feat(rules): forbid repeating a word already on the board in Erudit
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Russian "Эрудит" treats a word laid on the board as belonging to the game: it cannot be laid again. Neither the solver, the backend nor the offline JS port knew the rule, so a player (and the robot) could replay a word freely. Official Scrabble places no such restriction, so both Scrabble variants keep playing unrestricted. The rule applies in two ways. A play whose main word is already on the board is illegal, and is neither accepted nor generated. A play whose perpendicular cross-word is already there stands — that word is incidental to laying the main word — but scores nothing. The set of played words is the game's own move journal, main words and cross-words alike, compared decoded, so a word spelled with a blank is the same word. It lives in the game layer, not the solver: only a game knows its history, and the solver stays stateless and standard-rules. The backend applies it at submit, at the move preview and over generated moves (filtering and re-ranking them, so neither the robot nor the hint can offer a play the engine would then refuse); the client port does the same for the offline engine and for the on-device preview of an online game. The rule is pinned per game (games.no_repeat_words, set from the variant at creation) rather than keyed on the variant, because a game is replayed from its journal on every open. Applied retroactively it would make an already-played repeat illegal — closing that game as a draw — and would rescore a play whose cross-word repeats an earlier word, shifting a live game's totals. Games created before the rule keep playing without it. The flag rides the wire as a trailing field because the client's preview must score the way the server does, and offline games pin the same answer in their own record.
This commit is contained in:
@@ -110,6 +110,10 @@ func (g *Game) EvaluatePlay(tiles []TileRecord) (MoveRecord, error) {
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if err != nil {
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return MoveRecord{}, fmt.Errorf("%w: %v", ErrIllegalPlay, err)
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}
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move, err = g.noRepeat(move, g.playedWords())
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if err != nil {
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return MoveRecord{}, err
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}
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return g.decodeMove(move), nil
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}
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@@ -104,6 +104,11 @@ type Options struct {
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// perpendicular cross-words are ignored. Callers always set this explicitly; the
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// zero value (false) is the single-word rule.
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MultipleWordsPerTurn bool
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// NoRepeatWords enables the "Эрудит" rule under which a word already laid on the
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// board cannot be laid again (see norepeat.go). It is pinned per game rather than
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// derived from the variant, so a game started before the rule existed replays and
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// scores unchanged; the zero value (false) is the unrestricted rule.
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NoRepeatWords bool
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}
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// Game is the in-memory state of a single match and the pure rules engine over
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@@ -127,6 +132,7 @@ type Game struct {
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resigned []bool // per seat; a resigned seat is skipped and cannot win
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dropoutTiles DropoutTiles // disposition of a resigned seat's tiles
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multipleWords bool // false = single-word rule (perpendicular cross-words ignored)
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noRepeatWords bool // true = a word already on the board cannot be laid again
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log []MoveRecord
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}
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@@ -164,6 +170,7 @@ func New(reg *Registry, opts Options) (*Game, error) {
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resigned: make([]bool, opts.Players),
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dropoutTiles: opts.DropoutTiles,
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multipleWords: opts.MultipleWordsPerTurn,
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noRepeatWords: opts.NoRepeatWords,
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}
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for i := range g.hands {
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g.hands[i] = g.bag.Draw(rs.RackSize)
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@@ -195,6 +202,10 @@ func (g *Game) Play(dir scrabble.Direction, tiles []scrabble.Placement) (MoveRec
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if err != nil {
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return MoveRecord{}, fmt.Errorf("%w: %v", ErrIllegalPlay, err)
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}
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move, err = g.noRepeat(move, g.playedWords())
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if err != nil {
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return MoveRecord{}, err
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}
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scrabble.Apply(g.board, move)
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g.removeFromHand(player, placementTiles(tiles))
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@@ -300,7 +311,7 @@ func (g *Game) ResignSeat(seat int) (MoveRecord, error) {
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// GenerateMoves returns every legal play for the current player's rack, ranked
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// by descending score. It is empty when the player has no legal play.
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func (g *Game) GenerateMoves() []scrabble.Move {
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return g.solver.GenerateMovesOpts(g.board, g.rackOf(g.toMove), scrabble.Both, g.playOpts())
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return g.noRepeatFilter(g.solver.GenerateMovesOpts(g.board, g.rackOf(g.toMove), scrabble.Both, g.playOpts()))
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}
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// Hint returns the highest-scoring legal play for the current player and true,
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@@ -0,0 +1,93 @@
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package engine
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import (
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"fmt"
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"sort"
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"gitea.iliadenisov.ru/developer/scrabble-solver/scrabble"
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)
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// The no-repeat-words rule of Russian "Эрудит": a word laid on the board belongs to the game
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// from then on and cannot be laid again. It is a rule of that variant only — official Scrabble
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// places no such restriction — and it is pinned per game (Options.NoRepeatWords) rather than
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// derived from the variant, so a game started before the rule existed keeps replaying and
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// scoring exactly as it did when it was played.
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//
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// The rule reads the game's own move log, which is the record of every word ever formed, and
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// applies in two different ways:
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//
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// - the play's main word must not already be there — such a play is illegal, and is neither
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// accepted nor offered by the move generator;
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// - a perpendicular cross-word that is already there is allowed, because it is incidental to
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// laying the main word, but it scores nothing.
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//
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// The rule is deliberately kept out of the solver, which stays a stateless, standard-rules
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// engine: only this package knows a game's history.
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// playedWords returns the set of words already formed in this game, as the decoded strings the
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// move log records — the main word and every cross-word of every play. Both this set and the
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// words a candidate move is checked against come from the same decoder, so they compare exactly.
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func (g *Game) playedWords() map[string]struct{} {
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played := make(map[string]struct{})
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for _, rec := range g.log {
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if rec.Action != ActionPlay {
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continue
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}
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for _, w := range rec.Words {
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played[w] = struct{}{}
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}
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}
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return played
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}
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// noRepeat applies the no-repeat-words rule to an already validated move, given the set of words
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// already played (see playedWords). It returns ErrIllegalPlay when the move's main word is one of
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// them, and otherwise the move with every already-played cross-word scored down to zero and the
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// total reduced to match. A game without the rule gets its move back untouched.
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func (g *Game) noRepeat(m scrabble.Move, played map[string]struct{}) (scrabble.Move, error) {
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if !g.noRepeatWords {
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return m, nil
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}
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if main := g.word(m.Main); isPlayed(played, main) {
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return scrabble.Move{}, fmt.Errorf("%w: word %q is already on the board", ErrIllegalPlay, main)
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}
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for i, cw := range m.Cross {
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if !isPlayed(played, g.word(cw)) {
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continue
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}
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m.Score -= cw.Score
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m.Cross[i].Score = 0
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}
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return m, nil
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}
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// isPlayed reports whether word is in the played set. The empty string is never played: it is
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// what the decoder yields for a malformed letter index, and such a word must not silently match.
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func isPlayed(played map[string]struct{}, word string) bool {
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if word == "" {
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return false
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}
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_, ok := played[word]
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return ok
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}
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// noRepeatFilter applies the rule across a generated move list: it drops the plays whose main
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// word is already on the board, rescores the rest, and re-ranks them by the adjusted score. The
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// sort is stable, so plays the solver ranked equally keep its order. A game without the rule
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// gets its list back untouched.
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func (g *Game) noRepeatFilter(moves []scrabble.Move) []scrabble.Move {
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if !g.noRepeatWords {
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return moves
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}
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played := g.playedWords()
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out := moves[:0]
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for _, m := range moves {
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adjusted, err := g.noRepeat(m, played)
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if err != nil {
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continue
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}
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out = append(out, adjusted)
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}
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sort.SliceStable(out, func(i, j int) bool { return out[i].Score > out[j].Score })
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return out
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}
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@@ -0,0 +1,175 @@
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package engine
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import (
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"errors"
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"testing"
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"gitea.iliadenisov.ru/developer/scrabble-solver/scrabble"
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)
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// newEruditNoRepeat builds a two-player Erudit game with the no-repeat-words rule set either
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// way, plus a helper resolving a letter to its alphabet index.
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func newEruditNoRepeat(t *testing.T, noRepeat bool) (*Game, func(string) byte) {
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t.Helper()
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g, err := New(testReg, Options{
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Variant: VariantErudit,
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Version: testVersion,
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Players: 2,
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Seed: 1,
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MultipleWordsPerTurn: true,
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NoRepeatWords: noRepeat,
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})
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if err != nil {
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t.Fatalf("new erudit game: %v", err)
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}
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return g, func(s string) byte {
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i, err := g.rules.Alphabet.Index(s)
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if err != nil {
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t.Fatalf("index %q: %v", s, err)
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}
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return i
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}
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}
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// playKotAtCentre commits the opening horizontal КОТ across the centre square, so that the word
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// is genuinely in the game's move log rather than only on the board.
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func playKotAtCentre(t *testing.T, g *Game, idx func(string) byte) (row, col int) {
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t.Helper()
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row, col = centre(g.rules)
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g.hands[0] = []byte{idx("к"), idx("о"), idx("т")}
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if _, err := g.Play(scrabble.Horizontal, placementsForWord(t, g.rules, row, col, scrabble.Horizontal, "кот")); err != nil {
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t.Fatalf("opening кот: %v", err)
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}
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return row, col
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}
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// TestNoRepeatRejectsAReplayedMainWord is the rule's headline case: КОТ laid once may not be laid
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// again, here as a vertical play hooking the opening word's К. Without the rule the very same play
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// is legal, which pins the rejection on the rule and not on the position.
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func TestNoRepeatRejectsAReplayedMainWord(t *testing.T) {
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if ok, err := testReg.Lookup(VariantErudit, testVersion, "кот"); err != nil || !ok {
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t.Fatalf("precondition: кот must be in the Erudit dictionary (ok=%v, err=%v)", ok, err)
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}
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// The second play reuses the opening К and adds О and Т below it, forming КОТ downwards.
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// Neither new tile has a horizontal neighbour, so the main word is the only word formed.
