strat-gameplay-webapp/frontend-sba/composables/useGameActions.ts
Cal Corum fa3fadd14c CLAUDE: Implement uncapped hit decision UI + backend bugfixes (Issue #7)
Frontend: Full 5-phase interactive wizard for uncapped hit decisions
(lead advance, defensive throw, trail advance, throw target, safe/out)
with mobile-first design, offense/defense role switching, and auto-
clearing on workflow completion.

Backend fixes:
- Remove nested asyncio.Lock acquisition causing deadlocks in all
  submit_uncapped_* methods and initiate_uncapped_hit (non-re-entrant)
- Preserve pending_manual_roll during interactive workflows
- Add league_id to all dice_system.roll_d20() calls
- Extract D20Roll.roll int for state serialization
- Fix batter-runner not advancing when non-targeted in throw
- Fix rollback_plays not recalculating scores from remaining plays

Files: 10 modified, 1 new (UncappedHitWizard.vue)
Tests: 2481/2481 passing

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-12 13:54:57 -06:00

556 lines
14 KiB
TypeScript

/**
* Game Actions Composable
*
* Provides type-safe methods for emitting game actions to the server.
* Wraps Socket.io emit calls with proper error handling and validation.
*
* This composable is league-agnostic and will be shared between SBA and PD.
*/
import { computed } from 'vue'
import type {
DefensiveDecision,
OffensiveDecision,
ManualOutcomeSubmission,
PlayOutcome,
} from '~/types'
import { useWebSocket } from './useWebSocket'
import { useGameStore } from '~/store/game'
import { useUiStore } from '~/store/ui'
export function useGameActions(gameId?: string) {
const { socket, isConnected } = useWebSocket()
const gameStore = useGameStore()
const uiStore = useUiStore()
// Use provided gameId or get from store
const currentGameId = computed(() => gameId || gameStore.gameId)
/**
* Validate socket connection before emitting
*/
function validateConnection(): boolean {
console.log('[GameActions] validateConnection check:', {
isConnected: isConnected.value,
hasSocket: !!socket.value,
currentGameId: currentGameId.value,
passedGameId: gameId,
storeGameId: gameStore.gameId
})
if (!isConnected.value) {
console.error('[GameActions] Validation failed: Not connected')
uiStore.showError('Not connected to game server')
return false
}
if (!socket.value) {
console.error('[GameActions] Validation failed: No socket')
uiStore.showError('WebSocket not initialized')
return false
}
if (!currentGameId.value) {
console.error('[GameActions] Validation failed: No game ID')
uiStore.showError('No active game')
return false
}
return true
}
// ============================================================================
// Connection Actions
// ============================================================================
/**
* Join a game room
*/
function joinGame(role: 'player' | 'spectator' = 'player') {
if (!validateConnection()) return
console.log(`[GameActions] Joining game ${currentGameId.value} as ${role}`)
socket.value!.emit('join_game', {
game_id: currentGameId.value!,
role,
})
}
/**
* Leave current game room
*/
function leaveGame() {
if (!socket.value || !currentGameId.value) return
console.log(`[GameActions] Leaving game ${currentGameId.value}`)
socket.value.emit('leave_game', {
game_id: currentGameId.value,
})
// Clear game state
gameStore.resetGame()
}
// ============================================================================
// Strategic Decision Actions
// ============================================================================
/**
* Submit defensive decision
*/
function submitDefensiveDecision(decision: DefensiveDecision) {
if (!validateConnection()) return
console.log('[GameActions] Submitting defensive decision:', decision)
socket.value!.emit('submit_defensive_decision', {
game_id: currentGameId.value!,
infield_depth: decision.infield_depth,
outfield_depth: decision.outfield_depth,
hold_runners: decision.hold_runners,
})
}
/**
* Submit offensive decision
*/
