Files
scrabble-game/backend/internal/game/eventwire.go
T
Ilia Denisov aa765a0c06
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feat: honest AI opponent in quick game
New Game's quick game gains an explicit opponent selector — 🤖 AI (default)
or 👤 Random player. AI starts a game seated with a pooled robot that joins
and moves at once: no per-move timeout (a 7-day inactivity loss reusing the
turn-timeout sweeper), chat/nudge disabled, no statistics, the opponent shown
as 🤖 everywhere. The random path (disguised robot) is unchanged.

Driven by one game flag (games.vs_ai), set only on AI-started games so the
disguised path is never revealed; Matchmaker.StartVsAI seats the robot
directly (no open pool); the robot replies event-driven via the game service's
after-commit/after-create hook. Wire: vs_ai on EnqueueRequest + GameView.
2026-06-15 20:14:24 +02:00

90 lines
3.0 KiB
Go

package game
import (
"github.com/google/uuid"
"scrabble/backend/internal/engine"
"scrabble/backend/internal/notify"
)
// The mappers below project the game domain into the wire-agnostic notify.* input
// structs the enriched live events carry. They keep the wire schema out of the
// game package: notify owns the FlatBuffers encoding, this file only resolves the
// values (seat display names, last-activity sort key) into its input shapes.
// gameSummary projects a game.Game into the notify.GameSummary embedded in enriched
// events. names is the seat-indexed display-name slice from seatNames; LastActivityUnix
// mirrors the gateway view (the current turn's start while active, the finish time once
// finished).
func gameSummary(g Game, names []string) notify.GameSummary {
seats := make([]notify.SeatStanding, 0, len(g.Seats))
for _, s := range g.Seats {
name := ""
if s.Seat >= 0 && s.Seat < len(names) {
name = names[s.Seat]
}
// An open game's still-empty opponent seat carries no account: send an empty id
// (not the nil-UUID string) so the client renders it as "searching for opponent".
accountID := ""
if s.AccountID != uuid.Nil {
accountID = s.AccountID.String()
}
seats = append(seats, notify.SeatStanding{
Seat: s.Seat,
AccountID: accountID,
DisplayName: name,
Score: s.Score,
HintsUsed: s.HintsUsed,
IsWinner: s.IsWinner,
})
}
last := g.TurnStartedAt
if g.FinishedAt != nil {
last = *g.FinishedAt
}
return notify.GameSummary{
ID: g.ID.String(),
Variant: g.Variant.String(),
DictVersion: g.DictVersion,
Status: g.Status,
Players: g.Players,
ToMove: g.ToMove,
TurnTimeoutSecs: int(g.TurnTimeout.Seconds()),
MultipleWordsPerTurn: g.MultipleWordsPerTurn,
VsAI: g.VsAI,
MoveCount: g.MoveCount,
EndReason: g.EndReason,
Seats: seats,
LastActivityUnix: last.Unix(),
}
}
// playerState projects a StateView into the notify.PlayerState carried by the
// match_found / game_started events. The rack is re-encoded to wire alphabet indices;
// the variant alphabet display table is embedded when includeAlphabet is set (an
// initial view whose recipient may not have cached the variant yet).
func playerState(v StateView, names []string, includeAlphabet bool) (notify.PlayerState, error) {
rack, err := engine.EncodeRack(v.Game.Variant, v.Rack)
if err != nil {
return notify.PlayerState{}, err
}
ps := notify.PlayerState{
Game: gameSummary(v.Game, names),
Seat: v.Seat,
Rack: rack,
BagLen: v.BagLen,
HintsRemaining: v.HintsRemaining,
}
if includeAlphabet {
tab, err := engine.AlphabetTable(v.Game.Variant)
if err != nil {
return notify.PlayerState{}, err
}
ps.Alphabet = make([]notify.AlphabetLetter, len(tab))
for i, e := range tab {
ps.Alphabet[i] = notify.AlphabetLetter{Index: int(e.Index), Letter: e.Letter, Value: e.Value}
}
}
return ps, nil
}