Major Refactor: Outcome-First Architecture - PlayResolver now accepts league_id and auto_mode in constructor - Added core resolve_outcome() method - all resolution logic in one place - Added resolve_manual_play() wrapper for manual submissions (primary) - Added resolve_auto_play() wrapper for PD auto mode (rare) - Removed SimplifiedResultChart (obsolete with new architecture) - Removed play_resolver singleton RunnerAdvancement Integration: - All groundball outcomes (GROUNDBALL_A/B/C) now use RunnerAdvancement - Proper DP probability calculation with positioning modifiers - Hit location tracked for all relevant outcomes - 13 result types fully integrated from advancement charts Game State Updates: - Added auto_mode field to GameState (stored per-game) - Updated state_manager.create_game() to accept auto_mode parameter - GameEngine now uses state.auto_mode to create appropriate resolver League Configuration: - Added supports_auto_mode() to BaseGameConfig - SbaConfig: returns False (no digitized cards) - PdConfig: returns True (has digitized ratings) - PlayResolver validates auto mode support and raises error for SBA Play Results: - Added hit_location field to PlayResult - Groundballs include location from RunnerAdvancement - Flyouts track hit_location for tag-up logic (future) - Other outcomes have hit_location=None Testing: - Completely rewrote test_play_resolver.py for new architecture - 9 new tests covering initialization, strikeouts, walks, groundballs, home runs - All 9 tests passing - All 180 core tests still passing (1 pre-existing failure unrelated) Terminal Client: - No changes needed - defaults to manual mode (auto_mode=False) - Perfect for human testing of manual submissions This completes Week 7 Task 6 - the final task of Week 7! Week 7 is now 100% complete with all 8 tasks done. 🎯 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com>
536 lines
19 KiB
Python
536 lines
19 KiB
Python
"""
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Play Resolver - Resolves play outcomes based on dice rolls.
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Architecture: Outcome-first design where manual resolution is primary.
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- resolve_outcome(): Core resolution logic (works for both manual and auto)
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- resolve_manual_play(): Wrapper for manual submissions (most games)
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- resolve_auto_play(): Wrapper for PD auto mode (rare)
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Author: Claude
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Date: 2025-10-24
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Updated: 2025-10-31 - Week 7 Task 6: Integrated RunnerAdvancement and outcome-first architecture
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"""
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import logging
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from dataclasses import dataclass
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from typing import Optional, List, TYPE_CHECKING
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import pendulum
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from app.core.dice import dice_system
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from app.core.roll_types import AbRoll, RollType
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from app.core.runner_advancement import RunnerAdvancement
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from app.models.game_models import GameState, DefensiveDecision, OffensiveDecision, ManualOutcomeSubmission
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from app.config import PlayOutcome, get_league_config
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from app.config.result_charts import calculate_hit_location, PdAutoResultChart, ManualResultChart
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if TYPE_CHECKING:
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from app.models.player_models import PdPlayer
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logger = logging.getLogger(f'{__name__}.PlayResolver')
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@dataclass
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class PlayResult:
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"""Result of a resolved play"""
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outcome: PlayOutcome
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outs_recorded: int
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runs_scored: int
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batter_result: Optional[int] # None = out, 1-4 = base reached
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runners_advanced: List[tuple[int, int]] # [(from_base, to_base), ...]
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description: str
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ab_roll: AbRoll # Full at-bat roll for audit trail
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hit_location: Optional[str] = None # '1B', '2B', '3B', 'SS', 'LF', 'CF', 'RF', 'P', 'C'
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# Statistics
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is_hit: bool = False
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is_out: bool = False
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is_walk: bool = False
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class PlayResolver:
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"""
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Resolves play outcomes based on dice rolls and game state.
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Architecture: Outcome-first design
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- Manual mode (primary): Players submit outcomes after reading physical cards
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- Auto mode (rare): System generates outcomes from digitized ratings (PD only)
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Args:
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league_id: 'sba' or 'pd'
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auto_mode: If True, use result charts to auto-generate outcomes
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Only supported for leagues with digitized card data
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Raises:
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ValueError: If auto_mode requested for league that doesn't support it
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"""
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def __init__(self, league_id: str, auto_mode: bool = False):
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self.league_id = league_id
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self.auto_mode = auto_mode
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self.runner_advancement = RunnerAdvancement()
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# Get league config for validation
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league_config = get_league_config(league_id)
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# Validate auto mode support
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if auto_mode and not league_config.supports_auto_mode():
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raise ValueError(
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f"Auto mode not supported for {league_id} league. "
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f"This league does not have digitized card data."
