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).
This commit is contained in:
@@ -0,0 +1,423 @@
|
||||
package engine
|
||||
|
||||
import (
|
||||
"fmt"
|
||||
|
||||
"scrabble-solver/board"
|
||||
"scrabble-solver/rack"
|
||||
"scrabble-solver/rules"
|
||||
"scrabble-solver/scrabble"
|
||||
)
|
||||
|
||||
// scorelessLimit is the number of consecutive scoreless turns (passes and
|
||||
// exchanges) that ends a game, per docs/ARCHITECTURE.md §6.
|
||||
const scorelessLimit = 6
|
||||
|
||||
// EndReason explains why a game finished.
|
||||
type EndReason uint8
|
||||
|
||||
const (
|
||||
// EndNotOver marks a game still in progress.
|
||||
EndNotOver EndReason = iota
|
||||
// EndOutOfTiles fires when the bag is empty and a player empties their rack.
|
||||
EndOutOfTiles
|
||||
// EndScoreless fires after scorelessLimit consecutive passes/exchanges.
|
||||
EndScoreless
|
||||
// EndResign fires when a player resigns.
|
||||
EndResign
|
||||
)
|
||||
|
||||
// String renders the end reason for logs and diagnostics.
|
||||
func (r EndReason) String() string {
|
||||
switch r {
|
||||
case EndNotOver:
|
||||
return "not_over"
|
||||
case EndOutOfTiles:
|
||||
return "out_of_tiles"
|
||||
case EndScoreless:
|
||||
return "scoreless"
|
||||
case EndResign:
|
||||
return "resign"
|
||||
}
|
||||
return "unknown"
|
||||
}
|
||||
|
||||
// Options configures a new game.
|
||||
type Options struct {
|
||||
// Variant selects the rules and dictionary.
|
||||
Variant Variant
|
||||
// Version pins the dictionary version; empty selects the registry's latest.
|
||||
Version string
|
||||
// Players is the number of seats, 2 to 4.
|
||||
Players int
|
||||
// Seed seeds the tile bag, making the game reproducible.
|
||||
Seed int64
|
||||
}
|
||||
|
||||
// Game is the in-memory state of a single match and the pure rules engine over
|
||||
// it. It owns the board, the bag, each player's hand, the running scores, whose
|
||||
// turn it is and the decoded move log, and it detects the end of the game. It
|
||||
// performs no scheduling, persistence or I/O and is not safe for concurrent use.
|
||||
type Game struct {
|
||||
solver *scrabble.Solver
|
||||
rules *rules.Ruleset
|
||||
variant Variant
|
||||
version string
|
||||
|
||||
board *board.Board
|
||||
bag *Bag
|
||||
hands [][]byte // per player, alphabet-index bytes with blankTile for blanks
|
||||
scores []int
|
||||
toMove int
|
||||
scorelessRun int
|
||||
over bool
|
||||
reason EndReason
|
||||
log []MoveRecord
|
||||
}
|
||||
|
||||
// New starts a game described by opts over a dictionary from reg. It resolves
|
||||
// the solver (failing with ErrUnknownVariant/ErrUnknownVersion), builds an empty
|
||||
// board and a seeded bag, and deals each player a full rack.
|
||||
func New(reg *Registry, opts Options) (*Game, error) {
|
||||
if opts.Players < 2 || opts.Players > 4 {
|
||||
return nil, fmt.Errorf("engine: players must be between 2 and 4, got %d", opts.Players)
|
||||
}
|
||||
var (
|
||||
solver *scrabble.Solver
|
||||
version = opts.Version
|
||||
err error
|
||||
)
|
||||
if version == "" {
|
||||
version, solver, err = reg.Latest(opts.Variant)
|
||||
} else {
|
||||
solver, err = reg.Solver(opts.Variant, version)
|
||||
}
|
||||
if err != nil {
|
||||
return nil, err
|
||||
}
|
||||
|
||||
rs := solver.Rules()
|
||||
g := &Game{
|
||||
solver: solver,
|
||||
rules: rs,
|
||||
variant: opts.Variant,
|
||||
version: version,
|
||||
board: board.New(rs.Rows, rs.Cols),
|
||||
bag: NewBag(rs, opts.Seed),
|
||||
hands: make([][]byte, opts.Players),
|
||||
scores: make([]int, opts.Players),
|
||||
}
|
||||
for i := range g.hands {
|
||||
g.hands[i] = g.bag.Draw(rs.RackSize)
|
||||
}
|
||||
return g, nil
|
||||
}
|
||||
|
||||
// Play validates and applies the current player's placement of tiles forming a
|
||||
// word in direction dir. It scores the play, refills the rack from the bag,
|
||||
// advances the turn and may end the game. It returns ErrTilesNotOnRack when the
|
||||
// player does not hold the tiles, ErrIllegalPlay when the solver rejects the
|
||||
// play, and ErrGameOver on a finished game.
