Merge pull request 'feat(offline): local game engine (Phase B1)' (#191) from feature/offline-localgame-engine into development
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This commit was merged in pull request #191.
This commit is contained in:
@@ -121,6 +121,8 @@ func main() {
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return
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}
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emitRulesets()
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buildSample(*out, "en", rules.English(), sampleWordsEN, []genCase{
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emptyCase("empty-cared", englishRack("caredts", 0), scrabble.Both, false),
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emptyCase("empty-dogs", englishRack("dogsent", 0), scrabble.Both, false),
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@@ -363,6 +365,37 @@ func russianRack(letters string, blanks int) genRack {
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return genRack{Letters: idx, Blanks: blanks}
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}
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// emitRulesets writes the per-variant static ruleset data (tile values, bag counts, blanks,
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// bingo, rack size) the offline engine mirrors in ui/src/lib/localgame/ruleset.ts, so a TS
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// parity test can pin that hand-copied table to the Go rulesets (scrabble-solver/rules).
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func emitRulesets() {
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type rsFix struct {
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Size int `json:"size"`
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RackSize int `json:"rackSize"`
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Bingo int `json:"bingo"`
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Blanks int `json:"blanks"`
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Values []int `json:"values"`
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Counts []int `json:"counts"`
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}
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out := map[string]rsFix{}
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for _, v := range []struct {
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name string
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rs *rules.Ruleset
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}{
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{"scrabble_en", rules.English()},
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{"scrabble_ru", rules.RussianScrabble()},
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{"erudit_ru", rules.Erudit()},
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} {
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out[v.name] = rsFix{Size: v.rs.Size(), RackSize: v.rs.RackSize, Bingo: v.rs.Bingo, Blanks: v.rs.Blanks, Values: v.rs.Values, Counts: v.rs.Counts}
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}
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dir := filepath.Join("ui", "src", "lib", "localgame", "testdata")
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if err := os.MkdirAll(dir, 0o755); err != nil {
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log.Fatalf("movegen: mkdir %s: %v", dir, err)
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}
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writeJSON(filepath.Join(dir, "rulesets.json"), out)
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log.Printf("movegen: wrote %s (3 variants)", filepath.Join(dir, "rulesets.json"))
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}
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func writeJSON(path string, v any) {
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data, err := json.MarshalIndent(v, "", " ")
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if err != nil {
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@@ -0,0 +1,123 @@
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package engine
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import (
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"encoding/json"
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"os"
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"path/filepath"
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"testing"
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"gitea.iliadenisov.ru/developer/scrabble-solver/rules"
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)
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// The offline engine (ui/src/lib/localgame) reproduces the end-of-game rack settlement and the
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// winner rule so a local game finishes with the same scores as the server. These golden fixtures
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// pin the ported pure functions (applyEndAdjustment / winner / rackValue) to the real Go engine.
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// Being in-package, this emitter constructs Game values directly and drives the unexported
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// end-game math on chosen positions.
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type endCaseIn struct {
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Name string `json:"name"`
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Variant string `json:"variant"`
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Reason string `json:"reason"`
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Hands [][]int `json:"hands"`
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Scores []int `json:"scores"`
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Resigned []bool `json:"resigned"`
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ToMove int `json:"toMove"`
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}
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type endCaseOut struct {
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endCaseIn
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ScoresAfter []int `json:"scoresAfter"`
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Winner int `json:"winner"`
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}
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func rulesetFor(variant string) *rules.Ruleset {
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switch variant {
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case "scrabble_ru":
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return rules.RussianScrabble()
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case "erudit_ru":
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return rules.Erudit()
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default:
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return rules.English()
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}
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}
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func reasonFor(s string) EndReason {
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switch s {
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case "out_of_tiles":
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return EndOutOfTiles
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case "scoreless":
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return EndScoreless
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case "resign":
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return EndResign
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case "aborted":
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return EndAborted
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}
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return EndNotOver
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}
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func handsBytes(hands [][]int) [][]byte {
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out := make([][]byte, len(hands))
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for i, h := range hands {
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b := make([]byte, len(h))
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for j, x := range h {
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b[j] = byte(x)
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}
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out[i] = b
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}
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return out
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}
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// TestEmitEndgameFixtures regenerates ui/src/lib/localgame/testdata/endgame.json. Gated by
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// EMIT_ENGINE_FIXTURES. Regenerate with:
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//
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// EMIT_ENGINE_FIXTURES=1 go test ./backend/internal/engine -run TestEmitEndgameFixtures
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func TestEmitEndgameFixtures(t *testing.T) {
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if os.Getenv("EMIT_ENGINE_FIXTURES") == "" {
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t.Skip("set EMIT_ENGINE_FIXTURES=1 to regenerate ui/src/lib/localgame/testdata/endgame.json")
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}
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cases := []endCaseIn{
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{"out-basic", "scrabble_en", "out_of_tiles", [][]int{{}, {0, 1, 2}}, []int{50, 40}, []bool{false, false}, 0},
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{"out-blank", "scrabble_en", "out_of_tiles", [][]int{{}, {255, 0}}, []int{30, 30}, []bool{false, false}, 0},
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{"out-erudit-yo", "erudit_ru", "out_of_tiles", [][]int{{}, {6, 32}}, []int{10, 10}, []bool{false, false}, 0},
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{"out-tie", "scrabble_en", "out_of_tiles", [][]int{{}, {}}, []int{30, 30}, []bool{false, false}, 0},
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{"out-3p", "scrabble_ru", "out_of_tiles", [][]int{{}, {0, 1}, {2}}, []int{10, 10, 10}, []bool{false, false, false}, 0},
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{"scoreless", "scrabble_en", "scoreless", [][]int{{0, 1}, {2, 3}}, []int{20, 20}, []bool{false, false}, 0},
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{"resign-2p", "scrabble_en", "resign", [][]int{{}, {0}}, []int{100, 10}, []bool{true, false}, 1},
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{"resign-3p", "scrabble_en", "resign", [][]int{{}, {}, {}}, []int{50, 60, 40}, []bool{false, true, false}, 0},
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{"aborted", "scrabble_en", "aborted", [][]int{{0}, {1}}, []int{40, 30}, []bool{false, false}, 0},
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}
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out := make([]endCaseOut, 0, len(cases))
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for _, c := range cases {
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rs := rulesetFor(c.Variant)
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scores := append([]int(nil), c.Scores...)
