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scrabble-game/docs/FUNCTIONAL.md
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Ilia Denisov a420d6a2cd
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Stage 17 round 5 docs: bake the bug fixes + UI polish + L2 into live docs
- ARCHITECTURE: resign on the opponent's turn (ResignSeat + turn-check bypass); robots
  block chat but accept-and-ignore friend requests; quick-match /lobby/cancel; the admin
  robot play-to-win intent + next-move ETA panel.
- UI_DESIGN: even A->B zoom (recentre only on zoom-in), pinch, drop-target highlight,
  shuffle ≤0.3s + reduce-motion, borderless make-move disabled on illegal, variant title.
- FUNCTIONAL (+ru): variant display names (Scrabble/Erudite); robot ignores friend requests.
- PLAN: round-5 refinements bullet (+ the bilingual two-Scrabble open edge).
2026-06-07 09:48:08 +02:00

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Scrabble Game — Functional spec

Per-domain user stories: what each user-visible operation does. This is the starting point for any change request that touches behaviour. The English version is authoritative; FUNCTIONAL_ru.md is a mirror for the project owner — mirror every point edit in the same patch (translate only the changed paragraphs). Sections deepen as stages land; (Stage N) marks where the detail is authored.

Domains

Client app (Stage 7 / 8)

The web/app client (Svelte + Vite) realizes these stories. The playable slice (Stage 7) covers signing in (guest or email), the "my games" lobby, starting an auto-match, playing the board (place tiles by drag or tap, pass, exchange, resign), the top-1 hint, the unlimited word-check with complaint, per-game chat and nudge, real-time in-app updates, switching interface language (en/ru) and theme, and a read-only profile. Stage 8 adds managing friends (including one-time friend codes) and blocks, friend-game invitations, editing the profile and binding an email, the statistics screen, and the in-game history viewer with GCG export. Settings also pick the board's bonus-label style (beginner / classic / none). A hint lays the suggested tiles on the board for the player to confirm and costs nothing when the rack has no legal move. The word-check accepts only the variant's alphabet, remembers answers within the session and rate-limits repeats.

Identity & sessions (Stage 1 / 6 / 9 / 15)

A player arrives from a platform (Telegram first), via email login, or as an ephemeral guest. The gateway validates the credential once and mints a thin session token; the backend resolves it to an internal user_id. A Telegram Mini App launch authenticates from the platform's signed initData, themes the UI to the Telegram colours, and — on first contact — seeds the new account's interface language from the Telegram client. The sign-in service also declares the game languages it offers (a set of en/ru, at least one), which gate the New Game variant choice in the lobby. Telegram runs a separate bot per language (an English bot and a Russian bot, the same player spanning both); the bot a player signed in through both sets their offered languages and is the bot their out-of-app notifications come from. Guests are session-only with restricted features (auto-match only; no friends, stats or history); an abandoned guest that never joined a game and has been idle past the retention window is garbage-collected. While the app is open the client keeps a live stream and receives in-app updates in real time — the opponent's move, your turn, chat, nudges and a found match. When the app is closed, the chosen out-of-app events (your turn, nudge, a found match, an invitation or friend request) arrive as a Telegram notification instead — unless the player keeps notifications in the app only (a profile setting, on by default).

Accounts, linking & merge (Stage 1 / 11)

First platform contact auto-provisions a durable account. From the profile a player links an email (via a confirm code) or their Telegram (via the web sign-in); a guest who links their first identity becomes a durable account. The "already taken" status of an identity is never revealed before the code/sign-in is verified. If the linked identity already belongs to another account, the player is shown an explicit, irreversible confirmation and the two accounts are merged into the one they are using (statistics summed, games and friends transferred, duplicates removed) — except when a guest links an identity that already has a durable account, where the durable account is kept and the guest's games move into it. A merge is blocked only while the two accounts share a game still in progress.

Lobby & matchmaking (Stage 4 / 15)

Bottom tab menu: my games, profile. The game types offered on New Game are limited to the languages the player's sign-in service supports (English → Scrabble; Russian → Scrabble + Erudite; a bilingual service shows all three, and the web client is unrestricted). Variants are shown by their display name — both Scrabble variants read "Scrabble"/"Скрэббл" and Erudit reads "Erudite"/"Эрудит" (by the interface language), and the same name titles the in-game screen. This gates only starting a new game — both auto-match and a friend invitation — so a player still sees and plays existing games of any language. Auto-match (always 2 players) joins a per-variant pool and is paired with the next waiting human; after 10 s with no human the robot substitutes (the robot arrives in Stage 5). Friend games (24) are formed by inviting players from the friend list (an invitation, like a friend code, is shareable as a Telegram deep link that opens it directly): the inviter chooses the settings and the game starts once every invitee has accepted — any decline cancels it, and an unanswered invitation expires after seven days.

