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Ilia Denisov ec435c0e7f
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Stage 14: solver & dictionary split — consume published module + DAWG artifact (TODO-1/TODO-2)
- backend/go.mod pins gitea.iliadenisov.ru/developer/scrabble-solver v1.0.0; the engine's
  imports use the published module path; go.work drops the solver replace (GOPRIVATE fetches
  it directly from Gitea). The solver's wordlist/dictdawg are now public packages.
- CI (go-unit, integration): drop the solver sibling-clone, set GOPRIVATE, and download the
  dictionary DAWG release artifact (scrabble-dawg-<DICT_VERSION>.tar.gz from the new
  scrabble-dictionary repo) for BACKEND_DICT_DIR.
- Docs: ARCHITECTURE §5/§11/§13/§14 + backend/README updated to the published-module +
  release-artifact model. PLAN.md re-scoped Stage 14 to the split and added Stages 15 (deploy
  infra & test contour), 16 (prod contour), 17 (dual Telegram bots); TODO-1/TODO-2 marked done.
2026-06-04 20:00:36 +02:00

524 lines
16 KiB
Go

package engine
import (
"fmt"
"gitea.iliadenisov.ru/developer/scrabble-solver/board"
"gitea.iliadenisov.ru/developer/scrabble-solver/rack"
"gitea.iliadenisov.ru/developer/scrabble-solver/rules"
"gitea.iliadenisov.ru/developer/scrabble-solver/scrabble"
)
// scorelessLimit is the number of consecutive scoreless turns (passes and
// exchanges) that ends a game, per docs/ARCHITECTURE.md §6.
const scorelessLimit = 6
// EndReason explains why a game finished.
type EndReason uint8
const (
// EndNotOver marks a game still in progress.
EndNotOver EndReason = iota
// EndOutOfTiles fires when the bag is empty and a player empties their rack.
EndOutOfTiles
// EndScoreless fires after scorelessLimit consecutive passes/exchanges.
EndScoreless
// EndResign fires when a player resigns.
EndResign
)
// String renders the end reason for logs and diagnostics.
func (r EndReason) String() string {
switch r {
case EndNotOver:
return "not_over"
case EndOutOfTiles:
return "out_of_tiles"
case EndScoreless:
return "scoreless"
case EndResign:
return "resign"
}
return "unknown"
}
// DropoutTiles is the per-game disposition of a dropped-out player's rack when
// they resign or time out of a game with three or more seats: the tiles are
// either removed from play or returned to the bag. It is agreed at game creation
// (docs/ARCHITECTURE.md §6) and is irrelevant to a two-player game, which ends on
// the first drop-out. In both dispositions the leaver's rack is never revealed to
// the remaining players.
type DropoutTiles uint8
const (
// DropoutRemove removes the dropped player's tiles from play; this is the
// default, so the zero value matches it.
DropoutRemove DropoutTiles = iota
// DropoutReturn returns the dropped player's tiles to the bag, where the
// remaining players may draw them.
DropoutReturn
)
// String renders the disposition as the stable label the game domain persists.
func (d DropoutTiles) String() string {
if d == DropoutReturn {
return "return"
}
return "remove"
}
// ParseDropoutTiles maps a persisted label back to a DropoutTiles, reporting
// ErrUnknownDropoutTiles for an unrecognised value.
func ParseDropoutTiles(s string) (DropoutTiles, error) {
switch s {
case "remove":
return DropoutRemove, nil
case "return":
return DropoutReturn, nil
}
return 0, fmt.Errorf("%w: %q", ErrUnknownDropoutTiles, s)
}
// Options configures a new game.
type Options struct {
// Variant selects the rules and dictionary.
Variant Variant
// Version pins the dictionary version; empty selects the registry's latest.
Version string
// Players is the number of seats, 2 to 4.
Players int
// Seed seeds the tile bag, making the game reproducible.
Seed int64
// DropoutTiles is the disposition of a dropped-out player's tiles in a game
// with three or more seats; the zero value removes them from play.