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)
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# Initialize result chart for auto mode only
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if auto_mode:
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self.result_chart = PdAutoResultChart()
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logger.info(f"PlayResolver initialized in AUTO mode for {league_id}")
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else:
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self.result_chart = None
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logger.info(f"PlayResolver initialized in MANUAL mode for {league_id}")
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# ========================================
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# PUBLIC METHODS - Primary API
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# ========================================
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def resolve_manual_play(
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self,
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submission: ManualOutcomeSubmission,
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state: GameState,
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defensive_decision: DefensiveDecision,
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offensive_decision: OffensiveDecision,
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ab_roll: AbRoll
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) -> PlayResult:
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"""
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Resolve a manually submitted play (SBA + PD manual mode).
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This is the PRIMARY method for most games. Players read physical cards
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and submit the outcome they see via WebSocket.
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Args:
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submission: Player's submitted outcome + optional hit location
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state: Current game state
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defensive_decision: Defensive team's choices
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offensive_decision: Offensive team's choices
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ab_roll: Server-rolled dice for audit trail
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Returns:
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PlayResult with complete outcome
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"""
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logger.info(f"Resolving manual play - {submission.outcome} at {submission.hit_location}")
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# Convert string to PlayOutcome enum
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outcome = PlayOutcome(submission.outcome)
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# Delegate to core resolution
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return self.resolve_outcome(
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outcome=outcome,
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hit_location=submission.hit_location,
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state=state,
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defensive_decision=defensive_decision,
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offensive_decision=offensive_decision,
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ab_roll=ab_roll
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)
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def resolve_auto_play(
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self,
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state: GameState,
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batter: 'PdPlayer',
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pitcher: 'PdPlayer',
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defensive_decision: DefensiveDecision,
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offensive_decision: OffensiveDecision
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) -> PlayResult:
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"""
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Resolve an auto-generated play (PD auto mode only).
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This is RARE - only used for PD games with auto mode enabled.
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System generates outcome from digitized player ratings.
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Args:
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state: Current game state
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batter: Batting player (PdPlayer with ratings)
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pitcher: Pitching player (PdPlayer with ratings)
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defensive_decision: Defensive team's choices
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offensive_decision: Offensive team's choices
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Returns:
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PlayResult with complete outcome
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Raises:
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ValueError: If called when not in auto mode
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"""
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if not self.auto_mode:
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raise ValueError("resolve_auto_play() can only be called in auto mode")
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logger.info(f"Resolving auto play - {batter.name} vs {pitcher.name}")
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# Roll dice
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ab_roll = dice_system.roll_ab(league_id=state.league_id, game_id=state.game_id)
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# Generate outcome from ratings
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outcome, hit_location = self.result_chart.get_outcome(
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roll=ab_roll,
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state=state,
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batter=batter,
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pitcher=pitcher
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)
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# Delegate to core resolution
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return self.resolve_outcome(
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outcome=outcome,
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hit_location=hit_location,
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state=state,
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defensive_decision=defensive_decision,
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offensive_decision=offensive_decision,
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ab_roll=ab_roll
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)
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def resolve_outcome(
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self,
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outcome: PlayOutcome,
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hit_location: Optional[str],
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state: GameState,
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defensive_decision: DefensiveDecision,
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offensive_decision: OffensiveDecision,
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ab_roll: AbRoll
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) -> PlayResult:
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"""
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CORE resolution method - all play resolution logic lives here.
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This method handles all outcome types and delegates to RunnerAdvancement
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for groundball outcomes. Works for both manual and auto modes.