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g := &Game{
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rules: rs,
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hands: handsBytes(c.Hands),
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scores: scores,
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resigned: c.Resigned,
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toMove: c.ToMove,
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}
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reason := reasonFor(c.Reason)
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g.over = true
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g.reason = reason
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g.applyEndAdjustment(reason)
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out = append(out, endCaseOut{endCaseIn: c, ScoresAfter: g.scores, Winner: g.winner()})
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}
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dir := filepath.Join("..", "..", "..", "ui", "src", "lib", "localgame", "testdata")
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if err := os.MkdirAll(dir, 0o755); err != nil {
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t.Fatalf("mkdir %s: %v", dir, err)
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}
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data, err := json.MarshalIndent(map[string]any{"cases": out}, "", " ")
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if err != nil {
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t.Fatalf("marshal: %v", err)
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}
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path := filepath.Join(dir, "endgame.json")
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if err := os.WriteFile(path, append(data, '\n'), 0o644); err != nil {
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t.Fatalf("write %s: %v", path, err)
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}
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t.Logf("wrote %s (%d cases)", path, len(out))
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}
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@@ -0,0 +1,50 @@
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import { describe, it, expect } from 'vitest';
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import { Bag } from './bag';
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import { RULESETS } from './ruleset';
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import { BLANK_INDEX } from '../alphabet';
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describe('offline bag', () => {
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it('holds exactly the variant tile distribution', () => {
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const rs = RULESETS.scrabble_en;
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const total = rs.counts.reduce((a, b) => a + b, 0) + rs.blanks;
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const bag = new Bag('scrabble_en', 42);
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expect(bag.length).toBe(total);
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const drawn = bag.draw(total);
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expect(drawn.length).toBe(total);
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expect(bag.length).toBe(0);
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const tally = new Map<number, number>();
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for (const t of drawn) tally.set(t, (tally.get(t) ?? 0) + 1);
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for (let i = 0; i < rs.counts.length; i++) expect(tally.get(i) ?? 0).toBe(rs.counts[i]);
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expect(tally.get(BLANK_INDEX) ?? 0).toBe(rs.blanks);
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});
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it('draws beyond the remaining, returning all and emptying', () => {
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const bag = new Bag('scrabble_ru', 7);
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const total = bag.length;
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const all = bag.draw(total + 5);
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expect(all.length).toBe(total);
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expect(bag.length).toBe(0);
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expect(bag.draw(3)).toEqual([]);
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});
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it('returns tiles back to the bag', () => {
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const bag = new Bag('erudit_ru', 1);
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const before = bag.length;
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const seven = bag.draw(7);
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expect(bag.length).toBe(before - 7);
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bag.return(seven);
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expect(bag.length).toBe(before);
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});
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it('is deterministic for a given seed and operation sequence', () => {
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const a = new Bag('scrabble_en', 123);
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const b = new Bag('scrabble_en', 123);
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expect(a.draw(30)).toEqual(b.draw(30));
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// A return reshuffles both identically, so subsequent draws still agree.
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a.return([0, 1, 2]);
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b.return([0, 1, 2]);
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expect(a.draw(10)).toEqual(b.draw(10));
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});
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});
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@@ -0,0 +1,76 @@
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// The offline tile bag — the shuffled draw pile for one local game. Structurally a port of
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// backend/internal/engine/bag.go (fill from the variant's counts + blanks, draw from the end,
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// return-and-reshuffle for an exchange), but shuffled with a small DETERMINISTIC in-house PRNG
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// rather than Go's math/rand: a local game only needs to be reproducible from its own seed and
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// sequence of operations (for replay from the stored journal), not bit-identical to a server
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// game (docs plan). Blanks ride as BLANK_INDEX, matching lib/alphabet.ts (and the engine's
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// blankTile = 0xff = 255).
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import { RULESETS } from './ruleset';
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import { BLANK_INDEX } from '../alphabet';
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import type { Variant } from '../model';
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// mulberry32 is a compact deterministic PRNG returning a float in [0, 1). Seeded from the game
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// seed so the shuffle sequence — and thus the draws — replay identically for the same seed and
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// the same sequence of returns.
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function mulberry32(seed: number): () => number {
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let a = seed >>> 0;
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return () => {
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a = (a + 0x6d2b79f5) | 0;
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let t = Math.imul(a ^ (a >>> 15), 1 | a);
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t = (t + Math.imul(t ^ (t >>> 7), 61 | t)) ^ t;
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return ((t ^ (t >>> 14)) >>> 0) / 4294967296;
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};
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}
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/**
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* Bag is one local game's draw pile. Construct it with the variant and a numeric seed; draw()
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* and return() mutate it in place. It is reproducible: the same seed and the same sequence of
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* operations yield the same draws.
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*/
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export class Bag {
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private tiles: number[];
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private readonly rand: () => number;
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constructor(variant: Variant, seed: number) {
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const rs = RULESETS[variant];
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const tiles: number[] = [];
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for (let i = 0; i < rs.counts.length; i++) {
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for (let n = 0; n < rs.counts[i]; n++) tiles.push(i);
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}
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for (let n = 0; n < rs.blanks; n++) tiles.push(BLANK_INDEX);
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this.tiles = tiles;
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this.rand = mulberry32(seed);
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this.shuffle();
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}
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/** length is the number of tiles left in the bag. */
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get length(): number {
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return this.tiles.length;
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}
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|
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/**
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* draw removes up to n tiles from the end of the bag and returns them. Drawing more than
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* remain returns all of them; drawing from an empty bag returns an empty array.
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*/
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draw(n: number): number[] {
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const take = Math.min(n, this.tiles.length);
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return this.tiles.splice(this.tiles.length - take, take);
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}
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|
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/** return puts tiles back into the bag and reshuffles, as when a player exchanges tiles. */
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return(tiles: readonly number[]): void {
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for (const t of tiles) this.tiles.push(t);
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this.shuffle();
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}
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// shuffle randomises the remaining tiles in place with the bag's own PRNG (Fisher–Yates).
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private shuffle(): void {
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for (let i = this.tiles.length - 1; i > 0; i--) {
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const j = Math.floor(this.rand() * (i + 1));
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const tmp = this.tiles[i];
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this.tiles[i] = this.tiles[j];
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this.tiles[j] = tmp;
|
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}
|
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}
|
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}
|
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@@ -0,0 +1,44 @@
|
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// The mutable local-game board: a 15x15 row-major grid of placed tiles (alphabet-index letter
|
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// plus a blank flag). It satisfies the read view the validator and generator need (GenBoard,
|
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// which extends validate.ts's Board) and adds set() so the engine can apply a play. The board is
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// alphabet-agnostic — a cell's letter is a variant index, meaningful with the variant's ruleset.