DropoutTiles DropoutTiles
}
// Game is the in-memory state of a single match and the pure rules engine over
// it. It owns the board, the bag, each player's hand, the running scores, whose
// turn it is and the decoded move log, and it detects the end of the game. It
// performs no scheduling, persistence or I/O and is not safe for concurrent use.
type Game struct {
solver *scrabble.Solver
rules *rules.Ruleset
variant Variant
version string
board *board.Board
bag *Bag
hands [][]byte // per player, alphabet-index bytes with blankTile for blanks
scores []int
toMove int
scorelessRun int
over bool
reason EndReason
resigned []bool // per seat; a resigned seat is skipped and cannot win
dropoutTiles DropoutTiles // disposition of a resigned seat's tiles
log []MoveRecord
}
// New starts a game described by opts over a dictionary from reg. It resolves
// the solver (failing with ErrUnknownVariant/ErrUnknownVersion), builds an empty
// board and a seeded bag, and deals each player a full rack.
func New(reg *Registry, opts Options) (*Game, error) {
if opts.Players < 2 || opts.Players > 4 {
return nil, fmt.Errorf("engine: players must be between 2 and 4, got %d", opts.Players)
}
var (
solver *scrabble.Solver
version = opts.Version
err error
)
if version == "" {
version, solver, err = reg.Latest(opts.Variant)
} else {
solver, err = reg.Solver(opts.Variant, version)
}
if err != nil {
return nil, err
}
rs := solver.Rules()
g := &Game{
solver: solver,
rules: rs,
variant: opts.Variant,
version: version,
board: board.New(rs.Rows, rs.Cols),
bag: NewBag(rs, opts.Seed),
hands: make([][]byte, opts.Players),
scores: make([]int, opts.Players),
resigned: make([]bool, opts.Players),
dropoutTiles: opts.DropoutTiles,
}
for i := range g.hands {
g.hands[i] = g.bag.Draw(rs.RackSize)
}
return g, nil
}
// Play validates and applies the current player's placement of tiles forming a
// word in direction dir. It scores the play, refills the rack from the bag,
// advances the turn and may end the game. It returns ErrTilesNotOnRack when the
// player does not hold the tiles, ErrIllegalPlay when the solver rejects the
// play, and ErrGameOver on a finished game.
func (g *Game) Play(dir scrabble.Direction, tiles []scrabble.Placement) (MoveRecord, error) {
if g.over {
return MoveRecord{}, ErrGameOver
}
player := g.toMove
if err := g.checkHolds(player, placementTiles(tiles)); err != nil {
return MoveRecord{}, err
}
move, err := g.solver.ValidatePlay(g.board, dir, tiles)
if err != nil {
return MoveRecord{}, fmt.Errorf("%w: %v", ErrIllegalPlay, err)
}
scrabble.Apply(g.board, move)
g.removeFromHand(player, placementTiles(tiles))
g.scores[player] += move.Score
g.refill(player)
g.scorelessRun = 0
rec := g.recordPlay(player, move)
g.log = append(g.log, rec)
if len(g.hands[player]) == 0 && g.bag.Len() == 0 {
g.finish(EndOutOfTiles)
} else {
g.advance()
}
return rec, nil
}
// Pass forfeits the current player's turn. It extends the scoreless run, which
// may end the game (EndScoreless), and otherwise advances the turn.
func (g *Game) Pass() (MoveRecord, error) {
if g.over {
return MoveRecord{}, ErrGameOver
}
player := g.toMove
g.scorelessRun++
rec := MoveRecord{Player: player, Action: ActionPass, Total: g.scores[player]}
g.log = append(g.log, rec)
g.endTurnAfterScoreless()
return rec, nil
}
// Exchange swaps the current player's tiles (alphabet-index bytes, blankTile for
// blanks) for fresh ones. It is legal only while the bag holds at least a full
// rack. The fresh tiles are drawn before the swapped ones return, so a player
// cannot draw back their own tiles. It extends the scoreless run, which may end
// the game (EndScoreless).
func (g *Game) Exchange(tiles []byte) (MoveRecord, error) {
if g.over {
return MoveRecord{}, ErrGameOver
}
if len(tiles) == 0 {
return MoveRecord{}, ErrNothingToExchange
}
if g.bag.Len() < g.rules.RackSize {
return MoveRecord{}, ErrNotEnoughTilesToExchange
}
player := g.toMove
if err := g.checkHolds(player, tiles); err != nil {
return MoveRecord{}, err
}
g.removeFromHand(player, tiles)
g.hands[player] = append(g.hands[player], g.bag.Draw(len(tiles))...)
