
<path stroke-linecap="round" stroke-linejoin="round" stroke-width="2" d="M3 10h10a8 8 0 018 8v2M3 10l6 6m-6-6l6-6" />
</svg>
</button>
</div>
</div>
</template>
<script setup lang="ts">
import { useGameStore } from '~/store/game'
import { useAuthStore } from '~/store/auth'
import { useUiStore } from '~/store/ui'
import { useWebSocket } from '~/composables/useWebSocket'
import { useGameActions } from '~/composables/useGameActions'
import GameBoard from '~/components/Game/GameBoard.vue'
import CurrentSituation from '~/components/Game/CurrentSituation.vue'
import PlayByPlay from '~/components/Game/PlayByPlay.vue'
import DecisionPanel from '~/components/Decisions/DecisionPanel.vue'
import GameplayPanel from '~/components/Gameplay/GameplayPanel.vue'
import type { DefensiveDecision, OffensiveDecision, PlayOutcome } from '~/types/game'
// Props
const props = defineProps<{
gameId: string
}>()
const route = useRoute()
const gameStore = useGameStore()
const authStore = useAuthStore()
const uiStore = useUiStore()
// Current path for login redirect
const currentPath = computed(() => route.fullPath)
// WebSocket connection
const { socket, isConnected, isConnecting, connectionError, permanentlyFailed, connect, forceReconnect, manualRetry } = useWebSocket()
// Debug info for troubleshooting Safari WebSocket issues
const config = useRuntimeConfig()
const wsDebugUrl = computed(() => config.public.wsUrl || 'not set')
const socketExists = computed(() => socket.value ? 'yes' : 'no')
const debugLog = ref('Loading...')
// Pass the gameId prop to useGameActions
const actions = useGameActions(props.gameId)
// Destructure undoLastPlay for the undo button
const { undoLastPlay } = actions
// Game state from store
const gameState = computed(() => {
const state = gameStore.gameState
if (state) {
const batterInfo = state.current_batter
? `lineup_id=${state.current_batter.lineup_id}, batting_order=${state.current_batter.batting_order}`
: 'None'
console.log('[GamePlay] gameState computed - current_batter:', batterInfo)
}
return state
})
const playHistory = computed(() => gameStore.playHistory)
const canRollDice = computed(() => gameStore.canRollDice)
const canSubmitOutcome = computed(() => gameStore.canSubmitOutcome)
const pendingDefensiveSetup = computed(() => gameStore.pendingDefensiveSetup)
const pendingOffensiveDecision = computed(() => gameStore.pendingOffensiveDecision)
const pendingStealAttempts = computed(() => gameStore.pendingStealAttempts)
const decisionHistory = computed(() => gameStore.decisionHistory)
const needsDefensiveDecision = computed(() => gameStore.needsDefensiveDecision)
const needsOffensiveDecision = computed(() => gameStore.needsOffensiveDecision)
const basesEmpty = computed(() => gameStore.basesEmpty)
const pendingRoll = computed(() => gameStore.pendingRoll)
const lastPlayResult = computed(() => gameStore.lastPlayResult)
const currentDecisionPrompt = computed(() => gameStore.currentDecisionPrompt)
// Home team's dice color for the dice display
const diceColor = computed(() => gameState.value?.home_team_dice_color ?? 'cc0000')
// Active card for highlighting based on dice roll (d6_one: 1-3 = batter, 4-6 = pitcher)
const activeCard = computed<'batter' | 'pitcher' | null>(() => {
if (!pendingRoll.value) return null
return pendingRoll.value.d6_one <= 3 ? 'batter' : 'pitcher'
})
// Team abbreviations for batter and pitcher cards
// Top of inning: away bats, home fields
// Bottom of inning: home bats, away fields
const batterTeamAbbrev = computed(() => {
if (!gameState.value) return ''
return gameState.value.half === 'top'
? gameState.value.away_team_abbrev ?? ''
: gameState.value.home_team_abbrev ?? ''
})
const pitcherTeamAbbrev = computed(() => {
if (!gameState.value) return ''
return gameState.value.half === 'top'
? gameState.value.home_team_abbrev ?? ''
: gameState.value.away_team_abbrev ?? ''
})
// Local UI state
const isLoading = ref(true)
const connectionStatus = ref<'connecting' | 'connected' | 'disconnected'>('connecting')
// Determine which team the user controls
// For demo/testing: user controls whichever team needs to act
const myTeamId = computed(() => {
if (!gameState.value) return null
// 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'
? gameState.value.home_team_id
: gameState.value.away_team_id
} else {
// Bottom: home bats, away fields
return gameState.value.decision_phase === 'awaiting_defensive'
? gameState.value.away_team_id
: gameState.value.home_team_id
}
})
// Computed helpers
const runnersState = computed(() => {
if (!gameState.value) {
