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
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 1m12s
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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@@ -62,6 +62,12 @@ func (svc *Service) PostMessage(ctx context.Context, gameID, senderID uuid.UUID,
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if status != statusActive {
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return Message{}, ErrGameNotActive
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}
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// Chat is disabled in honest-AI games (the opponent is a robot).
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if vsAI, err := svc.games.VsAI(ctx, gameID); err != nil {
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return Message{}, err
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} else if vsAI {
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return Message{}, ErrGameVsAI
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}
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if idx != toMove {
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return Message{}, ErrChatNotYourTurn
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}
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@@ -118,6 +124,12 @@ func (svc *Service) Nudge(ctx context.Context, gameID, senderID uuid.UUID) (Mess
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if idx < 0 {
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return Message{}, ErrNotParticipant
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}
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// Nudge is disabled in honest-AI games (the opponent is a robot).
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if vsAI, err := svc.games.VsAI(ctx, gameID); err != nil {
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return Message{}, err
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} else if vsAI {
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return Message{}, ErrGameVsAI
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}
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if idx == toMove {
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return Message{}, ErrNudgeOnOwnTurn
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}
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