feat(stats): best-move word, moves & hint-share, and a hint-count fix (#81)
The statistics screen gains real depth, plus a hint-count bug fix found along the way. - Best move per variant: the screen shows the actual best-move word (drawn as game tiles; a wildcard shows its letter but no value), broken down by game variant, empty variants omitted. New account_best_move table, written at game finish. - Moves & hint share: two new lifetime tiles — the player's play count and the share of plays that used a hint — from summed account_stats counters (moves, hints_used). Honest-AI games are excluded, like the rest of the stats. - Hint-count fix: the in-game hint badge no longer goes stale across games. The global wallet now rides the wire apart from the per-game allowance (wallet_balance on StateView/HintResult/StatsView), so the client reads the live wallet rather than a per-game snapshot; game_players.hints_used now counts every hint (allowance + wallet), its true per-game total. - Account merge: sums the new moves/hints_used counters and merges the per-variant best moves (higher score kept), which it previously dropped. - Admin: the user card shows Moves and Hints used. - UI polish: tab/label wording, game-over text, and e2e selectors hardened against label changes. All wire additions are trailing (backward-compatible). Docs (ARCHITECTURE, FUNCTIONAL +ru, UISN_DESIGN) updated in step.
This commit was merged in pull request #81.
This commit is contained in:
@@ -1027,12 +1027,7 @@ func (svc *Service) Hint(ctx context.Context, gameID, accountID uuid.UUID) (Hint
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}
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walletAfter := acc.HintBalance
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if fromAllowance {
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if err := svc.store.SpendHintAllowance(ctx, gameID, seat); err != nil {
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return HintResult{}, err
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}
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used++
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} else {
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if !fromAllowance {
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spent, err := svc.accounts.SpendHint(ctx, accountID)
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if err != nil {
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return HintResult{}, err
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@@ -1042,7 +1037,14 @@ func (svc *Service) Hint(ctx context.Context, gameID, accountID uuid.UUID) (Hint
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}
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walletAfter--
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}
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return HintResult{Move: move, HintsRemaining: hintsRemaining(pre.HintsPerPlayer, used, walletAfter)}, nil
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// hints_used is the per-game total (allowance + wallet): every hint increments it. The first
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// HintsPerPlayer hints are the free allowance (so fromAllowance above stays correct); the rest
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// are charged to the wallet. Counting all hints feeds the player's lifetime hint statistics.
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if err := svc.store.IncHintsUsed(ctx, gameID, seat); err != nil {
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return HintResult{}, err
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}
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used++
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return HintResult{Move: move, HintsRemaining: hintsRemaining(pre.HintsPerPlayer, used, walletAfter), WalletBalance: walletAfter}, nil
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}
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// Candidates returns the to-move player's legal plays for a seated player on
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@@ -1130,6 +1132,7 @@ func (svc *Service) GameState(ctx context.Context, gameID, accountID uuid.UUID)
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Rack: g.Hand(seat),
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BagLen: g.BagLen(),
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HintsRemaining: hintsRemaining(pre.HintsPerPlayer, pre.Seats[seat].HintsUsed, acc.HintBalance),
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WalletBalance: acc.HintBalance,
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}, nil
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}
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@@ -1419,19 +1422,45 @@ func replayMove(g *engine.Game, mv HistoryMove) error {
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}
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// buildStats derives each seat's statistics contribution from a finished game:
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// win/loss/draw from the (resignation-aware) winner, the final score, and the
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// best single-move score from the log.
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// win/loss/draw from the (resignation-aware) winner, the final score, and the best
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// single play from the log — its score and, for the per-variant breakdown, its main
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// word as rendering tiles. Blank flags are taken from every blank ever placed (so a
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// blank laid by an earlier move and embedded in the best word is honoured), which is
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// equivalent to reading the final board since a placed tile never moves.
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func buildStats(g *engine.Game, seats []Seat) []statDelta {
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res := g.Result()
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best := make(map[int]int)
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bestRec := make(map[int]engine.MoveRecord)
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blanks := make(map[[2]int]bool)
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plays := make(map[int]int) // per player: count of plays (tile placements), for the "moves" stat
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for _, rec := range g.Log() {
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if rec.Action == engine.ActionPlay && rec.Score > best[rec.Player] {
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best[rec.Player] = rec.Score
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if rec.Action != engine.ActionPlay {
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continue
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}
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plays[rec.Player]++
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for _, t := range rec.Tiles {
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if t.Blank {
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blanks[[2]int{t.Row, t.Col}] = true
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}
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}
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if cur, ok := bestRec[rec.Player]; !ok || rec.Score > cur.Score {
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bestRec[rec.Player] = rec
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}
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}
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variant := g.Variant().String()
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values := letterValues(g.Variant())
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out := make([]statDelta, 0, len(seats))
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for _, s := range seats {
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d := statDelta{accountID: s.AccountID, gamePoints: g.Score(s.Seat), wordPoints: best[s.Seat]}
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// moves counts the seat's plays; hintsUsed is the seat's total hints this game. Both are
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// summed into account_stats so the screen can show the hint share (hints_used / moves).
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d := statDelta{accountID: s.AccountID, gamePoints: g.Score(s.Seat), moves: plays[s.Seat], hintsUsed: s.HintsUsed}
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if rec, ok := bestRec[s.Seat]; ok {
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d.wordPoints = rec.Score
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if rec.Score > 0 {
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d.bestVariant = variant
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d.bestScore = rec.Score
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d.bestTiles = mainWordTiles(rec, blanks, values)
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}
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}
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switch {
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case res.Winner < 0:
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d.draws = 1
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@@ -1445,6 +1474,49 @@ func buildStats(g *engine.Game, seats []Seat) []statDelta {
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return out
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}
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// letterValues builds a lower-cased letter -> tile value lookup for a variant from the
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// engine's alphabet table, so a best-move word can be rendered with per-tile values on a
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// screen (statistics) that has not cached the variant's alphabet. It is empty for an
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// unrecognised variant, leaving every value zero.
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func letterValues(v engine.Variant) map[string]int {
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table, err := engine.AlphabetTable(v)
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if err != nil {
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return nil
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}
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m := make(map[string]int, len(table))
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for _, e := range table {
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m[strings.ToLower(e.Letter)] = e.Value
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}
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return m
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}
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// mainWordTiles decodes a play's main word into rendering tiles: each letter with its
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// tile value (0 for a blank) and blank flag. blanks is the set of board coordinates a
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// blank was ever placed on; values maps a lower-cased letter to its tile value. It walks
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// the word from its first-letter coordinate along the play's orientation.
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func mainWordTiles(rec engine.MoveRecord, blanks map[[2]int]bool, values map[string]int) []account.BestMoveTile {
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if len(rec.Words) == 0 {
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return nil
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}
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dr, dc := 0, 1
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if rec.Dir == engine.Vertical {
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dr, dc = 1, 0
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}
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letters := []rune(rec.Words[0])
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out := make([]account.BestMoveTile, len(letters))
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for i, r := range letters {
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row, col := rec.MainRow+i*dr, rec.MainCol+i*dc
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blank := blanks[[2]int{row, col}]
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letter := string(r)
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value := 0
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if !blank {
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value = values[strings.ToLower(letter)]
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}
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out[i] = account.BestMoveTile{Letter: letter, Value: value, Blank: blank}
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}
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return out
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}
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// nonGuestSeats filters out guest seats so the finish-time statistics are
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// recomputed for durable non-guest accounts only — guests never accrue
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// statistics (docs/ARCHITECTURE.md §9). It is called once per game, on finish.
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