return { first: false, second: false, third: false }
}
return {
first: gameState.value.on_first !== null,
second: gameState.value.on_second !== null,
third: gameState.value.on_third !== null
}
})
const runnersData = computed(() => {
return {
first: gameState.value?.on_first ?? null,
second: gameState.value?.on_second ?? null,
third: gameState.value?.on_third ?? null,
}
})
// Get active fielding lineup for GameBoard
const fieldingLineup = computed(() => {
if (!gameState.value) return []
// Top of inning: home team fields; Bottom: away team fields
const fieldingTeamId = gameState.value.half === 'top'
? gameState.value.home_team_id
: gameState.value.away_team_id
const lineup = fieldingTeamId === gameState.value.home_team_id
? gameStore.homeLineup
: gameStore.awayLineup
// Return only active players
return lineup.filter(p => p.is_active)
})
const currentTeam = computed(() => {
return gameState.value?.half === 'top' ? 'away' : 'home'
})
// Determine if it's the current user's turn to act
const isMyTurn = computed(() => {
if (!myTeamId.value || !gameState.value) return false
// During decision phases, check which team needs to decide
if (needsDefensiveDecision.value) {
// Fielding team makes defensive decisions
const fieldingTeamId = gameState.value.half === 'top'
? gameState.value.home_team_id
: gameState.value.away_team_id
return myTeamId.value === fieldingTeamId
}
if (needsOffensiveDecision.value) {
// Batting team makes offensive decisions
const battingTeamId = gameState.value.half === 'top'
? gameState.value.away_team_id
: gameState.value.home_team_id
return myTeamId.value === battingTeamId
}
// During resolution phase (dice rolling, outcome submission),
// the BATTING team has control (they read their card)
const battingTeamId = gameState.value.half === 'top'
? gameState.value.away_team_id
: gameState.value.home_team_id
return myTeamId.value === battingTeamId
})
const decisionPhase = computed(() => {
if (needsDefensiveDecision.value) return 'defensive'
if (needsOffensiveDecision.value) return 'offensive'
return 'idle'
})
// Phase F6: Conditional panel rendering
const showDecisions = computed(() => {
// Don't show decision panels if there's a result pending dismissal
if (lastPlayResult.value) {
return false
}
const result = gameState.value?.status === 'active' &&
isMyTurn.value &&
(needsDefensiveDecision.value || needsOffensiveDecision.value)
// Debug logging
console.log('[GamePlay] Panel visibility check:', {
gameStatus: gameState.value?.status,
isMyTurn: isMyTurn.value,
needsDefensiveDecision: needsDefensiveDecision.value,
needsOffensiveDecision: needsOffensiveDecision.value,
decision_phase: gameState.value?.decision_phase,
showDecisions: result,
currentDecisionPrompt: currentDecisionPrompt.value,
hasLastPlayResult: !!lastPlayResult.value
})
return result
})
const showGameplay = computed(() => {
// Show gameplay panel if there's a result to display OR if we're in the resolution phase
if (lastPlayResult.value) {
return true
}
return gameState.value?.status === 'active' &&
isMyTurn.value &&
!needsDefensiveDecision.value &&
!needsOffensiveDecision.value
})
const canUndo = computed(() => {
// Can only undo if game is active and there are plays to undo
return gameState.value?.status === 'active' && (gameState.value?.play_count ?? 0) > 0
})
// Methods - Gameplay (Phase F4)
const handleRollDice = async () => {
console.log('[GamePlay] Rolling dice')
try {
await actions.rollDice()
// The dice_rolled event will update pendingRoll via WebSocket
} catch (error) {
console.error('[GamePlay] Failed to roll dice:', error)
}
}
const handleSubmitOutcome = async (data: { outcome: PlayOutcome; hitLocation?: string }) => {
console.log('[GamePlay] Submitting outcome:', data)
try {
await actions.submitManualOutcome(
data.outcome,
data.hitLocation
)
// Pending roll will be cleared by backend after successful submission
} catch (error) {
console.error('[GamePlay] Failed to submit outcome:', error)
}
}
const handleDismissResult = () => {
console.log('[GamePlay] Dismissing result')
gameStore.clearLastPlayResult()
}
const handleDefensiveSubmit = async (decision: DefensiveDecision) => {
console.log('[GamePlay] Submitting defensive decision:', decision)
try {
await actions.submitDefensiveDecision(decision)
gameStore.setPendingDefensiveSetup(decision)
gameStore.addDecisionToHistory('Defensive', `${decision.infield_depth} infield, ${decision.outfield_depth} outfield`)
} catch (error) {
console.error('[GamePlay] Failed to submit defensive decision:', error)
}
}
const handleOffensiveSubmit = async (decision: Omit<OffensiveDecision, 'steal_attempts'>) => {
