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scrabble-game/backend/internal/engine/domain.go
T
Ilia Denisov 751e74b14f
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Stage 3: game domain (lifecycle, journal+cache, hint, word-check, GCG, stats)
internal/game drives the engine over a single match and owns everything the
engine does not: event-sourced persistence (a games row + an append-only decoded
move journal, with the live engine.Game kept warm in a cache and rebuilt by
replay on a miss), the play/pass/exchange/resign transitions with
validate-at-submit scoring, an unlimited score/legality preview, the hint
(per-game allowance + profile wallet), the word-check tool with complaint
capture, per-player game state, history and GCG export (Poslfit dialect), and a
background turn-timeout sweeper that auto-resigns overdue turns honouring each
player's daily away window. Like Stages 1-2 it is a service/store layer with no
HTTP; the gateway surface lands in Stage 6.

Engine: additive decoded domain API (Direction, SubmitPlay/SubmitExchange/
EvaluatePlay/HintView/Hand, MoveRecord.{Dir,MainRow,MainCol}, Registry.Lookup,
ParseVariant) so internal/game never imports scrabble-solver; and a Resign fix
so the resigner keeps their score yet never wins (the other player wins a
two-player game). Timeout reuses Resign.

Persistence: migration 00002 adds games, game_players, game_moves, complaints,
account_stats and extends accounts with away_start/away_end/hint_balance; go-jet
regenerated. account gained SpendHint. Config adds BACKEND_DICT_DIR (required),
BACKEND_DICT_VERSION, BACKEND_GAME_TIMEOUT_SWEEP_INTERVAL, BACKEND_GAME_CACHE_TTL;
main loads the registry at boot (hard dependency) and starts the sweeper.

Tests: engine resign + decoded-API tests; game unit tests (GCG, away-window
boundaries, hint budget, cache, keyed mutex, payload); inttest integration
(lifecycle, replay equivalence, timeout sweep with away grace, resign stats,
hint policy, word-check/complaint, per-game-lock). Docs (PLAN, ARCHITECTURE,
FUNCTIONAL +_ru, TESTING, README) updated.
2026-06-02 17:33:49 +02:00

158 lines
5.2 KiB
Go

package engine
import (
"fmt"
"scrabble-solver/scrabble"
)
// blankLetter is how a blank tile is written in the decoded, domain-facing API:
// in a rack it is an undesignated blank, and in an exchange it is a blank being
// swapped. A blank placed on the board is a TileRecord with Blank set and Letter
// holding the concrete letter it stands for.
const blankLetter = "?"
// Direction is the orientation of a play as seen by the game domain. It decouples
// the domain from the solver's own Direction type: internal/engine is the only
// backend package that imports scrabble-solver (see docs/ARCHITECTURE.md §5), so
// the engine accepts and returns decoded, solver-free values.
type Direction uint8
const (
// Horizontal lays a word left to right along a row.
Horizontal Direction = iota
// Vertical lays a word top to bottom down a column.
Vertical
)
// String renders the direction as "H" or "V", the form the move journal and GCG
// export use.
func (d Direction) String() string {
if d == Vertical {
return "V"
}
return "H"
}
// scrabbleDir maps the domain Direction to the solver's Direction.
func (d Direction) scrabbleDir() scrabble.Direction {
if d == Vertical {
return scrabble.Vertical
}
return scrabble.Horizontal
}
// fromScrabbleDir maps the solver's Direction to the domain Direction.
func fromScrabbleDir(d scrabble.Direction) Direction {
if d == scrabble.Vertical {
return Vertical
}
return Horizontal
}
// SubmitPlay validates and applies the current player's play described in decoded
// terms: each TileRecord carries a concrete letter (the letter a blank stands for
// when Blank is set) and a board coordinate. It encodes the tiles through the
// ruleset alphabet and delegates to Play, so it returns the same errors
// (ErrTilesNotOnRack, ErrIllegalPlay, ErrGameOver) plus ErrIllegalPlay when a
// letter is outside the variant's alphabet.
func (g *Game) SubmitPlay(dir Direction, tiles []TileRecord) (MoveRecord, error) {
placements, err := g.placements(tiles)
if err != nil {
return MoveRecord{}, err
}
return g.Play(dir.scrabbleDir(), placements)
}
// SubmitExchange swaps the current player's tiles, named in decoded terms: a
// concrete letter per tile, or "?" for a blank. It encodes them and delegates to
// Exchange, returning the same errors plus ErrTilesNotOnRack when a letter is
// outside the variant's alphabet.
func (g *Game) SubmitExchange(tiles []string) (MoveRecord, error) {
raw, err := g.encodeTiles(tiles)
if err != nil {
return MoveRecord{}, err
}
return g.Exchange(raw)
}
// EvaluatePlay scores and validates a tentative play without committing it,
// backing the unlimited "what would my next move score, and is it legal?" tool.
// It returns the decoded move (placed tiles, the words it forms and its score)
// or ErrIllegalPlay when the solver rejects it. The board, racks, bag and turn
// are left untouched.
func (g *Game) EvaluatePlay(dir Direction, tiles []TileRecord) (MoveRecord, error) {
if g.over {
return MoveRecord{}, ErrGameOver
}
placements, err := g.placements(tiles)
if err != nil {
return MoveRecord{}, err
}
move, err := g.solver.ValidatePlay(g.board, dir.scrabbleDir(), placements)
if err != nil {
return MoveRecord{}, fmt.Errorf("%w: %v", ErrIllegalPlay, err)
}
return g.decodeMove(move), nil
}
// HintView returns the highest-scoring legal play for the current player as a
// decoded MoveRecord and true, or a zero record and false when there is none. It
// is the one-per-game hint's top-1 move in domain-facing form.
func (g *Game) HintView() (MoveRecord, bool) {
move, ok := g.Hint()
if !ok {
return MoveRecord{}, false
}
return g.decodeMove(move), true
}
// Hand returns the player's current rack decoded to concrete letters, with "?"
// for each undesignated blank. The order mirrors the internal hand. It supplies
// the GCG rack field and the per-player game-state view.
func (g *Game) Hand(player int) []string {
hand := g.hands[player]
out := make([]string, len(hand))
for i, t := range hand {
if t == blankTile {
out[i] = blankLetter
continue
}
out[i] = g.letter(t)
}
return out
}
// placements encodes decoded tiles into solver placements via the ruleset
// alphabet, wrapping a bad letter as ErrIllegalPlay.
func (g *Game) placements(tiles []TileRecord) ([]scrabble.Placement, error) {
out := make([]scrabble.Placement, len(tiles))
for i, t := range tiles {
idx, err := g.rules.Alphabet.Index(t.Letter)
if err != nil {
return nil, fmt.Errorf("%w: letter %q at (%d,%d): %v", ErrIllegalPlay, t.Letter, t.Row, t.Col, err)
}
out[i] = scrabble.Placement{Row: t.Row, Col: t.Col, Letter: idx, Blank: t.Blank}
}
return out, nil
}
// encodeTiles encodes decoded exchange tiles ("?" for a blank, otherwise a
// concrete letter) into the internal byte form, wrapping a bad letter as
// ErrTilesNotOnRack (the caller cannot hold a tile it cannot name).
func (g *Game) encodeTiles(tiles []string) ([]byte, error) {
raw := make([]byte, len(tiles))
for i, t := range tiles {
if t == blankLetter {
raw[i] = blankTile
continue
}
idx, err := g.rules.Alphabet.Index(t)
if err != nil {
return nil, fmt.Errorf("%w: tile %q: %v", ErrTilesNotOnRack, t, err)
}
raw[i] = idx
}
return raw, nil
}