14 plans in 6 waves covering all 68 requirements for the Tournament Engine phase. Includes research (go-libsql, NATS JetStream, Svelte 5 runes, ICM complexity), plan verification (2 iterations), and user feedback (hand-for-hand UX, SEAT-06 reword, re-entry semantics, integration test, DKK defaults, JWT 7-day expiry, clock tap safety). Wave structure: 1: A (scaffold), B (schema) 2: C (auth/audit), D (clock), E (templates), J (frontend scaffold) 3: F (financial), H (seating), M (layout shell) 4: G (player management) 5: I (tournament lifecycle) 6: K (overview/financials), L (players), N (tables/more) Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
147 lines
9.1 KiB
Markdown
147 lines
9.1 KiB
Markdown
# Phase 1: Tournament Engine - Context
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**Gathered:** 2026-03-01
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**Status:** Ready for planning
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<domain>
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## Phase Boundary
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A complete tournament runs from start to finish in an x86 LXC container with a working touch-friendly operator (TD) UI — demoable at a venue by pointing any device at the container. Go backend with embedded LibSQL, NATS JetStream, WebSocket hub. SvelteKit frontend embedded via go:embed. Covers: clock, blinds, financials, players, tables, seating, multi-tournament, and the full TD interface.
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Note: The operator throughout this system is the **Tournament Director (TD)** — use this term consistently.
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</domain>
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<decisions>
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## Implementation Decisions
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### Tournament Setup Flow
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- **Template-first creation** — TD picks from saved tournament templates, everything pre-fills, tweak what's needed for tonight, hit Start
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- **Templates are compositions of reusable building blocks** — a template is NOT a monolithic config. It references:
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- Chip set (denominations, colors, values — venue-level)
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- Blind structure (level progression, antes, breaks)
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- Payout structure (tiered by entry count — see Payout Structure below)
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- Buy-in config (entry cost, rake splits, rebuy/add-on rules)
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- Points formula (league scoring — venue-level, reused across seasons)
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- **Local changes by default** — when creating a tournament from a template, the TD gets a copy. Edits only affect that tournament. To change the actual reusable block, go to template management
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- **Dedicated template management area** — create from scratch, duplicate/edit existing, save tournament config as new template
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- **Built-in starter templates** ship with the app (Turbo, Standard, Deep Stack, WSOP-style) so day one has something to pick from
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- **Structure wizard** lives in template management — input player count, starting chips, desired duration, denominations → generates a blind structure to save as a block
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- **Minimum player threshold** — configured in tournament metadata (typically 8-9), Start button unavailable until met
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- **Chip bonuses** — configurable per tournament:
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- Early signup bonus: bonus chips awarded to the first X players who buy in (configurable cutoff count)
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- Punctuality bonus: bonus chips awarded to players who complete buy-in before the tournament starts (status transitions from 'registering' to 'running') — deterministic, automatic, no TD judgment call
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- **Late registration soft lock with admin override** — when cutoff hits, registration locks but admin can push through a late entry (logged in audit trail). Some tournaments have no late reg at all (registration closes at start)
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### Payout Structure
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- **Entry-count brackets with tiered prizes** — standalone reusable building block, example:
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- 8–20 entries → 3 prizes (50% / 30% / 20%)
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- 21–30 entries → 4 prizes (45% / 26% / 17% / 12%)
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- 31–40 entries → 5 prizes (42% / 26% / 16% / 11% / 5%)
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- 41–50 entries → 6 prizes (40% / 24% / 14% / 10% / 7% / 5%)
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- **Entry count = unique entries only** — not rebuys or add-ons
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- **Prize rounding** — all prizes round down to nearest venue-configured denomination (e.g. 50 DKK in Denmark, €5 elsewhere). No coins, no awkward change
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- **Bubble prize** — happens in ~70% of tournaments. When remaining players exceed paid positions (e.g. 8 left, 7 paid), all remaining players can unanimously agree to create a bubble prize:
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- Typically around the buy-in amount
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- Funded by shaving from top prizes (mostly 1st–3rd, sometimes 4th–5th)
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- TD flow: "Add bubble prize" → set amount → system shows redistribution across top prizes → confirm
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- Must be fast and intuitive — not buried in menus, this happens constantly
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### TD Workflow During Play
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- **Overview tab priority** (top to bottom):
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1. Clock & current level (biggest element)
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2. Time to next break
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3. Player count (registered / remaining / busted)
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4. Table balance status (are tables even or needs attention)
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5. Financial summary (prize pool, entries, rebuys)
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6. Recent activity feed (last few actions)
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- **Bust-out flow**: tap Bust → pick table → pick seat → system shows player name for verification → confirm → select hitman (mandatory in PKO tournaments, optional otherwise) → done
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- **PKO (Progressive Knockout)**: when template defines PKO, bounty transfer is part of the bust flow (half to hitman, half added to their own bounty, chain tracked)
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- **Buy-in flow**: search/select player → auto-seat suggests optimal seat → TD can override (accessibility needs, keep-apart situations like couples) → confirm → receipt
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- **Multi-tournament switching**: TD chooses tabs at top OR split view — phone likely tabs, tablet landscape could do split view