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replay := func(t *testing.T, g *Game, idx func(string) byte, row, col int) error {
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t.Helper()
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g.hands[g.toMove] = []byte{idx("о"), idx("т")}
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_, err := g.Play(scrabble.Vertical, []scrabble.Placement{
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{Row: row + 1, Col: col, Letter: idx("о")},
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{Row: row + 2, Col: col, Letter: idx("т")},
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})
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return err
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}
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t.Run("with the rule the replayed word is illegal", func(t *testing.T) {
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g, idx := newEruditNoRepeat(t, true)
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row, col := playKotAtCentre(t, g, idx)
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if err := replay(t, g, idx, row, col); !errors.Is(err, ErrIllegalPlay) {
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t.Fatalf("replaying кот: err = %v, want ErrIllegalPlay", err)
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}
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})
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t.Run("without the rule the same play is accepted", func(t *testing.T) {
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g, idx := newEruditNoRepeat(t, false)
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row, col := playKotAtCentre(t, g, idx)
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if err := replay(t, g, idx, row, col); err != nil {
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t.Fatalf("replaying кот without the rule: %v", err)
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}
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})
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}
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// TestNoRepeatPreviewRejectsAReplayedMainWord pins the preview to the same answer as submitting:
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// EvaluatePlay must reject what Play rejects, or the player would be shown a score for a move the
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// server will refuse.
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func TestNoRepeatPreviewRejectsAReplayedMainWord(t *testing.T) {
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g, idx := newEruditNoRepeat(t, true)
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row, col := playKotAtCentre(t, g, idx)
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g.hands[g.toMove] = []byte{idx("о"), idx("т")}
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_, err := g.EvaluatePlay([]TileRecord{
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{Row: row + 1, Col: col, Letter: "о"},
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{Row: row + 2, Col: col, Letter: "т"},
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})
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if !errors.Is(err, ErrIllegalPlay) {
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t.Fatalf("previewing a replayed кот: err = %v, want ErrIllegalPlay", err)
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}
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}
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// TestNoRepeatDropsTheScoreOfAReplayedCrossWord covers the other half of the rule: a play whose
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// perpendicular cross-word is already on the board stays legal — the cross-word is incidental to
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// laying the main word — but that cross-word scores nothing. The position places РОТ so that its
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// Т completes a standing КО downwards into a second КОТ.
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func TestNoRepeatDropsTheScoreOfAReplayedCrossWord(t *testing.T) {
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if ok, err := testReg.Lookup(VariantErudit, testVersion, "рот"); err != nil || !ok {
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t.Fatalf("precondition: рот must be in the Erudit dictionary (ok=%v, err=%v)", ok, err)
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}
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// The main word РОТ runs along row 12; only its last tile has vertical neighbours, so КОТ
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// (К and О standing at rows 10 and 11 of column 5) is the play's single cross-word.
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evaluate := func(t *testing.T, noRepeat bool) MoveRecord {
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t.Helper()
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g, idx := newEruditNoRepeat(t, noRepeat)
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playKotAtCentre(t, g, idx)
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scrabble.Apply(g.board, scrabble.Move{Tiles: []scrabble.Placement{
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{Row: 10, Col: 5, Letter: idx("к")},
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{Row: 11, Col: 5, Letter: idx("о")},
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}})
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g.hands[g.toMove] = []byte{idx("р"), idx("о"), idx("т")}
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rec, err := g.EvaluatePlay([]TileRecord{
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{Row: 12, Col: 3, Letter: "р"},
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{Row: 12, Col: 4, Letter: "о"},
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{Row: 12, Col: 5, Letter: "т"},
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})
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if err != nil {
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t.Fatalf("evaluating рот (noRepeat=%v): %v", noRepeat, err)
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}
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return rec
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}
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unrestricted, restricted := evaluate(t, false), evaluate(t, true)
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if restricted.Score >= unrestricted.Score {
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t.Errorf("score with the rule = %d, want less than %d without it", restricted.Score, unrestricted.Score)
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}
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// The word is still formed and still reported — it simply earns nothing.
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if len(restricted.Words) != len(unrestricted.Words) {
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t.Errorf("words with the rule = %v, want the same words as without it (%v)", restricted.Words, unrestricted.Words)
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}
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}
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// TestNoRepeatFiltersGeneratedMoves keeps the robot and the hint honest: a play the rule forbids
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// must never be generated, or the engine would offer a move it would then refuse.
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func TestNoRepeatFiltersGeneratedMoves(t *testing.T) {
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g, idx := newEruditNoRepeat(t, true)
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playKotAtCentre(t, g, idx)
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g.hands[g.toMove] = []byte{idx("к"), idx("о"), idx("т"), idx("а"), idx("н"), idx("с"), idx("л")}
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moves := g.GenerateMoves()
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if len(moves) == 0 {
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t.Fatal("no legal replies generated; the position cannot exercise the filter")
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}
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for _, m := range moves {
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if w := g.word(m.Main); w == "кот" {
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t.Fatalf("generated a play of кот, which is already on the board")
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}
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}
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// The list stays ranked by the adjusted score, which the hint relies on.
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for i := 1; i < len(moves); i++ {
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if moves[i-1].Score < moves[i].Score {
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t.Fatalf("generated moves not ranked: move %d scores %d, move %d scores %d",
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i-1, moves[i-1].Score, i, moves[i].Score)
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}
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}
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}
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// TestNoRepeatOffLeavesTheGameUnchanged is the compatibility guard for every game started before
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// the rule existed (and for both Scrabble variants, which never take it): nothing is filtered,
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// nothing is rescored.
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func TestNoRepeatOffLeavesTheGameUnchanged(t *testing.T) {
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g, idx := newEruditNoRepeat(t, false)
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playKotAtCentre(t, g, idx)
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g.hands[g.toMove] = []byte{idx("к"), idx("о"), idx("т"), idx("а"), idx("н"), idx("с"), idx("л")}
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generated := g.solver.GenerateMovesOpts(g.board, g.rackOf(g.toMove), scrabble.Both, g.playOpts())
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if got, want := len(g.GenerateMoves()), len(generated); got != want {
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t.Errorf("generated %d moves, want the solver's %d untouched", got, want)
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}
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}
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@@ -57,6 +57,7 @@ func gameSummary(g Game, names []string) notify.GameSummary {
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EndReason: g.EndReason,
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Seats: seats,
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LastActivityUnix: last.Unix(),
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NoRepeatWords: g.NoRepeatWords,
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}
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}
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@@ -60,6 +60,7 @@ func (svc *Service) ReplayTimeline(ctx context.Context, gameID uuid.UUID) (Repla
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Seed: seed,
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DropoutTiles: pre.DropoutTiles,
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MultipleWordsPerTurn: pre.MultipleWordsPerTurn,
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NoRepeatWords: pre.NoRepeatWords,
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})
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if err != nil {
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return ReplayTimelineView{}, err
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@@ -284,6 +284,13 @@ func (svc *Service) versionResident(version string) bool {
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return false
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}
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// noRepeatWordsFor reports whether a game of variant v is created with the no-repeat-words rule
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// (see engine/norepeat.go): a word already on the board cannot be laid again. It is a rule of
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// Russian "Эрудит" alone — both Scrabble variants let a word be played as often as a player can
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// manage. The answer is pinned into games.no_repeat_words at creation and read back from there
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// afterwards, never re-derived, so games created before the rule existed keep their own answer.
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func noRepeatWordsFor(v engine.Variant) bool { return v == engine.VariantErudit }
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// Create starts and persists a new game seating the given accounts in turn order
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// (seat 0 first), deals the racks, and warms the live-game cache. It validates
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// the player count (2–4), the move clock, the hint allowance and that every seat
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@@ -359,6 +366,7 @@ func (svc *Service) Create(ctx context.Context, params CreateParams) (Game, erro
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Seed: seed,
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DropoutTiles: params.DropoutTiles,
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MultipleWordsPerTurn: params.MultipleWordsPerTurn,
|
||||
NoRepeatWords: noRepeatWordsFor(params.Variant),
|
||||
})
|
||||
if err != nil {
|
||||
if errors.Is(err, engine.ErrUnknownVariant) || errors.Is(err, engine.ErrUnknownVersion) {
|
||||
@@ -382,6 +390,7 @@ func (svc *Service) Create(ctx context.Context, params CreateParams) (Game, erro
|
||||
hintsPerPlayer: params.HintsPerPlayer,
|
||||
dropoutTiles: params.DropoutTiles.String(),
|
||||
multipleWordsPerTurn: params.MultipleWordsPerTurn,
|
||||
noRepeatWords: noRepeatWordsFor(params.Variant),
|
||||
vsAI: params.VsAI,
|
||||
kind: params.Kind,
|
||||
}
|
||||
@@ -445,6 +454,7 @@ func (svc *Service) OpenOrJoin(ctx context.Context, accountID uuid.UUID, params
|
||||
hintsPerPlayer: params.HintsPerPlayer,
|
||||
dropoutTiles: params.DropoutTiles.String(),
|
||||
multipleWordsPerTurn: params.MultipleWordsPerTurn,
|
||||
noRepeatWords: noRepeatWordsFor(params.Variant),
|
||||
status: StatusOpen,
|
||||
openDeadline: &deadline,
|
||||
kind: gamelimits.KindRandom,
|
||||
@@ -1584,6 +1594,7 @@ func (svc *Service) replay(ctx context.Context, pre Game) (*engine.Game, error)
|
||||
Seed: seed,
|
||||
DropoutTiles: pre.DropoutTiles,
|
||||
MultipleWordsPerTurn: pre.MultipleWordsPerTurn,
|
||||
NoRepeatWords: pre.NoRepeatWords,
|
||||
})
|
||||
if err != nil {
|
||||
return nil, err
|
||||
|
||||
@@ -44,6 +44,8 @@ type gameInsert struct {
|
||||
dropoutTiles string
|
||||
// multipleWordsPerTurn false selects the single-word rule for the game.
|
||||
multipleWordsPerTurn bool
|
||||
// noRepeatWords true forbids laying a word that is already on the board (games.no_repeat_words).
|
||||
noRepeatWords bool
|
||||
// vsAI marks an honest-AI game (games.vs_ai).
|
||||
vsAI bool
|
||||
// kind tags the game's origin (games.game_kind) for the active-game limits.