|
||||
func (g *Game) Play(dir scrabble.Direction, tiles []scrabble.Placement) (MoveRecord, error) {
|
||||
if g.over {
|
||||
return MoveRecord{}, ErrGameOver
|
||||
}
|
||||
player := g.toMove
|
||||
if err := g.checkHolds(player, placementTiles(tiles)); err != nil {
|
||||
return MoveRecord{}, err
|
||||
}
|
||||
move, err := g.solver.ValidatePlay(g.board, dir, tiles)
|
||||
if err != nil {
|
||||
return MoveRecord{}, fmt.Errorf("%w: %v", ErrIllegalPlay, err)
|
||||
}
|
||||
|
||||
scrabble.Apply(g.board, move)
|
||||
g.removeFromHand(player, placementTiles(tiles))
|
||||
g.scores[player] += move.Score
|
||||
g.refill(player)
|
||||
g.scorelessRun = 0
|
||||
|
||||
rec := g.recordPlay(player, move)
|
||||
g.log = append(g.log, rec)
|
||||
|
||||
if len(g.hands[player]) == 0 && g.bag.Len() == 0 {
|
||||
g.finish(EndOutOfTiles)
|
||||
} else {
|
||||
g.advance()
|
||||
}
|
||||
return rec, nil
|
||||
}
|
||||
|
||||
// Pass forfeits the current player's turn. It extends the scoreless run, which
|
||||
// may end the game (EndScoreless), and otherwise advances the turn.
|
||||
func (g *Game) Pass() (MoveRecord, error) {
|
||||
if g.over {
|
||||
return MoveRecord{}, ErrGameOver
|
||||
}
|
||||
player := g.toMove
|
||||
g.scorelessRun++
|
||||
rec := MoveRecord{Player: player, Action: ActionPass, Total: g.scores[player]}
|
||||
g.log = append(g.log, rec)
|
||||
g.endTurnAfterScoreless()
|
||||
return rec, nil
|
||||
}
|
||||
|
||||
// Exchange swaps the current player's tiles (alphabet-index bytes, blankTile for
|
||||
// blanks) for fresh ones. It is legal only while the bag holds at least a full
|
||||
// rack. The fresh tiles are drawn before the swapped ones return, so a player
|
||||
// cannot draw back their own tiles. It extends the scoreless run, which may end
|
||||
// the game (EndScoreless).
|
||||
func (g *Game) Exchange(tiles []byte) (MoveRecord, error) {
|
||||
if g.over {
|
||||
return MoveRecord{}, ErrGameOver
|
||||
}
|
||||
if len(tiles) == 0 {
|
||||
return MoveRecord{}, ErrNothingToExchange
|
||||
}
|
||||
if g.bag.Len() < g.rules.RackSize {
|
||||
return MoveRecord{}, ErrNotEnoughTilesToExchange
|
||||
}
|
||||
player := g.toMove
|
||||
if err := g.checkHolds(player, tiles); err != nil {
|
||||
return MoveRecord{}, err
|
||||
}
|
||||
|
||||
g.removeFromHand(player, tiles)
|
||||
g.hands[player] = append(g.hands[player], g.bag.Draw(len(tiles))...)
|
||||
g.bag.Return(tiles)
|
||||
g.scorelessRun++
|
||||
|
||||
rec := MoveRecord{Player: player, Action: ActionExchange, Count: len(tiles), Total: g.scores[player]}
|
||||
g.log = append(g.log, rec)
|
||||
g.endTurnAfterScoreless()
|
||||
return rec, nil
|
||||
}
|
||||
|
||||
// Resign ends the game on the current player's turn (EndReason EndResign). In a
|
||||
// two-player match this is the only resignation case; richer multi-player
|
||||
// handling belongs to the game domain in a later stage.
