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scrabble-game/ui/src/gen/fbs/scrabblefb/state-view.ts
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feat(stats): best-move word, moves & hint-share, and a hint-count fix (#81)
The statistics screen gains real depth, plus a hint-count bug fix found along the way.

- Best move per variant: the screen shows the actual best-move word (drawn as game
  tiles; a wildcard shows its letter but no value), broken down by game variant, empty
  variants omitted. New account_best_move table, written at game finish.
- Moves & hint share: two new lifetime tiles — the player's play count and the share of
  plays that used a hint — from summed account_stats counters (moves, hints_used).
  Honest-AI games are excluded, like the rest of the stats.
- Hint-count fix: the in-game hint badge no longer goes stale across games. The global
  wallet now rides the wire apart from the per-game allowance (wallet_balance on
  StateView/HintResult/StatsView), so the client reads the live wallet rather than a
  per-game snapshot; game_players.hints_used now counts every hint (allowance + wallet),
  its true per-game total.
- Account merge: sums the new moves/hints_used counters and merges the per-variant best
  moves (higher score kept), which it previously dropped.
- Admin: the user card shows Moves and Hints used.
- UI polish: tab/label wording, game-over text, and e2e selectors hardened against label
  changes.

All wire additions are trailing (backward-compatible). Docs (ARCHITECTURE, FUNCTIONAL +ru,
UISN_DESIGN) updated in step.
2026-06-17 22:17:27 +00:00

150 lines
5.0 KiB
TypeScript

// automatically generated by the FlatBuffers compiler, do not modify
import * as flatbuffers from 'flatbuffers';
import { AlphabetEntry } from '../scrabblefb/alphabet-entry.js';
import { GameView } from '../scrabblefb/game-view.js';
export class StateView {
bb: flatbuffers.ByteBuffer|null = null;
bb_pos = 0;
__init(i:number, bb:flatbuffers.ByteBuffer):StateView {
this.bb_pos = i;
this.bb = bb;
return this;
}
static getRootAsStateView(bb:flatbuffers.ByteBuffer, obj?:StateView):StateView {
return (obj || new StateView()).__init(bb.readInt32(bb.position()) + bb.position(), bb);
}
static getSizePrefixedRootAsStateView(bb:flatbuffers.ByteBuffer, obj?:StateView):StateView {
bb.setPosition(bb.position() + flatbuffers.SIZE_PREFIX_LENGTH);
return (obj || new StateView()).__init(bb.readInt32(bb.position()) + bb.position(), bb);
}
game(obj?:GameView):GameView|null {
const offset = this.bb!.__offset(this.bb_pos, 4);
return offset ? (obj || new GameView()).__init(this.bb!.__indirect(this.bb_pos + offset), this.bb!) : null;
}
seat():number {
const offset = this.bb!.__offset(this.bb_pos, 6);
return offset ? this.bb!.readInt32(this.bb_pos + offset) : 0;
}
rack(index: number):number|null {
const offset = this.bb!.__offset(this.bb_pos, 8);
return offset ? this.bb!.readUint8(this.bb!.__vector(this.bb_pos + offset) + index) : 0;
}
rackLength():number {
const offset = this.bb!.__offset(this.bb_pos, 8);
return offset ? this.bb!.__vector_len(this.bb_pos + offset) : 0;
}
rackArray():Uint8Array|null {
const offset = this.bb!.__offset(this.bb_pos, 8);
return offset ? new Uint8Array(this.bb!.bytes().buffer, this.bb!.bytes().byteOffset + this.bb!.__vector(this.bb_pos + offset), this.bb!.__vector_len(this.bb_pos + offset)) : null;
}
bagLen():number {
const offset = this.bb!.__offset(this.bb_pos, 10);
return offset ? this.bb!.readInt32(this.bb_pos + offset) : 0;
}
hintsRemaining():number {
const offset = this.bb!.__offset(this.bb_pos, 12);
return offset ? this.bb!.readInt32(this.bb_pos + offset) : 0;
}
alphabet(index: number, obj?:AlphabetEntry):AlphabetEntry|null {
const offset = this.bb!.__offset(this.bb_pos, 14);
return offset ? (obj || new AlphabetEntry()).__init(this.bb!.__indirect(this.bb!.__vector(this.bb_pos + offset) + index * 4), this.bb!) : null;
}
alphabetLength():number {
const offset = this.bb!.__offset(this.bb_pos, 14);
return offset ? this.bb!.__vector_len(this.bb_pos + offset) : 0;
}
walletBalance():number {
const offset = this.bb!.__offset(this.bb_pos, 16);
return offset ? this.bb!.readInt32(this.bb_pos + offset) : 0;
}
static startStateView(builder:flatbuffers.Builder) {
builder.startObject(7);
}
static addGame(builder:flatbuffers.Builder, gameOffset:flatbuffers.Offset) {
builder.addFieldOffset(0, gameOffset, 0);
}
static addSeat(builder:flatbuffers.Builder, seat:number) {
builder.addFieldInt32(1, seat, 0);
}
static addRack(builder:flatbuffers.Builder, rackOffset:flatbuffers.Offset) {
builder.addFieldOffset(2, rackOffset, 0);
}
static createRackVector(builder:flatbuffers.Builder, data:number[]|Uint8Array):flatbuffers.Offset {
builder.startVector(1, data.length, 1);
for (let i = data.length - 1; i >= 0; i--) {
builder.addInt8(data[i]!);
}
return builder.endVector();
}
static startRackVector(builder:flatbuffers.Builder, numElems:number) {
builder.startVector(1, numElems, 1);
}
static addBagLen(builder:flatbuffers.Builder, bagLen:number) {
builder.addFieldInt32(3, bagLen, 0);
}
static addHintsRemaining(builder:flatbuffers.Builder, hintsRemaining:number) {
builder.addFieldInt32(4, hintsRemaining, 0);
}
static addAlphabet(builder:flatbuffers.Builder, alphabetOffset:flatbuffers.Offset) {
builder.addFieldOffset(5, alphabetOffset, 0);
}
static createAlphabetVector(builder:flatbuffers.Builder, data:flatbuffers.Offset[]):flatbuffers.Offset {
builder.startVector(4, data.length, 4);
for (let i = data.length - 1; i >= 0; i--) {
builder.addOffset(data[i]!);
}
return builder.endVector();
}
static startAlphabetVector(builder:flatbuffers.Builder, numElems:number) {
builder.startVector(4, numElems, 4);
}
static addWalletBalance(builder:flatbuffers.Builder, walletBalance:number) {
builder.addFieldInt32(6, walletBalance, 0);
}
static endStateView(builder:flatbuffers.Builder):flatbuffers.Offset {
const offset = builder.endObject();
return offset;
}
static createStateView(builder:flatbuffers.Builder, gameOffset:flatbuffers.Offset, seat:number, rackOffset:flatbuffers.Offset, bagLen:number, hintsRemaining:number, alphabetOffset:flatbuffers.Offset, walletBalance:number):flatbuffers.Offset {
StateView.startStateView(builder);
StateView.addGame(builder, gameOffset);
StateView.addSeat(builder, seat);
StateView.addRack(builder, rackOffset);
StateView.addBagLen(builder, bagLen);
StateView.addHintsRemaining(builder, hintsRemaining);
StateView.addAlphabet(builder, alphabetOffset);
StateView.addWalletBalance(builder, walletBalance);
return StateView.endStateView(builder);
}
}