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Russian "Эрудит" treats a word laid on the board as belonging to the game: it cannot be laid again. Neither the solver, the backend nor the offline JS port knew the rule, so a player (and the robot) could replay a word freely. Official Scrabble places no such restriction, so both Scrabble variants keep playing unrestricted. The rule applies in two ways. A play whose main word is already on the board is illegal, and is neither accepted nor generated. A play whose perpendicular cross-word is already there stands — that word is incidental to laying the main word — but scores nothing. The set of played words is the game's own move journal, main words and cross-words alike, compared decoded, so a word spelled with a blank is the same word. It lives in the game layer, not the solver: only a game knows its history, and the solver stays stateless and standard-rules. The backend applies it at submit, at the move preview and over generated moves (filtering and re-ranking them, so neither the robot nor the hint can offer a play the engine would then refuse); the client port does the same for the offline engine and for the on-device preview of an online game. The rule is pinned per game (games.no_repeat_words, set from the variant at creation) rather than keyed on the variant, because a game is replayed from its journal on every open. Applied retroactively it would make an already-played repeat illegal — closing that game as a draw — and would rescore a play whose cross-word repeats an earlier word, shifting a live game's totals. Games created before the rule keep playing without it. The flag rides the wire as a trailing field because the client's preview must score the way the server does, and offline games pin the same answer in their own record.
92 lines
3.1 KiB
Go
92 lines
3.1 KiB
Go
package game
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import (
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"github.com/google/uuid"
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"scrabble/backend/internal/engine"
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"scrabble/backend/internal/notify"
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)
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// The mappers below project the game domain into the wire-agnostic notify.* input
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// structs the enriched live events carry. They keep the wire schema out of the
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// game package: notify owns the FlatBuffers encoding, this file only resolves the
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// values (seat display names, last-activity sort key) into its input shapes.
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// gameSummary projects a game.Game into the notify.GameSummary embedded in enriched
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// events. names is the seat-indexed display-name slice from seatNames; LastActivityUnix
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// mirrors the gateway view (the current turn's start while active, the finish time once
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// finished).
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func gameSummary(g Game, names []string) notify.GameSummary {
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seats := make([]notify.SeatStanding, 0, len(g.Seats))
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for _, s := range g.Seats {
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name := ""
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if s.Seat >= 0 && s.Seat < len(names) {
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name = names[s.Seat]
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}
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// An open game's still-empty opponent seat carries no account: send an empty id
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// (not the nil-UUID string) so the client renders it as "searching for opponent".
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accountID := ""
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if s.AccountID != uuid.Nil {
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accountID = s.AccountID.String()
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}
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seats = append(seats, notify.SeatStanding{
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Seat: s.Seat,
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AccountID: accountID,
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DisplayName: name,
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Score: s.Score,
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HintsUsed: s.HintsUsed,
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IsWinner: s.IsWinner,
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})
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}
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last := g.TurnStartedAt
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if g.FinishedAt != nil {
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last = *g.FinishedAt
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}
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return notify.GameSummary{
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ID: g.ID.String(),
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Variant: g.Variant.String(),
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DictVersion: g.DictVersion,
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Status: g.Status,
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Players: g.Players,
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ToMove: g.ToMove,
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TurnTimeoutSecs: int(g.TurnTimeout.Seconds()),
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MultipleWordsPerTurn: g.MultipleWordsPerTurn,
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VsAI: g.VsAI,
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Kind: int(g.Kind),
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MoveCount: g.MoveCount,
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EndReason: g.EndReason,
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Seats: seats,
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LastActivityUnix: last.Unix(),
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NoRepeatWords: g.NoRepeatWords,
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}
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}
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// playerState projects a StateView into the notify.PlayerState carried by the
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// match_found / game_started events. The rack is re-encoded to wire alphabet indices;
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// the variant alphabet display table is embedded when includeAlphabet is set (an
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// initial view whose recipient may not have cached the variant yet).
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func playerState(v StateView, names []string, includeAlphabet bool) (notify.PlayerState, error) {
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rack, err := engine.EncodeRack(v.Game.Variant, v.Rack)
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if err != nil {
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return notify.PlayerState{}, err
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}
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ps := notify.PlayerState{
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Game: gameSummary(v.Game, names),
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Seat: v.Seat,
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Rack: rack,
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BagLen: v.BagLen,
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HintsRemaining: v.HintsRemaining,
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}
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if includeAlphabet {
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tab, err := engine.AlphabetTable(v.Game.Variant)
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if err != nil {
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return notify.PlayerState{}, err
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}
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ps.Alphabet = make([]notify.AlphabetLetter, len(tab))
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for i, e := range tab {
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ps.Alphabet[i] = notify.AlphabetLetter{Index: int(e.Index), Letter: e.Letter, Value: e.Value}
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}
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}
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return ps, nil
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}
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