console.log('[GamePlay] Submitting offensive decision:', decision)
try {
// Combine with steal attempts
const fullDecision: OffensiveDecision = {
...decision,
steal_attempts: pendingStealAttempts.value,
}
await actions.submitOffensiveDecision(fullDecision)
gameStore.setPendingOffensiveDecision(decision)
const actionLabels: Record<string, string> = {
swing_away: 'Swing Away',
steal: 'Steal',
check_jump: 'Check Jump',
hit_and_run: 'Hit & Run',
sac_bunt: 'Sac Bunt',
squeeze_bunt: 'Squeeze Bunt',
}
gameStore.addDecisionToHistory('Offensive', actionLabels[decision.action] || decision.action)
} catch (error) {
console.error('[GamePlay] Failed to submit offensive decision:', error)
}
}
const handleStealAttemptsSubmit = (attempts: number[]) => {
console.log('[GamePlay] Updating steal attempts:', attempts)
gameStore.setPendingStealAttempts(attempts)
}
// Undo handler
const handleUndoLastPlay = () => {
console.log('[GamePlay] Undoing last play')
undoLastPlay(1)
}
// Lifecycle
onMounted(async () => {
// Debug logging for Safari troubleshooting
debugLog.value = `Mounted at ${new Date().toLocaleTimeString()}\n`
debugLog.value += `isConnected: ${isConnected.value}, isConnecting: ${isConnecting.value}\n`
// Try to connect WebSocket immediately - cookies will be sent automatically
// Backend will authenticate via cookies and reject if invalid
if (!isConnected.value && !isConnecting.value) {
debugLog.value += 'Calling connect()...\n'
connect()
debugLog.value += 'connect() called\n'
} else {
debugLog.value += 'Skipped connect (already connected/connecting)\n'
}
// Also check auth store (for display purposes)
authStore.checkAuth()
// Wait for connection, then join game
watch(isConnected, async (connected) => {
if (connected) {
connectionStatus.value = 'connected'
console.log('[GamePlay] Connected - Joining game as player')
// Join game room
await actions.joinGame('player')
// Request current game state
await actions.requestGameState()
isLoading.value = false
} else {
connectionStatus.value = 'disconnected'
}
}, { immediate: true })
// Timeout fallback - if not connected after 5 seconds, stop loading
setTimeout(() => {
if (isLoading.value) {
console.error('[GamePlay] Connection timeout - stopping loading state')
isLoading.value = false
connectionStatus.value = 'disconnected'
}
}, 5000)
})
// Watch for game state to load lineups
watch(gameState, (state, oldState) => {
if (state && state.home_team_id && state.away_team_id) {
const oldBatter = oldState?.current_batter
const newBatter = state?.current_batter
const oldBatterInfo = oldBatter
? `lineup_id=${oldBatter.lineup_id}, batting_order=${oldBatter.batting_order}`
: 'None'
const newBatterInfo = newBatter
? `lineup_id=${newBatter.lineup_id}, batting_order=${newBatter.batting_order}`
: 'None'
console.log('[GamePlay] gameState watch - current_batter:', oldBatterInfo, '->', newBatterInfo)
// Request lineup data for both teams to populate player names
console.log('[GamePlay] Game state received - requesting lineups for teams:', state.home_team_id, state.away_team_id)
actions.getLineup(state.home_team_id)
actions.getLineup(state.away_team_id)
}
}, { immediate: true })
// Quality of Life: Auto-submit default decisions when bases are empty
watch([needsDefensiveDecision, needsOffensiveDecision, basesEmpty], ([defensive, offensive, empty]) => {
// Only auto-submit if it's the player's turn and bases are empty
if (!isMyTurn.value || !empty) return
// Auto-submit defensive decision with defaults
if (defensive && !pendingDefensiveSetup.value) {
const defaultDefense: DefensiveDecision = {
infield_depth: 'normal',
outfield_depth: 'normal',
hold_runners: []
}
console.log('[GamePlay] Bases empty - auto-submitting default defensive decision')
uiStore.showInfo('Bases empty - auto-submitting default defensive setup', 2000)
handleDefensiveSubmit(defaultDefense)
}
// Auto-submit offensive decision with swing away
if (offensive && !pendingOffensiveDecision.value) {
const defaultOffense = {
action: 'swing_away' as const
}
console.log('[GamePlay] Bases empty - auto-submitting default offensive decision')
uiStore.showInfo('Bases empty - auto-submitting swing away', 2000)
handleOffensiveSubmit(defaultOffense)
}
})
onUnmounted(() => {
console.log('[GamePlay] Unmounted - Leaving game')
// Leave game room
actions.leaveGame()
// Reset game store
gameStore.resetGame()
})
// Watch for connection errors
watch(connectionError, (error) => {
if (error) {
console.error('[GamePlay] Connection error:', error)
}
})
</script>
<style scoped>
/* Additional styling if needed */
</style>