strat-gameplay-webapp/.claude/implementation/02-game-engine.md
Cal Corum f3238c4e6d CLAUDE: Complete Week 5 testing and update documentation
Add comprehensive unit and integration tests for Week 5 deliverables:
- test_play_resolver.py: 18 tests covering outcome resolution and runner advancement
- test_validators.py: 36 tests covering game state, decisions, lineups, and flow
- test_game_engine.py: 7 test classes for complete game flow integration

Update implementation documentation to reflect completed status:
- 00-index.md: Mark Phase 2 Weeks 4-5 complete with test coverage
- 02-week5-game-logic.md: Comprehensive test details and completion status
- 02-game-engine.md: Forward-looking snapshot pattern documentation

Week 5 now fully complete with 54 unit tests + 7 integration test classes passing.

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-25 22:57:23 -05:00

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# Phase 2: Game Engine Core
**Duration**: Weeks 4-6
**Status**: ✅ Weeks 4-5 Complete, Week 6 Pending
**Prerequisites**: Phase 1 Complete
---
## Overview
Build the core game simulation engine with in-memory state management, play resolution logic, and database persistence. Implement the polymorphic player model system and league configuration framework.
## Key Objectives (Actual Status)
By end of Phase 2, you should have:
-**COMPLETE**: In-memory game state management working (Week 4)
-**COMPLETE**: Play resolution engine with dice rolls (Week 5, enhanced with AbRoll)
- 🔲 **PENDING**: League configuration system (SBA and PD configs) - Week 6
-**COMPLETE**: Polymorphic player models (Lineup & RosterLink polymorphic, not BasePlayer hierarchy)
-**COMPLETE**: Database persistence layer with async operations (Week 4)
-**COMPLETE**: State recovery mechanism from database (Week 4)
-**COMPLETE**: Basic game flow (start → plays → end) - Working in manual tests
## Major Components to Implement
### 1. Game Engine (`backend/app/core/game_engine.py`)
- Game session initialization
- Turn management (defensive → stolen base → offensive → resolution)
- Action processing and validation
- State update coordination
- Event emission to WebSocket clients
### 2. State Manager (`backend/app/core/state_manager.py`)
- In-memory game state dictionary
- State CRUD operations
- State lifecycle management
- Cache eviction for idle games
- State recovery from database
### 3. Play Resolver (`backend/app/core/play_resolver.py`)
- Cryptographic dice rolling
- Result chart lookup (league-specific)
- Play outcome determination
- Runner advancement logic
- Score calculation
### 4. Dice System (`backend/app/core/dice.py`)
- Secure random number generation
- Roll logging and verification
- Distribution testing
### 5. Polymorphic Player Models (`backend/app/models/player_models.py`)
- BasePlayer abstract class
- SbaPlayer implementation
- PdPlayer implementation
- Lineup factory method
- Type guards for league-specific logic
### 6. League Configuration (`backend/app/config/`)
- BaseGameConfig class
- SbaConfig and PdConfig subclasses
- Result charts (d20 tables) for each league
- Config loader and versioning
- Config validation
### 7. Database Operations (`backend/app/database/operations.py`)
- Async play persistence
- Game metadata updates
- Lineup operations
- State snapshot management
- Bulk recovery queries
### 8. API Client (`backend/app/data/api_client.py`)
- HTTP client for league REST APIs
- Team data fetching
- Roster data fetching
- Player/card data fetching
- Error handling and retries
- Response caching (optional)
## Implementation Order (Actual Status)
1. **Week 4**: State Manager + Database Operations ✅ **COMPLETE**
- ✅ In-memory state structure (GameState Pydantic models)
- ✅ Basic CRUD operations (StateManager with dictionary storage)
- ✅ Database persistence layer (DatabaseOperations async methods)
- ✅ State recovery mechanism (Implemented and tested)
2. **Week 5**: Game Engine + Play Resolver ✅ **COMPLETE**
- ✅ Game initialization flow (start_game with lineup validation)
- ✅ Turn management (Forward-looking snapshot pattern, refactored 2025-10-25)
- ✅ Dice rolling system (Enhanced AbRoll with batch persistence)
- ✅ Basic play resolution (SimplifiedResultChart with wild pitch/passed ball)
3. **Week 6**: League Configs + Player Models 🔲 **PENDING**
- ✅ Polymorphic player architecture (Done differently: Lineup & RosterLink polymorphic)
- 🔲 League configuration system (Pending)
- 🔲 Complete result charts (Using simplified charts for now)
- 🔲 API client integration (Pending)
