feat: honest AI opponent in quick game
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CI / changes (pull_request) Successful in 3s
CI / unit (pull_request) Successful in 9s
CI / integration (pull_request) Successful in 14s
CI / ui (pull_request) Successful in 49s
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New Game's quick game gains an explicit opponent selector — 🤖 AI (default) or 👤 Random player. AI starts a game seated with a pooled robot that joins and moves at once: no per-move timeout (a 7-day inactivity loss reusing the turn-timeout sweeper), chat/nudge disabled, no statistics, the opponent shown as 🤖 everywhere. The random path (disguised robot) is unchanged. Driven by one game flag (games.vs_ai), set only on AI-started games so the disguised path is never revealed; Matchmaker.StartVsAI seats the robot directly (no open pool); the robot replies event-driven via the game service's after-commit/after-create hook. Wire: vs_ai on EnqueueRequest + GameView.
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@@ -39,6 +39,7 @@ var ErrNoRobotAvailable = errors.New("robot: no robot available in the pool")
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// player. game.Service satisfies it.
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type GameDriver interface {
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RobotTurns(ctx context.Context, robotIDs []uuid.UUID) ([]game.RobotTurn, error)
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RobotTurn(ctx context.Context, gameID uuid.UUID, robotIDs []uuid.UUID) (game.RobotTurn, bool, error)
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Participants(ctx context.Context, gameID uuid.UUID) ([]uuid.UUID, int, string, error)
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Candidates(ctx context.Context, gameID, accountID uuid.UUID) ([]engine.MoveRecord, error)
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GameState(ctx context.Context, gameID, accountID uuid.UUID) (game.StateView, error)
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