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- **Undo is critical** — bust-outs, rebuys, add-ons, buy-ins can all be undone with full re-ranking. Miscommunication between TD and dealers happens often
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### Seating & Balancing
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- **Oval table view (default)** — top-down view with numbered seats, player names in seats, empty seats visible. Switchable to list view for density (10+ table tournaments)
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- **Balancing is TD-driven, system-assisted**:
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1. System alerts: tables are unbalanced
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2. TD requests suggestion: system says "move 1 from Table 1 to Table 4"
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3. TD announces to the floor, assistant facilitates
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4. Assistant reports back: "Seat 3 to Seat 5" — TD taps two seat numbers, done (minimal touches)
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5. Suggestion is **live and adaptive** — if Table 1 loses a player before the move happens (e.g. bust during ongoing hand), system recalculates or cancels
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- **Break Table is fully automatic** — system knows all open seats, distributes players evenly, TD just sees the result ("Player X → Table 1 Seat 4")
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- **No drag-and-drop in Phase 1** — tap-tap flow for all moves
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### Hand-for-Hand Mode
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- Activated by TD when tournament reaches bubble (remaining players = paid positions + 1)
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- Clock pauses, each table plays one hand at a time
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- TD view: table grid showing completion status per table (completed / in progress)
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- TD taps "Hand Complete" per table as dealers report
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- When all tables complete: next hand starts automatically, or if someone busted the bubble is resolved
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- If bust during hand-for-hand: check if bubble burst, if yes exit hand-for-hand mode and resume clock
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- Hand-for-hand should be prominent (visible mode indicator on all clients) because players watch this closely
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### End-Game & Payouts
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- **Flexible chop/deal support** — all remaining players participate in a deal, nobody leaves while others play on. Supported scenarios:
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- ICM calculation (TD inputs chip stacks, system calculates each player's share)
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- Custom split (players agree on % or fixed amount)
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- Partial chop (split some money, play on for remaining + league points)
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- Any number of players (not just heads-up — 4-way deals after 12 hours are real)
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- **Prize money and league positions are independent** — money can be chopped but positions still determined by play for points
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- **Tournament auto-closes** when one player remains — no manual "end tournament" button
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- **Receipts configurable per venue**: off / digital / print / both. Player and venue can always see tournament participation in the system regardless of receipt setting
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### Claude's Discretion
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- Loading skeleton and animation design
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- Exact spacing, typography, and component sizing
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- Error state handling and messaging
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- Toast notification behavior and timing
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- Activity feed formatting
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- Thermal printer receipt layout
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- Internal data structures and state management patterns
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</decisions>
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<specifics>
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## Specific Ideas
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- The bust-out flow must be as few taps as possible — TD is under time pressure during a running tournament
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- Balancing recording should be two taps (source seat, destination seat) after the system suggests table-to-table
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- Bubble prize creation needs to be fast and prominent — it happens in 70% of tournaments
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- "Add bubble prize" should be easily accessible, not buried in settings
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- Template building blocks should feel like LEGO — pick chip set, pick blind structure, pick payout table, name it, done
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- The system should adapt to the chaos of live poker — hands in progress during balancing, players busting mid-move, deals negotiated at 2am after 12 hours of play
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</specifics>
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<code_context>
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## Existing Code Insights
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### Reusable Assets
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- No existing code — greenfield project
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### Established Patterns
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- No established patterns yet — Phase 1 sets the foundation
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### Integration Points
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- Go binary serves SvelteKit via go:embed
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- WebSocket hub for real-time state to all connected clients
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- LibSQL for local persistence
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- NATS JetStream for event durability
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- Catppuccin Mocha dark theme (UI-05)
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</code_context>
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<deferred>
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## Deferred Ideas
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- **Drag-and-drop seat moves** — UI polish, add after core tap-tap flow works (future Phase 1 enhancement or later)
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- **PWA seat move notifications** — when a player is moved (balancing or table break), notify them in the PWA with new table/seat — Phase 2
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- **"Keep apart" player marking** — TD marks players who shouldn't be at the same table (couples, etc.), auto-seating respects it — evaluate for Phase 1 or later
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</deferred>
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---
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*Phase: 01-tournament-engine*
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*Context gathered: 2026-03-01*
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