feat(game): official first-move tile draw + admin step-by-step replay
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Decide who moves first by the official rule: each seated player draws one
tile, the one closest to "A" leads (a blank beats every letter), ties
re-drawing until a single leader remains. Each draw uses honest per-draw
crypto/rand entropy (not the deterministic bag seed), so the recorded draw —
not a seed — is the only account of the outcome. The leader takes seat 0, so
the engine and journal replay are unchanged.

The draw is recorded with the game (game_setup_draws, migration 00013) for
future tournaments, designed as a discrete "player N draws a tile" step.
Friend/AI games draw at creation. Auto-match draws when the game opens,
against a synthetic uuid.Nil opponent whose draw rows (NULL account_id) are
back-filled to the real opponent on join — so the opener's seat is fixed up
front and the existing open-game pre-move is preserved with no reseating.

Admin /_gm/games/:id gains the recorded draw list and a simple step-by-step
board replay (game.ReplayTimeline + a vanilla-JS stepper): a board with
A-O/1-15 headers and highlighted premium squares, placed letters with their
tile value as a subscript, rack panels around the board (seat 0 top, 1
bottom, 2 left, 3 right) with the current player highlighted, and a per-move
log with the tiles drawn and the bag remainder.

Docs: ARCHITECTURE §6/§9, FUNCTIONAL (+_ru), PRERELEASE (FM row), design spec.
This commit is contained in:
Ilia Denisov
2026-06-20 08:47:18 +02:00
parent 76d4610e6f
commit caefc8f579
27 changed files with 1661 additions and 59 deletions
@@ -137,3 +137,59 @@ code { background: var(--bg); padding: 0.05rem 0.3rem; border-radius: 4px; }
an image attachment is previewed inline, bounded so it cannot dominate the page. */
.msgbody { white-space: pre-wrap; word-break: break-word; background: var(--bg); padding: 0.6rem 0.8rem; border-radius: 6px; margin: 0.6rem 0; }
.attach { max-width: 100%; max-height: 480px; height: auto; border: 1px solid var(--line); border-radius: 6px; }
/* Game replay (admin): a script-stepped board with rack panels around it, a move log and the
first-move draw. A placed tile shows its value as a subscript; a 0 value (a blank) shows none. */
.replay-stage {
display: grid;
grid-template-columns: auto minmax(0, 1fr) auto;
grid-template-areas: ". top ." "left board right" ". bottom .";
gap: 0.5rem;
align-items: center;
justify-items: center;
margin-bottom: 0.6rem;
}
.rack-top { grid-area: top; }
.rack-bottom { grid-area: bottom; }
.rack-left { grid-area: left; }
.rack-right { grid-area: right; }
.replay-board { grid-area: board; overflow: auto; }
.board-grid {
display: grid;
grid-template-columns: 1.4rem repeat(15, 1.7rem);
grid-auto-rows: 1.7rem;
gap: 1px;
background: var(--line);
border: 1px solid var(--line);
width: max-content;
}
.board-grid .bh { display: flex; align-items: center; justify-content: center; font-size: 0.6rem; color: var(--ink-dim); background: var(--panel); }
.board-grid .cell { position: relative; display: flex; align-items: center; justify-content: center; background: var(--panel-hi); }
.cell .prem { font-size: 0.55rem; color: var(--ink); opacity: 0.8; }
.cell.tw { background: #7a2230; }
.cell.dw { background: #a8506a; }
.cell.tl { background: #235a7a; }
.cell.dl { background: #3f87a8; }
.cell.centre .prem { font-size: 0.95rem; color: var(--warn); opacity: 1; }
.tile {
display: inline-flex; align-items: baseline; justify-content: center;
min-width: 1.35rem; height: 1.35rem; padding: 0 0.12rem;
background: #e8d9a0; color: #1b1408; border-radius: 3px;
font-weight: 700; font-size: 0.8rem; line-height: 1.35rem;
}
.tile sub { font-size: 0.5rem; font-weight: 600; line-height: 1; align-self: flex-end; margin-left: 1px; }
.tile.blank { background: #cdbfe0; }
.cell.filled { background: var(--panel-hi); }
.cell.filled .tile { width: 100%; height: 100%; border-radius: 2px; }
.rack-slot { padding: 0.25rem; border-radius: 6px; }
.rack-slot.active { outline: 2px solid var(--accent); background: var(--panel-hi); }
.rack-name { font-size: 0.72rem; color: var(--ink-dim); margin-bottom: 0.2rem; text-align: center; }
.rack-tiles { display: flex; gap: 2px; flex-wrap: wrap; justify-content: center; }
.rack-left .rack-tiles, .rack-right .rack-tiles { flex-direction: column; }
.replay-controls { display: flex; align-items: center; gap: 0.8rem; justify-content: center; margin: 0.6rem 0; }
.replay-controls button { background: var(--panel-hi); color: var(--ink); border: 1px solid var(--line); font-weight: 600; }
.replay-controls button:disabled { opacity: 0.4; cursor: default; }
.replay-pos { color: var(--ink-dim); font-variant-numeric: tabular-nums; }
.replay-log { margin: 0.4rem 0 0; padding-left: 1.4rem; max-height: 14rem; overflow: auto; font-size: 0.85rem; }
.replay-log li { color: var(--ink-dim); padding: 0.1rem 0; }
.replay-log li.cur { color: var(--ink); font-weight: 600; }
@@ -27,5 +27,87 @@
</table>
{{if .HasRobot}}<p><small>Play-to-win is decided once per game from the bag seed; robots play to win in ~{{.RobotTargetPct}}% of games.</small></p>{{end}}
</section>
{{if .SetupDraws}}
<section class="panel"><h2>First-move draw</h2>
<p class="note">Each player draws a tile; the one closest to &ldquo;A&rdquo; moves first (a blank beats every letter), ties re-drawing until a single leader remains.{{if .FirstMover}} <b>{{.FirstMover}}</b> leads.{{end}}</p>
<table class="list">
<thead><tr><th>Round</th><th>Player</th><th>Tile</th><th>Rank</th></tr></thead>
<tbody>
{{range .SetupDraws}}
<tr><td>{{.Round}}</td><td>{{if .AccountID}}<a href="/_gm/users/{{.AccountID}}">{{.Name}}</a>{{else}}{{.Name}}{{end}}</td><td>{{.Letter}}{{if .Blank}} <small>(blank)</small>{{end}}</td><td>{{.Rank}}</td></tr>
{{end}}
</tbody>
</table>
</section>
{{end}}
{{if .HasReplay}}
<section class="panel"><h2>Replay</h2>
<div class="replay-stage">
<div class="rack-slot rack-top" data-seat="0"></div>
<div class="rack-slot rack-left" data-seat="2"></div>
<div class="replay-board" id="replay-board"></div>
<div class="rack-slot rack-right" data-seat="3"></div>
<div class="rack-slot rack-bottom" data-seat="1"></div>
</div>
<div class="replay-controls">
<button type="button" id="replay-prev">&#9664; prev</button>
<span class="replay-pos" id="replay-pos"></span>
<button type="button" id="replay-next">next &#9654;</button>
</div>
<ol class="replay-log" id="replay-log"></ol>
<script>
const REPLAY = {{.ReplayJSON}};
(function(){
if(!REPLAY||!REPLAY.steps){return;}
const N=15, COLS="ABCDEFGHIJKLMNO", PREM={tw:"3W",dw:"2W",tl:"3L",dl:"2L"};
const boardEl=document.getElementById("replay-board"), logEl=document.getElementById("replay-log");
const posEl=document.getElementById("replay-pos"), prevBtn=document.getElementById("replay-prev"), nextBtn=document.getElementById("replay-next");
let step=0;
function esc(s){const d=document.createElement("div");d.textContent=s==null?"":s;return d.innerHTML;}
function tileHTML(t){const sub=(t.v&&t.v>0)?"<sub>"+t.v+"<\/sub>":"";return "<span class=\"tile"+(t.b?" blank":"")+"\">"+esc(t.l)+sub+"<\/span>";}
function placedAt(k){const m={};for(let s=1;s<=k;s++){const mv=REPLAY.steps[s]&&REPLAY.steps[s].move;if(mv&&mv.placements){for(const p of mv.placements){m[p.r+","+p.c]=p;}}}return m;}
function renderBoard(){
const placed=placedAt(step);let h="<div class=\"board-grid\"><div class=\"bh corner\"><\/div>";
for(let c=0;c<N;c++){h+="<div class=\"bh\">"+COLS[c]+"<\/div>";}
for(let r=0;r<N;r++){h+="<div class=\"bh\">"+(r+1)+"<\/div>";
for(let c=0;c<N;c++){const p=placed[r+","+c];
if(p){h+="<div class=\"cell filled\">"+tileHTML(p)+"<\/div>";continue;}
const prem=REPLAY.premium[r][c], centre=(r===REPLAY.centre[0]&&c===REPLAY.centre[1]);
const label=centre?"&#9733;":(prem?PREM[prem]:"");
h+="<div class=\"cell "+(prem||"")+(centre?" centre":"")+"\">"+(label?"<span class=\"prem\">"+label+"<\/span>":"")+"<\/div>";}}
h+="<\/div>";boardEl.innerHTML=h;
}
function renderRacks(){
const st=REPLAY.steps[step];
document.querySelectorAll(".rack-slot").forEach(function(slot){
const seat=parseInt(slot.dataset.seat,10), info=REPLAY.seats.find(function(s){return s.seat===seat;}), rack=st.racks[seat];
if(!info||!rack){slot.style.display="none";slot.innerHTML="";return;}
slot.style.display="";slot.classList.toggle("active",st.toMove===seat);
const nm=info.accountId?"<a href=\"/_gm/users/"+info.accountId+"\">"+esc(info.name)+"<\/a>":esc(info.name||("seat "+seat));
slot.innerHTML="<div class=\"rack-name\">"+nm+" &middot; "+(st.scores[seat]||0)+"<\/div><div class=\"rack-tiles\">"+rack.map(tileHTML).join("")+"<\/div>";
});
}
function renderLog(){
let h="";
for(let s=1;s<=step;s++){const st=REPLAY.steps[s], m=st.move;if(!m){continue;}
const who=((REPLAY.seats.find(function(x){return x.seat===m.seat;})||{}).name)||("seat "+m.seat);
let desc;
if(m.action==="play"){desc="played "+((m.words&&m.words.length)?m.words.join(", "):"")+" for "+m.score;}
else if(m.action==="exchange"){desc="exchanged "+((m.exchanged&&m.exchanged.length)||0)+" tiles";}
else if(m.action==="pass"){desc="passed";}
else{desc=m.action;}
const drew=(st.drawn&&st.drawn.length)?" &middot; drew "+st.drawn.map(function(t){return t.l;}).join(""):"";
h+="<li class=\""+(s===step?"cur":"")+"\">"+esc(who)+" "+esc(desc)+drew+" &middot; bag "+st.bagLen+"<\/li>";}
logEl.innerHTML=h||"<li class=\"note\">opening position<\/li>";
}
function render(){renderBoard();renderRacks();renderLog();posEl.textContent=step+" / "+(REPLAY.steps.length-1);prevBtn.disabled=step<=0;nextBtn.disabled=step>=REPLAY.steps.length-1;}
prevBtn.onclick=function(){if(step>0){step--;render();}};
nextBtn.onclick=function(){if(step<REPLAY.steps.length-1){step++;render();}};
document.addEventListener("keydown",function(e){if(e.key==="ArrowLeft"){prevBtn.click();}else if(e.key==="ArrowRight"){nextBtn.click();}});
render();
})();
</script>
</section>
{{end}}
{{end}}
{{- end}}
+21
View File
@@ -268,6 +268,27 @@ type GameDetailView struct {
// RobotTargetPct is the configured global play-to-win rate, in percent.