function submitOffensiveDecision(decision: OffensiveDecision) {
if (!validateConnection()) return
console.log('[GameActions] Submitting offensive decision:', decision)
socket.value!.emit('submit_offensive_decision', {
game_id: currentGameId.value!,
action: decision.action,
steal_attempts: decision.steal_attempts,
})
}
// ============================================================================
// Manual Outcome Workflow
// ============================================================================
/**
* Roll dice for manual outcome selection
*/
function rollDice() {
if (!validateConnection()) return
if (!gameStore.canRollDice) {
uiStore.showWarning('Cannot roll dice at this time')
return
}
console.log('[GameActions] Rolling dice')
socket.value!.emit('roll_dice', {
game_id: currentGameId.value!,
})
uiStore.showInfo('Rolling dice...', 2000)
}
/**
* Submit manual outcome after reading card
*/
function submitManualOutcome(outcome: PlayOutcome, hitLocation?: string) {
if (!validateConnection()) return
if (!gameStore.canSubmitOutcome) {
uiStore.showWarning('Must roll dice first')
return
}
console.log('[GameActions] Submitting outcome:', outcome, hitLocation)
socket.value!.emit('submit_manual_outcome', {
game_id: currentGameId.value!,
outcome: outcome,
hit_location: hitLocation,
})
uiStore.showInfo('Submitting outcome...', 2000)
}
// ============================================================================
// X-Check Interactive Workflow
// ============================================================================
/**
* Submit x-check result selection (result code + error)
*/
function submitXCheckResult(resultCode: string, errorResult: string) {
if (!validateConnection()) return
console.log('[GameActions] Submitting x-check result:', resultCode, errorResult)
socket.value!.emit('submit_x_check_result', {
game_id: currentGameId.value!,
result_code: resultCode,
error_result: errorResult,
})
uiStore.showInfo('Submitting x-check result...', 2000)
}
/**
* Submit DECIDE advance decision (offensive player)
*/
function submitDecideAdvance(advance: boolean) {
if (!validateConnection()) return
console.log('[GameActions] Submitting DECIDE advance:', advance)
socket.value!.emit('submit_decide_advance', {
game_id: currentGameId.value!,
advance,
})
uiStore.showInfo('Submitting advance decision...', 2000)
}
/**
* Submit DECIDE throw target (defensive player)
*/
function submitDecideThrow(target: 'runner' | 'first') {
if (!validateConnection()) return
console.log('[GameActions] Submitting DECIDE throw:', target)
socket.value!.emit('submit_decide_throw', {
game_id: currentGameId.value!,
target,
})
uiStore.showInfo('Submitting throw decision...', 2000)
}
/**
* Submit DECIDE speed check result (offensive player)
*/
function submitDecideResult(outcome: 'safe' | 'out') {
if (!validateConnection()) return
console.log('[GameActions] Submitting DECIDE result:', outcome)
socket.value!.emit('submit_decide_result', {
game_id: currentGameId.value!,
outcome,
})
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
// ============================================================================
/**
* Request pinch hitter substitution
*/
function requestPinchHitter(
playerOutLineupId: number,
playerInCardId: number,
teamId: number
) {
if (!validateConnection()) return
console.log('[GameActions] Requesting pinch hitter')
socket.value!.emit('request_pinch_hitter', {
game_id: currentGameId.value!,
player_out_lineup_id: playerOutLineupId,
player_in_card_id: playerInCardId,
team_id: teamId,
})
uiStore.showInfo('Requesting pinch hitter...', 3000)
}
/**
* Request defensive replacement
*/
function requestDefensiveReplacement(
playerOutLineupId: number,
playerInCardId: number,
newPosition: string,
teamId: number
) {
if (!validateConnection()) return
console.log('[GameActions] Requesting defensive replacement')
socket.value!.emit('request_defensive_replacement', {
game_id: currentGameId.value!,
player_out_lineup_id: playerOutLineupId,
