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Decide who moves first by the official rule: each seated player draws one tile, the one closest to "A" leads (a blank beats every letter), ties re-drawing until a single leader remains. Each draw uses honest per-draw crypto/rand entropy (not the deterministic bag seed), so the recorded draw — not a seed — is the only account of the outcome. The leader takes seat 0, so the engine and journal replay are unchanged. The draw is recorded with the game (game_setup_draws, migration 00013) for future tournaments, designed as a discrete "player N draws a tile" step. Friend/AI games draw at creation. Auto-match draws when the game opens, against a synthetic uuid.Nil opponent whose draw rows (NULL account_id) are back-filled to the real opponent on join — so the opener's seat is fixed up front and the existing open-game pre-move is preserved with no reseating. Admin /_gm/games/:id gains the recorded draw list and a simple step-by-step board replay (game.ReplayTimeline + a vanilla-JS stepper): a board with A-O/1-15 headers and highlighted premium squares, placed letters with their tile value as a subscript, rack panels around the board (seat 0 top, 1 bottom, 2 left, 3 right) with the current player highlighted, and a per-move log with the tiles drawn and the bag remainder. Docs: ARCHITECTURE §6/§9, FUNCTIONAL (+_ru), PRERELEASE (FM row), design spec.
53 lines
1.9 KiB
Go
53 lines
1.9 KiB
Go
package engine
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import "fmt"
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// SetupTile is one tile of a variant's full bag, decoded for the first-move draw
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// (docs/ARCHITECTURE.md §6): its concrete letter (or the blank marker), a blank
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// flag, and its draw rank. Lower rank wins the draw — a blank ranks above every
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// letter, and letters rank by alphabet index, so the tile closest to the start of
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// the alphabet ("A") wins. It is dictionary-independent, built from the variant's
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// solver ruleset alone.
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type SetupTile struct {
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// Letter is the concrete character (the case the solver ruleset emits), or
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// the blank marker "?" for a blank.
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Letter string
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// Blank reports whether the tile is a blank.
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Blank bool
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// Rank orders the draw: BlankRank for a blank (best), else the letter's
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// alphabet index (0 = closest to "A").
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Rank int
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}
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// BlankRank is the first-move draw rank of a blank: below every letter index, so a
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// blank always beats a lettered tile, matching the official rule that a blank
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// supersedes all letters.
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const BlankRank = -1
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// SetupBag returns variant's full tile bag — every lettered tile expanded by its
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// count, plus one entry per blank — decoded for the first-move seeding draw. The
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// order is deterministic (alphabet order, blanks last); callers shuffle it with
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// their own entropy. It needs no dictionary, so it is built from the variant's
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// ruleset alone and reports ErrUnknownVariant for an unrecognised variant.
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func SetupBag(v Variant) ([]SetupTile, error) {
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rs, ok := v.ruleset()
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if !ok {
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return nil, fmt.Errorf("%w: %d", ErrUnknownVariant, v)
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}
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bag := make([]SetupTile, 0, 128)
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for i, n := range rs.Counts {
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ch, err := rs.Alphabet.Character(byte(i))
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if err != nil {
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// An offered variant's alphabet never yields a bad index; skip defensively.
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continue
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}
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for range n {
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bag = append(bag, SetupTile{Letter: ch, Rank: i})
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}
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}
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for range rs.Blanks {
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bag = append(bag, SetupTile{Letter: blankLetter, Blank: true, Rank: BlankRank})
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}
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return bag, nil
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}
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