bfa8797f8c
Engine: multi-player drop-out-and-continue with a per-game tile disposition (remove default / return), resigned seats skipped and excluded from the win, leaver rack never revealed; 2-player behaviour unchanged. New domains (service/store, no HTTP yet): internal/social (friend request/accept graph, per-user blocks, per-game chat with nudge as a message kind, content filter via mvdan.cc/xurls/v2 + leet/separator normaliser + phone heuristic) and internal/lobby (in-memory variant-keyed matchmaking pool, friend-game invitations invite->accept with lazy 7-day expiry). account gains profile editing and the email confirm-code flow (Mailer seam: SMTP or log mailer). Migration 00003_social.sql + regenerated jet. main wires the new services into the server (accessors for the Stage 6 handlers); robot substitution stays in Stage 5, REST/stream/push in Stage 6/8. Docs (PLAN, ARCHITECTURE, FUNCTIONAL+ru, TESTING, README) updated.
117 lines
4.4 KiB
Go
117 lines
4.4 KiB
Go
// Package engine is the backend's in-process bridge to the scrabble-solver
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// library. It catalogues the playable variants, loads versioned dictionaries
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// into a registry of solvers, and exposes a pure rules engine (the in-memory
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// Game) that drives a match through legal plays, passes, exchanges and
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// resignations while detecting the end of the game.
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//
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// Two invariants shape the package. First, the solver speaks alphabet-index
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// bytes that are meaningful only alongside the matching ruleset; every value
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// that leaves the engine for persistence or display is decoded to concrete
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// characters (see decode.go and docs/ARCHITECTURE.md §9.1), so archived games
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// replay independently of any dictionary. Second, the engine owns rules and
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// scoring only: turn scheduling, the 24-hour timeout, persistence and transport
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// belong to the game domain in a later stage.
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package engine
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import (
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"errors"
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"fmt"
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"scrabble-solver/rules"
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)
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// Variant identifies a Scrabble variant the backend offers. Each maps to a
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// scrabble-solver ruleset and a committed dictionary.
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type Variant uint8
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const (
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// VariantEnglish is standard English Scrabble (the SOWPODS dictionary).
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VariantEnglish Variant = iota
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// VariantRussianScrabble is Russian Scrabble.
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VariantRussianScrabble
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// VariantErudit is the Russian "Эрудит" variant.
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VariantErudit
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)
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// String returns the variant's stable identifier, used in logs and as a metadata
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// label on persisted games.
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func (v Variant) String() string {
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switch v {
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case VariantEnglish:
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return "english"
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case VariantRussianScrabble:
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return "russian_scrabble"
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case VariantErudit:
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return "erudit"
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}
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return "unknown"
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}
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// ruleset returns the scrabble-solver ruleset backing the variant and true, or
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// (nil, false) for an unrecognised variant.
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func (v Variant) ruleset() (*rules.Ruleset, bool) {
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switch v {
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case VariantEnglish:
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return rules.English(), true
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case VariantRussianScrabble:
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return rules.RussianScrabble(), true
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case VariantErudit:
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return rules.Erudit(), true
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}
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return nil, false
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}
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// Variants returns the variants the backend offers, in catalogue order.
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func Variants() []Variant {
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return []Variant{VariantEnglish, VariantRussianScrabble, VariantErudit}
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}
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// ParseVariant maps a stable label produced by Variant.String back to its
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// Variant, or returns ErrUnknownVariant. It is the inverse the game domain uses
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// to read a persisted variant.
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func ParseVariant(s string) (Variant, error) {
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for _, v := range Variants() {
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if v.String() == s {
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return v, nil
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}
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}
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return 0, fmt.Errorf("%w: %q", ErrUnknownVariant, s)
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}
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// Ruleset returns the scrabble-solver ruleset for variant. It needs no
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// dictionary, so it supports dictionary-independent board replay (see
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// ReplayBoard) from a finished game's variant metadata alone.
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func Ruleset(v Variant) (*rules.Ruleset, 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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return rs, nil
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}
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// Sentinel errors returned across the engine. Callers match them with
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// errors.Is; the wrapped detail carries the offending value.
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var (
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// ErrUnknownVariant is returned for a variant the engine does not recognise.
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ErrUnknownVariant = errors.New("engine: unknown variant")
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// ErrUnknownVersion is returned when no dictionary is registered for a
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// (variant, version) pair.
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ErrUnknownVersion = errors.New("engine: unknown dictionary version")
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// ErrUnknownDropoutTiles is returned by ParseDropoutTiles for a label that is
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// neither "remove" nor "return".
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ErrUnknownDropoutTiles = errors.New("engine: unknown drop-out tile disposition")
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// ErrIllegalPlay wraps a solver validation failure: off-board geometry, a
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// word absent from the dictionary, or a play that does not connect.
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ErrIllegalPlay = errors.New("engine: illegal play")
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// ErrTilesNotOnRack is returned when a play or exchange references tiles the
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// acting player does not hold.
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ErrTilesNotOnRack = errors.New("engine: tiles not on the player's rack")
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// ErrNotEnoughTilesToExchange is returned when an exchange is attempted while
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// the bag holds fewer tiles than a full rack.
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ErrNotEnoughTilesToExchange = errors.New("engine: not enough tiles in the bag to exchange")
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// ErrNothingToExchange is returned for an exchange of zero tiles.
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ErrNothingToExchange = errors.New("engine: exchange requires at least one tile")
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// ErrGameOver is returned when a transition is attempted on a finished game.
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ErrGameOver = errors.New("engine: game is over")
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)
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