feat(ui): move in-game status to the board — highlight, score badge, full-width rack
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Remove the under-board status strip and relocate its signals:
- bag count -> a badge on the exchange/pass control + the foot of the move table
- whose-turn / win-lose -> a thin strip above the score plaques
- the tentative-move caption -> the board itself: staged tiles tint green (legal) or
  pink (illegal), the board tiles a formed word runs through go a shade darker, and an
  orange score badge sits on the main word (digit sized like a tile value, clamped on-board)

The word geometry (covered cells + badge anchor) is a new pure client-side helper
(ui/src/lib/formed.ts), independent of the move evaluator, so it works on the local or
network preview path alike; the badge's number still comes from the preview score.

Rack: a seven-column grid filling the tray width in both layouts — square, full-width
tiles — with the confirm control in the fixed 7th slot.

Settings: a touch-only "Zoom the board" toggle (default on, device-local) gates the
tile-placement auto-zoom; taking a hint while zoomed in now zooms out so the highlighted
hint word is never left off-screen.

Docs (FUNCTIONAL +_ru, UI_DESIGN, ARCHITECTURE) and e2e/unit tests updated.
This commit is contained in:
Ilia Denisov
2026-07-10 14:58:32 +02:00
parent 2683103fc1
commit 77a690fcf6
21 changed files with 635 additions and 198 deletions
+164
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// Client-side geometry of the play being composed: which cells the formed word(s) cover, and
// where to anchor the move-score badge. This is deliberately independent of the move evaluator
// (lib/dict/eval.ts) — the network `evaluate` returns legality/score/word strings but no cell
// coordinates, and the board highlight plus the score badge must work even while the local
// dictionary is still warming up. Legality and the score come from the preview; the geometry is
// derived here purely from the board and the staged tiles. Both functions are pure (testable in
// lib/formed.test.ts); the board stays the source of truth for legality.
import type { Board } from './board';
import { BOARD_SIZE } from './premiums';
/** Play axis: horizontal or vertical. */
export type Dir = 'H' | 'V';
/** MainWord locates the play's main word: its start cell, axis and length in cells. */
export interface MainWord {
row: number;
col: number;
dir: Dir;
len: number;
}
/** FormedGeometry is the composed play's shape: the main word plus the set of every cell (as a
* "row,col" key) that the main word and any cross words cover — committed tiles included. */
export interface FormedGeometry {
main: MainWord;
cells: Set<string>;
}
/** A minimal cell reference; PendingTile satisfies it structurally. */
interface Cell {
row: number;
col: number;
}
const key = (r: number, c: number): string => `${r},${c}`;
/**
* filledPredicate returns a test for whether a cell holds a tile once the staged play is on the
* board: either a committed tile sits there or a pending tile is being placed there.
*/
function filledPredicate(board: Board, pending: readonly Cell[]): (r: number, c: number) => boolean {
const pend = new Set(pending.map((p) => key(p.row, p.col)));
return (r, c) =>
r >= 0 &&
r < BOARD_SIZE &&
c >= 0 &&
c < BOARD_SIZE &&
(board[r]?.[c] != null || pend.has(key(r, c)));
}
/**
* span walks the maximal contiguous filled run through cell (row, col) along dir and returns the
* run's start index and length on the moving axis (columns for H, rows for V).
*/
function span(
filled: (r: number, c: number) => boolean,
dir: Dir,
row: number,
col: number,
): { start: number; len: number } {
if (dir === 'H') {
let s = col;
while (filled(row, s - 1)) s--;
let e = col;
while (filled(row, e + 1)) e++;
return { start: s, len: e - s + 1 };
}
let s = row;
while (filled(s - 1, col)) s--;
let e = row;
while (filled(e + 1, col)) e++;
return { start: s, len: e - s + 1 };
}
/**
* formedGeometry derives the composed play's word geometry from the board and the staged tiles.
* It returns the main word (the maximal run along the play axis through the staged tiles) and the
* set of every cell the main word and each cross word (a perpendicular run of two or more cells
* through a staged tile) cover. It returns null when nothing is staged, or when the staged tiles
* are not on a single line — a shape only an illegal play produces, which the caller never asks
* about (it is invoked only for a legal preview). The play axis is fixed by the staged tiles when
* two or more are colinear; a lone tile takes whichever axis forms the longer word.
*/
export function formedGeometry(board: Board, pending: readonly Cell[]): FormedGeometry | null {
if (pending.length === 0) return null;
const filled = filledPredicate(board, pending);
const first = pending[0];
let dir: Dir;
if (pending.length === 1) {
const h = span(filled, 'H', first.row, first.col);
const v = span(filled, 'V', first.row, first.col);
dir = h.len >= v.len ? 'H' : 'V';
} else if (pending.every((p) => p.row === first.row)) {
dir = 'H';
} else if (pending.every((p) => p.col === first.col)) {
dir = 'V';
} else {
return null;
}
const cells = new Set<string>();
// Main word: the maximal run along the play axis through the staged tiles (contiguous via any
// committed tiles between them), collected from any one staged tile.
const ms = span(filled, dir, first.row, first.col);
let main: MainWord;
if (dir === 'H') {
main = { row: first.row, col: ms.start, dir, len: ms.len };
for (let c = ms.start; c < ms.start + ms.len; c++) cells.add(key(first.row, c));
} else {
main = { row: ms.start, col: first.col, dir, len: ms.len };
for (let r = ms.start; r < ms.start + ms.len; r++) cells.add(key(r, first.col));
}
// Cross words: the perpendicular run through each staged tile, kept only when it is a real word
// (two or more cells).
const cross: Dir = dir === 'H' ? 'V' : 'H';
for (const p of pending) {
const cs = span(filled, cross, p.row, p.col);
if (cs.len < 2) continue;
if (cross === 'H') {
for (let c = cs.start; c < cs.start + cs.len; c++) cells.add(key(p.row, c));
} else {
for (let r = cs.start; r < cs.start + cs.len; r++) cells.add(key(r, p.col));
}
}
return { main, cells };
}
/** Where the move-score badge is anchored: a main-word cell and the tile corner it sits on. */
export interface BadgeAnchor {
row: number;
col: number;
corner: 'tr' | 'bl';
}
/**
* badgePlacement chooses the main-word tile and corner for the move-score badge, so the badge
* points into the board and away from the nearest edge (the board clamps the final pill fully
* on-board). The rules: a word touching the right or top edge anchors at a tile's bottom-left
* corner (horizontal → its first letter, vertical → its last letter); a word touching the left or
* bottom edge — and any mid-board word — anchors at the top-right corner (horizontal → its last
* letter, vertical → its first letter). A full-width horizontal word (it touches both side edges)
* anchors at the last letter's top-right, which the board then clamps leftward.
*/
export function badgePlacement(main: MainWord): BadgeAnchor {
const last = BOARD_SIZE - 1;
const h = main.dir === 'H';
const minRow = main.row;
const maxRow = h ? main.row : main.row + main.len - 1;
const minCol = main.col;
const maxCol = h ? main.col + main.len - 1 : main.col;
if (h && main.len === BOARD_SIZE) {
return { row: main.row, col: maxCol, corner: 'tr' };
}
if (maxCol === last || minRow === 0) {
return h ? { row: main.row, col: minCol, corner: 'bl' } : { row: maxRow, col: main.col, corner: 'bl' };
}
return h ? { row: main.row, col: maxCol, corner: 'tr' } : { row: minRow, col: main.col, corner: 'tr' };
}