HasRobot bool
RobotTargetPct int
// ReplayJSON is the game-replay payload (board, seats, per-step racks/scores/bag) the
// game_detail page feeds to its vanilla-JS stepper; HasReplay gates the replay section.
ReplayJSON template.JS
HasReplay bool
// SetupDraws is the first-move draw — one row per tile drawn (docs/ARCHITECTURE.md §6) —
// and FirstMover is the resolved name of the seat-0 player the draw elected.
SetupDraws []SetupDrawRow
FirstMover string
}
// SetupDrawRow is one tile drawn in the first-move seeding (docs/ARCHITECTURE.md §6): the
// round, the player (Name/AccountID, or "(opponent)" with an empty AccountID for an
// auto-match synthetic draw not yet back-filled), the drawn letter (upper-cased; "?" for a
// blank) and its draw rank.
type SetupDrawRow struct {
Round int
Name string
AccountID string
Letter string
Blank bool
Rank int
}
// SeatRow is one seat of a game. For a robot seat (IsRobot) RobotIntent is the game's
+52
View File
@@ -0,0 +1,52 @@
package engine
import "fmt"
// SetupTile is one tile of a variant's full bag, decoded for the first-move draw
// (docs/ARCHITECTURE.md §6): its concrete letter (or the blank marker), a blank
// flag, and its draw rank. Lower rank wins the draw — a blank ranks above every
// letter, and letters rank by alphabet index, so the tile closest to the start of
// the alphabet ("A") wins. It is dictionary-independent, built from the variant's
// solver ruleset alone.
type SetupTile struct {
// Letter is the concrete character (the case the solver ruleset emits), or
// the blank marker "?" for a blank.
Letter string
// Blank reports whether the tile is a blank.
Blank bool
// Rank orders the draw: BlankRank for a blank (best), else the letter's
// alphabet index (0 = closest to "A").
Rank int
}
// BlankRank is the first-move draw rank of a blank: below every letter index, so a
// blank always beats a lettered tile, matching the official rule that a blank
// supersedes all letters.
const BlankRank = -1
// SetupBag returns variant's full tile bag — every lettered tile expanded by its
// count, plus one entry per blank — decoded for the first-move seeding draw. The
// order is deterministic (alphabet order, blanks last); callers shuffle it with
// their own entropy. It needs no dictionary, so it is built from the variant's
// ruleset alone and reports ErrUnknownVariant for an unrecognised variant.
func SetupBag(v Variant) ([]SetupTile, error) {
rs, ok := v.ruleset()
if !ok {
return nil, fmt.Errorf("%w: %d", ErrUnknownVariant, v)
}
bag := make([]SetupTile, 0, 128)
for i, n := range rs.Counts {
ch, err := rs.Alphabet.Character(byte(i))
if err != nil {
// An offered variant's alphabet never yields a bad index; skip defensively.
continue
}
for range n {
bag = append(bag, SetupTile{Letter: ch, Rank: i})
}
}
for range rs.Blanks {
bag = append(bag, SetupTile{Letter: blankLetter, Blank: true, Rank: BlankRank})
}
return bag, nil
}
+47
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@@ -0,0 +1,47 @@
package engine
import (
"errors"
"testing"
)
func TestSetupBagEnglish(t *testing.T) {
bag, err := SetupBag(VariantEnglish)
if err != nil {
t.Fatalf("SetupBag: %v", err)
}
// English Scrabble: 98 lettered tiles + 2 blanks = 100.
if len(bag) != 100 {
t.Fatalf("bag size = %d, want 100", len(bag))
}
blanks, aCount := 0, 0
for _, tl := range bag {
switch {
case tl.Blank:
blanks++
if tl.Rank != BlankRank {
t.Errorf("blank rank = %d, want %d", tl.Rank, BlankRank)
}
if tl.Letter != blankLetter {
t.Errorf("blank letter = %q, want %q", tl.Letter, blankLetter)
}
case tl.Letter == "a":
aCount++
if tl.Rank != 0 {
t.Errorf("'a' rank = %d, want 0 (closest to A)", tl.Rank)
}
}
}
if blanks != 2 {
t.Errorf("blanks = %d, want 2", blanks)
}
if aCount != 9 {
t.Errorf("'a' count = %d, want 9", aCount)
}
}
func TestSetupBagUnknownVariant(t *testing.T) {
if _, err := SetupBag(Variant(99)); !errors.Is(err, ErrUnknownVariant) {
t.Fatalf("err = %v, want ErrUnknownVariant", err)
}
}
+144
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@@ -0,0 +1,144 @@
package game
import (
"context"
"errors"
"fmt"
"github.com/google/uuid"
"scrabble/backend/internal/engine"
)
// ReplayStep is one step of an admin game replay: the move that produced it (nil for the
// initial dealt state, step 0) and the resulting position — every seat's rack, the running
// scores, whose turn it is and the bag remainder. Step k's board is the union of every
// play's placements through step k, which the renderer accumulates onto an empty grid
// (docs/ARCHITECTURE.md §9.1 visual replay).
type ReplayStep struct {
// Move is the journalled move that produced this state, or nil for the initial deal.
Move *HistoryMove
// Drawn lists the tiles the mover drew from the bag after this move ("?" for a blank);
// empty for the initial deal, a pass or a resignation.
Drawn []string
// Racks holds every seat's rack at this step, indexed by seat ("?" for a blank).
Racks [][]string
// Scores holds every seat's running score, indexed by seat.
Scores []int
// ToMove is the seat to move at this step.
ToMove int
// BagLen is the number of tiles left in the bag at this step.
BagLen int
}
// ReplayTimelineView is the admin replay of a game: the persisted game plus the ordered
// replay steps (the initial deal followed by one step per journalled move).
type ReplayTimelineView struct {
Game Game
Steps []ReplayStep
}
// ReplayTimeline rebuilds a game from its pinned seed and journal and returns the ordered
// replay steps for the admin console: the initial deal (step 0) then one step per
// journalled move, each carrying the resulting racks, scores, turn cursor, bag size and the
// tiles the mover drew. The deterministic bag makes the reconstruction exact. It needs no
// dictionary beyond the engine the seed deals, and — like the live replay — stops early if a
// committed move became illegal under tightened rules rather than failing.
func (svc *Service) ReplayTimeline(ctx context.Context, gameID uuid.UUID) (ReplayTimelineView, error) {
pre, err := svc.store.GetGame(ctx, gameID)
if err != nil {
return ReplayTimelineView{}, err
}
seed, err := svc.store.GameSeed(ctx, gameID)
if err != nil {
return ReplayTimelineView{}, err
}
g, err := engine.New(svc.registry, engine.Options{
Variant: pre.Variant,
Version: pre.DictVersion,
Players: pre.Players,
Seed: seed,
DropoutTiles: pre.DropoutTiles,
MultipleWordsPerTurn: pre.MultipleWordsPerTurn,
})
if err != nil {
return ReplayTimelineView{}, err
}
moves, err := svc.store.GetJournal(ctx, gameID)
if err != nil {
return ReplayTimelineView{}, err
}
steps := make([]ReplayStep, 0, len(moves)+1)
steps = append(steps, snapshotStep(g, nil, nil))
for i := range moves {
mv := moves[i]
before := g.Hand(mv.Seat)
if err := replayMove(g, mv); err != nil {
if errors.Is(err, engine.ErrIllegalPlay) {
g.Abort()
break
}
return ReplayTimelineView{}, fmt.Errorf("game: replay-timeline %s move %d: %w", gameID, mv.Seq, err)
}
moveCopy := mv
steps = append(steps, snapshotStep(g, &moveCopy, drawnTiles(before, g.Hand(mv.Seat), usedTiles(mv))))
}
return ReplayTimelineView{Game: pre, Steps: steps}, nil
}
// snapshotStep captures the position after applying move (nil for the initial deal): every
// seat's rack and score, the turn cursor and the bag size, with the supplied drawn tiles.