g.bag.Return(tiles)
g.scorelessRun++
rec := MoveRecord{Player: player, Action: ActionExchange, Count: len(tiles), Total: g.scores[player]}
g.log = append(g.log, rec)
g.endTurnAfterScoreless()
return rec, nil
}
// Resign drops the current player out of the game. The resigner always forfeits
// the win and keeps their accumulated score (it is neither zeroed nor docked a
// rack adjustment), and their rack is disposed of per the game's DropoutTiles
// setting without ever being revealed to the remaining players. In a game with
// three or more seats the others play on with the resigned seat skipped, until
// one active seat is left (it wins) or the game ends by the ordinary conditions;
// the game finishes with EndResign only once a single active seat remains. A
// two-player game therefore ends on the first resignation, the other player
// winning regardless of score. A missed-turn timeout reuses Resign in the game
// domain, so it inherits this win/loss.
func (g *Game) Resign() (MoveRecord, error) {
if g.over {
return MoveRecord{}, ErrGameOver
}
player := g.toMove
g.resigned[player] = true
g.disposeHand(player)
rec := MoveRecord{Player: player, Action: ActionResign, Total: g.scores[player]}
g.log = append(g.log, rec)
if g.activeCount() <= 1 {
g.finish(EndResign)
} else {
g.advance()
}
return rec, nil
}
// GenerateMoves returns every legal play for the current player's rack, ranked
// by descending score. It is empty when the player has no legal play.
func (g *Game) GenerateMoves() []scrabble.Move {
return g.solver.GenerateMoves(g.board, g.rackOf(g.toMove), scrabble.Both)
}
// Hint returns the highest-scoring legal play for the current player and true,
// or the zero move and false when there is none. It is the top-1 move the
// one-per-game hint reveals.
func (g *Game) Hint() (scrabble.Move, bool) {
moves := g.GenerateMoves()
if len(moves) == 0 {
return scrabble.Move{}, false
}
return moves[0], true
}
// Variant returns the variant the game is played under.
func (g *Game) Variant() Variant { return g.variant }
// Version returns the pinned dictionary version.
func (g *Game) Version() string { return g.version }
// Players returns the number of seats in the game.
func (g *Game) Players() int { return len(g.hands) }
// ToMove returns the index of the player whose turn it is. On a finished game it
// is the player who made the final move.
func (g *Game) ToMove() int { return g.toMove }
// Over reports whether the game has finished.
func (g *Game) Over() bool { return g.over }
// Reason returns why the game finished, or EndNotOver while it is in progress.
func (g *Game) Reason() EndReason { return g.reason }
// Score returns the current score of the player at index player.
func (g *Game) Score(player int) int { return g.scores[player] }
// BagLen returns the number of tiles left in the bag.
func (g *Game) BagLen() int { return g.bag.Len() }
// BoardClone returns a deep copy of the board, safe for the caller to read or
// mutate without affecting the game.
func (g *Game) BoardClone() *board.Board { return g.board.Clone() }
// Log returns a copy of the dictionary-independent move log.
func (g *Game) Log() []MoveRecord {
out := make([]MoveRecord, len(g.log))
copy(out, g.log)
return out
}
// Result is the outcome of a finished game.
type Result struct {
Over bool
Reason EndReason
Scores []int
// Winner is the index of the single highest score, or -1 on a tie or while
// the game is unfinished.
Winner int
}
// Result reports the current outcome. Final scores already include the standard
// end-game rack adjustment applied when the game finished.
func (g *Game) Result() Result {
scores := make([]int, len(g.scores))
copy(scores, g.scores)
return Result{Over: g.over, Reason: g.reason, Scores: scores, Winner: g.winner()}
}
// finish marks the game over with reason and applies the end-game rack
// adjustment to the scores.
func (g *Game) finish(reason EndReason) {
g.over = true
g.reason = reason
g.applyEndAdjustment(reason)
}
// applyEndAdjustment settles the unplayed racks. When a player goes out (bag
// empty, rack empty) they gain the sum of every opponent's rack value and each
// opponent loses their own. A scoreless stalemate forfeits each player's own
// rack value. A resignation freezes the scores: the win is decided by winner
// (which excludes the resigner), so no rack adjustment is applied and the
// resigner keeps their accumulated score.
