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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@@ -94,8 +94,11 @@ type gameDTO struct {
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ToMove int `json:"to_move"`
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TurnTimeoutSecs int `json:"turn_timeout_secs"`
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MultipleWordsPerTurn bool `json:"multiple_words_per_turn"`
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MoveCount int `json:"move_count"`
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EndReason string `json:"end_reason"`
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// VsAI marks an honest-AI game: the opponent is shown as 🤖 and chat/nudge/add-friend
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// are suppressed in the client.
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VsAI bool `json:"vs_ai"`
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MoveCount int `json:"move_count"`
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EndReason string `json:"end_reason"`
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// LastActivityUnix is the lobby sort key: the current turn's start for an active
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// game, the finish time once finished.
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LastActivityUnix int64 `json:"last_activity_unix"`
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@@ -220,6 +223,7 @@ func gameDTOFromGame(g game.Game) gameDTO {
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ToMove: g.ToMove,
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TurnTimeoutSecs: int(g.TurnTimeout.Seconds()),
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MultipleWordsPerTurn: g.MultipleWordsPerTurn,
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VsAI: g.VsAI,
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MoveCount: g.MoveCount,
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EndReason: g.EndReason,
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LastActivityUnix: last.Unix(),
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