|
||||
@@ -173,8 +175,10 @@ func insertGameTx(ctx context.Context, tx *sql.Tx, ins gameInsert, seats []seatI
|
||||
table.Games.Status, table.Games.Players, table.Games.TurnTimeoutSecs,
|
||||
table.Games.HintsAllowed, table.Games.HintsPerPlayer, table.Games.OpenDeadlineAt,
|
||||
table.Games.DropoutTiles, table.Games.MultipleWordsPerTurn, table.Games.VsAi, table.Games.GameKind,
|
||||
table.Games.NoRepeatWords,
|
||||
).VALUES(ins.id, ins.variant, ins.dictVersion, ins.seed, status, ins.players,
|
||||
ins.turnTimeoutSecs, ins.hintsAllowed, ins.hintsPerPlayer, deadline, ins.dropoutTiles, ins.multipleWordsPerTurn, ins.vsAI, int16(ins.kind))
|
||||
ins.turnTimeoutSecs, ins.hintsAllowed, ins.hintsPerPlayer, deadline, ins.dropoutTiles, ins.multipleWordsPerTurn, ins.vsAI, int16(ins.kind),
|
||||
ins.noRepeatWords)
|
||||
if _, err := gi.ExecContext(ctx, tx); err != nil {
|
||||
return fmt.Errorf("insert game: %w", err)
|
||||
}
|
||||
@@ -1355,6 +1359,7 @@ func projectGame(g model.Games, seats []model.GamePlayers) (Game, error) {
|
||||
UpdatedAt: g.UpdatedAt,
|
||||
}
|
||||
out.MultipleWordsPerTurn = g.MultipleWordsPerTurn
|
||||
out.NoRepeatWords = g.NoRepeatWords
|
||||
out.VsAI = g.VsAi
|
||||
out.Kind = gamelimits.Kind(g.GameKind)
|
||||
if g.EndReason != nil {
|
||||
|
||||
@@ -144,6 +144,10 @@ type Game struct {
|
||||
FinishedAt *time.Time
|
||||
// MultipleWordsPerTurn true selects standard Scrabble; false the single-word rule.
|
||||
MultipleWordsPerTurn bool
|
||||
// NoRepeatWords true forbids laying a word that is already on the board (the "Эрудит" rule,
|
||||
// see engine/norepeat.go). It is pinned at creation from the variant rather than derived on
|
||||
// read, so a game started before the rule existed keeps replaying and scoring unchanged.
|
||||
NoRepeatWords bool
|
||||
// VsAI is true for an honest-AI game (games.vs_ai): the opponent is a robot the
|
||||
// player knowingly chose, shown as 🤖, with chat/nudge disabled and no statistics.
|
||||
VsAI bool
|
||||
|
||||
@@ -0,0 +1,86 @@
|
||||
//go:build integration
|
||||
|
||||
package inttest
|
||||
|
||||
import (
|
||||
"context"
|
||||
"testing"
|
||||
|
||||
"github.com/google/uuid"
|
||||
|
||||
"scrabble/backend/internal/engine"
|
||||
"scrabble/backend/internal/game"
|
||||
)
|
||||
|
||||
// createTwoSeatGame starts a plain two-human game of the given variant.
|
||||
func createTwoSeatGame(t *testing.T, svc *game.Service, variant engine.Variant) game.Game {
|
||||
t.Helper()
|
||||
g, err := svc.Create(context.Background(), game.CreateParams{
|
||||
Variant: variant,
|
||||
Seats: []uuid.UUID{provisionAccount(t), provisionAccount(t)},
|
||||
HintsAllowed: true,
|
||||
HintsPerPlayer: 1,
|
||||
MultipleWordsPerTurn: true,
|
||||
})
|
||||
if err != nil {
|
||||
t.Fatalf("create %s game: %v", variant, err)
|
||||
}
|
||||
return g
|
||||
}
|
||||
|
||||
// TestNoRepeatWordsPinnedFromTheVariant checks the rule is written into games.no_repeat_words at
|
||||
// creation from the variant — on for Erudit, off for both Scrabble variants — and read back with
|
||||
// the game rather than re-derived.
|
||||
func TestNoRepeatWordsPinnedFromTheVariant(t *testing.T) {
|
||||
svc := newGameService()
|
||||
for _, tc := range []struct {
|
||||
variant engine.Variant
|
||||
want bool
|
||||
}{
|
||||
{engine.VariantErudit, true},
|
||||
{engine.VariantRussianScrabble, false},
|
||||
{engine.VariantEnglish, false},
|
||||
} {
|
||||
t.Run(tc.variant.String(), func(t *testing.T) {
|
||||
created := createTwoSeatGame(t, svc, tc.variant)
|
||||
if created.NoRepeatWords != tc.want {
|
||||
t.Errorf("created game NoRepeatWords = %v, want %v", created.NoRepeatWords, tc.want)
|
||||
}
|
||||
// Re-read it: the value must come from the row, not from the create call.
|
||||
reloaded, err := svc.GameByID(context.Background(), created.ID)
|
||||
if err != nil {
|
||||
t.Fatalf("get game: %v", err)
|
||||
}
|
||||
if reloaded.NoRepeatWords != tc.want {
|
||||
t.Errorf("reloaded game NoRepeatWords = %v, want %v", reloaded.NoRepeatWords, tc.want)
|
||||
}
|
||||
})
|
||||
}
|
||||
}
|
||||
|
||||
// TestNoRepeatWordsHonoursThePinNotTheVariant is the compatibility guard for every Erudit game
|
||||
// that existed before the rule: those rows carry no_repeat_words false (the migration's default),
|
||||
// and such a game must keep playing unrestricted. Flipping the stored flag stands in for one.
|
||||
func TestNoRepeatWordsHonoursThePinNotTheVariant(t *testing.T) {
|
||||
ctx := context.Background()
|
||||
svc := newGameService()
|
||||
g := createTwoSeatGame(t, svc, engine.VariantErudit)
|
||||
|
||||
if _, err := testDB.ExecContext(ctx,
|
||||
`UPDATE backend.games SET no_repeat_words = false WHERE game_id = $1`, g.ID); err != nil {
|
||||
t.Fatalf("clear the pin: %v", err)
|
||||
}
|
||||
|
||||
reloaded, err := svc.GameByID(ctx, g.ID)
|
||||
if err != nil {
|
||||
t.Fatalf("get game: %v", err)
|
||||
}
|
||||
if reloaded.NoRepeatWords {
|
||||
t.Fatal("an Erudit game whose row has the rule off must report it off")
|
||||
}
|
||||
// The rule reaches the engine from the row, so the reconstructed game plays unrestricted:
|
||||
// its generated moves are the solver's full list, none filtered away.
|
||||
if _, err := svc.Hint(ctx, reloaded.ID, reloaded.Seats[reloaded.ToMove].AccountID); err != nil {
|
||||
t.Fatalf("hint on an unrestricted Erudit game: %v", err)
|
||||
}
|
||||
}
|
||||
@@ -42,6 +42,7 @@ func toWireGame(g GameSummary) wire.GameView {
|
||||
EndReason: g.EndReason,
|
||||
Seats: seats,
|
||||
LastActivityUnix: g.LastActivityUnix,
|
||||
NoRepeatWords: g.NoRepeatWords,
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -38,6 +38,9 @@ type GameSummary struct {
|
||||
// Kind is the game's origin for the active-game limits (0 unknown, 1 vs_ai, 2 random, 3 friends);
|
||||
// it rides live events so a lobby patch keeps the per-kind count correct.
|
||||
Kind int
|
||||
// NoRepeatWords forbids laying a word that is already on the board (the "Эрудит" rule, pinned
|
||||
// per game); it rides live events so the client's local move preview scores like the server.
|
||||
NoRepeatWords bool
|
||||
}
|
||||
|
||||
// AlphabetLetter is one variant alphabet entry (a display-only row) embedded in an
|
||||
|
||||
@@ -34,4 +34,5 @@ type Games struct {
|
||||
MultipleWordsPerTurn bool
|
||||
VsAi bool
|
||||
GameKind int16
|
||||
NoRepeatWords bool
|
||||
}
|
||||
|
||||
@@ -38,6 +38,7 @@ type gamesTable struct {
|
||||
MultipleWordsPerTurn postgres.ColumnBool
|
||||
VsAi postgres.ColumnBool
|
||||
GameKind postgres.ColumnInteger
|
||||
NoRepeatWords postgres.ColumnBool
|
||||
|
||||
AllColumns postgres.ColumnList
|
||||
MutableColumns postgres.ColumnList
|
||||
@@ -100,9 +101,10 @@ func newGamesTableImpl(schemaName, tableName, alias string) gamesTable {
|
||||
MultipleWordsPerTurnColumn = postgres.BoolColumn("multiple_words_per_turn")
|
||||
VsAiColumn = postgres.BoolColumn("vs_ai")
|
||||
GameKindColumn = postgres.IntegerColumn("game_kind")
|
||||
allColumns = postgres.ColumnList{GameIDColumn, VariantColumn, DictVersionColumn, SeedColumn, StatusColumn, PlayersColumn, ToMoveColumn, TurnStartedAtColumn, TurnTimeoutSecsColumn, HintsAllowedColumn, HintsPerPlayerColumn, MoveCountColumn, EndReasonColumn, CreatedAtColumn, UpdatedAtColumn, FinishedAtColumn, OpenDeadlineAtColumn, DropoutTilesColumn, MultipleWordsPerTurnColumn, VsAiColumn, GameKindColumn}
|
||||
mutableColumns = postgres.ColumnList{VariantColumn, DictVersionColumn, SeedColumn, StatusColumn, PlayersColumn, ToMoveColumn, TurnStartedAtColumn, TurnTimeoutSecsColumn, HintsAllowedColumn, HintsPerPlayerColumn, MoveCountColumn, EndReasonColumn, CreatedAtColumn, UpdatedAtColumn, FinishedAtColumn, OpenDeadlineAtColumn, DropoutTilesColumn, MultipleWordsPerTurnColumn, VsAiColumn, GameKindColumn}
|
||||
defaultColumns = postgres.ColumnList{StatusColumn, ToMoveColumn, TurnStartedAtColumn, HintsAllowedColumn, HintsPerPlayerColumn, MoveCountColumn, CreatedAtColumn, UpdatedAtColumn, DropoutTilesColumn, MultipleWordsPerTurnColumn, VsAiColumn, GameKindColumn}
|
||||
NoRepeatWordsColumn = postgres.BoolColumn("no_repeat_words")
|
||||
allColumns = postgres.ColumnList{GameIDColumn, VariantColumn, DictVersionColumn, SeedColumn, StatusColumn, PlayersColumn, ToMoveColumn, TurnStartedAtColumn, TurnTimeoutSecsColumn, HintsAllowedColumn, HintsPerPlayerColumn, MoveCountColumn, EndReasonColumn, CreatedAtColumn, UpdatedAtColumn, FinishedAtColumn, OpenDeadlineAtColumn, DropoutTilesColumn, MultipleWordsPerTurnColumn, VsAiColumn, GameKindColumn, NoRepeatWordsColumn}
|
||||
mutableColumns = postgres.ColumnList{VariantColumn, DictVersionColumn, SeedColumn, StatusColumn, PlayersColumn, ToMoveColumn, TurnStartedAtColumn, TurnTimeoutSecsColumn, HintsAllowedColumn, HintsPerPlayerColumn, MoveCountColumn, EndReasonColumn, CreatedAtColumn, UpdatedAtColumn, FinishedAtColumn, OpenDeadlineAtColumn, DropoutTilesColumn, MultipleWordsPerTurnColumn, VsAiColumn, GameKindColumn, NoRepeatWordsColumn}
|
||||
defaultColumns = postgres.ColumnList{StatusColumn, ToMoveColumn, TurnStartedAtColumn, HintsAllowedColumn, HintsPerPlayerColumn, MoveCountColumn, CreatedAtColumn, UpdatedAtColumn, DropoutTilesColumn, MultipleWordsPerTurnColumn, VsAiColumn, GameKindColumn, NoRepeatWordsColumn}
|
||||
)
|
||||
|
||||
return gamesTable{
|
||||
@@ -130,6 +132,7 @@ func newGamesTableImpl(schemaName, tableName, alias string) gamesTable {
|
||||
MultipleWordsPerTurn: MultipleWordsPerTurnColumn,
|
||||
VsAi: VsAiColumn,
|
||||
GameKind: GameKindColumn,
|
||||
NoRepeatWords: NoRepeatWordsColumn,
|
||||
|
||||
AllColumns: allColumns,
|
||||
MutableColumns: mutableColumns,
|
||||
|
||||
@@ -0,0 +1,14 @@
|
||||
-- The "Эрудит" no-repeat-words rule: a word laid on the board cannot be laid again. It is pinned
|
||||
-- per game rather than derived from the variant, because a game is replayed from its journal on
|
||||
-- every open — a rule applied retroactively would make an already-played repeat illegal (voiding
|
||||
-- the game) and would rescore a play whose cross-word repeats an earlier word. Every existing game
|
||||
-- therefore keeps the unrestricted rule (DEFAULT false, no backfill) and only new erudit_ru games
|
||||
-- are created with it on. Additive column — applies forward via goose with no data rewrite (no
|
||||
-- contour wipe); an image rollback ignores the column.
