docs: design doc for fup og fakta game engine + platform architecture
Captures all brainstormed decisions: - Pluggable game cartridge platform (GameDriver interface) - Celery + Redis timer-driven phase transitions - Session owner play/pause/exit controls (no skip) - Escalating scoring per round, incremental reveal scoring - Emoji reactions during guess phase → post-game awards - Relational per-user config presets with game-specific models - Ephemeral game state (no persistence after exit/finish) - Full WebSocket event reference and data lifecycle Also: updated TODO.md (WebSocket done, persisted answers done), created CLAUDE.md, and PROMPT.md for ralph-loop. Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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docs/plans/2026-03-09-fupogfakta-game-engine-design.md
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# Design: Fup og Fakta — Game Engine & Platform Architecture
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**Date:** 2026-03-09
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**Status:** Approved
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---
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## Overview
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Build a working Fup og Fakta game (Fibbage-style) on top of a **pluggable game platform**. The platform handles sessions, players, WebSocket push, and Celery-driven timers. Each game is a self-contained **cartridge** that implements a shared driver interface and owns its own models, config, and phase logic.
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---
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## Platform Architecture
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```
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partyhub/ Django project — settings, Celery app, ASGI
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lobby/ Platform layer — sessions, players, GameRun, timer dispatch
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realtime/ WebSocket consumers (already built)
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fupogfakta/ Game cartridge #1
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future_game/ Game cartridge #N (same interface)
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```
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### Platform provides (`lobby/`)
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#### Models
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**`GameSession`** (exists, minor additions)
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- `game_type` (CharField) — e.g. `"fupogfakta"`
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- `host` (FK → User)
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- `code` (6-char session code)
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- `status` (LOBBY / ACTIVE / FINISHED)
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- `config_id` / `config_snapshot` — see Config section
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**`GameRun`** (new — ephemeral, deleted on game exit)
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- `session` (OneToOne → GameSession)
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- `current_state` (CharField — game-defined state string)
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- `phase_deadline` (DateTimeField, nullable)
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- `is_paused` (BooleanField, default False)
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- `paused_remaining_seconds` (FloatField, nullable)
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- `celery_task_id` (CharField, nullable)
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- `state_data` (JSONField) — game-specific snapshot for current phase
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**`Player`** (exists)
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- `session`, `nickname`, `score`, `session_token`, `is_connected`
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#### GameDriver interface
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Each cartridge implements:
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```python
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class GameDriver:
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game_type: str # e.g. "fupogfakta"
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def on_game_start(session, run, config) -> PhaseResult
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def on_timer_expired(session, run, config) -> PhaseResult
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def on_pause(session, run) -> None
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def on_resume(session, run) -> None
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def on_exit(session, run) -> None # must clean up all game data
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def get_ws_payload(state, state_data) -> dict
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```
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`PhaseResult` = `(next_state: str, duration_seconds: int | None, broadcast_payload: dict)`
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#### Celery task
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```python
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@app.task
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def handle_timer_expired(run_id: int, expected_state: str):
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# If run no longer exists or state has changed → stale task, ignore
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# Call driver.on_timer_expired(session, run, config)
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# Apply PhaseResult: update run, broadcast via channel layer, schedule next task
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```
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`expected_state` prevents stale tasks from firing after pause/resume or manual state changes.
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#### REST endpoints (platform-level)
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- `POST /sessions/{code}/play` — start or resume
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- `POST /sessions/{code}/pause` — pause current phase timer
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- `POST /sessions/{code}/exit` — end game, delete GameRun + all game data
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---
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## Configuration System
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### Base config model (`partyhub/`)
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```python
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class BaseGameConfig(models.Model):
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class Meta:
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abstract = True
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name = models.CharField(max_length=100) # "Quick game", "Full evening"
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user = models.ForeignKey(User, null=True, ...) # null = system default
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is_default = models.BooleanField(default=False)
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created_at = models.DateTimeField(auto_now_add=True)
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```
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### Game-specific config (`fupogfakta/`)
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```python
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class FupOgFaktaConfig(BaseGameConfig):
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num_rounds = PositiveIntegerField(default=3)
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questions_per_round = PositiveIntegerField(default=3)
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min_players = PositiveIntegerField(default=2)
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max_players = PositiveIntegerField(default=8)
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lie_seconds = PositiveIntegerField(default=45)
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guess_seconds = PositiveIntegerField(default=30)
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reveal_seconds_per_lie = PositiveIntegerField(default=8)
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scoreboard_recap_seconds = PositiveIntegerField(default=10)
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# Escalating scoring per round (stored as arrays or separate fields)
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points_correct = JSONField(default=[1500, 3000, 4500])
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points_bluff = JSONField(default=[500, 1000, 1500])
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# Reaction bonus (static, feeds post-game awards only)
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reaction_bonus = IntegerField(default=5)
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```
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### Default resolution at session start
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1. User has `is_default=True` row for this game type → use that
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2. System default (`user=null, is_default=True`) — set in Django admin
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3. Model field `default=` values (hardcoded)
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User can have **multiple named presets** (one-to-many). When starting a session they choose which to use (or it auto-selects their default). The chosen config's values are **snapshotted into `GameRun.state_data`** at game start — immutable for the life of the session.
