Stage 2: engine package over scrabble-solver (registry, bag, Game, replay)
backend/internal/engine wraps the sibling scrabble-solver library in-process: - Registry: versioned DAWG load via dafsa.Load, keyed by (variant, dict_version), latest-per-variant; English / Russian / Эрудит handled uniformly. - Bag: own deterministic, seeded tile bag with Draw + Return (for exchanges), since the solver's self-play bag cannot return tiles. - Game: pure rules engine — deal, play/pass/exchange/resign, refill, per-move scoring, turn order, and end-condition detection (empty bag + empty rack, six scoreless turns, resignation) with end-game rack adjustment. - decode/ReplayBoard: dictionary-independent MoveRecords and board replay via scrabble.Apply (no internal/encoding), realising ARCHITECTURE §9.1. Wiring: go.work gains "replace scrabble-solver => ../scrabble-solver"; backend requires scrabble-solver (placeholder) and github.com/iliadenisov/dafsa directly. Both Go CI workflows clone the public solver sibling (master HEAD, no token) and set BACKEND_DICT_DIR. Docs: ARCHITECTURE §5/§14, TESTING engine layer, backend README, and PLAN refinements + deferred TODOs (publish/version solver; split engine vs dictionary generator).
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package engine
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import (
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"fmt"
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"scrabble-solver/board"
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"scrabble-solver/rules"
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"scrabble-solver/scrabble"
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)
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// ActionKind classifies a turn in the move log.
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type ActionKind uint8
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const (
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// ActionPlay is a tile placement forming one or more words.
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ActionPlay ActionKind = iota
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// ActionPass is a forfeited turn.
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ActionPass
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// ActionExchange swaps tiles with the bag.
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ActionExchange
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// ActionResign abandons the game.
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ActionResign
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// ActionTimeout is the auto-resignation a missed turn becomes; recorded by
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// the game domain in a later stage, never produced by the engine itself.
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ActionTimeout
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)
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// String renders the action kind for logs and GCG export.
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func (a ActionKind) String() string {
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switch a {
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case ActionPlay:
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return "play"
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case ActionPass:
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return "pass"
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case ActionExchange:
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return "exchange"
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case ActionResign:
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return "resign"
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case ActionTimeout:
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return "timeout"
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}
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return "unknown"
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}
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// TileRecord is a single placed tile decoded to a concrete letter, so the move
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// log is independent of any dictionary and of the solver's internal encoding.
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type TileRecord struct {
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Row, Col int
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// Letter is the concrete character placed; for a blank, the letter it stands
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// for.
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Letter string
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// Blank reports whether the tile was placed from a blank (and so scored 0).
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Blank bool
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}
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// MoveRecord is one turn in the dictionary-independent history. A play carries
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// the placed tiles, the words it formed and its score; a pass or resignation
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// carries only the action; an exchange carries the number of tiles swapped. The
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// game domain adds timestamps and persistence around these values.
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type MoveRecord struct {
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Player int
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Action ActionKind
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Tiles []TileRecord // ActionPlay only
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Words []string // ActionPlay only: the main word first, then cross words
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Count int // ActionExchange only: number of tiles swapped
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Score int // points scored this turn (0 for non-plays)
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Total int // the player's running total after this turn
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}
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// recordPlay decodes a scored move into a dictionary-independent MoveRecord for
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// the given player.
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func (g *Game) recordPlay(player int, m scrabble.Move) MoveRecord {
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tiles := make([]TileRecord, len(m.Tiles))
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for i, p := range m.Tiles {
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tiles[i] = TileRecord{Row: p.Row, Col: p.Col, Letter: g.letter(p.Letter), Blank: p.Blank}
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}
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words := make([]string, 0, 1+len(m.Cross))
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words = append(words, g.word(m.Main))
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for _, cw := range m.Cross {
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words = append(words, g.word(cw))
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}
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return MoveRecord{
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Player: player,
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Action: ActionPlay,
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Tiles: tiles,
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Words: words,
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Score: m.Score,
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Total: g.scores[player],
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}
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}
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// letter decodes one alphabet index to its concrete character via the ruleset's
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// alphabet. A malformed index yields the empty string.
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func (g *Game) letter(idx byte) string {
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s, err := g.rules.Alphabet.Character(idx)
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if err != nil {
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return ""
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}
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return s
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}
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// word decodes a solver word's letters to a concrete string via the ruleset's
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// alphabet. A malformed word yields the empty string.
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func (g *Game) word(w scrabble.Word) string {
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s, err := g.rules.Alphabet.Decode(w.Letters)
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if err != nil {
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return ""
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}
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return s
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}
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// ReplayBoard reconstructs the board the play records produce, on an empty board
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// for ruleset rs, using only the alphabet and never a dictionary: each recorded
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// letter is re-indexed and the placements are applied. Non-play records are
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// ignored. It realises the history invariant in docs/ARCHITECTURE.md §9.1 — an
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// archived game replays from decoded values plus its variant metadata alone.
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func ReplayBoard(rs *rules.Ruleset, records []MoveRecord) (*board.Board, error) {
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b := board.New(rs.Rows, rs.Cols)
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for _, rec := range records {
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if rec.Action != ActionPlay {
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continue
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}
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placements := make([]scrabble.Placement, len(rec.Tiles))
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for i, t := range rec.Tiles {
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idx, err := rs.Alphabet.Index(t.Letter)
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if err != nil {
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return nil, fmt.Errorf("engine: replay letter %q at (%d,%d): %w", t.Letter, t.Row, t.Col, err)
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}
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placements[i] = scrabble.Placement{Row: t.Row, Col: t.Col, Letter: idx, Blank: t.Blank}
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}
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scrabble.Apply(b, scrabble.Move{Tiles: placements})
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}
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return b, nil
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}
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