Stage 7 polish: game rework + board zoom + tests (Parts D/E/F/I)
- Board: fixed-viewport transform-scale zoom (animated) with counter-scaled cqw labels, corner letters, bonus-label modes (boardlabels), contrasting grid lines
- Game: Screen shell + game tab-bar (Draw/Skip/Hint/Shuffle) via HoldConfirm popovers; MakeMove 🏁 + compact popup; rack collapses used slots; hint places tiles on board (placementFromHint) + no_hint_available toast; Scores:N replaces Hints; history slide-down (swipe/click, scroll-locked); check-word alphabet/length limit + in-memory cache + 5s throttle
- backend: no_hint_available result code split + test
- vitest: banner rotator + linkify, resultBadge, boardlabels, placementFromHint (29 tests); Playwright smoke updated; prod bundle ~74 KB gzip
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@@ -121,7 +121,11 @@ func statusForError(err error) (int, string) {
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return http.StatusConflict, "already_queued"
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case errors.Is(err, game.ErrInvalidConfig):
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return http.StatusBadRequest, "invalid_config"
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case errors.Is(err, game.ErrHintsDisabled), errors.Is(err, game.ErrNoHintsLeft), errors.Is(err, game.ErrNoHintAvailable):
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case errors.Is(err, game.ErrNoHintAvailable):
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// No legal move for the rack — distinct from a budget/disabled hint so the UI
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// can say "no options" (and the service spends nothing in this case).
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return http.StatusConflict, "no_hint_available"
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case errors.Is(err, game.ErrHintsDisabled), errors.Is(err, game.ErrNoHintsLeft):
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return http.StatusConflict, "hint_unavailable"
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case errors.Is(err, engine.ErrIllegalPlay), errors.Is(err, engine.ErrTilesNotOnRack), errors.Is(err, engine.ErrGameOver):
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return http.StatusUnprocessableEntity, "illegal_play"
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