player_in_card_id: playerInCardId,
new_position: newPosition,
team_id: teamId,
})
uiStore.showInfo('Requesting defensive replacement...', 3000)
}
/**
* Request pitching change
*/
function requestPitchingChange(
playerOutLineupId: number,
playerInCardId: number,
teamId: number
) {
if (!validateConnection()) return
console.log('[GameActions] Requesting pitching change')
socket.value!.emit('request_pitching_change', {
game_id: currentGameId.value!,
player_out_lineup_id: playerOutLineupId,
player_in_card_id: playerInCardId,
team_id: teamId,
})
uiStore.showInfo('Requesting pitching change...', 3000)
}
/**
* Submit substitution - unified wrapper for all substitution types
* Routes to the appropriate specific method based on type
*/
function submitSubstitution(
type: 'pinch_hitter' | 'defensive_replacement' | 'pitching_change',
playerOutLineupId: number,
playerInCardId: number,
teamId: number,
newPosition?: string
) {
switch (type) {
case 'pinch_hitter':
requestPinchHitter(playerOutLineupId, playerInCardId, teamId)
break
case 'defensive_replacement':
if (!newPosition) {
uiStore.showError('Position required for defensive replacement')
return
}
requestDefensiveReplacement(playerOutLineupId, playerInCardId, newPosition, teamId)
break
case 'pitching_change':
requestPitchingChange(playerOutLineupId, playerInCardId, teamId)
break
default:
uiStore.showError(`Unknown substitution type: ${type}`)
}
}
// ============================================================================
// Undo/Rollback Actions
// ============================================================================
/**
* Undo the last N plays
* Rolls back plays from the database and reconstructs game state
*/
function undoLastPlay(numPlays: number = 1) {
if (!validateConnection()) return
console.log('[GameActions] Undoing last', numPlays, 'play(s)')
socket.value!.emit('rollback_play', {
game_id: currentGameId.value!,
num_plays: numPlays,
})
uiStore.showInfo(`Undoing ${numPlays} play(s)...`, 3000)
}
// ============================================================================
// Data Request Actions
// ============================================================================
/**
* Get lineup for a team
*/
function getLineup(teamId: number) {
if (!validateConnection()) return
console.log('[GameActions] Requesting lineup for team:', teamId)
socket.value!.emit('get_lineup', {
game_id: currentGameId.value!,
team_id: teamId,
})
}
/**
* Get bench players for a team (for substitutions)
*/
function getBench(teamId: number) {
if (!validateConnection()) return
console.log('[GameActions] Requesting bench for team:', teamId)
socket.value!.emit('get_bench', {
game_id: currentGameId.value!,
team_id: teamId,
})
}
/**
* Get box score
*/
function getBoxScore() {
if (!validateConnection()) return
console.log('[GameActions] Requesting box score')
socket.value!.emit('get_box_score', {
game_id: currentGameId.value!,
})
}
/**
* Request full game state (for reconnection)
*/
function requestGameState() {
if (!validateConnection()) return
console.log('[GameActions] Requesting full game state')
socket.value!.emit('request_game_state', {
game_id: currentGameId.value!,
})
uiStore.showInfo('Syncing game state...', 3000)
}
// ============================================================================
// Return API
// ============================================================================
return {
// Connection
joinGame,
leaveGame,
// Strategic decisions
submitDefensiveDecision,
submitOffensiveDecision,
// Manual workflow
rollDice,
submitManualOutcome,
// X-Check interactive workflow
submitXCheckResult,
submitDecideAdvance,
submitDecideThrow,
submitDecideResult,
// Uncapped hit decision tree
submitUncappedLeadAdvance,
submitUncappedDefensiveThrow,
submitUncappedTrailAdvance,
submitUncappedThrowTarget,
submitUncappedSafeOut,
// Substitutions
submitSubstitution,
// Undo/Rollback
undoLastPlay,
// Data requests
getLineup,
getBench,
getBoxScore,
requestGameState,
}
}