func snapshotStep(g *engine.Game, move *HistoryMove, drawn []string) ReplayStep {
n := g.Players()
racks := make([][]string, n)
scores := make([]int, n)
for i := 0; i < n; i++ {
racks[i] = g.Hand(i)
scores[i] = g.Score(i)
}
return ReplayStep{Move: move, Drawn: drawn, Racks: racks, Scores: scores, ToMove: g.ToMove(), BagLen: g.BagLen()}
}
// usedTiles returns the rack tiles a move consumed ("?" for a blank): the placed tiles of a
// play or the swapped tiles of an exchange; a pass or resignation consumes none.
func usedTiles(mv HistoryMove) []string {
switch mv.Action {
case "play":
used := make([]string, len(mv.Tiles))
for i, t := range mv.Tiles {
if t.Blank {
used[i] = "?" // a placed blank leaves the rack as the blank marker
} else {
used[i] = t.Letter
}
}
return used
case "exchange":
return mv.Exchanged
}
return nil
}
// drawnTiles returns the tiles the mover drew from the bag: the post-move rack (after) minus
// the tiles kept (before minus used). It compares the racks as multisets, so duplicate
// letters are counted correctly.
func drawnTiles(before, after, used []string) []string {
kept := make(map[string]int, len(before))
for _, t := range before {
kept[t]++
}
for _, t := range used {
if kept[t] > 0 {
kept[t]--
}
}
var drawn []string
for _, t := range after {
if kept[t] > 0 {
kept[t]--
continue
}
drawn = append(drawn, t)
}
return drawn
}
@@ -0,0 +1,50 @@
package game
import (
"reflect"
"testing"
"scrabble/backend/internal/engine"
)
func TestUsedTiles(t *testing.T) {
tests := []struct {
name string
mv HistoryMove
want []string
}{
{"pass", HistoryMove{Action: "pass"}, nil},
{"resign", HistoryMove{Action: "resign"}, nil},
{"play with blank", HistoryMove{Action: "play", Tiles: []engine.TileRecord{{Letter: "a"}, {Letter: "b", Blank: true}}}, []string{"a", "?"}},
{"exchange", HistoryMove{Action: "exchange", Exchanged: []string{"a", "?"}}, []string{"a", "?"}},
}
for _, tt := range tests {
t.Run(tt.name, func(t *testing.T) {
if got := usedTiles(tt.mv); !reflect.DeepEqual(got, tt.want) {
t.Fatalf("usedTiles = %v, want %v", got, tt.want)
}
})
}
}
func TestDrawnTiles(t *testing.T) {
tests := []struct {
name string
before, used []string
after []string
want []string
}{
{"play refill", []string{"a", "b", "c", "d"}, []string{"a", "b"}, []string{"c", "d", "e", "f"}, []string{"e", "f"}},
{"blank played", []string{"?", "a"}, []string{"?"}, []string{"a", "x"}, []string{"x"}},
{"pass keeps rack", []string{"a", "b"}, nil, []string{"a", "b"}, nil},
{"duplicate letters", []string{"e", "e", "e"}, []string{"e"}, []string{"e", "e", "q"}, []string{"q"}},
{"empty bag no refill", []string{"a", "b"}, []string{"a"}, []string{"b"}, nil},
}
for _, tt := range tests {
t.Run(tt.name, func(t *testing.T) {
if got := drawnTiles(tt.before, tt.after, tt.used); !reflect.DeepEqual(got, tt.want) {
t.Fatalf("drawnTiles = %v, want %v", got, tt.want)
}
})
}
}
+156
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@@ -0,0 +1,156 @@
package game
import (
"crypto/rand"
"fmt"
"math/big"
"github.com/google/uuid"
"scrabble/backend/internal/engine"
)
// maxSeedingRounds caps the first-move draw's tie re-draws. With a real bag a tie
// breaks with positive probability each round, so this is reached only by a
// degenerate (e.g. test) entropy source that ties forever; the cap turns that into
// an error instead of an infinite loop.
const maxSeedingRounds = 1000
// SetupDraw is one recorded tile draw of the first-move seeding — one row of
// game_setup_draws (docs/ARCHITECTURE.md §6, §9): the round, the draw order within
// it, the seated account that drew, and the decoded tile with its rank. It is
// dictionary-independent: the letter, the blank flag and the numeric rank describe
// the draw without any alphabet table.
type SetupDraw struct {
Round int
PickNo int
Account uuid.UUID
Letter string
Blank bool
Rank int
}
// seedingResult is the outcome of the first-move seeding: the winning account, the
// seated accounts rotated so the winner leads (seat 0), and the full draw log to
// persist.
type seedingResult struct {
winner uuid.UUID
order []uuid.UUID
draws []SetupDraw
}
// drawIntn returns a uniformly random integer in [0, n) for n > 0. It is the
// entropy seam of the first-move seeding: production uses crypto/rand (cryptoIntn),
// so every draw is honestly random with no single seed; tests inject a
// deterministic source.
type drawIntn func(n int) (int, error)
// cryptoIntn draws a uniform integer in [0, n) from crypto/rand — the honest,
// seedless entropy the first-move draw requires.
func cryptoIntn(n int) (int, error) {
v, err := rand.Int(rand.Reader, big.NewInt(int64(n)))
if err != nil {
return 0, fmt.Errorf("game: first-move draw entropy: %w", err)
}
return int(v.Int64()), nil
}
// seedFirstMove runs the official first-move draw over accounts for variant v,
// drawing tiles with the entropy source intn. Each round every contender draws one
// tile (without replacement) from a fresh full bag; the tile closest to "A" wins, a
// blank beating every letter; contenders tied for the best tile re-draw in the next
// round until a single leader remains. It returns the leader, the rotation that
// seats the leader first (preserving the others' seating order), and every draw for
// the record. It performs no I/O beyond calling intn.
func seedFirstMove(v engine.Variant, accounts []uuid.UUID, intn drawIntn) (seedingResult, error) {
if len(accounts) < 2 {
return seedingResult{}, fmt.Errorf("game: first-move seeding needs at least 2 accounts, got %d", len(accounts))
}
full, err := engine.SetupBag(v)
if err != nil {
return seedingResult{}, err
}
contenders := append([]uuid.UUID(nil), accounts...)
var draws []SetupDraw
for round := 1; ; round++ {
if round > maxSeedingRounds {
return seedingResult{}, fmt.Errorf("game: first-move seeding unresolved after %d rounds", maxSeedingRounds)
}
bag := append([]engine.SetupTile(nil), full...)
picks := make([]engine.SetupTile, len(contenders))
for i, acc := range contenders {
tile, rest, err := drawSetupTile(bag, intn)
if err != nil {
return seedingResult{}, err
}
bag = rest
picks[i] = tile
draws = append(draws, SetupDraw{
Round: round, PickNo: i, Account: acc,
Letter: tile.Letter, Blank: tile.Blank, Rank: tile.Rank,
})
}
winners := bestContenders(contenders, picks)
if len(winners) == 1 {
return seedingResult{winner: winners[0], order: rotateToFirst(accounts, winners[0]), draws: draws}, nil
}
contenders = winners
}
}
// drawSetupTile removes one uniformly random tile from bag using the entropy source
// intn and returns it with the shrunk bag (a fresh slice, leaving bag untouched).
// It is the per-tile draw primitive — the seam a future manual "player N draws a
// tile" tournament API will drive, one call per external request.
func drawSetupTile(bag []engine.SetupTile, intn drawIntn) (engine.SetupTile, []engine.SetupTile, error) {
if len(bag) == 0 {
return engine.SetupTile{}, nil, fmt.Errorf("game: first-move draw from an empty bag")
}
i, err := intn(len(bag))
if err != nil {
return engine.SetupTile{}, nil, err
}
if i < 0 || i >= len(bag) {
return engine.SetupTile{}, nil, fmt.Errorf("game: first-move draw index %d out of range %d", i, len(bag))
}
tile := bag[i]
rest := make([]engine.SetupTile, 0, len(bag)-1)
rest = append(rest, bag[:i]...)
rest = append(rest, bag[i+1:]...)
return tile, rest, nil
}
// bestContenders returns the contenders whose drawn tile has the lowest (best)
// rank — the sole winner if one, else the tied set that re-draws. picks is aligned
// with contenders by index.
func bestContenders(contenders []uuid.UUID, picks []engine.SetupTile) []uuid.UUID {
best := picks[0].Rank
for _, p := range picks[1:] {
if p.Rank < best {
best = p.Rank
}
}
var winners []uuid.UUID
for i, p := range picks {
if p.Rank == best {
winners = append(winners, contenders[i])
}
}
return winners
}
// rotateToFirst returns accounts rotated cyclically so winner sits first (seat 0),
// preserving the seating order of the rest (docs/ARCHITECTURE.md §6). winner must be
// present in accounts.
func rotateToFirst(accounts []uuid.UUID, winner uuid.UUID) []uuid.UUID {
i := 0
for ; i < len(accounts); i++ {
if accounts[i] == winner {
break
}
}
out := make([]uuid.UUID, 0, len(accounts))
out = append(out, accounts[i:]...)
out = append(out, accounts[:i]...)
