Files
scrabble-game/backend/internal/notify/payload.go
T
Ilia Denisov aa765a0c06
CI / changes (pull_request) Successful in 3s
CI / unit (pull_request) Successful in 9s
CI / integration (pull_request) Successful in 14s
CI / ui (pull_request) Successful in 49s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 1m12s
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

94 lines
3.1 KiB
Go

package notify
// The structs below are the wire-agnostic inputs the domain services hand to the
// enriched event constructors. Keeping them here — rather than importing the wire
// schema into game/lobby/social — preserves the package boundary: notify owns the
// FlatBuffers encoding, while the domain only fills in already-resolved values (seat
// display names, alphabet-index racks). Each mirrors the matching scrabblefb table.
// SeatStanding is one seat's public standing inside a GameSummary (mirrors
// scrabblefb.SeatView).
type SeatStanding struct {
Seat int
AccountID string
DisplayName string
Score int
HintsUsed int
IsWinner bool
}
// GameSummary is the shared, non-private game state embedded in enriched events
// (mirrors scrabblefb.GameView). LastActivityUnix is the lobby sort key: the current
// turn's start for an active game, the finish time once finished.
type GameSummary struct {
ID string
Variant string
DictVersion string
Status string
Players int
ToMove int
TurnTimeoutSecs int
MultipleWordsPerTurn bool
// VsAI marks an honest-AI game (the opponent is shown as 🤖, chat/nudge/add-friend off).
VsAI bool
MoveCount int
EndReason string
Seats []SeatStanding
LastActivityUnix int64
}
// AlphabetLetter is one variant alphabet entry (a display-only row) embedded in an
// initial PlayerState so a client seeing a variant for the first time can render its
// rack (mirrors scrabblefb.AlphabetEntry).
type AlphabetLetter struct {
Index int
Letter string
Value int
}
// PlayerState is a player's full initial view of a game — the shared summary plus
// their private rack and budgets (mirrors scrabblefb.StateView). Rack carries wire
// alphabet indices (a blank is the sentinel index 255). Alphabet is set only when the
// recipient may not have cached the variant yet (match_found / game_started).
type PlayerState struct {
Game GameSummary
Seat int
Rack []int
BagLen int
HintsRemaining int
Alphabet []AlphabetLetter
}
// AccountRef is a referenced account with its display name resolved (mirrors
// scrabblefb.AccountRef).
type AccountRef struct {
AccountID string
DisplayName string
}
// InvitationInvitee is one invited player's seat and response inside an
// InvitationSummary (mirrors scrabblefb.InvitationInvitee).
type InvitationInvitee struct {
AccountID string
DisplayName string
Seat int
Response string
}
// InvitationSummary is a friend-game invitation carried by the NotifyInvitation event so
// the client adds it to its lobby list without a refetch (mirrors scrabblefb.Invitation).
type InvitationSummary struct {
ID string
Inviter AccountRef
Invitees []InvitationInvitee
Variant string
TurnTimeoutSecs int
HintsAllowed bool
HintsPerPlayer int
MultipleWordsPerTurn bool
DropoutTiles string
Status string
GameID string
ExpiresAtUnix int64
}