func (g *Game) applyEndAdjustment(reason EndReason) {
switch reason {
case EndOutOfTiles:
out := g.toMove
var bonus int
for i := range g.hands {
if i == out {
continue
}
v := g.rackValue(i)
g.scores[i] -= v
bonus += v
}
g.scores[out] += bonus
case EndScoreless:
for i := range g.hands {
g.scores[i] -= g.rackValue(i)
}
}
}
// endTurnAfterScoreless ends the game when the scoreless run reaches the limit,
// otherwise advances the turn. Used by Pass and Exchange.
func (g *Game) endTurnAfterScoreless() {
if g.scorelessRun >= scorelessLimit {
g.finish(EndScoreless)
return
}
g.advance()
}
// advance moves play to the next active (non-resigned) seat. While a game is in
// progress at least two seats are active, so a next active seat always exists;
// the loop leaves toMove unchanged in the degenerate all-but-one-resigned case,
// which Resign turns into a finished game instead.
func (g *Game) advance() {
n := len(g.hands)
for i := 1; i <= n; i++ {
next := (g.toMove + i) % n
if !g.resigned[next] {
g.toMove = next
return
}
}
}
// activeCount returns the number of seats that have not resigned.
func (g *Game) activeCount() int {
n := 0
for _, r := range g.resigned {
if !r {
n++
}
}
return n
}
// disposeHand empties a resigned player's rack per the game's DropoutTiles
// setting: it returns the tiles to the bag or removes them from play. Either way
// the hand is cleared, so the end-game rack adjustment ignores the seat and the
// rack is never exposed.
func (g *Game) disposeHand(player int) {
if g.dropoutTiles == DropoutReturn {
g.bag.Return(g.hands[player])
}
g.hands[player] = nil
}
// winner returns the index of the single highest-scoring player, or -1 on a tie
// for the lead or while the game is unfinished. Resigned (dropped-out) seats are
// always excluded, so a two-player game returns the remaining player even when
// the resigner led on score, and a multi-player game never awards the win to a
// seat that left.
func (g *Game) winner() int {
if !g.over {
return -1
}
best, tie := -1, false
for i := range g.scores {
if g.resigned[i] {
continue
}
switch {
case best == -1 || g.scores[i] > g.scores[best]:
best, tie = i, false
case g.scores[i] == g.scores[best]:
tie = true
}
}
if tie {
return -1
}
return best
}
// rackOf builds a generation rack from player's hand.
func (g *Game) rackOf(player int) rack.Rack {
r := rack.New(g.rules.Size())
for _, t := range g.hands[player] {
if t == blankTile {
r.AddBlank()
} else {
r.Add(t)
}
}
return r
}
// rackValue sums the tile values left on player's hand; blanks count zero.
func (g *Game) rackValue(player int) int {
var v int
for _, t := range g.hands[player] {
if t != blankTile {
v += g.rules.Values[t]
}
}
return v
}
// checkHolds reports ErrTilesNotOnRack unless player holds every tile in want.
func (g *Game) checkHolds(player int, want []byte) error {
avail := tileCounts(g.hands[player])
for tile, n := range tileCounts(want) {
if avail[tile] < n {
return ErrTilesNotOnRack
}
}
return nil
}
// removeFromHand takes one tile per entry of used off player's hand.
func (g *Game) removeFromHand(player int, used []byte) {
hand := g.hands[player]
for _, t := range used {
for i, h := range hand {
if h == t {
hand = append(hand[:i], hand[i+1:]...)
break
}
}
}
g.hands[player] = hand
}
// refill draws from the bag until player's hand is full or the bag is empty.
func (g *Game) refill(player int) {
if need := g.rules.RackSize - len(g.hands[player]); need > 0 {
g.hands[player] = append(g.hands[player], g.bag.Draw(need)...)
}
}
// placementTiles maps placements to the tiles they consume (blankTile for blanks).
func placementTiles(tiles []scrabble.Placement) []byte {
out := make([]byte, len(tiles))
for i, p := range tiles {
if p.Blank {
out[i] = blankTile
} else {
out[i] = p.Letter
}
}
return out
}
// tileCounts tallies a multiset of tiles by value.
func tileCounts(tiles []byte) map[byte]int {
m := make(map[byte]int, len(tiles))
for _, t := range tiles {
m[t]++
}
return m
}