|
||||
-- +goose Up
|
||||
|
||||
ALTER TABLE backend.games ADD COLUMN no_repeat_words boolean NOT NULL DEFAULT false;
|
||||
|
||||
-- +goose Down
|
||||
|
||||
ALTER TABLE backend.games DROP COLUMN no_repeat_words;
|
||||
@@ -148,6 +148,9 @@ type gameDTO struct {
|
||||
ToMove int `json:"to_move"`
|
||||
TurnTimeoutSecs int `json:"turn_timeout_secs"`
|
||||
MultipleWordsPerTurn bool `json:"multiple_words_per_turn"`
|
||||
// NoRepeatWords forbids laying a word that is already on the board (the "Эрудит" rule, pinned
|
||||
// per game). The client needs it to score its local move preview the way the server does.
|
||||
NoRepeatWords bool `json:"no_repeat_words"`
|
||||
// VsAI marks an honest-AI game: the opponent is shown as 🤖 and chat/nudge/add-friend
|
||||
// are suppressed in the client.
|
||||
VsAI bool `json:"vs_ai"`
|
||||
@@ -296,6 +299,7 @@ func gameDTOFromGame(g game.Game) gameDTO {
|
||||
ToMove: g.ToMove,
|
||||
TurnTimeoutSecs: int(g.TurnTimeout.Seconds()),
|
||||
MultipleWordsPerTurn: g.MultipleWordsPerTurn,
|
||||
NoRepeatWords: g.NoRepeatWords,
|
||||
VsAI: g.VsAI,
|
||||
Kind: int(g.Kind),
|
||||
MoveCount: g.MoveCount,
|
||||
|
||||
@@ -561,6 +561,24 @@ Key points:
|
||||
it on (standard). For auto-match the rule is part of the matchmaking key, so only players
|
||||
who chose the same rule are paired (the rule field rides every create/enqueue request, so
|
||||
matchmaking stays one uniform path).
|
||||
- **No repeated words (Erudit).** A word laid on the board cannot be laid again — the "Эрудит"
|
||||
rule; official Scrabble has no such restriction, so both Scrabble variants never take it. It
|
||||
applies in two ways: a play whose **main word** is already on the board is illegal, and a play
|
||||
whose **cross-word** is already there stands (it is incidental to laying the main word) but that
|
||||
cross-word scores nothing. The set of played words is the game's own **move journal** — the main
|
||||
word and every cross-word of every play, compared decoded, so a word spelled with a blank is the
|
||||
same word. The rule lives in the **game layer**, not the solver: `backend/internal/engine`
|
||||
(`norepeat.go`) and its client port `ui/src/lib/dict/norepeat.ts` apply it at submit, at the move
|
||||
preview and over generated moves — filtering and re-ranking them, so neither the robot nor the
|
||||
hint can offer a play the engine would then refuse. The solver stays stateless and
|
||||
standard-rules; only a game knows its history.
|
||||
It is **pinned per game** (`games.no_repeat_words`, set from the variant at creation and read
|
||||
back thereafter, never re-derived) rather than keyed on the variant, because a game is replayed
|
||||
from its journal on every open: applied retroactively it would make an already-played repeat
|
||||
illegal — closing that game as a draw (§9.1) — and would rescore a play whose cross-word repeats
|
||||
an earlier word. Games created before the rule therefore keep playing without it. The flag rides
|
||||
the wire (`GameView.no_repeat_words`) because the client's on-device move preview must score the
|
||||
way the server does; offline games pin the same answer in their own record.
|
||||
- **End of game**: the bag is empty **and** a player empties their rack, **or**
|
||||
**6 consecutive scoreless turns** (passes/exchanges), **or** a resignation, or
|
||||
a missed turn. The **per-game turn timeout** is chosen at creation
|
||||
|
||||
+10
-1
@@ -196,7 +196,16 @@ the simplified **single-word rule** — only the word laid along the player's li
|
||||
real word (and it must still cross or extend letters already on the board along that line),
|
||||
and any incidental perpendicular words are ignored and not scored — while on is
|
||||
standard Scrabble. English games are always standard and show no such toggle. In auto-match
|
||||
the choice joins the pairing key, so a player only meets opponents who picked the same rule. Friend games (2–4) are
|
||||
the choice joins the pairing key, so a player only meets opponents who picked the same rule.
|
||||
|
||||
**Erudite forbids repeating a word.** A word laid on the board belongs to the game: it cannot be laid
|
||||
again, and the AI never plays one either. A play whose main word is already on the board is rejected
|
||||
like any illegal move; a play that only forms an already-played word **across** its main word stands —
|
||||
that word is incidental to the move — but scores nothing. The rule is not a choice: every Erudite
|
||||
game takes it, and both Scrabble variants (where the official rules place no such restriction) never
|
||||
do, so the variant's one-line description on **New Game** reads "no repeated words". Games started
|
||||
before the rule existed keep playing without it, so a game in progress never changes rules under its
|
||||
players. Friend games (2–4) are
|
||||
formed by inviting players from the friend list (an invitation, like a friend code,
|
||||
is shareable as a Telegram deep link that opens it directly — on VK, which forwards no payload to the
|
||||
Mini App, the link only opens the app and the recipient enters the copied code by hand): the inviter chooses the
|
||||
|
||||
+10
-1
@@ -202,7 +202,16 @@ e-mail) либо ввод фразы. Активные игры форфейтя
|
||||
этой линии), а случайные перпендикулярные слова игнорируются и не засчитываются;
|
||||
включена — обычный скрэббл. Английские игры всегда по стандартным правилам и тоггл не
|
||||
показывают. В авто-подборе выбор входит в ключ подбора, поэтому игрок сводится только с теми,
|
||||
кто выбрал то же правило. Игры с друзьями (2–4)
|
||||
кто выбрал то же правило.
|
||||
|
||||
**В «Эрудите» слово нельзя повторять.** Выставленное на доску слово принадлежит партии: выставить
|
||||
его ещё раз нельзя, и робот такого хода тоже не делает. Ход, чьё основное слово уже стоит на доске,
|
||||
отклоняется как любой недопустимый; ход, который лишь образует уже выставленное слово **поперёк**
|
||||
основного, засчитывается — такое слово побочно для хода, — но очков не приносит. Правило не
|
||||
выбирается: его берёт каждая партия «Эрудита», и никогда — оба варианта скрэббла (в официальных
|
||||
правилах такого ограничения нет), поэтому однострочное описание варианта на экране **новой игры**
|
||||
содержит «слова без повтора». Партии, начатые до появления правила, продолжают играть без него,
|
||||
так что правила идущей партии не меняются у игроков на ходу. Игры с друзьями (2–4)
|
||||
формируются приглашением игроков из списка друзей (приглашение, как и код друга,
|
||||
можно отправить deep-link'ом в Telegram, который откроет его сразу — на VK, который не передаёт Mini App
|
||||
никакой нагрузки, ссылка лишь открывает приложение, а скопированный код получатель вводит вручную): инициатор
|
||||
|
||||
@@ -183,6 +183,7 @@ type GameResp struct {
|
||||
UnreadChat bool `json:"unread_chat"`
|
||||
UnreadMessages bool `json:"unread_messages"`
|
||||
Kind int `json:"kind"`
|
||||
NoRepeatWords bool `json:"no_repeat_words"`
|
||||
}
|
||||
|
||||
// MoveResultResp is the outcome of a committed move. Rack carries the actor's refilled rack as
|
||||
|
||||
@@ -638,6 +638,7 @@ func toWireGame(g backendclient.GameResp) wire.GameView {
|
||||
UnreadChat: g.UnreadChat,
|
||||
UnreadMessages: g.UnreadMessages,
|
||||
Kind: g.Kind,
|
||||
NoRepeatWords: g.NoRepeatWords,
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -88,6 +88,11 @@ table GameView {
|
||||
// caller's per-kind limits (Profile.game_limits) to lock a capped New-Game start (added
|
||||
// trailing — backward-compatible).
|
||||
kind:int;
|
||||
// no_repeat_words true forbids laying a word that is already on the board — the "Эрудит"
|
||||
// rule. It is pinned per game at creation rather than derived from the variant, so a game
|
||||
// started before the rule existed keeps playing without it; the client needs it to score its
|
||||
// local move preview the same way the server does (added trailing — backward-compatible).
