feat: honest AI opponent in quick game
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.
This commit is contained in:
Ilia Denisov
2026-06-15 20:14:24 +02:00
parent 91d5c341ef
commit aa765a0c06
56 changed files with 901 additions and 86 deletions
+2 -1
View File
@@ -68,7 +68,8 @@ export interface GatewayClient {
gamesList(): Promise<GameList>;
// --- lobby ---
lobbyEnqueue(variant: Variant, multipleWords: boolean): Promise<MatchResult>;
/** Start a quick game: human auto-match, or an honest-AI game against a robot when vsAi. */
lobbyEnqueue(variant: Variant, multipleWords: boolean, vsAi: boolean): Promise<MatchResult>;
lobbyPoll(): Promise<MatchResult>;
/** Leave the auto-match pool (idempotent); a cancelled quick-match must not stay queued. */
lobbyCancel(): Promise<void>;