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scrabble-game/backend/internal/notify/payload.go
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Ilia Denisov d7337d24ea
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feat(rules): forbid repeating a word already on the board in Erudit
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.
2026-07-27 18:33:56 +02:00

100 lines
3.5 KiB
Go

package notify
// The structs below are the wire-agnostic inputs the domain services hand to the
// enriched event constructors. Keeping them here — rather than importing the wire
// schema into game/lobby/social — preserves the package boundary: notify owns the
// FlatBuffers encoding, while the domain only fills in already-resolved values (seat
// display names, alphabet-index racks). Each mirrors the matching scrabblefb table.
// SeatStanding is one seat's public standing inside a GameSummary (mirrors
// scrabblefb.SeatView).
type SeatStanding struct {
Seat int
AccountID string
DisplayName string
Score int
HintsUsed int
IsWinner bool
}
// GameSummary is the shared, non-private game state embedded in enriched events
// (mirrors scrabblefb.GameView). LastActivityUnix is the lobby sort key: the current
// turn's start for an active game, the finish time once finished.
type GameSummary struct {
ID string
Variant string
DictVersion string
Status string
Players int
ToMove int
TurnTimeoutSecs int
MultipleWordsPerTurn bool
// VsAI marks an honest-AI game (the opponent is shown as 🤖, chat/nudge/add-friend off).
VsAI bool
MoveCount int
EndReason string
Seats []SeatStanding
LastActivityUnix int64
// Kind is the game's origin for the active-game limits (0 unknown, 1 vs_ai, 2 random, 3 friends);
// it rides live events so a lobby patch keeps the per-kind count correct.
Kind int
// NoRepeatWords forbids laying a word that is already on the board (the "Эрудит" rule, pinned
// per game); it rides live events so the client's local move preview scores like the server.
NoRepeatWords bool
}
// AlphabetLetter is one variant alphabet entry (a display-only row) embedded in an
// initial PlayerState so a client seeing a variant for the first time can render its
// rack (mirrors scrabblefb.AlphabetEntry).
type AlphabetLetter struct {
Index int
Letter string
Value int
}
// PlayerState is a player's full initial view of a game — the shared summary plus
// their private rack and budgets (mirrors scrabblefb.StateView). Rack carries wire
// alphabet indices (a blank is the sentinel index 255). Alphabet is set only when the
// recipient may not have cached the variant yet (match_found / game_started).
type PlayerState struct {
Game GameSummary
Seat int
Rack []int
BagLen int
HintsRemaining int
Alphabet []AlphabetLetter
}
// AccountRef is a referenced account with its display name resolved (mirrors
// scrabblefb.AccountRef).
type AccountRef struct {
AccountID string
DisplayName string
}
// InvitationInvitee is one invited player's seat and response inside an
// InvitationSummary (mirrors scrabblefb.InvitationInvitee).
type InvitationInvitee struct {
AccountID string
DisplayName string
Seat int
Response string
}
// InvitationSummary is a friend-game invitation carried by the NotifyInvitation event so
// the client adds it to its lobby list without a refetch (mirrors scrabblefb.Invitation).
type InvitationSummary struct {
ID string
Inviter AccountRef
Invitees []InvitationInvitee
Variant string
TurnTimeoutSecs int
HintsAllowed bool
HintsPerPlayer int
MultipleWordsPerTurn bool
DropoutTiles string
Status string
GameID string
ExpiresAtUnix int64
}