|
||||
no_repeat_words:bool;
|
||||
}
|
||||
|
||||
// MoveRecord is one decoded move (a committed play, or a hint preview).
|
||||
|
||||
@@ -221,8 +221,20 @@ func (rcv *GameView) MutateKind(n int32) bool {
|
||||
return rcv._tab.MutateInt32Slot(34, n)
|
||||
}
|
||||
|
||||
func (rcv *GameView) NoRepeatWords() bool {
|
||||
o := flatbuffers.UOffsetT(rcv._tab.Offset(36))
|
||||
if o != 0 {
|
||||
return rcv._tab.GetBool(o + rcv._tab.Pos)
|
||||
}
|
||||
return false
|
||||
}
|
||||
|
||||
func (rcv *GameView) MutateNoRepeatWords(n bool) bool {
|
||||
return rcv._tab.MutateBoolSlot(36, n)
|
||||
}
|
||||
|
||||
func GameViewStart(builder *flatbuffers.Builder) {
|
||||
builder.StartObject(16)
|
||||
builder.StartObject(17)
|
||||
}
|
||||
func GameViewAddId(builder *flatbuffers.Builder, id flatbuffers.UOffsetT) {
|
||||
builder.PrependUOffsetTSlot(0, flatbuffers.UOffsetT(id), 0)
|
||||
@@ -275,6 +287,9 @@ func GameViewAddUnreadMessages(builder *flatbuffers.Builder, unreadMessages bool
|
||||
func GameViewAddKind(builder *flatbuffers.Builder, kind int32) {
|
||||
builder.PrependInt32Slot(15, kind, 0)
|
||||
}
|
||||
func GameViewAddNoRepeatWords(builder *flatbuffers.Builder, noRepeatWords bool) {
|
||||
builder.PrependBoolSlot(16, noRepeatWords, false)
|
||||
}
|
||||
func GameViewEnd(builder *flatbuffers.Builder) flatbuffers.UOffsetT {
|
||||
return builder.EndObject()
|
||||
}
|
||||
|
||||
@@ -55,6 +55,9 @@ type GameView struct {
|
||||
// Kind is the game's origin for the active-game limits: 0 unknown (a pre-existing game), 1 vs_ai,
|
||||
// 2 random, 3 friends. The lobby counts active games per kind to lock a capped New-Game start.
|
||||
Kind int
|
||||
// NoRepeatWords forbids laying a word that is already on the board (the "Эрудит" rule). Pinned
|
||||
// per game, so a game started before the rule existed keeps playing without it.
|
||||
NoRepeatWords bool
|
||||
}
|
||||
|
||||
// TileRecord is one tile in a decoded MoveRecord (the concrete letter, "?" for a blank
|
||||
@@ -177,6 +180,7 @@ func BuildGameView(b *flatbuffers.Builder, g GameView) flatbuffers.UOffsetT {
|
||||
fb.GameViewAddUnreadChat(b, g.UnreadChat)
|
||||
fb.GameViewAddUnreadMessages(b, g.UnreadMessages)
|
||||
fb.GameViewAddKind(b, int32(g.Kind))
|
||||
fb.GameViewAddNoRepeatWords(b, g.NoRepeatWords)
|
||||
return fb.GameViewEnd(b)
|
||||
}
|
||||
|
||||
|
||||
+13
-1
@@ -276,6 +276,18 @@
|
||||
handleError(e);
|
||||
}
|
||||
}
|
||||
// playedWords is the no-repeat-words rule's lookup set for the on-device preview: every word this
|
||||
// game has already formed, as the history carries them (decoded, lower-case). Only a game that
|
||||
// takes the rule needs it; for any other the preview scores unrestricted, so it returns undefined.
|
||||
function playedWords(): Set<string> | undefined {
|
||||
if (!view?.game.noRepeatWords) return undefined;
|
||||
const played = new Set<string>();
|
||||
for (const m of moves) {
|
||||
if (m.action === 'play') for (const w of m.words) played.add(w);
|
||||
}
|
||||
return played;
|
||||
}
|
||||
|
||||
let draftSaveTimer: ReturnType<typeof setTimeout> | null = null;
|
||||
// scheduleDraftSave persists the composition (rack order + pending tiles) after a short
|
||||
// debounce; best-effort, so a failed save never interrupts play. The cache is updated at once
|
||||
@@ -833,7 +845,7 @@
|
||||
const reader = d.peekDawg(v.game.variant, v.game.dictVersion);
|
||||
if (reader && hasAlphabet(v.game.variant)) {
|
||||
try {
|
||||
preview = d.evaluateLocal(reader, v.game.variant, board, sub.tiles, v.game.multipleWordsPerTurn);
|
||||
preview = d.evaluateLocal(reader, v.game.variant, board, sub.tiles, v.game.multipleWordsPerTurn, playedWords());
|
||||
notePreviewLocal();
|
||||
return;
|
||||
} catch {
|
||||
|
||||
@@ -118,8 +118,13 @@ kind():number {
|
||||
return offset ? this.bb!.readInt32(this.bb_pos + offset) : 0;
|
||||
}
|
||||
|
||||
noRepeatWords():boolean {
|
||||
const offset = this.bb!.__offset(this.bb_pos, 36);
|
||||
return offset ? !!this.bb!.readInt8(this.bb_pos + offset) : false;
|
||||
}
|
||||
|
||||
static startGameView(builder:flatbuffers.Builder) {
|
||||
builder.startObject(16);
|
||||
builder.startObject(17);
|
||||
}
|
||||
|
||||
static addId(builder:flatbuffers.Builder, idOffset:flatbuffers.Offset) {
|
||||
@@ -198,12 +203,16 @@ static addKind(builder:flatbuffers.Builder, kind:number) {
|
||||
builder.addFieldInt32(15, kind, 0);
|
||||
}
|
||||
|
||||
static addNoRepeatWords(builder:flatbuffers.Builder, noRepeatWords:boolean) {
|
||||
builder.addFieldInt8(16, +noRepeatWords, +false);
|
||||
}
|
||||
|
||||
static endGameView(builder:flatbuffers.Builder):flatbuffers.Offset {
|
||||
const offset = builder.endObject();
|
||||
return offset;
|
||||
}
|
||||
|
||||
static createGameView(builder:flatbuffers.Builder, idOffset:flatbuffers.Offset, variantOffset:flatbuffers.Offset, dictVersionOffset:flatbuffers.Offset, statusOffset:flatbuffers.Offset, players:number, toMove:number, turnTimeoutSecs:number, multipleWordsPerTurn:boolean, moveCount:number, endReasonOffset:flatbuffers.Offset, seatsOffset:flatbuffers.Offset, lastActivityUnix:bigint, vsAi:boolean, unreadChat:boolean, unreadMessages:boolean, kind:number):flatbuffers.Offset {
|
||||
static createGameView(builder:flatbuffers.Builder, idOffset:flatbuffers.Offset, variantOffset:flatbuffers.Offset, dictVersionOffset:flatbuffers.Offset, statusOffset:flatbuffers.Offset, players:number, toMove:number, turnTimeoutSecs:number, multipleWordsPerTurn:boolean, moveCount:number, endReasonOffset:flatbuffers.Offset, seatsOffset:flatbuffers.Offset, lastActivityUnix:bigint, vsAi:boolean, unreadChat:boolean, unreadMessages:boolean, kind:number, noRepeatWords:boolean):flatbuffers.Offset {
|
||||
GameView.startGameView(builder);
|
||||
GameView.addId(builder, idOffset);
|
||||
GameView.addVariant(builder, variantOffset);
|
||||
@@ -221,6 +230,7 @@ static createGameView(builder:flatbuffers.Builder, idOffset:flatbuffers.Offset,
|
||||
GameView.addUnreadChat(builder, unreadChat);
|
||||
GameView.addUnreadMessages(builder, unreadMessages);
|
||||
GameView.addKind(builder, kind);
|
||||
GameView.addNoRepeatWords(builder, noRepeatWords);
|
||||
return GameView.endGameView(builder);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -423,6 +423,7 @@ describe('codec', () => {
|
||||
fb.GameView.addVsAi(b, true);
|
||||
fb.GameView.addUnreadChat(b, true);
|
||||
fb.GameView.addKind(b, 2);
|
||||
fb.GameView.addNoRepeatWords(b, true);
|
||||
const game = fb.GameView.endGameView(b);
|
||||
const games = fb.GameList.createGamesVector(b, [game]);
|
||||
fb.GameList.startGameList(b);
|
||||
@@ -441,6 +442,9 @@ describe('codec', () => {
|
||||
expect(gl.games[0].vsAi).toBe(true);
|
||||
expect(gl.games[0].unreadChat).toBe(true);
|
||||
expect(gl.games[0].kind).toBe(2);
|
||||
// The Erudit no-repeat rule is pinned per game and rides the view: the on-device move
|
||||
// preview needs it to score the way the server does.
|
||||
expect(gl.games[0].noRepeatWords).toBe(true);
|
||||
expect(gl.atGameLimit).toBe(true);
|
||||
});
|
||||
|
||||
|
||||
@@ -310,6 +310,7 @@ function decodeGameView(g: fb.GameView): GameView {
|
||||
toMove: g.toMove(),
|
||||
turnTimeoutSecs: g.turnTimeoutSecs(),
|
||||
multipleWordsPerTurn: g.multipleWordsPerTurn(),
|
||||
noRepeatWords: g.noRepeatWords(),
|
||||
moveCount: g.moveCount(),
|
||||
endReason: s(g.endReason()),
|
||||
lastActivityUnix: Number(g.lastActivityUnix()),
|
||||
@@ -1143,6 +1144,7 @@ function emptyGame(): GameView {
|
||||
toMove: 0,
|
||||
turnTimeoutSecs: 0,
|
||||
multipleWordsPerTurn: true,
|
||||
noRepeatWords: false,
|
||||
moveCount: 0,
|
||||
endReason: '',
|
||||
lastActivityUnix: 0,
|
||||
|
||||
+14
-4
@@ -9,6 +9,7 @@
|
||||
|
||||
import { validatePlay, Horizontal, type Board as VBoard, type Ruleset, type Placement as VPlacement, type Dict } from './validate';
|
||||
import { playDirection } from './direction';
|
||||
import { noRepeatScore } from './norepeat';
|
||||
import type { Board as ClientBoard } from '../board';
|
||||
import type { PlacedTile } from '../client';
|
||||
import type { EvalResult, Variant } from '../model';
|
||||
@@ -64,7 +65,7 @@ function buildRuleset(variant: Variant, multipleWords: boolean): Ruleset {
|
||||
|
||||
// decodeWord turns a word's alphabet indices back into a lower-cased string, the
|
||||
// form the network EvalResult carries (the caption renders it directly).