|
||||
func (g *Game) Resign() (MoveRecord, error) {
|
||||
if g.over {
|
||||
return MoveRecord{}, ErrGameOver
|
||||
}
|
||||
player := g.toMove
|
||||
rec := MoveRecord{Player: player, Action: ActionResign, Total: g.scores[player]}
|
||||
g.log = append(g.log, rec)
|
||||
g.finish(EndResign)
|
||||
return rec, nil
|
||||
}
|
||||
|
||||
// GenerateMoves returns every legal play for the current player's rack, ranked
|
||||
// by descending score. It is empty when the player has no legal play.
|
||||
func (g *Game) GenerateMoves() []scrabble.Move {
|
||||
return g.solver.GenerateMoves(g.board, g.rackOf(g.toMove), scrabble.Both)
|
||||
}
|
||||
|
||||
// Hint returns the highest-scoring legal play for the current player and true,
|
||||
// or the zero move and false when there is none. It is the top-1 move the
|
||||
// one-per-game hint reveals.
|
||||
func (g *Game) Hint() (scrabble.Move, bool) {
|
||||
moves := g.GenerateMoves()
|
||||
if len(moves) == 0 {
|
||||
return scrabble.Move{}, false
|
||||
}
|
||||
return moves[0], true
|
||||
}
|
||||
|
||||
// Variant returns the variant the game is played under.
|
||||
func (g *Game) Variant() Variant { return g.variant }
|
||||
|
||||
// Version returns the pinned dictionary version.
|
||||
func (g *Game) Version() string { return g.version }
|
||||
|
||||
// Players returns the number of seats in the game.
|
||||
func (g *Game) Players() int { return len(g.hands) }
|
||||
|
||||
// ToMove returns the index of the player whose turn it is. On a finished game it
|
||||
// is the player who made the final move.
|
||||
func (g *Game) ToMove() int { return g.toMove }
|
||||
|
||||
// Over reports whether the game has finished.
|
||||
func (g *Game) Over() bool { return g.over }
|
||||
|
||||
// Reason returns why the game finished, or EndNotOver while it is in progress.
|
||||
func (g *Game) Reason() EndReason { return g.reason }
|
||||
|
||||
// Score returns the current score of the player at index player.
|
||||
func (g *Game) Score(player int) int { return g.scores[player] }
|
||||
|
||||
// BagLen returns the number of tiles left in the bag.
|
||||
func (g *Game) BagLen() int { return g.bag.Len() }
|
||||
|
||||
// BoardClone returns a deep copy of the board, safe for the caller to read or
|
||||
// mutate without affecting the game.
|
||||
func (g *Game) BoardClone() *board.Board { return g.board.Clone() }
|
||||
|
||||
// Log returns a copy of the dictionary-independent move log.
|
||||
func (g *Game) Log() []MoveRecord {
|
||||
out := make([]MoveRecord, len(g.log))
|
||||
copy(out, g.log)
|
||||
return out
|
||||
}
|
||||
|
||||
// Result is the outcome of a finished game.
|
||||
type Result struct {
|
||||
Over bool
|
||||
Reason EndReason
|
||||
Scores []int
|
||||
// Winner is the index of the single highest score, or -1 on a tie or while
|
||||
// the game is unfinished.
|
||||
Winner int
|
||||
}
|
||||
|
||||
// Result reports the current outcome. Final scores already include the standard
|
||||
// end-game rack adjustment applied when the game finished.
|
||||
func (g *Game) Result() Result {
|
||||
scores := make([]int, len(g.scores))
|
||||
copy(scores, g.scores)
|
||||
return Result{Over: g.over, Reason: g.reason, Scores: scores, Winner: g.winner()}
|
||||
}
|
||||
|
||||
// finish marks the game over with reason and applies the end-game rack
|
||||
// adjustment to the scores.
|
||||
func (g *Game) finish(reason EndReason) {
|
||||
g.over = true
|
||||
g.reason = reason
|
||||
g.applyEndAdjustment(reason)
|
||||
}
|
||||
|
||||
// applyEndAdjustment settles the unplayed racks. When a player goes out (bag
|
||||
// empty, rack empty) they gain the sum of every opponent's rack value and each
|
||||
// opponent loses their own; otherwise (scoreless stalemate or resignation) each
|
||||
// player simply forfeits their own rack value.
|
||||
func (g *Game) applyEndAdjustment(reason EndReason) {
|
||||
if reason == EndOutOfTiles {
|
||||
out := g.toMove
|
||||
var bonus int
|
||||
for i := range g.hands {
|
||||
if i == out {
|
||||
continue
|
||||
}
|
||||
v := g.rackValue(i)
|
||||
g.scores[i] -= v
|
||||
bonus += v
|
||||
}
|
||||
g.scores[out] += bonus
|
||||
return
|
||||
}
|
||||
for i := range g.hands {
|
||||
g.scores[i] -= g.rackValue(i)
|
||||
}
|
||||
}
|
||||
|
||||
// endTurnAfterScoreless ends the game when the scoreless run reaches the limit,
|
||||
// otherwise advances the turn. Used by Pass and Exchange.