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|
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import { BOARD_SIZE } from '../premiums';
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import type { Cell } from '../dict/validate';
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import type { GenBoard } from '../dict/generate';
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|
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/** LocalBoard is the engine's in-memory board; it reads as a GenBoard and applies plays via set. */
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export class LocalBoard implements GenBoard {
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readonly rows = BOARD_SIZE;
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readonly cols = BOARD_SIZE;
|
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private readonly grid: (Cell | null)[];
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private count = 0;
|
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|
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constructor() {
|
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this.grid = new Array<Cell | null>(BOARD_SIZE * BOARD_SIZE).fill(null);
|
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}
|
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|
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inBounds(row: number, col: number): boolean {
|
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return row >= 0 && row < this.rows && col >= 0 && col < this.cols;
|
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}
|
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|
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filled(row: number, col: number): boolean {
|
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return this.inBounds(row, col) && this.grid[row * this.cols + col] !== null;
|
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}
|
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|
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cellAt(row: number, col: number): Cell {
|
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return this.grid[row * this.cols + col]!;
|
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}
|
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|
||||
isEmpty(): boolean {
|
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return this.count === 0;
|
||||
}
|
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|
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/** set places a tile at (row, col). It assumes the square was empty (a play only lays tiles
|
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* on empty squares), keeping the filled count exact for isEmpty. */
|
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set(row: number, col: number, letter: number, blank: boolean): void {
|
||||
const i = row * this.cols + col;
|
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if (this.grid[i] === null) this.count++;
|
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this.grid[i] = { letter, blank };
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,35 @@
|
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import { describe, it, expect } from 'vitest';
|
||||
import { readFileSync } from 'node:fs';
|
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import { applyEndAdjustment, winner, type EndReason } from './engine';
|
||||
import { RULESETS } from './ruleset';
|
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import type { Variant } from '../model';
|
||||
|
||||
// The offline engine must settle unplayed racks and decide the winner exactly as the Go engine
|
||||
// does, so a local game finishes with the same scores. Golden from the in-package emitter
|
||||
// (backend/internal/engine/endfixture_test.go).
|
||||
interface EndCase {
|
||||
name: string;
|
||||
variant: Variant;
|
||||
reason: EndReason;
|
||||
hands: number[][];
|
||||
scores: number[];
|
||||
resigned: boolean[];
|
||||
toMove: number;
|
||||
scoresAfter: number[];
|
||||
winner: number;
|
||||
}
|
||||
|
||||
const fx = JSON.parse(
|
||||
readFileSync(new URL('./testdata/endgame.json', import.meta.url), 'utf8'),
|
||||
) as { cases: EndCase[] };
|
||||
|
||||
describe('offline engine end-game parity vs Go', () => {
|
||||
for (const c of fx.cases) {
|
||||
it(c.name, () => {
|
||||
const values = RULESETS[c.variant].values;
|
||||
const after = applyEndAdjustment(c.reason, c.hands, c.scores, c.toMove, values);
|
||||
expect(after).toEqual(c.scoresAfter);
|
||||
expect(winner(true, c.reason, after, c.resigned)).toBe(c.winner);
|
||||
});
|
||||
}
|
||||
});
|
||||
@@ -0,0 +1,78 @@
|
||||
import { describe, it, expect } from 'vitest';
|
||||
import { readFileSync } from 'node:fs';
|
||||
import { Dawg } from '../dict/dawg';
|
||||
import { RACK_SIZE } from '../premiums';
|
||||
import { LocalGame } from './engine';
|
||||
import { decide } from '../robot/strategy';
|
||||
import type { Move } from '../dict/validate';
|
||||
|
||||
// A full-loop smoke: two robots play a whole local vs_ai game to completion over the committed
|
||||
// sample dictionary, exercising deal / play / refill / exchange / pass / end detection / winner.
|
||||
// (The rich full-dictionary robot behaviour is pinned elsewhere by the generator + strategy parity
|
||||
// suites; this test proves the engine drives to a valid finish.)
|
||||
const dawg = new Dawg(new Uint8Array(readFileSync(new URL('../dict/testdata/sample_en.dawg', import.meta.url))));
|
||||
|
||||
function bestOpponentScore(game: LocalGame, seat: number): number {
|
||||
let best = 0;
|
||||
for (let i = 0; i < game.playerCount; i++) if (i !== seat) best = Math.max(best, game.scoreOf(i));
|
||||
return best;
|
||||
}
|
||||
|
||||
// robotTurn plays the seat to move: it picks the robot's action from the ranked legal plays and
|
||||
// dispatches it. The sample dict has a one-letter word ("a") the generator emits but the validator
|
||||
// rejects (len < 2) — real dictionaries have none, so filtering to main length >= 2 is a no-op in
|
||||
// production; an exchange the bag is too small to satisfy falls back to a pass.
|
||||
function robotTurn(game: LocalGame, seed: bigint): void {
|
||||
const seat = game.currentPlayer;
|
||||
const cands: Move[] = game.generateMoves().filter((m) => m.main.letters.length >= 2);
|
||||
const dec = decide(seed, game.moveCount, cands, game.scoreOf(seat), bestOpponentScore(game, seat), game.handOf(seat), game.bagLength);
|
||||
if (dec.kind === 'play') {
|
||||
game.play(dec.move.dir, dec.move.tiles);
|
||||
} else if (dec.kind === 'exchange' && game.bagLength >= RACK_SIZE) {
|
||||
game.exchange(dec.exchange);
|
||||
} else {
|
||||
game.pass();
|
||||
}
|
||||
}
|
||||
|
||||
describe('offline engine full-game smoke', () => {
|
||||
it('plays a whole 2-player vs_ai game to completion', () => {
|
||||
const game = new LocalGame({
|
||||
variant: 'scrabble_en',
|
||||
version: 'sample',
|
||||
seed: 123456789n,
|
||||
players: 2,
|
||||
dawg,
|
||||
multipleWords: true,
|
||||
});
|
||||
|
||||
let turns = 0;
|
||||
while (!game.isOver && turns < 2000) {
|
||||
robotTurn(game, game.seed);
|
||||
turns++;
|
||||
}
|
||||
|
||||
expect(game.isOver).toBe(true);
|
||||
expect(turns).toBeLessThan(2000);
|
||||
expect(['out_of_tiles', 'scoreless', 'resign']).toContain(game.endReason);
|
||||
|
||||
const w = game.winnerIndex;
|
||||
expect(w === -1 || (w >= 0 && w < game.playerCount)).toBe(true);
|
||||
for (let i = 0; i < game.playerCount; i++) expect(Number.isInteger(game.scoreOf(i))).toBe(true);
|
||||
// The move log recorded every turn.
|
||||
expect(game.history.length).toBe(turns);
|
||||
});
|
||||
|
||||
it('is reproducible from the seed', () => {
|
||||
const play = (): { reason: string; scores: number[]; turns: number } => {
|
||||
const g = new LocalGame({ variant: 'scrabble_en', version: 'sample', seed: 42n, players: 2, dawg, multipleWords: true });
|
||||
let t = 0;
|
||||
while (!g.isOver && t < 2000) {
|
||||
robotTurn(g, g.seed);
|
||||
t++;
|
||||
}
|
||||
return { reason: g.endReason, scores: [g.scoreOf(0), g.scoreOf(1)], turns: t };
|
||||
};
|
||||
expect(play()).toEqual(play());
|
||||
});
|
||||
});
|
||||
@@ -0,0 +1,395 @@
|
||||
// The offline game engine — a faithful port of backend/internal/engine/game.go. It owns the
|
||||
// board, the bag, each seat's hand, the scores, whose turn it is and the move log, applies plays
|
||||
// (reusing the already-ported validator lib/dict/validate.ts and generator lib/dict/generate.ts),
|
||||
// and detects the end of a game (out-of-tiles / scoreless / resign) with the standard end-of-game
|
||||
// rack adjustment. It is pure in-memory logic with no I/O; a local vs_ai game is driven by feeding
|
||||
// it the robot's choice (lib/robot/strategy.ts) each turn. The bag RNG is our own deterministic
|
||||
// PRNG (see bag.ts), so a game replays from its seed but is not bit-identical to a server game.
