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scrabble-game/pkg/fbs/scrabblefb/GameView.go
T
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

296 lines
7.6 KiB
Go

// Code generated by the FlatBuffers compiler. DO NOT EDIT.
package scrabblefb
import (
flatbuffers "github.com/google/flatbuffers/go"
)
type GameView struct {
_tab flatbuffers.Table
}
func GetRootAsGameView(buf []byte, offset flatbuffers.UOffsetT) *GameView {
n := flatbuffers.GetUOffsetT(buf[offset:])
x := &GameView{}
x.Init(buf, n+offset)
return x
}
func FinishGameViewBuffer(builder *flatbuffers.Builder, offset flatbuffers.UOffsetT) {
builder.Finish(offset)
}
func GetSizePrefixedRootAsGameView(buf []byte, offset flatbuffers.UOffsetT) *GameView {
n := flatbuffers.GetUOffsetT(buf[offset+flatbuffers.SizeUint32:])
x := &GameView{}
x.Init(buf, n+offset+flatbuffers.SizeUint32)
return x
}
func FinishSizePrefixedGameViewBuffer(builder *flatbuffers.Builder, offset flatbuffers.UOffsetT) {
builder.FinishSizePrefixed(offset)
}
func (rcv *GameView) Init(buf []byte, i flatbuffers.UOffsetT) {
rcv._tab.Bytes = buf
rcv._tab.Pos = i
}
func (rcv *GameView) Table() flatbuffers.Table {
return rcv._tab
}
func (rcv *GameView) Id() []byte {
o := flatbuffers.UOffsetT(rcv._tab.Offset(4))
if o != 0 {
return rcv._tab.ByteVector(o + rcv._tab.Pos)
}
return nil
}
func (rcv *GameView) Variant() []byte {
o := flatbuffers.UOffsetT(rcv._tab.Offset(6))
if o != 0 {
return rcv._tab.ByteVector(o + rcv._tab.Pos)
}
return nil
}
func (rcv *GameView) DictVersion() []byte {
o := flatbuffers.UOffsetT(rcv._tab.Offset(8))
if o != 0 {
return rcv._tab.ByteVector(o + rcv._tab.Pos)
}
return nil
}
func (rcv *GameView) Status() []byte {
o := flatbuffers.UOffsetT(rcv._tab.Offset(10))
if o != 0 {
return rcv._tab.ByteVector(o + rcv._tab.Pos)
}
return nil
}
func (rcv *GameView) Players() int32 {
o := flatbuffers.UOffsetT(rcv._tab.Offset(12))
if o != 0 {
return rcv._tab.GetInt32(o + rcv._tab.Pos)
}
return 0
}
func (rcv *GameView) MutatePlayers(n int32) bool {
return rcv._tab.MutateInt32Slot(12, n)
}
func (rcv *GameView) ToMove() int32 {
o := flatbuffers.UOffsetT(rcv._tab.Offset(14))
if o != 0 {
return rcv._tab.GetInt32(o + rcv._tab.Pos)
}
return 0
}
func (rcv *GameView) MutateToMove(n int32) bool {
return rcv._tab.MutateInt32Slot(14, n)
}
func (rcv *GameView) TurnTimeoutSecs() int32 {
o := flatbuffers.UOffsetT(rcv._tab.Offset(16))
if o != 0 {
return rcv._tab.GetInt32(o + rcv._tab.Pos)
}
return 0
}
func (rcv *GameView) MutateTurnTimeoutSecs(n int32) bool {
return rcv._tab.MutateInt32Slot(16, n)
}
func (rcv *GameView) MultipleWordsPerTurn() bool {
o := flatbuffers.UOffsetT(rcv._tab.Offset(18))
if o != 0 {
return rcv._tab.GetBool(o + rcv._tab.Pos)
}
return false
}
func (rcv *GameView) MutateMultipleWordsPerTurn(n bool) bool {
return rcv._tab.MutateBoolSlot(18, n)
}
func (rcv *GameView) MoveCount() int32 {
o := flatbuffers.UOffsetT(rcv._tab.Offset(20))
if o != 0 {
return rcv._tab.GetInt32(o + rcv._tab.Pos)
}
return 0
}
func (rcv *GameView) MutateMoveCount(n int32) bool {
return rcv._tab.MutateInt32Slot(20, n)
}
func (rcv *GameView) EndReason() []byte {
o := flatbuffers.UOffsetT(rcv._tab.Offset(22))
if o != 0 {
return rcv._tab.ByteVector(o + rcv._tab.Pos)
}
return nil
}
func (rcv *GameView) Seats(obj *SeatView, j int) bool {
o := flatbuffers.UOffsetT(rcv._tab.Offset(24))
if o != 0 {
x := rcv._tab.Vector(o)
x += flatbuffers.UOffsetT(j) * 4
x = rcv._tab.Indirect(x)
obj.Init(rcv._tab.Bytes, x)
return true
}
return false
}
func (rcv *GameView) SeatsLength() int {
o := flatbuffers.UOffsetT(rcv._tab.Offset(24))
if o != 0 {
return rcv._tab.VectorLen(o)
}
return 0
}
func (rcv *GameView) LastActivityUnix() int64 {
o := flatbuffers.UOffsetT(rcv._tab.Offset(26))
if o != 0 {
return rcv._tab.GetInt64(o + rcv._tab.Pos)
}
return 0
}
func (rcv *GameView) MutateLastActivityUnix(n int64) bool {
return rcv._tab.MutateInt64Slot(26, n)
