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scrabble-game/backend/internal/engine/domain.go
T
Ilia Denisov 5fa51d04d9
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fix(engine): EvaluatePlay honors the single-word rule
The move preview (EvaluatePlay) validated under standard rules — it called
ValidatePlay without the game's play options — so under the single-word
rule it rejected a play whose only flaw was incidental invalid perpendicular
cross-words, even though SubmitPlay accepts it. The UI gates the submit
button on the preview, so such a play (e.g. КРАН bridging an existing Р on
the test contour) could not be made.

Pass g.playOpts() via ValidatePlayOpts, mirroring Play, so the preview's
legality and score match submission. Robots are unaffected — they search
via GenerateMovesOpts and submit via Play, both already opts-aware — and a
regression test asserts that too.
2026-06-12 11:14:20 +02:00

190 lines
6.8 KiB
Go

package engine
import (
"fmt"
"gitea.iliadenisov.ru/developer/scrabble-solver/scrabble"
)
// blankLetter is how a blank tile is written in the decoded, domain-facing API:
// in a rack it is an undesignated blank, and in an exchange it is a blank being
// swapped. A blank placed on the board is a TileRecord with Blank set and Letter
// holding the concrete letter it stands for.
const blankLetter = "?"
// Direction is the orientation of a play as seen by the game domain. It decouples
// the domain from the solver's own Direction type: internal/engine is the only
// backend package that imports scrabble-solver (see docs/ARCHITECTURE.md §5), so
// the engine accepts and returns decoded, solver-free values.
type Direction uint8
const (
// Horizontal lays a word left to right along a row.
Horizontal Direction = iota
// Vertical lays a word top to bottom down a column.
Vertical
)
// String renders the direction as "H" or "V", the form the move journal and GCG
// export use.
func (d Direction) String() string {
if d == Vertical {
return "V"
}
return "H"
}
// scrabbleDir maps the domain Direction to the solver's Direction.
func (d Direction) scrabbleDir() scrabble.Direction {
if d == Vertical {
return scrabble.Vertical
}
return scrabble.Horizontal
}
// fromScrabbleDir maps the solver's Direction to the domain Direction.
func fromScrabbleDir(d scrabble.Direction) Direction {
if d == scrabble.Vertical {
return Vertical
}
return Horizontal
}
// SubmitPlay validates and applies the current player's play described in decoded
// terms: each TileRecord carries a concrete letter (the letter a blank stands for
// when Blank is set) and a board coordinate. It infers the play's orientation
// from the tiles and the board (resolveDirection), encodes the tiles through the
// ruleset alphabet and delegates to Play, so it returns the same errors
// (ErrTilesNotOnRack, ErrIllegalPlay, ErrGameOver) plus ErrIllegalPlay when a
// letter is outside the variant's alphabet.
func (g *Game) SubmitPlay(tiles []TileRecord) (MoveRecord, error) {
placements, err := g.placements(tiles)
if err != nil {
return MoveRecord{}, err
}
return g.Play(resolveDirection(g.board, placements), placements)
}
// SubmitPlayDir is SubmitPlay with the orientation supplied rather than inferred.
// It exists for journal replay, which reproduces a committed game exactly from
// the stored "H"/"V" rather than re-deriving it (docs/ARCHITECTURE.md §9.1):
// re-derivation would tie historical reconstruction to the current resolver, so
// replay trusts the recorded direction. Live play uses SubmitPlay.
func (g *Game) SubmitPlayDir(dir Direction, tiles []TileRecord) (MoveRecord, error) {
placements, err := g.placements(tiles)
if err != nil {
return MoveRecord{}, err
}
return g.Play(dir.scrabbleDir(), placements)
}
// SubmitExchange swaps the current player's tiles, named in decoded terms: a
// concrete letter per tile, or "?" for a blank. It encodes them and delegates to
