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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@@ -18,6 +18,7 @@ import { HINT_GATE_MS } from '../hints';
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import { LOCAL_ID_PREFIX, isLocalGameId } from './id';
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import { decide } from '../robot/strategy';
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import { verifyPin, type PinLock } from '../pin';
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import { noRepeatWordsFor } from '../variants';
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import { GatewayError, type PlacedTile } from '../client';
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import type {
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EvalResult,
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@@ -122,6 +123,7 @@ export class LocalSource implements GameLoopSource {
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players: opts.seats.length,
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dawg,
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multipleWords: opts.multipleWords,
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noRepeatWords: noRepeatWordsFor(opts.variant),
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});
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const now = nowUnix();
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const record = serializeGame(game, {
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@@ -483,6 +485,7 @@ export class LocalSource implements GameLoopSource {
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toMove: game.currentPlayer,
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turnTimeoutSecs: 0,
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multipleWordsPerTurn: record.multipleWords,
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noRepeatWords: !!record.noRepeatWords,
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moveCount: game.moveCount,
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endReason: game.isOver ? game.endReason : '',
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lastActivityUnix: record.updatedAtUnix,
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