A vs_ai hint is now unlimited and wallet-free, but idle-gated as an anti-frustration
aid: it unlocks only after the player has been stuck ~30 min on a turn (timed from the
robot's last move; the human's first move, before the robot has played, is exempt).
While gated the hint button carries a small lock badge and a tap shows the remaining
minutes ('Available in N min.'); the lock lifts live at the mark.
The gate is enforced CLIENT-SIDE against a MONOTONIC clock (performance.now()), never a
wall-clock timestamp: a device clock the player controls (or an auto-sync) must not be
able to open or freeze it. The wait is therefore session-scoped -- a reload restarts it
(there is no tamper-proof way to carry idle time across a relaunch without a wall clock).
An online vs_ai game will gate the same way but from the server's clock (a follow-up).
- lib/hints.ts: HINT_GATE_MS + pure hintGateRemainingMs (monotonic) + hintLockMinutes;
removed the wall-clock hintRemainingMs. Unit-tested red->green.
- Game.svelte: the monotonic gate (hintGateStart/monoNow, armed on the turn change), a
vs_ai hint button (plain: no confirm, no count; lock badge + gated tap -> toast), a
live 10s tick.
- localgame: removed the wall-clock hint gate and the now-dead robotLastMoveAtUnix field
from source.ts/serialize.ts (the client is authoritative); hint() just serves the top
move.
- i18n game.hintLockedIn.
- offline.spec.ts: assert the first move is un-gated and the lock arms after the robot moves.
- Docs FUNCTIONAL(+_ru) + ARCHITECTURE; bundle budget 114->115 (game-screen feature).
A Playwright spec drives the whole offline flow in the mock build: force the
installed-PWA display mode, enter offline via the Settings toggle (its readiness check
fetches the dawgs), assert the blue chrome + online-games-hidden + Stats-disabled, then
create and play a device-local English vs_ai game with a pinned bag seed (deterministic
rack NEWYMAO) -- play the opening WAY across the centre, watch the robot reply with a
real move, and reload to confirm the IndexedDB replay.
Enabling infra (all e2e-only; nothing enters the production build):
- mock/client.ts fetchDict serves the per-variant dawgs from the preview build's
/e2edict/ (was: threw 'unsupported in mock').
- scripts/e2e-dict.mjs copies the real dawgs into dist-e2e from E2E_DICT_DIR (the ui CI
job fetches the scrabble-dictionary release like the Go jobs; local default: the
sibling scrabble-solver/dawg); playwright.config runs it between build and preview.
- localgame/id.ts setForcedSeed + gateway.ts window.__mock.setLocalSeed: a mock-only
seam to pin a local game's bag seed (tree-shaken from prod).
- ci.yaml ui job: fetch the dawgs + pass E2E_DICT_DIR to the e2e step.
- docs/TESTING.md: the offline e2e + the mock-dawg wiring.
Verified: check 0 / unit 482 / e2e 198 (both engines) / app entry 113.8/114.