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---
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## Fup og Fakta — Game States
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```
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LOBBY
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│ (host presses Play)
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▼
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LIE_PHASE timer: lie_seconds
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│ (all submitted OR timer expires)
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▼
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GUESS_PHASE timer: guess_seconds
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│ (timer expires — no mercy)
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▼
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REVEAL_LIE_{n} timer: reveal_seconds_per_lie (one per lie with ≥1 guess)
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│ → score liar incrementally as each is shown
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▼
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REVEAL_TRUTH timer: reveal_seconds_per_lie
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│ → score correct guessers
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▼
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SCOREBOARD_RECAP timer: scoreboard_recap_seconds
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│
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├─ more questions in round → back to LIE_PHASE (next question)
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├─ round done, more rounds → back to LIE_PHASE (next round, next category)
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└─ all rounds done → POST_GAME_AWARDS
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timer: configurable
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→ FINISHED (GameRun deleted, GameSession status = FINISHED)
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```
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---
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## Fup og Fakta — Phase Details
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### LIE_PHASE
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- Question shown to all clients via WebSocket (`phase.lie_started` event)
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- Players submit lie via `POST /fupogfakta/{code}/lie`
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- **If lie matches correct answer (case-insensitive):** return `error_code: lie_matches_correct_answer` — player prompted again, does not consume their submission
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- Anonymous to other players during this phase
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- `state_data` tracks: question id, round number, how many have submitted (for progress display on host screen)
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- Timer expires → transition to GUESS_PHASE regardless of how many submitted
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### GUESS_PHASE
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- Answers mixed (lies + truth, deduped) broadcast to all clients (`phase.guess_started`)
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- Players guess via `POST /fupogfakta/{code}/guess`
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- **After selecting:** player can react to other lies with 👍 😂 ❤️ etc. until timer expires. Cannot change guess.
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- Reactions stored in `LieReaction` model (player, lie, reaction_type)
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- Timer expires → transition to first REVEAL_LIE (or REVEAL_TRUTH if no lies had guesses)
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### REVEAL_LIE_{n}
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- One Celery task per lie to reveal (only lies with ≥1 guesser)
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- Broadcast: which lie, who wrote it, who guessed it (`phase.reveal_lie`)
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- Score awarded to liar: `points_bluff[round_index] × guesser_count`
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- Score broadcast immediately (`phase.score_delta`)
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- Skipped lies (0 guesses): not shown at all
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### REVEAL_TRUTH
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- Broadcast: correct answer, who guessed correctly (`phase.reveal_truth`)
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- Score awarded: `points_correct[round_index]` per correct guesser
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- Also show reaction totals on each lie during this phase
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### SCOREBOARD_RECAP
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- Full leaderboard broadcast (`phase.scoreboard`)
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- Auto-advances to next question, next round, or post-game
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### POST_GAME_AWARDS
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- Computed from `LieReaction` aggregate:
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- "Most Hilarious Liar" — most 😂 reactions total
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- "Most Beloved Lie" — most ❤️ reactions on a single lie
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- etc. (extensible)
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- Broadcast as `phase.awards`
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- Then FINISHED → GameRun deleted, all session game data wiped
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---
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## Fup og Fakta — Models
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**Existing (keep):** `Category`, `Question`, `RoundQuestion`, `LieAnswer`, `Guess`
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**Remove:** `ScoreEvent` (no audit trail needed — game state is ephemeral)
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**New:**
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```python
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class LieReaction(models.Model):
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lie = ForeignKey(LieAnswer, on_delete=CASCADE)
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player = ForeignKey(Player, on_delete=CASCADE)
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reaction = CharField(max_length=20) # "laugh", "heart", "fire", etc.
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created_at = auto_now_add
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class Meta:
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unique_together = [("lie", "player", "reaction")]
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```
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**Modify `RoundQuestion`:**
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- Add `reveal_order` (PositiveIntegerField, nullable) — set when GUESS_PHASE ends, determines reveal sequence
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---
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## Pause / Resume
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- **Pause:** compute `remaining = phase_deadline - now`, store in `paused_remaining_seconds`, set `is_paused=True`, revoke Celery task by `celery_task_id`
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- **Resume:** set `phase_deadline = now + paused_remaining_seconds`, schedule new Celery task, clear pause fields
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- Stale task guard: every Celery task checks `expected_state == run.current_state` before firing
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---
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## Host Controls (Session Owner Only)
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| Action | Effect |
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|--------|--------|
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| Play | Starts game from LOBBY, or resumes from paused |
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| Pause | Freezes current phase timer, broadcasts `phase.paused` |
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| Exit | Ends game immediately, deletes GameRun + all game data |
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Cannot skip. Cannot manually advance phases.
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---
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## WebSocket Event Reference
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| Event | Triggered by | Payload |
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|-------|-------------|---------|
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| `phase.lie_started` | LIE_PHASE start | question prompt, deadline, round info |
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| `phase.lie_progress` | Each lie submitted | n_submitted / n_players (no names) |
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| `phase.guess_started` | GUESS_PHASE start | mixed answers, deadline |
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| `phase.reveal_lie` | REVEAL_LIE_{n} | lie text, author, guessers, score delta |
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| `phase.reveal_truth` | REVEAL_TRUTH | correct answer, correct guessers, score delta |
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| `phase.scoreboard` | SCOREBOARD_RECAP | full leaderboard |
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| `phase.awards` | POST_GAME_AWARDS | award winners |
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| `phase.paused` | Pause | remaining_seconds |
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| `phase.resumed` | Resume | new deadline |
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| `phase.game_over` | FINISHED | final leaderboard |
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---
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## Data Lifecycle
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All game session data (`GameRun`, `RoundQuestion`, `LieAnswer`, `Guess`, `LieReaction`, `Player`) is **deleted when host exits or game reaches FINISHED**. `GameSession` row is kept (with status=FINISHED) for the session code uniqueness constraint. `Category` and `Question` content is permanent.
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---
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## Not In Scope (This Implementation)
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- TTS / read-aloud (Fase 4, deferred)
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- Reconnect recovery after server restart (game is gone if server dies)
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- Spectator/viewer mode (post-MVP)
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- Rate limiting on endpoints (backlog)
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- Bulk question import (Fase 5)
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