return out
}
+130
View File
@@ -0,0 +1,130 @@
package game
import (
"testing"
"github.com/google/uuid"
"scrabble/backend/internal/engine"
)
// scriptIntn returns a drawIntn that yields the scripted indices in order, failing
// the test if the script is exhausted or an index is out of range. It lets a test
// drive the first-move draw deterministically (English SetupBag order: 9 'a' at
// 0..8, then 'b' …, blanks last).
func scriptIntn(t *testing.T, seq ...int) drawIntn {
t.Helper()
i := 0
return func(n int) (int, error) {
if i >= len(seq) {
t.Fatalf("intn script exhausted (asked for [0,%d))", n)
}
v := seq[i]
i++
if v < 0 || v >= n {
t.Fatalf("intn script value %d out of range [0,%d)", v, n)
}
return v, nil
}
}
func TestSeedFirstMoveDirectWinner(t *testing.T) {
a, b := uuid.New(), uuid.New()
// a draws bag[0]='a' (rank 0); b draws bag[8]='b' (rank 1) → a wins, no tie.
res, err := seedFirstMove(engine.VariantEnglish, []uuid.UUID{a, b}, scriptIntn(t, 0, 8))
if err != nil {
t.Fatalf("seedFirstMove: %v", err)
}
if res.winner != a {
t.Fatalf("winner = %v, want %v", res.winner, a)
}
if got := res.order; len(got) != 2 || got[0] != a || got[1] != b {
t.Fatalf("order = %v, want [a b]", got)
}
if len(res.draws) != 2 {
t.Fatalf("draws = %d, want 2", len(res.draws))
}
}
func TestSeedFirstMoveBlankSupersedes(t *testing.T) {
a, b := uuid.New(), uuid.New()
// a draws 'a' (rank 0); after the draw the two blanks sit at 97,98 — b draws
// bag[97], a blank, which beats every letter.
res, err := seedFirstMove(engine.VariantEnglish, []uuid.UUID{a, b}, scriptIntn(t, 0, 97))
if err != nil {
t.Fatalf("seedFirstMove: %v", err)
}
if res.winner != b {
t.Fatalf("winner = %v, want %v (blank supersedes)", res.winner, b)
}
last := res.draws[len(res.draws)-1]
if !last.Blank || last.Rank != engine.BlankRank || last.Letter != "?" {
t.Fatalf("winning draw = %+v, want a blank (rank %d, '?')", last, engine.BlankRank)
}
}
func TestSeedFirstMoveTieRedraw(t *testing.T) {
a, b, c := uuid.New(), uuid.New(), uuid.New()
// Round 1: a→bag[0]='a'(0), b→bag[0]='a'(0), c→bag[7]='b'(1) → a,b tie best.
// Round 2 (a,b only): a→bag[0]='a'(0), b→bag[8]='b'(1) → a wins.
res, err := seedFirstMove(engine.VariantEnglish, []uuid.UUID{a, b, c}, scriptIntn(t, 0, 0, 7, 0, 8))
if err != nil {
t.Fatalf("seedFirstMove: %v", err)
}
if res.winner != a {
t.Fatalf("winner = %v, want %v", res.winner, a)
}
if len(res.draws) != 5 {
t.Fatalf("draws = %d, want 5 (3 in round 1, 2 in round 2)", len(res.draws))
}
if res.draws[2].Round != 1 || res.draws[3].Round != 2 {
t.Fatalf("round boundaries wrong: %+v", res.draws)
}
// The full table keeps every account's seating order, winner first.
if got := res.order; got[0] != a || got[1] != b || got[2] != c {
t.Fatalf("order = %v, want [a b c]", got)
}
}
func TestSeedFirstMoveTooFewAccounts(t *testing.T) {
if _, err := seedFirstMove(engine.VariantEnglish, []uuid.UUID{uuid.New()}, scriptIntn(t)); err == nil {
t.Fatal("want error for a single account")
}
}
func TestSeedFirstMovePerpetualTieCapped(t *testing.T) {
a, b := uuid.New(), uuid.New()
// Always drawing bag[0] gives both players an 'a' every round — a tie that never
// resolves; the round cap must turn it into an error, not an infinite loop.
alwaysZero := drawIntn(func(int) (int, error) { return 0, nil })
if _, err := seedFirstMove(engine.VariantEnglish, []uuid.UUID{a, b}, alwaysZero); err == nil {
t.Fatal("want error when ties never resolve")
}
}
func TestRotateToFirst(t *testing.T) {
a, b, c, d := uuid.New(), uuid.New(), uuid.New(), uuid.New()
tests := []struct {
name string
accounts []uuid.UUID
winner uuid.UUID
want []uuid.UUID
}{
{"two winner second", []uuid.UUID{a, b}, b, []uuid.UUID{b, a}},
{"three winner first", []uuid.UUID{a, b, c}, a, []uuid.UUID{a, b, c}},
{"four winner third", []uuid.UUID{a, b, c, d}, c, []uuid.UUID{c, d, a, b}},
}
for _, tt := range tests {
t.Run(tt.name, func(t *testing.T) {
got := rotateToFirst(tt.accounts, tt.winner)
if len(got) != len(tt.want) {
t.Fatalf("len = %d, want %d", len(got), len(tt.want))
}
for i := range got {
if got[i] != tt.want[i] {
t.Fatalf("rotate = %v, want %v", got, tt.want)
}
}
})
}
}
+84 -27
View File
@@ -38,7 +38,12 @@ type Service struct {
version string
clock func() time.Time
rng func() int64
pub notify.Publisher
// firstMoveEntropy returns the entropy source for one game's first-move draw
// (docs/ARCHITECTURE.md §6). The default is crypto/rand — an honest, seedless draw;
// tests override it via SetFirstMoveEntropy for a deterministic turn order. It is a
// factory so a stateful test source restarts cleanly per game.
firstMoveEntropy func() drawIntn
pub notify.Publisher
// aiTrigger, when set, is called after an honest-AI game is created or advanced and
// is still on a robot's potential turn, so the robot replies at once instead of
// waiting for the next driver scan. It is fire-and-forget (the robot package wires
@@ -59,17 +64,18 @@ type Service struct {
func NewService(store *Store, accounts *account.Store, registry *engine.Registry, cfg Config, log *zap.Logger) *Service {
clock := func() time.Time { return time.Now().UTC() }
return &Service{
store: store,
accounts: accounts,
registry: registry,
cache: newGameCache(cfg.CacheTTL, clock),
locks: newKeyedMutex(),
version: cfg.DictVersion,
clock: clock,
rng: randomSeed,
pub: notify.Nop{},
metrics: defaultGameMetrics(),
log: log,
store: store,
accounts: accounts,
registry: registry,
cache: newGameCache(cfg.CacheTTL, clock),
locks: newKeyedMutex(),
version: cfg.DictVersion,
clock: clock,
rng: randomSeed,
firstMoveEntropy: func() drawIntn { return cryptoIntn },
pub: notify.Nop{},
metrics: defaultGameMetrics(),
log: log,
}
}
@@ -101,6 +107,18 @@ func (svc *Service) SetNudgeClearer(fn func(ctx context.Context, gameID, account
svc.clearNudges = fn
}
// SetFirstMoveEntropy overrides the entropy source for the first-move draw
// (docs/ARCHITECTURE.md §6). It must be called during wiring or test setup before any
// game is created; the production default is crypto/rand and is never overridden.
// factory returns a fresh draw function per game, so a stateful deterministic test
// source restarts cleanly for each game. It exists for deterministic tests.
func (svc *Service) SetFirstMoveEntropy(factory func() func(n int) (int, error)) {
if factory == nil {
return
}
svc.firstMoveEntropy = func() drawIntn { return drawIntn(factory()) }
}
// triggerAI fires the honest-AI fast-move hook for an active vs_ai game (best-effort,
// fire-and-forget). It is a no-op for non-AI games, finished games and when no hook is
// installed, so callers can invoke it unconditionally after a create or commit.
@@ -191,15 +209,32 @@ func (svc *Service) Create(ctx context.Context, params CreateParams) (Game, erro
}
}
seen := make(map[uuid.UUID]bool, len(params.Seats))
seats := make([]seatInsert, len(params.Seats))
for i, id := range params.Seats {
for _, id := range params.Seats {
if seen[id] {
return Game{}, fmt.Errorf("%w: account %s seated twice", ErrInvalidConfig, id)
}
seen[id] = true
// Snapshot each seat's display name at creation. For a vs-AI game this stamps the
// robot's seeded account name (unchanged behaviour); a disguised auto-match robot
// instead gets a fresh per-game name when the reaper attaches it (AttachRobot).