|
||||
//
|
||||
// End-of-game scoring, the winner rule and the rack value are exported as pure functions so they
|
||||
// can be pinned against the Go engine (engine.parity.test.ts) on constructed positions.
|
||||
|
||||
import { LocalBoard } from './board';
|
||||
import { Bag } from './bag';
|
||||
import { RULESETS } from './ruleset';
|
||||
import { generateMoves, GenRack, Both } from '../dict/generate';
|
||||
import { validatePlay, type Direction, type Placement, type Ruleset, type Move } from '../dict/validate';
|
||||
import { premiumGrid, centre, BOARD_SIZE, RACK_SIZE, BINGO, type Premium } from '../premiums';
|
||||
import { BLANK_INDEX } from '../alphabet';
|
||||
import type { Dawg } from '../dict/dawg';
|
||||
import type { Variant } from '../model';
|
||||
|
||||
/** scorelessLimit is the number of consecutive scoreless turns (passes and exchanges) that ends
|
||||
* a game, mirroring engine.scorelessLimit. */
|
||||
export const scorelessLimit = 6;
|
||||
|
||||
/** EndReason explains why a game finished, using the engine's stable labels. */
|
||||
export type EndReason = 'not_over' | 'out_of_tiles' | 'scoreless' | 'resign' | 'aborted';
|
||||
|
||||
/** Disposition of a dropped-out (resigned/timed-out) seat's tiles in a 3-4 player game. */
|
||||
export type DropoutTiles = 'remove' | 'return';
|
||||
|
||||
/** LocalMove is one recorded turn. tiles/dir are set on a play, count on an exchange. */
|
||||
export interface LocalMove {
|
||||
player: number;
|
||||
action: 'play' | 'pass' | 'exchange' | 'resign';
|
||||
dir?: Direction;
|
||||
tiles?: Placement[];
|
||||
count?: number;
|
||||
score: number;
|
||||
total: number;
|
||||
}
|
||||
|
||||
/** GameError carries a stable code for the engine's rejection reasons. */
|
||||
export class GameError extends Error {
|
||||
constructor(public readonly code: string) {
|
||||
super(code);
|
||||
this.name = 'GameError';
|
||||
}
|
||||
}
|
||||
|
||||
function letterMultOf(p: Premium): number {
|
||||
return p === 'DL' ? 2 : p === 'TL' ? 3 : 1;
|
||||
}
|
||||
function wordMultOf(p: Premium): number {
|
||||
return p === 'DW' ? 2 : p === 'TW' ? 3 : 1;
|
||||
}
|
||||
|
||||
/**
|
||||
* buildRuleset assembles the validator/generator ruleset for a variant from the static offline
|
||||
* tile values (ruleset.ts) and the board geometry (premiums.ts). multipleWords false selects the
|
||||
* single-word-per-turn rule (perpendicular cross-words ignored). Mirrors the server engine's
|
||||
* ruleset for the same variant; online scoring instead reads the server-sent alphabet values.
|
||||
*/
|
||||
export function buildRuleset(variant: Variant, multipleWords: boolean): Ruleset {
|
||||
const prem = premiumGrid(variant);
|
||||
const ctr = centre(variant);
|
||||
return {
|
||||
cols: BOARD_SIZE,
|
||||
center: ctr.row * BOARD_SIZE + ctr.col,
|
||||
rackSize: RACK_SIZE,
|
||||
bingo: BINGO[variant],
|
||||
values: RULESETS[variant].values,
|
||||
letterMult: (r, c) => letterMultOf(prem[r][c]),
|
||||
wordMult: (r, c) => wordMultOf(prem[r][c]),
|
||||
ignoreCrossWords: !multipleWords,
|
||||
};
|
||||
}
|
||||
|
||||
/** rackValue sums the tile values left on a hand; blanks (BLANK_INDEX) count zero. Mirrors
|
||||
* engine (*Game).rackValue. */
|
||||
export function rackValue(hand: readonly number[], values: readonly number[]): number {
|
||||
let v = 0;
|
||||
for (const t of hand) if (t !== BLANK_INDEX) v += values[t];
|
||||
return v;
|
||||
}
|
||||
|
||||
/**
|
||||
* applyEndAdjustment settles the unplayed racks and returns the adjusted scores. Out-of-tiles: the
|
||||
* player who went out (toMove) gains the sum of every opponent's rack value and each opponent loses
|
||||
* their own. Scoreless: everyone loses their own rack value. Resign/aborted: no adjustment.
|
||||
* Mirrors engine (*Game).applyEndAdjustment.
|
||||
*/
|
||||
export function applyEndAdjustment(
|
||||
reason: EndReason,
|
||||
hands: readonly (readonly number[])[],
|
||||
scores: readonly number[],
|
||||
toMove: number,
|
||||
values: readonly number[],
|
||||
): number[] {
|
||||
const out = [...scores];
|
||||
if (reason === 'out_of_tiles') {
|
||||
let bonus = 0;
|
||||
for (let i = 0; i < hands.length; i++) {
|
||||
if (i === toMove) continue;
|
||||
const v = rackValue(hands[i], values);
|
||||
out[i] -= v;
|
||||
bonus += v;
|
||||
}
|
||||
out[toMove] += bonus;
|
||||
} else if (reason === 'scoreless') {
|
||||
for (let i = 0; i < hands.length; i++) out[i] -= rackValue(hands[i], values);
|
||||
}
|
||||
return out;
|
||||
}
|
||||
|
||||
/**
|
||||
* winner returns the index of the single highest-scoring seat, or -1 on a tie for the lead, an
|
||||
* unfinished game or an aborted (draw) game. Resigned seats are excluded, so a two-player game
|
||||
* returns the remaining player even when the resigner led. Mirrors engine (*Game).winner.
|
||||
*/
|
||||
export function winner(over: boolean, reason: EndReason, scores: readonly number[], resigned: readonly boolean[]): number {
|
||||
if (!over || reason === 'aborted') return -1;
|
||||
let best = -1;
|
||||
let tie = false;
|
||||
for (let i = 0; i < scores.length; i++) {
|
||||
if (resigned[i]) continue;
|
||||
if (best === -1 || scores[i] > scores[best]) {
|
||||
best = i;
|
||||
tie = false;
|
||||
} else if (scores[i] === scores[best]) {
|
||||
tie = true;
|
||||
}
|
||||
}
|
||||
return tie ? -1 : best;
|
||||
}
|
||||
|
||||
/** Options for a new local game. */
|
||||
export interface LocalGameOptions {
|
||||
variant: Variant;
|
||||
version: string;
|
||||
/** Seeds the bag; the whole game replays from it. Also the strategy seed the caller uses. */
|
||||
seed: bigint;
|
||||
players: number;
|
||||
dawg: Dawg;
|
||||
multipleWords: boolean;
|
||||
dropoutTiles?: DropoutTiles;
|
||||
}
|
||||
|
||||
// placementTiles maps placements to the tiles they consume (BLANK_INDEX for a blank).
