Files
scrabble-game/backend/internal/engine/decode.go
T
Ilia Denisov ec435c0e7f
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Stage 14: solver & dictionary split — consume published module + DAWG artifact (TODO-1/TODO-2)
- backend/go.mod pins gitea.iliadenisov.ru/developer/scrabble-solver v1.0.0; the engine's
  imports use the published module path; go.work drops the solver replace (GOPRIVATE fetches
  it directly from Gitea). The solver's wordlist/dictdawg are now public packages.
- CI (go-unit, integration): drop the solver sibling-clone, set GOPRIVATE, and download the
  dictionary DAWG release artifact (scrabble-dawg-<DICT_VERSION>.tar.gz from the new
  scrabble-dictionary repo) for BACKEND_DICT_DIR.
- Docs: ARCHITECTURE §5/§11/§13/§14 + backend/README updated to the published-module +
  release-artifact model. PLAN.md re-scoped Stage 14 to the split and added Stages 15 (deploy
  infra & test contour), 16 (prod contour), 17 (dual Telegram bots); TODO-1/TODO-2 marked done.
2026-06-04 20:00:36 +02:00

149 lines
4.9 KiB
Go

package engine
import (
"fmt"
"gitea.iliadenisov.ru/developer/scrabble-solver/board"
"gitea.iliadenisov.ru/developer/scrabble-solver/rules"
"gitea.iliadenisov.ru/developer/scrabble-solver/scrabble"
)
// ActionKind classifies a turn in the move log.
type ActionKind uint8
const (
// ActionPlay is a tile placement forming one or more words.
ActionPlay ActionKind = iota
// ActionPass is a forfeited turn.
ActionPass
// ActionExchange swaps tiles with the bag.
ActionExchange
// ActionResign abandons the game.
ActionResign
// ActionTimeout is the auto-resignation a missed turn becomes; recorded by
// the game domain in a later stage, never produced by the engine itself.
ActionTimeout
)
// String renders the action kind for logs and GCG export.
func (a ActionKind) String() string {
switch a {
case ActionPlay:
return "play"
case ActionPass:
return "pass"
case ActionExchange:
return "exchange"
case ActionResign:
return "resign"
case ActionTimeout:
return "timeout"
}
return "unknown"
}
// TileRecord is a single placed tile decoded to a concrete letter, so the move
// log is independent of any dictionary and of the solver's internal encoding.
type TileRecord struct {
Row, Col int
// Letter is the concrete character placed; for a blank, the letter it stands
// for.
Letter string
// Blank reports whether the tile was placed from a blank (and so scored 0).
Blank bool
}
// MoveRecord is one turn in the dictionary-independent history. A play carries
// the placed tiles, the words it formed and its score; a pass or resignation
// carries only the action; an exchange carries the number of tiles swapped. The
// game domain adds timestamps and persistence around these values.
type MoveRecord struct {
Player int
Action ActionKind
Dir Direction // ActionPlay only: orientation of the main word (H/V)
MainRow, MainCol int // ActionPlay only: the main word's first-letter coordinate
Tiles []TileRecord // ActionPlay only
Words []string // ActionPlay only: the main word first, then cross words
Count int // ActionExchange only: number of tiles swapped
Score int // points scored this turn (0 for non-plays)
Total int // the player's running total after this turn
}
// recordPlay decodes a scored, committed move into a dictionary-independent
// MoveRecord for the given player, stamping the player and their running total.
func (g *Game) recordPlay(player int, m scrabble.Move) MoveRecord {
rec := g.decodeMove(m)
rec.Player = player
rec.Total = g.scores[player]
return rec
}
// decodeMove decodes a scored move's placements and words into a
// dictionary-independent MoveRecord, without the player or running total (which
// only a committed play has). It backs both recordPlay and the non-committing
// previews HintView and EvaluatePlay.
func (g *Game) decodeMove(m scrabble.Move) MoveRecord {
tiles := make([]TileRecord, len(m.Tiles))
for i, p := range m.Tiles {
tiles[i] = TileRecord{Row: p.Row, Col: p.Col, Letter: g.letter(p.Letter), Blank: p.Blank}
}
words := make([]string, 0, 1+len(m.Cross))
words = append(words, g.word(m.Main))
for _, cw := range m.Cross {
words = append(words, g.word(cw))
}
return MoveRecord{
Action: ActionPlay,
Dir: fromScrabbleDir(m.Dir),
MainRow: m.Main.Row,
MainCol: m.Main.Col,
Tiles: tiles,
Words: words,
Score: m.Score,
}
}
// letter decodes one alphabet index to its concrete character via the ruleset's
// alphabet. A malformed index yields the empty string.
func (g *Game) letter(idx byte) string {
s, err := g.rules.Alphabet.Character(idx)
if err != nil {
return ""
}
return s
}
// word decodes a solver word's letters to a concrete string via the ruleset's
// alphabet. A malformed word yields the empty string.
func (g *Game) word(w scrabble.Word) string {
s, err := g.rules.Alphabet.Decode(w.Letters)
if err != nil {
return ""
}
return s
}
// ReplayBoard reconstructs the board the play records produce, on an empty board
// for ruleset rs, using only the alphabet and never a dictionary: each recorded
// letter is re-indexed and the placements are applied. Non-play records are
// ignored. It realises the history invariant in docs/ARCHITECTURE.md §9.1 — an
// archived game replays from decoded values plus its variant metadata alone.
func ReplayBoard(rs *rules.Ruleset, records []MoveRecord) (*board.Board, error) {
b := board.New(rs.Rows, rs.Cols)
for _, rec := range records {
if rec.Action != ActionPlay {
continue
}
placements := make([]scrabble.Placement, len(rec.Tiles))
for i, t := range rec.Tiles {
idx, err := rs.Alphabet.Index(t.Letter)
if err != nil {
return nil, fmt.Errorf("engine: replay letter %q at (%d,%d): %w", t.Letter, t.Row, t.Col, err)
}
placements[i] = scrabble.Placement{Row: t.Row, Col: t.Col, Letter: idx, Blank: t.Blank}
}
scrabble.Apply(b, scrabble.Move{Tiles: placements})
}
return b, nil
}