}
func (rcv *GameView) VsAi() bool {
o := flatbuffers.UOffsetT(rcv._tab.Offset(28))
if o != 0 {
return rcv._tab.GetBool(o + rcv._tab.Pos)
}
return false
}
func (rcv *GameView) MutateVsAi(n bool) bool {
return rcv._tab.MutateBoolSlot(28, n)
}
func (rcv *GameView) UnreadChat() bool {
o := flatbuffers.UOffsetT(rcv._tab.Offset(30))
if o != 0 {
return rcv._tab.GetBool(o + rcv._tab.Pos)
}
return false
}
func (rcv *GameView) MutateUnreadChat(n bool) bool {
return rcv._tab.MutateBoolSlot(30, n)
}
func (rcv *GameView) UnreadMessages() bool {
o := flatbuffers.UOffsetT(rcv._tab.Offset(32))
if o != 0 {
return rcv._tab.GetBool(o + rcv._tab.Pos)
}
return false
}
func (rcv *GameView) MutateUnreadMessages(n bool) bool {
return rcv._tab.MutateBoolSlot(32, n)
}
func (rcv *GameView) Kind() int32 {
o := flatbuffers.UOffsetT(rcv._tab.Offset(34))
if o != 0 {
return rcv._tab.GetInt32(o + rcv._tab.Pos)
}
return 0
}
func (rcv *GameView) MutateKind(n int32) bool {
return rcv._tab.MutateInt32Slot(34, n)
}
func (rcv *GameView) NoRepeatWords() bool {
o := flatbuffers.UOffsetT(rcv._tab.Offset(36))
if o != 0 {
return rcv._tab.GetBool(o + rcv._tab.Pos)
}
return false
}
func (rcv *GameView) MutateNoRepeatWords(n bool) bool {
return rcv._tab.MutateBoolSlot(36, n)
}
func GameViewStart(builder *flatbuffers.Builder) {
builder.StartObject(17)
}
func GameViewAddId(builder *flatbuffers.Builder, id flatbuffers.UOffsetT) {
builder.PrependUOffsetTSlot(0, flatbuffers.UOffsetT(id), 0)
}
func GameViewAddVariant(builder *flatbuffers.Builder, variant flatbuffers.UOffsetT) {
builder.PrependUOffsetTSlot(1, flatbuffers.UOffsetT(variant), 0)
}
func GameViewAddDictVersion(builder *flatbuffers.Builder, dictVersion flatbuffers.UOffsetT) {
builder.PrependUOffsetTSlot(2, flatbuffers.UOffsetT(dictVersion), 0)
}
func GameViewAddStatus(builder *flatbuffers.Builder, status flatbuffers.UOffsetT) {
builder.PrependUOffsetTSlot(3, flatbuffers.UOffsetT(status), 0)
}
func GameViewAddPlayers(builder *flatbuffers.Builder, players int32) {
builder.PrependInt32Slot(4, players, 0)
}
func GameViewAddToMove(builder *flatbuffers.Builder, toMove int32) {
builder.PrependInt32Slot(5, toMove, 0)
}
func GameViewAddTurnTimeoutSecs(builder *flatbuffers.Builder, turnTimeoutSecs int32) {
builder.PrependInt32Slot(6, turnTimeoutSecs, 0)
}
func GameViewAddMultipleWordsPerTurn(builder *flatbuffers.Builder, multipleWordsPerTurn bool) {
builder.PrependBoolSlot(7, multipleWordsPerTurn, false)
}
func GameViewAddMoveCount(builder *flatbuffers.Builder, moveCount int32) {
builder.PrependInt32Slot(8, moveCount, 0)
}
func GameViewAddEndReason(builder *flatbuffers.Builder, endReason flatbuffers.UOffsetT) {
builder.PrependUOffsetTSlot(9, flatbuffers.UOffsetT(endReason), 0)
}
func GameViewAddSeats(builder *flatbuffers.Builder, seats flatbuffers.UOffsetT) {
builder.PrependUOffsetTSlot(10, flatbuffers.UOffsetT(seats), 0)
}
func GameViewStartSeatsVector(builder *flatbuffers.Builder, numElems int) flatbuffers.UOffsetT {
return builder.StartVector(4, numElems, 4)
}
func GameViewAddLastActivityUnix(builder *flatbuffers.Builder, lastActivityUnix int64) {
builder.PrependInt64Slot(11, lastActivityUnix, 0)
}
func GameViewAddVsAi(builder *flatbuffers.Builder, vsAi bool) {
builder.PrependBoolSlot(12, vsAi, false)
}
func GameViewAddUnreadChat(builder *flatbuffers.Builder, unreadChat bool) {
builder.PrependBoolSlot(13, unreadChat, false)
}
func GameViewAddUnreadMessages(builder *flatbuffers.Builder, unreadMessages bool) {
builder.PrependBoolSlot(14, unreadMessages, false)
}
func GameViewAddKind(builder *flatbuffers.Builder, kind int32) {
builder.PrependInt32Slot(15, kind, 0)
}
func GameViewAddNoRepeatWords(builder *flatbuffers.Builder, noRepeatWords bool) {
builder.PrependBoolSlot(16, noRepeatWords, false)
}
func GameViewEnd(builder *flatbuffers.Builder) flatbuffers.UOffsetT {
return builder.EndObject()
}