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.
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@@ -183,6 +183,7 @@ type GameResp struct {
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UnreadChat bool `json:"unread_chat"`
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UnreadMessages bool `json:"unread_messages"`
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Kind int `json:"kind"`
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NoRepeatWords bool `json:"no_repeat_words"`
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}
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// MoveResultResp is the outcome of a committed move. Rack carries the actor's refilled rack as
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@@ -638,6 +638,7 @@ func toWireGame(g backendclient.GameResp) wire.GameView {
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UnreadChat: g.UnreadChat,
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UnreadMessages: g.UnreadMessages,
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Kind: g.Kind,
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NoRepeatWords: g.NoRepeatWords,
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}
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}
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