|
||||
function placementTiles(tiles: readonly Placement[]): number[] {
|
||||
return tiles.map((p) => (p.blank ? BLANK_INDEX : p.letter));
|
||||
}
|
||||
|
||||
/**
|
||||
* LocalGame is the in-memory state of one local match and the rules engine over it. Construct it
|
||||
* with a loaded dictionary; drive it with play/pass/exchange/resign. It performs no I/O.
|
||||
*/
|
||||
export class LocalGame {
|
||||
readonly variant: Variant;
|
||||
readonly version: string;
|
||||
readonly seed: bigint;
|
||||
private readonly vrs: Ruleset;
|
||||
private readonly values: readonly number[];
|
||||
private readonly rackSize: number;
|
||||
private readonly dawg: Dawg;
|
||||
private readonly dropoutTiles: DropoutTiles;
|
||||
|
||||
private readonly board: LocalBoard;
|
||||
private readonly bag: Bag;
|
||||
private readonly hands: number[][];
|
||||
private readonly scores: number[];
|
||||
private readonly resigned: boolean[];
|
||||
private toMove = 0;
|
||||
private scorelessRun = 0;
|
||||
private over = false;
|
||||
private reason: EndReason = 'not_over';
|
||||
private readonly log: LocalMove[] = [];
|
||||
|
||||
constructor(opts: LocalGameOptions) {
|
||||
if (opts.players < 2 || opts.players > 4) {
|
||||
throw new GameError('players_out_of_range');
|
||||
}
|
||||
this.variant = opts.variant;
|
||||
this.version = opts.version;
|
||||
this.seed = opts.seed;
|
||||
this.dawg = opts.dawg;
|
||||
this.dropoutTiles = opts.dropoutTiles ?? 'remove';
|
||||
this.vrs = buildRuleset(opts.variant, opts.multipleWords);
|
||||
this.values = RULESETS[opts.variant].values;
|
||||
this.rackSize = RULESETS[opts.variant].rackSize;
|
||||
|
||||
this.board = new LocalBoard();
|
||||
this.bag = new Bag(opts.variant, Number(BigInt.asUintN(32, opts.seed)));
|
||||
this.hands = [];
|
||||
this.scores = [];
|
||||
this.resigned = [];
|
||||
for (let i = 0; i < opts.players; i++) {
|
||||
this.hands.push(this.bag.draw(this.rackSize));
|
||||
this.scores.push(0);
|
||||
this.resigned.push(false);
|
||||
}
|
||||
}
|
||||
|
||||
// --- queries ---------------------------------------------------------------
|
||||
get playerCount(): number {
|
||||
return this.hands.length;
|
||||
}
|
||||
get currentPlayer(): number {
|
||||
return this.toMove;
|
||||
}
|
||||
get isOver(): boolean {
|
||||
return this.over;
|
||||
}
|
||||
get endReason(): EndReason {
|
||||
return this.reason;
|
||||
}
|
||||
get bagLength(): number {
|
||||
return this.bag.length;
|
||||
}
|
||||
get moveCount(): number {
|
||||
return this.log.length;
|
||||
}
|
||||
scoreOf(player: number): number {
|
||||
return this.scores[player];
|
||||
}
|
||||
/** rackOf returns a copy of a seat's hand (alphabet-index bytes, BLANK_INDEX for blanks). */
|
||||
handOf(player: number): number[] {
|
||||
return [...this.hands[player]];
|
||||
}
|
||||
/** winnerIndex is the finished game's winner, or -1 (tie / in progress / aborted). */
|
||||
get winnerIndex(): number {
|
||||
return winner(this.over, this.reason, this.scores, this.resigned);
|
||||
}
|
||||
/** history returns a copy of the move log. */
|
||||
get history(): LocalMove[] {
|
||||
return this.log.map((m) => ({ ...m }));
|
||||
}
|
||||
|
||||
/** generateMoves returns every legal play for the current player, ranked by descending score. */
|
||||
generateMoves(): Move[] {
|
||||
return generateMoves(this.dawg, this.board, this.rackOf(this.toMove), this.vrs, Both);
|
||||
}
|
||||
|
||||
// --- turns -----------------------------------------------------------------
|
||||
|
||||
/** play validates and applies the current player's placement, scores it, refills the rack and
|
||||
* advances the turn (or ends the game). Throws GameError on an illegal play. */
|
||||
play(dir: Direction, tiles: Placement[]): LocalMove {
|
||||
if (this.over) throw new GameError('game_over');
|
||||
const player = this.toMove;
|
||||
const used = placementTiles(tiles);
|
||||
if (!this.holds(player, used)) throw new GameError('tiles_not_on_rack');
|
||||
|
||||
const res = validatePlay(this.board, this.vrs, this.dawg, dir, tiles);
|
||||
if (!res.legal || !res.move) throw new GameError('illegal_play');
|
||||
const move = res.move;
|
||||
|
||||
for (const t of tiles) this.board.set(t.row, t.col, t.letter, t.blank);
|
||||
this.removeFromHand(player, used);
|
||||
this.scores[player] += move.score;
|
||||
this.refill(player);
|
||||
this.scorelessRun = 0;
|
||||
|
||||
const rec: LocalMove = {
|
||||
player,
|
||||
action: 'play',
|
||||
dir,
|
||||
tiles: tiles.map((t) => ({ ...t })),
|
||||
score: move.score,
|
||||
total: this.scores[player],
|
||||
};
|
||||
this.log.push(rec);
|
||||
|
||||
if (this.hands[player].length === 0 && this.bag.length === 0) this.finish('out_of_tiles');
|
||||
else this.advance();
|
||||
return rec;
|
||||
}
|
||||
|
||||
/** pass forfeits the current turn, extending the scoreless run (which may end the game). */
|
||||
pass(): LocalMove {
|
||||
if (this.over) throw new GameError('game_over');
|
||||
const player = this.toMove;
|
||||
this.scorelessRun++;
|
||||
const rec: LocalMove = { player, action: 'pass', score: 0, total: this.scores[player] };
|
||||
this.log.push(rec);
|
||||
this.endTurnAfterScoreless();
|
||||
return rec;
|
||||
}
|
||||
|
||||
/** exchange swaps the given tiles (alphabet-index bytes, BLANK_INDEX for blanks) for fresh ones.