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Args:
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outcome: The play outcome (from card or auto-generated)
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hit_location: Where ball was hit ('1B', '2B', '3B', 'SS', 'LF', 'CF', 'RF', 'P', 'C') or None
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state: Current game state
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defensive_decision: Defensive team's positioning/strategy
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offensive_decision: Offensive team's strategy
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ab_roll: Dice roll for audit trail
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Returns:
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PlayResult with complete outcome, runner movements, and statistics
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"""
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logger.info(f"Resolving {outcome.value} - Inning {state.inning} {state.half}, {state.outs} outs")
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# ==================== Strikeout ====================
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if outcome == PlayOutcome.STRIKEOUT:
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return PlayResult(
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outcome=outcome,
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outs_recorded=1,
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runs_scored=0,
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batter_result=None,
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runners_advanced=[],
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description="Strikeout looking",
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ab_roll=ab_roll,
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hit_location=None,
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is_out=True
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)
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# ==================== Groundballs ====================
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elif outcome in [PlayOutcome.GROUNDBALL_A, PlayOutcome.GROUNDBALL_B, PlayOutcome.GROUNDBALL_C]:
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# Delegate to RunnerAdvancement for all groundball outcomes
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advancement_result = self.runner_advancement.advance_runners(
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outcome=outcome,
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hit_location=hit_location or 'SS', # Default to SS if location not specified
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state=state,
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defensive_decision=defensive_decision
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)
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# Convert RunnerMovement list to tuple format for PlayResult
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runners_advanced = [
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(movement.from_base, movement.to_base)
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for movement in advancement_result.movements
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if not movement.is_out and movement.from_base > 0 # Exclude batter, include only runners
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]
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# Extract batter result from movements
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batter_movement = next(
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(m for m in advancement_result.movements if m.from_base == 0),
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None
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)
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batter_result = batter_movement.to_base if batter_movement and not batter_movement.is_out else None
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return PlayResult(
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outcome=outcome,
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outs_recorded=advancement_result.outs_recorded,
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runs_scored=advancement_result.runs_scored,
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batter_result=batter_result,
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runners_advanced=runners_advanced,
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description=advancement_result.description,
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ab_roll=ab_roll,
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hit_location=hit_location,
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is_out=(advancement_result.outs_recorded > 0)
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)
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# ==================== Flyouts ====================
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elif outcome == PlayOutcome.FLYOUT_A:
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return PlayResult(
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outcome=outcome,
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outs_recorded=1,
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runs_scored=0,
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batter_result=None,
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runners_advanced=[],
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description="Flyout to left field",
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ab_roll=ab_roll,
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is_out=True
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)
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elif outcome == PlayOutcome.FLYOUT_B:
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return PlayResult(
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outcome=outcome,
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outs_recorded=1,
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runs_scored=0,
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batter_result=None,
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runners_advanced=[],
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description="Flyout to center field",
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ab_roll=ab_roll,
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is_out=True
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)
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elif outcome == PlayOutcome.FLYOUT_C:
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return PlayResult(
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outcome=outcome,
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outs_recorded=1,
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runs_scored=0,
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batter_result=None,
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runners_advanced=[],
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description="Flyout to right field",
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ab_roll=ab_roll,
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is_out=True
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)
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# ==================== Lineout ====================
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elif outcome == PlayOutcome.LINEOUT:
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return PlayResult(
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outcome=outcome,
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outs_recorded=1,
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runs_scored=0,
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batter_result=None,
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runners_advanced=[],
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description="Lineout",
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ab_roll=ab_roll,
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is_out=True
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)
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elif outcome == PlayOutcome.WALK:
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# Walk - batter to first, runners advance if forced
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runners_advanced = self._advance_on_walk(state)
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runs_scored = sum(1 for (from_base, to_base) in runners_advanced if to_base == 4)
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return PlayResult(
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outcome=outcome,
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outs_recorded=0,
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runs_scored=runs_scored,
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batter_result=1,
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runners_advanced=runners_advanced,
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description="Walk",
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ab_roll=ab_roll,
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is_walk=True
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)
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# ==================== Singles ====================
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elif outcome == PlayOutcome.SINGLE_1:
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# Single with standard advancement
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runners_advanced = self._advance_on_single(state)
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runs_scored = sum(1 for (from_base, to_base) in runners_advanced if to_base == 4)
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return PlayResult(
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outcome=outcome,
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outs_recorded=0,
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runs_scored=runs_scored,
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batter_result=1,
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runners_advanced=runners_advanced,
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description="Single to left field",
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ab_roll=ab_roll,
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is_hit=True
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)
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elif outcome == PlayOutcome.SINGLE_2:
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# Single with enhanced advancement (more aggressive)
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runners_advanced = self._advance_on_single(state)
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runs_scored = sum(1 for (from_base, to_base) in runners_advanced if to_base == 4)
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return PlayResult(
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outcome=outcome,
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outs_recorded=0,
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runs_scored=runs_scored,
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batter_result=1,
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runners_advanced=runners_advanced,
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description="Single to right field",
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ab_roll=ab_roll,
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is_hit=True
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)
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elif outcome == PlayOutcome.SINGLE_UNCAPPED:
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# TODO Phase 3: Implement uncapped hit decision tree
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# For now, treat as SINGLE_1