|
||||
function decodeWord(variant: Variant, letters: number[]): string {
|
||||
function decodeWord(variant: Variant, letters: readonly number[]): string {
|
||||
let s = '';
|
||||
for (const i of letters) s += letterForIndex(variant, i);
|
||||
return s.toLowerCase();
|
||||
@@ -74,8 +75,12 @@ function decodeWord(variant: Variant, letters: number[]): string {
|
||||
* evaluateLocal computes the move preview for tiles placed on board in the given
|
||||
* game, returning the same shape as the network `evaluate`. dict is the loaded
|
||||
* dictionary reader for the game's (variant, version); multipleWords is the game's
|
||||
* cross-word rule. It may throw if the variant's alphabet table is not loaded — the
|
||||
* caller guards with hasAlphabet and falls back to the network on any failure.
|
||||
* cross-word rule. playedWords is the game's already-played words (decoded, as the
|
||||
* history carries them) when the game takes the no-repeat-words rule, and absent
|
||||
* otherwise — with it a play repeating a word is reported illegal and an already-played
|
||||
* cross-word scores nothing, exactly as the server decides. It may throw if the
|
||||
* variant's alphabet table is not loaded — the caller guards with hasAlphabet and falls
|
||||
* back to the network on any failure.
|
||||
*/
|
||||
export function evaluateLocal(
|
||||
dict: Dict,
|
||||
@@ -83,6 +88,7 @@ export function evaluateLocal(
|
||||
board: ClientBoard,
|
||||
tiles: PlacedTile[],
|
||||
multipleWords: boolean,
|
||||
playedWords?: ReadonlySet<string>,
|
||||
): EvalResult {
|
||||
const vboard = buildBoard(variant, board);
|
||||
const rs = buildRuleset(variant, multipleWords);
|
||||
@@ -100,5 +106,9 @@ export function evaluateLocal(
|
||||
}
|
||||
const m = res.move;
|
||||
const words = [m.main, ...m.cross].map((w) => decodeWord(variant, w.letters));
|
||||
return { legal: true, score: m.score, words, dir: dir === Horizontal ? 'H' : 'V' };
|
||||
const score = playedWords ? noRepeatScore(m, playedWords, (l) => decodeWord(variant, l)) : m.score;
|
||||
if (score === null) {
|
||||
return { legal: false, score: 0, words: [], dir: '' };
|
||||
}
|
||||
return { legal: true, score, words, dir: dir === Horizontal ? 'H' : 'V' };
|
||||
}
|
||||
|
||||
@@ -0,0 +1,65 @@
|
||||
import { describe, it, expect } from 'vitest';
|
||||
import { wordKey, playedWordKeys, noRepeatScore } from './norepeat';
|
||||
import type { Direction, Move, Word } from './validate';
|
||||
import { Horizontal, Vertical } from './validate';
|
||||
|
||||
// word builds a scored Word; only its letters and score matter to the rule.
|
||||
function word(letters: number[], score: number, dir: Direction = Horizontal): Word {
|
||||
return { row: 0, col: 0, dir, letters, blanks: letters.map(() => false), score };
|
||||
}
|
||||
|
||||
// move builds a scored play from a main word and its cross-words, with the total the engine
|
||||
// would have computed (main + cross, no bingo).
|
||||
function move(main: Word, cross: Word[] = []): Move {
|
||||
return {
|
||||
dir: Horizontal,
|
||||
tiles: [],
|
||||
main,
|
||||
cross,
|
||||
bonus: 0,
|
||||
score: main.score + cross.reduce((sum, w) => sum + w.score, 0),
|
||||
};
|
||||
}
|
||||
|
||||
describe('no-repeat-words rule', () => {
|
||||
it('keys a word by its letters, so a blank spells the same word as a real tile', () => {
|
||||
// The letters are alphabet indices and the blank flag rides separately, so it never enters
|
||||
// the key — matching the server, which compares the words decoded.
|
||||
const withBlank: Word = { ...word([2, 14, 19], 5), blanks: [false, true, false] };
|
||||
expect(wordKey(withBlank.letters)).toBe(wordKey([2, 14, 19]));
|
||||
});
|
||||
|
||||
it('builds the played set from the journal words, ignoring empty ones', () => {
|
||||
const played = playedWordKeys([[2, 14, 19], [], [3, 4]]);
|
||||
expect(played.has(wordKey([2, 14, 19]))).toBe(true);
|
||||
expect(played.has(wordKey([3, 4]))).toBe(true);
|
||||
expect(played.size).toBe(2);
|
||||
});
|
||||
|
||||
it('rejects a play whose main word is already on the board', () => {
|
||||
const played = playedWordKeys([[2, 14, 19]]);
|
||||
expect(noRepeatScore(move(word([2, 14, 19], 7)), played)).toBeNull();
|
||||
});
|
||||
|
||||
it('accepts a play whose main word is new, at its full score', () => {
|
||||
const played = playedWordKeys([[2, 14, 19]]);
|
||||
expect(noRepeatScore(move(word([17, 14, 19], 6)), played)).toBe(6);
|
||||
});
|
||||
|
||||
it('keeps a play whose cross-word repeats, but scores that cross-word at nothing', () => {
|
||||
const played = playedWordKeys([[2, 14, 19]]);
|
||||
const m = move(word([17, 14, 19], 6), [word([2, 14, 19], 4, Vertical), word([8, 9], 3, Vertical)]);
|
||||
expect(m.score).toBe(13);
|
||||
expect(noRepeatScore(m, played)).toBe(9); // the repeated cross-word's 4 points are dropped
|
||||
});
|
||||
|
||||
it('takes a caller-supplied key, so a decoded history can be compared directly', () => {
|
||||
// The online preview reads the words the server already decoded, so it keys on the decoded
|
||||
// form rather than on alphabet indices.
|
||||
const letters = ['', 'a', 'b', 'c'];
|
||||
const decode = (l: readonly number[]) => l.map((i) => letters[i]).join('');
|
||||
const played = new Set(['abc']);
|
||||
expect(noRepeatScore(move(word([1, 2, 3], 7)), played, decode)).toBeNull();
|
||||
expect(noRepeatScore(move(word([3, 2, 1], 7)), played, decode)).toBe(7);
|
||||
});
|
||||
});
|
||||
@@ -0,0 +1,59 @@
|
||||
// The no-repeat-words rule of Russian "Эрудит": a word laid on the board belongs to the game from
|
||||
// then on and cannot be laid again. This is the client-side port of the server's rule
|
||||
// (backend/internal/engine/norepeat.go) and must stay in step with it — it decides both what the
|
||||
// offline engine accepts and what the online move preview scores.
|
||||
//
|
||||
// The rule applies in two different ways:
|
||||
//
|
||||
// - the play's main word must not already be there — such a play is illegal, and is neither
|
||||
// accepted nor offered by the move generator;
|
||||
// - a perpendicular cross-word that is already there is allowed, because it is incidental to
|
||||
// laying the main word, but it scores nothing.
|
||||
//
|
||||
// It is a rule of that variant only, and it is pinned per game rather than derived from the
|
||||
// variant, so a game started before the rule existed plays on without it.
|
||||
|
||||
import type { Move } from './validate';
|
||||
|
||||
/**
|
||||
* wordKey identifies a word for the rule. Words are alphabet-index letters, so the key ignores
|
||||
* which tile carried a letter: a word spelled with a blank is the same word as one spelled with
|
||||
* real tiles, exactly as the server sees it (there the words are compared decoded).
|
||||
*/
|
||||
export function wordKey(letters: readonly number[]): string {
|
||||
return letters.join(',');
|
||||
}
|
||||
|
||||
/**
|
||||
* playedWordKeys builds the rule's lookup set from a game's move journal — pass every play's
|
||||
* words (the main word and its cross-words). A game with the rule off never needs it.
|
||||
*/
|
||||
export function playedWordKeys(words: Iterable<readonly number[]>): Set<string> {
|
||||
const played = new Set<string>();
|
||||
for (const w of words) {
|
||||
if (w.length > 0) played.add(wordKey(w));
|
||||
}
|
||||
return played;
|
||||
}
|
||||
|
||||
/**
|
||||
* noRepeatScore applies the rule to an already validated move against the set of words already
|
||||
* played. It returns null when the move's main word is one of them — the play is illegal — and
|
||||
* otherwise the move's score with every already-played cross-word dropped from the total.
|
||||
*
|
||||
* keyOf turns a candidate word's letters into the key the played set is built with. The offline
|
||||
* engine keeps its journal in alphabet-index space and uses the default; the online preview reads
|
||||
* the history the server sent, whose words are already decoded, and passes a decoding key instead.
