acbb2d8254
Owner-review follow-up on the Stage 8 branch: - Friend code is copyable (📋 + toast). The lobby notification badge is fixed — it had inherited the hamburger-bar style — into a proper round count dot. - Safari: min-width:0 on flex text inputs (friend code, profile, chat) so they shrink instead of pushing the adjacent button off-screen. - Profile editing is validated on both the UI and the backend: display-name format (letters joined by single space/./_ separators, no leading/trailing/adjacent separators, <=32 runes), a UTC-offset timezone picker (account.ResolveZone parses ±HH:MM or a legacy IANA name), a 10-minute away grid capped at 12h (wrap-aware), and email format; Save is disabled and invalid fields red-bordered until valid. Language stays in Settings. - In a game, an "add to friends" menu item flips to a disabled "request sent"; chat send/nudge became ⬆️/🛎️ icon buttons. - A finished game drops its last-word highlight, hides Check word / Drop game, disables zoom, and draws an inert (greyed) footer instead of hiding it. Tests: account validators (name/away/zone), UI profileValidation, e2e for the finished-game footer/menu and the copy control. Docs (PLAN, ARCHITECTURE, FUNCTIONAL +ru, UI_DESIGN) updated for the display-name rule, UTC-offset timezone and the 12h away window.
111 lines
6.9 KiB
Markdown
111 lines
6.9 KiB
Markdown
# Scrabble Game — Functional spec
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Per-domain user stories: what each user-visible operation does. This is the
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starting point for any change request that touches behaviour. The English
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version is authoritative; [`FUNCTIONAL_ru.md`](FUNCTIONAL_ru.md) is a mirror for
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the project owner — mirror every point edit in the same patch (translate only
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the changed paragraphs). Sections deepen as stages land; *(Stage N)* marks where
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the detail is authored.
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## Domains
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### Client app *(Stage 7 / 8)*
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The web/app client (Svelte + Vite) realizes these stories. The **playable slice**
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(Stage 7) covers signing in (guest or email), the "my games" lobby, starting an
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auto-match, playing the board (place tiles by drag or tap, pass, exchange, resign),
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the top-1 hint, the unlimited word-check with complaint, per-game chat and nudge,
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real-time in-app updates, switching interface language (en/ru) and theme, and a
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read-only profile. **Stage 8** adds managing friends (including one-time friend
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codes) and blocks, friend-game invitations, editing the profile and binding an
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email, the statistics screen, and the in-game history viewer with GCG export.
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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
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costs nothing when the rack has no legal move. The word-check accepts only the
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variant's alphabet, remembers answers within the session and rate-limits repeats.
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### Identity & sessions *(Stage 1 / 6)*
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A player arrives from a platform (Telegram first), via email login, or as an
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ephemeral guest. The gateway validates the credential once and mints a thin
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session token; the backend resolves it to an internal `user_id`. Guests are
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session-only with restricted features (auto-match only; no friends, stats or
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history). While the app is open the client keeps a live stream and receives
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in-app updates in real time — the opponent's move, your turn, chat, nudges and a
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found match; out-of-app push (your turn, nudge) is delivered by the platform
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later (Stage 9).
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### Accounts, linking & merge *(Stage 1 / 10)*
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First platform contact auto-provisions a durable account. From the profile a
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player links additional platform identities or an email via a confirm flow;
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linking an identity that already has history merges it into the current
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account (stats summed, games/friends transferred).
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### Lobby & matchmaking *(Stage 4)*
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Bottom tab menu: **my games**, **profile**. Auto-match (always 2 players) joins a
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per-variant pool and is paired with the next waiting human; after 10 s with no
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human the robot substitutes (the robot arrives in Stage 5). Friend games (2–4) are
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formed by inviting players from the friend list (deep-link invites arrive with the
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platform integration): the inviter chooses the settings and the game starts once
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every invitee has accepted — any decline cancels it, and an unanswered invitation
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expires after seven days.
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### Playing a game *(Stage 3)*
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Place tiles, pass, exchange, or resign. A play is validated against the game's
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dictionary at submit time and scored; an unlimited preview reports what a
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tentative move would score and whether it is legal. The dictionary check tool is
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unlimited and offers a complaint on any result. Hints are governed per game —
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whether they are allowed and how many each player starts with — and draw on a
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personal hint wallet once the per-game allowance is spent. The game ends when the
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bag empties and a player clears their rack, after 6 consecutive scoreless turns,
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by resignation, or by the per-game move timeout (5 minutes to 24 hours, default
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24 hours): a missed turn auto-resigns, except while the player is inside their
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daily away window. In a two-player game a resignation or timeout gives the win to
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the other player and the leaver keeps their score. In a game with three or four
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players the leaver's seat is dropped and the others play on, the game ending when a
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single active player remains; the disposition of the leaver's tiles (returned to
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the bag or removed from play) is chosen when the game is created, and the leaver's
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rack is never shown to the others.
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### Robot opponent *(Stage 5)*
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When auto-match finds no human within ten seconds, a robot opponent takes the empty
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seat so the game starts without waiting. It is meant to feel like a person: it
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decides once per game whether to play to win (about 40% of the time, so the human
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wins most games), aims for a close score rather than crushing or throwing the game,
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and plays at a human pace — short thinking times for most moves, the occasional long
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one, and a night-time pause that tracks the player's own day. It answers a nudge
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within a few minutes and nudges back when the player has been away a long time. It
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carries a human-like name and neither chats nor accepts friend requests.
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### Social: friends, block, chat, nudge *(Stage 4 / 8)*
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Become friends in two ways: redeem a **one-time code** the other player issues (six
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digits, valid for twelve hours), or send a **request to someone you have played
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with** — they accept, ignore it (a request lapses after thirty days and can then be
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re-sent), or decline (a decline blocks further requests from you until they hand you
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a code). Cancelling your own pending request withdraws it; unfriending removes the
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friendship. Block globally — switch off incoming chat
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and/or friend requests — and block individual players (a per-user block hides that
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person's chat and stops requests and game invitations both ways; it also ends any
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existing friendship). Per-game chat is for quick reactions: messages are short
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(up to 60 characters) and may not contain links, email addresses or phone numbers,
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even disguised. Nudge the player whose turn is awaited at most once per hour (the
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nudge is part of the game chat); the out-of-app push is delivered via the platform.
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### Profile & settings *(Stage 4 / 8)*
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Edit the display name (letters joined by single space / "." / "_" separators, up to
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32 characters), the timezone (chosen as a UTC offset), the daily away window (on a
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10-minute grid, at most 12 hours, wrapping midnight) and the block toggles, and bind
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an email by confirm-code: the backend emails a short code that,
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once entered, attaches the email to the account (an email already confirmed by
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another account cannot be taken — that is a merge, a later stage). Linked platform
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accounts and merge arrive in Stage 11.
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### History & statistics *(Stage 3 / 8)*
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Finished games are archived in a dictionary-independent form and exportable to
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GCG; the export is offered **only once a game is finished** (exporting a live game
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would leak the move journal), and the client shares the `.gcg` file where the
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platform supports it, otherwise downloads it. Statistics (durable accounts only):
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wins, losses, draws, max points in a game, and max points for a single move (the
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best play, which already includes every word it formed plus the all-tiles bonus).
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### Administration *(Stage 10)*
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Admin (Basic Auth at the gateway) reviews word complaints, manages dictionary
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versions, and inspects users/games.
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