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- go.work (Go 1.26.3) with backend module; deps added incrementally (gin+zap only) - backend: /healthz + /readyz, env config, graceful shutdown - docs: ARCHITECTURE, FUNCTIONAL (+ru mirror), TESTING - PLAN.md (stage tracker + per-stage open details) and CLAUDE.md (per-stage workflow) - .gitea go-unit CI (gofmt/vet/build/test)
57 lines
2.7 KiB
Markdown
57 lines
2.7 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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### 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).
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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
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a `(variant, language)` pool; after 10 s with no human, the robot substitutes.
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Friend games (2–4) are formed by friend list, internal ID, or deep-link.
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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
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dictionary at submit time and scored. One hint per game reveals the best move.
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The dictionary check tool is unlimited and offers a complaint. The game ends
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when the bag empties and a player clears their rack, after 6 consecutive
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scoreless turns, or by the 24-hour move timeout (auto-resign).
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### Robot opponent *(Stage 5)*
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Indistinguishable-from-human substitute in auto-match. Decides once whether to
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play to win (~40%), targets a small score margin, plays with human-like timing
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and a night sleep window, and nudges/answers nudges like a person.
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### Social: friends, block, chat, nudge *(Stage 4)*
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Add friends; block chat and/or friend requests independently; per-game chat;
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nudge the awaited opponent at most once per hour (platform-native push).
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### Profile & settings *(Stage 4)*
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Language (en/ru), display name, linked accounts, email binding, timezone, block
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toggles.
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### History & statistics *(Stage 3)*
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Finished games are archived in a dictionary-independent form and exportable to
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GCG. Statistics: wins, losses, max points in a game, max points for one word.
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### Administration *(Stage 9)*
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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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