|
||||
* Legal only while the bag holds at least a full rack; the fresh tiles are drawn before the
|
||||
* swapped ones return, so a player cannot draw back their own. Extends the scoreless run. */
|
||||
exchange(tiles: number[]): LocalMove {
|
||||
if (this.over) throw new GameError('game_over');
|
||||
if (tiles.length === 0) throw new GameError('nothing_to_exchange');
|
||||
if (this.bag.length < this.rackSize) throw new GameError('not_enough_tiles_to_exchange');
|
||||
const player = this.toMove;
|
||||
if (!this.holds(player, tiles)) throw new GameError('tiles_not_on_rack');
|
||||
|
||||
this.removeFromHand(player, tiles);
|
||||
const drawn = this.bag.draw(tiles.length);
|
||||
for (const t of drawn) this.hands[player].push(t);
|
||||
this.bag.return(tiles);
|
||||
this.scorelessRun++;
|
||||
|
||||
const rec: LocalMove = { player, action: 'exchange', count: tiles.length, score: 0, total: this.scores[player] };
|
||||
this.log.push(rec);
|
||||
this.endTurnAfterScoreless();
|
||||
return rec;
|
||||
}
|
||||
|
||||
/** resign drops the current player out of the game (they forfeit the win, keep their score). */
|
||||
resign(): LocalMove {
|
||||
return this.resignSeat(this.toMove);
|
||||
}
|
||||
|
||||
/** resignSeat resigns a specific seat regardless of whose turn it is. */
|
||||
resignSeat(seat: number): LocalMove {
|
||||
if (this.over) throw new GameError('game_over');
|
||||
if (seat < 0 || seat >= this.hands.length || this.resigned[seat]) throw new GameError('game_over');
|
||||
this.resigned[seat] = true;
|
||||
this.disposeHand(seat);
|
||||
const rec: LocalMove = { player: seat, action: 'resign', score: 0, total: this.scores[seat] };
|
||||
this.log.push(rec);
|
||||
if (this.activeCount() <= 1) this.finish('resign');
|
||||
else if (seat === this.toMove) this.advance();
|
||||
return rec;
|
||||
}
|
||||
|
||||
// --- internals -------------------------------------------------------------
|
||||
|
||||
private rackOf(player: number): GenRack {
|
||||
const letters: number[] = [];
|
||||
let blanks = 0;
|
||||
for (const t of this.hands[player]) {
|
||||
if (t === BLANK_INDEX) blanks++;
|
||||
else letters.push(t);
|
||||
}
|
||||
return GenRack.from(this.values.length, letters, blanks);
|
||||
}
|
||||
|
||||
private finish(reason: EndReason): void {
|
||||
this.over = true;
|
||||
this.reason = reason;
|
||||
const adjusted = applyEndAdjustment(reason, this.hands, this.scores, this.toMove, this.values);
|
||||
for (let i = 0; i < adjusted.length; i++) this.scores[i] = adjusted[i];
|
||||
}
|
||||
|
||||
private endTurnAfterScoreless(): void {
|
||||
if (this.scorelessRun >= scorelessLimit) this.finish('scoreless');
|
||||
else this.advance();
|
||||
}
|
||||
|
||||
private advance(): void {
|
||||
const n = this.hands.length;
|
||||
for (let i = 1; i <= n; i++) {
|
||||
const next = (this.toMove + i) % n;
|
||||
if (!this.resigned[next]) {
|
||||
this.toMove = next;
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private activeCount(): number {
|
||||
return this.resigned.reduce((n, r) => (r ? n : n + 1), 0);
|
||||
}
|
||||
|
||||
private disposeHand(player: number): void {
|
||||
if (this.dropoutTiles === 'return') this.bag.return(this.hands[player]);
|
||||
this.hands[player] = [];
|
||||
}
|
||||
|
||||
private holds(player: number, want: readonly number[]): boolean {
|
||||
const avail = new Map<number, number>();
|
||||
for (const t of this.hands[player]) avail.set(t, (avail.get(t) ?? 0) + 1);
|
||||
const need = new Map<number, number>();
|
||||
for (const t of want) need.set(t, (need.get(t) ?? 0) + 1);
|
||||
for (const [t, n] of need) if ((avail.get(t) ?? 0) < n) return false;
|
||||
return true;
|
||||
}
|
||||
|
||||
private removeFromHand(player: number, used: readonly number[]): void {
|
||||
const hand = this.hands[player];
|
||||
for (const t of used) {
|
||||
const i = hand.indexOf(t);
|
||||
if (i >= 0) hand.splice(i, 1);
|
||||
}
|
||||
}
|
||||
|
||||
private refill(player: number): void {
|
||||
const need = this.rackSize - this.hands[player].length;
|
||||
if (need > 0) for (const t of this.bag.draw(need)) this.hands[player].push(t);
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,37 @@
|
||||
import { describe, it, expect } from 'vitest';
|
||||
import { readFileSync } from 'node:fs';
|
||||
import { RULESETS } from './ruleset';
|
||||
import type { Variant } from '../model';
|
||||
|
||||
// The offline engine is self-contained: it carries each variant's tile values, bag counts and
|
||||
// blank count in ruleset.ts (these are not otherwise on the client — online scoring uses the
|
||||
// server-sent alphabet). This pins that hand-copied table to the Go rulesets
|
||||
// (scrabble-solver/rules), whose values the movegen tool dumps to testdata/rulesets.json.
|
||||
interface RulesetFix {
|
||||
size: number;
|
||||
rackSize: number;
|
||||
bingo: number;
|
||||
blanks: number;
|
||||
values: number[];
|
||||
counts: number[];
|
||||
}
|
||||
|
||||
const fx = JSON.parse(
|
||||
readFileSync(new URL('./testdata/rulesets.json', import.meta.url), 'utf8'),
|
||||
) as Record<Variant, RulesetFix>;
|
||||
|
||||
describe('offline ruleset table parity vs Go rules', () => {
|
||||
for (const variant of Object.keys(fx) as Variant[]) {
|
||||
it(variant, () => {
|
||||
const rs = RULESETS[variant];
|
||||
expect({
|
||||
size: rs.size,
|
||||
rackSize: rs.rackSize,
|
||||
bingo: rs.bingo,
|
||||
blanks: rs.blanks,
|
||||
values: [...rs.values],
|
||||
counts: [...rs.counts],
|
||||
}).toEqual(fx[variant]);
|
||||
});
|
||||
}
|
||||
});
|
||||
@@ -0,0 +1,56 @@
|
||||
// Static per-variant ruleset data for the offline engine — tile point values, bag tile counts
|
||||
// and blank count, indexed by alphabet letter index. Mirrored from scrabble-solver/rules/rules.go
|
||||
// (English / RussianScrabble / Erudit) so a local game is fully self-contained: online scoring
|
||||
// reads the server-sent alphabet (lib/alphabet.ts), but offline there is no server, so the values
|
||||
// live here. Board geometry, the centre and RACK_SIZE/BINGO already live in lib/premiums.ts; this
|
||||
// table adds the values (offline copy), the bag distribution and the blank count. Pinned to the Go
|
||||
// rulesets by ruleset.parity.test.ts.
