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Tests · Integration / integration (pull_request) Successful in 12s
Tests · UI / test (pull_request) Successful in 19s
Live play now exchanges per-variant alphabet indices instead of concrete letters (rack out; submit-play, evaluate, exchange, word-check in). The client caches each variant's (index, letter, value) table behind StateRequest.include_alphabet and renders the rack and blank chooser from it, dropping the hardcoded value/alphabet tables. History, the durable journal and GCG stay decoded concrete characters (ARCHITECTURE §9.1, unchanged). - pkg/fbs: new AlphabetEntry + PlayTile; StateView.rack -> [ubyte] + alphabet; StateRequest.include_alphabet; SubmitPlay/Eval tiles -> [PlayTile]; Exchange tiles + CheckWord word -> [ubyte] (committed Go + TS regenerated). - engine: AlphabetTable + a cached per-variant codec (LetterForIndex/EncodeRack/ DecodeTiles/DecodeWord) + BlankIndex sentinel; Go parity test. - backend server edge maps index<->letter (new thin game.Service.GameVariant); game.Service domain methods, engine.Game and the robot keep one letter-based play path. The gateway forwards indices verbatim (no alphabet table). - ui: lib/alphabet.ts in-memory cache; codec encodes/decodes indices; premiums.ts is geometry-only; the mock seeds a fixture table; the UI normalises display to upper case (codec + cache), leaving placement/board/checkword unchanged. Parity moved to the Go engine.AlphabetTable test; premiums.ts loses its value tables. Discharges TODO-4.
151 lines
5.2 KiB
Go
151 lines
5.2 KiB
Go
package engine
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import (
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"fmt"
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"strings"
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)
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// AlphabetEntry is one letter of a variant's alphabet: its alphabet-index byte, the
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// concrete character and its tile point value. It is the dictionary-independent display
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// table the edge sends to the client (Stage 13), produced from the variant's solver
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// ruleset (its alphabet and value table) and so pinned by the solver version, not by any
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// dictionary.
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type AlphabetEntry struct {
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// Index is the alphabet-index byte the wire uses for this letter (0..Size-1).
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Index byte
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// Letter is the concrete character, in the case the solver ruleset emits (lower).
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Letter string
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// Value is the tile's point score.
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Value int
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}
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// BlankIndex is the wire sentinel for a blank tile inside an alphabet-index sequence (a
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// rack or an exchange list). It is out of range of every offered variant's alphabet (the
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// largest has 33 letters), so it never collides with a real letter index. A placed blank
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// instead travels as an ordinary tile carrying its designated letter's index alongside a
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// separate blank flag. The constant is untyped so it serves both byte (FlatBuffers ubyte)
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// and int (the gateway/backend JSON edge) call sites.
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const BlankIndex = 0xFF
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// variantCodec is the cached per-variant alphabet data backing the wire helpers: the
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// ordered display table and a case-insensitive letter→index lookup. Both are derived once
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// from the solver ruleset (see variantCodecs).
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type variantCodec struct {
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table []AlphabetEntry
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letterToIndex map[string]byte
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}
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// variantCodecs holds one codec per offered variant, built once at package load from each
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// ruleset's alphabet and value table. The rulesets are needed only here (not per request),
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// so the hot path never rebuilds them.
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var variantCodecs = buildVariantCodecs()
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func buildVariantCodecs() map[Variant]*variantCodec {
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m := make(map[Variant]*variantCodec, len(Variants()))
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for _, v := range Variants() {
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rs, ok := v.ruleset()
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if !ok {
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continue
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}
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size := rs.Alphabet.Size()
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table := make([]AlphabetEntry, size)
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lut := make(map[string]byte, size)
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for i := range size {
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ch, err := rs.Alphabet.Character(byte(i))
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if err != nil {
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// An offered variant's alphabet never yields a bad index; skip defensively.
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continue
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}
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table[i] = AlphabetEntry{Index: byte(i), Letter: ch, Value: rs.Values[i]}
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lut[strings.ToLower(ch)] = byte(i)
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}
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m[v] = &variantCodec{table: table, letterToIndex: lut}
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}
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return m
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}
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// AlphabetTable returns a copy of variant's full alphabet as an ordered (index, letter,
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// value) table, or ErrUnknownVariant. Entry i has Index i, so the slice doubles as an
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// index→(letter, value) lookup. It needs no dictionary — the data comes from the solver
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// ruleset alone — so it is safe to build for any offered variant and is the same table the
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// client caches for display while live play exchanges bare indices.
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func AlphabetTable(v Variant) ([]AlphabetEntry, error) {
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c, ok := variantCodecs[v]
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if !ok {
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return nil, fmt.Errorf("%w: %d", ErrUnknownVariant, v)
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}
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out := make([]AlphabetEntry, len(c.table))
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copy(out, c.table)
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return out, nil
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}
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// LetterForIndex maps one alphabet index to its concrete letter for variant. It is the
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// wire-decode primitive for a placed tile (a blank carries its designated letter's index).
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// An out-of-range index is an illegal play.
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func LetterForIndex(v Variant, idx int) (string, error) {
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c, ok := variantCodecs[v]
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if !ok {
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return "", fmt.Errorf("%w: %d", ErrUnknownVariant, v)
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}
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if idx < 0 || idx >= len(c.table) {
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return "", fmt.Errorf("%w: alphabet index %d for %s", ErrIllegalPlay, idx, v)
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}
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return c.table[idx].Letter, nil
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}
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// EncodeRack maps a decoded rack (the Game.Hand form: concrete letters with "?" for an
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// undesignated blank) to wire alphabet indices, using BlankIndex for each blank. It backs
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// the per-player state view, whose rack the client renders via the cached table.
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func EncodeRack(v Variant, letters []string) ([]int, error) {
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c, ok := variantCodecs[v]
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if !ok {
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return nil, fmt.Errorf("%w: %d", ErrUnknownVariant, v)
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}
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out := make([]int, len(letters))
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for i, l := range letters {
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if l == blankLetter {
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out[i] = BlankIndex
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continue
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}
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idx, ok := c.letterToIndex[strings.ToLower(l)]
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if !ok {
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return nil, fmt.Errorf("%w: rack letter %q for %s", ErrTilesNotOnRack, l, v)
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}
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out[i] = int(idx)
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}
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return out, nil
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}
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// DecodeTiles maps a wire rack/exchange index list back to the decoded letter form ("?"
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// for a blank, BlankIndex), for handing to the existing letter-based exchange path.
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func DecodeTiles(v Variant, idx []int) ([]string, error) {
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out := make([]string, len(idx))
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for i, x := range idx {
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if x == BlankIndex {
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out[i] = blankLetter
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continue
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}
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l, err := LetterForIndex(v, x)
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if err != nil {
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return nil, fmt.Errorf("%w (exchange)", err)
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}
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out[i] = l
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}
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return out, nil
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}
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// DecodeWord maps a sequence of alphabet indices to a concrete word (word-check carries no
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// blanks). The client constrains input to the variant's alphabet, so every index is a real
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// letter.
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func DecodeWord(v Variant, idx []int) (string, error) {
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var sb strings.Builder
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for _, x := range idx {
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l, err := LetterForIndex(v, x)
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if err != nil {
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return "", fmt.Errorf("%w (word check)", err)
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}
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sb.WriteString(l)
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}
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return sb.String(), nil
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}
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