}
// Decide who moves first by the official draw (docs/ARCHITECTURE.md §6): each seated
// account draws a tile, the one closest to "A" leads (a blank supersedes all letters),
// ties re-drawing until a single leader remains. Each draw uses fresh entropy, not the
// game seed, so the recorded draws — persisted with the game — are the only account of
// the outcome. The winner takes seat 0; the rest keep their order.
seeding, err := seedFirstMove(params.Variant, params.Seats, svc.firstMoveEntropy())
if err != nil {
if errors.Is(err, engine.ErrUnknownVariant) {
return Game{}, fmt.Errorf("%w: %v", ErrInvalidConfig, err)
}
return Game{}, err
}
// Build the seats in the drawn turn order, snapshotting each seat's display name. For a
// vs-AI game this stamps the robot's seeded account name (unchanged behaviour); a
// disguised auto-match robot instead gets a fresh per-game name when the reaper attaches
// it (AttachRobot).
seats := make([]seatInsert, len(seeding.order))
for i, id := range seeding.order {
acc, err := svc.accounts.GetByID(ctx, id)
if err != nil {
if errors.Is(err, account.ErrNotFound) {
@@ -249,7 +284,7 @@ func (svc *Service) Create(ctx context.Context, params CreateParams) (Game, erro
multipleWordsPerTurn: params.MultipleWordsPerTurn,
vsAI: params.VsAI,
}
if err := svc.store.CreateGame(ctx, ins, seats); err != nil {
if err := svc.store.CreateGame(ctx, ins, seats, seeding.draws); err != nil {
return Game{}, err
}
svc.cache.put(id, g, params.Variant.String())
@@ -312,14 +347,27 @@ func (svc *Service) OpenOrJoin(ctx context.Context, accountID uuid.UUID, params
status: StatusOpen,
openDeadline: &deadline,
}
// Seat the caller at seat 0 or seat 1 (seat 0 always moves first), snapshotting their
// display name; the other seat is left empty (a zero seatInsert) for the opponent.
caller := seatInsert{accountID: accountID, displayName: acc.DisplayName}
seats := []seatInsert{caller, {}}
if seed&1 == 1 {
seats = []seatInsert{{}, caller}
// Decide the first move now by the official draw, with the not-yet-arrived opponent as a
// synthetic placeholder (uuid.Nil): the draw fixes who sits at seat 0 — and so moves
// first — before either player acts (docs/ARCHITECTURE.md §6). The caller takes their
// drawn seat; the opponent seat is left empty. The opponent's draw rows are recorded with
// a NULL account and back-filled when a real opponent joins. Each draw uses fresh entropy,
// not the game seed. seats/draws are used only when a fresh game is opened.
seeding, err := seedFirstMove(params.Variant, []uuid.UUID{accountID, uuid.Nil}, svc.firstMoveEntropy())
if err != nil {
if errors.Is(err, engine.ErrUnknownVariant) {
return Game{}, false, fmt.Errorf("%w: %v", ErrInvalidConfig, err)
}
return Game{}, false, err
}
gameID, joined, created, err := svc.store.OpenOrJoin(ctx, accountID, acc.DisplayName, ins, seats, exclude)
caller := seatInsert{accountID: accountID, displayName: acc.DisplayName}
seats := make([]seatInsert, len(seeding.order))
for seat, who := range seeding.order {
if who == accountID {
seats[seat] = caller // the empty opponent seat stays a zero seatInsert
}
}
gameID, joined, created, err := svc.store.OpenOrJoin(ctx, accountID, acc.DisplayName, ins, seats, exclude, seeding.draws)
if err != nil {
return Game{}, false, err
}
@@ -547,8 +595,9 @@ func (svc *Service) transition(ctx context.Context, gameID, accountID uuid.UUID,
return MoveResult{}, ErrNotAPlayer
}
// A move is allowed while the game is active or still open (the starter may move on
// their turn before an opponent joins); only a finished game rejects it. The turn
// check below keeps the starter off the still-empty opponent seat.
// their turn before an opponent joins; the first-move draw ran when the game opened, so
// the seats are already fixed); only a finished game rejects it. The turn check below
// keeps the starter off the still-empty opponent seat.
if pre.Status == StatusFinished {
return MoveResult{}, ErrFinished
}
@@ -1287,6 +1336,14 @@ func (svc *Service) History(ctx context.Context, gameID uuid.UUID) (HistoryView,
return HistoryView{Game: g, Moves: moves}, nil
}
// SetupDraws returns a game's recorded first-move draws (docs/ARCHITECTURE.md §6), ordered by
// round then pick. It backs the admin console's first-move section. An auto-match opponent's
// draws carry uuid.Nil until a real opponent joins and back-fills them; an empty slice means
// the game predates the draw record.
func (svc *Service) SetupDraws(ctx context.Context, gameID uuid.UUID) ([]SetupDraw, error) {
return svc.store.SetupDraws(ctx, gameID)
}
// ExportGCG renders a game as GCG text from the journal alone (no dictionary). It
// is allowed only on a finished game: exporting an in-progress game would leak the
// full move journal mid-play, so an active game yields ErrGameActive.
+85 -13
View File
@@ -127,11 +127,14 @@ type seatInsert struct {
displayName string
}
// CreateGame inserts the games row and one game_players row per seat (seat 0
// first) inside a single transaction.
func (s *Store) CreateGame(ctx context.Context, ins gameInsert, seats []seatInsert) error {
// CreateGame inserts the games row, one game_players row per seat (seat 0 first) and
// the first-move seeding draws inside a single transaction.
func (s *Store) CreateGame(ctx context.Context, ins gameInsert, seats []seatInsert, draws []SetupDraw) error {
return withTx(ctx, s.db, func(tx *sql.Tx) error {
return insertGameTx(ctx, tx, ins, seats)
if err := insertGameTx(ctx, tx, ins, seats); err != nil {
return err
}
return insertSetupDrawsTx(ctx, tx, ins.id, draws)
})
}
@@ -173,6 +176,30 @@ func insertGameTx(ctx context.Context, tx *sql.Tx, ins gameInsert, seats []seatI
return nil
}
// insertSetupDrawsTx appends the first-move seeding draws for game gameID on tx —
// the dictionary-independent record of how the first player was chosen
// (docs/ARCHITECTURE.md §6). The games row must already exist on tx (the foreign
// key), so it runs after insertGameTx. An empty draws slice is a no-op.
func insertSetupDrawsTx(ctx context.Context, tx *sql.Tx, gameID uuid.UUID, draws []SetupDraw) error {
for _, d := range draws {
// A uuid.Nil account marks the synthetic opponent of an auto-match draw, persisted as
// a NULL account_id and back-filled when a real opponent joins.
var acc any = d.Account
if d.Account == uuid.Nil {
acc = postgres.NULL
}
di := table.GameSetupDraws.INSERT(
table.GameSetupDraws.GameID, table.GameSetupDraws.Round, table.GameSetupDraws.PickNo,
table.GameSetupDraws.AccountID, table.GameSetupDraws.Letter, table.GameSetupDraws.IsBlank,
table.GameSetupDraws.DrawRank,
).VALUES(gameID, d.Round, d.PickNo, acc, d.Letter, d.Blank, d.Rank)
if _, err := di.ExecContext(ctx, tx); err != nil {
return fmt.Errorf("insert setup draw round %d pick %d: %w", d.Round, d.PickNo, err)
}
}
return nil
}
// openMatchKey hashes an auto-match bucket (variant + per-turn word rule) into the
// advisory-lock key that serialises concurrent enqueues for that bucket, so two
// players never both open a game instead of pairing.
@@ -199,8 +226,9 @@ func openMatchKey(variant string, multipleWords bool) int64 {
// arrangement (the caller and uuid.Nil for the still-empty opponent, in the chosen
// order) used only when a game is created; callerName is the caller's display-name
// snapshot, stamped on their seat whether they open a fresh game or fill another
// player's open one.
func (s *Store) OpenOrJoin(ctx context.Context, accountID uuid.UUID, callerName string, ins gameInsert, seats []seatInsert, exclude []uuid.UUID) (gameID uuid.UUID, joined, created bool, err error) {
// player's open one. seats and draws (the first-move draw recorded against the synthetic
// opponent, docs/ARCHITECTURE.md §6) are used only when a game is created.
func (s *Store) OpenOrJoin(ctx context.Context, accountID uuid.UUID, callerName string, ins gameInsert, seats []seatInsert, exclude []uuid.UUID, draws []SetupDraw) (gameID uuid.UUID, joined, created bool, err error) {
err = withTx(ctx, s.db, func(tx *sql.Tx) error {
if _, e := tx.ExecContext(ctx, `SELECT pg_advisory_xact_lock($1)`,
openMatchKey(ins.variant, ins.multipleWordsPerTurn)); e != nil {
@@ -222,7 +250,7 @@ func (s *Store) OpenOrJoin(ctx context.Context, accountID uuid.UUID, callerName
LIMIT 1 FOR UPDATE SKIP LOCKED`,
ins.variant, ins.multipleWordsPerTurn, accountID, uuidArrayLiteral(exclude)).Scan(&other); {
case e == nil:
if er := fillOpenSeat(ctx, tx, other, accountID, callerName); er != nil {
if er := fillAndActivate(ctx, tx, other, accountID, callerName); er != nil {
return er
}
gameID, joined = other, true
@@ -230,10 +258,15 @@ func (s *Store) OpenOrJoin(ctx context.Context, accountID uuid.UUID, callerName
case !errors.Is(e, sql.ErrNoRows):
return fmt.Errorf("find open game: %w", e)
}
// 2. None waiting — open a fresh game seating the caller (the other seat empty).