|
||||
*/
|
||||
export function noRepeatScore(
|
||||
m: Move,
|
||||
played: ReadonlySet<string>,
|
||||
keyOf: (letters: readonly number[]) => string = wordKey,
|
||||
): number | null {
|
||||
if (played.has(keyOf(m.main.letters))) return null;
|
||||
let score = m.score;
|
||||
for (const cw of m.cross) {
|
||||
if (played.has(keyOf(cw.letters))) score -= cw.score;
|
||||
}
|
||||
return score;
|
||||
}
|
||||
@@ -16,6 +16,7 @@ function gameView(id: string): GameView {
|
||||
toMove: 0,
|
||||
turnTimeoutSecs: 300,
|
||||
multipleWordsPerTurn: true,
|
||||
noRepeatWords: false,
|
||||
moveCount: 0,
|
||||
endReason: '',
|
||||
lastActivityUnix: 0,
|
||||
|
||||
@@ -17,6 +17,7 @@ function gameView(moveCount: number, over = false): GameView {
|
||||
toMove: 1,
|
||||
turnTimeoutSecs: 300,
|
||||
multipleWordsPerTurn: true,
|
||||
noRepeatWords: false,
|
||||
moveCount,
|
||||
endReason: over ? 'standard' : '',
|
||||
lastActivityUnix: 0,
|
||||
|
||||
@@ -20,6 +20,7 @@ function game(seats: Seat[], over = true): GameView {
|
||||
toMove: 0,
|
||||
turnTimeoutSecs: 300,
|
||||
multipleWordsPerTurn: false,
|
||||
noRepeatWords: false,
|
||||
moveCount: 0,
|
||||
endReason: over ? 'standard' : '',
|
||||
lastActivityUnix: 1_782_997_629, // 2026-07-02 (UTC)
|
||||
|
||||
@@ -13,6 +13,7 @@ function game(kind: number, status: string, extra: Partial<GameView> = {}): Game
|
||||
toMove: 0,
|
||||
turnTimeoutSecs: 0,
|
||||
multipleWordsPerTurn: true,
|
||||
noRepeatWords: false,
|
||||
moveCount: 0,
|
||||
endReason: '',
|
||||
lastActivityUnix: 0,
|
||||
|
||||
@@ -79,7 +79,7 @@ export const en = {
|
||||
'new.searching': 'Looking for an opponent…',
|
||||
'new.rulesEnglish': '100 tiles · bingo +50',
|
||||
'new.rulesRussian': '104 tiles · ё is a letter · bingo +50',
|
||||
'new.rulesErudit': '131 tiles · ё = е · no centre ×2 · bonus +15',
|
||||
'new.rulesErudit': '131 tiles · ё = е · no centre ×2 · bonus +15 · no repeated words',
|
||||
'new.moveLimit': 'Move time: {n} h 00 min',
|
||||
'new.searchHint':
|
||||
'Finding an opponent can sometimes take a while. If you do not want to wait, close the app after starting the game and come back in a couple of minutes.',
|
||||
|
||||
@@ -80,7 +80,7 @@ export const ru: Record<MessageKey, string> = {
|
||||
'new.searching': 'Ищем соперника…',
|
||||
'new.rulesEnglish': '100 фишек · бинго +50',
|
||||
'new.rulesRussian': '104 фишки · ё — отдельная буква · бинго +50',
|
||||
'new.rulesErudit': '131 фишка · ё = е · центр не удваивает · бонус +15',
|
||||
'new.rulesErudit': '131 фишка · ё = е · центр не удваивает · бонус +15 · слова без повтора',
|
||||
'new.moveLimit': 'Время на ход: {n} ч. 00 мин.',
|
||||
'new.searchHint':
|
||||
'Иногда поиск соперника может занять некоторое время. Если не захотите ждать после начала игры, можете вернуться в приложение через несколько минут.',
|
||||
|
||||
@@ -12,7 +12,7 @@ function invitation(id: string, status: string): Invitation {
|
||||
hintsAllowed: true,
|
||||
hintsPerPlayer: 0,
|
||||
multipleWordsPerTurn: true,
|
||||
dropoutTiles: 'remove',
|
||||
dropoutTiles: 'remove',
|
||||
status,
|
||||
gameId: '',
|
||||
expiresAtUnix: 0,
|
||||
@@ -33,6 +33,7 @@ function gameView(id: string, status: GameView['status'] = 'active', toMove = 0)
|
||||
toMove,
|
||||
turnTimeoutSecs: 300,
|
||||
multipleWordsPerTurn: true,
|
||||
noRepeatWords: false,
|
||||
moveCount: 0,
|
||||
endReason: '',
|
||||
lastActivityUnix: 0,
|
||||
|
||||
@@ -29,6 +29,7 @@ function game(id: string, status: GameView['status'], toMove: number, lastActivi
|
||||
toMove,
|
||||
turnTimeoutSecs: 0,
|
||||
multipleWordsPerTurn: true,
|
||||
noRepeatWords: false,
|
||||
moveCount: 0,
|
||||
endReason: '',
|
||||
lastActivityUnix,
|
||||
|
||||
@@ -0,0 +1,66 @@
|
||||
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 { wordKey } from '../dict/norepeat';
|
||||
import { decide } from '../robot/strategy';
|
||||
import type { Move } from '../dict/validate';
|
||||
|
||||
// The no-repeat-words rule driven through the whole offline engine: two robots self-play a game
|
||||
// with the rule on, and no word may ever be laid twice. This covers both halves of the wiring at
|
||||
// once — generateMoves must not offer a forbidden play, and play must not accept one — over a long
|
||||
// run of real positions rather than a hand-built one. The pinned semantics live in
|
||||
// dict/norepeat.test.ts; the same rule on the server is engine/norepeat_test.go.
|
||||
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;
|
||||
}
|
||||
|
||||
// selfPlay runs a whole game of robot turns, returning every main word laid in order. The sample
|
||||
// dictionary emits a one-letter word the validator rejects, so candidates are filtered the way
|
||||
// the robot's own turn does (see engine.test.ts).
|
||||
function selfPlay(noRepeatWords: boolean, seed: bigint): string[] {
|
||||
const game = new LocalGame({
|
||||
variant: 'scrabble_en',
|
||||
version: 'sample',
|
||||
seed,
|
||||
players: 2,
|
||||
dawg,
|
||||
multipleWords: true,
|
||||
noRepeatWords,
|
||||
});
|
||||
const mains: string[] = [];
|
||||
for (let turn = 0; turn < 500 && !game.isOver; turn++) {
|
||||
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') {
|
||||
mains.push(wordKey(dec.move.main.letters));
|
||||
game.play(dec.move.dir, dec.move.tiles);
|
||||
} else if (dec.kind === 'exchange' && game.bagLength >= RACK_SIZE) {
|
||||
game.exchange(dec.exchange);
|
||||
} else {
|
||||
game.pass();
|
||||
}
|
||||
}
|
||||
return mains;
|
||||
}
|
||||
|
||||
describe('offline engine under the no-repeat-words rule', () => {
|
||||
it('never lays the same word twice, where the same run without the rule does', () => {
|
||||
// Both halves of the wiring at once: generateMoves must not offer a forbidden play and play
|
||||
// must not accept one. Running the same seed with the rule off is the anti-vacuity guard —
|
||||
// it proves this position sequence really does offer repeats.
|
||||
const seed = 20260727n;
|
||||
const withRule = selfPlay(true, seed);
|
||||
const withoutRule = selfPlay(false, seed);
|
||||
|
||||
expect(withoutRule.length).toBeGreaterThan(0);
|
||||
expect(new Set(withoutRule).size).toBeLessThan(withoutRule.length); // repeats are on offer...
|
||||
expect(new Set(withRule).size).toBe(withRule.length); // ...and the rule keeps every one out
|
||||
});
|
||||
});
|
||||
@@ -14,6 +14,7 @@ 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 { noRepeatScore, playedWordKeys } from '../dict/norepeat';
|
||||
import { playDirection } from '../dict/direction';
|
||||
import { premiumGrid, centre, BOARD_SIZE, RACK_SIZE, BINGO, type Premium } from '../premiums';
|
||||
import { BLANK_INDEX } from '../alphabet';
|
||||
@@ -154,6 +155,10 @@ export interface LocalGameOptions {
|
||||
players: number;
|
||||
dawg: Dawg;
|
||||
multipleWords: boolean;
|
||||
/** Forbids laying a word that is already on the board (the Erudit rule, see dict/norepeat).
|
||||
* Pinned per game, so a game started before the rule existed replays and scores unchanged;
|
||||
* absent reads as off. */
|
||||
noRepeatWords?: boolean;
|
||||
dropoutTiles?: DropoutTiles;
|
||||
}
|
||||
|
||||
@@ -175,6 +180,7 @@ export class LocalGame {
|
||||
private readonly rackSize: number;
|
||||
private readonly dawg: Dawg;
|
||||
private readonly multipleWords: boolean;
|
||||
private readonly noRepeatWords: boolean;
|
||||
private readonly dropoutTiles: DropoutTiles;
|
||||
|
||||
private readonly board: LocalBoard;
|
||||
@@ -197,6 +203,7 @@ export class LocalGame {
|
||||
this.seed = opts.seed;
|
||||
this.dawg = opts.dawg;
|
||||
this.multipleWords = opts.multipleWords;
|
||||
this.noRepeatWords = opts.noRepeatWords ?? false;
|
||||
this.dropoutTiles = opts.dropoutTiles ?? 'remove';
|
||||
this.vrs = buildRuleset(opts.variant, opts.multipleWords);
|
||||
this.values = RULESETS[opts.variant].values;
|
||||
@@ -250,17 +257,39 @@ export class LocalGame {
|
||||
}
|
||||
/** config returns the rule settings the game was created with — the bits, alongside the seed and
|
||||
* journal, needed to reconstruct it (see localgame/serialize). */
|
||||
get config(): { multipleWords: boolean; dropoutTiles: DropoutTiles } {
|
||||
return { multipleWords: this.multipleWords, dropoutTiles: this.dropoutTiles };
|
||||
get config(): { multipleWords: boolean; noRepeatWords: boolean; dropoutTiles: DropoutTiles } {
|
||||
return { multipleWords: this.multipleWords, noRepeatWords: this.noRepeatWords, dropoutTiles: this.dropoutTiles };
|
||||
}
|
||||
/** 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 returns every legal play for the current player, ranked by descending score.
|
||||
* Under the no-repeat-words rule the plays it forbids are dropped and the rest are rescored and
|
||||
* re-ranked, so neither the robot nor the hint can offer a move the engine would then refuse. */
|
||||
generateMoves(): Move[] {
|
||||
return generateMoves(this.dawg, this.board, this.rackOf(this.toMove), this.vrs, Both);
|
||||
const moves = generateMoves(this.dawg, this.board, this.rackOf(this.toMove), this.vrs, Both);
|
||||
if (!this.noRepeatWords) return moves;
|
||||
const played = this.playedKeys();
|
||||
const out: Move[] = [];
|
||||
for (const m of moves) {
|
||||
const score = noRepeatScore(m, played);
|
||||
if (score === null) continue;
|
||||
out.push(score === m.score ? m : { ...m, score });
|
||||
}
|
||||
// A stable sort, so plays the generator ranked equally keep its order.
