Files
weirsoe-party-protocol/docs/plans/2026-03-09-fupogfakta-game-engine-design.md
Asger Geel Weirsøe d2dbd8c802
Some checks failed
CI / test-and-quality (push) Has been cancelled
CI / test-and-quality (pull_request) Successful in 2m43s
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>
2026-03-09 07:35:55 +01:00

273 lines
10 KiB
Markdown
Raw Blame History

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