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).
This commit is contained in:
Ilia Denisov
2026-07-06 08:02:05 +02:00
parent 543cbe56b9
commit e4cf143e9f
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// The offline tile bag — the shuffled draw pile for one local game. Structurally a port of
// backend/internal/engine/bag.go (fill from the variant's counts + blanks, draw from the end,
// return-and-reshuffle for an exchange), but shuffled with a small DETERMINISTIC in-house PRNG
// rather than Go's math/rand: a local game only needs to be reproducible from its own seed and
// sequence of operations (for replay from the stored journal), not bit-identical to a server
// game (docs plan). Blanks ride as BLANK_INDEX, matching lib/alphabet.ts (and the engine's
// blankTile = 0xff = 255).
import { RULESETS } from './ruleset';
import { BLANK_INDEX } from '../alphabet';
import type { Variant } from '../model';
// mulberry32 is a compact deterministic PRNG returning a float in [0, 1). Seeded from the game
// seed so the shuffle sequence — and thus the draws — replay identically for the same seed and
// the same sequence of returns.
function mulberry32(seed: number): () => number {
let a = seed >>> 0;
return () => {
a = (a + 0x6d2b79f5) | 0;
let t = Math.imul(a ^ (a >>> 15), 1 | a);
t = (t + Math.imul(t ^ (t >>> 7), 61 | t)) ^ t;
return ((t ^ (t >>> 14)) >>> 0) / 4294967296;
};
}
/**
* Bag is one local game's draw pile. Construct it with the variant and a numeric seed; draw()
* and return() mutate it in place. It is reproducible: the same seed and the same sequence of
* operations yield the same draws.
*/
export class Bag {
private tiles: number[];
private readonly rand: () => number;
constructor(variant: Variant, seed: number) {
const rs = RULESETS[variant];
const tiles: number[] = [];
for (let i = 0; i < rs.counts.length; i++) {
for (let n = 0; n < rs.counts[i]; n++) tiles.push(i);
}
for (let n = 0; n < rs.blanks; n++) tiles.push(BLANK_INDEX);
this.tiles = tiles;
this.rand = mulberry32(seed);
this.shuffle();
}
/** length is the number of tiles left in the bag. */
get length(): number {
return this.tiles.length;
}
/**
* draw removes up to n tiles from the end of the bag and returns them. Drawing more than
* remain returns all of them; drawing from an empty bag returns an empty array.
*/
draw(n: number): number[] {
const take = Math.min(n, this.tiles.length);
return this.tiles.splice(this.tiles.length - take, take);
}
/** return puts tiles back into the bag and reshuffles, as when a player exchanges tiles. */
return(tiles: readonly number[]): void {
for (const t of tiles) this.tiles.push(t);
this.shuffle();
}
// shuffle randomises the remaining tiles in place with the bag's own PRNG (FisherYates).
private shuffle(): void {
for (let i = this.tiles.length - 1; i > 0; i--) {
const j = Math.floor(this.rand() * (i + 1));
const tmp = this.tiles[i];
this.tiles[i] = this.tiles[j];
this.tiles[j] = tmp;
}
}
}