|
||||
|
||||
import type { Variant } from '../model';
|
||||
|
||||
/** VariantRuleset is the offline scoring + bag data for one variant. */
|
||||
export interface VariantRuleset {
|
||||
/** Number of letters in the alphabet (bag distribution and values are indexed 0..size-1). */
|
||||
size: number;
|
||||
/** Tiles drawn to a full rack (7 for every variant). */
|
||||
rackSize: number;
|
||||
/** All-tiles (bingo) bonus. */
|
||||
bingo: number;
|
||||
/** Number of blank tiles in the bag. */
|
||||
blanks: number;
|
||||
/** Tile point value per letter index; a blank scores 0 (handled by the caller). */
|
||||
values: readonly number[];
|
||||
/** Bag tile count per letter index (how many of each letter the bag holds). */
|
||||
counts: readonly number[];
|
||||
}
|
||||
|
||||
/** RULESETS is the static ruleset table, one entry per variant, mirrored from rules.go. */
|
||||
export const RULESETS: Record<Variant, VariantRuleset> = {
|
||||
scrabble_en: {
|
||||
size: 26,
|
||||
rackSize: 7,
|
||||
bingo: 50,
|
||||
blanks: 2,
|
||||
// a b c d e f g h i j k l m n o p q r s t u v w x y z
|
||||
values: [1, 3, 3, 2, 1, 4, 2, 4, 1, 8, 5, 1, 3, 1, 1, 3, 10, 1, 1, 1, 1, 4, 4, 8, 4, 10],
|
||||
counts: [9, 2, 2, 4, 12, 2, 3, 2, 9, 1, 1, 4, 2, 6, 8, 2, 1, 6, 4, 6, 4, 2, 2, 1, 2, 1],
|
||||
},
|
||||
scrabble_ru: {
|
||||
size: 33,
|
||||
rackSize: 7,
|
||||
bingo: 50,
|
||||
blanks: 2,
|
||||
// а б в г д е ё ж з и й к л м н о п р с т у ф х ц ч ш щ ъ ы ь э ю я
|
||||
values: [1, 3, 1, 3, 2, 1, 3, 5, 5, 1, 4, 2, 2, 2, 1, 1, 2, 1, 1, 1, 2, 10, 5, 5, 5, 8, 10, 10, 4, 3, 8, 8, 3],
|
||||
counts: [8, 2, 4, 2, 4, 8, 1, 1, 2, 5, 1, 4, 4, 3, 5, 10, 4, 5, 5, 5, 4, 1, 1, 1, 1, 1, 1, 1, 2, 2, 1, 1, 2],
|
||||
},
|
||||
erudit_ru: {
|
||||
size: 33,
|
||||
rackSize: 7,
|
||||
bingo: 15,
|
||||
blanks: 3,
|
||||
// а б в г д е ё ж з и й к л м н о п р с т у ф х ц ч ш щ ъ ы ь э ю я
|
||||
values: [1, 3, 2, 3, 2, 1, 0, 5, 5, 1, 2, 2, 2, 2, 1, 1, 2, 2, 2, 2, 3, 10, 5, 10, 5, 10, 10, 10, 5, 5, 10, 10, 3],
|
||||
counts: [10, 3, 5, 3, 5, 9, 0, 2, 2, 8, 4, 6, 4, 5, 8, 10, 6, 6, 6, 5, 3, 1, 2, 1, 2, 1, 1, 1, 2, 2, 1, 1, 3],
|
||||
},
|
||||
};
|
||||
+246
@@ -0,0 +1,246 @@
|
||||
{
|
||||
"cases": [
|
||||
{
|
||||
"name": "out-basic",
|
||||
"variant": "scrabble_en",
|
||||
"reason": "out_of_tiles",
|
||||
"hands": [
|
||||
[],
|
||||
[
|
||||
0,
|
||||
1,
|
||||
2
|
||||
]
|
||||
],
|
||||
"scores": [
|
||||
50,
|
||||
40
|
||||
],
|
||||
"resigned": [
|
||||
false,
|
||||
false
|
||||
],
|
||||
"toMove": 0,
|
||||
"scoresAfter": [
|
||||
57,
|
||||
33
|
||||
],
|
||||
"winner": 0
|
||||
},
|
||||
{
|
||||
"name": "out-blank",
|
||||
"variant": "scrabble_en",
|
||||
"reason": "out_of_tiles",
|
||||
"hands": [
|
||||
[],
|
||||
[
|
||||
255,
|
||||
0
|
||||
]
|
||||
],
|
||||
"scores": [
|
||||
30,
|
||||
30
|
||||
],
|
||||
"resigned": [
|
||||
false,
|
||||
false
|
||||
],
|
||||
"toMove": 0,
|
||||
"scoresAfter": [
|
||||
31,
|
||||
29
|
||||
],
|
||||
"winner": 0
|
||||
},
|
||||
{
|
||||
"name": "out-erudit-yo",
|
||||
"variant": "erudit_ru",
|
||||
"reason": "out_of_tiles",
|
||||
"hands": [
|
||||
[],
|
||||
[
|
||||
6,
|
||||
32
|
||||
]
|
||||
],
|
||||
"scores": [
|
||||
10,
|
||||
10
|
||||
],
|
||||
"resigned": [
|
||||
false,
|
||||
false
|
||||
],
|
||||
"toMove": 0,
|
||||
"scoresAfter": [
|
||||
13,
|
||||
7
|
||||
],
|
||||
"winner": 0
|
||||
},
|
||||
{
|
||||
"name": "out-tie",
|
||||
"variant": "scrabble_en",
|
||||
"reason": "out_of_tiles",
|
||||
"hands": [
|
||||
[],
|
||||
[]
|
||||
],
|
||||
"scores": [
|
||||
30,
|
||||
30
|
||||
],
|
||||
"resigned": [
|
||||
false,
|
||||
false
|
||||
],
|
||||
"toMove": 0,
|
||||
"scoresAfter": [
|
||||
30,
|
||||
30
|
||||
],
|
||||
"winner": -1
|
||||
},
|
||||
{
|
||||
"name": "out-3p",
|
||||
"variant": "scrabble_ru",
|
||||
"reason": "out_of_tiles",
|
||||
"hands": [
|
||||
[],
|
||||
[
|
||||
0,
|
||||
1
|
||||
],
|
||||
[
|
||||
2
|
||||
]
|
||||
],
|
||||
"scores": [
|
||||
10,
|
||||
10,
|
||||
10
|
||||
],
|
||||
"resigned": [
|
||||
false,
|
||||
false,
|
||||
false
|
||||
],
|
||||
"toMove": 0,
|
||||
