Stage 13: alphabet on the wire (UI alphabet-agnostic, TODO-4)
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Live play now exchanges per-variant alphabet indices instead of concrete letters (rack out; submit-play, evaluate, exchange, word-check in). The client caches each variant's (index, letter, value) table behind StateRequest.include_alphabet and renders the rack and blank chooser from it, dropping the hardcoded value/alphabet tables. History, the durable journal and GCG stay decoded concrete characters (ARCHITECTURE §9.1, unchanged). - pkg/fbs: new AlphabetEntry + PlayTile; StateView.rack -> [ubyte] + alphabet; StateRequest.include_alphabet; SubmitPlay/Eval tiles -> [PlayTile]; Exchange tiles + CheckWord word -> [ubyte] (committed Go + TS regenerated). - engine: AlphabetTable + a cached per-variant codec (LetterForIndex/EncodeRack/ DecodeTiles/DecodeWord) + BlankIndex sentinel; Go parity test. - backend server edge maps index<->letter (new thin game.Service.GameVariant); game.Service domain methods, engine.Game and the robot keep one letter-based play path. The gateway forwards indices verbatim (no alphabet table). - ui: lib/alphabet.ts in-memory cache; codec encodes/decodes indices; premiums.ts is geometry-only; the mock seeds a fixture table; the UI normalises display to upper case (codec + cache), leaving placement/board/checkword unchanged. Parity moved to the Go engine.AlphabetTable test; premiums.ts loses its value tables. Discharges TODO-4.
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@@ -178,6 +178,13 @@ func (svc *Service) Resign(ctx context.Context, gameID, accountID uuid.UUID) (Mo
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})
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}
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// GameVariant returns just a game's variant. The edge layer uses it to map wire alphabet
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// indices to concrete letters before delegating to the letter-based play, exchange and
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// word-check methods (Stage 13), keeping a single domain path shared with the robot.
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func (svc *Service) GameVariant(ctx context.Context, gameID uuid.UUID) (engine.Variant, error) {
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return svc.store.GetGameVariant(ctx, gameID)
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}
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// transition validates the actor and turn, applies op under the per-game lock and
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// commits the result.
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func (svc *Service) transition(ctx context.Context, gameID, accountID uuid.UUID, op engineOp) (MoveResult, error) {
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