|
||||
return out.sort((a, b) => b.score - a.score);
|
||||
}
|
||||
|
||||
/** playedKeys is the no-repeat-words rule's lookup set: every word this game has already
|
||||
* formed, main words and cross-words alike (see dict/norepeat). */
|
||||
private playedKeys(): ReadonlySet<string> {
|
||||
const words: number[][] = [];
|
||||
for (const m of this.log) {
|
||||
if (m.action === 'play' && m.words) words.push(...m.words);
|
||||
}
|
||||
return playedWordKeys(words);
|
||||
}
|
||||
|
||||
/** evaluatePlay scores a candidate placement for the current position without committing it,
|
||||
@@ -271,7 +300,9 @@ export class LocalGame {
|
||||
const res = validatePlay(this.board, this.vrs, this.dawg, dir, tiles);
|
||||
if (!res.legal || !res.move) return { legal: false, score: 0, words: [], dir };
|
||||
const m = res.move;
|
||||
return { legal: true, score: m.score, words: [m.main.letters, ...m.cross.map((w) => w.letters)], dir };
|
||||
const score = this.noRepeatWords ? noRepeatScore(m, this.playedKeys()) : m.score;
|
||||
if (score === null) return { legal: false, score: 0, words: [], dir };
|
||||
return { legal: true, score, words: [m.main.letters, ...m.cross.map((w) => w.letters)], dir };
|
||||
}
|
||||
|
||||
/** dictionaryHas reports whether the word (alphabet-index letters) is in the game's dictionary. */
|
||||
@@ -299,10 +330,12 @@ export class LocalGame {
|
||||
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;
|
||||
const score = this.noRepeatWords ? noRepeatScore(move, this.playedKeys()) : move.score;
|
||||
if (score === null) throw new GameError('illegal_play');
|
||||
|
||||
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.scores[player] += score;
|
||||
this.refill(player);
|
||||
this.scorelessRun = 0;
|
||||
|
||||
@@ -314,7 +347,7 @@ export class LocalGame {
|
||||
mainRow: move.main.row,
|
||||
mainCol: move.main.col,
|
||||
words: [move.main.letters, ...move.cross.map((w) => w.letters)],
|
||||
score: move.score,
|
||||
score,
|
||||
total: this.scores[player],
|
||||
};
|
||||
this.log.push(rec);
|
||||
|
||||
@@ -35,6 +35,10 @@ export interface LocalGameRecord {
|
||||
seed: string;
|
||||
players: number;
|
||||
multipleWords: boolean;
|
||||
/** Forbids laying a word that is already on the board (the Erudit rule). Pinned at creation from
|
||||
* the variant, so a game started before the rule existed (where it is absent, read as false)
|
||||
* replays and scores exactly as it was played. */
|
||||
noRepeatWords?: boolean;
|
||||
dropoutTiles: DropoutTiles;
|
||||
seats: Seat[];
|
||||
/** The dictionary-independent, alphabet-index-space move journal. */
|
||||
@@ -87,6 +91,7 @@ export function serializeGame(game: LocalGame, meta: RecordMeta): LocalGameRecor
|
||||
seed: game.seed.toString(),
|
||||
players: game.playerCount,
|
||||
multipleWords: cfg.multipleWords,
|
||||
noRepeatWords: cfg.noRepeatWords || undefined,
|
||||
dropoutTiles: cfg.dropoutTiles,
|
||||
seats: meta.seats,
|
||||
journal: game.history,
|
||||
@@ -113,6 +118,7 @@ export function replayGame(record: LocalGameRecord, dawg: Dawg): LocalGame {
|
||||
players: record.players,
|
||||
dawg,
|
||||
multipleWords: record.multipleWords,
|
||||
noRepeatWords: record.noRepeatWords,
|
||||
dropoutTiles: record.dropoutTiles,
|
||||
};
|
||||
const game = new LocalGame(opts);
|
||||
|
||||
@@ -18,6 +18,7 @@ import { HINT_GATE_MS } from '../hints';
|
||||
import { LOCAL_ID_PREFIX, isLocalGameId } from './id';
|
||||
import { decide } from '../robot/strategy';
|
||||
import { verifyPin, type PinLock } from '../pin';
|
||||
import { noRepeatWordsFor } from '../variants';
|
||||
import { GatewayError, type PlacedTile } from '../client';
|
||||
import type {
|
||||
EvalResult,
|
||||
@@ -122,6 +123,7 @@ export class LocalSource implements GameLoopSource {
|
||||
players: opts.seats.length,
|
||||
dawg,
|
||||
multipleWords: opts.multipleWords,
|
||||
noRepeatWords: noRepeatWordsFor(opts.variant),
|
||||
});
|
||||
const now = nowUnix();
|
||||
const record = serializeGame(game, {
|
||||
@@ -483,6 +485,7 @@ export class LocalSource implements GameLoopSource {
|
||||
toMove: game.currentPlayer,
|
||||
turnTimeoutSecs: 0,
|
||||
multipleWordsPerTurn: record.multipleWords,
|
||||
noRepeatWords: !!record.noRepeatWords,
|
||||
moveCount: game.moveCount,
|
||||
endReason: game.isOver ? game.endReason : '',
|
||||
lastActivityUnix: record.updatedAtUnix,
|
||||
|
||||
@@ -46,6 +46,7 @@ import type {
|
||||
Catalog,
|
||||
} from '../model';
|
||||
import { valueForLetter } from '../alphabet';
|
||||
import { noRepeatWordsFor } from '../variants';
|
||||
import { seedMockAlphabets } from './alphabet';
|
||||
import {
|
||||
ME,
|
||||
@@ -292,6 +293,7 @@ export class MockGateway implements GatewayClient {
|
||||
toMove: 0,
|
||||
turnTimeoutSecs: 604800,
|
||||
multipleWordsPerTurn: multipleWords,
|
||||
noRepeatWords: noRepeatWordsFor(variant),
|
||||
moveCount: 0,
|
||||
endReason: '',
|
||||
lastActivityUnix: Math.floor(Date.now() / 1000),
|
||||
@@ -326,6 +328,7 @@ export class MockGateway implements GatewayClient {
|
||||
toMove: 0,
|
||||
turnTimeoutSecs: 86400,
|
||||
multipleWordsPerTurn: multipleWords,
|
||||
noRepeatWords: noRepeatWordsFor(variant),
|
||||
moveCount: 0,
|
||||
endReason: '',
|
||||
lastActivityUnix: Math.floor(Date.now() / 1000),
|
||||
|
||||
@@ -113,7 +113,7 @@ export function mockInvitations(): Invitation[] {
|
||||
hintsAllowed: true,
|
||||
hintsPerPlayer: 1,
|
||||
multipleWordsPerTurn: false,
|
||||
dropoutTiles: 'remove',
|
||||
dropoutTiles: 'remove',
|
||||
status: 'pending',
|
||||
gameId: '',
|
||||
expiresAtUnix: Math.floor(Date.now() / 1000) + 7 * 86400,
|
||||
@@ -198,6 +198,7 @@ function activeGame(): MockGame {
|
||||
toMove: 0,
|
||||
turnTimeoutSecs: 86400,
|
||||
multipleWordsPerTurn: true,
|
||||
noRepeatWords: false,
|
||||
moveCount: G1_MOVES.length,
|
||||
endReason: '',
|
||||
lastActivityUnix: Math.floor(Date.now() / 1000) - 7200,
|
||||
@@ -237,6 +238,7 @@ function finishedG2(): MockGame {
|
||||
toMove: 0,
|
||||
turnTimeoutSecs: 86400,
|
||||
multipleWordsPerTurn: true,
|
||||
noRepeatWords: false,
|
||||
moveCount: 2,
|
||||
endReason: 'normal',
|
||||
lastActivityUnix: Math.floor(Date.now() / 1000) - 86400,
|
||||
@@ -277,6 +279,7 @@ function finishedG3(): MockGame {
|
||||
toMove: 0,
|
||||
turnTimeoutSecs: 86400,
|
||||
multipleWordsPerTurn: false,
|
||||
noRepeatWords: false,
|
||||
moveCount: 1,
|
||||
endReason: 'resignation',
|
||||
lastActivityUnix: Math.floor(Date.now() / 1000) - 172800,
|
||||
|
||||
@@ -48,6 +48,10 @@ export interface GameView {
|
||||
turnTimeoutSecs: number;
|
||||
/** true = standard Scrabble; false = the single-word rule (Russian games). */
|
||||
multipleWordsPerTurn: boolean;
|
||||
/** true = a word already on the board cannot be laid again (the Erudit rule). Pinned per game at
|
||||
* creation, so a game started before the rule existed reports false. The local move preview needs
|
||||
* it to score the way the server does. */
|
||||
noRepeatWords: boolean;
|
||||
moveCount: number;
|
||||
endReason: string;
|
||||
/** Lobby sort key: the current turn's start (active) or the finish time (finished), Unix seconds. */
|
||||
|
||||
@@ -28,6 +28,7 @@ function gameView(id: string, status: GameView['status'] = 'active'): GameView {
|
||||
toMove: 0,
|
||||
turnTimeoutSecs: 300,
|
||||
multipleWordsPerTurn: true,
|
||||
noRepeatWords: false,
|
||||
moveCount: 0,
|
||||
endReason: '',
|
||||
lastActivityUnix: 0,
|
||||
|
||||
@@ -26,6 +26,7 @@ function game(seats: Seat[], status = 'finished', toMove = 0): GameView {
|
||||
toMove,
|
||||
turnTimeoutSecs: 0,
|
||||
multipleWordsPerTurn: true,
|
||||
noRepeatWords: false,
|
||||
moveCount: 0,
|
||||
endReason: '',
|
||||
lastActivityUnix: 0,
|
||||
|
||||
@@ -28,6 +28,15 @@ export function variantNameKey(v: Variant): MessageKey {
|
||||
return ALL_VARIANTS.find((o) => o.id === v)?.label ?? 'new.english';
|
||||
}
|
||||
|
||||
// noRepeatWordsFor reports whether a new game of variant v takes the no-repeat-words rule (see
|
||||
// lib/dict/norepeat): a word already on the board cannot be laid again. It is a rule of Erudit
|
||||
// alone — both Scrabble variants let a word be played as often as a player can manage. It mirrors
|
||||
// the server's noRepeatWordsFor and is only ever consulted when a game is created; an existing
|
||||
// game carries its own pinned answer (GameView.noRepeatWords / LocalGameRecord.noRepeatWords).
|
||||
export function noRepeatWordsFor(v: Variant): boolean {
|
||||
return v === 'erudit_ru';
|
||||
}
|
||||
|
||||
// VARIANT_RULES is the i18n key for each variant's one-line rules summary on the New Game
|
||||
// buttons (bag size, the ё rule, bonus differences), sourced from the engine rulesets.
|
||||
export const VARIANT_RULES: Record<Variant, MessageKey> = {
|
||||
|
||||
Reference in New Issue
Block a user