// 2. None waiting — open a fresh game seating the caller (the other seat empty) and
// recording the first-move draw; the synthetic opponent's rows carry a NULL account
// until a real opponent joins and back-fills them.
if e := insertGameTx(ctx, tx, ins, seats); e != nil {
return e
}
if e := insertSetupDrawsTx(ctx, tx, ins.id, draws); e != nil {
return e
}
gameID, created = ins.id, true
return nil
})
@@ -258,7 +291,7 @@ func (s *Store) AttachRobot(ctx context.Context, gameID, robotID uuid.UUID, disp
if status != StatusOpen {
return nil
}
if e := fillOpenSeat(ctx, tx, gameID, robotID, displayName); e != nil {
if e := fillAndActivate(ctx, tx, gameID, robotID, displayName); e != nil {
return e
}
attached = true
@@ -267,15 +300,23 @@ func (s *Store) AttachRobot(ctx context.Context, gameID, robotID uuid.UUID, disp
return attached, err
}
// fillOpenSeat seats accountID in an open game's empty opponent seat — stamping
// displayName as the seat's display-name snapshot — and flips the game to active with a
// fresh turn clock. The caller holds the game row.
func fillOpenSeat(ctx context.Context, tx *sql.Tx, gameID, accountID uuid.UUID, displayName string) error {
// fillAndActivate seats accountID in an open game's empty opponent seat — stamping
// displayName as the seat's snapshot — back-fills the first-move draw rows the open game
// recorded for the then-unknown opponent (docs/ARCHITECTURE.md §6), and flips the game to
// active with a fresh turn clock. The seat the joiner takes was already fixed by the draw at
// open time, so the journal (any opening move the starter made while waiting) is never
// disturbed. The caller holds the game row.
func fillAndActivate(ctx context.Context, tx *sql.Tx, gameID, accountID uuid.UUID, displayName string) error {
if _, err := tx.ExecContext(ctx,
`UPDATE backend.game_players SET account_id = $2, display_name = $3 WHERE game_id = $1 AND account_id IS NULL`,
gameID, accountID, displayName); err != nil {
return fmt.Errorf("fill opponent seat: %w", err)
}
if _, err := tx.ExecContext(ctx,
`UPDATE backend.game_setup_draws SET account_id = $2 WHERE game_id = $1 AND account_id IS NULL`,
gameID, accountID); err != nil {
return fmt.Errorf("back-fill opponent draws: %w", err)
}
if _, err := tx.ExecContext(ctx,
`UPDATE backend.games SET status = 'active', open_deadline_at = NULL, turn_started_at = now(), updated_at = now()
WHERE game_id = $1`, gameID); err != nil {
@@ -587,6 +628,37 @@ func (s *Store) GetJournal(ctx context.Context, id uuid.UUID) ([]HistoryMove, er
return out, nil
}
// SetupDraws loads the ordered first-move seeding draws for a game (round then pick
// order), or an empty slice for a game created before the draw was recorded. It
// backs the admin console's first-move section.
func (s *Store) SetupDraws(ctx context.Context, id uuid.UUID) ([]SetupDraw, error) {
stmt := postgres.SELECT(table.GameSetupDraws.AllColumns).
FROM(table.GameSetupDraws).
WHERE(table.GameSetupDraws.GameID.EQ(postgres.UUID(id))).
ORDER_BY(table.GameSetupDraws.Round.ASC(), table.GameSetupDraws.PickNo.ASC())
var rows []model.GameSetupDraws
if err := stmt.QueryContext(ctx, s.db, &rows); err != nil {
return nil, fmt.Errorf("game: get setup draws %s: %w", id, err)
}
out := make([]SetupDraw, len(rows))
for i, r := range rows {
// A NULL account is the synthetic opponent of an auto-match draw not yet back-filled.
acc := uuid.Nil
if r.AccountID != nil {
acc = *r.AccountID
}
out[i] = SetupDraw{
Round: int(r.Round),
PickNo: int(r.PickNo),
Account: acc,
Letter: r.Letter,
Blank: r.IsBlank,
Rank: int(r.DrawRank),
}
}
return out, nil
}
// CommitMove appends the move and applies the post-move game state — the turn
// cursor and per-seat scores, plus the finish stamp and statistics when the move
// ended the game — in one transaction.
+6
View File
@@ -206,6 +206,12 @@ func TestConsoleGameDetailRobotSchedule(t *testing.T) {
if !strings.Contains(body, "~40%") {
t.Error("robot play-to-win target caption missing")
}
if !strings.Contains(body, "First-move draw") {
t.Error("first-move draw section missing from the game detail")
}
if !strings.Contains(body, `id="replay-board"`) {
t.Error("replay board container missing from the game detail")
}
}
// TestConsoleThrottledViewAndFlagClear drives the rate-limit surface end to
@@ -134,11 +134,13 @@ func TestDictionaryUpdateFlow(t *testing.T) {
// newGameServiceOn builds a game service over the shared pool but a caller-supplied
// dictionary directory, version and registry, for the isolated dictionary tests.
func newGameServiceOn(dir, version string, reg *engine.Registry) *game.Service {
return game.NewService(
svc := game.NewService(
game.NewStore(testDB), account.NewStore(testDB), reg,
game.Config{DictDir: dir, DictVersion: version, TimeoutSweepInterval: time.Minute, CacheTTL: time.Hour},
zap.NewNop(),
)
svc.SetFirstMoveEntropy(seatZeroFirstMove)
return svc
}
// seedDawgs copies the committed DAWG of every variant from src into dst (flat).
@@ -0,0 +1,154 @@
//go:build integration
package inttest
import (
"context"
"testing"
"time"
"github.com/google/uuid"
"scrabble/backend/internal/engine"
"scrabble/backend/internal/game"
)
// The first-move-draw suite covers the official seeding (docs/ARCHITECTURE.md §6): the draw is
// recorded with the game, decides seat 0 (the first mover), and — in auto-match — runs against
// a synthetic opponent at open time whose draw rows are back-filled when a real opponent joins.
// TestCreateRecordsFirstMoveDraws checks a directly-seated game records the draw against the
// real seated accounts and seats the drawn leader (the suite's deterministic draw elects the
// first-listed account) at seat 0.
func TestCreateRecordsFirstMoveDraws(t *testing.T) {
ctx := context.Background()
svc := newGameService()
a := provisionAccount(t)
b := provisionAccount(t)
g, err := svc.Create(ctx, game.CreateParams{Variant: engine.VariantEnglish, Seats: []uuid.UUID{a, b}, TurnTimeout: 24 * time.Hour, Seed: 1})
if err != nil {
t.Fatalf("create: %v", err)
}
if g.Seats[0].AccountID != a || g.Seats[1].AccountID != b {
t.Fatalf("seats = [%s %s], want [a b]", g.Seats[0].AccountID, g.Seats[1].AccountID)
}
draws, err := svc.SetupDraws(ctx, g.ID)
if err != nil {
t.Fatalf("setup draws: %v", err)
}
// seatZeroFirstMove resolves in one round: the first contender (a) draws a blank and wins.
if len(draws) != 2 {
t.Fatalf("draws = %d, want 2 (one round, two players)", len(draws))
}
if draws[0].Account != a || !draws[0].Blank {
t.Fatalf("draw[0] = %+v, want a having drawn a blank", draws[0])
}
if draws[1].Account != b {
t.Fatalf("draw[1] account = %s, want b", draws[1].Account)
}
}
// TestAutoMatchDrawBackfilledOnJoin checks an open auto-match game records the draw at open
// time against the synthetic opponent (a NULL account) and back-fills those rows to the real
// opponent when they join.
func TestAutoMatchDrawBackfilledOnJoin(t *testing.T) {
ctx := context.Background()
clearOpenGames(t)
svc := newGameService()
starter := provisionAccount(t)
g := openGame(t, svc, starter, evenOpeningSeed(t))
draws, err := svc.SetupDraws(ctx, g.ID)
if err != nil {
t.Fatalf("setup draws: %v", err)
}
if len(draws) != 2 {
t.Fatalf("open draws = %d, want 2", len(draws))
}
var nullSeen, starterSeen bool
for _, d := range draws {
switch d.Account {
case uuid.Nil:
nullSeen = true
case starter:
starterSeen = true
}
}
if !nullSeen || !starterSeen {
t.Fatalf("open draws = %+v, want the starter and a NULL synthetic opponent", draws)
}
joiner := provisionAccount(t)
if _, joined, err := svc.OpenOrJoin(ctx, joiner, openParams(0), time.Now().Add(time.Minute), nil); err != nil || !joined {
t.Fatalf("join = (joined %v, err %v), want joined", joined, err)
}
after, err := svc.SetupDraws(ctx, g.ID)
if err != nil {
t.Fatalf("setup draws after join: %v", err)
}
for _, d := range after {
if d.Account == uuid.Nil {
t.Fatalf("draw still NULL after join: %+v", d)
}
if d.Account != starter && d.Account != joiner {
t.Fatalf("draw account %s is neither player", d.Account)
}
}
}
// TestReplayTimeline checks the admin replay timeline reconstructs the dealt racks and one
// played move: the step count, the drawn tiles, the bag remainder, the running score and the
// turn cursor.
func TestReplayTimeline(t *testing.T) {
ctx := context.Background()
svc := newGameService()
a := provisionAccount(t)
b := provisionAccount(t)
seed := evenOpeningSeed(t)
g, err := svc.Create(ctx, game.CreateParams{Variant: engine.VariantEnglish, Seats: []uuid.UUID{a, b}, TurnTimeout: 24 * time.Hour, Seed: seed})
if err != nil {
t.Fatalf("create: %v", err)
}
hint, ok := newMirror(t, seed, 2).HintView()
if !ok || len(hint.Tiles) == 0 {
t.Fatal("no opening move for the seed")
}
if _, err := svc.SubmitPlay(ctx, g.ID, a, hint.Tiles); err != nil {
t.Fatalf("play: %v", err)
}
tl, err := svc.ReplayTimeline(ctx, g.ID)
if err != nil {
t.Fatalf("replay timeline: %v", err)
}
if len(tl.Steps) != 2 {
t.Fatalf("steps = %d, want 2 (deal + one move)", len(tl.Steps))
}
deal := tl.Steps[0]
if deal.Move != nil {
t.Fatalf("step 0 must be the deal, got move %+v", deal.Move)
}
rackSize := len(deal.Racks[0])
if rackSize == 0 || len(deal.Racks) != 2 || len(deal.Racks[1]) != rackSize {
t.Fatalf("deal racks = %v, want two equal full racks", deal.Racks)
}
move := tl.Steps[1]
if move.Move == nil || move.Move.Action != "play" {
t.Fatalf("step 1 move = %+v, want a play", move.Move)
}
if len(move.Drawn) != len(hint.Tiles) {
t.Fatalf("drawn = %v, want %d refilled tiles", move.Drawn, len(hint.Tiles))
}
if move.BagLen != deal.BagLen-len(hint.Tiles) {
t.Fatalf("bag after play = %d, want %d", move.BagLen, deal.BagLen-len(hint.Tiles))
}
if len(move.Racks[0]) != rackSize {
t.Fatalf("mover rack after refill = %d, want %d", len(move.Racks[0]), rackSize)
}
if move.Scores[0] <= 0 {
t.Fatalf("seat 0 score after play = %d, want > 0", move.Scores[0])
}
if move.ToMove != 1 {
t.Fatalf("to_move after seat 0 play = %d, want 1", move.ToMove)
}
}
+36 -2
View File
@@ -26,9 +26,10 @@ import (
// assembly, and the stats reader. Helpers used by a single test file stay in
// that file; everything reused across files lives here.