- 🟡 End-to-end testing (Manual test script works, formal tests missing)
## Testing Strategy
### Unit Tests
- State manager operations
- Dice roll distribution
- Play resolver outcomes
- Player model instantiation
- Config loading
### Integration Tests
- Full game flow from start to end
- State recovery from database
- Multi-turn sequences
- API client with mocked responses
### E2E Tests
- Play a complete 9-inning game
- Verify database persistence
- Test state recovery mid-game
## Key Files (Actual Implementation)
```
backend/app/
├── core/
│ ├── game_engine.py # ✅ Main game logic with forward-looking snapshots
│ ├── state_manager.py # ✅ In-memory state dictionary
│ ├── play_resolver.py # ✅ Play outcomes with SimplifiedResultChart
│ ├── dice.py # ✅ Advanced dice system with batch persistence
│ ├── roll_types.py # ✅ BONUS: AbRoll, CheckRoll, ResolutionRoll dataclasses
│ └── validators.py # ✅ Rule validation with lineup position checks
├── config/ # 🔲 NOT YET CREATED (Week 6)
│ ├── base_config.py # 🔲 Base configuration
│ ├── league_configs.py # 🔲 SBA/PD configs
│ ├── result_charts.py # 🔲 d20 tables
│ └── loader.py # 🔲 Config utilities
├── models/
│ ├── db_models.py # ✅ SQLAlchemy ORM models (polymorphic Lineup & RosterLink)
│ └── game_models.py # ✅ Pydantic game state models
├── database/
│ └── operations.py # ✅ DatabaseOperations with async methods
└── data/ # 🔲 NOT YET CREATED (Week 6)
└── api_client.py # 🔲 League API client
scripts/
└── test_game_flow.py # ✅ BONUS: Manual test script (5 test scenarios)
tests/
├── unit/
│ ├── models/
│ │ └── test_game_models.py # ✅ 60 tests
│ └── core/
│ ├── test_dice.py # ✅ Distribution tests
│ ├── test_roll_types.py # ✅ Roll type tests
│ ├── test_state_manager.py # ✅ 26 tests
│ ├── test_play_resolver.py # ❌ MISSING
│ └── test_validators.py # ❌ MISSING
└── integration/
├── database/
│ └── test_operations.py # ✅ 21 tests
├── test_state_persistence.py # ✅ 8 tests
└── test_game_engine.py # ❌ MISSING
```
## Actual Implementation Patterns
### Forward-Looking Snapshot Pattern (Refactored 2025-10-25)
The GameEngine uses a sophisticated snapshot-before-execution pattern:
#### Problem Solved
Original approach had database lookbacks during play saving, causing:
- Multiple redundant database queries per play
- Inconsistent snapshots if lineup changes during play
- Difficult to reason about "state at time of play"
#### Solution: `_prepare_next_play()`
Before each play execution, we prepare a complete snapshot:
```python
async def _prepare_next_play(self, state: GameState) -> None:
"""Prepare snapshot for the next play."""
# 1. Determine and advance batting order index
if state.half == "top":
current_idx = state.away_team_batter_idx
state.away_team_batter_idx = (current_idx + 1) % 9
batting_team = state.away_team_id
fielding_team = state.home_team_id
else:
current_idx = state.home_team_batter_idx
state.home_team_batter_idx = (current_idx + 1) % 9
batting_team = state.home_team_id
fielding_team = state.away_team_id
# 2. Fetch lineups from database
batting_lineup = await self.db_ops.get_active_lineup(state.game_id, batting_team)
fielding_lineup = await self.db_ops.get_active_lineup(state.game_id, fielding_team)
# 3. Set snapshot fields
state.current_batter_lineup_id = batting_order[current_idx].id
state.current_pitcher_lineup_id = pitcher.id
state.current_catcher_lineup_id = catcher.id
# 4. Calculate on_base_code (bit field: 1=1st, 2=2nd, 4=3rd)
state.current_on_base_code = 0
for runner in state.runners:
if runner.on_base == 1: state.current_on_base_code |= 1
elif runner.on_base == 2: state.current_on_base_code |= 2
elif runner.on_base == 3: state.current_on_base_code |= 4
```
#### Benefits
- **Single Truth**: Snapshot captured once, used throughout play
- **No Lookbacks**: `_save_play_to_db()` just reads snapshot fields
- **Consistent**: State cannot change between snapshot and save
- **Independent Batting Orders**: Each team tracks their own `batter_idx`
- **Bit Field Optimization**: `on_base_code` enables efficient database queries
### Play Execution Sequence
The `resolve_play()` method follows explicit orchestration:
```python
async def resolve_play(self, game_id: UUID) -> PlayResult:
# STEP 1: Resolve play (dice roll + outcome determination)
result = play_resolver.resolve_play(state, defensive_decision, offensive_decision)
# STEP 2: Save play to DB (uses snapshot from GameState)
await self._save_play_to_db(state, result)
# STEP 3: Apply result to state (outs, score, runners)
self._apply_play_result(state, result)
# STEP 4: Update game state in DB
await self.db_ops.update_game_state(...)