Playing a game (Stage 3)

Place tiles, pass, exchange, or resign. A play is validated against the game's dictionary at submit time and scored; an unlimited preview reports what a tentative move would score and whether it is legal. The dictionary check tool is unlimited and offers a complaint on any result. Hints are governed per game — whether they are allowed and how many each player starts with — and draw on a personal hint wallet once the per-game allowance is spent. The game ends when the bag empties and a player clears their rack, after 6 consecutive scoreless turns, by resignation, or by the per-game move timeout (5 minutes to 24 hours, default 24 hours): a missed turn auto-resigns, except while the player is inside their daily away window. In a two-player game a resignation or timeout gives the win to the other player and the leaver keeps their score. In a game with three or four players the leaver's seat is dropped and the others play on, the game ending when a single active player remains; the disposition of the leaver's tiles (returned to the bag or removed from play) is chosen when the game is created, and the leaver's rack is never shown to the others.

Robot opponent (Stage 5)

When auto-match finds no human within ten seconds, a robot opponent takes the empty seat so the game starts without waiting. It is meant to feel like a person: it decides once per game whether to play to win (about 40% of the time, so the human wins most games), aims for a close score rather than crushing or throwing the game, and plays at a human pace — short thinking times for most moves, the occasional long one, and a night-time pause that tracks the player's own day. It answers a nudge within a few minutes and nudges back when the player has been away a long time. It carries a human-like, language-appropriate name (a Russian game draws mostly Russian names); it does not chat, and silently ignores friend requests — a request to a robot stays pending and expires, exactly like a human who never responds.

Social: friends, block, chat, nudge (Stage 4 / 8)

Become friends in two ways: redeem a one-time code the other player issues (six digits, valid for twelve hours), or send a request to someone you have played with — they accept, ignore it (a request lapses after thirty days and can then be re-sent), or decline (a decline blocks further requests from you until they hand you a code). Cancelling your own pending request withdraws it; unfriending removes the friendship. Block globally — switch off incoming chat and/or friend requests — and block individual players (a per-user block hides that person's chat and stops requests and game invitations both ways; it also ends any existing friendship). Per-game chat is for quick reactions: messages are short (up to 60 characters) and may not contain links, email addresses or phone numbers, even disguised. Nudge the player whose turn is awaited at most once per hour (the nudge is part of the game chat); the out-of-app push is delivered via the platform.

Profile & settings (Stage 4 / 8)

Edit the display name (letters joined by a single space / "." / "_" separator, with an optional trailing ".", up to 32 characters), the timezone (chosen as a UTC offset), the daily away window (on a 10-minute grid, at most 12 hours, wrapping midnight) and the block toggles. The profile form is edited inline (no separate edit mode). Linking an email or Telegram and merging accounts are covered under "Accounts, linking & merge" (Stage 11).

History & statistics (Stage 3 / 8)

Finished games are archived in a dictionary-independent form and exportable to GCG; the export is offered only once a game is finished (exporting a live game would leak the move journal), and the client shares the .gcg file where the platform supports it, otherwise downloads it. Statistics (durable accounts only): wins, losses, draws, max points in a game, and max points for a single move (the best play, which already includes every word it formed plus the all-tiles bonus).

Administration (Stage 10)

Operators reach a server-rendered admin console at ${DOMAIN}/_gm — the backend renders it; the gateway gates it with HTTP Basic Auth on its public listener and proxies it verbatim. The console lists and inspects users (profile, statistics, identities, their games) and games (summary + seats), works the word-complaint review queue — resolving each as reject / accept-add / accept-remove — and exposes the dictionary: the resident versions per variant, a hot-reload of a new version from BACKEND_DICT_DIR/<version>/, and the pending wordlist changes derived from accepted complaints (which feed the offline rebuild and are marked applied after a reload). When a Telegram connector is configured an operator can also message a user (by their Telegram identity) or post to the game channel. State-changing actions are protected by a same-origin check; the console tracks no operator identity.