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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@@ -70,6 +70,9 @@ table GameView {
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// last_activity_unix is the lobby sort key: the current turn's start for an active
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// game, the finish time for a finished one.
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last_activity_unix:long;
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// vs_ai marks an honest-AI game: the opponent is shown as 🤖 and chat/nudge/add-friend
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// are disabled in the client. A robot-filled random game keeps vs_ai=false.
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vs_ai:bool;
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}
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// MoveRecord is one decoded move (a committed play, or a hint preview).
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@@ -289,11 +292,13 @@ table GameList {
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// --- lobby (authenticated) ---
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// EnqueueRequest joins the auto-match pool for a variant under a per-turn word rule.
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// EnqueueRequest starts a quick game for a variant under a per-turn word rule.
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// multiple_words_per_turn true is standard Scrabble; false is the single-word rule.
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// vs_ai true starts an honest-AI game against a robot instead of human auto-match.
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table EnqueueRequest {
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variant:string;
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multiple_words_per_turn:bool;
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vs_ai:bool;
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}
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// MatchResult reports whether the caller has been paired into a game yet.
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@@ -61,8 +61,20 @@ func (rcv *EnqueueRequest) MutateMultipleWordsPerTurn(n bool) bool {
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return rcv._tab.MutateBoolSlot(6, n)
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}
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func (rcv *EnqueueRequest) VsAi() bool {
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o := flatbuffers.UOffsetT(rcv._tab.Offset(8))
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if o != 0 {
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return rcv._tab.GetBool(o + rcv._tab.Pos)
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}
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return false
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}
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func (rcv *EnqueueRequest) MutateVsAi(n bool) bool {
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return rcv._tab.MutateBoolSlot(8, n)
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}
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func EnqueueRequestStart(builder *flatbuffers.Builder) {
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builder.StartObject(2)
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builder.StartObject(3)
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}
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func EnqueueRequestAddVariant(builder *flatbuffers.Builder, variant flatbuffers.UOffsetT) {
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builder.PrependUOffsetTSlot(0, flatbuffers.UOffsetT(variant), 0)
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@@ -70,6 +82,9 @@ func EnqueueRequestAddVariant(builder *flatbuffers.Builder, variant flatbuffers.
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func EnqueueRequestAddMultipleWordsPerTurn(builder *flatbuffers.Builder, multipleWordsPerTurn bool) {
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builder.PrependBoolSlot(1, multipleWordsPerTurn, false)
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}
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func EnqueueRequestAddVsAi(builder *flatbuffers.Builder, vsAi bool) {
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builder.PrependBoolSlot(2, vsAi, false)
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}
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func EnqueueRequestEnd(builder *flatbuffers.Builder) flatbuffers.UOffsetT {
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return builder.EndObject()
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}
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@@ -173,8 +173,20 @@ func (rcv *GameView) MutateLastActivityUnix(n int64) bool {
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return rcv._tab.MutateInt64Slot(26, n)
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}
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func (rcv *GameView) VsAi() bool {
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o := flatbuffers.UOffsetT(rcv._tab.Offset(28))
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if o != 0 {
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return rcv._tab.GetBool(o + rcv._tab.Pos)
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}
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return false
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}
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func (rcv *GameView) MutateVsAi(n bool) bool {
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return rcv._tab.MutateBoolSlot(28, n)
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}
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func GameViewStart(builder *flatbuffers.Builder) {
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builder.StartObject(12)
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builder.StartObject(13)
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}
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func GameViewAddId(builder *flatbuffers.Builder, id flatbuffers.UOffsetT) {
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builder.PrependUOffsetTSlot(0, flatbuffers.UOffsetT(id), 0)
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@@ -215,6 +227,9 @@ func GameViewStartSeatsVector(builder *flatbuffers.Builder, numElems int) flatbu
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func GameViewAddLastActivityUnix(builder *flatbuffers.Builder, lastActivityUnix int64) {
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builder.PrependInt64Slot(11, lastActivityUnix, 0)
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}
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func GameViewAddVsAi(builder *flatbuffers.Builder, vsAi bool) {
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builder.PrependBoolSlot(12, vsAi, false)
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}
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func GameViewEnd(builder *flatbuffers.Builder) flatbuffers.UOffsetT {
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return builder.EndObject()
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}
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