// Exchange, returning the same errors plus ErrTilesNotOnRack when a letter is
// outside the variant's alphabet.
func (g *Game) SubmitExchange(tiles []string) (MoveRecord, error) {
raw, err := g.encodeTiles(tiles)
if err != nil {
return MoveRecord{}, err
}
return g.Exchange(raw)
}
// EvaluatePlay scores and validates a tentative play without committing it,
// backing the unlimited "what would my next move score, and is it legal?" tool.
// It infers the play's orientation from the tiles and the board and applies the
// game's play options exactly as SubmitPlay does, so under the single-word rule
// perpendicular cross-words are ignored: the preview's legality and score then
// match what submitting the play would yield. It returns the decoded move (placed
// tiles, the words it forms, its orientation and its score) or ErrIllegalPlay when
// the solver rejects it. The board, racks, bag and turn are left untouched.
func (g *Game) EvaluatePlay(tiles []TileRecord) (MoveRecord, error) {
if g.over {
return MoveRecord{}, ErrGameOver
}
placements, err := g.placements(tiles)
if err != nil {
return MoveRecord{}, err
}
move, err := g.solver.ValidatePlayOpts(g.board, resolveDirection(g.board, placements), placements, g.playOpts())
if err != nil {
return MoveRecord{}, fmt.Errorf("%w: %v", ErrIllegalPlay, err)
}
return g.decodeMove(move), nil
}
// HintView returns the highest-scoring legal play for the current player as a
// decoded MoveRecord and true, or a zero record and false when there is none. It
// is the one-per-game hint's top-1 move in domain-facing form.
func (g *Game) HintView() (MoveRecord, bool) {
move, ok := g.Hint()
if !ok {
return MoveRecord{}, false
}
return g.decodeMove(move), true
}
// Candidates returns every legal play for the current player as decoded
// MoveRecords, ranked by descending score (so the first entry equals HintView's
// move). It is empty when the player has no legal play. The robot opponent picks
// from these by margin without importing the solver; each record carries the
// move's score, so a caller can choose by resulting score difference rather than
// always taking the maximum.
func (g *Game) Candidates() []MoveRecord {
moves := g.GenerateMoves()
out := make([]MoveRecord, len(moves))
for i, m := range moves {
out[i] = g.decodeMove(m)
}
return out
}
// Hand returns the player's current rack decoded to concrete letters, with "?"
// for each undesignated blank. The order mirrors the internal hand. It supplies
// the GCG rack field and the per-player game-state view.
func (g *Game) Hand(player int) []string {
hand := g.hands[player]
out := make([]string, len(hand))
for i, t := range hand {
if t == blankTile {
out[i] = blankLetter
continue
}
out[i] = g.letter(t)
}
return out
}
// placements encodes decoded tiles into solver placements via the ruleset
// alphabet, wrapping a bad letter as ErrIllegalPlay.
func (g *Game) placements(tiles []TileRecord) ([]scrabble.Placement, error) {
out := make([]scrabble.Placement, len(tiles))
for i, t := range tiles {
idx, err := g.rules.Alphabet.Index(t.Letter)
if err != nil {
return nil, fmt.Errorf("%w: letter %q at (%d,%d): %v", ErrIllegalPlay, t.Letter, t.Row, t.Col, err)
}
out[i] = scrabble.Placement{Row: t.Row, Col: t.Col, Letter: idx, Blank: t.Blank}
}
return out, nil
}
// encodeTiles encodes decoded exchange tiles ("?" for a blank, otherwise a
// concrete letter) into the internal byte form, wrapping a bad letter as
// ErrTilesNotOnRack (the caller cannot hold a tile it cannot name).
func (g *Game) encodeTiles(tiles []string) ([]byte, error) {
raw := make([]byte, len(tiles))
for i, t := range tiles {
if t == blankLetter {
raw[i] = blankTile
continue
}
idx, err := g.rules.Alphabet.Index(t)
if err != nil {
return nil, fmt.Errorf("%w: tile %q: %v", ErrTilesNotOnRack, t, err)
}
raw[i] = idx
}
return raw, nil
}