# STEP 5: Check for inning change
if state.outs >= 3:
await self._advance_inning(state, game_id)
await self.db_ops.update_game_state(...) # Update again after inning change
await self._batch_save_inning_rolls(game_id)
# STEP 6: Prepare next play (always last step)
if state.status == "active":
await self._prepare_next_play(state)
```
### Advanced Dice System (AbRoll)
Instead of simple d20 rolls, we use a structured roll system:
**Roll Types** (`roll_types.py`):
- `CheckRoll`: Initial d20 check (1=wild pitch, 2=passed ball, 3-20=normal)
- `ResolutionRoll`: Secondary d20 for confirming special events or determining specifics
- `AbRoll`: Complete at-bat roll combining check + resolution + context
**Context Tracking**:
```python
@dataclass
class AbRoll:
check_roll: CheckRoll
resolution_roll: Optional[ResolutionRoll]
game_id: UUID
inning: int
half: str
play_number: int
# ... full audit trail
```
**Batch Persistence**:
- Rolls accumulated in memory during half-inning
- `_batch_save_inning_rolls()` saves all at inning boundary
- Reduces database writes from N (per play) to 1 (per half-inning)
### Lineup Validation Strategy
**At Game Start** (Strict):
- Both teams' lineups validated (minimum 9 players)
- Both teams' defensive positions validated
- Exception: This is the only time we validate BOTH teams
**At Inning Change** (Defensive Only):
- Only defensive team's positions validated
- Allows offensive substitutions without validation delay
- Rationale: Offensive lineup can be incomplete mid-game (pinch hitter scenarios)
**Validation Rules**:
- Must have exactly one: P, C, 1B, 2B, 3B, SS, LF, CF, RF
- DH is optional (not validated as required)
## Reference Documents
- [Backend Architecture](./backend-architecture.md) - Complete backend structure
- [Database Design](./database-design.md) - Schema and queries
- [WebSocket Protocol](./websocket-protocol.md) - Event specifications
- [PRD Lines 378-551](../prd-web-scorecard-1.1.md) - Polymorphic player architecture
- [PRD Lines 780-846](../prd-web-scorecard-1.1.md) - League configuration system
## Deliverable
A working game backend that can:
- Initialize a game with teams from league APIs
- Process a complete at-bat (decisions → dice roll → outcome)
- Update game state in memory and persist to database
- Recover game state after backend restart
- Handle basic substitutions
## Notes
- Focus on getting one at-bat working perfectly before expanding
- Test dice roll distribution extensively
- Validate all state transitions
- Use simplified result charts initially, expand in Phase 3
- Don't implement UI yet - test via WebSocket events or Python scripts
---
## Implementation Approach
### Key Decisions (2025-10-22)
1. **Development Order**: SBA First → PD Second
- Build each component for SBA league first
- Learn lessons and apply to PD implementation
- Ensures simpler case works before tackling complexity
2. **Testing Strategy**: Automated Python Tests
- Unit tests for each component
- Integration tests for full workflows
- No WebSocket UI testing in Phase 2
- Python scripts to simulate game flows
3. **Result Selection Models**:
- **SBA**: Players see dice roll, then select outcome from available results
- **PD**: Flexible approach
- Human players can manually select results
- AI/Auto mode uses scouting model to determine results automatically
- Initial implementation uses placeholder/simplified charts
4. **Build Philosophy**: One Perfect At-Bat
- Focus on completing a single defensive decision → dice roll → offensive decision → resolution flow
- Validate all state transitions work correctly
- Expand features in Phase 3
### Detailed Weekly Plans
Detailed implementation instructions for each week:
- [Week 4: State Management & Persistence](./02-week4-state-management.md)
- [Week 5: Game Logic & Play Resolution](./02-week5-game-logic.md)
- [Week 6: League Features & Integration](./02-week6-league-features.md)
---
**Status**: ✅ Weeks 4-5 Complete (2025-10-25) | Week 6 Pending
**Last Updated**: 2025-10-25
**Completed**:
- Week 4: State Management & Persistence (2025-10-22)
- Week 5: Game Logic with forward-looking snapshots (2025-10-24)
- Week 5 Testing: All unit and integration tests (2025-10-25)
**Test Coverage**:
- Unit tests: 54 passing (dice, roll types, play resolver, validators)
- Integration tests: 7 test classes (complete game flows with database)
- Manual test script: 5 comprehensive scenarios
**Pending**: Week 6 (League configs, API client) OR proceed to Phase 3
**Next Milestone**: Week 6 - League Features & Integration