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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@@ -42,9 +42,14 @@ out of production). Both speak the plain `lib/model.ts` types via `lib/codec.ts`
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**No board on the wire:** `StateView` is a summary + rack only, so the client
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reconstructs the 15×15 board by replaying the decoded move journal (`game.history`).
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Premium squares and tile values (`lib/premiums.ts`) are a client-side map **ported from
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`scrabble-solver/rules/rules.go`** (pinned by a Vitest parity test). Board, tiles and
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effects are pure CSS + Unicode — no image/font/SVG assets.
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**The play loop is alphabet-agnostic (Stage 13):** the rack and the play / exchange /
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word-check requests carry **alphabet indices**, and the client caches each variant's
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`(index, letter, value)` table — sent once behind `StateRequest.include_alphabet` — in
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`lib/alphabet.ts`, rendering the rack and blank chooser from it. **Premium squares**
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(`lib/premiums.ts`) stay a client-side geometry map **ported from
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`scrabble-solver/rules/rules.go`** (pinned by a Vitest parity test); **tile values and the
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alphabet now come from the server table** (their parity lives in the Go `engine.AlphabetTable`
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test). Board, tiles and effects are pure CSS + Unicode — no image/font/SVG assets.
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## Codegen
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@@ -65,7 +70,8 @@ runtime; the Telegram SDK itself is wired in the Telegram stage.
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```
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src/
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lib/ model, client facade, transport (+ mock), codec, board replay,
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placement state machine, premiums, stats, share, i18n, theme, session, router, app store
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placement state machine, premiums (geometry), alphabet cache, stats, share,
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i18n, theme, session, router, app store
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components/ Header, Menu (+ badge), Modal, Toast, TabBar, Screen
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screens/ Login, Lobby, NewGame, Profile, Settings, About, Friends, Stats
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game/ Game, Board, Rack, Controls, MakeMove, Chat
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