// newGameService builds a game service over the shared pool and registry.
// newGameService builds a game service over the shared pool and registry, with a
// deterministic first-move draw so the suite keeps a stable turn order.
func newGameService() *game.Service {
return game.NewService(
svc := game.NewService(
game.NewStore(testDB),
account.NewStore(testDB),
testRegistry,
@@ -40,6 +41,39 @@ func newGameService() *game.Service {
},
zap.NewNop(),
)
svc.SetFirstMoveEntropy(seatZeroFirstMove)
return svc
}
// seatZeroFirstMove is a first-move-draw entropy factory that always elects the first
// listed account as the leader, keeping the integration suite's turn order stable
// despite the real draw's randomness: the first contender draws a blank — the best
// possible tile — and wins outright, the rest draw the first remaining tile. It is a
// factory so each game restarts the one-shot "blank" pick.
func seatZeroFirstMove() func(n int) (int, error) {
first := true
return func(n int) (int, error) {
if first {
first = false
return n - 1, nil // a blank sits last in the bag → best rank
}
return 0, nil
}
}
// seatOneFirstMove is a first-move-draw entropy factory that elects the second contender (in
// auto-match, the synthetic opponent) as the leader, so the caller is seated at seat 1: the
// first contender draws the first remaining tile and the second draws a blank, winning.
func seatOneFirstMove() func(n int) (int, error) {
pick := 0
return func(n int) (int, error) {
i := 0
if pick == 1 {
i = n - 1 // the second contender draws a blank → best rank
}
pick++
return i, nil
}
}
// newSocialService builds a social service over the shared pool, reading game
+14 -11
View File
@@ -18,8 +18,9 @@ import (
// The open-game suite covers an auto-match game that a player enters immediately and
// waits inside (status 'open', the opponent seat empty) until a human or a robot joins.
// evenOpeningSeed returns an even seed (so OpenOrJoin seats the starter at seat 0, which
// moves first) whose fresh two-player English opening rack has a legal move.
// evenOpeningSeed returns a seed whose fresh two-player English opening rack (seat 0) has a
// legal move, for tests that drive or attempt an opening play. It scans even seeds; seat
// order no longer depends on the seed — the first-move draw decides it (docs/ARCHITECTURE.md §6).
func evenOpeningSeed(t *testing.T) int64 {
t.Helper()
for seed := int64(2); seed <= 400; seed += 2 {
@@ -59,9 +60,9 @@ func openGame(t *testing.T, svc *game.Service, starter uuid.UUID, seed int64) ga
return g
}
// TestOpenGameStarterMovesThenWaits checks the starter (seat 0) may move on their turn
// while the game is open, after which it is the empty opponent seat's turn and the
// starter just waits.
// TestOpenGameStarterMovesThenWaits checks the starter may move on their turn while the game
// is open (the first-move draw, run when the game opened, put them at seat 0), after which it
// is the empty opponent seat's turn and the starter just waits.
func TestOpenGameStarterMovesThenWaits(t *testing.T) {
ctx := context.Background()
clearOpenGames(t)
@@ -89,28 +90,30 @@ func TestOpenGameStarterMovesThenWaits(t *testing.T) {
}
}
// TestOpenGameStarterWaitsWhenOpponentMovesFirst checks that when the starter is seated
// at seat 1 (odd seed), the still-empty seat 0 is to move, so the starter cannot act.
// TestOpenGameStarterWaitsWhenOpponentMovesFirst checks that when the first-move draw seats
// the starter at seat 1 (the synthetic opponent won the open draw), the still-empty seat 0 is
// to move, so the starter cannot act until an opponent fills it.
func TestOpenGameStarterWaitsWhenOpponentMovesFirst(t *testing.T) {
ctx := context.Background()
clearOpenGames(t)
svc := newGameService()
svc.SetFirstMoveEntropy(seatOneFirstMove) // the synthetic opponent wins → the caller sits at seat 1
starter := provisionAccount(t)
g, _, err := svc.OpenOrJoin(ctx, starter, openParams(1), time.Now().Add(time.Minute), nil)
if err != nil {
t.Fatalf("open: %v", err)
}
if g.ToMove != 0 || g.Seats[0].AccountID != uuid.Nil {
t.Fatalf("odd-seed open game: to_move %d seat0 %s, want the empty seat 0 to move", g.ToMove, g.Seats[0].AccountID)
t.Fatalf("opponent-won open draw: to_move %d seat0 %s, want the empty seat 0 to move", g.ToMove, g.Seats[0].AccountID)
}
if _, err := svc.Pass(ctx, g.ID, starter); !errors.Is(err, game.ErrNotYourTurn) {
t.Fatalf("starter acting on the empty seat's turn = %v, want ErrNotYourTurn", err)
}
}
// TestOpenGameJoinAfterStarterMoved checks a second human joins an open game even after
// the starter has already made their first move, landing on the board mid-opening and
// able to act on their turn.
// TestOpenGameJoinAfterStarterMoved checks a second human joins an open game even after the
// starter has already made their first move: the seats were fixed by the draw at open, so the
// joiner takes the empty seat without disturbing the journal, and can act on their turn.
func TestOpenGameJoinAfterStarterMoved(t *testing.T) {
ctx := context.Background()
clearOpenGames(t)
@@ -0,0 +1,24 @@
//
// Code generated by go-jet DO NOT EDIT.
//
// WARNING: Changes to this file may cause incorrect behavior
// and will be lost if the code is regenerated
//
package model
import (
"github.com/google/uuid"
"time"
)
type GameSetupDraws struct {
GameID uuid.UUID `sql:"primary_key"`
Round int16 `sql:"primary_key"`
PickNo int16 `sql:"primary_key"`
AccountID *uuid.UUID
Letter string
IsBlank bool
DrawRank int16
CreatedAt time.Time
}
@@ -0,0 +1,99 @@
//
// Code generated by go-jet DO NOT EDIT.
//
// WARNING: Changes to this file may cause incorrect behavior
// and will be lost if the code is regenerated
//
package table
import (
"github.com/go-jet/jet/v2/postgres"
)
var GameSetupDraws = newGameSetupDrawsTable("backend", "game_setup_draws", "")
type gameSetupDrawsTable struct {
postgres.Table
// Columns
GameID postgres.ColumnString
Round postgres.ColumnInteger
PickNo postgres.ColumnInteger
AccountID postgres.ColumnString
Letter postgres.ColumnString
IsBlank postgres.ColumnBool
DrawRank postgres.ColumnInteger
CreatedAt postgres.ColumnTimestampz
AllColumns postgres.ColumnList
MutableColumns postgres.ColumnList
DefaultColumns postgres.ColumnList
}
type GameSetupDrawsTable struct {
gameSetupDrawsTable
EXCLUDED gameSetupDrawsTable
}
// AS creates new GameSetupDrawsTable with assigned alias
func (a GameSetupDrawsTable) AS(alias string) *GameSetupDrawsTable {
return newGameSetupDrawsTable(a.SchemaName(), a.TableName(), alias)
}
// Schema creates new GameSetupDrawsTable with assigned schema name
func (a GameSetupDrawsTable) FromSchema(schemaName string) *GameSetupDrawsTable {
return newGameSetupDrawsTable(schemaName, a.TableName(), a.Alias())
}
// WithPrefix creates new GameSetupDrawsTable with assigned table prefix
func (a GameSetupDrawsTable) WithPrefix(prefix string) *GameSetupDrawsTable {
return newGameSetupDrawsTable(a.SchemaName(), prefix+a.TableName(), a.TableName())
}
// WithSuffix creates new GameSetupDrawsTable with assigned table suffix
func (a GameSetupDrawsTable) WithSuffix(suffix string) *GameSetupDrawsTable {
return newGameSetupDrawsTable(a.SchemaName(), a.TableName()+suffix, a.TableName())
}
func newGameSetupDrawsTable(schemaName, tableName, alias string) *GameSetupDrawsTable {
return &GameSetupDrawsTable{
gameSetupDrawsTable: newGameSetupDrawsTableImpl(schemaName, tableName, alias),
EXCLUDED: newGameSetupDrawsTableImpl("", "excluded", ""),
}
}
func newGameSetupDrawsTableImpl(schemaName, tableName, alias string) gameSetupDrawsTable {
var (
GameIDColumn = postgres.StringColumn("game_id")
RoundColumn = postgres.IntegerColumn("round")
PickNoColumn = postgres.IntegerColumn("pick_no")
AccountIDColumn = postgres.StringColumn("account_id")
LetterColumn = postgres.StringColumn("letter")
IsBlankColumn = postgres.BoolColumn("is_blank")
DrawRankColumn = postgres.IntegerColumn("draw_rank")
CreatedAtColumn = postgres.TimestampzColumn("created_at")
allColumns = postgres.ColumnList{GameIDColumn, RoundColumn, PickNoColumn, AccountIDColumn, LetterColumn, IsBlankColumn, DrawRankColumn, CreatedAtColumn}
mutableColumns = postgres.ColumnList{AccountIDColumn, LetterColumn, IsBlankColumn, DrawRankColumn, CreatedAtColumn}
defaultColumns = postgres.ColumnList{IsBlankColumn, CreatedAtColumn}
)
return gameSetupDrawsTable{
Table: postgres.NewTable(schemaName, tableName, alias, allColumns...),
//Columns
GameID: GameIDColumn,
Round: RoundColumn,
PickNo: PickNoColumn,
AccountID: AccountIDColumn,
Letter: LetterColumn,
IsBlank: IsBlankColumn,
DrawRank: DrawRankColumn,
CreatedAt: CreatedAtColumn,
AllColumns: allColumns,
MutableColumns: mutableColumns,
DefaultColumns: defaultColumns,
}
}
@@ -31,6 +31,7 @@ func UseSchema(schema string) {
GameInvitations = GameInvitations.FromSchema(schema)
GameMoves = GameMoves.FromSchema(schema)
GamePlayers = GamePlayers.FromSchema(schema)
GameSetupDraws = GameSetupDraws.FromSchema(schema)
Games = Games.FromSchema(schema)
Identities = Identities.FromSchema(schema)
Sessions = Sessions.FromSchema(schema)
@@ -0,0 +1,31 @@
-- +goose Up
-- The first-move draw (docs/ARCHITECTURE.md §6): before a game starts, each seated
-- player draws one tile from the bag and the tile closest to "A" decides who moves
-- first (a blank supersedes all letters); players tied for the best tile re-draw
-- until a single leader remains. Each draw uses fresh entropy (not the game's
-- deterministic bag seed), so this record — not a seed — is the only account of how
-- the order was chosen. It is kept for tournaments, where the draw becomes a manual
-- per-tile call. The record is dictionary-independent: the decoded letter, the blank
-- flag and the numeric draw rank describe each draw without any alphabet table. The
-- winner is reflected as seat 0 in game_players, so no order column is duplicated
-- here. In auto-match the opponent is unknown at draw time (the draw runs against a
-- synthetic placeholder when the game opens), so their draw rows carry a NULL account_id,
-- back-filled when a real opponent joins. Hidden from players for now; surfaced only in the
-- admin console.
