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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.
123 lines
4.3 KiB
Go
123 lines
4.3 KiB
Go
package notify
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import (
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flatbuffers "github.com/google/flatbuffers/go"
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"scrabble/backend/internal/engine"
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"scrabble/pkg/wire"
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)
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// The builders below encode the nested wire tables embedded in enriched event
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// payloads. They map the domain's already-resolved values (notify.* payload structs
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// and the decoded engine.MoveRecord) to the neutral scrabble/pkg/wire structs and
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// delegate the FlatBuffers construction to package wire — the single definition of the
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// nested-table layout shared with the gateway transcoder. Each returns the offset of
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// the table it built; callers must build every nested table before opening the parent.
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// toWireGame maps a GameSummary to the shared wire.GameView.
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func toWireGame(g GameSummary) wire.GameView {
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seats := make([]wire.SeatView, len(g.Seats))
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for i, s := range g.Seats {
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seats[i] = wire.SeatView{
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Seat: s.Seat,
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AccountID: s.AccountID,
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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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DisplayName: s.DisplayName,
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}
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}
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return wire.GameView{
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ID: g.ID,
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Variant: g.Variant,
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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: g.TurnTimeoutSecs,
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MultipleWordsPerTurn: g.MultipleWordsPerTurn,
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VsAI: g.VsAI,
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Kind: 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: g.LastActivityUnix,
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NoRepeatWords: g.NoRepeatWords,
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}
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}
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// buildGameView builds a GameView table from a GameSummary and returns its offset.
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func buildGameView(b *flatbuffers.Builder, g GameSummary) flatbuffers.UOffsetT {
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return wire.BuildGameView(b, toWireGame(g))
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}
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// buildMoveRecord builds a MoveRecord table from a decoded engine move and returns its
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// offset (Count is the engine count: the number of tiles swapped on an exchange, zero
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// otherwise).
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func buildMoveRecord(b *flatbuffers.Builder, m engine.MoveRecord) flatbuffers.UOffsetT {
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tiles := make([]wire.TileRecord, len(m.Tiles))
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for i, t := range m.Tiles {
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tiles[i] = wire.TileRecord{Row: t.Row, Col: t.Col, Letter: t.Letter, Blank: t.Blank}
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}
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return wire.BuildMoveRecord(b, wire.MoveRecord{
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Player: m.Player,
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Action: m.Action.String(),
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Dir: m.Dir.String(),
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MainRow: m.MainRow,
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MainCol: m.MainCol,
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Tiles: tiles,
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Words: m.Words,
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Count: m.Count,
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Score: m.Score,
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Total: m.Total,
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})
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}
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// buildStateView builds a StateView table from a PlayerState and returns its offset.
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func buildStateView(b *flatbuffers.Builder, s PlayerState) flatbuffers.UOffsetT {
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alphabet := make([]wire.AlphabetEntry, len(s.Alphabet))
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for i, e := range s.Alphabet {
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alphabet[i] = wire.AlphabetEntry{Index: e.Index, Letter: e.Letter, Value: e.Value}
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}
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return wire.BuildStateView(b, wire.StateView{
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Game: toWireGame(s.Game),
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Seat: s.Seat,
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Rack: s.Rack,
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BagLen: s.BagLen,
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HintsRemaining: s.HintsRemaining,
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Alphabet: alphabet,
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})
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}
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// buildAccountRef builds an AccountRef table and returns its offset.
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func buildAccountRef(b *flatbuffers.Builder, a AccountRef) flatbuffers.UOffsetT {
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return wire.BuildAccountRef(b, wire.AccountRef{AccountID: a.AccountID, DisplayName: a.DisplayName})
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}
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// buildInvitation builds an Invitation table from an InvitationSummary and returns its offset.
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func buildInvitation(b *flatbuffers.Builder, inv InvitationSummary) flatbuffers.UOffsetT {
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invitees := make([]wire.InvitationInvitee, len(inv.Invitees))
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for i, iv := range inv.Invitees {
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invitees[i] = wire.InvitationInvitee{
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AccountID: iv.AccountID,
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DisplayName: iv.DisplayName,
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Seat: iv.Seat,
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Response: iv.Response,
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}
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}
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return wire.BuildInvitation(b, wire.Invitation{
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ID: inv.ID,
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Inviter: wire.AccountRef{AccountID: inv.Inviter.AccountID, DisplayName: inv.Inviter.DisplayName},
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Invitees: invitees,
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Variant: inv.Variant,
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TurnTimeoutSecs: inv.TurnTimeoutSecs,
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HintsAllowed: inv.HintsAllowed,
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HintsPerPlayer: inv.HintsPerPlayer,
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MultipleWordsPerTurn: inv.MultipleWordsPerTurn,
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DropoutTiles: inv.DropoutTiles,
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Status: inv.Status,
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GameID: inv.GameID,
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ExpiresAtUnix: inv.ExpiresAtUnix,
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})
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}
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