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Bumps the engine to scrabble-solver v1.1.1, where a single-word-per-turn play must form its word along its own line through an existing tile: a multi-tile play that touches the board only perpendicular to itself (the contour РЮМ/КЕД/ОР cases) no longer connects. For a single tile that abuts the board on both axes the engine now plays the higher-scoring legal orientation instead of the geometrically longer one (playDirection), so a real word is never rejected in favour of a non-word. Reworks the single-word solver/engine tests for the corrected rule (no longer a superset of standard play) and updates ARCHITECTURE/FUNCTIONAL/PRERELEASE.
217 lines
8.0 KiB
Go
217 lines
8.0 KiB
Go
package engine
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import (
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"fmt"
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"gitea.iliadenisov.ru/developer/scrabble-solver/scrabble"
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)
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// blankLetter is how a blank tile is written in the decoded, domain-facing API:
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// in a rack it is an undesignated blank, and in an exchange it is a blank being
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// swapped. A blank placed on the board is a TileRecord with Blank set and Letter
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// holding the concrete letter it stands for.
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const blankLetter = "?"
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// Direction is the orientation of a play as seen by the game domain. It decouples
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// the domain from the solver's own Direction type: internal/engine is the only
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// backend package that imports scrabble-solver (see docs/ARCHITECTURE.md §5), so
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// the engine accepts and returns decoded, solver-free values.
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type Direction uint8
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const (
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// Horizontal lays a word left to right along a row.
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Horizontal Direction = iota
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// Vertical lays a word top to bottom down a column.
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Vertical
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)
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// String renders the direction as "H" or "V", the form the move journal and GCG
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// export use.
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func (d Direction) String() string {
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if d == Vertical {
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return "V"
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}
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return "H"
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}
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// scrabbleDir maps the domain Direction to the solver's Direction.
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func (d Direction) scrabbleDir() scrabble.Direction {
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if d == Vertical {
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return scrabble.Vertical
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}
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return scrabble.Horizontal
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}
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// fromScrabbleDir maps the solver's Direction to the domain Direction.
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func fromScrabbleDir(d scrabble.Direction) Direction {
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if d == scrabble.Vertical {
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return Vertical
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}
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return Horizontal
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}
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// SubmitPlay validates and applies the current player's play described in decoded
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// terms: each TileRecord carries a concrete letter (the letter a blank stands for
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// when Blank is set) and a board coordinate. It infers the play's orientation
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// from the tiles and the board (resolveDirection), encodes the tiles through the
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// ruleset alphabet and delegates to Play, so it returns the same errors
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// (ErrTilesNotOnRack, ErrIllegalPlay, ErrGameOver) plus ErrIllegalPlay when a
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// letter is outside the variant's alphabet.
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func (g *Game) SubmitPlay(tiles []TileRecord) (MoveRecord, error) {
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placements, err := g.placements(tiles)
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if err != nil {
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return MoveRecord{}, err
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}
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return g.Play(g.playDirection(placements), placements)
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}
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// SubmitPlayDir is SubmitPlay with the orientation supplied rather than inferred.
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// It exists for journal replay, which reproduces a committed game exactly from
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// the stored "H"/"V" rather than re-deriving it (docs/ARCHITECTURE.md §9.1):
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// re-derivation would tie historical reconstruction to the current resolver, so
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// replay trusts the recorded direction. Live play uses SubmitPlay.
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func (g *Game) SubmitPlayDir(dir Direction, tiles []TileRecord) (MoveRecord, error) {
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placements, err := g.placements(tiles)
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if err != nil {
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return MoveRecord{}, err
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}
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return g.Play(dir.scrabbleDir(), placements)
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}
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// SubmitExchange swaps the current player's tiles, named in decoded terms: a
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// concrete letter per tile, or "?" for a blank. It encodes them and delegates to
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// Exchange, returning the same errors plus ErrTilesNotOnRack when a letter is
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// outside the variant's alphabet.
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func (g *Game) SubmitExchange(tiles []string) (MoveRecord, error) {
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raw, err := g.encodeTiles(tiles)
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if err != nil {
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return MoveRecord{}, err
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}
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return g.Exchange(raw)
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}
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// EvaluatePlay scores and validates a tentative play without committing it,
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// backing the unlimited "what would my next move score, and is it legal?" tool.
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// It infers the play's orientation from the tiles and the board and applies the
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// game's play options exactly as SubmitPlay does, so under the single-word rule
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// perpendicular cross-words are ignored: the preview's legality and score then
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// match what submitting the play would yield. It returns the decoded move (placed
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// tiles, the words it forms, its orientation and its score) or ErrIllegalPlay when
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// the solver rejects it. The board, racks, bag and turn are left untouched.
