Early Knock house rule and improved error handling.

- Add Early Knock variant: flip all remaining cards (≤2) to go out early
- Update RULES.md with comprehensive documentation for all new variants
- Shorten flip mode dropdown descriptions for cleaner UI
- Add try-catch and optional chaining in startGame() for robustness
- Add WebSocket connection error feedback with reject sound
- AI awareness for Early Knock decisions

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
This commit is contained in:
Aaron D. Lee
2026-01-26 22:23:12 -05:00
parent 36a71799b5
commit c912a56c2d
6 changed files with 478 additions and 66 deletions

View File

@@ -31,6 +31,10 @@ app = FastAPI(
room_manager = RoomManager()
# Initialize game logger database at startup
_game_logger = get_logger()
logger.info(f"Game analytics database initialized at: {_game_logger.db_path}")
@app.get("/health")
async def health_check():
@@ -580,6 +584,7 @@ async def websocket_endpoint(websocket: WebSocket):
four_of_a_kind=data.get("four_of_a_kind", False),
negative_pairs_keep_value=data.get("negative_pairs_keep_value", False),
one_eyed_jacks=data.get("one_eyed_jacks", False),
knock_early=data.get("knock_early", False),
)
# Validate settings
@@ -630,9 +635,27 @@ async def websocket_endpoint(websocket: WebSocket):
continue
source = data.get("source", "deck")
# Capture discard top before draw (for logging decision context)
discard_before_draw = current_room.game.discard_top()
card = current_room.game.draw_card(player_id, source)
if card:
# Log draw decision for human player
if current_room.game_log_id:
game_logger = get_logger()
player = current_room.game.get_player(player_id)
if player:
reason = f"took {discard_before_draw.rank.value} from discard" if source == "discard" else "drew from deck"
game_logger.log_move(
game_id=current_room.game_log_id,
player=player,
is_cpu=False,
action="take_discard" if source == "discard" else "draw_deck",
card=card,
game=current_room.game,
decision_reason=reason,
)
# Send drawn card only to the player who drew
await websocket.send_json({
"type": "card_drawn",
@@ -647,9 +670,29 @@ async def websocket_endpoint(websocket: WebSocket):
continue
position = data.get("position", 0)
# Capture drawn card before swap for logging
drawn_card = current_room.game.drawn_card
player = current_room.game.get_player(player_id)
old_card = player.cards[position] if player and 0 <= position < len(player.cards) else None
discarded = current_room.game.swap_card(player_id, position)
if discarded:
# Log swap decision for human player
if current_room.game_log_id and drawn_card and player:
game_logger = get_logger()
old_rank = old_card.rank.value if old_card else "?"
game_logger.log_move(
game_id=current_room.game_log_id,
player=player,
is_cpu=False,
action="swap",
card=drawn_card,
position=position,
game=current_room.game,
decision_reason=f"swapped {drawn_card.rank.value} into position {position}, replaced {old_rank}",
)
await broadcast_game_state(current_room)
await check_and_run_cpu_turn(current_room)
@@ -657,7 +700,24 @@ async def websocket_endpoint(websocket: WebSocket):
if not current_room:
continue
# Capture drawn card before discard for logging
drawn_card = current_room.game.drawn_card
player = current_room.game.get_player(player_id)
if current_room.game.discard_drawn(player_id):
# Log discard decision for human player
if current_room.game_log_id and drawn_card and player:
game_logger = get_logger()
game_logger.log_move(
game_id=current_room.game_log_id,
player=player,
is_cpu=False,
action="discard",
card=drawn_card,
game=current_room.game,
decision_reason=f"discarded {drawn_card.rank.value}",
)
await broadcast_game_state(current_room)
if current_room.game.flip_on_discard:
@@ -681,7 +741,24 @@ async def websocket_endpoint(websocket: WebSocket):
continue
position = data.get("position", 0)
player = current_room.game.get_player(player_id)
current_room.game.flip_and_end_turn(player_id, position)
# Log flip decision for human player
if current_room.game_log_id and player and 0 <= position < len(player.cards):
game_logger = get_logger()
flipped_card = player.cards[position]
game_logger.log_move(
game_id=current_room.game_log_id,
player=player,
is_cpu=False,
action="flip",
card=flipped_card,
position=position,
game=current_room.game,
decision_reason=f"flipped card at position {position}",
)
await broadcast_game_state(current_room)
await check_and_run_cpu_turn(current_room)
@@ -689,7 +766,21 @@ async def websocket_endpoint(websocket: WebSocket):
if not current_room:
continue
player = current_room.game.get_player(player_id)
if current_room.game.skip_flip_and_end_turn(player_id):
# Log skip flip decision for human player
if current_room.game_log_id and player:
game_logger = get_logger()
game_logger.log_move(
game_id=current_room.game_log_id,
player=player,
is_cpu=False,
action="skip_flip",
card=None,
game=current_room.game,
decision_reason="skipped optional flip (endgame mode)",
)
await broadcast_game_state(current_room)
await check_and_run_cpu_turn(current_room)
@@ -698,7 +789,46 @@ async def websocket_endpoint(websocket: WebSocket):
continue
position = data.get("position", 0)
player = current_room.game.get_player(player_id)
if current_room.game.flip_card_as_action(player_id, position):
# Log flip-as-action for human player
if current_room.game_log_id and player and 0 <= position < len(player.cards):
game_logger = get_logger()
flipped_card = player.cards[position]
game_logger.log_move(
game_id=current_room.game_log_id,
player=player,
is_cpu=False,
action="flip_as_action",
card=flipped_card,
position=position,
game=current_room.game,
decision_reason=f"used flip-as-action to reveal position {position}",
)
await broadcast_game_state(current_room)
await check_and_run_cpu_turn(current_room)
elif msg_type == "knock_early":
if not current_room:
continue
player = current_room.game.get_player(player_id)
if current_room.game.knock_early(player_id):
# Log knock early for human player
if current_room.game_log_id and player:
game_logger = get_logger()
face_down_count = sum(1 for c in player.cards if not c.face_up)
game_logger.log_move(
game_id=current_room.game_log_id,
player=player,
is_cpu=False,
action="knock_early",
card=None,
game=current_room.game,
decision_reason=f"knocked early, revealing {face_down_count} hidden cards",
)
await broadcast_game_state(current_room)
await check_and_run_cpu_turn(current_room)