feat(offline): local game engine (Phase B1)
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The offline vs_ai game engine — a faithful TS port of backend/internal/engine that drives a whole local game with no backend. Composes with the move generator (#188) and robot strategy (#189) from Phase A; not yet wired into the UI (Phase B2/B3). - ui/src/lib/localgame/ruleset.ts: static per-variant tile values / bag counts / blank count, mirrored from rules.go (offline scoring is self-contained; online uses the server alphabet). Pinned by ruleset.parity.test.ts against a Go fixture. - bag.ts: the tile bag (fill from counts/blanks, draw-from-end, return+reshuffle) on a deterministic in-house PRNG — a game replays from its seed, not bit-identical to a server game (per plan). - board.ts: the mutable board, satisfying the validator/generator read view + set(). - engine.ts: LocalGame — deal / play (reusing validate.ts) / pass / exchange / resign, scoreless(6) & out-of-tiles end detection, end-of-game rack penalties, winner; mirrors game.go. The end-game math is exported as pure functions, pinned against the Go engine (engine.parity.test.ts, 9 constructed positions). - engine.test.ts: a full-loop smoke — two robots play a whole vs_ai game to completion via generateMoves + decide, and it is reproducible from the seed. - backend: movegen now dumps the per-variant rulesets; a new in-package engine emitter (endfixture_test.go, env-gated) produces the end-game golden. Pure additive library code; no runtime behavior change (unused at runtime, bundle unchanged).
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@@ -121,6 +121,8 @@ func main() {
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return
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}
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emitRulesets()
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buildSample(*out, "en", rules.English(), sampleWordsEN, []genCase{
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emptyCase("empty-cared", englishRack("caredts", 0), scrabble.Both, false),
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emptyCase("empty-dogs", englishRack("dogsent", 0), scrabble.Both, false),
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@@ -363,6 +365,37 @@ func russianRack(letters string, blanks int) genRack {
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return genRack{Letters: idx, Blanks: blanks}
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}
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// emitRulesets writes the per-variant static ruleset data (tile values, bag counts, blanks,
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// bingo, rack size) the offline engine mirrors in ui/src/lib/localgame/ruleset.ts, so a TS
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// parity test can pin that hand-copied table to the Go rulesets (scrabble-solver/rules).
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func emitRulesets() {
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type rsFix struct {
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Size int `json:"size"`
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RackSize int `json:"rackSize"`
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Bingo int `json:"bingo"`
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Blanks int `json:"blanks"`
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Values []int `json:"values"`
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Counts []int `json:"counts"`
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}
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out := map[string]rsFix{}
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for _, v := range []struct {
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name string
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rs *rules.Ruleset
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}{
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{"scrabble_en", rules.English()},
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{"scrabble_ru", rules.RussianScrabble()},
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{"erudit_ru", rules.Erudit()},
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} {
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out[v.name] = rsFix{Size: v.rs.Size(), RackSize: v.rs.RackSize, Bingo: v.rs.Bingo, Blanks: v.rs.Blanks, Values: v.rs.Values, Counts: v.rs.Counts}
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}
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dir := filepath.Join("ui", "src", "lib", "localgame", "testdata")
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if err := os.MkdirAll(dir, 0o755); err != nil {
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log.Fatalf("movegen: mkdir %s: %v", dir, err)
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}
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writeJSON(filepath.Join(dir, "rulesets.json"), out)
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log.Printf("movegen: wrote %s (3 variants)", filepath.Join(dir, "rulesets.json"))
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}
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func writeJSON(path string, v any) {
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data, err := json.MarshalIndent(v, "", " ")
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if err != nil {
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