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runners_advanced = self._advance_on_single(state)
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runs_scored = sum(1 for (from_base, to_base) in runners_advanced if to_base == 4)
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return PlayResult(
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outcome=outcome,
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outs_recorded=0,
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runs_scored=runs_scored,
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batter_result=1,
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runners_advanced=runners_advanced,
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description="Single to center (uncapped)",
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ab_roll=ab_roll,
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is_hit=True
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)
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# ==================== Doubles ====================
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elif outcome == PlayOutcome.DOUBLE_2:
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# Double to 2nd base
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runners_advanced = self._advance_on_double(state)
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runs_scored = sum(1 for (from_base, to_base) in runners_advanced if to_base == 4)
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return PlayResult(
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outcome=outcome,
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outs_recorded=0,
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runs_scored=runs_scored,
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batter_result=2,
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runners_advanced=runners_advanced,
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description="Double to left-center",
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ab_roll=ab_roll,
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is_hit=True
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)
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elif outcome == PlayOutcome.DOUBLE_3:
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# Double with extra advancement (batter to 3rd)
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runners_advanced = self._advance_on_double(state)
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runs_scored = sum(1 for (from_base, to_base) in runners_advanced if to_base == 4)
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return PlayResult(
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outcome=outcome,
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outs_recorded=0,
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runs_scored=runs_scored,
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batter_result=3, # Batter goes to 3rd
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runners_advanced=runners_advanced,
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description="Double to right-center gap (batter to 3rd)",
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ab_roll=ab_roll,
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is_hit=True
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)
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elif outcome == PlayOutcome.DOUBLE_UNCAPPED:
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# TODO Phase 3: Implement uncapped hit decision tree
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# For now, treat as DOUBLE_2
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runners_advanced = self._advance_on_double(state)
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runs_scored = sum(1 for (from_base, to_base) in runners_advanced if to_base == 4)
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return PlayResult(
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outcome=outcome,
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outs_recorded=0,
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runs_scored=runs_scored,
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batter_result=2,
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runners_advanced=runners_advanced,
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description="Double (uncapped)",
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ab_roll=ab_roll,
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is_hit=True
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)
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elif outcome == PlayOutcome.TRIPLE:
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# All runners score
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runners_advanced = [(base, 4) for base, _ in state.get_all_runners()]
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runs_scored = len(runners_advanced)
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return PlayResult(
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outcome=outcome,
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outs_recorded=0,
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runs_scored=runs_scored,
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batter_result=3,
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runners_advanced=runners_advanced,
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description="Triple to right-center gap",
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ab_roll=ab_roll,
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is_hit=True
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)
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elif outcome == PlayOutcome.HOMERUN:
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# Everyone scores
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runners_advanced = [(base, 4) for base, _ in state.get_all_runners()]
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runs_scored = len(runners_advanced) + 1
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return PlayResult(
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outcome=outcome,
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outs_recorded=0,
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runs_scored=runs_scored,
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batter_result=4,
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runners_advanced=runners_advanced,
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description="Home run to left field",
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ab_roll=ab_roll,
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is_hit=True
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)
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elif outcome == PlayOutcome.WILD_PITCH:
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# Runners advance one base
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runners_advanced = [(base, base + 1) for base, _ in state.get_all_runners()]
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runs_scored = sum(1 for (from_base, to_base) in runners_advanced if to_base == 4)
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return PlayResult(
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outcome=outcome,
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outs_recorded=0,
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runs_scored=runs_scored,
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batter_result=None, # Batter stays at plate
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runners_advanced=runners_advanced,
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description="Wild pitch - runners advance",
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ab_roll=ab_roll
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)
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elif outcome == PlayOutcome.PASSED_BALL:
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# Runners advance one base
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runners_advanced = [(base, base + 1) for base, _ in state.get_all_runners()]
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runs_scored = sum(1 for (from_base, to_base) in runners_advanced if to_base == 4)
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return PlayResult(
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outcome=outcome,
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outs_recorded=0,
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runs_scored=runs_scored,
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batter_result=None, # Batter stays at plate
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runners_advanced=runners_advanced,
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description="Passed ball - runners advance",
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ab_roll=ab_roll
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)
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else:
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raise ValueError(f"Unhandled outcome: {outcome}")
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def _advance_on_walk(self, state: GameState) -> List[tuple[int, int]]:
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"""Calculate runner advancement on walk"""
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advances = []
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# Only forced runners advance
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if state.on_first:
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# First occupied - check second
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if state.on_second:
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# Bases loaded scenario
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if state.on_third:
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# Bases loaded - force runner home
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advances.append((3, 4))
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advances.append((2, 3))
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advances.append((1, 2))
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return advances
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def _advance_on_single(self, state: GameState) -> List[tuple[int, int]]:
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"""Calculate runner advancement on single (simplified)"""
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advances = []
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|
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if state.on_third:
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# Runner on third scores
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|
advances.append((3, 4))
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if state.on_second:
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# Runner on second scores (simplified - usually would)
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|
advances.append((2, 4))
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if state.on_first:
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# Runner on first to third (simplified)
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|
advances.append((1, 3))
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|
|
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return advances
|
|
|
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def _advance_on_double(self, state: GameState) -> List[tuple[int, int]]:
|
|
"""Calculate runner advancement on double"""
|
|
advances = []
|
|
|
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# All runners score on double (simplified)
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|
for base, _ in state.get_all_runners():
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|
advances.append((base, 4))
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|
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return advances
|