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func (g *Game) EvaluatePlay(tiles []TileRecord) (MoveRecord, error) {
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if g.over {
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return MoveRecord{}, ErrGameOver
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}
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placements, err := g.placements(tiles)
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if err != nil {
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return MoveRecord{}, err
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}
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move, err := g.solver.ValidatePlayOpts(g.board, g.playDirection(placements), placements, g.playOpts())
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if err != nil {
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return MoveRecord{}, fmt.Errorf("%w: %v", ErrIllegalPlay, err)
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}
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return g.decodeMove(move), nil
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}
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// HintView returns the highest-scoring legal play for the current player as a
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// decoded MoveRecord and true, or a zero record and false when there is none. It
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// is the one-per-game hint's top-1 move in domain-facing form.
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func (g *Game) HintView() (MoveRecord, bool) {
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move, ok := g.Hint()
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if !ok {
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return MoveRecord{}, false
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}
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return g.decodeMove(move), true
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}
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// Candidates returns every legal play for the current player as decoded
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// MoveRecords, ranked by descending score (so the first entry equals HintView's
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// move). It is empty when the player has no legal play. The robot opponent picks
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// from these by margin without importing the solver; each record carries the
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// move's score, so a caller can choose by resulting score difference rather than
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// always taking the maximum.
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func (g *Game) Candidates() []MoveRecord {
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moves := g.GenerateMoves()
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out := make([]MoveRecord, len(moves))
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for i, m := range moves {
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out[i] = g.decodeMove(m)
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}
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return out
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}
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// Hand returns the player's current rack decoded to concrete letters, with "?"
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// for each undesignated blank. The order mirrors the internal hand. It supplies
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// the GCG rack field and the per-player game-state view.
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func (g *Game) Hand(player int) []string {
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hand := g.hands[player]
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out := make([]string, len(hand))
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for i, t := range hand {
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if t == blankTile {
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out[i] = blankLetter
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continue
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}
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out[i] = g.letter(t)
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}
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return out
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}
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// placements encodes decoded tiles into solver placements via the ruleset
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// alphabet, wrapping a bad letter as ErrIllegalPlay.
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func (g *Game) placements(tiles []TileRecord) ([]scrabble.Placement, error) {
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out := make([]scrabble.Placement, len(tiles))
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for i, t := range tiles {
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idx, err := g.rules.Alphabet.Index(t.Letter)
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if err != nil {
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return nil, fmt.Errorf("%w: letter %q at (%d,%d): %v", ErrIllegalPlay, t.Letter, t.Row, t.Col, err)
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}
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out[i] = scrabble.Placement{Row: t.Row, Col: t.Col, Letter: idx, Blank: t.Blank}
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}
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return out, nil
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}
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// playDirection resolves the orientation for a live play. resolveDirection infers it from
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// geometry alone, preferring the longer word when a single tile abuts the board on both
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// axes; under the single-word rule that can pick an orientation whose word is not in the
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// dictionary while the other orientation's is. So for a single tile under that rule the
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// engine tries both orientations through the solver and keeps the higher-scoring legal one
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// (horizontal breaks a tie). Multi-tile plays, and every play under the standard rule, keep
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// the geometric resolution: a multi-tile play's orientation is fixed by the line its tiles
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// share, and under the standard rule every word the play forms must be valid regardless of
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// which one is named the main word.
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func (g *Game) playDirection(placements []scrabble.Placement) scrabble.Direction {
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geo := resolveDirection(g.board, placements)
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if len(placements) != 1 || g.multipleWords {
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return geo
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}
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best, found, bestScore := geo, false, 0
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for _, dir := range [...]scrabble.Direction{scrabble.Horizontal, scrabble.Vertical} {
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m, err := g.solver.ValidatePlayOpts(g.board, dir, placements, g.playOpts())
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if err != nil {
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continue
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}
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if !found || m.Score > bestScore {
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best, found, bestScore = dir, true, m.Score
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}
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}
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return best
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}
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// encodeTiles encodes decoded exchange tiles ("?" for a blank, otherwise a
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// concrete letter) into the internal byte form, wrapping a bad letter as
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// ErrTilesNotOnRack (the caller cannot hold a tile it cannot name).
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func (g *Game) encodeTiles(tiles []string) ([]byte, error) {
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raw := make([]byte, len(tiles))
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for i, t := range tiles {
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if t == blankLetter {
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raw[i] = blankTile
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continue
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}
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idx, err := g.rules.Alphabet.Index(t)
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if err != nil {
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return nil, fmt.Errorf("%w: tile %q: %v", ErrTilesNotOnRack, t, err)
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}
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raw[i] = idx
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}
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return raw, nil
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}
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