SET search_path = backend, pg_catalog;
CREATE TABLE game_setup_draws (
game_id uuid NOT NULL REFERENCES games (game_id) ON DELETE CASCADE,
round smallint NOT NULL,
pick_no smallint NOT NULL,
account_id uuid REFERENCES accounts (account_id) ON DELETE CASCADE,
letter text NOT NULL,
is_blank boolean NOT NULL DEFAULT false,
draw_rank smallint NOT NULL,
created_at timestamptz NOT NULL DEFAULT now(),
PRIMARY KEY (game_id, round, pick_no)
);
-- +goose Down
SET search_path = backend, pg_catalog;
DROP TABLE game_setup_draws;
@@ -523,6 +523,34 @@ func (s *Server) consoleGameDetail(c *gin.Context) {
}
}
}
// First-move draw (docs/ARCHITECTURE.md §6) and the step-by-step replay timeline. Both are
// best-effort: a game that predates the draw or cannot be replayed still renders its
// summary and seats.
names := make(map[string]string, len(view.Seats))
for _, st := range view.Seats {
names[st.AccountID] = st.DisplayName
}
if draws, derr := s.games.SetupDraws(ctx, g.ID); derr == nil {
for _, d := range draws {
row := adminconsole.SetupDrawRow{Round: d.Round, Letter: strings.ToUpper(d.Letter), Blank: d.Blank, Rank: d.Rank}
if d.Account == uuid.Nil {
row.Name = "(opponent)"
} else {
row.Name = names[d.Account.String()]
row.AccountID = d.Account.String()
}
view.SetupDraws = append(view.SetupDraws, row)
}
}
if len(view.Seats) > 0 {
view.FirstMover = view.Seats[0].DisplayName
}
if tl, terr := s.games.ReplayTimeline(ctx, g.ID); terr == nil {
if rj, jerr := buildReplayJSON(g.Variant, tl, view.Seats); jerr == nil {
view.ReplayJSON = rj
view.HasReplay = len(tl.Steps) > 0
}
}
s.renderConsole(c, "game_detail", "games", "Game", view)
}
@@ -0,0 +1,168 @@
package server
import (
"encoding/json"
"html/template"
"strings"
"scrabble/backend/internal/adminconsole"
"scrabble/backend/internal/engine"
"scrabble/backend/internal/game"
)
// The admin game-replay payload embedded in the game_detail page for its vanilla-JS stepper:
// the premium board layout, the seats and one step per replay frame (the dealt racks, then
// one per move) carrying the resulting racks, scores, turn cursor and bag size. Letters are
// upper-cased for display and carry their tile value (0 renders without a subscript).
type replayTileJSON struct {
L string `json:"l"`
V int `json:"v"`
B bool `json:"b,omitempty"`
}
type replayPlaceJSON struct {
R int `json:"r"`
C int `json:"c"`
L string `json:"l"`
V int `json:"v"`
B bool `json:"b,omitempty"`
}
type replayMoveJSON struct {
Seat int `json:"seat"`
Action string `json:"action"`
Words []string `json:"words,omitempty"`
Score int `json:"score"`
Placements []replayPlaceJSON `json:"placements,omitempty"`
Exchanged []replayTileJSON `json:"exchanged,omitempty"`
}
type replayStepJSON struct {
Move *replayMoveJSON `json:"move"`
Drawn []replayTileJSON `json:"drawn,omitempty"`
Racks [][]replayTileJSON `json:"racks"`
Scores []int `json:"scores"`
ToMove int `json:"toMove"`
BagLen int `json:"bagLen"`
}
type replaySeatJSON struct {
Seat int `json:"seat"`
Name string `json:"name"`
AccountID string `json:"accountId"`
}
type replayDataJSON struct {
Centre [2]int `json:"centre"`
Premium [][]string `json:"premium"`
Seats []replaySeatJSON `json:"seats"`
Steps []replayStepJSON `json:"steps"`
}
// buildReplayJSON renders a game's replay timeline as the JSON the stepper consumes, resolving
// each tile's value from the variant's alphabet. The result is safe to embed in a <script>:
// encoding/json escapes <, > and & to \u00xx, so a user-chosen seat name cannot break out.
func buildReplayJSON(variant engine.Variant, tl game.ReplayTimelineView, seats []adminconsole.SeatRow) (template.JS, error) {
values := map[string]int{}
if table, err := engine.AlphabetTable(variant); err == nil {
for _, e := range table {
values[e.Letter] = e.Value
}
}
tile := func(letter string, blank bool) replayTileJSON {
v := 0
if !blank {
v = values[strings.ToLower(letter)]
}
return replayTileJSON{L: strings.ToUpper(letter), V: v, B: blank}
}
tiles := func(letters []string) []replayTileJSON {
out := make([]replayTileJSON, len(letters))
for i, l := range letters {
out[i] = tile(l, l == "?")
}
return out
}
data := replayDataJSON{Centre: [2]int{7, 7}, Premium: premiumGrid(variant)}
for _, s := range seats {
data.Seats = append(data.Seats, replaySeatJSON{Seat: s.Seat, Name: s.DisplayName, AccountID: s.AccountID})
}
for _, st := range tl.Steps {
js := replayStepJSON{
Racks: make([][]replayTileJSON, len(st.Racks)),
Scores: st.Scores,
ToMove: st.ToMove,
BagLen: st.BagLen,
Drawn: tiles(st.Drawn),
}
for i, r := range st.Racks {
js.Racks[i] = tiles(r)
}
if st.Move != nil {
m := &replayMoveJSON{Seat: st.Move.Seat, Action: st.Move.Action, Words: st.Move.Words, Score: st.Move.Score}
for _, p := range st.Move.Tiles {
t := tile(p.Letter, p.Blank)
m.Placements = append(m.Placements, replayPlaceJSON{R: p.Row, C: p.Col, L: t.L, V: t.V, B: t.B})
}
m.Exchanged = tiles(st.Move.Exchanged)
js.Move = m
}
data.Steps = append(data.Steps, js)
}
b, err := json.Marshal(data)
if err != nil {
return "", err
}
return template.JS(b), nil
}
// premiumRows is the standard Scrabble premium-square layout: T triple-word, D double-word,
// t triple-letter, d double-letter, * the centre double-word, '.' a plain square.
var premiumRows = []string{
"T..d...T...d..T",
".D...t...t...D.",
"..D...d.d...D..",
"d..D...d...D..d",
"....D.....D....",
".t...t...t...t.",
"..d...d.d...d..",
"T..d...*...d..T",
"..d...d.d...d..",
".t...t...t...t.",
"....D.....D....",
"d..D...d...D..d",
"..D...d.d...D..",
".D...t...t...D.",
"T..d...T...d..T",
}
// premiumGrid returns the 15×15 premium-square codes ("tw"/"dw"/"tl"/"dl"/"") for variant.
// Erudite carries no double-word premium on the centre square (only the start star).
func premiumGrid(variant engine.Variant) [][]string {
code := func(ch byte) string {
switch ch {
case 'T':
return "tw"
case 'D', '*':
return "dw"
case 't':
return "tl"
case 'd':
return "dl"
}
return ""
}
grid := make([][]string, len(premiumRows))
for r, row := range premiumRows {
grid[r] = make([]string, len(row))
for c := 0; c < len(row); c++ {
grid[r][c] = code(row[c])
}
}
if variant == engine.VariantErudit {
grid[7][7] = ""
}
return grid
}