|
||||
func (g *Game) endTurnAfterScoreless() {
|
||||
if g.scorelessRun >= scorelessLimit {
|
||||
g.finish(EndScoreless)
|
||||
return
|
||||
}
|
||||
g.advance()
|
||||
}
|
||||
|
||||
// advance moves play to the next seat.
|
||||
func (g *Game) advance() { g.toMove = (g.toMove + 1) % len(g.hands) }
|
||||
|
||||
// winner returns the index of the single highest-scoring player, or -1 on a tie
|
||||
// for the lead or while the game is unfinished.
|
||||
func (g *Game) winner() int {
|
||||
if !g.over {
|
||||
return -1
|
||||
}
|
||||
best, tie := 0, false
|
||||
for i := 1; i < len(g.scores); i++ {
|
||||
switch {
|
||||
case g.scores[i] > g.scores[best]:
|
||||
best, tie = i, false
|
||||
case g.scores[i] == g.scores[best]:
|
||||
tie = true
|
||||
}
|
||||
}
|
||||
if tie {
|
||||
return -1
|
||||
}
|
||||
return best
|
||||
}
|
||||
|
||||
// rackOf builds a generation rack from player's hand.
|
||||
func (g *Game) rackOf(player int) rack.Rack {
|
||||
r := rack.New(g.rules.Size())
|
||||
for _, t := range g.hands[player] {
|
||||
if t == blankTile {
|
||||
r.AddBlank()
|
||||
} else {
|
||||
r.Add(t)
|
||||
}
|
||||
}
|
||||
return r
|
||||
}
|
||||
|
||||
// rackValue sums the tile values left on player's hand; blanks count zero.
|
||||
func (g *Game) rackValue(player int) int {
|
||||
var v int
|
||||
for _, t := range g.hands[player] {
|
||||
if t != blankTile {
|
||||
v += g.rules.Values[t]
|
||||
}
|
||||
}
|
||||
return v
|
||||
}
|
||||
|
||||
// checkHolds reports ErrTilesNotOnRack unless player holds every tile in want.
|
||||
func (g *Game) checkHolds(player int, want []byte) error {
|
||||
avail := tileCounts(g.hands[player])
|
||||
for tile, n := range tileCounts(want) {
|
||||
if avail[tile] < n {
|
||||
return ErrTilesNotOnRack
|
||||
}
|
||||
}
|
||||
return nil
|
||||
}
|
||||
|
||||
// removeFromHand takes one tile per entry of used off player's hand.
|
||||
func (g *Game) removeFromHand(player int, used []byte) {
|
||||
hand := g.hands[player]
|
||||
for _, t := range used {
|
||||
for i, h := range hand {
|
||||
if h == t {
|
||||
hand = append(hand[:i], hand[i+1:]...)
|
||||
break
|
||||
}
|
||||
}
|
||||
}
|
||||
g.hands[player] = hand
|
||||
}
|
||||
|
||||
// refill draws from the bag until player's hand is full or the bag is empty.
|
||||
func (g *Game) refill(player int) {
|
||||
if need := g.rules.RackSize - len(g.hands[player]); need > 0 {
|
||||
g.hands[player] = append(g.hands[player], g.bag.Draw(need)...)
|
||||
}
|
||||
}
|
||||
|
||||
// placementTiles maps placements to the tiles they consume (blankTile for blanks).
|
||||
func placementTiles(tiles []scrabble.Placement) []byte {
|
||||
out := make([]byte, len(tiles))
|
||||
for i, p := range tiles {
|
||||
if p.Blank {
|
||||
out[i] = blankTile
|
||||
} else {
|
||||
out[i] = p.Letter
|
||||
}
|
||||
}
|
||||
return out
|
||||
}
|
||||
|
||||
// tileCounts tallies a multiset of tiles by value.
|
||||
func tileCounts(tiles []byte) map[byte]int {
|
||||
m := make(map[byte]int, len(tiles))
|
||||
for _, t := range tiles {
|
||||
m[t]++
|
||||
}
|
||||
return m
|
||||
}
|
||||
Reference in New Issue
Block a user