"scoresAfter": [
|
||||
15,
|
||||
6,
|
||||
9
|
||||
],
|
||||
"winner": 0
|
||||
},
|
||||
{
|
||||
"name": "scoreless",
|
||||
"variant": "scrabble_en",
|
||||
"reason": "scoreless",
|
||||
"hands": [
|
||||
[
|
||||
0,
|
||||
1
|
||||
],
|
||||
[
|
||||
2,
|
||||
3
|
||||
]
|
||||
],
|
||||
"scores": [
|
||||
20,
|
||||
20
|
||||
],
|
||||
"resigned": [
|
||||
false,
|
||||
false
|
||||
],
|
||||
"toMove": 0,
|
||||
"scoresAfter": [
|
||||
16,
|
||||
15
|
||||
],
|
||||
"winner": 0
|
||||
},
|
||||
{
|
||||
"name": "resign-2p",
|
||||
"variant": "scrabble_en",
|
||||
"reason": "resign",
|
||||
"hands": [
|
||||
[],
|
||||
[
|
||||
0
|
||||
]
|
||||
],
|
||||
"scores": [
|
||||
100,
|
||||
10
|
||||
],
|
||||
"resigned": [
|
||||
true,
|
||||
false
|
||||
],
|
||||
"toMove": 1,
|
||||
"scoresAfter": [
|
||||
100,
|
||||
10
|
||||
],
|
||||
"winner": 1
|
||||
},
|
||||
{
|
||||
"name": "resign-3p",
|
||||
"variant": "scrabble_en",
|
||||
"reason": "resign",
|
||||
"hands": [
|
||||
[],
|
||||
[],
|
||||
[]
|
||||
],
|
||||
"scores": [
|
||||
50,
|
||||
60,
|
||||
40
|
||||
],
|
||||
"resigned": [
|
||||
false,
|
||||
true,
|
||||
false
|
||||
],
|
||||
"toMove": 0,
|
||||
"scoresAfter": [
|
||||
50,
|
||||
60,
|
||||
40
|
||||
],
|
||||
"winner": 0
|
||||
},
|
||||
{
|
||||
"name": "aborted",
|
||||
"variant": "scrabble_en",
|
||||
"reason": "aborted",
|
||||
"hands": [
|
||||
[
|
||||
0
|
||||
],
|
||||
[
|
||||
1
|
||||
]
|
||||
],
|
||||
"scores": [
|
||||
40,
|
||||
30
|
||||
],
|
||||
"resigned": [
|
||||
false,
|
||||
false
|
||||
],
|
||||
"toMove": 0,
|
||||
"scoresAfter": [
|
||||
40,
|
||||
30
|
||||
],
|
||||
"winner": -1
|
||||
}
|
||||
]
|
||||
}
|
||||
+216
@@ -0,0 +1,216 @@
|
||||
{
|
||||
"erudit_ru": {
|
||||
"size": 33,
|
||||
"rackSize": 7,
|
||||
"bingo": 15,
|
||||
"blanks": 3,
|
||||
"values": [
|
||||
1,
|
||||
3,
|
||||
2,
|
||||
3,
|
||||
2,
|
||||
1,
|
||||
0,
|
||||
5,
|
||||
5,
|
||||
1,
|
||||
2,
|
||||
2,
|
||||
2,
|
||||
2,
|
||||
1,
|
||||
1,
|
||||
2,
|
||||
2,
|
||||
2,
|
||||
2,
|
||||
3,
|
||||
10,
|
||||
5,
|
||||
10,
|
||||
5,
|
||||
10,
|
||||
10,
|
||||
10,
|
||||
5,
|
||||
5,
|
||||
10,
|
||||
10,
|
||||
3
|
||||
],
|
||||
"counts": [
|
||||
10,
|
||||
3,
|
||||
5,
|
||||
3,
|
||||
5,
|
||||
9,
|
||||
0,
|
||||
2,
|
||||
2,
|
||||
8,
|
||||
4,
|
||||
6,
|
||||
4,
|
||||
5,
|
||||
8,
|
||||
10,
|
||||
6,
|
||||
6,
|
||||
6,
|
||||
5,
|
||||
3,
|
||||
1,
|
||||
2,
|
||||
1,
|
||||
2,
|
||||
1,
|
||||
1,
|
||||
1,
|
||||
2,
|
||||
2,
|
||||
1,
|
||||
1,
|
||||
3
|
||||
]
|
||||
},
|
||||
"scrabble_en": {
|
||||
"size": 26,
|
||||
"rackSize": 7,
|
||||
"bingo": 50,
|
||||
"blanks": 2,
|
||||
"values": [
|
||||
1,
|
||||
3,
|
||||
3,
|
||||
2,
|
||||
1,
|
||||
4,
|
||||
2,
|
||||
4,
|
||||
1,
|
||||
8,
|
||||
5,
|
||||
1,
|
||||
3,
|
||||
1,
|
||||
1,
|
||||
3,
|
||||
10,
|
||||
1,
|
||||
1,
|
||||
1,
|
||||
1,
|
||||
4,
|
||||
4,
|
||||
8,
|
||||
4,
|
||||
10
|
||||
],
|
||||
"counts": [
|
||||
9,
|
||||
2,
|
||||
2,
|
||||
4,
|
||||
12,
|
||||
2,
|
||||
3,
|
||||
2,
|
||||
9,
|
||||
1,
|
||||
1,
|
||||
4,
|
||||
2,
|
||||
6,
|
||||
8,
|
||||
2,
|
||||
1,
|
||||
6,
|
||||
4,
|
||||
6,
|
||||
4,
|
||||
2,
|
||||
2,
|
||||
1,
|
||||
2,
|
||||
1
|
||||
]
|
||||
},
|
||||
"scrabble_ru": {
|
||||
"size": 33,
|
||||
"rackSize": 7,
|
||||
"bingo": 50,
|
||||
"blanks": 2,
|
||||
"values": [
|
||||
1,
|
||||
3,
|
||||
1,
|
||||
3,
|
||||
2,
|
||||
1,
|
||||
3,
|
||||
5,
|
||||
5,
|
||||
1,
|
||||
4,
|
||||
2,
|
||||
2,
|
||||
2,
|
||||
1,
|
||||
1,
|
||||
2,
|
||||
1,
|
||||
1,
|
||||
1,
|
||||
2,
|
||||
10,
|
||||
5,
|
||||
5,
|
||||
5,
|
||||
8,
|
||||
10,
|
||||
10,
|
||||
4,
|
||||
3,
|
||||
8,
|
||||
8,
|
||||
3
|
||||
],
|
||||
"counts": [
|
||||
8,
|
||||
2,
|
||||
4,
|
||||
2,
|
||||
4,
|
||||
8,
|
||||
1,
|
||||
1,
|
||||
2,
|
||||
5,
|
||||
1,
|
||||
4,
|
||||
4,
|
||||
3,
|
||||
5,
|
||||
10,
|
||||
4,
|
||||
5,
|
||||
5,
|
||||
5,
|
||||
4,
|
||||
1,
|
||||
1,
|
||||
1,
|
||||
1,
|
||||
1,
|
||||
1,
|
||||
1,
|
||||
2,
|
||||
2,
|
||||
1,
|
||||
1,
|
||||
2
|
||||
]
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user