Stage 5: robot opponent (pool, seed-derived strategy, move driver, matchmaker substitution)
- internal/robot: durable kind='robot' account pool (migration 00004); every per-game and per-turn choice derived deterministically from the game seed (restart-stable FNV mix); a background move driver; margin targeting (band 1-30, closest-to-band); right-skewed [2,90]min delays (median ~10m); opponent-anchored sleep with +/-3h drift; daytime nudge reply + proactive 12h nudge; friend/chat blocked via profile toggles. - engine.Candidates (decoded ranked plays); game.Candidates + RobotTurns; social.LastNudgeAt. - matchmaker: 10s wait then robot substitution (reaper) + Poll delivery seam. - config (BACKEND_ROBOT_DRIVE_INTERVAL, BACKEND_LOBBY_ROBOT_WAIT, BACKEND_LOBBY_REAPER_INTERVAL); main wiring + boot-time pool provisioning. - metrics: robot account_stats (authoritative balance) + robot_games_finished_total OTel counter + per-finish log. - docs: PLAN, ARCHITECTURE, FUNCTIONAL(+ru), TESTING, README; account.go comment. - tests: robot strategy units, matchmaker reaper/Poll, engine.Candidates; inttest robot full-game / substitution / proactive-nudge.
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@@ -346,6 +346,51 @@ func (s *Store) ActiveGames(ctx context.Context) ([]activeGame, error) {
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return out, nil
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}
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// RobotTurns returns one row per active game seating any of the given accounts,
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// for the robot scheduler. It joins games to game_players on the robot's seat and
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// carries the game's turn cursor and bag seed; the driver filters these against
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// each robot's per-game deadline. An empty id list returns no rows.
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func (s *Store) RobotTurns(ctx context.Context, ids []uuid.UUID) ([]RobotTurn, error) {
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if len(ids) == 0 {
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return nil, nil
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}
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exprs := make([]postgres.Expression, len(ids))
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for i, id := range ids {
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exprs[i] = postgres.UUID(id)
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}
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stmt := postgres.SELECT(
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table.Games.GameID, table.Games.ToMove, table.Games.TurnStartedAt,
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table.Games.MoveCount, table.Games.Seed,
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table.GamePlayers.Seat, table.GamePlayers.AccountID,
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).FROM(
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table.Games.INNER_JOIN(table.GamePlayers, table.GamePlayers.GameID.EQ(table.Games.GameID)),
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).WHERE(
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table.Games.Status.EQ(postgres.String(StatusActive)).
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AND(table.GamePlayers.AccountID.IN(exprs...)),
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).ORDER_BY(table.Games.TurnStartedAt.ASC())
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var rows []struct {
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model.Games
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model.GamePlayers
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}
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if err := stmt.QueryContext(ctx, s.db, &rows); err != nil {
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return nil, fmt.Errorf("game: list robot turns: %w", err)
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}
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out := make([]RobotTurn, 0, len(rows))
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for _, r := range rows {
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out = append(out, RobotTurn{
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GameID: r.Games.GameID,
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RobotID: r.GamePlayers.AccountID,
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RobotSeat: int(r.GamePlayers.Seat),
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ToMove: int(r.Games.ToMove),
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TurnStartedAt: r.Games.TurnStartedAt,
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MoveCount: int(r.Games.MoveCount),
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Seed: r.Games.Seed,
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})
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}
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return out, nil
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}
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// GameSeed returns the bag seed a game was dealt from, used to replay it. The
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// seed is server-only state and never travels in the public Game view.
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func (s *Store) GameSeed(ctx context.Context, id uuid.UUID) (int64, error) {
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